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自創弓不是看DEX而是看STR

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  • TA的每日心情
    無聊
    2011-6-6 01:18 PM
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    [LV.3]偶爾看看II

    發表於 2011-6-4 14:27:59 | 顯示全部樓層 |閱讀模式
    本帖最後由 a0985824822 於 2011-6-4 02:33 PM 編輯

    為什麼我自創一把弓 複製雙發神弓的語法 更改VEIW值之後
    測試有出現弓的狀態

    但是跟別的弓大大不同 原本弓是看dex 而自創的卻是看str

    順便一提

    她的攻擊方式是出拳 卻沒有弓的姿勢 請問要怎麼補黨呢~
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  • TA的每日心情
    開心
    2019-8-18 04:57 PM
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    [LV.Master]伴壇終老

    發表於 2011-6-5 20:21:56 | 顯示全部樓層
    item id 所致

    ===================

    爬文
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  • TA的每日心情
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    2011-6-6 01:18 PM
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    [LV.3]偶爾看看II

     樓主| 發表於 2011-6-6 14:07:59 | 顯示全部樓層
    回復 2# goddameit


       可是我爬過很多文章 沒有相關dex的設置
    item id 請問是什麼東西呢?
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  • TA的每日心情
    開心
    2019-8-18 04:57 PM
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    [LV.Master]伴壇終老

    發表於 2011-6-6 14:22:30 | 顯示全部樓層
    不要問些 翻開機檔就能找到的東西

    ID,AegisName,Name,Type,Buy,Sell,Weight,ATK,DEF,Range,Slots,Job,Upper,Gender,Loc,wLV,eLV,Refineable,View,{ Script },{ OnEquip_Script },{ OnUnequip_Script }

    ID: Item id

    AegisName: Server name to reference the item in scripts and lookups,
               should use no spaces.

    Name: Name in english for displaying as output for @ and script commands.

    Type:
            0        Healing item.
            2        Usable item.
            3        Etc item
            4        Weapon
            5        Armor/Garment/Boots/Headgear
            6        Card
            7        Pet egg
            8        Pet equipment
            10        Ammo (Arrows/Bullets/etc)
            11        Usable with delayed consumption (item is lost from inventory
                    after selecting a target, for use with skills and pet lures)

    Buy: Default buying price. When not specified, becomes double the sell price.

    Sell: Default selling price. When not specified, becomes half the buy price.

    Weight: Item's weight. Each 10 is 1 weight.

    ATK: Weapon's attack

    DEF: Armor's defense

    Range: Weapon's attack range

    Slots: Amount of slots the item possesses.

    Job: Equippable jobs. Uses the following bitmask table:

            (S.) Novice (2^00): 0x00000001
            Swordman    (2^01): 0x00000002
            Mage        (2^02): 0x00000004
            Archer      (2^03): 0x00000008
            Acolyte     (2^04): 0x00000010
            Merchant    (2^05): 0x00000020
            Thief       (2^06): 0x00000040
            Knight      (2^07): 0x00000080
            Priest      (2^08): 0x00000100
            Wizard      (2^09): 0x00000200
            Blacksmith  (2^10): 0x00000400
            Hunter      (2^11): 0x00000800
            Assassin    (2^12): 0x00001000
            Unused      (2^13): 0x00002000
            Crusader    (2^14): 0x00004000
            Monk        (2^15): 0x00008000
            Sage        (2^16): 0x00010000
            Rogue       (2^17): 0x00020000
            Alchemist   (2^18): 0x00040000
            Bard/Dancer (2^19): 0x00080000
            Unused      (2^20): 0x00100000
            Taekwon     (2^21): 0x00200000
            StarGladi   (2^22): 0x00400000
            Soul Linker (2^23): 0x00800000
            Gunslinger  (2^24): 0x01000000
            Ninja       (2^25): 0x02000000

    Upper: Equippable upper-types. Uses the following bitmasks:
            1: Normal jobs
            2: Upper jobs
            4: Baby jobs

    Gender: Gender restriction. 0 is female, 1 is male, 2 for both.

    Loc: Equipment's placement. Values are:

            2^8 256 = Upper Headgear
            2^9 512 = Middle Headgear
            2^0 001 = Lower Headgear
            2^4 016 = Armor
            2^1 002 = Weapon
            2^5 032 = Shield
            2^2 004 = Garment
            2^6 064 = Footgear
            2^3 008 = Accessory 1
            2^7 128 = Accessory 2

    wLV: Weapon level.

    eLV: Base level required to be able to equip.

    Refineable: 1 if the item can be refined, 0 otherwise.

    View: For normal items, defines a replacement view-sprite for the item (eg:
          Making apples look like apple juice). The special case are weapons
          and ammo where this value indicates the weapon-class of the item.

            For weapons, the types are:
                    0: bare fist
                    1: Daggers
                    2: One-handed swords
                    3: Two-handed swords
                    4: One-handed spears
                    5: Two-handed spears
                    6: One-handed axes
                    7: Two-handed axes
                    8: Maces
                    9: Unused
                    10: Staves
                    11: Bows
                    12: Knuckles
                    13: Musical Instruments
                    14: Whips
                    15: Books
                    16: Katars
                    17: Revolvers
                    18: Rifles
                    19: Gatling guns
                    20: Shotguns
                    21: Grenade launchers
                    22: Fuuma Shurikens

            For ammo, the types are:
                    1: Arrows
                    2: Throwable daggers
                    3: Bullets
                    4: Shells
                    5: Grenades
                    6: Shuriken
                    7: Kunai

    Script: Script to execute when the item is used/equipped.

    OnEquip_Script: Script to execute when the item is equipped.
                    Warning, not all item bonuses will work here as expected.

    OnUnequip_Script: Script to execute when the item is unequipped.
                      Warning, not all item bonuses will work here as expected.


    你把item id 設超過弓類型的範圍 就不再是弓了
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