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[功能与代码] 射击概率回复箭矢;根据强弓等级回复箭矢

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发表于 2024-4-15 21:10:18 | 显示全部楼层 |阅读模式


## 射击概率回复箭矢

**箭矢击中触发器:**
1. 每次射击后,30%概率回复1箭矢,10%概率回复2支箭矢.

```python
#配置部分 注意 低概率 不要设置 超过 高概率------------------------
(assign,":recover_arrow_num_less",1),       #        回复1支箭矢
(assign,":recover_arrow_chance_less",30),   # 30%概率

(assign,":recover_arrow_num_more",2),       #        回复2支箭矢
(assign,":recover_arrow_chance_more",10),   # 10%概率
#--------------------------------------------------------------

(assign,":ammo_type",itp_type_arrows), # 设置弹药类型为箭矢 这里设定为箭矢 如果你需要其他类型的弹药 请修改这里.

(store_trigger_param_1, ":user"),

(assign,":ammo_id",0),
(assign,":ammo_id_curammo_nums",0),

(try_for_range, ":slot_item_carry", 0, 4), #正序获取弹药ID

    (eq,":ammo_id_curammo_nums",0), #没有获取到弹药时才继续获取
    (agent_get_item_slot, ":equipped", ":user", ":slot_item_carry"),
    (neq,":equipped", -1),
    (item_get_type, ":item_weapon_type", ":equipped"),

    (eq, ":item_weapon_type", ":ammo_type"), #获取武器类型
    (agent_get_ammo_for_slot, ":slot_ammo", ":user", ":slot_item_carry"), #获取弹药数量,如果数量大于0,则说明当前武器有弹药,退出循环。
   
    (gt, ":slot_ammo", 0),
    (assign, ":ammo_id", ":equipped"),
    (assign, ":ammo_id_curammo_nums", ":slot_ammo"),
(try_end),

(neq,":ammo_id_curammo_nums",0),
(neq, ":ammo_id", 0),

(assign,":ammo_add",0),
(store_random_in_range,":random_no",1,100),
(try_begin),
    (lt,":random_no",":recover_arrow_chance_more"),
    (assign,":ammo_add",":recover_arrow_num_more"),
(else_try),
    (lt,":random_no",":recover_arrow_chance_less"),
    (assign,":ammo_add",":recover_arrow_num_less"),
(try_end),

(neq,":ammo_add",0), # 判断是否回复箭矢数量大于0,如果大于0,则进行回复操作。否则不进行回复操作。
(val_add,":ammo_id_curammo_nums",":ammo_add"),
(agent_set_ammo, ":user", ":ammo_id", ":ammo_id_curammo_nums"),
```

**箭矢击中触发器:**
2. 根据强弓等级回复箭矢

```python
#配置部分
(assign,":recover_chance_per_power_draw_lv",2), #每级强弓等级增加2%概率回复箭矢
(assign,":recover_arrow_nums",2), #每次回复几只箭矢
#--------------------------------------------

(assign,":ammo_type",itp_type_arrows), # 设置弹药类型为箭矢

(store_trigger_param_1, ":user"), # 获取射手agent

(assign,":ammo_id",0),
(assign,":ammo_id_curammo_nums",0),

(try_for_range, ":slot_item_carry", 0, 4), #正序获取弹药ID

    (eq,":ammo_id_curammo_nums",0), #没有获取到弹药时才继续获取
    (agent_get_item_slot, ":equipped", ":user", ":slot_item_carry"),
    (neq,":equipped", -1),
    (item_get_type, ":item_weapon_type", ":equipped"),

    (eq, ":item_weapon_type", ":ammo_type"), #获取武器类型
    (agent_get_ammo_for_slot, ":slot_ammo", ":user", ":slot_item_carry"), #获取弹药数量,如果数量大于0,则说明当前武器有弹药,退出循环。
   
    (gt, ":slot_ammo", 0),
    (assign, ":ammo_id", ":equipped"),
    (assign, ":ammo_id_curammo_nums", ":slot_ammo"),
(try_end),

(neq,":ammo_id_curammo_nums",0),
(neq, ":ammo_id", 0),

(agent_get_troop_id,":user_trp_id",":user"),
(store_skill_level, ":skill_bow", "skl_power_draw", ":user_trp_id"),
(val_mul, ":skill_bow", ":recover_chance_per_power_draw_lv"),
(store_random_in_range,":random_no",1,100),
(lt,":random_no",":skill_bow"),
(val_add,":ammo_id_curammo_nums",":recover_arrow_nums"),
(agent_set_ammo, ":user", ":ammo_id", ":ammo_id_curammo_nums"),
```



***

附一个网址(若打不开请使用chrome或用steam++等加速github):

https://b1inkie.github.io/b1note.github.io/

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