local ui = {}
function ui.init(parent)
-- Create ImageBG
local ImageBG = GUI:Image_Create(parent, "ImageBG", 127.00, 69.00, "res/custom/hunyuangongfa/jm.png")
GUI:setTouchEnabled(ImageBG, false)
GUI:setTag(ImageBG, -1)
-- Create CloseLayout
local CloseLayout = GUI:Layout_Create(ImageBG, "CloseLayout", 844.00, 438.00, 75.00, 75.00, false)
GUI:setTouchEnabled(CloseLayout, false)
GUI:setTag(CloseLayout, -1)
-- Create CloseButton
local CloseButton = GUI:Button_Create(CloseLayout, "CloseButton", 22.00, 4.00, "res/custom/hunyuangongfa/close.png")
GUI:Button_setTitleText(CloseButton, "")
GUI:Button_setTitleColor(CloseButton, "#ffffff")
GUI:Button_setTitleFontSize(CloseButton, 14)
GUI:Button_titleEnableOutline(CloseButton, "#000000", 1)
GUI:setTouchEnabled(CloseButton, true)
GUI:setTag(CloseButton, -1)
-- Create infolokks
local infolokks = GUI:Node_Create(ImageBG, "infolokks", 105.00, 394.00)
GUI:setTag(infolokks, -1)
-- Create dclooks
local dclooks = GUI:Text_Create(ImageBG, "dclooks", 633.00, 367.00, 15, "#100808", [[攻击]])
GUI:setTouchEnabled(dclooks, false)
GUI:setTag(dclooks, -1)
GUI:Text_disableOutLine(dclooks)
-- Create hplooks
local hplooks = GUI:Text_Create(ImageBG, "hplooks", 633.00, 340.00, 15, "#100808", [[血量]])
GUI:setTouchEnabled(hplooks, false)
GUI:setTag(hplooks, -1)
GUI:Text_disableOutLine(hplooks)
-- Create magicname
local magicname = GUI:Text_Create(ImageBG, "magicname", 655.00, 314.00, 15, "#efa54a", [[功法]])
GUI:setTouchEnabled(magicname, false)
GUI:setTag(magicname, -1)
GUI:Text_enableOutline(magicname, "#000000", 1)
-- Create itemlooks
local itemlooks = GUI:Layout_Create(ImageBG, "itemlooks", 569.00, 225.00, 200.00, 25.00, false)
GUI:setTouchEnabled(itemlooks, false)
GUI:setTag(itemlooks, -1)
-- Create zhuangtailooks
local zhuangtailooks = GUI:Image_Create(ImageBG, "zhuangtailooks", 563.00, 110.00, "res/custom/hunyuangongfa/an_2.png")
GUI:setTouchEnabled(zhuangtailooks, false)
GUI:setTag(zhuangtailooks, -1)
GUI:setVisible(zhuangtailooks, false)
-- Create Button_1
local Button_1 = GUI:Button_Create(ImageBG, "Button_1", 601.00, 90.00, "res/custom/hunyuangongfa/an_1.png")
GUI:Button_setTitleText(Button_1, "")
GUI:Button_setTitleColor(Button_1, "#ffffff")
GUI:Button_setTitleFontSize(Button_1, 14)
GUI:Button_titleEnableOutline(Button_1, "#000000", 1)
GUI:setTouchEnabled(Button_1, true)
GUI:setTag(Button_1, -1)
-- Create Button_2
local Button_2 = GUI:Button_Create(ImageBG, "Button_2", 63.00, 28.00, "res/custom/hunyuangongfa/fy_1.png")
GUI:Button_setTitleText(Button_2, "")
GUI:Button_setTitleColor(Button_2, "#ffffff")
GUI:Button_setTitleFontSize(Button_2, 14)
GUI:Button_titleEnableOutline(Button_2, "#000000", 1)
GUI:setTouchEnabled(Button_2, true)
GUI:setTag(Button_2, -1)
-- Create Button_3
local Button_3 = GUI:Button_Create(ImageBG, "Button_3", 657.00, 28.00, "res/custom/hunyuangongfa/fy_2.png")
GUI:Button_setTitleText(Button_3, "")
GUI:Button_setTitleColor(Button_3, "#ffffff")
GUI:Button_setTitleFontSize(Button_3, 14)
GUI:Button_titleEnableOutline(Button_3, "#000000", 1)
GUI:setTouchEnabled(Button_3, true)
GUI:setTag(Button_3, -1)
-- Create levellooks
local levellooks = GUI:Text_Create(ImageBG, "levellooks", 600.00, 401.00, 15, "#000000", [[等级]])
GUI:setAnchorPoint(levellooks, 0.50, 0.50)
GUI:setTouchEnabled(levellooks, false)
GUI:setTag(levellooks, -1)
GUI:Text_disableOutLine(levellooks)
-- Create Frames
local Frames = GUI:Node_Create(ImageBG, "Frames", 203.00, 358.00)
GUI:setTag(Frames, -1)
end
return ui
混元功法
HunYuanGongFaOBJ = {}
HunYuanGongFaOBJ.__cname = "HunYuanGongFaOBJ"
HunYuanGongFaOBJ.effectdata = {11500,11501,11502,11503,11506,11507}
HunYuanGongFaOBJ.config = ssrRequireCsvCfg("cfg_HunYuanGongFa")
-------------------------------↓↓↓ UI操作 ↓↓↓---------------------------------------
function HunYuanGongFaOBJ:main(objcfg)
self.p_num = 1
local parent = GUI:Win_Create(self.__cname, 0, 0, 0, 0, false, false, true, true, true, objcfg.NPCID)
GUI:LoadExport(parent, objcfg.UI_PATH)
self._parent = parent
self.ui = GUI:ui_delegate(parent)
ssrSetWidgetPosition(parent, self.ui.ImageBG, 2,0)
GUI:addOnClickEvent(self.ui.ImageBG, function()
--ssrPrint("我是防点击穿透")
end)
GUI:setTouchEnabled(self.ui.CloseLayout,true)
--关闭背景
GUI:addOnClickEvent(self.ui.CloseLayout, function()
GUI:Win_Close(self._parent)
end)
--关闭按钮
GUI:addOnClickEvent(self.ui.CloseButton, function()
GUI:Win_Close(self._parent)
end)
-- 打开窗口缩放动画
GUI:Timeline_Window2(self._parent)
GUI:addOnClickEvent(self.ui.Button_1, function ()
ssrMessage:sendmsg(ssrNetMsgCfg.HunYuanGongFa_Request, self.p_num)
end)
GUI:addOnClickEvent(self.ui.Button_2, function () --上一页翻页
if self.p_num > 1 then
self.p_num = self.p_num - 1
local ext = {
count = 20,
speed = 20,
loop = 1, --播放次数
finishhide = 1
}
GUI:removeAllChildren(self.ui.Frames)
GUI:Frames_Create(self.ui.Frames, "Frames_1", -203, -380, "res/custom/hunyuangongfa/frame/sy_", ".png", 1, 20, ext)
else
sendmsg9(string.format("[提示]:#251|当前已经是#250|第一页#249|了...#250"))
return
end
self:UpdateUI()
end)
GUI:addOnClickEvent(self.ui.Button_3, function () --下一页翻页
if self.p_num < 6 then
self.p_num = self.p_num + 1
local ext = {
count = 20,
speed = 20,
loop = 1, --播放次数
finishhide = 1
}
GUI:removeAllChildren(self.ui.Frames)
GUI:Frames_Create(self.ui.Frames, "Frames_1", -203, -380, "res/custom/hunyuangongfa/frame/xy_", ".png", 1, 20, ext)
GUI:Timeline_FadeOut(self.ui.Frames, 3,self.ui.Button_3)
else
sendmsg9(string.format("[提示]:#251|当前已经是#250|最后一页#249|了...#250"))
return
end
self:UpdateUI()
end)
self:UpdateUI()
ssrMessage:sendmsg(ssrNetMsgCfg.HunYuanGongFa_Open)
end
-- 混元功法系统的核心界面更新方法
-- 负责根据当前功法等级和配置数据,动态更新UI显示内容
function HunYuanGongFaOBJ:UpdateUI()
-- 计算当前功法阶段的配置索引(每10级为一个阶段)
-- p_num = 1 时:index = 1 * 10 = 10 (第1阶段,对应配置索引10
local index = self.p_num*10
-- 获取当前阶段的功法配置数据
local cfg = self.config[index]
-- 第3阶段(p_num = 3),index = 30
-- 假设玩家总等级 self.data[1] = 27
-- checklevel = 27 - 30 + 10 = 7
-- 计算当前阶段内的具体等级进度(1-10级)
local checklevel = self.data[1] - index + 10
-- 初始化攻击力和生命值加成系数
local attackAddition,hpAddition = 0
-- 根据转生进阶标志设置不同的属性加成系数
if self.zsjxFlag == 0 then
-- 普通状态下的加成系数
attackAddition = 80 -- 攻击力系数
hpAddition = 1600 -- 生命值系数
else
-- 转生进阶后的更高加成系数
attackAddition = 90 -- 攻击力系数
hpAddition = 1700 -- 生命值系数
end
-- 清空信息显示容器,准备重新创建UI元素
GUI:removeAllChildren(self.ui.infolokks)
-- 创建功法阶段对应的提示图片1(左上角信息图)几重
GUI:Image_Create(self.ui.infolokks, "ImageView1", -30.00, -80.00, "res/custom/hunyuangongfa/tips1_"..self.p_num..".png")
-- 创建功法阶段对应的视觉特效
GUI:Effect_Create(self.ui.infolokks, "Effect", -36.00, 90.00, 3,self.effectdata[self.p_num] , 0, 0, 0, 1)
-- 创建功法阶段对应的提示图片2(右下角信息图)
GUI:Image_Create(self.ui.infolokks, "ImageView2", 280.00, -330.00, "res/custom/hunyuangongfa/tips2_"..self.p_num..".png")
-- 更新攻击力显示(当前等级 × 攻击力系数)
GUI:Text_setString(self.ui.dclooks,self.data[1]*attackAddition)
-- 更新生命值显示(当前等级 × 生命值系数)
GUI:Text_setString(self.ui.hplooks,self.data[1]*hpAddition)
-- 更新功法技能名称显示
GUI:Text_setString(self.ui.magicname,cfg.skillName)
-- 显示升级所需消耗材料(使用自定义字体样式)
showCostFont(self.ui.itemlooks, cfg.cost,{dir=0,spacing=7,fontSize=14,fontColor="#FFFFFF"}) --挂载消耗显示
-- 检查材料是否充足,并在按钮上显示红点提示
Player:checkAddRedPoint(self.ui.Button_1, cfg.cost)
-- 更新当前阶段内的等级进度显示
if checklevel > 0 then
-- 显示正常的等级进度(如:5/10)
GUI:Text_setString(self.ui.levellooks,checklevel.."/10" )
else
-- 等级不足时显示0/10
GUI:Text_setString(self.ui.levellooks,"0/10" )
end
-- 根据是否达到当前阶段最高等级,控制按钮和状态显示
if self.data[1] >= index then
-- 已达到当前阶段最高等级:隐藏升级按钮,显示完成状态
GUI:setVisible(self.ui.Button_1,false) -- 隐藏升级按钮
GUI:setVisible(self.ui.zhuangtailooks,true) -- 显示完成状态标识
GUI:Text_setString(self.ui.levellooks,"10/10" ) -- 显示满级状态
else
-- 未达到最高等级:显示升级按钮,隐藏完成状态
GUI:setVisible(self.ui.Button_1,true) -- 显示升级按钮
GUI:setVisible(self.ui.zhuangtailooks,false) -- 隐藏完成状态标识
end
end
-------------------------------↓↓↓ 网络消息 ↓↓↓---------------------------------------
function HunYuanGongFaOBJ:SyncResponse(arg1, arg2, arg3, data)
self.data = data
self.zsjxFlag = arg1
-- SL:dump(self.data[1])
if GUI:GetWindow(nil, self.__cname) then
self:UpdateUI()
end
end
return HunYuanGongFaOBJ
local config = {
[1] = {
namelooks = "混元功法一重",
skillName = "分身术",
cost = {
[1] = {
[1] = "金币",
[2] = 2000000,
},
[2] = {
[1] = "书页",
[2] = 50,
},
},
attr = {
[1] = {
[1] = 1,
[2] = 400,
},
[2] = {
[1] = 4,
[2] = 20,
},
},
attr2 = {
[1] = {
[1] = 1,
[2] = 500,
},
[2] = {
[1] = 4,
[2] = 30,
},
},
},
[2] = {
namelooks = "混元功法一重",
skillName = "分身术",
cost = {
[1] = {
[1] = "金币",
[2] = 2000000,
},
[2] = {
[1] = "书页",
[2] = 50,
},
},
attr = {
[1] = {
[1] = 1,
[2] = 400,
},
[2] = {
[1] = 4,
[2] = 20,
},
},
attr2 = {
[1] = {
[1] = 1,
[2] = 500,
},
[2] = {
[1] = 4,
[2] = 30,
},
},
},
[3] = {
namelooks = "混元功法一重",
skillName = "分身术",
cost = {
[1] = {
[1] = "金币",
[2] = 2000000,
},
[2] = {
[1] = "书页",
[2] = 50,
},
},
attr = {
[1] = {
[1] = 1,
[2] = 400,
},
[2] = {
[1] = 4,
[2] = 20,
},
},
attr2 = {
[1] = {
[1] = 1,
[2] = 500,
},
[2] = {
[1] = 4,
[2] = 30,
},
},
},
[4] = {
namelooks = "混元功法一重",
skillName = "分身术",
cost = {
[1] = {
[1] = "金币",
[2] = 2000000,
},
[2] = {
[1] = "书页",
[2] = 50,
},
},
attr = {
[1] = {
[1] = 1,
[2] = 400,
},
[2] = {
[1] = 4,
[2] = 20,
},
},
attr2 = {
[1] = {
[1] = 1,
[2] = 500,
},
[2] = {
[1] = 4,
[2] = 30,
},
},
},
[5] = {
namelooks = "混元功法一重",
skillName = "分身术",
cost = {
[1] = {
[1] = "金币",
[2] = 2000000,
},
[2] = {
[1] = "书页",
[2] = 50,
},
},
attr = {
[1] = {
[1] = 1,
[2] = 400,
},
[2] = {
[1] = 4,
[2] = 20,
},
},
attr2 = {
[1] = {
[1] = 1,
[2] = 500,
},
[2] = {
[1] = 4,
[2] = 30,
},
},
},
[6] = {
namelooks = "混元功法一重",
skillName = "分身术",
cost = {
[1] = {
[1] = "金币",
[2] = 2000000,
},
[2] = {
[1] = "书页",
[2] = 50,
},
},
attr = {
[1] = {
[1] = 1,
[2] = 400,
},
[2] = {
[1] = 4,
[2] = 20,
},
},
attr2 = {
[1] = {
[1] = 1,
[2] = 500,
},
[2] = {
[1] = 4,
[2] = 30,
},
},
},
[7] = {
namelooks = "混元功法一重",
skillName = "分身术",
cost = {
[1] = {
[1] = "金币",
[2] = 2000000,
},
[2] = {
[1] = "书页",
[2] = 50,
},
},
attr = {
[1] = {
[1] = 1,
[2] = 400,
},
[2] = {
[1] = 4,
[2] = 20,
},
},
attr2 = {
[1] = {
[1] = 1,
[2] = 500,
},
[2] = {
[1] = 4,
[2] = 30,
},
},
},
[8] = {
namelooks = "混元功法一重",
skillName = "分身术",
cost = {
[1] = {
[1] = "金币",
[2] = 2000000,
},
[2] = {
[1] = "书页",
[2] = 50,
},
},
attr = {
[1] = {
[1] = 1,
[2] = 400,
},
[2] = {
[1] = 4,
[2] = 20,
},
},
attr2 = {
[1] = {
[1] = 1,
[2] = 500,
},
[2] = {
[1] = 4,
[2] = 30,
},
},
},
[9] = {
namelooks = "混元功法一重",
skillName = "分身术",
cost = {
[1] = {
[1] = "金币",
[2] = 2000000,
},
[2] = {
[1] = "书页",
[2] = 50,
},
},
attr = {
[1] = {
[1] = 1,
[2] = 400,
},
[2] = {
[1] = 4,
[2] = 20,
},
},
attr2 = {
[1] = {
[1] = 1,
[2] = 500,
},
[2] = {
[1] = 4,
[2] = 30,
},
},
},
[10] = {
namelooks = "混元功法一重",
skillName = "分身术",
cost = {
[1] = {
[1] = "金币",
[2] = 2000000,
},
[2] = {
[1] = "书页",
[2] = 50,
},
},
attr = {
[1] = {
[1] = 1,
[2] = 400,
},
[2] = {
[1] = 4,
[2] = 20,
},
},
attr2 = {
[1] = {
[1] = 1,
[2] = 500,
},
[2] = {
[1] = 4,
[2] = 30,
},
},
},
[11] = {
namelooks = "混元功法二重",
skillName = "圆弧之刃",
cost = {
[1] = {
[1] = "金币",
[2] = 2000000,
},
[2] = {
[1] = "书页",
[2] = 50,
},
},
attr = {
[1] = {
[1] = 1,
[2] = 400,
},
[2] = {
[1] = 4,
[2] = 20,
},
},
attr2 = {
[1] = {
[1] = 1,
[2] = 500,
},
[2] = {
[1] = 4,
[2] = 30,
},
},
},
[12] = {
namelooks = "混元功法二重",
skillName = "圆弧之刃",
cost = {
[1] = {
[1] = "金币",
[2] = 2000000,
},
[2] = {
[1] = "书页",
[2] = 50,
},
},
attr = {
[1] = {
[1] = 1,
[2] = 400,
},
[2] = {
[1] = 4,
[2] = 20,
},
},
attr2 = {
[1] = {
[1] = 1,
[2] = 500,
},
[2] = {
[1] = 4,
[2] = 30,
},
},
},
[13] = {
namelooks = "混元功法二重",
skillName = "圆弧之刃",
cost = {
[1] = {
[1] = "金币",
[2] = 2000000,
},
[2] = {
[1] = "书页",
[2] = 50,
},
},
attr = {
[1] = {
[1] = 1,
[2] = 400,
},
[2] = {
[1] = 4,
[2] = 20,
},
},
attr2 = {
[1] = {
[1] = 1,
[2] = 500,
},
[2] = {
[1] = 4,
[2] = 30,
},
},
},
[14] = {
namelooks = "混元功法二重",
skillName = "圆弧之刃",
cost = {
[1] = {
[1] = "金币",
[2] = 2000000,
},
[2] = {
[1] = "书页",
[2] = 50,
},
},
attr = {
[1] = {
[1] = 1,
[2] = 400,
},
[2] = {
[1] = 4,
[2] = 20,
},
},
attr2 = {
[1] = {
[1] = 1,
[2] = 500,
},
[2] = {
[1] = 4,
[2] = 30,
},
},
},
[15] = {
namelooks = "混元功法二重",
skillName = "圆弧之刃",
cost = {
[1] = {
[1] = "金币",
[2] = 2000000,
},
[2] = {
[1] = "书页",
[2] = 50,
},
},
attr = {
[1] = {
[1] = 1,
[2] = 400,
},
[2] = {
[1] = 4,
[2] = 20,
},
},
attr2 = {
[1] = {
[1] = 1,
[2] = 500,
},
[2] = {
[1] = 4,
[2] = 30,
},
},
},
[16] = {
namelooks = "混元功法二重",
skillName = "圆弧之刃",
cost = {
[1] = {
[1] = "金币",
[2] = 2000000,
},
[2] = {
[1] = "书页",
[2] = 50,
},
},
attr = {
[1] = {
[1] = 1,
[2] = 400,
},
[2] = {
[1] = 4,
[2] = 20,
},
},
attr2 = {
[1] = {
[1] = 1,
[2] = 500,
},
[2] = {
[1] = 4,
[2] = 30,
},
},
},
[17] = {
namelooks = "混元功法二重",
skillName = "圆弧之刃",
cost = {
[1] = {
[1] = "金币",
[2] = 2000000,
},
[2] = {
[1] = "书页",
[2] = 50,
},
},
attr = {
[1] = {
[1] = 1,
[2] = 400,
},
[2] = {
[1] = 4,
[2] = 20,
},
},
attr2 = {
[1] = {
[1] = 1,
[2] = 500,
},
[2] = {
[1] = 4,
[2] = 30,
},
},
},
[18] = {
namelooks = "混元功法二重",
skillName = "圆弧之刃",
cost = {
[1] = {
[1] = "金币",
[2] = 2000000,
},
[2] = {
[1] = "书页",
[2] = 50,
},
},
attr = {
[1] = {
[1] = 1,
[2] = 400,
},
[2] = {
[1] = 4,
[2] = 20,
},
},
attr2 = {
[1] = {
[1] = 1,
[2] = 500,
},
[2] = {
[1] = 4,
[2] = 30,
},
},
},
[19] = {
namelooks = "混元功法二重",
skillName = "圆弧之刃",
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skillName = "圆弧之刃",
cost = {
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},
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skillName = "狂热野蛮",
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skillName = "狂热野蛮",
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attr2 = {
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namelooks = "混元功法三重",
skillName = "狂热野蛮",
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skillName = "狂热野蛮",
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namelooks = "混元功法三重",
skillName = "狂热野蛮",
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skillName = "狂热野蛮",
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namelooks = "混元功法三重",
skillName = "狂热野蛮",
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namelooks = "混元功法三重",
skillName = "狂热野蛮",
cost = {
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skillName = "狂热野蛮",
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skillName = "狂热野蛮",
cost = {
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skillName = "双重施法",
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attr2 = {
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skillName = "双重施法",
cost = {
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attr2 = {
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skillName = "双重施法",
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skillName = "双重施法",
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skillName = "双重施法",
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skillName = "双重施法",
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skillName = "双重施法",
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skillName = "双重施法",
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skillName = "神之开天",
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skillName = "神之开天",
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skillName = "灭神之逐",
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skillName = "灭神之逐",
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skillName = "灭神之逐",
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[1] = {
[1] = "金币",
[2] = 2000000,
},
[2] = {
[1] = "书页",
[2] = 50,
},
},
attr = {
[1] = {
[1] = 1,
[2] = 400,
},
[2] = {
[1] = 4,
[2] = 20,
},
},
attr2 = {
[1] = {
[1] = 1,
[2] = 500,
},
[2] = {
[1] = 4,
[2] = 30,
},
},
},
[55] = {
namelooks = "混元功法圆满",
skillName = "灭神之逐",
cost = {
[1] = {
[1] = "金币",
[2] = 2000000,
},
[2] = {
[1] = "书页",
[2] = 50,
},
},
attr = {
[1] = {
[1] = 1,
[2] = 400,
},
[2] = {
[1] = 4,
[2] = 20,
},
},
attr2 = {
[1] = {
[1] = 1,
[2] = 500,
},
[2] = {
[1] = 4,
[2] = 30,
},
},
},
[56] = {
namelooks = "混元功法圆满",
skillName = "灭神之逐",
cost = {
[1] = {
[1] = "金币",
[2] = 2000000,
},
[2] = {
[1] = "书页",
[2] = 50,
},
},
attr = {
[1] = {
[1] = 1,
[2] = 400,
},
[2] = {
[1] = 4,
[2] = 20,
},
},
attr2 = {
[1] = {
[1] = 1,
[2] = 500,
},
[2] = {
[1] = 4,
[2] = 30,
},
},
},
[57] = {
namelooks = "混元功法圆满",
skillName = "灭神之逐",
cost = {
[1] = {
[1] = "金币",
[2] = 2000000,
},
[2] = {
[1] = "书页",
[2] = 50,
},
},
attr = {
[1] = {
[1] = 1,
[2] = 400,
},
[2] = {
[1] = 4,
[2] = 20,
},
},
attr2 = {
[1] = {
[1] = 1,
[2] = 500,
},
[2] = {
[1] = 4,
[2] = 30,
},
},
},
[58] = {
namelooks = "混元功法圆满",
skillName = "灭神之逐",
cost = {
[1] = {
[1] = "金币",
[2] = 2000000,
},
[2] = {
[1] = "书页",
[2] = 50,
},
},
attr = {
[1] = {
[1] = 1,
[2] = 400,
},
[2] = {
[1] = 4,
[2] = 20,
},
},
attr2 = {
[1] = {
[1] = 1,
[2] = 500,
},
[2] = {
[1] = 4,
[2] = 30,
},
},
},
[59] = {
namelooks = "混元功法圆满",
skillName = "灭神之逐",
cost = {
[1] = {
[1] = "金币",
[2] = 2000000,
},
[2] = {
[1] = "书页",
[2] = 50,
},
},
attr = {
[1] = {
[1] = 1,
[2] = 400,
},
[2] = {
[1] = 4,
[2] = 20,
},
},
attr2 = {
[1] = {
[1] = 1,
[2] = 500,
},
[2] = {
[1] = 4,
[2] = 30,
},
},
},
[60] = {
namelooks = "混元功法圆满",
skillName = "灭神之逐",
cost = {
[1] = {
[1] = "金币",
[2] = 2000000,
},
[2] = {
[1] = "书页",
[2] = 50,
},
},
attr = {
[1] = {
[1] = 1,
[2] = 400,
},
[2] = {
[1] = 4,
[2] = 20,
},
},
attr2 = {
[1] = {
[1] = 1,
[2] = 500,
},
[2] = {
[1] = 4,
[2] = 30,
},
},
},
[61] = {
namelooks = "混元功法圆满",
skillName = "灭神之逐",
cost = {
[1] = {
[1] = "金币",
[2] = 2000000,
},
[2] = {
[1] = "书页",
[2] = 50,
},
},
attr = {
[1] = {
[1] = 1,
[2] = 400,
},
[2] = {
[1] = 4,
[2] = 20,
},
},
attr2 = {
[1] = {
[1] = 1,
[2] = 500,
},
[2] = {
[1] = 4,
[2] = 30,
},
},
},
}
return config
HunYuanGongFa = {}
local config = include("QuestDiary/cfgcsv/cfg_HunYuanGongFa.lua") --混元功法
local TianMingFunc = include("QuestDiary/game/A/TianMingFunc.lua")
local skilldata = {[10] = "分身术", [20] = "圆弧之刃", [30] = "狂热野蛮", [40] = "双重施法", [50] = "神之开天", [60] = "灭神之逐"}
function HunYuanGongFa.checkskilllevel(actor)
local state = false
local QiangHua = {}
QiangHua.GongSha = getskilllevelup(actor,7)
QiangHua.CiSha = getskilllevelup(actor,12)
QiangHua.BanYue = getskilllevelup(actor,25)
QiangHua.LieHuo = getskilllevelup(actor,26)
QiangHua.KaiTian = getskilllevelup(actor,66)
QiangHua.ZhuRi = getskilllevelup(actor,56)
for index, value in pairs(QiangHua) do
if value < 10 then
state = true
break
end
end
return state
end
function HunYuanGongFa.Request(actor, arg1)
-- 设置玩家已了解混元功法的标识
setflagstatus(actor,VarCfg["F_了解混元功法完成"],1)
-- 检查玩家技能等级是否满足修炼条件
if HunYuanGongFa.checkskilllevel(actor) then
-- 如果技能强化等级不足,发送提示消息并返回
Player.sendmsgEx(actor, "提示#251|:#255|对不起,你的|技能强化#249|没有全部到达|10#249|级,无法修炼...")
return
end
-- 获取玩家当前的混元功法等级
local checklevel = getplaydef(actor,VarCfg["U_混元功法等级"])
-- 根据参数arg1计算对应的配置索引(arg1*10),几重
local cfg = config[arg1*10]
-- 检查配置是否存在
if not cfg then
Player.sendmsgEx(actor, "参数错误!")
return
end
-- 检查当前等级是否已达到目标等级
if checklevel >= arg1*10 then
-- 如果已达到目标等级,发送提示消息并返回
Player.sendmsgEx(actor, "提示#251|:#255|对不起,你的|"..cfg.namelooks.."#249|已经修炼到|10#249|级了,无法继续强化...")
return
end
-- 检查玩家是否拥有足够的修炼材料
local name, num = Player.checkItemNumByTable(actor, cfg.cost)
if name then
-- 如果材料不足,发送提示消息并返回
Player.sendmsgEx(actor, string.format("[提示]:#251|你的|%s#249|不足|%d#249|枚,锻造失败...", name, num))
return
end
-- 扣除修炼所需的材料和货币
Player.takeItemByTable(actor,cfg.cost,"拿走所需材料及其货币")
-- 提升混元功法等级
setplaydef(actor,VarCfg["U_混元功法等级"],checklevel+1)
-- 检查是否达到60级,如果是则触发天命功能
if (checklevel+1) >= 60 then
TianMingFunc[49](actor,1)
end
-- 检查当前等级是否对应特定技能
if skilldata[checklevel+1] then
-- 获取对应等级的技能名称
local skillName = skilldata[checklevel+1]
-- 根据技能名称获取技能ID
local Skillid = getskillindex(skillName)
-- 添加技能到玩家技能列表,等级为3
addskill(actor, Skillid, 3)
-- 特殊处理"神之开天"和"灭神之逐"技能
if skillName == "神之开天" or skillName == "灭神之逐" then
-- 根据技能名称确定对应的技能ID
local Skillidxex = (skillName == "灭神之逐" and 56) or (skillName == "神之开天" and 66)
-- 设置对应技能的等级为11级
setskillinfo(actor, Skillidxex, 2, 11)
end
end
-- 同步混元功法数据到客户端
HunYuanGongFa.SyncResponse(actor)
-- 重新计算并设置玩家属性
Player.setAttList(actor, "属性附加")
end
function HunYuanGongFa.Open(actor)
local flag = getflagstatus(actor,VarCfg["F_了解混元功法"])
if flag == 0 then
setflagstatus(actor,VarCfg["F_了解混元功法完成"],1)
local taskPanelID = getplaydef(actor, VarCfg["U_主线任务面板进度"])
if taskPanelID == 22 then
FCheckTaskRedPoint(actor)
end
end
end
--注册网络消息
Message.RegisterNetMsg(ssrNetMsgCfg.HunYuanGongFa, HunYuanGongFa)
function HunYuanGongFa.SyncResponse(actor, logindatas)
-- 获取玩家的"终身进修"标识状态
local zsjxFlag = getflagstatus(actor,VarCfg["F_天命_终身进修标识"])
-- 获取玩家当前的混元功法等级
local huyuanlevel = getplaydef(actor,VarCfg["U_混元功法等级"])
-- 将混元功法等级封装到数据数组中
local data = {huyuanlevel}
-- 构建登录数据包,包含消息类型、终身进修标识、两个预留参数(0,0)和数据
local _login_data = {ssrNetMsgCfg.HunYuanGongFa_SyncResponse, zsjxFlag, 0, 0, data}
-- 判断是否为登录时的批量数据同步
if logindatas then
-- 如果是登录时调用,将数据添加到登录数据集合中
table.insert(logindatas, _login_data)
else
-- 如果是单独调用,直接发送消息给客户端
Message.sendmsg(actor, ssrNetMsgCfg.HunYuanGongFa_SyncResponse, zsjxFlag, 0, 0, data)
end
end
local function _onCalcAttr(actor,attrs)
-- 获取玩家的混元功法等级
local level = getplaydef(actor,VarCfg["U_混元功法等级"])
-- 初始化属性累加表
local atts = {}
-- 获取玩家的"天命_终身进修标识"状态(0=未激活,1=已激活)
local zsjxFlag = getflagstatus(actor,VarCfg["F_天命_终身进修标识"])
-- 如果混元功法等级大于0,则计算属性加成
if level > 0 then
-- 根据"终身进修标识"状态选择不同的属性配置
if zsjxFlag == 0 then
-- 未激活终身进修:使用普通属性配置(attr)
for i = 1, level, 1 do
-- 遍历当前等级的所有属性配置
for j,v in ipairs(config[i].attr) do
-- 如果属性类型不存在,则初始化
if not atts[v[1]] then
atts[v[1]] = v[2]
else
-- 如果属性类型已存在,则累加数值
atts[v[1]] = atts[v[1]] + v[2]
end
end
end
else
-- 已激活终身进修:使用增强属性配置(attr2)
for i = 1, level, 1 do
-- 遍历当前等级的所有增强属性配置
for j,v in ipairs(config[i].attr2) do
-- 如果属性类型不存在,则初始化
if not atts[v[1]] then
atts[v[1]] = v[2]
else
-- 如果属性类型已存在,则累加数值
atts[v[1]] = atts[v[1]] + v[2]
end
end
end
end
end
-- 将计算出的混元功法属性加成应用到玩家总属性中
calcAtts(attrs,atts,"混元功法")
end
GameEvent.add(EventCfg.onCalcAttr, _onCalcAttr, HunYuanGongFa)
--登录触发
-- 玩家登录完成事件处理函数
-- 当玩家完成登录流程后自动触发,用于处理混元功法相关的技能转换和升级
-- 参数说明:
-- actor: 玩家对象
-- logindatas: 登录数据
local function _onLoginEnd(actor, logindatas)
-- 检查玩家是否拥有召唤分身技能(技能ID: 2014)
-- getskillinfo(actor, skillid, type): 获取技能信息
-- 参数1: 技能ID, 参数2: 信息类型(1=技能等级), 返回值: 技能等级
if getskillinfo(actor,2014,1) == 3 then
-- 如果召唤分身技能等级为3,则进行技能转换
-- 删除旧的召唤分身技能(技能ID: 2014)
delskill(actor,2014)
-- 添加新的分身术技能(技能ID: 74),等级设为3
-- addskill(actor, skillid, level): 添加技能
addskill(actor, 74, 3)
end
-- 检查玩家是否拥有灭神之逐技能(技能ID: 2021)
if getskillinfo(actor,2021,1) == 3 then
-- 如果灭神之逐技能等级为3,检查开天斩技能
-- 检查开天斩技能(技能ID: 56)的等级是否为10
-- getskillinfo参数2为2表示获取技能等级信息
if getskillinfo(actor,56,2) == 10 then
-- 如果开天斩等级为10,则将其升级到11级
-- setskillinfo(actor, skillid, type, value): 设置技能信息
-- 参数: 玩家, 技能ID, 信息类型(2=等级), 新等级值
setskillinfo(actor, 56, 2, 11)
end
end
-- 检查玩家是否拥有神之开天技能(技能ID: 2022)
if getskillinfo(actor,2022,1) == 3 then
-- 如果神之开天技能等级为3,检查逐日技能
-- 检查逐日技能(技能ID: 66)的等级是否为10
if getskillinfo(actor,66,2) == 10 then
-- 如果逐日等级为10,则将其升级到11级
-- 突破原有等级上限,提升到超越级别
setskillinfo(actor, 66, 2, 11)
end
end
-- 调用混元功法同步响应函数,将处理结果同步给客户端
-- 确保客户端能够正确显示技能变化和状态更新
HunYuanGongFa.SyncResponse(actor, logindatas)
end
GameEvent.add(EventCfg.onLoginEnd, _onLoginEnd, HunYuanGongFa)
return HunYuanGongFa