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【Zmud4.62 拿来主义之十:自动鉴定装备】

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发表于 2015-11-25 12:25:18 | 显示全部楼层 |阅读模式
本帖最后由 bbye 于 2016-1-15 12:55 AM 编辑

1月15日修改:少了个装备,护腕。。。。

添加:
  1. #TRIGGER {^(%x)~(Wrists~)} {#if (%pos("=",%1)=0) {#if (%pos("件",%1)>0) {jd_this_num=@trans(%left(%1,%eval(%pos("件",%1)-1)))} {jd_this_num=1};jd_wrists=%eval(@jd_wrists+@jd_this_num);jd_all=%eval(@jd_all+@jd_this_num)}} {jd} 548
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修改:
  1. #ALIAS jdall {#t+ jd;jd_cloth=0;jd_waist=0;jd_armor=0;jd_spear=0;jd_blade=0;jd_surcoat=0;jd_boots=0;jd_axe=0;jd_sword=0;jd_halberd=0;jd_cloth=0;jd_armor=0;jd_ring=0;jd_staff=0;jd_dagger=0;jd_shield=0;jd_head=0;jd_hammer=0;jd_hands=0;jd_whip=0;jd_wrists=0;jd_necklace=0;jd_all=0;jd_now=1;jdi=1;jdj=1;jdlist2=0;jd_danglist=;i2;set nextaction jdone}
  2. #ALIAS jdone {#if (@jdlist2=0) {jdlist2=@jd_cloth|@jd_waist|@jd_surcoat|@jd_boots|@jd_armor|@jd_ring|@jd_necklace|@jd_shield|@jd_head|@jd_hands|@jd_spear|@jd_blade|@jd_axe|@jd_sword|@jd_halberd|@jd_staff|@jd_dagger|@jd_hammer|@jd_whip|@jd_wrists};#if (@jd_now<=@jd_all) {jd_now_kong=0;jd_now_attack=0;#if (%word(@jdlist2,@jdi,|)>0) {#say 开始鉴定装备类型【%word(@jdlist,@jdi,|)】,当前类型【@jdj】/【%word(@jdlist2,@jdi,|)】个,总计第【@jd_now】/【@jd_all】个。;jianding %word(@jdlist,@jdi,|) @jdj;set nextaction jdcheck} {jdi=%eval(@jdi+1);jdone};} {#say 所有装备鉴定完毕!}}
  3. #FUNC jdlist {cloth|waist|surcoat|boots|armor|ring|necklace|shield|head|hands|spear|blade|axe|sword|halberd|staff|dagger|hammer|whip|wrists} {cloth|waist|surcoat|boots|armor|ring|necklace|shield|head|hands|spear|blade|axe|sword|halberd|staff|dagger|hammer|whip|wrists}
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====================================================================

修改:所有武器类的单位是“柄”,而不是“件”,我已经在下面的触发中修改了。

====================================================================

修改:落了个触发
  1. #TRIGGER {^??设定环境变量:nextaction = "(*)"} {#exec %1}
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====================================================================

作用:自动鉴定身上所有装备,并列出优秀装备列表(储存在数组变量@jd_danglist,识别后未做处理,可自己进行分解处理)。
优秀装备判断标准:1.大于2o。2.戒指项链>1o。3.武器攻击力>200。满足任一条件及判断为优秀装备。可在jdcheck中自行修改。
要求:鉴定技能101,否则无法判断武器攻击力。

另外,不会判断上过宝石的装备,其它装备都在判断之列,包括玩家装备的武器和防具。
  1. #ALIAS jdall {#t+ jd;jd_cloth=0;jd_waist=0;jd_armor=0;jd_spear=0;jd_blade=0;jd_surcoat=0;jd_boots=0;jd_axe=0;jd_sword=0;jd_halberd=0;jd_cloth=0;jd_armor=0;jd_ring=0;jd_staff=0;jd_dagger=0;jd_shield=0;jd_head=0;jd_hammer=0;jd_hands=0;jd_whip=0;jd_wrists=0;jd_necklace=0;jd_all=0;jd_now=1;jdi=1;jdj=1;jdlist2=0;jd_danglist=;i2;set nextaction jdone}
  2. #ALIAS jdone {#if (@jdlist2=0) {jdlist2=@jd_cloth|@jd_waist|@jd_surcoat|@jd_boots|@jd_armor|@jd_ring|@jd_necklace|@jd_shield|@jd_head|@jd_hands|@jd_spear|@jd_blade|@jd_axe|@jd_sword|@jd_halberd|@jd_staff|@jd_dagger|@jd_hammer|@jd_whip|@jd_wrists};#if (@jd_now<=@jd_all) {jd_now_kong=0;jd_now_attack=0;#if (%word(@jdlist2,@jdi,|)>0) {#say 开始鉴定装备类型【%word(@jdlist,@jdi,|)】,当前类型【@jdj】/【%word(@jdlist2,@jdi,|)】个,总计第【@jd_now】/【@jd_all】个。;jianding %word(@jdlist,@jdi,|) @jdj;set nextaction jdcheck} {jdi=%eval(@jdi+1);jdone};} {#say 所有装备鉴定完毕!}}
  3. #ALIAS jdcheck {#say %word(@jdlist,@jdi,|) @jdj 的属性为:【%word(@jdlist,@jdi,|)】【@jd_now_kong】【@jd_now_attack】;#if ((@jd_now_kong>2) | ((@jdi=6 or @jdi=7) & (@jd_now_kong>1)) | ((@jdi>10) & (@jd_now_attack)>200)) {jd_danglist=@jd_danglist|%word(@jdlist,@jdi,|) @jdj};jdj=%eval(@jdj+1);#if (@jdj>%word(@jdlist2,@jdi,|)) {jdj=1;jdi=%eval(@jdi+1)};jd_now=%eval(@jd_now+1);#if (@jd_now<=@jd_all) {set nextaction jdone} {#t- jd;#say 所有装备鉴定完毕!;#say 优秀装备有:@jd_danglist}}
  4. #FUNC jdlist {cloth|waist|surcoat|boots|armor|ring|necklace|shield|head|hands|spear|blade|axe|sword|halberd|staff|dagger|hammer|whip|wrists} {cloth|waist|surcoat|boots|armor|ring|necklace|shield|head|hands|spear|blade|axe|sword|halberd|staff|dagger|hammer|whip|wrists}
  5. #TRIGGER {^★附加属性:[        DISCUZ_CODE_1        ]nbsp;     【基础】{护甲|伤害力} : (%d)点} {jd_now_attack=%1} {jd} 548
  6. #TRIGGER {^★基本属性:[        DISCUZ_CODE_1        ]nbsp;     可塑性:(%d)~(0~)} {jd_now_kong=%1} {jd} 548
  7. #TRIGGER {^(%x)~(Cloth~)} {#if (%pos("=",%1)=0) {#if (%pos("件",%1)>0) {jd_this_num=@trans(%left(%1,%eval(%pos("件",%1)-1)))} {jd_this_num=1};jd_cloth=%eval(@jd_cloth+@jd_this_num);jd_all=%eval(@jd_all+@jd_this_num)}} {jd} 548
  8. #TRIGGER {^(%x)~(Waist~)} {#if (%pos("=",%1)=0) {#if (%pos("件",%1)>0) {jd_this_num=@trans(%left(%1,%eval(%pos("件",%1)-1)))} {jd_this_num=1};jd_waist=%eval(@jd_waist+@jd_this_num);jd_all=%eval(@jd_all+@jd_this_num)}} {jd} 548
  9. #TRIGGER {^(%x)~(Surcoat~)} {#if (%pos("=",%1)=0) {#if (%pos("件",%1)>0) {jd_this_num=@trans(%left(%1,%eval(%pos("件",%1)-1)))} {jd_this_num=1};jd_surcoat=%eval(@jd_surcoat+@jd_this_num);jd_all=%eval(@jd_all+@jd_this_num)}} {jd} 548
  10. #TRIGGER {^(%x)~(Boots~)} {#if (%pos("=",%1)=0) {#if (%pos("件",%1)>0) {jd_this_num=@trans(%left(%1,%eval(%pos("件",%1)-1)))} {jd_this_num=1};jd_boots=%eval(@jd_boots+@jd_this_num);jd_all=%eval(@jd_all+@jd_this_num)}} {jd} 548
  11. #TRIGGER {^(%x)~(Armor~)} {#if (%pos("=",%1)=0) {#if (%pos("件",%1)>0) {jd_this_num=@trans(%left(%1,%eval(%pos("件",%1)-1)))} {jd_this_num=1};jd_armor=%eval(@jd_armor+@jd_this_num);jd_all=%eval(@jd_all+@jd_this_num)}} {jd} 548
  12. #TRIGGER {^(%x)~(Ring~)} {#if (%pos("=",%1)=0) {#if (%pos("件",%1)>0) {jd_this_num=@trans(%left(%1,%eval(%pos("件",%1)-1)))} {jd_this_num=1};jd_ring=%eval(@jd_ring+@jd_this_num);jd_all=%eval(@jd_all+@jd_this_num)}} {jd} 548
  13. #TRIGGER {^(%x)~(Necklace~)} {#if (%pos("=",%1)=0) {#if (%pos("件",%1)>0) {jd_this_num=@trans(%left(%1,%eval(%pos("件",%1)-1)))} {jd_this_num=1};jd_necklace=%eval(@jd_necklace+@jd_this_num);jd_all=%eval(@jd_all+@jd_this_num)}} {jd} 548
  14. #TRIGGER {^(%x)~(Shield~)} {#if (%pos("=",%1)=0) {#if (%pos("件",%1)>0) {jd_this_num=@trans(%left(%1,%eval(%pos("件",%1)-1)))} {jd_this_num=1};jd_shield=%eval(@jd_shield+@jd_this_num);jd_all=%eval(@jd_all+@jd_this_num)}} {jd} 548
  15. #TRIGGER {^(%x)~(~)} {#if (%pos("=",%1)=0) {#if (%pos("件",%1)>0) {jd_this_num=@trans(%left(%1,%eval(%pos("件",%1)-1)))} {jd_this_num=1};jd_=%eval(@jd_+@jd_this_num);jd_all=%eval(@jd_all+@jd_this_num)}} {jd} 548
  16. #TRIGGER {^(%x)~(Head~)} {#if (%pos("=",%1)=0) {#if (%pos("件",%1)>0) {jd_this_num=@trans(%left(%1,%eval(%pos("件",%1)-1)))} {jd_this_num=1};jd_head=%eval(@jd_head+@jd_this_num);jd_all=%eval(@jd_all+@jd_this_num)}} {jd} 548
  17. #TRIGGER {^(%x)~(Hands~)} {#if (%pos("=",%1)=0) {#if (%pos("件",%1)>0) {jd_this_num=@trans(%left(%1,%eval(%pos("件",%1)-1)))} {jd_this_num=1};jd_hands=%eval(@jd_hands+@jd_this_num);jd_all=%eval(@jd_all+@jd_this_num)}} {jd} 548
  18. #TRIGGER {^(%x)~(Spear~)} {#if (%pos("=",%1)=0) {#if (%pos("柄",%1)>0) {jd_this_num=@trans(%left(%1,%eval(%pos("柄",%1)-1)))} {jd_this_num=1};jd_spear=%eval(@jd_spear+@jd_this_num);jd_all=%eval(@jd_all+@jd_this_num)}} {jd} 548
  19. #TRIGGER {^(%x)~(Blade~)} {#if (%pos("=",%1)=0) {#if (%pos("柄",%1)>0) {jd_this_num=@trans(%left(%1,%eval(%pos("柄",%1)-1)))} {jd_this_num=1};jd_blade=%eval(@jd_blade+@jd_this_num);jd_all=%eval(@jd_all+@jd_this_num)}} {jd} 548
  20. #TRIGGER {^(%x)~(Axe~)} {#if (%pos("=",%1)=0) {#if (%pos("柄",%1)>0) {jd_this_num=@trans(%left(%1,%eval(%pos("柄",%1)-1)))} {jd_this_num=1};jd_axe=%eval(@jd_axe+@jd_this_num);jd_all=%eval(@jd_all+@jd_this_num)}} {jd} 548
  21. #TRIGGER {^(%x)~(Sword~)} {#if (%pos("=",%1)=0) {#if (%pos("柄",%1)>0) {jd_this_num=@trans(%left(%1,%eval(%pos("柄",%1)-1)))} {jd_this_num=1};jd_sword=%eval(@jd_sword+@jd_this_num);jd_all=%eval(@jd_all+@jd_this_num)}} {jd} 548
  22. #TRIGGER {^(%x)~(Halberd~)} {#if (%pos("=",%1)=0) {#if (%pos("柄",%1)>0) {jd_this_num=@trans(%left(%1,%eval(%pos("柄",%1)-1)))} {jd_this_num=1};jd_halberd=%eval(@jd_halberd+@jd_this_num);jd_all=%eval(@jd_all+@jd_this_num)}} {jd} 548
  23. #TRIGGER {^(%x)~(Staff~)} {#if (%pos("=",%1)=0) {#if (%pos("柄",%1)>0) {jd_this_num=@trans(%left(%1,%eval(%pos("柄",%1)-1)))} {jd_this_num=1};jd_staff=%eval(@jd_staff+@jd_this_num);jd_all=%eval(@jd_all+@jd_this_num)}} {jd} 548
  24. #TRIGGER {^(%x)~(Dagger~)} {#if (%pos("=",%1)=0) {#if (%pos("柄",%1)>0) {jd_this_num=@trans(%left(%1,%eval(%pos("柄",%1)-1)))} {jd_this_num=1};jd_dagger=%eval(@jd_dagger+@jd_this_num);jd_all=%eval(@jd_all+@jd_this_num)}} {jd} 548
  25. #TRIGGER {^(%x)~(Hammer~)} {#if (%pos("=",%1)=0) {#if (%pos("柄",%1)>0) {jd_this_num=@trans(%left(%1,%eval(%pos("柄",%1)-1)))} {jd_this_num=1};jd_hammer=%eval(@jd_hammer+@jd_this_num);jd_all=%eval(@jd_all+@jd_this_num)}} {jd} 548
  26. #TRIGGER {^(%x)~(Whip~)} {#if (%pos("=",%1)=0) {#if (%pos("柄",%1)>0) {jd_this_num=@trans(%left(%1,%eval(%pos("柄",%1)-1)))} {jd_this_num=1};jd_whip=%eval(@jd_whip+@jd_this_num);jd_all=%eval(@jd_all+@jd_this_num)}} {jd} 548
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北大侠客行Mud(pkuxkx.com),最好的中文Mud游戏!
发表于 2015-11-25 18:27:45 | 显示全部楼层
这个好,顶小白
北大侠客行Mud(pkuxkx.com),最好的中文Mud游戏!
 楼主| 发表于 2016-1-15 08:55:41 | 显示全部楼层
更新一下。
北大侠客行Mud(pkuxkx.com),最好的中文Mud游戏!
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