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倍率,由二个文本控制
3 W' j, W. Y: |: R% |1.EventFunc.lua) @, T% T; j2 D6 ` P, f l
2.Constant.inc7 r4 S. ^7 b- b. ^+ I. Q" O
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0 L! L2 E0 w% u: r首先打开Constant.inc并且修改所有倍率为1.0
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Code:) S3 ^/ Q! h9 @4 p" [
( H5 o& z1 h9 u2 O# r5 {1 y itemDropRate = 1.0 0 `! x( @8 L" g# T" o
! \- H) [5 w' m2 E3 l goldDropRate = 1.0
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8 H" M/ ~/ Y+ B monsterExpRate = 1.0 8 p6 p$ Z+ j% X
# [3 m. O' C2 d, I. J monsterHitRate = 1.0
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( y8 N+ T* j j/ D现在去LuaFunc 文件夹 打开EventFunc.lua; C" B: Q" e+ s# j" `- K6 w3 O& u
" C* ?' c N5 m9 Rlocal fExpFactor = 经验倍率
. N: @: \' `# p8 Vlocal fItemDropRate =一般物品掉落倍率) |! V' `% _3 {7 S+ v: `, Z
local fPieceItemDropRate =特殊物品掉落倍率
9 {$ t7 F# G) Y9 P; @# {local fGoldDropFactor =金钱掉落倍率' `8 q) v( S& k" ]
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; j- d* X, E. L$ G2 C6 ^- M8 u3 z首先打开Constant.inc并且修改所有倍率为1.0. J) P0 Z7 |+ f
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Code:
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itemDropRate = 1.0 5 b1 t8 g7 W8 c$ ?6 o% [( m( l
' q; b) z, o8 W2 b: Q9 L$ \ p goldDropRate = 1.0 1 ^1 s, k8 \. E4 E& G/ i' }, ^
6 p& X3 h9 b& p$ Z5 h" L2 i monsterExpRate = 1.0 ' R' S1 }: {2 V& A; {
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monsterHitRate = 1.0& Q" B/ B+ A9 p M5 \9 X# l/ A3 K
I2 T' `* b0 _8 S4 ? r) S" j3 \4 {现在去LuaFunc 文件夹 打开EventFunc.lua搜索 local fExpFactor =# \! {" J# C( c. D$ K6 ^) z, K% R( y' V
3 w# ?9 k) v+ w% H你可以在这更改倍率。) \! z$ K0 K/ e! K5 Q, o
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; L0 {# d/ P+ c- s T p) ~function GetExpFactor()
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local tList = GetEventList()
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local fExpFactor = 60
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+ H* b) h- ~( ~9 Y for i in pairs(tList) do
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if( tEvent[tList[i]].fExpFactor ~= nil ) then
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/ s$ X' F" G6 w. G% A, t- S* n fExpFactor = fExpFactor * tEvent[tList[i]].fExpFactor9 B& _4 Z* @. y$ \& w6 I0 H2 k
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end
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end
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) O. k6 O# ~- B0 [3 O% q% ~$ j return fExpFactor
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; \4 g, l$ H% u/ Q: P. W, c1 Tend
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0 D! N% O! {9 c8 Z! c N8 A+ X物品掉率 "local fItemDropRate ="( N, {! M, W; o I3 b0 W9 G4 d
3 J8 }+ o1 p/ |4 |0 y卡片掉率 "local fPieceItemDropRate ="
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/ F# y6 d- f% J- E4 a; c- u飞飞币掉率 "local fGoldDropFactor ="
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& v/ R& X, ?, [! P当然也可以把这里都设为1.0,然后通过活动来控制,更加灵活
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