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传奇装备属性修改(Legendary equipment property changes)

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传奇装备属性修改(Legendary equipment property changes)传奇装备属性修改(Legendary equipment property changes) 传奇装备属性修改(Legendary equipment property changes) Modification methods and annotations for DB files: MagicDb: is your spells and skills (1) MagSID item code (2) the name of the MagNAME article (3) Effect Type e...

传奇装备属性修改(Legendary equipment property changes)
传奇装备属性修改(Legendary equipment property changes) 传奇装备属性修改(Legendary equipment property changes) Modification methods and annotations for DB files: MagicDb: is your spells and skills (1) MagSID item code (2) the name of the MagNAME article (3) Effect Type effect properties (4) Effect effect (the animation produced by this spell) (5) Spell uses mana per time (6) each mana cost increased after the DefSpell upgrade (7) increased power after DefPower upgrade (8) maximum increase after DefMaxPower upgrade (9) Job occupation (0- warrior, 1- mage, 2- Taoist) (10) basic power of Power (11) maximum power of MaxPower (12) the T1ainlv form is an experience that skills need to be upgraded (13) the grade required by Needlv discipline (14) Mode is 0 warrior skills, 1 Taoist skills, 2 mage skills (15) the level required for NeedL1 1 level skills (16) experience required by L1Train 1 level skill training; (17) Delay skill delay time; (18) Descr remarks ------------------------------------------------------------------------------------------------- MonsterDb: is an attack, experience, and hierarchy of monsters (1) SID monster code (2) Name monster name (3) Race action mode and the effect code at the time of death Race code ---81 object entry range auto attack 82 2x2 range of venom attack - weak 90 paralysis, petrochemical attack - weak The 92 encounter attack object in the range will teleport Dodge while 93 sides attack 95 objects will climb out of the ground when they enter the attack area 100 summon skeletons 101 the entry range will be activated from the statue status 102 summon Mir200\ at the same time as you attack, the specific monster in the Zuma1~4 in the setup.txt file 103 does not move itself, and attacks objects by releasing Mir200\, Bee, specific monsters in the setup.txt file 105 paralysis Petrochemical attack - strong 106 paralysis Petrochemical attack - weak 107 full screen attack + paralysis + poisoning 113 call - small animal 114 summon animal - 115 do not move by itself and attack by attacking 116 does not move itself, and attacks objects by releasing Mir200\, SPIDER, specific monsters in the setup.txt file 117 no attack, to attack the object through it (4) Racelmg attack mode code Racelmg code ---15 axe 16 personal sprays 21 electric spark 22 jet needle 40 striking electricity 45 archery 52 high altitude poison effect 53 low altitude spraying effect 49 throw fireball, Zuma leader attack action 33 large spray poison dragon touch attack action God seemed appearance No. 140 attack action number 33 leader Zuma shape number 63 attack action number 49 No. 31 shape flame woma attack action number 20 Verma, leader, shape number 34, attack action number 21 (5) Appr monster image code (6) Lvl monster rank (7) whether Undead belongs to undead, 0-, no, 1- is [not * system] can not be recruited, * may be summoned.] (8) does CoolEye attack automatically (anti stealth range, and related to rank)? (9) the experience value of the EXP monster (10) HP monster life (11) MP monster magic (12) AC monster defense (13) AC2 defense upper limit (14) MAC magic defense (15) DC attack power; (16) DCMax maximum attack power (17) MC magic attack power (18) SC Taoist spirit (19) SPEED speed (20) hit rate of HIT attack (21) Walk-SPD walking speed interval; (22) walking pace of WalkStep; (23) WalkWait walking waiting time; (24) ATTACR-SPD attack speed interval StditemDb: article property modification The 1. selected the bottom of the equipment, and then the position of the 1 + number shown in the figure, this will insert a horizontal form in front of you selected equipment, the + sign, the emergence of a "mark" mark of the button on the right side will press the "mark" said make sure to insert a row this. (1) the IDX attribute indicates the serial number of the database (remember the serial number is not repeated) (2) NAME attribute representation: Object name (3) Stdmode device attributes: 10- men's clothes 11- women's clothing 5- single hand 6- hands 30- candles 22- poisons, symbols 42- making ingredients ======================================================= (4) this attribute of Shape (clothes are shown to be worn and jewelry to represent their special function) "5" represents the appearance of a soul warfare suit. "4" represents the appearance of a magic robe. "3" means "heavy armor". 19~21: necklace? For 19, AC2 and MAC2 represent magic, avoidance, and luck For 20, the AC2 is accurate, and the MAC2 is agile For 21, AC2 restores stamina, and MAC2 restores magic 24~26: bracelet? For 24, AC2 stands for accuracy, and MAC2 stands for Agility At 26, AC and AC2 represent the physical defense upper and lower bounds, respectively, and MAC and MAC2 represent the upper and lower bounds of the magic defense, respectively 22~23: Rings At 22, AC and AC2 represent the physical defense upper and lower bounds, respectively, and MAC and MAC2 represent the upper and lower bounds of the magic defense, respectively For 23, AC stands for attack speed + + MAC for poison, dodge +, MAC2 for poison, and restores +Shape value: Memory helmet 125 Memory rings 122 Memory bracelets, 124 worlds one Memory Necklace 123 Magic blood ring 133 Rainbow Magic Ring 136 Magic blood Necklace 134 MP turn HP Rainbow Magic Bracelet 137 suction HP Magic blood Bracelet 135 Rainbow Magic Necklace 138 Mystery ring 130 prayer ring 128 Mystery belt 131 random attributes prayer Bracelet 126 Mystery helmet 132 prayer helmet 129 Invisible ring 111 transmits the ring 112 Paralysis ring 113 resurrection ring 114 Ring of fire 115 heals ring 116 Lucky Charm Ring 118 ring 117 Load ring 119 Necklace 120 Necklace 121 Restore HP/MP113 For weapons: When the shape and Reserved values are 30 and 12, the weapon cannot be taken away and disappears only after death When the Reserved is only 8, weapons can be taken away, but once the battle dies, it disappears =========================================================== ========================== (5) the Weight property is the weight of the object (6) the Looks attribute (which displays the items in the clothes, the columns, and the appearance in the equipment bar) (7) the persistent property of the DuraMax object: the 1000 in the variable indicates 1 persistence, then the 40000 represents the 40 persistence! (8) the attributes of clothing and weapons: "AC" defense limit "AC2" defense cap "Mac" magic lower limit "Mac2" magic defense cap "DC" physical attack threshold "DC2" has a physical attack cap of more than 255, and attacks on the body will be reduced to 0 "MC" magic attack lower limit "MC2" magic attack upper limit The "SC" operation limit The "SC2" operation limit "NeedLevel" requires level "Price" price (9) when articles are jewelry: "AC2" means accuracy "Mac2" stands for Agility "AC" stands for the lower limit of defence "AC2" stands for defensive upper limit "MAC" means the magic lower limit "MAC2" means the magic crown Attributes of potions: Powerful potions: HP +90 Database representation: AC 90 Potent solar water: HP, +50, MP, +80 Database representation: AC 50 MAC 80 So, here it is AC represents the HP front value (note HP:200/300200 as the front value, and 300 as the back value) MAC represents the MP front value Especial: Some unusual special agents: Life hardening water: vitality temporarily increased by 120 seconds (HP in 120 seconds, +50) Database representation: AC 50 MAC2 120 Spell magic water: Mana increased temporarily by 120 sec (MP after 120 sec. +50) MAC 50 MAC2 120, then here AC represents the value after HP MAC represents the value after MP MAC2 means time You know, apple is a temporary increase of 240 seconds in each attribute, and his AC2 is 2, then it should be the same as weapons, AC2 accurate! (10) is Stock an inventory? (11) Need indicates restricted species: 0 for grade restrictions 1 limit for attack 2 for magic restrictions 3 operation limit (12) NeedLevel indicates the specific number of (Need) restrictions Figure baby settings reference and detailed analogy: The key to setting up a humanoid baby is the two parameters in the database,.Raceimg and Appr When the Raceimg is set to 0, the monster picture calls the Hum file Appr calculation is the key to setting up humanoid monsters. The specific settings are as follows: The clothes refer to Stditems.Db Shape value in the database. This will take 2 multiplied by 256 is called the monster form value Then, after the multiplied value, the number is different: 0 bald 1 red headed braids 2 normal male female head head (not the same as normal Vipassana) 3 normal (normal Vipassana) The above is the male humanoid monster setting method. If you want to set the same type of female, then the figure 256 is the same type of female humanoid appearance Note: the above is for the future implementation of the server to baby wear equipment system matting. The following is the baby's appearance design. In the use of baby wear equipment system. The following settings will be useless Full human type monster (costume, weapon) that reads Hum.wil directly Method is: In the DB Racelme as the monster in multiples of 0 or 256. For example, 256 512, 1024 and so on. The monster what equipment to wear. In the Appr setting. The details are as follows: to view a clothing Shape value. For example, light armor, Shape value is 2., the value of Appr is 1024 (2*512) to 1536 (3*512) is wearing light armor. The first half of the 1024 monster - 1280 men. After half of the 1281 to 1536 for women. The first 2 different hairstyles and behind each segment, such as 1024.1025. don't hair bald, two male two female hair hair.1281.1282 respectively. 3 the weapon type. Set the MP value. I test: setting MP value (2* weapon Shape) ~ (2* weapon Shape = 1). For example: 0 or 1. with empty handed Swords (Shape=1), Tie Jian 2-3 (Shape=2) 4-5 (Shape=26), dragon 52 In DBC, change the HeroDB at the bottom right corner 139, prevent hemp, paralysis function, can make the attack party paralysis function failure (do not prevent monster paralysis) 140 invincible (incomplete) 141 experience the experience of killing monsters as specified multiples (multiples are divided by 10000 for long periods), and if things are too small for a long time, experience will be lower than normal 142 force attack force multiple (long divided by 10000), if the object is too long, the attack will be less than normal 182 experience the experience of killing monsters as specified multiples (multiples are divided by 10000 for long periods), which are not affected by the persistence of objects 183 force attack force multiples (multiples are long divided by 10000), not subject to lasting effects too small 143 body protection 144 anti Resurrection 145 guild calls 150 body paralysis 151 palsy fireball 152 paralysis defense 153 paralysis load 154 body flame 155 body defense 156 body load 157 transmission paralysis 158 transfer body 159 transmission probe 160 send Resurrection 161 resurrection paralysis 162 body Resurrection 171 do not drop backpack items 172 don't lose equipment 117170 do not drop items, characters will not drop anything when dead, including backpacks and wear 118 people in the body is attacked, down MP, MP 0 was down HP 119 over load people can wear more than their weight items 120 skill people get double practice points when practicing skills The 121 probe can locate the current location of the specified person
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