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解决蜀门+20无法显示的方法

本文出处:网游动力作者:本站发布时间:2013-05-29阅读次数:

解决蜀门+20无法显示的方法1。首先找到4个文件
     /local/malay_gb/config/item.lua
/local/malay_gb/table/data_itemsmith.csv
/local/malay_gb/table/item_smithing.csv
/local/commen/table/attrib.csv
说明一下有些文件不在LOCAL文件夹下  在MAR里面  大家可以仔细找下
2、我们先修改attrib.csv文件  这个文件修改的是+13以后加成的属性
     这里面只有+12  ,+13后面没有或者无加成显示
     在法宝+12下面插入一行,ID配备布置成496,因为ID最大为495  所以我们配置496的ID
    现在修改  法宝+13 在坐标X下面   就是爆率这项 写   ItemGetEquipLev/20+7
    同理  防具+13到+20  在修改AE栏 ItemGetEquipLev/10+14
3、我们已经修改好了文件物品加成部分   现在来item.lua文件  这个文件很多多是中文   你懂的。。。。


    ItemMaxSmithingLevel=20;--道具最大打造等级5uwl.net
ItemSmithing_FailCounter_Add={5,5,5,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0}--额外成功率(败绩次数
ItemSmithing_PlusAttrib_Trump={0,0,0,0,0,0,251,252,253,254,255,256,496,497,498,499,500,501,502,503}--道具到达特别指定锻造等级后每级附加一条特殊属性  (说一下   这两项是 对attrib.csv文件下的ID 就是后面的496到511   很多人+20没显示  就是这里的数据没对应)ItemSmithing_PlusAttrib_Armor={0,0,0,0,0,0,261,262,263,264,265,266,504,505,506,507,508,509,510,511}--道具到达特别指定锻造等级后每级附加一条特殊属性
ItemSmithing_FailCounter_Clear={0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1}--打造成功后额外成功率是否清除掉
ItemSmithing_AddFailCounter={0,0,0,1,1,1,1,5,10,15,20,20,20,20,20,20,20,20,20,20}--打造败绩增长的败绩次数
ItemSmithing_FailCounter_Add,ItemSmithing_FailCounter_Clear和ItemSmithing_AddFailCounter随便写,凑够20个数就好了

这个是我修改好的  原坏坏死神一键端的item.lua文件你们可以复制进去  +14开始全部100%成功而且失败的话给你+13的23%石头  呵呵

include("script/game_script_base.lua")

ItemMaxSmithingLevel                = 20;                                                                                                -- 道具最大打造等级

ItemSmithing_FailCounter_Enable     = true;                                                         -- 是否开启记录道具的打造失败次数
ItemSmithing_FailCounter_Add        ={ 0,0,0,0,0,0,0,9,9,8,7,6,5,2,2,2,2,0,0,0 }                           -- 额外成功率(失败次数 * x%)
ItemSmithing_FailCounter_MaxAdd     = 100                                                            -- 额外成功率最大不超过x%
ItemSmithing_TrumpEffect                         = "eff_wlev10";                                                           -- 主法宝达到最高等级时的特效
ItemSmithing_TrumpLink                           = "root";                                                           -- 主法宝达到最高等级时的特效Link点
ItemSmithing_ArmorEffect                         = "eff_alev10";               -- 防具达到最高等级时的特效
ItemSmithing_ArmorLink                           = "root";                                           -- 防具达到最高等级时的特效Link点
ItemSmithing_PlusAttrib_Trump       = { 0,0,0,0,0,0,251,252,253,254,255,256,496,497,498,499,500,501,502,503 } -- 道具到达特定锻造等级后每级附加一条特殊属性
ItemSmithing_PlusAttrib_Armor       = { 0,0,0,0,0,0,261,262,263,264,265,266,504,505,506,507,508,509,510,511 } -- 道具到达特定锻造等级后每级附加一条特殊属性
ItemSmithing_FailCounter_Clear                         = { 0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1 }                                 -- 打造成功后额外成功率是否清除掉
ItemSmithing_AddFailCounter                         = { 0,0,0,1,1,1,1,5,10,15,20,25,30,1,1,1,1,1,1,1 }   --打造失败增加的失败次数

CanSeeOtherEquipment                = true;

ItemEffectSmithingLevel                                                        = 10;                -- 道具达到该等级时增加的特效
ItemRiderEffect                     = "eff_ridelev10"                                   -- 座骑达到一定等级时的特效
ItemRiderEffectLink                 = "root"      -- 座骑达到一定等级时的特效link点


-- 系统初始化
function ItemInit()
    -- 初始化语言 
    LOAD_LAN("MSG_SMITHING_SUCCESS")
    LOAD_LAN("MSG_SMITHING_FAIL")
    LOAD_LAN("msg_script_smithing_fail1")
end


-- 锻造成功
function OnSmithingSuccess(user, item, origSmithingLevel, smithingLevel)
    ReceiveMsg(user, LAN("MSG_SMITHING_SUCCESS"), CHANNEL_SYS);
end


-- 锻造失败
function OnSmithingFail(user, item, origSmithingLevel, smithingLevel, costGold, failedNum)
    ReceiveMsg(user, LAN("MSG_SMITHING_FAIL"), CHANNEL_SYS);
        
    if(origSmithingLevel == 8) then
                    CreateItemAndMail(user, 5729, "white", "binded", 0, 0, 0, 0);
    elseif(origSmithingLevel == 9) then
                    CreateItemAndMail(user, 5730, "white", "binded", 0, 0, 0, 0);
    elseif(origSmithingLevel == 10) then
                    CreateItemAndMail(user, 5731, "white", "binded", 0, 0, 0, 0);
    elseif(origSmithingLevel == 11) then
                    CreateItemAndMail(user, 9051, "white", "binded", 0, 0, 0, 0);
    elseif(origSmithingLevel == 12) then
                    CreateItemAndMail(user, 9052, "white", "binded", 0, 0, 0, 0);
    elseif(origSmithingLevel == 13) then
                    CreateItemAndMail(user, 9053, "white", "binded", 0, 0, 0, 0);
    elseif(origSmithingLevel == 14) then
                    CreateItemAndMail(user, 9053, "white", "binded", 0, 0, 0, 0);
    elseif(origSmithingLevel == 15) then
                    CreateItemAndMail(user, 9053, "white", "binded", 0, 0, 0, 0);
    elseif(origSmithingLevel == 16) then
                    CreateItemAndMail(user, 9053, "white", "binded", 0, 0, 0, 0);
    elseif(origSmithingLevel == 17) then
                    CreateItemAndMail(user, 9053, "white", "binded", 0, 0, 0, 0);
    elseif(origSmithingLevel == 18) then
                    CreateItemAndMail(user, 9053, "white", "binded", 0, 0, 0, 0);
    elseif(origSmithingLevel == 19) then
                    CreateItemAndMail(user, 9053, "white", "binded", 0, 0, 0, 0);
    elseif(origSmithingLevel == 20) then
                    CreateItemAndMail(user, 9053, "white", "binded", 0, 0, 0, 0);
    end
end

function CanItemEnchant(nItemType, nGemItemIndex)

    if nGemItemIndex == 4468 then
            if nItemType < 3 or nItemType > 8 then
          return 0
        end
        return 1
    end

    if nItemType < 1 or nItemType > 8 then
        return 0
    end
  
    return 1
end
    

4、最后修改data_itemsmith.csv和item_smithing.csv
        data_itemsmith.csv是修改物品锻造后的伤害加成  和防具的加成
       item_smithing.csv是修改物品锻造是所需的石头和金钱   40 41 42是 法宝升级石头 43 44 45是防具的
5、文件全部修改好了  用EVP打包  一个放在服务端  一个放在客户端