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?? skilleffect.lua

?? top web admin panel (tales of pirates)
?? LUA
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function Skill_Wk_Begin  ( role , sklv ) 
end 

function Skill_Wk_End ( ATKER , DEFER , sklv ) 
	local defer_lv = Lv ( DEFER ) 

	if sklv < defer_lv then 
		SystemNotice ( role , "Skill level is too low" ) 
		return 
	end 
	
	local hpdmg = 1 

	local UnNormal_KS_ID = 777

	local KS_ID = GetChaTypeID( DEFER )
	local KS_hp = Hp( DEFER )
	local i = 0
	
	if KS_ID == UnNormal_KS_ID then						----判斷是否是隕石

		local Item_Use = GetChaItem ( ATKER , 1 , 9 )			----取手上裝備的道具
		local ItemID_Use = GetItemID ( Item_Use )			----取ID
	
	
		
		if ItemID_Use ~= 3908 and ItemID_Use ~= 3108 then					----如果不是合金礦鎬不能挖
			SystemNotice( ATKER , "Only Alloy Pickaxe can be used to mine" )
			return
		end

		local Item_URE = GetItemAttr ( Item_Use , ITEMATTR_URE )	----取合金礦鎬耐久
		
		local Take_Num = 0

		local URE_Ran = Percentage_Random ( 0.35 )
		
		if URE_Ran == 1 then
			Take_Num = 1
		end
		
		if Item_URE < 50 then						----耐久為0不能挖
			Take_Num = 0
			hpdmg = 0
			SystemNotice( ATKER , "Pickaxe is damaged. Unable to continue using" )
		end

		Item_URE = Item_URE - Take_Num

		local i = SetItemAttr ( Item_Use , ITEMATTR_URE , Item_URE )	----扣耐久
		if i == 0 then
			LG("Item_URE","Weapon imbue failed")
		end
		if Item_URE < 50 and Take_Num ~= 0 then
			SetChaEquipValid ( role , 9 , 0 )			----設置裝備無效
		end


		if KS_hp <= 800 then
			hpdmg = 0
			SystemNotice( ATKER , "Looks like the Metorite is exhausted. Let it have some rest" )
		end
--	else local WaKuang_Check =  0

--		WaKuang_Check = Percentage_Random(0.01)
		
--		if  WaKuang_Check == 1  then 
--		 GiveItem( ATKER ,  0 , 433, 1, 4)	
			 
--		end	
	end

	local hp = Hp(DEFER) - hpdmg 
	SetCharaAttr(hp , DEFER , ATTR_HP ) 
           
	 
	
end 

--技能捕魚——————————————————————————————————————————————————————————————————————————————————————————-

function SkillSp_By ( sklv ) 
	return 0 
end 

function SkillCooldown_By( sklv )
	local Cooldown = 1500
	return Cooldown
end

function Skill_By_Begin  ( role , sklv ) 
end 

function Skill_By_End ( ATKER , DEFER , sklv ) 
--	SystemNotice ( ATKER , "Starts to Fish!" ) 
	local defer_lv = Lv ( DEFER ) 
	if sklv < defer_lv then 
		SystemNotice ( ATKER , "Skill level is too low" ) 
		return 
	end 
	SystemNotice ( ATKER , "Fishing in progress..." ) 
	local hpdmg = 1 
	local hp = Hp(DEFER) - hpdmg 
--	LG ( "sk_by" , "fish_hp = " , Hp(DEFER) ) 
--	LG ( "sk_by" , "fish_nowhp = " , hp ) 
	SetCharaAttr(hp , DEFER , ATTR_HP ) 
--	local hp = Hp(DEFER) - hpdmg 
--	SetCharaAttr(hp , DEFER , ATTR_HP ) 

--	local BuYu_Check =  0

--	BuYu_Check = Percentage_Random(0.01)
--		if  BuYu_Check == 1  then 
--		 GiveItem( ATKER ,  0 , 434, 1, 4)	
	 
--		end
end 

--技能打撈——————————————————————————————————————————————————————————————————————————————————————————-

function SkillSp_Dl ( sklv ) 
	return 0 
end 

function SkillCooldown_Dl( sklv )
	local Cooldown = 1500
	return Cooldown
end

function Skill_Dl_Begin  ( role , sklv ) 
end 

function Skill_Dl_End ( ATKER , DEFER , sklv ) 
--	SystemNotice ( ATKER , "Starts to Salvage!" ) 
	local defer_lv = Lv ( DEFER ) 
	if sklv < defer_lv then 
		SystemNotice ( ATKER , "Skill level is too low" ) 
		return 
	end 
		SystemNotice ( ATKER , "Salvage in progress…" ) 
	local hpdmg = 1 
	local hp = Hp(DEFER) - hpdmg 
	SetCharaAttr(hp , DEFER , ATTR_HP ) 
	
--	local DaLao_Check =  0
-- SystemNotice ( ATKER , " 1" ) 

--	DaLao_Check = Percentage_Random(0.01)
--SystemNotice ( ATKER , DaLao_Check  ) 
--		if  DaLao_Check == 1  then 
--		 GiveItem( ATKER ,  0 , 432, 1, 4)	
	 
--		end
end 















--技能極速風暴——————————————————————————————————————————————————————————————
function SkillSp_Jsfb ( sklv )										
	local sp_reduce = 20
	return sp_reduce 
end

function SkillCooldown_Jsfb( sklv )
	local Cooldown = 5000
	return Cooldown
end

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

function Skill_Jsfb_End ( ATKER , DEFER , sklv )  
	local statelv = sklv 
	local statetime = 30 + sklv * 3 
	local map_name_ATKER = GetChaMapName ( ATKER )
	local map_name_DEFER = GetChaMapName ( DEFER )
	local str_atker = Str(ATKER)
	local Can_Pk_Garner2 = Is_NormalMonster (DEFER)
		if map_name_ATKER == "garner2" or map_name_DEFER == "garner2" then
			if Can_Pk_Garner2 == 0 then
			 statetime =math.max(30,math.floor(str_atker/5))+sklv*3
		--		Notice ( "statetime="..statetime)
			end
		end

        --LG( "Jxwb", "Tornado Swirl Skill Level=" , sklv , "\n" ) 
        AddState( ATKER , DEFER , STATE_JSFB, statelv , statetime ) 
	--LG("skill_Jxwb", "function Skill_Oper_Jxwb: " , "add state Jxwb " , "\n" ) 
end 

function State_Jsfb_Add ( role , statelv ) 
	--LG("state_Jxwb" , "function State_Jxwb_Add : " , "role =  " , role , "statelv = " , statelv, "\n" ) 
	local crtsb_dif =5 + 1 * statelv 
	local crtsb = math.floor ( (CrtSb(role) + crtsb_dif ) ) 
	SetCharaAttr( crtsb , role , ATTR_STATEV_CRT ) 
	ALLExAttrSet(role)  
end 



function State_Jsfb_Rem ( role , statelv ) 
	--LG("state_jxwb" , "function State_jxwb_Rem : " , "role =  " , role , "statelv = " , statelv, "\n" ) 
	local crtsb_dif =5 + 1 * statelv 
	local crtsb = math.floor ( (CrtSb(role) - crtsb_dif ) ) 
	SetCharaAttr( crtsb , role , ATTR_STATEV_CRT ) 
	ALLExAttrSet(role)  
end 



--技能賢者封印——————————————————————————————————————————————————————————————————————————————


function SkillSp_Xzfy ( sklv )										--技能"Seal of Elder"的sp消耗公式
	local sp_reduce = 30 + sklv * 2 
	return sp_reduce 
end 

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

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

function Skill_Xzfy_End ( ATKER , DEFER , sklv ) 
	local statelv = sklv 
	local statetime = 10 + math.floor ( sklv* 0.5  ) 
	local map_name_ATKER = GetChaMapName ( ATKER )
	local map_name_DEFER = GetChaMapName ( DEFER )
	local con_atker = Con(ATKER)
	local Can_Pk_Garner2 = Is_NormalMonster (DEFER)
		if map_name_ATKER == "garner2" or map_name_DEFER == "garner2" then
			if Can_Pk_Garner2 == 0 then
			 statetime =math.max(10,math.floor(con_atker/15))+sklv* 0.5
	--			Notice ( "statetime="..statetime)
			end
		end
	local Check_Heilong  = CheckItem_Heilong ( ATKER )
	if Check_Heilong == 1 then
		local Percentage = Percentage_Random ( 0.7)
			if Percentage == 1 then
				  statetime =  statetime*1.5
				SystemNotice ( ATKER , "Obtain power from Black Dragon set. Skill effect enhanced")
			end
	end
	local hp_defer = Hp ( DEFER ) 
	if hp_defer >= 100000 then 
		local a = Percentage_Random (0.8)
		if a == 1 then
			statetime = 5 + math.floor ( sklv * 0.3 ) 
		else
			SetSus( DEFER , 0 ) 
			SystemNotice ( ATKER , "Seal of Elder usage failed!!") 
			return
		end
	end 
	----boss使用技能處理
	if GetChaTypeID( ATKER ) == 985 then
		statetime = 15
		statelv = 10
	end
	if GetChaAIType( DEFER ) >= 21 then    --21以上為BossAI,如果是Boss根據boss不同,設定可以被加狀態的次數
		if BOSSXZSJ[GetChaTypeID( DEFER )] == 0 then
			Notice ("As a Boss, how can I be defeated by ths same skill. Beware warriors!")
			return
		else
			BOSSXZSJ[GetChaTypeID( DEFER )] = BOSSXZSJ[GetChaTypeID( DEFER )] -1
		end
	end

	----boss使用技能處理結束
	AddState ( ATKER , DEFER ,STATE_JNJZ , statelv , statetime ) 

end 

--技能暗影之章————————————————————————————————————————————————————————————————————————————————

function SkillSp_Ayzz ( sklv )										--技能"Shadow Insignia"的sp消耗公式
	local sp_reduce = 30 + sklv * 3  
	return sp_reduce 
end 

function SkillCooldown_Ayzz( sklv )
	local Cooldown = 30000
	return Cooldown
end

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

function Skill_Ayzz_End ( ATKER , DEFER , sklv ) 
	local statelv = sklv 
	local statetime = 5 + sklv * 1
	local map_name_ATKER = GetChaMapName ( ATKER )
	local map_name_DEFER = GetChaMapName ( DEFER )
	local con_atker = Con(ATKER)
	local Can_Pk_Garner2 = Is_NormalMonster (DEFER)
		if map_name_ATKER == "garner2" or map_name_DEFER == "garner2" then
			if Can_Pk_Garner2 == 0 then
			 statetime =math.max(5,math.floor(con_atker/30))+sklv
	--			Notice ( "statetime="..statetime)
			end
		end
	local Check_Heilong  = CheckItem_Heilong ( ATKER )
	if Check_Heilong == 1 then
		local Percentage = Percentage_Random ( 0.7)
			if Percentage == 1 then
				  statetime =  statetime*1.5
				SystemNotice ( ATKER , "Obtain power from Black Dragon set. Skill effect enhanced")
			end
	end
	local hp_defer = Mxhp ( DEFER )
	if hp_defer >= 100000 and hp_defer < 1000000 then 
		local a = Percentage_Random (0.7)
		if a == 1 then
			statetime = 9
		else
			SetSus( DEFER , 0 )
			return
		end
	elseif hp_defer >= 1000000 then 
		local a = Percentage_Random (0.7)
		if a == 1 then
			statetime = 4
		else
			SetSus( DEFER , 0 )
			return
		end
	end 
	----boss使用技能處理
	if GetChaTypeID( ATKER ) == 985 then
		statetime = 15
		statelv = 10
	end
	if GetChaAIType( DEFER ) >= 21 then    --21以上為BossAI,如果是Boss根據boss不同,設定可以被加狀態的次數
		if BOSSAYSJ[GetChaTypeID( DEFER )] == 0 then
			Notice ("As a Boss, how can I be defeated by ths same skill. Beware warriors!")
			return
		else
			BOSSAYSJ[GetChaTypeID( DEFER )] = BOSSAYSJ[GetChaTypeID( DEFER )] -1
		end
	end
	----boss使用技能處理結束
	AddState( ATKER , DEFER , STATE_GJJZ, statelv , statetime ) 
	--LG( "Ayzz", "Shadow Insignia Skill Level=" , sklv , "Skill Damage= " , dmg , '\n" ) 
end 


--技能鷹眼——————————————————————————————————————————————————————————————————————————————

function SkillSp_Yy ( sklv )										--技能"Eagle's Eye"的sp消耗公式
	local sp_reduce = 10  
	return sp_reduce 
end 

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