更新内存写方法

This commit is contained in:
lenheart
2025-12-02 20:42:06 +08:00
parent 0d0f7a0958
commit f8eeb2e0cf
9 changed files with 515 additions and 279 deletions

View File

@@ -8,20 +8,25 @@
class FatalismStone_Stone {
//编号
Id = 0;
Id = null;
//唯一ID
Uuid = null;
//类型
StoneType = 0;
StoneType = null;
//洗练度
CultivationDegree = 0;
CultivationDegree = null;
constructor() {
//特殊 石头的储存数据大小
Size = 8;
}
constructor(FatalismStoneID = 0) {
Id = FatalismStoneID;
CultivationDegree = MathClass.Rand(1, 100);
//反序列化构造
function Deserialize(StoneId, StoneUuid) {
this.Id = StoneId;
this.Uuid = StoneUuid;
this.StoneType = ProjectInitFuncMap.P_FatalismStone.GetStoneData(this.Id)["stone type"];
}
function Blob2Hex(buf) {
@@ -34,28 +39,90 @@ class FatalismStone_Stone {
function Serialize() {
local B = blob(0);
B.writen(Id, 'i'); //写入ID
B.writen(CultivationDegree, 'i'); //写入洗练值
B.writen(Uuid, 'i'); //写入Uuid
return Blob2Hex(B);
}
}
function Deserialize(Data) {
local Buf = FatalismStone_Stone();
Buf.Id = Data.readn('i');
Buf.CultivationDegree = Data.readn('i');
if (Buf.Id == 0) return Buf;
Buf.StoneType = ProjectInitFuncMap.P_FatalismStone.GetStoneData(Buf.Id)["stone type"];
return Buf;
//魂石背包类
class FatalismStone_BackPack {
//背包总格子数
GridCount = 77;
//穿戴总格子数
WearCount = 6;
StoneArr = null;
constructor() {
StoneArr = [];
}
function SerializeTable(Obj) {
local T = {
id = Obj.Id,
cultivationDegree = Obj.CultivationDegree
//通过数据构造背包 反序列化
function Deserialize(N_Data) {
local BackpackData = N_Data[0][0];
local WearData = N_Data[0][1];
//转换背包数据
local BackPackArr = [];
for (local i = 0; i<(GridCount * 3); i++) {
local StoneId = BackpackData.add(i * 8).readInt();
local StoneUuid = BackpackData.add(i * 8 + 4).readInt();
if (StoneId != 0 && StoneUuid != 0) {
local StoneObj = FatalismStone_Stone();
StoneObj.Deserialize(StoneId, StoneUuid)
BackPackArr.push(StoneObj);
} else {
BackPackArr.push(null);
}
}
//转化穿戴数据
local WearArr = [];
for (local i = 0; i< WearCount; i++) {
local StoneId = WearData.add(i * 8).readInt();
local StoneUuid = WearData.add(i * 8 + 4).readInt();
if (StoneId != 0 && StoneUuid != 0) {
local StoneObj = FatalismStone_Stone();
StoneObj.Deserialize(StoneId, StoneUuid)
WearArr.push(StoneObj);
} else {
WearArr.push(null);
}
}
//两段数据放入总数据
StoneArr.extend(BackPackArr);
StoneArr.extend(WearArr);
}
//序列化
function Serialize() {
//背包数据
local BackpackArr = StoneArr.slice(0, GridCount * 3);
local BackpackHex = "0x";
foreach(Pos, StoneObject in BackpackArr) {
if (StoneObject) BackpackHex += StoneObject.Serialize();
else BackpackHex += "0000000000000000";
}
//穿戴数据
local WearArr = StoneArr.slice(GridCount * 3, GridCount * 3 + WearCount);
local WearHex = "0x";
foreach(Pos, StoneObject in WearArr) {
if (StoneObject) WearHex += StoneObject.Serialize();
else WearHex += "0000000000000000";
}
//返回
return {
inventory = BackpackHex,
wear = WearHex
};
return T;
}
//获取魂石的列表 3为身上穿戴的
function GetList(Page) {
local SliceLength = GridCount;
if (Page == 3) SliceLength = WearCount;
return StoneArr.slice(Page * 77, Page * 77 + SliceLength);
}
}
@@ -71,8 +138,11 @@ class FatalismStone {
//魂石Lst
FatalismStoneLst = null;
//魂石配置
FatalismStoneConfig = null;
constructor() {
Script();
local PoolObj = MysqlPool.GetInstance();
PoolObj.SetBaseConfiguration("127.0.0.1", 3306, "game", "uu5!^%jg");
//连接池大小
@@ -83,96 +153,114 @@ class FatalismStone {
//读取pvf的魂石相关数据
InitFatalismStoneData();
//创建新架构表
SelectSql("CREATE TABLE `zyk`.`f_user_info` ( `cid` int(250) NOT NULL, `inventory` varbinary(1848) NULL, `wear` varbinary(48) NULL, PRIMARY KEY (`cid`));", []);
SelectSql("CREATE TABLE `zyk`.`f_stone_map` ( `uuid` int(250) NOT NULL AUTO_INCREMENT, `cultivation` float NULL DEFAULT NULL, PRIMARY KEY (`uuid`) USING BTREE);", []);
// UpdateNewMysqlData();
//注册客户端收包
RegisterClient();
//注册调试命令
RegisterDebugCmd();
SelectSql("CREATE TABLE `zyk`.`fatalismstone` ( `cid` int(250) NOT NULL, `data` varbinary(10240) NULL, `wearpack` varbinary(1024) NULL, PRIMARY KEY (`cid`));", []);
}
//通过数组生成魂石序列化数据
function GenerateSerializeData(StoneList) {
local Str = "0x";
foreach(Stone in StoneList) {
Str += Stone.Serialize();
//查询单个魂石的属性
function GetStoneAttr(Uuid) {
local Ret = SelectSql("select cultivation from zyk.f_stone_map where uuid = " + Uuid, ["float"]);
if (Ret.len() == 0) {
return null;
} else {
return Ret[0];
}
return Str;
}
//通过数据反序列化魂石列表 数据 序列化个数
function GenerateDeserializeData(Data, Count) {
local BData = Sq_Point2Blob(Data.C_Object, FatalismStone_Stone.Size * Count);
local DataArr = [];
//一直读到最后
while (!BData.eos()) {
DataArr.push(FatalismStone_Stone.Deserialize(BData));
}
return DataArr;
}
//给指定玩家新增魂石
function AddFatalismStone(SUser, FatalismStoneID) {
local CID = SUser.GetCID();
local Ret = SelectSql("select data from zyk.fatalismstone where cid = " + CID, ["binary"]);
//获得玩家魂石数据
local DataArr = GenerateDeserializeData(Ret[0][0], GridCount * 3);
//获取魂石属性
local info = GetStoneData(FatalismStoneID);
//根据页数分割
local Offset = (info["stone type"] * GridCount);
local DataBuffer = DataArr.slice(Offset);
//找到第一个空格子
local Index = null;
foreach(Pos, Obj in DataBuffer) {
if (Obj.Id == 0) {
Index = Pos;
break;
//查询多个魂石的属性
function GetStoneAttrArr(UuidArr) {
local SqlStr = "select uuid,cultivation from zyk.f_stone_map where uuid in (";
for (local i = 0; i< UuidArr.len(); i++) {
SqlStr += UuidArr[i];
if (i != UuidArr.len() - 1) {
SqlStr += ",";
}
}
if (Index == null) {
SUser.SendNotiPacketMessage("您的魂石背包已满!", 8);
return false;
SqlStr += ")";
local Ret = SelectSql(SqlStr, ["int", "float"]);
if (Ret.len() == 0) {
return null;
} else {
return Ret;
}
//添加魂石
DataArr[Offset + Index] = FatalismStone_Stone(FatalismStoneID);
local backpackBinary = GenerateSerializeData(DataArr);
SelectSql("update zyk.fatalismstone set data = (" + backpackBinary + ") where cid = " + CID, ["int"]);
FlushPlayerFatalismStoneBackpack(SUser);
return true;
}
//给指定玩家刷新魂石背包
function FlushPlayerFatalismStoneBackpack(SUser) {
local Ret = SelectSql("select data,wearpack from zyk.fatalismstone where cid = " + SUser.GetCID(), ["binary", "binary"]);
//背包数量*背包类型数量全部使用默认的构造石头填充会是0
local BackPackArr = array(GridCount * 3, FatalismStone_Stone());
local WearArr = array(WearCount, FatalismStone_Stone());
//没有初始化背包的时候先初始化背包
if (Ret.len() == 0) {
local backpackBinary = GenerateSerializeData(BackPackArr);
local wearBinary = GenerateSerializeData(WearArr);
SelectSql("insert into zyk.fatalismstone(cid,data,wearpack) values(" + SUser.GetCID() + ",(" + backpackBinary + "),(" + wearBinary + "))", ["int"]);
} else {
BackPackArr = GenerateDeserializeData(Ret[0][0], GridCount * 3);
WearArr = GenerateDeserializeData(Ret[0][1], WearCount);
}
SUser.SendJso({
op = 21000002,
BackPackData = BackPackArr.map(FatalismStone_Stone.SerializeTable),
WearData = WearArr.map(FatalismStone_Stone.SerializeTable)
});
}
function RegisterClient() {
//查询魂石背包数据
ClientSocketPackFuncMap.rawset(21000001, function(SUser, Jso) {
FlushPlayerFatalismStoneBackpack(SUser);
local Ret = GetInvenData(SUser);
//没查到东西说明没有背包 第一次创建背包
if (!Ret || Ret.len() == 0) {
local SqlStr = format("INSERT INTO zyk.f_user_info (cid, inventory, wear) VALUES (%d,REPEAT(0x00, 1848),REPEAT(0x00, 48))", SUser.GetCID());
SelectSql(SqlStr, []);
}
//有数据的读取
else {
local BackPackData = Ret[0][0];
local WearData = Ret[0][1];
local PackSize = 4 + 4 + BackPackData.Size + 4 + WearData.Size;
local Pack = Packet();
Pack.Put_Header(1, 131);
Pack.Put_Byte(1);
Pack.Put_Int(PackSize);
Pack.Put_Int(21000002);
Pack.Put_Int(BackPackData.Size);
Pack.Put_BinaryEx(BackPackData.C_Object, BackPackData.Size);
Pack.Put_Int(WearData.Size);
Pack.Put_BinaryEx(WearData.C_Object, WearData.Size);
Pack.Finalize(true);
SUser.Send(Pack);
Pack.Delete();
//查询身上穿戴的魂石属性
local BackPack = FatalismStone_BackPack();
BackPack.Deserialize(Ret);
local WearArr = BackPack.GetList(3);
local UuidArr = [];
for (local i = 0; i< WearArr.len(); i++) {
if (WearArr[i] != null) {
UuidArr.push(WearArr[i].Uuid);
}
}
if (UuidArr.len() > 0) {
local Attr = GetStoneAttrArr(UuidArr);
if (Attr) {
local PackSize = 4 + 4 + (Attr.len() * 4 * Attr[0].len());
local Pack = Packet();
Pack.Put_Header(1, 131);
Pack.Put_Byte(1);
Pack.Put_Int(PackSize);
Pack.Put_Int(21000014);
Pack.Put_Int(Attr.len());
for (local i = 0; i< Attr.len(); i++) {
for (local z = 0; z< Attr[i].len(); z++) {
Pack.Put_Int(Attr[i][z]);
}
}
Pack.Finalize(true);
SUser.Send(Pack);
Pack.Delete();
}
}
}
}.bindenv(this));
//查询魂石唯一属性
ClientSocketPackFuncMap.rawset(21000011, function(SUser, Jso) {
local Uuid = Jso.uuid;
SendFatalismStoneData(SUser, Uuid);
}.bindenv(this));
//交换魂石位置
@@ -183,92 +271,38 @@ class FatalismStone {
local NewType = Jso.newtype;
local NewIndex = Jso.newpos;
local BackPack = GetInven(SUser);
if (!BackPack) return;
local Ret = SelectSql("select data,wearpack from zyk.fatalismstone where cid = " + SUser.GetCID(), ["binary", "binary"]);
local BackPackArr = GenerateDeserializeData(Ret[0][0], GridCount * 3);
local WearArr = GenerateDeserializeData(Ret[0][1], WearCount);
//直接去交换位置
local Buffer = BackPack.StoneArr[OldType * 77 + OldIndex];
BackPack.StoneArr[OldType * 77 + OldIndex] = BackPack.StoneArr[NewType * 77 + NewIndex];
BackPack.StoneArr[NewType * 77 + NewIndex] = Buffer;
//如果有魂石要移动到穿戴栏 需要检测魂石的类型是否与穿戴栏符合
// if (OldType == -1 || NewType == -1) {
// if(OldType == -1){
// local OldStone = WearArr[OldIndex];
// if(OldStone.Id != 0){
// local Info = GetStoneData(OldStone.Id);
// if(Info["stone type"] != NewType){
// SUser.SendNotiPacketMessage("该魂石无法穿戴在当前位置", 8);
// return;
// }
// }
// }
// if(NewType == -1){
// local NewStone = BackPackArr[NewIndex];
// if(NewStone.Id != 0){
// local Info = GetStoneData(NewStone.Id);
// if(Info["stone type"] != OldType){
// SUser.SendNotiPacketMessage("该魂石无法穿戴在当前位置", 8);
// return;
// }
// }
// }
// }
//如果Type等于-1 说明是穿戴的魂石的槽位
local OldTemp, NewTemp;
if (OldType == -1) {
OldTemp = WearArr[OldIndex];
} else {
OldTemp = BackPackArr[OldType * GridCount + OldIndex];
}
if (NewType == -1) {
NewTemp = WearArr[NewIndex];
} else {
NewTemp = BackPackArr[NewType * GridCount + NewIndex];
}
// //比对两个魂石的槽位类型
// local ComparisonType;
// if (NewType == -1) {
// ComparisonType = NewIndex + 1;
// } else {
// ComparisonType = (NewType + 1);
// }
// print("旧类型: " + OldTemp.StoneType + "\n 新类型: " + ComparisonType);
// print("旧ID: " + OldTemp.Id + "\n 新ID: " + NewTemp.Id);
// if (OldTemp.StoneType != ComparisonType) {
// SUser.SendNotiPacketMessage("该魂石无法穿戴在当前位置", 8);
// return;
// }
//交换数据
if (OldType == -1) {
WearArr[OldIndex] = NewTemp;
} else {
BackPackArr[OldType * GridCount + OldIndex] = NewTemp;
}
if (NewType == -1) {
WearArr[NewIndex] = OldTemp;
} else {
BackPackArr[NewType * GridCount + NewIndex] = OldTemp;
}
//序列化数据
local backpackBinary = GenerateSerializeData(BackPackArr);
local wearBinary = GenerateSerializeData(WearArr);
//更新数据库
SelectSql("update zyk.fatalismstone set data = (" + backpackBinary + "),wearpack = (" + wearBinary + ") where cid = " + SUser.GetCID(), ["int"]);
//发送数据
SUser.SendJso({
op = 21000002,
BackPackData = BackPackArr.map(FatalismStone_Stone.SerializeTable),
WearData = WearArr.map(FatalismStone_Stone.SerializeTable)
});
SaveInven(BackPack, SUser);
}.bindenv(this));
//魂石洗练
ClientSocketPackFuncMap.rawset(21000005, function(SUser, Jso) {
local Uuid = Jso.uuid;
local rarity = Jso.rarity;
//获取背包对象
local InvenObj = SUser.GetInven();
local Flag = InvenObj.DeleteItemCount(FatalismStoneConfig["wash_item"], FatalismStoneConfig["wash_cost"][rarity]);
//扣除不成功
if (!Flag) {
SUser.SendNotiPacketMessage("精炼魂石所需的材料不足!", 8);
return;
}
local Rand = MathClass.Rand(1, 105);
if (Rand > 100) Rand = 100;
//将新的精炼值写入数据库
local Sql = "update zyk.f_stone_map set cultivation = " + Rand + " where uuid = " + Uuid;
SelectSql(Sql, []);
SendFatalismStoneData(SUser, Uuid)
}.bindenv(this));
Cb_User_Insert_Item_Leave_Func["宿命魂石"] <- function(args) {
local SUser = User(NativePointer(args[0]).readPointer());
@@ -283,7 +317,7 @@ class FatalismStone {
Timer.SetTimeOut(function() {
inven_item.Delete();
SUser.SendUpdateItemList(1, 0, idx);
}, 100);
}, 1000);
//如果满了就发邮件
if (!Ret) {
local T = {};
@@ -297,8 +331,6 @@ class FatalismStone {
}
}
}.bindenv(this);
}
@@ -324,8 +356,63 @@ class FatalismStone {
}.bindenv(this);
}
//获取玩家背包数据
function GetInvenData(SUser) {
local Ret = SelectSql("select inventory,wear from zyk.f_user_info where cid = " + SUser.GetCID(), ["binary", "binary"]);
if (!Ret || Ret.len() == 0) return null;
else return Ret;
}
//获取玩家背包
function GetInven(SUser) {
local Ret = GetInvenData(SUser);
if (Ret) {
local BackPack = FatalismStone_BackPack();
BackPack.Deserialize(Ret);
return BackPack;
} else return null;
}
//固化背包数据到数据库
function SaveInven(Inven, SUser) {
//获取背包整体信息并储存
local Hex = Inven.Serialize();
//更新数据库
local Sql = "update zyk.f_user_info set inventory = " + Hex.inventory + ",wear = " + Hex.wear + " where cid = " + SUser.GetCID();
SelectSql(Sql, []);
}
//发送uuid的魂石数据给客户端
function SendFatalismStoneData(SUser, Uuid) {
local Attr = GetStoneAttr(Uuid);
if (!Attr) {
SUser.SendNotiPacketMessage("魂石属性异常,请联系管理员!", 8);
} else {
local Cultivation = Attr[0];
local PackSize = 4 + 4 + 4;
local Pack = Packet();
Pack.Put_Header(1, 131);
Pack.Put_Byte(1);
Pack.Put_Int(PackSize);
Pack.Put_Int(21000012);
Pack.Put_Int(Uuid);
Pack.Put_Int(Cultivation);
Pack.Finalize(true);
SUser.Send(Pack);
Pack.Delete();
}
}
//给指定玩家新增魂石
function AddFatalismStone(SUser, FatalismStoneID) {
local CID = SUser.GetCID();
}
function InitFatalismStoneData() {
Script();
// Script();
FatalismStoneLst = {};
ScriptData.GetFileData("fatalismstone/fatalismstone.lst", function(DataTable, Data) {
while (!Data.Eof()) {
@@ -334,6 +421,17 @@ class FatalismStone {
FatalismStoneLst.rawset(Id, Path);
}
}.bindenv(this));
FatalismStoneConfig = ScriptData.GetFileData("fatalismstone/fatalismstone.etc", function(DataTable, Data) {
while (!Data.Eof()) {
local Str = Data.Get();
if (Str == "[wash item]") {
DataTable.wash_item <- Data.Get();
} else if (Str == "[wash cost]") {
DataTable.wash_cost <- [Data.Get(), Data.Get(), Data.Get(), Data.Get(), Data.Get(), Data.Get(), Data.Get()];
}
}
}.bindenv(this));
}
function GetStoneData(Index) {
@@ -409,16 +507,6 @@ class FatalismStone {
@@ -438,10 +526,79 @@ class FatalismStone {
MysqlPool.GetInstance().PutConnect(SqlObj);
return Ret;
}
//UpdateNewMysqlData
function UpdateNewMysqlData() {
local Ret = SelectSql("select * from zyk.fatalismstone", ["int", "binary", "binary"]);
foreach(Index, Info in Ret) {
local cid = Info[0];
local inventory = Info[1];
local wear = Info[2];
//处理背包里的魂石
local NewBlob = blob();
for (local i = 0; i< 462; i += 2) {
local item_id = inventory.add(i * 4).readInt();
local cultivation = inventory.add(i * 4 + 4).readInt();
if (item_id > 0) {
//在新表中建立这件装备的uuid
local Sql = "insert into zyk.f_stone_map (cultivation) values (" + cultivation + ")";
SelectSql(Sql, []);
//查询最后新增条目的uuid
Sql = "select LAST_INSERT_ID() as uuid";
local uuid = SelectSql(Sql, ["int"])[0][0];
NewBlob.writen(item_id, 'i');
NewBlob.writen(uuid, 'i');
} else {
NewBlob.writen(0, 'i');
NewBlob.writen(0, 'i');
}
}
local inventoryBinary = "0x" + Blob2Hex(NewBlob);
//处理身上穿戴的魂石
NewBlob.resize(0);
for (local i = 0; i< 12; i += 2) {
local item_id = wear.add(i * 4).readInt();
print(item_id);
local cultivation = wear.add(i * 4 + 4).readInt();
if (item_id > 0) {
//在新表中建立这件装备的uuid
local Sql = "insert into zyk.f_stone_map (cultivation) values (" + cultivation + ")";
SelectSql(Sql, []);
//查询最后新增条目的uuid
Sql = "select LAST_INSERT_ID() as uuid";
local uuid = SelectSql(Sql, ["int"])[0][0];
NewBlob.writen(item_id, 'i');
NewBlob.writen(uuid, 'i');
} else {
NewBlob.writen(0, 'i');
NewBlob.writen(0, 'i');
}
}
local wearBinary = "0x" + Blob2Hex(NewBlob);
local Sql = "insert into zyk.f_user_info (cid,inventory, wear) values (" + cid + "," + inventoryBinary + "," + wearBinary + ")";
SelectSql(Sql, []);
}
}
function Blob2Hex(buf) {
local str = "";
for (local i = 0; i< buf.len(); i++) {
str += format("%02X", buf[i]);
}
return str;
}
}
ProjectInitFuncMap.P_FatalismStone <- FatalismStone();
print("文件加载!");
ProjectInitFuncMap.P_FatalismStone <- FatalismStone();

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@@ -14,6 +14,8 @@ class _Hacker {
NextReturnAddress = null;
CpuContext = null;
constructor() {
HookTable = {};
HookJumpMemoryTable = {};

View File

@@ -85,9 +85,9 @@ class NativePointer extends Base_C_Object {
function write(value, type) {
local Buf = blob(0);
Buf.writen(value, type);
local arr = [];
foreach(value in Buf) {
arr.append(value);
local arr = array(Buf.len());
for (local i = 0; i< Buf.len(); i++) {
arr[i] = Buf[i];
}
writeByteArray(arr);
}

View File

@@ -43,9 +43,11 @@ class Party extends Base_C_Object {
//获取玩家
function GetUser(Pos) {
local C_User = Sq_CallFunc(S_Ptr("0x08145764"), "pointer", ["pointer", "int"], this.C_Object, Pos);
if (C_User) {
return User(C_User);
if (Sq_CallFunc(S_Ptr("0x085B4D12"), "int", ["pointer", "int"], this.C_Object, Pos)) {
local C_User = Sq_CallFunc(S_Ptr("0x08145764"), "pointer", ["pointer", "int"], this.C_Object, Pos);
if (C_User) {
return User(C_User);
}
}
return null;
}

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@@ -226,7 +226,7 @@ _Hook_Register_Currency_Func_("0x084D7A90", ["pointer", "pointer", "pointer", "i
//副本内生成物品时
Cb_Battle_Field_MakeDropItems_Enter_Func <- {};
Cb_Battle_Field_MakeDropItems_Leave_Func <- {};
_Hook_Register_Currency_Func_("0x0830ADF6", ["pointer", "int", "int", "int", "short", "int", "int", "int", "char", "int", "int", "int", "void"], Cb_Battle_Field_MakeDropItems_Enter_Func, Cb_Battle_Field_MakeDropItems_Leave_Func);
_Hook_Register_Currency_Func_("0x0830ADF6", ["pointer", "pointer", "pointer", "pointer", "int", "int", "int", "int", "int", "pointer", "float", "int", "void"], Cb_Battle_Field_MakeDropItems_Enter_Func, Cb_Battle_Field_MakeDropItems_Leave_Func);
//独立掉落几率
Cb_IndependentItemRateControl_Enter_Func <- {};
@@ -601,4 +601,24 @@ _Hook_Register_Currency_Func_("0x86C5288", ["int", "pointer", "pointer", "int"],
//获取Item Rarity
Cb_CItem_get_rarity_Enter_Func <- {};
Cb_CItem_get_rarity_Leave_Func <- {};
_Hook_Register_Currency_Func_("0x080F12D6", ["pointer", "int"], Cb_CItem_get_rarity_Enter_Func, Cb_CItem_get_rarity_Leave_Func);
_Hook_Register_Currency_Func_("0x080F12D6", ["pointer", "int"], Cb_CItem_get_rarity_Enter_Func, Cb_CItem_get_rarity_Leave_Func);
//副本内怪物死亡消息包
Cb_CBattle_Field_MakeNotiPacketDieMonster_Enter_Func <- {};
Cb_CBattle_Field_MakeNotiPacketDieMonster_Leave_Func <- {};
_Hook_Register_Currency_Func_("0x0830B8CC", ["pointer", "pointer", "pointer", "int", "int", "pointer", "pointer", "pointer"], Cb_CBattle_Field_MakeNotiPacketDieMonster_Enter_Func, Cb_CBattle_Field_MakeNotiPacketDieMonster_Leave_Func);
//向队伍全体发包
Cb_CParty_send_to_party_Enter_Func <- {};
Cb_CParty_send_to_party_Leave_Func <- {};
_Hook_Register_Currency_Func_("0x0859d14e", ["pointer", "pointer", "int"], Cb_CParty_send_to_party_Enter_Func, Cb_CParty_send_to_party_Leave_Func);
//物品掷点
Cb_CItem_check_item_routing_Enter_Func <- {};
Cb_CItem_check_item_routing_Leave_Func <- {};
_Hook_Register_Currency_Func_("0x0850D756", ["pointer", "bool"], Cb_CItem_check_item_routing_Enter_Func, Cb_CItem_check_item_routing_Leave_Func);
//统计队伍中满足特定条件的成员数量
Cb_CParty_get_live_count_enter_map_Enter_Func <- {};
Cb_CParty_get_live_count_enter_map_Leave_Func <- {};
_Hook_Register_Currency_Func_("0x0859A918", ["pointer", "int"], Cb_CParty_get_live_count_enter_map_Enter_Func, Cb_CParty_get_live_count_enter_map_Leave_Func);