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楼主 |
发表于 2020-11-25 19:28:03
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ret = "\\"..hintHelper.text("宝石嵌镶", const.clyellow).."\\"
local dbitem = nil
dbitem = c.item.getDBItem(Ext0)
if dbitem ~= nil then
if dbitem:getName() ~= "" and Ext0 > 0 then--嵌入物品为:宝石EX,则计算属性
ret = ret..hintHelper.img("ui1", 3233, 17, 17)..hintHelper.img("Items2", dbitem:getLooks()-10000, 15, 15, 0)..hintHelper.text(dbitem:getName(), const.claqua)
local Zggj = dbitem:getDC1()--攻击上限
local Zgmf = dbitem:getMC1()--魔法上限
local Zgds = dbitem:getSC1()--道术上限
local Zgcs = dbitem:getTC2()--刺术上限
local Zgfy = dbitem:getAC1()--防御上限
local Zgmy = dbitem:getMAC1()--魔御上限
if Zggj > 0 then ret = ret..hintHelper.set(75, nil, nil, nil).."攻击+"..Zggj.."\\" end
if Zgmf > 0 then ret = ret..hintHelper.set(75, nil, nil, nil).."魔法+"..Zgmf.."\\" end
if Zgds > 0 then ret = ret..hintHelper.set(75, nil, nil, nil).."道术+"..Zgds.."\\" end
if Zgcs > 0 then ret = ret..hintHelper.set(75, nil, nil, nil).."刺术+"..Zgcs.."\\" end
if Zgfy > 0 then ret = ret..hintHelper.set(75, nil, nil, nil).."防御+"..Zgfy.."\\" end
if Zgmy > 0 then ret = ret..hintHelper.set(75, nil, nil, nil).."魔御+"..Zgmy.."\\" end
else ret = ret..hintHelper.img("ui1", 3233, 12, 12)..hintHelper.text("(未镶嵌)", const.clred).."\\"
end
end
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