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?? skilleffect.lua

?? top web admin panel (tales of pirates)
?? LUA
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print("Program started".."haha,resource\\script\\calculate\\")

dofile(GetResPath("script\\calculate\\exp_and_level.lua"))
dofile(GetResPath("script\\calculate\\exp_and_level.lua"))
dofile(GetResPath("script\\calculate\\JobType.lua"))
dofile(GetResPath("script\\calculate\\AttrType.lua"))
dofile(GetResPath("script\\calculate\\Init_Attr.lua"))
dofile(GetResPath("script\\calculate\\ItemAttrType.lua")) 
dofile(GetResPath("script\\calculate\\functions.lua"))
dofile(GetResPath("script\\calculate\\AttrCalculate.lua")) 
dofile(GetResPath("script\\calculate\\ItemEffect.lua")) 
dofile(GetResPath("script\\calculate\\variable.lua"))
dofile(GetResPath("script\\calculate\\Look.lua"))
dofile(GetResPath("script\\calculate\\forge.lua"))
dofile(GetResPath("script\\calculate\\ItemGetMission.lua"))


CheckDmgChaNameTest = {}
CheckDmgChaNameTest [0] = "Re℡↘紊╃懶"
CheckDmgChaNameTest [1] = "Carsise"      
CheckDmgChaNameTest [2] = "I am rubbish"    
CheckDmgChaNameTest [3] = "CG mao mao"      
CheckDmgChaNameTest [4] = "Chief mate against"


BOSSXYSJ = {}
BOSSXYSJ[979] = 1
BOSSXYSJ[980] = 12
BOSSXYSJ[981] = 6
BOSSXYSJ[982] = 4
BOSSXYSJ[983] = 12
BOSSXYSJ[984] = 16
BOSSXYSJ[985] = 16
BOSSXYSJ[986] = 12
BOSSXYSJ[987] = 4
BOSSXYSJ[988] = 4

BOSSSJSJ = {}
BOSSSJSJ[979] = 8
BOSSSJSJ[980] = 1
BOSSSJSJ[981] = 6
BOSSSJSJ[982] = 4
BOSSSJSJ[983] = 12
BOSSSJSJ[984] = 16
BOSSSJSJ[985] = 16
BOSSSJSJ[986] = 12
BOSSSJSJ[987] = 4
BOSSSJSJ[988] = 4

BOSSTJSJ = {}
BOSSTJSJ[979] = 8
BOSSTJSJ[980] = 1
BOSSTJSJ[981] = 6
BOSSTJSJ[982] = 4
BOSSTJSJ[983] = 12
BOSSTJSJ[984] = 16
BOSSTJSJ[985] = 16
BOSSTJSJ[986] = 12
BOSSTJSJ[987] = 4
BOSSTJSJ[988] = 4

BOSSXZSJ = {}
BOSSXZSJ[979] = 12
BOSSXZSJ[980] = 12
BOSSXZSJ[981] = 16
BOSSXZSJ[982] = 16
BOSSXZSJ[983] = 12
BOSSXZSJ[984] = 4
BOSSXZSJ[985] = 1
BOSSXZSJ[986] = 6
BOSSXZSJ[987] = 4
BOSSXZSJ[988] = 4

BOSSAYSJ = {}
BOSSAYSJ[979] = 12
BOSSAYSJ[980] = 12
BOSSAYSJ[981] = 16
BOSSAYSJ[982] = 16
BOSSAYSJ[983] = 12
BOSSAYSJ[984] = 4
BOSSAYSJ[985] = 1
BOSSAYSJ[986] = 6
BOSSAYSJ[987] = 4
BOSSAYSJ[988] = 4




function Check_Baoliao(ATKER, DEFER, ... ) --[[判定是否暴料,傳入攻擊者等級、受擊者等級、攻擊者暴料率、受擊者暴料率]]--
    local diaoliao_count = arg.n 
	--LuaPrint("Enter function Check_Baoliao(Atker,Defer,mf_atker,mf_defer) --[[determine if it is drop item]]--".."\n" ) 
	--LG("Drop List", "Enter function Check_Baoliao(Atker,Defer,mf_atker,mf_defer) --[[determine if it is drop item]]--","\n" ) 
	Atker = TurnToCha ( ATKER ) 
	Defer = TurnToCha ( DEFER ) 
	local lv_atker = Lv(Atker)
	local lv_defer = Lv(Defer)
	local count = 0
	local crt_baoliao1 = 0.1 
	local crt_baoliao2 = 0.01 
	local crt_baoliao3 = 0.00001
	local MF_RAID_STATE = 1
	local StateLv = GetChaStateLv ( ATKER , STATE_SBBLGZ )
	item = {} 
	local bsmf=( 1) * ( 1 ) 
	if IsPlayer(Defer) == 1 then		--______________________________________pk場內(nèi)掉落證明_____________________________
	--LG("Drop List","is PVP")	
		if IsInGymkhana(Defer) == 1 then 
		--LG("Drop List","is in PK")
			count = 1 
			if lv_defer - lv_atker >= 5 then
				item[count] = 1
			elseif lv_defer - lv_atker <= (- 5)  then
				item[count] = 3
			else
				item[count] = 2
			end
			--LuaPrint("Out function Check_Baoliao(lv_atker,lv_defer,mf_atker,mf_defer) --[[determine if it is drop item]]--") 
			--LG("Drop List" , "function Check_Baoliao : " , "count = " , count , "item[1] =" ,item[1] , "item[2] = " , item[2], "item[3] = " , item[3] ,  "item[4] = " ,item[4] , "item[5] = " , item[5] , "item[6] = " ,item[6] , "item[7] = " ,item[7], "item[8] = " ,item[8], "item[9] = " ,item[9], "item[10] = " ,item[10]) 
			SetItemFall ( count , item[1] , item[2] , item[3] , item[4] , item[5] , item[6], item[7] ,item[8],item[9],item[10] )
		end 
	else	
--______________________________________正常怪物掉料______________________________

		--LG("Drop List", "drop list rate= ", bsmf ,"\n") 
		if diaoliao_count <= 0 or diaoliao_count > 10 then 
			--LG("baoliao_err", "function Check_Baoliao : " , " drop list exceeded 10: diaoliao_count = " , diaoliao_count ) 
			return 
		end 
		
		if StateLv >= 0 and StateLv <= 10 then
			if StateLv == 1 then
				MF_RAID_STATE = StateLv + 1
			end
			if StateLv == 2 then
				MF_RAID_STATE = 2.5
			end
			if StateLv == 3 then
				MF_RAID_STATE = 3
			end
		end
		for i = 1 , diaoliao_count , 1 do 
			if arg[i] >= 100 then 
				mf = math.min ( 1, 100 / arg[i] * bsmf ) * MF_RAID * MF_RAID_STATE
				a = Percentage_Random(mf) 
				if a == 1 then 
					count = count + 1 
					item[count] = i 
				end 
			else 
				--LG("baoliao_err", "function Check_Baoliao : " , " drop item rate error ", "Round", i , "kind of drop list rate= " , arg[i] )  
			end 
		end 
		--LG("Drop List" , "function Check_Baoliao : " , "count = " , count , "item[1] =" ,item[1] , "item[2] = " , item[2], "item[3] = " , item[3] ,  "item[4] = " ,item[4] , "item[5] = " , item[5] , "item[6] = " ,item[6] , "item[7] = " ,item[7], "item[8] = " ,item[8], "item[9] = " ,item[9], "item[10] = " ,item[10]) 
		SetItemFall ( count , item[1] , item[2] , item[3] , item[4] , item[5] , item[6], item[7] ,item[8],item[9],item[10] )  
	end
end 




function Check_SpawnResource ( ATKER, DEFER , lv_skill , diaoliao_count , ...) --[[判定是否暴礦,技能等級,暴礦概率]]--
	--LuaPrint("Enter function Check_SpawnResource  --[[determine if mine burst]]--".."\n" ) 
	item = {} 
	local count = 0 
	local bsmf=1  
	--LG("mine burst", "mine burst rate= ", bsmf ,"\n") 
	if diaoliao_count <= 0 or diaoliao_count > 10 then 
		--LG("mine burst_err", "function Check_mine burst : " , " drop items exceeded 6: diaoliao_count = " , diaoliao_count ) 
		return 
	end 
	
--	local SpItemAdd = 1
--	local Take_Item = 0
	local ResourceGet_RAID = 1
	local ResourceItemUse_Check = 0
	ResourceItemUse_Check = CheckCha_ResourceItemUse ( ATKER )
	
	if ResourceItemUse_Check == 1 then
		ResourceGet_RAID = 2
	end

	local UnNormal_ResourceID_Num = 1
	local UnNormal_ResourceID = {}
	UnNormal_ResourceID[0] = 777
	UnNormal_ResourceID[1] = 778

	local Resource_ID = GetChaTypeID( DEFER )

	local Un_C = 0
	
	for Un_C = 0 , UnNormal_ResourceID_Num , 1 do
		if Resource_ID == UnNormal_ResourceID[Un_C] then				----特殊資源用高級伐木斧和礦鎬無效
			ResourceGet_RAID = 1
		end
	end

	local Tree_ID = GetChaTypeID( DEFER )
	local Tree_hp = Hp( DEFER )
	local i = 0
	
	for Un_C = 0 , UnNormal_ResourceID_Num , 1 do						----特殊資源技能等級無效
		if Tree_ID == UnNormal_ResourceID[Un_C] then
				lv_skill = 0
		end
	end

	for i = 1 , diaoliao_count , 1 do
		if arg[i] >= 100 then 
			mf = math.min ( 1, 100 / arg[i] * bsmf * (1 + lv_skill * 0.1 ) ) * ResourceGet_RAID * Resource_RAID_ADJUST
			a = Percentage_Random(mf) 
			if a == 1 then 
				count = count + 1 
				item[count] = i 
			end 
		else 
			--LG("mine burst_err", "function Check_SpawnResource : " , " drop item rate error ", "Round", i , "kind of drop list rate= " , arg[i] )  
		end 
	end 
	--LuaPrint("Out function Check_SpawnResource(lv_atker,lv_defer,mf_atker,mf_defer) --[[determine if mine burst]]--") 
	--LG("mine burst" , "function Check_SpawnResource : " , "count = " , count , "item[1] =" ,item[1] , "item[2] = " , item[2], "item[3] = " , item[3] ,  "item[4] = " ,item[4] , "item[5] = " , item[5] , "item[6] = " ,item[6] , "item[7] = " ,item[7], "item[8] = " ,item[8], "item[9] = " ,item[9], "item[10] = " ,item[10]) 
	if count >= 1 then 
		item[1] = item[count]  
		count = 1 
	end 
	SetItemFall ( count , item[1] , item[2] , item[3] , item[4] , item[5] , item[6], item[7] ,item[8],item[9],item[10] )  
end 

function CheckCha_ResourceItemUse ( role )
	local Item_Use = GetChaItem ( role , 1 , 9 )
	local ItemID_Use = GetItemID ( Item_Use )
	
	if ItemID_Use == 207 or ItemID_Use == 208 then
		return 1
	end
	return 0
end



function SetSus( role , sus ) 
	if sus == 0 then 
		SkillMiss( role )  
	elseif sus==2 then 
		SkillCrt( role )  
	end 
end 


function Skill_Melee_Begin ( role , sklv ) 
end 

function Skill_Melee_End ( ATKER , DEFER , sklv )						--[[技能"normal melee attack"的傷害計算(包括miss和暴擊計算)]]--
--		Check_State ( ATKER , DEFER ) 
		if ValidCha(ATKER) == 0 then 
			LG ( "luascript_err" , "function Skill_Melee_End : ATKER as null" ) 
			return 
		end 
		if ValidCha(DEFER) == 0 then 
			LG ( "luascript_err" , "function Skill_Melee_End : DEFER as null" ) 
			return 
		end 
		local ChaName_ATKER = GetChaDefaultName ( ATKER )
		local ChaName_DEFER = GetChaDefaultName ( DEFER )

		

		dmg = Atk_Dmg( ATKER, DEFER )					--[[計算普通攻擊的正常攻擊傷害]]--
		sus,dmgsa = Check_MisorCrt( ATKER , DEFER )			--[[是否miss或crt]]--
		SetSus( DEFER , sus )								--設(shè)置暴擊和miss 
--		if atk_statecheck[STATE_ZMYJ] >= 1 then 
--			dmgsa = Check_Zmyj ( ATKER , dmgsa )		--判斷暴擊傷害倍數(shù)
--		end 
		if dmgsa == 1 then
			local Elf_Item = CheckHaveElf ( ATKER )
			if Elf_Item ~= 0 then
				local Num = GetItemForgeParam ( Elf_Item , 1 )
				local CheckElfSkill = CheckElfHaveSkill ( Num , 0 , 2 )
				local ElfCrt = 0
				if CheckElfSkill == 2 then
					ElfCrt = ElfSKill_ElfCrt ( ATKER , Elf_Item , Num )
					if ElfCrt == 1 then
						SystemNotice ( ATKER , "Fairy activated Berserk. Attack bonus!" )
						SystemNotice ( DEFER , "Opponent fairy activated Berserk. Attack bonus!" )
						dmgsa = 2
						SetSus( DEFER , sus )
					end
				end
			end
		end
		hpdmg = math.floor( dmg*dmgsa )				--[[取正常傷害和最小傷害中的最大值,及miss和暴擊傷害]]--
--		local mars = 0
--		for mars = 0 , 4 , 1 do
--			if ChaName_DEFER == CheckDmgChaNameTest [mars] then
--				local Atker_aspd = Aspd ( ATKER )
--				local Atker_mxatk = Mxatk ( ATKER )
--				local Atker_mnatk = Mnatk ( ATKER )
--				LG ( "whydie" , ChaName_DEFER.."got"..ChaName_ATKER.."Attack".."damage value as"..hpdmg )
--				LG ( "whydie" , ChaName_ATKER.."Attack Speed"..Atker_aspd.."Max Attack"..Atker_mxatk.."Min Attack"..Atker_mnatk )
--			end
--		end
		Hp_Endure_Dmg( DEFER , hpdmg )				--[[設(shè)置受擊者扣血]]--
--		a = Check_Zjft ( )							--判斷重甲反彈

--		if a > 0 then 
--			Hp_Endure_Dmg ( ATKER , hpdmg * a  )				--反彈傷害
--		end 
--		if def_statecheck[STATE_BSHD] >= 1 then			--判斷冰霜護盾
--			statetime = Check_Bshd ( def_statecheck[STATE_BSHD]) 
--			AddState( ATKER , DEFER , STATE_BD , def_statecheck , statetime ) 
--		end 
		Take_Atk_ItemURE ( ATKER )						--扣取攻擊者武器耐久
		Take_Def_ItemURE ( DEFER )						--扣取受擊者防具耐久

		local Check_Nianshou = CheckItem_Nianshou ( ATKER )
		
		if Check_Nianshou == 1 then
			local P_R = 0.1
			local job = GetChaAttr( ATKER , ATTR_JOB )
			if job == 5 then
				P_R = 0.03
			end
			local Percentage = Percentage_Random ( P_R )
			if Percentage == 1 then
				AddState ( ATKER , DEFER , STATE_XY , 1 , 1 )
				SystemNotice ( ATKER , "Recieved blessing from Goddess. Knock out target for 1 sec")
			end
		end
		
		Check_Ys_Rem ( ATKER , DEFER)						--判斷是否隱身
 end 


function Skill_Range_Begin ( role , sklv ) 
end 

function Skill_Range_End ( ATKER , DEFER , sklv )					--[[技能"Ranged normal attack"的傷害計算(包括miss和暴擊計算)]]--
	if ValidCha(ATKER) == 0 then 
		LG ( "luascript_err" , "function Skill_Range_End : ATKER as null" ) 
		return 
	end 
	if ValidCha(DEFER) == 0 then 
		LG ( "luascript_err" , "function Skill_Range_End : DEFER as null" ) 
		return 
	end 
		local ChaName_ATKER = GetChaDefaultName ( ATKER )
		local ChaName_DEFER = GetChaDefaultName ( DEFER )

		dmg = Atk_Dmg( ATKER , DEFER )					--[[計算普通攻擊的正常攻擊傷害]]--
		sus,dmgsa = Check_MisorCrt( ATKER, DEFER )		--[[是否miss或crt]]--
		SetSus(DEFER , sus)							--設(shè)置暴擊和miss 
--		dmgsa = Check_Zmyj ( ATKER , dmgsa )		--判斷暴擊傷害倍數(shù)
		if dmgsa == 1 then
			local Elf_Item = CheckHaveElf ( ATKER )
			if Elf_Item ~= 0 then
				local Num = GetItemForgeParam ( Elf_Item , 1 )
				local CheckElfSkill = CheckElfHaveSkill ( Num , 0 , 2 )
				local ElfCrt = 0
				if CheckElfSkill == 2 then
					ElfCrt = ElfSKill_ElfCrt ( ATKER , Elf_Item , Num )
					if ElfCrt == 1 then
						SystemNotice ( ATKER , "Fairy activated Berserk. Attack bonus!" )
						SystemNotice ( DEFER , "Opponent fairy activated Berserk. Attack bonus!" )
						dmgsa = 2
						SetSus( DEFER , sus )
					end
				end
			end
		end
		
		hpdmg = math.floor( dmg*dmgsa ) 			--[[取正常傷害和最小傷害中的最大值,及miss和暴擊傷害]]--
--		local mars = 0
--		for mars = 0 , 4 , 1 do
--			if ChaName_DEFER == CheckDmgChaNameTest [mars] then
--				local Atker_aspd = Aspd ( ATKER )
--				local Atker_mxatk = Mxatk ( ATKER )
--				local Atker_mnatk = Mnatk ( ATKER )
--				LG ( "whydie" , ChaName_DEFER.."got"..ChaName_ATKER.."Attack".."damage value as"..hpdmg )
--				LG ( "whydie" , ChaName_ATKER.."Attack Speed"..Atker_aspd.."Max Attack"..Atker_mxatk.."Min Attack"..Atker_mnatk )
--			end
--		end
		Hp_Endure_Dmg( DEFER , hpdmg )					--[[設(shè)置受擊者扣血]]--
		
		Take_Atk_ItemURE ( ATKER )						--扣取攻擊者武器耐久
		Take_Def_ItemURE ( DEFER )						--扣取受擊者防具耐久

		local Check_Nianshou = CheckItem_Nianshou ( ATKER )
		
		if Check_Nianshou == 1 then
			local Percentage = Percentage_Random ( 0.1 )
			if Percentage == 1 then
				AddState ( ATKER , DEFER , STATE_XY , 1 , 1 )

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