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- 1970-1-1
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-------------------------------------------------------
--****************************************************
--装备生成脚本:武器
--author: 徐古月
--*****************************************************
--------------------------------------------------------
------------------------------------------------------
--武器初始化入口函数
------------------------------------------------------
function EquipItem_weapon_Init( Item,itemtype )
if itemtype == emEQUIPNPCBUY then
--调用商店产出函数
Weapon_Init_Store(Item,itemtype)
end
if itemtype == emEQUIPDROP then
--调用掉落产出函数
Weapon_Init_Drop(Item,itemtype)
end
if itemtype == emEQUIPBUILD then
--调用生产产出函数
Weapon_Init_Make(Item,itemtype)
end
if itemtype == emGETTYPE_REWARD then
--调用奖励产出函数
Weapon_Init_Give(Item,itemtype)
end
end
-------------------------------------------------------
--商店产出函数
-------------------------------------------------------
function Weapon_Init_Store(Item,itemtype)
-- 武器类装备独有接口
Item:SetGradeOne( 1 )
Item:SetGradeTwo( 1 )
end
-------------------------------------------------------
--掉落产出函数
-------------------------------------------------------
function Weapon_Init_Drop(Item,itemtype)
--武器类装备独有接口,基础属性
local r = g_GetRandomNum(emRANDOM_DEFAULT, 1,100)
if r <= 40 then
Item:SetGradeOne( 2 )
Item:SetGradeTwo( 2 )
else
Item:SetGradeOne( 1 )
Item:SetGradeTwo( 1 )
end
end
-------------------------------------------------------
--生产产生函数
-------------------------------------------------------
function Weapon_Init_Make(Item,itemtype)
local r = g_GetRandomNum(emRANDOM_DEFAULT, 1,100)
if r <= 100 then
Item:SetMaxApertureNum(100)
elseif r <= 40 then
Item:SetMaxApertureNum(3)
elseif r <= 70 then
Item:SetMaxApertureNum(2)
else
Item:SetMaxApertureNum(1)
end
Item:SetNeedAppraise(true)
local RandomNum1 = g_GetRandomNum(emRANDOM_DEFAULT, 1,100)
if RandomNum1 <= 100 then
Item:AddSubjoinInt(emSUBJOIN_TYPE_SPECIAL, 0, 251)
end
local RandomNum2 = g_GetRandomNum(emRANDOM_DEFAULT, 1,100)
if RandomNum2 <= 100 then
local RandomNum = g_GetRandomNum(emRANDOM_DEFAULT, 1,2)
if RandomNum == 1 then
Item:AddSubjoinInt(emSUBJOIN_TYPE_SPECIAL, 0, 255)
else
Item:AddSubjoinInt(emSUBJOIN_TYPE_SPECIAL, 0, 256)
end
end
local RandomNum3 = g_GetRandomNum(emRANDOM_DEFAULT, 1,100)
if RandomNum3 <= 100 then
Item:AddSubjoinInt(emSUBJOIN_TYPE_SPECIAL, 0, 265)
end
-- 武器类装备独有接口
local r1 = g_GetRandomNum(emRANDOM_DEFAULT, 1,100)
local r2 = g_GetRandomNum(emRANDOM_DEFAULT, 85,100)
local r3 = g_GetRandomNum(emRANDOM_DEFAULT, 85,100)
if r1 <= 30 then
Item:SetGradeOne( 3 )
Item:SetGradeTwo( 3 )
Item:SetEquipRandomValue1(r2)
Item:SetEquipRandomValue2(r3)
elseif r1 <= 60 then
Item:SetGradeOne( 2 )
Item:SetGradeTwo( 2 )
Item:SetEquipRandomValue1(r2)
Item:SetEquipRandomValue2(r3)
else
Item:SetGradeOne( 1 )
Item:SetGradeTwo( 1 )
Item:SetEquipRandomValue1(r2)
Item:SetEquipRandomValue2(r3)
end
end
-------------------------------------------------------
--物品奖励函数
-------------------------------------------------------
function Weapon_Init_Give(Item,itemtype)
Item:SetBinded( true )
Item:SetGrade( 5)
Item:SetMaster(true)
--武器类装备独有接口,基础属性
Item:SetGradeOne( 3 )
Item:SetGradeTwo( 3 )
Item:SetMaxApertureNum( 10)
end
求大神告知那条是打造装备的空数150级装备孔数太多看不到属性 |
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