📄 attrcalculate.lua
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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", "item creation type--", "NPC Trade", "\n")
Npc_Sale( item_type, item_lv , item_event)
-- i = SetItemForgeParam ( item , 1 , Num )
-- if i == 0 then
-- LG( "Creat_Item" , "set forging content failed" )
-- end
SetItemForgeParam_Npc_Sale ( item , Num )
elseif item_event==MONSTER_BAOLIAO then --怪物暴料
--LG("item", "item creation type--", "Monster Drop List", "\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", "item creation type--", "Player combine", "\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", "item creation type--", "Newbie Chest", "\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 )
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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)
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