請求大神解惑,一進遊戲打怪就閃退請問是哪裡錯了?
L1viewer確認SPR可以讀取
L1Attack內容
/**
* 數呾賦彆
*/
@Override
public void commit() {
if (_isHit) {
if (_pc.dice_hp() != 0) {
if ((_random.nextInt(1000) + 1) <= _pc.dice_hp()) {
_drainHp = _pc.sucking_hp();
}
}
if (_pc.dice_mp() != 0) {
if ((_random.nextInt(1000) + 1) <= _pc.dice_mp()) {
_drainMana = _pc.sucking_mp();
}
}
switch (_calcType) {
case PC_PC:
if (_pc.lift() != 0) {
if ((_random.nextInt(1000) + 1) <= _pc.lift()) {
L1ItemInstance armor = _targetPc.getInventory().getItemEquipped(2, 1);// 芛錳
if (armor != null) {
_targetPc.getInventory().setEquipped(armor, false);
// 1,356ㄩ錳樅腔蟀諉窒煦掩輓賸﹝
_targetPc.sendPackets(new S_ServerMessage(1356));
}
}
}
commitPc();
break;
case PC_NPC:
commitNpc();
break;
}
}
if (!ConfigAlt.ALT_ATKMSG) { // 夼漲珆尨杻虴羲壽
return;
}
final String srcatk = _pc.getName();// 馴僻氪
String tgatk = "";// 掩馴僻氪
String hitinfo = "";// 訧捅
String dmginfo = "";// 夼漲
String x = "";// 郔笝訧捅
int i = (int) ((_damage/Math.pow(10,0)) % 10) + 14860;//跺弇0-9
int k = (int) ((_damage/Math.pow(10,1)) % 10) + 14870;//坋弇0-9
int h = (int) ((_damage/Math.pow(10,2)) % 10) + 14880;//啃弇0-9
int s = (int) ((_damage/Math.pow(10,3)) % 10) + 14890;//弇0-9
int m = (int) ((_damage/Math.pow(10,4)) % 10) + 14900;//勀弇0-9
switch (this._calcType) {
case PC_PC:
tgatk = _targetPc.getName();
hitinfo = " 韜笢:" + _hitRate + "% 呁豻hp:" + _targetPc.getCurrentHp();
dmginfo = _isHit ? "夼漲:" + _damage : "囮啖";
x = srcatk + ">" + tgatk + " " + dmginfo + hitinfo;
if ( _damage <= 0 ){
this._pc.sendPackets(new S_SkillSound(this._targetPc.getId() , 14150));//Miss杻虴
}
else if ( _damage > 0 && _damage < 10 ){
this._pc.sendPackets(new S_SkillSound(this._targetPc.getId() , i));//跺弇杅杻虴
}
else if ( _damage >= 10 && _damage < 100){
this._pc.sendPackets(new S_SkillSound(this._targetPc.getId() , i));//跺弇杅杻虴
this._pc.sendPackets(new S_SkillSound(this._targetPc.getId() , k));//坋弇杅杻虴
}
else if ( _damage >= 100 && _damage < 1000){
this._pc.sendPackets(new S_SkillSound(this._targetPc.getId() , i));//跺弇杅杻虴
this._pc.sendPackets(new S_SkillSound(this._targetPc.getId() , k));//坋弇杅杻虴
this._pc.sendPackets(new S_SkillSound(this._targetPc.getId() , h));//啃弇杅杻虴
}
else if ( _damage >= 1000 && _damage < 10000){
this._pc.sendPackets(new S_SkillSound(this._targetPc.getId() , i));//跺弇杅杻虴
this._pc.sendPackets(new S_SkillSound(this._targetPc.getId() , k));//坋弇杅杻虴
this._pc.sendPackets(new S_SkillSound(this._targetPc.getId() , h));//啃弇杅杻虴
this._pc.sendPackets(new S_SkillSound(this._targetPc.getId() , s));//弇杅杻虴
}
else if ( _damage >= 10000){
this._pc.sendPackets(new S_SkillSound(this._targetPc.getId() , i));//跺弇杅杻虴
this._pc.sendPackets(new S_SkillSound(this._targetPc.getId() , k));//坋弇杅杻虴
this._pc.sendPackets(new S_SkillSound(this._targetPc.getId() , h));//啃弇杅杻虴
this._pc.sendPackets(new S_SkillSound(this._targetPc.getId() , s));//弇杅杻虴
this._pc.sendPackets(new S_SkillSound(this._targetPc.getId() , m));//勀弇杅杻虴
}
break;
case PC_NPC:
tgatk = this._targetNpc.getName();
hitinfo = " 韜笢:" + this._hitRate + "% 呁豻hp:" + this._targetNpc.getCurrentHp();
dmginfo = this._isHit ? "夼漲:" + this._damage : "囮啖";
x = srcatk + ">" + tgatk + " " + dmginfo + hitinfo;
if ( _damage <= 0 ){
this._pc.sendPackets(new S_SkillSound(this._targetNpc.getId() , 14150));//Miss杻虴
}
else if ( _damage > 0 && _damage < 10 ){
this._pc.sendPackets(new S_SkillSound(this._targetNpc.getId() , i));//跺弇杅杻虴
}
else if ( _damage >= 10 && _damage < 100){
this._pc.sendPackets(new S_SkillSound(this._targetNpc.getId() , i));//跺弇杅杻虴
this._pc.sendPackets(new S_SkillSound(this._targetNpc.getId() , k));//坋弇杅杻虴
}
else if ( _damage >= 100 && _damage < 1000){
this._pc.sendPackets(new S_SkillSound(this._targetNpc.getId() , i));//跺弇杅杻虴
this._pc.sendPackets(new S_SkillSound(this._targetNpc.getId() , k));//坋弇杅杻虴
this._pc.sendPackets(new S_SkillSound(this._targetNpc.getId() , h));//啃弇杅杻虴
}
else if ( _damage >= 1000 && _damage < 10000){
this._pc.sendPackets(new S_SkillSound(this._targetNpc.getId() , i));//跺弇杅杻虴
this._pc.sendPackets(new S_SkillSound(this._targetNpc.getId() , k));//坋弇杅杻虴
this._pc.sendPackets(new S_SkillSound(this._targetNpc.getId() , h));//啃弇杅杻虴
this._pc.sendPackets(new S_SkillSound(this._targetNpc.getId() , s));//弇杅杻虴
}
else if ( _damage >= 10000){
this._pc.sendPackets(new S_SkillSound(this._targetNpc.getId() , i));//跺弇杅杻虴
this._pc.sendPackets(new S_SkillSound(this._targetNpc.getId() , k));//坋弇杅杻虴
this._pc.sendPackets(new S_SkillSound(this._targetNpc.getId() , h));//啃弇杅杻虴
this._pc.sendPackets(new S_SkillSound(this._targetNpc.getId() , s));//弇杅杻虴
this._pc.sendPackets(new S_SkillSound(this._targetNpc.getId() , m));//勀弇杅杻虴
}
break;
}
}
登入器編碼也有寫入,編碼如下
#14860 1 0.(0 6,0.0:2 0.1:2 0.2:2 0.3:2 0.4:2 0.5:2) 102.(0) 104.(8)
#14861 1 0.(0 6,0.0:2 0.1:2 0.2:2 0.3:2 0.4:2 0.5:2) 102.(0) 104.(8)
#14862 1 0.(0 6,0.0:2 0.1:2 0.2:2 0.3:2 0.4:2 0.5:2) 102.(0) 104.(8)
#14863 1 0.(0 6,0.0:2 0.1:2 0.2:2 0.3:2 0.4:2 0.5:2) 102.(0) 104.(8)
#14864 1 0.(0 6,0.0:2 0.1:2 0.2:2 0.3:2 0.4:2 0.5:2) 102.(0) 104.(8)
#14865 1 0.(0 6,0.0:2 0.1:2 0.2:2 0.3:2 0.4:2 0.5:2) 102.(0) 104.(8)
#14866 1 0.(0 6,0.0:2 0.1:2 0.2:2 0.3:2 0.4:2 0.5:2) 102.(0) 104.(8)
#14867 1 0.(0 6,0.0:2 0.1:2 0.2:2 0.3:2 0.4:2 0.5:2) 102.(0) 104.(8)
#14868 1 0.(0 6,0.0:2 0.1:2 0.2:2 0.3:2 0.4:2 0.5:2) 102.(0) 104.(8)
#14869 1 0.(0 6,0.0:2 0.1:2 0.2:2 0.3:2 0.4:2 0.5:2) 102.(0) 104.(8)
#14870 1 0.(0 6,0.0:2 0.1:2 0.2:2 0.3:2 0.4:2 0.5:2) 102 0 104 8
#14871 1 0.(0 6,0.0:2 0.1:2 0.2:2 0.3:2 0.4:2 0.5:2) 102.(0) 104.(8)
#14872 1 0.(0 6,0.0:2 0.1:2 0.2:2 0.3:2 0.4:2 0.5:2) 102.(0) 104.(8)
#14873 1 0.(0 6,0.0:2 0.1:2 0.2:2 0.3:2 0.4:2 0.5:2) 102.(0) 104.(8)
#14874 1 0.(0 6,0.0:2 0.1:2 0.2:2 0.3:2 0.4:2 0.5:2) 102.(0) 104.(8)
#14875 1 0.(0 6,0.0:2 0.1:2 0.2:2 0.3:2 0.4:2 0.5:2) 102.(0) 104.(8)
#14876 1 0.(0 6,0.0:2 0.1:2 0.2:2 0.3:2 0.4:2 0.5:2) 102.(0) 104.(8)
#14877 1 0.(0 6,0.0:2 0.1:2 0.2:2 0.3:2 0.4:2 0.5:2) 102.(0) 104.(8)
#14878 1 0.(0 6,0.0:2 0.1:2 0.2:2 0.3:2 0.4:2 0.5:2) 102.(0) 104.(8)
#14879 1 0.(0 6,0.0:2 0.1:2 0.2:2 0.3:2 0.4:2 0.5:2) 102.(0) 104.(8)
#14880 1 0.(0 6,0.0:2 0.1:2 0.2:2 0.3:2 0.4:2 0.5:2) 102.(0) 104.(8)
#14881 1 0.(0 6,0.0:2 0.1:2 0.2:2 0.3:2 0.4:2 0.5:2) 102.(0) 104.(8)
#14882 1 0.(0 6,0.0:2 0.1:2 0.2:2 0.3:2 0.4:2 0.5:2) 102.(0) 104.(8)
#14883 1 0.(0 6,0.0:2 0.1:2 0.2:2 0.3:2 0.4:2 0.5:2) 102.(0) 104.(8)
#14884 1 0.(0 6,0.0:2 0.1:2 0.2:2 0.3:2 0.4:2 0.5:2) 102.(0) 104.(8)
#14885 1 0.(0 6,0.0:2 0.1:2 0.2:2 0.3:2 0.4:2 0.5:2) 102.(0) 104.(8)
#14886 1 0.(0 6,0.0:2 0.1:2 0.2:2 0.3:2 0.4:2 0.5:2) 102.(0) 104.(8)
#14887 1 0.(0 6,0.0:2 0.1:2 0.2:2 0.3:2 0.4:2 0.5:2) 102.(0) 104.(8)
#14888 1 0.(0 6,0.0:2 0.1:2 0.2:2 0.3:2 0.4:2 0.5:2) 102.(0) 104.(8)
#14889 1 0.(0 6,0.0:2 0.1:2 0.2:2 0.3:2 0.4:2 0.5:2) 102.(0) 104.(8)
#14890 1 0.(0 6,0.0:2 0.1:2 0.2:2 0.3:2 0.4:2 0.5:2) 102.(0) 104.(8)
#14891 1 0.(0 6,0.0:2 0.1:2 0.2:2 0.3:2 0.4:2 0.5:2) 102.(0) 104.(8)
#14892 1 0.(0 6,0.0:2 0.1:2 0.2:2 0.3:2 0.4:2 0.5:2) 102.(0) 104.(8)
#14893 1 0.(0 6,0.0:2 0.1:2 0.2:2 0.3:2 0.4:2 0.5:2) 102.(0) 104.(8)
#14894 1 0.(0 6,0.0:2 0.1:2 0.2:2 0.3:2 0.4:2 0.5:2) 102.(0) 104.(8)
#14895 1 0.(0 6,0.0:2 0.1:2 0.2:2 0.3:2 0.4:2 0.5:2) 102.(0) 104.(8)
#14896 1 0.(0 6,0.0:2 0.1:2 0.2:2 0.3:2 0.4:2 0.5:2) 102.(0) 104.(8)
#14897 1 0.(0 6,0.0:2 0.1:2 0.2:2 0.3:2 0.4:2 0.5:2) 102.(0) 104.(8)
#14898 1 0.(0 6,0.0:2 0.1:2 0.2:2 0.3:2 0.4:2 0.5:2) 102.(0) 104.(8)
#14899 1 0.(0 6,0.0:2 0.1:2 0.2:2 0.3:2 0.4:2 0.5:2) 102.(0) 104.(8)
#14900 1 0.(0 6,0.0:2 0.1:2 0.2:2 0.3:2 0.4:2 0.5:2) 102.(0) 104.(8)
#14901 1 0.(0 6,0.0:2 0.1:2 0.2:2 0.3:2 0.4:2 0.5:2) 102.(0) 104.(8)
#14902 1 0.(0 6,0.0:2 0.1:2 0.2:2 0.3:2 0.4:2 0.5:2) 102.(0) 104.(8)
#14903 1 0.(0 6,0.0:2 0.1:2 0.2:2 0.3:2 0.4:2 0.5:2) 102.(0) 104.(8)
#14904 1 0.(0 6,0.0:2 0.1:2 0.2:2 0.3:2 0.4:2 0.5:2) 102.(0) 104.(8)
#14905 1 0.(0 6,0.0:2 0.1:2 0.2:2 0.3:2 0.4:2 0.5:2) 102.(0) 104.(8)
#14906 1 0.(0 6,0.0:2 0.1:2 0.2:2 0.3:2 0.4:2 0.5:2) 102.(0) 104.(8)
#14907 1 0.(0 6,0.0:2 0.1:2 0.2:2 0.3:2 0.4:2 0.5:2) 102.(0) 104.(8)
#14908 1 0.(0 6,0.0:2 0.1:2 0.2:2 0.3:2 0.4:2 0.5:2) 102.(0) 104.(8)
#14909 1 0.(0 6,0.0:2 0.1:2 0.2:2 0.3:2 0.4:2 0.5:2) 102.(0) 104.(8)