EquipFunc = {} local filename = "EquipFunc" function EquipFunc.getEquipIsSpecial(cfgId) local isSpecial = ConfigDataManager.getTableValue("cfg_item", "isSpecial", "id", cfgId) isSpecial = tonumber(isSpecial) or 0 return isSpecial == 1 end -- 获取装备等级(道具表字段 只参与价值计算) function EquipFunc.getItemCalculatelevel(actor, itemId) local equipInfo = getequipinfo(actor, itemId, 1) local cfgId = equipInfo.cfgid local Calculatelevel = ConfigDataManager.getTableValue("cfg_item", "calculatelevel", "id", cfgId) return tonumber(Calculatelevel) or 0 end -- 获取装备强化等级 function EquipFunc.getEquipStrengthLevel(actor, itemId) return API.GetItemData(actor, itemId, "strengthlv") or 0 end -- 获取全身装备强化等级 function EquipFunc.GetAllStrengthLevel(actor) local allEquip = getallequipinfo(actor) local allStrengthLevel = 0 for i, v in pairs(allEquip) do allStrengthLevel = allStrengthLevel + EquipFunc.getEquipStrengthLevel(actor, v.id) end return allStrengthLevel end -- 获取装备强化类型 1=武器类型 2=防具和翅膀首饰除外 3盾牌 function EquipFunc.getEquipStrengthType(actor, itemId) local equipType = 0 local equipInfo = getequipinfo(actor, itemId, 1) local cfgId = equipInfo.cfgid local itemData = ConfigDataManager.getTable("cfg_item", "id", cfgId)[1] local mainType = tonumber(itemData.type) local subType = tonumber(itemData.subtype) local name = itemData.name if mainType == 2 then if subType == 1 or subType == 2 or subType == 3 then equipType = 1 if string.find(name, "盾") ~= nil then equipType = 3 end elseif subType == 4 or subType == 5 or subType == 6 or subType == 7 or subType == 8 or subType == 9 then equipType = 2 elseif subType == 10001 then equipType = 4 elseif subType == 10002 then equipType = 5 end end return equipType end -- 获取装备Power function EquipFunc.getEquipPower(actor, itemId) local equipInfo = getequipinfo(actor, itemId, 1) local cfgId = equipInfo.cfgid local Power = ConfigDataManager.getTableValue("cfg_item", "Power", "id", cfgId) or 0 return Power end -- 整合所有强化属性 function EquipFunc.getEquipAllStrengthAttr(actor, itemId) local tAttr = {} local tBaseAttr = EquipFunc.getEquipStrengthBaseAttr(actor, itemId) -- 获取装备强化基础属性 if next(tBaseAttr) then table.concatTable(tAttr, tBaseAttr) end local tStrengthAttr = EquipFunc.getEquipStrengthAttr(actor, itemId) -- 获取装备强化属性 if next(tStrengthAttr) then table.concatTable(tAttr, tStrengthAttr) end return tAttr end -- 获取装备强化基础属性 function EquipFunc.getEquipStrengthBaseAttr(actor, itemId) local lv = EquipFunc.getEquipStrengthLevel(actor, itemId) local tAttr = {} local equipInfo = getequipinfo(actor, itemId, 1) local basicattr = equipInfo.basicattr local equipType = EquipFunc.getEquipStrengthType(actor, itemId) for i = 1, #basicattr do local attId = basicattr[i].attrid local val = basicattr[i].value if equipType == 1 then if attId == 200011 or attId == 200021 then -- 最小/最大 攻击/魔法 local val1 = lv * 3 if lv > 9 then val1 = val1 + (lv - 9) * (lv - 8) / 2 end table.insert(tAttr, {attId, val1}) end elseif equipType == 2 then if attId == 206011 then -- 防御 local val1 = lv * 3 if lv > 9 then val1 = val1 + (lv - 9) * (lv - 8) / 2 end table.insert(tAttr, {attId, val1}) end elseif equipType == 3 then if attId == 206011 then -- 防御 local val1 = lv table.insert(tAttr, {attId, val1}) end if attId == 211011 then -- 防御率 local val1 = lv * 3 if lv > 9 then val1 = val1 + (lv - 9) * (lv - 8) / 2 end table.insert(tAttr, {attId, val1}) end elseif equipType == 4 then table.insert(tAttr, {attId, val}) elseif equipType == 5 then local val1 = lv * 3 if lv > 9 then val1 = val1 + (lv - 9) * (lv - 8) / 2 end table.insert(tAttr, {attId, val + val1}) end end return tAttr end function EquipFunc.getEquipStrengthWearAddAttr(actor, itemId) local equipInfo = getequipinfo(actor, itemId, 1) local lv = EquipFunc.getEquipStrengthLevel(actor, itemId) local curAttr = EquipFunc.getEquipStrengthAllAttr(equipInfo, lv) local baseAttr = EquipFunc.getEquipStrengthAllAttr(equipInfo, 0) for index, value in ipairs(curAttr) do local k, v = table.findByCondi(baseAttr, function(a) return a[1] == value[1]; end) if k ~= nil then value[2] = value[2] - v[2] end end local realAttr = {} for index, value in ipairs(curAttr) do realAttr[tostring(value[1])] = tostring(value[2]) end return realAttr; end -- 获取装备强化属性 function EquipFunc.getEquipStrengthAttr(actor, itemId) local lv = EquipFunc.getEquipStrengthLevel(actor, itemId) local equipInfo = getequipinfo(actor, itemId, 1) return EquipFunc.getEquipStrengthAllAttr(equipInfo, lv) end function EquipFunc.getEquipStrengthAllAttr(equipInfo, lv) local basicattr = equipInfo.basicattr local tAttr = {} local tAttId1 = { [202021] = {3, 3, 3, 3, 3, 3, 3, 3, 3, 4, 5, 6, 7, 8, 9}, [202011] = {3, 3, 3, 3, 3, 3, 3, 3, 3, 4, 5, 6, 7, 8, 9}, [201011] = {3, 3, 3, 3, 3, 3, 3, 3, 3, 4, 5, 6, 7, 8, 9}, [201021] = {3, 3, 3, 3, 3, 3, 3, 3, 3, 4, 5, 6, 7, 8, 9}, [206011] = {3, 3, 3, 3, 3, 3, 3, 3, 3, 4, 5, 6, 7, 8, 9}, [205051] = {3, 3, 3, 3, 3, 3, 3, 3, 3, 4, 5, 6, 7, 8, 9}, [202041] = {3, 3, 3, 3, 3, 3, 3, 3, 3, 4, 5, 6, 7, 8, 9}, [201041] = {3, 3, 3, 3, 3, 3, 3, 3, 3, 4, 5, 6, 7, 8, 9}, [200043] = {3, 3, 3, 3, 3, 3, 3, 3, 3, 4, 5, 6, 7, 8, 9}, [311012] = {200, 200, 200, 200, 200, 200, 200, 200, 200, 200, 200, 200, 200, 200, 200}, [313012] = {200, 200, 200, 200, 200, 200, 200, 200, 200, 200, 200, 200, 200, 200, 200}, [100017] = {200, 200, 200, 200, 200, 200, 200, 200, 200, 200, 200, 200, 200, 200, 200}, [100018] = {200, 200, 200, 200, 200, 200, 200, 200, 200, 200, 200, 200, 200, 200, 200}, [202052] = {350, 350, 350, 350, 350, 350, 350, 350, 350, 400, 400, 500, 600, 600, 600}, [205052] = {350, 350, 350, 350, 350, 350, 350, 350, 350, 400, 400, 500, 600, 600, 600}, [304012] = {100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100} } local tAttId2 = { [202021] = {3, 3, 3, 3, 3, 3, 3, 3, 3, 4, 5, 6, 7, 8, 9}, [202011] = {3, 3, 3, 3, 3, 3, 3, 3, 3, 4, 5, 6, 7, 8, 9}, [201011] = {3, 3, 3, 3, 3, 3, 3, 3, 3, 4, 5, 6, 7, 8, 9}, [201021] = {3, 3, 3, 3, 3, 3, 3, 3, 3, 4, 5, 6, 7, 8, 9}, [206011] = {3, 3, 3, 3, 3, 3, 3, 3, 3, 4, 5, 6, 7, 8, 9}, [205051] = {3, 3, 3, 3, 3, 3, 3, 3, 3, 4, 5, 6, 7, 8, 9}, [202041] = {3, 3, 3, 3, 3, 3, 3, 3, 3, 4, 5, 6, 7, 8, 9}, [201041] = {3, 3, 3, 3, 3, 3, 3, 3, 3, 4, 5, 6, 7, 8, 9}, [200043] = {3, 3, 3, 3, 3, 3, 3, 3, 3, 4, 5, 6, 7, 8, 9}, [311012] = {100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100}, [313012] = {100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100}, [100017] = {100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100}, [100018] = {200, 200, 200, 200, 200, 200, 200, 200, 200, 200, 200, 200, 200, 200, 200}, [202052] = {350, 350, 350, 350, 350, 350, 350, 350, 350, 400, 400, 500, 600, 600, 600}, [205052] = {350, 350, 350, 350, 350, 350, 350, 350, 350, 400, 400, 500, 600, 600, 600}, [304012] = {100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100} } local sequips = { [21320011] = tAttId2, [21320011] = tAttId2, [21320021] = tAttId2, [21320031] = tAttId2, [21320041] = tAttId2, [21320051] = tAttId2, } local tAttId = sequips[equipInfo.cfgid] ~= nil and sequips[equipInfo.cfgid] or tAttId1 for i = 1, #basicattr do local attId = basicattr[i].attrid local val = basicattr[i].value local values = tAttId[attId]; if values then local val1 = 0 for index, value in ipairs(values) do if index > lv then break end val1 = val1 + values[index] end val1 = math.floor(val1) -- if lv <= 9 then -- val1 = math.floor(lv * 3) -- -- if isZhuoYue then -- -- val1 = math.floor(Power + (25*Power/itemLevel+5)) / 2 + lv * 3.5 -- -- else -- -- val1 = math.floor(Power + 0) / 2 + lv * 3.5 -- -- end -- else -- local num = lv - 9 -- local beginVal = 4; -- local endVal = 4 + num - 1 -- val1 = math.floor(9 * 3) + (beginVal + endVal) * num / 2 -- -- if isZhuoYue then -- -- val1 = math.floor(Power + (25*Power/itemLevel+5)) / 2 + lv * 3.5 + (lv-9) * (lv-8)/2 -- -- else -- -- val1 = math.floor(Power + 0) / 2 + lv * 3.5 /2 -- -- end -- end table.insert(tAttr, {attId, val + val1}) end end return tAttr end -- 获取装备强化佩戴条件 function EquipFunc.getEquipStrengthNeed(actor, itemId) local item = getequipinfo(actor, itemId, 1) local cfgId = item.cfgid local lv = EquipFunc.getEquipStrengthLevel(actor, itemId) local tAttr = {} local itemLevel = EquipFunc.getItemCalculatelevel(actor, itemId) local isZhuoYue = EquipFunc.IsZhuoYueEquip(cfgId) local tNeedAtt = { [10001] = 1, [10002] = 1, [10003] = 1, [10004] = 1, [10005] = 1 } local itemData = ConfigDataManager.getTable("cfg_item", "id", cfgId)[1] local useAttLimit = ConfigDataManager.getTableValue("cfg_equip_entryLib", "useAttLimit", "id", cfgId) or {} useAttLimit = string.getAttrByStr(useAttLimit) -- string.split(useAttLimit,"#") for attId, _ in pairs(useAttLimit) do local need = 0 attId = tonumber(attId) if attId == 10001 then need = itemData.qianghuall elseif attId == 10002 then need = itemData.qianghuamj elseif attId == 10003 then need = itemData.qianghuazl elseif attId == 10004 then need = itemData.qianghuatl elseif attId == 10005 then need = itemData.qianghuallts end need = tonumber(need) need = need or 0 if tNeedAtt[attId] then if isZhuoYue then need = math.floor(3 * (3 * lv + itemLevel + 25) * (need / 100) + 20) else need = math.floor(3 * (3 * lv + itemLevel) * (need / 100) + 20) end end need = math.floor(need) table.insert(tAttr, {attId, need}) end return tAttr end -- 每日最大回收次数 function EquipFunc.getMaxHuiShouNum(actor) return 600 end -- 是否是卓越装备 function EquipFunc.IsZhuoYueEquip(cfgId) local Outstanding = ConfigDataManager.getTableValue("cfg_item", "Outstanding", "id", cfgId) or 0 return Outstanding == "1" or Outstanding == "2" or Outstanding == "3", tonumber(Outstanding) end -- 获取卓越属性数量 function EquipFunc.getZhuoYueEquipNum(actor, itemId) local tZhuoYueAttIndex = API.GetItemData(actor, itemId, "tZhuoYueAttIndex") or {} return table.count(tZhuoYueAttIndex) end -- 获取装备追加等级 function EquipFunc.getEquipAppendLevel(actor, itemId) return API.GetItemData(actor, itemId, "appendlv") or 0 end -- 获取全身装备追加等级 function EquipFunc.GetAllAppendLevel(actor) local allEquip = getallequipinfo(actor) local allAppendLevel = 0 for i, v in pairs(allEquip) do allAppendLevel = allAppendLevel + EquipFunc.getEquipAppendLevel(actor, v.id) end return allAppendLevel end -- 获取装备是否激活幸运 function EquipFunc.getEquipIsXingYun(actor, itemId) return API.GetItemData(actor, itemId, "IsLuck") == 1 end function EquipFunc.GetEquipIsLuck(item) local IsLuck = false if item and item.entries ~= nil then for index, value in ipairs(item.entries) do if value.attrid == 900 then IsLuck = true break end end end return IsLuck end -- 获取装备是否激活技能 function EquipFunc.getEquipIsSkill(actor, itemId) return API.GetItemData(actor, itemId, "skillName") or nil end -- 获取装备价值 function EquipFunc.getEquipJiaZhi(actor, itemId) -- 强化系数 local tQiangHuaXiShu = { [5] = 4, [6] = 10, [7] = 25, [8] = 45, [9] = 65, [10] = 95, [11] = 135, [12] = 185, [13] = 245, [14] = 305, [15] = 365 } local equipInfo = getequipinfo(actor, itemId, 1) local cfgId = equipInfo.cfgid local name = ConfigDataManager.getTableValue("cfg_item", "name", "id", cfgId) if name == "祝福宝石" then return 60000 elseif name == "灵魂宝石" then return 20000 elseif name == "玛雅之石" then return 40000 elseif name == "创造宝石" then return 450000 elseif name == "生命宝石" then return 450000 elseif name == "合成幸运符" then return 200000 end local type = ConfigDataManager.getTableValue("cfg_item", "type", "id", cfgId) type = tonumber(type) if not type or type ~= 2 then return 0 end -- local value = ConfigDataManager.getTableValue("cfg_item", "value", "id", cfgId) -- value = tonumber(value) -- if value and value > 0 then -- return value -- end -- 装备等级(道具表字段 只参与价值计算) local level = EquipFunc.getItemCalculatelevel(actor, itemId) -- 强化等级 local strengthLevel = EquipFunc.getEquipStrengthLevel(actor, itemId) -- 装备系数 local equipXiShu = level + strengthLevel * 3 if tQiangHuaXiShu[strengthLevel] then equipXiShu = equipXiShu + tQiangHuaXiShu[strengthLevel] end -- 装备价值 local equipCost = 0 local tmpXiShu = equipXiShu -- 是否是卓越装备 if EquipFunc.IsZhuoYueEquip(cfgId) then tmpXiShu = equipXiShu + 25 end equipCost = math.ceil(((tmpXiShu + 40) * tmpXiShu * tmpXiShu / 8 + 100) / 100) * 100 -- local mainType = ConfigDataManager.getTableValue("cfg_item", "type", "id", cfgId) local subType = ConfigDataManager.getTableValue("cfg_item", "subType", "id", cfgId) -- 翅膀 if subType == 13 then equipCost = math.ceil((equipXiShu + 40) * equipXiShu * equipXiShu * 11) + 40000000 end -- 单手武器衰减 local strPart = ConfigDataManager.getTableValue("cfg_item", "strPart", "id", cfgId) if strPart == 1 or strPart == 2 then equipCost = equipCost * 80 / 100 end ---装备价值不能超出 if equipCost > 3000000000 then equipCost = 3000000000 end return math.floor(equipCost) end -- 获取合成时装备价值 function EquipFunc.getEquipSynValue(actor, itemId) -- 强化系数 local tQiangHuaXiShu = { [4] = 40, [5] = 45, [6] = 55, [7] = 65, [8] = 75, [9] = 85, [10] = 95, [11] = 135, [12] = 185, [13] = 245, [14] = 305, [15] = 365 } local equipInfo = getequipinfo(actor, itemId, 1) local cfgId = equipInfo.cfgid local name = ConfigDataManager.getTableValue("cfg_item", "name", "id", cfgId) if name == "祝福宝石" then return 60000 elseif name == "灵魂宝石" then return 20000 elseif name == "玛雅之石" then return 40000 elseif name == "创造宝石" then return 450000 elseif name == "生命宝石" then return 450000 elseif name == "合成幸运符" then return 200000 end local type = ConfigDataManager.getTableValue("cfg_item", "type", "id", cfgId) type = tonumber(type) if not type or type ~= 2 then return 0 end -- local value = ConfigDataManager.getTableValue("cfg_item", "value", "id", cfgId) -- value = tonumber(value) -- if value and value > 0 then -- return value -- end -- 装备等级(道具表字段 只参与价值计算) local level = EquipFunc.getItemCalculatelevel(actor, itemId) -- 强化等级 local strengthLevel = EquipFunc.getEquipStrengthLevel(actor, itemId) -- 追加等级 local appendLevel = EquipFunc.getEquipAppendLevel(actor, itemId) -- 是否有幸运属性 local equipInfo = getequipinfo(actor, itemId, 1) local isLuck = false if equipInfo ~= nil then isLuck = EquipFunc.GetEquipIsLuck(equipInfo) end -- 装备系数 local equipXiShu = level + strengthLevel * 3 if tQiangHuaXiShu[strengthLevel] then equipXiShu = equipXiShu + tQiangHuaXiShu[strengthLevel] end if appendLevel > 0 then equipXiShu = equipXiShu + (appendLevel - 1) * 10 end -- 幸运属性加成 if isLuck then equipXiShu = equipXiShu + 10 end -- 装备价值 local equipCost = 0 local tmpXiShu = equipXiShu -- 是否是卓越装备 if EquipFunc.IsZhuoYueEquip(cfgId) then tmpXiShu = equipXiShu + 25 end equipCost = math.ceil(((tmpXiShu + 40) * tmpXiShu * tmpXiShu / 8 + 100) / 100) * 100 -- local mainType = ConfigDataManager.getTableValue("cfg_item", "type", "id", cfgId) -- local subType = ConfigDataManager.getTableValue("cfg_item", "subType", "id", cfgId) -- 翅膀 -- if subType == 13 then -- equipCost = math.ceil((equipXiShu + 40) * equipXiShu * equipXiShu * 11) + 40000000 -- end -- 单手武器衰减 local strPart = ConfigDataManager.getTableValue("cfg_item", "strPart", "id", cfgId) if strPart == 1 or strPart == 2 then equipCost = equipCost * 80 / 100 end ---装备价值不能超出 if equipCost > 3000000000 then equipCost = 3000000000 end return math.floor(equipCost) end -- 获取可回收物品列表 function EquipFunc.getRescoverItemList(actor) local allItemInfo = getallbagiteminfo(actor) local tRecoverItem = {} if not next(allItemInfo) then return tRecoverItem end for _, item in pairs(allItemInfo) do local cfgId = item.cfgid local itemData = ConfigDataManager.getTable("cfg_item", "id", cfgId)[1] local recoveryGroup = itemData.recoverygroup or 0 if recoveryGroup ~= 0 then table.insert(tRecoverItem, item) end end return tRecoverItem end -- 获取回收价格 function EquipFunc.getEquipRecoverCost(actor, itemId) local equipInfo = getequipinfo(actor, itemId, 1) local cfgId = equipInfo.cfgid local value = ConfigDataManager.getTableValue("cfg_item", "value", "id", cfgId) if tonumber(value) then return tonumber(value) end -- if value ~= "" then -- return tonumber(value) -- end local equipCost = EquipFunc.getEquipJiaZhi(actor, itemId) -- 出售价格 local sellPrice = 0 -- 是否卓越装备 local isZhuoYue = EquipFunc.IsZhuoYueEquip(cfgId) -- 卓越条数 local ZhuoYueEquipNum = EquipFunc.getZhuoYueEquipNum(actor, itemId) -- 追加等级 local appendLevel = EquipFunc.getEquipAppendLevel(actor, itemId) -- 幸运 local IsXingYun = EquipFunc.getEquipIsXingYun(actor, itemId) -- 技能 local IsSkill = EquipFunc.getEquipIsSkill(actor, itemId) if not sellPrice or sellPrice == 0 then if IsSkill then sellPrice = equipCost + equipCost * 2.5 end if IsXingYun then sellPrice = equipCost + equipCost * 1.25 end if appendLevel > 0 then if appendLevel == 1 then sellPrice = equipCost + equipCost * 1.6 elseif appendLevel == 2 then sellPrice = equipCost + equipCost * 2.4 elseif appendLevel == 3 then sellPrice = equipCost + equipCost * 3.8 elseif appendLevel == 4 then sellPrice = equipCost + equipCost * 6.6 end end if isZhuoYue then sellPrice = equipCost + equipCost * 2 * ZhuoYueEquipNum end -- 道具表 useLevelLimit 字段 if EquipFunc.getEquipIsSpecial(cfgId) then sellPrice = equipCost + equipCost * 1.16 end -- local useLevelLimit = ConfigDataManager.getTableValue("cfg_item", "useLevelLimit", "id", cfgId) -- useLevelLimit = tonumber(useLevelLimit) -- if useLevelLimit >= 380 then -- sellPrice = equipCost + equipCost *1.16 -- end sellPrice = math.ceil(equipCost / 4) ---向上取整 end return math.floor(sellPrice) end function EquipFunc.getEquipExchangeCost(equip) local attrNum = #equip.entries if EquipFunc.GetEquipIsLuck(equip) then attrNum = attrNum - 3 else attrNum = attrNum - 1 end attrNum = math.max(attrNum, 0) local ISZY, ZyType = EquipFunc.IsZhuoYueEquip(equip.cfgid) local num = 0 if ZyType == 1 then -- 卓越准备 num = 20 elseif ZyType == 3 then -- 卓越套装 num = 100 end return attrNum * num end -- 装备修理费用 function EquipFunc.getXiuLiPrice(actor, itemId, equipInfo2) local equipInfo = nil if equipInfo2 ~= nil then equipInfo = equipInfo2 else equipInfo = getequipinfo(actor, itemId, 1) end local cfgId = equipInfo.cfgid local equipCost = EquipFunc.getEquipJiaZhi(actor, itemId) / 3 -- 修理系数 local XiuLiXiShu = math.ceil(equipCost / 100) * 100 local nowDurabilityPct = EquipDurability.getNowDurabilityPct(actor, itemId) local DurabilityXiShu = 1 - nowDurabilityPct / 100 local X = math.sqrt(XiuLiXiShu) local Y = math.sqrt(X) -- 修理费用 local xiuliPrice = 0 -- 是否卓越装备 local isZhuoYue = EquipFunc.IsZhuoYueEquip(cfgId) if isZhuoYue then xiuliPrice = (((3 * X * Y) * DurabilityXiShu) + 1) * 0.85 else xiuliPrice = (3 * X * Y) * DurabilityXiShu + 1 end -- 是否自动修理 local autoXiuLi = false -- 是否远程修理 local yuanchengXiuLi = false if autoXiuLi or yuanchengXiuLi then xiuliPrice = xiuliPrice * 2 end return math.ceil(xiuliPrice) end -- 缓存时装表 EquipFunc.tSuitList = {} function EquipFunc.setSuitIdList() -- local itemData = ConfigDataManager.getTable("cfg_equip_suit") local cfg_equip_suit = ConfigDataManager.getList("cfg_equip_suit") info("时装表开始缓存") for i = 1, #cfg_equip_suit do local id = cfg_equip_suit[i].id local tSuitItemId = string.split(cfg_equip_suit[i].suitItemId, "#") for j = 1, #tSuitItemId do local itemId = tSuitItemId[j] EquipFunc.tSuitList[itemId] = id end end info("时装表缓存结束") end -- 根据道具cfgId获取时装id function EquipFunc.getSuitId(cfgId) return EquipFunc.tSuitList[cfgId] or 0 end -- 登录 GameEvent.add(EventCfg.onLoginEnd, function(actor) -- 推送红点 sendluamsg(actor, LuaNetMsg.Equip_DuanZao_MsgID, { sendType = 10 }) end, filename) -- 重载配置 GameEvent.add(EventCfg.onReloadScript, function(actor) EquipFunc.setSuitIdList() -- 推送红点 sendluamsg(actor, LuaNetMsg.Equip_DuanZao_MsgID, { sendType = 10 }) end, filename)