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📄 attrcalculate.lua

📁 top web admin panel (tales of pirates)
💻 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  )
-------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------
	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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