/* 文件名:Equip.nut 路径:Project/MySelf/Equip/Equip.nut 创建日期:2026-03-24 01:54 文件用途: */ class MySelfEquipC extends Rindro_BaseToolClass { constructor() { local ItemDrawControl = getroottable()["NewItemInfoWindow_Obj"]; ItemDrawControl.AddHookItemId(27572); } } function Lenheart_MySelfEquipC_Fun(obj) { local RootTab = getroottable(); if (!RootTab.rawin("MySelfEquipC_Obj")) { RootTab.rawset("MySelfEquipC_Obj", MySelfEquipC()); } } getroottable()["LenheartFuncTab"].rawset("MySelfEquipCFuncN", Lenheart_MySelfEquipC_Fun); L_Windows_List <- []; getroottable().rawdelete("LenheartPluginsInitFlag"); getroottable().rawdelete("EventList_Obj") getroottable().rawdelete("MySelfEquipC_Obj"); getroottable().rawdelete("L_Each_Obj"); class Rindro_Item_DrawInfo { //Item对象 Item = null; //指导信息 (原装备生成的信息) GuidanceInformation = null; //指导信息标志位 GuidanceInformationFlag = 0; //分割线计数 GuidanceDivCount = 0; //信息 InfoList = null; Height = 0; Padding = 8; Img = Rindro_Image("sjweapon/sjwindow.img"); Img2 = Rindro_Image("soulweapon/main.img"); constructor(gItem) { Item = gItem; InfoList = []; } //添加指导信息 function AddGuidanceInformation(info) { GuidanceInformation = info; } function Init() { //读取强化等级 local UpgradeLevel = Item.GetUpgrade(); //读取名字 local Name = "天 · 狂暴之" + Item.GetName(); local UpgradeStr = UpgradeLevel > 0 ? ("+" + UpgradeLevel + " ") : ""; local NameStr = Name.len() > 0 ? (Name + " ") : "未定名"; AddContent((UpgradeStr + Name), Padding, Padding, Rindro_BaseToolClass.GetRarityColor(6)); AddContent("巨剑(英雄级)", Padding, 18, sq_RGBA(176, 138, 44, 250)); // if (isGm()) { // //读取编号 // local Index = Item.GetIndex(); // //读取uuid // local Uuid = Item.GetUuid(); // local IndexStr = Index > 0 ? ("编号: [" + Index + "] ") : ""; // local UuidStr = Uuid > 10000 ? ("uid: [" + Uuid + "] ") : ""; // AddContent((IndexStr + UuidStr), Padding, 15, 0xffffffff); // } AddDelegate(20, function(X, Y, Item) { for (local i = 0; i< 10; i++) { Img.DrawPng(0, X + 7 + i * 16, Y + 19); } }.bindenv(this)); AddDividing(26, 15); AddContent("攻击力", Padding, 18, 0xffffffff); AddContent("458", 215 - LenheartTextClass.GetStringLength("458") - Padding, 0, 0xffffffff); AddContent("命中", Padding, 18, 0xffffffff); AddContent("100", 215 - LenheartTextClass.GetStringLength("100") - Padding, 0, 0xffffffff); AddContent("暴击", Padding, 18, 0xffffffff); AddContent("150", 215 - LenheartTextClass.GetStringLength("150") - Padding, 0, 0xffffffff); AddContent("格挡", Padding, 18, 0xffffffff); AddContent("150", 215 - LenheartTextClass.GetStringLength("150") - Padding, 0, 0xffffffff); AddDividing(26, 15); // AddContent("灵魂刻印率", Padding, 18, sq_RGBA(244, 21, 79, 250)); AddDelegate(20, function(X, Y, Item) { L_sq_DrawCode("灵魂刻印率", X + 6, Y + 15, sq_RGBA(244, 21, 79, 255), 0, 1); local Rate = 0.56; L_sq_DrawCode(format("%.1f%%", Rate * 100.0), X + 180, Y + 15, sq_RGBA(255, 119, 0, 255), 0, 1); Img2.DrawPng(0, X + 70, Y + 19); setClip(X + 72, Y + 21, X + 72 + (Rate * 97.0).tointeger(), Y + 40); //开始裁切 Img2.DrawPng(1, X + 72, Y + 21); releaseClip(); //裁切结束 }.bindenv(this)); AddContent("※ 力量", Padding, 12, sq_RGBA(104, 213, 237, 255)); AddContent("150", 215 - LenheartTextClass.GetStringLength("150") - Padding, 0, sq_RGBA(104, 213, 237, 255)); AddContent("※ 武器伤害增幅", Padding, 18, sq_RGBA(104, 213, 237, 255)); AddContent("16.3", 215 - LenheartTextClass.GetStringLength("16.3") - Padding, 0, sq_RGBA(104, 213, 237, 255)); AddContent("※ 异常属性攻击", Padding, 18, sq_RGBA(104, 213, 237, 255)); AddContent("25", 215 - LenheartTextClass.GetStringLength("25") - Padding, 0, sq_RGBA(104, 213, 237, 255)); AddDividing(26, 15); AddDelegate(64, function(X, Y, Item) { local Str = ["生命铭刻 · 1级", "精准铭刻 · 2级", "寒冰铭刻 · 1级", "火焰铭刻 · 3级"] local Color = [sq_RGBA(120, 255, 30, 255), sq_RGBA(255, 240, 20, 240), sq_RGBA(33, 131, 217, 240), sq_RGBA(230, 34, 34, 240)] for (local i = 0; i< 4; i++) { Img.DrawPng(1 + i, X + 7, Y + 19 + i * 18); L_sq_DrawCode(Str[i], X + (215 - LenheartTextClass.GetStringLength(Str[i]) - Padding), Y + 18 + i * 18, Color[i], 1); } }.bindenv(this)); AddDividing(26, 26); AddContent("激荡 : 生生不息", Padding, 28, sq_RGBA(60, 180, 0, 255)); AddContent("攻击时,以2%的概率使自身回复35%的", Padding, 18, sq_RGBA(230, 200, 155, 250)); AddContent("生命值。", Padding, 18, sq_RGBA(230, 200, 155, 250)); AddContent("效果发动冷却时间: 15秒", Padding, 18, sq_RGBA(230, 200, 155, 250)); AddDividing(26, 15); AddContent("回响 : 天行健", Padding, 18, sq_RGBA(60, 180, 0, 255)); AddContent("攻击时,以5%的概率使自身进入心流", Padding, 18, sq_RGBA(230, 200, 155, 250)); AddContent("伤害增幅10%,效果持续时间5秒。", Padding, 18, sq_RGBA(230, 200, 155, 250)); AddContent("效果发动冷却时间: 45秒", Padding, 18, sq_RGBA(230, 200, 155, 250)); AddDividing(26, 15); AddContent("装备需求职业:", Padding, 18, sq_RGBA(255, 255, 255, 255)); AddContent("鬼剑士", 215 - LenheartTextClass.GetStringLength("鬼剑士") - Padding, 0, sq_RGBA(255, 255, 255, 255)); } //增加内容 function AddContent(Content, X, Y, Color) { InfoList.append({ Type = 0, Content = Content, X = X, Y = Y + Height, Color = Color }); Height += Y; } //增加分割线 function AddDividing(X, Y) { InfoList.append({ Type = 1, X = X, Y = Y + Height + 3, }); Height += 8; } //增加自定义代理 function AddDelegate(Y, Func) { InfoList.append({ Type = 2, X = 0, Y = Height, Func = Func }); Height += Y; } }