Perfect pentru Universal..
Aici set war..dar vreau sa fie Legendar nu perfect..Sper ca ati inteles ce am zis acolo..daca nu e ok
Perfect pentru Universal..
Aici set war..dar vreau sa fie Legendar nu perfect..Cod: Selectaţi tot
def GetBonusColor(self, attrSlot):
# Lista de Bonus #
#1 = Max HP
#2 = Max SP
#3 = Vitalidad
#4 = Inteligencia
#5 = Fuerza
#6 = Dextreza
#7 = Velocidad de ataque
#8 = Velocidad de Movimiento
#9 = Velocidad Hechizo
#10 = Regeneraci? de HP
#11 = Regeneraci? de SP
#12 = Probabilidad de Envenenamiento
#13 = Probabilidad de Apagon
#14 = Probabilidad de Retardo
#15 = Probabilidad de golpes cr?icos
#16 = Probabilidad de golpes de penetraci?
#17 = Fuerza Contra MedioHumanos
#18 = Fuerza Contra Animales
#19 = Fuerza Contra Orcos
#20 = Fuerza Contra M?ticos
#21 = Fuerza Contra No-muertos
#22 = Fuerza Contra Demonios
#23 = Probabilidad de Absorver HP
#24 = Probabilidad de Absorver SP
#25 = Probabilidad de robar HP
#26 = Probabilidad de recuperar SP al golpear
#27 = Posibilidad de bloquear un ataque cuerpo a cuerpo
#28 = Probabilidad de Esquivar Flechas
#29 = Defensa Espada
#30 = Defensa Dos Manos
#31 = Defensa Daga
#32 = Defensa Campana
#33 = Defensa Fan
#34 = Resistencia de Flechas
#35 = Resistencia Fuego
#36 = Resistencia Rel?pago
#37 = Resistencia Magia
#38 = Resistencia Vento
#39 = Probabilidad de reflectar golpes f?icos
#40 = Probabilidad de reflectar maldici?
#41 = Resistencia veneno
#42 = Probabilidad para recuperar SP
#43 = Probabilidad de bonus de doble de EXP
#44 = Probabilidad de Caer Doble Drop de Yang
#45 = Probabilidad de Caer Doble Drop de Items
#46 = Aumentar el efecto de las pociones
#47 = Probabilidad para recuperar HP
#48 = Defensa contra Apagones
#49 = Defensa contra Retardo
#50 = Defensa contra Caidas
#51 = UNKNOWN_TYTE [51] SIN EFECTO
#52 = Alcance del arco
#53 = Valor de ataque
#54 = Defensa
#55 = Valor de Ataque m?ico
#56 = Defensa M?ica
#57 = UNKNOWN_TYPE [57] SIN EFECTO
#58 = Max Resistencia
#59 = Fuerza contra Guerrero
#60 = Fuerza contra Ninja
#61 = Fuerza contra Sura
#62 = Fuerza contra Chamanes
#63 = Fuerza contra Mounstruo
#64 = Valor de ataque
#65 = Defensa
#66 = EXP
#67 = Probabilidad de capturar objetos multiplicada con x.xx (las X son un porcentaje % = Bonus)
#68 = Probabilidad de capturar Yang multiplicada con x.xx (las X son un porcentaje % = Bonus)
#69 = UNKNOWN_TYPE [69] SIN EFECTO
#70 = UNKNOWN_TYPE [70] SIN EFECTO
#71 = Da? de Habilidad
#72 = Da? Media
#73 = Resistencia al da? de habilidad ( contrarresta el bonus ID:71 )
#74 = Resistencia al da? de media( contrarresta el bonus ID:72 )
#75 = UNKNOWN_TYPE [75] SIN EFECTO
#76 = EXP Bonus x.xx (las X son un porcentaje % = Bonus)
#77 = Probabilidad de capturar objetos mas x.xx (las X son un porcentaje % = Bonus)
#78 = Defensa Contra Guerrero
#79 = Defensa Contra Ninja
#80 = Defensa Contra Sura
#81 = Defensa Contra Chaman
# Lista de Bonus End
lista_bonus = [['1','2000'],['2','80'],['3','12'],['4','12'],['5','12'],['6','12'],['7','8'],['8','20'],['9','20'],['10','30'],['11','30'],['12','8'],['13','8'],['14','8'],['15','10'],['16','10'],['17','10'],['18','20'],['19','20'],['20','20'],['21','20'],['22','20'],['23','10'],['24','10'],['25','10'],['26','10'],['27','15'],['28','15'],['29','15'],['30','15'],['31','15'],['32','15'],['33','15'],['34','15'],['35','15'],['36','15'],['37','15'],['38','15'],['39','15'],['41','5'],['43','20'],['44','20'],['45','20'],['48','1'],['53','50'],['71','10'],['72','35']]
lista_color = [[grp.GenerateColor(051,255,255, 1.0)],[grp.GenerateColor(24,116,205, 1.0)],[grp.GenerateColor(0.63,0.13,0.94, 1.0)],[grp.GenerateColor(0,0.75,1, 1.0)],[grp.GenerateColor(0,0.79,0.34, 1.0)],[grp.GenerateColor(0.9490, 0.9058, 0.7568, 1.0)],[grp.GenerateColor(193,205,193, 1.0)],[grp.GenerateColor(131,139,131, 1.0)]]
i2 = 0
right = 0
for i in xrange(player.ATTRIBUTE_SLOT_MAX_NUM):
type = attrSlot[i][0]
value = attrSlot[i][1]
if 0 == value:
continue
else:
for line in range(len(lista_bonus)):
if int(lista_bonus[line-1][0]) == int(type):
if int(lista_bonus[line-1][1]) == int(value) or int(lista_bonus[line-1][1]) < int(value):
right = right+1
i2 = i2+1
for i3 in [0,1,2,3,4,5,6,7]:
if int(i2) == int(int(right)+int(i3)):
i2 = i3
try:
return lista_color[i2][0]
except:
dbg.TraceError("Eroare la lista de culoare.")
def __AppendAttributeInformation(self, attrSlot):
if 0 != attrSlot:
TitleColor = self.GetBonusColor(attrSlot)
for i in xrange(player.ATTRIBUTE_SLOT_MAX_NUM):
type = attrSlot[i][0]
value = attrSlot[i][1]
if 0 == value:
continue
affectString = self.__GetAffectString(type, value)
if affectString:
affectColor = self.__GetAttributeColor(i, value)
if attrSlot[3][1] > 0:
self.AppendTextLine(affectString, TitleColor)
else:
self.AppendTextLine(affectString, affectColor)
def __GetAttributeColor(self, index, value):
if value > 0:
if index >= 5:
return self.SPECIAL_POSITIVE_COLOR2
else:
return self.SPECIAL_POSITIVE_COLOR
elif value == 0:
return self.NORMAL_COLOR
else:
return self.NEGATIVE_COLOR
def __IsPolymorphItem(self, itemVnum):
if itemVnum >= 70103 and itemVnum <= 70106:
return 1
return 0
def __SetPolymorphItemTitle(self, monsterVnum):
if localeInfo.IsVIETNAM():
itemName =item.GetItemName()
itemName+=" "
itemName+=nonplayer.GetMonsterName(monsterVnum)
else:
itemName =nonplayer.GetMonsterName(monsterVnum)
itemName+=" "
itemName+=item.GetItemName()
self.SetTitle(itemName)
def __SetNormalItemTitle(self):
self.SetTitle(item.GetItemName())
def __SetSpecialItemTitle(self):
self.AppendTextLine(item.GetItemName(), self.SPECIAL_TITLE_COLOR)
def Rango_Bonus(self, attrSlot):
lista_bonus = [['1','3000'],['2','80'],['3','12'],['4','12'],['5','12'],['6','12'],['7','8'],['8','20'],['9','20'],['10','30'],['11','30'],['12','8'],['13','8'],['14','8'],['15','10'],['16','10'],['17','10'],['18','20'],['19','20'],['20','20'],['21','20'],['22','20'],['23','10'],['24','10'],['25','10'],['26','10'],['27','15'],['28','15'],['29','15'],['30','15'],['31','15'],['32','15'],['33','15'],['34','15'],['35','15'],['36','15'],['37','15'],['38','15'],['39','15'],['41','5'],['43','20'],['44','20'],['45','20'],['48','1'],['53','50'],['71','10'],['72','35']]
lista_texto = [['[Perfect]',grp.GenerateColor(051,255,255, 1.0)],['[Legendar Prime]',grp.GenerateColor(24,116,205, 1.0)],['[Epic Prime]',grp.GenerateColor(0.63,0.13,0.94, 1.0)],['[Rar]',grp.GenerateColor(0,0.75,1, 1.0)],['[Avansat]',grp.GenerateColor(0,0.79,0.34, 1.0)],['[Normal]',grp.GenerateColor(0.9490, 0.9058, 0.7568, 1.0)],['[Scazut]',grp.GenerateColor(193,205,193, 1.0)],['[Slab]',grp.GenerateColor(131,139,131, 1.0)]]
i2 = 0
right = 0
for i in xrange(player.ATTRIBUTE_SLOT_MAX_NUM):
type = attrSlot[i][0]
value = attrSlot[i][1]
if 0 == value:
continue
else:
for line in range(len(lista_bonus)):
if int(lista_bonus[line-1][0]) == int(type):
if int(lista_bonus[line-1][1]) == int(value) or int(lista_bonus[line-1][1]) < int(value):
right = right+1
i2 = i2+1
for i3 in [0,1,2,3,4,5,6,7]:
if int(i2) == int(int(right)+int(i3)):
i2 = i3
try:
self.AppendTextLine(lista_texto[i2][0], lista_texto[i2][1])
except:
dbg.TraceError("Eroare la lista de bonus.")Utilizatori ce ce navighează pe acest forum: Baidu [Spider] și 93 vizitatori