战神引擎小眼神插件(支持全屏捡物+英雄攻速)

战神引擎小眼神插件,最大的特色功能就是支持一键全屏捡物品,虽然在端游GOM/GEE上早有了,但在战神引擎上,这才是第一次出现。插件需要购买后才能使用,具体联系QQ:422655051

战神引擎小眼神插件(支持全屏捡物+英雄攻速)

小眼神插件更新日志

===========战神1.1.1.exe========
2022.9.18日修复内容
将9月17日倍攻暴击合并。(修复了倍攻不生效问题)

2022.7.18更新
1:修复复活,麻痹,复生的特殊属性穿戴消失。(现在就是只要sets后,特殊属性一直有效)
2:支持设定复活戒指时间。sets(1,28,x),1就代表1s后继续复活,0就代表原来的60秒。(注意:必须先启动盘古,再启动我的插件,才能生效这个时间)

2022.7.20更新
1:增加击杀触发脚本(改为不区分地图攻击模式,击杀均触发)
2:增加攻击反伤

2022.8.2更新
1:修正切割概率
2:增加全屏捡物品 [SetS(1,61,x) :拾取范围 (为x=0 表示必须踩上去才能拾取,x>0 其他数值就是越大,范围越大)]

2022.8.15
1:更新捡物品前可以在RunQuest.pas里面触发函数pickpre();自行在文件中查看函数测试。
2: 更新背包自定义格子(需要客户端改文件支持。小白问你的技术员!)

===========战神1.0.7.exe=====================
2022.8.18 修复自定义背包格子得bug(大背包暂时别用,未修复关键bug)
========战神1.0.8.exe=========
2022.8.28
1:增加攻击触发和魔法攻击触发,相对于盘古的触发进行了加强(启动我的就别启动盘古了,免得同时运行性能降低)
2:增加穿戴触发,相对于盘古的触发进行了加强 ( 启动我的就别启动盘古了,免得同时运行性能降低)注意:RunQuest.pas里面触发函数必须配置才能用,小白勿扰。

==========================战神1.0.9.exe========
2022.9.5
1.修正反伤报错问题
2.全屏拾取死亡后自动取消。
3.穿戴触发增加pos参数(穿戴位置),注意:需修改Envir/PsMapQuest/RunQuest.pas里面的函数,自行打开看例子
4.可禁止装备极品属性太高被锁定
5:增加了AddlimLF()的函数变异(启动后可以使用Envir/CommonScripts/眼神专用/common.pas里面的函数,自行打开阅读注释)
6:增加了IncActivePoint()的函数变异(启动后可以使用Envir/CommonScripts/眼神专用/common.pas里面的函数,自行打开阅读注释)

【新功能配置增量:
1.Envir/PsMapQuest/RunQuest.pas里面函数 MyEquiepchange(pos,msg,msg1,stdmode:Integer;itemname:string;IsEquip:Boolean);参数相对与1.0.8增加了 [pos]
2.增添了脚本:Envir/CommonScripts/眼神专用/common.pas 需要在哪里使用,添加引入 【引入方法见”Envir/PsNpcscripts/说明npc-3.pas”】=> {$I 眼神专用/common.pas}, 引入后直接像例子一样灵活使用吧
3.说明npc新增大量案例,均为样板,不可直接使用。

==========================战神1.1.0.exe========
2022.9.17

1.重写切割,增加切割概率变量,四种概率 。重新启用Set(1,9,100):不允许他人切割自己 自行到说明npc查看
2.增加三种倍攻,自行查看说明npc (与盘古会叠加,建议启动我的倍攻就别启动盘古的倍攻)
3.增加暴击,自定义暴击倍率和概率(与盘古只能共存一个,谁后启动算谁的)
注意:使用我的暴击请到Envir/PsMapQuest/RunQuest.pas配 //暴击触发脚本(一旦触发暴击,就会运行此脚本)
procedure baoji();
begin
This_Player.PlayerNotice(‘触发暴击’,0);
end;
4.修复给1号宝宝高级属性报错问题。
【本次脚本增量:1: Envir/PsMapQuest/RunQuest.pas增加procedure baoji(); (使用不上此功能可以无视)
2: Envir/PsNpcscripts/说明npc-3.pas增加很多说明,以及进行了整理。 (高手可以无视) 说明npc新增大量案例,均为样板,不可直接使用。

小眼神插件脚本说明

//战神引擎 小眼神插件
//目前和以后的插件开发 都会基于5月20日发布M2进行
//如果插件提示版本不正确,请确认使用了正确且未被篡改的M2
//以下的v代表你设置的值,自行捉摸吧
//例如:This_Player.SetS(1,11,v);
//sets第一个参数均为1,第二个参具体值,代表具体含义。
//比如11则代表切割伤害。以下列表说明
{
==========================切割属性============================================
9:代表自己是否允许被切割,例:This_Player.SetS(1,9,100);,值为100,代表我不会被人切割伤害,为0代表我会被人切割伤害(废弃)
10:代表百分比伤害,取值值为1-1000,例:This_Player.SetS(1,10,1);,代表千分之1的伤害,超过1000,则为神圣伤害数值
11:代表神圣切割伤害,最大支持21亿
50: 代表百分比切割人,This_Player.SetS(1,50,1),千分之1的伤害(这个不能超过1000,超过就是秒杀)
51:代表固定切割伤害,最大支持21亿
52:对怪物切割概率 值为0或者>=4095都是百分百触发,如果值为1则触发概率为1/4095的触发概率
53:对人的切割概率 同上
==========================人物永久属性=======================================
12:永久加血上限
13:永久加蓝上限
14:永久加物理防御下限
15:永久加魔御下限
16:永久加攻击下限
17:永久加魔法下限
18:永久加道术下限
19:永久加物理防御上限
20:永久加魔御上限
21:永久加攻击上限
22:永久加魔法上限
23:永久加道术上限
24:麻痹戒指效果
25:复活戒指效果,复生戒子效果公用。(如果25号=1就是复活,25号=65536就是复生生效,25号=65537就是复活和复生同时存在)
=====================================永久体力恢复(正版盘古移动速度)=========================================
26:体力恢复,最大支持65535,超过后溢出,会混乱。
27:永久攻速,最大支持65535,超过后溢出,会混乱。
====================================================================================
28:复活戒指复活时间更改
29:反伤比例 反伤值=被砍的血量*(反伤比例-对方反伤抗性)/1000,假如被砍血量100,反伤比例为1000,对方反伤抗性为0,则,反伤100*(1000-0)/1000=100点
60:反伤抗性 SetS(1,60,-1)的时候,反伤抗性为人物角色魔抗。怪物反伤抗性均为怪物魔抗。当S(1,60)>=0时,他就是反伤抗性
61:拾取范围 (为零表示必须踩上去才能拾取,其他数值就是越大,范围越大)
=====================英雄永久属性================================
30:永久加血上限
31:永久加蓝上限
32:永久加物理防御下限
33:永久加魔御下限
34:永久加攻击下限
35:永久加魔法下限
36:永久加道术下限
37:永久加物理防御上限
38:永久加魔御上限
39:永久加攻击上限
40:永久加魔法上限
41:永久加道术上限
}
program mir2;
procedure _test55;
begin
//This_Player.StrParam := ‘0|取消封号’;//取消封号固定写法
//This_Player.getS(1,10);
This_Player.SetS(1,10,100);
//givefenghao;
end;
procedure _test56;
begin
//This_Player.StrParam := ‘0|取消封号’;//取消封号固定写法
This_Player.getS(1,10);
This_Player.SetS(1,10,20000);
//givefenghao;
end;
procedure _test57;
begin
//This_Player.StrParam := ‘0|取消封号’;//取消封号固定写法
This_Player.getS(1,10);
This_Player.SetS(1,10,30000);
//givefenghao;
end;
procedure _test58;
begin
//This_Player.StrParam := ‘0|取消封号’;//取消封号固定写法
This_Player.SetS(1,10,0);
//givefenghao;
end;
procedure _test59;
begin
//This_Player.StrParam := ‘0|取消封号’;//取消封号固定写法
This_Player.SetS(1,9,100);
//givefenghao;
end;
procedure _test60;
begin
//This_Player.StrParam := ‘0|取消封号’;//取消封号固定写法
This_Player.SetS(1,9,0);
//givefenghao;
end;
procedure _test61;
begin
//This_Player.StrParam := ‘0|取消封号’;//取消封号固定写法
ServerSay(‘1314520′,5);
//givefenghao;
end;
procedure _test62;
begin
This_Player.SetS(1,11,10000);
This_Player.PlayerNotice(inttostr(This_Player.getS(1,11)),0);
//givefenghao;
end;
procedure _test63;
begin
This_Player.SetS(1,12,4100);
This_Player.PlayerNotice(inttostr(This_Player.getS(1,12)),0);
This_Player.SetPlayerLevel(This_Player.Level);
//givefenghao;
end;
procedure _test64;
begin
This_Player.SetS(1,13,4100);
This_Player.SetS(1,31,4100);
This_Player.PlayerNotice(inttostr(This_Player.getS(1,13)),0);
This_Player.SetPlayerLevel(This_Player.Level);
//This_Player.PlayerNotice(inttostr(This_Player.getS(1,12)),0);
//givefenghao;
end;
procedure _test65;
begin
This_Player.SetS(1,14,4100);
This_Player.SetS(1,32,4100);
This_Player.PlayerNotice(inttostr(This_Player.getS(1,13)),0);
This_Player.SetPlayerLevel(This_Player.Level);
//This_Player.PlayerNotice(inttostr(This_Player.getS(1,12)),0);
//givefenghao;
end;
procedure _test66;
begin
This_Player.SetS(1,15,4100);
//This_Player.SetS(1,33,4100);
This_Player.PlayerNotice(inttostr(This_Player.getS(1,13)),0);
This_Player.SetPlayerLevel(This_Player.Level);
//This_Player.PlayerNotice(inttostr(This_Player.getS(1,12)),0);
//givefenghao;
end;
procedure _test67;
begin
This_Player.SetS(1,16,4100);
This_Player.SetS(1,34,4100);
This_Player.PlayerNotice(inttostr(This_Player.getS(1,13)),0);
This_Player.SetPlayerLevel(This_Player.Level);
//This_Player.PlayerNotice(inttostr(This_Player.getS(1,12)),0);
//givefenghao;
end;
procedure _test68;
begin
This_Player.SetS(1,17,4100);
This_Player.SetS(1,35,4100);
This_Player.PlayerNotice(inttostr(This_Player.getS(1,13)),0);
This_Player.SetPlayerLevel(This_Player.Level);
//This_Player.PlayerNotice(inttostr(This_Player.getS(1,12)),0);
//givefenghao;
end;
procedure _test69;
begin
This_Player.SetS(1,18,4100);
This_Player.SetS(1,36,4100);
This_Player.PlayerNotice(inttostr(This_Player.getS(1,13)),0);
This_Player.SetPlayerLevel(This_Player.Level);
//This_Player.PlayerNotice(inttostr(This_Player.getS(1,12)),0);
//givefenghao;
end;
procedure _test70;
begin
This_Player.SetS(1,19,4100);
This_Player.SetS(1,37,4100);
This_Player.PlayerNotice(inttostr(This_Player.getS(1,13)),0);
This_Player.SetPlayerLevel(This_Player.Level);
//This_Player.PlayerNotice(inttostr(This_Player.getS(1,12)),0);
//givefenghao;
end;
procedure _test71;
begin
This_Player.SetS(1,20,4100);
This_Player.SetS(1,38,4100);
This_Player.PlayerNotice(inttostr(This_Player.getS(1,13)),0);
This_Player.SetPlayerLevel(This_Player.Level);
//This_Player.PlayerNotice(inttostr(This_Player.getS(1,12)),0);
//givefenghao;
end;
procedure _test72;
begin
This_Player.SetS(1,21,4100);
This_Player.SetS(1,39,4100);
This_Player.PlayerNotice(inttostr(This_Player.getS(1,13)),0);
This_Player.SetPlayerLevel(This_Player.Level);
//This_Player.PlayerNotice(inttostr(This_Player.getS(1,12)),0);
//givefenghao;
end;
procedure _test73;
begin
This_Player.SetS(1,22,4100);
This_Player.SetS(1,40,4100);
This_Player.PlayerNotice(inttostr(This_Player.getS(1,13)),0);
//永久属性生效,升级,穿戴,小退都能生效。在其他位置可以不使用下面的函数。自行捉摸吧
This_Player.SetPlayerLevel(This_Player.Level);
//This_Player.PlayerNotice(inttostr(This_Player.getS(1,12)),0);
//givefenghao;
end;
procedure _test74;
begin
This_Player.SetS(1,23,4100);
This_Player.SetS(1,41,4100);
This_Player.PlayerNotice(inttostr(This_Player.getS(1,13)),0);
This_Player.SetPlayerLevel(This_Player.Level);
//This_Player.PlayerNotice(inttostr(This_Player.getS(1,12)),0);
//givefenghao;
end;
procedure _test75;
begin
//This_Player.SetS(1,23,4100);
This_Player.SetS(1,50,100);
//This_Player.PlayerNotice(inttostr(This_Player.getS(1,13)),0);
//This_Player.SetPlayerLevel(This_Player.Level);
//This_Player.PlayerNotice(inttostr(This_Player.getS(1,12)),0);
//givefenghao;
end;
procedure _test76;
begin
//This_Player.SetS(1,23,4100);
This_Player.SetS(1,51,10000);
//This_Player.PlayerNotice(inttostr(This_Player.getS(1,13)),0);
//This_Player.SetPlayerLevel(This_Player.Level);
//This_Player.PlayerNotice(inttostr(This_Player.getS(1,12)),0);
//givefenghao;
end;
procedure _test77;
var i:Integer;
begin
This_Player.SetV(111,111,0);//复活取消
This_Player.SetV(111,112,0);//复生取消
for i:=1 to 9 do
begin
This_Player.SetS(1,i,-1);
end;
for i:=10 to 100 do
begin
This_Player.SetS(1,i,0);
end;
This_Player.SetPlayerLevel(This_Player.Level);
//This_Player.SetS(1,23,4100);
//This_Player.SetS(1,51,10000);
//This_Player.PlayerNotice(inttostr(This_Player.getS(1,13)),0);
//This_Player.SetPlayerLevel(This_Player.Level);
//This_Player.PlayerNotice(inttostr(This_Player.getS(1,12)),0);
//givefenghao;
end;
procedure _test78;
begin
//24:为1麻痹生效
This_Player.SetS(1,24,1);
end;
procedure _test79;
var fuhuo:integer;
begin
if This_Player.GetV(111,111)<0 then This_Player.SetV(111,111,0);//初始化复活(为零就是无效果)
if This_Player.GetV(111,112)<0 then This_Player.SetV(111,112,0);//初始化复生(为零无效果)
This_Player.SetV(111,111,1);//(为1复活生效)
fuhuo:=This_Player.getV(111,111)+This_Player.GetV(111,112);
This_Player.SetS(1,25,fuhuo);
end;
procedure _test80;
var fuhuo:integer;
begin
if This_Player.GetV(111,111)<0 then This_Player.SetV(111,111,0);//初始化复活(为零就是无效果)
if This_Player.GetV(111,112)<0 then This_Player.SetV(111,112,0);//初始化复生(为零无效果)
This_Player.SetV(111,112,65536);//(为65536复生生效)
fuhuo:=This_Player.getV(111,111)+This_Player.GetV(111,112);
This_Player.SetS(1,25,fuhuo);
end;
procedure _test81;
begin
end;
procedure _test82;
begin
This_Player.SetS(1,26,30);
This_Player.SetPlayerLevel(This_Player.Level);
//This_Player.PlayerNotice(inttostr(This_Player.GetVEx(1,2,’小眼神3′)),0);
//This_Player.PlayerNotice(inttostr(This_Player.GetV(1,1)),0);
end;
procedure _test83;
begin
This_Player.SetS(1,27,30);
This_Player.SetPlayerLevel(This_Player.Level);
//This_Player.PlayerNotice(inttostr(This_Player.GetVEx(1,2,’小眼神3′)),0);
//This_Player.PlayerNotice(inttostr(This_Player.GetV(1,1)),0);
end;
procedure _test84;
begin
This_Player.SetS(1,28,20);
//This_Player.SetPlayerLevel(This_Player.Level);
//This_Player.PlayerNotice(inttostr(This_Player.GetVEx(1,2,’小眼神3′)),0);
This_Player.PlayerNotice(inttostr(This_Player.getS(1,28)),0);
end;
procedure _test85;
begin
This_Player.SetS(1,60,1000);
end;
procedure _test86;
begin
This_Player.SetS(1,29,1000);
end;
procedure _test87;
begin
This_Player.SetS(1,52,1000);
end;
procedure _test88;
begin
This_Player.SetS(1,53,1000);
end;
procedure _test89;
begin
This_Player.SetS(1,61,100);
end;
procedure domain;
begin
if This_Player.Level > 0 then
begin
This_NPC.NpcDialog(This_Player,
+'{cmd}<切割10%/@test55> ^<切割20000/@test56> ^<切割30000/@test57>|\’
//+'{cmd}<恢复正常/@test58> ^<不被切割/@test59> ^<可被切割/@test60> |\’
+'{cmd}<神圣伤害/@test62> ^<加血/@test63>|\’
+'{cmd}<加蓝/@test64> ^<物防下/@test65> ^<魔防下/@test66>|\’
+'{cmd}<功下/@test67> ^<魔法下/@test68> ^<道术下/@test69>|\’
+'{cmd}<加蓝/@test64> ^<物防上/@test70> ^<魔防上/@test71>|\’
+'{cmd}<攻上/@test72> ^<魔上/@test73> ^<道上/@test74>|\’
+'{cmd}<百分比人物/@test75> ^<固定人物/@test76> ^<复生/@test80>|\’
+'{cmd}<麻痹/@test78> ^<复活/@test79> ^<全部恢复/@test77>|\’
+'{cmd}<测试v/@test81> ^<加移动速度/@test82> ^<增加攻速/@test83>|\’
+'{cmd}<复活时间/@test84> ^<反伤1倍/@test86> ^<反伤抗性1000/@test85>|\’
+'{cmd}<切割怪物概率/@test87> ^<切割人物概率/@test88> ^<拾取范围+100/@test89>|\’
);
end else
begin
This_NPC.NpcDialog(This_Player,
+'<需要5级GM权限!/fcolor=253>|\’
);
end;
end;
begin
domain;
end.

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