- Diễn đàn
- CLB NGHIÊN CỨU & PHÁT TRIỂN MMORPG
- Kiếm Thế Server
- Hỏi Đáp/ Yêu Cầu
- [KT] hỏi tăng bạc khóa đồng khóa tống kim
Kết quả 1 đến 1 của 1
-
26-11-12, 06:59 PM #1Thành Viên
- Ngày tham gia
- Jul 2012
- Bài viết
- 317
- Thanks
- 105
- Thanked 54 Times in 38 Posts
hỏi tăng bạc khóa đồng khóa tống kim
Code:----------------------------------------------------- --文件名 : battle_bouns.lua --创建者 : zhouchenfei --创建时间 : 2007-10-23 --功能描述 : 战场中的分值处理 ------------------------------------------------------ -- 重置积分 function Battle:ResetBonus(pPlayer, nNowTime) pPlayer.Msg("Tích lũy bị trừ hết!"); pPlayer.SetTask(self.TSKGID, self.TSK_BTPLAYER_TOTALBOUNS, 0); pPlayer.SetTask(self.TSKGID, self.TSK_BTPLAYER_LASTBOUNSTIME, nNowTime); end -- 重置使用积分上限 function Battle:OnWeekEvent_ResetUseBouns() local nUseBouns = me.GetTask(self.TSKGID, self.TSK_BTPLAYER_USEBOUNS); Battle:DbgWrite(Dbg.LOG_INFO, "OnWeekEvent_ResetUseBouns", self.TSKGID, self.TSK_BTPLAYER_USEBOUNS, 0); me.SetTask(self.TSKGID, self.TSK_BTPLAYER_USEBOUNS, 0); end -- 检查是否是新的一周 function Battle:CheckNewWeek(pPlayer, nNowTime) local nLastTime = pPlayer.GetTask(self.TSKGID, self.TSK_BTPLAYER_LASTBOUNSTIME); local nLastDay = math.ceil(nLastTime / (3600 * 24)); local nNowDay = math.ceil(nNowTime / (3600 * 24)); if (nNowDay <= nLastDay) then return; end -- 从星期天开始算,为一个星期的第一天 nLastDay = nLastDay - 4; nNowDay = nNowDay - 4; local nLastWeek = math.floor(nLastDay / 7); local nNowWeek = math.floor(nNowDay / 7); if (nNowWeek > nLastWeek) then return 1; end return 0; end -- 处理连斩积分奖励 function Battle:ProcessSeriesBouns(tbKillerBattleInfo, tbDeathBattleInfo) local nMeRank = tbDeathBattleInfo.nRank; local nPLRank = tbKillerBattleInfo.nRank; -- 符合连斩条件 计算有效连斩 if (5 >= (nPLRank - nMeRank)) then local nSeriesKill = tbKillerBattleInfo.nSeriesKill + 1; tbKillerBattleInfo.nSeriesKill = nSeriesKill; if (math.fmod(nSeriesKill, 3) == 0) then tbKillerBattleInfo.nTriSeriesNum = tbKillerBattleInfo.nTriSeriesNum + 1; self:AddShareBouns(tbKillerBattleInfo, self.SERIESKILLBOUNS) tbKillerBattleInfo.pPlayer.Msg(string.format("Quân %s - %s %s liên tiếp tiêu diệt %d quân địch, nhận thưởng Liên Trảm %d điểm tích lũy.", Battle.NAME_CAMP[tbKillerBattleInfo.tbCamp.nCampId], Battle.NAME_RANK[tbKillerBattleInfo.nRank], tbKillerBattleInfo.pPlayer.szName, tbKillerBattleInfo.nSeriesKill, self.SERIESKILLBOUNS)); end if (tbKillerBattleInfo.nMaxSeriesKill < nSeriesKill) then tbKillerBattleInfo.nMaxSeriesKill = nSeriesKill; end end -- 计算连斩 local nSeriesKillNum = tbKillerBattleInfo.nSeriesKillNum + 1; tbKillerBattleInfo.nSeriesKillNum = nSeriesKillNum; if (tbKillerBattleInfo.nMaxSeriesKillNum < nSeriesKillNum) then tbKillerBattleInfo.nMaxSeriesKillNum = nSeriesKillNum; end end -- 获得杀死玩家积分奖励 function Battle:GiveKillerBouns(tbKillerBattleInfo, tbDeathBattleInfo) tbKillerBattleInfo.nKillPlayerNum = tbKillerBattleInfo.nKillPlayerNum + 1; -- 要不要做安全性检测呢? local nMeRank = tbDeathBattleInfo.nRank; local nPLRank = tbKillerBattleInfo.nRank; local nRadioRank = 1; nRadioRank = (10 - (nPLRank - nMeRank)) / 10; local nPoints = math.floor(Battle.tbBonusBase.KILLPLAYER * nRadioRank); local nBounsDif = self:AddShareBouns(tbKillerBattleInfo, nPoints) if (nBounsDif > 0) then tbKillerBattleInfo.nKillPlayerBouns = tbKillerBattleInfo.nKillPlayerBouns + nPoints; end end -- 获得战旗积分奖励 function Battle:GetTheFlagBouns(tbBattleInfo) local nCamp = tbBattleInfo.tbCamp.nCampId; local nBounsDif = self:AddShareBouns(tbBattleInfo, Battle.tbBonusBase.SNAPFLAG) if (nBounsDif > 0) then tbBattleInfo.nFlagsBouns = tbBattleInfo.nFlagsBouns + Battle.tbBonusBase.SNAPFLAG; end tbBattleInfo.nFlagNum = tbBattleInfo.nFlagNum + 1; end -- 获得珍宝积分奖励 function Battle:GetTheTreasure(tbBattleInfo) local nCamp = tbBattleInfo.tbCamp.nCampId; local nBounsDif = self:AddShareBouns(tbBattleInfo, Battle.tbBonusBase.GETITEM) if (nBounsDif > 0) then tbBattleInfo.nTreasureBouns = tbBattleInfo.nTreasureBouns + Battle.tbBonusBase.GETITEM; end tbBattleInfo.nTreasure = tbBattleInfo.nTreasure + 1; end -- 积分换经验 function Battle:BounsChangeExp(nLevel, nBouns) local nExp = 0; if (nLevel < 40) then return 0; end if (nLevel > 120) then nLevel = 120; end nExp = math.floor(( 700 + math.floor(( nLevel - 40 ) / 5 ) * 100 ) * 60 * 7 /3000 ) * nBouns -- 1个积分点的基础经验值 local nKinId = me.dwKinId; local cKin = KKin.GetKin(nKinId); if (cKin) then local nWeeklyTask = cKin.GetWeeklyTask(); if (Kin.TASK_BATTLE == nWeeklyTask) then nExp = math.floor(nExp * 1.5); end end return nExp; end -- 战局结束时的声望按排名奖励 function Battle:AwardFinalShengWang(tbPlayerList) local nNowShengWang = 0; local nMaxRank = 0; local nIndex = 0; for i = 1, #tbPlayerList do local tbBattleInfo = tbPlayerList[i]; local nNowShengWang = 0; local nRankSheng = 0; local nBounsSheng = 0; if (1 == i) then nRankSheng = Battle.tbRANKSHENGWANG[1]; elseif (2 <= i and 4 >= i) then nRankSheng = Battle.tbRANKSHENGWANG[2]; elseif (5 <= i and 10 >= i) then nRankSheng = Battle.tbRANKSHENGWANG[3]; elseif (11 <= i and 20 >= i) then nRankSheng = Battle.tbRANKSHENGWANG[4]; end for key, tbRankBouns in ipairs(Battle.tbBOUNSSHENGWANG) do if (tbBattleInfo.nBouns >= tbRankBouns[1]) then nBounsSheng = tbRankBouns[2]; break; end end nNowShengWang = nRankSheng; if (nBounsSheng > nNowShengWang) then nNowShengWang = nBounsSheng; end local nCamp = tbBattleInfo.tbCamp.nCampId; tbBattleInfo.nShengWang = tbBattleInfo.nShengWang + nNowShengWang; tbBattleInfo.pPlayer.Msg(string.format("Xếp hạng: <color=green>%d<color>, bạn nhận được <color=white>%d<color> điểm danh vọng chiến trường.", i, tbBattleInfo.nShengWang)); end end -- 战局结束时的声望按排名奖励 function Battle:AwardFinalHonor(tbPlayerList) local nNowHonor = 0; local nMaxRank = 0; local nIndex = 0; for i = 1, #tbPlayerList do local tbBattleInfo = tbPlayerList[i]; local nNowHonor = 0; local nRankHonor = 0; local nBounsHonor = 0; if (1 == i) then nRankHonor = Battle.tbRANKHONOR[1]; elseif (2 <= i and 5 >= i) then nRankHonor = Battle.tbRANKHONOR[2]; elseif (6 <= i and 10 >= i) then nRankHonor = Battle.tbRANKHONOR[3]; elseif (11 <= i and 20 >= i) then nRankHonor = Battle.tbRANKHONOR[4]; end for key, tbRankBouns in ipairs(Battle.tbBOUNSHONOR) do if (tbBattleInfo.nBouns >= tbRankBouns[1]) then nBounsHonor = tbRankBouns[2]; break; end end nNowHonor = nRankHonor; if (nBounsHonor > nNowHonor) then nNowHonor = nBounsHonor; end local nCamp = tbBattleInfo.tbCamp.nCampId; tbBattleInfo.nHonor = tbBattleInfo.nHonor + nNowHonor; tbBattleInfo.pPlayer.Msg(string.format("Xếp hạng: <color=green>%d<color>, bạn nhận được <color=white>%d<color> điểm vinh dự chiến trường.", i, tbBattleInfo.nHonor)); end end -- 战局结束时的功勋按排名奖励 function Battle:AwardFinalGongXun(tbPlayerList) -- local nNowGongXun = 0; -- local nMaxRank = 0; -- local nIndex = 0; -- for i = 1, #tbPlayerList do -- if (i > nMaxRank) then -- nIndex = nIndex + 1; -- if (not self.tbGONGXUNRANK[nIndex]) then -- -- print("self.tbSHENGWANGRANK[nIndex] error (Battle:AwardFinalGongXun(tbPlayerList, tbBattleAwardSheng))"); -- end -- nMaxRank = self.tbGONGXUNRANK[nIndex][1]; -- nNowGongXun = self.tbGONGXUNRANK[nIndex][2]; -- end -- local tbBattleInfo = tbPlayerList[i]; -- local nGongXun = tbBattleInfo.nGongXun + nNowGongXun; -- local nCamp = tbBattleInfo.tbCamp.nCampId; -- tbBattleInfo.pPlayer.Msg(string.format("排名为:<color=green>%d<color>,你获得了<color=white>%d<color>点战场功勋值奖励。", i, nGongXun)); -- tbBattleInfo.nGongXun = nGongXun; -- end end function Battle:AwardFinalWeiWang(tbPlayerList, nBattleLevel) if (not tbPlayerList) then return; end local nFlag = 0; local nOpenTime = KGblTask.SCGetDbTaskInt(DBTASD_SERVER_SETMAXLEVEL99); if (nOpenTime <= 0) then nFlag = 1; else if (nBattleLevel >= 2) then nFlag = 1; end end for i, v in ipairs(tbPlayerList) do if (self.tbWeiWangRank[1] == i) then self:AwardWeiWang(v, 10, 50); -- 冠军有6点威望 elseif (self.tbWeiWangRank[1] < i and self.tbWeiWangRank[2] >= i) then self:AwardWeiWang(v, 8, 40); elseif (i > self.tbWeiWangRank[2] and self.tbWeiWangRank[3] >= i) then self:AwardWeiWang(v, 6, 30); else if (nFlag == 1) then local nBouns = v.nBouns; if (4500 <= nBouns) then self:AwardWeiWang(v, 5, 20, 1); elseif (3000 <= nBouns) then self:AwardWeiWang(v, 4, 20, 1); elseif (1800 <= nBouns) then self:AwardWeiWang(v, 3, 15, 1); elseif (1500 <= nBouns) then self:AwardWeiWang(v, 2, 15, 1); elseif (1200 <= nBouns) then self:AwardWeiWang(v, 2, 10, 1); elseif (800 <= nBouns) then self:AwardWeiWang(v, 1, 10, 1); elseif (500 <= nBouns) then self:AwardWeiWang(v, 0, 10, 1); end end end end end function Battle:AwardFinalOffer(tbPlayerList, nBattleLevel) if (not tbPlayerList) then return; end local nStockBaseCount = 0; for i, v in ipairs(tbPlayerList) do if (i >= 1 and i <= 3) then self:AwardOffer(v, 150); -- 前3名有150的贡献度 nStockBaseCount = 100; elseif (4 <= i and 10 >= i) then self:AwardOffer(v, 120); -- 前10名有120的贡献度 nStockBaseCount = 80; elseif (i >= 10 and 20 >= i) then self:AwardOffer(v, 100); -- 前20名有100的贡献度 nStockBaseCount = 60; else local nBouns = v.nBouns; if (5000 <= nBouns) then self:AwardOffer(v, 80); -- 5000积分以上的有80的贡献度 nStockBaseCount = 50; elseif (5000 > nBouns and 4000 <= nBouns) then self:AwardOffer(v, 60); -- 4000积分以上的有60的贡献度 nStockBaseCount = 30; elseif (4000 > nBouns and 3000 <= nBouns) then self:AwardOffer(v, 40); -- 3000积分以上的有40的贡献度 nStockBaseCount = 20; elseif (3000 > nBouns and 1500 <= nBouns) then self:AwardOffer(v, 30); -- 1500积分以上的有30的贡献度 nStockBaseCount = 10; end end if v and v.pPlayer then -- 增加建设资金和族长、个人的股份 Tong:AddStockBaseCount_GS1(v.pPlayer.nId, nStockBaseCount, 0.75, 0.2, 0.05, 0, 0, WeeklyTask.GETOFFER_TYPE_BATTLE); end if (i > 0 and i <= 20 and nBattleLevel == 3) then -- 成就:高级战场前20名 Achievement:FinishAchievement(v.pPlayer.nId, Achievement.BATTLE_GAOJI_20); end end end function Battle:AwardOffer(tbBattleInfo, nOffer) local pPlayer = tbBattleInfo.pPlayer; if (not pPlayer) then return 0; end pPlayer.AddOfferEntry(nOffer, WeeklyTask.GETOFFER_TYPE_BATTLE); end function Battle:AwardWeiWang(tbBattleInfo, nWeiWang, nGongXian, nFlag) local pPlayer = tbBattleInfo.pPlayer; if (not pPlayer) then return 0; end -- 加入帮会,并且帮会通过考验期 by zhangjinpin@kingsoft if nFlag == 1 then if not pPlayer.dwTongId or pPlayer.dwTongId == 0 then return 0; end local pTong = KTong.GetTong(pPlayer.dwTongId); if not pTong or pTong.GetTestState() ~= 0 then return 0; end end -- end if tbBattleInfo.tbMission and tbBattleInfo.tbMission.nBattleLevel then if tbBattleInfo.tbMission.nBattleLevel == 1 and TimeFrame:GetStateGS("OpenOneFengXiangBattle") == 1 then nWeiWang = math.floor(nWeiWang / 2); end pPlayer.AddKinReputeEntry(nWeiWang, "battle"); end end function Battle:AwardFinalXinDe(tbPlayerList) if (not tbPlayerList) then return; end for i = 1, #tbPlayerList do if (1 == i) then self:AwardXinDe(tbPlayerList[i].pPlayer, 300000); -- 冠军由6点威望 elseif (2 <= i and 10 >= i) then self:AwardXinDe(tbPlayerList[i].pPlayer, 200000); else local nBouns = tbPlayerList[i].nBouns; if (3000 < nBouns) then self:AwardXinDe(tbPlayerList[i].pPlayer, 150000); elseif (3000 >= nBouns and 500 <= nBouns) then self:AwardXinDe(tbPlayerList[i].pPlayer, 100000); end end end end function Battle:AwardXinDe(pPlayer, nXinDe) if (nXinDe <= 0) then return; end Setting:SetGlobalObj(pPlayer); Task:AddInsight(nXinDe); Setting:RestoreGlobalObj(); end -- 奖励积分大于3000的玩家可以获得物质奖励 function Battle:AwardFinalGoods(tbPlayerList, nBattleLevel) if (not tbPlayerList) then return; end local nItemId = self.tbPaiItemId[nBattleLevel]; for i = 1, #tbPlayerList do local nBouns = tbPlayerList[i].nBouns; local pPlayer = tbPlayerList[i].pPlayer; if (self.tbAWARDBOUNS[1] <= nBouns) then pPlayer.SetTask(self.TSKGID, self.TSK_BTPLAYER_ZHANCHANGLINGPAI, nItemId); pPlayer.SetTask(self.TSKGID, self.TSK_BTPLAYER_FUDAI ,2); Dialog:SendInfoBoardMsg(pPlayer, "Gặp Hiệu Úy Mộ Binh ở Báo danh chiến trường nhận thưởng."); elseif (self.tbAWARDBOUNS[2] <= nBouns) then pPlayer.SetTask(self.TSKGID, self.TSK_BTPLAYER_FUDAI ,1); Dialog:SendInfoBoardMsg(pPlayer, "Gặp Hiệu Úy Mộ Binh ở Báo danh chiến trường nhận thưởng."); end if (nBouns > 0) then pPlayer.SetTask(self.TSKGID, self.TSK_BTPLAYER_BOUNSFORWARD, 1); end end end -- 师徒成就:战场 function Battle:GetAchievement(tbPlayerList, nBattleLevel) if (not tbPlayerList) then return; end -- nBattleLevel = 1(初级 扬州),2(中级 凤翔),3(高级 襄阳) for i = 1, #tbPlayerList do local pPlayer = tbPlayerList[i].pPlayer; -- 目前成就系统里面只需要添加扬州战场成就,如果以后要添加其他的,可以在这里补充 if (pPlayer and nBattleLevel == 1) then Achievement:FinishAchievement(pPlayer.nId, Achievement.BATTLE_YANGZHOU); end end end -- 获得一个战场令牌 function Battle:AwardGood(pPlayer, nItemId, nPaiCount, nFuCount, nBouns, nBattleLevel) local nFreeCount, tbExecute = SpecialEvent.ExtendAward:DoCheck("Battle", pPlayer, nBouns, nBattleLevel); if (pPlayer.CountFreeBagCell() < (nPaiCount + nFuCount + nFreeCount) * Battle.nTimes ) then return 0; end for i = 1, Battle.nTimes do if (nPaiCount > 0) then pPlayer.AddItem(18,1,112,nItemId); self:WriteLog("AwardGood", string.format("Give player %s a zhanchanglingpai", pPlayer.szName)); pPlayer.SetTask(self.TSKGID, self.TSK_BTPLAYER_ZHANCHANGLINGPAI, 0); end if (nFuCount > 0) then for i=1, nFuCount do local pItem = pPlayer.AddItem(18,1,80,1); assert(pItem); self:WriteLog("AwardGood", string.format("Give player %s a fudai", pPlayer.szName)); --local szDate = os.date("%Y/%m/%d/%H/%M/%S", GetTime() + 3600 * 48); --pPlayer.SetItemTimeout(pItem, szDate); --pItem.Sync(); end pPlayer.SetTask(self.TSKGID, self.TSK_BTPLAYER_FUDAI, 0); end if (nBouns > 0) then local nMyUserBouns = self:GetMyUseBouns(); local nFinalBouns = nBouns; if (nMyUserBouns + nBouns > self.BATTLES_POINT2EXP_MAXEXP) then nFinalBouns = self.BATTLES_POINT2EXP_MAXEXP - nMyUserBouns; end local nExp = self:BounsChangeExp(pPlayer.nLevel, nFinalBouns) * self.BOUNS2EXPMUL; if (nExp > 0) then pPlayer.AddExp(nExp); end self:AddUseBouns(pPlayer, nFinalBouns, nMyUserBouns); pPlayer.SetTask(Battle.TSKGID, Battle.TSK_BTPLAYER_TOTALBOUNS, 0); end SpecialEvent.ExtendAward:DoExecute(tbExecute); end return 1; end -- 更新每天玩家最大功勋值 function Battle:UpdatePlayerHonorAndShengWang(tbPlayerList) for _, tbBattleInfo in pairs(tbPlayerList) do tbBattleInfo:SetPlayerHonor(); tbBattleInfo:SetPlayerShengWang(); end end -- 如果玩家的身份是未出师弟子,那么他的师徒任务当中的宋金战场次数加1 function Battle:UpdateShiTuBattleCount(tbPlayerList) if (not tbPlayerList) then return; end local tbItem = Item:GetClass("teacher2student"); for i, v in ipairs(tbPlayerList) do local pPlayer = v.pPlayer; if (pPlayer) then if (pPlayer.GetTrainingTeacher()) then local tbBattleInfo = Battle:GetPlayerData(pPlayer); local nEnterBattleTime = tbBattleInfo.nEnterBattleTime; local nCurTime = GetTime(); local nInBattleTime = nCurTime - nEnterBattleTime; if (tbItem.BATTLE_VALID_TIME <= nInBattleTime) then local nNeed_Battle = pPlayer.GetTask(Relation.TASK_GROUP, Relation.TASK_ID_SHITU_BATTLE) + 1; pPlayer.SetTask(Relation.TASK_GROUP, Relation.TASK_ID_SHITU_BATTLE, nNeed_Battle); end end end end end -- 计算离上次更新时间过了多少天 function Battle:CalculateDay(nLastTime, nNowTime) local nLastDay = math.ceil(nLastTime / (3600 * 24)); local nNowDay = math.ceil(nNowTime / (3600 * 24)); local nDays = nNowDay - nLastDay; if (nDays < 0) then nDays = 0; end return nDays; end -- 清零 function Battle:ClearBouns(pPlayer) self:SetTotalBouns(pPlayer, 0); end -- 个人玩家奖励 function Battle:AwardPlayerList(tbPlayerReaultList, nBattleLevel) self:AwardFinalHonor(tbPlayerReaultList); self:AwardFinalShengWang(tbPlayerReaultList); self:UpdatePlayerHonorAndShengWang(tbPlayerReaultList); self:UpdateShiTuBattleCount(tbPlayerReaultList); self:AwardFinalWeiWang(tbPlayerReaultList, nBattleLevel); self:AwardFinalOffer(tbPlayerReaultList, nBattleLevel); self:AwardFinalXinDe(tbPlayerReaultList); self:AwardFinalGoods(tbPlayerReaultList, nBattleLevel); self:GetAchievement(tbPlayerReaultList, nBattleLevel); end function Battle:_BTPrint(tbPlayerReaultList) print("szName, nBouns, nGongXun, nShengWang"); for _, tbBattleInfo in ipairs(tbPlayerReaultList) do print(tbBattleInfo.pPlayer.szName, tbBattleInfo.nBouns, tbBattleInfo.nGongXun, tbBattleInfo.nShengWang); end end -- 累加积分--TODO function Battle:AddUseBouns(pPlayer, nChangeBouns, nMyUserBouns) if (0 == nChangeBouns) then return; end pPlayer.SetTask(Battle.TSKGID, Battle.TSK_BTPLAYER_USEBOUNS, nChangeBouns + nMyUserBouns); end -- 获得已用积分记录--TODO function Battle:GetMyUseBouns() local nMyBouns = me.GetTask(Battle.TSKGID, Battle.TSK_BTPLAYER_USEBOUNS); return nMyBouns; end function Battle:AddShareBouns(tbBattleInfo, nBouns) local tbShareTeamMember = tbBattleInfo.pPlayer.GetTeamMemberList(1); if (not tbShareTeamMember) then return tbBattleInfo:AddBounsWithCamp(nBouns); end local nResult = 0; local nCount = #tbShareTeamMember; if (0 < nCount) then local nTimes = self.tbPOINT_TIMES_SHARETEAM[nCount]; local nPoints = nBouns * nTimes; nResult = tbBattleInfo:AddBounsWithCamp(nPoints); end -- 组队共享暂时不用 -- for _, pPlayer in pairs(tbShareTeamMember) do -- if (pPlayer.nId ~= tbBattleInfo.pPlayer.nId) then -- local nFaction, nRoutId = self:GetFactionNumber(pPlayer); -- if (0 ~= nFaction) then -- local nTimes = self.tbPOINT_TIMES_SHAREFACTION[nFaction][nRoutId]; -- local nPoints = nBouns * nTimes; -- self:GetPlayerData(pPlayer):AddBounsWithCamp(nPoints); -- end -- end -- end return nResult; end function Battle:GetFactionNumber(pPlayer) local nFaction = pPlayer.nFaction; if (0 == nFaction) then Battle:DbgOut("GetFactionNumber", pPlayer.szName, "Chưa gia nhập môn phái!"); return 0; end local nRouteId = pPlayer.nRouteId; if (0 == nRouteId) then Battle:DbgOut("GetFactionNumber", pPlayer.szName, "Chưa chọn nhánh, không thể nhận Mật tịch môn phái!"); return 0; end return nFaction, nRouteId; end function Battle:OnWeekEvent_ResetBattleHonor() -- TODO 排名 local pPlayer = me; for i = self.TSK_BTPLAYER_HONOR1, self.TSK_BTPLAYER_HONOR4, 1 do pPlayer.SetTask(self.TSKGID, i, 0); end end function Battle:GetRemainJunXu() local nRemainJunXu = me.GetTask(self.TSKGID, self.TSK_BTPLAYER_JUNXU); return nRemainJunXu; end PlayerSchemeEvent:RegisterGlobalWeekEvent({Battle.OnWeekEvent_ResetUseBouns, Battle}); PlayerSchemeEvent:RegisterGlobalWeekEvent({Battle.OnWeekEvent_ResetBattleHonor, Battle});
cách Tăng đồng khóa bạc khóa trong đây lên ai biết chỉ em với thank nhìuKhách viếng thăm hãy cùng linhpl2001 xây dựng diễn đàn CLBGAMESVN vững mạnh nhé!
Chọn nhanh
Hỏi Đáp/ Yêu Cầu
Lên trên
- Khu vực riêng
- Thiếp lập
- Tin nhắn riêng
- Các theo dõi
- Đang trực tuyến
- Tìm diễn đàn
- Trang chính
- Diễn đàn
- ĐẠI SẢNH CLBGAMESVN
- GIAO LƯU CÙNG DOANH NGHIỆP
- CLB NGHIÊN CỨU & PHÁT TRIỂN MMORPG
- Mu Server
- Võ Lâm Truyền Kỳ (Jx Server)
- Thiên Long Bát Bộ
- Kiếm Thế Server
- Gunny - Webgame Bắn Súng
- Hiệp Khách Giang Hồ
- Tổng Hợp Các Server Games Khác
- Private Server For Linux
- CHUYÊN ĐỀ WEB GAMES
- Old Archived Server
- GIỚI THIỆU CÁC SERVER GAME PRIVATE
- CLB GAMES OFFLINE & THẢO LUẬN GAMES
- CLB WEBMASTER - SECURITY - SOFTWARE
- CHUYÊN MỤC GIẢI TRÍ
- LINH TINH KHÁC
Các Chủ đề tương tự
-
[MU] Nan giải : CPU tăng do log sever tăng
Bởi thuynga trong diễn đàn Hỏi Đáp/ Yêu CầuTrả lời: 31Bài viết cuối: 09-07-12, 09:57 PM -
[MU] Xin hướng dẫn tăng dame Dacklot hoặc tăng mệnh lệnh mãi mãi 32k cho DL
Bởi hukhong102 trong diễn đàn Hỏi Đáp/ Yêu CầuTrả lời: 11Bài viết cuối: 07-04-12, 03:43 AM -
[MU] Các pro cho hỏi về cách tăng giới hạn máu với
Bởi anhvu6 trong diễn đàn Hỏi Đáp/ Yêu CầuTrả lời: 4Bài viết cuối: 31-12-11, 09:54 AM -
[Beta ] giảm lag,tăng độ mượt tăng animation
Bởi knight06 trong diễn đàn ReleasesTrả lời: 12Bài viết cuối: 16-09-11, 02:31 PM -
[Hỏi] Làm cách nào để tăng lượng HP của Quái
Bởi lemanh88hp trong diễn đàn Hỏi Đáp/ Yêu CầuTrả lời: 1Bài viết cuối: 25-08-10, 07:31 AM