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程序员们每天都在忙碌着怎么样完好自己的制作,来看看天龙八部LUA场景脚本,分享下啊。 --场景的脚本文件 --脚本号 x888888_g_scriptId_scene &#

LUA-天龙八部场景脚本

LUA-天龙八部场景脚本

程序员们每天都在忙碌着怎么样完好自己的龙部制作,来看看天龙八部LUA场景脚本,分享下啊。

--场景的场景脚本文件


--脚本号

x888888_g_scriptId_scene = 888888


x888888_g_defaultRelive_SceneID_1=0;--77;

x888888_g_defaultRelive_SceneID_2=0;--2;


-- ==========华山论剑相关的一些常量定义===========

x888888_g_HS_PK_SceneId = 125   --hongyu


x888888_g_Jinghu_SceneId = 5   --hongyu

x888888_g_jingji_SceneId = 414 --hongyu 竞技场

x888888_g_HanYuBed_SceneId = 194 --寒玉床

x888888_g_NianShou_SceneId = 6 --年兽

x888888_g_XinShou_SceneId = 0 --泡点地图号


--下面定义玩家每个等级发送的邮件数量

--格式为{ 2,0},2为等级,0是该等级要发送的邮件数目,在客户端的strdictionary.txt里面有LevelMail_2_1代表2级第一封邮件,添加邮件内容时需同时修改客户端和该结构的内容

x888888_g_MailNum = {

{ 1,1},{ 2,1},{ 3,1},{ 4,1},{ 5,1},{ 6,1},{ 7,1},{ 8,1},{ 9,1},{ 10,1},{ 11,1},

{ 12,1},{ 13,1},{ 14,1},{ 15,1},{ 16,1},{ 17,1},{ 18,1},{ 19,1},{ 20,1},{ 21,1},

{ 22,1},{ 23,1},{ 24,1},{ 25,1},{ 26,1},{ 27,1},{ 28,1},{ 29,1},{ 30,1},{ 31,1},

{ 32,1},{ 33,1},{ 34,1},{ 35,1},{ 36,1},{ 37,1},{ 38,1},{ 39,1},{ 40,1},{ 41,1},

{ 42,1},{ 43,1},{ 44,1},{ 45,1},{ 46,1},{ 47,1},{ 48,1},{ 49,1},{ 50,1},{ 51,1},

{ 52,1},{ 53,1},{ 54,1},{ 55,1},{ 56,1},{ 57,1},{ 58,1},{ 59,1},{ 60,1},{ 61,1},

{ 62,1},{ 63,1},{ 64,1},{ 65,1},{ 66,1},{ 67,1},{ 68,1},{ 69,1},{ 70,1},{ 71,1},

{ 72,1},{ 73,1},{ 74,1},{ 75,1},{ 76,1},{ 77,1},{ 78,1},{ 79,1},{ 80,1},{ 81,1},

{ 82,1},{ 83,1},{ 84,1},{ 85,1},{ 86,1},{ 87,1},{ 88,1},{ 89,1},{ 90,1},{ 91,1},

{ 92,1},{ 93,1},{ 94,1},{ 95,1},{ 96,1},{ 97,1},{ 98,1},{ 99,1},{ 100,1},{ 101,0},

{ 102,1},{ 103,1},{ 104,1},{ 105,1},{ 106,1},{ 107,1},{ 108,1},{ 109,1},{ 110,1},

{ 111,1},{ 112,1},{ 113,1},{ 114,1},{ 115,1},{ 116,1},{ 117,1},{ 118,1},{ 119,1},{ 120,1},

 

   }


-- ===============================================


---------------------------------------------------------------

---当玩家获得35级心法秘籍及65级武功秘籍,会在世界公告

x888888_MenPaiBroadMsg = 

{

[0] = { mp = "少林门派", XinFa = 30308002, MiJi = 30308011 }, --少林

[1] = { mp = "明教门派", XinFa = 30308003, MiJi = 30308012 }, --明教

[2] = { mp = "丐帮门派", XinFa = 30308004, MiJi = 30308013 }, --丐帮

[3] = { mp = "武当门派", XinFa = 30308005, MiJi = 30308014 }, --武当

[4] = { mp = "峨嵋门派", XinFa = 30308006, MiJi = 30308015 }, --峨嵋

[5] = { mp = "星宿门派", XinFa = 30308007, MiJi = 30308016 }, --星宿

[6] = { mp = "天龙门派", XinFa = 30308008, MiJi = 30308017 }, --天龙

[7] = { mp = "天山门派", XinFa = 30308009, MiJi = 30308018 }, --天山

[8] = { mp = "逍遥门派", XinFa = 30308010, MiJi = 30308019 }, --逍遥

}




-- 副本存玩家平均级别与怪物默认级别的级别差,差值用于场景初始化时对怪物级别进行调整,此编号固定不能改

CopyScene_LevelGap =31


-- 玩家升级时可以完成的任务

x888888_g_FullLevel_MissionList = { }

--x888888_g_FullLevel_MissionList[28] = { MissionId = 403, MissionIndex = 500606, LevelLimit = 28, CompleteIdx = 0, RecordIdx = 1, MsgStr = "#{ YD_20080421_188}" }

--x888888_g_FullLevel_MissionList[30] = { MissionId = 409, MissionIndex = 500602, LevelLimit = 30, CompleteIdx = 0, RecordIdx = 1, MsgStr = "#{ YD_20080421_181}" } -- 任务ID,任务索引号,需求等级,任务完成标志在任务参数第几位,任务跟踪标志在任务参数第几位

--x888888_g_FullLevel_MissionList[32] = { MissionId = 412, MissionIndex = 500603, LevelLimit = 32, CompleteIdx = 0, RecordIdx = 1, MsgStr = "#{ YD_20080421_183}" }

--x888888_g_FullLevel_MissionList[35] = { MissionId = 415, MissionIndex = 500605, LevelLimit = 35, CompleteIdx = 0, RecordIdx = 1, MsgStr = "#{ YD_20080421_186}" }

--x888888_g_FullLevel_MissionList[38] = { MissionId = 418, MissionIndex = 500608, LevelLimit = 38, CompleteIdx = 0, RecordIdx = 1, MsgStr = "#{ YD_20080421_191}" }

--x888888_g_FullLevel_MissionList[40] = { MissionId = 428, MissionIndex = 500612, LevelLimit = 40, CompleteIdx = 0, RecordIdx = 1, MsgStr = "#{ YD_20080421_196}" }

--x888888_g_FullLevel_MissionList[42] = { MissionId = 433, MissionIndex = 500613, LevelLimit = 42, CompleteIdx = 0, RecordIdx = 1, MsgStr = "#{ YD_20080421_198}" }

--x888888_g_FullLevel_MissionList[45] = { MissionId = 437, MissionIndex = 500614, LevelLimit = 45, CompleteIdx = 0, RecordIdx = 1, MsgStr = "#{ YD_20080421_200}" }

--x888888_g_FullLevel_MissionList[48] = { MissionId = 476, MissionIndex = 500615, LevelLimit = 48, CompleteIdx = 0, RecordIdx = 1, MsgStr = "#{ YD_20080421_202}" }

--x888888_g_FullLevel_MissionList[50] = { MissionId = 480, MissionIndex = 500616, LevelLimit = 50, CompleteIdx = 0, RecordIdx = 1, MsgStr = "#{ YD_20080421_204}" }


-- 玩家升级时可以自动添加的任务

x888888_g_AutoAccept_MissionList = { }

--x888888_g_AutoAccept_MissionList[26] = { MissionId = 400, MissionIndex = 1018700, PreMissionId = 0,   pKill = 0, pArea = 0, pItem = 0, EventId = 4 }

--x888888_g_AutoAccept_MissionList[28] = { MissionId = 403, MissionIndex = 500606, PreMissionId = 0, pKill = 0, pArea = 0, pItem = 0, EventId = 0 } -- 任务ID,任务索引号,前续任务ID,任务类型参数(3),脚本任务时MissionIndex为ScriptId

--x888888_g_AutoAccept_MissionList[30] = { MissionId = 409, MissionIndex = 500602, PreMissionId = 0, pKill = 0, pArea = 0, pItem = 0, EventId = 0 }

--x888888_g_AutoAccept_MissionList[32] = { MissionId = 412, MissionIndex = 500603, PreMissionId = 0, pKill = 0, pArea = 0, pItem = 0, EventId = 0 }

--x888888_g_AutoAccept_MissionList[35] = { MissionId = 415, MissionIndex = 500605, PreMissionId = 0, pKill = 0, pArea = 0, pItem = 0, EventId = 0 }

--x888888_g_AutoAccept_MissionList[38] = { MissionId = 418, MissionIndex = 500608, PreMissionId = 0, pKill = 0, pArea = 0, pItem = 0, EventId = 0 }

--x888888_g_AutoAccept_MissionList[40] = { MissionId = 428, MissionIndex = 500612, PreMissionId = 0, pKill = 0, pArea = 0, pItem = 0, EventId = 0 }

--x888888_g_AutoAccept_MissionList[42] = { MissionId = 433, MissionIndex = 500613, PreMissionId = 0, pKill = 0, pArea = 0, pItem = 0, EventId = 0 }

--x888888_g_AutoAccept_MissionList[45] = { MissionId = 437, MissionIndex = 500614, PreMissionId = 0, pKill = 0, pArea = 0, pItem = 0, EventId = 0 }

--x888888_g_AutoAccept_MissionList[48] = { MissionId = 476, MissionIndex = 500615, PreMissionId = 0, pKill = 0, pArea = 0, pItem = 0, EventId = 0 }

--x888888_g_AutoAccept_MissionList[50] = { MissionId = 480, MissionIndex = 500616, PreMissionId = 0, pKill = 0, pArea = 0, pItem = 0, EventId = 0 }


function x888888_OnSceneInit( sceneId )

--场景在初始化完成后调用

local LevelGap = LuaFnGetCopySceneData_Param( sceneId, CopyScene_LevelGap )

local monstercount = GetMonsterCount( sceneId )

local monsterobjid = -1


local i

for i=0, monstercount-1 do

monsterobjid = GetMonsterObjID( sceneId, i )

SetLevel( sceneId, monsterobjid, GetLevel( sceneId, monsterobjid ) + LevelGap )

end

end


function x888888_OnSceneTimer( sceneId, nowTime )

--场景计时器

--sceneId表示场景号,nowTime表示当前时间(程序启动后的时间,单位毫秒)



sceneType = LuaFnGetSceneType(sceneId) ;


if sceneType == 1 then --场景类型是副本

copyscenetype = LuaFnGetCopySceneData_Param(sceneId,0) ;--取得副本号

copyscenescript = LuaFnGetCopySceneData_Param(sceneId,1) ; --取得脚本号

if copyscenetype==FUBEN_EXAMPLE then --例子

--例子不提供定时时间

print("不能使用例子副本类型,例子副本类型不提供定时事件")

elseif copyscenetype==FUBEN_EXAMPLE then --

CallScriptFunction( copyscenescript, "OnCopySceneTimer", sceneId, nowTime ) ;

elseif copyscenetype==FUBEN_MURENXIANG_7 then --7级木人巷副本

CallScriptFunction( copyscenescript, "OnCopySceneTimer", sceneId, nowTime ) ;

elseif copyscenetype==FUBEN_MURENXIANG_9 then --9级木人巷副本

CallScriptFunction( copyscenescript, "OnCopySceneTimer", sceneId, nowTime ) ;

elseif copyscenetype==FUBEN_MURENXIANG then --标准木人巷副本

CallScriptFunction( copyscenescript, "OnCopySceneTimer", sceneId, nowTime ) ;

elseif copyscenetype==FUBEN_SHUILAO then --水牢副本

CallScriptFunction( copyscenescript, "OnCopySceneTimer", sceneId, nowTime ) ;

elseif copyscenetype==FUBEN_ZHENGLONG then --珍珑棋局副本

CallScriptFunction( copyscenescript, "OnCopySceneTimer", sceneId, nowTime ) ;

elseif copyscenetype==FUBEN_PVP_LEITAI then --擂台副本

CallScriptFunction( copyscenescript, "OnCopySceneTimer", sceneId, nowTime ) ;

else

CallScriptFunction( copyscenescript, "OnCopySceneTimer", sceneId, nowTime ) ;

end

end

end


function x888888_OnSceneQuit( sceneId )

--场景在关闭前调用


end




function x888888_OnScenePlayerEnter( sceneId, playerId, isReconnect )

LuaFnSendSpecificImpactToUnit(sceneId, playerId, playerId, playerId, 5927, 100 )

--设置缺省的复活信息


-- 清除临时阵营(例如挑战之类的,避免因为一些不能捕捉的移动事件——死亡等——导致一些未期望的阵营号被带出原场景)

--SetUnitCampID(sceneId, playerId, playerId, -1)  --这个改团了所以不清空


    --BeginUICommand( sceneId )

   -- EndUICommand( sceneId )

   -- DispatchUICommand( sceneId, playerId, 201404271)


--清除缥缈峰副本里加的降低毒抗的buff....

LuaFnCancelSpecificImpact( sceneId, playerId, 10249 )

LuaFnCancelSpecificImpact( sceneId, playerId, 19801 )


sceneType = LuaFnGetSceneType(sceneId) ;

if sceneType == 1 then --场景类型是副本

copyscenescript = LuaFnGetCopySceneData_Param(sceneId,1) ; --取得脚本号

CallScriptFunction( copyscenescript, "OnPlayerEnter", sceneId, playerId ) ;


local copyscenetype = LuaFnGetCopySceneData_Param( sceneId, 0 ) --取得副本号

if copyscenetype == FUBEN_MURENXIANG_7

or copyscenetype == FUBEN_MURENXIANG_9

or copyscenetype == FUBEN_MURENXIANG

or copyscenetype == FUBEN_SHUILAO

or copyscenetype == FUBEN_ZHENGLONG

or copyscenetype == FUBEN_PVP_LEITAI

or copyscenetype == FUBEN_BIANGUAN

or copyscenetype == FUBEN_SHIJI1

or copyscenetype == FUBEN_KAOCHANG

or copyscenetype == FUBEN_DATAOSHA

or copyscenetype == FUBEN_ZEIBINGRUQIN

or copyscenetype == FUBEN_JIAOFEI

or copyscenetype == FUBEN_CUJU

or copyscenetype == FUBEN_DAZHAN_YZW

or copyscenetype == FUBEN_GODFIRE

or copyscenetype == FUBEN_PROTECTGUILD

or copyscenetype == FUBEN_PIAOMIAOFENG

or copyscenetype == FUBEN_XINSHENGSHOUSHAN

or copyscenetype == FUBEN_SEEK_TREASURE -- zchw

or copyscenetype == FUBEN_TIANLONG1

or copyscenetype == FUBEN_SHAOLIN1

or copyscenetype == FUBEN_MINGJIAO1

or copyscenetype == FUBEN_GAIBANG1

or copyscenetype == FUBEN_EMEI1

or copyscenetype == FUBEN_XINGXIU1

or copyscenetype == FUBEN_XIAOYAO1

or copyscenetype == FUBEN_WUDANG1

or copyscenetype == FUBEN_TIANSHAN1

or copyscenetype == FUBEN_BANGZHAN

or copyscenetype == FUBEN_SONGLIAO

or copyscenetype == FUBEN_FEIZHAI

or copyscenetype == FUBEN_ZHULIN

-----------------------------

or copyscenetype == FUBEN_LANGHUAN --琅嬛副本

or copyscenetype == FUBEN_XUEZHANYMG--血战雁门关

or copyscenetype == FUBEN_SHAOSHISHAN--少室山

or copyscenetype == FUBEN_SIJUEZHUANG--四绝庄

or copyscenetype == FUBEN_PIAOMIAOFENG--飘渺峰

or copyscenetype == FUBEN_BINGSHENZHEN--兵圣奇阵

or copyscenetype == FUBEN_ZHOUTIAN--虚空幻境

or copyscenetype == FUBEN_HUANJING--天龙幻境

then -- 以上副本有独立的死亡地点设置

return

end

else

--///

--如果他有师门的副本任务则删除,如少林的“塔林”

local missionIdTable = { 1061,1091,1066,1081,1101,1071,1096,1086,1076}

for i, v in missionIdTable do

if IsHaveMission(sceneId,playerId,v) > 0 then

DelMission(sceneId, playerId, v)

break

end

end

--///


--如果他有漕运任务

if IsHaveMission(sceneId,playerId,4021) > 0 then

CallScriptFunction( 311010, "OnPlayerEnterCaoyunScene", sceneId, playerId )

end

end


--PK值>4时,监狱中死亡则在监狱中复活

if sceneId == SCENE_PRISON and LuaFnGetHumanPKValue( sceneId, playerId ) > 4 then

SetPlayerDefaultReliveInfo( sceneId, playerId, "%10", -1, "0", SCENE_PRISON, 48, 30 )

return

end


if GetMenPai( sceneId, playerId) ~=9 then

SetPlayerDefaultReliveInfo( sceneId, playerId, "%10", -1, "0", x888888_g_defaultRelive_SceneID_1, 255, 261 );

else

SetPlayerDefaultReliveInfo( sceneId, playerId, "%100", -1, "0", x888888_g_defaultRelive_SceneID_2, 255, 261 );

end


-- 如果进入了华山论剑的场景,就设置这个人物的阵营号  hongyu

if sceneId == x888888_g_HS_PK_SceneId    then

CallScriptFunction((001233), "OnScenePlayerEnter",sceneId, playerId)

-- 在这里检测华山论剑的计时器是不是开着,如果没有开就打开,

-- 场景计时器的Id = 0

if CheckTimer(sceneId, 0) == 0  then

SetTimer(sceneId, playerId, 1230, "OnHuashanSceneTimer", 10000)

end

end

if sceneId == 411   then

if CheckTimer(sceneId, 0) == 0  then

SetTimer(sceneId, playerId, 891000, "OnSceneTimer", 10000)

end

  end

if LuaFnGetAvailableItemCount(sceneId, playerId, 40004478) >= 1   then

  DelItem(sceneId, playerId, 40004478, 10)  --过场景干掉

  end

if sceneId == 317    then   --全国晒

if CheckTimer(sceneId, 0) == 0  then

SetTimer(sceneId, playerId, 600053, "OnSceneTimer", 5000)

end

CallScriptFunction((600053), "OnPlayerEnter",sceneId, playerId)

end


-- 如果进入竞技场,第一进入竞技场的人,打开计时器

if sceneId == x888888_g_jingji_SceneId    then

CallScriptFunction((125020), "OnScenePlayerEnter",sceneId, playerId)

-- 在这里检测华山论剑的计时器是不是开着,如果没有开就打开,

-- 场景计时器的Id = 0

if CheckTimer(sceneId, 0) == 0  then

SetTimer(sceneId, playerId, 125020, "OnSceneTimer", 10000)

--InitSceneData(sceneId, playerId, 125020, "OnInitScene")

end

end

-- 第一个进入镜湖场景的玩家,负责启动镜湖的计时器

if sceneId == x888888_g_Jinghu_SceneId   then

if CheckTimer(sceneId, 0) == 0  then

SetTimer(sceneId, playerId, 005116, "OnSceneTimer", 10000)

end

end


--第一个进入泡点场景的玩家,负责启动新手集市的计时器

if sceneId == x888888_g_XinShou_SceneId then

if CheckTimer(sceneId, 0) == 0  then

SetTimer(sceneId, playerId, 898989, "OnSceneTimer",20000)

end

end


--第一个进入寒玉床场景的玩家,负责启动寒玉床的计时器

if sceneId == x888888_g_HanYuBed_SceneId then

if CheckTimer(sceneId, 0) == 0  then

SetTimer(sceneId, playerId, 808072, "OnSceneTimer",30000)

end

end

    if sceneId == 441    then  --凤凰古城

if CheckTimer(sceneId, 0) == 0  then

SetTimer(sceneId, playerId, 900053, "OnSceneTimer", 5000)

end

CallScriptFunction((900053), "OnPlayerEnter",sceneId, playerId)

end

if sceneId ==544 or sceneId ==545 or sceneId ==546 or sceneId ==581 or sceneId ==582 or sceneId ==583 or sceneId ==584 or sceneId ==585   then

if CheckTimer(sceneId, 0) == 0  then

   SetTimer(sceneId, playerId, 100012, "OnSceneTimer", 5000)  --100126

end

end

if sceneId ==505 or sceneId ==506 or sceneId ==507 or sceneId ==5 then

if CheckTimer(sceneId, 0) == 0  then

   SetTimer(sceneId, playerId, 891042, "OnSceneTimer", 5000)

end

end

if sceneId ==573 or sceneId ==574 or sceneId ==575 or sceneId ==496 or sceneId ==497 or sceneId ==498   then

if CheckTimer(sceneId, 0) == 0  then

   SetTimer(sceneId, playerId, 100126, "OnSceneTimer",10000)

end

end

--啊哈帮派时钟

if sceneId == 191 then

if CheckTimer(sceneId, 0) == 0  then

SetTimer(sceneId, playerId, 900101, "OnSceneTimer",5000)

end

  CallScriptFunction((900101), "OnScenePlayerEnter",sceneId, playerId)

end

-- 玩家进入Pvp场景前,给个无敌

if 0 == isReconnect then

local nSafeLevel = LuaFnGetSceneSafeLevel(sceneId)

-- 玩家进入非安全场景,给个无敌BUFF

if nSafeLevel < 10000  then

if nSafeLevel == 10 then

LuaFnSendSpecificImpactToUnit(sceneId, playerId, playerId, playerId, 5927, 100 )

else

LuaFnSendSpecificImpactToUnit(sceneId, playerId, playerId, playerId, 54, 100 )

end

end

end


-- 更新打劫商人的数据

--CallScriptFunction( 311012, "UpdataDacoityData", sceneId, playerId )

-- BeginUICommand( sceneId )

-- UICommand_AddInt( sceneId, playerId )

-- EndUICommand( sceneId )

--DispatchUICommand( sceneId, playerId, 201404271 )

end


--判断是否是帮会主力

function x888888_IsGuildVip( Guildpos  )

    if (   (Guildpos == GUILD_POSITION_CHIEFTAIN) 

    or (Guildpos == GUILD_POSITION_ASS_CHIEFTAIN)

    or (Guildpos == GUILD_POSITION_HR)

    or (Guildpos == GUILD_POSITION_INDUSTRY)

    or (Guildpos == GUILD_POSITION_AGRI)

    or (Guildpos == GUILD_POSITION_COM) 

    or (Guildpos == GUILD_POSITION_ELITE_MEMBER) 

   )then

        return 1;

end

return 0;

end



function x888888_OnSceneHumanDie( sceneId, selfId, killerId )

--玩家死亡后脚本事件

sceneType = LuaFnGetSceneType(sceneId) ;

if sceneType == 1 then --场景类型是副本

copyscenescript = LuaFnGetCopySceneData_Param(sceneId,1) ; --取得脚本号

CallScriptFunction( copyscenescript, "OnHumanDie", sceneId, selfId, killerId )

end

if IsHaveMission(sceneId,selfId,4021) > 0 then

--在此之前应该检测是否PVP死亡

--如果在漕运时死亡

CallScriptFunction( 311010, "OnHumanDie", sceneId, selfId, killerId )

CallScriptFunction( 311012, "OnDacoity", sceneId, selfId, killerId )

end

if sceneId == 317    then 

CallScriptFunction((600053), "KillPlayer",sceneId, selfId, killerId)

end

-- 如果玩家是在 帮战 被杀

if sceneId == 191    then

CallScriptFunction((900101), "OnSceneHumanDie",sceneId, selfId, killerId)

end

--if sceneId == 185 then

-- CallScriptFunction((002054), "OnDie",sceneId, selfId, killerId)

--end

-- 如果玩家现在是在华山论剑场景被杀,hongyu,

if sceneId == x888888_g_HS_PK_SceneId    then

CallScriptFunction((001233), "OnSceneHumanDie",sceneId, selfId, killerId)

end

-- 如果玩家是在 竞技场 被杀

if sceneId == x888888_g_jingji_SceneId    then

CallScriptFunction((125020), "OnSceneHumanDie",sceneId, selfId, killerId)

end

if sceneId == 411   then  --单人PK活动

CallScriptFunction((891000), "OnSceneHumanDie",sceneId, selfId, killerId)

end

--帮会战争情况

if IsInGuildWar(sceneId, selfId, killerId) == 1 then

local Guildpos = GetGuildPos(sceneId, selfId)

if ( x888888_IsGuildVip(Guildpos)==1 ) then

local selfName = GetName(sceneId, selfId);

local guildName_self = LuaFnGetGuildName(sceneId, selfId);

local killerName = GetName(sceneId, killerId);

local guildName_killer = LuaFnGetGuildName(sceneId, killerId);

local sMessage = format("@*;SrvMsg;GLD:#W本帮主力#R%s#W在帮战中浴血奋战,不敌#G%s#W帮会的#R%s#W,为帮会英勇献身!", selfName, guildName_killer ,killerName);

BroadMsgByChatPipe(sceneId, selfId, sMessage, 4); --6 是帮呗

sMessage = format("@*;SrvMsg;GLD:#R%s#W在帮战中大展身手,成功击杀#G%s#W帮会主力#R%s#W,捍卫了帮会的荣誉!", killerName, guildName_self, selfName);

BroadMsgByChatPipe(sceneId, killerId, sMessage, 4);

end

end

local tableScenId={ 3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,39,123,126,148,149,150,158,159,160,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175,176,177,178,179,180,188,317,400,401,402,403,420,425,427,432,497,498,499,500,501,502,503,505,506,507,508,544,545,546,573,574,575,580,581,582,583,584,585}

    local TB =0 

    if getn(tableScenId) >0 then

    for i =1,getn(tableScenId) do

if sceneId  == tableScenId[i] then 

TB =1

  end

end

end

if TB ==1  then

local sMessage =""

local selfIDnEW=GetMissionData( sceneId, selfId,QUANQUSHAREN)

local selfName1 = GetName(sceneId, selfId);

local killerName1 = GetName(sceneId, killerId);   

local guildName_killer1 = LuaFnGetGuildName(sceneId, killerId); 

SetMissionData( sceneId, selfId, QUANQUSHAREN,0)

SetMissionData( sceneId, killerId, QUANQUSHAREN,GetMissionData( sceneId, killerId,QUANQUSHAREN)+1)

local selfName = GetName(sceneId, selfId);

local mun = GetMissionData( sceneId, killerId,QUANQUSHAREN)

local killerName = GetName(sceneId, killerId);   

local guildName_killer = LuaFnGetGuildName(sceneId, killerId); 

local guildName_self = LuaFnGetGuildName(sceneId, selfId);

local nTarSceneName = GetSceneName(sceneId)

local x,z = GetWorldPos(sceneId, killerId)

    x,z=floor(x),floor(z)

if selfIDnEW >=5  then 

       if guildName_killer1 ~="" then

    sMessage = format("#H%s#I帮派的#{ _INFOUSR%s}#I面对已经连#623#G%d#I人的#{ _INFOUSR%s}毫不畏惧,手起刀落将其斩于刀下,真乃吾辈之英雄也!",guildName_killer1,killerName1,selfIDnEW,selfName1)

     AddGlobalCountNews( sceneId, sMessage )

   else

    sMessage = format("#{ _INFOUSR%s}#I面对已经连#623#G%d#I人的#{ _INFOUSR%s}毫不畏惧,手起刀落将其斩于刀下,真乃吾辈之英雄也!",killerName1,selfIDnEW,selfName1)

     AddGlobalCountNews( sceneId, sMessage )

   end

end

if mun >=30 then

if guildName_killer ~="" and  guildName_self ~="" then

          sMessage = format("#H%s#I帮派的#R#{ _INFOUSR%s}#I犹如天神附体,天下无敌,在#G%s#B[%s,%s]#I连#623#cFF0000%s#I人后又击杀了#H%s#I帮派的#G#{ _INFOUSR%s}#I谁敢前去取他项上人头,为%s报仇雪恨!",guildName_killer,killerName,nTarSceneName,x,z,mun,guildName_self,selfName,selfName)

    AddGlobalCountNews( sceneId, sMessage ) 

        elseif guildName_killer ~="" and guildName_self =="" then 

sMessage = format("#H%s#I帮派的#R#{ _INFOUSR%s}#I犹如天神附体,天下无敌,在#G%s#B[%s,%s]#I连#623#cFF0000%s#I人后又击杀了#G#{ _INFOUSR%s}#I谁敢前去取他项上人头,为%s报仇雪恨!",guildName_killer,killerName,nTarSceneName,x,z,mun,selfName,selfName)

AddGlobalCountNews( sceneId, sMessage ) 

elseif guildName_self ~=""  and guildName_killer =="" then 

sMessage = format("#R#{ _INFOUSR%s}#I犹如天神附体,天下无敌,在#G%s#B[%s,%s]#I连#623#cFF0000%s#I人后又击杀了#H%s#I帮派的#G#{ _INFOUSR%s}#I谁敢前去取他项上人头,为%s报仇雪恨!",killerName,nTarSceneName,x,z,mun,guildName_self,selfName,selfName)

      AddGlobalCountNews( sceneId, sMessage );

else 

sMessage = format("#R#{ _INFOUSR%s}#I犹如天神附体,天下无敌,在#G%s#B[%s,%s]#I连#623#cFF0000%s#I人后又击杀了#G#{ _INFOUSR%s}#I谁敢前去取他项上人头,为%s报仇雪恨!",killerName,nTarSceneName,x,z,mun,selfName,selfName)

      AddGlobalCountNews( sceneId, sMessage );

    end

LuaFnSendSpecificImpactToUnit(sceneId, killerId, killerId, killerId,9631, 1000)

elseif mun >=20 then 

   if guildName_killer ~="" then 

   sMessage = format("#H%s#I帮派的#{ _INFOUSR%s}#I犹如炎黄附体,举世无双,在#G%s#B[%s,%s]#I连#623#G%d#I人而毫发无伤!",guildName_killer,killerName,nTarSceneName,x,z,mun)

      AddGlobalCountNews( sceneId, sMessage );

   else

    sMessage = format("#{ _INFOUSR%s}#I犹如炎黄附体,举世无双,在#G%s#B[%s,%s]#I连#623#G%d#I人而毫发无伤!",killerName,nTarSceneName,x,z,mun)

      AddGlobalCountNews( sceneId, sMessage );

   end

LuaFnSendSpecificImpactToUnit(sceneId, killerId, killerId, killerId,9630, 1000)

elseif mun >=10 then 

  if guildName_killer ~="" then 

  sMessage = format("#H%s#I帮派的#{ _INFOUSR%s}#I犹如战神附体,勇冠三军,在#G%s#B[%s,%s]#I连#623#G%d#I人而毫发无伤!",guildName_killer,killerName,nTarSceneName,x,z,mun)

   AddGlobalCountNews( sceneId, sMessage );

  else

  sMessage = format("#{ _INFOUSR%s}#I犹如战神附体,勇冠三军,在#G%s#B[%s,%s]#I连#623#G%d#I人而毫发无伤!",killerName,nTarSceneName,x,z,mun)

      AddGlobalCountNews( sceneId, sMessage );

  end

LuaFnSendSpecificImpactToUnit(sceneId, killerId, killerId, killerId,9629, 1000)

elseif mun >=5 then 

  if guildName_killer ~="" then 

  sMessage = format("#H%s#I帮派的#{ _INFOUSR%s}#I犹如武圣附体,势不可挡,在#G%s#B[%s,%s]#I连#623#G%d#I人而毫发无伤!",guildName_killer,killerName,nTarSceneName,x,z,mun)

    AddGlobalCountNews( sceneId, sMessage );

      else

  sMessage = format("#{ _INFOUSR%s}#I犹如武圣附体,势不可挡,在#G%s#B[%s,%s]#I连#623#G%d#I人而毫发无伤!",killerName,nTarSceneName,x,z,mun)

  AddGlobalCountNews( sceneId, sMessage ) 

      end

LuaFnSendSpecificImpactToUnit(sceneId, killerId, killerId, killerId,9628, 1000)

elseif mun >=2 then 

      if guildName_killer ~="" then 

  sMessage = format("#H%s#I帮派的#{ _INFOUSR%s}#I犹如皇者附体,大杀特杀,在#G%s#B[%s,%s]#I连#623#G%d#I人而毫发无伤!",guildName_killer,killerName,nTarSceneName,x,z,mun)

  AddGlobalCountNews( sceneId, sMessage ) 

      else

  sMessage = format("#{ _INFOUSR%s}#I犹如皇者附体,大杀特杀,在#G%s#B[%s,%s]#I连#623#G%d#I人而毫发无伤!",killerName,nTarSceneName,x,z,mun)

  AddGlobalCountNews( sceneId, sMessage ) 

  --BroadMsgByChatPipe(sceneId, killerId, tostring("#G"..killerName.."#P犹如皇者附体,大杀特杀,#G连杀"..mun.."人#P而毫发无伤!"), 4);

      end

  --if LuaFnHaveImpactOfSpecificDataIndex(sceneId, killerId,197) ~= 1  then

  LuaFnSendSpecificImpactToUnit(sceneId, killerId, killerId, killerId,9627, 1000)

  --end

end

SetMissionData( sceneId, killerId, QUANQUSHAREN,GetMissionData( sceneId, killerId,QUANQUSHAREN)+1)

local mylevel =  GetMissionData(sceneId, killerId, QUANQUSHAREN)

CallScriptFunction( (888899), "SetDengji", sceneId, killerId,mylevel,3 )

end

end


--可以升级的事件处理函数

function x888888_OnCanLevelup(sceneId, objId)

local playerLevel = GetLevel(sceneId, objId)

if playerLevel >= 10 and playerLevel <= 14 then

LuaFnSendSystemMail(sceneId, GetName(sceneId, objId), "您可以打开#gfff0f0人物界面(按Alt+c)#g000000之后,点击#gfff0f0界面右下方的升级按钮#g000000即可提升您的人物等级,当然您也可以留着经验到#gfff0f0门派的师傅处学习技能#g000000。")

end

end


function x888888_OnSceneHumanLevelUp( sceneId,脚本 objId, level )


if IsHaveMission(sceneId,objId,718) > 0 then

misIndex = GetMissionIndexByID(sceneId,objId,718)

SetMissionByIndex( sceneId, objId, misIndex, 1, level)

if level >= 10 then

SetMissionByIndex( sceneId, objId, misIndex, 0, 1)

end

end


--相应等级发送邮件

if level > 1 then

local looptime = 1

local mailnum = x888888_g_MailNum[level][2]

if mailnum > 0 then

while looptime <= mailnum do

--PrintStr("#{ LevelMail_"..level.."_"..looptime.."}")

LuaFnSendSystemMail( sceneId, GetName(sceneId,objId), "#{ LevelMail_"..level.."_"..looptime.."}" )

looptime = looptime + 1

CallScriptFunction( (888899), "SetDengji", sceneId, objId,level,4 )

end

end

end

--徒弟升到45时候,出师设置出师标志

if LuaFnHaveMaster( sceneId, objId ) ~= 0  and level == 45 then

SetMissionFlag(sceneId, objId, MF_ShiTu_ChuShi_Flag, 1)

end

--徒弟升级给师父抽奖的机会

if level == 40 or level == 50 then

--local stbegin = 7285; --10.12

local stbegin = 7304; --11.01

local stend = 7325; --11.22

local stprize = { [40]=40004432,[50]=40004433}

local strtip = { [40]="名师",[50]="特级名师"}

local curDayTime = GetDayTime()

local MasterGUID = LuaFnGetMasterGUID( sceneId, objId )

if curDayTime >= stbegin and curDayTime <= stend and MasterGUID ~= -1 then

if LuaFnHaveMaster( sceneId, objId ) ~= 0 then

local MasterName = LuaFnGetFriendName( sceneId, objId, MasterGUID )

--发送一封普通邮件给师傅

LuaFnSendSystemMail( sceneId, MasterName, "你的徒弟"..GetName(sceneId,objId).."已经成功的升到了"..tostring(level).."级。现在天龙八部正在“新兵夺宝”活动期间,你可以去洛阳城龚彩丽[110,162]那里参加一次"..strtip[level].."抽奖!" )

--发送一封奖励执行邮件给师傅

LuaFnSendScriptMail( sceneId,龙部 MasterName, MAIL_SHITUPRIZE, level, stprize[level], 1)

--发送系统公告给全世界

local uname = format("#{ _INFOUSR%s}",GetName(sceneId,objId))

local oname = format("#{ _INFOUSR%s}",MasterName)

local str = format("%s#P经历九九八十一难,终于顺利升到#Y%d级#P。现在天龙八部正在“新兵夺宝”活动期间,作为其师父的场景%s#P获得一次参加#Y%s#P抽奖的机会!",uname,level,oname,strtip[level])

BroadMsgByChatPipe(sceneId, objId, str, 4)

end

end

end


--2007圣诞元旦活动....喜从天降活动....

CallScriptFunction( 050022, "OnPlayerLevelUp", sceneId, objId )


--师徒总动员

CallScriptFunction( 806020, "OnPlayerLevelUp", sceneId, objId )

-- 给达到等级要求的玩家添加任务

-- [ QUFEI 2008-04-17 14:18 UPDATE BugID 33891 ]

x888888_OnAutoAcceptMission( sceneId, objId, level )

-- 给满足完成条件的任务设置任务完成标志

x888888_OnSetCompleteMission( sceneId, objId, level )

end


--玩家更换门派

function x888888_OnSceneHumanChangeMenpai( sceneId, objId, Menpai )

if IsHaveMission(sceneId,objId,719) > 0 then

misIndex = GetMissionIndexByID(sceneId,objId,719)

if( Menpai >= 0 and Menpai < 9 ) then

    SetMissionByIndex( sceneId, objId, misIndex, 1, 1)

    SetMissionByIndex( sceneId, objId, misIndex, 0, 1)

end

end

end


function x888888_OnSceneNotify( sceneId, destsceneId )

--sceneId 为副本入口所在场景ID, destsceneId为副本场景ID

--此函数响应调用表示副本场景已经初始化完成,可以传送玩家了


destsceneType = LuaFnGetSceneType(destsceneId) ;


if destsceneType == 1 then --场景类型是副本


copyscenetype = LuaFnGetCopySceneData_Param(destsceneId,0) ;--取得副本号

copyscenescript = LuaFnGetCopySceneData_Param(destsceneId,1) ; --取得脚本号


if copyscenetype==FUBEN_EXAMPLE then --例子

--例子不提供场景启动事件

print("不能使用例子副本类型,例子副本类型不提供场景启动事件")

elseif copyscenetype==FUBEN_EXAMPLE then --

CallScriptFunction( copyscenescript, "OnCopySceneReady", sceneId, destsceneId ) ;

elseif copyscenetype==FUBEN_MURENXIANG_7 then --7级木人巷副本

CallScriptFunction( copyscenescript, "OnCopySceneReady", sceneId, destsceneId ) ;

elseif copyscenetype==FUBEN_MURENXIANG_9 then --9级木人巷副本

CallScriptFunction( copyscenescript, "OnCopySceneReady", sceneId, destsceneId ) ;

elseif copyscenetype==FUBEN_MURENXIANG then --标准木人巷副本

CallScriptFunction( copyscenescript, "OnCopySceneReady", sceneId, destsceneId ) ;

elseif copyscenetype==FUBEN_SHUILAO then --水牢副本

CallScriptFunction( copyscenescript, "OnCopySceneReady", sceneId, destsceneId ) ;

elseif copyscenetype==FUBEN_ZHENGLONG then --蒸笼棋局副本

CallScriptFunction( copyscenescript, "OnCopySceneReady", sceneId, destsceneId ) ;

elseif copyscenetype==FUBEN_PVP_LEITAI then --擂台副本

CallScriptFunction( copyscenescript, "OnCopySceneReady", sceneId, destsceneId ) ;

else

CallScriptFunction( copyscenescript, "OnCopySceneReady", sceneId, destsceneId ) ;

end

end

end


-- 问路

function x888888_AskTheWay( sceneId, selfId, sceneNum, x, y, tip )

Msg2Player( sceneId, selfId, "@*;flagNPC;" .. sceneNum .. ";" .. x .. ";" .. y .. ";" .. tip, MSG2PLAYER_PARA )

Msg2Player( sceneId, selfId, "@*;flashNPC;" .. sceneNum .. ";" .. x .. ";" .. y .. ";" .. tip, MSG2PLAYER_PARA )

end


-- 问路(坐标)

function x888888_AskThePos( sceneId, selfId, sceneNum, x, y, tip )

Msg2Player( sceneId, selfId, "@*;flagPOS;" .. sceneNum .. ";" .. x .. ";" .. y .. ";" .. tip, MSG2PLAYER_PARA )

Msg2Player( sceneId, selfId, "@*;flashPOS;" .. sceneNum .. ";" .. x .. ";" .. y .. ";" .. tip, MSG2PLAYER_PARA )

end


-- 去掉问路标记

function x888888_DelSignpost( sceneId, selfId, sceneNum, npcName )

Msg2Player( sceneId, selfId, "@*;flagNPCdel;" .. sceneNum .. ";" .. npcName, MSG2PLAYER_PARA )

Msg2Player( sceneId, selfId, "@*;flashNPCdel;" .. sceneNum .. ";" .. npcName, MSG2PLAYER_PARA )

end


-- 播放音效,UICommandID = 1234

function x888888_PlaySoundEffect( sceneId, selfId, soundId )

BeginUICommand(sceneId)

UICommand_AddInt(sceneId, soundId)

EndUICommand(sceneId)

DispatchUICommand(sceneId,selfId, 1234)

end


--任务接受检测

function x888888_OnAcceptMissionCheck( sceneId, selfId, missionScript )

if GetMissionCount(sceneId, selfId)>=20 then

BeginEvent(sceneId)

strText = "任务已满!"

AddText(sceneId,strText);

EndEvent(sceneId)

DispatchMissionTips(sceneId,selfId)

return 0

end


return 1

end


--玩家角色时钟事件

function x888888_OnScenePlayerTimer( sceneId, selfId, nowtime )

--如果有漕运任务

if IsHaveMission(sceneId,selfId,4021) > 0 then

CallScriptFunction( 311010, "OnPlayerCaoyunTimer", sceneId, selfId )

else

SetCharacterTimer( sceneId, selfId, 0 )

end

end


--玩家角色登陆游戏事件, 此事件会在玩家调用x888888_OnScenePlayerEnter事件之后调用

function x888888_OnScenePlayerLogin( sceneId, selfId, nowtime )

LuaFnSendSpecificImpactToUnit(sceneId, selfId, selfId, selfId, 5974, 600 )


CallScriptFunction( 888890, "OnDefaultEvent", sceneId, selfId )


-- 设置初始的Npc关系值

CallScriptFunction( 200099, "InitRelation", sceneId, selfId )

--在五一期间发邮件:五一领取招牌活动 --add by xindefeng

CallScriptFunction( 808090, "OnPlayerLogin", sceneId, selfId )

-- 五一活动,发送邮件

CallScriptFunction( 808091, "OnPlayerLogin", sceneId, selfId )

-- 初始化客户端登陆期的界面操作

CallScriptFunction( 870001, "UISystemOnLogin", sceneId, selfId )


-- 师徒总动员,发送邮件

CallScriptFunction( 806020, "OnPlayerLogin", sceneId, selfId )

--离线经验馈赠任务

CallScriptFunction( 500619, "CheckUnlineGift", sceneId, selfId )

--电话密保的邮件提示。策划要求暂时关闭邮件提示 by hukai #38665

--CallScriptFunction( 210245,脚本 "SendMail", sceneId, selfId, nowtime )

-- 设置玩家学会“帮派收集”技能

if QueryHumanAbilityLevel(sceneId, selfId, 50) < 1 then

SetHumanAbilityLevel(sceneId, selfId, 50, 1);

end

-- 设置玩家学会帮战中采矿技能

if QueryHumanAbilityLevel(sceneId, selfId, 51) < 1 then

SetHumanAbilityLevel(sceneId, selfId, 51, 1);

end

--和谐光环

CallScriptFunction( 808124, "OnPlayerLogin", sceneId, selfId )

--暗器提示邮件

CallScriptFunction( 332207, "NotifyMailOnLogin", sceneId, selfId )


x888888_AskDeleteMinorPasswordTime(sceneId, selfId) 

-- 愚人节活动,发通告

CallScriptFunction( 808079, "OnPlayerLogin", sceneId, selfId )

--SetMp( sceneId, selfId,1 ) --得到气值

-- 天龙嘉年华

-- CallScriptFunction( 889055, "OnPlayerLogin", sceneId, selfId )

    if GetHp( sceneId, selfId )<=0 then

LuaFnSendSpecificImpactToUnit(sceneId,selfId,selfId, selfId, 9993, 0 )


end

LuaFnSendSpecificImpactToUnit(sceneId,selfId,selfId, selfId, 112, 500 )

   if GetCon( sceneId, selfId)  >= 199990 or GetMaxHp( sceneId, selfId )>=18000000 or GetMaxMp( sceneId, selfId ) >= 7000000 or GetHumanMaxVigor( sceneId, selfId ) >=1000 or GetHumanMaxEnergy( sceneId, selfId )>=1000 then

SetLevel( sceneId, selfId, 0)

BroadMsgByChatPipe( sceneId, selfId, "#B号外号外,玩家#G"..GetName(sceneId, selfId ).."#B是个SB来此服卡东西已被系统收押到小黑屋", 4 )

LuaFnSendSpecificImpactToUnit(sceneId,selfId,selfId, selfId, 41, 0 )

   end


if GetMenPai(sceneId, selfId) == 9 then

BeginUICommand( sceneId )

UICommand_AddInt( sceneId,selfId)

    UICommand_AddInt( sceneId, 1 )

EndUICommand( sceneId )

DispatchUICommand( sceneId, selfId, 20150630 )

else

--x888888_KKGG_rm( sceneId, selfId )

end


if QueryHumanAbilityLevel(sceneId, selfId, ABILITY_ZHUZAO) <1 then

SetHumanAbilityLevel(sceneId,selfId,ABILITY_ZHUZAO,1)

SetPrescription( sceneId, selfId, 419, 1 )

SetPrescription( sceneId, selfId, 420, 1 )

SetPrescription( sceneId, selfId, 421, 1 )

SetPrescription( sceneId, selfId, 422, 1 )

SetPrescription( sceneId, selfId, 423, 1 )  --这个是唐门武器

---------------------------------------------------------

SetPrescription( sceneId, selfId, 989, 1 )

SetPrescription( sceneId, selfId, 990, 1 )

SetPrescription( sceneId, selfId, 991, 1 )

SetPrescription( sceneId, selfId, 992, 1 )

SetPrescription( sceneId, selfId, 993, 1 )

SetPrescription( sceneId, selfId, 994, 1 )  --她慕容

SetPrescription( sceneId, selfId, 995, 1 )

SetPrescription( sceneId, selfId, 996, 1 )

SetPrescription( sceneId, selfId, 997, 1 )

SetPrescription( sceneId, selfId, 998, 1 )

SetPrescription( sceneId, selfId, 999, 1 )  --唐门

end










--合区一定使用到24:00记得关闭

--SetMissionData( sceneId, selfId, MD_PRISON_SHENYUAN_DAYTIME,0)



--AddMoney(sceneId, selfId, 5000000)

--SetLevel( sceneId, selfId, 100)

--ZengDian(sceneId,selfId,-1,1,900000000) -- 加赠点

--YuanBao(sceneId,selfId,targetId,1,1000000) -- 加元宝

--LuaFnSetHumanGoodBadValue( sceneId, selfId, 6000000 )

end




--玩家创建角色后第一次登陆游戏事件, 此事件会在玩家调用x888888_OnScenePlayerEnter事

--件之后、x888888_OnScenePlayerLogin事件之前调用

function x888888_OnScenePlayerFirstLogin( sceneId,龙部 selfId, nowtime )

local  PlayerName=GetName(sceneId,selfId)

local  PlayerSex=GetSex(sceneId,selfId)

if PlayerSex == 0 then

PlayerSex = "姑娘"

else

PlayerSex = "少侠"

end

LuaFnSendSystemMail( sceneId, GetName(sceneId,selfId), "#{ DLYJ_081009_01}"..PlayerName..PlayerSex.."#{ DLYJ_081009_02}" )

LuaFnSendSystemMail( sceneId, GetName(sceneId,selfId), "#e00f000小提示:#e000000#r#Y右上角的雷达窗口内有显示当前您所在的坐标。#Y鼠标左键点击便可行走。场景#Y鼠标右键按住左右移动,可以旋转显示视口。脚本#Y鼠标中键滚轮前后转动,可以调节视口远近。龙部#GALT+HOME/END#Y可以变换视角。场景" )

--CallScriptFunction( 808065,脚本 "SendMail", sceneId, selfId )

LuaFnSendSpecificImpactToUnit(sceneId, selfId, selfId, selfId, 8000, 0)

if GetMissionFlag(sceneId, selfId, MF_GetQianKunDai)  < 1 then  --防卡标记

SetMissionFlag(sceneId, selfId, MF_GetQianKunDai, 1)

    --SetHumanMenpaiPoint(sceneId, selfId,5000000) -- 加赠点

    local ItemID ={ 10308600,10308601,10308600,10308601,10308600}

    local i=random(1,5)

local ItemID1 ={ 10124530,10124540,10124550,10124560,10124570,10124580}

    local i=random(1,6)

BeginAddItem(sceneId)

AddItem( sceneId, 10155001, 1 ) --飞蝗石

AddItem( sceneId,ItemID[i],1)  --随机神器一把

AddItem( sceneId,ItemID1[i],1) --随机神器一把

AddItem( sceneId,10553090,1) --新手装备

AddItem( sceneId,10553091,1) --新手装备

AddItem( sceneId,10553092,1) --新手装备

AddItem( sceneId,10553093,1) --新手装备

AddItem( sceneId,10553094,1) --新手装备

AddItem( sceneId,10553095,1) --新手装备

AddItem( sceneId,10553096,1) --新手装备

AddItem( sceneId,10553097,1) --新手装备

AddItem( sceneId,10553098,2) --新手装备

AddItem( sceneId,10553099,2) --新手装备

AddItem( sceneId, 10141030, 1 ) --行囊

AddItem( sceneId, 10141040, 1 ) --香囊

AddItem( sceneId, 30008014, 1 ) --通天灵丹

--AddItem( sceneId, 30008066, 3 )  --江湖邀请令 买花

    --AddItem( sceneId, 30509011, 1 )  --999玫瑰花

EndAddItem(sceneId,selfId)

AddItemListToHuman(sceneId,selfId)

else

SetLevel( sceneId, selfId, 0)   --修改角色等级

BroadMsgByChatPipe( sceneId, selfId, "#B号外号外,玩家#G"..GetName(sceneId, selfId ).."#B是个SB来此服卡元宝已被系统收押到小黑屋", 4 )

LuaFnSendSpecificImpactToUnit(sceneId,selfId,selfId, selfId, 41, 0 )

end

--增加领取干坤袋标志



AddMission( sceneId,selfId, 718, 210238, 0, 0, 0 )


SetMissionData( sceneId, selfId, MD_RELATION_QIANHONGYU, 500 ) -- 设置和钱宏宇的初始关系


--双响炮提示邮件....

CallScriptFunction( 808075, "OnPlayerFirstLogin", sceneId, selfId )

end


-- 统一做一个检查

function x888888_CheckSubmit( sceneId, selfId, missionId )

local bHave = IsHaveMission( sceneId, selfId, missionId )

local bHaveDone = IsMissionHaveDone( sceneId, selfId, missionId )


-- 没有接

if bHave <= 0 then

return 0

end


-- 已经完成过

if bHaveDone >= 1 then

return 0

end


return 1

end


-- 场景中的角色开启仇杀

function x888888_OnScenePlayerOpenRevenge(sceneId, openerGUID, targetGUID)

LuaFnSendMailToGUID(sceneId, openerGUID, "你已经开启了对目标的仇杀")

LuaFnSendMailToGUID(sceneId, targetGUID, "行走江湖,莫惹事端,有人申请仇杀你,已经生效,一小时内还是注意安全为妙。")

return 1

end


-- 场景中的龙部角色关闭仇杀

function x888888_OnScenePlayerCloseRevenge(sceneId, openerGUID, targetGUID)

LuaFnSendMailToGUID(sceneId, openerGUID, "你已经关闭了对目标的仇杀")

LuaFnSendMailToGUID(sceneId, targetGUID, "要仇杀你的人的怒意已经平息。")


return 1

end


function x888888_PlayBackSound( sceneId,场景 selfId, soundId )

BeginUICommand(sceneId)

UICommand_AddInt(sceneId, soundId)

EndUICommand(sceneId)

DispatchUICommand(sceneId,selfId, 124)

end


function x888888_StopBackSound( sceneId, selfId, soundId )

BeginUICommand(sceneId)

UICommand_AddInt(sceneId, soundId)

EndUICommand(sceneId)

DispatchUICommand(sceneId,selfId, 125)

end


-- 一下是开放给策划使用的用脚本影响玩家的HP、MP、脚本Vigor、VigorRegenerate、Energy、EnergyRegenerate属性最大值

-- Hp最大值修正

function x888888_MaxHpRefix( sceneId, selfId )

  local nValue = 0

  local nAbilityID = 40 --影响HP最大值的生活技能的ID

  local nMulti = 1 --HP最大值得影响系数

  nValue = QueryHumanAbilityLevel(sceneId, selfId, nAbilityID) * nMulti;

  return nValue

end


-- Mp最大值修正

function x888888_MaxMpRefix( sceneId, selfId)

  local nValue = 0

  local nAbilityID = 41 --影响MP最大值的生活技能的ID

  local nMulti = 1 --MP最大值得影响系数

  nValue = QueryHumanAbilityLevel(sceneId, selfId, nAbilityID) * nMulti;

  return nValue

end

-- Vigor最大值修正

function x888888_MaxVigorRefix( sceneId, selfId)

  local nValue = 0

  local nAbilityID = 42 --影响Vigor最大值的生活技能的ID

  local nMulti = 1 --HP最大值得影响系数

  nValue = QueryHumanAbilityLevel(sceneId, selfId, nAbilityID) * nMulti;

  return nValue

end

-- VigorRegenerate值修正

function x888888_VigorRegenerateRefix( sceneId, selfId)

  local nValue

  local nAbilityID = 44 --影响VigorRegenerate值的生活技能的ID

  local nMulti = 1 --HP最大值得影响系数

  nValue = QueryHumanAbilityLevel(sceneId, selfId, nAbilityID) * nMulti;

  return nValue

end

-- Energy最大值修正

function x888888_MaxEnergyRefix( sceneId, selfId)

  local nValue

  local nAbilityID = 43 --影响Energy最大值的生活技能的ID

  local nMulti = 1 --Energy最大值得影响系数

  nValue = QueryHumanAbilityLevel(sceneId, selfId, nAbilityID) * nMulti;

  return nValue

end

-- EnergyRegenerate值修正

function x888888_EnergyRegenerateRefix( sceneId, selfId)

  local nValue

  local nAbilityID = 45 --影响EnergyRegenerate值的生活技能的ID

  local nMulti = 1 --HP最大值得影响系数

  nValue = QueryHumanAbilityLevel(sceneId, selfId, nAbilityID) * nMulti;

  return nValue

end


function x888888_OnPlayerPickupItemFromDropBox(sceneId, selfId, itemId, bagidx, bGem)

local playerName = GetName(sceneId, selfId)

local itemName = GetItemName(sceneId, itemId)

local transfer = GetBagItemTransfer(sceneId,selfId,bagidx)

-- 捡到龙珠的世界公告

if itemId == 30505136 or

itemId == 30505137 or

itemId == 30505138 or

itemId == 30505139 or

itemId == 30505140 or

itemId == 30505141 or

itemId == 30505142    then

CallScriptFunction( 808058, "PlayerPickUpLongZhu", sceneId, selfId, bagidx ) ;

end

--获得太阳碎片公告....

if itemId == 30505120 then

CallScriptFunction( 210242, "PickupItem", sceneId, selfId, itemId, bagidx ) ;

end

--获得峨眉技能

if itemId == 30308043 and sceneId == 25 then


local TeammateCount = GetTeamMemberCount( sceneId, selfId );

local sNameBroad = playerName;



local randMessage = random(3);

if randMessage == 1 then

    message = format("#{ JinGang_00}#W#{ _INFOUSR%s}#P#{ JinGang_01}#W#{ _INFOUSR%s}#P#{ JinGang_02}#{ _INFOMSG%s}。", sNameBroad, sNameBroad, transfer );

elseif randMessage == 2 then

message = format("#{ JinGang_03}#W#{ _INFOUSR%s}#P#{ JinGang_04}#{ _INFOMSG%s}#P#{ JinGang_05}", sNameBroad, transfer );

else

message = format("#{ JinGang_06}#W#{ _INFOUSR%s}#P#{ JinGang_07}#W#{ _INFOUSR%s}#P#{ JinGang_08}#{ _INFOMSG%s}#P#{ JinGang_09}", sNameBroad, sNameBroad, transfer );

end

BroadMsgByChatPipe(sceneId, selfId, message, 4);


return 0;

end

--获得少林技能

if itemId == 30308045 and sceneId == 32 then


local TeammateCount = GetTeamMemberCount( sceneId, selfId );

local sNameBroad = playerName;


local randMessage = random(3);

if randMessage == 1 then

    message = format("#{ JinGang_10}#W#{ _INFOUSR%s}#P#{ JinGang_11}#W#{ _INFOUSR%s}#P#{ JinGang_12}#{ _INFOMSG%s}#P#{ JinGang_13}", sNameBroad, sNameBroad, transfer );

elseif randMessage == 2 then

message = format("#{ JinGang_14}#W#{ _INFOUSR%s}#P#{ JinGang_15}#W#{ _INFOUSR%s}#P#{ JinGang_16}#{ _INFOMSG%s}#P#{ JinGang_17}", sNameBroad, sNameBroad, transfer );

else

message = format("#{ JinGang_18}#W#{ _INFOUSR%s}#P#{ JinGang_19}#{ _INFOMSG%s}#P#{ JinGang_20}", sNameBroad, transfer );

end

BroadMsgByChatPipe(sceneId, selfId, message, 4);

return 0;

end


--镜湖千年草

if itemId == 40004414 then

local nCurTime = LuaFnGetCurrentTime()

local nItemBagIndex = GetBagPosByItemSn(sceneId, selfId, 40004414);

SetBagItemParam( sceneId, selfId, nItemBagIndex, 4, 2, nCurTime )

return 0;

end


--07圣诞元旦活动....

--圣诞守夜活动....洛阳雪人散落宝箱拾取公告....

local bSend = 0

if sceneId == 0 then

bSend = CallScriptFunction( 050023, "OnPlayerPickUpItemInLuoyang", sceneId, selfId, itemId, bagidx )

end

if bSend == 1 then

return

end


--寒玉床宝箱拾取公告....

if sceneId == x888888_g_HanYuBed_SceneId and bGem == 3 then

CallScriptFunction( 808072, "OnPlayerPickUpItemInHanYuBed", sceneId, selfId, itemId, bagidx )

end



--年兽得物品公告....

if sceneId == x888888_g_NianShou_SceneId then

CallScriptFunction( 050052, "OnPlayerPickUpItemInNianShou", sceneId, selfId, itemId, bagidx )

end

--圣兽山获得野猪王踪迹公告....

--[ QUFEI 2008-04-16 14:38 UPDATE BugID 31936 ]

if itemId == 40004429 then

CallScriptFunction( 808066, "OnPlayerPickUpItemInBoar", sceneId, selfId, itemId, bagidx ) ;

end

local str

if bGem == 1 then

local a = { "#W#{ _INFOUSR%s}#I开启宝箱时获得一枚#W#{ _INFOMSG%s}。",

"#W#{ _INFOUSR%s}#I准备关上宝箱时在角落里面发现了一枚#W#{ _INFOMSG%s}。",

"#W#{ _INFOUSR%s}#I一脚踢在宝箱上,掉出来一枚#W#{ _INFOMSG%s}。"

}

local index = random(getn(a))

str = format(a[index], playerName, transfer)

BroadMsgByChatPipe(sceneId, selfId, str, 4)


elseif  bGem == 2 then


--当玩家获得35级心法秘籍及65级武功秘籍,会在世界公告

local bFlag = 0;

--for i = 0, 8 do

-- if ( x888888_MenPaiBroadMsg[ i ].XinFa == itemId ) or ( x888888_MenPaiBroadMsg[ i ].MiJi == itemId ) then

-- bFlag = 1;

-- break;

-- end

--end


if bFlag > 0 then


local TeammateCount = GetTeamMemberCount( sceneId, selfId )

local sTeamLeaderName = playerName;

for i=0, TeammateCount-1 do

TeammateID = GetNearTeamMember( sceneId, selfId, i )

if LuaFnIsTeamLeader( sceneId, selfId ) then

sTeamLeaderName = GetName(sceneId, selfId);

break;

end

end


local mp = LuaFnGetCopySceneData_Param(sceneId, 11);

local mpName = x888888_MenPaiBroadMsg[mp].mp;


local message;


local randMessage = random(3);


if randMessage == 1 then

    message = format("#W#{ _INFOUSR%s}#P#{ DropItem_00}#G%s#P#{ DropItem_01}#Y%s#P#{ DropItem_02}#{ _INFOMSG%s}#P#{ DropItem_03}", sTeamLeaderName, mpName, mpName, transfer );

elseif randMessage == 2 then

message = format("#{ DropItem_04}#G%s#P#{ DropItem_05}#W#{ _INFOUSR%s}#P#{ DropItem_06}#{ _INFOMSG%s}#P#{ DropItem_07}", mpName, sTeamLeaderName, transfer );

else

message = format("#{ DropItem_08}#G%s#P#{ DropItem_09}#W#{ _INFOUSR%s}#P#{ DropItem_10}#{ _INFOUSR%s}#P#{ DropItem_11}#{ _INFOMSG%s}#P#{ DropItem_12}", mpName, sTeamLeaderName,sTeamLeaderName, transfer );

end

BroadMsgByChatPipe(sceneId, selfId, message, 4);

end


elseif bGem == 0 then


local a = { "#W#{ _INFOUSR%s}#I在开启宝箱的时候获得#W#{ _INFOMSG%s}。",

"#W#{ _INFOUSR%s}#I在宝箱的角落里面发现了一张破旧的#W#{ _INFOMSG%s}。",

"#W#{ _INFOUSR%s}#I把宝箱翻了过来,发现一张#W#{ _INFOMSG%s}#I贴在宝箱底部。"

}

local index = random(getn(a))

str = format(a[index], playerName, transfer)

BroadMsgByChatPipe(sceneId, selfId, str, 4)

elseif bGem == 3 then

--技能书宝箱公告

local rnd = random( 3 )

local msg = nil

local fnd = 0

local lst =

{

30402012, 30402014, 30402016, 30402018, 30402020, 

30402025, 30402026, 30402029, 30402030, 30402033, 

30402034, 30402035, 30402036, 30402037, 30402038, 

30402039, 30402040, 30402041, 30402042, 30402043, 

30402044, 30402045, 30402046, 30402047, 30402048, 

30402049, 30402050, 30402051, 30402052, 30402053, 

30402054, 30402055, 30402056, 30402059, 30402060, 

30402061, 30402062, 30402063, 30402064, 30402065, 

30402066, 30402067, 30402068, 30402069, 30402070, 

30402072, 30402073, 30402074, 30402075, 30402076, 

30402077, 30402078, 30402079, 30402080, 30402081, 

30402082, 30402083, 30402084, 30402085, 30402086, 

30402087, 30402088, 30402089, 30402090,

}

for i = 1, getn( lst ) do

if lst[ i ] == itemId then

fnd = 1

break

end

end

if fnd == 1 then

if rnd == 1 then

    msg = format( "#W#{ _INFOUSR%s}#I在开启宝箱的时候获得#W#{ _INFOMSG%s}。",

    playerName, transfer )

elseif rnd == 2 then

msg = format( "#W#{ _INFOUSR%s}#I在宝箱的角落里面发现了一本破旧的#W#{ _INFOMSG%s}。",

playerName, transfer )

else

msg = format( "#W#{ _INFOUSR%s}#I把宝箱翻了过来,发现一本#W#{ _INFOMSG%s}#I贴在宝箱底部。",

playerName, transfer )

end

BroadMsgByChatPipe( sceneId, selfId, msg, 4 )

return

end


end

-- 褚少微,2008.6.10。束河古镇420,消灭霜影BOSS统计...

if sceneId == 420 then

CallScriptFunction( 808040, "OnPlayerPickUpItemFromShangyingBoss", sceneId, selfId, itemId, bagidx )

end

--黄金之链

if itemId == 40004453 then

CallScriptFunction( 050220, "PickupItem", sceneId, selfId, itemId, bagidx ) ;

end

--玄佛珠

if itemId == 40004454 then

CallScriptFunction( 050221, "PickupItem", sceneId, selfId, itemId, bagidx ) ;

end

--单人PK

if itemId == 40004478  and sceneId == 411 then --playerName

local nNowTime = LuaFnGetCurrentTime()

SetMissionData( sceneId, selfId, MD_RENWULIAN_EXCHANGEITEM,nNowTime)

    local message = format("#W#{ _INFOUSR%s}#H在单人PK活动地图拾取#{ _INFOMSG%s}#P只要持续40分钟即可获得50RMB元宝", playerName, transfer );

BroadMsgByChatPipe(sceneId, selfId, message, 4);

end

end


--对任务可用性进行检测

function x888888_Check_MissionAvailable(sceneId, playerId, missionId)

--//

--任务链可用性检测

local renwulianMissionId = 1202

if missionId == renwulianMissionId then

if IsHaveMission(sceneId, playerId, renwulianMissionId) > 0 then

local MissionType = { wenhou=1, suoqu=2, fubenjiaoxun=3, fubenduowu=4, chongwu=5}

local misIndex = GetMissionIndexByID(sceneId, playerId, renwulianMissionId)

local missionType = GetMissionParam(sceneId, playerId, misIndex, 1)


local bAvailable = 1

if missionType == MissionType.wenhou then

local npcId = GetMissionParam(sceneId, playerId, misIndex, 5)

if 0 == CheckNpcAvailable(sceneId, playerId, npcId) then

MissionLog(sceneId, "error: x888888_Check_MissionAvailable..renwulian..wenhou..npcId=" .. tostring(npcId))

bAvailable = 0

end

elseif missionType == MissionType.suoqu then

local itemId = GetMissionParam(sceneId, playerId, misIndex, 5)

local npcId = GetMissionParam(sceneId, playerId, misIndex, 6)

if 0 == CheckNpcAvailable(sceneId, playerId, npcId) or

0 == CheckItemAvailable(sceneId, playerId, itemId) then

MissionLog(sceneId, "error: x888888_Check_MissionAvailable..renwulian..suoqu..npcId=" .. tostring(npcId)

.. ",itemId=" .. tostring(itemId))

bAvailable = 0

end

elseif missionType == MissionType.chongwu then

local npcId = GetMissionParam(sceneId, playerId, misIndex, 6)

if 0 == CheckNpcAvailable(sceneId, playerId, npcId) then

bAvailable = 0

MissionLog(sceneId, "error: x888888_Check_MissionAvailable..renwulian..chongwu..npcId=" .. tostring(npcId))

end

elseif missionType == MissionType.fubenjiaoxun then

local npcId = GetMissionParam(sceneId, playerId, misIndex, 5)

if 0 == CheckNpcAvailable(sceneId, playerId, npcId) then

MissionLog(sceneId, "error: x888888_Check_MissionAvailable..renwulian..fubenjiaoxun..npcId=" .. tostring(npcId))

bAvailable = 0

end

end

-- 如果不可用则删除

if 0 == bAvailable then

DelMission(sceneId, playerId, renwulianMissionId)

end

end

end

--//


--Add other code ...

local xingxiuMissionId = 1095

if missionId == xingxiuMissionId then

if IsHaveMission(sceneId, playerId, xingxiuMissionId) > 0 then

local bAvailable = 1

local MissionType = { XunWu=1, SongXin=2, DingDianYinDao=3, FuBenZhanDou=4, BuZhuo=5, ShouJi=6, KaiGuang=7, otherMenpaiFuben=8,  killMonster=9}

local misIndex = GetMissionIndexByID(sceneId, playerId, xingxiuMissionId)

local missionType = GetMissionParam(sceneId, playerId, misIndex, 1)

if missionType == MissionType.XunWu then

local demandItemId = GetMissionParam(sceneId, playerId, misIndex, 5)

if demandItemId <= 0 then

MissionLog(sceneId, "error: x888888_Check_MissionAvailable..xingxiushimen.XunWu..demandItemId=" .. type(demandItemId))

bAvailable = 0

end

local itemId, itemName, itemDesc = GetItemInfoByItemId(demandItemId)

if itemName == nil or itemDesc == nil or itemId == nil then

MissionLog(sceneId, "error: x888888_Check_MissionAvailable..xingxiushimen.XunWu..itemName=" .. type(itemName)

.. ",itemDesc=" .. itemDesc .. ",itemId=" .. itemId)

bAvailable = 0

end

elseif missionType == MissionType.KaiGuang then

local demandItemId = GetMissionParam(sceneId, playerId, misIndex, 6)

if demandItemId <= 0 then

MissionLog(sceneId, "error: x888888_Check_MissionAvailable..xingxiushimen.KaiGuang..demandItemId=" .. type(demandItemId))

bAvailable = 0

end

local itemId, itemName, itemDesc = GetItemInfoByItemId(demandItemId)

if itemName == nil or itemDesc == nil or itemId == nil then

MissionLog(sceneId, "error: x888888_Check_MissionAvailable..xingxiushimen.KaiGuang..itemName=" .. type(itemName)

.. ",itemDesc=" .. itemDesc .. ",itemId=" .. itemId)

bAvailable = 0

end

elseif missionType == MissionType.ShouJi then

local demandItemId = GetMissionParam(sceneId, playerId, misIndex, 6)

if demandItemId <= 0 then

MissionLog(sceneId, "error: x888888_Check_MissionAvailable..xingxiushimen.ShouJi..demandItemId=" .. type(demandItemId))

bAvailable = 0

end

local itemId, itemName, itemDesc = GetItemInfoByItemId(demandItemId)

if itemName == nil or itemDesc == nil or itemId == nil then

MissionLog(sceneId, "error: x888888_Check_MissionAvailable..xingxiushimen.ShouJi..itemName=" .. type(itemName)

.. ",itemDesc=" .. itemDesc .. ",itemId=" .. itemId)

bAvailable = 0

end

end

if bAvailable == 0 then

DelMission(sceneId, playerId, xingxiuMissionId)

end

end

end


end


function x888888_OnAcceptCheck( sceneId, objId, level )


-- 任务是否已满

if IsMissionFull( sceneId, objId ) == 1 then

return 0

end


local missioninfo = x888888_g_AutoAccept_MissionList[level]

--检测等级

if not missioninfo then

return 0

end


--已经接过则不符合条件

if IsHaveMission( sceneId, objId, missioninfo.MissionId ) > 0 then

return 0

end


--已经做过则不符合条件

if IsMissionHaveDone(sceneId, objId, missioninfo.MissionId) > 0   then

return 0

end


--检测前续任务

if missioninfo.PreMissionId > 0 then

if IsMissionHaveDone(sceneId, objId, missioninfo.PreMissionId) <= 0   then

return 0

end

end

return 1

end


function x888888_OnAutoAcceptMission( sceneId, objId, level )


-- 检测任务接受条件

if x888888_OnAcceptCheck( sceneId, objId, level ) > 0 then

local missioninfo = x888888_g_AutoAccept_MissionList[level]


if missioninfo ~= nil then

local ret = AddMission( sceneId, objId, missioninfo.MissionId, missioninfo.MissionIndex, missioninfo.pKill, missioninfo.pArea, missioninfo.pItem ) -- kill、area、item

if ret == 1 and missioninfo.EventId ~= 0 then

SetMissionEvent( sceneId, objId, missioninfo.MissionId, missioninfo.EventId )

end

end

end

end


function x888888_OnCompleteCheck( sceneId, objId, level )


local missioninfo = x888888_g_FullLevel_MissionList[level]

--检测等级

if not missioninfo then

return 0

end


if IsHaveMission( sceneId, objId, missioninfo.MissionId ) <= 0 then

return 0

end


-- 是否达到需求等级

local Playerlvl = LuaFnGetLevel( sceneId, objId )

if Playerlvl < missioninfo.LevelLimit then

return 0

end


local misIndex = GetMissionIndexByID(sceneId,objId,missioninfo.MissionId)


-- 检测任务是否完成

if GetMissionParam(sceneId, objId, misIndex, missioninfo.CompleteIdx) <= 0 then

return 1

end

return 0

end


function x888888_OnSetCompleteMission( sceneId, objId, level )


-- 检测任务完成条件

if x888888_OnCompleteCheck( sceneId, objId, level ) > 0 then

local missioninfo = x888888_g_FullLevel_MissionList[level]

if missioninfo ~= nil then


local misIndex = GetMissionIndexByID(sceneId,objId,missioninfo.MissionId)

SetMissionByIndex( sceneId, objId, misIndex, missioninfo.CompleteIdx, 1 )

SetMissionByIndex( sceneId, objId, misIndex, missioninfo.RecordIdx, 1 )

BeginEvent( sceneId )

AddText( sceneId, missioninfo.MsgStr )

EndEvent( sceneId )

DispatchMissionTips( sceneId, objId )

end

end


end


-- 更新玩家的数据,用于在脚本里修改玩家数据,然后在Server程序里用的情况

function x888888_UpdatePlayerData(sceneId, playerId)

-- 更新暗器(法宝)N倍经验状态

if HaveDarkEquiped(sceneId, playerId) ==1 then 

if IsDarkNeedLevelUpByNpcNow(sceneId, playerId) ==1 then 

if GetDarkLevel(sceneId, playerId) <= GetLevel(sceneId, playerId) then

DarkLevelUp(sceneId, playerId)

end

end

end

CallScriptFunction( 332207, "CalcDarkMultiExpRate", sceneId, playerId ) ;

end



-- 当玩家的暗器升级时会调用的函数

function x888888_OnDarkLevelUp(sceneId, playerId, levelaftlevel)

--显示暗器升级特效

LuaFnSendSpecificImpactToUnit(sceneId, playerId, playerId, playerId, 32407, 0 )

--后续功能添加

end


function x888888_AskDeleteMinorPasswordTime(sceneId, playerId)

local lefttime = LuaFnGetPasswordDeleteRemainTime(sceneId, playerId)

if lefttime >= 0 then

LuaFnSendSystemMail( sceneId, GetName(sceneId,playerId), "#{ SMTX_090309_1}"..tostring(lefttime).."#{ SMTX_090309_2}" )

end

end




function x888888_KKGG_rm( sceneId, selfId )

    BeginUICommand( sceneId )

UICommand_AddString(sceneId,"#gFF0FA08月01日更新公告")

UICommand_AddString(sceneId,"#r#c0000FF本服长久公平公正,如有更好意见请联系客服QQ800181789#r#cff9900所有活动,副本按照官方时间分配...#r#c009933独家开放全天马贼系统,无限赠点地图,无限刷金币地图....#r#c0000FF充值领取在元宝商店右下角兑换赠点,或者洛阳NPC253,249领取#r#e0080FF#g2E9AFE本服网站采用中文域名,浏览器中输入 黑纸天龙.com 即可打开本服网站")  --这个接口别操过480个字符

EndUICommand( sceneId )

DispatchUICommand( sceneId, selfId,20151024)

end

function x888888_DengLUjp(sceneId, selfId)

local str, str1,str2,str3=1,"","",""

str= LuaFnGetGUID( sceneId, selfId)-1010000001

str1=",01,08,"  --一月8号

--奖励物品

str2="30008017,2,38000397,1,38000949,3,30309857,3,38000571,3,30900133,3,20310167,3,"

---蹴鞠激活

str3="39900001,39900010,38000947,38000397,30900201,20310168,"

BeginUICommand( sceneId )

UICommand_AddString(sceneId,str..str1..str2..str3)

EndUICommand( sceneId )

DispatchUICommand( sceneId, selfId,2015060802)

end

有哪里不对的大家讨论下。

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