程序员们每天都在忙碌着怎么样完好自己的制作,来看看天龙八部LUA场景脚本,分享下啊。
--场景的脚本文件
--脚本号
x888888_g_scriptId_scene = 888888
x888888_g_defaultRelive_SceneID_1=0;--77;
x888888_g_defaultRelive_SceneID_2=0;--2;
-- ==========华山论剑相关的一些常量定义===========
x888888_g_HS_PK_SceneId = 125 --hongyu
x888888_g_Jinghu_SceneId = 5 --hongyu
x888888_g_jingji_SceneId = 414 --hongyu 竞技场
x888888_g_HanYuBed_SceneId = 194 --寒玉床
x888888_g_NianShou_SceneId = 6 --年兽
x888888_g_XinShou_SceneId = 0 --泡点地图号
--下面定义玩家每个等级发送的邮件数量
--格式为{2,0},2为等级,0是该等级要发送的邮件数目,在客户端的strdictionary.txt里面有LevelMail_2_1代表2级第一封邮件,添加邮件内容时需同时修改客户端和该结构的内容
x888888_g_MailNum = {
{1,1},{2,1},{3,1},{4,1},{5,1},{6,1},{7,1},{8,1},{9,1},{10,1},{11,1},
{12,1},{13,1},{14,1},{15,1},{16,1},{17,1},{18,1},{19,1},{20,1},{21,1},
{22,1},{23,1},{24,1},{25,1},{26,1},{27,1},{28,1},{29,1},{30,1},{31,1},
{32,1},{33,1},{34,1},{35,1},{36,1},{37,1},{38,1},{39,1},{40,1},{41,1},
{42,1},{43,1},{44,1},{45,1},{46,1},{47,1},{48,1},{49,1},{50,1},{51,1},
{52,1},{53,1},{54,1},{55,1},{56,1},{57,1},{58,1},{59,1},{60,1},{61,1},
{62,1},{63,1},{64,1},{65,1},{66,1},{67,1},{68,1},{69,1},{70,1},{71,1},
{72,1},{73,1},{74,1},{75,1},{76,1},{77,1},{78,1},{79,1},{80,1},{81,1},
{82,1},{83,1},{84,1},{85,1},{86,1},{87,1},{88,1},{89,1},{90,1},{91,1},
{92,1},{93,1},{94,1},{95,1},{96,1},{97,1},{98,1},{99,1},{100,1},{101,0},
{102,1},{103,1},{104,1},{105,1},{106,1},{107,1},{108,1},{109,1},{110,1},
{111,1},{112,1},{113,1},{114,1},{115,1},{116,1},{117,1},{118,1},{119,1},{120,1},
}
-- ===============================================
---------------------------------------------------------------
---当玩家获得35级心法秘籍及65级武功秘籍,会在世界公告
x888888_MenPaiBroadMsg =
{
[0] = { mp = "少林门派", XinFa = 30308002, MiJi = 30308011 }, --少林
[1] = { mp = "明教门派", XinFa = 30308003, MiJi = 30308012 }, --明教
[2] = { mp = "丐帮门派", XinFa = 30308004, MiJi = 30308013 }, --丐帮
[3] = { mp = "武当门派", XinFa = 30308005, MiJi = 30308014 }, --武当
[4] = { mp = "峨嵋门派", XinFa = 30308006, MiJi = 30308015 }, --峨嵋
[5] = { mp = "星宿门派", XinFa = 30308007, MiJi = 30308016 }, --星宿
[6] = { mp = "天龙门派", XinFa = 30308008, MiJi = 30308017 }, --天龙
[7] = { mp = "天山门派", XinFa = 30308009, MiJi = 30308018 }, --天山
[8] = { mp = "逍遥门派", XinFa = 30308010, MiJi = 30308019 }, --逍遥
}
-- 副本存玩家平均级别与怪物默认级别的级别差,差值用于场景初始化时对怪物级别进行调整,此编号固定不能改
CopyScene_LevelGap =31
-- 玩家升级时可以完成的任务
x888888_g_FullLevel_MissionList = {}
--x888888_g_FullLevel_MissionList[28] = { MissionId = 403, MissionIndex = 500606, LevelLimit = 28, CompleteIdx = 0, RecordIdx = 1, MsgStr = "#{YD_20080421_188}" }
--x888888_g_FullLevel_MissionList[30] = { MissionId = 409, MissionIndex = 500602, LevelLimit = 30, CompleteIdx = 0, RecordIdx = 1, MsgStr = "#{YD_20080421_181}" } -- 任务ID,任务索引号,需求等级,任务完成标志在任务参数第几位,任务跟踪标志在任务参数第几位
--x888888_g_FullLevel_MissionList[32] = { MissionId = 412, MissionIndex = 500603, LevelLimit = 32, CompleteIdx = 0, RecordIdx = 1, MsgStr = "#{YD_20080421_183}" }
--x888888_g_FullLevel_MissionList[35] = { MissionId = 415, MissionIndex = 500605, LevelLimit = 35, CompleteIdx = 0, RecordIdx = 1, MsgStr = "#{YD_20080421_186}" }
--x888888_g_FullLevel_MissionList[38] = { MissionId = 418, MissionIndex = 500608, LevelLimit = 38, CompleteIdx = 0, RecordIdx = 1, MsgStr = "#{YD_20080421_191}" }
--x888888_g_FullLevel_MissionList[40] = { MissionId = 428, MissionIndex = 500612, LevelLimit = 40, CompleteIdx = 0, RecordIdx = 1, MsgStr = "#{YD_20080421_196}" }
--x888888_g_FullLevel_MissionList[42] = { MissionId = 433, MissionIndex = 500613, LevelLimit = 42, CompleteIdx = 0, RecordIdx = 1, MsgStr = "#{YD_20080421_198}" }
--x888888_g_FullLevel_MissionList[45] = { MissionId = 437, MissionIndex = 500614, LevelLimit = 45, CompleteIdx = 0, RecordIdx = 1, MsgStr = "#{YD_20080421_200}" }
--x888888_g_FullLevel_MissionList[48] = { MissionId = 476, MissionIndex = 500615, LevelLimit = 48, CompleteIdx = 0, RecordIdx = 1, MsgStr = "#{YD_20080421_202}" }
--x888888_g_FullLevel_MissionList[50] = { MissionId = 480, MissionIndex = 500616, LevelLimit = 50, CompleteIdx = 0, RecordIdx = 1, MsgStr = "#{YD_20080421_204}" }
-- 玩家升级时可以自动添加的任务
x888888_g_AutoAccept_MissionList = {}
--x888888_g_AutoAccept_MissionList[26] = { MissionId = 400, MissionIndex = 1018700, PreMissionId = 0, pKill = 0, pArea = 0, pItem = 0, EventId = 4 }
--x888888_g_AutoAccept_MissionList[28] = { MissionId = 403, MissionIndex = 500606, PreMissionId = 0, pKill = 0, pArea = 0, pItem = 0, EventId = 0 } -- 任务ID,任务索引号,前续任务ID,任务类型参数(3),脚本任务时MissionIndex为ScriptId
--x888888_g_AutoAccept_MissionList[30] = { MissionId = 409, MissionIndex = 500602, PreMissionId = 0, pKill = 0, pArea = 0, pItem = 0, EventId = 0 }
--x888888_g_AutoAccept_MissionList[32] = { MissionId = 412, MissionIndex = 500603, PreMissionId = 0, pKill = 0, pArea = 0, pItem = 0, EventId = 0 }
--x888888_g_AutoAccept_MissionList[35] = { MissionId = 415, MissionIndex = 500605, PreMissionId = 0, pKill = 0, pArea = 0, pItem = 0, EventId = 0 }
--x888888_g_AutoAccept_MissionList[38] = { MissionId = 418, MissionIndex = 500608, PreMissionId = 0, pKill = 0, pArea = 0, pItem = 0, EventId = 0 }
--x888888_g_AutoAccept_MissionList[40] = { MissionId = 428, MissionIndex = 500612, PreMissionId = 0, pKill = 0, pArea = 0, pItem = 0, EventId = 0 }
--x888888_g_AutoAccept_MissionList[42] = { MissionId = 433, MissionIndex = 500613, PreMissionId = 0, pKill = 0, pArea = 0, pItem = 0, EventId = 0 }
--x888888_g_AutoAccept_MissionList[45] = { MissionId = 437, MissionIndex = 500614, PreMissionId = 0, pKill = 0, pArea = 0, pItem = 0, EventId = 0 }
--x888888_g_AutoAccept_MissionList[48] = { MissionId = 476, MissionIndex = 500615, PreMissionId = 0, pKill = 0, pArea = 0, pItem = 0, EventId = 0 }
--x888888_g_AutoAccept_MissionList[50] = { MissionId = 480, MissionIndex = 500616, PreMissionId = 0, pKill = 0, pArea = 0, pItem = 0, EventId = 0 }
function x888888_OnSceneInit( sceneId )
--场景在初始化完成后调用
local LevelGap = LuaFnGetCopySceneData_Param( sceneId, CopyScene_LevelGap )
local monstercount = GetMonsterCount( sceneId )
local monsterobjid = -1
local i
for i=0, monstercount-1 do
monsterobjid = GetMonsterObjID( sceneId, i )
SetLevel( sceneId, monsterobjid, GetLevel( sceneId, monsterobjid ) + LevelGap )
end
end
function x888888_OnSceneTimer( sceneId, nowTime )
--场景计时器
--sceneId表示场景号,nowTime表示当前时间(程序启动后的时间,单位毫秒)
sceneType = LuaFnGetSceneType(sceneId) ;
if sceneType == 1 then --场景类型是副本
copyscenetype = LuaFnGetCopySceneData_Param(sceneId,0) ;--取得副本号
copyscenescript = LuaFnGetCopySceneData_Param(sceneId,1) ; --取得脚本号
if copyscenetype==FUBEN_EXAMPLE then --例子
--例子不提供定时时间
print("不能使用例子副本类型,例子副本类型不提供定时事件")
elseif copyscenetype==FUBEN_EXAMPLE then --
CallScriptFunction( copyscenescript, "OnCopySceneTimer", sceneId, nowTime ) ;
elseif copyscenetype==FUBEN_MURENXIANG_7 then --7级木人巷副本
CallScriptFunction( copyscenescript, "OnCopySceneTimer", sceneId, nowTime ) ;
elseif copyscenetype==FUBEN_MURENXIANG_9 then --9级木人巷副本
CallScriptFunction( copyscenescript, "OnCopySceneTimer", sceneId, nowTime ) ;
elseif copyscenetype==FUBEN_MURENXIANG then --标准木人巷副本
CallScriptFunction( copyscenescript, "OnCopySceneTimer", sceneId, nowTime ) ;
elseif copyscenetype==FUBEN_SHUILAO then --水牢副本
CallScriptFunction( copyscenescript, "OnCopySceneTimer", sceneId, nowTime ) ;
elseif copyscenetype==FUBEN_ZHENGLONG then --珍珑棋局副本
CallScriptFunction( copyscenescript, "OnCopySceneTimer", sceneId, nowTime ) ;
elseif copyscenetype==FUBEN_PVP_LEITAI then --擂台副本
CallScriptFunction( copyscenescript, "OnCopySceneTimer", sceneId, nowTime ) ;
else
CallScriptFunction( copyscenescript, "OnCopySceneTimer", sceneId, nowTime ) ;
end
end
end
function x888888_OnSceneQuit( sceneId )
--场景在关闭前调用
end
function x888888_OnScenePlayerEnter( sceneId, playerId, isReconnect )
LuaFnSendSpecificImpactToUnit(sceneId, playerId, playerId, playerId, 5927, 100 )
--设置缺省的复活信息
-- 清除临时阵营(例如挑战之类的,避免因为一些不能捕捉的移动事件——死亡等——导致一些未期望的阵营号被带出原场景)
--SetUnitCampID(sceneId, playerId, playerId, -1) --这个改团了所以不清空
--BeginUICommand( sceneId )
-- EndUICommand( sceneId )
-- DispatchUICommand( sceneId, playerId, 201404271)
--清除缥缈峰副本里加的降低毒抗的buff....
LuaFnCancelSpecificImpact( sceneId, playerId, 10249 )
LuaFnCancelSpecificImpact( sceneId, playerId, 19801 )
sceneType = LuaFnGetSceneType(sceneId) ;
if sceneType == 1 then --场景类型是副本
copyscenescript = LuaFnGetCopySceneData_Param(sceneId,1) ; --取得脚本号
CallScriptFunction( copyscenescript, "OnPlayerEnter", sceneId, playerId ) ;
local copyscenetype = LuaFnGetCopySceneData_Param( sceneId, 0 ) --取得副本号
if copyscenetype == FUBEN_MURENXIANG_7
or copyscenetype == FUBEN_MURENXIANG_9
or copyscenetype == FUBEN_MURENXIANG
or copyscenetype == FUBEN_SHUILAO
or copyscenetype == FUBEN_ZHENGLONG
or copyscenetype == FUBEN_PVP_LEITAI
or copyscenetype == FUBEN_BIANGUAN
or copyscenetype == FUBEN_SHIJI1
or copyscenetype == FUBEN_KAOCHANG
or copyscenetype == FUBEN_DATAOSHA
or copyscenetype == FUBEN_ZEIBINGRUQIN
or copyscenetype == FUBEN_JIAOFEI
or copyscenetype == FUBEN_CUJU
or copyscenetype == FUBEN_DAZHAN_YZW
or copyscenetype == FUBEN_GODFIRE
or copyscenetype == FUBEN_PROTECTGUILD
or copyscenetype == FUBEN_PIAOMIAOFENG
or copyscenetype == FUBEN_XINSHENGSHOUSHAN
or copyscenetype == FUBEN_SEEK_TREASURE -- zchw
or copyscenetype == FUBEN_TIANLONG1
or copyscenetype == FUBEN_SHAOLIN1
or copyscenetype == FUBEN_MINGJIAO1
or copyscenetype == FUBEN_GAIBANG1
or copyscenetype == FUBEN_EMEI1
or copyscenetype == FUBEN_XINGXIU1
or copyscenetype == FUBEN_XIAOYAO1
or copyscenetype == FUBEN_WUDANG1
or copyscenetype == FUBEN_TIANSHAN1
or copyscenetype == FUBEN_BANGZHAN
or copyscenetype == FUBEN_SONGLIAO
or copyscenetype == FUBEN_FEIZHAI
or copyscenetype == FUBEN_ZHULIN
-----------------------------
or copyscenetype == FUBEN_LANGHUAN --琅嬛副本
or copyscenetype == FUBEN_XUEZHANYMG--血战雁门关
or copyscenetype == FUBEN_SHAOSHISHAN--少室山
or copyscenetype == FUBEN_SIJUEZHUANG--四绝庄
or copyscenetype == FUBEN_PIAOMIAOFENG--飘渺峰
or copyscenetype == FUBEN_BINGSHENZHEN--兵圣奇阵
or copyscenetype == FUBEN_ZHOUTIAN--虚空幻境
or copyscenetype == FUBEN_HUANJING--天龙幻境
then -- 以上副本有独立的死亡地点设置
return
end
else
--///
--如果他有师门的副本任务则删除,如少林的“塔林”
local missionIdTable = {1061,1091,1066,1081,1101,1071,1096,1086,1076}
for i, v in missionIdTable do
if IsHaveMission(sceneId,playerId,v) > 0 then
DelMission(sceneId, playerId, v)
break
end
end
--///
--如果他有漕运任务
if IsHaveMission(sceneId,playerId,4021) > 0 then
CallScriptFunction( 311010, "OnPlayerEnterCaoyunScene", sceneId, playerId )
end
end
--PK值>4时,监狱中死亡则在监狱中复活
if sceneId == SCENE_PRISON and LuaFnGetHumanPKValue( sceneId, playerId ) > 4 then
SetPlayerDefaultReliveInfo( sceneId, playerId, "%10", -1, "0", SCENE_PRISON, 48, 30 )
return
end
if GetMenPai( sceneId, playerId) ~=9 then
SetPlayerDefaultReliveInfo( sceneId, playerId, "%10", -1, "0", x888888_g_defaultRelive_SceneID_1, 255, 261 );
else
SetPlayerDefaultReliveInfo( sceneId, playerId, "%100", -1, "0", x888888_g_defaultRelive_SceneID_2, 255, 261 );
end
-- 如果进入了华山论剑的场景,就设置这个人物的阵营号 hongyu
if sceneId == x888888_g_HS_PK_SceneId then
CallScriptFunction((001233), "OnScenePlayerEnter",sceneId, playerId)
-- 在这里检测华山论剑的计时器是不是开着,如果没有开就打开,
-- 场景计时器的Id = 0
if CheckTimer(sceneId, 0) == 0 then
SetTimer(sceneId, playerId, 1230, "OnHuashanSceneTimer", 10000)
end
end
if sceneId == 411 then
if CheckTimer(sceneId, 0) == 0 then
SetTimer(sceneId, playerId, 891000, "OnSceneTimer", 10000)
end
end
if LuaFnGetAvailableItemCount(sceneId, playerId, 40004478) >= 1 then
DelItem(sceneId, playerId, 40004478, 10) --过场景干掉
end
if sceneId == 317 then --全国晒
if CheckTimer(sceneId, 0) == 0 then
SetTimer(sceneId, playerId, 600053, "OnSceneTimer", 5000)
end
CallScriptFunction((600053), "OnPlayerEnter",sceneId, playerId)
end
-- 如果进入竞技场,第一进入竞技场的人,打开计时器
if sceneId == x888888_g_jingji_SceneId then
CallScriptFunction((125020), "OnScenePlayerEnter",sceneId, playerId)
-- 在这里检测华山论剑的计时器是不是开着,如果没有开就打开,
-- 场景计时器的Id = 0
if CheckTimer(sceneId, 0) == 0 then
SetTimer(sceneId, playerId, 125020, "OnSceneTimer", 10000)
--InitSceneData(sceneId, playerId, 125020, "OnInitScene")
end
end
-- 第一个进入镜湖场景的玩家,负责启动镜湖的计时器
if sceneId == x888888_g_Jinghu_SceneId then
if CheckTimer(sceneId, 0) == 0 then
SetTimer(sceneId, playerId, 005116, "OnSceneTimer", 10000)
end
end
--第一个进入泡点场景的玩家,负责启动新手集市的计时器
if sceneId == x888888_g_XinShou_SceneId then
if CheckTimer(sceneId, 0) == 0 then
SetTimer(sceneId, playerId, 898989, "OnSceneTimer",20000)
end
end
--第一个进入寒玉床场景的玩家,负责启动寒玉床的计时器
if sceneId == x888888_g_HanYuBed_SceneId then
if CheckTimer(sceneId, 0) == 0 then
SetTimer(sceneId, playerId, 808072, "OnSceneTimer",30000)
end
end
if sceneId == 441 then --凤凰古城
if CheckTimer(sceneId, 0) == 0 then
SetTimer(sceneId, playerId, 900053, "OnSceneTimer", 5000)
end
CallScriptFunction((900053), "OnPlayerEnter",sceneId, playerId)
end
if sceneId ==544 or sceneId ==545 or sceneId ==546 or sceneId ==581 or sceneId ==582 or sceneId ==583 or sceneId ==584 or sceneId ==585 then
if CheckTimer(sceneId, 0) == 0 then
SetTimer(sceneId, playerId, 100012, "OnSceneTimer", 5000) --100126
end
end
if sceneId ==505 or sceneId ==506 or sceneId ==507 or sceneId ==5 then
if CheckTimer(sceneId, 0) == 0 then
SetTimer(sceneId, playerId, 891042, "OnSceneTimer", 5000)
end
end
if sceneId ==573 or sceneId ==574 or sceneId ==575 or sceneId ==496 or sceneId ==497 or sceneId ==498 then
if CheckTimer(sceneId, 0) == 0 then
SetTimer(sceneId, playerId, 100126, "OnSceneTimer",10000)
end
end
--啊哈帮派时钟
if sceneId == 191 then
if CheckTimer(sceneId, 0) == 0 then
SetTimer(sceneId, playerId, 900101, "OnSceneTimer",5000)
end
CallScriptFunction((900101), "OnScenePlayerEnter",sceneId, playerId)
end
-- 玩家进入Pvp场景前,给个无敌
if 0 == isReconnect then
local nSafeLevel = LuaFnGetSceneSafeLevel(sceneId)
-- 玩家进入非安全场景,给个无敌BUFF
if nSafeLevel < 10000 then
if nSafeLevel == 10 then
LuaFnSendSpecificImpactToUnit(sceneId, playerId, playerId, playerId, 5927, 100 )
else
LuaFnSendSpecificImpactToUnit(sceneId, playerId, playerId, playerId, 54, 100 )
end
end
end
-- 更新打劫商人的数据
--CallScriptFunction( 311012, "UpdataDacoityData", sceneId, playerId )
-- BeginUICommand( sceneId )
-- UICommand_AddInt( sceneId, playerId )
-- EndUICommand( sceneId )
--DispatchUICommand( sceneId, playerId, 201404271 )
end
--判断是否是帮会主力
function x888888_IsGuildVip( Guildpos )
if ( (Guildpos == GUILD_POSITION_CHIEFTAIN)
or (Guildpos == GUILD_POSITION_ASS_CHIEFTAIN)
or (Guildpos == GUILD_POSITION_HR)
or (Guildpos == GUILD_POSITION_INDUSTRY)
or (Guildpos == GUILD_POSITION_AGRI)
or (Guildpos == GUILD_POSITION_COM)
or (Guildpos == GUILD_POSITION_ELITE_MEMBER)
)then
return 1;
end
return 0;
end
function x888888_OnSceneHumanDie( sceneId, selfId, killerId )
--玩家死亡后脚本事件
sceneType = LuaFnGetSceneType(sceneId) ;
if sceneType == 1 then --场景类型是副本
copyscenescript = LuaFnGetCopySceneData_Param(sceneId,1) ; --取得脚本号
CallScriptFunction( copyscenescript, "OnHumanDie", sceneId, selfId, killerId )
end
if IsHaveMission(sceneId,selfId,4021) > 0 then
--在此之前应该检测是否PVP死亡
--如果在漕运时死亡
CallScriptFunction( 311010, "OnHumanDie", sceneId, selfId, killerId )
CallScriptFunction( 311012, "OnDacoity", sceneId, selfId, killerId )
end
if sceneId == 317 then
CallScriptFunction((600053), "KillPlayer",sceneId, selfId, killerId)
end
-- 如果玩家是在 帮战 被杀
if sceneId == 191 then
CallScriptFunction((900101), "OnSceneHumanDie",sceneId, selfId, killerId)
end
--if sceneId == 185 then
-- CallScriptFunction((002054), "OnDie",sceneId, selfId, killerId)
--end
-- 如果玩家现在是在华山论剑场景被杀,hongyu,
if sceneId == x888888_g_HS_PK_SceneId then
CallScriptFunction((001233), "OnSceneHumanDie",sceneId, selfId, killerId)
end
-- 如果玩家是在 竞技场 被杀
if sceneId == x888888_g_jingji_SceneId then
CallScriptFunction((125020), "OnSceneHumanDie",sceneId, selfId, killerId)
end
if sceneId == 411 then --单人PK活动
CallScriptFunction((891000), "OnSceneHumanDie",sceneId, selfId, killerId)
end
--帮会战争情况
if IsInGuildWar(sceneId, selfId, killerId) == 1 then
local Guildpos = GetGuildPos(sceneId, selfId)
if ( x888888_IsGuildVip(Guildpos)==1 ) then
local selfName = GetName(sceneId, selfId);
local guildName_self = LuaFnGetGuildName(sceneId, selfId);
local killerName = GetName(sceneId, killerId);
local guildName_killer = LuaFnGetGuildName(sceneId, killerId);
local sMessage = format("@*;SrvMsg;GLD:#W本帮主力#R%s#W在帮战中浴血奋战,不敌#G%s#W帮会的#R%s#W,为帮会英勇献身!", selfName, guildName_killer ,killerName);
BroadMsgByChatPipe(sceneId, selfId, sMessage, 4); --6 是帮呗
sMessage = format("@*;SrvMsg;GLD:#R%s#W在帮战中大展身手,成功击杀#G%s#W帮会主力#R%s#W,捍卫了帮会的荣誉!", killerName, guildName_self, selfName);
BroadMsgByChatPipe(sceneId, killerId, sMessage, 4);
end
end
local tableScenId={3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,39,123,126,148,149,150,158,159,160,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175,176,177,178,179,180,188,317,400,401,402,403,420,425,427,432,497,498,499,500,501,502,503,505,506,507,508,544,545,546,573,574,575,580,581,582,583,584,585}
local TB =0
if getn(tableScenId) >0 then
for i =1,getn(tableScenId) do
if sceneId == tableScenId[i] then
TB =1
end
end
end
if TB ==1 then
local sMessage =""
local selfIDnEW=GetMissionData( sceneId, selfId,QUANQUSHAREN)
local selfName1 = GetName(sceneId, selfId);
local killerName1 = GetName(sceneId, killerId);
local guildName_killer1 = LuaFnGetGuildName(sceneId, killerId);
SetMissionData( sceneId, selfId, QUANQUSHAREN,0)
SetMissionData( sceneId, killerId, QUANQUSHAREN,GetMissionData( sceneId, killerId,QUANQUSHAREN)+1)
local selfName = GetName(sceneId, selfId);
local mun = GetMissionData( sceneId, killerId,QUANQUSHAREN)
local killerName = GetName(sceneId, killerId);
local guildName_killer = LuaFnGetGuildName(sceneId, killerId);
local guildName_self = LuaFnGetGuildName(sceneId, selfId);
local nTarSceneName = GetSceneName(sceneId)
local x,z = GetWorldPos(sceneId, killerId)
x,z=floor(x),floor(z)
if selfIDnEW >=5 then
if guildName_killer1 ~="" then
sMessage = format("#H%s#I帮派的#{_INFOUSR%s}#I面对已经连#623#G%d#I人的#{_INFOUSR%s}毫不畏惧,手起刀落将其斩于刀下,真乃吾辈之英雄也!",guildName_killer1,killerName1,selfIDnEW,selfName1)
AddGlobalCountNews( sceneId, sMessage )
else
sMessage = format("#{_INFOUSR%s}#I面对已经连#623#G%d#I人的#{_INFOUSR%s}毫不畏惧,手起刀落将其斩于刀下,真乃吾辈之英雄也!",killerName1,selfIDnEW,selfName1)
AddGlobalCountNews( sceneId, sMessage )
end
end
if mun >=30 then
if guildName_killer ~="" and guildName_self ~="" then
sMessage = format("#H%s#I帮派的#R#{_INFOUSR%s}#I犹如天神附体,天下无敌,在#G%s#B[%s,%s]#I连#623#cFF0000%s#I人后又击杀了#H%s#I帮派的#G#{_INFOUSR%s}#I谁敢前去取他项上人头,为%s报仇雪恨!",guildName_killer,killerName,nTarSceneName,x,z,mun,guildName_self,selfName,selfName)
AddGlobalCountNews( sceneId, sMessage )
elseif guildName_killer ~="" and guildName_self =="" then
sMessage = format("#H%s#I帮派的#R#{_INFOUSR%s}#I犹如天神附体,天下无敌,在#G%s#B[%s,%s]#I连#623#cFF0000%s#I人后又击杀了#G#{_INFOUSR%s}#I谁敢前去取他项上人头,为%s报仇雪恨!",guildName_killer,killerName,nTarSceneName,x,z,mun,selfName,selfName)
AddGlobalCountNews( sceneId, sMessage )
elseif guildName_self ~="" and guildName_killer =="" then
sMessage = format("#R#{_INFOUSR%s}#I犹如天神附体,天下无敌,在#G%s#B[%s,%s]#I连#623#cFF0000%s#I人后又击杀了#H%s#I帮派的#G#{_INFOUSR%s}#I谁敢前去取他项上人头,为%s报仇雪恨!",killerName,nTarSceneName,x,z,mun,guildName_self,selfName,selfName)
AddGlobalCountNews( sceneId, sMessage );
else
sMessage = format("#R#{_INFOUSR%s}#I犹如天神附体,天下无敌,在#G%s#B[%s,%s]#I连#623#cFF0000%s#I人后又击杀了#G#{_INFOUSR%s}#I谁敢前去取他项上人头,为%s报仇雪恨!",killerName,nTarSceneName,x,z,mun,selfName,selfName)
AddGlobalCountNews( sceneId, sMessage );
end
LuaFnSendSpecificImpactToUnit(sceneId, killerId, killerId, killerId,9631, 1000)
elseif mun >=20 then
if guildName_killer ~="" then
sMessage = format("#H%s#I帮派的#{_INFOUSR%s}#I犹如炎黄附体,举世无双,在#G%s#B[%s,%s]#I连#623#G%d#I人而毫发无伤!",guildName_killer,killerName,nTarSceneName,x,z,mun)
AddGlobalCountNews( sceneId, sMessage );
else
sMessage = format("#{_INFOUSR%s}#I犹如炎黄附体,举世无双,在#G%s#B[%s,%s]#I连#623#G%d#I人而毫发无伤!",killerName,nTarSceneName,x,z,mun)
AddGlobalCountNews( sceneId, sMessage );
end
LuaFnSendSpecificImpactToUnit(sceneId, killerId, killerId, killerId,9630, 1000)
elseif mun >=10 then
if guildName_killer ~="" then
sMessage = format("#H%s#I帮派的#{_INFOUSR%s}#I犹如战神附体,勇冠三军,在#G%s#B[%s,%s]#I连#623#G%d#I人而毫发无伤!",guildName_killer,killerName,nTarSceneName,x,z,mun)
AddGlobalCountNews( sceneId, sMessage );
else
sMessage = format("#{_INFOUSR%s}#I犹如战神附体,勇冠三军,在#G%s#B[%s,%s]#I连#623#G%d#I人而毫发无伤!",killerName,nTarSceneName,x,z,mun)
AddGlobalCountNews( sceneId, sMessage );
end
LuaFnSendSpecificImpactToUnit(sceneId, killerId, killerId, killerId,9629, 1000)
elseif mun >=5 then
if guildName_killer ~="" then
sMessage = format("#H%s#I帮派的#{_INFOUSR%s}#I犹如武圣附体,势不可挡,在#G%s#B[%s,%s]#I连#623#G%d#I人而毫发无伤!",guildName_killer,killerName,nTarSceneName,x,z,mun)
AddGlobalCountNews( sceneId, sMessage );
else
sMessage = format("#{_INFOUSR%s}#I犹如武圣附体,势不可挡,在#G%s#B[%s,%s]#I连#623#G%d#I人而毫发无伤!",killerName,nTarSceneName,x,z,mun)
AddGlobalCountNews( sceneId, sMessage )
end
LuaFnSendSpecificImpactToUnit(sceneId, killerId, killerId, killerId,9628, 1000)
elseif mun >=2 then
if guildName_killer ~="" then
sMessage = format("#H%s#I帮派的#{_INFOUSR%s}#I犹如皇者附体,大杀特杀,在#G%s#B[%s,%s]#I连#623#G%d#I人而毫发无伤!",guildName_killer,killerName,nTarSceneName,x,z,mun)
AddGlobalCountNews( sceneId, sMessage )
else
sMessage = format("#{_INFOUSR%s}#I犹如皇者附体,大杀特杀,在#G%s#B[%s,%s]#I连#623#G%d#I人而毫发无伤!",killerName,nTarSceneName,x,z,mun)
AddGlobalCountNews( sceneId, sMessage )
--BroadMsgByChatPipe(sceneId, killerId, tostring("#G"..killerName.."#P犹如皇者附体,大杀特杀,#G连杀"..mun.."人#P而毫发无伤!"), 4);
end
--if LuaFnHaveImpactOfSpecificDataIndex(sceneId, killerId,197) ~= 1 then
LuaFnSendSpecificImpactToUnit(sceneId, killerId, killerId, killerId,9627, 1000)
--end
end
SetMissionData( sceneId, killerId, QUANQUSHAREN,GetMissionData( sceneId, killerId,QUANQUSHAREN)+1)
local mylevel = GetMissionData(sceneId, killerId, QUANQUSHAREN)
CallScriptFunction( (888899), "SetDengji", sceneId, killerId,mylevel,3 )
end
end
--可以升级的事件处理函数
function x888888_OnCanLevelup(sceneId, objId)
local playerLevel = GetLevel(sceneId, objId)
if playerLevel >= 10 and playerLevel <= 14 then
LuaFnSendSystemMail(sceneId, GetName(sceneId, objId), "您可以打开#gfff0f0人物界面(按Alt+c)#g000000之后,点击#gfff0f0界面右下方的升级按钮#g000000即可提升您的人物等级,当然您也可以留着经验到#gfff0f0门派的师傅处学习技能#g000000。")
end
end
function x888888_OnSceneHumanLevelUp( sceneId, objId, level )
if IsHaveMission(sceneId,objId,718) > 0 then
misIndex = GetMissionIndexByID(sceneId,objId,718)
SetMissionByIndex( sceneId, objId, misIndex, 1, level)
if level >= 10 then
SetMissionByIndex( sceneId, objId, misIndex, 0, 1)
end
end
--相应等级发送邮件
if level > 1 then
local looptime = 1
local mailnum = x888888_g_MailNum[level][2]
if mailnum > 0 then
while looptime <= mailnum do
--PrintStr("#{LevelMail_"..level.."_"..looptime.."}")
LuaFnSendSystemMail( sceneId, GetName(sceneId,objId), "#{LevelMail_"..level.."_"..looptime.."}" )
looptime = looptime + 1
CallScriptFunction( (888899), "SetDengji", sceneId, objId,level,4 )
end
end
end
--徒弟升到45时候,出师设置出师标志
if LuaFnHaveMaster( sceneId, objId ) ~= 0 and level == 45 then
SetMissionFlag(sceneId, objId, MF_ShiTu_ChuShi_Flag, 1)
end
--徒弟升级给师父抽奖的机会
if level == 40 or level == 50 then
--local stbegin = 7285; --10.12
local stbegin = 7304; --11.01
local stend = 7325; --11.22
local stprize = {[40]=40004432,[50]=40004433}
local strtip = {[40]="名师",[50]="特级名师"}
local curDayTime = GetDayTime()
local MasterGUID = LuaFnGetMasterGUID( sceneId, objId )
if curDayTime >= stbegin and curDayTime <= stend and MasterGUID ~= -1 then
if LuaFnHaveMaster( sceneId, objId ) ~= 0 then
local MasterName = LuaFnGetFriendName( sceneId, objId, MasterGUID )
--发送一封普通邮件给师傅
LuaFnSendSystemMail( sceneId, MasterName, "你的徒弟"..GetName(sceneId,objId).."已经成功的升到了"..tostring(level).."级。现在天龙八部正在“新兵夺宝”活动期间,你可以去洛阳城龚彩丽[110,162]那里参加一次"..strtip[level].."抽奖!" )
--发送一封奖励执行邮件给师傅
LuaFnSendScriptMail( sceneId, MasterName, MAIL_SHITUPRIZE, level, stprize[level], 1)
--发送系统公告给全世界
local uname = format("#{_INFOUSR%s}",GetName(sceneId,objId))
local oname = format("#{_INFOUSR%s}",MasterName)
local str = format("%s#P经历九九八十一难,终于顺利升到#Y%d级#P。现在天龙八部正在“新兵夺宝”活动期间,作为其师父的%s#P获得一次参加#Y%s#P抽奖的机会!",uname,level,oname,strtip[level])
BroadMsgByChatPipe(sceneId, objId, str, 4)
end
end
end
--2007圣诞元旦活动....喜从天降活动....
CallScriptFunction( 050022, "OnPlayerLevelUp", sceneId, objId )
--师徒总动员
CallScriptFunction( 806020, "OnPlayerLevelUp", sceneId, objId )
-- 给达到等级要求的玩家添加任务
-- [ QUFEI 2008-04-17 14:18 UPDATE BugID 33891 ]
x888888_OnAutoAcceptMission( sceneId, objId, level )
-- 给满足完成条件的任务设置任务完成标志
x888888_OnSetCompleteMission( sceneId, objId, level )
end
--玩家更换门派
function x888888_OnSceneHumanChangeMenpai( sceneId, objId, Menpai )
if IsHaveMission(sceneId,objId,719) > 0 then
misIndex = GetMissionIndexByID(sceneId,objId,719)
if( Menpai >= 0 and Menpai < 9 ) then
SetMissionByIndex( sceneId, objId, misIndex, 1, 1)
SetMissionByIndex( sceneId, objId, misIndex, 0, 1)
end
end
end
function x888888_OnSceneNotify( sceneId, destsceneId )
--sceneId 为副本入口所在场景ID, destsceneId为副本场景ID
--此函数响应调用表示副本场景已经初始化完成,可以传送玩家了
destsceneType = LuaFnGetSceneType(destsceneId) ;
if destsceneType == 1 then --场景类型是副本
copyscenetype = LuaFnGetCopySceneData_Param(destsceneId,0) ;--取得副本号
copyscenescript = LuaFnGetCopySceneData_Param(destsceneId,1) ; --取得脚本号
if copyscenetype==FUBEN_EXAMPLE then --例子
--例子不提供场景启动事件
print("不能使用例子副本类型,例子副本类型不提供场景启动事件")
elseif copyscenetype==FUBEN_EXAMPLE then --
CallScriptFunction( copyscenescript, "OnCopySceneReady", sceneId, destsceneId ) ;
elseif copyscenetype==FUBEN_MURENXIANG_7 then --7级木人巷副本
CallScriptFunction( copyscenescript, "OnCopySceneReady", sceneId, destsceneId ) ;
elseif copyscenetype==FUBEN_MURENXIANG_9 then --9级木人巷副本
CallScriptFunction( copyscenescript, "OnCopySceneReady", sceneId, destsceneId ) ;
elseif copyscenetype==FUBEN_MURENXIANG then --标准木人巷副本
CallScriptFunction( copyscenescript, "OnCopySceneReady", sceneId, destsceneId ) ;
elseif copyscenetype==FUBEN_SHUILAO then --水牢副本
CallScriptFunction( copyscenescript, "OnCopySceneReady", sceneId, destsceneId ) ;
elseif copyscenetype==FUBEN_ZHENGLONG then --蒸笼棋局副本
CallScriptFunction( copyscenescript, "OnCopySceneReady", sceneId, destsceneId ) ;
elseif copyscenetype==FUBEN_PVP_LEITAI then --擂台副本
CallScriptFunction( copyscenescript, "OnCopySceneReady", sceneId, destsceneId ) ;
else
CallScriptFunction( copyscenescript, "OnCopySceneReady", sceneId, destsceneId ) ;
end
end
end
-- 问路
function x888888_AskTheWay( sceneId, selfId, sceneNum, x, y, tip )
Msg2Player( sceneId, selfId, "@*;flagNPC;" .. sceneNum .. ";" .. x .. ";" .. y .. ";" .. tip, MSG2PLAYER_PARA )
Msg2Player( sceneId, selfId, "@*;flashNPC;" .. sceneNum .. ";" .. x .. ";" .. y .. ";" .. tip, MSG2PLAYER_PARA )
end
-- 问路(坐标)
function x888888_AskThePos( sceneId, selfId, sceneNum, x, y, tip )
Msg2Player( sceneId, selfId, "@*;flagPOS;" .. sceneNum .. ";" .. x .. ";" .. y .. ";" .. tip, MSG2PLAYER_PARA )
Msg2Player( sceneId, selfId, "@*;flashPOS;" .. sceneNum .. ";" .. x .. ";" .. y .. ";" .. tip, MSG2PLAYER_PARA )
end
-- 去掉问路标记
function x888888_DelSignpost( sceneId, selfId, sceneNum, npcName )
Msg2Player( sceneId, selfId, "@*;flagNPCdel;" .. sceneNum .. ";" .. npcName, MSG2PLAYER_PARA )
Msg2Player( sceneId, selfId, "@*;flashNPCdel;" .. sceneNum .. ";" .. npcName, MSG2PLAYER_PARA )
end
-- 播放音效,UICommandID = 1234
function x888888_PlaySoundEffect( sceneId, selfId, soundId )
BeginUICommand(sceneId)
UICommand_AddInt(sceneId, soundId)
EndUICommand(sceneId)
DispatchUICommand(sceneId,selfId, 1234)
end
--任务接受检测
function x888888_OnAcceptMissionCheck( sceneId, selfId, missionScript )
if GetMissionCount(sceneId, selfId)>=20 then
BeginEvent(sceneId)
strText = "任务已满!"
AddText(sceneId,strText);
EndEvent(sceneId)
DispatchMissionTips(sceneId,selfId)
return 0
end
return 1
end
--玩家角色时钟事件
function x888888_OnScenePlayerTimer( sceneId, selfId, nowtime )
--如果有漕运任务
if IsHaveMission(sceneId,selfId,4021) > 0 then
CallScriptFunction( 311010, "OnPlayerCaoyunTimer", sceneId, selfId )
else
SetCharacterTimer( sceneId, selfId, 0 )
end
end
--玩家角色登陆游戏事件, 此事件会在玩家调用x888888_OnScenePlayerEnter事件之后调用
function x888888_OnScenePlayerLogin( sceneId, selfId, nowtime )
LuaFnSendSpecificImpactToUnit(sceneId, selfId, selfId, selfId, 5974, 600 )
CallScriptFunction( 888890, "OnDefaultEvent", sceneId, selfId )
-- 设置初始的Npc关系值
CallScriptFunction( 200099, "InitRelation", sceneId, selfId )
--在五一期间发邮件:五一领取招牌活动 --add by xindefeng
CallScriptFunction( 808090, "OnPlayerLogin", sceneId, selfId )
-- 五一活动,发送邮件
CallScriptFunction( 808091, "OnPlayerLogin", sceneId, selfId )
-- 初始化客户端登陆期的界面操作
CallScriptFunction( 870001, "UISystemOnLogin", sceneId, selfId )
-- 师徒总动员,发送邮件
CallScriptFunction( 806020, "OnPlayerLogin", sceneId, selfId )
--离线经验馈赠任务
CallScriptFunction( 500619, "CheckUnlineGift", sceneId, selfId )
--电话密保的邮件提示。策划要求暂时关闭邮件提示 by hukai #38665
--CallScriptFunction( 210245, "SendMail", sceneId, selfId, nowtime )
-- 设置玩家学会“帮派收集”技能
if QueryHumanAbilityLevel(sceneId, selfId, 50) < 1 then
SetHumanAbilityLevel(sceneId, selfId, 50, 1);
end
-- 设置玩家学会帮战中采矿技能
if QueryHumanAbilityLevel(sceneId, selfId, 51) < 1 then
SetHumanAbilityLevel(sceneId, selfId, 51, 1);
end
--和谐光环
CallScriptFunction( 808124, "OnPlayerLogin", sceneId, selfId )
--暗器提示邮件
CallScriptFunction( 332207, "NotifyMailOnLogin", sceneId, selfId )
x888888_AskDeleteMinorPasswordTime(sceneId, selfId)
-- 愚人节活动,发通告
CallScriptFunction( 808079, "OnPlayerLogin", sceneId, selfId )
--SetMp( sceneId, selfId,1 ) --得到气值
-- 天龙嘉年华
-- CallScriptFunction( 889055, "OnPlayerLogin", sceneId, selfId )
if GetHp( sceneId, selfId )<=0 then
LuaFnSendSpecificImpactToUnit(sceneId,selfId,selfId, selfId, 9993, 0 )
end
LuaFnSendSpecificImpactToUnit(sceneId,selfId,selfId, selfId, 112, 500 )
if GetCon( sceneId, selfId) >= 199990 or GetMaxHp( sceneId, selfId )>=18000000 or GetMaxMp( sceneId, selfId ) >= 7000000 or GetHumanMaxVigor( sceneId, selfId ) >=1000 or GetHumanMaxEnergy( sceneId, selfId )>=1000 then
SetLevel( sceneId, selfId, 0)
BroadMsgByChatPipe( sceneId, selfId, "#B号外号外,玩家#G"..GetName(sceneId, selfId ).."#B是个SB来此服卡东西已被系统收押到小黑屋", 4 )
LuaFnSendSpecificImpactToUnit(sceneId,selfId,selfId, selfId, 41, 0 )
end
if GetMenPai(sceneId, selfId) == 9 then
BeginUICommand( sceneId )
UICommand_AddInt( sceneId,selfId)
UICommand_AddInt( sceneId, 1 )
EndUICommand( sceneId )
DispatchUICommand( sceneId, selfId, 20150630 )
else
--x888888_KKGG_rm( sceneId, selfId )
end
if QueryHumanAbilityLevel(sceneId, selfId, ABILITY_ZHUZAO) <1 then
SetHumanAbilityLevel(sceneId,selfId,ABILITY_ZHUZAO,1)
SetPrescription( sceneId, selfId, 419, 1 )
SetPrescription( sceneId, selfId, 420, 1 )
SetPrescription( sceneId, selfId, 421, 1 )
SetPrescription( sceneId, selfId, 422, 1 )
SetPrescription( sceneId, selfId, 423, 1 ) --这个是唐门武器
---------------------------------------------------------
SetPrescription( sceneId, selfId, 989, 1 )
SetPrescription( sceneId, selfId, 990, 1 )
SetPrescription( sceneId, selfId, 991, 1 )
SetPrescription( sceneId, selfId, 992, 1 )
SetPrescription( sceneId, selfId, 993, 1 )
SetPrescription( sceneId, selfId, 994, 1 ) --她慕容
SetPrescription( sceneId, selfId, 995, 1 )
SetPrescription( sceneId, selfId, 996, 1 )
SetPrescription( sceneId, selfId, 997, 1 )
SetPrescription( sceneId, selfId, 998, 1 )
SetPrescription( sceneId, selfId, 999, 1 ) --唐门
end
--合区一定使用到24:00记得关闭
--SetMissionData( sceneId, selfId, MD_PRISON_SHENYUAN_DAYTIME,0)
--AddMoney(sceneId, selfId, 5000000)
--SetLevel( sceneId, selfId, 100)
--ZengDian(sceneId,selfId,-1,1,900000000) -- 加赠点
--YuanBao(sceneId,selfId,targetId,1,1000000) -- 加元宝
--LuaFnSetHumanGoodBadValue( sceneId, selfId, 6000000 )
end
--玩家创建角色后第一次登陆游戏事件, 此事件会在玩家调用x888888_OnScenePlayerEnter事
--件之后、x888888_OnScenePlayerLogin事件之前调用
function x888888_OnScenePlayerFirstLogin( sceneId, selfId, nowtime )
local PlayerName=GetName(sceneId,selfId)
local PlayerSex=GetSex(sceneId,selfId)
if PlayerSex == 0 then
PlayerSex = "姑娘"
else
PlayerSex = "少侠"
end
LuaFnSendSystemMail( sceneId, GetName(sceneId,selfId), "#{DLYJ_081009_01}"..PlayerName..PlayerSex.."#{DLYJ_081009_02}" )
LuaFnSendSystemMail( sceneId, GetName(sceneId,selfId), "#e00f000小提示:#e000000#r#Y右上角的雷达窗口内有显示当前您所在的坐标。#Y鼠标左键点击便可行走。#Y鼠标右键按住左右移动,可以旋转显示视口。#Y鼠标中键滚轮前后转动,可以调节视口远近。#GALT+HOME/END#Y可以变换视角。" )
--CallScriptFunction( 808065, "SendMail", sceneId, selfId )
LuaFnSendSpecificImpactToUnit(sceneId, selfId, selfId, selfId, 8000, 0)
if GetMissionFlag(sceneId, selfId, MF_GetQianKunDai) < 1 then --防卡标记
SetMissionFlag(sceneId, selfId, MF_GetQianKunDai, 1)
--SetHumanMenpaiPoint(sceneId, selfId,5000000) -- 加赠点
local ItemID ={10308600,10308601,10308600,10308601,10308600}
local i=random(1,5)
local ItemID1 ={10124530,10124540,10124550,10124560,10124570,10124580}
local i=random(1,6)
BeginAddItem(sceneId)
AddItem( sceneId, 10155001, 1 ) --飞蝗石
AddItem( sceneId,ItemID[i],1) --随机神器一把
AddItem( sceneId,ItemID1[i],1) --随机神器一把
AddItem( sceneId,10553090,1) --新手装备
AddItem( sceneId,10553091,1) --新手装备
AddItem( sceneId,10553092,1) --新手装备
AddItem( sceneId,10553093,1) --新手装备
AddItem( sceneId,10553094,1) --新手装备
AddItem( sceneId,10553095,1) --新手装备
AddItem( sceneId,10553096,1) --新手装备
AddItem( sceneId,10553097,1) --新手装备
AddItem( sceneId,10553098,2) --新手装备
AddItem( sceneId,10553099,2) --新手装备
AddItem( sceneId, 10141030, 1 ) --行囊
AddItem( sceneId, 10141040, 1 ) --香囊
AddItem( sceneId, 30008014, 1 ) --通天灵丹
--AddItem( sceneId, 30008066, 3 ) --江湖邀请令 买花
--AddItem( sceneId, 30509011, 1 ) --999玫瑰花
EndAddItem(sceneId,selfId)
AddItemListToHuman(sceneId,selfId)
else
SetLevel( sceneId, selfId, 0) --修改角色等级
BroadMsgByChatPipe( sceneId, selfId, "#B号外号外,玩家#G"..GetName(sceneId, selfId ).."#B是个SB来此服卡元宝已被系统收押到小黑屋", 4 )
LuaFnSendSpecificImpactToUnit(sceneId,selfId,selfId, selfId, 41, 0 )
end
--增加领取干坤袋标志
AddMission( sceneId,selfId, 718, 210238, 0, 0, 0 )
SetMissionData( sceneId, selfId, MD_RELATION_QIANHONGYU, 500 ) -- 设置和钱宏宇的初始关系
--双响炮提示邮件....
CallScriptFunction( 808075, "OnPlayerFirstLogin", sceneId, selfId )
end
-- 统一做一个检查
function x888888_CheckSubmit( sceneId, selfId, missionId )
local bHave = IsHaveMission( sceneId, selfId, missionId )
local bHaveDone = IsMissionHaveDone( sceneId, selfId, missionId )
-- 没有接
if bHave <= 0 then
return 0
end
-- 已经完成过
if bHaveDone >= 1 then
return 0
end
return 1
end
-- 场景中的角色开启仇杀
function x888888_OnScenePlayerOpenRevenge(sceneId, openerGUID, targetGUID)
LuaFnSendMailToGUID(sceneId, openerGUID, "你已经开启了对目标的仇杀")
LuaFnSendMailToGUID(sceneId, targetGUID, "行走江湖,莫惹事端,有人申请仇杀你,已经生效,一小时内还是注意安全为妙。")
return 1
end
-- 场景中的角色关闭仇杀
function x888888_OnScenePlayerCloseRevenge(sceneId, openerGUID, targetGUID)
LuaFnSendMailToGUID(sceneId, openerGUID, "你已经关闭了对目标的仇杀")
LuaFnSendMailToGUID(sceneId, targetGUID, "要仇杀你的人的怒意已经平息。")
return 1
end
function x888888_PlayBackSound( sceneId, selfId, soundId )
BeginUICommand(sceneId)
UICommand_AddInt(sceneId, soundId)
EndUICommand(sceneId)
DispatchUICommand(sceneId,selfId, 124)
end
function x888888_StopBackSound( sceneId, selfId, soundId )
BeginUICommand(sceneId)
UICommand_AddInt(sceneId, soundId)
EndUICommand(sceneId)
DispatchUICommand(sceneId,selfId, 125)
end
-- 一下是开放给策划使用的用脚本影响玩家的HP、MP、Vigor、VigorRegenerate、Energy、EnergyRegenerate属性最大值
-- Hp最大值修正
function x888888_MaxHpRefix( sceneId, selfId )
local nValue = 0
local nAbilityID = 40 --影响HP最大值的生活技能的ID
local nMulti = 1 --HP最大值得影响系数
nValue = QueryHumanAbilityLevel(sceneId, selfId, nAbilityID) * nMulti;
return nValue
end
-- Mp最大值修正
function x888888_MaxMpRefix( sceneId, selfId)
local nValue = 0
local nAbilityID = 41 --影响MP最大值的生活技能的ID
local nMulti = 1 --MP最大值得影响系数
nValue = QueryHumanAbilityLevel(sceneId, selfId, nAbilityID) * nMulti;
return nValue
end
-- Vigor最大值修正
function x888888_MaxVigorRefix( sceneId, selfId)
local nValue = 0
local nAbilityID = 42 --影响Vigor最大值的生活技能的ID
local nMulti = 1 --HP最大值得影响系数
nValue = QueryHumanAbilityLevel(sceneId, selfId, nAbilityID) * nMulti;
return nValue
end
-- VigorRegenerate值修正
function x888888_VigorRegenerateRefix( sceneId, selfId)
local nValue
local nAbilityID = 44 --影响VigorRegenerate值的生活技能的ID
local nMulti = 1 --HP最大值得影响系数
nValue = QueryHumanAbilityLevel(sceneId, selfId, nAbilityID) * nMulti;
return nValue
end
-- Energy最大值修正
function x888888_MaxEnergyRefix( sceneId, selfId)
local nValue
local nAbilityID = 43 --影响Energy最大值的生活技能的ID
local nMulti = 1 --Energy最大值得影响系数
nValue = QueryHumanAbilityLevel(sceneId, selfId, nAbilityID) * nMulti;
return nValue
end
-- EnergyRegenerate值修正
function x888888_EnergyRegenerateRefix( sceneId, selfId)
local nValue
local nAbilityID = 45 --影响EnergyRegenerate值的生活技能的ID
local nMulti = 1 --HP最大值得影响系数
nValue = QueryHumanAbilityLevel(sceneId, selfId, nAbilityID) * nMulti;
return nValue
end
function x888888_OnPlayerPickupItemFromDropBox(sceneId, selfId, itemId, bagidx, bGem)
local playerName = GetName(sceneId, selfId)
local itemName = GetItemName(sceneId, itemId)
local transfer = GetBagItemTransfer(sceneId,selfId,bagidx)
-- 捡到龙珠的世界公告
if itemId == 30505136 or
itemId == 30505137 or
itemId == 30505138 or
itemId == 30505139 or
itemId == 30505140 or
itemId == 30505141 or
itemId == 30505142 then
CallScriptFunction( 808058, "PlayerPickUpLongZhu", sceneId, selfId, bagidx ) ;
end
--获得太阳碎片公告....
if itemId == 30505120 then
CallScriptFunction( 210242, "PickupItem", sceneId, selfId, itemId, bagidx ) ;
end
--获得峨眉技能
if itemId == 30308043 and sceneId == 25 then
local TeammateCount = GetTeamMemberCount( sceneId, selfId );
local sNameBroad = playerName;
local randMessage = random(3);
if randMessage == 1 then
message = format("#{JinGang_00}#W#{_INFOUSR%s}#P#{JinGang_01}#W#{_INFOUSR%s}#P#{JinGang_02}#{_INFOMSG%s}。", sNameBroad, sNameBroad, transfer );
elseif randMessage == 2 then
message = format("#{JinGang_03}#W#{_INFOUSR%s}#P#{JinGang_04}#{_INFOMSG%s}#P#{JinGang_05}", sNameBroad, transfer );
else
message = format("#{JinGang_06}#W#{_INFOUSR%s}#P#{JinGang_07}#W#{_INFOUSR%s}#P#{JinGang_08}#{_INFOMSG%s}#P#{JinGang_09}", sNameBroad, sNameBroad, transfer );
end
BroadMsgByChatPipe(sceneId, selfId, message, 4);
return 0;
end
--获得少林技能
if itemId == 30308045 and sceneId == 32 then
local TeammateCount = GetTeamMemberCount( sceneId, selfId );
local sNameBroad = playerName;
local randMessage = random(3);
if randMessage == 1 then
message = format("#{JinGang_10}#W#{_INFOUSR%s}#P#{JinGang_11}#W#{_INFOUSR%s}#P#{JinGang_12}#{_INFOMSG%s}#P#{JinGang_13}", sNameBroad, sNameBroad, transfer );
elseif randMessage == 2 then
message = format("#{JinGang_14}#W#{_INFOUSR%s}#P#{JinGang_15}#W#{_INFOUSR%s}#P#{JinGang_16}#{_INFOMSG%s}#P#{JinGang_17}", sNameBroad, sNameBroad, transfer );
else
message = format("#{JinGang_18}#W#{_INFOUSR%s}#P#{JinGang_19}#{_INFOMSG%s}#P#{JinGang_20}", sNameBroad, transfer );
end
BroadMsgByChatPipe(sceneId, selfId, message, 4);
return 0;
end
--镜湖千年草
if itemId == 40004414 then
local nCurTime = LuaFnGetCurrentTime()
local nItemBagIndex = GetBagPosByItemSn(sceneId, selfId, 40004414);
SetBagItemParam( sceneId, selfId, nItemBagIndex, 4, 2, nCurTime )
return 0;
end
--07圣诞元旦活动....
--圣诞守夜活动....洛阳雪人散落宝箱拾取公告....
local bSend = 0
if sceneId == 0 then
bSend = CallScriptFunction( 050023, "OnPlayerPickUpItemInLuoyang", sceneId, selfId, itemId, bagidx )
end
if bSend == 1 then
return
end
--寒玉床宝箱拾取公告....
if sceneId == x888888_g_HanYuBed_SceneId and bGem == 3 then
CallScriptFunction( 808072, "OnPlayerPickUpItemInHanYuBed", sceneId, selfId, itemId, bagidx )
end
--年兽得物品公告....
if sceneId == x888888_g_NianShou_SceneId then
CallScriptFunction( 050052, "OnPlayerPickUpItemInNianShou", sceneId, selfId, itemId, bagidx )
end
--圣兽山获得野猪王踪迹公告....
--[ QUFEI 2008-04-16 14:38 UPDATE BugID 31936 ]
if itemId == 40004429 then
CallScriptFunction( 808066, "OnPlayerPickUpItemInBoar", sceneId, selfId, itemId, bagidx ) ;
end
local str
if bGem == 1 then
local a = { "#W#{_INFOUSR%s}#I开启宝箱时获得一枚#W#{_INFOMSG%s}。",
"#W#{_INFOUSR%s}#I准备关上宝箱时在角落里面发现了一枚#W#{_INFOMSG%s}。",
"#W#{_INFOUSR%s}#I一脚踢在宝箱上,掉出来一枚#W#{_INFOMSG%s}。"
}
local index = random(getn(a))
str = format(a[index], playerName, transfer)
BroadMsgByChatPipe(sceneId, selfId, str, 4)
elseif bGem == 2 then
--当玩家获得35级心法秘籍及65级武功秘籍,会在世界公告
local bFlag = 0;
--for i = 0, 8 do
-- if ( x888888_MenPaiBroadMsg[ i ].XinFa == itemId ) or ( x888888_MenPaiBroadMsg[ i ].MiJi == itemId ) then
-- bFlag = 1;
-- break;
-- end
--end
if bFlag > 0 then
local TeammateCount = GetTeamMemberCount( sceneId, selfId )
local sTeamLeaderName = playerName;
for i=0, TeammateCount-1 do
TeammateID = GetNearTeamMember( sceneId, selfId, i )
if LuaFnIsTeamLeader( sceneId, selfId ) then
sTeamLeaderName = GetName(sceneId, selfId);
break;
end
end
local mp = LuaFnGetCopySceneData_Param(sceneId, 11);
local mpName = x888888_MenPaiBroadMsg[mp].mp;
local message;
local randMessage = random(3);
if randMessage == 1 then
message = format("#W#{_INFOUSR%s}#P#{DropItem_00}#G%s#P#{DropItem_01}#Y%s#P#{DropItem_02}#{_INFOMSG%s}#P#{DropItem_03}", sTeamLeaderName, mpName, mpName, transfer );
elseif randMessage == 2 then
message = format("#{DropItem_04}#G%s#P#{DropItem_05}#W#{_INFOUSR%s}#P#{DropItem_06}#{_INFOMSG%s}#P#{DropItem_07}", mpName, sTeamLeaderName, transfer );
else
message = format("#{DropItem_08}#G%s#P#{DropItem_09}#W#{_INFOUSR%s}#P#{DropItem_10}#{_INFOUSR%s}#P#{DropItem_11}#{_INFOMSG%s}#P#{DropItem_12}", mpName, sTeamLeaderName,sTeamLeaderName, transfer );
end
BroadMsgByChatPipe(sceneId, selfId, message, 4);
end
elseif bGem == 0 then
local a = { "#W#{_INFOUSR%s}#I在开启宝箱的时候获得#W#{_INFOMSG%s}。",
"#W#{_INFOUSR%s}#I在宝箱的角落里面发现了一张破旧的#W#{_INFOMSG%s}。",
"#W#{_INFOUSR%s}#I把宝箱翻了过来,发现一张#W#{_INFOMSG%s}#I贴在宝箱底部。"
}
local index = random(getn(a))
str = format(a[index], playerName, transfer)
BroadMsgByChatPipe(sceneId, selfId, str, 4)
elseif bGem == 3 then
--技能书宝箱公告
local rnd = random( 3 )
local msg = nil
local fnd = 0
local lst =
{
30402012, 30402014, 30402016, 30402018, 30402020,
30402025, 30402026, 30402029, 30402030, 30402033,
30402034, 30402035, 30402036, 30402037, 30402038,
30402039, 30402040, 30402041, 30402042, 30402043,
30402044, 30402045, 30402046, 30402047, 30402048,
30402049, 30402050, 30402051, 30402052, 30402053,
30402054, 30402055, 30402056, 30402059, 30402060,
30402061, 30402062, 30402063, 30402064, 30402065,
30402066, 30402067, 30402068, 30402069, 30402070,
30402072, 30402073, 30402074, 30402075, 30402076,
30402077, 30402078, 30402079, 30402080, 30402081,
30402082, 30402083, 30402084, 30402085, 30402086,
30402087, 30402088, 30402089, 30402090,
}
for i = 1, getn( lst ) do
if lst[ i ] == itemId then
fnd = 1
break
end
end
if fnd == 1 then
if rnd == 1 then
msg = format( "#W#{_INFOUSR%s}#I在开启宝箱的时候获得#W#{_INFOMSG%s}。",
playerName, transfer )
elseif rnd == 2 then
msg = format( "#W#{_INFOUSR%s}#I在宝箱的角落里面发现了一本破旧的#W#{_INFOMSG%s}。",
playerName, transfer )
else
msg = format( "#W#{_INFOUSR%s}#I把宝箱翻了过来,发现一本#W#{_INFOMSG%s}#I贴在宝箱底部。",
playerName, transfer )
end
BroadMsgByChatPipe( sceneId, selfId, msg, 4 )
return
end
end
-- 褚少微,2008.6.10。束河古镇420,消灭霜影BOSS统计...
if sceneId == 420 then
CallScriptFunction( 808040, "OnPlayerPickUpItemFromShangyingBoss", sceneId, selfId, itemId, bagidx )
end
--黄金之链
if itemId == 40004453 then
CallScriptFunction( 050220, "PickupItem", sceneId, selfId, itemId, bagidx ) ;
end
--玄佛珠
if itemId == 40004454 then
CallScriptFunction( 050221, "PickupItem", sceneId, selfId, itemId, bagidx ) ;
end
--单人PK
if itemId == 40004478 and sceneId == 411 then --playerName
local nNowTime = LuaFnGetCurrentTime()
SetMissionData( sceneId, selfId, MD_RENWULIAN_EXCHANGEITEM,nNowTime)
local message = format("#W#{_INFOUSR%s}#H在单人PK活动地图拾取#{_INFOMSG%s}#P只要持续40分钟即可获得50RMB元宝", playerName, transfer );
BroadMsgByChatPipe(sceneId, selfId, message, 4);
end
end
--对任务可用性进行检测
function x888888_Check_MissionAvailable(sceneId, playerId, missionId)
--//
--任务链可用性检测
local renwulianMissionId = 1202
if missionId == renwulianMissionId then
if IsHaveMission(sceneId, playerId, renwulianMissionId) > 0 then
local MissionType = {wenhou=1, suoqu=2, fubenjiaoxun=3, fubenduowu=4, chongwu=5}
local misIndex = GetMissionIndexByID(sceneId, playerId, renwulianMissionId)
local missionType = GetMissionParam(sceneId, playerId, misIndex, 1)
local bAvailable = 1
if missionType == MissionType.wenhou then
local npcId = GetMissionParam(sceneId, playerId, misIndex, 5)
if 0 == CheckNpcAvailable(sceneId, playerId, npcId) then
MissionLog(sceneId, "error: x888888_Check_MissionAvailable..renwulian..wenhou..npcId=" .. tostring(npcId))
bAvailable = 0
end
elseif missionType == MissionType.suoqu then
local itemId = GetMissionParam(sceneId, playerId, misIndex, 5)
local npcId = GetMissionParam(sceneId, playerId, misIndex, 6)
if 0 == CheckNpcAvailable(sceneId, playerId, npcId) or
0 == CheckItemAvailable(sceneId, playerId, itemId) then
MissionLog(sceneId, "error: x888888_Check_MissionAvailable..renwulian..suoqu..npcId=" .. tostring(npcId)
.. ",itemId=" .. tostring(itemId))
bAvailable = 0
end
elseif missionType == MissionType.chongwu then
local npcId = GetMissionParam(sceneId, playerId, misIndex, 6)
if 0 == CheckNpcAvailable(sceneId, playerId, npcId) then
bAvailable = 0
MissionLog(sceneId, "error: x888888_Check_MissionAvailable..renwulian..chongwu..npcId=" .. tostring(npcId))
end
elseif missionType == MissionType.fubenjiaoxun then
local npcId = GetMissionParam(sceneId, playerId, misIndex, 5)
if 0 == CheckNpcAvailable(sceneId, playerId, npcId) then
MissionLog(sceneId, "error: x888888_Check_MissionAvailable..renwulian..fubenjiaoxun..npcId=" .. tostring(npcId))
bAvailable = 0
end
end
-- 如果不可用则删除
if 0 == bAvailable then
DelMission(sceneId, playerId, renwulianMissionId)
end
end
end
--//
--Add other code ...
local xingxiuMissionId = 1095
if missionId == xingxiuMissionId then
if IsHaveMission(sceneId, playerId, xingxiuMissionId) > 0 then
local bAvailable = 1
local MissionType = {XunWu=1, SongXin=2, DingDianYinDao=3, FuBenZhanDou=4, BuZhuo=5, ShouJi=6, KaiGuang=7, otherMenpaiFuben=8, killMonster=9}
local misIndex = GetMissionIndexByID(sceneId, playerId, xingxiuMissionId)
local missionType = GetMissionParam(sceneId, playerId, misIndex, 1)
if missionType == MissionType.XunWu then
local demandItemId = GetMissionParam(sceneId, playerId, misIndex, 5)
if demandItemId <= 0 then
MissionLog(sceneId, "error: x888888_Check_MissionAvailable..xingxiushimen.XunWu..demandItemId=" .. type(demandItemId))
bAvailable = 0
end
local itemId, itemName, itemDesc = GetItemInfoByItemId(demandItemId)
if itemName == nil or itemDesc == nil or itemId == nil then
MissionLog(sceneId, "error: x888888_Check_MissionAvailable..xingxiushimen.XunWu..itemName=" .. type(itemName)
.. ",itemDesc=" .. itemDesc .. ",itemId=" .. itemId)
bAvailable = 0
end
elseif missionType == MissionType.KaiGuang then
local demandItemId = GetMissionParam(sceneId, playerId, misIndex, 6)
if demandItemId <= 0 then
MissionLog(sceneId, "error: x888888_Check_MissionAvailable..xingxiushimen.KaiGuang..demandItemId=" .. type(demandItemId))
bAvailable = 0
end
local itemId, itemName, itemDesc = GetItemInfoByItemId(demandItemId)
if itemName == nil or itemDesc == nil or itemId == nil then
MissionLog(sceneId, "error: x888888_Check_MissionAvailable..xingxiushimen.KaiGuang..itemName=" .. type(itemName)
.. ",itemDesc=" .. itemDesc .. ",itemId=" .. itemId)
bAvailable = 0
end
elseif missionType == MissionType.ShouJi then
local demandItemId = GetMissionParam(sceneId, playerId, misIndex, 6)
if demandItemId <= 0 then
MissionLog(sceneId, "error: x888888_Check_MissionAvailable..xingxiushimen.ShouJi..demandItemId=" .. type(demandItemId))
bAvailable = 0
end
local itemId, itemName, itemDesc = GetItemInfoByItemId(demandItemId)
if itemName == nil or itemDesc == nil or itemId == nil then
MissionLog(sceneId, "error: x888888_Check_MissionAvailable..xingxiushimen.ShouJi..itemName=" .. type(itemName)
.. ",itemDesc=" .. itemDesc .. ",itemId=" .. itemId)
bAvailable = 0
end
end
if bAvailable == 0 then
DelMission(sceneId, playerId, xingxiuMissionId)
end
end
end
end
function x888888_OnAcceptCheck( sceneId, objId, level )
-- 任务是否已满
if IsMissionFull( sceneId, objId ) == 1 then
return 0
end
local missioninfo = x888888_g_AutoAccept_MissionList[level]
--检测等级
if not missioninfo then
return 0
end
--已经接过则不符合条件
if IsHaveMission( sceneId, objId, missioninfo.MissionId ) > 0 then
return 0
end
--已经做过则不符合条件
if IsMissionHaveDone(sceneId, objId, missioninfo.MissionId) > 0 then
return 0
end
--检测前续任务
if missioninfo.PreMissionId > 0 then
if IsMissionHaveDone(sceneId, objId, missioninfo.PreMissionId) <= 0 then
return 0
end
end
return 1
end
function x888888_OnAutoAcceptMission( sceneId, objId, level )
-- 检测任务接受条件
if x888888_OnAcceptCheck( sceneId, objId, level ) > 0 then
local missioninfo = x888888_g_AutoAccept_MissionList[level]
if missioninfo ~= nil then
local ret = AddMission( sceneId, objId, missioninfo.MissionId, missioninfo.MissionIndex, missioninfo.pKill, missioninfo.pArea, missioninfo.pItem ) -- kill、area、item
if ret == 1 and missioninfo.EventId ~= 0 then
SetMissionEvent( sceneId, objId, missioninfo.MissionId, missioninfo.EventId )
end
end
end
end
function x888888_OnCompleteCheck( sceneId, objId, level )
local missioninfo = x888888_g_FullLevel_MissionList[level]
--检测等级
if not missioninfo then
return 0
end
if IsHaveMission( sceneId, objId, missioninfo.MissionId ) <= 0 then
return 0
end
-- 是否达到需求等级
local Playerlvl = LuaFnGetLevel( sceneId, objId )
if Playerlvl < missioninfo.LevelLimit then
return 0
end
local misIndex = GetMissionIndexByID(sceneId,objId,missioninfo.MissionId)
-- 检测任务是否完成
if GetMissionParam(sceneId, objId, misIndex, missioninfo.CompleteIdx) <= 0 then
return 1
end
return 0
end
function x888888_OnSetCompleteMission( sceneId, objId, level )
-- 检测任务完成条件
if x888888_OnCompleteCheck( sceneId, objId, level ) > 0 then
local missioninfo = x888888_g_FullLevel_MissionList[level]
if missioninfo ~= nil then
local misIndex = GetMissionIndexByID(sceneId,objId,missioninfo.MissionId)
SetMissionByIndex( sceneId, objId, misIndex, missioninfo.CompleteIdx, 1 )
SetMissionByIndex( sceneId, objId, misIndex, missioninfo.RecordIdx, 1 )
BeginEvent( sceneId )
AddText( sceneId, missioninfo.MsgStr )
EndEvent( sceneId )
DispatchMissionTips( sceneId, objId )
end
end
end
-- 更新玩家的数据,用于在脚本里修改玩家数据,然后在Server程序里用的情况
function x888888_UpdatePlayerData(sceneId, playerId)
-- 更新暗器(法宝)N倍经验状态
if HaveDarkEquiped(sceneId, playerId) ==1 then
if IsDarkNeedLevelUpByNpcNow(sceneId, playerId) ==1 then
if GetDarkLevel(sceneId, playerId) <= GetLevel(sceneId, playerId) then
DarkLevelUp(sceneId, playerId)
end
end
end
CallScriptFunction( 332207, "CalcDarkMultiExpRate", sceneId, playerId ) ;
end
-- 当玩家的暗器升级时会调用的函数
function x888888_OnDarkLevelUp(sceneId, playerId, levelaftlevel)
--显示暗器升级特效
LuaFnSendSpecificImpactToUnit(sceneId, playerId, playerId, playerId, 32407, 0 )
--后续功能添加
end
function x888888_AskDeleteMinorPasswordTime(sceneId, playerId)
local lefttime = LuaFnGetPasswordDeleteRemainTime(sceneId, playerId)
if lefttime >= 0 then
LuaFnSendSystemMail( sceneId, GetName(sceneId,playerId), "#{SMTX_090309_1}"..tostring(lefttime).."#{SMTX_090309_2}" )
end
end
function x888888_KKGG_rm( sceneId, selfId )
BeginUICommand( sceneId )
UICommand_AddString(sceneId,"#gFF0FA08月01日更新公告")
UICommand_AddString(sceneId,"#r#c0000FF本服长久公平公正,如有更好意见请联系客服QQ800181789#r#cff9900所有活动,副本按照官方时间分配...#r#c009933独家开放全天马贼系统,无限赠点地图,无限刷金币地图....#r#c0000FF充值领取在元宝商店右下角兑换赠点,或者洛阳NPC253,249领取#r#e0080FF#g2E9AFE本服网站采用中文域名,浏览器中输入 黑纸天龙.com 即可打开本服网站") --这个接口别操过480个字符
EndUICommand( sceneId )
DispatchUICommand( sceneId, selfId,20151024)
end
function x888888_DengLUjp(sceneId, selfId)
local str, str1,str2,str3=1,"","",""
str= LuaFnGetGUID( sceneId, selfId)-1010000001
str1=",01,08," --一月8号
--奖励物品
str2="30008017,2,38000397,1,38000949,3,30309857,3,38000571,3,30900133,3,20310167,3,"
---蹴鞠激活
str3="39900001,39900010,38000947,38000397,30900201,20310168,"
BeginUICommand( sceneId )
UICommand_AddString(sceneId,str..str1..str2..str3)
EndUICommand( sceneId )
DispatchUICommand( sceneId, selfId,2015060802)
end
有哪里不对的大家讨论下。
来自 “ ITPUB博客 ” ,链接:http://blog.itpub.net/31553491/viewspace-2215570/,如需转载,请注明出处,否则将追究法律责任。
转载于:http://blog.itpub.net/31553491/viewspace-2215570/