灵魂救赎武器
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225
Project/SoulSalvation/SoulSalvation_Enchant.nut
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225
Project/SoulSalvation/SoulSalvation_Enchant.nut
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/*
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文件名:SoulSalvation_Enchant.nut
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路径:Project/SoulSalvation/SoulSalvation_Enchant.nut
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创建日期:2026-01-26 02:56
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文件用途:
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*/
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class SoulSalvation_EnchantC extends LenheartNewUI_Windows {
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//调试模式
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// DeBugMode = true;
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//不是窗口
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// NoWindow = true;
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//是否可见
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Visible = false;
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Img = Rindro_Image("interface2/ui/newitemtool/soulweapon.img");
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//装备
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Item = null;
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//装备槽位
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ItemSlot = null;
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//灵魂槽位
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ItemSlot2 = null;
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//注册的NPC列表
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NPC = null;
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constructor(gObjectId, gX, gY, gWidth, gHeight, gTitleH) {
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Childrens = [];
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//注册控件
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RegisterWidget();
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InifPvf();
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RegNpc();
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LenheartNewUI_Windows.constructor(gObjectId, gX, gY, gWidth, gHeight, gTitleH);
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DiscardItemCallBackFunc.rawset("SoulSalvation_EnchantC", DiscardItem.bindenv(this));
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}
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function RegisterWidget() {
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//关闭按钮
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local CloseButton = LenheartNewUI_BaseButton(274, 4, 11, 12, "interface/lenheartwindowcommon.img", 276);
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CloseButton.OnClick = function() {
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this.Visible = false;
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}.bindenv(this);
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Childrens.append(CloseButton);
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//确认按钮
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local CrossoverButton = LenheartNewUI_ButtonText(109, 260, 15, "确认升级");
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CrossoverButton.DWidth = 18;
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CrossoverButton.Width = 74;
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CrossoverButton.SetTextOffset(-4, 1);
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CrossoverButton.OnClickEx = function(Btn) {
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if (!Btn.Visible) return;
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SendPackEx({
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op = 21011009,
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item = Item
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});
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}.bindenv(this);
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CrossoverButton.SetCallBackFunc(function(Btn) {
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if (ItemSlot.ItemObject && ItemSlot2.ItemObject) {
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Btn.State = 0;
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} else {
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Btn.State = 8;
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}
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}.bindenv(this));
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AddChild(CrossoverButton);
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ItemSlot = LenheartNewUI_ItemSlot(66, 97);
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ItemSlot.SetRemoveCallBack(function(obj) {
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Item = null;
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}.bindenv(this));
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AddChild(ItemSlot);
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ItemSlot2 = LenheartNewUI_ItemSlot(197, 97);
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ItemSlot2.SetRemoveCallBack(function(obj) {
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Item = null;
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}.bindenv(this));
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AddChild(ItemSlot2);
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}
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//绘制主界面
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function DrawMain(obj) {
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//背景框
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DrawNineBox(X, Y, 292, 292, "interface/lenheartwindowcommon.img", 213);
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//标题
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DrawWindowTitle(293);
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//绘制标题名
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L_sq_DrawCode("灵魂武器附灵", X + 110, Y + 5, sq_RGBA(230, 200, 155, 255), 0, 1);
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Img.DrawPng(1, X + 8, Y + 32);
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Img.DrawPng(3, X + 8, Y + 32);
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for (local i = 0; i< 5; i++) {
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Img.DrawPng(2, X + 31 + 51 * i, Y + 195);
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continue;
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}
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}
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function Show(obj) {
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DrawMain(obj);
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LenheartNewUI_Windows.Show(obj);
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}
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//逻辑入口
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function Proc(obj) {
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LenheartNewUI_Windows.SyncPos(X, Y);
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}
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function DiscardItem(ItemAddress) {
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local MousePos_X = IMouse.GetXPos();
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local MousePos_Y = IMouse.GetYPos();
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if (!sq_IsIntersectRect(MousePos_X, MousePos_Y, 1, 1, X, Y, Width, Height)) return true;
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local SlotPos = 0;
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if (sq_IsIntersectRect(MousePos_X, MousePos_Y, 1, 1, ItemSlot.X, ItemSlot.Y, ItemSlot.Width, ItemSlot.Height)) {
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SlotPos = 1;
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} else if (sq_IsIntersectRect(MousePos_X, MousePos_Y, 1, 1, ItemSlot2.X, ItemSlot2.Y, ItemSlot2.Width, ItemSlot2.Height)) {
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SlotPos = 2;
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} else {
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return null;
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}
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if (!Visible) return true;
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else {
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Item = FindItemPosByForeachInven(ItemAddress, SlotPos);
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if (Item) {
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local ItemObject = Rindro_Item();
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ItemObject.LoadByAddress(Item.ItemAddress);
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if (SlotPos == 1)
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ItemSlot.SetItem(ItemObject);
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else if (SlotPos == 2)
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ItemSlot2.SetItem(ItemObject);
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}
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}
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}
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//遍历背包查找Item
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function FindItemPosByForeachInven(FindAddress, SlotPos) {
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local Inven = L_sq_RA(0x1A5FB24);
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local InvenAdd = L_sq_RA(Inven + 56);
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InvenAdd += 36;
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//0是装备 2是任务材料
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local z = 0;
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if (SlotPos == 2) z = 2;
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for (local i = 0; i< 56; i++) {
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local ItemAdd = L_sq_RA(InvenAdd + ((i + (z * 56)) * 4));
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if (ItemAdd == FindAddress) {
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local NamePointer = L_sq_RA(FindAddress + 0x20);
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local rRarity = L_sq_RA(FindAddress + 0xF4);
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local rItemId = L_sq_RA(FindAddress + 0x1c);
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if (SlotPos == 1) {
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if (!getroottable().SoulSalvation_Obj.Equipment2List.rawin(rItemId)) return null;
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} else if (SlotPos == 2) {
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if (rItemId< 92208 || rItemId > 92214) return null;
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}
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return {
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Type = z,
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Pos = i,
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Vis = false,
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Count = MemoryTool.DecodeMemoryData(FindAddress + 0x1A4),
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ItemId = rItemId,
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ItemAddress = FindAddress,
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Name = NativePointer(L_sq_I2P(NamePointer)).readUnicodeString(),
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Rarity = rRarity,
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};
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}
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}
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return null;
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}
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function RegNpc() {
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local EachManager = Lenheart_Get_EachObj();
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EachManager.AddEachForNpc(NPC, function(SThis) {
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//关闭按钮
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local ApplyEngagementButton = LenheartNewUI_Each_BaseButton(0, 0, 100, 21, "interface2/popup_menu/popup_back.img", 3);
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ApplyEngagementButton.Icon = "interface2/popup_menu/popup_icon_cn.img";
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ApplyEngagementButton.IconIdx = 53;
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ApplyEngagementButton.Str = "释魂附灵";
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ApplyEngagementButton.Data = SThis.NPC_Index;
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ApplyEngagementButton.OnClick = function(Button) {
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InitWindow();
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//打开背包
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L_sq_Open_ExWindow(0x1ADE090, 0, 0, 1);
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Button.Parent.CloseAllEach();
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Button.Parent.CloseWindow();
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ResetFocus();
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R_Utils.PlaySound("WINDOW_SHOW");
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}.bindenv(this);
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ApplyEngagementButton.SetCallBackFunc(function(Button) {})
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SThis.AddChild(ApplyEngagementButton);
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}.bindenv(this));
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}
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//读取配置
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function InifPvf() {
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Rindro_Script.GetFileData("etc/rindro/expandequipment/soulsalvation.etc", function(DataTable, Data) {
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while (!Data.Eof()) {
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local Fragment = Data.Get();
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if (Fragment == "[STAGE2 NPC]") {
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NPC = Data.Get();
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}
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}
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});
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}
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function InitWindow() {
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Visible = true;
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//清空
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Item = null;
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ItemSlot.RemoveItem();
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ItemSlot2.RemoveItem();
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}
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}
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L_Windows_List <- [];
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getroottable().rawdelete("LenheartPluginsInitFlag");
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getroottable().rawdelete("EventList_Obj")
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getroottable().rawdelete("SoulSalvation_Obj");
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getroottable().rawdelete("L_Each_Obj");
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