This commit is contained in:
lenheart
2025-04-05 22:03:40 +08:00
parent 4d65103501
commit eeb773e723
53 changed files with 2348 additions and 505 deletions

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{
"ProjectName": "一键存入个人金库",
"ProjectDescribe": "使用之前,请务必保证安装了群内的 \"客户端消息框233.dll\" 插件,这个插件放入你客户端的插件加载目录即可,在游戏中输入 //yjcc 即可一键存入个人金库,也可以在游戏中的快捷喊话中添加为快捷键 配置中可更改 yjcc 关键字",
"ProjectAuthor": "倾泪寒 & 南瓜",
"ProjectVersion": 1.0,
"ProjectConfig": "一键存入个人金库_Lenheart.json",
"ProjectFiles": [
"一键入库.nut"
],
"ProjectRunFunc": "_Dps_OneClickStorage_Main_"
}

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/*
文件名:一键入库.nut
路径:MyProject/一键入库.nut
创建日期:2025-03-25 14:42
文件用途:一键入库
*/
//启动函数 自定义的需要写在ifo中
function _Dps_OneClickStorage_Main_() {
local Config = GlobalConfig.Get("一键存入个人金库_Lenheart.json");
//在游戏中输入//一键入库即可调用
Gm_InputFunc_Handle[Config["一键存仓命令"]] <- function(SUser,Cmd) {
// 获取角色背包
local InvenObj = SUser.GetInven();
// 角色仓库
local CargoObj = Sq_CallFunc(S_Ptr("0x08151a94"), "pointer", ["pointer"], SUser.C_Object);
// 添加计数器
local transferCount = 0;
// 遍历背包消耗品栏及材料栏
for (local i = 57; i <= 152; ++i) {
// 获取背包物品
local ItemObj = InvenObj.GetSlot(1, i);
// 获取背包物品ID
local Item_Id = ItemObj.GetIndex();
local ItemName = PvfItem.GetNameById(Item_Id);
// 如果物品ID为0或3037跳过(在此可以添加其他需要跳过的物品ID)
if (Item_Id == 0 || Item_Id == 3037) {
continue;
}
// 角色仓库是否存在背包物品
local CargoSlot = Sq_CallFunc(S_Ptr("0x850bc14"), "int", ["pointer", "int"], CargoObj, Item_Id);
// 如果角色仓库中没有该物品,跳过
if (CargoSlot == -1) {
continue;
}
// 获取仓库物品指针
local cargoItemPointer = NativePointer(CargoObj).add(4).readPointer();
// 获取角色仓库物品对象
local cargoItemObj = NativePointer(cargoItemPointer).add(61 * CargoSlot);
// 获取角色仓库物品ID
local cargoItemId = NativePointer(cargoItemPointer).add(61 * CargoSlot + 2).readU32();
// 获取角色仓库物品数量
local cargoItemCount = Sq_CallFunc(S_Ptr("0x80F783A"), "int", ["pointer"], cargoItemObj.C_Object);
// 获取物品对象
local PvfItem = PvfItem.GetPvfItemById(cargoItemId);
// 获取物品可堆叠数量
local getStackableLimit = Sq_CallFunc(S_Ptr("0x0822C9FC"), "int", ["pointer"], PvfItem.C_Object);
// 如果仓库已达堆叠上限,跳过此物品
if (cargoItemCount >= getStackableLimit) {
continue;
}
// 获取背包物品数量
local inventoryItemCount = Sq_CallFunc(S_Ptr("0x80F783A"), "int", ["pointer"], ItemObj.C_Object);
// 获取物品是否可堆叠
local checkStackableLimit = Sq_CallFunc(S_Ptr("0x08501A79"), "int", ["int", "int"], cargoItemId, cargoItemCount + inventoryItemCount);
// 尝试将物品储存至角色仓库中
local tryAddStackItem = Sq_CallFunc(S_Ptr("0x0850B4B0"), "int", ["pointer", "pointer", "int"], CargoObj, ItemObj.C_Object, CargoSlot);
if (tryAddStackItem >= 0) {
// 正式将物品插入角色仓库中
Sq_CallFunc(S_Ptr("0x850b672"), "pointer", ["pointer", "pointer", "int"], CargoObj, ItemObj.C_Object, CargoSlot);
// 删除背包中的物品
ItemObj.Delete();
transferCount++;
SUser.SendNotiPacketMessage("[ " + ItemName + " ]" + "成功入库 x " + inventoryItemCount, 8);
}
// 处理可堆叠物品
if (checkStackableLimit == 0) {
// 获取物品总数
local totalCount = cargoItemCount + inventoryItemCount;
// 如果总数不超过上限,全部堆到仓库
if (totalCount <= getStackableLimit) {
// 将物品堆到仓库
Sq_CallFunc(S_Ptr("0x80CB884"), "int", ["pointer", "int"], cargoItemObj.C_Object, totalCount);
// 删除背包中的物品
ItemObj.Delete();
transferCount++;
SUser.SendNotiPacketMessage("[ " + ItemName + " ]" + "成功入库 x " + inventoryItemCount, 8);
} else {
// 如果总数超过上限
// 将仓库的物品数量设置为最大数量
Sq_CallFunc(S_Ptr("0x80CB884"), "int", ["pointer", "int"], cargoItemObj.C_Object, getStackableLimit);
// 将背包数量减去转移至仓库的数量
local transferAmount = getStackableLimit - cargoItemCount;
Sq_CallFunc(S_Ptr("0x80CB884"), "int", ["pointer", "int"], ItemObj.C_Object, totalCount - getStackableLimit);
transferCount++;
SUser.SendNotiPacketMessage("[ " + ItemName + " ]" + "成功入库 x " + transferAmount, 8);
}
}
// 通知客户端更新背包
SUser.SendUpdateItemList(1, 0, i);
}
if (transferCount == 0) {
SUser.SendNotiBox("没有可转移的物品!", 1);
}
// 通知客户端更新仓库
SUser.SendItemSpace(2);
}
}

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{
"ProjectName": "任务清除卷",
"ProjectDescribe": "清理各类型任务以及重置相关任务",
"ProjectAuthor": "南瓜",
"ProjectVersion": 1.0,
"ProjectConfig": "任务相关配置_南瓜.json",
"ProjectFiles": [
"任务清除卷.nut"
],
"ProjectIcon":"http://103.36.223.176:5244/d/DP_S/logo2.png?sign=aH3AjsyJgmomCqT3To_QfDY6a2RlSI-T3eUmtW0raoA=:0",
"ProjectRunFunc": "_Dps_QuestInfo_nangua_Main_"
}

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_NG_QUEST_GRADE_COMMON_UNIQUE <- 5 //普通任务
_NG_QUEST_GRADE_EPIC <- 0 //主线任务
_NG_QUEST_GRADE_ACHIEVEMENT <- 2 //成就任务
// 任务类型与排除列表的映射
_QUEST_EXCLUDE_MAP <- {
[_NG_QUEST_GRADE_COMMON_UNIQUE] = "普通任务需排除任务ID",
[_NG_QUEST_GRADE_ACHIEVEMENT] = "成就任务需排除任务ID",
[_NG_QUEST_GRADE_EPIC] = "主线任务需排除任务ID"
}
function clear_all_quest_by_character_level_nangua(SUser, Item_id) {
local Cofig = GlobalConfig.Get("任务相关配置_南瓜.json");
local poolMapping = {
[Cofig["主线任务完成券道具ID"]] = _NG_QUEST_GRADE_EPIC,
[Cofig["普通任务完成券道具ID"]] = _NG_QUEST_GRADE_COMMON_UNIQUE,
[Cofig["成就任务完成券道具ID"]] = _NG_QUEST_GRADE_ACHIEVEMENT
};
// 获取对应的type
local quest_type = poolMapping[Item_id];
// 玩家任务信息
local user_quest = SUser.GetQuest();
// 玩家已完成任务信息
local WongWork_CQuestClear = NativePointer(user_quest).add(4);
// 玩家当前等级
local charac_lv = SUser.GetCharacLevel();
// 本次完成任务数量
local clear_quest_cnt = 0;
// 获取pvf数据
local data_manager = Sq_CallFunc(S_Ptr("0x80CC19B"), "pointer");
// 使用全局排除列表
local exclude_quset_id = _QUEST_EXCLUDE_MAP.rawin(quest_type) ? Cofig[_QUEST_EXCLUDE_MAP[quest_type]] : [];
//完成当前已接任务
for (local i = 0; i < 20; i++) {
// 任务id
local doing_quest_id = NativePointer(user_quest).add(4 * (i + 7500 + 2)).readInt();
if (doing_quest_id > 0) {
// 获取当前任务的数据
local quest = Sq_CallFunc(S_Ptr("0x835FDC6"), "pointer", ["pointer", "int"], data_manager, doing_quest_id);
if (quest) {
// 任务类型
local quest_grade = NativePointer(quest).add(8).readInt();
// 判断任务类型并且不在排除列表中
if (quest_grade == quest_type && exclude_quset_id.find(doing_quest_id) == null) {
// 无条件完成任务
SUser.ClearQuest_Gm(doing_quest_id);
}
}
}
}
// 遍历所有任务ID
for (local quest_id = 1; quest_id < 30000; quest_id++) {
// 检查任务是否在排除列表中
if (exclude_quset_id.find(quest_id) != null) {
continue;
}
// 跳过已完成的任务
local isCleared = isClearedQuest(WongWork_CQuestClear.C_Object, quest_id);
if (isCleared) {
continue;
}
// 获取任务数据
local quest = Sq_CallFunc(S_Ptr("0x835FDC6"), "pointer", ["pointer", "int"], data_manager, quest_id);
if (quest) {
// 任务类型
local quest_grade = NativePointer(quest).add(8).readInt();
if (quest_grade == quest_type) {
// 只判断任务最低等级要求 忽略 职业/前置 等任务要求 可一次性完成当前等级所有任务
local quest_min_lv = NativePointer(quest).add(0x20).readInt();
if (quest_min_lv <= charac_lv) {
Sq_CallFunc(S_Ptr("0x808BA78"), "int", ["pointer", "int"], WongWork_CQuestClear.C_Object, quest_id);
// 本次自动完成任务计数
clear_quest_cnt++;
}
}
}
}
// 通知客户端更新
if (clear_quest_cnt > 0) {
local Pack = Packet();
Sq_CallFunc(S_Ptr("0x868B044"), "int", ["pointer"], SUser.C_Object);
Sq_CallFunc(S_Ptr("0x86ABBA8"), "int", ["pointer", "pointer"], user_quest, Pack.C_Object);
SUser.Send(Pack);
Pack.Delete();
// 公告通知客户端本次自动完成任务数据
SUser.SendNotiPacketMessage("已自动完成当前等级任务数量: " + clear_quest_cnt, 8);
}else{
SUser.SendNotiPacketMessage("没有可清理的任务", 8);
SUser.GiveItem(Item_id, 1);
}
}
//指定每日任务完成券
function QUEST_ByMRFuncBynangua(SUser, ItemId) {
// 玩家已完成任务信息
local user_quest = SUser.GetQuest();
local WongWork_CQuestClear = NativePointer(user_quest).add(4);
// 是否有任务已被清理
local anyTaskCleared = false;
// 遍历并完成每一个任务
for (local i = 0; i < questConfigBynangua.CF.len(); i++) {
local quest_id = questConfigBynangua.CF[i];
local isCleared = isClearedQuest(WongWork_CQuestClear.C_Object, quest_id);
if (isCleared) {
continue;
} else {
SUser.ClearQuest_Gm(quest_id);
anyTaskCleared = true;
}
}
if (anyTaskCleared) {
SUser.SendNotiPacketMessage("指定每日任务已完成!", 8);
} else {
SUser.SendNotiPacketMessage("没有可清理的任务", 8);
SUser.GiveItem(ItemId, 1);
}
}
//指定每日任务重置券
function QUEST_ByCZMRFuncBynangua(SUser, ItemId) {
// 玩家已完成任务信息
local user_quest = SUser.GetQuest();
local WongWork_CQuestClear = NativePointer(user_quest).add(4);
// 是否有任务被重置
local anyTaskReset = false;
// 遍历并重置每一个任务
for (local i = 0; i < questConfigBynangua.CF.len(); i++) {
local quest_id = questConfigBynangua.CF[i];
local isCleared = isClearedQuest(WongWork_CQuestClear.C_Object, quest_id);
if (!isCleared) {
continue;
} else {
Sq_CallFunc(S_Ptr("0x808BAAC"), "int", ["pointer", "int"], WongWork_CQuestClear.C_Object, quest_id);
anyTaskReset = true;
}
}
if (anyTaskReset) {
//通知客户端更新任务列表
Sq_CallFunc(S_Ptr("0x868B044"), "int", ["pointer"], SUser.C_Object);
local Pack = Packet();
Sq_CallFunc(S_Ptr("0x86ABBA8"), "int", ["pointer", "pointer"], user_quest, Pack.C_Object);
SUser.Send(Pack);
Pack.Delete();
SUser.SendNotiPacketMessage("指定每日任务已重置!", 8);
} else {
SUser.SendNotiPacketMessage("没有可重置的任务", 8);
SUser.GiveItem(ItemId, 1);
}
}
//重置所有任务为未完成状态
function QUEST_ByALLFuncBynangua(SUser, ItemId) {
local GetState = SUser.GetState()
local user_quest = SUser.GetQuest();
local WongWork_CQuestClear = NativePointer(user_quest).add(4);
//清空已接任务列表
for (local i = 0; i < 20; i++) {
NativePointer(user_quest).add(4 * (i + 7500 + 2)).writeInt(0);
}
//所有任务设置未完成状态
for (local i = 0; i < 29999; i++) {
Sq_CallFunc(S_Ptr("0x808BAAC"), "int", ["pointer", "int"], WongWork_CQuestClear.C_Object, i);
}
//通知客户端更新任务列表
Sq_CallFunc(S_Ptr("0x868B044"), "int", ["pointer"], SUser.C_Object);
local Pack = Packet();
Sq_CallFunc(S_Ptr("0x86ABBA8"), "int", ["pointer", "pointer"], user_quest, Pack.C_Object);
SUser.Send(Pack);
Pack.Delete();
SUser.SendNotiPacketMessage("所有任务已重置!", 8);
}
function isClearedQuest(C_Object, questID) {
return Sq_CallFunc(S_Ptr("0x808BAE0"), "bool", ["pointer", "int"], C_Object, questID);
}
function _Dps_QuestInfo_nangua_Main_() {
local Cofig = GlobalConfig.Get("任务相关配置_南瓜.json");
// 主线任务完成券
Cb_Use_Item_Sp_Func[Cofig["主线任务完成券道具ID"]] <- clear_all_quest_by_character_level_nangua;
// 普通任务完成券
Cb_Use_Item_Sp_Func[Cofig["普通任务完成券道具ID"]] <- clear_all_quest_by_character_level_nangua;
// 成就任务完成券
Cb_Use_Item_Sp_Func[Cofig["成就任务完成券道具ID"]] <- clear_all_quest_by_character_level_nangua;
// 每日任务完成券
Cb_Use_Item_Sp_Func[Cofig["指定每日任务完成券道具ID"]] <- QUEST_ByMRFuncBynangua;
// 每日任务重置券
Cb_Use_Item_Sp_Func[Cofig["指定每日任务重置券道具ID"]] <- QUEST_ByCZMRFuncBynangua;
// 所有任务重置券
Cb_Use_Item_Sp_Func[Cofig["重置所有任务道具ID"]] <- QUEST_ByALLFuncBynangua;
}

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{
"ProjectName": "副本播报",
"ProjectDescribe": "通关及未通关时播报耗时时长",
"ProjectAuthor": "南瓜",
"ProjectVersion": 1.0,
"ProjectConfig": "副本播报配置_Nangua.json",
"ProjectFiles": [
"副本播报.nut"
],
"ProjectRunFunc": "_Dps_send_dungeon_msg_Main_"
}

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EnterDungeon <- {};
LeaveDungeon <- {};
ClearDungeon <- {};
dungeon_cleared <- {};
dungeon_cache <- {};
function _Dps_send_dungeon_msg_Main_() {
//进入副本加载完毕时
Cb_Party_OnStartMapFinishLoading_Enter_Func.EnterStartMapByNangua <- function(args) {
local Cofig = GlobalConfig.Get("副本播报配置_Nangua.json");
local PartyObj = Party(args[0]);
if(!PartyObj)
return
if (!Cofig["副本播报开关(true开启,false关闭)"]) {
return;
}
for (local i = 0; i < 4; ++i) {
local SUser = PartyObj.GetUser(i);
if (SUser) {
if(SUser.GetCID() in dungeon_cache){
dungeon_cache.rawdelete(SUser.GetCID());
}
dungeon_cleared[SUser.GetCID()] <- false; // 进入副本时初始化标志为未通关
local Bfobj = PartyObj.GetBattleField();
local DgnObj = Bfobj.GetDgn();
local DgnID = DgnObj.GetId();
local Dungeon_Name = DgnObj.GetName();
local dungeon_type = NativePointer(Bfobj.C_Object).add(460).readU8(); // 0 为普通副本1 为非常困难深渊2 为困难深渊
local dungeon_diff = Sq_CallFunc(S_Ptr("0x080F981C"), "int", ["pointer"], Bfobj.C_Object); // 获取副本难度
local diff_name = Cofig["副本难度命名"][(dungeon_diff).tostring()]; // 获取副本难度名称
local dgntypeName = _clear_dgn_Bynangua.DungeonType[(dungeon_type).tostring()];
local DgnData = {
"entered": true,
"Dungeon_Name": Dungeon_Name,
"dgntypeName": dgntypeName,
"diff_name": diff_name,
"totalTime": 0
};
//以角色ID为键记录副本信息
dungeon_cache[SUser.GetCID()] <- DgnData;
}
}
}
//清理房间完毕时
Cb_Battle_Field_onClearMap_Leave_Func.onClearMapByNangua <- function(args) {
local Cofig = GlobalConfig.Get("副本播报配置_Nangua.json");
local retval = args.pop();
local CBattle_Field = args[0];
local PartyObj = Party(NativePointer(CBattle_Field).add(-2852).C_Object);
if(!PartyObj)
return
local DgnId = NativePointer(args[0]).add(404).readInt();
if (!Cofig["副本播报开关(true开启,false关闭)"]) {
return;
}
if (retval == DgnId) {
for (local i = 0; i < 4; ++i) {
local SUser = PartyObj.GetUser(i);
if (SUser) {
if (dungeon_cache.rawin(SUser.GetCID()) && dungeon_cache[SUser.GetCID()].rawin("entered")) {
local time = Sq_CallFunc(S_Ptr("0x085B6768"), "int", ["pointer"], PartyObj.C_Object);
dungeon_cache[SUser.GetCID()]["totalTime"] += time;
}
}
}
}
}
//放弃副本或未通关副本时
Cb_Party_giveup_game_Enter_Func.giveupByNangua <- function(args) {
local Cofig = GlobalConfig.Get("副本播报配置_Nangua.json");
local PartyObj = Party(args[0]);
local killcount = Sq_CallFunc(S_Ptr("0x085BF456"), "int", ["pointer"], NativePointer(args[0]).add(812).C_Object);
if (!PartyObj) return;
if (!Cofig["副本播报开关(true开启,false关闭)"]) return;
local SUser = User(args[1]);
local Party_Master = PartyObj.GetMaster();
local MasterName = Party_Master.GetCharacName();
local formattedTime = "";
local DgnId = NativePointer(args[0]).add(814 * 4).readInt();
local name = SUser.GetCharacName();
// 如果副本ID不在允许播报的数组内则跳出
if (Cofig["不需要播报的副本ID"].find(DgnId) != null) {
return;
}
if (SUser.GetCID() in dungeon_cache) {
local dungeonInfo = dungeon_cache[SUser.GetCID()];
local dgnTypeName = dungeonInfo["dgntypeName"];
local dungeonName = dungeonInfo["Dungeon_Name"];
local diffName = dungeonInfo["diff_name"];
local totalTime = 0;
if (dungeon_cache.rawin(SUser.GetCID()) && dungeon_cache[SUser.GetCID()].rawin("totalTime")) {
totalTime = dungeon_cache[SUser.GetCID()]["totalTime"];
formattedTime = _clear_dgn_Bynangua.formatMilliseconds(totalTime);
}
if (dungeon_cleared.rawin(SUser.GetCID()) && dungeon_cleared[SUser.GetCID()] == true) {
dungeon_cache.rawdelete(SUser.GetCID());
dungeon_cleared[SUser.GetCID()] <- false;
} else {
// 发送未通关信息
if (totalTime == 0) {
World.SendNotiPacketMessage(format(Cofig["未通过一个小地图播报信息"], name, dgnTypeName, dungeonName, diffName, killcount), Cofig["发送信息位置"]);
} else if (MasterName == SUser.GetCharacName()) {
World.SendNotiPacketMessage(format(Cofig["放弃副本"], name, dgnTypeName, dungeonName, diffName, formattedTime, killcount), Cofig["发送信息位置"]);
} else {
World.SendNotiPacketMessage(format(Cofig["在队伍中提前退出副本"], name, MasterName, dgnTypeName, dungeonName, diffName, formattedTime, killcount), Cofig["发送信息位置"])
}
dungeon_cache.rawdelete(SUser.GetCID());
}
}
}
//通关副本时
Cb_CParty_SetBestClearTime_Enter_Func.ClearTimeByNangua <- function (args) {
local Cofig = GlobalConfig.Get("副本播报配置_Nangua.json");
local PartyObj = Party(args[0]);
local killcount = Sq_CallFunc(S_Ptr("0x085BF456"), "int", ["pointer"], NativePointer(args[0]).add(812).C_Object);
if(!PartyObj)
return
local dungeon_diff = args[2];
local clearTime = args[3];
local Bfobj = PartyObj.GetBattleField();
local DgnObj = Bfobj.GetDgn();
local diff_name = Cofig["副本难度命名"][(dungeon_diff).tostring()];
if (!Cofig["副本播报开关(true开启,false关闭)"]) {
return;
}
if (DgnObj) {
local Dungeon_Name = DgnObj.GetName();
local MemberNames = [];
for (local i = 0; i < 4; ++i) {
local SUser = PartyObj.GetUser(i);
if (SUser) {
local name = SUser.GetCharacName();
MemberNames.append(name);
dungeon_cleared[SUser.GetCID()] <- true;
}
}
local joinedNames = _clear_dgn_Bynangua.join(MemberNames, ", ");
local time = _clear_dgn_Bynangua.formatMilliseconds(clearTime);
World.SendNotiPacketMessage(format(Cofig["通关播报信息"], joinedNames, Dungeon_Name, diff_name, time, killcount), Cofig["发送信息位置"]);
for (local i = 0; i < 4; ++i) {
local TUser = PartyObj.GetUser(i);
if (TUser) {
local CID = TUser.GetCID();
if (CID) {
dungeon_cache.rawdelete(CID);
}
}
}
}
}
}
class _clear_dgn_Bynangua {
DungeonType = {
"0": "",
"1": "非常困难级深渊-",
"2": "困难级深渊-",
};
function join(array, delimiter) {
local result = "";
for (local i = 0; i < array.len(); ++i) {
if (i > 0) {
result += delimiter;
}
result += array[i];
}
return result;
}
function formatMilliseconds(ms) {
local str = "";
local minutes = ms / 60000;
local seconds = (ms % 60000) / 1000;
local milliseconds = (ms % 1000) / 10;
if (minutes > 0) {
str = minutes + "分" +
(seconds < 10 ? "0" : "") + seconds + "秒" +
(milliseconds < 10 ? "0" : "") + milliseconds;
} else {
str = seconds + "秒" +
(milliseconds < 10 ? "0" : "") + milliseconds;
}
return str;
}
}

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{
"ProjectName": "史诗药剂",
"ProjectDescribe": "通过指定ID的道具使玩家获得爆率加成。",
"ProjectAuthor": "倾泪寒 & 南瓜",
"ProjectVersion": 1.4,
"ProjectConfig": "史诗药剂配置文件.json",
"ProjectFiles": [
"史诗药剂.nut"
],
"ProjectRunFunc": "_Dps_EpicPotion_Main_"
}

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/*
文件名:史诗药剂.nut
路径:MyProject/史诗药剂.nut
创建日期:2025-03-28 10:21
文件用途:史诗药剂
*/
//启动函数 自定义的需要写在ifo中
function _Dps_EpicPotion_Main_() {
//注册获取道具稀有度进入回调
Cb_GetItemRarity_Enter_Func["史诗药剂_逻辑"] <- function(args) {
local Cofig = GlobalConfig.Get("史诗药剂配置文件.json");
local Addr = NativePointer(args[0]);
local VectorSize = (Addr.add(4).readU32() - Addr.readU32()) / 4;
// 遍历队伍成员,找到使用了史诗药剂的玩家
local userWithPotion = null;
for (local i = 0; i< VectorSize; i++) {
local elementAddr = NativePointer(Addr.readPointer()).add(i * 4);
local user = elementAddr.readPointer();
if (user && Sq_CallFunc(S_Ptr("0x865E994"), "int", ["pointer", "int"], user, Cofig.EpicPotionID)) {
userWithPotion = User(user);
break;
}
}
if (userWithPotion && Haker.NextReturnAddress == "0x853583a") {
local partyobj = userWithPotion.GetParty();
// 检查是否单人
if (Sq_CallFunc(S_Ptr("0x0859A16A"), "int", ["pointer", ], partyobj.C_Object) == 1) {
local MaxRoll = NativePointer(args[1]).add(16).readU32();
local odds = Cofig.EpicPotionOdds; // 默认药剂的增加几率
// 检查是否VIP玩家
local charac_no = userWithPotion.GetCID();
if (Cofig.EpicPotionlist.rawin(charac_no)) {
odds = Cofig.EpicPotionlist[charac_no];
}
// 计算新的roll值
args[2] = MathClass.getMin(args[2] + args[2] * odds, MaxRoll);
}
}
return args;
}
}

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{
"ProjectName": "时装与宠物清除卷",
"ProjectDescribe": "通过指定ID的道具将装备背包第前两行的时装或宠物清除。",
"ProjectAuthor": "倾泪寒",
"ProjectVersion": 1.2,
"ProjectConfig": "时装与宠物清除卷_Lenheart.json",
"ProjectFiles": [
"时装与宠物清除卷.nut"
],
"ProjectRunFunc": "_Dps_FashionAndPetClearanceRoll_Main_"
}

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/*
文件名:时装与宠物清除卷.nut
路径:OfficialProject/时装与宠物清除卷/时装与宠物清除卷.nut
创建日期:2025-04-01 21:42
文件用途:
*/
function _Dps_FashionAndPetClearanceRoll_Main_() {
local Cofig = GlobalConfig.Get("时装与宠物清除卷_Lenheart.json");
//宠物删除
Cb_Use_Item_Sp_Func[Cofig["宠物清除卷ID"]] <- function(SUser, ItemId) {
if(Cofig["宠物清除券是否返还"])SUser.GiveItem(ItemId, 1);
local Cid = SUser.GetCID();
local InvenObj = SUser.GetInven();
if (InvenObj) {
for (local i = 0; i< 13; i++) {
local ItemObj = InvenObj.GetSlot(3, i);
local Flag = false;
if (ItemObj) {
ItemObj.Delete();
}
}
local Sql = "delete from taiwan_cain_2nd.creature_items where charac_no=" + Cid + " and slot < 13 ;";
local SqlObj = MysqlPool.GetInstance().GetConnect();
SqlObj.Exec_Sql(Sql);
//把连接还池子
MysqlPool.GetInstance().PutConnect(SqlObj);
SUser.SendItemSpace(7);
SUser.SendNotiPacketMessage(Cofig["宠物清除完成提示"], 8);
}
}
//时装删除
Cb_Use_Item_Sp_Func[Cofig["时装清除卷ID"]] <- function(SUser, ItemId) {
if(Cofig["时装清除券是否返还"])SUser.GiveItem(ItemId, 1);
local Cid = SUser.GetCID();
local InvenObj = SUser.GetInven();
if (InvenObj) {
for (local i = 0; i< 13; i++) {
local ItemObj = InvenObj.GetSlot(2, i);
if (ItemObj) {
ItemObj.Delete();
}
}
local Sql = "delete from taiwan_cain_2nd.user_items where charac_no=" + Cid + " and slot >= 10 and slot <= 23";
local SqlObj = MysqlPool.GetInstance().GetConnect();
SqlObj.Exec_Sql(Sql);
//把连接还池子
MysqlPool.GetInstance().PutConnect(SqlObj);
SUser.SendItemSpace(1);
SUser.SendNotiPacketMessage(Cofig["时装清除完成提示"], 8);
}
}
}

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{
"ProjectName": "服务器防入侵",
"ProjectDescribe": "本项目会持续更新,因特殊原因逻辑不会公开",
"ProjectAuthor": "倾泪寒",
"ProjectVersion": 1.0,
"ProjectConfig": "",
"ProjectFiles": [
"服务器防入侵.sut"
],
"ProjectRunFunc": "_Dps_ServerIntrusionPrevention_Main_"
}

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{
"ProjectName": "装备镶嵌与时装镶嵌",
"ProjectDescribe": "使用之前,请务必保证安装了群内的 \"客户端消息框233.dll\" 插件,这个插件放入你客户端的插件加载目录即可\n如果你是0627的客户端版本还需要安装群内的 \"0627装备镶嵌.dll\" 插件",
"ProjectAuthor": "倾泪寒",
"ProjectVersion": 1.2,
"ProjectConfig": "装备镶嵌与时装镶嵌_Lenheart.json",
"ProjectFiles": [
"装备镶嵌与时装镶嵌.nut"
],
"ProjectRunFunc": "_Dps_Equ2AvaJewel_Main_"
}

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class EquimentUseJewel {
ExecUser = null;
//建库建表
function CreateMysqlTable() {
local CreateSql1 = "create database if not exists l_equ_jewel default charset utf8;"
local CreateSql2 = "CREATE TABLE l_equ_jewel.equipment ( equ_id int(11) AUTO_INCREMENT, jewel_data blob NOT NULL,andonglishanbai_flag int(11),date VARCHAR(255), PRIMARY KEY (equ_id)) ENGINE=InnoDB DEFAULT CHARSET=utf8,AUTO_INCREMENT = 150;"
local SqlObj = MysqlPool.GetInstance().GetConnect();
SqlObj.Exec_Sql(CreateSql1);
SqlObj.Exec_Sql(CreateSql2);
MysqlPool.GetInstance().PutConnect(SqlObj);
}
function api_get_jewel_socket_data(id) { //获取徽章数据,存在返回徽章数据,不存在返回空字节数据
local CheckSql = "SELECT jewel_data FROM l_equ_jewel.equipment where equ_id = " + id + ";";
//从池子拿连接
local SqlObj = MysqlPool.GetInstance().GetConnect();
local Ret = SqlObj.Select(CheckSql, ["binary"]);
//把连接还池子
MysqlPool.GetInstance().PutConnect(SqlObj);
//没结婚要返回false
if (Ret.len()< 1 || Ret[0][0] == null) {
return 0;
} else {
return Ret[0][0];
}
}
function api_exitjeweldata(id) { //0代表不存在,存在返回1
local CheckSql = "SELECT andonglishanbai_flag FROM l_equ_jewel.equipment where equ_id = " + id + ";";
//从池子拿连接
local SqlObj = MysqlPool.GetInstance().GetConnect();
local Ret = SqlObj.Select(CheckSql, ["int"]);
//把连接还池子
MysqlPool.GetInstance().PutConnect(SqlObj);
//没结婚要返回false
if (Ret.len()< 1 || Ret[0][0] == null) {
return 0;
} else {
return Ret[0][0];
}
}
function save_equiment_socket(socket_data, id) { //0代表不存在,存在返回1
local CheckSql = "UPDATE l_equ_jewel.equipment SET jewel_data = 0x" + socket_data + " WHERE equ_id = " + id + ";";
//从池子拿连接
local SqlObj = MysqlPool.GetInstance().GetConnect();
local Ret = SqlObj.Select(CheckSql, ["int"]);
//把连接还池子
MysqlPool.GetInstance().PutConnect(SqlObj);
//没结婚要返回false
if (Ret.len()< 1 || Ret[0][0] == null) {
return false;
} else {
return true;
}
}
function CUser_SendCmdErrorPacket(SUser, id, id2) {
local Pack = Packet();
Pack.Put_Header(1, id);
Pack.Put_Byte(0);
Pack.Put_Byte(id2);
Pack.Finalize(true);
SUser.Send(Pack);
Pack.Delete();
}
function api_PacketBuf_get_buf(packet_buf) {
return NativePointer(NativePointer(packet_buf).add(20).readPointer()).add(13);
}
function add_equiment_socket(equipment_type) { //0代表开孔失败 成功返回标识
/*
武器10
称号11
上衣12
头肩13
下衣14
鞋子15
腰带16
项链17
手镯18
戒指19
辅助装备20
魔法石21
*/
/*
红色:'010000000000010000000000000000000000000000000000000000000000' A
黄色:'020000000000020000000000000000000000000000000000000000000000' B
绿色:'040000000000040000000000000000000000000000000000000000000000' C
蓝色:'080000000000080000000000000000000000000000000000000000000000' D
白金:'100000000000100000000000000000000000000000000000000000000000'
*/
local DB_JewelsocketData = "";
switch (equipment_type) {
case 10: //武器10 SS
DB_JewelsocketData = "100000000000000000000000000000000000000000000000000000000000"
break;
case 11: //称号11 SS
DB_JewelsocketData = "100000000000000000000000000000000000000000000000000000000000"
break;
case 12: //上衣12 C
DB_JewelsocketData = "040000000000040000000000000000000000000000000000000000000000"
break;
case 13: //头肩13 B
DB_JewelsocketData = "020000000000020000000000000000000000000000000000000000000000"
break;
case 14: //下衣14 C
DB_JewelsocketData = "040000000000040000000000000000000000000000000000000000000000"
break;
case 15: //鞋子15 D
DB_JewelsocketData = "080000000000080000000000000000000000000000000000000000000000"
break;
case 16: //腰带16 A
DB_JewelsocketData = "010000000000010000000000000000000000000000000000000000000000"
break;
case 17: //项链17 B
DB_JewelsocketData = "020000000000020000000000000000000000000000000000000000000000"
break;
case 18: //手镯18 D
DB_JewelsocketData = "080000000000080000000000000000000000000000000000000000000000"
break;
case 19: //戒指19 A
DB_JewelsocketData = "010000000000010000000000000000000000000000000000000000000000"
break;
case 20: //辅助装备20 S
DB_JewelsocketData = "100000000000000000000000000000000000000000000000000000000000"
break;
case 21: //魔法石21 S
DB_JewelsocketData = "100000000000000000000000000000000000000000000000000000000000"
break;
default:
DB_JewelsocketData = "000000000000000000000000000000000000000000000000000000000000"
break;
}
local date = time();
local Ct = Sq_GetTimestampString();
date = date.tostring() + Ct;
local CheckSql = "INSERT INTO l_equ_jewel.equipment (andonglishanbai_flag,jewel_data,date) VALUES(1,0x" + DB_JewelsocketData + ",\'" + date + "\');";
local CheckSql1 = "SELECT equ_id FROM l_equ_jewel.equipment where date = \'" + date + "\';";
//从池子拿连接
local SqlObj = MysqlPool.GetInstance().GetConnect();
SqlObj.Select(CheckSql, ["int"]);
local Ret = SqlObj.Select(CheckSql1, ["int"]);
//把连接还池子
MysqlPool.GetInstance().PutConnect(SqlObj);
if (Ret.len()< 1 || Ret[0][0] == null) {
return 0;
} else {
return Ret[0][0];
}
return 0;
}
function CStackableItem_getJewelTargetSocket(C_Object) {
return Sq_CallFunc(S_Ptr("0x0822CA28"), "int", ["pointer"], C_Object);
}
function CUser_SendUpdateItemList_DB(SUser, Slot, DB_JewelSocketData) {
local Pack = Packet();
Pack.Put_Header(0, 14);
Pack.Put_Byte(0);
Pack.Put_Short(1);
local InvenObj = SUser.GetInven();
Sq_CallFunc(S_Ptr("0x084FC6BC"), "int", ["pointer", "int", "int", "pointer"], InvenObj.C_Object, 1, Slot, Pack.C_Object);
Pack.Put_BinaryEx(DB_JewelSocketData.C_Object, 30);
Pack.Finalize(true);
SUser.Send(Pack);
Pack.Delete();
}
function GetByte(value) {
local Blob = blob();
Blob.writen(value, 'w');
return Blob;
}
function intToHex(num) {
if (num == 0) {
return "0";
}
local hexDigits = "0123456789abcdef";
local hexString = "";
while (num > 0) {
local remainder = num % 16;
hexString = hexDigits[remainder] + hexString;
num = (num / 16).tointeger();
}
return hexString;
}
function lengthCutting(str, ystr, num, maxLength) {
// 如果字符串长度小于最大长度在前面补0
local lengthDiff = maxLength - str.len();
if (lengthDiff > 0) {
local zeroPadding = "";
for (local i = 0; i< lengthDiff; i++) {
zeroPadding += "0";
}
str = zeroPadding + str;
}
local strArr = "";
for (local i = 0; i< str.len(); i += num) {
local endIndex = i + num;
if (endIndex > str.len()) {
endIndex = str.len();
}
strArr += str.slice(i, endIndex);
}
return ystr + strArr;
}
function HackAddSocketToAvatarLogic(Flag) {
if (Flag) {
Sq_WriteByteArr(S_Ptr("821A449"), [0x90, 0x90]);
Sq_WriteByteArr(S_Ptr("0x821A44B"), array(36, 0x90));
} else {
Sq_WriteByteArr(S_Ptr("821A449"), [0x74, 0x2B]);
}
}
function FixFunction() {
//称号回包
Cb_CTitleBook_putItemData_Leave_Func.EquimentUseJewel <- function(args) {
local JewelSocketData = api_get_jewel_socket_data(NativePointer(args[3]).add(25).readU32());
local ret = args.pop();
if (JewelSocketData && NativePointer(JewelSocketData).add(0).readU8() != 0) {
local Pack = Packet(args[1]);
Pack.Put_BinaryEx(JewelSocketData.C_Object, 30);
}
return null;
}.bindenv(this);
//设计图继承
Cb_CUsercopyItemOption_Enter_Func.EquimentUseJewel <- function(args) {
local jewelSocketID = NativePointer(args[2]).add(25).readU32();
NativePointer(args[1]).add(25).writeU32(jewelSocketID);
return null;
}.bindenv(this);
//装备开孔
Cb_AddSocketToAvatar_Enter_Func.EquimentUseJewel <- function(args) {
local SUser = User(args[1]);
local PackCopyBuffer = Memory.alloc(10001);
Memory.copy(PackCopyBuffer, NativePointer(args[2]), 1000);
local Pack = Packet(PackCopyBuffer.C_Object);
local equ_slot = Pack.GetShort();
local equitem_id = Pack.GetInt();
local sta_slot = Pack.GetShort();
local CurCharacInvenW = SUser.GetInven();
local inven_item = CurCharacInvenW.GetSlot(1, equ_slot);
if (equ_slot > 56) { //修改后大于56则是时装装备 原:如果不是装备文件就调用原逻辑
equ_slot = equ_slot - 57;
local C_PacketBuf = api_PacketBuf_get_buf(args[2]) //获取原始封包数据
C_PacketBuf.add(0).writeShort(equ_slot) //修改掉装备位置信息 时装类镶嵌从57开始。
//执行原逻辑
return null;
}
//如果已开启镶嵌槽则不执行
local equ_id = NativePointer(inven_item.C_Object).add(25).readU32();
if (api_exitjeweldata(equ_id)) {
CUser_SendCmdErrorPacket(SUser, 209, 19);
HackAddSocketToAvatarLogic(true);
return null;
}
local item = PvfItem.GetPvfItemById(equitem_id);
local ItemType = Sq_CallFunc(S_Ptr("0x08514D26"), "int", ["pointer"], item.C_Object);
if (ItemType == 10) {
SUser.SendNotiBox("装备为武器类型,不支持打孔!", 1)
CUser_SendCmdErrorPacket(SUser, 209, 0);
HackAddSocketToAvatarLogic(true);
return null;
} else if (ItemType == 11) {
SUser.SendNotiBox("装备为称号类型,不支持打孔!", 1)
CUser_SendCmdErrorPacket(SUser, 209, 0);
HackAddSocketToAvatarLogic(true);
return null;
}
local id = add_equiment_socket(ItemType);
Sq_Inven_RemoveItemFormCount(CurCharacInvenW.C_Object, 1, sta_slot, 1, 8, 1); //删除打孔道具
NativePointer(inven_item.C_Object).add(25).writeU32(id) //写入槽位标识
SUser.SendUpdateItemList(1, 0, equ_slot);
local JewelSocketData = api_get_jewel_socket_data(id);
CUser_SendUpdateItemList_DB(SUser, equ_slot, JewelSocketData); //用于更新镶嵌后的装备显示,这里用的是带镶嵌数据的更新背包函数,并非CUser_SendUpdateItemList
local Pack = Packet();
Pack.Put_Header(1, 209);
Pack.Put_Byte(1);
Pack.Put_Short(equ_slot + 104);
Pack.Put_Short(sta_slot);
Pack.Finalize(true);
SUser.Send(Pack);
Pack.Delete();
HackAddSocketToAvatarLogic(true);
return null;
}.bindenv(this);
Cb_AddSocketToAvatar_Leave_Func.EquimentUseJewel <- function(args) {
HackAddSocketToAvatarLogic(false);
return null;
}.bindenv(this);
//装备镶嵌和时装镶嵌
Cb_Dispatcher_UseJewel_Enter_Func.EquimentUseJewel <- function(args) {
local SUser = User(args[1]);
local Pack = Packet(args[2]);
local PackIndex = NativePointer(args[2]).add(4).readInt();
local State = SUser.GetState();
if (State != 3) return null;
local avartar_inven_slot = Pack.GetShort();
local avartar_item_id = Pack.GetInt();
local emblem_cnt = Pack.GetByte();
//下面是参照原时装镶嵌的思路写的。个别点标记出来。
if (avartar_inven_slot > 104) {
local equipment_inven_slot = avartar_inven_slot - 104; //取出真实装备所在背包位置值
local Inven = SUser.GetInven();
local equipment = Inven.GetSlot(1, equipment_inven_slot);
//校验是否合法
if (!equipment || equipment.IsEmpty || (equipment.GetIndex() != avartar_item_id) || SUser.CheckItemLock(1, equipment_inven_slot)) return;
local id = NativePointer(equipment.C_Object).add(25).readU32();
local JewelSocketData = api_get_jewel_socket_data(id);
if (!JewelSocketData) return;
local emblems = {};
if (emblem_cnt <= 3) {
for (local i = 0; i< emblem_cnt; i++) {
local emblem_inven_slot = Pack.GetShort();
local emblem_item_id = Pack.GetInt();
local equipment_socket_slot = Pack.GetByte();
local emblem = Inven.GetSlot(1, emblem_inven_slot);
//校验徽章及插槽数据是否合法
if (!emblem || emblem.IsEmpty || (emblem.GetIndex() != emblem_item_id) || (equipment_socket_slot >= 3)) return;
//校验徽章是否满足时装插槽颜色要求
//获取徽章pvf数据
local citem = PvfItem.GetPvfItemById(emblem_item_id);
if (!citem) return;
//校验徽章类型
if (!citem.IsStackable() || citem.GetItemType() != 20) return;
//获取徽章支持的插槽
local emblem_socket_type = CStackableItem_getJewelTargetSocket(citem.C_Object);
//获取要镶嵌的时装插槽类型
local avartar_socket_type = JewelSocketData.add(equipment_socket_slot * 6).readShort();
if (!(emblem_socket_type & avartar_socket_type)) {
return;
}
emblems[equipment_socket_slot] <- [emblem_inven_slot, emblem_item_id];
}
}
foreach(equipment_socket_slot, emblemObject in emblems) {
//删除徽章
local emblem_inven_slot = emblemObject[0];
Sq_Inven_RemoveItemFormCount(Inven.C_Object, 1, emblem_inven_slot, 1, 8, 1); //删除打孔道具
//设置时装插槽数据
local emblem_item_id = emblemObject[1];
JewelSocketData.add(2 + 6 * equipment_socket_slot).writeU32(emblem_item_id);
}
local Buf = Sq_Point2Blob(JewelSocketData.C_Object, 30);
local Str = "";
foreach(Value in Buf) {
Str += format("%02X", Value);
}
save_equiment_socket(Str, id);
// if (!save_equiment_socket(DB_JewelSocketData, id)) {
// print("写入失败了");
// return null;
// }
CUser_SendUpdateItemList_DB(SUser, equipment_inven_slot, JewelSocketData); //用于更新镶嵌后的装备显示,这里用的是带镶嵌数据的更新背包函数,并非CUser_SendUpdateItemList
local Pack = Packet();
Pack.Put_Header(1, 209);
Pack.Put_Byte(1);
Pack.Put_Short(equipment_inven_slot + 104);
Pack.Finalize(true);
SUser.Send(Pack);
Pack.Delete();
return;
}
AvatarLogic(args, PackIndex);
return null;
}.bindenv(this);
Cb_Dispatcher_UseJewel_Leave_Func.EquimentUseJewel <- function(args) {
return -1;
}.bindenv(this);
//额外数据包,发送装备镶嵌数据给本地处理
Cb_InterfacePacketBuf_put_packet_Leave_Func.EquimentUseJewel <- function(args) {
local ret = args.pop();
local Inven_Item = NativePointer(args[1]);
if (Inven_Item.add(1).readU8() == 1) {
local ItemObj = Item(args[1]);
local JewelSocketData = api_get_jewel_socket_data(NativePointer(ItemObj.C_Object).add(25).readU32());
if (JewelSocketData && JewelSocketData.add(0).readU8() != 0) {
local Pack = Packet(args[0]);
Pack.Put_BinaryEx(JewelSocketData.C_Object, 30);
}
}
return null;
}.bindenv(this);
L_HookEquimentUseJewel();
}
function WongWork_CAvatarItemMgr_getJewelSocketData(a, b) {
return Sq_CallFunc(S_Ptr("0x82F98F8"), "pointer", ["pointer", "int"], a, b);
}
function CStackableItem_getJewelTargetSocket(C_Object) {
return Sq_CallFunc(S_Ptr("0x0822CA28"), "int", ["pointer"], C_Object);
}
function CInventory_delete_item(C_Object, Type, Slot, Count, Ps, Log) {
return Sq_CallFunc(S_Ptr("0x850400C"), "int", ["pointer", "int", "int", "int", "int", "int"], C_Object, Type, Slot, Count, Ps, Log);
}
function api_set_JewelSocketData(jewelSocketData, slot, emblem_item_id) {
if (jewelSocketData) {
NativePointer(jewelSocketData).add(slot * 6 + 2).writeInt(emblem_item_id);
}
}
function DB_UpdateAvatarJewelSlot_makeRequest(a, b, c) {
return Sq_CallFunc(S_Ptr("0x843081C"), "pointer", ["int", "int", "pointer"], a, b, c);
}
//获取时装在数据库中的uid
function api_get_avartar_ui_id(avartar) {
return NativePointer(avartar).add(7).readInt();
}
function AvatarLogic(args, PackIndex) {
//角色
local SUser = User(args[1]);
//包数据
local Pack = Packet(args[2]);
//还原包读取数据号位
NativePointer(args[2]).add(4).writeInt(PackIndex);
//校验角色状态是否允许镶嵌
if (!SUser || SUser.GetState() != 3) {
return;
}
//时装所在的背包槽
local Inven_Slot = Pack.GetShort();
//时装item_id
local Item_Id = Pack.GetInt();
//本次镶嵌徽章数量
local Emblem_Count = Pack.GetByte();
//获取时装道具
local InvemObj = SUser.GetInven();
local AvatarObj = InvemObj.GetSlot(2, Inven_Slot);
//校验时装 数据是否合法
if (!AvatarObj || AvatarObj.IsEmpty || (AvatarObj.GetIndex() != Item_Id) || SUser.CheckItemLock(2, Inven_Slot)) return;
local Avartar_AddInfo = AvatarObj.GetAdd_Info();
//获取时装管理器
local Inven_AvartarMgr = InvemObj.GetAvatarItemMgr();
//获取时装插槽数据
local Jewel_Socket_Data = WongWork_CAvatarItemMgr_getJewelSocketData(Inven_AvartarMgr, Avartar_AddInfo);
if (!Jewel_Socket_Data) return;
//最多只支持3个插槽
if (Emblem_Count <= 3) {
local emblems = {};
for (local i = 0; i< Emblem_Count; i++) {
//徽章所在的背包槽
local emblem_inven_slot = Pack.GetShort();
//徽章item_id
local emblem_item_id = Pack.GetInt();
//该徽章镶嵌的时装插槽id
local avartar_socket_slot = Pack.GetByte();
//获取徽章道具
local EmblemObje = InvemObj.GetSlot(1, emblem_inven_slot);
//校验徽章及插槽数据是否合法
if (!EmblemObje || EmblemObje.IsEmpty || (EmblemObje.GetIndex() != emblem_item_id) || (avartar_socket_slot >= 3)) return;
//校验徽章是否满足时装插槽颜色要求
//获取徽章pvf数据
local citem = PvfItem.GetPvfItemById(emblem_item_id);
if (!citem) return;
//校验徽章类型
if (!citem.IsStackable() || citem.GetItemType() != 20) return;
//获取徽章支持的插槽
local emblem_socket_type = CStackableItem_getJewelTargetSocket(citem.C_Object);
//获取要镶嵌的时装插槽类型
local avartar_socket_type = NativePointer(Jewel_Socket_Data).add(avartar_socket_slot * 6).readShort();
if (!(emblem_socket_type & avartar_socket_type)) return;
emblems[avartar_socket_slot] <- [emblem_inven_slot, emblem_item_id];
}
//开始镶嵌
foreach(avartar_socket_slot, emblemObject in emblems) {
//删除徽章
local emblem_inven_slot = emblemObject[0];
CInventory_delete_item(InvemObj.C_Object, 1, emblem_inven_slot, 1, 8, 1);
//设置时装插槽数据
local emblem_item_id = emblemObject[1];
api_set_JewelSocketData(Jewel_Socket_Data, avartar_socket_slot, emblem_item_id);
}
//时装插槽数据存档
DB_UpdateAvatarJewelSlot_makeRequest(SUser.GetCID(), api_get_avartar_ui_id(AvatarObj.C_Object), Jewel_Socket_Data);
//通知客户端时装数据已更新
SUser.SendUpdateItemList(1, 1, Inven_Slot);
//回包给客户端
local Pack = Packet();
Pack.Put_Header(1, 204);
Pack.Put_Int(1);
Pack.Finalize(true);
SUser.Send(Pack);
Pack.Delete();
}
return null;
}
constructor() {
CreateMysqlTable();
FixFunction();
}
}
function _Dps_Equ2AvaJewel_Main_() {
local Config = GlobalConfig.Get("装备镶嵌与时装镶嵌_Lenheart.json");
local PoolObj = MysqlPool.GetInstance();
local Ip = Config["数据库IP 不是外置数据库不要更改"];
local Port = Config["数据库端口 不懂不要更改"];
local DbName = Config["数据库用户名 本地用户名不懂不要更改"];
local Password = Config["数据库密码 本地密码不懂不要更改"];
//设置数据库连接信息
PoolObj.SetBaseConfiguration(Ip, Port, DbName, Password);
//连接池大小
PoolObj.PoolSize = 10;
//初始化
PoolObj.Init();
//装备镶嵌修复
getroottable()._EquimentUseJewel_Object <- EquimentUseJewel();
}

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{
"ProjectName": "设置装备解锁时间",
"ProjectDescribe": "是指装备解锁需要等待的冷却时间。",
"ProjectAuthor": "倾泪寒",
"ProjectVersion": 1.0,
"ProjectConfig": "设置装备解锁时间_Lenheart.json",
"ProjectFiles": [
"设置装备解锁时间.nut"
],
"ProjectRunFunc": "_Dps_SetEquipmentUnlockTime_Main_"
}

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function _Dps_SetEquipmentUnlockTime_Main_()
{
local Config = GlobalConfig.Get("设置装备解锁时间_Lenheart.json");
GameManager.SetItemLockTime(Config["设置装备解锁需要的冷却时间_单位秒"]);
}

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{
"ProjectName": "跨界石",
"ProjectDescribe": "通过指定ID的道具将装备背包第一格的装备跨界。\n配置中修改NoCrossIdArr可增加不可跨界的ID。",
"ProjectAuthor": "倾泪寒",
"ProjectVersion": 1.2,
"ProjectConfig": "跨界石_Lenheart.json",
"ProjectFiles": [
"跨界石.nut"
],
"ProjectRunFunc": "_Dps_CrossBorderStones_Main_"
}

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function _Dps_CrossBorderStones_Main_() {
local Cofig = GlobalConfig.Get("跨界石_Lenheart.json");
Cb_Use_Item_Sp_Func[Cofig.CrossoverId.tointeger()] <- function(SUser, ItemId) {
//获取账号金库对象
local CargoObj = SUser.GetAccountCargo();
//获取账号金库中的一个空格子
local EmptySlot = CargoObj.GetEmptySlot();
//如果没有空格子
if (EmptySlot == -1) {
SUser.SendNotiPacketMessage(Cofig.CrossoverStr2, 8);
//不扣除道具
SUser.GiveItem(ItemId, 1);
return;
}
//获取角色背包
local InvenObj = SUser.GetInven();
//获取需要转移的装备 这里默认写的装备栏第一个格子
local ItemObj = InvenObj.GetSlot(Inven.INVENTORY_TYPE_ITEM, 9);
//获取装备ID
local EquipId = ItemObj.GetIndex();
//获取装备名字
local ItemName = PvfItem.GetNameById(EquipId);
//获取配置中不可跨界的ID数组
local NoCrossId = Cofig.NoCrossIdArr;
//如果这个装备不可跨界
if (NoCrossId.find(EquipId) != null) {
SUser.SendNotiPacketMessage(format(Cofig.CrossoverStr5, ItemName), 7);
//不扣除道具
SUser.GiveItem(ItemId, 1);
return;
}
//如果没找到这个格子的装备
if (!ItemName) {
SUser.SendNotiPacketMessage(Cofig.CrossoverStr1, 8);
//不扣除道具
SUser.GiveItem(ItemId, 1);
return;
}
//跨界
local Flag = CargoObj.InsertItem(ItemObj, EmptySlot);
if (Flag == -1) {
SUser.SendNotiPacketMessage(Cofig.CrossoverStr3, 8);
//不扣除道具
SUser.GiveItem(ItemId, 1);
} else {
//销毁背包中的道具
ItemObj.Delete();
//刷新玩家背包列表
SUser.SendUpdateItemList(1, 0, 9);
//刷新账号金库列表
CargoObj.SendItemList();
SUser.SendNotiPacketMessage(format(Cofig.CrossoverStr4, ItemName), 7);
}
}
}

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{
"ProjectName": "防脱机制裁",
"ProjectDescribe": "本项目只能够防止脱机外挂,配置可以更改",
"ProjectAuthor": "南瓜",
"ProjectVersion": 1.3,
"ProjectConfig": "防脱机制裁_Nangua.json",
"ProjectFiles": [
"防脱机制裁.sut"
],
"ProjectRunFunc": "_Dps_AntiOfflineSanctions_Main_"
}

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