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?? skilleffect.lua

?? top web admin panel (tales of pirates)
?? LUA
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				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 Mis_or_Crt(a,b)							--[[傳入miss和crt率]]-- 
	local m=Percentage_Random(a)					--[[隨機(jī)是否miss]]--
	local n=Percentage_Random(b)					--[[隨機(jī)是否暴擊]]--
	local rom,dmgsa=1,1  
	if m==1 then 
		rom=0 dmgsa=0 
	elseif n==1 then 
		rom=2 dmgsa=2 
	end										--[[判定是否miss或暴擊]]--
	return rom,dmgsa 
end 

function Phy_Dmg (atk, def, resist )					--[[物理攻擊計(jì)算]]--
--Notice("Phy_Dmg1")
	local phy_atk = atk 
	local phy_def = def 
	local phy_resist = resist 
--	LuaPrint ( " Physical Attack= "..phy_atk.." Physical Defense= "..phy_def.."Physical Resist= "..phy_resist ) 
--	LuaPrint (\n) 
--	LG ( " Damage" , "Physical attack= ", phy_atk, "Physical Resist= " , phy_def, " Physical Resist= " , phy_resist, "\n" ) 
	dmg = math.floor( phy_atk  * (1 - math.min (0.85 , phy_resist/100 )  ) - phy_def ) 
	
	return dmg 
end 

function Phy_Dmg_A (a,b,atk, def, resist )					--[[物理攻擊計(jì)算]]--
--Notice("Phy_Dmg1")
	local phy_atk = atk 
	local phy_def = def 
	local phy_resist = resist 
	local map_name_ATKER = GetChaMapName ( a )
	local map_name_DEFER = GetChaMapName ( b )
	local Can_Pk_Garner2 = Is_NormalMonster (b)
		
		if map_name_ATKER == "garner2" or map_name_DEFER == "garner2" then
			if Can_Pk_Garner2 == 0 then
			dmg = math.floor( phy_atk  - phy_def ) * (1 - math.min (0.85 , phy_resist/100 )  ) 
			return dmg 
			end
		end
--	LuaPrint ( " Physical Attack= "..phy_atk.." Physical Defense= "..phy_def.."Physical Resist= "..phy_resist ) 
--	LuaPrint (\n) 
--	LG ( " Damage" , "Physical attack= ", phy_atk, "Physical Resist= " , phy_def, " Physical Resist= " , phy_resist, "\n" ) 
	dmg = math.floor( phy_atk  * (1 - math.min (0.85 , phy_resist/100 )  ) - phy_def ) 
	
	return dmg 
end 

function Pow_Dmg (atk, def, resist ) --[[火藥攻擊計(jì)算]]--
	local pow_atk = atk 
	local pow_def = def 
	local pow_resist = resist 
--	LuaPrint ( " Gunpower Attack= "..pow_atk.." Physical Defense= "..phy_def.."Physical Resist= "..phy_resist ) 
--	LuaPrint (\n) 
--	LG ( " Damage" , "Gunpower Attack= ", phy_atk, "Physical Resist= " , phy_def, " Physical Resist= " , phy_resist, "\n" ) 
--	local statelv_rdgj = GetChaStateLv( ATKER, STATE_RDGJ ) 
--	local pow_resist = pow_resist * ( 1 - statelv_rdgj * 0.05 ) 
	dmg = math.floor( pow_atk * (1 - math.min(0.85 ,  pow_resist/100 )  ) - pow_def ) 
	return dmg 
end 


--function MAGIC_Atk_Dmg(a,b) --[[計(jì)算普通攻擊的基本正常傷害]]--
----	Check_State ( a , b ) 
	--LuaPrint("Enter function Atk_Dmg(a,b) --[[calculate normal attack base normal damage]]--".."\n") 
	--LG("Atk_Dmg","Enter function Atk_Dmg(a,b) --[[calculate normal attack base normal damage]]--", "\n" ) 
--	local atk_mnatk = Mnatk(a) 
--	local atk_mxatk = Mxatk(a) 
----	if atk_statecheck[STATE_SMYB] >= 1 then 
----		atk_mnatk,atk_mxatk = Check_Smyb ( a ) 
----	end 
--	local defer_def = Def(b)  
--	local defer_resist = Resist(b)  
--	local atker_lv = Lv( a ) 
--	local defer_lv = Lv( b ) 
--	local lv_dis = atker_lv - defer_lv 
--	local lv_eff = 1 
--	if math.abs (lv_dis) >= 1 then 
--		lv_eff =math.min (  math.max ( 0.5 , 1 + 0.025 * lv_dis ) , 1.5 )  
--	end 
--		
--	
--	--LG("Atk_Dmg", "atk_mnatk = ", atk_mnatk, "atk_mxatk =", atk_mxatk, "defer_def = ", defer_def,  "atker_lv = ", atker_lv, "\n" ) 
--	local atk = math.random( atk_mnatk , atk_mxatk ) 
--	local dmg = Phy_Dmg ( atk, defer_def , defer_resist )  --[[計(jì)算正常傷害值]]--
--	local mndmg = math.floor(  Lv(a) * 0.25 + Mnatk(a) * 0 ) + 1 --[[計(jì)算最小傷害值]]--
--	dmg =math.max(  lv_eff * dmg , mndmg ) 
--	--LG("Atk_Dmg", "Normal Damage= ", dmg, "Min Damage mndmg = ", mndmg, "\n" ) 
--	--LG("Atk_Dmg","End function Atk_Dmg(a,b) --[[calculate normal attack base normal damage]]--".."\n" ) 
--	--LuaPrint("Out function Atk_Dmg(a,b) --[[calculate normal attack base normal damage]]--") 
--	return dmg 
--end 

function Atk_Dmg(a,b) --[[計(jì)算普通攻擊的基本正常傷害]]--
--	Check_State ( a , b ) 
	--LuaPrint("Enter function Atk_Dmg(a,b) --[[calculate normal attack base normal damage]]--".."\n") 
	--LG("Atk_Dmg","Enter function Atk_Dmg(a,b) --[[calculate normal attack base normal damage]]--", "\n" ) 
	local atk_mnatk = Mnatk(a) 
	local atk_mxatk = Mxatk(a) 
--	if atk_statecheck[STATE_SMYB] >= 1 then 
--		atk_mnatk,atk_mxatk = Check_Smyb ( a ) 
--	end 
	local defer_def = Def(b)  
	local defer_resist = Resist(b)  
	local atker_lv = Lv ( TurnToCha(a) ) 
	local defer_lv = Lv ( TurnToCha(b) ) 
	local lv_dis = atker_lv - defer_lv 
	local lv_eff = 1 
	if math.abs (lv_dis) >= 1 then 
		lv_eff =math.min (  math.max ( 0.8 , 1 + 0.025 * lv_dis ) , 1.2 )  
	end 
		
	
	--LG("Atk_Dmg", "atk_mnatk = ", atk_mnatk, "atk_mxatk =", atk_mxatk, "defer_def = ", defer_def,  "atker_lv = ", atker_lv, "\n" ) 
	local atk = math.random( atk_mnatk , atk_mxatk ) 
	local dmg = Phy_Dmg ( atk, defer_def , defer_resist )  --[[計(jì)算正常傷害值]]--
	local map_name_ATKER = GetChaMapName ( a )
	local map_name_DEFER = GetChaMapName ( b )
	local Can_Pk_Garner2 = Is_NormalMonster (b)
		
		if map_name_ATKER == "garner2" or map_name_DEFER == "garner2" then
	--	Notice("22")
			
			if Can_Pk_Garner2 == 0 then
		--	Notice("Can_Pk_Garner2")
			dmg = Phy_Dmg_A ( a,b,atk, defer_def , defer_resist )
			end
		end
	--local dmg = Phy_Dmg ( a,b,atk, defer_def , defer_resist )
	local mndmg = math.floor(  Lv( TurnToCha(a) ) * 0.25 + Mnatk(a) * 0 ) + 1 --[[計(jì)算最小傷害值]]--
	dmg =math.max(  lv_eff * dmg, mndmg ) 
	--LG("Atk_Dmg", "Normal Damage= ", dmg, "Min Damage mndmg = ", mndmg, "\n" ) 
	--LG("Atk_Dmg","End function Atk_Dmg(a,b) --[[calculate normal attack base normal damage]]--".."\n" ) 
	--LuaPrint("Out function Atk_Dmg(a,b) --[[calculate normal attack base normal damage]]--") 
	return dmg 
end 

function Fire_Dmg(a,b) --[[計(jì)算火藥攻擊的基本正常傷害]]--
	--LuaPrint("Enter function Atk_Dmg(a,b) --[[calculate normal attack base normal damage]]--".."\n") 
	--LG("Atk_Dmg","Enter function Atk_Dmg(a,b) --[[calculate normal attack base normal damage]]--".."\n" ) 
	local defer_def = Def(b)  
	local defer_resist = Resist(b)  
	local atker_lv = Lv ( TurnToCha(a) ) 
	local defer_lv = Lv ( TurnToCha(b) ) 
	local lv_dis = atker_lv - defer_lv 
	local lv_eff = 1 
	if math.abs (lv_dis) >= 5 then 
		lv_eff =math.min (  math.max ( 0.8 , 1 + 0.025 * lv_dis ) , 1.2 )  
	end 
--	LG("Fire_Dmg", "atk_mnatk = ", atk_mnatk, "atk_mxatk =", atk_mxatk, "defer_def = ", defer_def,  "atker_lv = ", atker_lv, "\n" )
	local atk = math.random( Mnatk(a), Mxatk(a) ) 
	local dmg = Pow_Dmg ( atk, defer_def , defer_resist )  --[[計(jì)算正常傷害值]]--
	local mndmg = math.floor(  Lv(TurnToCha(a) ) * 0.25 + Mnatk(a) * 0 ) + 1 --[[計(jì)算最小傷害值]]--
	dmg = math.max( dmg, mndmg ) 
--	LG("Fire_Dmg", "Normal Damage= ", dmg, "Min Damage mndmg = ", mndmg, "\n" ) 
--	LG("Fire_Dmg","End function Fire_Dmg(a,b) --[[Calculate normal attack base damage]]--".."\n" ) 
	--LuaPrint("Out function Atk_Dmg(a,b) --[[calculate normal attack base normal damage]]--") 
	return dmg 
end 

function Check_MisorCrt(a,b) --[[判定是否miss或crt]]--
	--LuaPrint("Enter function Check_MisorCrt(a,b) --[[Determine if miss or crt]]--") 
	--LG("Mis or Crt" , "Enter function Check_MisorCrt(a,b) --[[Determine if miss or crt]]--", "\n") 
	local def_flee = Flee(b) 
	local atk_hit = Hit(a) 
	--LG("Mis or Crt" , "Dodge flee = ", atk_flee , "Hit Rate= ", atk_hit, "\n") 
	local def_lv = Lv( TurnToCha(b) ) 
	local atk_lv = Lv( TurnToCha(a) ) 
	local lv_dis = atk_lv - def_lv 
	local lv_eff = 0 
	if math.abs (lv_dis) >= 1 then 
		lv_eff =math.min (  math.max ( 0 ,  0.03 * lv_dis ) , 0.15 )  
	end 
	local dif_hit_flee = Flee(b) - Hit(a) 
	local bsmiss = math.max( ((def_flee - atk_hit) + 10)/100 , 0) 
	local miss = math.min( 0.9, bsmiss ) --[[求miss率]]--
	--LG("Mis or Crt", "Miss Rate= ", miss, "\n") 
	local crt = math.min ( lv_eff + Crt( a ) , 1 ) 
	--LG ( "Mis or Crt" , "Base Crt Rate= " , Crt(a) ) 
	--LG("Mis or Crt", "crt rate= ", crt, "\n") 
	local sus,dmgsa=Mis_or_Crt( miss, crt ) --[[傳入miss和crt率]]--
	--LG("Mis or Crt", "Attack Status sus = ", sus, "attack status damage ratio dmgsa = ", dmgsa, "\n") 
	--LG("Mis or Crt" , "End function Check_MisorCrt(a,b) --[[determine if miss or crt]]--", "\n") 
	--LuaPrint("Out function Check_MisorCrt(a,b) --[[determine is miss or crt]]--") 
	return sus,dmgsa 
end 




function SkillArea_Circle_Paodan( sklv )													--[[技能"Cannonball normal attack"的角色影響區(qū)域]]--
		local side = 400 
		SetSkillRange ( 4 , side )  
end 

function Skill_Paodan_Begin ( role , sklv ) 
end 

function Skill_Paodan_End ( ATKER , DEFER , sklv )	--[[技能"Cannonball normal attack"的角色影響操作即傷害計(jì)算(包括miss和暴擊計(jì)算)]]--
		skr_posx, skr_posy = GetSkillPos ( ATKER ) 				--[[取該技能的施放坐標(biāo)]]--
--		LG ("paodan"," skr_posx = ", skr_posx," skr_posy = ", skr_posy ) 
		if ValidCha( DEFER ) == 0 then 
			LG ( "luascript_err" , "fucntion Skill_Paodan_End : Cannon attack, send target index as nil\n" ) 
			return 
		end 
		role_posx, role_posy = GetChaPos( DEFER )				--[[取受影響角色的坐標(biāo)]]--
--		LG ( "paodan" , " role_posx = ", role_posx , " role_posy = ", role_posy ) 
		local dmg = Fire_Dmg( ATKER , DEFER )					--[[計(jì)算普通攻擊的正常攻擊傷害]]--
--		SetSus(DEFER , sus)								--設(shè)置暴擊和miss 
		local dis = Dis ( skr_posx, skr_posy, role_posx, role_posy  )		--[[計(jì)算角色至技能施放點(diǎn)的距離]]--
--		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 dis_eff = dis/100 * 0.1  
--		LG("Fire_Dmg"," dis_eff = " , dis_eff ) 
		dmg = math.floor ( dmg * (1 - math.min ( dis_eff, 1 ) ) ) 
--		LG("Fire_Dmg"," real_hpdmg = " , dmg ) 
		Hp_Endure_Dmg ( DEFER, dmg )							--[[設(shè)置受擊者扣血]]--
end 

--function SkillArea_Circle_Huoqiang ( sklv )							
--		local side = 0 
--end 

function Skill_Huoqiang_Begin ( role , sklv ) 
end 

function Skill_Huoqiang_End ( ATKER , DEFER , sklv ) --[[技能"Barehand normal attack"的傷害計(jì)算(包括miss和暴擊計(jì)算)]]--
		local js_dmg = 1 
		dmg = Fire_Dmg( ATKER, DEFER )	 * js_dmg			--[[計(jì)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 
		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]]--
		Hp_Endure_Dmg( DEFER , hpdmg )						--[[設(shè)置受擊者扣血]]--
end 









--技能虎嘯——————————————————————————————————————————————————————————————————————————————


function SkillArea_Circle_Hx ( sklv )									--技能“虎嘯"的技能區(qū)域公式
	local side = 200 
	SetSkillRange ( 4 , side  )  
end 

function SkillCooldown_Hx( sklv )
	local Cooldown = 20000
	return Cooldown
end


function SkillSp_Hx ( sklv )										--技能"Tiger Roar"的sp消耗公式
	local sp_reduce = 20 
	return sp_reduce 
end 

function Skill_Hx_Begin ( role , sklv ) 
	local sp = Sp(role) 
	local sp_reduce = SkillSp_Hx ( sklv ) 
	if sp - sp_reduce < 0 then 
		SkillUnable(role)   
		return 
	end 
	Sp_Red (role , sp_reduce ) 
end 

function Skill_Hx_End ( ATKER , DEFER , sklv ) 
	local hp = Hp( DEFER ) 
	local statelv = sklv 
	local statetime = 15
	AddState( ATKER , DEFER , STATE_HX, statelv , statetime ) 
end 

function State_Hx_Add ( role , statelv ) 
	--LG("state_hx" , "function State_Hx_Add : " , "role =  " , role , "statelv = " , statelv, "\n" ) 
	local mxatksb_dif = 3 * statelv
	local mnatksb_dif = 3 * statelv
	local mspdsa_dif = 0.015 * statelv 
	local mxatksb = ( MxatkSb(role) - mxatksb_dif ) 
	local mnatksb = ( MnatkSb(role) - mxatksb_dif ) 
	local mspdsa = (MspdSa(role) - mspdsa_dif ) * ATTR_RADIX 
	SetCharaAttr( mxatksb , role , ATTR_STATEV_MXATK )
	SetCharaAttr( mnatksb , role , ATTR_STATEV_MNATK )
	SetCharaAttr( mspdsa , role , ATTR_STATEC_MSPD ) 
	ALLExAttrSet(role)  
end 



function State_Hx_Rem ( role , statelv ) 
	--LG("state_hx" , "function State_Hx_Rem : " , "role =  " , role , "statelv = " , statelv, "\n" ) 
	local mxatksb_dif = 3 * statelv
	local mnatksb_dif = 3 * statelv
	local mspdsa_dif = 0.015 * statelv 
	local mxatksb = ( MxatkSb(role) + mxatksb_dif ) 
	local mnatksb = ( MnatkSb(role) + mxatksb_dif ) 
	local mspdsa = (MspdSa(role) + mspdsa_dif ) * ATTR_RADIX 
	SetCharaAttr( mxatksb , role , ATTR_STATEV_MXATK )
	SetCharaAttr( mnatksb , role , ATTR_STATEV_MNATK )
	SetCharaAttr( mspdsa , role , ATTR_STATEC_MSPD ) 
	ALLExAttrSet(role) 
end 






--技能天使祈愿——————————————————————————————————————————————————————————————————————————————
function SkillSp_Tsqy ( sklv )										
	local sp_reduce = sklv * 1 
	return sp_reduce 
end

function SkillCooldown_Tsqy( sklv )
	local Cooldown = 2000
	return Cooldown
end

function Skill_Tsqy_Begin ( role , sklv ) 
	local sp = Sp(role) 
	local sp_reduce = SkillSp_Tsqy(sklv) 
	if sp - sp_reduce < 0 then 
		SkillUnable(role)   
		return 
	end 
	Sp_Red (role , sp_reduce ) 
end 

function Skill_Tsqy_End ( ATKER , DEFER , sklv )  
	local statelv = sklv 
	local statetime = 5 + sklv * 2
   --LG( "Tsqy", "Angel Blessing Skill Level=" , sklv , "\n" ) 
   AddState( ATKER , DEFER , STATE_TSQY, statelv , statetime )
	--LG("skill_Tsqy", "function Skill_Oper_Tsqy: " , "add state tsqy " , "\n" ) 


end 

function State_Tsqy_Add ( role , statelv ) 
	--LG("state_tsqy" , "function State_Tsqy_Add : " , "role =  " , role , "statelv = " , statelv, "\n" ) 
	local hrecsa_dif =0.03 * statelv 
	local hrecsa = (HrecSa(role) + hrecsa_dif ) * ATTR_RADIX
	--LG("skill_tsqy" , " form_hrecsa = " , HrecSa(role) , "\n" ) 
	--LG("skill_tsqy", "hrecsa = ", hrecsa, "\n") 
	--LG("skill_hrecsa" , " form_hrecsa = " , HrecSa(role) , "\n" ) 
	--LG("skill_hrecsa", "hrecsa = ", hrecsa, "\n") 
	SetCharaAttr( hrecsa , role , ATTR_STATEC_HREC ) 
	ALLExAttrSet(role)  
end 

function State_Tsqy_Rem ( role , statelv ) 
	--LG("state_tqsy" , "function State_Tsqy_Rem : " , "role =  " , role , "statelv = " , statelv, "\n" ) 
	local hrecsa_dif = 0.03 * statelv 
	local hrecsa = (HrecSa(role) - hrecsa_dif ) * ATTR_RADIX
	if hrecsa < 0 then 
		--LG("Luaerror", "function State_Oper_Tsqy : incorrect data result--", " Hrecsa = ", HrecSa(role) , " statelv = " , statelv , " hrecsa = ", hrecsa , "\n" ) 
		return 
	end 
	--LG("skill_tsqy" , " form_hrecsa = " , HrecSa(role) , "\n" ) 
	--LG("skill_tsqy", "hrecsa = ", hrecsa, "\n") 
	--LG("skill_hrecsa" , " form_hrecsa = " , HrecSa(role) , "\n" ) 
	--LG("skill_hrecsa", "hrecsa = ", hrecsa, "\n") 
	SetCharaAttr( hrecsa , role , ATTR_STATEC_HREC )
	ALLExAttrSet(role)  
end 







	




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