TA的每日心情 | 慵懒 20 小时前 |
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签到天数: 646 天 [LV.9]以坛为家II
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发表于 2020-6-29 11:46:13
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SINA端至于TX端 没研究过 不清楚 不过这游戏内核没变 就适用
【天堂2】技能代码
【天堂2】技能代码
if(name == "maxHp")
return MAX_HP; 最大HP
if(name == "maxCp")
return MAX_CP; 最大CP
if(name == "maxMp")
return MAX_MP; 最大MP
if(name == "regHp")
return REGENERATE_HP_RATE; HP回复率
if(name == "regCp")
return REGENERATE_CP_RATE; CP回复率
if(name == "regMp")
return REGENERATE_MP_RATE; MP回复率
if(name == "gainMp")
return RECHARGE_MP_RATE; 技能补MP率
if(name == "gainHp")
return HEAL_EFFECTIVNESS; 技能补HP率
if(name == "pDef")
return POWER_DEFENCE; 物防
if(name == "mDef")
return MAGIC_DEFENCE; 魔防
if(name == "pAtk")
return POWER_ATTACK; 物攻
if(name == "mAtk")
return MAGIC_ATTACK; 魔攻
if(name == "pAtkSpd")
return POWER_ATTACK_SPEED; 物攻速
if(name == "mAtkSpd")
return MAGIC_ATTACK_SPEED; 魔攻速
if(name == "mReuse")
return MAGIC_REUSE_RATE; 魔法恢复速率
if(name == "sDef")
return SHIELD_DEFENCE; 盾牌格挡
if(name == "cAtk")
return CRITICAL_DAMAGE; 致命一击
if(name == "rEvas")
return EVASION_RATE; 回避率
if(name == "rShld")
return SHIELD_RATE; 各档率
if(name == "rCrit")
return CRITICAL_RATE; 致命一击率
if(name == "rExp")
return EXPSP_RATE; 恢复经验率
if(name == "cancel")
return ATTACK_CANCEL; 攻击打断
if(name == "accCombat")
return ACCURACY_COMBAT; 命中
if(name == "pAtkRange")
return POWER_ATTACK_RANGE; 物攻范围
if(name == "mAtkRange")
return MAGIC_ATTACK_RANGE; 魔攻范围
if(name == "runSpd")
return RUN_SPEED; 跑速
if(name == "breath")
return BREATH; 呼吸
if(name == "aggression")
return AGGRESSION; 激怒
if(name == "bleed")
return BLEED; 出血
if(name == "poison")
return POISON; 施毒
if(name == "stun")
return STUN; 击晕
if(name == "root")
return ROOT; 固定
if(name == "movement")
return MOVEMENT; ????
if(name == "confusion")
return CONFUSION; 混乱
if(name == "sleep")
return SLEEP; 睡眠
if(name == "fire")
return FIRE; 火的属性
if(name == "wind")
return WIND; 风的属性
if(name == "water")
return WATER; 水的属性
if(name == "earth")
return EARTH; 土的属性
if(name == "holy")
return HOLY; 神圣属性
if(name == "dark")
return DARK; 不死属性
if(name == "aggressionRes")
return AGGRESSION_RES; 降低愤怒
if(name == "bleedRes")
return BLEED_RES; 抗出血
if(name == "poisonRes")
return POISON_RES; 抗中毒
if(name == "stunRes")
return STUN_RES; 抗击晕
if(name == "paralyzeRes")
return PARALYZE_RES; 抗麻痹
if(name == "rootRes")
return ROOT_RES; 抗固定
if(name == "sleepRes")
return SLEEP_RES; 抗睡眠
if(name == "confusionRes")
return CONFUSION_RES; 抗混乱
if(name == "muteRes")
return MUTE_RES; 抗沉默
if(name == "movementRes")
return MOVEMENT_RES; ????
if(name == "fireRes")
return FIRE_RES; 抗火属性
if(name == "windRes")
return WIND_RES; 抗风
if(name == "waterRes")
return WATER_RES; 抗水
if(name == "earthRes")
return EARTH_RES; 抗土
if(name == "holyRes")
return HOLY_RES; 抗神圣
if(name == "darkRes")
return DARK_RES; 抗不死
下面是对各种武器的抗性我就不一一写了~
if(name == "noneWpnRes")
return NONE_WPN_RES;
if(name == "swordWpnRes")
return SWORD_WPN_RES;
if(name == "bluntWpnRes")
return BLUNT_WPN_RES;
if(name == "daggerWpnRes")
return DAGGER_WPN_RES;
if(name == "bowWpnRes")
return BOW_WPN_RES;
if(name == "poleWpnRes")
return POLE_WPN_RES;
if(name == "etcWpnRes")
return ETC_WPN_RES;
if(name == "fistWpnRes")
return FIST_WPN_RES;
if(name == "dualWpnRes")
return DUAL_WPN_RES;
if(name == "dualFistWpnRes")
return DUALFIST_WPN_RES;
下面是人物基础属性我就不一一写了
if(name == "STR")
return STAT_STR;
if(name == "CON")
return STAT_CON;
if(name == "DEX")
return STAT_DEX;
if(name == "INT")
return STAT_INT;
if(name == "WIT")
return STAT_WIT;
if(name == "MEN")
return STAT_MEN;
if(name == "reflectDam")
return REFLECT_DAMAGE_PERCENT; 攻击反伤
if(name == "absorbDam")
return ABSORB_DAMAGE_PERCENT; 吸血效果
if(name == "transDam")
return TRANSFER_DAMAGE_PERCENT; 伤害转移
if(name == "mCritRate")
return MCRITICAL_RATE; 魔法致命一击率
if(name == "maxLoad")
return MAX_LOAD; 在大负重
if(name == "pAtk-undead")
以下是增强对各种种类怪的攻击我就不一一写了
return PATK_UNDEAD;
if(name == "pDef-undead")
return PDEF_UNDEAD;
if(name == "pAtk-plants")
return PATK_PLANTS;
if(name == "pAtk-insects")
return PATK_INSECTS;
if(name == "pAtk-animals")
return PATK_ANIMALS;
if(name == "pAtk-monsters")
return PATK_MONSTERS;
if(name == "pAtk-dragons")
return PATK_DRAGONS;
if(name == "atkReuse")
return ATK_REUSE; 攻击恢复
if(name == "inventoryLimit")
return INV_LIM; 个人物品栏目限制
if(name == "whLimit")
return WH_LIM; 仓库限制
if(name == "FreightLimit")
return FREIGHT_LIM; 货物限制
if(name == "PrivateSellLimit")
return P_SELL_LIM; 个人出售限制
if(name == "PrivateBuyLimit")
return P_BUY_LIM; 个人购买限制
if(name == "DwarfRecipeLimit")
return REC_D_LIM; 矮人制作限制
if(name == "CommonRecipeLimit")
return REC_C_LIM; 普通制作限制
if(name == "MpConsumeRate")
return MP_CONSUME_RATE; MP持续消耗速率
if(name == "HpConsumeRate")
return HP_CONSUME_RATE; HP持续消耗速率
if(name == "MpConsume")
return MP_CONSUME; MP消耗
if(name == "soulShotCount")
return SOULSHOT_COUNT; 需灵魂弹数量
本贴来自兔友论坛 http://bbs.2u.com.cn ,本贴地址:http://bbs.2u.com.cn/thread-17989-1-1.html
再发个武器的中英文对照,,,其实这些都置顶了的,,,翻论坛仔细点噻....!!!
<set val='380' order='0x08' stat='pAtk' /> 物理攻击 设定为380
<set val='250' order='0x08' stat='mAtk' />魔法攻击 设定为250
<add val='200' order='0x40' stat='cAtk' />致命+200伤害
<add val='67' order='0x40' stat='rCrit' />增加致命攻击率67
<set val='10' order='0x08' stat='rCrit' />致命机率 设定值
<set val='325' order='0x08' stat='pAtkSpd' /> 攻击速度 设定为325
<mul val='1.35' order='0x40' stat='maxHp' /> 最大HP加35%
<mul val='1.45' order='0x40' stat='maxMp' /> 最大MP加45%
<mul val='1.35' order='0x40' stat='maxCp' /> 最大CP加35%
<mul val='1.05' order='0x40' stat='pDef' /> 防加5%
<mul val='1.05' order='0x40' stat='mDef' /> 魔防加5%
<mul val='1.10' order='0x40' stat='pAtk' /> 物理攻击加10%
<mul val='1.10' order='0x40' stat='mAtk' /> 魔法攻击加10%
<mul val='1.15' order='0x40' stat='pAtkSpd' /> 物理攻击速度加15%
<mul val='1.15' order='0x40' stat='mAtkSpd' /> 魔法攻击速度加15%
<mul val='1.20' order='0x40' stat='accCombat'/> 命中加20%
<add stat='INT' order='0x10' val='10'> INT加10 (STR,WIN,DEX等都一样)
<mul val='1.10' order='0x40' stat='sDef' /> 盾挡格加10%
<enchant val='0' order='0x0C' stat='pAtk' />pvp
<enchant val='0' order='0x0C' stat='mAtk' />pvp
<skill onCrit="1" id="3070" lvl="1" chance="18" />致命攻击时附加状态
<skill onCast="1" id="1035" lvl="2" chance="50" />施展魔法时附加状态
id="1035"为你要发动的技能ID,,,chance="50"是几率(以百分比计算)
技能修改对照:
<set name="mpConsume" val="250"/> 消耗250MP
<set name="power" val="350.0"/> 威力350
<set name="target" val="TARGET_SELF"/> 目标自我
<set name="target" val="TARGET_ONE"/> 目标单个
<set name="target" val="TARGET_AREA"/> 目标群体(若为AURA则是以自我为中心对周围的伤害)
<set name="skillRadius" val="605"/> 群攻的半径(群体时用)
<set name="skillTime" val="7000"/> 技能时间间隔
<set name="skillType" val="MDAM"/> 技能类型:魔法攻击
<set name="skillType" val="PDAM"/> 技能类型:物理攻击(BUFF技能有对应的skillType)
<set name="castRange" val="900"/> 发技能所须的距离
<skill id="30" levels="38" name="Backstab"> 技能ID,级数,名
<table name="#mpConsume"> 53 55 57 57</table> 把每级技能消耗的MP定义在 #mpConsume
<set name="mpConsume" val="#mpConsume"/> 调用上面定义的 #mpConsume
(<set name="power" val="#power"/> 同理,当然你也可以用这方法定义施法时间逐级减少或其它)
<for>
<using kind="Dagger" skill="0030"/> (Dagger是匕首,这是需要装备匕首才能发动此技能的意思,剑sword,盾Shield,砘器blunt如此类推)
</add>
</for>
X:\l2jcn\l2j\gameserver\data\stats\skills里找到风之种子(技能编号现在游戏里查查),接下来里面有这么一行:
<effect count="1" name="Seed" time="10" val="0"/>
将里面的name="Seed" time="10"改成name="Seed" time="1200"那么种子的时间就会变成20分钟的了
<set name="skillTime" val="7000"/> 是完成一个技能需要的时间
<set name="reuseDelay" val="1000"/> 这个才是技能恢复的时间 |
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