仙魔无双SDK
面向策划逻辑制作的游戏开发包
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获取道具的操作 更多...
函数 | |
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。 更多... | |
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。 更多... | |
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。 更多... | |
获取道具的操作
int AddItemToActor | ( | FxCreature * | pActor, |
unsigned long | nItemID, | ||
UINT8 | byEventType, | ||
unsigned long | nCount = 1 , |
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int | nBindMode = -1 , |
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int | iExData = 0 , |
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int | nRarityID = -1 |
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) |
给角色pActor添加nItemID的道具,nCount个。
pActor | [角色] 角色对象。 |
nItemID | [整数] 要添加的道具 |
byEventType | [整数] 增加途径 |
nCount | [整数] 个数,默认1 |
nBindMode | [整数] 绑定模式。-1: 按照配置表的设置;0: 非绑定;1: 绑定。默认-1 |
iExData | [整数] 额外数据 |
nRarityID | [整数] 稀有度ID,默认-1,用表格的稀有度。当nItemID是卡片的时候生效,否则自动忽略 |
int AddItemToTeam | ( | FxCreature * | pActor, |
unsigned long | nItemID, | ||
unsigned long | nCount = 1 , |
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bool | bCache = false , |
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bool | bLootable = true , |
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unsigned long | nDistance = 3200 |
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) |
给角色pActor所在的队伍的每个成员添加nItemID的道具,nCount个。
pActor | [角色] 角色对象。 |
nItemID | [整数] 要添加的道具 |
nCount | [整数] 个数,默认1 |
bCache | [布尔] 废弃参数,无视之 |
bLootable | [布尔] 该掉落是否走掉落流程。暂时无用。 |
nDistance | [整数]以pActor为中心的半径,默认3200厘米。 |
int RemoveItemFromTeam | ( | FxCreature * | pActor, |
unsigned long | nItemID, | ||
unsigned long | nCount = 1 , |
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unsigned long | nDistance = 3200 |
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) |
给角色pActor所在的队伍的每个成员移除nItemID的道具,nCount个。
pActor | [角色] 角色对象。 |
nItemID | [整数] 要添加的道具 |
nCount | [整数] 个数,默认1 |
bCache | [布尔] 废弃参数,无视之 |
bLootable | [布尔] 该掉落是否走掉落流程。暂时无用。 |
nDistance | [整数]以pActor为中心的半径,默认3200厘米。 |