求教:这些代码哪个是修改钱数的?请高手指教,初期想把搜索的钱数定位在80—100元左右
export int DeadBody = 1;
export int Wardrobe = 2;
export int Safe = 3;
export int ToolBox = 4;
export int Bag = 5;
export int CashDesk = 6;
export int MetalWardrobe = 7;
export int ToolboxWardrobe = 8;
export int Bonnet = 9;
export int Electronics = 10;
export int Trash = 11;
export int Seaweeds = 12;
export int Flowers = 13;
export int Refrigerator = 14;
export int ToolBoxFirearms = 15;
export int DeadBody_FatMan = 16;
export int DeadBody_Ram = 17;
export int DeadBody_Suicider = 18;
export int DeadBody_Corrupter = 19;
export int DeadBody_MeleeFighter = 20;
export int DeadBody_Infected = 21;
export int DeadBody_Human = 22;
export int MedKit = 1;
export int Ammo = 2;
export int Cash = 3;
export int Weapon = 4;
export int CraftPart = 3;
export int LootType_None = 0;
export int LootType_Knuckles = 1;
export int LootType_Blunt = 2;
export int LootType_Sharp = 3;
export int LootType_Firearm_Short = 4;
export int LootType_Firearm_Long = 5;
export int LootType_Firearm_Auto = 6;
export int LootType_Throwable = 7;
export int LootType_Powerup = 8;
export int Color_White = 0;
export int Color_Green = 1;
export int Color_Violet = 2;
export int Color_Yellow = 3;
export int Color_Orange = 4;
export int ColorSet_Default = 0;
export int ColorSet_LockPick1 = 1;
export int ColorSet_LockPick2 = 2;
export int ColorSet_LockPick3 = 3;
export int ColorSet_FatMan = 4;
export int ColorSet_Ram = 5;
export int ColorSet_Suicider = 6;
export int ColorSet_Corrupter = 7;
export int ColorSet_MeleeFighter = 8;
sub DefineColors()
{
DefColorSet(ColorSet_Default)
{
ColorWeight(Color_White, 75.0);
ColorWeight(Color_Green, 25.0);
ColorWeight(Color_Violet, 10.0);
ColorWeight(Color_Yellow, 5.0);
ColorWeight(Color_Orange, 1.0);
}
DefColorSet(ColorSet_LockPick1)
{
ColorWeight(Color_White, 0.0);
ColorWeight(Color_Green, 20.0);
ColorWeight(Color_Violet, 15.0);
ColorWeight(Color_Yellow, 10.0);
ColorWeight(Color_Orange, 5.0);
}
DefColorSet(ColorSet_LockPick2)
{
ColorWeight(Color_White, 0.0);
ColorWeight(Color_Green, 0.0);
ColorWeight(Color_Violet, 25.0);
ColorWeight(Color_Yellow, 12.5);
ColorWeight(Color_Orange, 12.5);
}
DefColorSet(ColorSet_LockPick3)
{
ColorWeight(Color_White, 0.0);
ColorWeight(Color_Green, 0.0);
ColorWeight(Color_Violet, 33.4);
ColorWeight(Color_Yellow, 33.4);
ColorWeight(Color_Orange, 33.4);
}
DefColorSet(ColorSet_FatMan)
{
ColorWeight(Color_White, 30.0);
ColorWeight(Color_Green, 20.0);
ColorWeight(Color_Violet, 40.0);
ColorWeight(Color_Yellow, 10.0);
ColorWeight(Color_Orange, 0.0);
}
DefColorSet(ColorSet_Ram)
{
ColorWeight(Color_White, 0.0);
ColorWeight(Color_Green, 10.0);
ColorWeight(Color_Violet, 30.0);
ColorWeight(Color_Yellow, 50.0);
ColorWeight(Color_Orange, 10.0);
}
DefColorSet(ColorSet_Suicider)
{
ColorWeight(Color_White, 70.0);
ColorWeight(Color_Green, 20.0);
ColorWeight(Color_Violet, 5.0);
ColorWeight(Color_Yellow, 5.0);
ColorWeight(Color_Orange, 0.0);
}
DefColorSet(ColorSet_Corrupter)
{
ColorWeight(Color_White, 30.0);
ColorWeight(Color_Green, 20.0);
ColorWeight(Color_Violet, 40.0);
ColorWeight(Color_Yellow, 10.0);
ColorWeight(Color_Orange, 0.0);
}
DefColorSet(ColorSet_MeleeFighter)
{
ColorWeight(Color_White, 0.0);
ColorWeight(Color_Green, 10.0);
ColorWeight(Color_Violet, 30.0);
ColorWeight(Color_Yellow, 50.0);
ColorWeight(Color_Orange, 10.0);
}
}
sub DefaultProgressProb(int loot_type = LootType_None)
{
LootTypeProgress(loot_type)
{
Progress( 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0);
Progress( 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0);
Progress( 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0);
Progress( 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0);
Progress( 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0);
Progress( 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0);
Progress( 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0);
}
}
sub ProgressLevelsProb()
{
LootTypeProgress(LootType_Knuckles) {
Progress( "Level 1", 5, 5, 4, 4, 3, 3, 3, 3, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0);
Progress( "Level 2", 0, 0, 1, 1, 2, 2, 1, 1, 1, 1, 2, 2, 1, 1, 1, 2, 2, 1, 1, 0, 0);
Progress( "Level 3", 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 2, 2, 1, 1, 1, 2, 2, 1, 1);
Progress( "Level 4", 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 4, 4); }
LootTypeProgress(LootType_Blunt) {
Progress( "Level 1", 95, 90, 85, 84, 63, 20, 20, 10, 9, 4, 4, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0);
Progress( "Level 2", 0, 5, 9, 10, 10, 35, 32, 10, 9, 4, 4, 3, 1, 1, 1, 1, 1, 1, 1, 0, 0);
Progress( "Level 3", 0, 0, 0, 5, 5, 10, 10, 22, 14, 4, 4, 4, 3, 1, 1, 1, 1, 1, 1, 1, 0);
Progress( "Level 4", 0, 0, 0, 0, 0, 5, 5, 10, 10, 15, 5, 4, 5, 5, 5, 2, 1, 1, 1, 1, 1);
Progress( "Level 5", 0, 0, 0, 0, 0, 0, 0, 5, 5, 10, 10, 15, 15, 10, 10, 5, 1, 1, 1, 1, 1);
Progress( "Level 6", 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 5, 5, 6, 7, 8); }
LootTypeProgress(LootType_Sharp) {
Progress( "Level 1", 0, 0, 0, 5, 10, 10, 10, 10, 15, 10, 10, 5, 4, 4, 4, 4, 3, 4, 4, 1, 1);
Progress( "Level 2", 0, 0, 0, 0, 0, 5, 5, 5, 10, 15, 20, 20, 14, 9, 9, 9, 4, 4, 4, 2, 1);
Progress( "Level 3", 0, 0, 0, 0, 0, 0, 0, 5, 5, 10, 10, 10, 9, 14, 14, 14, 4, 4, 4, 4, 2);
Progress( "Level 4", 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 5, 5, 5, 5, 10, 10, 14, 4, 4, 4, 2);
Progress( "Level 5", 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 5, 5, 5, 5, 14, 9, 9, 9);
Progress( "Level 6", 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 5, 10, 10, 15, 10, 10);
Progress( "Level 7", 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 5, 10, 15, 20); }
LootTypeProgress(LootType_Firearm_Short) {
Progress( "Level 3", 0, 0, 1, 0, 3, 5, 5, 5, 4, 4, 3, 3, 3, 1, 1, 1, 1, 0, 0, 0, 0);
Progress( "Level 4", 0, 0, 0, 0, 2, 4, 5, 5, 6, 6, 7, 7, 5, 2, 2, 1, 1, 1, 1, 0, 0);
Progress( "Level 5", 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 5, 7, 7, 5, 1, 1, 1, 1, 0, 0);
Progress( "Level 6", 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 7, 4, 4, 1, 1, 1, 1);
Progress( "Level 7", 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 2, 2, 4, 4); }
LootTypeProgress(LootType_Firearm_Long) {
Progress( "Level 4", 0, 0, 0, 0, 0, 1, 5, 5, 4, 5, 5, 5, 5, 7, 4, 3, 3, 3, 3, 2, 2);
Progress( "Level 5", 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 10, 8, 6, 5, 5, 5, 5, 3, 3);
Progress( "Level 6", 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 5, 7, 12, 7, 5, 3, 3);
Progress( "Level 7", 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 7, 7, 7); }
LootTypeProgress(LootType_Firearm_Auto) {
Progress( "Level 4", 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 5, 5, 5, 4, 4, 2, 2);
Progress( "Level 5", 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 6, 3, 3);
Progress( "Level 6", 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 10, 5);
Progress( "Level 7", 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 10); }
LootTypeProgress(LootType_Throwable) {
Progress( "Level 3", 0, 0, 0, 1, 1, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1);
Progress( "Level 4", 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2);
Progress( "Level 5", 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2);}
}
sub StandardMedKits(float weight = 1.0, float prob = 1.0)
{
Set(MedKit, weight, prob)
{
//Item("Medkit_HealthPackLarge", 1.0);
Item("Medkit_HealthPackMedium", 5.0);
Item("Medkit_HealthPackSmall", 1.0);
}
}
sub StandardAmmo(float weight = 1.0, float prob = 1.0)
{
Set(Ammo, weight, prob)
{
Item("Ammo_PistolSmall", 1.0);
Item("Ammo_PistolBig", 1.0);
Item("Ammo_ShotgunSmall", 1.0);
Item("Ammo_ShotgunBig", 1.0);
Item("Ammo_RifleSmall", 1.0);
Item("Ammo_RifleBig", 1.0);
}
}
sub StandardCash(float weight = 1.0, float prob = 1.0)
{
Set(Cash, weight, prob)
{
ItemCount("Cash_Wallet", 500, 10, 20.0);
ItemCount("Cash_Wallet", 2000, 150, 5.0);
ItemCount("Cash_Cash", 500, 30, 10.0);
}
}
sub MediumCash(float weight = 1.0, float prob = 1.0)
{
Set(Cash, weight, prob)
{
ItemCount("Cash_Cash", 2000, 150, 5.0);
}
}
sub BigCash(float weight = 1.0, float prob = 1.0)
{
Set(Cash, weight, prob)
{
ItemCount("Cash_Cash", 5000, 300, 3.34);
}
}
sub default()
{
use DefineColors();
use ProgressLevelsProb();
LootedObject(DeadBody, 0.2)
{
use StandardMedKits(weigh = 7.0, prob = 0.9);
use StandardAmmo(weight = 7.0, prob = 0.9);
use StandardCash(weight = 5.0, prob = 0.9);
}
LootedObject(Wardrobe, 0.5)
{
use StandardMedKits(weigh = 10.0, prob = 0.9);
use StandardAmmo(weight = 8.0, prob = 0.9);
use StandardCash(weight = 1.0, prob = 0.9);
}
LootedObject(Safe, 0.5)
{
use StandardMedKits(weigh = 2.0, prob = 0.9);
use StandardAmmo(weight = 5.0, prob = 0.9);
use StandardCash(weight = 10.0, prob = 0.9);
}
LootedObject(ToolBox, 0.5)
{
use StandardMedKits(weigh = 7.0, prob = 0.9);
use StandardAmmo(weight = 7.0, prob = 0.9);
use StandardCash(weight = 10.0, prob = 0.9);
}
LootedObject(Bag, 0.5)
{
use StandardMedKits(weigh = 7.0, prob = 0.9);
use StandardAmmo(weight = 4.0, prob = 0.9);
use StandardCash(weight = 10.0, prob = 0.9);
}
LootedObject(CashDesk, 0.5)
{
use BigCash(weight = 1.0, prob = 0.1);
}
} |