DOF/sqr/User/Asset/Item/Equipment.nut

689 lines
26 KiB
Plaintext

/*
文件名:Equipment.nut
路径:User/Asset/Item/Equipment.nut
创建日期:2024-12-12 19:03
文件用途:
*/
//装备信息标签类(信息类)
if (!GameItem.rawin("EquipmentInfoTag")) GameItem.EquipmentInfoTag <- null;
//装备图标窗口
class GameItem.EquipmentIcon extends CL_CanvasObject {
constructor(Equipment) {
base.constructor();
ResizeAndClear(32, 32);
BeginDraw();
//构造图标 及图标边框
if (Equipment.Icon) {
//图标
local Icon = CL_SpriteFrameObject(Equipment.Icon.path, Equipment.Icon.index);
DrawSpriteFrame(Icon, 0, 0);
//是否封装
local IsPackage = Equipment.IsWrap;
if (IsPackage && (Equipment.Rarity == 2 || Equipment.Rarity == 3)) {
local IconFrame = CL_SpriteObject("sprite/interface/lenheartwindowcommon.img", 634);
IconFrame.SetMode(0);
DrawSprite(IconFrame);
}
//边框
local IconFrame = CL_SpriteFrameObject("sprite/item/iconmark.img", 62 + GameItem.EquipmentInfoTag.rarityframe_color_idx[Equipment.Rarity]);
DrawSpriteFrame(IconFrame, 0, 0);
}
EndDraw();
}
}
//装备信息窗口
class GameItem.EquipmentInfo extends Yosin_Window {
//装备
Equipment = null;
//画布
Canvas = null;
//画布实际高度
RealCanvasHeight = 0;
constructor(Equipment) {
this.Equipment = Equipment.weakref();
base.constructor(clock() + "EquipmentInfo" + Equipment.Idx, 0, 0, 0, 0, 0);
Init();
local background = Yosin_NineBoxStretch(211, RealCanvasHeight + 10, "sprite/interface/lenheartwindowcommon.img", 213);
background.SetZOrder(-1);
Addchild(background);
}
function Init() {
Canvas = CL_CanvasObject();
Canvas.ResizeAndClear(210, 600);
Canvas.SetFillBrush(sq_RGBA(59, 56, 57, 250));
Canvas.SetStrokeBrush(sq_RGBA(59, 56, 57, 250));
Canvas.BeginDraw();
//构造图标 及图标边框
if (Equipment.Icon) {
local Icon = GameItem.EquipmentIcon(Equipment);
Canvas.DrawActor(Icon, 7, 7);
}
//绘制装备名称
if (Equipment.Name.len() > 0) {
local UpgradeName = "";
local SeparateLevelName = "";
local DrawName = Equipment.Name;
if (Equipment.Upgrade > 0) UpgradeName = "+" + Equipment.Upgrade;
if (Equipment.SeparateLevel > 0) SeparateLevelName = "(" + Equipment.SeparateLevel + ")";
if ((Equipment.Upgrade + Equipment.SeparateLevel) > 0) DrawName = UpgradeName + SeparateLevelName + " " + DrawName;
local EquName = FontAssetManager.GenerateNormal(DrawName, false, {
color = GameItem.EquipmentInfoTag.rarity_color[Equipment.Rarity]
});
Canvas.DrawActor(EquName, 41, 7);
}
//绘制分割线
Canvas.DrawLine(3, 37, 207, 38);
//绘制品级
local Percentage = Equipment.Percentage;
//品级文字
local PercentageGradeText = FontAssetManager.GenerateNormal(GetPercentageText(Percentage), false, {
color = sq_RGBA(255, 240, 0, 255)
});
//百分比UI
local PercentageUI = CL_SpriteFrameObject("sprite/interface/lenheartwindowcommon.img", 633);
Canvas.DrawSpriteFrame(PercentageUI, 48, 49, PercentageUI.GetSize().w * (Percentage.tofloat() / 100.0));
local PercentageUIBG = CL_SpriteFrameObject("sprite/interface/lenheartwindowcommon.img", 632);
Canvas.DrawSpriteFrame(PercentageUIBG, 47, 48);
//百分比文字
local PercentageText = FontAssetManager.GenerateNormal(format("(%d%%)", Percentage), false, {
color = sq_RGBA(161, 131, 74, 255)
});
Canvas.DrawActor(PercentageGradeText, 6, 41);
Canvas.DrawActor(PercentageText, 130, 41);
//绘制稀有度名称
local RarityTagName = FontAssetManager.GenerateNormal(GameItem.EquipmentInfoTag.rarity_name_tag[Equipment.Rarity], false, {
color = GameItem.EquipmentInfoTag.rarity_color[Equipment.Rarity]
});
Canvas.DrawActor(RarityTagName, 210 - RarityTagName.GetSize().w - 6, 41);
//绘制重量
local WeightText = FontAssetManager.GenerateNormal((Equipment.Weight.tofloat() / 1000.0) + "kg", false, {
color = sq_RGBA(161, 131, 74, 255)
});
Canvas.DrawActor(WeightText, 6, 57);
//绘制最低多少级可以使用
local MinUseLevelText = FontAssetManager.GenerateNormal(Equipment.Minimum_level + "级以上可以使用", false, {
color = sq_RGBA(161, 131, 74, 255)
});
Canvas.DrawActor(MinUseLevelText, 210 - MinUseLevelText.GetSize().w - 6, 57);
//绘制交易类型 如果有主体属性读取 否则一律为封装
local TradeType = Equipment.TradeType;
local TradeTypeText = FontAssetManager.GenerateNormal(GameItem.EquipmentInfoTag.trade_type_text[TradeType], false, {
color = GameItem.EquipmentInfoTag.trade_type_color[TradeType]
});
Canvas.DrawActor(TradeTypeText, 210 - TradeTypeText.GetSize().w - 6, 73);
//绘制装备类型
local GroupNameText = FontAssetManager.GenerateNormal(GameItem.EquipmentInfoTag.item_group_name_table[Equipment.GroupName], false, {
color = sq_RGBA(194, 161, 56, 255)
});
Canvas.DrawActor(GroupNameText, 210 - GroupNameText.GetSize().w - 6, 89);
//绘制售价
local RealSellPrice = (Equipment.SellPrice == -1 ? (Equipment.Price == -1 ? 0 : Equipment.Price) : Equipment.SellPrice) / 5;
local SellPriceText = FontAssetManager.GenerateNormal(RealSellPrice + "金币", false, {
color = sq_RGBA(133, 121, 78, 255)
});
Canvas.DrawActor(SellPriceText, 210 - SellPriceText.GetSize().w - 6, 105);
//绘制耐久度
local DurabilityText = FontAssetManager.GenerateNormal("耐久度 " + (Equipment.CurrentDurability == -1 ? Equipment.Durability : Equipment.CurrentDurability) + "/" + Equipment.Durability, false, {
color = sq_RGBA(133, 121, 80, 255)
});
Canvas.DrawActor(DurabilityText, 6, 121);
//绘制分割线
Canvas.DrawLine(3, 139, 207, 139);
//下面的绘制逻辑开始使用行put来做
RealCanvasHeight = 141;
//绘制冒险家名望
local AdventurerFameFrame = CL_SpriteFrameObject("sprite/interface2/profile/profile_cn/profile_cn.img", 0);
Canvas.DrawSpriteFrame(AdventurerFameFrame, 6, RealCanvasHeight + 3);
local AdventurerFame = FontAssetManager.GenerateNormal("冒险家名望 " + Equipment.AdventurerFame, false, {
color = sq_RGBA(133, 121, 80, 255)
});
Canvas.DrawActor(AdventurerFame, 22, RealCanvasHeight);
//绘制分割
AddSliceLine();
//绘制强化和增幅逻辑
if ((Equipment.Upgrade + Equipment.SeparateLevel) > 0) {
local UpgradeInfo;
if (Equipment.Upgrade > 0) {
UpgradeInfo = FontAssetManager.GenerateNormal("+" + Equipment.Upgrade + " 强化 ,", false, {
color = sq_RGBA(103, 214, 236, 255)
});
Canvas.DrawActor(UpgradeInfo, 6, RealCanvasHeight);
}
if (Equipment.SeparateLevel > 0) {
local SeparateLevelInfo = FontAssetManager.GenerateNormal("+" + Equipment.SeparateLevel + " 锻造", false, {
color = sq_RGBA(180, 106, 254, 255)
});
Canvas.DrawActor(SeparateLevelInfo, UpgradeInfo ? UpgradeInfo.GetSize().w : 6, RealCanvasHeight);
}
AddHeight();
}
//绘制物理攻击力
DrawAttack("EquipmentPhysicalAttack", "物理攻击力");
//绘制魔法攻击力
DrawAttack("EquipmentMagicalAttack", "魔法攻击力");
//绘制独立攻击力
DrawAttack("SeparateAttack", "独立攻击力");
//绘制四维
DrawAttribute("PhysicalAttack", "力量");
DrawAttribute("MagicalAttack", "智力");
DrawAttribute("PhysicalDefense", "体力");
DrawAttribute("MagicalDefense", "精神");
//绘制分割
Canvas.DrawLine(3, RealCanvasHeight + 3, 207, RealCanvasHeight + 3);
RealCanvasHeight += 6;
//绘制三速
DrawSpeed("AttackSpeed", "攻击速度");
DrawSpeed("CastSpeed", "释放速度");
DrawSpeed("MoveSpeed", "移动速度");
//绘制双爆
DrawCritical("PhysicalCriticalHit", "物理暴击率");
DrawCritical("MagicalCriticalHit", "魔法暴击率");
//绘制命中率
DrawStuck("Stuck", "命中率");
//绘制四属抗
DrawElement("DarkResistance", "暗属性抗性");
DrawElement("LightResistance", "光属性抗性");
DrawElement("FireResistance", "火属性抗性");
DrawElement("WaterResistance", "水属性抗性");
//绘制四属强
DrawElement("DarkAttack", "暗属性强化");
DrawElement("LightAttack", "光属性强化");
DrawElement("FireAttack", "火属性强化");
DrawElement("WaterAttack", "水属性强化");
//绘制属性攻击
if (Equipment.ElementalProperty) {
local Text = FontAssetManager.GenerateNormal(GameItem.EquipmentInfoTag.elemental_property_tag[Equipment.ElementalProperty], false, {
color = sq_RGBA(215, 196, 147, 255)
});
Canvas.DrawActor(Text, 6, RealCanvasHeight);
AddHeight();
}
//绘制描述
if (Equipment.FlavorText) {
//绘制分割
Canvas.DrawLine(3, RealCanvasHeight + 3, 207, RealCanvasHeight + 3);
RealCanvasHeight += 6;
local Text = FontAssetManager.GenerateNormal(Equipment.FlavorText, false, {
color = sq_RGBA(133, 121, 80, 255),
wrap_width = 204
});
Canvas.DrawActor(Text, 6, RealCanvasHeight);
RealCanvasHeight += Text.GetSize().h;
}
Canvas.EndDraw();
Addchild(Canvas);
}
//绘制属强属抗
function DrawElement(Type, TypeName) {
if (Equipment[Type] != 0) {
local AttackText = FontAssetManager.GenerateNormal(TypeName + " " + (Equipment[Type] >= 0 ? "+" : "-") + Equipment[Type], false, {
color = sq_RGBA(215, 196, 147, 255)
});
Canvas.DrawActor(AttackText, 6, RealCanvasHeight);
AddHeight();
}
}
//绘制命中
function DrawStuck(Type, TypeName) {
if (Equipment[Type] != 0) {
local Value = Equipment[Type];
local AttackText = FontAssetManager.GenerateNormal(TypeName + " " + (Value >= 0 ? "+" : "") + Value + "%", false, {
color = sq_RGBA(215, 196, 147, 255)
});
Canvas.DrawActor(AttackText, 6, RealCanvasHeight);
AddHeight();
}
}
//绘制双爆
function DrawCritical(Type, TypeName) {
if (Equipment[Type] != 0) {
local AttackText = FontAssetManager.GenerateNormal(TypeName + " " + (Equipment[Type] >= 0 ? "+" : "-") + Equipment[Type] + "%", false, {
color = sq_RGBA(215, 196, 147, 255)
});
Canvas.DrawActor(AttackText, 6, RealCanvasHeight);
AddHeight();
}
}
//绘制三速
function DrawSpeed(Type, TypeName) {
if (Equipment[Type] != 0) {
local Value = (Equipment[Type].tofloat() * 0.1).tointeger();
local AttackText = FontAssetManager.GenerateNormal(TypeName + " " + (Value >= 0 ? "+" : "-") + Value + "%", false, {
color = sq_RGBA(215, 196, 147, 255)
});
Canvas.DrawActor(AttackText, 6, RealCanvasHeight);
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 = 1.0;
RealValue = (MinValue + ((MaxValue - MinValue).tofloat() * Rate).tointeger());
}
//百分比计算过的数据
else if (typeof Equipment[Type] == "integer" || typeof Equipment[Type] == "float") {
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
function GetPercentageText(num) {
if (num< GameItem.EquipmentInfoTag.percentage_range_boundaries[0]) {
return GameItem.EquipmentInfoTag.percentage_text[0];
}
for (local i = 0; i< GameItem.EquipmentInfoTag.percentage_range_boundaries.len(); i++) {
if (num <= GameItem.EquipmentInfoTag.percentage_range_boundaries[i]) {
return GameItem.EquipmentInfoTag.percentage_text[i + 1];
}
}
return GameItem.EquipmentInfoTag.percentage_text.top();
}
}
// if (!getroottable().rawin("chongzaiflag")) {
// getroottable()["chongzaiflag"] <- true;
// } else {
// //遍历窗口队列 如果可见则调用Show
// for (local i = 0; i< _SYS_WINDOW_LIST_.len(); i++) {
// local Window = _SYS_WINDOW_LIST_[i];
// Window.Visible = false;
// Window.RemoveSelf();
// }
// TestStage();
// }
class GameItem.Equipment extends GameItem.Item {
//装备ID
Idx = -1;
//装备名称
Name = "";
//强化或增幅等级
Upgrade = 0;
//锻造等级
SeparateLevel = 0;
//增幅属性 0 无 1 力量 2 智力 3 体力 4 精神
EquipIncrease = 0;
//是否封装
IsWrap = 0;
//在封装次数
WrapCount = 0;
//交易类型
TradeType = 0;
//装备类型
Type = -1;
//装备槽位
SlotType = -1;
//装备可穿戴等级
Minimum_level = -1;
//装备等级组
Grade = null;
//装备稀有度
Rarity = 0;
//重量
Weight = 0;
//装备组名
GroupName = "null";
//购买价格
Price = -1;
//维修价格
RepairPrice = -1;
//出售价格
SellPrice = -1;
//耐久度
Durability = -1;
//当前耐久度
CurrentDurability = -1;
//装备品质
Percentage = 100;
//冒险家名望
AdventurerFame = 0;
//装备可穿戴职业
Job = 0;
//装备图标
Icon = null;
//动画
Animation_Job = null;
//装备描述
Description = "";
//文件路径
DirPath = null;
//光环特效
Aurora_effects = null;
//装备属性
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;
//物理防御力
EquipmentPhysicalDefense = 0;
//魔法防御力
EquipmentMagicalDefense = 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;
function _typeof() {
return "Equipment";
}
constructor(...) {
//直接裸构造
if (vargv.len() == 0) {
}
//通过参数构造
else if (vargv.len() == 1) {
local EquInfo;
//通过ID构造
if (typeof vargv[0] == "integer") {
EquInfo = AssetManager.GetEquipment(vargv[0]);
Idx = vargv[0];
ConstructEquipmentFromScript(EquInfo);
}
//通过Table来构造
else if (typeof vargv[0] == "table") {
local Info = vargv[0];
EquInfo = AssetManager.GetEquipment(Info.EquipId);
Idx = Info.EquipId;
ConstructEquipmentFromScript(EquInfo);
IterateEquipmentBasedOnActualEquipmentInformation(Info);
}
}
}
//根据装备实际信息迭代装备
function IterateEquipmentBasedOnActualEquipmentInformation(Info) {
//装备附魔 //TODO
//装备强化等级或增幅等级
this.Upgrade = Info.EquipUpgrade;
//装备锻造等级
this.SeparateLevel = Info.EquipSeparate;
//装备增幅属性
this.EquipIncrease = Info.EquipIncrease;
//装备力量百分比
this.PhysicalAttack *= (Info.EquipPowerPercentage.tofloat() / 100.0);
//装备智力百分比
this.MagicalAttack *= (Info.EquipIntellectPercentage.tofloat() / 100.0);
//装备体力百分比
this.PhysicalDefense *= (Info.EquipStaminaPercentage.tofloat() / 100.0);
//装备精神百分比
this.MagicalDefense *= (Info.EquipSpiritPercentage.tofloat() / 100.0);
//装备物理攻击百分比
this.EquipmentPhysicalAttack = this.EquipmentPhysicalAttack[0] + ((this.EquipmentPhysicalAttack[1] - this.EquipmentPhysicalAttack[0]) * (Info.EquipPhysicalAttackPercentage.tofloat() / 100.0));
//装备魔法攻击百分比
this.EquipmentMagicalAttack = this.EquipmentMagicalAttack[0] + ((this.EquipmentMagicalAttack[1] - this.EquipmentMagicalAttack[0]) * (Info.EquipMagicAttackPercentage.tofloat() / 100.0));
//装备独立攻击百分比
this.SeparateAttack = this.SeparateAttack[0] + ((this.SeparateAttack[1] - this.SeparateAttack[0]) * (Info.EquipIndependentAttackPercentage.tofloat() / 100.0));
//装备物理防御百分比
this.EquipmentPhysicalDefense = this.EquipmentPhysicalDefense[0] + ((this.EquipmentPhysicalDefense[1] - this.EquipmentPhysicalDefense[0]) * (Info.EquipPhysicalDefensePercentage.tofloat() / 100.0));
//装备魔法防御百分比
this.EquipmentMagicalDefense = this.EquipmentMagicalDefense[0] + ((this.EquipmentMagicalDefense[1] - this.EquipmentMagicalDefense[0]) * (Info.EquipMagicDefensePercentage.tofloat() / 100.0));
//装备全属强
this.AllElementalAttack += Info.EquipAllElementalAttack;
//装备水属强
this.WaterAttack += Info.EquipWaterAttack;
//装备火属强
this.FireAttack += Info.EquipFireAttack;
//装备光属强
this.LightAttack += Info.EquipLightAttack;
//装备暗属强
this.DarkAttack += Info.EquipDarkAttack;
//装备品质
this.Percentage = Info.EquipPercentage;
//装备再封装次数
this.WrapCount = Info.EquipWrapCount;
//装备是否封装
this.IsWrap = Info.EquipIsWrap;
//耐久度
this.CurrentDurability = Info.EquipDurability;
//交易类型
this.TradeType = Info.EquipTradeType;
}
//根据装备脚本信息构造装备
function ConstructEquipmentFromScript(EquInfo) {
//如果获取到对应的装备脚本信息
if (EquInfo) {
//名称
if (EquInfo.rawin("name")) Name = EquInfo["name"];
//类型
if (EquInfo.rawin("type")) GetRealEquipmentType(EquInfo["type"].path);
//最低使用等级
if (EquInfo.rawin("minimum level")) Minimum_level = EquInfo["minimum level"];
//等级组
if (EquInfo.rawin("grade")) Grade = EquInfo["grade"];
//稀有度
if (EquInfo.rawin("rarity")) Rarity = EquInfo["rarity"];
//重量
if (EquInfo.rawin("weight")) Weight = EquInfo["weight"];
//组名
if (EquInfo.rawin("item group name")) GroupName = EquInfo["item group name"];
//购买价格
if (EquInfo.rawin("price")) Price = EquInfo["price"];
//维修价格
if (EquInfo.rawin("repair price")) RepairPrice = EquInfo["repair price"];
//出售价格
if (EquInfo.rawin("value")) SellPrice = EquInfo["value"];
//耐久度
if (EquInfo.rawin("durability")) Durability = EquInfo["durability"];
//冒险家名望
if (EquInfo.rawin("adventurerfame")) AdventurerFame = EquInfo["adventurerfame"];
//职业
if (EquInfo.rawin("usable_job")) Job = EquInfo["usable_job"];
//图标
if (EquInfo.rawin("icon")) Icon = EquInfo["icon"];
if (EquInfo.rawin("Ani")) Animation_Job = EquInfo["Ani"];
if (EquInfo.rawin("DirPath")) DirPath = EquInfo["DirPath"];
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"];
else EquipmentPhysicalAttack = [0, 0];
if (EquInfo.rawin("equipment magical attack")) EquipmentMagicalAttack = EquInfo["equipment magical attack"];
else EquipmentMagicalAttack = [0, 0];
if (EquInfo.rawin("separate attack")) SeparateAttack = EquInfo["separate attack"];
else SeparateAttack = [0, 0];
//物理防御和魔法防御
if (EquInfo.rawin("equipment physical defense")) EquipmentPhysicalDefense = EquInfo["equipment physical defense"];
else EquipmentPhysicalDefense = [0, 0];
if (EquInfo.rawin("equipment magical defense")) EquipmentMagicalDefense = EquInfo["equipment magical defense"];
else EquipmentMagicalDefense = [0, 0];
//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"];
} else error("没有对应的装备信息");
}
//设置真实装备类型
function SetRealEquipmentType(AType, BType) {
SlotType = AType;
Type = BType;
}
//获取真实装备类型
function GetRealEquipmentType(EType) {
if (EType == "skin avatar") SetRealEquipmentType("skin", "avatar");
else if (EType == "weapon") SetRealEquipmentType("weapon", "equipment");
else if (EType == "hat avatar") SetRealEquipmentType("hat", "avatar");
else if (EType == "hair avatar") SetRealEquipmentType("hair", "avatar");
else if (EType == "coat avatar") SetRealEquipmentType("coat", "avatar");
else if (EType == "pants avatar") SetRealEquipmentType("pants", "avatar");
else if (EType == "waist avatar") SetRealEquipmentType("waist", "avatar");
else if (EType == "shoes avatar") SetRealEquipmentType("shoes", "avatar");
else if (EType == "breast avatar") SetRealEquipmentType("breast", "avatar");
else if (EType == "face avatar") SetRealEquipmentType("face", "avatar");
else if (EType == "aurora avatar") SetRealEquipmentType("aurora", "aurora");
}
//穿戴装备回调
function OnWearStart() {
}
//穿戴时
function OnWearProc(Dt) {
}
//卸载时
function OnWearEnd() {
}
}