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打怪没有经验,然后提示这个 #7

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Niguangz opened this issue Oct 26, 2023 · 10 comments
Open

打怪没有经验,然后提示这个 #7

Niguangz opened this issue Oct 26, 2023 · 10 comments

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@Niguangz
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at Z.Expressions.EvalManager.get_DefaultContext()
at Z.Expressions.Eval.Execute[TResult](String code, Object parameters)
at Legend.MainPlugin.OnNPCKilled(NpcKilledEventArgs args)

@Leader-txt
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看看配置文件

@Niguangz
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{
"MaxSkill": 10,
"MaxSkillLevel": 10,
"ExpRate": 0.2,
"ExpRateUp": "init+level/1002",
"Exp": 300,
"LevelUp": "exp
2^level",
"MaxLevel": 40,
"Jobs": [
{
"Name": "弓箭手",
"Levels": [
{
"num": 0,
"Damage": 0.0,
"SkillNum": 0,
"SkillMax": 0,
"Buff": [
0
]
}
],
"Damage": 0.05,
"DamageUp": "init+level/1002",
"SkillNum": 2,
"SkillNumUp": "init+level
2"
}
],
"Skills": [
{
"Projs": [
{
"ProjID": 1,
"Rate": 0.8,
"RateUp": "init+level/1002",
"Num": {
"Item1": 5,
"Item2": 10
},
"Span": {
"Item1": 0,
"Item2": 0
},
"X": {
"Item1": -10.0,
"Item2": 10.0
},
"Y": {
"Item1": -10.0,
"Item2": 10.0
},
"Direct": false,
"VX": {
"Item1": -10.0,
"Item2": 10.0
},
"VY": {
"Item1": -10.0,
"Item2": 10.0
},
"Damage": 10,
"DamageUp": "init+level
2",
"KnockBack": 5.0,
"KnockBackUp": "init+level2"
}
],
"Name": "木",
"Note": "1",
"Rate": 0.2,
"RateUp": "init +level/100
2",
"Price": 2,
"PriceUp": "init+level2",
"Jobs": [
""
],
"Weapons": [
0
],
"HealRate": 0.2,
"HealRateUp": "init +level/100
2",
"HealArea": 300,
"AreaUp": "initlevel",
"Heal": 10,
"HealUp": "init+level
10",
"UptakeRate": 0.2,
"UptakeRateUp": "init +level/1002",
"Uptake": 10,
"UptakeUp": "init+level
2",
"TakeRate": 0.5,
"TakeRateUp": "init+level/1002",
"TakeArea": 300,
"TakeAreaUp": "init
level"
}
]
}

@Niguangz
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就默认的,不知道什么问题用不了

@Niguangz
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对了,一开始是有经验的,选择好职业就出问题了了

@Leader-txt
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远古项目了,可能是配置文件问题,建议用旧版release,有中文配置文件

@Niguangz
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中文也用了,也不行,可能是我配置搞错了

@Leader-txt
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来张报错截图吧

@Niguangz
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1

@Niguangz
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{
"初始最多可学习技能数": 10,
"最高技能等级": 10,
"初始经验值获取比例 获取的经验值=击杀怪物血量x此比例": 0.2,
"经验值获取比例计算公式 init-初始比例 level-等级": "init+level/1002",
"初始经验值": 300,
"升级至下级所需经验计算公式(exp:初始经验值,level:玩家当前等级)": "exp
2^level",
"最高等级": 40,
"职业": [
{
"职业名称": "弓箭手",
"特殊等级升级需求": [
{
"等级": 0,
"额外增加的伤害点数 (0-1的数值)": 0.0,
"额外给予的技能点数": 0,
"额外给予的技能学习位数量": 0,
"额外给予的buff": [
0
]
}
],
"初始伤害点数 (0-1的数值)": 0.05,
"升级时奖励伤害点数计算公式 init-初始伤害点数 level-等级": "init+level/1002",
"初始奖励技能点数": 2,
"升级时奖励技能点数计算公式 init-初始奖励技能点数 level-等级": "init+level
2"
}
],
"技能": [
{
"弹幕": [
{
"弹幕id": 1,
"初始生成概率(0-1的值)": 0.8,
"生成概率计算公式 init-初始生成概率 level-等级": "init+level/1002",
"生成数量范围(最小值,最大值)": {
"Item1": 5,
"Item2": 10
},
"多个弹幕生成时间间隔范围(最小值,最大值)单位:ms": {
"Item1": 0,
"Item2": 0
},
"弹幕生成位置范围X 以下均以玩家为原点": {
"Item1": -10.0,
"Item2": 10.0
},
"弹幕生成位置范围Y": {
"Item1": -10.0,
"Item2": 10.0
},
"是否以最近敌对npc为攻击目标": false,
"弹幕生成速度X分矢量范围": {
"Item1": -10.0,
"Item2": 10.0
},
"弹幕生成速度y分矢量范围": {
"Item1": -10.0,
"Item2": 10.0
},
"初始弹幕伤害": 10,
"弹幕伤害计算公式 init-初始伤害 level-弹幕等级": "init+level
2",
"初始弹幕击退": 5.0,
"弹幕击退计算公式 init-初始击退 level-弹幕等级": "init+level2"
}
],
"技能名称": "",
"技能备注": "",
"初始技能触发概率": 0.2,
"技能触发概率计算公式 init-初始技能触发概率 level-等级": "init +level/100
2",
"初始技能学习点数": 2,
"升级所需点数计算公式 init-初始技能学习点数 level-等级": "init+level2",
"允许使用的职业名称 若该数组中包含‘-1’则所有职业均可使用": [
"弓箭手"
],
"允许使用的武器id 若该数组中包含-1,则所有职业均可使用": [
-1
],
"初始治疗触发概率 0-1的值": 0.2,
"治疗概率计算公式 init-初始治疗触发概率 level-等级": "init +level/100
2",
"初始治疗半径": 300,
"治疗半径计算公式 init-初始治疗半径 level-等级": "initlevel",
"初始治疗点数": 10,
"治疗点数计算公式 init-初始治疗点数 level-等级": "init+level
10",
"初始吸血概率 0-1的值": 0.2,
"吸血概率计算公式 init-初始治疗概率 level-等级": "init +level/1002",
"初始吸血点数": 10,
"吸血点数计算公式 init-初始吸血点数 level-等级": "init+level
2",
"初始吸血转化率": 0.5,
"吸血转化率计算公式 init-初始吸血转化率 level-等级": "init+level/1002",
"初始吸血半径": 300,
"吸血半径计算公式 init-初始吸血半径 level-等级": "init
level"
}
]
}

@Hex4gonForc3
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Screenshot_2024-03-15-12-19-43-27
Bro why this error

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3 participants