var status = 0;
var tip = "";
var say = "";
var msg = "";
var info = null;
var sel = null;
var chr = null;
var itype = null;
var etype = null;
var slot = 0;//卷轴所在背包位置
var dst = 0;//装备位置
var whiteScroll = false;
var vegas = 0;
var itemlv = 0;
var isWeapon = false;
var maxStage = 100;//当前开放最大解封阶段
var stat = null;
//解封卷属性
var stats = Array(
//解封阶段,需要解封卷数量,解封后属性
//下标 0 - 解封 1 阶段
Array(1, 1, Array(
//KEY,基础增加量,武器增加量,防具增加量
Array("力量", 5, 0, 5),
Array("敏捷", 5, 0, 5),
Array("智力", 5, 0, 5),
Array("运气", 5, 0, 5),
Array("MaxHP", 50, 0, 100),
Array("MaxMP", 50, 0, 100),
Array("攻击力", 0, 0, 5),
Array("魔法力", 0, 0, 5),
Array("防御力", 0, 0, 50),
Array("魔法防御力", 0, 0, 50),
Array("BOSS攻击力", 0, 5, 0),
Array("防御无视率", 0, 2, 0),
Array("伤害", 1, 0, 1),
Array("所有属性", 1, 0, 1),
Array("可升级次数", 1, 0, 1),
Array("伤害上限", 0, 10000*100, 0)
)),
//下标 1 - 解封 2 阶段
Array(2, 1, Array(
//KEY,基础增加量,武器增加量,防具增加量
Array("力量", 5, 0, 5),
Array("敏捷", 5, 0, 5),
Array("智力", 5, 0, 5),
Array("运气", 5, 0, 5),
Array("MaxHP", 50, 0, 100),
Array("MaxMP", 50, 0, 100),
Array("攻击力", 0, 0, 5),
Array("魔法力", 0, 0, 5),
Array("防御力", 0, 0, 50),
Array("魔法防御力", 0, 0, 50),
Array("BOSS攻击力", 0, 5, 0),
Array("防御无视率", 0, 2, 0),
Array("伤害", 1, 0, 1),
Array("所有属性", 1, 0, 1),
Array("可升级次数", 1, 0, 1),
Array("伤害上限", 0, 10000*200, 0)
)),
//下标 2 - 解封 3 阶段
Array(3, 1, Array(
//KEY,基础增加量,武器增加量,防具增加量
Array("力量", 5, 0, 5),
Array("敏捷", 5, 0, 5),
Array("智力", 5, 0, 5),
Array("运气", 5, 0, 5),
Array("MaxHP", 50, 0, 100),
Array("MaxMP", 50, 0, 100),
Array("攻击力", 0, 0, 5),
Array("魔法力", 0, 0, 5),
Array("防御力", 0, 0, 50),
Array("魔法防御力", 0, 0, 50),
Array("BOSS攻击力", 0, 5, 0),
Array("防御无视率", 0, 2, 0),
Array("伤害", 1, 0, 1),
Array("所有属性", 1, 0, 1),
Array("可升级次数", 1, 0, 1),
Array("伤害上限", 0, 10000*300, 0)
)),
//下标 3 - 解封 4 阶段
Array(4, 1, Array(
//KEY,基础增加量,武器增加量,防具增加量
Array("力量", 5, 0, 5),
Array("敏捷", 5, 0, 5),
Array("智力", 5, 0, 5),
Array("运气", 5, 0, 5),
Array("MaxHP", 50, 0, 100),
Array("MaxMP", 50, 0, 100),
Array("攻击力", 0, 0, 5),
Array("魔法力", 0, 0, 5),
Array("防御力", 0, 0, 50),
Array("魔法防御力", 0, 0, 50),
Array("BOSS攻击力", 0, 5, 0),
Array("防御无视率", 0, 2, 0),
Array("伤害", 1, 0, 1),
Array("所有属性", 1, 0, 1),
Array("可升级次数", 1, 0, 1),
Array("伤害上限", 0, 10000*400, 0)
)),
//下标 4 - 解封 5 阶段
Array(5, 1, Array(
//KEY,基础增加量,武器增加量,防具增加量
Array("力量", 5, 0, 5),
Array("敏捷", 5, 0, 5),
Array("智力", 5, 0, 5),
Array("运气", 5, 0, 5),
Array("MaxHP", 50, 0, 100),
Array("MaxMP", 50, 0, 100),
Array("攻击力", 0, 0, 5),
Array("魔法力", 0, 0, 5),
Array("防御力", 0, 0, 50),
Array("魔法防御力", 0, 0, 50),
Array("BOSS攻击力", 0, 5, 0),
Array("防御无视率", 0, 2, 0),
Array("伤害", 1, 0, 1),
Array("所有属性", 1, 0, 1),
Array("可升级次数", 1, 0, 1),
Array("伤害上限", 0, 10000*500, 0)
)),
//下标 5 - 解封 6 阶段
Array(6, 1, Array(
//KEY,基础增加量,武器增加量,防具增加量
Array("力量", 5, 0, 5),
Array("敏捷", 5, 0, 5),
Array("智力", 5, 0, 5),
Array("运气", 5, 0, 5),
Array("MaxHP", 50, 0, 100),
Array("MaxMP", 50, 0, 100),
Array("攻击力", 0, 0, 5),
Array("魔法力", 0, 0, 5),
Array("防御力", 0, 0, 50),
Array("魔法防御力", 0, 0, 50),
Array("BOSS攻击力", 0, 5, 0),
Array("防御无视率", 0, 3, 0),
Array("伤害", 1, 0, 1),
Array("所有属性", 1, 0, 1),
Array("可升级次数", 1, 0, 1),
Array("伤害上限", 0, 10000*510, 0)
)),
//下标 6 - 解封 7 阶段
Array(7, 1, Array(
//KEY,基础增加量,武器增加量,防具增加量
Array("力量", 5, 0, 5),
Array("敏捷", 5, 0, 5),
Array("智力", 5, 0, 5),
Array("运气", 5, 0, 5),
Array("MaxHP", 50, 0, 100),
Array("MaxMP", 50, 0, 100),
Array("攻击力", 0, 0, 5),
Array("魔法力", 0, 0, 5),
Array("防御力", 0, 0, 50),
Array("魔法防御力", 0, 0, 50),
Array("BOSS攻击力", 0, 1, 0),
Array("防御无视率", 0, 1, 0),
Array("伤害", 1, 0, 1),
Array("所有属性", 1, 0, 1),
Array("可升级次数", 1, 0, 1),
Array("伤害上限", 0, 10000*520, 0)
)),
//下标 7 - 解封 8 阶段
Array(8, 1, Array(
//KEY,基础增加量,武器增加量,防具增加量
Array("力量", 5, 0, 5),
Array("敏捷", 5, 0, 5),
Array("智力", 5, 0, 5),
Array("运气", 5, 0, 5),
Array("MaxHP", 50, 0, 100),
Array("MaxMP", 50, 0, 100),
Array("攻击力", 0, 0, 5),
Array("魔法力", 0, 0, 5),
Array("防御力", 0, 0, 50),
Array("魔法防御力", 0, 0, 50),
Array("BOSS攻击力", 0, 1, 0),
Array("防御无视率", 0, 1, 0),
Array("伤害", 1, 0, 1),
Array("所有属性", 1, 0, 1),
Array("可升级次数", 1, 0, 1),
Array("伤害上限", 0, 10000*530, 0)
)),
//下标 8 - 解封 9 阶段
Array(9, 1, Array(
//KEY,基础增加量,武器增加量,防具增加量
Array("力量", 5, 0, 5),
Array("敏捷", 5, 0, 5),
Array("智力", 5, 0, 5),
Array("运气", 5, 0, 5),
Array("MaxHP", 50, 0, 100),
Array("MaxMP", 50, 0, 100),
Array("攻击力", 0, 0, 5),
Array("魔法力", 0, 0, 5),
Array("防御力", 0, 0, 50),
Array("魔法防御力", 0, 0, 50),
Array("BOSS攻击力", 0, 1, 0),
Array("防御无视率", 0, 1, 0),
Array("伤害", 1, 0, 1),
Array("所有属性", 1, 0, 1),
Array("可升级次数", 1, 0, 1),
Array("伤害上限", 0, 10000*540, 0)
)),
//下标 9 - 解封 10 阶段
Array(10, 1, Array(
//KEY,基础增加量,武器增加量,防具增加量
Array("力量", 5, 0, 5),
Array("敏捷", 5, 0, 5),
Array("智力", 5, 0, 5),
Array("运气", 5, 0, 5),
Array("MaxHP", 50, 0, 100),
Array("MaxMP", 50, 0, 100),
Array("攻击力", 0, 0, 5),
Array("魔法力", 0, 0, 5),
Array("防御力", 0, 0, 50),
Array("魔法防御力", 0, 0, 50),
Array("BOSS攻击力", 0, 1, 0),
Array("防御无视率", 0, 1, 0),
Array("伤害", 1, 0, 1),
Array("所有属性", 1, 0, 1),
Array("可升级次数", 1, 0, 1),
Array("伤害上限", 0, 10000*550, 0)
)),
//下标 10 - 解封 11 阶段
Array(11, 2, Array(
//KEY,基础增加量,武器增加量,防具增加量
Array("力量", 7, 0, 7),
Array("敏捷", 7, 0, 7),
Array("智力", 7, 0, 7),
Array("运气", 7, 0, 7),
Array("MaxHP", 75, 0, 125),
Array("MaxMP", 75, 0, 125),
Array("攻击力", 1, 0, 5),
Array("魔法力", 1, 0, 5),
Array("防御力", 0, 0, 75),
Array("魔法防御力", 0, 0, 75),
Array("BOSS攻击力", 0, 1, 0),
Array("防御无视率", 0, 1, 0),
Array("伤害", 1, 0, 1),
Array("所有属性", 1, 0, 1),
Array("可升级次数", 1, 0, 1),
Array("伤害上限", 0, 10000*800, 0)
)),
//下标 11 - 解封 12 阶段
Array(12, 2, Array(
//KEY,基础增加量,武器增加量,防具增加量
Array("力量", 7, 0, 7),
Array("敏捷", 7, 0, 7),
Array("智力", 7, 0, 7),
Array("运气", 7, 0, 7),
Array("MaxHP", 75, 0, 125),
Array("MaxMP", 75, 0, 125),
Array("攻击力", 1, 0, 5),
Array("魔法力", 1, 0, 5),
Array("防御力", 0, 0, 75),
Array("魔法防御力", 0, 0, 75),
Array("BOSS攻击力", 0, 1, 0),
Array("防御无视率", 0, 1, 0),
Array("伤害", 1, 0, 1),
Array("所有属性", 1, 0, 1),
Array("可升级次数", 1, 0, 1),
Array("伤害上限", 0, 10000*810, 0)
)),
//下标 12 - 解封 13 阶段
Array(13, 2, Array(
//KEY,基础增加量,武器增加量,防具增加量
Array("力量", 7, 0, 7),
Array("敏捷", 7, 0, 7),
Array("智力", 7, 0, 7),
Array("运气", 7, 0, 7),
Array("MaxHP", 75, 0, 125),
Array("MaxMP", 75, 0, 125),
Array("攻击力", 1, 0, 5),
Array("魔法力", 1, 0, 5),
Array("防御力", 0, 0, 75),
Array("魔法防御力", 0, 0, 75),
Array("BOSS攻击力", 0, 1, 0),
Array("防御无视率", 0, 1, 0),
Array("伤害", 1, 0, 1),
Array("所有属性", 1, 0, 1),
Array("可升级次数", 1, 0, 1),
Array("伤害上限", 0, 10000*820, 0)
)),
//下标 13 - 解封 14 阶段
Array(14, 2, Array(
//KEY,基础增加量,武器增加量,防具增加量
Array("力量", 7, 0, 7),
Array("敏捷", 7, 0, 7),
Array("智力", 7, 0, 7),
Array("运气", 7, 0, 7),
Array("MaxHP", 75, 0, 125),
Array("MaxMP", 75, 0, 125),
Array("攻击力", 1, 0, 5),
Array("魔法力", 1, 0, 5),
Array("防御力", 0, 0, 75),
Array("魔法防御力", 0, 0, 75),
Array("BOSS攻击力", 0, 1, 0),
Array("防御无视率", 0, 1, 0),
Array("伤害", 1, 0, 1),
Array("所有属性", 1, 0, 1),
Array("可升级次数", 1, 0, 1),
Array("伤害上限", 0, 10000*830, 0)
)),
//下标 14 - 解封 15 阶段
Array(15, 2, Array(
//KEY,基础增加量,武器增加量,防具增加量
Array("力量", 7, 0, 7),
Array("敏捷", 7, 0, 7),
Array("智力", 7, 0, 7),
Array("运气", 7, 0, 7),
Array("MaxHP", 75, 0, 125),
Array("MaxMP", 75, 0, 125),
Array("攻击力", 1, 0, 5),
Array("魔法力", 1, 0, 5),
Array("防御力", 0, 0, 75),
Array("魔法防御力", 0, 0, 75),
Array("BOSS攻击力", 0, 1, 0),
Array("防御无视率", 0, 1, 0),
Array("伤害", 1, 0, 1),
Array("所有属性", 1, 0, 1),
Array("可升级次数", 1, 0, 1),
Array("伤害上限", 0, 10000*840, 0)
)),
//下标 15 - 解封 16 阶段
Array(16, 2, Array(
//KEY,基础增加量,武器增加量,防具增加量
Array("力量", 7, 0, 7),
Array("敏捷", 7, 0, 7),
Array("智力", 7, 0, 7),
Array("运气", 7, 0, 7),
Array("MaxHP", 75, 0, 125),
Array("MaxMP", 75, 0, 125),
Array("攻击力", 1, 0, 5),
Array("魔法力", 1, 0, 5),
Array("防御力", 0, 0, 75),
Array("魔法防御力", 0, 0, 75),
Array("BOSS攻击力", 0, 1, 0),
Array("防御无视率", 0, 1, 0),
Array("伤害", 1, 0, 1),
Array("所有属性", 1, 0, 1),
Array("可升级次数", 1, 0, 1),
Array("伤害上限", 0, 10000*850, 0)
)),
//下标 16 - 解封 17 阶段
Array(17, 2, Array(
//KEY,基础增加量,武器增加量,防具增加量
Array("力量", 7, 0, 7),
Array("敏捷", 7, 0, 7),
Array("智力", 7, 0, 7),
Array("运气", 7, 0, 7),
Array("MaxHP", 75, 0, 125),
Array("MaxMP", 75, 0, 125),
Array("攻击力", 1, 0, 5),
Array("魔法力", 1, 0, 5),
Array("防御力", 0, 0, 75),
Array("魔法防御力", 0, 0, 75),
Array("BOSS攻击力", 0, 1, 0),
Array("防御无视率", 0, 1, 0),
Array("伤害", 1, 0, 1),
Array("所有属性", 1, 0, 1),
Array("可升级次数", 1, 0, 1),
Array("伤害上限", 0, 10000*860, 0)
)),
//下标 17 - 解封 18 阶段
Array(18, 2, Array(
//KEY,基础增加量,武器增加量,防具增加量
Array("力量", 7, 0, 7),
Array("敏捷", 7, 0, 7),
Array("智力", 7, 0, 7),
Array("运气", 7, 0, 7),
Array("MaxHP", 75, 0, 125),
Array("MaxMP", 75, 0, 125),
Array("攻击力", 1, 0, 5),
Array("魔法力", 1, 0, 5),
Array("防御力", 0, 0, 75),
Array("魔法防御力", 0, 0, 75),
Array("BOSS攻击力", 0, 1, 0),
Array("防御无视率", 0, 1, 0),
Array("伤害", 1, 0, 1),
Array("所有属性", 1, 0, 1),
Array("可升级次数", 1, 0, 1),
Array("伤害上限", 0, 10000*870, 0)
)),
//下标 18 - 解封 19 阶段
Array(19, 2, Array(
//KEY,基础增加量,武器增加量,防具增加量
Array("力量", 7, 0, 7),
Array("敏捷", 7, 0, 7),
Array("智力", 7, 0, 7),
Array("运气", 7, 0, 7),
Array("MaxHP", 75, 0, 125),
Array("MaxMP", 75, 0, 125),
Array("攻击力", 1, 0, 5),
Array("魔法力", 1, 0, 5),
Array("防御力", 0, 0, 75),
Array("魔法防御力", 0, 0, 75),
Array("BOSS攻击力", 0, 1, 0),
Array("防御无视率", 0, 1, 0),
Array("伤害", 1, 0, 1),
Array("所有属性", 1, 0, 1),
Array("可升级次数", 1, 0, 1),
Array("伤害上限", 0, 10000*880, 0)
)),
//下标 19 - 解封 20 阶段
Array(20, 2, Array(
//KEY,基础增加量,武器增加量,防具增加量
Array("力量", 7, 0, 7),
Array("敏捷", 7, 0, 7),
Array("智力", 7, 0, 7),
Array("运气", 7, 0, 7),
Array("MaxHP", 75, 0, 125),
Array("MaxMP", 75, 0, 125),
Array("攻击力", 1, 0, 5),
Array("魔法力", 1, 0, 5),
Array("防御力", 0, 0, 75),
Array("魔法防御力", 0, 0, 75),
Array("BOSS攻击力", 0, 1, 0),
Array("防御无视率", 0, 1, 0),
Array("伤害", 1, 0, 1),
Array("所有属性", 1, 0, 1),
Array("可升级次数", 1, 0, 1),
Array("伤害上限", 0, 10000*890, 0)
)),
Array()
);
//执行解封处理操作
function startScrollEnchant(infos) {
//CharacterHandler.openNpcJs(c, 9000086, 99, "startScrollEnchant", "slot=" + slot + ";dst=" + dst + ";whiteScroll=" + whiteScroll + ";vegas=" + vegas + ";cash=" + cash);
info = infos;
var vs = infos.split(";");
slot = Integer.parseInt(vs[0].split("=")[1]);
dst = Integer.parseInt(vs[1].split("=")[1]);
whiteScroll = (vs[2].split("=")[1] == "true");//parseBoolean
vegas = Integer.parseInt(vs[3].split("=")[1]);
cash = (vs[4].split("=")[1] == "true");//Boolean.parseBoolean(vs[4].split("=")[1]);
chr = cm.getPlayer();
if (dst < 0) {
etype = MapleInventoryType.EQUIPPED;
} else {
etype = MapleInventoryType.EQUIP;
}
toScroll = chr.getInventory(etype).getItem(dst);
if (toScroll == null) {
cm.sendOk("错误 - startScrollEnchant - toScroll is null dst(" + dst + ")");
cm.dispose();
return;
}
if (cash) {
itype = MapleInventoryType.CASH;
} else {
itype = MapleInventoryType.USE;
}
scroll = chr.getInventory(itype).getItem(slot);
if (scroll == null) {
cm.sendOk("错误 - startScrollEnchant - scroll is null slot(" + slot + ")");
cm.dispose();
return;
}
status = 10000;
action(1, 0, 0);
}
function start() {
status = -1;
action(1, 0, 0);
}
function action(mode, type, selection) {
if (status == 0 && mode == 0) {
cm.dispose();
return;
}
if (mode == 1) {
status++;
} else {
status--;
cm.dispose();
return;
}
if (selection == 99899) {
cm.dispose();
return;
}
if (status == 0) {
chr = cm.getPlayer();
tip = "#e#r<漩涡封印解除>#n";
say = tip;
say += "\r\n#gPS:不断解封的漩涡装备是最强的哟!";
cm.sendSimple(say);
} else if (status == 10001) {
tip = "#e#r<漩涡封印解除>#n";
say = tip;
say += "\r\n#gPS:不断解封的漩涡装备是最强的哟!";
say += "\r\n#b请仔细确认下面的信息,做出决定。";
say += "\r\n#g解封装备:#rSlot(" + dst + ") - #i" + toScroll.getItemId() + "# #t" + toScroll.getItemId() + "#";
say += "\r\n#g卷轴信息:#rSlot(" + slot + ") - #i" + scroll.getItemId() + ":# #t" + scroll.getItemId() + ":# x " + scroll.getQuantity();
if (!(GameConstants.is漩涡装备(toScroll.getItemId()))) {
say += "\r\n#r强化的装备不是漩涡装备,无法进行解封。";
cm.sendOk(say);
cm.dispose();
return;
}
isWeapon = GameConstants.isWeapon(toScroll.getItemId());
itemlv = toScroll.getItemLv();
say += "\r\n#g解封阶段:#e#r" + itemlv + "#n";
say += "\r\n#g最高阶段:#e#r" + maxStage + "#n";
if (itemlv < maxStage) {
stat = (itemlv - 1 < stats.length ? stats[itemlv - 1] : null);
if (stat != null) {
say += "\r\n#g解封消耗:#r#i" + scroll.getItemId() + ":# #t" + scroll.getItemId() + ":# x " + stat[1];
say += "\r\n#g解封属性:" + getStatInfos(false);
if (scroll.getQuantity() >= stat[1]) {
say += "\r\n#r#L1#确认无误,进行解封到下一阶段#l";
} else {
say += "\r\n#r使用的解封卷数量不足 " + stat[1] + " ,无法进行解封。";
}
} else {
say += "\r\n#r第 " + itemlv + " 阶段解封属性还未定义,请联系管理员。";
}
} else {
say += "\r\n#r已经达到当前服务器开放的最大解封阶段,无法继续使用。";
}
say += "\r\n#b#L99899#取消使用#l";
cm.sendSimple(say);
} else if (status == 10002) {
say = tip;
say += "\r\n#g处理结果:#r";
if (scroll.getQuantity() >= stat[1]) {
say += "成功解封!";
var oldEquip = toScroll.copy();
itemlv = toScroll.getItemLv();
say += "\r\n#g解封阶段:#e#r" + (itemlv + 1) + "#n";
say += "\r\n#g解封属性:" + getStatInfos(true);
cm.sendOk(say);
cm.dispose();
MapleInventoryManipulator.removeFromSlot(chr.getClient(), itype, slot, stat[1], false);
chr.forceReAddItem(toScroll.copy(), etype);//刷新装备信息
chr.writePacket(MaplePacketCreator.scrolledItem(scroll, toScroll.copy(), false, dst < 0));
chr.sendWindow(204);//发送附魔装备窗体
chr.sendEA();
var ii = MapleItemInformationProvider.getInstance();
var showMsgs = "<封印解除> 刚刚天际有一股惊人的力量降临在 " + chr.getName() + " 身上,原来是他(她)的 - " + ii.getName(toScroll.getItemId()) + " - 解封到第 " + toScroll.getItemLv() + " 阶段! <封印解除>";
ServerMessage.Maplem(chr, showMsgs, 5120037);
// chr.writePacket(MyPacket.EliteRewMSG("<封印解除> 刚刚天际有一股惊人的力量降临在" + chr.getName() + "身上,原来是他(她)的 - " + ii.getName(toScroll.getItemId()) + " - 解封到第 " + toScroll.getItemLv() + "阶段! <封印解除>", 220, 60*1000));
var showss = "解封卷轴的力量就是不一样:";
var packet = MyPacket.ShowItemMessage(chr.getName(), showss, toScroll.copy());
World.Broadcast.broadcastMessage(chr.getClient().getWorld(), packet);
} else {
say += "拥有的解封卷不足,无法解封。";
cm.sendOk(say);
cm.dispose();
}
}
}
function getStatInfos(hanlder) {
var msgs = "";
if (hanlder) {
toScroll.setItemLv(itemlv + 1);
}
for (var i = 0; i < stat[2].length; i++) {
var st = stat[2][i];
var value = 0;
var total = total;
if (st[0] == "力量") {
value = toScroll.getStr();
total = value + st[1] + (isWeapon ? st[2] : st[3]);
if (hanlder) {
toScroll.setStr(total);
}
} else if (st[0] == "MaxMP") {
value = toScroll.getMp();
total = value + st[1] + (isWeapon ? st[2] : st[3]);
if (hanlder) {
toScroll.setMp(total);
}
} else if (st[0] == "攻击力") {
value = toScroll.getWatk();
total = value + st[1] + (isWeapon ? st[2] : st[3]);
if (hanlder) {
toScroll.setWatk(total);
}
} else if (st[0] == "魔法力") {
value = toScroll.getMatk();
total = value + st[1] + (isWeapon ? st[2] : st[3]);
if (hanlder) {
toScroll.setMatk(total);
}
} else if (st[0] == "防御力") {
value = toScroll.getWdef();
total = value + st[1] + (isWeapon ? st[2] : st[3]);
if (hanlder) {
toScroll.setWdef(total);
}
} else if (st[0] == "魔法防御力") {
value = toScroll.getMdef();
total = value + st[1] + (isWeapon ? st[2] : st[3]);
if (hanlder) {
toScroll.setMdef(total);
}
}
} else if (st[0] == "可升级次数") {
value = toScroll.getUpgradeSlots();
total = value + st[1] + (isWeapon ? st[2] : st[3]);
if (hanlder) {
toScroll.setUpgradeSlots(total);
}
} else if (st[0] == "伤害上限") {
value = toScroll.getMaxDamage();
total = value + st[1] + (isWeapon ? st[2] : st[3]);
if (hanlder) {
toScroll.setMaxDamage(total);
}
}
if (total <= 0) {
continue;
}
msgs += "\r\n" + getColor(i % 5) + st[0] + "(" + value + ") =====>> " + st[0] + "(" + total + ")";
}
return msgs;
}
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