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📄 aldeg_cas01.txt

📁 JA++的最新...很多ROSF都用这个 ] 是个不错的东西-3-
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		set @GD2$,"外城 弓箭手 监护人";
		set @GD3$,"外城 弓箭手 监护人";
		set @GD4$,"内城 骑士  监护人";
		set @GD5$,"内城 骑士  监护人";
		set @GD6$,"内城 骑士  监护人";
		set @GD7$,"内城 骑士  监护人";
		set @GD8$,"外城 弓箭手 监护人";
		if (GetCastleData("aldeg_cas01.gat",10) > 0) set @GD1$,@GD1$+" - 已设置 (17 , 218)";
		if (GetCastleData("aldeg_cas01.gat",10) == 0) set @GD1$,@GD1$+" - 没设置";
		if (GetCastleData("aldeg_cas01.gat",11) > 0) set @GD2$,@GD2$+" - 已设置 (39 , 205)";
		if (GetCastleData("aldeg_cas01.gat",11) == 0) set @GD2$,@GD2$+" - 没设置";
		if (GetCastleData("aldeg_cas01.gat",12) > 0) set @GD3$,@GD3$+" - 已设置 (38 , 196)";
		if (GetCastleData("aldeg_cas01.gat",12) == 0) set @GD3$,@GD3$+" - 没设置";
		if (GetCastleData("aldeg_cas01.gat",13) > 0) set @GD4$,@GD4$+" - 已设置 (21 , 194)";
		if (GetCastleData("aldeg_cas01.gat",13) == 0) set @GD4$,@GD4$+" - 没设置";
		if (GetCastleData("aldeg_cas01.gat",14) > 0) set @GD5$,@GD5$+" - 已设置 (218 , 24)";
		if (GetCastleData("aldeg_cas01.gat",14) == 0) set @GD5$,@GD5$+" - 没设置";
		if (GetCastleData("aldeg_cas01.gat",15) > 0) set @GD6$,@GD6$+" - 已设置 (213 , 24)";
		if (GetCastleData("aldeg_cas01.gat",15) == 0) set @GD6$,@GD6$+" - 没设置";
		if (GetCastleData("aldeg_cas01.gat",16) > 0) set @GD7$,@GD7$+" - 已设置 (73 , 70)";
		if (GetCastleData("aldeg_cas01.gat",16) == 0) set @GD7$,@GD7$+" - 没设置";
		if (GetCastleData("aldeg_cas01.gat",17) > 0) set @GD8$,@GD8$+" - 已设置 (45 , 228)";
		if (GetCastleData("aldeg_cas01.gat",17) == 0) set @GD8$,@GD8$+" - 没设置";
		menu @GD1$,L_M4_M1,@GD2$,L_M4_M2,@GD3$,L_M4_M3,@GD4$,L_M4_M4,@GD5$,L_M4_M5,@GD6$,L_M4_M6,@GD7$,L_M4_M7,@GD8$,L_M4_M8;
		L_M4_M1:
			set @GDnum,10;
			goto L_M4_MC;
		L_M4_M2:
			set @GDnum,11;
			goto L_M4_MC;
		L_M4_M3:
			set @GDnum,12;
			goto L_M4_MC;
		L_M4_M4:
			set @GDnum,13;
			goto L_M4_MC;
		L_M4_M5:
			set @GDnum,14;
			goto L_M4_MC;
		L_M4_M6:
			set @GDnum,15;
			goto L_M4_MC;
		L_M4_M7:
			set @GDnum,16;
			goto L_M4_MC;
		L_M4_M8:
			set @GDnum,17;
			goto L_M4_MC;
		L_M4_MC:
		mes "[管理人尔普磊嘟]";
		mes "确定要设置已选择的监护人吗? 设置时需要 10000 金币.";
		next;
		menu "要设置 ",L_M4_MC_M1,"取消 ",L_M4_MC_M2;
		L_M4_MC_M1:
//			npcStatus = AgitNpcGet no AN_VISIBLE
//			skLevel = AgitGet AGIT_GUARDIAN_SKILL
//------工会技能 ,有没有制作 ,监护人的研究呢?-----------------
			set @Guardian_Skill,getgdskilllv(@GIDa1,GD_GUARDIANRESEARCH);
			if (@Guardian_Skill == 0) goto L_M4_MC_M1_A;
			if (GetCastleData("aldeg_cas01.gat",@GDnum) != 0) goto L_M4_MC_M1_B;
			if (Zeny < 10000) goto L_M4_MC_M1_C;
			set Zeny,Zeny-10000;
//			AgitNpcSet no AN_VISIBLE 1
			setcastledata "aldeg_cas01.gat",@GDnum,1;
			mes "[管理人尔普磊嘟]";
			mes "完成设置监护人了 ,现在开始已经有了,保护我们秘密基地的强壮我军了";
			close;
			end;
			L_M4_MC_M1_A:
				mes "[管理人尔普磊嘟]";
				mes "主人 ,有关设置监护人的研究知识 ,我们全然不知唷 ,想要累积设置监护人知识的话 ,必须要学习工会技能中的^ff0000监护人制作研究^000000. 要不然就是 ,监护人设置失败";
				close;
				end;
			L_M4_MC_M1_B:
				mes "[管理人尔普磊嘟]";
				mes "主人... 那监护人已经是主人设置的监护人了,不能再设置了";
				close;
				end;
			L_M4_MC_M1_C:
				mes "[管理人尔普磊嘟]";
				mes "设置监护人的资金不足啊 ,很抱歉... 设置监护人失败了";
				close;
				end;
		L_M4_MC_M2:
			mes "[管理人尔普磊嘟]";
			mes "我已经按照你的吩咐做了 ,假如有点资金上宽裕的话,一定要设置监护人,是较好的方案";
			close;
			end;
//仓库职员  雇用 / 解雇
	L_M5:
//		npcStatus = AgitNpcGet AGIT_NPC_CONTAINER AN_VISIBLE 
		if (GetCastleData("aldeg_cas01.gat",9) == 1) goto L_M5_A;
		goto L_M5_B;
		L_M5_A://if npcStatus == 1
			mes "[管理人尔普磊嘟]";
			mes "现在已经是 ,雇用卡普拉职员的状态啰... 你要解雇卡普拉职员吗 ?";
			next;
			menu "要解雇 ",L_M5_A_M1,"取消 ",L_M5_A_M2;
			L_M5_A_M1:
				cutin "kafra_01.bmp",2;
				mes "[ 雇用的 卡普拉职员 ]";
				mes "过去我那么用心的工作了... 你真的要把我解雇吗?... 请主人发挥最大的雅量再给一次机会...请你再考虑一次好吗 ...";
				next;
				menu "要解雇 ",L_M5_A_M1_M1,"取消 ",L_M5_A_M1_M2;
				L_M5_A_M1_M1:
					mes "[ 雇用的  卡普拉职员 ]";
					mes "呜哇啊! 太过份了! 怎么可以这样啊 ~";
					next;
					cutin "kafra_01.bmp",255;
//					AgitNpcSet AGIT_NPC_CONTAINER AN_VISIBLE 0
					disablenpc "卡普拉 职员#ald1";
					setcastledata "aldeg_cas01.gat",9,0;
					mes "[管理人尔普磊嘟]";
					mes "....";
					mes "已经把卡普拉职员解雇了... 不过 ,还有什么地方不满意吗?";
					close;
					end;
				L_M5_A_M1_M2:
					mes "[ 雇用的  卡普拉职员 ]";
					mes "我会努力的... 谢谢 ";
					close;
					end;
			L_M5_A_M2:
				mes "[管理人尔普磊嘟]";
				mes "依我看,卡普拉职员非常努力的工作 ,为了其它会员们着想,就继续留着她吧";
				close;
				end;
		L_M5_B://else(雇用)
			mes "[管理人尔普磊嘟]";
			mes "和卡普拉总公司订契约后 ,想要在秘密基地里面 ,雇用卡普拉职员吗 ?";
			mes "^ff0000 想要雇用的话,需要 10000金币... ";
			next;
			menu "要雇用 ",L_M5_B_M1,"取消 ",L_M5_B_M2;
			L_M5_B_M1:
//				skLevel = AgitGet AGIT_KAFRA_SKILL
// -----工会技能 ,有和卡普拉订契约的技能吗? --------------------
				set @Kafra_Skill,getgdskilllv(@GIDa1,GD_KAFRACONTACT);
				if (@Kafra_Skill == 0) goto L_M5_B_M1_A;
				if (Zeny < 10000) goto L_M5_B_M1_B;
				set Zeny,Zeny-10000;
//				AgitNpcSet AGIT_NPC_CONTAINER AN_VISIBLE 1
//				AgitFunc AF_SET_PAY_TIME 0 0
				enablenpc "卡普拉 职员#ald1";
				setcastledata "aldeg_cas01.gat",9,1;
				mes "[管理人尔普磊嘟]";
				mes "成功的和卡普拉总公司订契约了,你已经雇用卡普拉职员了";
				next;
				cutin "kafra_01.bmp",2;
				mes "[ 雇用的 卡普拉职员 ]";
				mes "您好 ,我是总公司派来的卡普拉职员";
				mes "我不会让工会的名誉沾上污点 ,所以我会努力的工作";
				next;
				cutin "kafra_01.bmp",255;
				mes "[管理人尔普磊嘟]";
				mes "雇用的卡普拉职员 ,有一个月的契约期间 ,过了一个月后,在续缴金额";
				mes "现在开始,会员们的辛劳会慢慢的减轻了 ";
				close;
				end;
				L_M5_B_M1_A:
					mes "[管理人尔普磊嘟]";
					mes "主人 ,如今还没跟卡普拉总公司订契约的状况,所以还不能雇用卡普拉职员 ,假如想要跟卡普拉总公司签订契约的话 ,先学会工会技能中 ^ff0000和卡普拉订契约^000000 的技能吧";
					close;
					end;
				L_M5_B_M1_B://if v[VAR_MONEY] <  10000
					mes "[管理人尔普磊嘟]";
					mes "很抱歉... 现在工会里的储蓄 ,不够所需的金额,所以雇用卡普拉职员失败 .";
					close;
					end;
			L_M5_B_M2:
				mes "[管理人尔普磊嘟]";
				mes "我已经按照你的吩咐做了 ,不过也要为了辛苦的会员着想,早日雇用卡普拉职员为上策啊";
				close;
				end;
	L_M6:
		mes "[管理人尔普磊嘟]";
		mes "要到我们生产品囤积的,真贵物品房间吗?";
		mes "那个地方是为了我们的主人,的专属于你的地方... 除了你之外,其它人都不能其门而入";
		next;
		menu "要进入主人的房间",L_M6_M1,"取消",L_M6_M2;
		L_M6_M1:
			mes "[管理人尔普磊嘟]";
			mes "我将为你服务到秘密通道那里,请跟我来 ";
			mes "回来的时候,按下秘密按钮即可 ";
			next;
			warp "aldeg_cas01.gat",113,223;
			end;
		L_M6_M2:
			mes "[管理人尔普磊嘟]";
			mes "生产品一天只生产一次 . . .   假如没有即时收走的话,下一次就不能进来了";
			mes "所以说为了我们工会的发展,尽量花点时间去收取啊";
			close;
			end;
// 让出秘密基地
//~	L_M7:
//~	mes "[管理人尔普磊嘟]";
//~	mes "主人!!";
//~	mes "你说真的要放弃,让我们用鲜血换来的秘密基地吗?!";
//~	mes "假如真的要结束的话,在这些日子以来,我们所流的血,到底有什么意义呢!";
//~	mes "请再做考虑考虑吧! 主人!!";
//~	next;
//~	menu "让出秘密基地",L_M7_M1,"取消",L_M7_M2;
//~	L_M7_M1:
//~		mes "[管理人尔普磊嘟]";
//~		mes "主人!!请三思而后行啊 ,主人!!";
//~		mes "这期间所流的血!! 想到那些牺牲你不能这样做啊!!";
//~		next;
//~		menu "取消",L_M7_M1_M1,"让出秘密基地",L_M7_M2_M2;
//~		L_M7_M1_M1:
//~			mes "[管理人尔普磊嘟]";
//~			mes "我就知道你会这样做的 ,主人!!";
//~			mes "拜讬你了  ,即时是开玩笑,请你下一次不要讲这种话";
//~			close;
//~			end;
//~		L_M7_M1_M2:
//~			mes "[管理人尔普磊嘟]";
//~			mes "主人!!.....";
//~			mes "......主 .....主人 ......";
//~//			AgitSet AGIT_GUILD 0 
//~			close;
//~			setcastledata "aldeg_cas01.gat",1,0;
//~			setcastledata "aldeg_cas01.gat",2,0;
//~			setcastledata "aldeg_cas01.gat",3,0;
//~			setcastledata "aldeg_cas01.gat",4,0;
//~			setcastledata "aldeg_cas01.gat",5,0;
//~			setcastledata "aldeg_cas01.gat",6,0;
//~			setcastledata "aldeg_cas01.gat",7,0;
//~			setcastledata "aldeg_cas01.gat",8,0;
//~			setcastledata "aldeg_cas01.gat",9,0;
//~			setcastledata "aldeg_cas01.gat",10,0;
//~			setcastledata "aldeg_cas01.gat",11,0;
//~			setcastledata "aldeg_cas01.gat",12,0;
//~			setcastledata "aldeg_cas01.gat",13,0;
//~			setcastledata "aldeg_cas01.gat",14,0;
//~			setcastledata "aldeg_cas01.gat",15,0;
//~			setcastledata "aldeg_cas01.gat",16,0;
//~			setcastledata "aldeg_cas01.gat",17,0;
//~			Announce "秘密基地[" + GetCastleName("aldeg_cas01.gat") + "]被[" + GetGuildName(@GIDa1) + "]工会出让了",0;
//~			MapRespawnGuildID "aldeg_cas01.gat",GetCastleData("aldeg_cas01.gat",1),7;
//~			end;
//~	L_M7_M2:
//~		mes "[管理人尔普磊嘟]";
//~		mes "我就知道你会这样做的 ,主人!!";
//~		mes "拜讬你了  ,即时是开玩笑,请你下一次不要讲这种话";
//~		close;
//~		end;

OnClock0000://重新致能每天能投资2点数值
	SetCastleData "aldeg_cas01.gat",4,0;
	SetCastleData "aldeg_cas01.gat",5,0;
	end;

OnAgitStart:
	disablenpc "卡普拉 职员#ald1";
	End;
OnRecvCastleA01:
	if ($@vMap_AgitFlag_A01 >= 1) end;
OnAgitEnd:
	if (getcastledata("aldeg_cas01.gat",9) != 0) enablenpc "卡普拉 职员#ald1";
	End;
}

aldeg_cas01.gat,1,1,1	script	GDald01	-1,{
OnAgitStart:
//OnRecvCastleA01:
// 当工会里空无人时,可以召唤魔物以测点名.
	if (GetCastleData("aldeg_cas01.gat",1) == 0) goto L_Mob;
	if (GetCastleData("aldeg_cas01.gat",1) != 0) goto L_Guardian;
	end;

L_Mob:
	areamonster "aldeg_cas01.gat",0,0,300,300,"闇神官",1117,10;
	areamonster "aldeg_cas01.gat",0,0,300,300,"卡利斯格",1132,4;
	areamonster "aldeg_cas01.gat",0,0,300,300,"深渊骑士",1219,2;
	areamonster "aldeg_cas01.gat",0,0,300,300,"行刑者",1205,1;
	areamonster "aldeg_cas01.gat",0,0,300,300,"梅纳海葵",1216,10;
	areamonster "aldeg_cas01.gat",0,0,300,300,"钟怪",1193,18;
	areamonster "aldeg_cas01.gat",0,0,300,300,"古钟魔",1269,9;
	areamonster "aldeg_cas01.gat",0,0,300,300,"幽灵弓箭手",1276,7;
	areamonster "aldeg_cas01.gat",0,0,300,300,"邪骸浪人",1208,3;
	areamonster "aldeg_cas01.gat",0,0,300,300,"爱丽丝女仆",1275,1;
	areamonster "aldeg_cas01.gat",0,0,300,300,"血腥骑士",1268,1;
	areamonster "aldeg_cas01.gat",0,0,300,300,"黑暗之王",1272,1;
	monster "aldeg_cas01.gat",216,23,"黑暗之王",1272,1;
	monster "aldeg_cas01.gat",216,23,"钟塔守护者",1270,4;
	monster "aldeg_cas01.gat",216,23,"血腥骑士",1268,1;
	monster "aldeg_cas01.gat",216,23,"深渊骑士",1219,1;
	monster "aldeg_cas01.gat",216,23,"幽灵弓箭手",1276,5;
	end;

L_Guardian:
	if (GetCastleData("aldeg_cas01.gat",10) != 0) monster "aldeg_cas01.gat",17,218,"内城 士兵 监护人",1287,1,"GDald01::OnGD1Dead";
	if (GetCastleData("aldeg_cas01.gat",11) != 0) monster "aldeg_cas01.gat",39,205,"外城 弓箭手 监护人",1285,1,"GDald01::OnGD2Dead";
	if (GetCastleData("aldeg_cas01.gat",12) != 0) monster "aldeg_cas01.gat",38,196,"外城 弓箭手 监护人",1285,1,"GDald01::OnGD3Dead";
	if (GetCastleData("aldeg_cas01.gat",13) != 0) monster "aldeg_cas01.gat",21,194,"内城 骑士  监护人",1286,1,"GDald01::OnGD4Dead";
	if (GetCastleData("aldeg_cas01.gat",14) != 0) monster "aldeg_cas01.gat",218,24,"内城 骑士  监护人",1286,1,"GDald01::OnGD5Dead";
	if (GetCastleData("aldeg_cas01.gat",15) != 0) monster "aldeg_cas01.gat",213,24,"内城 骑士  监护人",1286,1,"GDald01::OnGD6Dead";
	if (GetCastleData("aldeg_cas01.gat",16) != 0) monster "aldeg_cas01.gat",73,70,"内城 骑士  监护人",1286,1,"GDald01::OnGD7Dead";
	if (GetCastleData("aldeg_cas01.gat",17) != 0) monster "aldeg_cas01.gat",48,228,"外城 弓箭手 监护人",1285,1,"GDald01::OnGD8Dead";
	end;

OnGD1Dead:
	setcastledata "aldeg_cas01.gat",10,0;
//	MapAnnounce "aldeg_cas01.gat","工会守护者‘战士’01 被破坏了",17;
//	set @Deffence,GetCastleData("aldeg_cas01.gat",3);
//	if (@Deffence < 100) End;
//	set @Deffence,@Deffence-100;
//	SetCastleData "aldeg_cas01.gat",3,@Deffence;
	end;

OnGD2Dead:
	SetCastleData "aldeg_cas01.gat",11,0;
//	MapAnnounce "aldeg_cas01.gat","工会守护者‘战士’02 被破坏了, 防御度下降",17;
	end;

OnGD3Dead:
	SetCastleData "aldeg_cas01.gat",12,0;
//	MapAnnounce "aldeg_cas01.gat","工会守护者‘弓箭手’01 被破坏了, 防御度下降",17;
	end;

OnGD4Dead:
	SetCastleData "aldeg_cas01.gat",13,0;
//	MapAnnounce "aldeg_cas01.gat","工会守护者‘弓箭手’02 被破坏了, 防御度下降",17;
	end;

OnGD5Dead:
	SetCastleData "aldeg_cas01.gat",14,0;
//	MapAnnounce "aldeg_cas01.gat","工会守护者‘弓箭手’03 被破坏了, 防御度下降",17;
	end;

OnGD6Dead:
	SetCastleData "aldeg_cas01.gat",15,0;
//	MapAnnounce "aldeg_cas01.gat","工会守护者‘骑士’01 被破坏了, 防御度下降",17;
	end;

OnGD7Dead:
	SetCastleData "aldeg_cas01.gat",16,0;
//	MapAnnounce "aldeg_cas01.gat","工会守护者‘骑士’02 被破坏了, 防御度下降",17;
	end;

OnGD8Dead:
	SetCastleData "aldeg_cas01.gat",17,0;
//	MapAnnounce "aldeg_cas01.gat","工会守护者‘骑士’03 被破坏了, 防御度下降",17;
	end;

OnAgitEnd:
	KillMonster "aldeg_cas01.gat","GDald01::OnGD1Dead";
	KillMonster "aldeg_cas01.gat","GDald01::OnGD2Dead";
	KillMonster "aldeg_cas01.gat","GDald01::OnGD3Dead";
	KillMonster "aldeg_cas01.gat","GDald01::OnGD4Dead";
	KillMonster "aldeg_cas01.gat","GDald01::OnGD5Dead";
	KillMonster "aldeg_cas01.gat","GDald01::OnGD6Dead";
	KillMonster "aldeg_cas01.gat","GDald01::OnGD7Dead";
	KillMonster "aldeg_cas01.gat","GDald01::OnGD8Dead";
	end;
}

aldeg_cas01.gat,113,223,0	script	主人房的宝箱#ald1	-1,{
OnClock0010:
	killmonster "aldeg_cas01.gat","T_Box_A01";
	end;
OnClock0030:
	if (GetCastleData("aldeg_cas01.gat",1) == 0) end;
	set $@vMap_Economy_A01,GetCastleData("aldeg_cas01.gat",2);
	//Basic T_Box
	monster "aldeg_cas01.gat",115,226,"宝箱",rand(1324,1325),1,"T_Box_A01";
	monster "aldeg_cas01.gat",122,226,"宝箱",rand(1324,1325),1,"T_Box_A01";
	monster "aldeg_cas01.gat",115,219,"宝箱",rand(1324,1325),1,"T_Box_A01";
	monster "aldeg_cas01.gat",122,219,"宝箱",rand(1324,1325),1,"T_Box_A01";
	//Economy T_Box
	if ($@vMap_Economy_A01 >=  5) monster "aldeg_cas01.gat",116,225,"宝箱",rand(1324,1325),1,"T_Box_A01";
	if ($@vMap_Economy_A01 >= 10) monster "aldeg_cas01.gat",117,225,"宝箱",rand(1324,1325),1,"T_Box_A01";
	if ($@vMap_Economy_A01 >= 15) monster "aldeg_cas01.gat",118,225,"宝箱",rand(1324,1325),1,"T_Box_A01";
	if ($@vMap_Economy_A01 >= 20) monster "aldeg_cas01.gat",119,225,"宝箱",rand(1324,1325),1,"T_Box_A01";
	if ($@vMap_Economy_A01 >= 25) monster "aldeg_cas01.gat",120,225,"宝箱",rand(1324,1325),1,"T_Box_A01";
	if ($@vMap_Economy_A01 >= 30) monster "aldeg_cas01.gat",121,225,"宝箱",rand(1324,1325),1,"T_Box_A01";
	if ($@vMap_Economy_A01 >= 35) monster "aldeg_cas01.gat",121,224,"宝箱",rand(1324,1325),1,"T_Box_A01";
	if ($@vMap_Economy_A01 >= 40) monster "aldeg_cas01.gat",121,223,"宝箱",rand(1324,1325),1,"T_Box_A01";
	if ($@vMap_Economy_A01 >= 45) monster "aldeg_cas01.gat",121,222,"宝箱",rand(1324,1325),1,"T_Box_A01";
	if ($@vMap_Economy_A01 >= 50) monster "aldeg_cas01.gat",121,221,"宝箱",rand(1324,1325),1,"T_Box_A01";
	if ($@vMap_Economy_A01 >= 55) monster "aldeg_cas01.gat",121,220,"宝箱",rand(1324,1325),1,"T_Box_A01";
	if ($@vMap_Economy_A01 >= 60) monster "aldeg_cas01.gat",120,220,"宝箱",rand(1324,1325),1,"T_Box_A01";
	if ($@vMap_Economy_A01 >= 65) monster "aldeg_cas01.gat",119,220,"宝箱",rand(1324,1325),1,"T_Box_A01";
	if ($@vMap_Economy_A01 >= 70) monster "aldeg_cas01.gat",118,220,"宝箱",rand(1324,1325),1,"T_Box_A01";
	if ($@vMap_Economy_A01 >= 75) monster "aldeg_cas01.gat",117,220,"宝箱",rand(1324,1325),1,"T_Box_A01";
	if ($@vMap_Economy_A01 >= 80) monster "aldeg_cas01.gat",116,220,"宝箱",rand(1324,1325),1,"T_Box_A01";
	if ($@vMap_Economy_A01 >= 85) monster "aldeg_cas01.gat",116,221,"宝箱",rand(1324,1325),1,"T_Box_A01";
	if ($@vMap_Economy_A01 >= 90) monster "aldeg_cas01.gat",116,222,"宝箱",rand(1324,1325),1,"T_Box_A01";
	if ($@vMap_Economy_A01 >= 95) monster "aldeg_cas01.gat",116,223,"宝箱",rand(1324,1325),1,"T_Box_A01";
	if ($@vMap_Economy_A01 >  99) monster "aldeg_cas01.gat",116,224,"宝箱",rand(1324,1325),1,"T_Box_A01";
	end;

}

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