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////////////////////////////////////////////////////////////////////////
string descF17 = "主角获得陨石锻造的宝剑";
void CalculateInfoDataF17()
{
idLngFile = LanguageOpenFile("ItemsDescribe.txt");
// -->
totalInfo = descF17;
totalInfo = GetAssembledString(" #sName# ", Pchar)
ref mc = GetMainCharacter();
GiveItem2Character(mc,"blade28");
aref arItm;
Items_FindItem("blade28",&arItm);
arItm.model = "blade21";
arItm.Weight = 0.1;
arItm.piercing = 900.0;
arItm.block = 920.0;
arItm.dmg_min = 1000.0;
arItm.dmg_max = 3000.0;//这二项分别修改剑的最小和最大武器伤害值
Log_SetStringToLog(totalInfo)
// <--
ProcessCancelExit();
}
string descF18 = "获得 冲锋枪";
void CalculateInfoDataF18()
{
idLngFile = LanguageOpenFile("ItemsDescribe.txt");
// -->
totalInfo = descF18;
totalInfo = GetAssembledString(" #sName# ", Pchar)
ref mc = GetMainCharacter();
mc.perks.list.Gunman = "1";//火枪射击
mc.perks.list.GunProfessional = "1";//精确射击
GiveItem2Character(mc,"pistol6");
aref arItm;
Items_FindItem("pistol6",&arItm);
arItm.chargeQ = 50;
arItm.chargespeed = 1;
arItm.piercing = 900.0;
arItm.block = 920.0;
arItm.dmg_min = 1000.0;
arItm.dmg_max = 3000.0;//这二项分别修改剑的最小和最大武器伤害值
arItm.accuracy = 100;
Log_SetStringToLog(totalInfo + "获得 冲锋枪");
Log_SetStringToLog(totalInfo)
// <--
ProcessCancelExit();
} |
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