仙魔无双SDK
面向策划逻辑制作的游戏开发包
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Buff的添加操作,产生Buff的StartEffect事件 更多...
函数 | |
int | AddBuffToActor (FxCreature *pActor, unsigned long nBuffID, int nLevel, unsigned short nCount=1) |
角色pActor给自己添加buff 更多... | |
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 更多... | |
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 更多... | |
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 更多... | |
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 更多... | |
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 更多... | |
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 更多... | |
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 更多... | |
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 更多... | |
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 更多... | |
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 更多... | |
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 更多... | |
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 更多... | |
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 更多... | |
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。 更多... | |
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。 更多... | |
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。 更多... | |
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。 更多... | |
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。 更多... | |
Buff的添加操作,产生Buff的StartEffect事件
int AddBuffToActor | ( | FxCreature * | pActor, |
unsigned long | nBuffID, | ||
int | nLevel, | ||
unsigned short | nCount = 1 |
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) |
角色pActor给自己添加buff
pActor | [角色] 角色对象 |
nBuffID | [整数] 要添加的BuffID,整数 |
nLevel | [整数] Buff的等级,整数 |
nCount | [整数] 加的层数,默认1 |
1 | 成功 |
0 | 失败 |
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
pSrcActor | [角色]角色对象。 |
nBuffID | [整数]要添加的BuffID,整数。 |
nParam | [整数]要加的参数。此参数用于OnTrigger事件的回调。 |
nLevel | [整数]Buff的等级,整数。 |
nCount | [整数]加的层数,默认1 |
1 | 成功 |
0 | 失败 |
int AddBuffToActorByPulseValue | ( | FxCreature * | pSrcActor, |
unsigned long | nBuffID, | ||
unsigned long | nValue, | ||
unsigned short | nLevel, | ||
unsigned short | nCount, | ||
int | nRefreshTime = 1 |
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) |
角色pSrcActor给自己添加DOT/HOT类型的buff,动态指定每跳数值
pSrcActor | [角色]角色对象。 |
nBuffID | [整数]要添加的BuffID,整数。 |
nValue | [整数]要加的每跳数值。 |
nLevel | [整数]Buff的等级,整数。 |
nCount | [整数]加的层数,默认1 |
nRefreshTime | [整数]是否刷新时间,默认1,0表示只加层数(如果可以),不刷新时间 |
1 | 成功 |
0 | 失败 |
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
pSrcActor | [角色]角色对象。 |
nBuffID | [整数]要添加的BuffID,整数。 |
nValue | [整数]要加的总数值。 |
nLevel | [整数]Buff的等级,整数。 |
nCount | [整数]加的层数,默认1 |
1 | 成功 |
0 | 失败 |
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
pSrcActor | [角色]角色对象。 |
nBuffID | [整数]要添加的BuffID,整数。 |
nValue | [整数]要加的数值。 |
nLevel | [整数]Buff的等级,整数。 |
nCount | [整数]加的层数,默认1 |
1 | 成功 |
0 | 失败 |
int AddBuffToArea | ( | FxCreature * | pActor, |
int | nRadius, | ||
unsigned long | nBuffID, | ||
int | nLevel, | ||
unsigned short | nCount = 1 , |
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bool | bEnemyOnly = false , |
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int | nMinRadius = 0 , |
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int | nRelation = 0 , |
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int | nTargetType = -1 , |
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bool | bByOwner = false , |
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bool | bAttackNoPick = false , |
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unsigned long | nEffectHeight = 0xFFFFFFFF |
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) |
给角色pActor周围指定半径的圆形区域的目标添加buff。
pActor | [角色] 角色对象。 |
nRadius | [整数] 半径。 |
nBuffID | [整数] BuffID。 |
nLevel | [整数] 等级。 |
nCount | [整数] 层数,默认1。 |
bEnemyOnly | [布尔] 是否只对敌人添加,默认false。 |
nMinRadius | [整数] 最小半径,默认0。 |
nRelation | [整数] 被添加buff的自定义关系集合,是个或的结果,0表示无视此参数 |
nTargetType | [整数] 被添加buff的目标类型集合,是个或的结果,如NPC/Monster/Role等 |
bByOwner | [布尔] 是否用owner去判断是不是敌人,默认false。 |
bAttackNoPick | [布尔] 是否攻击到不可pick的对象,默认false。 |
nEffectHeight | [整数] 生效的高度差 -1: 使用默认的高度差,默认800; 其他: 指定的高度差。默认-1. |
int AddBuffToArea_Line | ( | FxCreature * | pSrcActor, |
int | nLength, | ||
int | nMaxCount, | ||
bool | bEnemy, | ||
unsigned long | nBuffID, | ||
int | nLevel, | ||
unsigned short | nCount = 1 |
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) |
角色pSrcActor给自己所面向的线性区域添加buff。
pSrcActor | [角色]角色对象。 |
nLength | [整数]线性的长度。 |
nMaxCount | [整数]最大的目标个数。 |
bEnemy | [整数]是否敌对目标 |
nBuffID | [整数]要添加的BuffID,整数。 |
nLevel | [整数]Buff的等级,整数。 |
nCount | [整数]加的层数,默认1。 |
1 | 成功 |
0 | 失败 |
int AddBuffToArea_Rectangle | ( | FxCreature * | pSrcActor, |
int | nLength, | ||
int | nWidth, | ||
int | nMaxCount, | ||
bool | bEnemy, | ||
unsigned long | nBuffID, | ||
int | nLevel, | ||
unsigned short | nCount = 1 |
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) |
角色pSrcActor给自己所面向的矩形区域添加buff。
pSrcActor | [角色]角色对象。 |
nLength | [整数]矩形的长度。 |
nWidth | [整数]矩形的长度。 |
nMaxCount | [整数]最大的目标个数。 |
bEnemy | [整数]是否敌对目标 |
nBuffID | [整数]要添加的BuffID,整数。 |
nLevel | [整数]Buff的等级,整数。 |
nCount | [整数]加的层数,默认1。 |
1 | 成功 |
0 | 失败 |
int AddBuffToArea_Sector | ( | FxCreature * | pSrcActor, |
int | nRadius, | ||
int | nRadian, | ||
int | nMaxCount, | ||
bool | bEnemy, | ||
unsigned long | nBuffID, | ||
int | nLevel, | ||
unsigned short | nCount = 1 |
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) |
角色pSrcActor给自己所面向的扇形区域添加buff。
pSrcActor | [角色]角色对象。 |
nRadius | [整数] 扇形的半径 |
nRadian | [整数] 扇形的角度:半圆180这种 |
nMaxCount | [整数]最大的目标个数。 |
bEnemy | [整数]是否敌对目标 |
nBuffID | [整数]要添加的BuffID,整数。 |
nLevel | [整数]Buff的等级,整数。 |
nCount | [整数]加的层数,默认1。 |
1 | 成功 |
0 | 失败 |
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。
pScene | [场景]角色对象。 |
nNPCID | [整数]NPC的模版ID。 |
nBuffID | [整数]要添加的BuffID,整数。 |
nLevel | [整数]Buff的等级,整数。 |
nCount | [整数]加的层数,默认1。 |
1 | 成功 |
0 | 失败 |
int AddBuffToOther | ( | FxCreature * | pSrcActor, |
unsigned long | nTargetID, | ||
unsigned long | nBuffID, | ||
int | nLevel, | ||
unsigned short | nCount = 1 , |
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bool | bEnemyOnly = true |
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) |
角色pSrcActor给指定ID的对象nTargetID添加buff
pSrcActor | [角色] 角色对象 |
nTargetID | [整数] 要添加的目标的对象ID |
nBuffID | [整数] 要添加的BuffID |
nLevel | [整数] Buff的等级,整数 |
nCount | [整数] 加的层数,默认1 |
bEnemyOnly | [布尔] 是否只给敌人加,默认true。当此参数为false且角色无当前选择目标时,给自己加。 |
1 | 成功 |
0 | 失败 |
int AddBuffToScene | ( | FxCreature * | pSrcActor, |
unsigned long | nBuffID, | ||
unsigned long | nLevel = 1 , |
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unsigned long | nCount = 1 |
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) |
角色pSrcActor给自己所在的场景所有玩家添加buff
pSrcActor | [角色]角色对象。 |
nBuffID | [整数]要添加的BuffID,整数。 |
nLevel | [整数]Buff的等级,整数,默认1。 |
nCount | [整数]加的层数,默认1。 |
1 | 成功 |
0 | 失败 |
int AddBuffToTarget | ( | FxCreature * | pSrcActor, |
unsigned long | nBuffID, | ||
int | nLevel, | ||
unsigned short | nCount = 1 , |
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bool | bEnemyOnly = true |
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) |
给角色pSrcActor的当前目标添加buff
pSrcActor | [角色] 角色对象 |
nBuffID | [整数] 要添加的BuffID,整数 |
nLevel | [整数] Buff的等级,整数 |
nCount | [整数] 加的层数,默认1 |
bEnemyOnly | [布尔] 是否只给敌人加,默认true。当此参数为false且角色无当前选择目标时,给自己加。 |
1 | 成功 |
0 | 失败 |
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
pSrcActor | [角色]角色对象。 |
pTarget | [角色]目标,为nil时是自己选择的目标。 |
nBuffID | [整数]要添加的BuffID,整数。 |
nParam | [整数]要加的参数。此参数用于OnTrigger事件的回调。 |
nLevel | [整数]Buff的等级,整数。 |
nCount | [整数]加的层数,默认1 |
1 | 成功 |
0 | 失败 |
int AddBuffToTargetByPulseValue | ( | FxCreature * | pSrcActor, |
FxCreature * | pTarget, | ||
unsigned long | nBuffID, | ||
unsigned long | nValue, | ||
unsigned short | nLevel, | ||
unsigned short | nCount, | ||
int | nRefreshTime = 1 |
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) |
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
pSrcActor | [角色]角色对象。 |
pTarget | [角色]目标,为nil时是自己选择的目标。 |
nBuffID | [整数]要添加的BuffID,整数。 |
nValue | [整数]要加每跳的数值。 |
nLevel | [整数]Buff的等级,整数。 |
nCount | [整数]加的层数,默认1 |
nRefreshTime | [整数]是否刷新时间,默认1,0表示只加层数(如果可以),不刷新时间 |
1 | 成功 |
0 | 失败 |
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
pSrcActor | [角色]角色对象。 |
pTarget | [角色] 目标,为nil时是自己选择的目标。 |
nBuffID | [整数] 要添加的BuffID,整数。 |
nValue | [整数] 要加的数值。 |
nLevel | [整数] Buff的等级,整数。 |
nCount | [整数] 加的层数,默认1 |
1 | 成功 |
0 | 失败 |
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
pSrcActor | [角色]角色对象。 |
pTarget | [角色]目标,为nil时是自己选择的目标。 |
nBuffID | [整数]要添加的BuffID,整数。 |
nValue | [整数]要加的数值。 |
nLevel | [整数]Buff的等级,整数。 |
nCount | [整数]加的层数,默认1 |
1 | 成功 |
0 | 失败 |
int AddBuffToTeam | ( | FxCreature * | pSrcActor, |
unsigned long | nBuffID, | ||
int | nLevel, | ||
unsigned short | nCount = 1 , |
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unsigned long | nDistance = 3200 |
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) |
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
pSrcActor | [角色]角色对象。 |
nBuffID | [整数]要添加的BuffID,整数。 |
nLevel | [整数]Buff的等级,整数。 |
nCount | [整数]加的层数,默认1。 |
nDistance | [整数]以pSrcActor为中心的半径,默认3200厘米。 |
1 | 成功 |
0 | 失败 |
int RemoveBuffFromTeam | ( | FxCreature * | pSrcActor, |
unsigned long | nBuffID, | ||
unsigned long | nDistance = 3200 |
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) |
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
pSrcActor | [角色]角色对象。 |
nBuffID | [整数]要添加的BuffID,整数。 |
nDistance | [整数]以pSrcActor为中心的半径,默认3200厘米。 |
1 | 成功 |
0 | 失败 |