Init\Item.sdb代码 -------------------------------------------------------------------- 百宝箱,百宝箱,56,百宝箱,,,,,,,TRUE,FALSE,689,,,,,,,,,,1000,1000,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,xxx,, 代码中的689请自行修正为客户端ITEM.ATZ文件中的编号 xxx请和Script\Script.SDB脚本编号对应。 ---------------------------------------------------------- Script\Script.SDB中添加: XXX,百宝箱.txt,, --------------------------------------------------------- Script目录下添加: 百宝箱.txt 代码为: ----------------------------------------------- unit 百宝箱; interface function GetToken (aStr, aToken, aSep : String) : String; function CompareStr (aStr1, aStr2 : String) : Boolean; function callfunc (aText: string): string; procedure print (aText: string); function Random (aScope: integer): integer; function Length (aText: string): integer; procedure Inc (aInt: integer); procedure Dec (aInt: integer); function StrToInt (astr: string): integer; function IntToStr (aInt: integer): string; procedure exit; procedure OnDblClick(aStr : String); implementation procedure OnDblClick(aStr : String); var Str, Name : String; begin print ('getsenderitem 百宝箱'); print ('sendsenderchatmessage 使用了百宝箱 2'); Name := callfunc ('getrandomitem 0'); Str := 'putsendermagicitem ' + Name; Str := Str + ' @百宝箱 4'; print (Str); exit; end; end. ---------------------------------------------------- 物品兑换修改在TGS下Event目录中的 RandomEventItem0 .sdb文件中 也可自行复制一份,并且命名为RandomEventItem[/COLOR]X[COLOR=#0000FF] .sdb 数字X要和代码中的 getrandomitem 后面的 数字对应
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