function _Dps_RecycleItemUI_Main_() { // 跳过指定道具ID原逻辑1 Cb_UseLimitCube_Check_Error_Leave_Func.crossoverByNangua <- function(args) { local Config = GlobalConfig.Get("物品回收UI配置_Nangua.json"); local ItemObj = Item(args[5]); local ItemId = ItemObj.GetIndex(); if (ItemId == Config["回收箱道具ID"]) { return 17; } } // 回收逻辑 Cb_UseLimitCube_Process_Leave_Func.crossoverByNangua <- function(args) { local Config = GlobalConfig.Get("物品回收UI配置_Nangua.json"); local SUser = User(args[1]); local msg_base = args[2]; if (msg_base) { local slot = NativePointer(msg_base).add(13).readShort(); local boxslot = NativePointer(msg_base).add(19).readShort(); local InvenObj = SUser.GetInven(); local boxobj = InvenObj.GetSlot(Inven.INVENTORY_TYPE_ITEM, boxslot); local box_index = boxobj.GetIndex(); local ItemObj = InvenObj.GetSlot(Inven.INVENTORY_TYPE_ITEM, slot); local Item_Id = ItemObj.GetIndex(); if (!ItemObj) return; if (box_index == Config["回收箱道具ID"]) { local Recycleitem_name = PvfItem.GetNameById(Item_Id); local CheckItemLock = Sq_CallFunc(S_Ptr("0x8646942"), "int", ["pointer", "int", "int"], SUser.C_Object, 1, slot); if (CheckItemLock) { return; } // 检查装备是否在排除列表中 if ("指定装备ID不参与回收" in Config["回收配置"] && Config["回收配置"]["指定装备ID不参与回收"].len() > 0) { local isExcluded = false; foreach (excludeId in Config["回收配置"]["指定装备ID不参与回收"]) { if (excludeId == Item_Id) { isExcluded = true; break; } } if (isExcluded) { _RecycleItemUI_nangua.RecycleError(SUser, format(Config["回收失败信息"], Recycleitem_name)); return; } } local PvfItemObj = PvfItem.GetPvfItemById(Item_Id); local Item_type = PvfItemObj.IsStackable(); local Item_Count = ItemObj.GetAdd_Info(); local rarity = PvfItemObj.GetRarity(); local level = PvfItemObj.GetUsableLevel(); local allRewards = []; local foundValidItem = false; // 检查指定装备回收配置 foreach(item in Config["回收配置"]["指定装备回收"]) { if(item[0] == Item_Id) { local Rewarditem = item[1]; local minCount = item[2]; local maxCount = item[3]; local Rewarditem_name = PvfItem.GetNameById(Rewarditem); local RewardItemObj = PvfItem.GetPvfItemById(Rewarditem); local item_upgrade = ItemObj.GetUpgrade(); if (item_upgrade > 0) { Recycleitem_name = "+" + item_upgrade + Recycleitem_name; } local count = 0; if (Item_type == 1 && Item_Count > 1) { for (local i = 0; i < Item_Count; i++) { count += MathClass.Rand(minCount, maxCount + 1); } Recycleitem_name = Recycleitem_name + "x" + Item_Count; } else { count = MathClass.Rand(minCount, maxCount + 1); } if (Rewarditem == 0) { SUser.RechargeCera(count); _RecycleItemUI_nangua.sendRewardMessageForCera(SUser, Recycleitem_name, ItemObj, count, Item_Id); } else { local equ_type = NativePointer(RewardItemObj.C_Object).add(141 * 4).readU32(); if (equ_type > 0) { count = 1; } allRewards.append([Rewarditem, count]); _RecycleItemUI_nangua.sendRewardMessageForItem(SUser, Recycleitem_name, ItemObj, Rewarditem_name, count, equ_type, Item_Id, Rewarditem); } _RecycleItemUI_nangua.DeleteAndUpdate(SUser, ItemObj, slot); foundValidItem = true; break; } } // 如果没有找到指定装备配置,尝试品级回收 if (!foundValidItem && Config["品级回收配置"]["开启品级以及装备等级的回收(true开启/false关闭)"]) { foreach(cfg in Config["品级回收配置"]["配置列表"]) { if (cfg["装备品级"] == rarity && cfg["装备等级"] == level) { local reward = cfg["奖励"][0]; local count = MathClass.Rand(reward[1], reward[2] + 1); if (reward[0] == 0) { SUser.RechargeCera(count); _RecycleItemUI_nangua.sendRewardMessageForCera(SUser, Recycleitem_name, ItemObj, count, Item_Id); } else { local Rewarditem_name = PvfItem.GetNameById(reward[0]); local RewardItemObj = PvfItem.GetPvfItemById(reward[0]); local equ_type = NativePointer(RewardItemObj.C_Object).add(141 * 4).readU32(); if (equ_type > 0) { count = 1; } allRewards.append([reward[0], count]); _RecycleItemUI_nangua.sendRewardMessageForItem(SUser, Recycleitem_name, ItemObj, Rewarditem_name, count, equ_type, Item_Id, reward[0]); } _RecycleItemUI_nangua.DeleteAndUpdate(SUser, ItemObj, slot); foundValidItem = true; break; } } } // 处理回收结果 if (foundValidItem) { if (allRewards.len() > 0) { _RecycleItemUI_nangua.api_CUser_Add_Item_list(SUser, allRewards); _RecycleItemUI_nangua.SendItemWindowNotification(SUser, allRewards); if(Config["回收成功是否扣除回收券道具(true扣除/false不扣除)"]){ InvenObj.DeleteItemCount(box_index, 1); } } } else { // 如果没有匹配到任何回收配置 _RecycleItemUI_nangua.RecycleError(SUser, format(Config["回收失败信息"], Recycleitem_name)); } return; } } } } class _RecycleItemUI_nangua { // 删除道具并更新客户端 function DeleteAndUpdate(SUser, ItemObj, slot) { ItemObj.Delete(); SUser.SendUpdateItemList(1, 0, slot); } // 回收失败 function RecycleError(SUser, msg) { local Config = GlobalConfig.Get("物品回收UI配置_Nangua.json"); if(Config["信息提示窗口提示(true开启/false关闭)"]) { SUser.SendNotiBox(msg, 1); } else { SUser.SendNotiPacketMessage(msg, Config["信息播报发送位置"]); } } // 发送点券奖励消息 function sendRewardMessageForCera(SUser, Recycleitem_name, ItemObj, count, Item_Id) { local Config = GlobalConfig.Get("物品回收UI配置_Nangua.json"); local AdMsgObj = AdMsg(); AdMsgObj.PutType(Config["信息播报发送位置"]); if (Config["信息播报发送位置"] != 14){ AdMsgObj.PutString(" "); } AdMsgObj.PutImoticon(Config["表情ID"]); AdMsgObj.PutString(Config["成功回收"]["标题"]); AdMsgObj.PutEquipment("[" + Recycleitem_name + "]", ItemObj, _RecycleItemUI_nangua.RarityColor(Item_Id)); AdMsgObj.PutString(Config["成功回收"]["奖励提示"]); AdMsgObj.PutColorString("[" + count + "]", [255, 20, 0]); AdMsgObj.PutString("点券"); AdMsgObj.Finalize(); SUser.Send(AdMsgObj.MakePack()); AdMsgObj.Delete(); } // 发送道具奖励消息 function sendRewardMessageForItem(SUser, Recycleitem_name, ItemObj, Rewarditem_name, count, equ_type, Item_Id, Rewarditem) { local Config = GlobalConfig.Get("物品回收UI配置_Nangua.json"); local AdMsgObj = AdMsg(); AdMsgObj.PutType(Config["信息播报发送位置"]); if (Config["信息播报发送位置"] != 14){ AdMsgObj.PutString(" "); } AdMsgObj.PutImoticon(Config["表情ID"]); AdMsgObj.PutString(Config["成功回收"]["标题"]); AdMsgObj.PutEquipment("[" + Recycleitem_name + "]", ItemObj, _RecycleItemUI_nangua.RarityColor(Item_Id)); AdMsgObj.PutString(Config["成功回收"]["奖励提示"]); if (equ_type > 0) { AdMsgObj.PutEquipment(Rewarditem); } else { AdMsgObj.PutColorString("[" + count + "]", [255, 20, 0]); AdMsgObj.PutString(Config["成功回收"]["单位"]); AdMsgObj.PutEquipment(Rewarditem); } AdMsgObj.Finalize(); SUser.Send(AdMsgObj.MakePack()); AdMsgObj.Delete(); } function RarityColor(item_id) { local PvfItemObj = PvfItem.GetPvfItemById(item_id); if (PvfItemObj == null) { return; } local CItem_get_rarity = PvfItemObj.GetRarity(); // 装备品级 return _RecycleItemUI_nangua.rarityColorMap[(CItem_get_rarity).tostring()]; } //品级对应的RGB rarityColorMap = { "0": [255, 255, 255], // 普通 "1": [104, 213, 237], // 高级 "2": [179, 107, 255], // 稀有 "3": [255, 0, 255], // 神器 "4": [255, 180, 0], // 史诗 "5": [255, 102, 102], // 勇者 "6": [255, 20, 147], // 深粉红色 "7": [255, 215, 0] // 金色 }; function api_CUser_Add_Item_list(SUser, item_list) { for (local i = 0; i < item_list.len(); i++) { local item_id = item_list[i][0]; // 道具代码 local quantity = item_list[i][1]; // 道具数量 local InvenObj = SUser.GetInven(); // 获取道具对象 local PvfItemObj = PvfItem.GetPvfItemById(item_id); // 获取道具类型 local equ_type = NativePointer(PvfItemObj.C_Object).add(141 * 4).readU32(); // 获取最大堆叠数量 local maxStack = Sq_CallFunc(S_Ptr("0x0822C9FC"), "int", ["pointer"], PvfItemObj.C_Object); // 如果是装备,直接检查空格并处理 if (equ_type > 0) { local cnt = _RecycleItemUI_nangua.checkInventorySlot(SUser, item_id); if (cnt == 1) { SUser.GiveItem(item_id, quantity); } else { local RewardItems = []; RewardItems.append([item_id, quantity]); local title = "GM"; local Text = "由于背包空间不足,已通过邮件发送,请查收!"; SUser.ReqDBSendMultiMail(title, Text, 0, RewardItems); } continue; } // 获取道具在背包中的槽位 local slot = InvenObj.GetSlotById(item_id); if (slot != -1) { // 获取槽位中的道具对象 local ItemObj = InvenObj.GetSlot(1, slot); // 获取当前堆叠数量 local currentCount = Sq_CallFunc(S_Ptr("0x80F783A"), "int", ["pointer"], ItemObj.C_Object); // 如果当前堆叠未满,计算可以添加的数量 if (currentCount < maxStack) { local canAdd = maxStack - currentCount; if (quantity <= canAdd) { // 如果奖励数量小于等于可添加数量,直接添加 Sq_CallFunc(S_Ptr("0x80CB884"), "int", ["pointer", "int"], ItemObj.C_Object, currentCount + quantity); // 刷新背包显示 SUser.SendUpdateItemList(1, 0, slot); } else { // 如果奖励数量大于可添加数量 // 先将当前堆叠设置为最大 Sq_CallFunc(S_Ptr("0x80CB884"), "int", ["pointer", "int"], ItemObj.C_Object, maxStack); SUser.SendUpdateItemList(1, 0, slot); // 将剩余数量通过邮件发送 local remaining = quantity - canAdd; local RewardItems = []; RewardItems.append([item_id, remaining]); local title = "GM"; local Text = "由于背包堆叠已满,部分道具已通过邮件发送,请查收!"; SUser.ReqDBSendMultiMail(title, Text, 0, RewardItems); } continue; } else { local RewardItems = []; RewardItems.append([item_id, quantity]); local title = "GM"; local Text = "由于背包堆叠已满,已通过邮件发送,请查收!"; SUser.ReqDBSendMultiMail(title, Text, 0, RewardItems); continue; } } // 如果道具不在背包中,检查空格 local cnt = _RecycleItemUI_nangua.checkInventorySlot(SUser, item_id); if (cnt == 1) { // 如果道具有空格,直接添加到背包 SUser.GiveItem(item_id, quantity); } else { // 如果背包空间不足,通过邮件发送 local RewardItems = []; RewardItems.append([item_id, quantity]); local title = "GM"; local Text = "由于背包空间不足,已通过邮件发送,请查收!"; SUser.ReqDBSendMultiMail(title, Text, 0, RewardItems); } } } function SendItemWindowNotification(SUser, item_list) { local Pack = Packet(); Pack.Put_Header(1, 163); //协议 Pack.Put_Byte(1); //默认1 Pack.Put_Short(0); //槽位id 填入0即可 Pack.Put_Int(0); //未知 0以上即可 Pack.Put_Short(item_list.len()); //道具组数 //写入道具代码和道具数量 for (local i = 0; i < item_list.len(); i++) { Pack.Put_Int(item_list[i][0]); //道具代码 Pack.Put_Int(item_list[i][1]); //道具数量 装备/时装时 任意均可 } Pack.Finalize(true); //确定发包内容 SUser.Send(Pack); //发包 Pack.Delete(); //清空buff区 } /** * 根据道具类型背包空格数量 * @param {pointer} SUser - 用户 * @param {int} item_id - 需要查找的道具ID * @returns {int} - 空格数量1 */ function checkInventorySlot(SUser, itemid) { local InvenObj = SUser.GetInven(); local type = Sq_CallFunc(S_Ptr("0x085018D2"), "int", ["pointer", "int"], InvenObj.C_Object, itemid); local cnt = Sq_CallFunc(S_Ptr("0x08504F64"), "int", ["pointer", "int", "int"], InvenObj.C_Object, type, 1); return cnt; } }