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📄 functions3.lua

📁 top web admin panel (tales of pirates)
💻 LUA
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MFRADIX=100 
CRTRADIX=100 
ATKER=0 
DEFER=1 

--------------圣战专用部分----------------------------------------
count_haidao = 0
count_haijun = 0
five_seconds = 0
second_five_seconds = 0
time_can_setmonster = 0
time_can_setnvsheng = 0
check_need_show = 0 
create_boss_hj = 0
create_boss_hd = 0
--create_two_side_lose = 0
--CLOSENotice = 0


count_haijun2 = 0
count_haidao2 = 0
five_seconds2 = 0
second_five_seconds2 = 0
time_can_setmonster2 = 0
time_can_setnvsheng2 = 0
check_need_show2 = 0
create_boss_hj2 = 0
create_boss_hd2 = 0
--create_two_side_lose2 = 0
--CLOSENotice2 = 0

function get_repatriate_city_guildwar(role)

  local map_name_role_guildwar = GetChaMapName ( role )
  return map_name_role_guildwar

end

function get_repatriate_city_guildwar2(role)

  local map_name_role_guildwar2 = GetChaMapName ( role )
  return map_name_role_guildwar2

end
---------------------------------------------------	
---------------------------------------------------



atk_statecheck = {} 
def_statecheck = {} 

function Reset_Statecheck () 
	for i = 1 , 100 , 1 do 
		atk_statecheck[i] = 0 
		def_statecheck[i] = 0 
	end 
end 



function EightyLv_ExpAdd ( cha , expadd ) 

	if ValidCha (cha) ==1 then					--指针存在
		if ChaIsBoat ( cha ) == 0 then			--人物加经验作特殊处理
			if Lv ( cha ) >= 80 then 
				expadd = math.floor ( expadd / 50 ) 
			end 
			if expadd == 0 then 
				SystemNotice ( TurnToCha(cha) , "差距太大,无法获得经验" )
			end 
		end 
		exp = GetChaAttr ( cha , ATTR_CEXP ) 
		exp = exp + expadd 
		SetCharaAttr ( exp , cha , ATTR_CEXP ) 
	end 
end 


function Check_State ( atk_role , def_role ) 
	Reset_Statecheck() 
	--攻击状态判断
--	atk_statecheck[STATE_ZMYJ] = GetChaStateLv ( ATKER , STATE_ZMYJ ) 
--	atk_statecheck[STATE_SMYB] = GetChaStateLv ( ATKER , STATE_SMYB ) 
	atk_statecheck[STATE_YS] = GetChaStateLv ( atk_role , STATE_YS ) 
	--受击状态判断
--	def_statecheck[STATE_ZJFT] = GetChaStateLv ( DEFER , STATE_ZJFT ) 
--	def_statecheck[STATE_BSHD] = GetChaStateLv ( DEFER , STATE_BSHD ) 
end 

function CreatChaSkill ( role ) 
end 


function CheckJobLegal ( job ) 
	local check_job = 1 
	if job < JOB_TYPE_XINSHOU or job > JOB_TYPE_GONGCHENGSHI then 
		check_job = 0 
	end 
	return check_job 
end 

function RemoveYS( role )
	--SystemNotice ( role , "come here" )
	RemoveState( role , STATE_YS )					
	return 1 
end

function Rem_State_Unnormal ( role ) 
	RemoveState( role , STATE_ZD )					--中毒
	RemoveState( role , STATE_MB )					--麻痹
	RemoveState( role , STATE_ZZZH )				--诅咒之火
	RemoveState( role , STATE_SYNZ)				--深渊泥沼
	RemoveState( role , STATE_SDBZ )				--闪躲壁障
	RemoveState( role , STATE_TJ )					--腿狙
	RemoveState( role , STATE_SJ )					--手狙
--	RemoveState( role , STATE_XY )					--眩晕
	RemoveState( role , STATE_JNJZ )				--技能禁止
	RemoveState( role , STATE_GJJZ )				--攻击禁止
	RemoveState( role , STATE_BDJ )					--冰冻箭
	RemoveState( role , STATE_XN )					--血怒
	RemoveState( role , STATE_NT )					--泥潭
	RemoveState( role , STATE_DIZ )					--地震
	RemoveState( role , STATE_SWCX )				--死亡嘲笑
	RemoveState( role , STATE_JSDD )				--僵尸带毒
	RemoveState( role , STATE_HYMH )				--狐妖魔法-魅惑
	RemoveState( role , STATE_HLKJ )				--黑龙-恐惧
	RemoveState( role , STATE_HLLM )				--黑龙-龙鸣
	RemoveState( role , STATE_CRXSF )				--长绒蟹-束缚
	RemoveState( role , STATE_BlackHX )				--黑龙虎啸
	RemoveState( role , STATE_HLKJ )				--黑龙雷击
end 
------------------------------------------REMOVE战斗状态
function Rem_State_StarUnnormal ( role ) 
	RemoveState( role , STATE_KUANGZ )					--狂战术     
	RemoveState( role , STATE_QUANS )					--全身装甲  
	RemoveState( role , STATE_QINGZ )					--轻装药水  
end 
function Rem_State_NOSEA ( role ) ------------------下海时移除状态
	RemoveState( role , STATE_KB )					
	RemoveState( role , STATE_XLZH )					
	RemoveState( role , STATE_PKJSYS )				
	RemoveState( role , STATE_PKSFYS)				
	RemoveState( role , STATE_TSHD )				
	RemoveState( role , STATE_FZLZ )					
	RemoveState( role , STATE_PKZDYS )					
	RemoveState( role , STATE_PKKBYS )					
	RemoveState( role , STATE_YSLLQH )				
	RemoveState( role , STATE_YSMJQH )				
	RemoveState( role , STATE_YSLQQH )					
	RemoveState( role , STATE_YSTZQH )					
	RemoveState( role , STATE_YSJSQH )					
	RemoveState( role , STATE_DENGLONG )					
	RemoveState( role , STATE_YSMspd )				
	RemoveState( role , STATE_PKSBYS )				
	RemoveState( role , STATE_KUANGZ )				
	RemoveState( role , STATE_QUANS )				
	RemoveState( role , STATE_QINGZ )				
	RemoveState( role , STATE_CJBBT )				
	RemoveState( role , STATE_JRQKL )				
	RemoveState( role , STATE_KALA )	
	RemoveState( role , STATE_CZZX )
	RemoveState( role , STATE_JLFT1 )				
	RemoveState( role , STATE_JLFT2 )				
	RemoveState( role , STATE_JLFT3 )				
	RemoveState( role , STATE_JLFT4 )				
	RemoveState( role , STATE_JLFT5 )				
	RemoveState( role , STATE_JLFT6 )				
	RemoveState( role , STATE_JLFT7 )				
	RemoveState( role , STATE_JLFT8 )				
end 
function SetCharaAttr(a,b,c) --[[设置角色属性转化接口:属性值,角色类型,属性编号]]--
	local x,y=b,c 
	local z=math.floor(a) 
--	LuaPrint("设置角色"..b) 
	--LuaPrint("属性"..c) 
	--LuaPrint(a.."\n") 
	--LG("setchaattr","设置"..c, "号属性", "= ", a ,"\n") 
	SetChaAttr(x,y,z) 
end 

function Attr_ap(a) --[[取角色剩余可分配点数]]--
	--LuaPrint("取角色属性remain_ap") 
	local attr_ap=GetChaAttr(a,ATTR_AP) 
	return attr_ap 
end 

function Attr_tp(a) 
	--LuaPrint("取角色属性remain_tp") 
	local attr_tp=GetChaAttr(a,ATTR_TP) 
	return attr_tp 
end 

function CheckCha_Job(a) --[[取角色职业]]-- 
	--LuaPrint("取角色属性job") 
	local role_attr_job=GetChaAttr(a,ATTR_JOB) 
	return role_attr_job 
end 

function Exp(a) 
	--LuaPrint("取角色当前exp或怪物携带exp") 
	local exp=GetChaAttr(a,ATTR_CEXP) --[[取exp]]--
	return exp 
end 

function Lv(a)
	--LuaPrint("取角色属性lv") 
	local b = TurnToCha ( a ) 
	local lv=GetChaAttr( b , ATTR_LV ) --[[取lv]]--
	return lv 
end 

function Hp(a)
	--LuaPrint("取角色属性hp") 
	local hp=GetChaAttr(a,ATTR_HP) --[[取hp]]--
	return hp 
end 

function Mxhp(a)
	--LuaPrint("取角色属性mxhp") 
	local mxhp=GetChaAttr(a,ATTR_MXHP) --[[取mxhp]]--
	return mxhp 
end 

function MxhpSa(a)
	--LuaPrint("取角色属性mxhp_sa") 
	local mxhpsa= GetChaAttr(a, ATTR_STATEC_MXHP)/ATTR_RADIX   --[[取mxhp状态百分比]]--
	return mxhpsa 
end 

function MxhpSb(a)
	--LuaPrint("取角色属性mxhp_sb") 
	local mxhpsb=GetChaAttr(a, ATTR_STATEV_MXHP) --[[取mxhp状态常数]]--
	return mxhpsb 
end 

function MxhpIa(a)
	--LuaPrint("取角色属性mxhp_ia") 
	local mxhpia=GetChaAttr(a, ATTR_ITEMC_MXHP)/ATTR_RADIX --[[取mxhp道具百分比]]--
	return mxhpia 
end 

function MxhpIb(a)
	--LuaPrint("取角色属性mshp_ib") 
	local mxhpib=GetChaAttr(a, ATTR_ITEMV_MXHP) --[[取mxhp道具常数]]--
	return mxhpib 
end 

function Sp(a)
	--LuaPrint("取角色属性sp") 
	local sp=GetChaAttr(a,ATTR_SP) --[[取sp]]--
	return sp 
end 

function Mxsp(a)
	--LuaPrint("取角色属性mxsp") 
	local mxsp=GetChaAttr(a,ATTR_MXSP) --[[取mxsp]]--
	return mxsp 
end 

function MxspSa(a)
	--LuaPrint("取角色属性mxsp_sa") 
	local mxspsa=GetChaAttr(a, ATTR_STATEC_MXSP)/ATTR_RADIX  --[[取mxsp状态百分比]]--
	return mxspsa 
end 

function MxspSb(a)
	--LuaPrint("取角色属性mxsp_sb") 
	local mxspsb=GetChaAttr(a, ATTR_STATEV_MXSP) --[[取mxsp状态常数]]--
	return mxspsb 
end 

function MxspIa(a)
	--LuaPrint("取角色属性mxsp_ia") 
	local mxspia=GetChaAttr(a, ATTR_ITEMC_MXSP)/ATTR_RADIX --[[取mxsp道具百分比]]--
	return mxspia 
end 

function MxspIb(a)
	--LuaPrint("取角色属性mxsp_ib") 
	local mxspib=GetChaAttr(a, ATTR_ITEMV_MXSP) --[[取mxsp道具常数]]--
	return mxspib 
end 

function Mnatk(a)
	--LuaPrint("取角色属性mnatk") 
	local mnatk=GetChaAttr(a,ATTR_MNATK) --[[取mnatk]]--
	return mnatk 
end 

function MnatkSa(a)
	--LuaPrint("取角色属性mnatk_sa") 
	local mnatksa= GetChaAttr(a, ATTR_STATEC_MNATK)/ATTR_RADIX --[[取mnatk状态百分比]]--
	return mnatksa 
end 

function MnatkSb(a)
	--LuaPrint("取角色属性mnatk_sb") 
	local mnatksb=GetChaAttr(a, ATTR_STATEV_MNATK) --[[取mnatk状态常数]]--
	return mnatksb 
end 

function MnatkIa(a)
	--LuaPrint("取角色属性mnatk_ia") 
	local mnatkia=GetChaAttr(a, ATTR_ITEMC_MNATK)/ATTR_RADIX --[[取mnatk道具百分比]]--
	return mnatkia 
end 

function MnatkIb(a)
	--LuaPrint("取角色属性mnatk_ib") 
	local mnatkib=GetChaAttr(a, ATTR_ITEMV_MNATK) --[[取mnatk道具常数]]--
	return mnatkib 
end 

function Mxatk(a)
	--LuaPrint("取角色属性mxatk") 
	local mxatk=GetChaAttr(a,ATTR_MXATK) --[[取mxatk]]--
	return mxatk 
end 

function MxatkSa(a)
	--LuaPrint("取角色属性mxatk_sa") 
	local mxatksa= GetChaAttr(a, ATTR_STATEC_MXATK)/ATTR_RADIX  --[[取mxatk状态百分比]]--
	return mxatksa 
end 

function MxatkSb(a)
	--LuaPrint("取角色属性mxatk_sb") 
	local mxatksb=GetChaAttr(a, ATTR_STATEV_MXATK) --[[取mxatk状态常数]]--
	return mxatksb 
end 

function MxatkIa(a)
	--LuaPrint("取角色属性mxatk_ia") 
	local mxatkia=GetChaAttr(a, ATTR_ITEMC_MXATK)/ATTR_RADIX --[[取mxatk道具百分比]]--
	return mxatkia 
end 

function MxatkIb(a)
	--LuaPrint("取角色属性mxatk_ib") 
	local mxatkib=GetChaAttr(a, ATTR_ITEMV_MXATK) --[[取mxatk道具常数]]--
	return mxatkib 
end 

function Def(a)
	--LuaPrint("取角色属性def") 
	local def=GetChaAttr(a,ATTR_DEF) --[[取def]]--
	return def 
end 

function DefSa(a)
	--LuaPrint("取角色属性def_sa") 
	local defsa= GetChaAttr(a, ATTR_STATEC_DEF)/ATTR_RADIX  --[[取def状态百分比]]--
	return defsa 
end 

function DefSb(a)
	--LuaPrint("取角色属性def_sb") 
	local defsb=GetChaAttr(a, ATTR_STATEV_DEF) --[[取def状态常数]]--
	--LG("setchaattr","取角色",ATTR_STATEV_DEF,"号属性 = ", defsb,"\n" ) 
	return defsb 
end 

function DefIa(a)
	--LuaPrint("取角色属性def_ia") 
	local defia=GetChaAttr(a, ATTR_ITEMC_DEF)/ATTR_RADIX --[[取def道具百分比]]--
	return defia 
end 

function DefIb(a)
	--LuaPrint("取角色属性def_ib") 
	local defib=GetChaAttr(a, ATTR_ITEMV_DEF) --[[取def道具常数]]--
	return defib 
end 

function Resist(a)
	--LuaPrint("取角色属性def") 
	local def=GetChaAttr(a,ATTR_PDEF) --[[取def]]--
	return def 
end 

function ResistSa(a)
	--LuaPrint("取角色属性def_sa") 
	local defsa= GetChaAttr(a, ATTR_STATEC_PDEF)/ATTR_RADIX  --[[取def状态百分比]]--
	return defsa 
end 

function ResistSb(a)
	--LuaPrint("取角色属性def_sb") 
	local defsb=GetChaAttr(a, ATTR_STATEV_PDEF) --[[取def状态常数]]--
	return defsb 

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