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# Base_Input 回调函数文档
**回调说明**
`Base_Input`类用于处理游戏中的普通输入事件。
---
**注册方法**
- `Base_InputFunc_Handle.rawset(Key,Function)`
**例子**
```squirrel
function Test_Function(SUser, CmdString)
{
print(CmdString);
}
Base_InputFunc_Handle.rawset("Test", Test_Function);
```
or
```squirrel
function Test_Function(SUser, CmdString)
{
print(CmdString);
}
Base_InputFunc_Handle.Test <- Test_Function;
```
or
```squirrel
function Test_Function(SUser, CmdString)
{
print(CmdString);
}
Base_InputFunc_Handle["Test"] <- Test_Function;
```
or
```squirrel
Base_InputFunc_Handle.Test <- function (SUser, CmdString)
{
print(CmdString);
};
```

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# BossDie 回调函数文档
**回调说明**
`BossDie`类用于处理游戏中的BOSS死亡事件。
---
**注册方法**
- `Cb_BossDie_Func.rawset(Key,Function)`
**例子**
```squirrel
function Test_Function(SUser)
{
print("副本通关");
}
Cb_BossDie_Func.rawset("Test", Test_Function);
```
or
```squirrel
function Test_Function(SUser)
{
print("副本通关");
}
Cb_BossDie_Func.Test <- Test_Function;
```
or
```squirrel
function Test_Function(SUser)
{
print("副本通关");
}
Cb_BossDie_Func["Test"] <- Test_Function;
```
or
```squirrel
Cb_BossDie_Func.Test <- function (SUser)
{
print("副本通关");
};
```

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# BuyCeraShopItem 回调函数文档
**回调说明**
`BuyCeraShopItem`类用于在服务端中持续锻造时的HOOK。
---
**注册方法**
- `Cb_Dispatcher_BuyCeraShopItem_useCountDownCoinInFreeCoinDungeonFunc.rawset(Key,Function)`
**参数**
- `未知对象(C指针)`
- `角色对象`
- `被购买的道具对象`
- `原返回值`
**特殊说明**
- `如果返回值不为 -99 则返回你要返回的值`
- `在此回调中可以对Item对象进行修改操作并且不需要调用Flush函数`
**例子**
```squirrel
function Test_Function(C_Point1,SUser,ItemObj,OldRet)
{
return -99;
}
Cb_Dispatcher_BuyCeraShopItem_useCountDownCoinInFreeCoinDungeonFunc.rawset("Test", Test_Function);
```
or
```squirrel
function Test_Function(C_Point1,SUser,ItemObj,OldRet)
{
return -99;
}
Cb_Dispatcher_BuyCeraShopItem_useCountDownCoinInFreeCoinDungeonFunc.Test <- Test_Function;
```
or
```squirrel
function Test_Function(C_Point1,SUser,ItemObj,OldRet)
{
return -99;
}
Cb_Dispatcher_BuyCeraShopItem_useCountDownCoinInFreeCoinDungeonFunc["Test"] <- Test_Function;
```
or
```squirrel
Cb_Dispatcher_BuyCeraShopItem_useCountDownCoinInFreeCoinDungeonFunc.Test <- function (C_Point1,SUser,ItemObj,OldRet)
{
return -99;
};
```

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# WongWork_CItemUpgrade_Separate 回调函数文档
**回调说明**
`WongWork_CItemUpgrade_Separate`类用于在服务端中持续锻造时的HOOK。
---
**注册方法**
- `Cb_WongWork_CItemUpgrade_Separate__DoProcUpgradeFunc.rawset(Key,Function)`
**参数**
- `锻造信息对象(C指针)`
- `角色对象`
- `被锻造的道具对象`
- `原返回值`
- `锻造信息对象(C指针)`
**特殊说明**
- `如果返回值不为 -99 则返回你要返回的值`
- `在此回调中可以对Item对象进行修改操作并且不需要调用Flush函数`
**例子**
```squirrel
function Test_Function(CItemUpgrade_Separate,SUser,ItemObj,OldRet,STUpgradeInfo)
{
return -99;
}
Cb_WongWork_CItemUpgrade_Separate__DoProcUpgradeFunc.rawset("Test", Test_Function);
```
or
```squirrel
function Test_Function(CItemUpgrade_Separate,SUser,ItemObj,OldRet,STUpgradeInfo)
{
return -99;
}
Cb_WongWork_CItemUpgrade_Separate__DoProcUpgradeFunc.Test <- Test_Function;
```
or
```squirrel
function Test_Function(CItemUpgrade_Separate,SUser,ItemObj,OldRet,STUpgradeInfo)
{
return -99;
}
Cb_WongWork_CItemUpgrade_Separate__DoProcUpgradeFunc["Test"] <- Test_Function;
```
or
```squirrel
Cb_WongWork_CItemUpgrade_Separate__DoProcUpgradeFunc.Test <- function (CItemUpgrade_Separate,SUser,ItemObj,OldRet,STUpgradeInfo)
{
return -99;
};
```

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# Chacter_Exit 回调函数文档
**回调说明**
`Chacter_Exit`类用于处理游戏中的玩家退出事件。
---
**注册方法**
- `Cb_player_exit_Func.rawset(Key,Function)`
**例子**
```squirrel
function Test_Function(SUser)
{
print("退出");
}
Cb_player_exit_Func.rawset("Test", Test_Function);
```
or
```squirrel
function Test_Function(SUser)
{
print("退出");
}
Cb_player_exit_Func.Test <- Test_Function;
```
or
```squirrel
function Test_Function(SUser)
{
print("退出");
}
Cb_player_exit_Func["Test"] <- Test_Function;
```
or
```squirrel
Cb_player_exit_Func.Test <- function (SUser)
{
print("退出");
};
```

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# CheckMoveTown 回调函数文档
**回调说明**
`CheckMoveTown`类用于在服务端中持续执行的HOOK。
---
**注册方法**
- `Cb_WongWork_CDungeonClear_getClearedDungeonDiffMap.rawset(Key,Function)`
**参数**
- `角色对象`
- `下一个城镇的ID`
**特殊说明**
- `如果返回值不为 -99 则不允许进入下一个城镇`
- `所有此类回调函数中只要有一个不满足-99条件即为失败`
**例子**
```squirrel
function Test_Function(SUser,NextVillageId)
{
return -99;
}
Cb_WongWork_CDungeonClear_getClearedDungeonDiffMap.rawset("Test", Test_Function);
```
or
```squirrel
function Test_Function(SUser,NextVillageId)
{
return -99;
}
Cb_WongWork_CDungeonClear_getClearedDungeonDiffMap.Test <- Test_Function;
```
or
```squirrel
function Test_Function(SUser,NextVillageId)
{
return -99;
}
Cb_WongWork_CDungeonClear_getClearedDungeonDiffMap["Test"] <- Test_Function;
```
or
```squirrel
Cb_WongWork_CDungeonClear_getClearedDungeonDiffMap.Test <- function (SUser,NextVillageId)
{
return -99;
};
```

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# GetClearedDungeonDiff 回调函数文档
**回调说明**
`GetClearedDungeonDiff`类用于在服务端中更改对应副本是否已清除难度的回调。
---
**注册方法**
- `Cb_WongWork_CDungeonClear_getClearedDungeonDiffFunc.rawset(副本ID(int),Diff(int))`
**参数**
- `副本的ID`
- `需要返回的已通关难度值`
**特殊说明**
- `如果没有注册ID的副本将执行原来的逻辑`
**例子**
```squirrel
Cb_WongWork_CDungeonClear_getClearedDungeonDiffFunc.rawset(1, 3);
```
or
```squirrel
Cb_WongWork_CDungeonClear_getClearedDungeonDiffFunc[1] <- 3;
```
**级别**
- `普通 冒险 王者 地狱`
**注释**
- `上面的例子是讲1号副本 也就是洛兰 无条件返回已通关难度为3 地狱级`

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# GiveupDgn 回调函数文档
**回调说明**
`GiveupDgn`类用于处理游戏中的放弃副本事件。
---
**注册方法**
- `Cb_giveup_dgn_Func.rawset(Key,Function)`
**例子**
```squirrel
function Test_Function(SUser)
{
print("放弃副本");
}
Cb_giveup_dgn_Func.rawset("Test", Test_Function);
```
or
```squirrel
function Test_Function(SUser)
{
print("放弃副本");
}
Cb_giveup_dgn_Func.Test <- Test_Function;
```
or
```squirrel
function Test_Function(SUser)
{
print("放弃副本");
}
Cb_giveup_dgn_Func["Test"] <- Test_Function;
```
or
```squirrel
Cb_giveup_dgn_Func.Test <- function (SUser)
{
print("放弃副本");
};
```

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# GM_Input 回调函数文档
**回调说明**
`GM_Input`类用于处理游戏中的GM输入事件。
---
**注册方法**
- `Gm_InputFunc_Handle.rawset(Key,Function)`
**例子**
```squirrel
function Test_Function(SUser, CmdString)
{
print(CmdString);
}
Gm_InputFunc_Handle.rawset("Test", Test_Function);
```
or
```squirrel
function Test_Function(SUser, CmdString)
{
print(CmdString);
}
Gm_InputFunc_Handle.Test <- Test_Function;
```
or
```squirrel
function Test_Function(SUser, CmdString)
{
print(CmdString);
}
Gm_InputFunc_Handle["Test"] <- Test_Function;
```
or
```squirrel
Gm_InputFunc_Handle.Test <- function (SUser, CmdString)
{
print(CmdString);
};
```

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# Player_Chanage_Equ 回调函数文档
**回调说明**
`Player_Chanage_Equ`类用于处理游戏中的玩家更换装备事件。
---
**注册方法**
- `Cb_player_chanage_equ_Func.rawset(Key,Function)`
**例子**
```squirrel
function Test_Function(SUser)
{
print("更换装备");
}
Cb_player_chanage_equ_Func.rawset("Test", Test_Function);
```
or
```squirrel
function Test_Function(SUser)
{
print("更换装备");
}
Cb_player_chanage_equ_Func.Test <- Test_Function;
```
or
```squirrel
function Test_Function(SUser)
{
print("更换装备");
}
Cb_player_chanage_equ_Func["Test"] <- Test_Function;
```
or
```squirrel
Cb_player_chanage_equ_Func.Test <- function (SUser)
{
print("更换装备");
};
```

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# Reach_Game_World 回调函数文档
**回调说明**
`Reach_Game_World`类用于处理游戏中的玩家上线事件。
---
**注册方法**
- `Cb_reach_game_world_Func.rawset(Key,Function)`
**例子**
```squirrel
function Test_Function(SUser)
{
print("上线");
}
Cb_reach_game_world_Func.rawset("Test", Test_Function);
```
or
```squirrel
function Test_Function(SUser)
{
print("上线");
}
Cb_reach_game_world_Func.Test <- Test_Function;
```
or
```squirrel
function Test_Function(SUser)
{
print("上线");
}
Cb_reach_game_world_Func["Test"] <- Test_Function;
```
or
```squirrel
Cb_reach_game_world_Func.Test <- function (SUser)
{
print("上线");
};
```

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# Return_SelectCharacter 回调函数文档
**回调说明**
`Return_SelectCharacter`类用于处理游戏中的玩家返回选择角色事件。
---
**注册方法**
- `Cb_return_select_character_Func.rawset(Key,Function)`
**例子**
```squirrel
function Test_Function(SUser)
{
print("选择角色");
}
Cb_return_select_character_Func.rawset("Test", Test_Function);
```
or
```squirrel
function Test_Function(SUser)
{
print("选择角色");
}
Cb_return_select_character_Func.Test <- Test_Function;
```
or
```squirrel
function Test_Function(SUser)
{
print("选择角色");
}
Cb_return_select_character_Func["Test"] <- Test_Function;
```
or
```squirrel
Cb_return_select_character_Func.Test <- function (SUser)
{
print("选择角色");
};
```

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# Timer_Dispatch 回调函数文档
**回调说明**
`Timer_Dispatch`类用于在服务端中持续执行的HOOK。
---
**注册方法**
- `Cb_timer_dispatch_Func.rawset(Key,Function)`
**例子**
```squirrel
function Test_Function()
{
print(Clock());
}
Cb_timer_dispatch_Func.rawset("Test", Test_Function);
```
or
```squirrel
function Test_Function()
{
print(Clock());
}
Cb_timer_dispatch_Func.Test <- Test_Function;
```
or
```squirrel
function Test_Function()
{
print(Clock());
}
Cb_timer_dispatch_Func["Test"] <- Test_Function;
```
or
```squirrel
Cb_timer_dispatch_Func.Test <- function ()
{
print(Clock());
};
```

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# Use_Item_Sp 回调函数文档
**回调说明**
`Use_Item_Sp`类用于处理游戏中的玩家使用特殊道具事件。
---
**注册方法**
- `Cb_Use_Item_Sp_Func.rawset(Key,Function)`
**注意事项**
- `此函数有返回值如果返回false 则本次使用道具不在执行原逻辑`
**例子**
```squirrel
function Test_Function(SUser, ItemId)
{
print(”使用道具“);
return true;
}
Cb_Use_Item_Sp_Func.rawset("Test", Test_Function);
```
or
```squirrel
function Test_Function(SUser, ItemId)
{
print(”使用道具“);
return true;
}
Cb_Use_Item_Sp_Func.Test <- Test_Function;
```
or
```squirrel
function Test_Function(SUser, ItemId)
{
print(”使用道具“);
return true;
}
Cb_Use_Item_Sp_Func["Test"] <- Test_Function;
```
or
```squirrel
Cb_Use_Item_Sp_Func.Test <- function (SUser, ItemId)
{
print(”使用道具“);
return true;
};
```