7 #if !defined _X_SCRIPT_EXTENTION_H_ 8 #define _X_SCRIPT_EXTENTION_H_ 1 10 #include "../ai/aistate.h" 11 #include <FreeMsgWrapper.h> 12 #include "../scene/fbsceneresultwrapper.h" 13 #include "../scene/fbsceneresultawardwrapper.h" 14 #include "../scene/fbscenedescwrapper.h" 15 #include "../base/creaturetarget/creaturetgfactory.h" 16 #include "../base/creaturecondition/creaturecondfactory.h" 17 #include "../role/pet/petmodecfg.h" 18 #include "../role/pet/RolePetMgr.h" 20 #include "../Match/ChaosDef.h" 31 #if defined __cplusplus 41 void DebugOutput(
const char* lpstrDebugInfo);
50 void WriteLog(
unsigned int nCfgID,
const char* lpstrLog);
66 int ReverseCall2(
int& output1,
int& output2,
int& output3 );
88 int AddBuffToActor( FxCreature* pActor,
unsigned long nBuffID,
int nLevel,
unsigned short nCount = 1 );
103 int AddBuffToTarget( FxCreature* pSrcActor,
unsigned long nBuffID,
int nLevel,
unsigned short nCount = 1,
bool bEnemyOnly =
true );
117 int AddBuffToOther( FxCreature* pSrcActor,
unsigned long nTargetID,
unsigned long nBuffID,
int nLevel,
unsigned short nCount = 1,
bool bEnemyOnly =
true );
133 int AddBuffToTargetByTotalValue( FxCreature* pSrcActor, FxCreature* pTarget,
unsigned long nBuffID,
unsigned long nValue,
unsigned short nLevel,
unsigned short nCount );
149 int AddBuffToTargetByPulseValue( FxCreature* pSrcActor, FxCreature* pTarget,
unsigned long nBuffID,
unsigned long nValue,
unsigned short nLevel,
unsigned short nCount,
int nRefreshTime = 1 );
163 int AddBuffToTargetByValue( FxCreature* pSrcActor, FxCreature* pTarget,
unsigned long nBuffID,
unsigned long nValue,
unsigned short nLevel,
unsigned short nCount );
177 int AddBuffToTargetByParam( FxCreature* pSrcActor, FxCreature* pTarget,
unsigned long nBuffID,
int nParam,
unsigned short nLevel,
unsigned short nCount );
190 int AddBuffToActorByTotalValue( FxCreature* pSrcActor,
unsigned long nBuffID,
unsigned long nValue,
unsigned short nLevel,
unsigned short nCount );
205 int AddBuffToActorByPulseValue( FxCreature* pSrcActor,
unsigned long nBuffID,
unsigned long nValue,
unsigned short nLevel,
unsigned short nCount,
int nRefreshTime = 1 );
218 int AddBuffToActorByValue( FxCreature* pSrcActor,
unsigned long nBuffID,
unsigned long nValue,
unsigned short nLevel,
unsigned short nCount );
232 int AddBuffToActorByParam( FxCreature* pSrcActor,
unsigned long nBuffID,
int nParam,
unsigned short nLevel,
unsigned short nCount );
245 int AddBuffToScene( FxCreature* pSrcActor,
unsigned long nBuffID,
unsigned long nLevel = 1,
unsigned long nCount = 1 );
259 int AddBuffToTeam( FxCreature* pSrcActor,
unsigned long nBuffID,
int nLevel,
unsigned short nCount = 1,
unsigned long nDistance = 3200 );
270 int RemoveBuffFromTeam( FxCreature* pSrcActor,
unsigned long nBuffID,
unsigned long nDistance = 3200 );
286 int AddBuffToArea_Rectangle( FxCreature* pSrcActor,
int nLength,
int nWidth,
int nMaxCount,
bool bEnemy,
unsigned long nBuffID,
int nLevel,
unsigned short nCount = 1 );
301 int AddBuffToArea_Line( FxCreature* pSrcActor,
int nLength,
int nMaxCount,
bool bEnemy,
unsigned long nBuffID,
int nLevel,
unsigned short nCount = 1 );
317 int AddBuffToArea_Sector( FxCreature* pSrcActor,
int nRadius,
int nRadian,
int nMaxCount,
bool bEnemy,
unsigned long nBuffID,
int nLevel,
unsigned short nCount = 1 );
330 int AddBuffToNPCByTemplate( FxScene* pScene,
unsigned long nNPCID,
unsigned long nBuffID,
int nLevel,
int nCount );
364 int RemoveBuffFromOther( FxCreature* pSrcActor,
unsigned long nTargetID,
unsigned long nBuffID );
389 int TriggerBuffOnActor( FxCreature* pSrcActor,
unsigned long nBuffID,
unsigned long nTriggerActorID = 0xFFFFFFFF,
int nParam = 0,
int nParam2 = 0 );
451 int DisperseBuffFromTarget( FxCreature* pActor,
int nIsDebuff,
int nLogicType,
unsigned long nTargetID = -1 );
546 int AddBuffToArea( FxCreature* pActor,
int nRadius,
unsigned long nBuffID,
int nLevel,
unsigned short nCount = 1,
bool bEnemyOnly =
false,
int nMinRadius = 0,
int nRelation = 0,
int nTargetType = -1,
bool bByOwner =
false,
bool bAttackNoPick =
false,
unsigned long nEffectHeight = 0xFFFFFFFF);
579 int DamageOverTime_Physic( FxCreature* pActor,
unsigned long nCasterID,
unsigned long nBuffID,
unsigned long nValue,
unsigned long nDamage,
int nDamageType,
int nThreatRate = 100 );
593 int DamageOverTime_Spell( FxCreature* pActor,
unsigned long nCasterID,
unsigned long nBuffID,
unsigned long nValue,
unsigned long nDamage,
int nDamageType,
int nThreatRate = 100 );
608 int DamageOverTime_Simple( FxCreature* pActor,
unsigned long nCasterID,
unsigned long nBuffID,
unsigned long nValue,
unsigned long nDamage,
int nDamageType,
int nThreatRate = 100 );
620 int HealthOverTime( FxCreature* pActor,
unsigned long nCasterID,
unsigned long nBuffID,
unsigned long nValue,
int nThreatRate = 100 );
633 int HealthOverTime_Self( FxCreature* pActor,
unsigned long nBuffID,
unsigned long nValue,
int nThreatRate = 100 );
644 int SpiritOverTime_Self( FxCreature* pActor,
unsigned long nBuffID,
unsigned long nValue,
int nThreatRate = 100 );
655 int ConsumeOverTime_Self( FxCreature* pActor,
unsigned long nBuffID,
unsigned long nValue,
int nThreatRate = 100 );
679 unsigned long GetActorID( FxCreature* pActor );
697 unsigned long SetTargetID( FxCreature* pActor,
unsigned long nTargetID );
707 unsigned long SetTarget( FxCreature* pActor, FxCreature* pTarget );
820 int CastItem( FxCreature* pActor,
unsigned long nItemID,
unsigned int nCount = 1,
bool bForce =
true,
bool bForceSelf =
false,
bool bStrick =
false );
832 int CastSkill( FxCreature* pActor,
unsigned long nSkillID,
bool bForce =
true,
bool bForceSelf =
false,
bool bStrick =
false );
846 int CastSkillToPos( FxCreature* pActor,
unsigned long nSkillID,
int nX,
int nY,
int nZ,
bool bForce =
true,
bool bStrick =
false );
857 int CastSkillToPosByTarget( FxCreature* pActor,
unsigned long nSkillID, FxCreature* pTarget,
bool bForce =
true );
880 int AttackTarget_Physic( FxCreature* pActor, FxCreature* pTarget,
int nDamage,
int nThreatRate = 100,
int bIgnoreDefence = 0,
bool bRebound =
false );
892 int AttackTarget_Simple( FxCreature* pActor, FxCreature* pTarget,
int nDamage,
int nThreatRate = 100 );
904 int HealthTarget_Simple( FxCreature* pActor, FxCreature* pTarget,
int nDamage,
int nThreatRate = 100 );
919 int AttackTargetEx_Physic( FxCreature* pActor, FxCreature* pTarget,
int nBaseDamage,
int nSpellDamage,
int nDamageType,
int nThreatRate = 100,
int bIgnoreDefence = 0 );
932 int AttackTarget_Spell( FxCreature* pActor, FxCreature* pTarget,
int nDamage,
int nThreatRate = 100,
int bIgnoreDefence = 0 );
948 int AttackTargetEx_Spell( FxCreature* pActor, FxCreature* pTarget,
int nBaseDamage,
int nSpellDamage,
int nDamageType,
int nThreatRate = 100,
int nAppendixCritRate = 0,
int bIgnoreDefence = 0 );
963 int HealthTarget( FxCreature* pActor, FxCreature* pTarget,
int nValue,
int nThreatRate = 100,
int nAppendixCritRate = 0,
bool bFinally =
false,
unsigned long nSkillID = 0 );
977 int HealthRangeByTeam( FxCreature* pActor,
unsigned long nSkillID,
int nValue,
unsigned long nRadius,
int nThreatRate = 100,
bool bShared =
false,
unsigned long nRealAttackerID = 0,
bool bSkill =
true );
990 int HealthRangeByTeam_Rate( FxCreature* pActor,
unsigned long nSkillID,
int nRate,
unsigned long nRadius,
int nThreatRate = 100,
unsigned long nRealAttackerID = 0,
bool bSkill =
true );
1002 int ReboundDamage( FxCreature* pActor, FxCreature* pTarget,
unsigned long nDamage );
1074 int HealthRange( FxCreature* pActor,
unsigned long nSkillID,
int nValue,
unsigned long nRadius,
int nMaxCount,
1075 int bTargetExclude = 0,
int bByTarget = 0,
int nThreatRate = 100,
bool bShared =
false,
unsigned long nRealAttackerID = 0,
bool bSkill =
true );
1092 int HealthRangeByRate( FxCreature* pActor,
unsigned long nSkillID,
int nRate,
unsigned long nRadius,
int nMaxCount,
int bTargetExclude = 1,
int bByTarget = 0,
int nThreatRate = 100,
unsigned long nRealAttackerID = 0,
bool bSkill =
true );
1104 int AttackTarget2_Physic( FxCreature* pActor, FxCreature* pTarget,
float fActorRate,
float fWeaponRate );
1116 int AttackTarget2_Magic( FxCreature* pActor, FxCreature* pTarget,
float fActorRate,
float fWeaponRate );
1127 int FetchTarget( FxCreature* pSrcActor ,
unsigned long nTargetID = -1,
float fAngle = 0.0f,
float fRad = 0.0f);
1161 unsigned long nSkillID,
1163 bool bTargetExclude =
false,
1164 bool bByTarget =
false,
1165 unsigned long nRealAttackerID = 0,
1166 bool bSkill =
true ,
1167 int nThreatRate = 100,
1168 int nIgnoreDefence = 0,
1170 unsigned long nEffectHeight = 0xFFFFFFFF);
1196 unsigned long nSkillID,
1198 bool bTargetExclude =
false,
1199 bool bByTarget =
false,
1200 unsigned long nRealAttackerID = 0,
1202 int nThreatRate = 100,
1203 int nIgnoreDefence = 0,
1204 int nMinRandius = 0,
1205 unsigned long nEffectHeight = 0xFFFFFFFF);
1225 int AttackTargetRectangle_Physic( FxCreature* pSrcActor,
int nLength,
int nDamage,
int nSpellDamage,
int nDamageType,
unsigned long nSkillID,
int nMaxCount,
bool bTargetExclude =
false,
int nThreatRate = 100,
unsigned long nRealAttackerID = 0,
bool bSkill =
true,
int nIgnoreDefence = 0,
int nWidth = 200,
bool bToTarget =
true );
1245 int AttackTargetRectangle_Spell( FxCreature* pSrcActor,
int nLength,
int nDamage,
int nSpellDamage,
int nDamageType,
unsigned long nSkillID,
int nMaxCount,
bool bTargetExclude =
false,
int nThreatRate = 100,
unsigned long nRealAttackerID = 0,
bool bSkill =
true,
int nIgnoreDefence = 0,
int nWidth = 200,
bool bToTarget =
true );
1264 int AttackTargetSector_Spell( FxCreature* pSrcActor,
int nRadius,
int nRadian,
int nDamage,
int nSpellDamage,
int nDamageType,
unsigned long nSkillID,
int nMaxCount,
bool bTargetExclude =
false,
int nThreatRate = 100,
unsigned long nRealAttackerID = 0,
bool bSkill =
true,
int nIgnoreDefence = 0 );
1283 int AttackTargetSector_Physic( FxCreature* pSrcActor,
int nRadius,
int nRadian,
int nDamage,
int nPhysicDamage,
int nDamageType,
unsigned long nSkillID,
int nMaxCount,
bool bTargetExclude =
false,
int nThreatRate = 100,
unsigned long nRealAttackerID = 0,
bool bSkill =
true,
int nIgnoreDefence = 0 );
1291 int LearnSkill( FxCreature* pSrcActor,
int nSkillID );
1319 int GetSkillLevel( FxCreature* pActor,
unsigned long nSkillID );
1328 int ForgetSkill( FxCreature* pSrcActor,
int nSkillID );
1336 int EnableSkill( FxCreature* pSrcActor,
int nSkillID );
1382 int DisableSkill( FxCreature* pSrcActor,
int nSkillID );
1414 int FlashSkill( FxCreature* pSrcActor,
int nSkillID );
1434 int BeginSkillCD( FxCreature* pSrcActor,
int nSkillID,
int nCDTime = 0 );
1450 int TriggerCDGroup( FxCreature* pSrcActor,
int nCDGroupID,
int nCDTime );
1458 int ResetCDGroup( FxCreature* pSrcActor,
int nCDGroupID );
1514 int RecoverConsumeByRate( FxCreature* pSrcActor,
int nRate,
int bStrict = 0,
int nShowInfo = 0 );
2508 int SetDenyFlag( FxCreature* pSrcActor,
unsigned short nFlag );
2524 int CleanDenyFlag( FxCreature* pSrcActor,
unsigned short nFlag );
2542 int GetDenyFlag( FxCreature* pSrcActor,
unsigned short nFlag );
2609 int PushTarget( FxCreature* pSrcActor,
int nDistance );
2664 int DuplicateThreat( FxCreature* pSrcActor, FxCreature* pDstActor,
int nValue = -1 );
2681 int RushAhead( FxCreature* pSrcActor,
int nDistance );
2724 int ModifyTalentStatus( FxCreature* pActor,
unsigned short nTalentID,
int nDeltaValue );
2746 int GetTalentStatus(
unsigned long nActorID,
unsigned short nTalentID );
2757 int TriggerTalent( FxCreature* pActor,
unsigned short nTalentID,
int nParam = 0 );
2813 int GetSkillBonusByIndex(
unsigned long nSkillID,
unsigned short nIndex,
float& fBaseValue,
float& fBonusValue );
2826 int GetBuffBonusByIndex(
unsigned long nBuffID,
unsigned short nIndex,
float& fBaseValue,
float& fBonusValue );
3371 int AddItemToActor( FxCreature* pActor,
unsigned long nItemID, UINT8 byEventType,
unsigned long nCount = 1,
int nBindMode = -1,
int iExData =0,
int nRarityID = -1 );
3382 int FindItemToActor( FxCreature* pActor,
unsigned long nItemID,
unsigned long nCount,
int nCostType = 2 );
3394 int AddItemToTeam( FxCreature* pActor,
unsigned long nItemID,
unsigned long nCount = 1,
bool bCache =
false,
bool bLootable =
true,
unsigned long nDistance = 3200 );
3406 int RemoveItemFromTeam( FxCreature* pActor,
unsigned long nItemID,
unsigned long nCount = 1,
unsigned long nDistance = 3200 );
3415 int RemoveItemFromActor( FxCreature* pActor,
unsigned long nItemID,
unsigned long nCount = 1);
3424 int AddLootToActor( FxCreature* pActor,
unsigned long nLootID,
int nBindMode = -1 );
3433 int AddLootToTeam( FxCreature* pActor,
unsigned long nLootID,
bool bLootable =
true );
3462 int ModifyMoney1ToActor( FxCreature* pActor,
int nValue, UINT8 byEventType,
int iExData );
3472 int ModifyMoney2ToActor( FxCreature* pActor,
int nValue, UINT8 byEventType,
int iExData );
3484 int ModifyMoney1ToActor( FxCreature* pActor,
int nValue,
int nValue2, UINT8 byEventType,
int iExData );
3496 int ModifyMoney2ToActor( FxCreature* pActor,
int nValue,
int nValue2, UINT8 byEventType,
int iExData );
3518 int ModifyYinPiaoToActor(FxCreature* pActor,
int nValue,
int nValue2, UINT8 byEventType,
int iExData );
3540 int ModifyDianQuanToActor(FxCreature* pActor,
int nValue,
int nValue2, UINT8 byEventType,
int iExData );
3575 int BatchAddItemToActor( FxCreature* pActor,
unsigned long nItemID, UINT8 byEventType,
int nCount = 1,
int nBindMode = -1,
int iExData = 0 );
3612 unsigned long nMonsterID,
3613 unsigned long nCount = 1,
3614 unsigned long nRandomPos = 400,
3615 unsigned long nTime = 0xFFFFFFFF,
3616 float fOrientation = 0.00f,
3617 unsigned long nUpHeight = 2000);
3644 unsigned long GetSceneGlobalNPC( FxCreature* pActor,
unsigned long nTemplateID );
3680 unsigned long nMonsterID,
3681 unsigned long nCount = 1,
3682 unsigned long nRandomPos = 400,
3683 unsigned long nTime = 0xFFFFFFFF,
3684 float fOrientation = 0.00f,
3685 unsigned long nMinRandPos = 0,
3686 unsigned long nUpHeight = 2000 ,
3687 bool bGravity =
true);
3706 FxCreature* pTarget,
3707 unsigned long nMonsterID,
3708 unsigned long nCount = 1,
3709 unsigned long nRandomPos = 400,
3710 unsigned long nTime = 0xFFFFFFFF,
3711 float fOrientation = 0.00f ,
3712 unsigned long nUpHeight = 2000 ,
3713 bool bGravity =
true);
3738 unsigned long nMonsterID,
3739 unsigned long nCount = 1,
3740 unsigned long nRandomPos = 0,
3741 unsigned long nTime = 0xFFFFFFFF,
3742 float fOrientation = 0.00f,
3743 unsigned long nMinRandPos = 0 ,
3744 unsigned long nUpHeight = 2000 ,
3745 bool bGravity =
true,
3746 unsigned long nSrcID = 0 );
3766 FxCreature* pTarget,
3767 unsigned long nMonsterID,
3768 float fAngle = 0.0f,
3770 unsigned long nTime = 0xFFFFFFFF,
3771 float fOrientation = 0.00f,
3772 unsigned long nUpHeight = 2000 ,
3773 bool bGravity =
true,
3774 unsigned long nSrcID = 0);
3794 unsigned long nTripPointID,
3795 unsigned long nMonsterID,
3796 unsigned long nCount = 1,
3797 unsigned long nRandomPos = 0,
3798 unsigned long nTime = 0xFFFFFFFF,
3799 float fOrientation = 0.00f,
3800 unsigned long nMinRandPos = 0 ,
3801 unsigned long nUpHeight = 2000 ,
3802 bool bGravity =
true);
3816 int RemoveMonster( FxCreature* pActor,
unsigned long nTemplateID,
bool bImmediately =
false, FxScene* pInputScene = NULL,
unsigned long nCount = -1,
int nByOwner = 0 );
3829 int CreateTaskMonster( FxCreature* pActor,
unsigned long nTaskID,
unsigned long nMonsterID,
unsigned long nRouteID );
3839 int RemoveMonster( FxCreature* pActor, FxCreature* pMonster,
bool bImmediately =
false );
3860 int Chat( FxCreature* pActor,
const char* szWord,
unsigned long nTime = -1,
int nStyle = 0,
unsigned long nObjID = 0,
int nCDTime = -1 );
3875 int Whisper( FxCreature* pActor,
unsigned long nTargetID,
const char* szWord,
unsigned long nTime = -1,
int nStyle = 0,
int nCDTime = -1,
int nWhisperType = 0 );
3884 int Mount( FxCreature* pActor,
int nMountId = -1 );
3892 int UnMount( FxCreature* pActor,
bool bSimpled =
false );
3940 int TryAddShieldToActor( FxCreature* pActor,
unsigned long nCasterID,
unsigned long nShieldID,
unsigned long nBuffID,
int nMaxValue,
unsigned long nDamageReceiver = -1 );
3954 int AddShieldToActor( FxCreature* pActor,
unsigned long nCasterID,
unsigned long nShieldID,
unsigned long nBuffID,
int nMaxValue,
unsigned long nDamageReceiver = -1 );
3998 int BlinkActor( FxCreature* pActor,
unsigned long nDistance );
4050 int ModifyShortCutBar( FxCreature* pActor,
unsigned long nItemID,
unsigned short nBarIndex,
unsigned short nBarPosIndex );
4216 int SendForeCast( FxCreature* pActor,
unsigned long nForeCastID,
unsigned long nStep );
4264 int BeginCruise( FxCreature* pActor,
unsigned long nRouteID );
4287 int DropLoot( FxCreature* pActor,
unsigned long nMonsterID,
int nLootID,
unsigned long nMinRadius = 0,
unsigned long nMaxRadius = 100 );
4321 int CallTaskMonster( FxCreature* pActor,
unsigned int dwPathPoint,
unsigned int dwMonsterId);
4373 int Dig( FxCreature* pActor,
unsigned int dwPathPoint);
4384 int CheckRegion( FxCreature* pActor,
unsigned long nRegionID );
4462 int PlayEffect(FxCreature* pActor,
int nEffictId);
4554 int ReliveRole(FxCreature* pActor);
4598 int DieActor( FxCreature* pActor,
unsigned long nTargetID = 0xFFFFFFFF,
int nThreatRate = 100,
int nRepresent = 1,
int nDrop = 1 );
4610 int DieTarget( FxCreature* pActor,
int nThreatRate = 100,
int nRepresent = 1,
int nDrop = 1 );
4622 int GetActorVisable( FxCreature* pActor,
unsigned long nTargetID = 0xFFFFFFFF );
4642 int SetActorVisable( FxCreature* pActor,
int nVisable,
unsigned long nTargetID = 0xFFFFFFFF );
4691 int CollectDoodad( FxCreature* pActor,
unsigned long nDoodadID = 0xFFFFFFFF );
4709 int TripScene( FxCreature* pActor,
unsigned long nSceneBaseID,
int nPosX,
int nPosY,
int nPosZ = -1,
float fOrientations = 0.0f,
unsigned int sceneCustomArg = 0,
unsigned int roleCustomArg1 = 0,
unsigned int roleCustomArg2 = 0);
4719 int TripScene(FxCreature* pActor,
unsigned long nTripID);
4732 int TripScene( FxCreature* pActor,
int nPosX,
int nPosY,
int nPosZ = -1 );
4777 int Teleport( FxCreature* pActor,
int nPosX,
int nPosY,
int nPosZ = -1 );
4840 int StrLenCopy(
char* pDst,
char* pSrc,
int nSize );
4880 int ExpandBag(FxCreature* pActor,
unsigned short nChestIndex,
unsigned short nExpandSize);
4900 int MakeFormula( FxCreature* pActor,
unsigned long nFormulaID = 0 );
4918 int ModifySkillExp( FxCreature* pActor,
unsigned long nSkillID,
int nDeltaExp );
4929 int GetSkillExp( FxCreature* pActor,
unsigned long nSkillID );
4995 int PlayVideo( FxCreature* pActor,
unsigned long nVideoID );
5053 int ModifyActorSpirit( FxCreature* pActor,
int nDeltaValue,
int nShowInfo = 0,
bool bModifiedByTalent =
false,
unsigned long nItemID = -1,
bool bSkill =
true );
5064 int ChargeSoul( FxCreature* pActor,
unsigned long nValue );
5077 int DischargeSoul( FxCreature* pActor,
unsigned long nValue,
unsigned long nMaxValue = 0 );
5084 int GetSoul( FxCreature* pActor );
5190 bool BindAI(FxCreature* pActor, UINT32 nAIID);
5203 bool BindAIEx(FxCreature* pActor, UINT32 nAIID);
5215 FxAIState*
GetAIState(FxCreature* pActor, UINT32 nStateIdx);
5264 bool DoRequest(FxCreature* pActor,
unsigned long nType);
5275 bool DoRequest(
unsigned long dwRoleObjID,
unsigned long nType);
5286 bool DoRequestAck(FxCreature* pActor,
unsigned long nType);
5297 bool DoRequestAck(
unsigned long dwRoleObjID,
unsigned long nType);
5308 bool UndoRequest(FxCreature* pActor,
unsigned long nType);
5319 bool UndoRequest(
unsigned long dwRoleObjID,
unsigned long nType);
5347 void SendFreeMsg(FxCreature* pActor,
const FreeMsgWrapper& msgWrapper);
5450 unsigned int GetRoleSceneWinCnt(
unsigned long dwRoleObjID,
unsigned short nBaseSceneID);
5470 unsigned int GetRoleSceneLvlWinCnt(
unsigned long dwRoleObjID,
unsigned short nBaseSceneID, ETollgateLvl eLvl);
5490 bool OpenTollgates(FxCreature* pRoleActor,
unsigned int nSeriesID);
5628 void SetGuildTag(FxCreature* pActor,
unsigned int nGuildIDTag);
5686 void SendRoleMsg(FxCreature* pCreature,UINT32 ui32LocalType, UINT32 ui32MsgType,UINT32 ui32MsgID,std::string strMsg );
5701 int GetActorsInRing1(FxScene* pScene ,
const Utility::Vector3& pos ,
int nInterRadius ,
int nOutRadius ,
5702 unsigned short nCount , std::vector<FxCreature*>& vecCreature);
5715 int GetActorsInRing2( FxCreature* pSrcActor ,
int nInterRadius ,
int nOutRadius ,
5716 unsigned short nCount , std::vector<FxCreature*>& vecCreature);
5731 std::vector<FxCreature*>&
GetActorsInRingByActor1(FxScene* pScene ,
const Utility::Vector3& pos ,
int nInterRadius ,
int nOutRadius ,
5732 unsigned short nCount , FxCreature* pSrcCheckActor ,
bool bEnemyOnly);
5746 std::vector<FxCreature*>&
GetActorsInRingByActor2( FxCreature* pSrcActor ,
int nInterRadius ,
int nOutRadius ,
5747 unsigned short nCount ,FxCreature* pSrcCheckActor ,
bool bEnemyOnly);
5762 const std::vector<FxCreature*>& vecCreature ,
5763 unsigned long nSkillID,
5765 int nThreatRate = 100,
5766 unsigned long nRealAttackerID = 0,
5767 bool bSkill =
true );
5787 const std::vector<FxCreature*>& vecCreature ,
5789 int nPropertyDamage ,
5792 int nThreatRate = 100,
5793 int nAttackerID = 0,
5795 int nIgnoreDefence = 0,
5796 unsigned long nFakeAttackID = 0,
5797 unsigned long nEffectHeight = 0xFFFFFFFF );
5815 const std::vector<FxCreature*>& vecCreature ,
5817 int nPropertyDamage ,
5820 int nThreatRate = 100,
5821 int nAttackerID = 0,
5823 int nIgnoreDefence = 0);
5836 int HealthMultiTargets( FxCreature* pSrcActor ,
const std::vector<FxCreature*>& vecCreature ,
5837 int nHealValue ,
int nSkillID ,
int nThreatRate ,
int nAttackerID ,
bool bSkill);
5996 int RepairAllEquip( FxCreature* pActor,
int nRate,
int nQuality,
int nLevel );
6011 int RepairSingleEquip( FxCreature* pActor,
int nBagIndex,
int nPosIndex,
int nRate,
int nQuality,
int nLevel );
6031 int ClearBag(FxCreature* pActor , EBagType eBagType);
6087 int AddActorExpByValue( FxCreature* pActor,
unsigned long nValue,
unsigned long nRate = 1 );
6137 int AddTitleToRole(FxCreature* pActor, UINT32 ui32TitleID,
bool bActive =
false);
6158 int SetFixNameToActor( FxCreature* pActor, FxCreature* pFixActor,
int nFixNameType);
6169 int GetBuffCount(FxCreature* pCreature , UINT32 uiBuffID);
6207 void SetBuffLogicValue( FxCreature* pCreature , UINT32 uiBuffID ,
int iLogicValue);
6238 int AddTaskToTeam( FxCreature* pSrcActor,
unsigned long nTaskID,
int nExcluded =
true,
unsigned long nDistance = 3200 );
6248 bool ReceiveTask(FxCreature* pCreature,
int uiTaskID);
6258 bool HintTask(FxCreature* pCreature,
int uiTaskID);
6269 bool CommitTask(FxCreature* pCreature,
int uiTaskID,
bool bForce =
false );
6280 bool ExsitTask(FxCreature* pCreature,
int uiTaskID);
6291 bool FailTask(FxCreature* pCreature,
int uiTaskID);
6301 bool ResetTask(FxCreature* pCreature,
int uiTaskID);
6313 bool FixMainTask(FxCreature* pCreature,
unsigned int uiFixTaskID,
unsigned int uiRecommendedTaskID);
6335 bool RemoveTask(FxCreature* pCreature,
int nTaskID);
6346 int EnableTaskTimer( FxCreature* pActor,
unsigned long nTaskID,
unsigned long nTimer );
6404 void FBSceneDescNotify(FxCreature* pCreature,
const FBSceneDescWrapper* pWrapper);
6495 FxCreature* pSrcActor,
6496 unsigned long nBulletID,
6501 bool bGravity =
true,
6502 unsigned long nDistance = 0,
6503 float fOffsetRadian = 0.00f,
6504 unsigned long nOffsetLength = 0,
6505 int nOffsetHeight = 0 );
6524 FxCreature* pSrcActor,
6525 unsigned long nBulletID,
6528 unsigned long nDistance,
6529 bool bGravity =
true,
6530 float fOffsetRadian = 0.00f,
6531 unsigned long nOffsetLength = 0,
6532 int nOffsetHeight = 0 );
6551 FxCreature* pSrcActor,
6552 unsigned long nBulletID,
6553 unsigned long nTargetID,
6555 bool bGravity =
true,
6556 unsigned long nDistance = 0,
6557 float fOffsetRadian = 0.00f,
6558 unsigned long nOffsetLength = 0,
6559 int nOffsetHeight = 0 );
6579 unsigned long GetActorByThreat( FxCreature* pSrcActor,
int nIndex,
int nDescend = 0 );
6619 int PrepareSkillPosByRange( FxCreature* pSrcActor,
int nCount,
int nRadius,
int nMinRadius = 0,
int nRelation = 0 );
6713 unsigned long GetOwnerID( FxCreature* pActor );
6723 int SetOwnerID( FxCreature* pActor,
unsigned long nOwnerID );
6765 unsigned long CreateRolePet(FxCreature* pCreature,
unsigned int nPetTemplateID);
6786 bool ChgRolePetMode(FxCreature* pCreature, pet_mode_cfg_id_t cfgID);
6803 unsigned long SetBit(
unsigned long &nInput,
int nBit );
6812 unsigned long UnsetBit(
unsigned long &nInput,
int nBit );
6823 bool CheckBit(
unsigned long nInput,
int nBit );
6839 bool CreateMonsterGroup(FxScene* pScene, MONSTER_GROUP_TYPE type,
unsigned int nCfgID,
float fPosX,
float fPosY,
float fPosZ);
6867 void SendAnnMsg(
const std::string& strMsg,
int nPriority = 1,
int nRepeatCnt = 1,
bool bToAllSvr =
false);
6878 void SendAnnMsg4Guild(
unsigned int nGuildID,
const std::string& strMsg,
int nPriority = 1,
int nRepeatCnt = 1,
unsigned int nGamstrID = MSG_ANY);
6963 const char* szTile ,
6964 const char* szText ,
6965 UINT32 uiReceiverGetMoney = 0,
6966 UINT32 uiReceiverGetBindMoney = 0,
6967 UINT32 uiReceiverCostMoney = 0,
6968 UINT32 uiReceiverCostBindMoney = 0,
6969 UINT32 uiItemID = INVALID_ITEM_ID,
6970 UINT32 uiItemNum = 1,
6971 int nBindType = -1);
6987 const char* szTile ,
6988 const char* szText ,
6989 UINT32 uiReceiverGetMoney = 0,
6990 UINT32 uiReceiverGetBindMoney = 0,
6991 UINT32 uiReceiverCostMoney = 0,
6992 UINT32 uiReceiverCostBindMoney = 0,
6993 UINT32 uiItemID = INVALID_ITEM_ID,
6994 UINT32 uiItemNum = 1,
6995 int nBindType = -1);
7253 void AddRoleActivityIntegral(FxCreature* pActor,
unsigned int nActivityTID,
unsigned int type,
int nIntegral);
7266 void SendActivityRewardMail(
unsigned int nActivityTID,
int nRankMin,
int nRankMax,
7270 UINT32 uiItemID = INVALID_ITEM_ID,
7271 UINT32 uiItemNum = 1,
7272 int nBindType = -1);
7281 void ActivityTimer(
unsigned int nTemplateID,
unsigned int nTimerID,
unsigned int nSecondAfter);
7364 int EndStall( FxCreature* pActor );
7373 void EndGuildWar(
unsigned short wSceneBaseID,
unsigned int dwGuildAId,
unsigned int dwGuildBId);
7389 void GuildWarResult(
unsigned short wSceneBaseID,
unsigned int dwGuildAId,
unsigned int dwGuildAScore,
unsigned int dwGuildAGetGoods,
unsigned int dwGuildAJoinNum,
7390 unsigned int dwGuildBId,
unsigned int dwGuildBScore,
unsigned int dwGuildBGetGoods,
unsigned int dwGuildBJoinNum,
unsigned int dwSucGuildID);
7411 int SetGuildXTNpcId( FxCreature* pActor,
int nXTId,
int nXTNpcId,
int nTreeNpcId,
int nTreeBrandNpcId );
7432 int GetGuildXTInfo(
int nGuildId,
int nXTId,
int& bOpen,
int& nSeedId,
int& nTreeLv );
7467 unsigned int GetGuildBuildLvl(
unsigned int guildID, EGuildBuildType eType);
7493 void SetTaskCheckerProperty(XTaskChecker* pChecker,
const std::string& rstrKey,
const std::string& rstrVal);
7514 int GetStaticPracticeData( FxCreature* pActor,
int& bIsGetExp,
int& bIsGetSoul,
int& bIsGetSpirit,
int& byLv);
7539 int ModifyStaticPracticeEarn( FxCreature* pActor,
int nAddExp,
int nAddSoul,
int nAddSpirit,
unsigned long nItemID = -1,
bool bSkill =
true );
7582 unsigned long nSrcID,
7583 unsigned long nPetID,
7585 std::string strName,
7586 unsigned long nRandomPos = 0,
7587 unsigned long nTime = 0xFFFFFFFF,
7588 float fOrientation = 0.00f,
7589 unsigned long nMinRandPos = 0 ,
7590 unsigned long nUpHeight = 2000 ,
7591 bool bGravity =
true);
7601 int RemovePet( FxCreature* pActor,
bool bImmediately =
false );
7634 int ChangeModel( FxCreature* pActor,
unsigned long nModelId );
7643 int AddPet( FxCreature* pActor,
unsigned long nPetTId );
7689 unsigned int GetMatchScore(FxScene* pScene,
unsigned int nUnitIndex, NSMatch::EScoreType eType);
7699 int ModifyMatchScore(FxScene* pScene,
unsigned int nUnitIndex, NSMatch::EScoreType eType,
int nDiffVal);
7709 int SetMatchScore(FxScene* pScene,
unsigned int nUnitIndex, NSMatch::EScoreType eType,
unsigned int nValue);
7711 int SetMatchFinish(FxScene* pScene);
7729 unsigned int GetMatchResult(FxScene* pScene,
unsigned int nUnitIndex,
unsigned int& nTotalScore);
7756 int SetMatchRewardID4Unit(FxScene* pScene,
unsigned int nUnitIndex,
unsigned int nBaseRewardID,
unsigned int nRankRewardID,
unsigned int nScoreRewardID);
7783 unsigned int SetMatchStatusLife(FxScene* pScene, NSMatch::EScnenStatus eStatus,
unsigned int nLife);
7800 unsigned int SendMatchStatus(FxScene* pScene, NSMatch::EScnenStatus eStatus, FxCreature* pActor);
7817 unsigned int GetMoneyNum(FxCreature* pActor,
unsigned int nMoneyType);
7851 void SetDPSData( FxCreature* pActor,
int nCmd );
7860 void RecommendDPS( FxCreature* pActor,
unsigned long nValue );
7871 void RecommendReward_Item( FxCreature* pActor,
unsigned long nKey,
unsigned long nItemId,
unsigned long nCount );
7889 #if defined __cplusplus unsigned int AddRoleSceneLvlWinCnt(unsigned long dwRoleObjID)
角色副本不同难度胜利加1
int ModifyActorProperty_SpellAttack_ByValue(FxCreature *pSrcActor, int nValue)
按数值修改角色pSrcActor的物理攻击
void ModifyActorUnbeat(FxCreature *pActor, int nDeltaValue)
修正角色的Unbeat数值
unsigned long GetActorLooterID(FxCreature *pActor)
获取拾取者的对象ID
int SetActorStance(FxCreature *pActor, int nStance)
设置角色pActor的逻辑姿态,土系鬼神形态的逻辑
char * GetActorName(FxCreature *pActor)
获取角色pActor的名字
bool CommitTask(FxCreature *pCreature, int uiTaskID, bool bForce=false)
让角色pCreature的任务uiTaskID提交
int SetSkillBonusByTalent_EffectParam1(FxCreature *pActor, unsigned long nSkillID, long nInputValue)
设置角色pActor的特定技能nSkillID的效果参数1
int FetchTarget(FxCreature *pSrcActor, unsigned long nTargetID=-1, float fAngle=0.0f, float fRad=0.0f)
角色pSrcActor抓取20码内的指定目标到自己身边(远程)
int GetMonster_AttackRangeChgVal(FxCreature *pActor)
获取怪物&NPC的警戒范围改变值
int PlayEffect(FxCreature *pActor, int nEffictId)
角色pActor播放场景特效。
int ModifyMoney1ToActor(FxCreature *pActor, int nValue, UINT8 byEventType, int iExData)
给角色pActor增加一级(绑定)货币,指定nValue的数值
int GetPracticeSmallLv(FxCreature *pActor)
获取修炼小境界(0-3)
int DropLoot(FxCreature *pActor, unsigned long nMonsterID, int nLootID, unsigned long nMinRadius=0, unsigned long nMaxRadius=100)
为pActor掉落nLootID的东西。要掉在地上。和AddLootTo*的区别就在于此。不打算在AddLootTo*里面耦合实现。 ...
unsigned int GetGuildActivityGoods(unsigned int nGuildID, UINT8 nType)
获取工会活动支付的款项
int GetActorGuildDonateValue(FxCreature *pActor)
获取角色pActor的公会捐献度。这里角色只有玩家才有效
int ModifyActorProperty_PhysicDefence_ByRate(FxCreature *pSrcActor, int nRate)
按百分比修改角色pSrcActor的物理防御
void RemoveMonsterDelay(unsigned int nObjID)
延迟(下一)移除怪物&NPC
int ModifyTargetProperty_Speed_ByRate(FxCreature *pSrcActor, int nRate)
修改角色pSrcActor的目标的速度比率
void SimulatePlayVideo(FxCreature *pCreature, int iVideoTID)
角色pCreature模拟播放video,并且触发成就
int PrepareSkillPosByTarget(FxCreature *pSrcActor)
角色pSrcActor选定自己的目标,预备为技能的目标点。
unsigned int GetRoleMaxReliveHomeCnt(FxCreature *pActor)
获取最大角色复活次数
int ResetActorAtomState(FxCreature *pActor, unsigned long nAtomState)
重置(清空)角色pActor的原子状态数值。
int GetRoleBusinessStatus(FxCreature *pActor)
获取角色pActor的逻辑状态
int BeginSkillCD(FxCreature *pSrcActor, int nSkillID, int nCDTime=0)
让角色pSrcActor的技能nSkillID进入CD,持续时间nCDTime。0表示进入配置CD
int GetOnlyOwnerVisible(FxCreature *pActor)
获取角色pActor的是否只有所有者可见数值。
int RecoverConsumeByRate_Energy(FxCreature *pSrcActor, int nRate, int bStrict=0, int nShowInfo=0)
按比例恢复pSrcActor的消耗体系数值,盗贼的能量版本,在一些特定的判定之后,会调用RecoverConsumeByRate ...
void SetDPSData(FxCreature *pActor, int nCmd)
控制DPS统计数据
int DisableDefaultSkill(FxCreature *pSrcActor)
角色pSrcActor关闭自身技能条,并让自身技能都不可用
int BuildMatchResult(FxScene *pScene)
构建排名及分数结果
int HealthRange(FxCreature *pActor, unsigned long nSkillID, int nValue, unsigned long nRadius, int nMaxCount, int bTargetExclude=0, int bByTarget=0, int nThreatRate=100, bool bShared=false, unsigned long nRealAttackerID=0, bool bSkill=true)
角色pActor以自身为圆心进行范围治疗。
int ModifyActorProperty_PhysicHit_ByBaseRate(FxCreature *pSrcActor, int nRate)
按基础百分比修改角色pSrcActor的命中
int GetMasterObjId(FxCreature *pActor)
获取主人的ObjId
int AddPet(FxCreature *pActor, unsigned long nPetTId)
添加宠物到宠物包裹
int GetActorProperty_HuoResistance(FxCreature *pSrcActor)
获取角色pSrcActor的火抗性
int TryModifyStoneEnergy(FxCreature *pActor, int nDeltaValue)
pActor尝试是否能给传送灵石充能量
int ModifyActorProperty_StatusResistance_ByValue(FxCreature *pSrcActor, int nDeltaValue)
按基础数值修改角色pSrcActor的状态抗性
int AddBuffToActorByParam(FxCreature *pSrcActor, unsigned long nBuffID, int nParam, unsigned short nLevel, unsigned short nCount)
角色pSrcActor给自己添加buff,动态指定一个参数
const char * GetAcNameByTID(UINT32 ui32TID)
根据采集物的模板ID查询物品的名字
void SendRoleMsg(FxCreature *pCreature, UINT32 ui32LocalType, UINT32 ui32MsgType, UINT32 ui32MsgID, std::string strMsg)
把游戏文本信息发送玩家
float GetActorOrientation(FxCreature *pActor)
获取角色对象pActor的朝向。
int BeginStall(FxCreature *pActor)
角色pActor进入摆摊。
int GetActorAtomState(FxCreature *pActor, unsigned long nAtomState)
获取角色pActor的原子状态数值。
int GetHealth(FxCreature *pActor)
返回角色pActor自身的治疗效果
FxAcquisition * GetDoodadByID(unsigned long nID)
根据指定的ID查找Doodad。
int RepairAllEquip(FxCreature *pActor, int nRate, int nQuality, int nLevel)
修理角色pActor身上的所有装备,不超过品质nQuality,等级nLevel
int AttackTargetEx_Physic(FxCreature *pActor, FxCreature *pTarget, int nBaseDamage, int nSpellDamage, int nDamageType, int nThreatRate=100, int bIgnoreDefence=0)
角色pActor对目标造成物理伤害,高级版本。
int GetSoul(FxCreature *pActor)
查询角色pActor的魂元数值。
int RemoveMonster(FxCreature *pActor, unsigned long nTemplateID, bool bImmediately=false, FxScene *pInputScene=NULL, unsigned long nCount=-1, int nByOwner=0)
在角色pActor相同的场景里,或者指定的场景pInputScene里,移除nCount个模版为nTemplateID的怪物 ...
int SetActorImmunity_LostControl(FxCreature *pActor)
给角色pActor设置针对“失去控制”的免疫。
bool SendSystemMailByRoleId(unsigned long nRoleID, const char *szTile, const char *szText, UINT32 uiReceiverGetMoney=0, UINT32 uiReceiverGetBindMoney=0, UINT32 uiReceiverCostMoney=0, UINT32 uiReceiverCostBindMoney=0, UINT32 uiItemID=INVALID_ITEM_ID, UINT32 uiItemNum=1, int nBindType=-1)
系统发送单个玩家邮件,暂不考虑群发和并包
void RecommendReward_Item(FxCreature *pActor, unsigned long nKey, unsigned long nItemId, unsigned long nCount)
通知推荐道具奖励
int UnRegisterSceneGlobalNPC(FxCreature *pActor)
角色pActor反注册自己为场景级别的全局NPC
void SetActorLooterID(FxCreature *pActor, unsigned long nObjID)
设置拾取者的对象ID
int GetSkillStaticParam_Time1(unsigned long nSkillID, int &nValue)
获取技能nSkillID的相关静态配置:吟唱时间。
int ModifyActorTalentBonus_TotalDamageValue(FxCreature *pActor, int nDeltaValue)
修正角色pActor在一次攻击中最终输出的伤害的数值。
int ModifySceneFlexibleStrArgv(FxScene *pScene, const char *strArgvName, const char *strArgvValue)
修改文本类型场景灵活参数请求。
int ModifyActorProperty_Health_ByValue(FxCreature *pSrcActor, int nValue)
按数值修改角色pSrcActor的治疗
unsigned int GetSPracticeRemainCount(FxCreature *pActor)
获得当前静修剩余次数
int BeginBatchAddItemToActor(FxCreature *pActor)
角色pActor开始一个批量添加道具的事务
int ModifyActorUniqueValue(FxCreature *pActor, int nDeltaValue)
角色pActor修正龙魂值。
int FlashSkill(FxCreature *pSrcActor, int nSkillID)
角色pSrcActor激发一次技能nSkillID的图标闪烁
int SetActorTalentBonus_DuraConsumeRate(FxCreature *pActor, short nValue)
设置角色pActor的装备耐久消耗倍率
int ModifyTargetProperty_PhysicCrit_ByRate(FxCreature *pSrcActor, int nRate)
按百分比修改角色pSrcActor的目标的物理暴击率
int AddBuffToTeam(FxCreature *pSrcActor, unsigned long nBuffID, int nLevel, unsigned short nCount=1, unsigned long nDistance=3200)
角色pSrcActor给自己所在的小队附近的玩家添加buff。附近的意思是,击杀怪物时的loot权范围 ...
int AttackTargetNearby_Spell(FxCreature *pSrcActor, int nRadius, int nDamage, int nSpellDamage, int nDamageType, unsigned long nSkillID, int nMaxCount, bool bTargetExclude=false, bool bByTarget=false, unsigned long nRealAttackerID=0, bool bSkill=true, int nThreatRate=100, int nIgnoreDefence=0, int nMinRandius=0, unsigned long nEffectHeight=0xFFFFFFFF)
角色pSrcActor对附近目标造成法术伤害,圆周
int BeginCruise(FxCreature *pActor, unsigned long nRouteID)
让角色pActor开始按照nRouteID巡航。
int ModifyActorProperty_ZhenYuan_ByValue(FxCreature *pSrcActor, int nValue)
按数值修改pSrcActor的__基础__真元
void TriggerRoleAttendActivity(FxCreature *pActor, unsigned int nActivityTID)
触发角色参加某项活动
int GetMonsterTemplateID(FxMonster *pMonster)
按怪物的实例查询怪物的模板ID
void WriteLog(unsigned int nCfgID, const char *lpstrLog)
写日志
void SendFreeMsg(FxCreature *pActor, const FreeMsgWrapper &msgWrapper)
发送自由消息
int GetSkillStatus(FxCreature *pSrcActor, int nSkillID)
获取角色pSrcActor的技能nSkillID的可用状态
int RecoverConsumeByRate_Rage(FxCreature *pSrcActor, int nRate, int bStrict=0, int nShowInfo=0)
按比例恢复pSrcActor的消耗体系数值,战士的怒气版本,在一些特定的判定之后,会调用RecoverConsumeByRate ...
int ModifyActorProperty_PhysicCritRate_ByValue(FxCreature *pSrcActor, int nValue)
按数值修改角色pSrcActor的物理暴击率
int GetActorStance(FxCreature *pActor)
获取角色pActor的逻辑姿态,目前用于土系鬼神形态的逻辑
int ModifyActorProperty_SP(FxCreature *pSrcActor, int nSP)
修正pSrcActor的消耗值
int InterruptCasting(FxCreature *pSrcActor)
打断pSrcActor的目标的当前施法,如吟唱,引导。
unsigned long GetOnlineTime(FxCreature *pActor)
得到玩家的在线时间
int GetActorDoomStep(FxCreature *pActor)
获取角色pActor的当前渡劫步骤。
int GetActorProperty_LiLiang(FxCreature *pSrcActor, bool bBase=false)
获取角色的力量
int AddBuffToArea_Line(FxCreature *pSrcActor, int nLength, int nMaxCount, bool bEnemy, unsigned long nBuffID, int nLevel, unsigned short nCount=1)
角色pSrcActor给自己所面向的线性区域添加buff。
int ModifyTargetProperty_PhysicHit_ByRate(FxCreature *pSrcActor, int nRate)
按基础百分比修改角色pSrcActor的目标的命中
unsigned int GetMatchUnitIndexBeforeEnterScene(FxCreature *pActor, FxScene *pScene)
获取竞技场pActor的参赛团体序号 enterscene 完成之前可用,尽量用GetMatchUnitIndex
int AddBuffToTargetByTotalValue(FxCreature *pSrcActor, FxCreature *pTarget, unsigned long nBuffID, unsigned long nValue, unsigned short nLevel, unsigned short nCount)
角色pSrcActor给角色pSrcActor的当前目标添加DOT/HOT类型的buff,动态指定总值的版本
unsigned int SetMatchStatusLife(FxScene *pScene, NSMatch::EScnenStatus eStatus, unsigned int nLife)
设置竞技场指定状态的周期
int GetRoleTripCustomData1(FxCreature *pActor)
获取角色pActor的转跳数据1
int AddBuffToNPCByTemplate(FxScene *pScene, unsigned long nNPCID, unsigned long nBuffID, int nLevel, int nCount)
给指定场景的特定模版ID的NPC加buff。
int ResumeConsumeValue_Rage(FxCreature *pSrcActor, int nValue, int nShowInfo=0)
按数值恢复pSrcActor的消耗体系数值,战士的怒气版本,在一些特定的判定之后,会调用ResumeConsumeValue ...
int GetActorDeathNotify(FxCreature *pActor)
返回角色pActor的死亡通知标记。
int SetBeginnerBit_EnterScene(unsigned long nActorID, bool bRoleID=false)
设置角色ID为nActorID的角色,“新手进入场景标志”为1。
int ChargeSoul(FxCreature *pActor, unsigned long nValue)
角色pActor向魂元石充电,充电。
int CheckTargetRelation_Enemy(FxCreature *pSrcActor, unsigned long nTargetID=0xFFFFFFFF, bool bSelect=false)
判定pSrcActor的目标关系类型,是否为敌对
int PrepareSkillPosByRangeActor(FxCreature *pSrcActor, int nCount, int nRadius, int nMinRadius=0, int nRelation=0)
角色pSrcActor选定范围中的若干个角色目标,预备为技能的目标点。
int RescueMonster(FxCreature *pActor, unsigned long nMonsterID, unsigned long nCount=1, unsigned long nRandomPos=400, unsigned long nTime=0xFFFFFFFF, float fOrientation=0.00f, unsigned long nUpHeight=2000)
角色pActor在自身位置nRandomPos半径内随机的位置以营救的方式召唤怪物,模板ID为nMonsterID,个数为nCount ...
int CastItem(FxCreature *pActor, unsigned long nItemID, unsigned int nCount=1, bool bForce=true, bool bForceSelf=false, bool bStrick=false)
角色pActor使用物品,仅限于普通背包。
int GetWeaponHealth(FxCreature *pActor)
返回角色pActor当前装备下的武器治疗。
void ShowGuildWarPKRollsDlg(FxCreature *pActor, unsigned short wSceneBaseID)
让客户端显示公会战对战单对话框
int BlinkActor(FxCreature *pActor, unsigned long nDistance)
让角色pActor闪现到前方nDistance的距离,单位是厘米
int ModifyActorTalentBonus_TotalDamageRate(FxCreature *pActor, int nDeltaRate)
修正角色pActor在一次攻击中最终输出的伤害的比例。
unsigned int GetRoleReliveHereCnt(FxCreature *pActor)
获取角色原地复活次数
int SetActorAtomState(FxCreature *pActor, unsigned long nAtomState)
设置角色pActor的原子状态数值。
int GetActorConsumeFlag(FxCreature *pActor)
获取角色pActor的消耗体系标记,用于支持土系这种消耗体系。
int IsGuildXTSucCreate(int nGuildId)
获取公会仙田是否成功创建。
int GetGlobalSetting_Skill_Ride()
获取全局配置之:坐骑技能
int GetRoleTripCustomData2(FxCreature *pActor)
获取角色pActor的转跳数据2
int AttackMultiTargets_Physic(FxCreature *pSrcActor, const std::vector< FxCreature *> &vecCreature, int nPhyDamage, int nPropertyDamage, int nPropertyType, int nSkillID, int nThreatRate=100, int nAttackerID=0, bool bSkill=true, int nIgnoreDefence=0, unsigned long nFakeAttackID=0, unsigned long nEffectHeight=0xFFFFFFFF)
物理攻击多个角色,附带相同的伤害值
int GetTalentStatus(FxCreature *pActor, unsigned short nTalentID)
查询角色pActor的某个天赋状态,参数是角色对象的版本
int GetActorProperty_ShanBi(FxCreature *pSrcActor)
获取角色pSrcActor的闪避率
int ModifyActorTalentBonus_SpellDamageRate(FxCreature *pActor, int nDeltaRate)
修正角色pActor在一次攻击中最终输出的__法术__伤害的比例,不包含属性伤害。
int AttackTarget_Spell(FxCreature *pActor, FxCreature *pTarget, int nDamage, int nThreatRate=100, int bIgnoreDefence=0)
角色pActor对目标造法术伤害。
int DamageOverTime_Simple(FxCreature *pActor, unsigned long nCasterID, unsigned long nBuffID, unsigned long nValue, unsigned long nDamage, int nDamageType, int nThreatRate=100)
nCasterID给角色pActor造成单次的DOT伤害,DOT类型buff的OnPulse的实现。简单版本,即纯数值伤害,忽略任何...
int ModifyGuildGoods(unsigned int nGuildID, int nChgVal)
修改公会资金
int RushAhead(FxCreature *pSrcActor, int nDistance)
角色pSrcActor向前方冲锋nDistance的距离
std::vector< FxCreature * > & GetActorsInRingByActor1(FxScene *pScene, const Utility::Vector3 &pos, int nInterRadius, int nOutRadius, unsigned short nCount, FxCreature *pSrcCheckActor, bool bEnemyOnly)
获取圆环范围内制定上限数量的Actors,并且根据Actor自身的立场进行一些剔除
int GetActorProperty_MP(FxCreature *pSrcActor)
获取角色pSrcActor的消耗
int GetActorProperty_Speed_ByRate(FxCreature *pSrcActor)
获取角色pSrcActor的速度比率
int CommitSceneFlexibleNumArgvREQ(FxScene *pScene)
提交场景灵活参数请求。
int ModifyActorTalentBonus_DianQuanRate(FxCreature *pActor, short nDeltaValue)
修改角色pActor的获取点券的倍率
int ModifyActorProperty_TiZhi_ByValue(FxCreature *pSrcActor, int nValue)
按数值修改pSrcActor的__基础__体质
int FireToPos(FxCreature *pSrcActor, unsigned long nBulletID, int nSpeed, int nX, int nY, int nZ=-1, bool bGravity=true, unsigned long nDistance=0, float fOffsetRadian=0.00f, unsigned long nOffsetLength=0, int nOffsetHeight=0)
角色pSrcActor朝指定的坐标点nX, nY, nZ发射子弹。如果指定nDistance距离,则以此距离为准 ...
int SetActorTalentBonus_IntonateRate(FxCreature *pActor, short nValue)
设置角色pActor的技能吟唱时间倍率
bool UndoRequest(FxCreature *pActor, unsigned long nType)
请求玩家pActor取消做某事
int DeactivateSkill(FxCreature *pSrcActor, int nSkillID)
角色pSrcActor取消技能nSkillID的高亮
int GetBuffLogicValue(FxCreature *pCreature, UINT32 uiBuffID)
角色pCreature查询特定buff的逻辑数值
int IsBagFull(FxCreature *pActor)
查询角色pActor的背包是否满了
int RemoveShieldFromActorByTeamMate(FxCreature *pActor, unsigned long nShieldID=-1)
从角色pActor身上移除队友添加的,ID为nShieldID的护盾
int CreateTaskMonster(FxCreature *pActor, unsigned long nTaskID, unsigned long nMonsterID, unsigned long nRouteID)
给角色pActor创建任务怪nMonsterID,任务为nTaskID,路径为nRouteID
int RemoveShieldFromTarget(FxCreature *pActor, unsigned long nShieldID=-1)
从角色pActor的目标身上移除ID为nShieldID的护盾
int DisperseBuffFromTarget(FxCreature *pActor, int nIsDebuff, int nLogicType, unsigned long nTargetID=-1)
从角色pActor的目标的身上驱散所有DeBuff。
int CheckCanAddPet(FxCreature *pActor, unsigned long nPetTId)
检测是否能添加宠物到宠物包裹
int SetLastError_Skill(FxCreature *pActor, int nErrorCode)
给角色pActor发送技能的错误信息。
void TryPromptGWarStart(unsigned short wSceneBaseID)
通知公会战开始(尝试通知,如果公会战不满足开始,则不会通知,即内部有经验逻辑)
int SetActorProperty_ShanBi_ByRate(FxCreature *pSrcActor, int nRate)
设置角色pSrcActor的闪避率
int GetSkillStaticParam_RelationType(unsigned long nSkillID, int &nValue)
获取技能nSkillID的相关静态配置:关系类型。
int ClearActorImmunity_LostControl(FxCreature *pActor)
给角色pActor清除针对“失去控制”的免疫。
int GetTargetProperty_MaxHP(FxCreature *pSrcActor, FxCreature *pTarget=NULL)
获取角色pSrcActor的目标的气血上限
int ResumeConsumeValue_Energy(FxCreature *pSrcActor, int nValue, int nShowInfo=0)
按数值恢复pSrcActor的消耗体系数值,盗贼的能量版本,在一些特定的判定之后,会调用ResumeConsumeValue ...
int SwitchTargetVisable(FxCreature *pActor)
角色pActor让自己的目标切换隐身状态。
int GetActorProperty_Tu(FxCreature *pSrcActor)
获取角色pSrcActor的土属性
int ActivateSkill(FxCreature *pSrcActor, int nSkillID)
角色pSrcActor开启技能nSkillID的高亮
int GetActorProperty_ShenFa(FxCreature *pSrcActor, bool bBase=false)
获取角色的身法
int ModifyShortCutBar(FxCreature *pActor, unsigned long nItemID, unsigned short nBarIndex, unsigned short nBarPosIndex)
设置角色pActor的快捷栏。
unsigned long GetTeamLeader(unsigned long nTeamID)
获取nTeamID作为ID所表示的队伍的队长的角色ID。
std::vector< FxCreature * > & GetActorsInRingByActor2(FxCreature *pSrcActor, int nInterRadius, int nOutRadius, unsigned short nCount, FxCreature *pSrcCheckActor, bool bEnemyOnly)
获取圆环范围内制定上限数量的Actors,并且根据Actor自身的立场进行一些剔除
ETollgateLvl GetSceneCustomData_TollgateLvl(FxScene *pScene)
获取场景&副本自定义数据 关卡难度
unsigned int GetRoleSceneWinCnt(unsigned long dwRoleObjID, unsigned short nBaseSceneID)
获取角色副本胜利次数
bool DoRequest(FxCreature *pActor, unsigned long nType)
请求玩家pActor做某事
int SetStaticPracticeData(FxCreature *pActor, int bIsGetExp, int bIsGetSoul, int bIsGetSpirit)
设置角色静修数据
int SetTargetVisable(FxCreature *pActor, int nVisable)
设置角色pActor的目标的隐身状态。
int GetSceneCustomData(FxScene *pScene)
获取场景&副本自定义数据
unsigned long SetBit(unsigned long &nInput, int nBit)
给输入的整数nInput设置nBit位为1
int ModifyActorProperty_ShenFa_ByRate(FxCreature *pSrcActor, int nRate)
按数值修改pSrcActor的__基础__身法
void SimulateKillMonster(FxCreature *pCreature, int iMousterTID)
角色pCreature模拟杀死一只怪,并且触发成就
void SetDailyTarget_TiaoTai(FxCreature *pActor, int iNum)
设置跳台数
int BlastDOTFromTarget(FxCreature *pActor, FxCreature *pTarget=NULL)
引爆角色pActor的目标身上的DOT。
void SetTaskCheckerProperty(XTaskChecker *pChecker, const std::string &rstrKey, const std::string &rstrVal)
设置Taskchecker里的属性
int ModifyActorProperty_QiXueShangXian_ByRate(FxCreature *pSrcActor, int nRate)
按比例修改角色pSrcActor的气血上限
int ModifyActorProperty_SpellPenetration_ByRate(FxCreature *pSrcActor, int nRate)
按百分比修改角色pSrcActor的法术穿透
unsigned int GetDropResult(UINT32 dwDropCfgID)
根据掉落ID获取掉落的奖品ID号
FxCreature * Role2Creature(FxRole *pRole)
把玩家(FxRole)对象转为角色(FxCreature)对象
int ModifyActorProperty_MaxMP_ByValue(FxCreature *pSrcActor, int nValue)
按数值修改角色pSrcActor的灵力上限
int ModifyTargetProperty_JinResistance_ByValue(FxCreature *pSrcActor, int nDeltaValue)
按基础数值修改角色pSrcActor的目标的金抗性
unsigned long GetActorKillerID(FxCreature *pActor)
获取击杀者的对象ID
unsigned long GetTemplateID(unsigned long nObjID)
按怪物的实例ID查询怪物的模板ID
int GetActorPick(FxCreature *pActor)
获取角色pActor的pick状态。
int ModifyLifeSkillConsume(FxCreature *pActor, int nDeltaValue)
修改角色pActor的生活技能消耗值。
int AddressDebug(char *pAddress)
地址调试打印,按16进制打印输入的地址
int ModifySkillBonusByTalent_Consume(FxCreature *pActor, unsigned long nSkillID, long nDeltaValue)
修改角色pActor的特定技能nSkillID的消耗值,变化量nDeltaValue
bool BindAI(FxCreature *pActor, UINT32 nAIID)
给生物pActor绑定AI
int RemoveShieldFromActorByCaster(FxCreature *pActor, unsigned long nCasterID, unsigned long nShieldID=-1)
从角色pActor身上移除指定的角色nCasterID添加的,ID为nShieldID的护盾
FreeMsgWrapper * GetFreeMsgWrapper(void)
获取一个FreeMsgWrapper
int GetActorTalentBonus_InputSpellDamage(FxCreature *pActor)
设置角色pActor的法术伤害输入的比率。输入就是,被攻击。
int PushTarget(FxCreature *pSrcActor, int nDistance)
推开pSrcActor的目标,距离为nDistance
bool RemoveTask(FxCreature *pCreature, int nTaskID)
删除角色pCreature的任务nTaskID。
int ClearBag(FxCreature *pActor, EBagType eBagType)
清空角色指定背包里所有的物品
int GetTargetProperty_HP(FxCreature *pSrcActor)
获取角色pSrcActor的目标的气血
int AddGuildTreeGrowth(FxCreature *pActor, FxCreature *pTree, int nValue)
增加公会神树成长值。
int ModifyActorTalentBonus_IntolateDamage(FxCreature *pActor, int nDeltaRate)
按比例修正角色pActor的__吟唱__法术的伤害的比例。吟唱法术的意思是:Time1大于0,Time2等于0 ...
void EnableSceneRoleEnter(FxScene *pScene)
允许场景&副本进入
void SetShortCutBarPage(FxCreature *pActor, int nPageIndex)
设置角色pActor的快捷栏的当前页。
int RemoveCombatDataRecorder(FxCreature *pSrcActor, unsigned long nKey)
删除pSrcActor所保留的key相关的战斗数据
int ModifyActorTalentBonus_SoulRate(FxCreature *pActor, short nDeltaValue)
修改角色pActor的获取魂元的倍率
void AddRoleActivityIntegral(FxCreature *pActor, unsigned int nActivityTID, unsigned int type, int nIntegral)
给角色加活动积分
bool ExsitTask(FxCreature *pCreature, int uiTaskID)
检测角色pCreature是否存在任务uiTaskID
int CheckStallCondition_Logic(FxCreature *pActor)
设置角色pActor是否符合摆摊所需的逻辑条件。
bool ActivityStart(unsigned int nTemplateID)
开始一个活动
unsigned int GetMoneyNum(FxCreature *pActor, unsigned int nMoneyType)
获得玩家身上的金钱数量
unsigned long SetTarget(FxCreature *pActor, FxCreature *pTarget)
设置角色pActor的目标为pTarget。
unsigned int GetRoleReliveHomeCnt(FxCreature *pActor)
获取角色复活次数
int SetMatchRewardID4Unit(FxScene *pScene, unsigned int nUnitIndex, unsigned int nBaseRewardID, unsigned int nRankRewardID, unsigned int nScoreRewardID)
竞技场 为指定的团体设置奖励ID
int DamageMultiTargets_Rate(FxCreature *pActor, const std::vector< FxCreature *> &vecCreature, unsigned long nSkillID, float fDamageRate, int nThreatRate=100, unsigned long nRealAttackerID=0, bool bSkill=true)
角色pActor以自身为圆心进行范围治疗,对每个目标按其血量上限的比例进行恢复。
int ClearDebuffFromActorByLayer(FxCreature *pActor, int nLayer=-1)
从角色pActor的身上清除DeBuff层。
void SendAnnMsg(const std::string &strMsg, int nPriority=1, int nRepeatCnt=1, bool bToAllSvr=false)
发送公告消息
void SetActorName(FxCreature *pActor, char *szName)
设置角色pActor的名字
int EndStaticPracticeReq(FxCreature *pActor)
静修结束请求
int ModifyActorProperty_XianFa_ByValue(FxCreature *pSrcActor, int nValue)
按数值修改pSrcActor的__基础__仙法
int IncActorDoomStep(FxCreature *pActor)
增加角色pActor的渡劫步骤,增加1。
int SetActorControlBit_DenySkill(FxCreature *pActor)
给角色pActor设置免疫被使用技能。
void NotifyGuildWarResult(FxCreature *pActor, int nSceneBaseID, int nResult)
通知角色公会战的结果
int GetBuffBonusByIndex(unsigned long nBuffID, unsigned short nIndex, float &fBaseValue, float &fBonusValue)
在现有的技能/buff的XYZA体系下,返回ID为nBuffID的Buff的具体的变量nIndex的两个数据,形如{50,2}。
int ModifyActorTalentBonus_MoneyRate(FxCreature *pActor, short nDeltaValue)
修改角色pActor的获取货币1(铜币)的倍率
unsigned long GetOutlineTime(FxCreature *pActor)
得到玩家的下线时间
unsigned int GetMatchUnitIndex(FxCreature *pActor, FxScene *pScene)
获取竞技场pActor的参赛团体序号
int AddBuffToActor(FxCreature *pActor, unsigned long nBuffID, int nLevel, unsigned short nCount=1)
角色pActor给自己添加buff
int ControlActor_Stop(FxCreature *pSrcActor)
阻止pSrcActor的运动
int ModifyTargetTalentBonus_CommonDamage(FxCreature *pActor, short nDeltaValue)
修正角色pActor的目标受到的物理伤害的比例。
int CreateMonster(FxCreature *pActor, unsigned long nMonsterID, unsigned long nCount=1, unsigned long nRandomPos=400, unsigned long nTime=0xFFFFFFFF, float fOrientation=0.00f, unsigned long nMinRandPos=0, unsigned long nUpHeight=2000, bool bGravity=true)
角色pActor在自身位置nMinRandPos和nRandomPos半径之间的范围内随机的位置召唤怪物,模板ID为nMonsterID,个...
void FBSceneResultAwardNotify(FxCreature *pCreature, const FBSceneResultAwardWrapper *pWrapper)
给角色pCreature发送副本结算奖品通知
int CreateMonsterOnTargetEx(FxScene *pScene, FxCreature *pTarget, unsigned long nMonsterID, float fAngle=0.0f, float fRad=0.0f, unsigned long nTime=0xFFFFFFFF, float fOrientation=0.00f, unsigned long nUpHeight=2000, bool bGravity=true, unsigned long nSrcID=0)
角色pActor在目标pTarget的位置的由方向fAngle和半径fRad指定的极坐标位置召唤怪物,模板ID为nMonsterID,个...
int CheckDoodadStatus_Dead(FxAcquisition *pDoodad)
根据指定的对象查找Doodad的死亡状态。
int GetActorProperty_PhysicAttack_ByValueT10012(FxCreature *pSrcActor)
获取角色pSrcActor的石佑影响的攻击力数值
unsigned int GetRoleDayEnterSceneCount(FxCreature *pActor, unsigned short nSceneID)
获取角色今天进入某场景&副本次数
void ReleaseFreeMsgWrapper(FreeMsgWrapper *pFreeMsgWrapper)
释放一个FreeMsgWrapper
int SetSkillBonusByTalent_CritRate(FxCreature *pActor, unsigned long nSkillID, long nInputValue)
设置角色pActor的特定技能nSkillID的暴击率,百分比
int SetActorTalentBonus_Weapon(FxCreature *pActor, short nDeltaValue)
设置pActor的武器物理攻击的比率。
int CheckRegionStall(FxCreature *pActor)
查询角色pActor是否在摆摊区域。
int ModifyActorTalentBonus_SpellCritRate(FxCreature *pActor, short nDeltaValue)
修正角色pActor的法术的暴击的比例。
int RemoveBuffFromTarget(FxCreature *pActor, unsigned long nBuffID)
角色pActor给自己目标移除一个指定的buff。
int ControlActor_Rush(FxCreature *pActor)
角色pActorr让自己的目标冲到自己身边附近。
int GetDenyFlag(FxCreature *pSrcActor, unsigned short nFlag)
查询pSrcActor的某个禁止标记位是否被标记
int EnableSkillByCounter(FxCreature *pSrcActor, int nSkillID)
角色pSrcActor激活技能nSkillID,让此技能进入可用状态。该接口以计数方式激活,即激活3次禁用2次,还是激活...
bool CreateMonsterGroup(FxScene *pScene, MONSTER_GROUP_TYPE type, unsigned int nCfgID, float fPosX, float fPosY, float fPosZ)
创建怪物组
unsigned long GetFriendHpPercentLessThan(FxCreature *pActor, int nRadius, int nHpPercent)
角色pActor获取半径nRadius内,血量百分比少于nHpPercent的队友的实例ID
int ModifyActorTalentBonus_InputSpellDamage(FxCreature *pActor, short nDeltaValue)
修改角色pActor的法术伤害输入的比率。输入就是,被攻击。
int SetActorTalentBonus_ExpRate(FxCreature *pActor, short nValue)
设置角色pActor的获取魂元的倍率
int SetActorProperty_PhysicAttack_ByValueT10012(FxCreature *pSrcActor, int nValue)
按数值修改角色pSrcActor的石佑影响的攻击力数值
int FindTaskFromActor(FxCreature *pActor, unsigned long nTaskID)
查询角色pActor身上是否有任务nTaskID。
int ModifyActorProperty_MaxMP_ByRate(FxCreature *pSrcActor, int nRate)
按比例修改角色pSrcActor的灵力上限
int ModifyStoneEnergy(FxCreature *pActor, int nDeltaValue)
pActor给传送灵石充能量
unsigned int GetActorUnbeat(FxCreature *pActor)
获取角色的Unbeat数值
int RemoveAllCarrierSkill(FxCreature *pSrcActor)
移除角色pSrcActor的所有载具技能,并让载具技能条消失。
unsigned int GetRoleMaxReliveHereCnt(FxCreature *pActor)
获取最大角色原地复活次数
unsigned long AllocateObjectLink()
申请一个对象链接。
int GetActorProperty_XianFa(FxCreature *pSrcActor, bool bBase=false)
获取角色pSrcActor的仙法
FxAIState * GetAIState(FxCreature *pActor, UINT32 nStateIdx)
获取生物pActor的AI状态机对象
int ModifySkillBonusByTalent_Damage(FxCreature *pActor, unsigned long nSkillID, long nInputRate)
按百分比修改角色pActor的特定技能nSkillID的伤害
int ModifyActorProperty_TuResistance_ByValue(FxCreature *pSrcActor, int nDeltaValue)
按基础数值修改角色pSrcActor的土抗性
unsigned int GetRoleSceneLvlWinCnt(unsigned long dwRoleObjID, unsigned short nBaseSceneID, ETollgateLvl eLvl)
获取角色副本不同难度的胜利次数
unsigned int SendMatchStatus(FxScene *pScene, NSMatch::EScnenStatus eStatus, FxCreature *pActor)
发送竞技场指定状态的剩余时间
int ModifyActorTalentBonus_Health(FxCreature *pActor, short nDeltaValue)
修改角色pActor的法术治疗输出的效果。
int GetRoleEvilValue(FxCreature *pCreature)
获取角色pCreature的罪恶值
int PublishMatchReward(FxScene *pScene)
竞技场 执行奖励分配
FxScene * GetSceneByBaseID(unsigned long nBaseID)
根据nBaseID返回场景对象。
int GetActorEquip_Mount(FxCreature *pActor)
获取角色pActor的装备:坐骑位置。
int RetryClientTrigger(FxCreature *pActor)
请求角色pActor的客户端发起一次触发器检测
int ModifySkillBonusByTalent_Time1(FxCreature *pActor, unsigned long nSkillID, long nDeltaValue)
修改角色pActor的特定技能nSkillID的吟唱时间,单位是毫秒
void TriggerBeginnerGuide(FxCreature *pActor, unsigned long nGuideID)
通知角色pActor的客户端播放某新手引导
int ModifyActorProperty_GeDang_ByRate2(FxCreature *pSrcActor, int nRate)
按比例修改pSrcActor的__基础__格挡值,直接修正比例
void SetMonster_AttackRangeChgVal(FxCreature *pActor, int nValue)
设置怪物&NPC的警戒范围改变值,使用该函数可以使怪物&NPC的警戒范围增大或减小
int ClearActorControlBit_DenyMount(FxCreature *pActor)
给角色pActor清除禁止使用坐骑。
int ModifyActorProperty_MuResistance_ByValue(FxCreature *pSrcActor, int nDeltaValue)
按基础数值修改角色pSrcActor的木抗性
SPos & GetActorPos(FxCreature *pActor)
获取角色pActor的位置。
int GetActorTalentBonus_IntonateRate(FxCreature *pActor)
获取角色pActor的技能吟唱时间倍率
int RecoverConsumeByRate(FxCreature *pSrcActor, int nRate, int bStrict=0, int nShowInfo=0)
按比例恢复pSrcActor的消耗体系数值,核心版本
bool GetIsSkillCanFlipShortCutBarPage(FxCreature *pActor)
获取角色pActor是否可以通过技能进行翻页。
unsigned long GetSceneGlobalNPC(FxCreature *pActor, unsigned long nTemplateID)
角色pActor根据模板ID,获取自己所在场景的该模板ID的全局NPC实例
int ModifyTargetProperty_WuXingResistance_ByValue(FxCreature *pSrcActor, int nDeltaValue)
按基础数值修改角色pSrcActor的目标的五行抗性
int DisableActorDeathNotify(FxCreature *pActor)
禁用角色pActor的死亡通知。
int SetSkillBonusByTalent_ConsumeRate(FxCreature *pActor, unsigned long nSkillID, long nInputValue)
设置角色pActor的特定技能nSkillID的消耗百分比为nInputValue
unsigned long GetTargetID(FxCreature *pActor)
返回角色pActor的当前目标ID。
int AddShieldToActor(FxCreature *pActor, unsigned long nCasterID, unsigned long nShieldID, unsigned long nBuffID, int nMaxValue, unsigned long nDamageReceiver=-1)
给角色pActor添加ID为nShieldID的护盾,关联的buff是nBuffID
int HealthOverTime(FxCreature *pActor, unsigned long nCasterID, unsigned long nBuffID, unsigned long nValue, int nThreatRate=100)
nCasterID给角色pActor造成单次的HOT治疗,HOT类型buff的OnPulse的实现。
SGuildActivityReqireItem * GetGuildActivityRequire(unsigned int nGuildID, EGuildActivityType eType)
获取工会活动条件配置
int ModifyActorProperty_TiZhi_ByRate_Base(FxCreature *pSrcActor, int nRate)
按比例修改pSrcActor的__基础__体质,直接修正比例
int AddActorExpByValue(FxCreature *pActor, unsigned long nValue, unsigned long nRate=1)
按数值增加角色pActor的当前经验。
int ModifyThreatToActor(FxCreature *pTargetActor, unsigned long nCasterID, int nValue)
在pTargetActor身上增加ID为nCasterID的对象的nValue点威胁值
int AddBuffToActorByPulseValue(FxCreature *pSrcActor, unsigned long nBuffID, unsigned long nValue, unsigned short nLevel, unsigned short nCount, int nRefreshTime=1)
角色pSrcActor给自己添加DOT/HOT类型的buff,动态指定每跳数值
int AddActorExpByRate(FxCreature *pActor, int nRate)
按当前升级所需经验的百分比nRate增加角色pActor的当前经验。
int AttackTargetRectangle_Physic(FxCreature *pSrcActor, int nLength, int nDamage, int nSpellDamage, int nDamageType, unsigned long nSkillID, int nMaxCount, bool bTargetExclude=false, int nThreatRate=100, unsigned long nRealAttackerID=0, bool bSkill=true, int nIgnoreDefence=0, int nWidth=200, bool bToTarget=true)
角色pSrcActor对附近目标造成物理伤害,线状,矩形
int SetActorTalentBonus_ResumeOnBlock(FxCreature *pActor, short nDeltaValue)
设置pActor每次成功格挡之后恢复的HP。
int ReverseCall2(int &output1, int &output2, int &output3)
参数被改写的测试
int GetShortCutBarPage(FxCreature *pActor)
获取角色pActor的快捷栏的当前页。
int ClearEquips(FxCreature *pActor)
脱光角色pActor的所有装备,并删除
int GetEquipUseLevel(FxCreature *pActor, int nBagIndex, int nPosIndex)
获取pActor身上指定背包nBagIndex中指定位置nPosIndex的装备的使用等级,
unsigned int AddRandomLotteryReward(FxCreature *pActor, unsigned long nTime, unsigned int &rObjID)
添加第nTime次抽奖随机获得的道具ID
const char * GetSceneFlexibleStrArgv(FxScene *pScene, const char *strArgvName, const char *defaultVal)
获取文本类型场景灵活参数
int BatchAddItemToActor(FxCreature *pActor, unsigned long nItemID, UINT8 byEventType, int nCount=1, int nBindMode=-1, int iExData=0)
角色pActor在一个批量提交事务中的单次提交
int SCTaskUseItemNtf(FxCreature *pSrcActor, int iTaskID, int iTID)
角色pSrcActor通知客户端,任务所需的道具模板的ID
unsigned int ModifyRoleDayEnterSceneCount(FxCreature *pActor, unsigned short nSceneID, int nDeltaValue)
获取角色今天进入某场景&副本次数
int GetSceneFlexibleNumArgv(FxScene *pScene, const char *strArgvName, int defaultVal)
获取数字类型场景灵活参数
int RecoverHPByRate(FxCreature *pSrcActor, int nRate)
按比例恢复pSrcActor的生命值
void CastSkill4003YouxiaNtf(FxCreature *pCreature, float fBackLen)
角色pCreature使用特定的技能逻辑:游侠
unsigned long CheckCruise(FxCreature *pActor)
查找角色pActor当前的巡航路径ID。
int PrepareSkillPosByRange(FxCreature *pSrcActor, int nCount, int nRadius, int nMinRadius=0, int nRelation=0)
角色pSrcActor选定自己仇恨表的若干位,预备为技能的目标点。
void AddActorGuildDonateStone(FxCreature *pActor, unsigned int nNum)
增加工会石材
int GetActorProperty_ControlValue(FxCreature *pSrcActor, bool bBase=false)
获取pSrcActor的控制抵抗值
void DisableSceneRoleEnter(FxScene *pScene)
禁止场景&副本进入
int ClearDebuffFromTarget_LostControl(FxCreature *pActor, int nCount=-1)
从角色pActor的当前目标身上清除所有控制效果的DeBuff。
int GetSpellDamage(FxCreature *pActor)
返回角色pActor自身的法术攻击。
int ModifyActorProperty_GeDang_ByRate(FxCreature *pSrcActor, int nRate)
按比例修改pSrcActor的__基础__格挡值
int HealthTarget(FxCreature *pActor, FxCreature *pTarget, int nValue, int nThreatRate=100, int nAppendixCritRate=0, bool bFinally=false, unsigned long nSkillID=0)
角色pActor治疗目标。
int SetSkillBonusByTalent_Time1(FxCreature *pActor, unsigned long nSkillID, long nInputValue)
设置角色pActor的特定技能nSkillID的吟唱时间,单位是毫秒
unsigned long GetHitDistance(FxCreature *pActor)
获取子弹角色pActor的当前命中距离。
unsigned int GetSceneDailyEnterCount(unsigned short nSceneID)
获取某场景&副本每日次数上线
int ModifyActorTalentBonus_CommonCritDamage(FxCreature *pActor, short nDeltaValue)
修正角色pActor的普通的暴击的比例。
int EnableTaskTimer(FxCreature *pActor, unsigned long nTaskID, unsigned long nTimer)
激活角色pActor已经获取的任务nTaskID的倒计时nTimer
int ModifyTargetProperty_SpellCrit_ByRate(FxCreature *pSrcActor, int nRate)
按百分比修改角色pSrcActor的目标的法术暴击率
int ModifyRoleGuildContribut(FxCreature *pActor, int nChgVal)
修改角色对公会的贡献度
int GetTalentDiscreteDataByIndex(unsigned long nTalentID, int nLevel, int nIndex, float &fValue)
按索引返回离散表的天赋数值。
int DebugAssert(int nValue)
测试函数,传入数值如果是0,服务器触发断言。Release下无效。
int DieActor(FxCreature *pActor, unsigned long nTargetID=0xFFFFFFFF, int nThreatRate=100, int nRepresent=1, int nDrop=1)
角色pActor让目标死亡。
int DuplicateActorCombatInfo(FxCreature *pSrcActor, FxCreature *pDstActor)
把角色pSrcActor的战斗有关的信息复制给pDstActor
int GetActorProperty_TiZhi(FxCreature *pSrcActor)
获取体质值
int ModifyActorProperty_XianFa_ByRate_Base(FxCreature *pSrcActor, int nRate)
按比例修改pSrcActor的__基础__仙法
int CommitBatchAddItemToActor(FxCreature *pActor)
角色pActor完成了批量添加道具,把这个事务提交
bool ResetTask(FxCreature *pCreature, int uiTaskID)
让角色pCreature的任务uiTaskID重置
bool DestroyRolePet(FxCreature *pCreature)
销毁角色的宠物
unsigned int DecSPracticeCount(FxCreature *pActor)
静修次数减1
unsigned int FindLoggerUnitCfgID(const char *lpstrName)
通过日志单元配置名称找到这个日志配置单位的ID号
int SetSkillParam(FxCreature *pSrcActor, int nParam)
设置角色pSrcActor当前正在使用的技能的附带参数
int GetUnExpandBagSize(FxCreature *pActor, unsigned short nChestIndex=0)
获取角色pActor未扩充的背包容量
int ModifyActorTalentBonus_DuraConsumeRate(FxCreature *pActor, short nDeltaValue)
修改角色pActor的消耗耐久度的倍率
int GetActorsInRing1(FxScene *pScene, const Utility::Vector3 &pos, int nInterRadius, int nOutRadius, unsigned short nCount, std::vector< FxCreature *> &vecCreature)
获取圆环范围内制定上限数量的Actors
void SetMonsterCallHelpRadiusChg(FxCreature *pActor, int nChgVal)
设置呼救半径改变量
int ModifyActorProperty_SpellCritDamageBonus_ByRate(FxCreature *pSrcActor, int nRate)
按百分比修改角色pSrcActor的目标的法术暴击伤害加成
int GetEquipMinorLevel(FxEquip *pEquip)
查询装备pEquip潜能等级
int Dig(FxCreature *pActor, unsigned int dwPathPoint)
角色pActor查询路点dwPathPoint的起始点和角色自身位置是否在10米以内
int GetActorMaxUniqueValue(FxCreature *pActor)
获取角色pActor的龙魂值上限。
int ModifyActorTalentBonus_ExpRate(FxCreature *pActor, short nDeltaValue)
修改角色pActor的获取经验的倍率
void SetGuildTag(FxCreature *pActor, unsigned int nGuildIDTag)
给对象身上设置工会Tag
int HealthRangeByTeam(FxCreature *pActor, unsigned long nSkillID, int nValue, unsigned long nRadius, int nThreatRate=100, bool bShared=false, unsigned long nRealAttackerID=0, bool bSkill=true)
角色pActor对范围内的队友进行治疗。
int SetActorCamp(FxCreature *pActor, int nCamp)
设置角色pActor的阵营
const char * GetItemNameByTID(UINT32 ui32TID)
根据物品的模板ID查询物品的名字
int ModifyActorProperty_PhysicDefence_ByBaseRate(FxCreature *pSrcActor, int nRate)
按基础百分比修改角色pSrcActor的物理防御
bool IsMonsterCreature(FxCreature *pCreature)
判断一个角色是否是NPC
int SetDenyFlag(FxCreature *pSrcActor, unsigned short nFlag)
设置pSrcActor的某个禁止标记位
int ModifyStaticPracticeEarn(FxCreature *pActor, int nAddExp, int nAddSoul, int nAddSpirit, unsigned long nItemID=-1, bool bSkill=true)
增加静修收益
unsigned long GetActorByThreat(FxCreature *pSrcActor, int nIndex, int nDescend=0)
获取角色pSrcActor仇恨表中的第nIndex个对象。
void SetActorKillerID(FxCreature *pActor, unsigned long nObjID)
设置击杀者的对象ID
int GetActorMoveState(FxCreature *pActor)
获取角色pActor的移动状态
unsigned int SetReliveHomeCD(FxCreature *pActor, unsigned int cd)
触发特别的死亡复活CD, 时间仅供客户端显示
int DieTarget(FxCreature *pActor, int nThreatRate=100, int nRepresent=1, int nDrop=1)
角色pActor让自己选择的目标死亡。
int GetStaticPracticeData(FxCreature *pActor, int &bIsGetExp, int &bIsGetSoul, int &bIsGetSpirit, int &byLv)
获得角色静修数据
int GetWeaponDamage(FxCreature *pActor)
返回角色pActor当前装备下的武器物理伤害。
int RecoverTargetHPByRate(FxCreature *pSrcActor, int nRate)
按比例恢复pSrcActor的目标的生命值
int ConvertProperty_Rage2HP_ByParam(FxCreature *pSrcActor, int nParam, float fParam)
角色pSrcActor把自己的技能消耗都转成血量,按照fParam的百分比转换
int ControlTarget_Stop(FxCreature *pSrcActor)
阻止pSrcActor的当前目标运动
void SetActorUnbeat(FxCreature *pActor, int nValue)
设置角色的Unbeat数值
bool HasReliveChance(FxCreature *pActor)
角色是否还有复活的机会(包括复活和原地复活)
int Chat(FxCreature *pActor, const char *szWord, unsigned long nTime=-1, int nStyle=0, unsigned long nObjID=0, int nCDTime=-1)
让角色pActor说话,冒泡持续时间nTime。
int ModifyActorProperty_ShenFa_ByValue(FxCreature *pSrcActor, int nValue)
按数值修改pSrcActor的__基础__身法
int ModifyTargetProperty_ShuiResistance_ByValue(FxCreature *pSrcActor, int nDeltaValue)
按基础数值修改角色pSrcActor的目标的水抗性
bool IsSameGuildTag(FxCreature *pActor, unsigned int objID)
工会Tag是否相同
int EnableSkill(FxCreature *pSrcActor, int nSkillID)
角色pSrcActor激活技能nSkillID,让此技能进入可用状态
int RemoveShieldFromActor(FxCreature *pActor, unsigned long nShieldID=-1)
从角色pActor身上移除ID为nShieldID的护盾
int GetActorBuffLevel(FxCreature *pActor, int iBuffID)
角色pCreature查询特定buff的等级
int ModifyTargetProperty_HuoResistance_ByValue(FxCreature *pSrcActor, int nDeltaValue)
按基础数值修改角色pSrcActor的目标的火抗性
int ModifyActorProperty_PhysicHit_ByRate(FxCreature *pSrcActor, int nRate)
按基础百分比修改角色pSrcActor的命中
int StopTarget(FxCreature *pSrcActor)
阻止角色pSrcActor的目标运动
int ModifyActorProperty_IgnorePhysicDefence_ByValue(FxCreature *pSrcActor, int nValue)
按数值修改角色pSrcActor的物理破甲
int SetSkillBonusByTalent_PhysicCritDamageBonus(FxCreature *pActor, unsigned long nSkillID, long nInputValue)
设置角色pActor的特定技能nSkillID的物理暴击伤害加成
int RemoveBuffFromActor(FxCreature *pActor, unsigned long nBuffID, bool bDelay=false)
角色pActor给自己移除一个指定的buff。
bool IsTaskItem(UINT32 ui32ItemTID)
根据模板ID查询一个道具是否是任务道具
int GetActorProperty_HP(FxCreature *pSrcActor)
获取角色pSrcActor的气血
int InterruptFormula(FxCreature *pActor)
打断角色pActor的制造配方。
int ModifyActorTalentBonus_ConsumeRate(FxCreature *pActor, short nDeltaValue)
修正角色pActor的施法消耗的比例。
int AddBuffToTargetByPulseValue(FxCreature *pSrcActor, FxCreature *pTarget, unsigned long nBuffID, unsigned long nValue, unsigned short nLevel, unsigned short nCount, int nRefreshTime=1)
角色pSrcActor给角色pSrcActor的当前目标添加DOT/HOT类型的buff,动态指定每跳数值的版本 ...
unsigned int GetRemainMoneySpace(FxCreature *pActor, unsigned int nMoneyType)
获得玩家身上剩余的可以容纳金钱的空间
int GetMaxLifeSkillConsume(FxCreature *pActor)
获取角色pActor的生活技能消耗值上限。
int ModifyTargetProperty_PhysicAttack_ByRate(FxCreature *pSrcActor, int nRate)
按百分比修改角色pSrcActor的目标的物理攻击
void RoleBagCommit(FxCreature *pCreature)
角色pCreature背包变更提交,即同步给客户端
unsigned int GetActorAntiUnbeat(FxCreature *pActor)
获取角色的AntiUnbeat数值
int CheckActorStatus_Combat(FxCreature *pActor)
获取角色pActor是否在战斗状态中
int ModifyActorProperty_SpellCrit_ByValue(FxCreature *pSrcActor, int nValue)
按数值修改角色pSrcActor的法术暴击
int RegisterSceneGlobalNPC(FxCreature *pActor)
角色pActor注册自己为场景级别的全局NPC
int AddBuffToTargetByValue(FxCreature *pSrcActor, FxCreature *pTarget, unsigned long nBuffID, unsigned long nValue, unsigned short nLevel, unsigned short nCount)
角色pSrcActor给角色pSrcActor的当前目标添加buff,动态指定输入数值的版本
void RecommendDPS(FxCreature *pActor, unsigned long nValue)
通知推荐DPS数值
int AddSceneFlexibleNumArgvREQ(FxScene *pScene, const char *strArgvName, int defaultVal)
添加数字类型场景灵活参数请求。
int ModifyActorProperty_SpellCritRate_ByValue(FxCreature *pSrcActor, int nValue)
按数值修改角色pSrcActor的法术暴击率
int GetActorFriendCount(FxCreature *pActor)
获取角色pActor的好友数量
int TryAddShieldToActor(FxCreature *pActor, unsigned long nCasterID, unsigned long nShieldID, unsigned long nBuffID, int nMaxValue, unsigned long nDamageReceiver=-1)
尝试是否能给角色pActor添加ID为nShieldID的护盾,关联的buff是nBuffID
int ResetCDGroup(FxCreature *pSrcActor, int nCDGroupID)
重置角色pSrcActor的nCDGroupID组的CD组。
int ModifyMoney2ToActor(FxCreature *pActor, int nValue, UINT8 byEventType, int iExData)
给角色pActor增加二级(非绑定)货币,指定nValue的数值
int SetFixNameToActor(FxCreature *pActor, char *szFixName, int nFixNameType)
给角色pActor修饰名,szFixName是相关的字符串,nFixNameType是类型,策划和ui定义
int PrepareSkillPosByThreat(FxCreature *pSrcActor, int nCount, int nDescend=0)
角色pSrcActor选定自己仇恨表的若干位,预备为技能的目标点。
int AttackTargetSector_Spell(FxCreature *pSrcActor, int nRadius, int nRadian, int nDamage, int nSpellDamage, int nDamageType, unsigned long nSkillID, int nMaxCount, bool bTargetExclude=false, int nThreatRate=100, unsigned long nRealAttackerID=0, bool bSkill=true, int nIgnoreDefence=0)
角色pSrcActor对附近目标造成法术伤害,扇形
int GetFriendCountHpPercentLessThan(FxCreature *pActor, int nRadius, int nHpPercent)
角色pActor获取半径nRadius内,血量百分比少于nHpPercent的队友的个数
int FireToTarget(FxCreature *pSrcActor, unsigned long nBulletID, unsigned long nTargetID, int nSpeed, bool bGravity=true, unsigned long nDistance=0, float fOffsetRadian=0.00f, unsigned long nOffsetLength=0, int nOffsetHeight=0)
角色pSrcActor朝指定ID的对象nTargetID所在方向发射子弹,无视nTargetID之后的移动。不会追踪。 ...
unsigned int GetRoleCntInScene(FxScene *pScene)
获得当前场景人数
int GetPracticeBigLv(FxCreature *pActor)
获取修炼大境界(1-9)
bool CheckBit(unsigned long nInput, int nBit)
返回输入的整数nInput的nBit位的值
int CastSkillToPos(FxCreature *pActor, unsigned long nSkillID, int nX, int nY, int nZ, bool bForce=true, bool bStrick=false)
角色pActor使用针对目标点的技能。
int ModifyActorProperty_SpellAttack_ByRate(FxCreature *pSrcActor, int nRate)
按百分比修改角色pSrcActor的法术攻击
int RushToTarget(FxCreature *pSrcActor)
角色pSrcActor冲向20码的选定敌对目标
int ResumeConsumeValue_Mana(FxCreature *pSrcActor, int nValue, int nShowInfo=0)
按数值恢复pSrcActor的消耗体系数值,法系的Mana版本,在一些特定的判定之后,会调用ResumeConsumeValue ...
int GetSkillLevel(FxCreature *pActor, unsigned long nSkillID)
获取角色pActor的特定技能的等级。
int ModifySceneFlexibleNumArgv(FxScene *pScene, const char *strArgvName, int nVal)
修改数字类型场景灵活参数请求。
int DamageOverTime_Spell(FxCreature *pActor, unsigned long nCasterID, unsigned long nBuffID, unsigned long nValue, unsigned long nDamage, int nDamageType, int nThreatRate=100)
nCasterID给角色pActor造成单次的DOT伤害,DOT类型buff的OnPulse的实现。法术伤害。
int CallCurPet(FxCreature *pActor)
召唤当前宠物
int ModifyActorProperty_MPResume_ByRate(FxCreature *pSrcActor, int nRate)
按比例修改角色pSrcActor的消耗恢复速度
int FindBuffFromTarget(FxCreature *pSrcActor, unsigned long nBuffID)
查询pSrcActor的目标是否有指定ID为nBuffID的buff
int AddBuffToTargetByParam(FxCreature *pSrcActor, FxCreature *pTarget, unsigned long nBuffID, int nParam, unsigned short nLevel, unsigned short nCount)
角色pSrcActor给角色pSrcActor的当前目标添加buff,动态指定一个参数
int GetPracticeType(FxCreature *pActor)
获取修炼类型(仙或者魔)
void SetDailyTarget_FuBen(FxCreature *pActor, unsigned long nSceneID)
设置副本完成
int GetActorCareer(FxCreature *pActor)
获取角色pActor的职业
int OpenFixedTransferPoint(FxCreature *pActor, unsigned long nPointID)
给角色pActor开启固定传送点
int GetActorProperty_TuResistance(FxCreature *pSrcActor)
获取角色pSrcActor的土抗性
int AttackMultiTargets_Spell(FxCreature *pSrcActor, const std::vector< FxCreature *> &vecCreature, int nSpellDamage, int nPropertyDamage, int nPropertyType, int nSkillID, int nThreatRate=100, int nAttackerID=0, bool bSkill=true, int nIgnoreDefence=0)
法术攻击多个角色,附带相同的伤害值
int ModifyActorProperty_ControlValue_ByValue(FxCreature *pSrcActor, int nValue)
按数值修改pSrcActor的控制抵抗值
bool FailTask(FxCreature *pCreature, int uiTaskID)
让角色pCreature的任务uiTaskID失败
int ModifyActorProperty_HPResume_ByValue(FxCreature *pSrcActor, int nValue)
按数值修改角色pSrcActor的HP恢复速度
int GetActorControlBit_DenyMount(FxCreature *pActor)
查询角色pActor是否禁止使用坐骑。
int TripLastScene(FxCreature *pActor)
角色pActor的拉到最后一次所在场景&副本
int ConsumeBuffFromActor(FxCreature *pActor, unsigned long nBuffID, int nParam)
从角色pActor身上消耗nParam层指定ID的Buff。
unsigned int GetMatchScore(FxScene *pScene, unsigned int nUnitIndex, NSMatch::EScoreType eType)
获取竞技场分数
int GetActorProperty_ZhenYuan(FxCreature *pSrcActor, bool bBase=false)
获取角色的真元
int GetTargetVisable(FxCreature *pActor)
获取角色pActor的目标的隐身状态。
int GetSceneCustomData_Guild1ID(FxScene *pScene)
获取场景&副本自定义数据 第一个公会ID号
int GetActorProperty_Huo(FxCreature *pSrcActor)
获取角色pSrcActor的火属性
int SetActorControlBit_DenyMount(FxCreature *pActor)
给角色pActor设置禁止使用坐骑。
int Teleport(FxCreature *pActor, int nPosX, int nPosY, int nPosZ=-1)
角色pActor本场景内移动
int CreateMonsterOnTarget(FxCreature *pActor, FxCreature *pTarget, unsigned long nMonsterID, unsigned long nCount=1, unsigned long nRandomPos=400, unsigned long nTime=0xFFFFFFFF, float fOrientation=0.00f, unsigned long nUpHeight=2000, bool bGravity=true)
角色pActor在目标pTarget的位置的nRandomPos半径之内的范围内随机的位置召唤怪物,模板ID为nMonsterID,个数...
int RecoverConsumeByRate_Mana(FxCreature *pSrcActor, int nRate, int bStrict=0, int nShowInfo=0)
按比例恢复pSrcActor的消耗体系数值,法系的Mana版本,在一些特定的判定之后,会调用RecoverConsumeByRate ...
int GetSceneParam_DenyMount(FxCreature *pActor)
获取角色pActor所在的场景的参数:禁止骑乘
int LearnSkill(FxCreature *pSrcActor, int nSkillID)
角色pSrcActor学习技能nSkillID
int ClearDebuffFromActor(FxCreature *pActor, int nCount=-1)
从角色pActor的身上清除所有DeBuff。
int GetEquipLevel(FxEquip *pEquip)
查询装备pEquip等级
bool DoRequestAck(FxCreature *pActor, unsigned long nType)
直接让玩家pActor触发做某事完成
int SetActorBuffLevel(FxCreature *pActor, int iBuffID, int iLevel)
角色pCreature设置特定buff的等级
int SetActorVisable(FxCreature *pActor, int nVisable, unsigned long nTargetID=0xFFFFFFFF)
角色pActor设置指定的对象nTargetID的隐身状态。只要nTargetID找不到,就是对自己操作。 ...
int GetActorTeamID(FxCreature *pActor)
获取角色pActor所在的队伍ID。
int ModifyActorProperty_IgnorePhysicDefence_ByRate(FxCreature *pSrcActor, int nRate)
按百分比修改角色pSrcActor的物理破甲
void SetActorAntiUnbeat(FxCreature *pActor, int nValue)
设置角色的AntiUnbeat数值
int AddBuffToArea_Sector(FxCreature *pSrcActor, int nRadius, int nRadian, int nMaxCount, bool bEnemy, unsigned long nBuffID, int nLevel, unsigned short nCount=1)
角色pSrcActor给自己所面向的扇形区域添加buff。
bool IsRoleCreature(FxCreature *pCreature)
判断一个角色是否是玩家
int GetBuffDiscreteDataByIndex(unsigned long nBuffID, int nLevel, int nIndex, float &fValue)
按索引返回离散表的Buff数值。
int ResetActorDoomStep(FxCreature *pActor)
重置角色pActor的渡劫步骤。
int BlinkActorToTarget(FxCreature *pActor)
让角色pActor闪现到自己选定的目标的身边
int GetTransferPower(FxCreature *pActor)
获取角色pActor的传送灵能
int CreateMonsterByTripPoint(FxCreature *pActor, unsigned long nTripPointID, unsigned long nMonsterID, unsigned long nCount=1, unsigned long nRandomPos=0, unsigned long nTime=0xFFFFFFFF, float fOrientation=0.00f, unsigned long nMinRandPos=0, unsigned long nUpHeight=2000, bool bGravity=true)
在角色pActor所在的场景的指定转跳点nTripPointID创建怪物nMonsterID。
unsigned int GetMatchResult(FxScene *pScene, unsigned int nUnitIndex, unsigned int &nTotalScore)
获取排名及分数结果
int GetActorProperty_RenShu(FxCreature *pSrcActor, bool bBase=false)
获取角色的仁术
int SetThreatDelayTime(FxCreature *pActor, unsigned long nDelayTime)
设置角色pActor在脱战的时候延迟多久清仇恨。
int SwitchActorVisable(FxCreature *pActor, unsigned long nTargetID=0xFFFFFFFF)
角色pActor让指定的对象nTargetID切换隐身状态。找不到nTargetID的时候,自己隐身
int EnableDefaultSkill(FxCreature *pSrcActor)
角色pSrcActor开启自身技能条,并复原自身技能的可用状态
int CheckMount(FxCreature *pActor)
检测角色pActor是否在坐骑上
int AttackTarget_Physic(FxCreature *pActor, FxCreature *pTarget, int nDamage, int nThreatRate=100, int bIgnoreDefence=0, bool bRebound=false)
角色pActor对目标造成物理伤害。
int GetGuildXTInfo(int nGuildId, int nXTId, int &bOpen, int &nSeedId, int &nTreeLv)
获取公会仙田信息。
int GetPhyDamage(FxCreature *pActor)
返回角色pActor自身的物理攻击。
int UnMount(FxCreature *pActor, bool bSimpled=false)
角色pActor下坐骑
int AttackTargetNearby_Physic(FxCreature *pSrcActor, int nRadius, int nDamage, int nSpellDamage, int nDamageType, unsigned long nSkillID, int nMaxCount, bool bTargetExclude=false, bool bByTarget=false, unsigned long nRealAttackerID=0, bool bSkill=true, int nThreatRate=100, int nIgnoreDefence=0, int nMinRadius=0, unsigned long nEffectHeight=0xFFFFFFFF)
角色pSrcActor对附近目标造成物理伤害,圆周
int GetActorUniqueValueRate(FxCreature *pActor)
获取角色pActor的龙魂值比例,即当前龙魂值和龙魂值上限的比例。
int CheckTargetRelation_Team(FxCreature *pSrcActor, unsigned long nTargetID=0xFFFFFFFF, int nIncludeSelf=1)
判定pSrcActor的目标关系类型,是否为队友
int ModifyGlobalLootRate_Exp(int nDeltaValue)
修正全局掉落率:经验。
bool ReloadScriptFile(const char *lpstrFileName)
重新加载一个lua脚本文件
unsigned long GetActorID(FxCreature *pActor)
返回角色pActor的ID。
unsigned int GetGuildBuildLvl(unsigned int guildID, EGuildBuildType eType)
通过工会ID获取公会建筑等级。
int AttackTarget2_Magic(FxCreature *pActor, FxCreature *pTarget, float fActorRate, float fWeaponRate)
角色pActor对目标造成法术伤害,版本2,输入参数为人物属性和武器属性的各自的比例
int ModifyActorProperty_PhysicHitRate_ByValue(FxCreature *pSrcActor, int nValue)
按数值比修改角色pSrcActor的命中率
int GetStaticPracticePerEarn(FxCreature *pActor, int &nAddExp, int &nAddSoul, int &nAddSpirit)
静修每次获得
int ModifyYinPiaoToActor(FxCreature *pActor, int nValue, UINT8 byEventType, int iExData)
给角色pActor增加银票,指定nValue的数值
int GetActorProperty_MaxMP(FxCreature *pSrcActor)
获取角色pSrcActor的消耗上限
int RotateActorToTarget(FxCreature *pActor, unsigned long nTargetID=-1)
让角色面向自己的目标
int AddLootToTeam(FxCreature *pActor, unsigned long nLootID, bool bLootable=true)
给角色pActor所在的队伍添加掉落nLootID
int ModifyActorProperty_ShuiResistance_ByValue(FxCreature *pSrcActor, int nDeltaValue)
按基础数值修改角色pSrcActor的水抗性
bool SendSystemMailByName(const char *szRcvRoleName, const char *szTile, const char *szText, UINT32 uiReceiverGetMoney=0, UINT32 uiReceiverGetBindMoney=0, UINT32 uiReceiverCostMoney=0, UINT32 uiReceiverCostBindMoney=0, UINT32 uiItemID=INVALID_ITEM_ID, UINT32 uiItemNum=1, int nBindType=-1)
系统发送单个玩家邮件,暂不考虑群发和并包
int ModifyActorProperty_SpellCrit_ByRate(FxCreature *pSrcActor, int nRate)
按百分比修改角色pSrcActor的法术暴击
bool SetAllowFaceToPlayer(FxCreature *pCreature, bool bFaceWithClient)
设置NPC对象的面朝策略,是否听客户端
int ConsumeOverTime_Self(FxCreature *pActor, unsigned long nBuffID, unsigned long nValue, int nThreatRate=100)
角色pActor对自己造成单次的消耗值恢复治疗,HOT类型buff的OnPulse的实现。
int FindBuffFromActor(FxCreature *pSrcActor, unsigned long nBuffID)
查询pSrcActor的是否有指定ID为nBuffID的buff
int GetSkillStaticParam_MinDistance(unsigned long nSkillID, int &nValue)
获取技能nSkillID的相关静态配置:最小距离。
int AttackTarget2_Physic(FxCreature *pActor, FxCreature *pTarget, float fActorRate, float fWeaponRate)
角色pActor对目标造成物理伤害,版本2,输入参数为人物属性和武器属性的各自的比例
void FBSceneResultNotify(FxCreature *pCreature, const FBSceneResultWrapper *pWrapper)
角色pActor触发副本结算通知
int PlayVideo(FxCreature *pActor, unsigned long nVideoID)
角色pActor开始播放剧情。
int GetWeaponDamage_Spell(FxCreature *pActor)
返回角色pActor当前装备下的武器法术伤害。
int GetTargetDenyFlag(FxCreature *pSrcActor, unsigned short nFlag)
查询pSrcActor的目标的某个禁止标记位是否被标记
int TryEnterRegion(FxCreature *pActor)
触发一次角色pActor进入当前所在区域的事件。导致相关区域的OnEnter事件触发
void SetBuffLogicValue(FxCreature *pCreature, UINT32 uiBuffID, int iLogicValue)
角色pCreature设置特定buff的逻辑数值
int FindFixedTransferPoint(FxCreature *pActor, unsigned long nPointID)
查询角色pActor是否已经开启固定传送点nPointID
int ModifySkillBonusByTalent_CDTime(FxCreature *pActor, unsigned long nSkillID, long nDeltaValue)
修改角色pActor的特定技能nSkillID的冷却时间,单位是毫秒
int CheckStallCondition_Distance(FxCreature *pActor)
设置角色pActor是否符合摆摊距离。
int AddTaskToTeam(FxCreature *pSrcActor, unsigned long nTaskID, int nExcluded=true, unsigned long nDistance=3200)
角色pSrcActor给自己所在的小队附近的玩家添加任务。附近的意思是,击杀怪物时的loot权范围 ...
int RemoveTriggerFromActor(FxCreature *pActor, unsigned long nTriggerID)
请求在角色pActor身上移除一个触发器
void DisableAutoPlay(FxCreature *pActor)
禁用自动挂机
int AddBuffToActorByValue(FxCreature *pSrcActor, unsigned long nBuffID, unsigned long nValue, unsigned short nLevel, unsigned short nCount)
角色pSrcActor给自己添加buff,动态数值
int GetSkillExp(FxCreature *pActor, unsigned long nSkillID)
获取角色pActor的特定技能的经验值。
int CreatePetInScene(FxScene *pScene, int nPosX, int nPosY, int nPosZ, unsigned long nSrcID, unsigned long nPetID, unsigned long nLv, std::string strName, unsigned long nRandomPos=0, unsigned long nTime=0xFFFFFFFF, float fOrientation=0.00f, unsigned long nMinRandPos=0, unsigned long nUpHeight=2000, bool bGravity=true)
在场景pScene的指定坐标[nPosX, nPosY, nPosZ]创建宠物。
void SimulateCompleteSceneWin(FxCreature *pCreature, int iSceneTID)
角色pCreature模拟完成副本,并且触发成就
int SetSkillBonusByTalent_Threat(FxCreature *pActor, unsigned long nSkillID, long nInputValue)
设置角色pActor的特定技能nSkillID的威胁值百分比
int GetActorProperty_Jin(FxCreature *pSrcActor)
获取角色pSrcActor的金属性
int ModifyGuildLiveness(unsigned int nGuildID, int nChgVal)
修改公会活跃度
int ModifySkillBonusByTalent_MaxDistance(FxCreature *pActor, unsigned long nSkillID, long nDeltaValue)
修改角色pActor的特定技能nSkillID的最大距离。即超过此距离无法使用技能
int GetBuffLeftTime(FxCreature *pCreature, UINT32 uiBuffID)
角色pCreature查询特定buff的剩余时间
void ActivityTimer(unsigned int nTemplateID, unsigned int nTimerID, unsigned int nSecondAfter)
为一个活动下一个时钟
int RemoveBuffFromOther(FxCreature *pSrcActor, unsigned long nTargetID, unsigned long nBuffID)
角色pSrcActor给对象ID为nTargetID的目标移除一个指定的buff。
int AttackTargetRectangle_Spell(FxCreature *pSrcActor, int nLength, int nDamage, int nSpellDamage, int nDamageType, unsigned long nSkillID, int nMaxCount, bool bTargetExclude=false, int nThreatRate=100, unsigned long nRealAttackerID=0, bool bSkill=true, int nIgnoreDefence=0, int nWidth=200, bool bToTarget=true)
角色pSrcActor对附近目标造成法术伤害,线状,矩形
int ModifyActorProperty_HuoResistance_ByValue(FxCreature *pSrcActor, int nDeltaValue)
按基础数值修改角色pSrcActor的火抗性
int SetActorTalentBonus_InputSpellDamage(FxCreature *pActor, short nValue)
设置角色pActor的法术伤害输入的比率。输入就是,被攻击。
void TriggerFishStepKudos(FxCreature *pActor, int iStep)
触发角色pCreature完成成就
void SetDeadHintAndType(FxCreature *pActor, int nHint, int nHintType)
设置玩家死亡的提示
int Whisper(FxCreature *pActor, unsigned long nTargetID, const char *szWord, unsigned long nTime=-1, int nStyle=0, int nCDTime=-1, int nWhisperType=0)
让角色pActor密语的方式对nTargetID说话,冒泡持续时间nTime。
int HealthOverTime_Self(FxCreature *pActor, unsigned long nBuffID, unsigned long nValue, int nThreatRate=100)
角色pActor对自己造成单次的HOT治疗,HOT类型buff的OnPulse的实现。
int GetBuffCount(FxCreature *pCreature, UINT32 uiBuffID)
角色pCreature查询特定buff的层数
int SetActorTalentBonus_InputHealth(FxCreature *pActor, short nValue)
修改角色pActor的法术治疗输入的比率。治疗输入就是,被治疗。
void GuildWarResult(unsigned short wSceneBaseID, unsigned int dwGuildAId, unsigned int dwGuildAScore, unsigned int dwGuildAGetGoods, unsigned int dwGuildAJoinNum, unsigned int dwGuildBId, unsigned int dwGuildBScore, unsigned int dwGuildBGetGoods, unsigned int dwGuildBJoinNum, unsigned int dwSucGuildID)
公会战结果。
int SetRoleBusinessStatus(FxCreature *pActor, int nValue)
设置角色pActor的逻辑状态
int ModifyActorProperty_Health_ByRate(FxCreature *pSrcActor, int nRate)
按百分比修改角色pSrcActor的治疗
int ModifySkillBonusByTalent_CritRate(FxCreature *pActor, unsigned long nSkillID, long nInputValue)
修改角色pActor的特定技能nSkillID暴击率,百分比
int ModifyActorProperty_PhysicDefence_ByValue(FxCreature *pSrcActor, int nValue)
按数值修改角色pSrcActor的物理防御
int SetActorProperty_TiZhi_ByRate(FxCreature *pSrcActor, int nRate)
按比例设置pSrcActor的__基础__体质,直接设置比例
int ModifyActorProperty_ShanBi_ByRate(FxCreature *pSrcActor, int nRate)
修改角色pSrcActor的闪避率
int GetTaskStateFromActor(FxCreature *pActor, unsigned long nTaskID)
查询角色pActor身上任务nTaskID的状态。
int GetGuildId(FxCreature *pActor)
通过角色获取其公会ID。
int CrossRobberyEvent(FxCreature *pActor, int nEventType, bool bSuc)
角色渡劫事件。
int ModifyGlobalLootRate_Money(int nDeltaValue)
修正全局掉落率:金钱。
int HealthTarget_Simple(FxCreature *pActor, FxCreature *pTarget, int nDamage, int nThreatRate=100)
角色pActor对目标造成简单治疗,即纯数值治疗,忽略任何其他逻辑。
int RemoveItemFromTeam(FxCreature *pActor, unsigned long nItemID, unsigned long nCount=1, unsigned long nDistance=3200)
给角色pActor所在的队伍的每个成员移除nItemID的道具,nCount个。
int AttackTarget_Normal(FxCreature *pActor)
角色pActor对目标使用普通攻击。
int DischargeSoul(FxCreature *pActor, unsigned long nValue, unsigned long nMaxValue=0)
魂元石向角色pActor输入魂元,即放电。
int TripSceneByTransfer(FxCreature *pActor, int nType, int nIndex)
角色pActor用传送石的方式转跳场景
std::string GetTaskCheckerProperty(XTaskChecker *pChecker, const std::string &rstrKey)
获得Taskchecker里的属性
int ModifyActorProperty_MPResume_ByValue(FxCreature *pSrcActor, int nValue)
按数值修改角色pSrcActor的消耗恢复速度
int TripScene(FxCreature *pActor, unsigned long nSceneBaseID, int nPosX, int nPosY, int nPosZ=-1, float fOrientations=0.0f, unsigned int sceneCustomArg=0, unsigned int roleCustomArg1=0, unsigned int roleCustomArg2=0)
角色pActor转跳场景的操作
int ModifySkillExp(FxCreature *pActor, unsigned long nSkillID, int nDeltaExp)
修正角色pActor的特定技能的经验值。
int ModifyActorTalentBonus_CommonDamage(FxCreature *pActor, short nDeltaValue)
修正角色pActor受到的伤害的比例。
int AddTriggerToActor(FxCreature *pActor, unsigned long nTriggerID)
请求在角色pActor身上创建一个触发器
int ModifyActorProperty_WuXingResistance_ByValue(FxCreature *pSrcActor, int nDeltaValue)
按基础数值修改角色pSrcActor的五行抗性
int CleanDenyFlag(FxCreature *pSrcActor, unsigned short nFlag)
清除pSrcActor的某个禁止标记位
int SetSkillBonusByTalent_MaxDistance(FxCreature *pActor, unsigned long nSkillID, long nInputValue)
设置角色pActor的特定技能nSkillID的最大距离。即超过此距离无法使用技能
int ModifyActorProperty_SpellDefence_ByValue(FxCreature *pSrcActor, int nValue)
按百分比修改角色pSrcActor的法术防御
int ClearBuffFromTarget(FxCreature *pActor, int nCount=-1)
从角色pActor的当前目标身上清除所有Buff。
int ResetTalent(FxCreature *pActor)
重置角色pActor的天赋配置(清空)
int ExpandBag(FxCreature *pActor, unsigned short nChestIndex, unsigned short nExpandSize)
给角色pActor扩大背包容量,扩大的背包索引是nChestIndex,扩大的格子数量是nExpandSize ...
int GetActorProperty_Mu(FxCreature *pSrcActor)
获取角色pSrcActor的木属性
int ClearActorControlBit_DenySkill(FxCreature *pActor)
给角色pActor清除免疫被使用技能。
void FBSceneDescNotify(FxCreature *pCreature, const FBSceneDescWrapper *pWrapper)
给角色pCreature发送副本详细描述通知
int AddBuffToScene(FxCreature *pSrcActor, unsigned long nBuffID, unsigned long nLevel=1, unsigned long nCount=1)
角色pSrcActor给自己所在的场景所有玩家添加buff
int ResumeConsumeValue(FxCreature *pSrcActor, int nValue, int nShowInfo=0)
按数值恢复pSrcActor的消耗值
int HealthRangeByRate(FxCreature *pActor, unsigned long nSkillID, int nRate, unsigned long nRadius, int nMaxCount, int bTargetExclude=1, int bByTarget=0, int nThreatRate=100, unsigned long nRealAttackerID=0, bool bSkill=true)
角色pActor以自身为圆心进行范围治疗,对每个目标按其血量上限的比例进行恢复。
const char * GetMonsterNameByTID(UINT32 ui32TID)
根据怪物的模板ID查询怪物的名字
bool ModifyMonsterCallHelpType(FxCreature *pActor, bool bAddOrDel, unsigned int nType)
添加或删除一个呼救类型
int GetActorProperty_MuResistance(FxCreature *pSrcActor)
获取角色pSrcActor的木抗性
void UpgradeRealmSucess(FxCreature *pActor, int iReamlmID)
提升大境界成功
int GetActorTalentBonus_ZDamage(FxCreature *pActor)
获取pActor所能造成的属性伤害(Z字伤害)的天赋修正。
int GetActorUniqueValue(FxCreature *pActor)
获取角色pActor的龙魂值。
int Mount(FxCreature *pActor, int nMountId=-1)
角色pActor上坐骑,坐骑ID是nMountId
void SetMasterObjID(FxCreature *pActor, unsigned int nObjID)
给角色pActor设置主人的对象ID
int ModifyThreatToTarget(FxCreature *pActor, int nValue)
在pActor的目标身上增加pActor的nValue点威胁值
int HealthMultiTargets(FxCreature *pSrcActor, const std::vector< FxCreature *> &vecCreature, int nHealValue, int nSkillID, int nThreatRate, int nAttackerID, bool bSkill)
角色pActor以自身为圆心进行范围治疗。
UINT32 GetRoleByActivityRank(unsigned int nActivityTID, int nRank)
获取排名为
int ModifyActorProperty_LiLiang_ByValue(FxCreature *pSrcActor, int nValue)
按数值修改pSrcActor的__基础__力量
int ForgetSkill(FxCreature *pSrcActor, int nSkillID)
角色pSrcActor遗忘技能nSkillID
bool ModifyMonsterCallHelpRespondType(FxCreature *pActor, bool bAddOrDel, unsigned int nType)
添加或删除一个响应呼救类型
int ModifySkillBonusByTalent_Radius(FxCreature *pActor, unsigned long nSkillID, long nDeltaValue)
修正角色pActor的特定技能nSkillID的作用半径,单位是厘米
int ModifyTalentStatus(FxCreature *pActor, unsigned short nTalentID, int nDeltaValue)
修正角色pActor的某个天赋数值,参数是角色
int SetSkillBonusByTalent_TargetCount(FxCreature *pActor, unsigned long nSkillID, long nInputValue)
设置角色pActor的特定技能nSkillID的攻击目标个数,前提是这个技能已经被配制成AOE
void SendAnnMsg4Guild(unsigned int nGuildID, const std::string &strMsg, int nPriority=1, int nRepeatCnt=1, unsigned int nGamstrID=MSG_ANY)
发送工会公告消息
int ModifyMatchScore(FxScene *pScene, unsigned int nUnitIndex, NSMatch::EScoreType eType, int nDiffVal)
修改竞技场分数(在原基础上增减)
int ModifyActorTalentBonus_SpiritRate(FxCreature *pActor, short nDeltaValue)
修改角色pActor的获取元气的倍率
int SendForeCast(FxCreature *pActor, unsigned long nForeCastID, unsigned long nStep)
发送体验预报。
int DuplicateThreat(FxCreature *pSrcActor, FxCreature *pDstActor, int nValue=-1)
把pSrcActor身上的仇恨复制到pDstActor身上。
int SetSkillBonusByTalent_Damage(FxCreature *pActor, unsigned long nSkillID, long nInputRate)
按百分比设置角色pActor的特定技能nSkillID的伤害
int TriggerCDGroup(FxCreature *pSrcActor, int nCDGroupID, int nCDTime)
让角色pSrcActor的触发nCDGroupID组的CD组,持续时间nCDTime。
unsigned int RecordMatchStatusStamp(FxScene *pScene, NSMatch::EScnenStatus eStatus)
记录竞技场指定状态的当前时间
int SetActorProperty_GeDang_ByRate(FxCreature *pSrcActor, int nRate)
按比例设置pSrcActor的格挡值
int GetSkillStaticParam_DenyInCombat(unsigned long nSkillID, int &nValue)
获取技能nSkillID的相关静态配置:是否战斗中禁用,1 战斗中禁用 0 战斗中不禁用。
int DuplicateThreatByRange(FxCreature *pActor, unsigned long nRadius)
角色pActor把自己的仇恨表复制给nRadius半径范围内的其他角色。
int IsEmptyEx(FxCreature *pActor)
判断稀有商店是否已经卖完
int TeleportActorToRelive(FxCreature *pActor)
让pActor返回复活点
int DisableSkill(FxCreature *pSrcActor, int nSkillID)
角色pSrcActor禁用技能nSkillID,让此技能进入不可用状态
int RecoverTargetHPByValue(FxCreature *pSrcActor, int nValue)
按数值恢复pSrcActor的目标的生命值
int CastSkillToPosByTarget(FxCreature *pActor, unsigned long nSkillID, FxCreature *pTarget, bool bForce=true)
角色pActor使用针对pTarget所在的位置为目标点的技能。
int TriggerTalent(FxCreature *pActor, unsigned short nTalentID, int nParam=0)
触发角色对象pActor的指定天赋。这会导致天赋的OnTrigger事件被触发。
unsigned int GetMonsterTemplateProp_DeadScore(UINT32 dwMonsterTemplateID)
获取怪物&NPC模板属性(死亡后得分)值
int GetSkillBonusByIndex(unsigned long nSkillID, unsigned short nIndex, float &fBaseValue, float &fBonusValue)
在现有的技能/buff的XYZA体系下,返回特定技能nSkillID的具体的变量nIndex的两个数据,形如{50,2}。
int AttackTarget_Simple(FxCreature *pActor, FxCreature *pTarget, int nDamage, int nThreatRate=100)
角色pActor对目标造成简单物理伤害,即纯数值伤害,忽略任何其他逻辑。
int StrLenCopy(char *pDst, char *pSrc, int nSize)
拷贝字符串
int ChangeModel(FxCreature *pActor, unsigned long nModelId)
角色变身
void CastSkill4003CikeNtf(FxCreature *pCreature, UINT32 uiMonsterID, float fMaxLen)
角色pCreature使用特定的技能逻辑:刺客
void RemoveTaskCheckerProperty(XTaskChecker *pChecker, const std::string &rstrKey)
删除Taskchecker里的属性
int ModifyCombatDataRecorder(FxCreature *pSrcActor, unsigned long nKey, int nValue)
修改pSrcActor所保留的nKey的数据记录,修改值为nValue
unsigned long GetActorTauntID(FxCreature *pActor)
设置角色pActor的嘲讽者ID,即pActor目前正被nTauntID嘲讽
FxCreature * GetActorByID(unsigned long nID)
根据指定的ID查找对象实例。
int RemoveBuffFromTeam(FxCreature *pSrcActor, unsigned long nBuffID, unsigned long nDistance=3200)
角色pSrcActor给自己所在的小队附近的玩家移除buff。附近的意思是,击杀怪物时的loot权范围 ...
FxMonster * Creature2Monster(FxCreature *pCreature)
把角色(FxCreature)对象转为NPC(FxMonster)对象
bool FixMainTask(FxCreature *pCreature, unsigned int uiFixTaskID, unsigned int uiRecommendedTaskID)
给主线任务断档的角色推荐主线任务, 有主线任务的无效
int SetActorProperty_XianFa_ByRate(FxCreature *pSrcActor, int nRate)
按比例设置pSrcActor的__基础__仙法
bool OpenTollgates(FxCreature *pRoleActor, unsigned int nSeriesID)
打开关卡系列信息
int ModifyActorProperty_QiXue_ByRate(FxCreature *pSrcActor, int nRate)
按比例修改角色pSrcActor的气血
void SetArgvs4TaskChecker(XTaskChecker *pChecker, long val)
统一的设置Taskchecker参数
int ModifyActorTalentBonus_YinPiaoRate(FxCreature *pActor, short nDeltaValue)
修改角色pActor的获取银票的倍率
int GetSceneTripCustomData(FxCreature *pActor)
获取角色pActor的场景自定义数据
int CallDiggingMonster(FxCreature *pActor, unsigned int dwMonsterId)
角色pActor召唤挖宝怪物。
int GetTransferParam_Index(FxCreature *pActor)
获取角色pActor的传送石参数:传送点索引
int ModifyActorProperty_PhysicCrit_ByRate(FxCreature *pSrcActor, int nRate)
按百分比修改角色pSrcActor的物理暴击
int ModifyActorProperty_MaxHP_ByValue(FxCreature *pSrcActor, int nValue)
按数值修改角色pSrcActor的目标的气血上限
void EndGuildWar(unsigned short wSceneBaseID, unsigned int dwGuildAId, unsigned int dwGuildBId)
公会战结束。
int EnableActorDeathNotify(FxCreature *pActor)
激活角色pActor的死亡通知。
int ModifyActorProperty_SpellDefence_ByRate(FxCreature *pSrcActor, int nRate)
按百分比修改角色pSrcActor的法术防御
int TriggerBuffOnActor(FxCreature *pSrcActor, unsigned long nBuffID, unsigned long nTriggerActorID=0xFFFFFFFF, int nParam=0, int nParam2=0)
角色pSrcActor被尝试触发一个自己身上的指定的buff。
int GetActorProperty_JinResistance(FxCreature *pSrcActor)
获取角色pSrcActor的金抗性
int GetCurPetHuanHuaValue(FxCreature *pActor)
获取角色当前宠物幻化能量值
int AddBuffToArea(FxCreature *pActor, int nRadius, unsigned long nBuffID, int nLevel, unsigned short nCount=1, bool bEnemyOnly=false, int nMinRadius=0, int nRelation=0, int nTargetType=-1, bool bByOwner=false, bool bAttackNoPick=false, unsigned long nEffectHeight=0xFFFFFFFF)
给角色pActor周围指定半径的圆形区域的目标添加buff。
int GetTransferParam_Type(FxCreature *pActor)
获取角色pActor的传送石参数:传送方式
const char * GetGuildName(unsigned int nGuildID)
根据公会ID nGuildID获取公会名称
int ModifyActorProperty_MaxHP_ByRate(FxCreature *pSrcActor, int nRate)
按比例获取角色pSrcActor的目标的气血上限
int GetActorLevel(FxCreature *pActor)
获取角色pActor的等级
unsigned int GetActorRegionID(FxCreature *pCreature)
获取角色pCreature所在区域的ID
int ConvertProperty_Rage2HP(FxCreature *pSrcActor)
角色pSrcActor把自己的技能消耗都转成血量
int FireToPosPolar(FxCreature *pSrcActor, unsigned long nBulletID, int nSpeed, float fRadian, unsigned long nDistance, bool bGravity=true, float fOffsetRadian=0.00f, unsigned long nOffsetLength=0, int nOffsetHeight=0)
角色pSrcActor朝指定的极坐标点fRadian(方向,弧度), nDistance(距离)发射子弹。
int SetActorPick(FxCreature *pActor, int nPickable)
设置角色pActor的pick状态。
int SetMatchScore(FxScene *pScene, unsigned int nUnitIndex, NSMatch::EScoreType eType, unsigned int nValue)
设置竞技场分数
int DamageOverTime_Physic(FxCreature *pActor, unsigned long nCasterID, unsigned long nBuffID, unsigned long nValue, unsigned long nDamage, int nDamageType, int nThreatRate=100)
nCasterID给角色pActor造成单次的DOT伤害,DOT类型buff的OnPulse的实现。物理伤害。
int ModifyTargetProperty_TuResistance_ByValue(FxCreature *pSrcActor, int nDeltaValue)
按基础数值修改角色pSrcActor的目标的土抗性
int ModifyActorProperty_PhysicAttack_ByRate(FxCreature *pSrcActor, int nRate)
按百分比修改角色pSrcActor的物理攻击
int GetTaskStepFromActor(FxCreature *pActor, unsigned long nTaskID)
查询角色pActor身上任务nTaskID的步骤。
int ModifyActorProperty_PhysicCrit_ByValue(FxCreature *pSrcActor, int nValue)
按数值修改角色pSrcActor的物理暴击
int AttackTargetSector_Physic(FxCreature *pSrcActor, int nRadius, int nRadian, int nDamage, int nPhysicDamage, int nDamageType, unsigned long nSkillID, int nMaxCount, bool bTargetExclude=false, int nThreatRate=100, unsigned long nRealAttackerID=0, bool bSkill=true, int nIgnoreDefence=0)
角色pSrcActor对附近目标造成物理伤害,扇形
int StartPetHuanHua(FxCreature *pActor)
变身宠物并加载宠物技能
int CheckRegionSafe(FxCreature *pActor)
查询角色pActor是否在安全区域。
int ClearDebuffFromTarget(FxCreature *pActor, int nCount=-1)
从角色pActor的当前目标身上清除所有DeBuff。
int AddBuffToActorByTotalValue(FxCreature *pSrcActor, unsigned long nBuffID, unsigned long nValue, unsigned short nLevel, unsigned short nCount)
角色pSrcActor给自己添加DOT/HOT类型的buff,动态指定总数值
int ModifySkillBonusByTalent_Threat(FxCreature *pActor, unsigned long nSkillID, long nDeltaValue)
修正角色pActor的特定技能nSkillID的威胁值百分比
int GetActorsInRing2(FxCreature *pSrcActor, int nInterRadius, int nOutRadius, unsigned short nCount, std::vector< FxCreature *> &vecCreature)
获取圆环范围内制定上限数量的Actors
int AddLootToActor(FxCreature *pActor, unsigned long nLootID, int nBindMode=-1)
给角色pActor添加掉落nLootID
int GetMonster_ChaseRangeChgVal(FxCreature *pActor)
获取怪物&NPC的追击范围改变值
int AddLootToScene(FxCreature *pActor, unsigned long nLootID)
给角色pActor所在的场景所有的玩家添加掉落nLootID
int EndStall(FxCreature *pActor)
角色pActor结束摆摊。
int GetActorProperty_Shui(FxCreature *pSrcActor)
获取角色pSrcActor的水属性
int CheckRegion(FxCreature *pActor, unsigned long nRegionID)
查询角色pActor是否在区域nRegionID内。
int SetTargetDenyFlag(FxCreature *pSrcActor, unsigned short nFlag)
设置pSrcActor的目标的某个禁止标记位
unsigned long CreateRolePet(FxCreature *pCreature, unsigned int nPetTemplateID)
创建角色的宠物
int AddLootToRegion(FxCreature *pActor, unsigned long nLootID)
给角色pActor所在的区域(Region)所有的玩家添加掉落nLootID
int GetSoulDischargable(FxCreature *pActor, unsigned long nInput)
查询角色pActor的魂元数值是否够存储在魂元石,就是查询角色的魂元值剩余空间是否够接受一次放电 ...
int SetSkillBonusByTalent_Radius(FxCreature *pActor, unsigned long nSkillID, long nInputValue)
设置角色pActor的特定技能nSkillID的作用半径,单位是厘米
bool ChgRolePetMode(FxCreature *pCreature, pet_mode_cfg_id_t cfgID)
更改角色宠物的模式
int CleanTargetDenyFlag(FxCreature *pSrcActor, unsigned short nFlag)
清除pSrcActor的目标的某个禁止标记位
int ReboundDamage(FxCreature *pActor, FxCreature *pTarget, unsigned long nDamage)
角色pActor对目标pTarget反弹伤害,数值为nDamage。
int AddBuffToArea_Rectangle(FxCreature *pSrcActor, int nLength, int nWidth, int nMaxCount, bool bEnemy, unsigned long nBuffID, int nLevel, unsigned short nCount=1)
角色pSrcActor给自己所面向的矩形区域添加buff。
int EndPetHuanHua(FxCreature *pActor)
宠物变身结束
int AddBuffToTarget(FxCreature *pSrcActor, unsigned long nBuffID, int nLevel, unsigned short nCount=1, bool bEnemyOnly=true)
给角色pSrcActor的当前目标添加buff
int SetActorTalentBonus_Damage(FxCreature *pActor, short nDeltaValue)
修正角色pActor受到的__物理__伤害的比例。
int RemovePet(FxCreature *pActor, bool bImmediately=false)
在角色pActor相同的场景里,移除指定的宠物pPet
void ModifyActorAntiUnbeat(FxCreature *pActor, int nDeltaValue)
修正角色的AntiUnbeat数值
int SetSkillBonusByTalent_Time2(FxCreature *pActor, unsigned long nSkillID, long nInputValue)
设置角色pActor的特定技能nSkillID的引导时间,单位是毫秒
void SetOnlyOwnerVisible(FxCreature *pActor, int nValue)
给角色pActor的设置是否只有所有者可见,数值为nValue
int GetGuildXTNpcIdByGuildId(int nGuildId, int nXTId, int &nXTNpcId, int &nTreeNpcId, int &nTreeBrandNpcId)
获取公会仙田相关NPC。
int GetSceneTemplateID(FxCreature *pActor)
返回角色pActor所在的场景的模板id。
int GetThreatIndexOnActor(FxCreature *pActor, unsigned long nTargetID)
查询nTargetID在pActor的身上的仇恨排名
int AddItemToTeam(FxCreature *pActor, unsigned long nItemID, unsigned long nCount=1, bool bCache=false, bool bLootable=true, unsigned long nDistance=3200)
给角色pActor所在的队伍的每个成员添加nItemID的道具,nCount个。
int AttackTargetEx_Spell(FxCreature *pActor, FxCreature *pTarget, int nBaseDamage, int nSpellDamage, int nDamageType, int nThreatRate=100, int nAppendixCritRate=0, int bIgnoreDefence=0)
角色pActor对目标造成法术伤害,高级版本。
int DisableSkillByCounter(FxCreature *pSrcActor, int nSkillID)
角色pSrcActor禁用技能nSkillID,让此技能进入不可用状态。该接口以计数方式禁用,配合EnableSkillByCounter...
int SetSkillBonusByTalent_Consume(FxCreature *pActor, unsigned long nSkillID, long nInputValue)
设置角色pActor的特定技能nSkillID的消耗值为nInputValue
void ActivityStopAccounts(unsigned int nActivityTID)
活动停止结算
int SetActorRotate(FxCreature *pActor, int nRotatable)
设置角色pActor的是否可旋转状态。
int ModifyTargetProperty_MuResistance_ByValue(FxCreature *pSrcActor, int nDeltaValue)
按基础数值修改角色pSrcActor的目标的木抗性
int ModifyActorProperty_SpellPenetration_ByValue(FxCreature *pSrcActor, int nValue)
按数值修改角色pSrcActor的法术穿透
int GetSkillStaticParam_MaxDistance(unsigned long nSkillID, int &nValue)
获取技能nSkillID的相关静态配置:最大距离。
FxScene * GetMainScene()
返回主场景对象。 其实是对GetSceneByBaseID( 3 )的封装,即ID为3的场景,是主场景。这样应用逻辑可以不关心...
int ReliveTarget(FxCreature *pActor)
复活pActor的目标
unsigned long GetOwnerID(FxCreature *pActor)
获取角色pActor的所有者ID。
int ModifyActorProperty_GeDang(FxCreature *pSrcActor, int nValue)
按数值修正pSrcActor的格挡值
int ModifyActorProperty_Speed_ByRate(FxCreature *pSrcActor, int nRate)
修改角色pSrcActor的速度比率
int GetActorVisable(FxCreature *pActor, unsigned long nTargetID=0xFFFFFFFF)
角色pActor获取指定的对象nTargetID的隐身状态。
FxCreature * Monster2Creature(FxMonster *pMonster)
把NPC(FxMonster)对象转为角色(FxCreature)对象
int ClearThreatFromActor(FxCreature *pActor)
清空pActor身上所有的威胁值。这会导致pActor脱离战斗。这一定是双向清除。
int SetOwnerID(FxCreature *pActor, unsigned long nOwnerID)
给角色pActor的设置所有者ID: nOwnerID。
int ModifyTargetProperty_SpellDefence_ByRate(FxCreature *pSrcActor, int nRate)
按百分比修改角色pSrcActor的目标法术防御
int GetActorProperty_ShuiResistance(FxCreature *pSrcActor)
获取角色pSrcActor的水抗性
int ModifyActorProperty_JinResistance_ByValue(FxCreature *pSrcActor, int nDeltaValue)
按基础数值修改角色pSrcActor的金抗性
int DisableTaskTimer(FxCreature *pActor, unsigned long nTaskID)
关闭角色pActor已经获取的任务nTaskID的倒计时
bool ActivityStop(unsigned int nTemplateID)
结束一个活动
int SetActorTalentBonus_Threat(FxCreature *pActor, short nThreatValue)
设置角色pActor造成的仇恨值
std::string GetCurChannelName()
获取当前线路名称
int RemoveThreatFromActor(FxCreature *pActor, unsigned long nTargetID, bool bBoth=true)
在pActor的目标身上清除nTargetID的威胁值。
int RemoveItemFromActor(FxCreature *pActor, unsigned long nItemID, unsigned long nCount=1)
从角色pActor身上移除nItemID的道具,nCount个。
int InterruptSelfCasting(FxCreature *pSrcActor, unsigned long nSkillID=0xFFFFFFFF)
打断pSrcActor的当前施法,如吟唱,引导。
int ModifyActorProperty_SP_ForBuff(FxCreature *pSrcActor, int nSP)
修正pSrcActor的消耗值,buff专用
int ModifyCurPetHuanHuaValue(FxCreature *pActor, int nValue)
改变角色当前宠物幻化能量值
int SetActorTauntID(FxCreature *pActor, unsigned long nTauntID)
设置角色pActor的嘲讽者ID,即pActor目前正被nTauntID嘲讽
int AddBuffToOther(FxCreature *pSrcActor, unsigned long nTargetID, unsigned long nBuffID, int nLevel, unsigned short nCount=1, bool bEnemyOnly=true)
角色pSrcActor给指定ID的对象nTargetID添加buff
int ModifyActorProperty_HPResume_ByRate(FxCreature *pSrcActor, int nRate)
按比例修改角色pSrcActor的HP恢复速度
int GetThreatValueFromActor(FxCreature *pActor, unsigned long nActorID)
获取pActor身上nActorID的威胁值。
int CastSkill(FxCreature *pActor, unsigned long nSkillID, bool bForce=true, bool bForceSelf=false, bool bStrick=false)
角色pActor使用技能。
int RecoverHPByValue(FxCreature *pSrcActor, int nValue)
按数值恢复pSrcActor的生命值
int GetSkillDiscreteDataByIndex(unsigned long nSkillID, int nLevel, int nIndex, float &fValue)
按索引返回离散表的技能数值。
int CollectDoodad(FxCreature *pActor, unsigned long nDoodadID=0xFFFFFFFF)
角色pActor采集场景中的物件。当nDoodadID为-1的时候,采集之前技能参数绑定的物件
int ModifyActorProperty_PhysicAttack_ByValue(FxCreature *pSrcActor, int nValue)
按数值修改角色pSrcActor的物理攻击
int GetActorTalentBonus_Weapon(FxCreature *pActor)
获取pActor的武器物理攻击的比率。
bool RemoveAllMainTask(FxCreature *pCreature)
删除所有主线任务, 不能再任务脚本里调用
unsigned long UnsetBit(unsigned long &nInput, int nBit)
给输入的整数nInput设置nBit位为0
int EquipToRoleByTID(FxCreature *pActor, UINT32 uiTID)
用装备uiTID给角色pActor穿上
int GetSkillStaticParam_Radius(unsigned long nSkillID, int &nValue)
获取技能nSkillID的相关静态配置:生效半径。
void UpgradeRealmFail(FxCreature *pActor, int iPracticePointNum)
提升大境界失败
int ModifyDianQuanToActor(FxCreature *pActor, int nValue, UINT8 byEventType, int iExData)
给角色pActor增加点券,指定nValue的数值
int ModifyActorProperty_PhysicCritDamageBonus_ByRate(FxCreature *pSrcActor, int nRate)
按百分比修改角色pSrcActor的目标的物理暴击伤害加成
int AddCombatDataRecorder(FxCreature *pSrcActor, unsigned long nKey)
给pSrcActor添加一个和key,开始记录和key相关的数据
int AddItemToActor(FxCreature *pActor, unsigned long nItemID, UINT8 byEventType, unsigned long nCount=1, int nBindMode=-1, int iExData=0, int nRarityID=-1)
给角色pActor添加nItemID的道具,nCount个。
bool BindAIEx(FxCreature *pActor, UINT32 nAIID)
给生物pActor绑定AI,高级版本
int CreateMonsterInScene(FxScene *pScene, int nPosX, int nPosY, int nPosZ, unsigned long nMonsterID, unsigned long nCount=1, unsigned long nRandomPos=0, unsigned long nTime=0xFFFFFFFF, float fOrientation=0.00f, unsigned long nMinRandPos=0, unsigned long nUpHeight=2000, bool bGravity=true, unsigned long nSrcID=0)
在场景pScene的指定坐标[nPosX, nPosY, nPosZ]创建怪物nMonsterID。
int ModifyActorTalentBonus_IntonateRate(FxCreature *pActor, short nDeltaValue)
修改角色pActor的技能吟唱时间倍率
int GetDistanceBetween2Actors(FxCreature *pActor1, FxCreature *pActor2)
获取两个角色之间的距离,单位厘米
int ModifyActorTalentBonus_Threat(FxCreature *pActor, short nDeltaValue)
修正角色pActor造成的仇恨值
int GetActorRotate(FxCreature *pActor)
获取角色pActor的可旋转状态。
int GetActorTalentBonus_DuraConsumeRate(FxCreature *pActor)
获取角色pActor的耐久消耗比率
void SetMonster_ChaseRangeChgVal(FxCreature *pActor, int nValue)
设置怪物&NPC的追击范围改变值,使用该函数可以使怪物&NPC的追击范围增大或减小
int FindItemToActor(FxCreature *pActor, unsigned long nItemID, unsigned long nCount, int nCostType=2)
在角色pActor身上查找nItemID的道具,nCount个。
int RepairSingleEquip(FxCreature *pActor, int nBagIndex, int nPosIndex, int nRate, int nQuality, int nLevel)
修理角色pActor身上指定背包nBagIndex中指定位置nPosIndex的装备,不超过品质nQuality,等级nLevel ...
int ModifyTargetProperty_PhysicDefence_ByRate(FxCreature *pSrcActor, int nRate)
按百分比修改角色pSrcActor的目标物理防御
int GetActorTalentBonus_ExpRate(FxCreature *pActor)
获取角色pActor的获取魂元的倍率
void ModifyRoleEvilValue(FxCreature *pCreature, int iEvilValue)
改变角色pCreature的罪恶值
int ModifyActorTalentBonus_Money2Rate(FxCreature *pActor, short nDeltaValue)
修改角色pActor的获取货币2(元宝)的倍率
int ResetAllSkillCD(FxCreature *pSrcActor)
重置角色pSrcActor所有技能CD
int BlastHOTFromTarget(FxCreature *pActor, FxCreature *pTarget=NULL)
引爆角色pActor的目标身上的HOT。
int SetSkillBonusByTalent_MinDistance(FxCreature *pActor, unsigned long nSkillID, long nInputValue)
设置角色pActor的特定技能nSkillID的最小距离。即小于此距离无法使用技能
void UnTriggerBeginnerGuide(FxCreature *pActor, unsigned long nGuideID)
通知角色pActor的客户端停止某新手引导
unsigned int GetGuildTag(FxCreature *pActor)
获取对象身上的工会Tag 对于玩家,等同与 *GuildID() 系列, 对于其他生物, 因为没有工会属性所以要保存这类信...
int AddSceneFlexibleStrArgvREQ(FxScene *pScene, const char *strArgvName, const char *defaultVal)
添加文本类型场景灵活参数请求。
int GetBagFreeSize(FxCreature *pActor)
查询角色pActor的背包剩余空格。普通背包。
int GetActorCamp(FxCreature *pActor)
获取角色pActor的阵营
int SetActorConsumeFlag(FxCreature *pActor, int nFlag)
设置角色pActor的消耗体系标记,用于支持土系这种消耗体系。
void SetDailyTarget_JiuChongTian(FxCreature *pActor, int iNum)
设置九重天闯关数
void SetMonsterCallHelpHPPercent(FxCreature *pActor, unsigned int nHPPercent)
设置百分之多少血量下呼救
int ModifySkillBonusByTalent_ConsumeRate(FxCreature *pActor, unsigned long nSkillID, long nDeltaValue)
修改角色pActor的特定技能nSkillID的消耗百分比,变化量nDeltaValue
int GetSceneCustomData_Guild2ID(FxScene *pScene)
获取场景&副本自定义数据 第二个公会ID号
unsigned long GetTeamMemberCount(FxCreature *pActor)
获取角色pActor所在队伍的成员数量。
int SetGuildXTNpcId(FxCreature *pActor, int nXTId, int nXTNpcId, int nTreeNpcId, int nTreeBrandNpcId)
设置公会仙田相关NPC。
int ModifyActorSpirit(FxCreature *pActor, int nDeltaValue, int nShowInfo=0, bool bModifiedByTalent=false, unsigned long nItemID=-1, bool bSkill=true)
角色pActor修正元气值。
int CheckTargetType_Monster(FxCreature *pSrcActor, unsigned long nTargetID=0xFFFFFFFF)
检测pSrcActor的目标是否为怪物(NPC)。
int GetActorProperty_MaxHP(FxCreature *pSrcActor)
获取角色pSrcActor气血上限
void StopGuildActivity(unsigned int nGuildID, EGuildActivityType eType)
停止工会活动
bool ReceiveTask(FxCreature *pCreature, int uiTaskID)
让角色pCreature接受任务uiTaskID
unsigned int GetMonsterTemplateProp_InteractScore(UINT32 dwMonsterTemplateID)
获取怪物&NPC模板属性(交互得分)值
FxScene * GetSceneByActor(FxCreature *pActor)
返回角色pActor所在的场景对象。
int GetSkillStaticParam_Time2(unsigned long nSkillID, int &nValue)
获取技能nSkillID的相关静态配置:引导时间。
CreatureCondFactory & GetCreatureCondFactory(void)
获取生物条件工厂
bool GetIsActivityStopAccounts(unsigned int nActivityTID)
获取活动是否停止结算
unsigned int AddRoleSceneWinCnt(unsigned long dwRoleObjID)
角色副本胜利加1
int GetRolePetObjId(FxCreature *pActor)
获得角色当前宠物ObjId
const char * GetSkillNameByTID(UINT32 ui32SkillTID)
根据技能的模板ID查询物品的名字
int MakeFormula(FxCreature *pActor, unsigned long nFormulaID=0)
角色pActor的制造一个配方。
int GetSoulChargable(FxCreature *pActor, unsigned long nInput)
查询角色pActor的魂元数值是否够存储在魂元石。
int HealthRangeByTeam_Rate(FxCreature *pActor, unsigned long nSkillID, int nRate, unsigned long nRadius, int nThreatRate=100, unsigned long nRealAttackerID=0, bool bSkill=true)
角色pActor对范围内的队友进行治疗,按比例恢复。
int LearnCarrierSkill(FxCreature *pSrcActor, int nSkillID)
角色pSrcActor学习载具技能nSkillID。添加第一个载具技能会导致客户端出现载具技能条。 ...
CreatureTgFactory & GetCreatureTgFactory(void)
获取生物目标工厂
int SetSkillBonusByTalent_HitRate(FxCreature *pActor, unsigned long nSkillID, long nInputValue)
设置角色pActor的特定技能nSkillID命中率,百分比
int GetSkillParam(FxCreature *pSrcActor)
获取角色pSrcActor当前正在使用的技能的附带参数
int ModifyActorProperty_HP(FxCreature *pSrcActor, int nInputValue)
修正pSrcActor的生命值
int RemoveBuffFromNPCByTemplate(FxScene *pScene, unsigned long nNPCID, unsigned long nBuffID)
给指定场景的特定模版ID的NPC移除buff。
bool HintTask(FxCreature *pCreature, int uiTaskID)
让角色pCreature提示任务uiTaskID
int SpiritOverTime_Self(FxCreature *pActor, unsigned long nBuffID, unsigned long nValue, int nThreatRate=100)
角色pActor对自己造成单次的元气值恢复治疗,HOT类型buff的OnPulse的实现。
int ModifyActorTalentBonus_InputHealth(FxCreature *pActor, short nDeltaValue)
修改角色pActor的法术治疗输入的比率。治疗输入就是,被治疗。
unsigned long SetTargetID(FxCreature *pActor, unsigned long nTargetID)
设置角色pActor的目标为nTargetID。
int GetActorTalentBonus_InputHealth(FxCreature *pActor)
获取角色pActor的法术治疗输入的比率。治疗输入就是,被治疗。
int ModifyActorProperty_RenShu_ByValue(FxCreature *pSrcActor, int nValue)
按数值修改pSrcActor的__基础__仁术
int GetLifeSkillConsume(FxCreature *pActor)
获取角色pActor的生活技能消耗值。
bool ActivityIsRunning(unsigned int nTemplateID)
活动是否开启中
int GetSkillStaticParam_TargetType(unsigned long nSkillID, int &nValue)
获取技能nSkillID的相关静态配置:目标类型。
FxRole * Creature2Role(FxCreature *pCreature)
把角色(FxCreature)对象转为玩家(FxRole)对象
int AddTitleToRole(FxCreature *pActor, UINT32 ui32TitleID, bool bActive=false)
给pActor添加ID为ui32TitleID的头衔
void EnableAutoPlay(FxCreature *pActor)
激活自动挂机
void ClearShortCutBar(FxCreature *pActor)
清空角色pActor的快捷栏。
int SetActorProperty_HP(FxCreature *pSrcActor, int nInputValue)
直接设置pSrcActor的生命值
int CallTaskMonster(FxCreature *pActor, unsigned int dwPathPoint, unsigned int dwMonsterId)
角色pActor召唤dwMonsterId,按dwPathPoint路径行走。实际上用于捉妖道具。
int DisperseBuffFromActor(FxCreature *pActor, int nIsDebuff, int nLogicType)
从角色pActor的身上驱散所有DeBuff。