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后端Lua

function diyattribute.corpseWhippingChance(actor) local specifyTargetRate = getbaseinfo(actor, 51, 242) if specifyTargetRate > 0 then addattlist(actor, "鞭尸几率", "+","203#" .. specifyTargetRate) recalcabilitys(actor) end end

后端Lua

--------鞭尸几率+%------------------------------------------ function diyattribute.specifyTheTargetExplosionRate(actor) local specifyTargetRate = getbaseinfo(actor, 51, 242) if specifyTargetRate > 0 then addattlist(actor, "指定目标爆率", "+","2

后端Lua

--------(指定目标)爆率+% +++------------------------------------------ function diyattribute.specifyTheTargetExplosionRate (actor) local playerattackTheDemonPath1= getbaseinfo(actor, 51, 203) local playerattackTheDemonPath2 = getbaseinfo(actor, 51,

后端Lua

--------(指定目标)爆率+% +++------------------------------------------ function diyattribute.specifyTheTargetExplosionRate (actor) local playerattackTheDemonPath1= getbaseinfo(actor, 51, 203) local playerattackTheDemonPath2 = getbaseinfo(actor, 51,

后端Lua

--------(指定目标)爆率+% +++------------------------------------------ function diyattribute.specifyTheTargetExplosionRate (actor) local playerattackTheDemonPath1= getbaseinfo(actor, 51, 203) local playerattackTheDemonPath2 = getbaseinfo(actor, 51,

后端Lua

--------(指定目标)爆率+% +++------------------------------------------ function diyattribute.specifyTheTargetExplosionRate (actor) local playerattackTheDemonPath1= getbaseinfo(actor, 51, 203) local playerattackTheDemonPath2 = getbaseinfo(actor, 51,

后端Lua

--------最终防御值+%+% +------------------------------------------ function diyattribute.finalDefenseValue(actor) local physicalDefense = getbaseinfo(actor, 51, 233) local magicDefense = getbaseinfo(actor, 51, 234) local allAttrPercen

后端Lua

--------最终生命值+% +------------------------------------------ function diyattribute.finalHealthValue(actor) local finalHealthValue = getbaseinfo(actor, 51, 238) local independentHealthValue = getbaseinfo(actor, 51, 235) local hp = getbaseinfo(

后端Lua

--------独立防御值+------------------------------------------ function diyattribute.independentDefenseValue(actor) local independentAttackPower = getbaseinfo(actor, 51, 237) local physicalDefense = getbaseinfo(actor,51,233) local magicDefens

后端Lua

--------独立生命值+ ++++------------------------------------------ function diyattribute.independentHealthValue(actor) local independentHealthValue = getbaseinfo(actor, 51, 235) local hp = getbaseinfo(actor, 51, 1) local allAttributes = getba

后端Lua

--------独立生命值+ ++++------------------------------------------ function diyattribute.independentHealthValue(actor) local independentHealthValue = getbaseinfo(actor, 51, 235) local hp = getbaseinfo(actor, 51, 1) local allAttributes = getba

后端Lua

--------独立生命值+ ++++------------------------------------------ function diyattribute.independentHealthValue(actor) local independentHealthValue = getbaseinfo(actor, 51, 235) local hp = getbaseinfo(actor, 51, 1) local allAttributes = getba

后端Lua

写一个判断等级的

后端Lua

--------全属性+% ++++------------------------------------------ function diyattribute.allAttributes(actor) local butes = getbaseinfo(actor, 51, 214) local attackTheDemonPath = getbaseinfo(actor, 51, 203) local physicalDefense = getbaseinfo(

后端Lua

function diyattribute.allAttributes(actor) local butes = getbaseinfo(actor, 51, 214) local attackTheDemonPath = getbaseinfo(actor, 51, 203) local physicalDefense = getbaseinfo(actor, 51, 233) local basicAttackPower = getbaseinfo(actor