Global_Reg.RegInit("getpetBp_Init");
function getpetBp_Init()
getpetBp_Init2();
return 0;
end
function getpetBp_Init2(npc)
if npc == nil or npc < 0 then
npc = NL.CreateNpc(nil,"getpetBp_Init3")
end
Char.SetData(npc,%对象_形象%,106089);
Char.SetData(npc,%对象_原形%,106089);
Char.SetData(npc,%对象_X%,7);
Char.SetData(npc,%对象_Y%,2);
Char.SetData(npc,%对象_地图%,60005);
Char.SetData(npc,%对象_方向%,4);
Char.SetData(npc,%对象_原名%,"宠物算档大师");
LuaNpcIndex["getpetdw_index"]=npc;
InstallNpc("getpetdw_index",npc);
Char.SetTalkedEvent(nil,"GetPetBpMsg", npc);
Char.SetWindowTalkedEvent(nil,"GetPetBpsA",npc);
NLG.UpChar(npc);
return true
end
function getpetBp_Init3(index)
return true;
end
function GetPetBpMsg(_me,_tome)
if (NLG.CanTalk(_me,_tome) == true) then
str_ChangeWindow = "4|\\n\\n 你好!我是阿凯鲁法村的宠物鉴定大师希伯来.\\n 我可以帮你计算你所选择的宠物的档数哦!...\\n\\n";
for i=0,4 do
local pet = Char.GetPet(_tome,i);
if(pet <= 0)then
str_ChangeWindow = str_ChangeWindow .. " 空\\n";
else
str_ChangeWindow = str_ChangeWindow .. " "..Char.GetData(pet,%对象_原名%).."\\n";
end
end
NLG.ShowWindowTalked(_tome,%窗口_选择框%,%按钮_关闭%,1,str_ChangeWindow,_me);
return;
end
end
function GetPetBpsA(_MeIndex,_PlayerIndex,_seqno,_select,_data)
if ((_select == 0 or _select == "0") and (_data ~= "")) then
local selectitem = tonumber(_data) - 1;
if (selectitem==nil or (selectitem~=nil and (selectitem > 4 or selectitem < 0))) then
NLG.ShowWindowTalked(_PlayerIndex,%窗口_信息框%,%按钮_关闭%,1,"\\n\\n\\n您所选择的位置不正常!",_MeIndex);
return;
end
local pet_indexA = Char.GetPet(_PlayerIndex,selectitem);
if (pet_indexA <= 0) then
NLG.ShowWindowTalked(_PlayerIndex,%窗口_信息框%,%按钮_关闭%,1,"\\n\\n\\n请确定您对应的宠物栏有宠物!",_MeIndex);
return;
end
local petIndex = Char.GetData(pet_indexA,1);
local arr_rank1 = Pet.GetArtRank(pet_indexA,%宠档_体成%);
local arr_rank11 = Pet.FullArtRank(pet_indexA,%宠档_体成%);
local arr_rank2 = Pet.GetArtRank(pet_indexA,%宠档_力成%);
local arr_rank21 = Pet.FullArtRank(pet_indexA,%宠档_力成%);
local arr_rank3 = Pet.GetArtRank(pet_indexA,%宠档_强成%);
local arr_rank31 = Pet.FullArtRank(pet_indexA,%宠档_强成%);
local arr_rank4 = Pet.GetArtRank(pet_indexA,%宠档_敏成%);
local arr_rank41 = Pet.FullArtRank(pet_indexA,%宠档_敏成%);
local arr_rank5 = Pet.GetArtRank(pet_indexA,%宠档_魔成%);
local arr_rank51 = Pet.FullArtRank(pet_indexA,%宠档_魔成%);
local a1 = math.abs(arr_rank1 - arr_rank11);
local a2 = math.abs(arr_rank2 - arr_rank21);
local a3 = math.abs(arr_rank3 - arr_rank31);
local a4 = math.abs(arr_rank4 - arr_rank41);
local a5 = math.abs(arr_rank5 - arr_rank51);
local a6 = a1 + a2+ a3+ a4+ a5;
local writestr = "";
if(a6==0)then
writestr = "宠物名:"..Char.GetData(pet_indexA,%对象_名字%).."\\n"
.."\\n\\n恭喜你!!!\\n\\n该宠物总掉档数: 掉["..a6.."]档\\n";
else
writestr = "宠物名:"..Char.GetData(pet_indexA,%对象_名字%).."\\n"
.."体力掉档数:掉["..a1.."]档\\n"
.."力量掉档数:掉["..a2.."]档\\n"
.."防御掉档数:掉["..a3.."]档\\n"
.."敏捷掉档数:掉["..a4.."]档\\n"
.."魔法掉档数:掉["..a5.."]档\\n"
.."该宠物总掉档数: 掉["..a6.."]档\\n";
end
NLG.ShowWindowTalked(_PlayerIndex,%窗口_信息框%,%按钮_关闭%,10,writestr,_MeIndex);
end
end
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