--迭代函数,用于计算技能熟练度 --具体方法: --根据1级熟练度,升级加速度,级数,重复伤害次数,范围,计算出相应等级熟练度 -- SkillExp(i) = Exp1*a^(i-1)*time*range function SkillExpFunc(Exp0,a,Level,Time,Range) return floor(Exp0*(a^(Level-1))*Time*Range/2) end SKILLS={ --丐帮 gaibang_bangfa={ --丐帮棒法 addphysicsdamage_p={{{1,10},{20,150}},{{1,-1},{2,-1}},{{1,2},{2,2}}}, deadlystrikeenhance_p={{{1,2},{20,25,Conic}},{{1,-1},{2,-1}}} }, gaibang_zhangfa={ --丐帮掌法 addfiremagic_v={{{1,25},{20,275}},{{1,-1},{2,-1}}} }, yanmen_tuobo={ --沿门托钵 seriesdamage_p={{{1,1},{20,10}}}, physicsenhance_p={{{1,10},{20,55}}}, firedamage_v={ [1]={{1,10},{20,100}}, [3]={{1,10},{20,150}} }, addskilldamage1={ [1]={{1,359},{2,359}}, [3]={{1,1},{20,40}} }, addskilldamage2={ [1]={{1,125},{2,125}}, [3]={{1,1},{20,35}} }, addskilldamage3={ [1]={{1,1074},{2,1074}}, [3]={{1,1},{20,32}} }, missle_speed_v={{{1,20},{20,24}}}, skill_attackradius={{{1,320},{20,384}}}, skill_cost_v={{{1,10},{20,10}}} }, jianren_shenshou={ --见人伸手 seriesdamage_p={{{1,1},{20,10}}}, firedamage_v={ [1]={{1,15},{20,75}}, [3]={{1,15},{20,215}} }, addskilldamage1={ [1]={{1,357},{2,357}}, [3]={{1,1},{20,50}} }, addskilldamage2={ [1]={{1,128},{2,128}}, [3]={{1,1},{20,35}} }, addskilldamage3={ [1]={{1,1073},{2,1073}}, [3]={{1,1},{20,40}} }, addskilldamage4={ [1]={{1,1101},{2,1101}}, [3]={{1,1},{20,40}} }, missle_speed_v={{{1,20},{20,24}}}, skill_attackradius={{{1,320},{20,384}}}, skill_cost_v={{{1,25},{20,25}}} }, huabu_liushou={ --滑不留手 --fastwalkrun_p={{{1,9},{20,66}},{{1,18*120},{20,18*180}}}, fastwalkrun_p={{{1,5},{20,33}},{{1,18*120},{20,18*180}}},--降低加跑速效果 skill_cost_v={{{1,24},{20,50}}} }, dagou_zhen={ --打狗阵 addphysicsdamage_p={{{1,10},{20,175}},{{1,-1},{30,-1}},{{1,2},{2,2}}}, --skill_cost_v={{{1,24},{20,50}}} }, xianglong_zhang={ --降龙掌 lifemax_p={{{1,-1},{20,-25},{25,-25},{26,-25}},{{1,-1},{2,-1}}}, manamax_p={{{1,12},{20,50}},{{1,-1},{2,-1}}}, addfiremagic_v={{{1,35},{15,250},{20,750}},{{1,-1},{2,-1}}}, }, bangda_egou={ --棒打恶狗 physicsenhance_p={{{1,10},{20,179}}}, seriesdamage_p={{{1,10},{20,50},{21,52}}}, firedamage_v={ [1]={{1,70},{20,360}}, [3]={{1,70},{20,420}} }, addskilldamage1={ [1]={{1,359},{2,359}}, [3]={{1,1},{20,60}} }, addskilldamage2={ [1]={{1,1074},{2,1074}}, [3]={{1,1},{20,50}} }, missle_speed_v={{{1,28},{20,32}}}, skill_attackradius={{{1,448},{20,512}}}, skill_cost_v={{{1,28},{20,48}}} }, zuidie_kuangwu={ --醉碟狂舞 allres_p={{{1,1},{30,30}},{{1,18*120},{30,18*180}}}, addfiremagic_v={{{1,10},{30,215}},{{1,18*120},{30,18*180}}}, addfiredamage_v={{{1,10},{30,175}},{{1,18*120},{30,18*180}}}, deadlystrikeenhance_p={{{1,5},{20,30,Conic}},{{1,18*120},{30,18*180}}}, --lifemax_yan_p={{{1,21},{35,20},{36,20}},{{1,-1},{30,-1}}}, lifemax_yan_p={{{1,21},{35,60},{36,60}},{{1,-1},{30,-1}}},--加强生命最大值(阳) returnres_p={{{1,5},{40,40},{41,40}},{{1,-1},{20,-1}}},--增加对反弹伤害的抗性,每级1%,上限40% skill_cost_v={{{1,50},{20,100}}} }, kanglong_youhui={ --亢龙有悔//未完,待续 seriesdamage_p={{{1,10},{20,50},{21,52}}}, firedamage_v={ [1]={{1,10},{20,536}}, [3]={{1,10},{20,536}} }, addskilldamage1={ [1]={{1,357},{2,357}}, [3]={{1,1},{20,55}} }, addskilldamage2={ [1]={{1,1073},{2,1073}}, [3]={{1,1},{20,45}} }, addskilldamage3={ [1]={{1,1101},{2,1101}}, [3]={{1,1},{20,45}} }, skill_misslesform_v={{{1,1},{10,1},{10,2},{20,2}}}, skill_misslenum_v={{{1,1},{10,1},{20,15},{25,18},{26,18}}}, skill_param1_v={{{1,0},{10,0},{10,2},{20,2},{21,2}}}, missle_speed_v={{{1,28},{20,32}}}, skill_attackradius={{{1,448},{20,512}}}, skill_cost_v={{{1,10},{20,50}}} }, huaxian_weiyi={ --化险为夷 meleedamagereturn_p={{{1,4},{20,46}},{{1,-1},{20,-1}}}, adddefense_v={{{1,48},{20,800}},{{1,-1},{20,-1}}}, }, xiaoyao_gong={ --逍遥功 attackspeed_v={{{1,6},{20,65},{25,90},{31,108},{32,118},{33,121}},{{1,-1},{20,-1}}}, castspeed_v={{{1,6},{20,65},{25,90},{31,108},{32,118},{33,121}},{{1,-1},{2,-1}}}, --增加外功系普攻伤害和攻击会心一击率 addphysicsdamage_p={{{1,10},{20,120}},{{1,-1},{2,-1}},{{1,2},{2,2}}}, deadlystrikeenhance_p={{{1,1},{20,20,Conic}},{{1,18*120},{20,18*180}}}, }, feilong_zaitian={ --飞龙在天 seriesdamage_p={{{1,20},{15,20},{20,60},{21,62}}}, firedamage_v={ [1]={{1,10},{15,300},{20,750}}, [3]={{1,10},{15,300},{20,750}} }, addskilldamage1={ [1]={{1,1073},{2,1073}}, [3]={{1,1},{20,25}} }, addskilldamage2={ [1]={{1,1101},{2,1101}}, [3]={{1,1},{20,25}} }, missle_speed_v={{{1,20},{20,24},{21,24}}}, skill_misslesform_v={{{1,1},{11,1},{11,0},{20,0}}}, skill_misslenum_v={{{1,1},{11,1},{12,2},{15,2},{16,3},{20,4},{21,4}}}, skill_attackradius={{{1,448},{20,512},{21,512}}}, skill_cost_v={{{1,10},{20,65}}}, skill_eventskilllevel={{{1,1},{20,20}}}, -- skill_flyevent={ -- [1]={{1,0},{10,0},{10,1},{20,1}}, -- [2]={{1,4},{2,4}}, -- [3]={{1,389},{20,389}} -- }, skill_collideevent={ [1]={{1,0},{10,0},{10,1},{20,1}}, [3]={{1,389},{20,389}} }, skill_showevent={{{1,0},{10,0},{10,4},{20,4}}}, addskillexp1={{{1,0},{2,0}},{{1,1},{20,1}},{{1,0},{2,0}}}, skill_skillexp_v={{ {1,SkillExpFunc(8600,1.15,1,1,1)}, {2,SkillExpFunc(8600,1.15,2,1,1)}, {3,SkillExpFunc(8600,1.16,3,1,1)}, {4,SkillExpFunc(8600,1.17,4,1,1)}, {5,SkillExpFunc(8600,1.18,5,1,1)}, {6,SkillExpFunc(8600,1.19,6,2,1)}, {7,SkillExpFunc(8600,1.20,7,2,1)}, {8,SkillExpFunc(8600,1.21,8,2,1)}, {9,SkillExpFunc(8600,1.22,9,2,1)}, {10,SkillExpFunc(8600,1.23,10,2,1)}, {11,SkillExpFunc(8600,1.24,11,2,1)}, {12,SkillExpFunc(8600,1.23,12,2,1)}, {13,SkillExpFunc(8600,1.22,13,2,1)}, {14,SkillExpFunc(8600,1.21,14,2,1)}, {15,SkillExpFunc(8600,1.20,15,3,1)}, {16,SkillExpFunc(8600,1.19,16,3,1)}, {17,SkillExpFunc(8600,1.18,17,3,1)}, {18,SkillExpFunc(8600,1.17,18,3,1)}, {19,SkillExpFunc(8600,1.16,19,3,1)}, {20,SkillExpFunc(8600,1.15,20,4,1)}, }}, }, zhanggaibang150={ --掌丐帮150 seriesdamage_p={{{1,40},{15,40},{20,80},{21,82}}}, firedamage_v={ [1]={{1,24},{15,720},{20,1800},{23,3096},{26,3744}}, [3]={{1,24},{15,720},{20,1800},{23,3096},{26,3744}} }, missle_speed_v={{{1,24},{20,40},{21,40}}}, skill_misslenum_v={{{1,1},{11,1},{12,2},{15,2},{16,2},{20,3},{21,3}}}, skill_attackradius={{{1,448},{20,512},{21,512}}}, skill_cost_v={{{1,12},{20,78},{23,98}}}, skill_eventskilllevel={{{1,1},{20,20}}}, -- skill_flyevent={ -- [1]={{1,0},{10,0},{10,1},{20,1}}, -- [2]={{1,4},{2,4}}, -- [3]={{1,389},{20,389}} -- }, skill_collideevent={ [1]={{1,0},{10,0},{10,1},{20,1}}, [3]={{1,1072},{20,1072}} }, skill_showevent={{{1,0},{10,0},{10,4},{20,4}}}, skill_skillexp_v={{ {1,300}, {2,600}, {3,1000}, {4,1500}, {5,2100}, {6,2800}, {7,3600}, {8,4500}, {9,5500}, {10,6600}, {11,7800}, {12,9100}, {13,10500}, {14,12000}, {15,13600}, {16,15300}, {17,17100}, {18,19000}, {19,21400}, {20,90000}, {21,120000}, {22,150000}, {23,200000}, {24,250000}, {25,300000}, }}, }, -- qianlong_zaiyuan={ --潜龙在渊 -- seriesdamage_p={{{1,20},{20,60}}}, -- firedamage_v={ -- [1]={{1,17},{20,171}}, -- [3]={{1,17},{20,171}} -- }, -- }, longzhan_yuye={ --龙战于野 seriesdamage_p={{{1,20},{20,60},{21,62}}}, firedamage_v={ [1]={{1,17},{20,371}}, [3]={{1,17},{20,371}} }, -- skill_eventskilllevel={{{1,1},{20,20}}}, -- skill_collideevent={ -- [1]={{1,0},{15,0},{15,1},{20,1}}, -- [3]={{1,358},{20,358}} -- }, -- skill_showevent={{{1,0},{15,0},{15,4},{20,4}}}, }, zhanggaibang150_2={ --掌丐帮150第2式 seriesdamage_p={{{1,40},{20,80},{21,82}}}, firedamage_v={ [1]={{1,20},{20,450},{23,585},{26,653}}, [3]={{1,20},{20,450},{23,585},{26,653}} }, -- skill_eventskilllevel={{{1,1},{20,20}}}, -- skill_collideevent={ -- [1]={{1,0},{15,0},{15,1},{20,1}}, -- [3]={{1,358},{20,358}} -- }, -- skill_showevent={{{1,0},{15,0},{15,4},{20,4}}}, }, tianxia_wugou={ --天下无狗 seriesdamage_p={{{1,20},{15,20},{20,60},{21,62}}}, skill_misslenum_v={{{1,1},{20,3},{21,3}}}, physicsenhance_p={{{1,12},{15,100},{20,206}}}, firedamage_v={ [1]={{1,70},{15,150},{20,285}}, [3]={{1,70},{15,200},{20,432}} }, addskilldamage1={ [1]={{1,1074},{2,1074}}, [3]={{1,1},{20,25}} }, missle_speed_v={{{1,20},{20,24},{21,24}}}, skill_attackradius={{{1,448},{20,512},{21,512}}}, skill_cost_v={{{1,20},{20,50}}}, addskillexp1={{{1,0},{2,0}},{{1,1},{20,1}},{{1,0},{2,0}}}, skill_skillexp_v={{ {1,SkillExpFunc(7000,1.15,1,1,1)}, {2,SkillExpFunc(7000,1.15,2,1,1)}, {3,SkillExpFunc(7000,1.16,3,1,1)}, {4,SkillExpFunc(7000,1.17,4,1,1)}, {5,SkillExpFunc(7000,1.18,5,1,1)}, {6,SkillExpFunc(7000,1.19,6,1,1)}, {7,SkillExpFunc(7000,1.20,7,1,1)}, {8,SkillExpFunc(7000,1.21,8,1,1)}, {9,SkillExpFunc(7000,1.22,9,1,1)}, {10,SkillExpFunc(7000,1.23,10,1,1)}, {11,SkillExpFunc(7000,1.24,11,1,1)}, {12,SkillExpFunc(7000,1.23,12,1,1)}, {13,SkillExpFunc(7000,1.22,13,1,1)}, {14,SkillExpFunc(7000,1.21,14,2,1)}, {15,SkillExpFunc(7000,1.20,15,2,1)}, {16,SkillExpFunc(7000,1.19,16,2,1)}, {17,SkillExpFunc(7000,1.18,17,3,1)}, {18,SkillExpFunc(7000,1.17,18,3,1)}, {19,SkillExpFunc(7000,1.16,19,3,1)}, {20,SkillExpFunc(7000,1.15,20,3,1)}, }}, }, gungaibang150={ --棍丐帮150 seriesdamage_p={{{1,40},{15,40},{20,80},{21,82}}}, skill_misslenum_v={{{1,1},{20,5},{21,5}}}, physicsenhance_p={{{1,10},{15,80},{20,165},{23,267},{26,318}}}, firedamage_v={ [1]={{1,60},{15,120},{20,230},{23,362},{26,428}}, [3]={{1,60},{15,160},{20,345},{23,567},{26,678}} }, missle_speed_v={{{1,24},{20,24},{21,24}}}, skill_attackradius={{{1,448},{20,512},{21,512}}}, skill_cost_v={{{1,20},{20,50},{23,59}}}, skill_skillexp_v={{ {1,300}, {2,600}, {3,1000}, {4,1500}, {5,2100}, {6,2800}, {7,3600}, {8,4500}, {9,5500}, {10,6600}, {11,7800}, {12,9100}, {13,10500}, {14,12000}, {15,13600}, {16,15300}, {17,17100}, {18,19000}, {19,21400}, {20,90000}, {21,120000}, {22,150000}, {23,200000}, {24,250000}, {25,300000}, }}, }, gaibang120={ --丐帮120级技能 autoattackskill={{{1,720*256 + 1},{20,720*256 + 20},{21,720*256 + 21}},{{1,-1},{20,-1}},{{1,12*18*256 + 1},{15,12*18*256 + 5},{20,12*18*256 + 6},{21,12*18*256 + 6}}}, skill_desc= function(level) return "X竎 su蕋 "..floor(Link(level,SKILLS.gaibang120.autoattackskill[3]) - 12*18*256).."% g﹜ ho筰 thng \n".. "Ho筰 thng l祄 gi秏 "..floor(-Link(level,SKILLS.gaibang120zuzhou.physicsres_p[1])).. "% PTVL, gi秏 "..floor(-Link(level,SKILLS.gaibang120zuzhou.fireres_p[1])).. "%,\n ng th阨 l祄 gi秏 gi� tr� ph遪g th� v藅 l� l韓 nh蕋 "..floor(-Link(level,SKILLS.gaibang120zuzhou.physicsresmax_p[1])).. "%,gi秏 gi� tr� ph遪g h醓 l韓 nh蕋 "..floor(-Link(level,SKILLS.gaibang120zuzhou.fireresmax_p[1])).. "%, gi秏 t鑓  di chuy觧 "..floor(-Link(level,SKILLS.gaibang120zuzhou.fastwalkrun_p[1])).."% kh竛g h醓 \n ng th阨 ph秐 n khi b� t蕁 c玭g t莔 xa gi秏 "..floor(-Link(level,SKILLS.gaibang120zuzhou.rangedamagereturn_p[1])).. "% t鑓  di chuy觧 trong "..floor(Link(level,SKILLS.gaibang120zuzhou.physicsres_p[2]) / 18).." gi﹜\n".. "Trong v遪g "..floor((Link(level,SKILLS.gaibang120.autoattackskill[3]) / (18*256))).." gi﹜ sau m韎 c� th� thi tri觧 ti誴" end, skill_skillexp_v={{ {1,17851239}, {2,19487603}, {3,22760330}, {4,27669421}, {5,34214875}, {6,42396694}, {7,52214875}, {8,63669421}, {9,76760330}, {10,91487603}, {11,107851239}, {12,135669421}, {13,174942148}, {14,225669421}, {15,274418181}, {16,344618181}, {17,425738181}, {18,517778181}, {19,620738181}, {20,620738181}, }}, }, gaibang120zuzhou={ --丐帮120级技能诅咒 physicsres_p={{{1,-2},{15,-8},{20,-10},{21,-10}},{{1,3*18},{15,8*18},{20,9*18},{21,9*18}}}, fireres_p={{{1,-3},{15,-12},{20,-15},{21,-15}},{{1,3*18},{15,8*18},{20,9*18},{21,9*18}}}, physicsresmax_p={{{1,-1},{15,-1},{20,-6},{21,-6}},{{1,3*18},{15,8*18},{20,9*18},{21,9*18}}}, fireresmax_p={{{1,-1},{15,-2},{20,-12},{21,-12}},{{1,3*18},{15,8*18},{20,9*18},{21,9*18}}}, --meleedamagereturn_p={{{1,-4},{15,-16},{20,-20},{21,-20}},{{1,3*18},{15,8*18},{20,9*18},{21,9*18}}}, rangedamagereturn_p={{{1,-4},{15,-25},{20,-30},{21,-30}},{{1,3*18},{15,8*18},{20,9*18},{21,9*18}}}, fastwalkrun_p={{{1,-9},{23,-50}},{{1,3*18},{15,8*18},{20,9*18},{21,9*18}}},--增加降跑速 }, } ----------------------------------------------- --Create by yfeng 2004-05-20 ----------------------------------------------- ----------------------------------------------- --根据2个点,求线形函数f(x)=k*x+b --y= (y2-y1)*(x-x1)/(x2-x1)+y1 --当x2=x1, 有x=c,该直线是一条垂直于x轴的直线 --这是可以取得y=任意值 --因此,如果已知两点(x1,y1),(x2,y2)可求得过此2点的 --函数为: function Line(x,x1,y1,x2,y2) if(x2==x1) then return y2 end return (y2-y1)*(x-x1)/(x2-x1)+y1 end ----------------------------------------------- --根据2个点,求2次形函数f(x)=a*x2+c --y= (y2-y1)*x*x/(x2*x2-x1*x1)-(y2-y1)*x1*x1/(x2*x2-x1*x1)+y1 --当x1或者x2 < 0 ,y =0 --当x2=x1, 有x=c,是一条垂直于x轴的直线 --这是可以取得y=任意值 --因此,如果已知两点(x1,y1),(x2,y2)可求得过此2点的 --函数为:extrac function Conic(x,x1,y1,x2,y2) if((x1 < 0) or (x2<0))then return 0 end if(x2==x1) then return y2 end return (y2-y1)*x*x/(x2*x2-x1*x1)-(y2-y1)*x1*x1/(x2*x2-x1*x1)+y1 end ----------------------------------------------- --根据2个点,求-2次形函数f(x)=a*sqrt(x2)+c --y=(y2-y1)*x/(sqrt(x2)-sqrt(x1))+y1-(y2-y1)/((sqrt(x2)-sqrt(x1)) --当x2或者x1<0, y=0, --当x1=x2,有x=c,是一条垂直于x轴的直线 --这是可以取得y=任意值 --因此,如果已知两点(x1,y1),(x2,y2)可求得过此2点的 --函数为:extrac function Extrac(x,x1,y1,x2,y2) if((x1 < 0) or (x2<0))then return 0 end if(x2==x1) then return y2 end return (y2-y1)*(x-x1)/(x2-x1)+y1 end ----------------------------------------------- --描绘连接线:Link(x,points) --根据points提供的一系列点,用相邻的两个点描绘曲线 --return y值 --x 输入值 --points 点集合 --形如:points是形如{{x1,y1,func=xxx},{x2,y2,func=xxx},...{xn,yn,func=xxx}}的映射 function Link(x,points) num = getn(points) if(num<2) then return -1 end for i=1,num do if(points[i][3]==nil) then points[i][3]=Line end end if(x < points[1][1]) then return points[1][3](x,points[1][1],points[1][2],points[2][1],points[2][2]) end if(x > points[num][1]) then return points[num][3](x,points[num-1][1],points[num-1][2],points[num][1],points[num][2]) end c = 2 for i=2,num do if((x >= points[i-1][1]) and (x <= points[i][1])) then c = i break end end return points[c][3](x,points[c-1][1],points[c-1][2],points[c][1],points[c][2]) end ------------------------------------------------------ --技能设定格式如下: --SKILLS={ -- 技能名称= { -- 魔法属性= { -- [1]={{级别,数值,曲线},{级别,数值,曲线},。。。。}, -- [2]={{级别,数值,曲线},{级别,数值,曲线},。。。。}, -- [3]={{级别,数值,曲线},{级别,数值,曲线},。。。。}, -- }, -- 魔法属性= { -- [1]={{级别,数值,曲线},{级别,数值,曲线},。。。。}, -- [2]={{级别,数值,曲线},{级别,数值,曲线},。。。。}, -- [3]={{级别,数值,曲线},{级别,数值,曲线},。。。。}, -- }, -- 。。。。。 -- }, -- 技能名称= { -- 魔法属性= { -- [1]={{级别,数值,曲线},{级别,数值,曲线},。。。。}, -- [2]={{级别,数值,曲线},{级别,数值,曲线},。。。。}, -- [3]={{级别,数值,曲线},{级别,数值,曲线},。。。。}, -- }, -- 魔法属性= { -- [1]={{级别,数值,曲线},{级别,数值,曲线},。。。。}, -- [2]={{级别,数值,曲线},{级别,数值,曲线},。。。。}, -- [3]={{级别,数值,曲线},{级别,数值,曲线},。。。。}, -- }, -- 。。。。。 -- }, -- 。。。。。 --} --如: --SKILLS={ -- Sanhuan-taoyue={ -- physicsenhance_p={ -- [1]={{1,50},{20,335}},--魔法属性physicsenhance_p参数1,1级时为35,20级时为335,曲线不填,默认线形 -- [2]={{1,0},{20,0}}, -- },--没有[3],表示魔法属性physicsenhance_p参数2,默认为任何时候都是0 -- lightingdamage_v={ -- [1]={{1,65},{20,350}}, -- [3]={{1,65},{20,350}}, -- } -- } --} --以上描述技能“三环套月”的魔法属性和数值 ----------------------------------------------------------- --函数GetSkillLevelData(levelname, data, level) --levelname:魔法属性名称 --data:技能名称 --level:技能等级 --return:当技能名称为data,技能等级为level -- 时的魔法属性levelname所需求的三个参数的具体值 ----------------------------------------------------------- function GetSkillLevelData(levelname, data, level) if(data==nil) then return "" end if(data == "") then return "" end if(SKILLS[data]==nil) then return "" end if(SKILLS[data][levelname]==nil) then return "" end if(type(SKILLS[data][levelname]) == "function") then return SKILLS[data][levelname](level) end if(SKILLS[data][levelname][1]==nil) then SKILLS[data][levelname][1]={{0,0},{20,0}} end if(SKILLS[data][levelname][2]==nil) then SKILLS[data][levelname][2]={{0,0},{20,0}} end if(SKILLS[data][levelname][3]==nil) then SKILLS[data][levelname][3]={{0,0},{20,0}} end p1=floor(Link(level,SKILLS[data][levelname][1])) p2=floor(Link(level,SKILLS[data][levelname][2])) p3=floor(Link(level,SKILLS[data][levelname][3])) return Param2String(p1,p2,p3) end; function Param2String(Param1, Param2, Param3) return Param1..","..Param2..","..Param3 end;