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楼主 |
发表于 2017-4-25 13:16:07
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仔细看了下是在lua/weapon.lua里,我的是这样的处理的
- weaponRepair=function(p_weapon)
- tmp.uweapon = p_weapon
- if not Bag["铁锤"] then
- cntr1 = countR(3)
- return go(weaponRepairQu,"扬州城","杂货铺")
- end
- return weaponRepairGo()
- end
- weaponRepairQu=function()
- exe('qu tiechui')
- checkBags()
- return check_bei(weaponRepairQuCheck,1)
- end
- weaponRepairQuCheck=function()
- if cntr1()> 0 and not Bag["铁锤"] then
- return weaponRepairQu()
- end
- if Bag["铁锤"] then
- return weaponRepairGo()
- else
- return weaponRepairFind()
- end
- end
- weaponRepairOver=function()
- DeleteTriggerGroup("weapon")
- EnableTriggerGroup("repair",false)
- EnableTimer("repair",false)
- DeleteTimer("repair")
- DeleteTriggerGroup("repair")
- return check_halt(check_jobx)
- end
- weaponRepairGoCun=function()
- EnableTriggerGroup("repair",false)
- EnableTimer("repair",false)
- cntr2 = countR(3)
- exe('unwield tie chui')
- return go(weaponRepairCun,"扬州城","杂货铺")
- end
- weaponRepairCun=function()
- if not Bag["铁锤"] then
- return check_heal()
- end
- if cntr2()>0 and Bag["铁锤"] then
- weapon_unwield()
- exe('cun tie chui')
- checkBags()
- return check_busy(weaponRepairCun,1)
- end
- return weaponRepairOver()
- end
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