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AttrCalculate.lua
Package: 4fcom-20090616-13.rar [view]
Upload User: bjtaixing
Upload Date: 2021-01-15
Package Size: 24749k
Code Size: 114k
Category:
E-Books
Development Platform:
DOS
- attr = {}
- attr[1] = {0,0} --属性改变列表, 最多改变10种
- attr[2] ={0,0}
- attr[3] ={0,0}
- attr[4] ={0,0}
- attr[5] ={0,0}
- attr[6] ={0,0}
- attr[7] ={0,0}
- attr[8] ={0,0}
- attr[9] ={0,0}
- attr[10]={0,0}
- item_add =
- {
- cnt = 0,
- attr = attr
- }
- ------------------------------------------------------
- -- 下面是Leo的师徒奖励系统声望数值表 --
- ------------------------------------------------------
- --Leo Begin
- PlayerCredit = {}
- --下面的编号表示玩家升级到该等级时其师傅(如果有的话)所获得的声望值
- PlayerCredit[ 2 ]= 1
- PlayerCredit[ 3 ]= 2
- PlayerCredit[ 4 ]= 3
- PlayerCredit[ 5 ]= 4
- PlayerCredit[ 6 ]= 5
- PlayerCredit[ 7 ]= 6
- PlayerCredit[ 8 ]= 7
- PlayerCredit[ 9 ]= 8
- PlayerCredit[ 10 ]= 9
- PlayerCredit[ 11 ]= 10
- PlayerCredit[ 12 ]= 11
- PlayerCredit[ 13 ]= 12
- PlayerCredit[ 14 ]= 13
- PlayerCredit[ 15 ]= 14
- PlayerCredit[ 16 ]= 15
- PlayerCredit[ 17 ]= 16
- PlayerCredit[ 18 ]= 17
- PlayerCredit[ 19 ]= 18
- PlayerCredit[ 20 ]= 19
- PlayerCredit[ 21 ]= 20
- PlayerCredit[ 22 ]= 21
- PlayerCredit[ 23 ]= 22
- PlayerCredit[ 24 ]= 23
- PlayerCredit[ 25 ]= 24
- PlayerCredit[ 26 ]= 25
- PlayerCredit[ 27 ]= 26
- PlayerCredit[ 28 ]= 27
- PlayerCredit[ 29 ]= 28
- PlayerCredit[ 30 ]= 29
- PlayerCredit[ 31 ]= 30
- PlayerCredit[ 32 ]= 31
- PlayerCredit[ 33 ]= 32
- PlayerCredit[ 34 ]= 33
- PlayerCredit[ 35 ]= 34
- PlayerCredit[ 36 ]= 35
- PlayerCredit[ 37 ]= 36
- PlayerCredit[ 38 ]= 37
- PlayerCredit[ 39 ]= 38
- PlayerCredit[ 40 ]= 39
- PlayerCredit[ 41 ]= 40
- PlayerCredit[ 42 ]= 41
- PlayerCredit[ 43 ]= 42
- PlayerCredit[ 44 ]= 43
- PlayerCredit[ 45 ]= 47
- PlayerCredit[ 46 ]= 51
- PlayerCredit[ 47 ]= 55
- PlayerCredit[ 48 ]= 60
- PlayerCredit[ 49 ]= 66
- PlayerCredit[ 50 ]= 72
- PlayerCredit[ 51 ]= 78
- PlayerCredit[ 52 ]= 85
- PlayerCredit[ 53 ]= 93
- PlayerCredit[ 54 ]= 101
- PlayerCredit[ 55 ]= 109
- PlayerCredit[ 56 ]= 118
- PlayerCredit[ 57 ]= 128
- PlayerCredit[ 58 ]= 138
- PlayerCredit[ 59 ]= 148
- PlayerCredit[ 60 ]= 159
- PlayerCredit[ 61 ]= 171
- PlayerCredit[ 62 ]= 183
- PlayerCredit[ 63 ]= 195
- PlayerCredit[ 64 ]= 208
- PlayerCredit[ 65 ]= 222
- PlayerCredit[ 66 ]= 236
- PlayerCredit[ 67 ]= 250
- PlayerCredit[ 68 ]= 265
- PlayerCredit[ 69 ]= 281
- PlayerCredit[ 70 ]= 297
- PlayerCredit[ 71 ]= 313
- PlayerCredit[ 72 ]= 330
- PlayerCredit[ 73 ]= 348
- PlayerCredit[ 74 ]= 366
- PlayerCredit[ 75 ]= 384
- PlayerCredit[ 76 ]= 403
- PlayerCredit[ 77 ]= 423
- PlayerCredit[ 78 ]= 443
- PlayerCredit[ 79 ]= 463
- PlayerCredit[ 80 ]= 484
- PlayerCredit[ 81 ]= 506
- PlayerCredit[ 82 ]= 528
- PlayerCredit[ 83 ]= 550
- PlayerCredit[ 84 ]= 573
- PlayerCredit[ 85 ]= 597
- PlayerCredit[ 86 ]= 621
- PlayerCredit[ 87 ]= 645
- PlayerCredit[ 88 ]= 670
- PlayerCredit[ 89 ]= 696
- PlayerCredit[ 90 ]= 722
- PlayerCredit[ 91 ]= 748
- PlayerCredit[ 92 ]= 775
- PlayerCredit[ 93 ]= 803
- PlayerCredit[ 94 ]= 831
- PlayerCredit[ 95 ]= 859
- PlayerCredit[ 96 ]= 888
- PlayerCredit[ 97 ]= 918
- PlayerCredit[ 98 ]= 948
- PlayerCredit[ 99 ]= 978
- PlayerCredit[ 100 ]= 1087
- --Leo End
- function Reset_item_add() --重设属性添加的值为0
- item_add.cnt = 0
- item_add.attr[1] ={0,0} --属性改变列表, 最多改变10种
- item_add.attr[2] ={0,0}
- item_add.attr[3] ={0,0}
- item_add.attr[4] ={0,0}
- item_add.attr[5] ={0,0}
- item_add.attr[6] ={0,0}
- item_add.attr[7] ={0,0}
- item_add.attr[8] ={0,0}
- item_add.attr[9] ={0,0}
- item_add.attr[10]={0,0}
- end
- function Add_Item_Attr(attr_idx, radio) --简化操作, 为item_add添加一种属性
- --LG("item", "为道具添加属性 idx = ", attr_idx)
- item_add.cnt = item_add.cnt + 1
- item_add.attr[item_add.cnt] = { attr_idx, radio }
- end
- Mxhp_con_rad1 = {}
- Mxhp_con_rad2 = {}
- Mxhp_lv_rad = {}
- Mxhp_bs = {} --最大hp的属性影响系数:体质系数、等级系数、基本数
- Mxsp_sta_rad1 = {}
- Mxsp_sta_rad2 = {}
- Mxsp_lv_rad = {} --最大sp的属性影响系数:精力系数、体质系数、等级系数
- Mnatk_str_rad1 = {}
- Mnatk_str_rad2 = {}
- Mnatk_dex_rad1 = {}
- Mnatk_dex_rad2 = {} --最小攻击力的属性影响系数:力量系数、专注系数
- Mxatk_str_rad1 = {}
- Mxatk_str_rad2 = {}
- Mxatk_dex_rad1 = {}
- Mxatk_dex_rad2 = {} --最大攻击的属性影响系数:力量系数、专注系数
- Def_con_rad1 = {}
- Def_con_rad2 = {} --防御的属性影响系数:专注系数
- Hit_dex_rad1 = {}
- Hit_dex_rad2 = {}
- Hit_lv_rad = {}
- Hit_min = {} --命中的属性影响系数:专注系数、等级系数、最小命中率
- Flee_agi_rad1 = {}
- Flee_agi_rad2 = {}
- Flee_lv_rad = {}
- Flee_min = {} --闪避的属性影响系数:敏捷系数、等级系数、最小闪避率
- Mf_luk_rad = {} --暴料率的属性影响系数:幸运系数
- Crt_luk_rad = {}
- Crt_min = {}
- Crt_max = {} --暴击的属性影响系数:幸运系数、最小暴击率、最大暴击率
- Hrec_bsmxhp_rad = {}
- Hrec_con_rad = {}
- Hrec_min = {} --hp回复的属性影响系数:最大hp系数、等级系数、hp最小回复速度
- Srec_bsmxsp_rad = {}
- Srec_sta_rad = {}
- Srec_min = {} --sp回复的属性影响系数:最大sp系数、等级系数、sp最小回复速度
- Aspd_bsrad = {}
- Aspd_agi_rad = {}
- Aspd_min = {} --攻击频率的属性影响系数:基础攻击、敏捷系数、最小攻击频率 --
- Str_updata = {}
- Dex_updata = {}
- Con_updata = {}
- Agi_updata = {}
- Sta_updata = {}
- Luk_updata = {}
- --新手职业属性成长比率
- Mxhp_con_rad1[JOB_TYPE_XINSHOU], Mxhp_con_rad2[JOB_TYPE_XINSHOU], Mxhp_lv_rad[JOB_TYPE_XINSHOU] = 3 , 2 , 15 --最大hp的属性影响系数:体质系数、等级系数、基本数
- Mxsp_sta_rad1[JOB_TYPE_XINSHOU], Mxsp_sta_rad2[JOB_TYPE_XINSHOU], Mxsp_lv_rad[JOB_TYPE_XINSHOU] = 1 , 0 , 3 --最大sp的属性影响系数:精力系数、体质系数、等级系数
- Mnatk_str_rad1[JOB_TYPE_XINSHOU], Mnatk_str_rad2[JOB_TYPE_XINSHOU], Mnatk_dex_rad1[JOB_TYPE_XINSHOU], Mnatk_dex_rad2[JOB_TYPE_XINSHOU] = 1.5 , 0.4 , 0 , 0 --最小攻击力的属性影响系数:力量系数
- Mxatk_str_rad1[JOB_TYPE_XINSHOU], Mxatk_str_rad2[JOB_TYPE_XINSHOU], Mxatk_dex_rad1[JOB_TYPE_XINSHOU], Mxatk_dex_rad2[JOB_TYPE_XINSHOU] = 1.5 , 0.4 , 0 , 0 --最大攻击的属性影响系数:力量系数
- Def_con_rad1[JOB_TYPE_XINSHOU], Def_con_rad2[JOB_TYPE_XINSHOU] = 0.1 , 0.1 --防御的属性影响系数:专注系数
- Hit_dex_rad1[JOB_TYPE_XINSHOU], Hit_dex_rad2[JOB_TYPE_XINSHOU] = 0.6 , 0 --命中的属性影响系数:专注系数、等级系数、最小命中率
- Flee_agi_rad1[JOB_TYPE_XINSHOU], Flee_agi_rad2[JOB_TYPE_XINSHOU] = 0.6 , 0 --闪避的属性影响系数:敏捷系数、等级系数、最小闪避率
- Mf_luk_rad[JOB_TYPE_XINSHOU] = 0.39 --暴料率的属性影响系数:幸运系数
- Crt_luk_rad[JOB_TYPE_XINSHOU] = 0.31 --暴击的属性影响系数:幸运系数、最小暴击率、最大暴击率
- Hrec_bsmxhp_rad[JOB_TYPE_XINSHOU], Hrec_con_rad[JOB_TYPE_XINSHOU] = 1/200 , 1/8 --hp回复的属性影响系数:最大hp系数、等级系数、hp最小回复速度
- Srec_bsmxsp_rad[JOB_TYPE_XINSHOU], Srec_sta_rad[JOB_TYPE_XINSHOU] = 1/100 , 1/12 --sp回复的属性影响系数:最大sp系数、等级系数、sp最小回复速度
- Aspd_agi_rad[JOB_TYPE_XINSHOU] = 1.1 --攻击频率的属性影响系数:基础攻击、敏捷系数、最小攻击频率 --
- Str_updata[JOB_TYPE_XINSHOU] = 0.2
- Dex_updata[JOB_TYPE_XINSHOU] = 0.1
- Con_updata[JOB_TYPE_XINSHOU] = 0.6
- Agi_updata[JOB_TYPE_XINSHOU] = 0.1
- Sta_updata[JOB_TYPE_XINSHOU] = 0.1
- Luk_updata[JOB_TYPE_XINSHOU] = 0.1
- --剑士职业属性成长比率
- Mxhp_con_rad1[JOB_TYPE_JIANSHI], Mxhp_con_rad2[JOB_TYPE_JIANSHI], Mxhp_lv_rad[JOB_TYPE_JIANSHI] = 5 , 7 , 25 --最大hp的属性影响系数:体质系数、等级系数、基本数
- Mxsp_sta_rad1[JOB_TYPE_JIANSHI], Mxsp_sta_rad2[JOB_TYPE_JIANSHI], Mxsp_lv_rad[JOB_TYPE_JIANSHI] = 1 , 0 , 3 --最大sp的属性影响系数:精力系数、体质系数、等级系数
- Mnatk_str_rad1[JOB_TYPE_JIANSHI], Mnatk_str_rad2[JOB_TYPE_JIANSHI], Mnatk_dex_rad1[JOB_TYPE_JIANSHI], Mnatk_dex_rad2[JOB_TYPE_JIANSHI] = 1.5 , 0.4 , 0 , 0 --最小攻击力的属性影响系数:力量系数
- Mxatk_str_rad1[JOB_TYPE_JIANSHI], Mxatk_str_rad2[JOB_TYPE_JIANSHI], Mxatk_dex_rad1[JOB_TYPE_JIANSHI], Mxatk_dex_rad2[JOB_TYPE_JIANSHI] = 1.5 , 0.4 , 0 , 0 --最大攻击的属性影响系数:力量系数
- Def_con_rad1[JOB_TYPE_JIANSHI], Def_con_rad2[JOB_TYPE_JIANSHI] = 0.2 , 0.2 --防御的属性影响系数:专注系数
- Hit_dex_rad1[JOB_TYPE_JIANSHI], Hit_dex_rad2[JOB_TYPE_JIANSHI] = 0.6 , 0 --命中的属性影响系数:专注系数、等级系数、最小命中率
- Flee_agi_rad1[JOB_TYPE_JIANSHI], Flee_agi_rad2[JOB_TYPE_JIANSHI] = 0.6 , 0 --闪避的属性影响系数:敏捷系数、等级系数、最小闪避率
- Mf_luk_rad[JOB_TYPE_JIANSHI] = 0.39 --暴料率的属性影响系数:幸运系数
- Crt_luk_rad[JOB_TYPE_JIANSHI] = 0.31 --暴击的属性影响系数:幸运系数、最小暴击率、最大暴击率
- Hrec_bsmxhp_rad[JOB_TYPE_JIANSHI], Hrec_con_rad[JOB_TYPE_JIANSHI] = 1/180, 1/8 --hp回复的属性影响系数:最大hp系数、等级系数、hp最小回复速度
- Srec_bsmxsp_rad[JOB_TYPE_JIANSHI], Srec_sta_rad[JOB_TYPE_JIANSHI] = 1/100, 1/12 --sp回复的属性影响系数:最大sp系数、等级系数、sp最小回复速度
- Aspd_agi_rad[JOB_TYPE_JIANSHI] = 1.1 --攻击频率的属性影响系数:基础攻击、敏捷系数、最小攻击频率
- Str_updata[JOB_TYPE_JIANSHI] = 0.5
- Dex_updata[JOB_TYPE_JIANSHI] = 0.1
- Con_updata[JOB_TYPE_JIANSHI] = 0.5
- Agi_updata[JOB_TYPE_JIANSHI] = 0.1
- Sta_updata[JOB_TYPE_JIANSHI] = 0.1
- Luk_updata[JOB_TYPE_JIANSHI] = 0.1
- --猎人职业属性成长比率
- Mxhp_con_rad1[JOB_TYPE_LIEREN], Mxhp_con_rad2[JOB_TYPE_LIEREN], Mxhp_lv_rad[JOB_TYPE_LIEREN] = 3 , 3 , 25 --最大hp的属性影响系数:体质系数、等级系数、基本数
- Mxsp_sta_rad1[JOB_TYPE_LIEREN], Mxsp_sta_rad2[JOB_TYPE_LIEREN], Mxsp_lv_rad[JOB_TYPE_LIEREN] = 1 , 0 , 3 --最大sp的属性影响系数:精力系数、体质系数、等级系数
- Mnatk_str_rad1[JOB_TYPE_LIEREN], Mnatk_str_rad2[JOB_TYPE_LIEREN], Mnatk_dex_rad1[JOB_TYPE_LIEREN], Mnatk_dex_rad2[JOB_TYPE_LIEREN] = 0, 0, 1.7, 0.4 --最小攻击力的属性影响系数:力量系数
- Mxatk_str_rad1[JOB_TYPE_LIEREN], Mxatk_str_rad2[JOB_TYPE_LIEREN], Mxatk_dex_rad1[JOB_TYPE_LIEREN], Mxatk_dex_rad2[JOB_TYPE_LIEREN] = 0, 0, 1.7, 0.4 --最大攻击的属性影响系数:力量系数
- Def_con_rad1[JOB_TYPE_LIEREN], Def_con_rad2[JOB_TYPE_LIEREN] = 0.14, 0.1 --防御的属性影响系数:专注系数
- Hit_dex_rad1[JOB_TYPE_LIEREN], Hit_dex_rad2[JOB_TYPE_LIEREN] = 0.7 , 0 --命中的属性影响系数:专注系数、等级系数、最小命中率
- Flee_agi_rad1[JOB_TYPE_LIEREN], Flee_agi_rad2[JOB_TYPE_LIEREN] = 0.7 , 0 --闪避的属性影响系数:敏捷系数、等级系数、最小闪避率
- Mf_luk_rad[JOB_TYPE_LIEREN] = 0.39 --暴料率的属性影响系数:幸运系数
- Crt_luk_rad[JOB_TYPE_LIEREN] = 0.25 --暴击的属性影响系数:幸运系数、最小暴击率、最大暴击率
- Hrec_bsmxhp_rad[JOB_TYPE_LIEREN], Hrec_con_rad[JOB_TYPE_LIEREN] = 1/180, 1/8 --hp回复的属性影响系数:最大hp系数、等级系数、hp最小回复速度
- Srec_bsmxsp_rad[JOB_TYPE_LIEREN], Srec_sta_rad[JOB_TYPE_LIEREN] = 1/100, 1/12 --sp回复的属性影响系数:最大sp系数、等级系数、sp最小回复速度
- Aspd_agi_rad[JOB_TYPE_LIEREN] = 1.2 --攻击频率的属性影响系数:基础攻击、敏捷系数、最小攻击频率 --
- Str_updata[JOB_TYPE_LIEREN] = 0.1
- Dex_updata[JOB_TYPE_LIEREN] = 0.5
- Con_updata[JOB_TYPE_LIEREN] = 0.1
- Agi_updata[JOB_TYPE_LIEREN] = 0.5
- Sta_updata[JOB_TYPE_LIEREN] = 0.1
- Luk_updata[JOB_TYPE_LIEREN] = 0.1
- --水手职业属性成长比率
- Mxhp_con_rad1[JOB_TYPE_SHUISHOU], Mxhp_con_rad2[JOB_TYPE_SHUISHOU], Mxhp_lv_rad[JOB_TYPE_SHUISHOU] = 3, 2, 15 --最大hp的属性影响系数:体质系数、等级系数、基本数
- Mxsp_sta_rad1[JOB_TYPE_SHUISHOU], Mxsp_sta_rad2[JOB_TYPE_SHUISHOU], Mxsp_lv_rad[JOB_TYPE_SHUISHOU] = 0.5, 0.5, 1 --最大sp的属性影响系数:精力系数、体质系数、等级系数
- Mnatk_str_rad1[JOB_TYPE_SHUISHOU], Mnatk_str_rad2[JOB_TYPE_SHUISHOU], Mnatk_dex_rad1[JOB_TYPE_SHUISHOU], Mnatk_dex_rad2[JOB_TYPE_SHUISHOU] = 0.9, 0.9, 0, 0 --最小攻击力的属性影响系数:力量系数
- Mxatk_str_rad1[JOB_TYPE_SHUISHOU], Mxatk_str_rad2[JOB_TYPE_SHUISHOU], Mxatk_dex_rad1[JOB_TYPE_SHUISHOU], Mxatk_dex_rad2[JOB_TYPE_SHUISHOU] = 0.9, 0.9, 0, 0 --最大攻击的属性影响系数:力量系数
- Def_con_rad1[JOB_TYPE_SHUISHOU], Def_con_rad2[JOB_TYPE_SHUISHOU] = 0.45, 0.45 --防御的属性影响系数:专注系数
- Hit_dex_rad1[JOB_TYPE_SHUISHOU], Hit_dex_rad2[JOB_TYPE_SHUISHOU] = 0.31, 0.15 --命中的属性影响系数:专注系数、等级系数、最小命中率
- Flee_agi_rad1[JOB_TYPE_SHUISHOU], Flee_agi_rad2[JOB_TYPE_SHUISHOU] = 0.31, 0.15 --闪避的属性影响系数:敏捷系数、等级系数、最小闪避率
- Mf_luk_rad[JOB_TYPE_SHUISHOU] = 0.39 --暴料率的属性影响系数:幸运系数
- Crt_luk_rad[JOB_TYPE_SHUISHOU] = 0.31 --暴击的属性影响系数:幸运系数、最小暴击率、最大暴击率
- Hrec_bsmxhp_rad[JOB_TYPE_SHUISHOU], Hrec_con_rad[JOB_TYPE_SHUISHOU] = 1/200, 1/100 --hp回复的属性影响系数:最大hp系数、等级系数、hp最小回复速度
- Srec_bsmxsp_rad[JOB_TYPE_SHUISHOU], Srec_sta_rad[JOB_TYPE_SHUISHOU] = 1/200, 1/120 --sp回复的属性影响系数:最大sp系数、等级系数、sp最小回复速度
- Aspd_agi_rad[JOB_TYPE_SHUISHOU] = 1.1 --攻击频率的属性影响系数:基础攻击、敏捷系数、最小攻击频率 --
- Str_updata[JOB_TYPE_SHUISHOU] = 0.2
- Dex_updata[JOB_TYPE_SHUISHOU] = 0.1
- Con_updata[JOB_TYPE_SHUISHOU] = 0.6
- Agi_updata[JOB_TYPE_SHUISHOU] = 0.1
- Sta_updata[JOB_TYPE_SHUISHOU] = 0.1
- Luk_updata[JOB_TYPE_SHUISHOU] = 0.1
- --冒险者职业属性成长比率
- Mxhp_con_rad1[JOB_TYPE_MAOXIANZHE], Mxhp_con_rad2[JOB_TYPE_MAOXIANZHE], Mxhp_lv_rad[JOB_TYPE_MAOXIANZHE] = 5 , 5 , 25 --最大hp的属性影响系数:体质系数、等级系数、基本数
- Mxsp_sta_rad1[JOB_TYPE_MAOXIANZHE], Mxsp_sta_rad2[JOB_TYPE_MAOXIANZHE], Mxsp_lv_rad[JOB_TYPE_MAOXIANZHE] = 2 , 1.5 , 5 --最大sp的属性影响系数:精力系数、体质系数、等级系数
- Mnatk_str_rad1[JOB_TYPE_MAOXIANZHE], Mnatk_str_rad2[JOB_TYPE_MAOXIANZHE], Mnatk_dex_rad1[JOB_TYPE_MAOXIANZHE], Mnatk_dex_rad2[JOB_TYPE_MAOXIANZHE] = 1.5, 0.4, 0, 0 --最小攻击力的属性影响系数:力量系数
- Mxatk_str_rad1[JOB_TYPE_MAOXIANZHE], Mxatk_str_rad2[JOB_TYPE_MAOXIANZHE], Mxatk_dex_rad1[JOB_TYPE_MAOXIANZHE], Mxatk_dex_rad2[JOB_TYPE_MAOXIANZHE] = 1.5, 0.4, 0, 0 --最大攻击的属性影响系数:力量系数
- Def_con_rad1[JOB_TYPE_MAOXIANZHE], Def_con_rad2[JOB_TYPE_MAOXIANZHE] = 0.13 , 0.1 --防御的属性影响系数:专注系数
- Hit_dex_rad1[JOB_TYPE_MAOXIANZHE], Hit_dex_rad2[JOB_TYPE_MAOXIANZHE] = 0.6, 0 --命中的属性影响系数:专注系数、等级系数、最小命中率
- Flee_agi_rad1[JOB_TYPE_MAOXIANZHE], Flee_agi_rad2[JOB_TYPE_MAOXIANZHE] = 0.6, 0 --闪避的属性影响系数:敏捷系数、等级系数、最小闪避率
- Mf_luk_rad[JOB_TYPE_MAOXIANZHE] = 0.39 --暴料率的属性影响系数:幸运系数
- Crt_luk_rad[JOB_TYPE_MAOXIANZHE] = 0.31 --暴击的属性影响系数:幸运系数、最小暴击率、最大暴击率
- Hrec_bsmxhp_rad[JOB_TYPE_MAOXIANZHE], Hrec_con_rad[JOB_TYPE_MAOXIANZHE] = 1/180, 1/8 --hp回复的属性影响系数:最大hp系数、等级系数、hp最小回复速度
- Srec_bsmxsp_rad[JOB_TYPE_MAOXIANZHE], Srec_sta_rad[JOB_TYPE_MAOXIANZHE] = 1/100, 1/12 --sp回复的属性影响系数:最大sp系数、等级系数、sp最小回复速度
- Aspd_agi_rad[JOB_TYPE_MAOXIANZHE] = 1.1 --攻击频率的属性影响系数:基础攻击、敏捷系数、最小攻击频率
- Str_updata[JOB_TYPE_MAOXIANZHE] = 0.1
- Dex_updata[JOB_TYPE_MAOXIANZHE] = 0.1
- Con_updata[JOB_TYPE_MAOXIANZHE] = 0.3
- Agi_updata[JOB_TYPE_MAOXIANZHE] = 0.1
- Sta_updata[JOB_TYPE_MAOXIANZHE] = 0.5
- Luk_updata[JOB_TYPE_MAOXIANZHE] = 0.1
- --药师职业属性成长比率
- Mxhp_con_rad1[JOB_TYPE_QIYUANSHI], Mxhp_con_rad2[JOB_TYPE_QIYUANSHI], Mxhp_lv_rad[JOB_TYPE_QIYUANSHI] = 5 , 5 , 25 --最大hp的属性影响系数:体质系数、等级系数、基本数
- Mxsp_sta_rad1[JOB_TYPE_QIYUANSHI], Mxsp_sta_rad2[JOB_TYPE_QIYUANSHI], Mxsp_lv_rad[JOB_TYPE_QIYUANSHI] = 2 , 1.5 , 5 --最大sp的属性影响系数:精力系数、体质系数、等级系数
- Mnatk_str_rad1[JOB_TYPE_QIYUANSHI], Mnatk_str_rad2[JOB_TYPE_QIYUANSHI], Mnatk_dex_rad1[JOB_TYPE_QIYUANSHI], Mnatk_dex_rad2[JOB_TYPE_QIYUANSHI] = 1.5, 0.4, 0, 0 --最小攻击力的属性影响系数:力量系数
- Mxatk_str_rad1[JOB_TYPE_QIYUANSHI], Mxatk_str_rad2[JOB_TYPE_QIYUANSHI], Mxatk_dex_rad1[JOB_TYPE_QIYUANSHI], Mxatk_dex_rad2[JOB_TYPE_QIYUANSHI] = 1.5, 0.4, 0, 0 --最大攻击的属性影响系数:力量系数
- Def_con_rad1[JOB_TYPE_QIYUANSHI], Def_con_rad2[JOB_TYPE_QIYUANSHI] = 0.13 , 0.1 --防御的属性影响系数:专注系数
- Hit_dex_rad1[JOB_TYPE_QIYUANSHI], Hit_dex_rad2[JOB_TYPE_QIYUANSHI] = 0.6, 0 --命中的属性影响系数:专注系数、等级系数、最小命中率
- Flee_agi_rad1[JOB_TYPE_QIYUANSHI], Flee_agi_rad2[JOB_TYPE_QIYUANSHI] = 0.6, 0 --闪避的属性影响系数:敏捷系数、等级系数、最小闪避率
- Mf_luk_rad[JOB_TYPE_QIYUANSHI] = 0.39 --暴料率的属性影响系数:幸运系数
- Crt_luk_rad[JOB_TYPE_QIYUANSHI] = 0.31 --暴击的属性影响系数:幸运系数、最小暴击率、最大暴击率
- Hrec_bsmxhp_rad[JOB_TYPE_QIYUANSHI], Hrec_con_rad[JOB_TYPE_QIYUANSHI] = 1/180, 1/8 --hp回复的属性影响系数:最大hp系数、等级系数、hp最小回复速度
- Srec_bsmxsp_rad[JOB_TYPE_QIYUANSHI], Srec_sta_rad[JOB_TYPE_QIYUANSHI] = 1/100, 1/12 --sp回复的属性影响系数:最大sp系数、等级系数、sp最小回复速度
- Aspd_agi_rad[JOB_TYPE_QIYUANSHI] = 1.1 --攻击频率的属性影响系数:基础攻击、敏捷系数、最小攻击频率
- Str_updata[JOB_TYPE_QIYUANSHI] = 0.1
- Dex_updata[JOB_TYPE_QIYUANSHI] = 0.1
- Con_updata[JOB_TYPE_QIYUANSHI] = 0.3
- Agi_updata[JOB_TYPE_QIYUANSHI] = 0.1
- Sta_updata[JOB_TYPE_QIYUANSHI] = 0.5
- Luk_updata[JOB_TYPE_QIYUANSHI] = 0.1
- --技师职业属性成长比率
- Mxhp_con_rad1[JOB_TYPE_JISHI], Mxhp_con_rad2[JOB_TYPE_JISHI], Mxhp_lv_rad[JOB_TYPE_JISHI] = 2, 2, 10 --最大hp的属性影响系数:体质系数、等级系数、基本数
- Mxsp_sta_rad1[JOB_TYPE_JISHI], Mxsp_sta_rad2[JOB_TYPE_JISHI], Mxsp_lv_rad[JOB_TYPE_JISHI] = 0.5, 0.5, 1 --最大sp的属性影响系数:精力系数、体质系数、等级系数
- Mnatk_str_rad1[JOB_TYPE_JISHI], Mnatk_str_rad2[JOB_TYPE_JISHI], Mnatk_dex_rad1[JOB_TYPE_JISHI], Mnatk_dex_rad2[JOB_TYPE_JISHI] = 0.8, 0.8, 0, 0 --最小攻击力的属性影响系数:力量系数
- Mxatk_str_rad1[JOB_TYPE_JISHI], Mxatk_str_rad2[JOB_TYPE_JISHI], Mxatk_dex_rad1[JOB_TYPE_JISHI], Mxatk_dex_rad2[JOB_TYPE_JISHI] = 0.8, 0.8, 0, 0 --最大攻击的属性影响系数:力量系数
- Def_con_rad1[JOB_TYPE_JISHI], Def_con_rad2[JOB_TYPE_JISHI] = 0.5, 0.5 --防御的属性影响系数:专注系数
- Hit_dex_rad1[JOB_TYPE_JISHI], Hit_dex_rad2[JOB_TYPE_JISHI] = 0.31, 0.15 --命中的属性影响系数:专注系数、等级系数、最小命中率
- Flee_agi_rad1[JOB_TYPE_JISHI], Flee_agi_rad2[JOB_TYPE_JISHI] = 0.31, 0.15 --闪避的属性影响系数:敏捷系数、等级系数、最小闪避率
- Mf_luk_rad[JOB_TYPE_JISHI] = 0.39 --暴料率的属性影响系数:幸运系数
- Crt_luk_rad[JOB_TYPE_JISHI] = 0.31 --暴击的属性影响系数:幸运系数、最小暴击率、最大暴击率
- Hrec_bsmxhp_rad[JOB_TYPE_JISHI], Hrec_con_rad[JOB_TYPE_JISHI] = 1/200, 1/100 --hp回复的属性影响系数:最大hp系数、等级系数、hp最小回复速度
- Srec_bsmxsp_rad[JOB_TYPE_JISHI],Srec_sta_rad[JOB_TYPE_JISHI] = 1/200, 1/120 --sp回复的属性影响系数:最大sp系数、等级系数、sp最小回复速度
- Aspd_agi_rad[JOB_TYPE_JISHI] = 1.1 --攻击频率的属性影响系数:基础攻击、敏捷系数、最小攻击频率
- Str_updata[JOB_TYPE_JISHI] = 0.4
- Dex_updata[JOB_TYPE_JISHI] = 0.1
- Con_updata[JOB_TYPE_JISHI] = 0.5
- Agi_updata[JOB_TYPE_JISHI] = 0.1
- Sta_updata[JOB_TYPE_JISHI] = 0.1
- Luk_updata[JOB_TYPE_JISHI] = 0.2
- --商人职业属性成长比率————————————————————————————————————————————————————————————————————————————————————————————————————
- Mxhp_con_rad1[JOB_TYPE_SHANGREN], Mxhp_con_rad2[JOB_TYPE_SHANGREN], Mxhp_lv_rad[JOB_TYPE_SHANGREN] = 2, 2, 10 --最大hp的属性影响系数:体质系数、等级系数、基本数
- Mxsp_sta_rad1[JOB_TYPE_SHANGREN], Mxsp_sta_rad2[JOB_TYPE_SHANGREN], Mxsp_lv_rad[JOB_TYPE_SHANGREN] = 0.5, 0.5, 1 --最大sp的属性影响系数:精力系数、体质系数、等级系数
- Mnatk_str_rad1[JOB_TYPE_SHANGREN], Mnatk_str_rad2[JOB_TYPE_SHANGREN], Mnatk_dex_rad1[JOB_TYPE_SHANGREN], Mnatk_dex_rad2[JOB_TYPE_SHANGREN] = 0.8, 0.8, 0, 0 --最小攻击力的属性影响系数:力量系数
- Mxatk_str_rad1[JOB_TYPE_SHANGREN], Mxatk_str_rad2[JOB_TYPE_SHANGREN], Mxatk_dex_rad1[JOB_TYPE_SHANGREN], Mxatk_dex_rad2[JOB_TYPE_SHANGREN] = 0.8, 0.8, 0, 0 --最大攻击的属性影响系数:力量系数
- Def_con_rad1[JOB_TYPE_SHANGREN], Def_con_rad2[JOB_TYPE_SHANGREN] = 0.5, 0.5 --防御的属性影响系数:专注系数
- Hit_dex_rad1[JOB_TYPE_SHANGREN], Hit_dex_rad2[JOB_TYPE_SHANGREN] = 0.31, 0.15 --命中的属性影响系数:专注系数、等级系数、最小命中率
- Flee_agi_rad1[JOB_TYPE_SHANGREN], Flee_agi_rad2[JOB_TYPE_SHANGREN] = 0.31, 0.15 --闪避的属性影响系数:敏捷系数、等级系数、最小闪避率
- Mf_luk_rad[JOB_TYPE_SHANGREN] = 0.39 --暴料率的属性影响系数:幸运系数
- Crt_luk_rad[JOB_TYPE_SHANGREN] = 0.31 --暴击的属性影响系数:幸运系数、最小暴击率、最大暴击率
- Hrec_bsmxhp_rad[JOB_TYPE_SHANGREN], Hrec_con_rad[JOB_TYPE_SHANGREN] = 1/200, 1/100 --hp回复的属性影响系数:最大hp系数、等级系数、hp最小回复速度
- Srec_bsmxsp_rad[JOB_TYPE_SHANGREN], Srec_sta_rad[JOB_TYPE_SHANGREN] = 1/200, 1/120 --sp回复的属性影响系数:最大sp系数、等级系数、sp最小回复速度
- Aspd_agi_rad[JOB_TYPE_SHANGREN] = 1.1 --攻击频率的属性影响系数:基础攻击、敏捷系数、最小攻击频率
- Str_updata[JOB_TYPE_SHANGREN] = 0.3
- Dex_updata[JOB_TYPE_SHANGREN] = 0.1
- Con_updata[JOB_TYPE_SHANGREN] = 0.5
- Agi_updata[JOB_TYPE_SHANGREN] = 0.1
- Sta_updata[JOB_TYPE_SHANGREN] = 0.1
- Luk_updata[JOB_TYPE_SHANGREN] = 0.1
- -- 巨剑士职业属性成长比率——————————————————————————————————————————————————————————————————————
- Mxhp_con_rad1[JOB_TYPE_JUJS], Mxhp_con_rad2[JOB_TYPE_JUJS], Mxhp_lv_rad[JOB_TYPE_JUJS] = 5,7,40 --最大hp的属性影响系数:体质系数、等级系数、基本数
- Mxsp_sta_rad1[JOB_TYPE_JUJS], Mxsp_sta_rad2[JOB_TYPE_JUJS], Mxsp_lv_rad[JOB_TYPE_JUJS] = 1,0,3 --最大sp的属性影响系数:精力系数、体质系数、等级系数
- Mnatk_str_rad1[JOB_TYPE_JUJS], Mnatk_str_rad2[JOB_TYPE_JUJS], Mnatk_dex_rad1[JOB_TYPE_JUJS], Mnatk_dex_rad2[JOB_TYPE_JUJS] = 2,0.45, 0, 0 --最小攻击力的属性影响系数:力量系数
- Mxatk_str_rad1[JOB_TYPE_JUJS], Mxatk_str_rad2[JOB_TYPE_JUJS], Mxatk_dex_rad1[JOB_TYPE_JUJS], Mxatk_dex_rad2[JOB_TYPE_JUJS] = 2,0.45, 0, 0 --最大攻击的属性影响系数:力量系数
- Def_con_rad1[JOB_TYPE_JUJS], Def_con_rad2[JOB_TYPE_JUJS] = 0.2,0.6 --防御的属性影响系数:专注系数
- Hit_dex_rad1[JOB_TYPE_JUJS], Hit_dex_rad2[JOB_TYPE_JUJS] = 0.6, 0.2 --命中的属性影响系数:专注系数、等级系数、最小命中率
- Flee_agi_rad1[JOB_TYPE_JUJS], Flee_agi_rad2[JOB_TYPE_JUJS] = 0.6, 0.2 --闪避的属性影响系数:敏捷系数、等级系数、最小闪避率
- Mf_luk_rad[JOB_TYPE_JUJS] = 0.39 --暴料率的属性影响系数:幸运系数
- Crt_luk_rad[JOB_TYPE_JUJS] = 0.31 --暴击的属性影响系数:幸运系数、最小暴击率、最大暴击率
- Hrec_bsmxhp_rad[JOB_TYPE_JUJS], Hrec_con_rad[JOB_TYPE_JUJS] = 1/180, 1/8 --hp回复的属性影响系数:最大hp系数、等级系数、hp最小回复速度
- Srec_bsmxsp_rad[JOB_TYPE_JUJS], Srec_sta_rad[JOB_TYPE_JUJS] = 1/100, 1/12 --sp回复的属性影响系数:最大sp系数、等级系数、sp最小回复速度
- Aspd_agi_rad[JOB_TYPE_JUJS] = 1.1 --攻击频率的属性影响系数:基础攻击、敏捷系数、最小攻击频率
- Str_updata[JOB_TYPE_JUJS] = 0.3
- Dex_updata[JOB_TYPE_JUJS] = 0.1
- Con_updata[JOB_TYPE_JUJS] = 0.5
- Agi_updata[JOB_TYPE_JUJS] = 0.1
- Sta_updata[JOB_TYPE_JUJS] = 0.1
- Luk_updata[JOB_TYPE_JUJS] = 0.1
- --双剑士职业属性成长比率————————————————————————————————————————————————————————————————————————————————————————————————————
- Mxhp_con_rad1[JOB_TYPE_SHUANGJS], Mxhp_con_rad2[JOB_TYPE_SHUANGJS], Mxhp_lv_rad[JOB_TYPE_SHUANGJS] = 5,7,30 --最大hp的属性影响系数:体质系数、等级系数、基本数
- Mxsp_sta_rad1[JOB_TYPE_SHUANGJS], Mxsp_sta_rad2[JOB_TYPE_SHUANGJS], Mxsp_lv_rad[JOB_TYPE_SHUANGJS] = 1,0,3 --最大sp的属性影响系数:精力系数、体质系数、等级系数
- Mnatk_str_rad1[JOB_TYPE_SHUANGJS], Mnatk_str_rad2[JOB_TYPE_SHUANGJS], Mnatk_dex_rad1[JOB_TYPE_SHUANGJS], Mnatk_dex_rad2[JOB_TYPE_SHUANGJS] = 1.5, 0.4, 0, 0 --最小攻击力的属性影响系数:力量系数
- Mxatk_str_rad1[JOB_TYPE_SHUANGJS], Mxatk_str_rad2[JOB_TYPE_SHUANGJS], Mxatk_dex_rad1[JOB_TYPE_SHUANGJS], Mxatk_dex_rad2[JOB_TYPE_SHUANGJS] = 1.5, 0.4, 0, 0 --最大攻击的属性影响系数:力量系数
- Def_con_rad1[JOB_TYPE_SHUANGJS], Def_con_rad2[JOB_TYPE_SHUANGJS] = 0.2, 0.1 --防御的属性影响系数:专注系数
- Hit_dex_rad1[JOB_TYPE_SHUANGJS], Hit_dex_rad2[JOB_TYPE_SHUANGJS] = 0.6, 0 --命中的属性影响系数:专注系数、等级系数、最小命中率
- Flee_agi_rad1[JOB_TYPE_SHUANGJS], Flee_agi_rad2[JOB_TYPE_SHUANGJS] = 0.75, 0 --闪避的属性影响系数:敏捷系数、等级系数、最小闪避率
- Mf_luk_rad[JOB_TYPE_SHUANGJS] = 0.39 --暴料率的属性影响系数:幸运系数
- Crt_luk_rad[JOB_TYPE_SHUANGJS] = 0.31 --暴击的属性影响系数:幸运系数、最小暴击率、最大暴击率
- Hrec_bsmxhp_rad[JOB_TYPE_SHUANGJS], Hrec_con_rad[JOB_TYPE_SHUANGJS] = 1/180, 1/8 --hp回复的属性影响系数:最大hp系数、等级系数、hp最小回复速度
- Srec_bsmxsp_rad[JOB_TYPE_SHUANGJS], Srec_sta_rad[JOB_TYPE_SHUANGJS] = 1/100, 1/12 --sp回复的属性影响系数:最大sp系数、等级系数、sp最小回复速度
- Aspd_agi_rad[JOB_TYPE_SHUANGJS] = 1.25 --攻击频率的属性影响系数:基础攻击、敏捷系数、最小攻击频率
- Str_updata[JOB_TYPE_SHUANGJS] = 0.3
- Dex_updata[JOB_TYPE_SHUANGJS] = 0.1
- Con_updata[JOB_TYPE_SHUANGJS] = 0.5
- Agi_updata[JOB_TYPE_SHUANGJS] = 0.1
- Sta_updata[JOB_TYPE_SHUANGJS] = 0.1
- Luk_updata[JOB_TYPE_SHUANGJS] = 0.1
- --剑盾士职业属性成长比率————————————————————————————————————————————————————————————————————————————————————————————————————
- Mxhp_con_rad1[JOB_TYPE_JIANDUNSHI], Mxhp_con_rad2[JOB_TYPE_JIANDUNSHI], Mxhp_lv_rad[JOB_TYPE_JIANDUNSHI] = 2, 2, 10 --最大hp的属性影响系数:体质系数、等级系数、基本数
- Mxsp_sta_rad1[JOB_TYPE_JIANDUNSHI], Mxsp_sta_rad2[JOB_TYPE_JIANDUNSHI], Mxsp_lv_rad[JOB_TYPE_JIANDUNSHI] = 0.5, 0.5, 1 --最大sp的属性影响系数:精力系数、体质系数、等级系数
- Mnatk_str_rad1[JOB_TYPE_JIANDUNSHI], Mnatk_str_rad2[JOB_TYPE_JIANDUNSHI], Mnatk_dex_rad1[JOB_TYPE_JIANDUNSHI], Mnatk_dex_rad2[JOB_TYPE_JIANDUNSHI] = 0.8, 0.8, 0, 0 --最小攻击力的属性影响系数:力量系数
- Mxatk_str_rad1[JOB_TYPE_JIANDUNSHI], Mxatk_str_rad2[JOB_TYPE_JIANDUNSHI], Mxatk_dex_rad1[JOB_TYPE_JIANDUNSHI], Mxatk_dex_rad2[JOB_TYPE_JIANDUNSHI] = 0.8, 0.8, 0, 0 --最大攻击的属性影响系数:力量系数
- Def_con_rad1[JOB_TYPE_JIANDUNSHI], Def_con_rad2[JOB_TYPE_JIANDUNSHI] = 0.5, 0.5 --防御的属性影响系数:专注系数
- Hit_dex_rad1[JOB_TYPE_JIANDUNSHI], Hit_dex_rad2[JOB_TYPE_JIANDUNSHI] = 0.31, 0.15 --命中的属性影响系数:专注系数、等级系数、最小命中率
- Flee_agi_rad1[JOB_TYPE_JIANDUNSHI], Flee_agi_rad2[JOB_TYPE_JIANDUNSHI] = 0.31, 0.15 --闪避的属性影响系数:敏捷系数、等级系数、最小闪避率
- Mf_luk_rad[JOB_TYPE_JIANDUNSHI] = 0.39 --暴料率的属性影响系数:幸运系数
- Crt_luk_rad[JOB_TYPE_JIANDUNSHI] = 0.31 --暴击的属性影响系数:幸运系数、最小暴击率、最大暴击率
- Hrec_bsmxhp_rad[JOB_TYPE_JIANDUNSHI], Hrec_con_rad[JOB_TYPE_JIANDUNSHI] = 1/200, 1/100 --hp回复的属性影响系数:最大hp系数、等级系数、hp最小回复速度
- Srec_bsmxsp_rad[JOB_TYPE_JIANDUNSHI], Srec_sta_rad[JOB_TYPE_JIANDUNSHI] = 1/200, 1/120 --sp回复的属性影响系数:最大sp系数、等级系数、sp最小回复速度
- Aspd_agi_rad[JOB_TYPE_JIANDUNSHI] = 1.1 --攻击频率的属性影响系数:基础攻击、敏捷系数、最小攻击频率
- Str_updata[JOB_TYPE_JIANDUNSHI] = 0.3
- Dex_updata[JOB_TYPE_JIANDUNSHI] = 0.1
- Con_updata[JOB_TYPE_JIANDUNSHI] = 0.5
- Agi_updata[JOB_TYPE_JIANDUNSHI] = 0.1
- Sta_updata[JOB_TYPE_JIANDUNSHI] = 0.1
- Luk_updata[JOB_TYPE_JIANDUNSHI] = 0.1
- --驯兽师职业属性成长比率————————————————————————————————————————————————————————————————————————————————————————————————————
- Mxhp_con_rad1[JOB_TYPE_XUNSHOUSHI], Mxhp_con_rad2[JOB_TYPE_XUNSHOUSHI], Mxhp_lv_rad[JOB_TYPE_XUNSHOUSHI] = 2, 2, 10 --最大hp的属性影响系数:体质系数、等级系数、基本数
- Mxsp_sta_rad1[JOB_TYPE_XUNSHOUSHI], Mxsp_sta_rad2[JOB_TYPE_XUNSHOUSHI], Mxsp_lv_rad[JOB_TYPE_XUNSHOUSHI] = 0.5, 0.5, 1 --最大sp的属性影响系数:精力系数、体质系数、等级系数
- Mnatk_str_rad1[JOB_TYPE_XUNSHOUSHI], Mnatk_str_rad2[JOB_TYPE_XUNSHOUSHI], Mnatk_dex_rad1[JOB_TYPE_XUNSHOUSHI], Mnatk_dex_rad2[JOB_TYPE_XUNSHOUSHI] = 0.8, 0.8, 0, 0 --最小攻击力的属性影响系数:力量系数
- Mxatk_str_rad1[JOB_TYPE_XUNSHOUSHI], Mxatk_str_rad2[JOB_TYPE_XUNSHOUSHI], Mxatk_dex_rad1[JOB_TYPE_XUNSHOUSHI], Mxatk_dex_rad2[JOB_TYPE_XUNSHOUSHI] = 0.8, 0.8, 0, 0 --最大攻击的属性影响系数:力量系数
- Def_con_rad1[JOB_TYPE_XUNSHOUSHI], Def_con_rad2[JOB_TYPE_XUNSHOUSHI] = 0.5, 0.5 --防御的属性影响系数:专注系数
- Hit_dex_rad1[JOB_TYPE_XUNSHOUSHI], Hit_dex_rad2[JOB_TYPE_XUNSHOUSHI] = 0.31, 0.15 --命中的属性影响系数:专注系数、等级系数、最小命中率
- Flee_agi_rad1[JOB_TYPE_XUNSHOUSHI], Flee_agi_rad2[JOB_TYPE_XUNSHOUSHI] = 0.31, 0.15 --闪避的属性影响系数:敏捷系数、等级系数、最小闪避率
- Mf_luk_rad[JOB_TYPE_XUNSHOUSHI] = 0.39 --暴料率的属性影响系数:幸运系数
- Crt_luk_rad[JOB_TYPE_XUNSHOUSHI] = 0.31 --暴击的属性影响系数:幸运系数、最小暴击率、最大暴击率
- Hrec_bsmxhp_rad[JOB_TYPE_XUNSHOUSHI], Hrec_con_rad[JOB_TYPE_XUNSHOUSHI] = 1/200, 1/100 --hp回复的属性影响系数:最大hp系数、等级系数、hp最小回复速度
- Srec_bsmxsp_rad[JOB_TYPE_XUNSHOUSHI], Srec_sta_rad[JOB_TYPE_XUNSHOUSHI] = 1/200, 1/120 --sp回复的属性影响系数:最大sp系数、等级系数、sp最小回复速度
- Aspd_agi_rad[JOB_TYPE_XUNSHOUSHI] = 1.2 --攻击频率的属性影响系数:基础攻击、敏捷系数、最小攻击频率
- Str_updata[JOB_TYPE_XUNSHOUSHI] = 0.3
- Dex_updata[JOB_TYPE_XUNSHOUSHI] = 0.1
- Con_updata[JOB_TYPE_XUNSHOUSHI] = 0.5
- Agi_updata[JOB_TYPE_XUNSHOUSHI] = 0.1
- Sta_updata[JOB_TYPE_XUNSHOUSHI] = 0.1
- Luk_updata[JOB_TYPE_XUNSHOUSHI] = 0.1
- --狙击手职业属性成长比率————————————————————————————————————————————————————————————————————————————————————————————————————
- Mxhp_con_rad1[JOB_TYPE_JUJISHOU], Mxhp_con_rad2[JOB_TYPE_JUJISHOU], Mxhp_lv_rad[JOB_TYPE_JUJISHOU] = 3.5,3.5,30 --最大hp的属性影响系数:体质系数、等级系数、基本数
- Mxsp_sta_rad1[JOB_TYPE_JUJISHOU], Mxsp_sta_rad2[JOB_TYPE_JUJISHOU], Mxsp_lv_rad[JOB_TYPE_JUJISHOU] = 1,0,3 --最大sp的属性影响系数:精力系数、体质系数、等级系数
- Mnatk_str_rad1[JOB_TYPE_JUJISHOU], Mnatk_str_rad2[JOB_TYPE_JUJISHOU], Mnatk_dex_rad1[JOB_TYPE_JUJISHOU], Mnatk_dex_rad2[JOB_TYPE_JUJISHOU] = 0,0,2, 0.45 --最小攻击力的属性影响系数:力量系数
- Mxatk_str_rad1[JOB_TYPE_JUJISHOU], Mxatk_str_rad2[JOB_TYPE_JUJISHOU], Mxatk_dex_rad1[JOB_TYPE_JUJISHOU], Mxatk_dex_rad2[JOB_TYPE_JUJISHOU] = 0,0,2, 0.45 --最大攻击的属性影响系数:力量系数
- Def_con_rad1[JOB_TYPE_JUJISHOU], Def_con_rad2[JOB_TYPE_JUJISHOU] = 0.15, 0.15 --防御的属性影响系数:专注系数
- Hit_dex_rad1[JOB_TYPE_JUJISHOU], Hit_dex_rad2[JOB_TYPE_JUJISHOU] = 0.6, 0 --命中的属性影响系数:专注系数、等级系数、最小命中率
- Flee_agi_rad1[JOB_TYPE_JUJISHOU], Flee_agi_rad2[JOB_TYPE_JUJISHOU] = 0.6, 0 --闪避的属性影响系数:敏捷系数、等级系数、最小闪避率
- Mf_luk_rad[JOB_TYPE_JUJISHOU] = 0.39 --暴料率的属性影响系数:幸运系数
- Crt_luk_rad[JOB_TYPE_JUJISHOU] = 0.31 --暴击的属性影响系数:幸运系数、最小暴击率、最大暴击率
- Hrec_bsmxhp_rad[JOB_TYPE_JUJISHOU], Hrec_con_rad[JOB_TYPE_JUJISHOU] = 1/180, 1/8 --hp回复的属性影响系数:最大hp系数、等级系数、hp最小回复速度
- Srec_bsmxsp_rad[JOB_TYPE_JUJISHOU], Srec_sta_rad[JOB_TYPE_JUJISHOU] = 1/100, 1/12 --sp回复的属性影响系数:最大sp系数、等级系数、sp最小回复速度
- Aspd_agi_rad[JOB_TYPE_JUJISHOU] = 1.1 --攻击频率的属性影响系数:基础攻击、敏捷系数、最小攻击频率
- Str_updata[JOB_TYPE_JUJISHOU] = 0.3
- Dex_updata[JOB_TYPE_JUJISHOU] = 0.1
- Con_updata[JOB_TYPE_JUJISHOU] = 0.5
- Agi_updata[JOB_TYPE_JUJISHOU] = 0.1
- Sta_updata[JOB_TYPE_JUJISHOU] = 0.1
- Luk_updata[JOB_TYPE_JUJISHOU] = 0.1
- --圣职者属性成长比率————————————————————————————————————————————————————————————————————————————————————————————————————
- Mxhp_con_rad1[JOB_TYPE_SHENGZHIZHE], Mxhp_con_rad2[JOB_TYPE_SHENGZHIZHE], Mxhp_lv_rad[JOB_TYPE_SHENGZHIZHE] = 5 , 5 , 30 --最大hp的属性影响系数:体质系数、等级系数、基本数
- Mxsp_sta_rad1[JOB_TYPE_SHENGZHIZHE], Mxsp_sta_rad2[JOB_TYPE_SHENGZHIZHE], Mxsp_lv_rad[JOB_TYPE_SHENGZHIZHE] = 3 , 1.5 , 5 --最大sp的属性影响系数:精力系数、体质系数、等级系数
- Mnatk_str_rad1[JOB_TYPE_SHENGZHIZHE], Mnatk_str_rad2[JOB_TYPE_SHENGZHIZHE], Mnatk_dex_rad1[JOB_TYPE_SHENGZHIZHE], Mnatk_dex_rad2[JOB_TYPE_SHENGZHIZHE] = 1.5, 0.4, 0, 0 --最小攻击力的属性影响系数:力量系数
- Mxatk_str_rad1[JOB_TYPE_SHENGZHIZHE], Mxatk_str_rad2[JOB_TYPE_SHENGZHIZHE], Mxatk_dex_rad1[JOB_TYPE_SHENGZHIZHE], Mxatk_dex_rad2[JOB_TYPE_SHENGZHIZHE] = 1.5, 0.4, 0, 0 --最大攻击的属性影响系数:力量系数
- Def_con_rad1[JOB_TYPE_SHENGZHIZHE], Def_con_rad2[JOB_TYPE_SHENGZHIZHE] = 0.15 , 0.1 --防御的属性影响系数:专注系数
- Hit_dex_rad1[JOB_TYPE_SHENGZHIZHE], Hit_dex_rad2[JOB_TYPE_SHENGZHIZHE] = 0.6, 0 --命中的属性影响系数:专注系数、等级系数、最小命中率
- Flee_agi_rad1[JOB_TYPE_SHENGZHIZHE], Flee_agi_rad2[JOB_TYPE_SHENGZHIZHE] = 0.6, 0 --闪避的属性影响系数:敏捷系数、等级系数、最小闪避率
- Mf_luk_rad[JOB_TYPE_SHENGZHIZHE] = 0.39 --暴料率的属性影响系数:幸运系数
- Crt_luk_rad[JOB_TYPE_SHENGZHIZHE] = 0.31 --暴击的属性影响系数:幸运系数、最小暴击率、最大暴击率
- Hrec_bsmxhp_rad[JOB_TYPE_SHENGZHIZHE], Hrec_con_rad[JOB_TYPE_SHENGZHIZHE] = 1/180, 1/8 --hp回复的属性影响系数:最大hp系数、等级系数、hp最小回复速度
- Srec_bsmxsp_rad[JOB_TYPE_SHENGZHIZHE], Srec_sta_rad[JOB_TYPE_SHENGZHIZHE] = 1/100, 1/12 --sp回复的属性影响系数:最大sp系数、等级系数、sp最小回复速度
- Aspd_agi_rad[JOB_TYPE_SHENGZHIZHE] = 1.1 --攻击频率的属性影响系数:基础攻击、敏捷系数、最小攻击频率
- Str_updata[JOB_TYPE_SHENGZHIZHE] = 0.3
- Dex_updata[JOB_TYPE_SHENGZHIZHE] = 0.1
- Con_updata[JOB_TYPE_SHENGZHIZHE] = 0.5
- Agi_updata[JOB_TYPE_SHENGZHIZHE] = 0.1
- Sta_updata[JOB_TYPE_SHENGZHIZHE] = 0.1
- Luk_updata[JOB_TYPE_SHENGZHIZHE] = 0.1
- --封印师职业属性成长比率————————————————————————————————————————————————————————————————————————————————————————————————————
- Mxhp_con_rad1[JOB_TYPE_FENGYINSHI], Mxhp_con_rad2[JOB_TYPE_FENGYINSHI], Mxhp_lv_rad[JOB_TYPE_FENGYINSHI] = 5 , 5 , 30 --最大hp的属性影响系数:体质系数、等级系数、基本数
- Mxsp_sta_rad1[JOB_TYPE_FENGYINSHI], Mxsp_sta_rad2[JOB_TYPE_FENGYINSHI], Mxsp_lv_rad[JOB_TYPE_FENGYINSHI] = 3 , 1.5 , 5 --最大sp的属性影响系数:精力系数、体质系数、等级系数
- Mnatk_str_rad1[JOB_TYPE_FENGYINSHI], Mnatk_str_rad2[JOB_TYPE_FENGYINSHI], Mnatk_dex_rad1[JOB_TYPE_FENGYINSHI], Mnatk_dex_rad2[JOB_TYPE_FENGYINSHI] = 1.5, 0.4, 0, 0 --最小攻击力的属性影响系数:力量系数
- Mxatk_str_rad1[JOB_TYPE_FENGYINSHI], Mxatk_str_rad2[JOB_TYPE_FENGYINSHI], Mxatk_dex_rad1[JOB_TYPE_FENGYINSHI], Mxatk_dex_rad2[JOB_TYPE_FENGYINSHI] = 1.5, 0.4, 0, 0 --最大攻击的属性影响系数:力量系数
- Def_con_rad1[JOB_TYPE_FENGYINSHI], Def_con_rad2[JOB_TYPE_FENGYINSHI] = 0.15 , 0.1 --防御的属性影响系数:专注系数
- Hit_dex_rad1[JOB_TYPE_FENGYINSHI], Hit_dex_rad2[JOB_TYPE_FENGYINSHI] = 0.6, 0 --命中的属性影响系数:专注系数、等级系数、最小命中率
- Flee_agi_rad1[JOB_TYPE_FENGYINSHI], Flee_agi_rad2[JOB_TYPE_FENGYINSHI] = 0.6, 0 --闪避的属性影响系数:敏捷系数、等级系数、最小闪避率
- Mf_luk_rad[JOB_TYPE_FENGYINSHI] = 0.39 --暴料率的属性影响系数:幸运系数
- Crt_luk_rad[JOB_TYPE_FENGYINSHI] = 0.31 --暴击的属性影响系数:幸运系数、最小暴击率、最大暴击率
- Hrec_bsmxhp_rad[JOB_TYPE_FENGYINSHI], Hrec_con_rad[JOB_TYPE_FENGYINSHI] = 1/180, 1/8 --hp回复的属性影响系数:最大hp系数、等级系数、hp最小回复速度
- Srec_bsmxsp_rad[JOB_TYPE_FENGYINSHI], Srec_sta_rad[JOB_TYPE_FENGYINSHI] = 1/100, 1/12 --sp回复的属性影响系数:最大sp系数、等级系数、sp最小回复速度
- Aspd_agi_rad[JOB_TYPE_FENGYINSHI] = 1.1 --攻击频率的属性影响系数:基础攻击、敏捷系数、最小攻击频率
- Str_updata[JOB_TYPE_FENGYINSHI] = 0.3
- Dex_updata[JOB_TYPE_FENGYINSHI] = 0.1
- Con_updata[JOB_TYPE_FENGYINSHI] = 0.5
- Agi_updata[JOB_TYPE_FENGYINSHI] = 0.1
- Sta_updata[JOB_TYPE_FENGYINSHI] = 0.1
- Luk_updata[JOB_TYPE_FENGYINSHI] = 0.1
- --船长职业属性成长比率————————————————————————————————————————————————————————————————————————————————————————————————————
- Mxhp_con_rad1[JOB_TYPE_CHUANZHANG], Mxhp_con_rad2[JOB_TYPE_CHUANZHANG], Mxhp_lv_rad[JOB_TYPE_CHUANZHANG] = 2, 2, 10 --最大hp的属性影响系数:体质系数、等级系数、基本数
- Mxsp_sta_rad1[JOB_TYPE_CHUANZHANG], Mxsp_sta_rad2[JOB_TYPE_CHUANZHANG], Mxsp_lv_rad[JOB_TYPE_CHUANZHANG] = 0.5, 0.5, 1 --最大sp的属性影响系数:精力系数、体质系数、等级系数
- Mnatk_str_rad1[JOB_TYPE_CHUANZHANG], Mnatk_str_rad2[JOB_TYPE_CHUANZHANG], Mnatk_dex_rad1[JOB_TYPE_CHUANZHANG], Mnatk_dex_rad2[JOB_TYPE_CHUANZHANG] = 0.8, 0.8, 0, 0 --最小攻击力的属性影响系数:力量系数
- Mxatk_str_rad1[JOB_TYPE_CHUANZHANG], Mxatk_str_rad2[JOB_TYPE_CHUANZHANG], Mxatk_dex_rad1[JOB_TYPE_CHUANZHANG], Mxatk_dex_rad2[JOB_TYPE_CHUANZHANG] = 0.8, 0.8, 0, 0 --最大攻击的属性影响系数:力量系数
- Def_con_rad1[JOB_TYPE_CHUANZHANG], Def_con_rad2[JOB_TYPE_CHUANZHANG] = 0.5, 0.5 --防御的属性影响系数:专注系数
- Hit_dex_rad1[JOB_TYPE_CHUANZHANG], Hit_dex_rad2[JOB_TYPE_CHUANZHANG] = 0.31, 0.15 --命中的属性影响系数:专注系数、等级系数、最小命中率
- Flee_agi_rad1[JOB_TYPE_CHUANZHANG], Flee_agi_rad2[JOB_TYPE_CHUANZHANG] = 0.31, 0.15 --闪避的属性影响系数:敏捷系数、等级系数、最小闪避率
- Mf_luk_rad[JOB_TYPE_CHUANZHANG] = 0.39 --暴料率的属性影响系数:幸运系数
- Crt_luk_rad[JOB_TYPE_CHUANZHANG] = 0.31 --暴击的属性影响系数:幸运系数、最小暴击率、最大暴击率
- Hrec_bsmxhp_rad[JOB_TYPE_CHUANZHANG], Hrec_con_rad[JOB_TYPE_CHUANZHANG] = 1/200, 1/100 --hp回复的属性影响系数:最大hp系数、等级系数、hp最小回复速度
- Srec_bsmxsp_rad[JOB_TYPE_CHUANZHANG], Srec_sta_rad[JOB_TYPE_CHUANZHANG] = 1/200, 1/120 --sp回复的属性影响系数:最大sp系数、等级系数、sp最小回复速度
- Aspd_agi_rad[JOB_TYPE_CHUANZHANG] = 1.1 --攻击频率的属性影响系数:基础攻击、敏捷系数、最小攻击频率
- Str_updata[JOB_TYPE_CHUANZHANG] = 0.3
- Dex_updata[JOB_TYPE_CHUANZHANG] = 0.1
- Con_updata[JOB_TYPE_CHUANZHANG] = 0.5
- Agi_updata[JOB_TYPE_CHUANZHANG] = 0.1
- Sta_updata[JOB_TYPE_CHUANZHANG] = 0.1
- Luk_updata[JOB_TYPE_CHUANZHANG] = 0.1
- --航海士职业属性成长比率————————————————————————————————————————————————————————————————————————————————————————————————————
- Mxhp_con_rad1[JOB_TYPE_HANGHAISHI], Mxhp_con_rad2[JOB_TYPE_HANGHAISHI], Mxhp_lv_rad[JOB_TYPE_HANGHAISHI] = 5 , 5 , 30 --最大hp的属性影响系数:体质系数、等级系数、基本数
- Mxsp_sta_rad1[JOB_TYPE_HANGHAISHI], Mxsp_sta_rad2[JOB_TYPE_HANGHAISHI], Mxsp_lv_rad[JOB_TYPE_HANGHAISHI] = 3 , 1.5 , 5 --最大sp的属性影响系数:精力系数、体质系数、等级系数
- Mnatk_str_rad1[JOB_TYPE_HANGHAISHI], Mnatk_str_rad2[JOB_TYPE_HANGHAISHI], Mnatk_dex_rad1[JOB_TYPE_HANGHAISHI], Mnatk_dex_rad2[JOB_TYPE_HANGHAISHI] = 1.5, 0.4, 0, 0 --最小攻击力的属性影响系数:力量系数
- Mxatk_str_rad1[JOB_TYPE_HANGHAISHI], Mxatk_str_rad2[JOB_TYPE_HANGHAISHI], Mxatk_dex_rad1[JOB_TYPE_HANGHAISHI], Mxatk_dex_rad2[JOB_TYPE_HANGHAISHI] = 1.5, 0.4, 0, 0 --最大攻击的属性影响系数:力量系数
- Def_con_rad1[JOB_TYPE_HANGHAISHI], Def_con_rad2[JOB_TYPE_HANGHAISHI] = 0.15 , 0.1 --防御的属性影响系数:专注系数
- Hit_dex_rad1[JOB_TYPE_HANGHAISHI], Hit_dex_rad2[JOB_TYPE_HANGHAISHI] = 0.6, 0 --命中的属性影响系数:专注系数、等级系数、最小命中率
- Flee_agi_rad1[JOB_TYPE_HANGHAISHI], Flee_agi_rad2[JOB_TYPE_HANGHAISHI] = 0.6, 0 --闪避的属性影响系数:敏捷系数、等级系数、最小闪避率
- Mf_luk_rad[JOB_TYPE_HANGHAISHI] = 0.39 --暴料率的属性影响系数:幸运系数
- Crt_luk_rad[JOB_TYPE_HANGHAISHI] = 0.31 --暴击的属性影响系数:幸运系数、最小暴击率、最大暴击率
- Hrec_bsmxhp_rad[JOB_TYPE_HANGHAISHI], Hrec_con_rad[JOB_TYPE_HANGHAISHI] = 1/180, 1/8 --hp回复的属性影响系数:最大hp系数、等级系数、hp最小回复速度
- Srec_bsmxsp_rad[JOB_TYPE_HANGHAISHI], Srec_sta_rad[JOB_TYPE_HANGHAISHI] = 1/100, 1/12 --sp回复的属性影响系数:最大sp系数、等级系数、sp最小回复速度
- Aspd_agi_rad[JOB_TYPE_HANGHAISHI] = 1.1 --攻击频率的属性影响系数:基础攻击、敏捷系数、最小攻击频率
- Str_updata[JOB_TYPE_HANGHAISHI] = 0.3
- Dex_updata[JOB_TYPE_HANGHAISHI] = 0.1
- Con_updata[JOB_TYPE_HANGHAISHI] = 0.5
- Agi_updata[JOB_TYPE_HANGHAISHI] = 0.1
- Sta_updata[JOB_TYPE_HANGHAISHI] = 0.1
- Luk_updata[JOB_TYPE_HANGHAISHI] = 0.1
- --爆发户职业属性成长比率————————————————————————————————————————————————————————————————————————————————————————————————————
- Mxhp_con_rad1[JOB_TYPE_BAOFAHU], Mxhp_con_rad2[JOB_TYPE_BAOFAHU], Mxhp_lv_rad[JOB_TYPE_BAOFAHU] = 2, 2, 10 --最大hp的属性影响系数:体质系数、等级系数、基本数
- Mxsp_sta_rad1[JOB_TYPE_BAOFAHU], Mxsp_sta_rad2[JOB_TYPE_BAOFAHU], Mxsp_lv_rad[JOB_TYPE_BAOFAHU] = 0.5, 0.5, 1 --最大sp的属性影响系数:精力系数、体质系数、等级系数
- Mnatk_str_rad1[JOB_TYPE_BAOFAHU], Mnatk_str_rad2[JOB_TYPE_BAOFAHU], Mnatk_dex_rad1[JOB_TYPE_BAOFAHU], Mnatk_dex_rad2[JOB_TYPE_BAOFAHU] = 0.8, 0.8, 0, 0 --最小攻击力的属性影响系数:力量系数
- Mxatk_str_rad1[JOB_TYPE_BAOFAHU], Mxatk_str_rad2[JOB_TYPE_BAOFAHU], Mxatk_dex_rad1[JOB_TYPE_BAOFAHU], Mxatk_dex_rad2[JOB_TYPE_BAOFAHU] = 0.8, 0.8, 0, 0 --最大攻击的属性影响系数:力量系数
- Def_con_rad1[JOB_TYPE_BAOFAHU], Def_con_rad2[JOB_TYPE_BAOFAHU] = 0.5, 0.5 --防御的属性影响系数:专注系数
- Hit_dex_rad1[JOB_TYPE_BAOFAHU], Hit_dex_rad2[JOB_TYPE_BAOFAHU] = 0.31, 0.15 --命中的属性影响系数:专注系数、等级系数、最小命中率
- Flee_agi_rad1[JOB_TYPE_BAOFAHU], Flee_agi_rad2[JOB_TYPE_BAOFAHU] = 0.31, 0.15 --闪避的属性影响系数:敏捷系数、等级系数、最小闪避率
- Mf_luk_rad[JOB_TYPE_BAOFAHU] = 0.39 --暴料率的属性影响系数:幸运系数
- Crt_luk_rad[JOB_TYPE_BAOFAHU] = 0.31 --暴击的属性影响系数:幸运系数、最小暴击率、最大暴击率
- Hrec_bsmxhp_rad[JOB_TYPE_BAOFAHU], Hrec_con_rad[JOB_TYPE_BAOFAHU] = 1/200, 1/100 --hp回复的属性影响系数:最大hp系数、等级系数、hp最小回复速度
- Srec_bsmxsp_rad[JOB_TYPE_BAOFAHU], Srec_sta_rad[JOB_TYPE_BAOFAHU] = 1/200, 1/120 --sp回复的属性影响系数:最大sp系数、等级系数、sp最小回复速度
- Aspd_agi_rad[JOB_TYPE_BAOFAHU] = 1.1 --攻击频率的属性影响系数:基础攻击、敏捷系数、最小攻击频率
- Str_updata[JOB_TYPE_BAOFAHU] = 0.3
- Dex_updata[JOB_TYPE_BAOFAHU] = 0.1
- Con_updata[JOB_TYPE_BAOFAHU] = 0.5
- Agi_updata[JOB_TYPE_BAOFAHU] = 0.1
- Sta_updata[JOB_TYPE_BAOFAHU] = 0.1
- Luk_updata[JOB_TYPE_BAOFAHU] = 0.1
- --工程师职业属性成长比率————————————————————————————————————————————————————————————————————————————————————————————————————
- Mxhp_con_rad1[JOB_TYPE_GONGCHENGSHI], Mxhp_con_rad2[JOB_TYPE_GONGCHENGSHI], Mxhp_lv_rad[JOB_TYPE_GONGCHENGSHI] = 2, 2, 10 --最大hp的属性影响系数:体质系数、等级系数、基本数
- Mxsp_sta_rad1[JOB_TYPE_GONGCHENGSHI], Mxsp_sta_rad2[JOB_TYPE_GONGCHENGSHI], Mxsp_lv_rad[JOB_TYPE_GONGCHENGSHI] = 0.5, 0.5, 1 --最大sp的属性影响系数:精力系数、体质系数、等级系数
- Mnatk_str_rad1[JOB_TYPE_GONGCHENGSHI], Mnatk_str_rad2[JOB_TYPE_GONGCHENGSHI], Mnatk_dex_rad1[JOB_TYPE_GONGCHENGSHI], Mnatk_dex_rad2[JOB_TYPE_GONGCHENGSHI] = 0.8, 0.8, 0, 0 --最小攻击力的属性影响系数:力量系数
- Mxatk_str_rad1[JOB_TYPE_GONGCHENGSHI], Mxatk_str_rad2[JOB_TYPE_GONGCHENGSHI], Mxatk_dex_rad1[JOB_TYPE_GONGCHENGSHI], Mxatk_dex_rad2[JOB_TYPE_GONGCHENGSHI] = 0.8, 0.8, 0, 0 --最大攻击的属性影响系数:力量系数
- Def_con_rad1[JOB_TYPE_GONGCHENGSHI], Def_con_rad2[JOB_TYPE_GONGCHENGSHI] = 0.5, 0.5 --防御的属性影响系数:专注系数
- Hit_dex_rad1[JOB_TYPE_GONGCHENGSHI], Hit_dex_rad2[JOB_TYPE_GONGCHENGSHI] = 0.31, 0.15 --命中的属性影响系数:专注系数、等级系数、最小命中率
- Flee_agi_rad1[JOB_TYPE_GONGCHENGSHI], Flee_agi_rad2[JOB_TYPE_GONGCHENGSHI] = 0.31, 0.15 --闪避的属性影响系数:敏捷系数、等级系数、最小闪避率
- Mf_luk_rad[JOB_TYPE_GONGCHENGSHI] = 0.39 --暴料率的属性影响系数:幸运系数
- Crt_luk_rad[JOB_TYPE_GONGCHENGSHI] = 0.31 --暴击的属性影响系数:幸运系数、最小暴击率、最大暴击率
- Hrec_bsmxhp_rad[JOB_TYPE_GONGCHENGSHI], Hrec_con_rad[JOB_TYPE_GONGCHENGSHI] = 1/200, 1/100 --hp回复的属性影响系数:最大hp系数、等级系数、hp最小回复速度
- Srec_bsmxsp_rad[JOB_TYPE_GONGCHENGSHI], Srec_sta_rad[JOB_TYPE_GONGCHENGSHI] = 1/200, 1/120 --sp回复的属性影响系数:最大sp系数、等级系数、sp最小回复速度
- Aspd_agi_rad[JOB_TYPE_GONGCHENGSHI] = 1.1 --攻击频率的属性影响系数:基础攻击、敏捷系数、最小攻击频率
- Str_updata[JOB_TYPE_GONGCHENGSHI] = 0.3
- Dex_updata[JOB_TYPE_GONGCHENGSHI] = 0.1
- Con_updata[JOB_TYPE_GONGCHENGSHI] = 0.5
- Agi_updata[JOB_TYPE_GONGCHENGSHI] = 0.1
- Sta_updata[JOB_TYPE_GONGCHENGSHI] = 0.1
- Luk_updata[JOB_TYPE_GONGCHENGSHI] = 0.1
- function Creat_Item(item, item_type, item_lv, item_event) --[[创建道具实例]]--
- --LuaPrint("Enter function Creat_Item()".."n")
- --LG("item", "Enter function Creat_Item() type = ", item_type, " lv = ", item_lv, " event = ", item_event)
- item_event = item_event
- item_type = item_type
- item_lv = item_lv
- Reset_item_add() -- 清空 item_add
- local i = 0
- local Num = 0
- if item_event==NPC_SALE then --NPC买卖 ??????????????NPC_SALE定义成宏了吗 在哪里
- --LG("item", "道具创建类型——", "npc买卖", "n")
- Npc_Sale( item_type, item_lv , item_event)
- -- i = SetItemForgeParam ( item , 1 , Num )
- -- if i == 0 then
- -- LG( "Creat_Item" , "设置精炼内容失败" )
- -- end
- SetItemForgeParam_Npc_Sale ( item , Num )
- elseif item_event==MONSTER_BAOLIAO then --怪物暴料
- --LG("item", "道具创建类型——", "怪物暴料", "n")
- Monster_Baoliao( item_type, item_lv , item_event)
- SetItemForgeParam_MonsterBaoliao ( item , Num )
- elseif item_event == PLAYER_HECHENG then --玩家合成
- --LG("item", "道具创建类型——", "玩家合成", "n")
- Player_Hecheng( item_type, item_lv , item_event)
- SetItemForgeParam_PlayerHecheng ( item , Num )
- elseif item_event == PLAYER_XSBOX then --新手宝箱
- --LG("item", "道具创建类型——", "新手宝箱", "n")
- Player_XSBox( item_type, item_lv , item_event)
- local Num = GetItemForgeParam ( item , 1 ) --32位信息数据
- local Part1 = GetNum_Part1 ( Num ) --Get Num Part 1 到 Part 7
- local Part2 = GetNum_Part2 ( Num )
- local Part3 = GetNum_Part3 ( Num )
- local Part4 = GetNum_Part4 ( Num )
- local Part5 = GetNum_Part5 ( Num )
- local Part6 = GetNum_Part6 ( Num )
- local Part7 = GetNum_Part7 ( Num )
- --local SkillType = 3 --要增加的 Skill 类型
- --local SkillNum = 5 --要增加的Skill 编号
- if item_type == 1 then
- Part1 = 1
- Part2 = 1
- Part3 = 1
- end
- if item_type == 2 then
- Part1 = 1
- Part2 = 2
- Part3 = 1
- end
- if item_type == 3 then
- Part1 = 1
- Part2 = 2
- Part3 = 1
- end
- if item_type == 4 then
- Part1 = 1
- Part2 = 3
- Part3 = 1
- end
- if item_type == 7 then
- Part1 = 1
- Part2 = 8
- Part3 = 1
- end
- if item_type == 9 then
- Part1 = 1
- Part2 = 8
- Part3 = 1
- end
- Num = SetNum_Part3 ( Num , Part3 )
- Num = SetNum_Part2 ( Num , Part2 )
- Num = SetNum_Part1 ( Num , Part1)
- SetItemForgeParam ( item , 1 , Num )
- -- AddItemEffect(role , item , 1 )
- -------------------------------------------------------------------------------------
- -------------------------------------------------------------------------------------
- -------------------------------------------------------------------------------------
- elseif item_event == PLAYER_CCFSBOXA then --磁场发生器a
- Player_CCFSBoxA( item_type, item_lv , item_event)
- elseif item_event == PLAYER_CCFSBOXB then --磁场发生器b
- Player_CCFSBoxB( item_type, item_lv , item_event)
- elseif item_event == PLAYER_CCFSBOXC then --磁场发生器c
- Player_CCFSBoxC( item_type, item_lv , item_event)
- elseif item_event == PLAYER_CCFSBOXD then --磁场发生器d
- Player_CCFSBoxD( item_type, item_lv , item_event)
- elseif item_event == PLAYER_CCFSBOXE then --磁场发生器e
- Player_CCFSBoxE( item_type, item_lv , item_event)
- elseif item_event == PLAYER_CCFSBOXF then --磁场发生器f
- Player_CCFSBoxF( item_type, item_lv , item_event)
- elseif item_event == PLAYER_CCFSBOXG then --磁场发生器g
- Player_CCFSBoxG( item_type, item_lv , item_event)
- elseif item_event == PLAYER_CCFSBOXH then --磁场发生器h
- Player_CCFSBoxH( item_type, item_lv , item_event)
- elseif item_event == PLAYER_CCFSBOXI then --磁场发生器i
- Player_CCFSBoxI( item_type, item_lv , item_event)
- elseif item_event == PLAYER_ZSITEM then --紫色装备
- Player_ZSitem( item_type, item_lv , item_event)
- elseif item_event == QUEST_AWARD_GODBOX then --无插槽装备 ----------------kokora
- quest_award_godbox( item_type, item_lv , item_event)
- elseif item_event == PLAYER_HSSR then --黑市商人
- Player_HSSR( item_type, item_lv , item_event)
- elseif item_event == PLAYER_HSSRA then --黑市商人
- Player_HSSRA( item_type, item_lv , item_event)
- elseif item_event >= QUEST_AWARD_1 then --任务获取
- -- LG("item_1", "道具创建类型——", "任务获取", "n")
- Quest_Award( item_type, item_lv , item_event)
- SetItemForgeParam_QuestAward ( item , Num , item_event )
- else
- --LG("item", "创建道具来由不存在, event = ", item_event)
- item_add.cnt = 0
- end
- --LG("item","item_add.cnt = " , item_add.cnt,"n", "item_add.attr[1][1] = ", item_add.attr[1][1], "item_add.attr[1][2] = ", item_add.attr[1][2],"n", "item_add.attr[2][1] = ", item_add.attr[2][1], "item_add.attr[2][2] = ", item_add.attr[2][2],"n", "item_add.attr[JOB_TYPE_SHUISHOU][1] = ", item_add.attr[3][1], "item_add.attr[JOB_TYPE_SHUISHOU][2] = ", item_add.attr[3][2],"n", "item_add.attr[4][1] = ", item_add.attr[4][1], "item_add.attr[4][2] = ", item_add.attr[4][2],"n", "item_add.attr[5][1] = ", item_add.attr[5][1], "item_add.attr[5][2] =", item_add.attr[5][2],"n")
- --LG("item", "End Creat_Item()")
- --LuaPrint("Out function Creat_Item()".."n")
- return item_add.cnt,
- item_add.attr[1][1], item_add.attr[1][2],
- item_add.attr[2][1], item_add.attr[2][2],
- item_add.attr[3][1], item_add.attr[3][2],
- item_add.attr[4][1], item_add.attr[4][2],
- item_add.attr[5][1], item_add.attr[5][2],
- item_add.attr[6][1], item_add.attr[6][2],
- item_add.attr[7][1], item_add.attr[7][2]
- end
- function Npc_Sale(item_type, item_lv , item_event) --[[创建实例之npc买卖道具]]--
- --LuaPrint("Enter function Npc_Sale()")
- --LG("item", "Enter function Npc_Sale()", "n")
- Creat_Item_Tattr( item_type, item_lv , item_event )
- --LG("item", "Out function Npc_Sale()", "n")
- --LuaPrint("Out function Npc_Sale()")
- end
- function Monster_Baoliao(item_type, item_lv , item_event) --[[创建实例之怪物暴料]]--
- --LG("item", "Enter Monster_Baoliao()")
- Creat_Item_Tattr(item_type,item_lv , item_event)
- -- Creat_Item_Tattr( item_type, item_lv )
- --LG("item", "End Monster_Baoliao()" )
- end
- function Player_Hecheng (item_type, item_lv , item_event) --[[创建实例之玩家合成道具]]--
- --LuaPrint("Enter function Player_Hecheng()")
- --LG("item", "Enter function Player_Hecheng()", "n")
- Creat_Item_Tattr(item_type,item_lv , item_event)
- --LG("item", "Out function Player_Hecheng()", "n")
- --LuaPrint("Out function Player_Hecheng()")
- end
- function Quest_Award( item_type, item_lv , item_event) --[[创建实例之任务获取道具]]--
- --LuaPrint("Enter function Quest_Award( item_type, item_lv )")
- --LG("item", "Enter function Quest_Award( item_type, item_lv )", "n")
- Creat_Item_Tattr(item_type,item_lv , item_event)
- --LG("item", "Out function Quest_Award( item_type, item_lv )", "n")
- --LuaPrint("Out function Quest_Award( item_type, item_lv )")
- end
- function Player_XSBox( item_type, item_lv , item_event) --[[创建实例之新手宝箱道具]]--
- --LuaPrint("Enter function Player_Hecheng()")
- --LG("item", "Enter function Player_Hecheng()", "n")
- Creat_Item_Tattr(item_type,item_lv , item_event)
- --LG("item", "Out function Player_Hecheng()", "n")
- --LuaPrint("Out function Player_Hecheng()")
- end
- -------------------------------------------------------------------------------------
- -------------------------------------------------------------------------------------
- -------------------------------------------------------------------------------------
- function Player_CCFSBoxA( item_type, item_lv , item_event) --[[创建实例之磁场发生器道具]]--
- --LuaPrint("Enter function Player_Hecheng()")
- --LG("item", "Enter function Player_Hecheng()", "n")
- Creat_Item_Tattr(item_type,item_lv , item_event)
- --LG("item", "Out function Player_Hecheng()", "n")
- --LuaPrint("Out function Player_Hecheng()")
- end
- function Player_CCFSBoxB( item_type, item_lv , item_event) --[[创建实例之磁场发生器道具]]--
- --LuaPrint("Enter function Player_Hecheng()")
- --LG("item", "Enter function Player_Hecheng()", "n")
- Creat_Item_Tattr(item_type,item_lv , item_event)
- --LG("item", "Out function Player_Hecheng()", "n")
- --LuaPrint("Out function Player_Hecheng()")
- end
- function Player_CCFSBoxC( item_type, item_lv , item_event) --[[创建实例之磁场发生器道具]]--
- --LuaPrint("Enter function Player_Hecheng()")
- --LG("item", "Enter function Player_Hecheng()", "n")
- Creat_Item_Tattr(item_type,item_lv , item_event)
- --LG("item", "Out function Player_Hecheng()", "n")
- --LuaPrint("Out function Player_Hecheng()")
- end
- function Player_CCFSBoxD( item_type, item_lv , item_event) --[[创建实例之磁场发生器道具]]--
- --LuaPrint("Enter function Player_Hecheng()")
- --LG("item", "Enter function Player_Hecheng()", "n")
- Creat_Item_Tattr(item_type,item_lv , item_event)
- --LG("item", "Out function Player_Hecheng()", "n")
- --LuaPrint("Out function Player_Hecheng()")
- end
- function Player_CCFSBoxE( item_type, item_lv , item_event) --[[创建实例之磁场发生器道具]]--
- --LuaPrint("Enter function Player_Hecheng()")
- --LG("item", "Enter function Player_Hecheng()", "n")
- Creat_Item_Tattr(item_type,item_lv , item_event)
- --LG("item", "Out function Player_Hecheng()", "n")
- --LuaPrint("Out function Player_Hecheng()")
- end
- function Player_CCFSBoxF( item_type, item_lv , item_event) --[[创建实例之磁场发生器道具]]--
- --LuaPrint("Enter function Player_Hecheng()")
- --LG("item", "Enter function Player_Hecheng()", "n")
- Creat_Item_Tattr(item_type,item_lv , item_event)
- --LG("item", "Out function Player_Hecheng()", "n")
- --LuaPrint("Out function Player_Hecheng()")
- end
- function Player_CCFSBoxG( item_type, item_lv , item_event) --[[创建实例之磁场发生器道具]]--
- --LuaPrint("Enter function Player_Hecheng()")
- --LG("item", "Enter function Player_Hecheng()", "n")
- Creat_Item_Tattr(item_type,item_lv , item_event)
- --LG("item", "Out function Player_Hecheng()", "n")
- --LuaPrint("Out function Player_Hecheng()")
- end
- function Player_CCFSBoxH( item_type, item_lv , item_event) --[[创建实例之磁场发生器道具]]--
- --LuaPrint("Enter function Player_Hecheng()")
- --LG("item", "Enter function Player_Hecheng()", "n")
- Creat_Item_Tattr(item_type,item_lv , item_event)
- --LG("item", "Out function Player_Hecheng()", "n")
- --LuaPrint("Out function Player_Hecheng()")
- end
- function Player_CCFSBoxI( item_type, item_lv , item_event) --[[创建实例之磁场发生器道具]]--
- --LuaPrint("Enter function Player_Hecheng()")
- --LG("item", "Enter function Player_Hecheng()", "n")
- Creat_Item_Tattr(item_type,item_lv , item_event)
- --LG("item", "Out function Player_Hecheng()", "n")
- --LuaPrint("Out function Player_Hecheng()")
- end
- --Player_XSBox( item_type, item_lv , item_event) PLAYER_ZSITEM
- function Player_ZSitem( item_type, item_lv , item_event) --[[创建实例之紫色装备]]--
- --LuaPrint("Enter function Player_Hecheng()")
- --LG("item", "Enter function Player_Hecheng()", "n")
- Creat_Item_Tattr(item_type,item_lv , item_event)
- --LG("item", "Out function Player_Hecheng()", "n")
- --LuaPrint("Out function Player_Hecheng()")
- end
- function quest_award_godbox( item_type, item_lv , item_event) --[[创建实例之无插槽装备]]-- ---kokora
- --LuaPrint("Enter function Player_Hecheng()")
- --LG("item", "Enter function Player_Hecheng()", "n")
- Creat_Item_Tattr(item_type,item_lv , item_event)
- --LG("item", "Out function Player_Hecheng()", "n")
- --LuaPrint("Out function Player_Hecheng()")
- end
- function Player_HSSR( item_type, item_lv , item_event) --[[创建实例之黑市商人]]--
- --LuaPrint("Enter function Player_Hecheng()")
- --LG("item", "Enter function Player_Hecheng()", "n")
- Creat_Item_Tattr(item_type,item_lv , item_event)
- --LG("item", "Out function Player_Hecheng()", "n")
- --LuaPrint("Out function Player_Hecheng()")
- end
- function Player_HSSRA( item_type, item_lv , item_event) --[[创建实例之黑市商人]]--
- --LuaPrint("Enter function Player_Hecheng()")
- --LG("item", "Enter function Player_Hecheng()", "n")
- Creat_Item_Tattr(item_type,item_lv , item_event)
- --LG("item", "Out function Player_Hecheng()", "n")
- --LuaPrint("Out function Player_Hecheng()")
- end
- function Creat_Item_Battr(item_type, item_lv, item_event) --[[创建道具的基本属性]]--
- --LG("item", "Creat_Item_Battr() type = ", item_type, "n")
- if item_type>=1 and item_type<=10 then ---*********************武器
- Add_Item_Attr(ITEMATTR_MAXURE, 0)
- Add_Item_Attr(ITEMATTR_VAL_MNATK, 0)
- Add_Item_Attr(ITEMATTR_VAL_MXATK, 0)
- -- Add_Item_Attr(ITEMATTR_VAL_HIT, 0)
- if item_type == 1 then ----****************剑
- Add_Item_Attr( ITEMATTR_VAL_HIT, 0) ---********命中率
- Add_Item_Attr( ITEMATTR_COE_ASPD, 0)----********攻击频率
- elseif item_type == 2 then
- Add_Item_Attr( ITEMATTR_VAL_DEF, 0)
- Add_Item_Attr( ITEMATTR_VAL_MXHP, 0)
- elseif item_type == 3 then
- Add_Item_Attr( ITEMATTR_COE_ASPD, 0)
- Add_Item_Attr( ITEMATTR_VAL_HIT, 0)
- elseif item_type == 4 then
- Add_Item_Attr( ITEMATTR_VAL_HIT, 0)
- Add_Item_Attr( ITEMATTR_COE_ASPD, 0)
- elseif item_type == 7 then
- Add_Item_Attr( ITEMATTR_VAL_STA, 0)
- Add_Item_Attr( ITEMATTR_COE_MXSP, 0)
- Add_Item_Attr( ITEMATTR_COE_MSPD, 0)
- elseif item_type == 9 then
- Add_Item_Attr( ITEMATTR_VAL_STA, 0)
- Add_Item_Attr( ITEMATTR_COE_MXSP, 0)
- Add_Item_Attr( ITEMATTR_COE_MXHP, 0)
- end
- elseif item_type==11 then
- Add_Item_Attr(ITEMATTR_MAXURE, 0)
- Add_Item_Attr(ITEMATTR_VAL_DEF, 0)
- Add_Item_Attr(ITEMATTR_VAL_PDEF, 0)
- elseif item_type==20 then
- Add_Item_Attr(ITEMATTR_MAXURE, 0)
- Add_Item_Attr(ITEMATTR_VAL_DEF, 0)
- elseif item_type==22 then
- Add_Item_Attr(ITEMATTR_MAXURE, 0)
- Add_Item_Attr(ITEMATTR_VAL_DEF, 0)
- Add_Item_Attr(ITEMATTR_VAL_PDEF, 0)
- Add_Item_Attr(ITEMATTR_VAL_MXSP, 0)
- Add_Item_Attr(ITEMATTR_VAL_AGI, 0)
- elseif item_type==27 then
- Add_Item_Attr(ITEMATTR_MAXURE, 0)
- Add_Item_Attr(ITEMATTR_VAL_DEF, 0)
- Add_Item_Attr(ITEMATTR_VAL_PDEF, 0)
- elseif item_type==23 then
- Add_Item_Attr(ITEMATTR_MAXURE, 0)
- Add_Item_Attr(ITEMATTR_VAL_HIT, 0)
- Add_Item_Attr(ITEMATTR_VAL_DEF, 0)
- Add_Item_Attr(ITEMATTR_VAL_DEX, 0)
- Add_Item_Attr(ITEMATTR_VAL_SREC, 0)
- elseif item_type==24 then
- Add_Item_Attr(ITEMATTR_MAXURE, 0)
- Add_Item_Attr(ITEMATTR_VAL_FLEE, 0)
- Add_Item_Attr(ITEMATTR_VAL_DEF, 0)
- elseif item_type==29 then
- Add_Item_Attr(ITEMATTR_MAXURE, 0)
- Add_Item_Attr(ITEMATTR_MAXENERGY, 0)
- elseif item_type == 26 then
- Add_Item_Attr(ITEMATTR_MAXURE, 0)
- Add_Item_Attr(ITEMATTR_VAL_MXATK, 0)
- Add_Item_Attr(ITEMATTR_VAL_DEF, 0)
- Add_Item_Attr(ITEMATTR_VAL_FLEE, 0)
- Add_Item_Attr(ITEMATTR_VAL_HIT, 0)
- Add_Item_Attr(ITEMATTR_VAL_CRT, 0)
- elseif item_type == 25 then
- Add_Item_Attr(ITEMATTR_MAXURE, 0)
- Add_Item_Attr(ITEMATTR_VAL_MXHP, 0)
- Add_Item_Attr(ITEMATTR_VAL_MXSP, 0)
- Add_Item_Attr(ITEMATTR_VAL_SREC, 0)
- Add_Item_Attr(ITEMATTR_VAL_HREC, 0)
- Add_Item_Attr(ITEMATTR_VAL_PDEF, 0)
- elseif item_type == 46 then
- elseif item_type == 59 then
- else
- --LG("item", "错误实例化道具类型n")
- end
- --LG("item", "End Creat_Item_Tattr()n" )
- end
- function Creat_Item_Tattr(item_type,item_lv , item_event) --[[创建道具随机属性]]--
- -- LG("item_1", "Creat_Item_Tattr() type = ", item_type, "n")
- -- LG("item_1", "Creat_Item_Tattr() item_event = ", item_event, "n")
- local quality = SetItemQua ( item_event )
- -- LG ( "item_1" , " quality = " , quality )
- if item_event == 101 then
- Add_Item_Attr ( ITEMATTR_VAL_BaoshiLV , 10 ) --宝石
- return
- end
- if item_event == 102 then
- Add_Item_Attr ( ITEMATTR_VAL_BaoshiLV , 20 ) --宝石
- return
- end
- if item_type>=1 and item_type<=10 then
- Add_Item_Attr(ITEMATTR_MAXURE, SetItemQua ( item_event ) )
- Add_Item_Attr(ITEMATTR_VAL_MNATK, quality * 10 )
- Add_Item_Attr(ITEMATTR_VAL_MXATK, quality * 10)
- -- Add_Item_Attr(ITEMATTR_VAL_HIT, quality)
- if item_type == 1 then --单手剑
- -- Add_Item_Attr( ITEMATTR_VAL_HIT, SetItemQua ( item_event ) )
- -- Add_Item_Attr( ITEMATTR_COE_ASPD, SetItemQua ( item_event ) )
- CreatItemAttr ( item_type,item_lv , item_event, quality )
- elseif item_type == 2 then --巨剑
- -- Add_Item_Attr( ITEMATTR_VAL_DEF, SetItemQua ( item_event ) )
- -- Add_Item_Attr( ITEMATTR_VAL_MXHP, SetItemQua ( item_event ) )
- CreatItemAttr ( item_type,item_lv , item_event, quality )
- elseif item_type == 3 then --弓
- -- Add_Item_Attr( ITEMATTR_COE_ASPD, SetItemQua ( item_event ) )
- -- Add_Item_Attr( ITEMATTR_VAL_HIT, SetItemQua ( item_event ) )
- CreatItemAttr ( item_type,item_lv , item_event, quality )
- elseif item_type == 4 then --火枪
- -- Add_Item_Attr( ITEMATTR_VAL_HIT, SetItemQua ( item_event ) )
- -- Add_Item_Attr( ITEMATTR_COE_ASPD, SetItemQua ( item_event ) )
- CreatItemAttr ( item_type,item_lv , item_event , quality )
- elseif item_type == 7 then --匕首
- -- Add_Item_Attr( ITEMATTR_VAL_STA, SetItemQua ( item_event ) )
- -- Add_Item_Attr( ITEMATTR_COE_MXSP, SetItemQua ( item_event ) )
- -- Add_Item_Attr( ITEMATTR_COE_MSPD, SetItemQua ( item_event ) )
- CreatItemAttr ( item_type,item_lv , item_event , quality )
- elseif item_type == 9 then --短杖
- -- Add_Item_Attr( ITEMATTR_VAL_STA, SetItemQua ( item_event ) )
- -- Add_Item_Attr( ITEMATTR_COE_MXSP, SetItemQua ( item_event ) )
- -- Add_Item_Attr( ITEMATTR_COE_MXHP, SetItemQua ( item_event ) )
- CreatItemAttr ( item_type,item_lv , item_event, quality )
- end
- elseif item_type==11 then --盾
- Add_Item_Attr(ITEMATTR_MAXURE, SetItemQua ( item_event ) )
- Add_Item_Attr(ITEMATTR_VAL_DEF, quality * 10 )
- Add_Item_Attr(ITEMATTR_VAL_PDEF, quality )
- CreatItemAttr ( item_type,item_lv , item_event , quality )
- elseif item_type==20 then --帽子
- -- LG("item_1", " enter 帽子 item_type==", item_type, "n")
- Add_Item_Attr(ITEMATTR_MAXURE, 0 )
- Add_Item_Attr(ITEMATTR_VAL_DEF, quality * 10)
- CreatItemAttr ( item_type,item_lv , item_event , quality)
- elseif item_type==22 then --衣服
- Add_Item_Attr(ITEMATTR_MAXURE, SetItemQua ( item_event ) )
- Add_Item_Attr(ITEMATTR_VAL_DEF, quality * 10)
- Add_Item_Attr(ITEMATTR_VAL_PDEF, quality * 10 )
- --Add_Item_Attr(ITEMATTR_VAL_MXHP, quality * 10 )
- --Add_Item_Attr(ITEMATTR_VAL_HREC, quality * 10 )
- CreatItemAttr ( item_type,item_lv , item_event , quality )
- elseif item_type==27 then --纹身
- Add_Item_Attr(ITEMATTR_MAXURE, SetItemQua ( item_event ) )
- Add_Item_Attr(ITEMATTR_VAL_DEF, quality * 10)
- Add_Item_Attr(ITEMATTR_VAL_PDEF, SetItemQua ( item_event ) )
- CreatItemAttr ( item_type,item_lv , item_event , quality)
- elseif item_type==23 then --手套
- Add_Item_Attr(ITEMATTR_MAXURE, SetItemQua ( item_event ) )
- Add_Item_Attr(ITEMATTR_VAL_HIT, quality * 10)
- Add_Item_Attr(ITEMATTR_VAL_DEF, quality * 10)
- -- Add_Item_Attr(ITEMATTR_VAL_DEX, SetItemQua ( item_event ) )
- -- Add_Item_Attr(ITEMATTR_VAL_SREC, SetItemQua ( item_event ) )
- CreatItemAttr ( item_type, item_lv , item_event , quality)
- elseif item_type==24 then --鞋子
- Add_Item_Attr(ITEMATTR_MAXURE, SetItemQua ( item_event ) )
- Add_Item_Attr(ITEMATTR_VAL_FLEE, quality * 10)
- Add_Item_Attr(ITEMATTR_VAL_DEF, quality * 10)
- CreatItemAttr ( item_type,item_lv , item_event , quality )
- elseif item_type==29 then --贝壳
- Add_Item_Attr(ITEMATTR_MAXURE, 0)
- Add_Item_Attr(ITEMATTR_MAXENERGY, 0)
- elseif item_type == 26 then --戒指
- Add_Item_Attr(ITEMATTR_MAXURE, SetItemQua ( item_event ) )
- Add_Item_Attr(ITEMATTR_VAL_MXATK, quality * 10 )
- Add_Item_Attr(ITEMATTR_VAL_DEF, quality * 10 )
- Add_Item_Attr(ITEMATTR_VAL_FLEE, quality * 10 )
- Add_Item_Attr(ITEMATTR_VAL_HIT, quality * 10 )
- Add_Item_Attr(ITEMATTR_VAL_CRT, quality * 10 )
- CreatItemAttr ( item_type,item_lv , item_event , quality )
- elseif item_type == 25 then --项链
- Add_Item_Attr(ITEMATTR_MAXURE, SetItemQua ( item_event ) )
- Add_Item_Attr(ITEMATTR_VAL_MXHP, quality * 10 )
- Add_Item_Attr(ITEMATTR_VAL_MXSP, quality * 10 )
- Add_Item_Attr(ITEMATTR_VAL_SREC, quality * 10 )
- Add_Item_Attr(ITEMATTR_VAL_HREC, quality * 10 )
- Add_Item_Attr(ITEMATTR_VAL_PDEF, quality * 10 )
- CreatItemAttr ( item_type,item_lv , item_event , quality )
- elseif item_type == 46 then --荣誉证
- CreatItemAttr ( item_type,item_lv , item_event , quality )
- elseif item_type == 49 then
- Add_Item_Attr ( ITEMATTR_VAL_BaoshiLV , 10 ) --宝石
- elseif item_type == 50 then
- Add_Item_Attr ( ITEMATTR_VAL_BaoshiLV , 10 ) --精炼石
- elseif item_type == 59 then
- Add_Item_Attr(ITEMATTR_VAL_STR, 10 )
- Add_Item_Attr(ITEMATTR_VAL_DEX, 10 )
- Add_Item_Attr(ITEMATTR_VAL_CON, 10 )
- Add_Item_Attr(ITEMATTR_VAL_AGI, 10 )
- Add_Item_Attr(ITEMATTR_VAL_STA, 10 )
- elseif item_type == 65 then
- Add_Item_Attr(ITEMATTR_VAL_STR, 10 )
- Add_Item_Attr(ITEMATTR_VAL_DEX, 10 )
- Add_Item_Attr(ITEMATTR_VAL_CON, 10 )
- Add_Item_Attr(ITEMATTR_VAL_AGI, 10 )
- Add_Item_Attr(ITEMATTR_VAL_STA, 10 )
- elseif item_type == 68 then
- Add_Item_Attr(ITEMATTR_VAL_STR, 10 )
- Add_Item_Attr(ITEMATTR_VAL_DEX, 10 )
- Add_Item_Attr(ITEMATTR_VAL_CON, 10 )
- Add_Item_Attr(ITEMATTR_VAL_AGI, 10 )
- Add_Item_Attr(ITEMATTR_VAL_STA, 10 )
- elseif item_type == 69 then--制造图纸
- Add_Item_Attr(ITEMATTR_VAL_STR, 10 )
- Add_Item_Attr(ITEMATTR_VAL_DEX, 10 )
- Add_Item_Attr(ITEMATTR_VAL_CON, 10 )
- Add_Item_Attr(ITEMATTR_VAL_AGI, 10 )
- Add_Item_Attr(ITEMATTR_VAL_STA, 10 )
- --Add_Item_Attr(ITEMATTR_VAL_STR, 0 )--装备ID
- --Add_Item_Attr(ITEMATTR_VAL_AGI, 0 )--材料1
- --Add_Item_Attr(ITEMATTR_VAL_DEX, 0 )--材料2
- --Add_Item_Attr(ITEMATTR_VAL_CON, 0 )--材料3
- --Add_Item_Attr(ITEMATTR_VAL_STA, 0 )--基本成功率
- --Add_Item_Attr(ITEMATTR_VAL_LUK, 0 )--图纸等级
- --Add_Item_Attr(ITEMATTR_MAXURE, 0 )--流程数
- --Add_Item_Attr(ITEMATTR_MAXENERGY, 0 )--精灵硬币需求
- elseif item_type == 70 then--工具
- Add_Item_Attr(ITEMATTR_VAL_STR, 10 )
- elseif item_type == 71 then--工具
- Add_Item_Attr(ITEMATTR_VAL_STR, 10 )
- elseif item_type == 41 then--工具
- Add_Item_Attr(ITEMATTR_VAL_STR, 10 )
- else
- --LG("item", "错误实例化道具类型n")
- end
- --LG("item", "End Creat_Item_Tattr()n" )
- end
- function SetItemQua ( item_event ) --随机道具品质————————————
- -- LG ( "creatItemattr" , " enter setqua " , " item_event = " , item_event )
- local qua = 0
- if item_event == NPC_SALE then --npc买卖
- qua = 0
- elseif item_event == MONSTER_BAOLIAO then
- qua = Item_Quality_Ran ( Item_Baoliao )
- elseif item_event == QUEST_AWARD_1 then
- qua = Item_Quality_Ran ( Item_Mission_1 )
- elseif item_event == QUEST_AWARD_2 then
- qua = Item_Quality_Ran ( Item_Mission_2 )
- elseif item_event == QUEST_AWARD_3 then
- qua = Item_Quality_Ran ( Item_Mission_3 )
- elseif item_event == QUEST_AWARD_4 then
- qua = Item_Quality_Ran ( Item_Mission_4 )
- elseif item_event == QUEST_AWARD_5 then
- qua = Item_Quality_Ran ( Item_Mission_5 )
- elseif item_event == PLAYER_XSBOX then
- qua = Item_Quality_Ran ( Item_Mission_11 )
- -------------------------------------------------------------------------------------
- -------------------------------------------------------------------------------------
- -------------------------------------------------------------------------------------
- elseif item_event == PLAYER_CCFSBOXA then
- qua = Item_Quality_Ran ( Item_Mission_12 )
- elseif item_event == PLAYER_CCFSBOXB then
- qua = Item_Quality_Ran ( Item_Mission_13 )
- elseif item_event == PLAYER_CCFSBOXC then
- qua = Item_Quality_Ran ( Item_Mission_14 )
- elseif item_event == PLAYER_CCFSBOXD then
- qua = Item_Quality_Ran ( Item_Mission_15 )
- elseif item_event == PLAYER_CCFSBOXE then
- qua = Item_Quality_Ran ( Item_Mission_16 )
- elseif item_event == PLAYER_CCFSBOXF then
- qua = Item_Quality_Ran ( Item_Mission_17 )
- elseif item_event == PLAYER_CCFSBOXG then
- qua = Item_Quality_Ran ( Item_Mission_18 )
- elseif item_event == PLAYER_CCFSBOXH then
- qua = Item_Quality_Ran ( Item_Mission_19 )
- elseif item_event == PLAYER_CCFSBOXI then
- qua = Item_Quality_Ran ( Item_Mission_20 )
- elseif item_event == PLAYER_ZSITEM then
- qua = Item_Quality_Ran ( Item_Mission_22 )
- elseif item_event == PLAYER_HSSR then
- qua = Item_Quality_Ran ( Item_Mission_23 )
- elseif item_event == PLAYER_HSSRA then
- qua = Item_Quality_Ran ( Item_Mission_24 )
- elseif item_event == QUEST_AWARD_GODBOX then -----kokora
- qua = Item_Quality_Ran ( Item_Mission_94 )
- elseif item_event == QUEST_AWARD_SCBOX then
- qua = Item_Quality_Ran ( Item_Mission_95 )
- elseif item_event == QUEST_AWARD_SDJ then
- qua = Item_Quality_Ran ( Item_Mission_96 )
- elseif item_event == QUEST_AWARD_RYZ then
- qua = Item_Quality_Ran ( Item_Mission_97 )
- elseif item_event == QUEST_AWARD_WZX then
- qua = Item_Quality_Ran ( Item_Mission_98 )
- elseif item_event == QUEST_AWARD_RAND then
- qua = Item_Quality_Ran ( Item_Mission_99 )
- end
- -- LG ( "item_1" , " qua = " , qua )
- return qua
- end
- function Item_Quality_Ran ( item_type_ran ) -----*************返回值为1到10????????item_type_ran [i]
- local a = math.random ( 1, 100 )
- -- LG("item_1", " Item_Quality_Ran a ==", a, "n")
- local b = 0
- for i = 0 , 9 , 1 do
- -- LG("item_1", "loop " , i )
- -- LG("item_1", " item_type_ran i ==", item_type_ran [i], "n")
- if a <= item_type_ran [i] then
- b = (10 - i )
- return b
- end
- end
- -- LG ( "item_1" , " b = " , b )
- return b
- end
- -------最多五种属性
- function CreateItemAttrCount ( item_type , item_lv , item_event , quality , item_attrcount_ran ) --******???item_attrcount_ran [i]
- local a = math.random ( 1, 100 )
- -- LG("item_1", " count_rad = " , a )
- if item_event == PLAYER_CCFSBOXA or item_event == PLAYER_CCFSBOXB or item_event == PLAYER_CCFSBOXC or item_event == PLAYER_CCFSBOXD or item_event == PLAYER_CCFSBOXE or item_event == PLAYER_CCFSBOXF or item_event == PLAYER_CCFSBOXG or item_event == PLAYER_CCFSBOXH or item_event == PLAYER_CCFSBOXI then
- return 6
- end
- for i = 0 , 4 , 1 do
- if a <= item_attrcount_ran [i] then
- -- LG("item_1", "loop" , i , " item_attrcount_ran = " , item_attrcount_ran [i] )
- return 5 - i
- end
- end
- return 0
- end
- function CreatItemAttr ( item_type , item_lv , item_event , quality )
- -- LG("item_1", " enter CreatItemAttr")
- local count = 0
- local energy = 0
- local eleven =0
- if item_lv <= 10 and item_type ~= 46 then --新手装备
- Add_Item_Attr(ITEMATTR_MAXENERGY, 0)
- return
- end
- if item_event == NPC_SALE then --npc买卖
- Add_Item_Attr(ITEMATTR_MAXENERGY, 0)
- return
- elseif item_event == MONSTER_BAOLIAO then
- -- LG("item_1", " CreateItemAttrCount_baoliao")
- count = CreateItemAttrCount ( item_type , item_lv , item_event , quality , Item_Attr_0 )
- -- LG("item_1", " count = " , count )
- elseif item_event == QUEST_AWARD_1 then
- count = CreateItemAttrCount ( item_type , item_lv , item_event , quality , Item_Attr_1 )
- elseif item_event == QUEST_AWARD_2 then
- -- LG("item_1", " item_event = " , QUEST_AWARD_2)
- count = CreateItemAttrCount ( item_type , item_lv , item_event , quality , Item_Attr_2 )
- elseif item_event == QUEST_AWARD_3 then
- count = CreateItemAttrCount ( item_type , item_lv , item_event , quality , Item_Attr_3 )
- elseif item_event == QUEST_AWARD_4 then
- count = CreateItemAttrCount ( item_type , item_lv , item_event , quality , Item_Attr_4 )
- elseif item_event == QUEST_AWARD_5 then
- count = CreateItemAttrCount ( item_type , item_lv , item_event , quality , Item_Attr_5 )
- elseif item_event == PLAYER_XSBOX then
- count = CreateItemAttrCount ( item_type , item_lv , item_event , quality , Item_Attr_11 )
- -------------------------------------------------------------------------------------
- -------------------------------------------------------------------------------------
- -------------------------------------------------------------------------------------
- elseif item_event == PLAYER_CCFSBOXA then
- count = CreateItemAttrCount ( item_type , item_lv , item_event , quality , Item_Attr_12 )
- elseif item_event == PLAYER_CCFSBOXB then
- count = CreateItemAttrCount ( item_type , item_lv , item_event , quality , Item_Attr_13 )
- elseif item_event == PLAYER_CCFSBOXC then
- count = CreateItemAttrCount ( item_type , item_lv , item_event , quality , Item_Attr_14 )
- elseif item_event == PLAYER_CCFSBOXD then
- count = CreateItemAttrCount ( item_type , item_lv , item_event , quality , Item_Attr_15 )
- elseif item_event == PLAYER_CCFSBOXE then
- count = CreateItemAttrCount ( item_type , item_lv , item_event , quality , Item_Attr_16 )
- elseif item_event == PLAYER_CCFSBOXF then
- count = CreateItemAttrCount ( item_type , item_lv , item_event , quality , Item_Attr_17 )
- elseif item_event == PLAYER_CCFSBOXG then
- count = CreateItemAttrCount ( item_type , item_lv , item_event , quality , Item_Attr_18 )
- elseif item_event == PLAYER_CCFSBOXH then
- count = CreateItemAttrCount ( item_type , item_lv , item_event , quality , Item_Attr_19 )
- elseif item_event == PLAYER_CCFSBOXI then
- count = CreateItemAttrCount ( item_type , item_lv , item_event , quality , Item_Attr_20 )
- elseif item_event == PLAYER_ZSITEM then
- count = CreateItemAttrCount ( item_type , item_lv , item_event , quality , Item_Attr_22 )
- elseif item_event == PLAYER_HSSR then
- count = CreateItemAttrCount ( item_type , item_lv , item_event , quality , Item_Attr_23 )
- elseif item_event == PLAYER_HSSRA then
- count = CreateItemAttrCount ( item_type , item_lv , item_event , quality , Item_Attr_24 )
- elseif item_event == QUEST_AWARD_GODBOX then
- count = CreateItemAttrCount ( item_type , item_lv , item_event , quality , Item_Attr_94 )
- elseif item_event == QUEST_AWARD_SCBOX then
- count = CreateItemAttrCount ( item_type , item_lv , item_event , quality , Item_Attr_95 )
- elseif item_event == QUEST_AWARD_SDJ then
- count = CreateItemAttrCount ( item_type , item_lv , item_event , quality , Item_Attr_96 )
- elseif item_event == QUEST_AWARD_RYZ then
- count = CreateItemAttrCount ( item_type , item_lv , item_event , quality , Item_Attr_97 )
- elseif item_event == QUEST_AWARD_WZX then
- count = CreateItemAttrCount ( item_type , item_lv , item_event , quality , Item_Attr_98 )
- elseif item_event == QUEST_AWARD_RAND then
- -- LG("item_1", " item_event = " , QUEST_AWARD_RAND)
- count = CreateItemAttrCount ( item_type , item_lv , item_event , quality , Item_Attr_99 )
- -- LG ( "item_1" , " count = " , count )
- end
- if count >= 2 and item_type ~=46 then
- count = math.max ( 1 , math.min ( quality-1 , count ) )
- end
- if item_event == 25 or item_event == 26 then
- count = 0
- end
- if item_event == PLAYER_CCFSBOXA or item_event == PLAYER_CCFSBOXB or item_event == PLAYER_CCFSBOXC or item_event == PLAYER_CCFSBOXD or item_event == PLAYER_CCFSBOXE or item_event == PLAYER_CCFSBOXF or item_event == PLAYER_CCFSBOXG or item_event == PLAYER_CCFSBOXH or item_event == PLAYER_CCFSBOXI then
- eleven = 1
- end
- if eleven==1 then
- count = 6
- end
- -- local Create_MultiItemAttr = { }
- -- Create_MultiItemAttr [0] = 20 --str几率
- -- Create_MultiItemAttr [1] = 40 --dex几率
- -- Create_MultiItemAttr [2] = 65 --con几率
- -- Create_MultiItemAttr [3] = 70 --agi几率
- -- Create_MultiItemAttr [4] = 100 --sta几率
- -- local ItemAttr_Record = { }
- -- ItemAttr_Record [0] = 0
- -- ItemAttr_Record [1] = 0
- -- ItemAttr_Record [2] = 0
- -- ItemAttr_Record [3] = 0
- -- ItemAttr_Record [4] = 0
- if count == 1 then
- energy = SetItemOneAttr ( item_type , item_lv , item_event , quality )
- elseif count == 2 then
- energy = SetItemTwoAttr ( item_type , item_lv , item_event , quality )
- elseif count == 3 then
- energy = SetItemThreeAttr ( item_type , item_lv , item_event , quality )
- elseif count == 4 then
- energy = SetItemFourAttr ( item_type , item_lv , item_event , quality )
- elseif count == 5 then
- energy = SetItemFiveAttr ( item_type , item_lv , item_event , quality )
- elseif count == 6 then
- if item_type ==20 then
- energy = SetItemOneAttr ( item_type , item_lv , item_event , quality )
- elseif item_type ==22 then
- energy = SetItemTwoAttr ( item_type , item_lv , item_event , quality )
- elseif item_type ==23 or item_type ==24 then
- energy = SetItemThreeAttr ( item_type , item_lv , item_event , quality )
- end
- end
- energy = quality * 100 + energy
- -- LG("item_1", " energy = ", energy)
- Add_Item_Attr ( ITEMATTR_MAXENERGY , energy )
- end
- function SetItemOneAttr ( item_type , item_lv , item_event , quality ) -- 添加一项随机属性
- local firstattr = 1 -- 起始编号
- local lastattr = 5 -- 终结编号
- local General = 0
- for i = firstattr , lastattr , 1 do
- General = ItemAttr_Rad [ i ] + General
- end
- -- LG ( "setoneattr" , "general = " , General )
- local a = math.random ( 1, General )
- -- LG ( "setoneattr" , "a = " , a )
- local b = 0
- local d = 0
- local c = -1
- local star = 0
- for k = firstattr , lastattr , 1 do -- 随机出添加的前缀编号
- d = ItemAttr_Rad [ k ] + b
- -- LG ( "setoneattr" , "loop" , k , " d = " , d )
- if a <= d and a > b then
- c = k
- -- LG ( "setoneattr" , "loop" , k , " c = " , c )
- end
- b = d
- end
- -- LG ( "setoneattr" , "end random" , " c = " , c )
- if item_event == PLAYER_CCFSBOXA or item_event == PLAYER_CCFSBOXB or item_event == PLAYER_CCFSBOXC or item_event == PLAYER_CCFSBOXD or item_event == PLAYER_CCFSBOXE or item_event == PLAYER_CCFSBOXF or item_event == PLAYER_CCFSBOXG or item_event == PLAYER_CCFSBOXH or item_event == PLAYER_CCFSBOXI then
- c = 6
- star = 1
- end
- if c == 1 then -- 根据编号添加具体属性
- Add_Item_Attr(ITEMATTR_VAL_STR, math.max ( 10 , SetItemQua ( item_event ) * 10 ) )
- end
- if c == 2 then
- Add_Item_Attr(ITEMATTR_VAL_DEX, math.max ( 10 , SetItemQua ( item_event ) * 10 ) )
- end
- if c == 3 then
- Add_Item_Attr(ITEMATTR_VAL_CON, math.max ( 10 , SetItemQua ( item_event ) * 10 ) )
- end
- if c == 4 then
- Add_Item_Attr(ITEMATTR_VAL_AGI, math.max ( 10 , SetItemQua ( item_event ) * 10 ) )
- end
- if c == 5 then
- Add_Item_Attr(ITEMATTR_VAL_STA, math.max ( 10 , SetItemQua ( item_event ) * 10 ) )
- end
- if c == -1 then
- LG( "setitemattr_err" , "实例化一个属性参数传入错误,C = -1 ")
- c = 0
- end
- if c == 6 and star ==1 then
- Add_Item_Attr(ITEMATTR_VAL_MXSP, quality * 10 )
- end
- return c
- end
- function SetItemTwoAttr ( item_type , item_lv , item_event , quality ) -- 添加两项随机属性
- local firstattr = 11 -- 起始编号
- local lastattr = 20 -- 终结编号
- local General = 0
- for i = firstattr , lastattr , 1 do
- General = ItemAttr_Rad [ i ] + General
- end
- local a = math.random ( 1, General )
- local b = 0
- local d = 0
- local c = -1
- local star = 0
- for k = firstattr , lastattr , 1 do -- 随机出添加的前缀编号
- d = ItemAttr_Rad [ k ] + b
- -- LG ( "setoneattr" , "loop" , k , " d = " , d )
- if a <= d and a > b then
- c = k
- end
- b = d
- end
- if item_event == PLAYER_CCFSBOXA or item_event == PLAYER_CCFSBOXB or item_event == PLAYER_CCFSBOXC or item_event == PLAYER_CCFSBOXD or item_event == PLAYER_CCFSBOXE or item_event == PLAYER_CCFSBOXF or item_event == PLAYER_CCFSBOXG or item_event == PLAYER_CCFSBOXH or item_event == PLAYER_CCFSBOXI then
- c = 21
- star = 1
- end
- if c == 11 then -- 根据编号添加具体属性
- Add_Item_Attr(ITEMATTR_VAL_STR, math.max ( 10 , SetItemQua ( item_event ) * 10 ) )
- Add_Item_Attr(ITEMATTR_VAL_DEX, math.max ( 10 , SetItemQua ( item_event ) * 10 ) )
- end
- if c == 12 then
- Add_Item_Attr(ITEMATTR_VAL_STR, math.max ( 10 , SetItemQua ( item_event ) * 10 ) )
- Add_Item_Attr(ITEMATTR_VAL_CON, math.max ( 10 , SetItemQua ( item_event ) * 10 ) )
- end
- if c == 13 then
- Add_Item_Attr(ITEMATTR_VAL_STR, math.max ( 10 , SetItemQua ( item_event ) * 10 ) )
- Add_Item_Attr(ITEMATTR_VAL_AGI, math.max ( 10 , SetItemQua ( item_event ) * 10 ) )
- end
- if c == 14 then
- Add_Item_Attr(ITEMATTR_VAL_STR, math.max ( 10 , SetItemQua ( item_event ) * 10 ) )
- Add_Item_Attr(ITEMATTR_VAL_STA, math.max ( 10 , SetItemQua ( item_event ) * 10 ) )
- end
- if c == 15 then
- Add_Item_Attr(ITEMATTR_VAL_DEX, math.max ( 10 , SetItemQua ( item_event ) * 10 ) )
- Add_Item_Attr(ITEMATTR_VAL_CON, math.max ( 10 , SetItemQua ( item_event ) * 10 ) )
- end
- if c == 16 then
- Add_Item_Attr(ITEMATTR_VAL_DEX, math.max ( 10 , SetItemQua ( item_event ) * 10 ) )
- Add_Item_Attr(ITEMATTR_VAL_AGI, math.max ( 10 , SetItemQua ( item_event ) * 10 ) )
- end
- if c == 17 then
- Add_Item_Attr(ITEMATTR_VAL_DEX, math.max ( 10 , SetItemQua ( item_event ) * 10 ) )
- Add_Item_Attr(ITEMATTR_VAL_STA, math.max ( 10 , SetItemQua ( item_event ) * 10 ) )
- end
- if c == 18 then
- Add_Item_Attr(ITEMATTR_VAL_CON, math.max ( 10 , SetItemQua ( item_event ) * 10 ) )
- Add_Item_Attr(ITEMATTR_VAL_AGI, math.max ( 10 , SetItemQua ( item_event ) * 10 ) )
- end
- if c == 19 then
- Add_Item_Attr(ITEMATTR_VAL_CON, math.max ( 10 , SetItemQua ( item_event ) * 10 ) )
- Add_Item_Attr(ITEMATTR_VAL_STA, math.max ( 10 , SetItemQua ( item_event ) * 10 ) )
- end
- if c == 20 then
- Add_Item_Attr(ITEMATTR_VAL_AGI, math.max ( 10 , SetItemQua ( item_event ) * 10 ) )
- Add_Item_Attr(ITEMATTR_VAL_STA, math.max ( 10 , SetItemQua ( item_event ) * 10 ) )
- end
- if c == 21 and star ==1 then
- Add_Item_Attr(ITEMATTR_VAL_MXHP, quality * 10 )
- Add_Item_Attr(ITEMATTR_VAL_HREC, quality * 10 )
- end
- if c == -1 then
- LG( "setitemattr_err" , "实例化两个属性参数传入错误,C = -1 ")
- c = 0
- end
- return c
- end
- function SetItemThreeAttr ( item_type , item_lv , item_event , quality ) -- 添加三项随机属性
- local firstattr = 50 -- 起始编号
- local lastattr = 59 -- 终结编号
- local General = 0
- for i = firstattr , lastattr , 1 do
- General = ItemAttr_Rad [ i ] + General
- end
- local a = math.random ( 1, General )
- local b = 0
- local d = 0
- local c = -1
- local star = 0
- for k = firstattr , lastattr , 1 do -- 随机出添加的前缀编号
- d = ItemAttr_Rad [ k ] + b
- -- LG ( "setoneattr" , "loop" , k , " d = " , d )
- if a <= d and a > b then
- c = k
- end
- b = d
- end
- if item_event == PLAYER_CCFSBOXA or item_event == PLAYER_CCFSBOXB or item_event == PLAYER_CCFSBOXC or item_event == PLAYER_CCFSBOXD or item_event == PLAYER_CCFSBOXE or item_event == PLAYER_CCFSBOXF or item_event == PLAYER_CCFSBOXG or item_event == PLAYER_CCFSBOXH or item_event == PLAYER_CCFSBOXI then
- if item_type==23 then
- c = 60
- elseif item_type==24 then
- c = 61
- end
- star = 1
- end
- if c == 50 then -- 根据随机出的编号添加属性
- Add_Item_Attr(ITEMATTR_VAL_STR, math.max ( 10 , SetItemQua ( item_event )* 10 ) )
- Add_Item_Attr(ITEMATTR_VAL_DEX, math.max ( 10 , SetItemQua ( item_event )* 10 ) )
- Add_Item_Attr(ITEMATTR_VAL_CON, math.max ( 10 , SetItemQua ( item_event )* 10 ) )
- end
- if c == 51 then
- Add_Item_Attr(ITEMATTR_VAL_STR, math.max ( 10 , SetItemQua ( item_event )* 10 ) )
- Add_Item_Attr(ITEMATTR_VAL_DEX, math.max ( 10 , SetItemQua ( item_event )* 10 ) )
- Add_Item_Attr(ITEMATTR_VAL_AGI, math.max ( 10 , SetItemQua ( item_event )* 10 ) )
- end
- if c == 52 then
- Add_Item_Attr(ITEMATTR_VAL_STR, math.max ( 10 , SetItemQua ( item_event )* 10 ) )
- Add_Item_Attr(ITEMATTR_VAL_DEX, math.max ( 10 , SetItemQua ( item_event )* 10 ) )
- Add_Item_Attr(ITEMATTR_VAL_STA, math.max ( 10 , SetItemQua ( item_event )* 10 ) )
- end
- if c == 53 then
- Add_Item_Attr(ITEMATTR_VAL_STR, math.max ( 10 , SetItemQua ( item_event )* 10 ) )
- Add_Item_Attr(ITEMATTR_VAL_CON, math.max ( 10 , SetItemQua ( item_event )* 10 ) )
- Add_Item_Attr(ITEMATTR_VAL_AGI, math.max ( 10 , SetItemQua ( item_event )* 10 ) )
- end
- if c == 54 then
- Add_Item_Attr(ITEMATTR_VAL_STR, math.max ( 10 , SetItemQua ( item_event )* 10 ) )
- Add_Item_Attr(ITEMATTR_VAL_CON, math.max ( 10 , SetItemQua ( item_event )* 10 ) )
- Add_Item_Attr(ITEMATTR_VAL_STA, math.max ( 10 , SetItemQua ( item_event )* 10 ) )
- end
- if c == 55 then
- Add_Item_Attr(ITEMATTR_VAL_STR, math.max ( 10 , SetItemQua ( item_event )* 10 ) )
- Add_Item_Attr(ITEMATTR_VAL_AGI, math.max ( 10 , SetItemQua ( item_event )* 10 ) )
- Add_Item_Attr(ITEMATTR_VAL_STA, math.max ( 10 , SetItemQua ( item_event )* 10 ) )
- end
- if c == 56 then
- Add_Item_Attr(ITEMATTR_VAL_DEX, math.max ( 10 , SetItemQua ( item_event )* 10 ) )
- Add_Item_Attr(ITEMATTR_VAL_CON, math.max ( 10 , SetItemQua ( item_event )* 10 ) )
- Add_Item_Attr(ITEMATTR_VAL_AGI, math.max ( 10 , SetItemQua ( item_event )* 10 ) )
- end
- if c == 57 then
- Add_Item_Attr(ITEMATTR_VAL_DEX, math.max ( 10 , SetItemQua ( item_event )* 10 ) )
- Add_Item_Attr(ITEMATTR_VAL_CON, math.max ( 10 , SetItemQua ( item_event )* 10 ) )
- Add_Item_Attr(ITEMATTR_VAL_STA, math.max ( 10 , SetItemQua ( item_event )* 10 ) )
- end
- if c == 58 then
- Add_Item_Attr(ITEMATTR_VAL_DEX, math.max ( 10 , SetItemQua ( item_event )* 10 ) )
- Add_Item_Attr(ITEMATTR_VAL_AGI, math.max ( 10 , SetItemQua ( item_event )* 10 ) )
- Add_Item_Attr(ITEMATTR_VAL_STA, math.max ( 10 , SetItemQua ( item_event )* 10 ) )
- end
- if c == 59 then
- Add_Item_Attr(ITEMATTR_VAL_CON, math.max ( 10 , SetItemQua ( item_event )* 10 ) )
- Add_Item_Attr(ITEMATTR_VAL_AGI, math.max ( 10 , SetItemQua ( item_event )* 10 ) )
- Add_Item_Attr(ITEMATTR_VAL_STA, math.max ( 10 , SetItemQua ( item_event )* 10 ) )
- end
- if c == 60 then
- Add_Item_Attr(ITEMATTR_VAL_MXATK, quality * 10 )
- Add_Item_Attr(ITEMATTR_VAL_MNATK, quality * 10 )
- Add_Item_Attr(ITEMATTR_VAL_CRT, quality * 10 )
- end
- if c == 61 then
- Add_Item_Attr(ITEMATTR_VAL_MSPD, quality * 10)
- Add_Item_Attr(ITEMATTR_VAL_MXSP, quality * 10 )
- Add_Item_Attr(ITEMATTR_VAL_SREC, quality * 10 )
- end
- if c == -1 then
- LG( "setitemattr_err" , "实例化三个属性参数传入错误,C = -1 ")
- c = 0
- end
- return c
- end
- function SetItemFourAttr ( item_type , item_lv , item_event , quality ) -- 添加四项随机属性
- local firstattr = 90 -- 起始编号
- local lastattr = 94 -- 终结编号
- local General = 0
- for i = firstattr , lastattr , 1 do
- General = ItemAttr_Rad [ i ] + General
- end
- local a = math.random ( 1, General )
- local b = 0
- local d = 0
- local c = -1
- for k = firstattr , lastattr , 1 do -- 随机出添加的前缀编号
- d = ItemAttr_Rad [ k ] + b
- -- LG ( "setoneattr" , "loop" , k , " d = " , d )
- if a <= d and a > b then
- c = k
- end
- b = d
- end
- if c == 90 then -- 根据随机出的编号添加属性
- Add_Item_Attr(ITEMATTR_VAL_STR, math.max ( 10 , SetItemQua ( item_event )* 10 ) )
- Add_Item_Attr(ITEMATTR_VAL_DEX, math.max ( 10 , SetItemQua ( item_event )* 10 ) )
- Add_Item_Attr(ITEMATTR_VAL_CON, math.max ( 10 , SetItemQua ( item_event )* 10 ) )
- Add_Item_Attr(ITEMATTR_VAL_AGI, math.max ( 10 , SetItemQua ( item_event )* 10 ) )
- end
- if c == 91 then
- Add_Item_Attr(ITEMATTR_VAL_STR, math.max ( 10 , SetItemQua ( item_event )* 10 ) )
- Add_Item_Attr(ITEMATTR_VAL_DEX, math.max ( 10 , SetItemQua ( item_event )* 10 ) )
- Add_Item_Attr(ITEMATTR_VAL_CON, math.max ( 10 , SetItemQua ( item_event )* 10 ) )
- Add_Item_Attr(ITEMATTR_VAL_STA, math.max ( 10 , SetItemQua ( item_event )* 10 ) )
- end
- if c == 92 then
- Add_Item_Attr(ITEMATTR_VAL_STR, math.max ( 10 , SetItemQua ( item_event )* 10 ) )
- Add_Item_Attr(ITEMATTR_VAL_DEX, math.max ( 10 , SetItemQua ( item_event )* 10 ) )
- Add_Item_Attr(ITEMATTR_VAL_AGI, math.max ( 10 , SetItemQua ( item_event )* 10 ) )
- Add_Item_Attr(ITEMATTR_VAL_STA, math.max ( 10 , SetItemQua ( item_event )* 10 ) )
- end
- if c == 93 then
- Add_Item_Attr(ITEMATTR_VAL_STR, math.max ( 10 , SetItemQua ( item_event )* 10 ) )
- Add_Item_Attr(ITEMATTR_VAL_CON, math.max ( 10 , SetItemQua ( item_event )* 10 ) )
- Add_Item_Attr(ITEMATTR_VAL_AGI, math.max ( 10 , SetItemQua ( item_event )* 10 ) )
- Add_Item_Attr(ITEMATTR_VAL_STA, math.max ( 10 , SetItemQua ( item_event )* 10 ) )
- end
- if c == 94 then
- Add_Item_Attr(ITEMATTR_VAL_DEX, math.max ( 10 , SetItemQua ( item_event )* 10 ) )
- Add_Item_Attr(ITEMATTR_VAL_CON, math.max ( 10 , SetItemQua ( item_event )* 10 ) )
- Add_Item_Attr(ITEMATTR_VAL_AGI, math.max ( 10 , SetItemQua ( item_event )* 10 ) )
- Add_Item_Attr(ITEMATTR_VAL_STA, math.max ( 10 , SetItemQua ( item_event )* 10 ) )
- end
- if c == -1 then
- LG( "setitemattr_err" , "实例化四个属性参数传入错误,C = -1 ")
- c = 0
- end
- return c
- end
- function SetItemFiveAttr ( item_type , item_lv , item_event , quality )
- local c = 0
- Add_Item_Attr(ITEMATTR_VAL_STR, math.max ( 10 , SetItemQua ( item_event )* 10 ) )
- Add_Item_Attr(ITEMATTR_VAL_DEX, math.max ( 10 , SetItemQua ( item_event )* 10 ) )
- Add_Item_Attr(ITEMATTR_VAL_CON, math.max ( 10 , SetItemQua ( item_event )* 10 ) )
- Add_Item_Attr(ITEMATTR_VAL_AGI, math.max ( 10 , SetItemQua ( item_event )* 10 ) )
- Add_Item_Attr(ITEMATTR_VAL_STA, math.max ( 10 , SetItemQua ( item_event )* 10 ) )
- return c
- end
- function Shengji_Shuxingchengzhang( role ) --[[升级的属性成长及属性计算]]--
- --LuaPrint("Enter function Shengji_Shuxingchengzhang() --[[升级的属性成长及属性计算]]-- ".."n" )
- local lv = Lv ( role )
- if lv >= LV_LIMIT then
- local year = os.date ( "%y" )
- local month = os.date ( "%m" )
- local day = os.date ( "%d" )
- local sep = "_"
- lgname = "lvup"..year..sep..month..sep..day
- -- SystemNotice ( role , lgname )
- local Cha_name = GetChaDefaultName ( role )
- -- SystemNotice ( role , Cha_name )
- LG ( lgname , Cha_name.." "..lv )
- end
- BsAttrUpgrade( role )
- AttrRecheck(role)
- hp = Mxhp_final(role)
- sp = Mxsp_final(role)
- SetCharaAttr(hp, role, ATTR_HP)
- SetCharaAttr(sp, role, ATTR_SP)
- --LuaPrint("Out function Shengji_Shuxingchengzhang() --[[升级的属性成长及属性计算]]-- ".."n" )
- ------------------------------------------------------
- -- 下面是Leo的师徒奖励脚本 --Lee080716修改
- ------------------------------------------------------
- local ret = HasMaster(role)
- if ret == LUA_TRUE then
- AddMasterCredit(role, PlayerCredit[lv]) --给师傅加声望,声望值对应最上面的声望表
- if lv <= 30 then
- GiveItemX( role , 0 , 1128 , 1 , 4 ) --给角色1个微型努力增幅器
- end
- if lv > 30 and lv <= 70 then
- GiveItemX( role , 0 , 6017 , 1 , 4 ) --给角色1个特制努力增幅器
- end
- if lv == 10 then --10级奖励
- --给徒弟的奖励
- SystemNotice(role,"恭喜您10级了,您的临时背包中有师傅给您的奖励哦!")
- GiveItemX( role , 0 , 1849 , 99 , 4 ) ------给徒弟1组蛋糕
- --给师傅的奖励
- AddMasterCredit(role, 10) --给师傅10点声望补偿值
- elseif lv == 20 then
- --给徒弟的奖励
- SystemNotice(role,"恭喜您20级了,您的临时背包中有师傅给您的奖励哦!")
- GiveItemX( role , 0 , 3848 , 99 , 4 ) --给徒弟体力恢复剂
- GiveItemX( role , 0 , 6018 , 1 , 4 ) --给徒弟特制财富增幅器
- --给师傅的奖励
- AddMasterCredit(role, 20) --给师傅20点声望补偿值
- elseif lv == 41 then
- --给徒弟的奖励
- SystemNotice(role,"恭喜您40级了,您的临时背包中有师傅给您的奖励哦!")
- GiveItemX( role , 0 , 5626 , 198 , 4 ) --给徒弟超级体力恢复剂
- GiveItemX( role , 0 , 6019 , 1 , 4 ) --给徒弟特制组队经验果
- --给师傅的奖励
- AddMasterCredit(role, 300) --给师傅300点声望补偿值
- elseif lv == 60 then --60级奖励
- --给徒弟的奖励
- SystemNotice(role,"恭喜您60级了,您的临时背包中有师傅给您的奖励哦!")
- GiveItemX( role , 0 , 0333 , 1 , 4 ) --给徒弟荣誉加点书
- GiveItemX( role , 0 , 2816 , 1 , 4 ) --给徒弟高宝卷
- --给师傅的奖励
- AddMasterCredit(role, 500) --给师傅500点声望补偿值
- elseif lv == 70 then --70级奖励
- --给徒弟的奖励
- SystemNotice(role,"恭喜您70级了,您的临时背包中有师傅给您的奖励哦!")
- GiveItemX( role , 0 , 5707 , 1 , 4 ) --给徒弟乾坤锦囊奖励
- --给师傅的奖励
- AddMasterCredit(role, 800) --给师傅800点声望补偿值
- elseif lv == 80 then --80级奖励
- --给徒弟的奖励
- SystemNotice(role,"恭喜您到达80级,终于出师了,您的临时背包中有师傅给您最终的奖励哦!")
- GiveItemX( role , 0 , 2835 , 1 , 4 ) --给徒弟后死神的王冠
- --给师傅的奖励
- AddMasterCredit(role, 1300) --给师傅1300点声望补偿值
- end
- -- if lv == 41 then --出师
- --给徒弟的奖励
- -- SystemNotice(role,"恭喜您成功出师,现在你也可以收徒弟了哦")
- -- AddCreditX(role, 300) --出师时给徒弟300点声望补偿值
- -- AddMoney(role , 0, 200000) --徒弟奖励20W海盗币
- -- GiveItemX( role , 0 , 3345 , 1 , 4 ) --给徒弟各类暴竹一样1个
- -- GiveItemX( role , 0 , 3346 , 1 , 4 )
- -- GiveItemX( role , 0 , 3347 , 1 , 4 )
- -- GiveItemX( role , 0 , 0855 , 49 , 4 ) --给徒弟七七49个精灵硬币
- --... --其他奖励
- --给师傅的奖励
- -- AddMasterCredit(role, 500) --出师时给师傅1000点声望补偿值
- --............... --其他奖励
- -- end
- end
- end
- function CreatCha( role ) --[[创建角色]]--
- --LuaPrint("Enter function CreatCha(role) --[[创建角色]]--".."n")
- local attr_ap = Attr_ap( role ) + 4 --[[+5点自由分配点数]]--
- SetCharaAttr( attr_ap, role, ATTR_AP )
- AttrRecheck(role)
- hp = GetChaAttr( role, ATTR_MXHP )
- sp = GetChaAttr( role, ATTR_MXSP )
- SetCharaAttr( hp, role, ATTR_HP )
- SetCharaAttr( sp, role, ATTR_SP )
- CreatChaSkill ( role )
- --LuaPrint("Out function CreatCha(role) --[[创建角色]]--".."n")
- end
- function AttrRecheck( role ) --[[属性重新计算]]--
- --LuaPrint("Enter function AttrRecheck() --[[属性重新计算]]--")
- local k = ChaIsBoat ( role )
- if k == 1 then
- local cha_role = GetMainCha ( role )
- ShipAttrRecheck ( cha_role , role )
- return
- end
- BsAttrSet(role)
- ExAttrCheck(role)
- ExAttrSet(role)
- --LuaPrint("Out function AttrRecheck() --[[属性重新计算]]--")
- end
- function BsAttrUpgrade( role ) --[[基础属性升级成长]]--
- --LuaPrint("Enter function BsAttrUpgrade() --[[基础属性升级成长]]--".."n" )
- --LG("ChaAttr", "Enter function ExAttrCheck() --[[基本扩展属性计算]]--","n" )
- local job = GetChaAttr( role, ATTR_JOB) --不同职业采用不同的属性成长率
- --LuaPrint("角色职业类型 = "..job)
- --LuaPrint("n")
- local job_check = CheckJobLegal ( job )
- if job_check == 0 then
- --LuaPrint("非法职业类型".."n")
- --LG("ChaAttr","非法职业类型 job = ", job , "n" )
- return
- end
- local ap_extre = 0
- local tp_extre = 0
- local attr_tp = Attr_tp( role )
- local attr_ap = Attr_ap( role )
- local bsstr = BSStr(role) + 0 --[[基本str每级加1]]--
- SetCharaAttr( bsstr, role, ATTR_BSTR ) --[[设置基本str]]--
- local bsdex = BSDex( role ) + 0 --[[基本dex每级加1]]--
- SetCharaAttr( bsdex, role, ATTR_BDEX ) --[[设置基本dex]]--
- local bscon = BSCon( role ) + 0 --[[基本con每级加1]]--
- SetCharaAttr( bscon, role, ATTR_BCON ) --[[设置基本con]]--
- local bsagi = BSAgi( role ) + 0 --[[基本agi每级加1]]--
- SetCharaAttr( bsagi, role, ATTR_BAGI ) --[[设置基本agi]]--
- local bssta = BSSta(role) + 0 --[[基本sta每级加1]]--
- SetCharaAttr( bssta, role, ATTR_BSTA ) --[[设置基本sta]]--
- local bsluk = BSLuk( role ) + 0 --[[基本luk每级加1]]--
- SetCharaAttr( bsluk, role, ATTR_BLUK ) --[[设置基本luk]]--
- local lv = GetChaAttr ( role , ATTR_LV )
- if ( math.floor ( ( lv ) / 10 ) - math.floor ( ( lv - 1 ) / 10 ) ) == 1 then
- ap_extre = 5
- else
- ap_extre = 1
- end
- if lv >= 60 then
- ap_extre = ap_extre + 1
- end
- attr_ap = attr_ap + ap_extre
- SetCharaAttr( attr_ap, role, ATTR_AP )
- if lv > 9 then
- tp_extre = 1
- end
- if lv >= 65 then
- if ( math.floor ( ( lv ) / 5 ) - math.floor ( ( lv - 1 ) / 5 ) ) == 1 then
- tp_extre = 2
- else
- tp_extre = 1
- end
- end
- attr_tp = attr_tp + tp_extre --[[+1点技能点数]]--
- SetCharaAttr( attr_tp, role, ATTR_TP )
- --LuaPrint("Out function BsAttrUpgrade() --[[基础属性升级成长]]--".."n" )
- end
- function BsAttrSet( role ) --[[基础属性赋值]]--
- --LuaPrint("Enter function BsAttrSet() --[[基础属性赋值]]--".."n")
- local str_final = Str_final( role ) --[[计算最终str]]--
- SetCharaAttr( str_final, role, ATTR_STR ) --[[赋值最终str]]--
- local dex_final = Dex_final( role ) --[[计算最终dex]]--
- SetCharaAttr( dex_final, role, ATTR_DEX ) --[[赋值最终dex]]--
- local agi_final = Agi_final( role ) --[[计算最终agi]]--
- SetCharaAttr( agi_final, role, ATTR_AGI ) --[[赋值最终agi]]--
- local con_final = Con_final( role ) --[[计算最终con]]--
- SetCharaAttr( con_final, role, ATTR_CON ) --[[赋值最终con]]--
- local sta_final = Sta_final( role ) --[[计算最终sta]]--
- SetCharaAttr( sta_final, role, ATTR_STA ) --[[赋值最终sta]]--
- local luk_final = Luk_final( role ) --[[计算最终luk]]--
- SetCharaAttr( luk_final, role, ATTR_LUK ) --[[赋值最终luk]]--
- --LuaPrint("Out function BsAttrSet() --[[基础属性赋值]]--".."n")
- end
- function ExAttrCheck(role) --[[基本扩展属性计算]]--
- --LuaPrint("Enter function ExAttrCheck() --[[基本扩展属性计算]]--".."n")
- --LG("ChaAttr", "Enter function ExAttrCheck() --[[基本扩展属性计算]]--","n" )
- local job = GetChaAttr(role, ATTR_JOB) --不同职业采用不同的属性成长率
- --LuaPrint("角色职业类型 = "..job)
- --LuaPrint("n")
- local job_check = CheckJobLegal (job)
- if job_check == 0 then
- --LuaPrint("非法职业类型".."n")
- --LG("ChaAttr","非法职业类型 job = ", job , "n" )
- return
- end
- --LG("ChaAttr", "Mxhp_con_rad[job] , Mxhp_lv_rad[job], Mxhp_bs = ", Mxhp_con_rad[job], Mxhp_lv_rad[job], Mxhp_bs[job],"n" )
- --LG("ChaAttr", "Mxsp_sta_rad[job] ,Mxsp_con_rad[job], Mxsp_lv = ", Mxhp_con_rad[job], Mxhp_lv_rad[job], Mxhp_bs[job] ,"n")
- --LG("ChaAttr", "Mnatk_str_rad[job] = ", Mnatk_str_rad[job] ,"n")
- --LG("ChaAttr", "Mxatk_str_rad[job] = ", Mxatk_str_rad[job] ,"n")
- --LG("ChaAttr", "Def_dex_rad[job] = ",Def_dex_rad[job] ,"n")
- --LG("ChaAttr", "Hit_dex_rad[job] ,Hit_lv_rad[job], Hit_min[job] = ", Hit_dex_rad[job], Hit_lv_rad[job], Hit_min[job] ,"n")
- --LG("ChaAttr", "Flee_agi_rad[job] ,Flee_lv_rad[job], Flee_min[job] = ", Flee_agi_rad[job], Flee_lv_rad[job], Flee_min[job] ,"n")
- --LG("ChaAttr", "Mf_luk_rad[job] = ", Mf_luk_rad[job],"n" )
- --LG("ChaAttr", "Crt_luk_rad[job] , Crt_min[job], Crt_max[job] = ", Crt_luk_rad[job], Crt_min[job], Crt_max[job],"n" )
- --LG("ChaAttr", "Hrec_mxhp_rad[job] ,Hrec_lv_rad[job], Hrec_min[job] = ", Hrec_mxhp_rad[job], Hrec_lv_rad[job], Hrec_min[job],"n" )
- --LG("ChaAttr", "Srec_mxSp_rad[job] ,Srec_lv_rad[job], Srec_min[job] = ", Srec_mxsp_rad[job], Srec_lv_rad[job],Srec_min[job] ,"n")
- --LG("ChaAttr", "Aspd_bsrad[job] ,Aspd_agi_rad[job], Aspd_min[job] = ", Aspd_bsrad[job], Aspd_agi_rad[job], Aspd_min[job] ,"n")
- local mxhp = math.floor(Con(role)*3 * Mxhp_con_rad1[job] + Mxhp_con_rad2[job] * math.pow( math.floor(Con(role)*3/20 ), 2) +Lv(role) * Mxhp_lv_rad[job] + 40) --[[计算基本mxhp]]--
- local mxsp = math.floor(Sta(role)*3 * Mxsp_sta_rad1[job] + Mxsp_sta_rad2[job] * math.pow( math.floor(Sta(role)*3/20), 2) +Lv(role) * Mxsp_lv_rad[job] + 5) --[[计算基本mxsp]]--
- local mnatk = math.floor( 0+ Str(role) * Mnatk_str_rad1[job] + Dex(role) * Mnatk_dex_rad1[job] + Mnatk_str_rad2[job] * math.pow(math.floor( Str(role)*4/20), 2 ) + Mnatk_dex_rad2[job] * math.pow(math.floor( Dex(role)*4/20), 2 ) ) --[[计算基本mnatk]]--
- local mxatk = math.floor( 0+ Str(role) * Mxatk_str_rad1[job] + Dex(role) * Mxatk_dex_rad1[job] + Mxatk_str_rad2[job] * math.pow(math.floor( Str(role)*4/20), 2 ) + Mxatk_dex_rad2[job] * math.pow(math.floor( Dex(role)*4/20), 2 ) ) --[[计算基本mxatk]]--
- local def = math.floor( Con(role)* 5 * Def_con_rad1[job] + Def_con_rad2[job] * math.floor( math.pow( Con(role) * 3 /20, 2) ) ) --[[计算基本def]]--
- local hit = math.floor( Dex(role) * Hit_dex_rad1[job]) + Lv(role) * 2 + 5 --[[计算基本hit]]--
- local flee = math.floor( Agi(role) * Flee_agi_rad1[job] ) + Lv(role) * 2 + 5 --[[计算基本flee]]--
- local mf = 100 + math.floor( Luk(role)*3 * Mf_luk_rad[job] ) --[[计算基本mf]]--
- local crt =11 + math.floor( Luk(role)*3 * Crt_luk_rad[job] ) --[[计算基本crt]]--
- local hrec = math.max(math.max ( 2 * mxhp * Hrec_bsmxhp_rad[job] + Con(role)*3 * Hrec_con_rad[job] , 1) ,0) --[[计算基本hrec]]--
- local srec = math.max((mxsp * Srec_bsmxsp_rad[job] + Sta(role)*3 * Srec_sta_rad[job])/2 , 1 ) --[[计算基本srec]]--
- local aspd = math.floor ( 100000/ (math.min ( math.floor( 65 + Agi(role) * Aspd_agi_rad[job] ) , 300 ) ) ) --[[计算基本aspd]]--
- SetCharaAttr( mxhp, role, ATTR_BMXHP ) --[[赋值基本HP上限]]--
- if mxhp <= 0 then
- LG("ChaAttr_err" , "角色" , GetChaName(role) , "基本最大hp错误" )
- LG("ChaAttr_err", "mxhp = ", mxhp," con = ", Con(role) , " lv = " , Lv(role) )
- end
- SetCharaAttr(mxsp, role, ATTR_BMXSP ) --[[赋值基本SP上限]]--
- --LG("ChaAttr", "mxsp = ", mxsp,"n")
- SetCharaAttr(mnatk, role, ATTR_BMNATK ) --[[赋值基本最小伤害力]]--
- --LG("ChaAttr", "mnatk = ", mnatk,"n")
- SetCharaAttr(mxatk, role, ATTR_BMXATK ) --[[赋值基本最大伤害力]]--
- --LG("ChaAttr", "mxatk = ", mxatk,"n")
- SetCharaAttr(def, role, ATTR_BDEF ) --[[赋值基本防御力]]--
- --LG("ChaAttr", "def= ", def,"n")
- SetCharaAttr(hit, role, ATTR_BHIT) --[[赋值基本命中率]]--
- --LG("ChaAttr", "hit= ", hit,"n")
- SetCharaAttr(flee, role, ATTR_BFLEE) --[[赋值基本闪避率]]--
- --LG("ChaAttr", "flee= ",flee,"n")
- SetCharaAttr(mf, role, ATTR_BMF) --[[赋值基本MF率]]--
- --LG("ChaAttr", "mf= ", mf,"n")
- SetCharaAttr(crt, role, ATTR_BCRT) --[[赋值基本暴击率]]--
- --LG("ChaAttr", "crt= ", crt,"n")
- SetCharaAttr(hrec, role, ATTR_BHREC) --[[赋值基本HP回复速度]]--
- if hrec<= 0 then
- LG("ChaAttr_err" , "角色" , GetChaName(role) , "基本hp回复速度错误" )
- LG("ChaAttr_err", "hrec = ", hrec, " mxhp = ", mxhp , " con = " , Con(role) )
- end
- --LG("ChaAttr", "hrec= ", hrec,"n")
- SetCharaAttr(srec, role, ATTR_BSREC) --[[赋值基本SP回复速度]]--
- if srec<= 0 then
- LG("ChaAttr_err" , "角色" , GetChaName(role) , "基本sp回复速度错误" )
- LG("ChaAttr_err", "srec = ", srec, " mxsp = ", mxsp , " sta = " , Sta(role) )
- end
- --LG("ChaAttr", "srec= ", srec,"n")
- SetCharaAttr(aspd, role, ATTR_BASPD) --[[赋值基本攻击速度]]--
- --LuaPrint("Out function ExAttrCheck() --[[基本扩展属性计算]]--".."n")
- --LG("ChaAttr", "Out function ExAttrCheck() --[[基本扩展属性计算]]--" ,"n")
- end
- function ExAttrSet(role) --[[赋值扩展属性]]--
- --LuaPrint("Enter function ExAttrSet() --[[赋值扩展属性]]--")
- local mxhp_final= Mxhp_final(role) --[[计算最终mxhp]]--
- SetCharaAttr(mxhp_final, role, ATTR_MXHP) --[[赋值最终最终mxhp]]--
- local mxsp_final = Mxsp_final(role) --[[计算最终mxsp]]--
- SetCharaAttr(mxsp_final, role, ATTR_MXSP) --[[赋值最终最终mxsp]]--
- local mnatk_final = Mnatk_final(role) --[[计算最终mnatk]]--
- SetCharaAttr(mnatk_final, role, ATTR_MNATK) --[[赋值最终最终mnatk]]--
- local mxatk_final = Mxatk_final(role) --[[计算最终mxatk]]--
- SetCharaAttr(mxatk_final, role, ATTR_MXATK) --[[赋值最终最终mxatk]]--
- local def_final = Def_final(role) --[[计算最终def]]--
- SetCharaAttr(def_final, role, ATTR_DEF ) --[[赋值最终最终def]]--
- local resist_final = Resist_final(role) --[[计算最终resist]]--
- SetCharaAttr( resist_final, role, ATTR_PDEF)
- local hit_final = Hit_final(role) --[[计算最终hit]]--
- SetCharaAttr(hit_final, role, ATTR_HIT ) --[[赋值最终最终hit]]--
- local flee_final = Flee_final(role) --[[计算最终flee]]--
- SetCharaAttr(flee_final, role, ATTR_FLEE) --[[赋值最终最终flee]]--
- local mf_final = Mf_final(role) --[[计算最终mf]]--
- SetCharaAttr(mf_final, role, ATTR_MF ) --[[赋值最终最终mf]]--
- local crt_final = Crt_final(role) --[[计算最终crt]]--
- SetCharaAttr(crt_final, role, ATTR_CRT ) --[[赋值最终最终crt]]--
- local hrec_final = Hrec_final(role) --[[计算最终hrec]]--
- SetCharaAttr(hrec_final, role, ATTR_HREC ) --[[赋值最终最终hrec]]--
- local srec_final = Srec_final(role) --[[计算最终srec]]--
- SetCharaAttr(srec_final, role, ATTR_SREC ) --[[赋值最终最终srec]]--
- local aspd_final = math.floor ( 100000 / ( Aspd_final(role) ) ) --[[计算最终aspd]]--
- SetCharaAttr(aspd_final, role, ATTR_ASPD ) --[[赋值最终最终aspd]]--
- local adis_final = Adis_final(role) --[[计算最终adis]]--
- SetCharaAttr(adis_final, role, ATTR_ADIS ) --[[赋值最终最终adis]]--
- local mspd_final = Mspd_final(role) --[[计算最终mspd]]--
- SetCharaAttr(mspd_final, role, ATTR_MSPD ) --[[赋值最终最终mspd]]--
- --LuaPrint("Out function ExAttrSet() --[[赋值扩展属性]]--")
- end
- function ShipAttrRecheck ( cha_role , ship_role ) --船只属性设置
- Ship_ExAttrCheck ( cha_role , ship_role )
- Ship_ExAttrSet ( cha_role , ship_role )
- end
- function Ship_ExAttrCheck ( cha_role , ship_role )
- if ship_role == nil then
- LG("luascript_err" , "Ship_ExAttrCheck 船只指针为空" )
- return 0
- end
- if cha_role == nil then
- LG ( "luascript_err" , " function Ship_ExAttrCheck :cha_role 为空 " )
- return
- -- ship_mnatk_final = Ship_BSMnatk ( ship_role ) --船只基本最小攻击
- -- ship_mxatk_final = Ship_BSMxatk ( ship_role ) --船只基本最大攻击
- -- ship_adis_final = Ship_BSAdis ( ship_role ) --船只基本攻击距离
- -- ship_cspd_final = Ship_BSCspd ( ship_role ) --炮弹基本飞行速度
- -- ship_aspd_final = Ship_BSAspd ( ship_role ) --炮弹基本攻击间隔
- -- ship_crange_final = Ship_BSCrange ( ship_role ) --炮弹基本爆炸范围
- -- ship_def_final = Ship_BSDef ( ship_role ) --船只基本防御
- -- ship_resist_final = Ship_BSResist ( ship_role ) --船只基本抵抗
- -- ship_mxhp_final = Ship_BSMxhp ( ship_role ) --船只基本最大耐久
- -- ship_hrec_final = Ship_BSHrec ( ship_role ) --船只基本耐久回复速度
- -- ship_srec_final = Ship_BSSrec ( ship_role ) --船只基本补给消耗速度
- -- ship_mspd_final = Ship_BSMspd ( ship_role ) --船只基本移动速度
- -- ship_mxsp_final = Ship_BSMxsp ( ship_role ) --船只基本最大补给值
- else
- lv = GetChaAttr ( ship_role , ATTR_LV )
- job = GetChaAttr ( cha_role , ATTR_JOB )
- sta = GetChaAttr ( cha_role , ATTR_STA )
- ship_mnatk_final = Boat_plus_MNATk ( lv , Ship_Mnatk_final ( cha_role , ship_role ) ) --船只最终最小攻击
- ship_mxatk_final = Boat_plus_MXATk ( lv , Ship_Mxatk_final ( cha_role , ship_role ) ) --船只最终最大攻击
- ship_adis_final = Ship_Adis_final ( cha_role , ship_role ) --船只最终攻击距离
- ship_cspd_final = Ship_Cspd_final ( cha_role , ship_role ) --炮弹最终飞行速度
- ship_aspd_final = math.floor ( 100000 / Ship_Aspd_final ( cha_role , ship_role ) ) --炮弹最终攻击间隔
- ship_crange_final = Ship_Crange_final ( cha_role , ship_role ) --炮弹最终爆炸范围
- ship_def_final = Boat_plus_def ( lv , Ship_Def_final ( cha_role , ship_role ) ) --船只最终防御
- ship_resist_final = Ship_Resist_final ( cha_role , ship_role ) --船只最终抵抗
- ship_mxhp_final = Boat_plus_Mxhp ( lv , Ship_Mxhp_final ( cha_role , ship_role ) ) --船只最终最大耐久
- ship_hrec_final = Ship_Hrec_final ( cha_role , ship_role ) --船只最终耐久回复速度
- ship_srec_final = Ship_Srec_final ( cha_role , ship_role ) --船只最终补给消耗速度
- ship_mspd_final = Boat_plus_Mspd ( lv , Ship_Mspd_final ( cha_role , ship_role ) ) --船只最终移动速度
- ship_mxsp_final = Ship_Mxsp_final ( cha_role , ship_role ) --船只最终最大补给值
- end
- --SystemNotice( cha_role , "最小攻击力"..ship_mnatk_final)
- --ship_mnatk_final = Boat_plus_MNATk ( lv , ship_mnatk_final)
- --ship_mxatk_final = Boat_plus_MXATk ( lv , ship_mxatk_final)
- --ship_def_fina = Boat_plus_DEF ( lv , ship_def_final)
- --ship_mxhp_final = Boat_plus_Mxhp ( lv , ship_mxhp_final)
- --ship_mspd_final = Boat_plus_Mspd ( lv , ship_mspd_final)
- -- SetCharaAttr(lv, ship_role, ATTR_LV ) --[[赋值船只lv]]--
- SetCharaAttr(job, ship_role, ATTR_JOB ) --[[赋值船只职业]]--
- SetCharaAttr(sta, ship_role, ATTR_STA ) --[[赋值船只精神]]--
- SetCharaAttr(ship_mnatk_final, ship_role, ATTR_MNATK ) --[[赋值最终mnatk]]--
- SetCharaAttr(ship_mxatk_final, ship_role, ATTR_MXATK ) --[[赋值最终mxatk]]--
- SetCharaAttr(ship_adis_final, ship_role, ATTR_ADIS ) --[[赋值最终adis]]--
- SetCharaAttr(ship_cspd_final, ship_role, ATTR_BOAT_CSPD ) --[[赋值最终船只炮弹飞行速度]]--
- SetCharaAttr(ship_aspd_final, ship_role, ATTR_ASPD ) --[[赋值最终船只攻击速度]]--
- SetCharaAttr(ship_crange_final, ship_role, ATTR_BOAT_CRANGE ) --[[赋值最终船只炮弹爆炸范围]]--
- SetCharaAttr(ship_def_final, ship_role, ATTR_DEF ) --[[赋值最终船只防御]]--
- SetCharaAttr(ship_resist_final, ship_role, ATTR_PDEF ) --[[赋值最终船只抵抗]]--
- SetCharaAttr(ship_mxhp_final, ship_role, ATTR_MXHP ) --[[赋值最终船只最大耐久]]--
- SetCharaAttr(ship_hrec_final, ship_role, ATTR_HREC ) --[[赋值最终船只耐久回复速度]]--
- SetCharaAttr(ship_srec_final, ship_role, ATTR_SREC ) --[[赋值最终船只补给消耗速度]]--
- SetCharaAttr(ship_mspd_final, ship_role, ATTR_MSPD ) --[[赋值最终船只移动速度]]--
- SetCharaAttr(ship_mxsp_final, ship_role, ATTR_MXSP ) --[[赋值最终船只最大补给值]]--
- SetCharaAttr( 1 , ship_role , ATTR_FLEE ) --船只不具备闪避属性,始终初始化为1
- end
- function Ship_ExAttrSet ( cha_role , ship_role )
- end
- function Lifelv_Up ( cha_role ) --生活等级提升
- local life_ap = GetChaAttr ( cha_role , ATTR_LIFETP )
- life_ap = life_ap + 1
- SetCharaAttr( life_ap , cha_role , ATTR_LIFETP )
- end
- function Saillv_Up ( cha_role ) --航海等级提升
- end
- function Resume ( role )
- local role_type = ChaIsBoat ( role )
- local srec = GetChaAttr ( role , ATTR_SREC )
- local sp = GetChaAttr ( role , ATTR_SP )
- local mxsp = GetChaAttr ( role , ATTR_MXSP )
- local hrec = GetChaAttr ( role , ATTR_HREC )
- if hrec < 0 then
- LG ( "resume_err" , "role = " , GetChaName (role) , "hp回复速度小于0" )
- LG ( "resume_err" , "role_hrec_statec = " , GetChaAttr ( role , ATTR_STATEC_HREC) , "role_hrec_statev = ", GetChaAttr ( role , ATTR_STATEV_HREC) )
- LG ( "luascript_err" , "function Resume: 角色hp回复速度小于0" )
- return
- end
- local hp = GetChaAttr ( role , ATTR_HP )
- local mxhp = GetChaAttr ( role , ATTR_MXHP )
- if role_type == 1 then --船只resume
- --Rem_State_NOSEA ( role )
- -- SystemNotice (role,"enter 船只回复")
- if hp <= 0 then
- LG ( "luascript_err" , "function Resume: 角色处于死亡状态" )
- return
- end
- cha_role = GetMainCha ( role )
- if sp <= 0 then
- BickerNotice ( role , "断粮了!!!,船只的耐久正在耗损,尽快靠港或补充补给!!" )
- hrec = hrec - 0.025 * mxhp
- srec = 0
- end
- sp = math.max ( 0 , sp - srec )
- hp = math.min ( mxhp , hp + hrec )
- local ship_lv = GetChaAttr ( role , ATTR_LV )
- local ship_exp = GetChaAttr ( role , ATTR_CEXP )
- local boatexpup_count = GetBoatCtrlTick ( role )
- if ( boatexpup_count - math.floor ( boatexpup_count / 5 ) * 5 ) == 4 then
- a = 1
- else
- a = 0
- end
- boatexpup_count = boatexpup_count + 1
- if boatexpup_count >= 500 then
- boatexpup_count = 0
- end
- SetBoatCtrlTick ( role , boatexpup_count )
- -- SetAttrChangeFlag( role)
- if ship_lv <= 30 and ship_exp <= 1000 then
- -- SystemNotice (role,"enter 船只expup")
- if a == 1 then
- -- SystemNotice (role,"ship_expadd = " ..ship_expadd)
- -- SystemNotice (role,"ship_exp = " ..ship_exp)
- local ship_expadd = math.floor ( math.random ( 1, 3 ) + math.max ( 0 , ( 2 - ship_lv /10 ) ) )
- ship_exp = ship_exp + ship_expadd
- -- SystemNotice (role,"after resume ship_exp = " ..ship_exp)
- SystemNotice (role,"船只熟练度成长 " ..ship_expadd)
- SetCharaAttr (ship_exp ,role , ATTR_CEXP )
- -- ship_exp = GetChaAttr ( role , ATTR_CEXP )
- -- SystemNotice (role,"1 after resume ship_exp = " ..ship_exp)
- end
- end
- -- cha_hp = math.min ( Mxhp ( cha_role ) , Hp ( cha_role ) + Hrec ( cha_role ) )
- cha_sp = math.min ( Mxsp ( cha_role ) , Sp ( cha_role ) + Srec ( cha_role ) )
- SetCharaAttr ( sp , role , ATTR_SP )
- SetCharaAttr ( hp , role , ATTR_HP )
- -- SetCharaAttr ( cha_hp , cha_role , ATTR_HP )
- SetCharaAttr ( cha_sp , cha_role , ATTR_SP )
- -- SyncBoat ( role, 4 )
- else
- if hp <= 0 then
- LG ( "luascript_err" , "function Resume: 角色处于死亡状态" )
- return
- end
- local Elf_SkillHpResume = 0
- local Elf_SkillSpResume = 0
- if mxhp ~= hp then
- Elf_SkillHpResume = ElfSkill_HpResume ( role )
- end
- if mxsp ~= sp then
- Elf_SkillSpResume = ElfSkill_SpResume ( role )
- end
- hrec = hrec + Elf_SkillHpResume
- srec = srec + Elf_SkillSpResume
- sp = math.min ( mxsp , sp + srec )
- hp = math.min ( mxhp , hp + hrec )
- SetCharaAttr ( hp , role , ATTR_HP )
- SetCharaAttr ( sp , role , ATTR_SP )
- end
- end