装备信息初步完成
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@ -148,6 +148,13 @@ class _AssetManager_ {
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if (Ret == "[/item group name table]") break;
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if (Ret == "[/item group name table]") break;
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DataTable.item_group_name_table.rawset(Ret, Data.Get());
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DataTable.item_group_name_table.rawset(Ret, Data.Get());
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}
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}
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} else if (Pack == "[elemental property tag]") {
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DataTable.elemental_property_tag <- {};
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while (true) {
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local Ret = Data.Get();
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if (Ret == "[/elemental property tag]") break;
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DataTable.elemental_property_tag.rawset(Ret, Data.Get());
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}
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}
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}
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}
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}
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});
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});
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@ -211,8 +218,8 @@ class _AssetManager_ {
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DataTable.DirPath <- DataTable.filepath.slice(0, DataTable.filepath.lastfind("/") + 1);
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DataTable.DirPath <- DataTable.filepath.slice(0, DataTable.filepath.lastfind("/") + 1);
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while (!Data.Eof()) {
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while (!Data.Eof()) {
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local Pack = Data.Get();
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local Pack = Data.Get();
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//名称 grade 套装Id 稀有度 最低穿戴登记 重量 组名 购买价格 出售价格
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//名称 grade 套装Id 稀有度 最低穿戴登记 重量 组名 购买价格 出售价格 耐久 名望 四维 所有属强 四属强 双暴 命中 四属抗 属性攻击
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if (Pack == "[name]" || Pack == "[part set index]" || Pack == "[grade]" || Pack == "[rarity]" || Pack == "[minimum level]" || Pack == "[weight]" || Pack == "[item group name]" || Pack == "[price]" || Pack == "[repair price]" || Pack == "[value]" || Pack == "[durability]") {
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if (Pack == "[name]" || Pack == "[part set index]" || Pack == "[grade]" || Pack == "[rarity]" || Pack == "[minimum level]" || Pack == "[weight]" || Pack == "[item group name]" || Pack == "[price]" || Pack == "[repair price]" || Pack == "[value]" || Pack == "[durability]" || Pack == "[physical attack]" || Pack == "[magical attack]" || Pack == "[physical defense]" || Pack == "[magical defense]" || Pack == "[all elemental attack]" || Pack == "[dark attack]" || Pack == "[light attack]" || Pack == "[water attack]" || Pack == "[fire attack]" || Pack == "[attack speed]" || Pack == "[cast speed]" || Pack == "[move speed]" || Pack == "[physical critical hit]" || Pack == "[magical critical hit]" || Pack == "[stuck]" || Pack == "[fire resistance]" || Pack == "[dark resistance]" || Pack == "[light resistance]" || Pack == "[water resistance]" || Pack == "[elemental property]" || Pack == "[flavor text]") {
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local RealKey = Pack.slice(1, -1);
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local RealKey = Pack.slice(1, -1);
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DataTable[RealKey] <- Data.Get();
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DataTable[RealKey] <- Data.Get();
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}
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}
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@ -225,6 +232,11 @@ class _AssetManager_ {
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DataTable.usable_job.append(Ret.slice(1, -1).tolower());
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DataTable.usable_job.append(Ret.slice(1, -1).tolower());
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}
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}
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}
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}
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//读取三攻
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else if (Pack == "[equipment physical attack]" || Pack == "[equipment magical attack]" || Pack == "[separate attack]") {
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local RealKey = Pack.slice(1, -1);
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DataTable[RealKey] <- [Data.Get(), Data.Get()];
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}
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//图标
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//图标
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else if (Pack == "[icon]") {
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else if (Pack == "[icon]") {
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DataTable.icon <- {};
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DataTable.icon <- {};
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@ -13,6 +13,8 @@ class GameItem.EquipmentInfo extends Yosin_Window {
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Equipment = null;
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Equipment = null;
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//画布
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//画布
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Canvas = null;
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Canvas = null;
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//画布实际高度
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RealCanvasHeight = 0;
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//稀有度边框颜色对应Idx表
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//稀有度边框颜色对应Idx表
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//白装 蓝装 紫装 粉装 金装 红装 橙装
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//白装 蓝装 紫装 粉装 金装 红装 橙装
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RarityFrameColorIdx = [0, 1, 2, 4, 6, 3, 5];
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RarityFrameColorIdx = [0, 1, 2, 4, 6, 3, 5];
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@ -36,10 +38,12 @@ class GameItem.EquipmentInfo extends Yosin_Window {
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this.Equipment = Equipment.weakref();
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this.Equipment = Equipment.weakref();
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base.constructor(clock() + "EquipmentInfo" + Equipment.Idx, 0, 0, 0, 0, 0);
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base.constructor(clock() + "EquipmentInfo" + Equipment.Idx, 0, 0, 0, 0, 0);
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local background = Yosin_NineBoxStretch(0, 0, 208, 600, "sprite/interface/lenheartwindowcommon.img", 213);
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AddUIChild(background);
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//210
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//210
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Init();
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Init();
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local background = Yosin_NineBoxStretch(0, 0, 208, RealCanvasHeight + 10, "sprite/interface/lenheartwindowcommon.img", 213);
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background.SetZOrder(-1);
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AddUIChild(background);
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}
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}
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function Init() {
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function Init() {
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@ -60,7 +64,7 @@ class GameItem.EquipmentInfo extends Yosin_Window {
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//绘制装备名称
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//绘制装备名称
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if (Equipment.Name.len() > 0) {
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if (Equipment.Name.len() > 0) {
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local EquName = FontAssetManager.GenerateNormal(Equipment.Name, true, {
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local EquName = FontAssetManager.GenerateNormal(Equipment.Name, false, {
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color = RarityColor[Equipment.Rarity]
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color = RarityColor[Equipment.Rarity]
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});
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});
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Canvas.DrawActor(EquName, 41, 7);
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Canvas.DrawActor(EquName, 41, 7);
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@ -69,10 +73,10 @@ class GameItem.EquipmentInfo extends Yosin_Window {
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//绘制分割线
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//绘制分割线
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Canvas.DrawLine(3, 37, 207, 38);
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Canvas.DrawLine(3, 37, 207, 38);
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//绘制品级 //TODO 现在默认100
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//绘制品级
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local Percentage = 94;
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local Percentage = Equipment.Property ? Equipment.Property.Percentage : 100;
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//品级文字
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//品级文字
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local PercentageGradeText = FontAssetManager.GenerateNormal(GetPercentageText(Percentage), true, {
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local PercentageGradeText = FontAssetManager.GenerateNormal(GetPercentageText(Percentage), false, {
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color = sq_RGBA(255, 240, 0, 255)
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color = sq_RGBA(255, 240, 0, 255)
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});
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});
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//百分比UI
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//百分比UI
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@ -81,51 +85,51 @@ class GameItem.EquipmentInfo extends Yosin_Window {
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local PercentageUIBG = CL_SpriteFrameObject("sprite/interface/lenheartwindowcommon.img", 632);
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local PercentageUIBG = CL_SpriteFrameObject("sprite/interface/lenheartwindowcommon.img", 632);
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Canvas.DrawSpriteFrame(PercentageUIBG, 47, 48);
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Canvas.DrawSpriteFrame(PercentageUIBG, 47, 48);
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//百分比文字
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//百分比文字
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local PercentageText = FontAssetManager.GenerateNormal(format("(%d%%)", Percentage), true, {
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local PercentageText = FontAssetManager.GenerateNormal(format("(%d%%)", Percentage), false, {
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color = sq_RGBA(161, 131, 74, 255)
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color = sq_RGBA(161, 131, 74, 255)
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});
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});
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Canvas.DrawActor(PercentageGradeText, 6, 41);
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Canvas.DrawActor(PercentageGradeText, 6, 41);
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Canvas.DrawActor(PercentageText, 130, 41);
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Canvas.DrawActor(PercentageText, 130, 41);
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//绘制稀有度名称
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//绘制稀有度名称
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local RarityTagName = FontAssetManager.GenerateNormal(RarityNameTag[Equipment.Rarity], true, {
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local RarityTagName = FontAssetManager.GenerateNormal(RarityNameTag[Equipment.Rarity], false, {
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color = RarityColor[Equipment.Rarity]
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color = RarityColor[Equipment.Rarity]
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});
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});
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Canvas.DrawActor(RarityTagName, 210 - RarityTagName.GetSize().w - 6, 41);
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Canvas.DrawActor(RarityTagName, 210 - RarityTagName.GetSize().w - 6, 41);
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//绘制重量
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//绘制重量
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local WeightText = FontAssetManager.GenerateNormal((Equipment.Weight.tofloat() / 1000.0) + "kg", true, {
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local WeightText = FontAssetManager.GenerateNormal((Equipment.Weight.tofloat() / 1000.0) + "kg", false, {
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color = sq_RGBA(161, 131, 74, 255)
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color = sq_RGBA(161, 131, 74, 255)
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});
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});
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Canvas.DrawActor(WeightText, 6, 57);
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Canvas.DrawActor(WeightText, 6, 57);
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//绘制最低多少级可以使用
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//绘制最低多少级可以使用
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local MinUseLevelText = FontAssetManager.GenerateNormal(Equipment.Minimum_level + "级以上可以使用", true, {
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local MinUseLevelText = FontAssetManager.GenerateNormal(Equipment.Minimum_level + "级以上可以使用", false, {
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color = sq_RGBA(161, 131, 74, 255)
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color = sq_RGBA(161, 131, 74, 255)
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});
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});
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Canvas.DrawActor(MinUseLevelText, 210 - MinUseLevelText.GetSize().w - 6, 57);
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Canvas.DrawActor(MinUseLevelText, 210 - MinUseLevelText.GetSize().w - 6, 57);
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//绘制是否封装 如果有主体属性读取 否则一律为封装
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//绘制是否封装 如果有主体属性读取 否则一律为封装
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local IsPackage = Equipment.Property ? Equipment.Property.IsPackage : 0;
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local IsPackage = Equipment.Property ? Equipment.Property.IsPackage : 0;
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local IsPackageText = FontAssetManager.GenerateNormal(TradeTypeText[IsPackage], true, {
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local IsPackageText = FontAssetManager.GenerateNormal(TradeTypeText[IsPackage], false, {
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color = TradeTypeColor[IsPackage]
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color = TradeTypeColor[IsPackage]
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});
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});
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Canvas.DrawActor(IsPackageText, 210 - IsPackageText.GetSize().w - 6, 73);
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Canvas.DrawActor(IsPackageText, 210 - IsPackageText.GetSize().w - 6, 73);
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//绘制装备类型
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//绘制装备类型
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local GroupNameText = FontAssetManager.GenerateNormal(GameItem.EquipmentInfoTag.item_group_name_table[Equipment.GroupName], true, {
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local GroupNameText = FontAssetManager.GenerateNormal(GameItem.EquipmentInfoTag.item_group_name_table[Equipment.GroupName], false, {
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color = sq_RGBA(194, 161, 56, 255)
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color = sq_RGBA(194, 161, 56, 255)
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});
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});
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Canvas.DrawActor(GroupNameText, 210 - GroupNameText.GetSize().w - 6, 89);
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Canvas.DrawActor(GroupNameText, 210 - GroupNameText.GetSize().w - 6, 89);
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//绘制售价
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//绘制售价
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local RealSellPrice = (Equipment.SellPrice == -1 ? (Equipment.Price == -1 ? 0 : Equipment.Price) : Equipment.SellPrice) / 5;
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local RealSellPrice = (Equipment.SellPrice == -1 ? (Equipment.Price == -1 ? 0 : Equipment.Price) : Equipment.SellPrice) / 5;
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local SellPriceText = FontAssetManager.GenerateNormal(RealSellPrice + "金币", true, {
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local SellPriceText = FontAssetManager.GenerateNormal(RealSellPrice + "金币", false, {
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color = sq_RGBA(133, 121, 78, 255)
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color = sq_RGBA(133, 121, 78, 255)
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});
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});
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Canvas.DrawActor(SellPriceText, 210 - SellPriceText.GetSize().w - 6, 105);
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Canvas.DrawActor(SellPriceText, 210 - SellPriceText.GetSize().w - 6, 105);
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//绘制耐久度
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//绘制耐久度
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local DurabilityText = FontAssetManager.GenerateNormal("耐久度 " + (Equipment.Property ? Equipment.Property.Durability : Equipment.Durability) + "/" + Equipment.Durability, true, {
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local DurabilityText = FontAssetManager.GenerateNormal("耐久度 " + (Equipment.Property ? Equipment.Property.Durability : Equipment.Durability) + "/" + Equipment.Durability, false, {
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color = sq_RGBA(133, 121, 80, 255)
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color = sq_RGBA(133, 121, 80, 255)
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});
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});
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Canvas.DrawActor(DurabilityText, 6, 121);
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Canvas.DrawActor(DurabilityText, 6, 121);
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//绘制分割线
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//绘制分割线
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Canvas.DrawLine(3, 139, 207, 139);
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Canvas.DrawLine(3, 139, 207, 139);
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//下面的绘制逻辑开始使用行put来做
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RealCanvasHeight = 141;
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//绘制冒险家名望
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local AdventurerFameFrame = CL_SpriteFrameObject("sprite/interface2/profile/profile_cn/profile_cn.img", 0);
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Canvas.DrawSpriteFrame(AdventurerFameFrame, 6, RealCanvasHeight + 3);
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local AdventurerFame = FontAssetManager.GenerateNormal("冒险家名望 " + Equipment.AdventurerFame, false, {
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color = sq_RGBA(133, 121, 80, 255)
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});
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Canvas.DrawActor(AdventurerFame, 22, RealCanvasHeight);
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//绘制分割
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AddSliceLine();
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//绘制物理攻击力
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DrawAttack("EquipmentPhysicalAttack", "物理攻击力");
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//绘制魔法攻击力
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DrawAttack("EquipmentMagicalAttack", "魔法攻击力");
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//绘制独立攻击力
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DrawAttack("SeparateAttack", "独立攻击力");
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//绘制四维
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DrawAttribute("PhysicalAttack", "力量");
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DrawAttribute("MagicalAttack", "智力");
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DrawAttribute("PhysicalDefense", "体力");
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DrawAttribute("MagicalDefense", "精神");
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//绘制分割
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Canvas.DrawLine(3, RealCanvasHeight + 3, 207, RealCanvasHeight + 3);
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RealCanvasHeight += 6;
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//绘制三速
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DrawSpeed("AttackSpeed", "攻击速度");
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DrawSpeed("CastSpeed", "释放速度");
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DrawSpeed("MoveSpeed", "移动速度");
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//绘制双爆
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DrawCritical("PhysicalCriticalHit", "物理暴击率");
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DrawCritical("MagicalCriticalHit", "魔法暴击率");
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//绘制命中率
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DrawStuck("Stuck", "命中率");
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//绘制四属抗
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DrawElement("DarkResistance", "暗属性抗性");
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DrawElement("LightResistance", "光属性抗性");
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DrawElement("FireResistance", "火属性抗性");
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DrawElement("WaterResistance", "水属性抗性");
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//绘制四属强
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DrawElement("DarkAttack", "暗属性强化");
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DrawElement("LightAttack", "光属性强化");
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DrawElement("FireAttack", "火属性强化");
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DrawElement("WaterAttack", "水属性强化");
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//绘制属性攻击
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if (Equipment.ElementalProperty) {
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local Text = FontAssetManager.GenerateNormal(GameItem.EquipmentInfoTag.elemental_property_tag[Equipment.ElementalProperty], false, {
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color = sq_RGBA(215, 196, 147, 255)
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});
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Canvas.DrawActor(Text, 6, RealCanvasHeight);
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AddHeight();
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}
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//绘制描述
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if (Equipment.FlavorText) {
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//绘制分割
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Canvas.DrawLine(3, RealCanvasHeight + 3, 207, RealCanvasHeight + 3);
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RealCanvasHeight += 6;
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local Text = FontAssetManager.GenerateNormal(Equipment.FlavorText, false, {
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color = sq_RGBA(133, 121, 80, 255),
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wrap_width = 204
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});
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Canvas.DrawActor(Text, 6, RealCanvasHeight);
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RealCanvasHeight += Text.GetSize().h;
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}
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Canvas.EndDraw();
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Canvas.EndDraw();
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Addchild(Canvas);
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Addchild(Canvas);
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}
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}
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//绘制属强属抗
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function DrawElement(Type, TypeName) {
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if (Equipment[Type] != 0) {
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local AttackText = FontAssetManager.GenerateNormal(TypeName + " " + (Equipment[Type] >= 0 ? "+" : "-") + Equipment[Type], false, {
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color = sq_RGBA(215, 196, 147, 255)
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});
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Canvas.DrawActor(AttackText, 6, RealCanvasHeight);
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AddHeight();
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}
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}
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//绘制命中
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function DrawStuck(Type, TypeName) {
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if (Equipment[Type] != 0) {
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local Value = Equipment[Type];
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local AttackText = FontAssetManager.GenerateNormal(TypeName + " " + (Value >= 0 ? "+" : "") + Value + "%", false, {
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color = sq_RGBA(215, 196, 147, 255)
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});
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Canvas.DrawActor(AttackText, 6, RealCanvasHeight);
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AddHeight();
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}
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}
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//绘制双爆
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function DrawCritical(Type, TypeName) {
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if (Equipment[Type] != 0) {
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local AttackText = FontAssetManager.GenerateNormal(TypeName + " " + (Equipment[Type] >= 0 ? "+" : "-") + Equipment[Type] + "%", false, {
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color = sq_RGBA(215, 196, 147, 255)
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});
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Canvas.DrawActor(AttackText, 6, RealCanvasHeight);
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AddHeight();
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}
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}
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//绘制三速
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function DrawSpeed(Type, TypeName) {
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if (Equipment[Type] != 0) {
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local Value = (Equipment[Type].tofloat() * 0.1).tointeger();
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local AttackText = FontAssetManager.GenerateNormal(TypeName + " " + (Value >= 0 ? "+" : "-") + Value + "%", false, {
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color = sq_RGBA(215, 196, 147, 255)
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});
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Canvas.DrawActor(AttackText, 6, RealCanvasHeight);
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||||||
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AddHeight();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
//绘制四维
|
||||||
|
function DrawAttribute(Type, TypeName) {
|
||||||
|
if (Equipment[Type] != 0) {
|
||||||
|
local AttackText = FontAssetManager.GenerateNormal(TypeName + " " + Equipment[Type], false, {
|
||||||
|
color = sq_RGBA(134, 120, 79, 255)
|
||||||
|
});
|
||||||
|
Canvas.DrawActor(AttackText, 6, RealCanvasHeight);
|
||||||
|
AddHeight();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
//绘制三攻
|
||||||
|
function DrawAttack(Type, TypeName) {
|
||||||
|
if (Equipment[Type] != null) {
|
||||||
|
local RealValue;
|
||||||
|
//数组为没有百分比计算过的原始数据
|
||||||
|
if (typeof Equipment[Type] == "array") {
|
||||||
|
local MaxValue = Equipment[Type][0];
|
||||||
|
local MinValue = Equipment[Type][1];
|
||||||
|
local Rate = Equipment.Property ? Equipment.Property[Type + "Rate"] : 100;
|
||||||
|
Rate = Rate.tofloat() / 100.0;
|
||||||
|
RealValue = (MinValue + ((MaxValue - MinValue).tofloat() * Rate).tointeger());
|
||||||
|
}
|
||||||
|
//百分比计算过的数据
|
||||||
|
else if (typeof Equipment[Type] == "integer") {
|
||||||
|
RealValue = Equipment[Type];
|
||||||
|
}
|
||||||
|
local AttackText = FontAssetManager.GenerateNormal(TypeName + " " + RealValue, false, {
|
||||||
|
color = sq_RGBA(134, 120, 79, 255)
|
||||||
|
});
|
||||||
|
Canvas.DrawActor(AttackText, 6, RealCanvasHeight);
|
||||||
|
AddHeight();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
//增加行高
|
||||||
|
function AddHeight() {
|
||||||
|
RealCanvasHeight += 16;
|
||||||
|
}
|
||||||
|
//增加分割行
|
||||||
|
function AddSliceLine() {
|
||||||
|
RealCanvasHeight += 18;
|
||||||
|
Canvas.DrawLine(3, RealCanvasHeight, 207, RealCanvasHeight);
|
||||||
|
RealCanvasHeight += 2;
|
||||||
|
}
|
||||||
|
|
||||||
// 根据数值获取对应的品级文字
|
// 根据数值获取对应的品级文字
|
||||||
function GetPercentageText(num) {
|
function GetPercentageText(num) {
|
||||||
|
|
@ -196,6 +366,8 @@ class GameItem.Equipment extends GameItem.Item {
|
||||||
SellPrice = -1;
|
SellPrice = -1;
|
||||||
//耐久度
|
//耐久度
|
||||||
Durability = -1;
|
Durability = -1;
|
||||||
|
//冒险家名望
|
||||||
|
AdventurerFame = 0;
|
||||||
//装备可穿戴职业
|
//装备可穿戴职业
|
||||||
Job = 0;
|
Job = 0;
|
||||||
//装备图标
|
//装备图标
|
||||||
|
|
@ -212,6 +384,61 @@ class GameItem.Equipment extends GameItem.Item {
|
||||||
//装备属性
|
//装备属性
|
||||||
Property = null;
|
Property = null;
|
||||||
|
|
||||||
|
//力量
|
||||||
|
PhysicalAttack = 0;
|
||||||
|
//智力
|
||||||
|
MagicalAttack = 0;
|
||||||
|
//体力
|
||||||
|
PhysicalDefense = 0;
|
||||||
|
//精神
|
||||||
|
MagicalDefense = 0;
|
||||||
|
//所有属强
|
||||||
|
AllElementalAttack = 0;
|
||||||
|
//暗属强
|
||||||
|
DarkAttack = 0;
|
||||||
|
//光属强
|
||||||
|
LightAttack = 0;
|
||||||
|
//水属强
|
||||||
|
WaterAttack = 0;
|
||||||
|
//火属强
|
||||||
|
FireAttack = 0;
|
||||||
|
|
||||||
|
//物理攻击力
|
||||||
|
EquipmentPhysicalAttack = 0;
|
||||||
|
//魔法攻击力
|
||||||
|
EquipmentMagicalAttack = 0;
|
||||||
|
//独立攻击力
|
||||||
|
SeparateAttack = 0;
|
||||||
|
|
||||||
|
//攻击速度
|
||||||
|
AttackSpeed = 0;
|
||||||
|
//释放速度
|
||||||
|
CastSpeed = 0;
|
||||||
|
//移动速度
|
||||||
|
MoveSpeed = 0;
|
||||||
|
|
||||||
|
//物理暴击率
|
||||||
|
PhysicalCriticalHit = 0;
|
||||||
|
//魔法暴击率
|
||||||
|
MagicalCriticalHit = 0;
|
||||||
|
//命中率
|
||||||
|
Stuck = 0;
|
||||||
|
|
||||||
|
//暗属抗
|
||||||
|
DarkResistance = 0;
|
||||||
|
//光属抗
|
||||||
|
LightResistance = 0;
|
||||||
|
//水属抗
|
||||||
|
WaterResistance = 0;
|
||||||
|
//火属抗
|
||||||
|
FireResistance = 0;
|
||||||
|
|
||||||
|
//属性攻击
|
||||||
|
ElementalProperty = null;
|
||||||
|
|
||||||
|
//描述
|
||||||
|
FlavorText = null;
|
||||||
|
|
||||||
constructor(...) {
|
constructor(...) {
|
||||||
//直接裸构造
|
//直接裸构造
|
||||||
if (vargv.len() == 0) {
|
if (vargv.len() == 0) {
|
||||||
|
|
@ -246,6 +473,8 @@ class GameItem.Equipment extends GameItem.Item {
|
||||||
if (EquInfo.rawin("value")) SellPrice = EquInfo["value"];
|
if (EquInfo.rawin("value")) SellPrice = EquInfo["value"];
|
||||||
//耐久度
|
//耐久度
|
||||||
if (EquInfo.rawin("durability")) Durability = EquInfo["durability"];
|
if (EquInfo.rawin("durability")) Durability = EquInfo["durability"];
|
||||||
|
//冒险家名望
|
||||||
|
if (EquInfo.rawin("adventurerfame")) AdventurerFame = EquInfo["adventurerfame"];
|
||||||
//职业
|
//职业
|
||||||
if (EquInfo.rawin("usable_job")) Job = EquInfo["usable_job"];
|
if (EquInfo.rawin("usable_job")) Job = EquInfo["usable_job"];
|
||||||
//图标
|
//图标
|
||||||
|
|
@ -253,6 +482,40 @@ class GameItem.Equipment extends GameItem.Item {
|
||||||
if (EquInfo.rawin("Ani")) Animation_Job = EquInfo["Ani"];
|
if (EquInfo.rawin("Ani")) Animation_Job = EquInfo["Ani"];
|
||||||
if (EquInfo.rawin("DirPath")) DirPath = EquInfo["DirPath"];
|
if (EquInfo.rawin("DirPath")) DirPath = EquInfo["DirPath"];
|
||||||
if (EquInfo.rawin("aurora_effects")) Aurora_effects = EquInfo["aurora_effects"];
|
if (EquInfo.rawin("aurora_effects")) Aurora_effects = EquInfo["aurora_effects"];
|
||||||
|
|
||||||
|
//四维
|
||||||
|
if (EquInfo.rawin("physical attack")) PhysicalAttack = EquInfo["physical attack"];
|
||||||
|
if (EquInfo.rawin("magical attack")) MagicalAttack = EquInfo["magical attack"];
|
||||||
|
if (EquInfo.rawin("physical defense")) PhysicalDefense = EquInfo["physical defense"];
|
||||||
|
if (EquInfo.rawin("magical defense")) MagicalDefense = EquInfo["magical defense"];
|
||||||
|
//属强
|
||||||
|
if (EquInfo.rawin("all elemental attack")) AllElementalAttack = EquInfo["all elemental attack"];
|
||||||
|
if (EquInfo.rawin("dark attack")) DarkAttack = EquInfo["dark attack"];
|
||||||
|
if (EquInfo.rawin("light attack")) LightAttack = EquInfo["light attack"];
|
||||||
|
if (EquInfo.rawin("water attack")) WaterAttack = EquInfo["water attack"];
|
||||||
|
if (EquInfo.rawin("fire attack")) FireAttack = EquInfo["fire attack"];
|
||||||
|
//三攻
|
||||||
|
if (EquInfo.rawin("equipment physical attack")) EquipmentPhysicalAttack = EquInfo["equipment physical attack"];
|
||||||
|
if (EquInfo.rawin("equipment magical attack")) EquipmentMagicalAttack = EquInfo["equipment magical attack"];
|
||||||
|
if (EquInfo.rawin("separate attack")) SeparateAttack = EquInfo["separate attack"];
|
||||||
|
//三速
|
||||||
|
if (EquInfo.rawin("attack speed")) AttackSpeed = EquInfo["attack speed"];
|
||||||
|
if (EquInfo.rawin("cast speed")) CastSpeed = EquInfo["cast speed"];
|
||||||
|
if (EquInfo.rawin("move speed")) MoveSpeed = EquInfo["move speed"];
|
||||||
|
//双暴
|
||||||
|
if (EquInfo.rawin("physical critical hit")) PhysicalCriticalHit = EquInfo["physical critical hit"];
|
||||||
|
if (EquInfo.rawin("magical critical hit")) MagicalCriticalHit = EquInfo["magical critical hit"];
|
||||||
|
//命中率
|
||||||
|
if (EquInfo.rawin("stuck")) Stuck = -EquInfo["stuck"];
|
||||||
|
//四属抗
|
||||||
|
if (EquInfo.rawin("dark resistance")) DarkResistance = EquInfo["dark resistance"];
|
||||||
|
if (EquInfo.rawin("light resistance")) LightResistance = EquInfo["light resistance"];
|
||||||
|
if (EquInfo.rawin("water resistance")) WaterResistance = EquInfo["water resistance"];
|
||||||
|
if (EquInfo.rawin("fire resistance")) FireResistance = EquInfo["fire resistance"];
|
||||||
|
//属性攻击
|
||||||
|
if (EquInfo.rawin("elemental property")) ElementalProperty = EquInfo["elemental property"];
|
||||||
|
//描述
|
||||||
|
if (EquInfo.rawin("flavor text")) FlavorText = EquInfo["flavor text"];
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -15,7 +15,17 @@ function TestStage() {
|
||||||
|
|
||||||
local Equ = GameItem.Equipment(27675);
|
local Equ = GameItem.Equipment(27675);
|
||||||
local Window = Equ.GetEquipmentInfoWindow();
|
local Window = Equ.GetEquipmentInfoWindow();
|
||||||
Window.SetPosition(300, 80);
|
Window.SetPosition(100, 80);
|
||||||
|
Window.ResetFocus();
|
||||||
|
|
||||||
|
local Equ = GameItem.Equipment(101020048);
|
||||||
|
local Window = Equ.GetEquipmentInfoWindow();
|
||||||
|
Window.SetPosition(350, 80);
|
||||||
|
Window.ResetFocus();
|
||||||
|
|
||||||
|
local Equ = GameItem.Equipment(24144);
|
||||||
|
local Window = Equ.GetEquipmentInfoWindow();
|
||||||
|
Window.SetPosition(580, 80);
|
||||||
Window.ResetFocus();
|
Window.ResetFocus();
|
||||||
|
|
||||||
|
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue