This commit is contained in:
lenheart 2025-11-03 21:13:01 +08:00
parent 2ef9cfef42
commit 10de73a395
91 changed files with 2497 additions and 2329 deletions

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@ -11,7 +11,9 @@ class Memory {
} }
function allocUtf8String(Str) { function allocUtf8String(Str) {
return NativePointer(Str_Ptr(Str)); local P = NativePointer(Str_Ptr(Str));
P.Size = Str.len();
return P;
} }
function copy(P1, P2, Size) { function copy(P1, P2, Size) {
@ -26,6 +28,8 @@ class Memory {
} }
class NativePointer extends Base_C_Object { class NativePointer extends Base_C_Object {
//大小
Size = -1;
function _tyoeof() function _tyoeof()
{ {
@ -35,6 +39,7 @@ class NativePointer extends Base_C_Object {
constructor(T) { constructor(T) {
if (typeof T == "integer") { if (typeof T == "integer") {
base.constructor(Sq_New_Point(T)); base.constructor(Sq_New_Point(T));
Size = T;
//注册销毁伪析构 //注册销毁伪析构
Register_Destruction(C_Object, this); Register_Destruction(C_Object, this);
} else if (typeof T == "userdata") { } else if (typeof T == "userdata") {

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@ -9,6 +9,7 @@ class Script {
C_Object = null; C_Object = null;
constructor(Path = "/home/neople/game/Script.pvf") { constructor(Path = "/home/neople/game/Script.pvf") {
if(getroottable().rawin("_Script_Data_"))return;
print("正在初始化PVF..."); print("正在初始化PVF...");
local StartTime = time(); local StartTime = time();

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@ -40,6 +40,8 @@ function OnGatewaySocketConnect() {
foreach(value in OnGatewaySocketConnectFunc) { foreach(value in OnGatewaySocketConnectFunc) {
value(); value();
} }
} }
//网关包回调Map //网关包回调Map
if (!getroottable().rawin("GatewaySocketPackFuncMap")) GatewaySocketPackFuncMap <- {} if (!getroottable().rawin("GatewaySocketPackFuncMap")) GatewaySocketPackFuncMap <- {}

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@ -242,6 +242,19 @@ class User extends Base_C_Object {
Pack.Delete(); Pack.Delete();
} }
//发送字节包
function SendBlob(Np) {
if(!Np || Np.Size == -1)return;
local Pack = Packet();
Pack.Put_Header(1, 131);
Pack.Put_Byte(1);
Pack.Put_Int(Np.Size);
Pack.Put_BinaryEx(Np.C_Object,Np.Size);
Pack.Finalize(true);
Send(Pack);
Pack.Delete();
}
//发送自定义DPS包 //发送自定义DPS包
function Send_DPS_Pack(Id, Jso) { function Send_DPS_Pack(Id, Jso) {
Jso.op <- 2147483646; Jso.op <- 2147483646;
@ -781,7 +794,7 @@ function User::DropItem(ItemId, Xpos, Ypos) {
//角色类 发送邮件函数 (标题, 正文, 金币, 道具列表[[3037,100],[3038,100]]) //角色类 发送邮件函数 (标题, 正文, 金币, 道具列表[[3037,100],[3038,100]])
function User::ReqDBSendMultiMail(title, text, gold, item_list) { function User::ReqDBSendMultiMail(title, text, gold, item_list) {
Timer.SetTimeOut(function(SUser,title, text, gold, item_list) { Timer.SetTimeOut(function(SUser, title, text, gold, item_list) {
local Cid = SUser.GetCID(); local Cid = SUser.GetCID();
// 获取分割后的道具列表 // 获取分割后的道具列表
local subLists; local subLists;
@ -843,5 +856,5 @@ function User::ReqDBSendMultiMail(title, text, gold, item_list) {
Sq_CallFunc(S_Ptr("0x8556B68"), "int", ["pointer", "pointer", "int", "int", "int", "pointer", "int", "int", "int", "int"], title_ptr.C_Object, addition_slots.C_Object, subList.len(), gold, Cid, text_ptr.C_Object, text_len, 0, 99, 1); Sq_CallFunc(S_Ptr("0x8556B68"), "int", ["pointer", "pointer", "int", "int", "int", "pointer", "int", "int", "int", "int"], title_ptr.C_Object, addition_slots.C_Object, subList.len(), gold, Cid, text_ptr.C_Object, text_len, 0, 99, 1);
} }
} }
}, 1,this,title, text, gold, item_list); }, 1, this, title, text, gold, item_list);
} }

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@ -32,6 +32,7 @@ Gm_InputFunc_Handle.KickMySelf <- function(SUser, CmdString) {
SUser.Kick(); SUser.Kick();
}; };
Gm_InputFunc_Handle["升级"] <- function(SUser, CmdString) { Gm_InputFunc_Handle["升级"] <- function(SUser, CmdString) {
local count = -1; local count = -1;
local pos = 0; local pos = 0;
@ -48,22 +49,18 @@ Gm_InputFunc_Handle["升级"] <- function(SUser, CmdString) {
//得到空格数量 //得到空格数量
if (count == 1) { if (count == 1) {
print(handler[1].tointeger());
SUser.SetCharacLevel(handler[1].tointeger()); SUser.SetCharacLevel(handler[1].tointeger());
} }
} }
Gm_InputFunc_Handle["cs"] <- function(SUser, CmdString) { Gm_InputFunc_Handle["cs"] <- function(SUser, CmdString) {
local InvenObj = SUser.GetInven();
local slot = InvenObj.GetSlotById(26058);
if (slot == -1) { SUser.ReqDBSendMultiMail("标题", "内容", 0, [
return; [3037, 100],
} [3038, 100]
local itemobj = InvenObj.GetSlot(Inven.INVENTORY_TYPE_ITEM, slot); ]);
itemobj.Delete();
SUser.SendUpdateItemList(1, 0, slot);
} }
Gm_InputFunc_Handle["给"] <- function(SUser, CmdString) { Gm_InputFunc_Handle["给"] <- function(SUser, CmdString) {
@ -89,6 +86,7 @@ Gm_InputFunc_Handle["给"] <- function(SUser, CmdString) {
if (!Ret) SUser.SendNotiPacketMessage("发送失败背包是不是满了", 8); if (!Ret) SUser.SendNotiPacketMessage("发送失败背包是不是满了", 8);
} }
} }
Gm_InputFunc_Handle["转职"] <- function(SUser, CmdString) { Gm_InputFunc_Handle["转职"] <- function(SUser, CmdString) {
local count = -1; local count = -1;
local pos = 0; local pos = 0;
@ -147,12 +145,6 @@ Gm_InputFunc_Handle["测试"] <- function(SUser, CmdString) {
SUser.ClearQuest_Gm(650); SUser.ClearQuest_Gm(650);
} }
Cb_History_MileageSet_Func["_DPS_上线自动完成任务_"] <- function(SUser, Data) {
SUser.ClearQuest_Gm(101);
}
Gm_InputFunc_Handle.M <- function(SUser, CmdString) { Gm_InputFunc_Handle.M <- function(SUser, CmdString) {
local PartyObj = SUser.GetParty(); local PartyObj = SUser.GetParty();
// Sq_CallFunc(S_Ptr("0x85A73A6"), "int", ["pointer", "pointer", "int"], PartyObj.C_Object, SUser.C_Object, 3037); // Sq_CallFunc(S_Ptr("0x85A73A6"), "int", ["pointer", "pointer", "int"], PartyObj.C_Object, SUser.C_Object, 3037);
@ -173,31 +165,59 @@ Gm_InputFunc_Handle.W <- function(SUser, CmdString) {
}; };
Gm_InputFunc_Handle.Q <- function(SUser, CmdString) { Gm_InputFunc_Handle.Q <- function(SUser, CmdString) {
local PartyObj = SUser.GetParty();
if (PartyObj) {
local Buf = 18126;
PartyObj.ForeachMember(function(SUser, Pos) {
print(Pos + "号位玩家的" + Buf + "名字是: " + SUser.GetCharacName());
})
// print(UserBuf.GetName());
}
}; };
function calculate_grade(point) {
if (point< 500) return 1;
else if (point< 1000) return 2;
else if (point< 1500) return 3;
else if (point< 2000) return 4;
else if (point< 2500) return 5;
else if (point< 3000) return 6;
else if (point< 3500) return 7;
else if (point< 4000) return 8;
else if (point< 4500) return 9;
else if (point< 5000) return 10;
else if (point< 5500) return 11;
else if (point< 6000) return 12;
else if (point< 6500) return 13;
else if (point< 7000) return 14;
else if (point< 7500) return 15;
else if (point< 8000) return 16;
else if (point< 8500) return 17;
else if (point< 9000) return 18;
else if (point< 9500) return 19;
else if (point< 10000) return 20;
else if (point< 10500) return 21;
else if (point< 11000) return 22;
else if (point< 11500) return 23;
else if (point< 12000) return 24;
else if (point< 12500) return 25;
else if (point< 13000) return 26;
else if (point< 13500) return 27;
else if (point< 14000) return 28;
else if (point< 14500) return 29;
else if (point< 15000) return 30;
else return 31;
}
Gm_InputFunc_Handle.FI <- function(SUser, CmdString) { Gm_InputFunc_Handle.FI <- function(SUser, CmdString) {
// local PartyObj = SUser.GetParty(); local Cid = SUser.GetCID();
// if (PartyObj) { Sq_CallFunc(S_Ptr("0x8686FEE"), "void", ["pointer", "bool"], SUser.C_Object, true);
// local Bfobj = PartyObj.GetBattleField(); local SqlObj = MysqlPool.GetInstance().GetConnect();
// print(Bfobj.GetHellDifficulty()); local sql = format("SELECT pvp_point, pvp_grade FROM pvp_result WHERE charac_no = %d", Cid);
// // print(n); local result = SqlObj.Select(sql, ["int", "int"]);
// } // 解析查询结果
local pvp_point = result[0][0];
local pvp_grade = result[0][1];
SUser.SendNotiForColorAIdPacketMessage([ // 计算新的PVP积分和等级
[" → ", 0, [0xff, 0xff, 0xff]], local new_point = pvp_point + 500;
["无色", 1, [255, 215, 0], 3037], local new_grade = calculate_grade(new_point);
[" x" + (1).tostring(), 0, [0xff, 0xff, 0xff]] local newsql = format("UPDATE pvp_result SET win = win + 1, pvp_point = %d, pvp_grade = %d, play_count = play_count + 1,pvp_count = pvp_count + 1, win_point = win_point + 10 WHERE charac_no = %d", new_point, new_grade, Cid);
], 6); SqlObj.Exec_Sql(newsql);
MysqlPool.GetInstance().PutConnect(SqlObj);
}; };
Gm_InputFunc_Handle.UINJ <- function(SUser, CmdString) { Gm_InputFunc_Handle.UINJ <- function(SUser, CmdString) {
@ -236,6 +256,7 @@ Gm_InputFunc_Handle.T <- function(SUser, CmdString) {
SUser.SendNotiPacketMessage("GetMaxFatigue: " + SUser.GetMaxFatigue(), 8); SUser.SendNotiPacketMessage("GetMaxFatigue: " + SUser.GetMaxFatigue(), 8);
SUser.SendNotiPacketMessage("GetParty: " + SUser.GetParty(), 8); SUser.SendNotiPacketMessage("GetParty: " + SUser.GetParty(), 8);
SUser.SendNotiBox("测试", 1);
}; };
@ -341,12 +362,22 @@ Gm_InputFunc_Handle.WEQ <- function(SUser, CmdString) {
// local C = NativePointer(B).add(101); // local C = NativePointer(B).add(101);
// local D = NativePointer(C).add(8).readInt(); // local D = NativePointer(C).add(8).readInt();
//附魔不报错
Haker.LoadHook("0x081D233A", ["pointer", "pointer", "pointer", "int"],
function(args) {
return null;
},
function(args) {
return 0;
});
Sq_CallFunc(S_Ptr("0x84EC002"), "int", ["pointer", "int"], SUser.C_Object, 0); Haker.LoadHook("0x081D24B8", ["pointer", "pointer", "pointer", "pointer", "int"],
function(args) {
local D = Sq_CallFunc(S_Ptr("0x8696600"), "int", ["pointer"], SUser.C_Object); return null;
print(D); },
function(args) {
return null;
});
}; };
@ -882,20 +913,102 @@ ClientSocketPackFuncMap.rawset(21091001, function(SUser, Jso) {
// }); // });
function _Jump_DropItem_check_error_() function _Jump_DropItem_check_error_() {
{
//如果没有创建过这个模拟内存就创建 //如果没有创建过这个模拟内存就创建
if(!getroottable().rawin("_EmptyCharacInfo_Flag_")){ if (!getroottable().rawin("_EmptyCharacInfo_Flag_")) {
getroottable()._EmptyCharacInfo_Flag_ <- Memory.alloc(17); getroottable()._EmptyCharacInfo_Flag_ <- Memory.alloc(17);
Memory.reset(getroottable()._EmptyCharacInfo_Flag_,17); Memory.reset(getroottable()._EmptyCharacInfo_Flag_, 17);
} }
//如果没有创建过这个跳转Flag就创建并初始化 //如果没有创建过这个跳转Flag就创建并初始化
if(!getroottable().rawin("_EmptyHook_Flag_")){ if (!getroottable().rawin("_EmptyHook_Flag_")) {
getroottable()._EmptyHook_Flag_ <- false; getroottable()._EmptyHook_Flag_ <- false;
} }
} }
function _Dps_UpdateCreatureEnchantMysql_(card_id, charac_no, uuid) {
local sql = "select card from `taiwan_cain_2nd`.`creature_items_enchant` where ui_id = " + uuid + ";";
local column_type_list = ["int"];
local SqlObj = MysqlPool.GetInstance().GetConnect();
local result = SqlObj.Select(sql, column_type_list);
local UpdateSql = "update `taiwan_cain_2nd`.`creature_items_enchant` set `card` = " + card_id + " where `ui_id` = " + uuid + ";";
if (result.len() <= 0 || result[0].len() <= 0) {
UpdateSql = "INSERT INTO `taiwan_cain_2nd`.`creature_items_enchant`(`ui_id`, `charac_no`, `card`) VALUES (" + uuid + "," + charac_no + "," + card_id + ");";
}
SqlObj.Exec_Sql(UpdateSql);
MysqlPool.GetInstance().PutConnect(SqlObj);
}
function _Dps_GetCreatureEnchantMysql_(charac_no) {
local sql = "select ui_id,card from `taiwan_cain_2nd`.`creature_items_enchant` where charac_no = " + charac_no + ";";
local column_type_list = ["int", "int"];
local SqlObj = MysqlPool.GetInstance().GetConnect();
local result = SqlObj.Select(sql, column_type_list);
MysqlPool.GetInstance().PutConnect(SqlObj);
return result;
}
// MultiBox_Lottery_SetCount <- 0;
// MultiBox_Lottery_SetInfo <- [];
Timer.SetTimeOut(function() { Timer.SetTimeOut(function() {
// GameManager.OpenHotFix("/dp_s/OfficialConfig");
// Haker.LoadHook("0x080FE2B6", ["pointer", "pointer"],
// function(args) {
// // print("args 0 : " + args[0]);
// return args;
// },
// function(args) {
// // print(args.pop());
// local ItemObj = Item(args.pop());
// print(ItemObj.GetIndex());
// return null;
// });
// Haker.LoadHook("0x08674968", ["pointer", "int", "int", "int"],
// function(args) {
// print("args 1 : " + args[1]);
// print("args 2 : " + args[2]);
// // args[1] = 3;
// // args[2] = 109;
// return args;
// },
// function(args) {
// print(args.pop());
// args.push(1);
// return null;
// });
// //获取坐标
// Gm_InputFunc_Handle["设置宣言"] <- function(SUser, CmdString) {
// local count = -1;
// local pos = 0;
// local handler = [];
// do {
// local start = pos;
// pos = CmdString.find(" ", pos + 1);
// if (pos != null) {
// handler.append(CmdString.slice(start + 1, pos));
// } else
// handler.append(CmdString.slice(start + 1));
// count = count + 1
// } while (pos != null)
// //得到空格数量
// if (count == 1) {
// local T = {
// op = 20096009,
// cid = SUser.GetCID(),
// uid = SUser.GetUID(),
// zdygg = handler[1]
// }
// Socket.SendGateway(T);
// }
// };
// GameManager.SetGameMaxLevel(85);
// //私有方法 发送带参数的Post请求 // //私有方法 发送带参数的Post请求
// local SO = Http("129.211.27.104", "9080"); // local SO = Http("129.211.27.104", "9080");
// local Res = SO.Post("/dof/chat", Json.Encode({ // local Res = SO.Post("/dof/chat", Json.Encode({
@ -903,121 +1016,279 @@ Timer.SetTimeOut(function() {
// text = "倾泪寒在格蓝迪发电站爆出了【雷剑-苦轮】!真是人品爆炸!!!", // text = "倾泪寒在格蓝迪发电站爆出了【雷剑-苦轮】!真是人品爆炸!!!",
// groupId = 850022626 // groupId = 850022626
// }), "application/json"); // }), "application/json");
// _Dps_CollectIllustrationsAndTransplantThem_Main_();
// Cb_DropItem_check_error_Enter_Func.Rindro <- function(args){ // //初始建表指令
// getroottable()._EmptyHook_Flag_ = true; // local CreateSql = "CREATE TABLE `taiwan_cain_2nd`.`creature_items_enchant` (`ui_id` int(11) NOT NULL DEFAULT '0',`charac_no` int(11) DEFAULT NULL,`card` int(11) NOT NULL DEFAULT '0',PRIMARY KEY (`ui_id`)) ENGINE=InnoDB DEFAULT CHARSET=utf8;";
// args[1] = getroottable()._EmptyCharacInfo_Flag_.C_Object; // local SqlObj = MysqlPool.GetInstance().GetConnect();
// return args; // SqlObj.Exec_Sql(CreateSql);
// } // MysqlPool.GetInstance().PutConnect(SqlObj);
// Cb_DropItem_check_error_Leave_Func.Rindro <- function(args){ // print(666);
// if(getroottable()._EmptyHook_Flag_){ // //忽略宠物附魔错误
// getroottable()._EmptyHook_Flag_ = false; // Sq_WriteByteArr(S_Ptr("0x850dede"), array(2, 0x90));
// return 19;
// Cb_ExpertOnEnchantByBead_Leave_Func["宠物附魔"] <- function(args) {
// if (args[5] > 56) {
// local SUser = User(args[1]);
// local InvenObj = SUser.GetInven();
// local Bead_id = InvenObj.GetSlot(1, args[3]).GetIndex()
// local PvfItemObj = PvfItem.GetPvfItemById(InvenObj.GetSlot(1, args[3]).GetIndex())
// local Card_Id = Sq_CallFunc(S_Ptr("0x0849F530"), "int", ["pointer"], PvfItemObj.C_Object);
// local a7 = args[5] - 57;
// local ItemObj = InvenObj.GetSlot(3, a7)
// local Item_Id = ItemObj.GetIndex();
// NativePointer(ItemObj.C_Object).add(13).writeU32(Card_Id);
// if (a7< 140) {
// local uuid = NativePointer(ItemObj.C_Object).add(7).readInt();
// _Dps_UpdateCreatureEnchantMysql_(Card_Id, SUser.GetCID(), uuid);
// }
// local Pack = Packet();
// Pack.Put_Header(1, 275);
// Pack.Put_Byte(1);
// Pack.Finalize(true);
// SUser.Send(Pack);
// Pack.Delete();
// SUser.SendUpdateItemList(1, 7, a7);
// InvenObj.DeleteItemCount(Bead_id, 1);
// SUser.SendUpdateItemList(1, 0, args[3]);
// return 0;
// } // }
// } // }
// Cb_reach_game_world_Func["宠物附魔"] <- function(SUser) {
// local Data = _Dps_GetCreatureEnchantMysql_(SUser.GetCID());
// local DMap = {};
// foreach(data_obj in Data) {
// local uuid = data_obj[0];
// local card_id = data_obj[1];
// DMap.rawset(uuid, card_id);
// }
// local InvenObj = SUser.GetInven();
// for (local i = 0; i< 141; i++) {
// local equ;
// if (i == 140) {
// equ = InvenObj.GetSlot(0, 22); //获取当前格子的宠物
// } else {
// equ = InvenObj.GetSlot(3, i);
// }
// local equ_uuid = NativePointer(equ.C_Object).add(7).readInt();
// if (DMap.rawin(equ_uuid)) {
// NativePointer(equ.C_Object).add(13).writeU32(DMap[equ_uuid]);
// if (i == 140) SUser.SendUpdateItemList(1, 0, 22);
// else SUser.SendUpdateItemList(1, 7, i);
// }
// }
// }
// PacketDebugModel <- true;
// User.SendItemMail(1, 1, [{
// item = 3037,
// num = 10
// }], "标题", "内容");
// Haker.LoadHook("0x085F2CC6", ["pointer", "pointer", "pointer", "int", "int", "int", "pointer", "int"],
// function(args) {
// foreach(value in args) {
// print(value);
// }
// return null;
// },
// function(args) {
// return null;
// });
}, 1) }, 1)
Gm_InputFunc_Handle["aaa"] <- function(SUser, cmd) { Gm_InputFunc_Handle["aaa"] <- function(SUser, cmd) {
// 获取角色背包
local InvenObj = SUser.GetInven(); local InvenObj = SUser.GetInven();
// 角色仓库 // local Equ = InvenObj.GetSlot(Inven.INVENTORY_TYPE_ITEM, 9);
local CargoObj = Sq_CallFunc(S_Ptr("0x08151a94"), "pointer", ["pointer"], SUser.C_Object);
// 添加计数器
local transferCount = 0;
// 遍历背包消耗品栏及材料栏
for (local i = 57; i <= 152; ++i) {
// 获取背包物品
local ItemObj = InvenObj.GetSlot(1, i);
// 获取背包物品ID
local Item_Id = ItemObj.GetIndex();
local ItemName = PvfItem.GetNameById(Item_Id);
// 如果物品ID为0或3037跳过(在此可以添加其他需要跳过的物品ID)
if (Item_Id == 0 || Item_Id == 3037) {
continue;
}
// 角色仓库是否存在背包物品 // local Flag = Sq_CallFunc(S_Ptr("0x081201DC"), "bool", ["pointer"], Equ.C_Object);
local CargoSlot = Sq_CallFunc(S_Ptr("0x850bc14"), "int", ["pointer", "int"], CargoObj, Item_Id); // print(Flag);
// 如果角色仓库中没有该物品,跳过
if (CargoSlot == -1) {
continue;
}
// 获取仓库物品指针
local cargoItemPointer = NativePointer(CargoObj).add(4).readPointer();
// 获取角色仓库物品对象
local cargoItemObj = NativePointer(cargoItemPointer).add(61 * CargoSlot);
// 获取角色仓库物品ID
local cargoItemId = NativePointer(cargoItemPointer).add(61 * CargoSlot + 2).readU32();
// 获取角色仓库物品数量
local cargoItemCount = Sq_CallFunc(S_Ptr("0x80F783A"), "int", ["pointer"], cargoItemObj.C_Object);
// 获取物品对象 local ptr = Memory.alloc(10240);
local PvfItem = PvfItem.GetPvfItemById(cargoItemId); ptr.Output(48);
Sq_CallFunc(S_Ptr("0x084FB918"), "int", ["pointer", "pointer", "int", "int"], ptr.C_Object, InvenObj.C_Object, 1, 9);
ptr.Output(48);
// local TradeSpace = Sq_CallFunc(S_Ptr("0x08120242"), "bool", ["pointer"], SUser.C_Object, Inven.INVENTORY_TYPE_ITEM, 0);
// print(ptr.);
return;
// 获取物品可堆叠数量 // 获取角色背包
local getStackableLimit = Sq_CallFunc(S_Ptr("0x0822C9FC"), "int", ["pointer"], PvfItem.C_Object); // local InvenObj = SUser.GetInven();
// local ItemObj = InvenObj.GetSlot(1, 9);
// print("Id:" + ItemObj.GetIndex());
// print("Address:" + ItemObj.C_Object);
// 如果仓库已达堆叠上限,跳过此物品 // print(NativePointer(ItemObj.C_Object).add(47).readS8());
if (cargoItemCount >= getStackableLimit) { // NativePointer(ItemObj.C_Object).add(48).writeS8(100);
continue; // NativePointer(ItemObj.C_Object).add(49).writeS8(11);
}
// 获取背包物品数量 // NativePointer(ItemObj.C_Object).add(50).writeS8(16);
local inventoryItemCount = Sq_CallFunc(S_Ptr("0x80F783A"), "int", ["pointer"], ItemObj.C_Object); // NativePointer(ItemObj.C_Object).add(51).writeS8(100);
// 获取物品是否可堆叠 // NativePointer(ItemObj.C_Object).add(52).writeS8(11);
local checkStackableLimit = Sq_CallFunc(S_Ptr("0x08501A79"), "int", ["int", "int"], cargoItemId, cargoItemCount + inventoryItemCount);
// 尝试将物品储存至角色仓库中
local tryAddStackItem = Sq_CallFunc(S_Ptr("0x0850B4B0"), "int", ["pointer", "pointer", "int"], CargoObj, ItemObj.C_Object, CargoSlot);
if (tryAddStackItem >= 0) {
// 正式将物品插入角色仓库中
Sq_CallFunc(S_Ptr("0x850b672"), "pointer", ["pointer", "pointer", "int"], CargoObj, ItemObj.C_Object, CargoSlot);
// 删除背包中的物品
ItemObj.Delete();
transferCount++;
SUser.SendNotiPacketMessage("[ " + ItemName + " ]" + "成功入库 x " + inventoryItemCount, 8);
}
// 处理可堆叠物品 // NativePointer(ItemObj.C_Object).add(54).writeS8(16);
if (checkStackableLimit == 0) { // NativePointer(ItemObj.C_Object).add(55).writeS8(100);
// 获取物品总数 // NativePointer(ItemObj.C_Object).add(56).writeS8(11);
local totalCount = cargoItemCount + inventoryItemCount;
// 如果总数不超过上限,全部堆到仓库 // ItemObj.Flush();
if (totalCount <= getStackableLimit) { // SUser.SendUpdateItemList(1, 0, 9);
// 将物品堆到仓库 // ItemObj.Output();
Sq_CallFunc(S_Ptr("0x80CB884"), "int", ["pointer", "int"], cargoItemObj.C_Object, totalCount);
// 删除背包中的物品 // local OldData = blob(0);
ItemObj.Delete(); // foreach (value in ItemObj.Attribute) {
transferCount++; // OldData.writen(value,'b');
SUser.SendNotiPacketMessage("[ " + ItemName + " ]" + "成功入库 x " + inventoryItemCount, 8); // // OldData.seek(1,'c');
} else { // }
// 如果总数超过上限
// 将仓库的物品数量设置为最大数量 // ItemObj.Attribute.seek(37);
Sq_CallFunc(S_Ptr("0x80CB884"), "int", ["pointer", "int"], cargoItemObj.C_Object, getStackableLimit); // local Address = ItemObj.Attribute.readn('i');
// 将背包数量减去转移至仓库的数量 // print(Address);
local transferAmount = getStackableLimit - cargoItemCount; // local Count = Sq_CallFunc(S_Ptr("0x08514E6E"), "int", ["pointer"], ItemObj.C_Object);
Sq_CallFunc(S_Ptr("0x80CB884"), "int", ["pointer", "int"], ItemObj.C_Object, totalCount - getStackableLimit); // print("魔法封印装备的数量: " + Count);
transferCount++; // local SendInfo = SUser.GiveItem(2243114, 1);
SUser.SendNotiPacketMessage("[ " + ItemName + " ]" + "成功入库 x " + transferAmount, 8);
// local NewItemObj = InvenObj.GetSlot(1, SendInfo[1]);
// if(NewItemObj){
// NewItemObj.Attribute = OldData;
// NewItemObj.Flush();
// NewItemObj.Output();
// SUser.SendUpdateItemList(1,0, SendInfo[1]);
// }
// SUser.SendItemSpace(0);
//先执行背包固化 把最新数据存到数据库
Sq_CallFunc(S_Ptr("0x0864FE52"), "int", ["pointer"], SUser.C_Object);
// Sq_CallFunc(S_Ptr("0x086501C8"), "int", ["pointer"], SUser.C_Object);
Timer.SetTimeOut(function() {
local SqlObj = MysqlPool.GetInstance().GetConnect();
local Ret = SqlObj.Select("SELECT inventory FROM taiwan_cain_2nd.inventory WHERE charac_no = 1;", ["binary"]);
//把连接还池子
MysqlPool.GetInstance().PutConnect(SqlObj);
if (Ret.len()< 1 || Ret[0][0] == null) {
return false;
} else {
local LengthPointer = Memory.alloc(4);
LengthPointer.writeInt(18238);
local ReadPointer = Memory.alloc(18238);
local Flag = Sq_CallFunc(S_Ptr("0x086B2102"), "bool", ["pointer", "pointer", "pointer", "int"], ReadPointer.C_Object, LengthPointer.C_Object, Ret[0][0].C_Object, Ret[0][0].Size);
//读取第一格装备
local Slot = 0;
local RealP = ReadPointer.add(2 + (9 + Slot) * 61);
//打印数据
RealP.Output(61);
//装备编号
local ItemId = RealP.readInt();
print("装备编号: " + ItemId);
//强化等级
local EnhancementLevel = RealP.add(4).readS8();
print("强化等级: " + EnhancementLevel);
//红字类型
local AmplifyType = RealP.add(15).readS8();
print("红字类型: " + AmplifyType);
//红字属性值
local AmplifyValue = RealP.add(16).readS8();
print("红字属性值: " + AmplifyValue);
//锻造等级
local ForgingGrade = RealP.add(49).readS8();
print("锻造等级: " + ForgingGrade);
//附魔卡片
local CardId = RealP.add(11).readShort();
print("附魔卡片: " + CardId);
//品级
local Grade = RealP.add(5).readInt();
print("品级: " + Grade);
//耐久度
local Durability = RealP.add(9).readS8();
print("耐久度: " + Durability)
//魔法封印
local MagicSealP = "0x";
for (local i = 0; i< 14; i++) {
MagicSealP += format("%02x", RealP.add(35 + i).readS8());
} }
print(MagicSealP);
local SendT = {
ItemId = ItemId,
Grade = Grade,
Durability = Durability,
EnhancementLevel = EnhancementLevel,
AmplifyType = AmplifyType,
AmplifyValue = AmplifyValue,
MagicSealP = MagicSealP,
CardId = CardId,
}
SendItemExMail(1, 1, [SendT], "GM", "GM");
} }
}, 1)
}
// 通知客户端更新背包 function SendItemExMail(UID, CID, ItemList, title, content) {
SUser.SendUpdateItemList(1, 0, i); local SUser = World.GetUserByUid(UID);
local sql = "select letter_id from taiwan_cain_2nd.postal order by letter_id DESC";
local column_type_list = ["int"];
local SqlObj = MysqlPool.GetInstance().GetConnect();
local result = SqlObj.Select(sql, column_type_list);
local sl = 1;
if (result.len() > 0) {
sl = result[0][0] + 1;
} }
if (transferCount == 0) { local time = date();
SUser.SendNotiBox("没有可转移的物品!", 1); local timeStr = time["year"] + "-" + (time["month"] + 1) + "-" + time["day"] + " " + time["hour"] + ":" + time["min"] + ":" + time["sec"];
}
// 通知客户端更新仓库
SUser.SendItemSpace(2);
print(666); foreach(value in ItemList) {
//时间 发送者名字 接收者id 装备ID 品级 耐久度 强化等级 红字类型 红字属性值 魔法封印属性 letterid
local sql1 = format("insert into taiwan_cain_2nd.postal (occ_time,send_charac_name,receive_charac_no,item_id,add_info,endurance,upgrade,amplify_option,amplify_value,random_option,letter_id,extend_info) values ('%s','%s',%d,%d,%d,%d,%d,%d,%d,%s,%d,%d)", timeStr, title, CID, value.ItemId, value.Grade, value.Durability, value.EnhancementLevel, value.AmplifyType, value.AmplifyValue, value.MagicSealP, sl, value.CardId)
SqlObj.Select(sql1, []);
}
local sql2 = "insert into taiwan_cain_2nd.letter (letter_id,charac_no,send_charac_name,letter_text,reg_date,stat) values ('" + sl + "'," + CID + ",'" + title + "','" + content + "','" + timeStr + "','1')";
SqlObj.Select(sql2, []);
MysqlPool.GetInstance().PutConnect(SqlObj);
if (SUser) {
local Pack = Packet();
Pack.Put_Header(0, 9);
local MailBox = Sq_CallFunc(S_Ptr("0x0823020C"), "int", ["pointer"], SUser.C_Object);
Sq_CallFunc(S_Ptr("0x0823455A"), "int", ["int"], MailBox);
local Not_Count = Sq_CallFunc(S_Ptr("0x084ED330"), "int", ["int"], MailBox);
Pack.Put_Short(Not_Count);
Pack.Finalize(true);
SUser.Send(Pack);
Pack.Delete();
}
}
Gm_InputFunc_Handle["bbb"] <- function(SUser, cmd) {
// print(124124);
// Sq_CUser_RechargeCoupons(SUser.C_Object, 909999);
// Sq_CallFunc(S_Ptr("0x0817A1B4"), "int", ["pointer","int"], SUser.C_Object,100000);
SUser.GiveItem(2220112, 1);
} }
@ -1135,3 +1406,166 @@ Register_DPS_Pack(1, function(SUser, Pack) {
// }; // };
// SUser.SendJso(evv); // SUser.SendJso(evv);
// }); // });
// /*
// 文件名:收集图鉴_移植.nut
// 路径:OfficialProject/收集图鉴_移植/收集图鉴_移植.nut
// 创建日期:2025-05-05 05:22
// 文件用途:
// */
// function collect_check(id) {
// local CheckSql = "select id from `collect`.`s_item` where id = " + id + ";";
// //从池子拿连接
// local SqlObj = MysqlPool.GetInstance().GetConnect();
// local Ret = SqlObj.Select(CheckSql, ["int"]);
// //把连接还池子
// MysqlPool.GetInstance().PutConnect(SqlObj);
// if (Ret.len()< 1 || Ret[0][0] == null) {
// return false;
// } else {
// return Ret[0][0];
// }
// }
// function collect_check_has(uid, item) {
// local CheckSql = "select num from `collect`.`g_user_item` where uid = " + uid + " and item = " + item + ";";
// //从池子拿连接
// local SqlObj = MysqlPool.GetInstance().GetConnect();
// local Ret = SqlObj.Select(CheckSql, ["int"]);
// //把连接还池子
// MysqlPool.GetInstance().PutConnect(SqlObj);
// if (Ret.len()< 1 || Ret[0][0] == null) {
// return false;
// } else {
// return Ret[0][0];
// }
// }
// function collect_update(uid, item, type, num) {
// local CheckSql = "select id,num from `collect`.`g_user_item` where uid = " + uid + " and item = " + item + ";";
// //从池子拿连接
// local SqlObj = MysqlPool.GetInstance().GetConnect();
// local Ret = SqlObj.Select(CheckSql, ["int", "int"]);
// if (Ret.len()< 1 || Ret[0][0] == null) {
// local InsertSql = "INSERT INTO `collect`.`g_user_item`(`uid`,`item`,`type`,`num`) VALUES(" + uid + "," + item + "," + type + "," + num + ");";
// SqlObj.Exec_Sql(InsertSql);
// } else {
// local id = Ret[0][0];
// local newnum = Ret[0][1] + num;
// local UpdateSql = "update `collect`.`g_user_item` set num = " + newnum + " where id = " + id + ";";
// SqlObj.Exec_Sql(UpdateSql);
// }
// //把连接还池子
// MysqlPool.GetInstance().PutConnect(SqlObj);
// }
// function collect_equ(SUser, Slot) { //将装备收录进图鉴user slot
// local InvenObj = SUser.GetInven();
// local EquObj = InvenObj.GetSlot(1, Slot);
// local EquId = EquObj.GetIndex();
// local Msg = "";
// if (collect_check(equ_id)) { //是否支持收录
// local mid = SUser.GetUID();
// if (collect_check_has(mid, equ_id)) { //是否已收录
// msg = "已收录过该装备。";
// } else {
// local ItemName = PvfItem.GetNameById(EquId);
// Sq_CallFunc(S_Ptr("0x080CB7D8"), "int", ["pointer"], EquObj.C_Object);
// SUser.SendUpdateItemList(1, 0, Slot);
// collect_update(mid, equ_id, 1, 1); //更新图鉴
// msg = "装备[" + equ_name + "]已成功收录至图鉴。";
// }
// } else {
// msg = "该装备不支持图鉴收录。";
// }
// SUser.SendNotiPacketMessage(msg, 0);
// }
// if (!getroottable().rawin("collcet_monster_cache")) collcet_monster_cache <- {};
// function _Dps_CollectIllustrationsAndTransplantThem_Main_() {
// Cb_CParty_DungeonStart_Enter_Func["收集图鉴移植"] <- function(args) {
// local PartyObj = Party(args[0]);
// PartyObj.ForeachMember(function(SUser, Index) {
// local mid = SUser.GetUID();
// collcet_monster_cache[mid] <- {};
// });
// }
// Cb_CParty_OnKillMonster_Enter_Func["收集图鉴移植"] <- function(args) {
// local SUser = User(args[1]);
// local MonsterId = args[2];
// local Config = GlobalConfig.Get("收集图鉴移植_Lenheart.json");
// if (Config.rawin(MonsterId.tostring())) {
// local MonsterName = Config[MonsterId.tostring()];
// local mid = SUser.GetUID();
// if (collcet_monster_cache.rawin(mid)) {
// collcet_monster_cache[mid][MonsterId] <- 1;
// SUser.SendNotiPacketMessage("获得[" + MonsterName + "]。碎片1个。", 0);
// }
// }
// }
// Cb_CParty_SetPlayResult_Enter_Func["收集图鉴移植"] <- function(args) {
// local PartyObj = Party(args[0]);
// PartyObj.ForeachMember(function(SUser, Index) {
// local mid = SUser.GetUID();
// if (collcet_monster_cache.rawin(mid)) {
// foreach(key, value in collcet_monster_cache[mid]) {
// collect_update(mid, key, 2, value);
// }
// }
// });
// }
// // 跳过指定道具ID原逻辑1
// Cb_UseLimitCube_Check_Error_Leave_Func["收集图鉴移植"] <- function(args) {
// local ItemObj = Item(args[5]);
// local ItemId = ItemObj.GetIndex();
// if (ItemId == 690000274) {
// return 17;
// }
// }
// Cb_UseLimitCube_Process_Leave_Func["收集图鉴移植"] <- function(args) {
// 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 == 690000274) {
// local msg = "";
// if (collect_check(Item_Id)) {
// local mid = SUser.GetUID();
// if (collect_check_has(mid, Item_Id)) {
// msg = "已收录过该装备。";
// } else {
// local ItemName = PvfItem.GetNameById(Item_Id);
// Sq_CallFunc(S_Ptr("0x080CB7D8"), "int", ["pointer"], ItemObj.C_Object);
// collect_update(mid, Item_Id, 1, 1); //更新图鉴
// SUser.SendUpdateItemList(Inven.INVENTORY_TYPE_ITEM, 0, slot);
// msg = "装备[" + ItemName + "]已成功收录至图鉴。";
// }
// }else msg = "该装备不支持图鉴收录。";
// SUser.SendNotiPacketMessage(msg, 0);
// }
// }
// }
// }

View File

@ -8,6 +8,7 @@ if (!("Cb_History_Log_Func" in getroottable())) Cb_History_Log_Func <- {};
function Cb_History_Log(Data) { function Cb_History_Log(Data) {
// print(Data[0]); // print(Data[0]);
if(Data.len() < 14) return;
local UID = Data[1].tointeger(); local UID = Data[1].tointeger();
local Time = Data[3]; local Time = Data[3];
local CharacName = Data[4]; local CharacName = Data[4];

View File

@ -4,6 +4,7 @@
创建日期:2024-05-01 16:24 创建日期:2024-05-01 16:24
文件用途:服务端核心类 文件用途:服务端核心类
*/ */
Dps_Self_Ip <- "192.168.200.110";
function removeBackslashes(str) { function removeBackslashes(str) {
local result = ""; local result = "";
local index = 0; local index = 0;
@ -91,6 +92,12 @@ class ServerControl {
}.bindenv(this)); }.bindenv(this));
//获得本服务器的IP
GatewaySocketPackFuncMap.rawset(10002, function(Jso) {
print(Jso);
Dps_Self_Ip = Jso.myip;
}.bindenv(this));
//给查询指定uid cid列表的玩家信息 //给查询指定uid cid列表的玩家信息
GatewaySocketPackFuncMap.rawset(2023101902, function(Jso) { GatewaySocketPackFuncMap.rawset(2023101902, function(Jso) {
@ -359,8 +366,17 @@ class ServerControl {
local ItemId = Jso.itemid; local ItemId = Jso.itemid;
local num = 0; local num = 0;
if (SUser) { if (SUser) {
local InvenObj = SUser.GetInven();
//获取背包对象 //获取背包对象
local InvenObj = SUser.GetInven(); if(ItemId == 0){
num = InvenObj.GetMoney();
}else{
local SlotIdx = InvenObj.GetSlotById(ItemId); local SlotIdx = InvenObj.GetSlotById(ItemId);
local SlotItem = InvenObj.GetSlot(1, SlotIdx); local SlotItem = InvenObj.GetSlot(1, SlotIdx);
@ -375,7 +391,6 @@ class ServerControl {
return; return;
} }
print(num);
for (local i = 0; i< 120; i++) { for (local i = 0; i< 120; i++) {
local ItemObj = InvenObj.GetSlot(3, i); local ItemObj = InvenObj.GetSlot(3, i);
if (ItemObj != null && ItemObj.GetIndex() == ItemId) { if (ItemObj != null && ItemObj.GetIndex() == ItemId) {
@ -387,7 +402,7 @@ class ServerControl {
num++; num++;
} }
}; };
print(num); }
} }
Jso.Count <- num; Jso.Count <- num;
@ -741,9 +756,7 @@ class ServerControl {
//给注册玩家通关副本 //给注册玩家通关副本
GatewaySocketPackFuncMap.rawset(2023110704, function(Jso) { GatewaySocketPackFuncMap.rawset(2023110704, function(Jso) {
local RealOp = Jso.realop; local RealOp = Jso.realop;
print("注册副本了");
Cb_ClearDungeon_Enter_Func[RealOp] <- function(arg) { Cb_ClearDungeon_Enter_Func[RealOp] <- function(arg) {
print("通关副本了");
local PartyObj = Party(arg[0]); local PartyObj = Party(arg[0]);
if (PartyObj) { if (PartyObj) {
local Bfobj = PartyObj.GetBattleField(); local Bfobj = PartyObj.GetBattleField();
@ -839,6 +852,7 @@ class ServerControl {
} }
Socket.SendGateway(T); Socket.SendGateway(T);
} }
//玩家上线 //玩家上线
Cb_reach_game_world_Func["Rindro_player_reach_game_world"] <- function(SUser) { Cb_reach_game_world_Func["Rindro_player_reach_game_world"] <- function(SUser) {
local T = { local T = {
@ -1013,7 +1027,6 @@ class ServerControl {
} }
}; };
Cb_GetUserInfo_Leave_Func.ServerControl <- function(args) { Cb_GetUserInfo_Leave_Func.ServerControl <- function(args) {
if (args.pop() >= 0) { if (args.pop() >= 0) {
local SUser = User(args[1]); local SUser = User(args[1]);

View File

@ -0,0 +1,328 @@
/*
文件名:Exchange.nut
路径:Dps_A/ProjectClass/Exchange/Exchange.nut
创建日期:2025-07-21 19:05
文件用途:
*/
class Exchange {
MysqlObject = null;
Commission = 0;
constructor() {
MysqlObject = Mysql(Str_Ptr("127.0.0.1"), 3306, Str_Ptr("taiwan_cain"), Str_Ptr("game"), Str_Ptr("uu5!^%jg"));
MysqlObject.Exec_Sql(format("SET NAMES %s", "latin1"));
SelectSql("CREATE TABLE `zyk`.`exchange` ( `uuid` int NOT NULL AUTO_INCREMENT, `type` int NULL, `itemid` int NULL, `itemcount` int NULL, `itemdata` varchar(512) NULL, `price` int NULL, `uid` int NULL , `cid` int NULL , `name` varchar(128) NULL, PRIMARY KEY (`uuid`));", []);
local Ct = ScriptData.GetFileData("etc/rindro/exchange/exchange.etc", function(DataTable, Data) {
DataTable.Attribute <- {};
while (!Data.Eof()) {
local Str = Data.Get();
if (Str == "[commission]") {
Commission = Data.Get().tofloat() * 0.01;
}
}
}.bindenv(this));
//上架商品
ClientSocketPackFuncMap.rawset(21001001, function(SUser, Jso) {
//获取玩家背包
local InvenObj = SUser.GetInven();
if (!InvenObj) {
return;
}
//获取道具
local ItemObj = InvenObj.GetSlot(1, Jso.pos + 9 + (Jso.type * 48));
if (!ItemObj) return;
//获取道具类型
ItemObj.Attribute.seek(1);
local ItemType = ItemObj.Attribute.readn('c');
//副职业材料是10 这里给转成5
if (ItemType == 10) ItemType = 5;
//获取道具Id
local ItemId = ItemObj.GetIndex();
//获取数量
local ItemCount = ItemObj.GetAdd_Info();
//如果是装备 数量恒定为1
if (ItemType == 1) ItemCount = 1;
//获取道具数据
local ItemData = "0x00";
//获取价格
local Price = Jso.value;
//获取上架者cid
local Uid = SUser.GetUID();
local Cid = SUser.GetCID();
local Name = SUser.GetCharacName();
local InfoTable = {
ItemType = ItemType,
ItemId = ItemId,
ItemCount = ItemCount,
ItemData = ItemData,
Price = Price,
Uid = Uid,
Cid = Cid,
Name = Name
}
if (ItemType == 1) {
EquipLogic(SUser, Jso.pos + 9, InfoTable, ItemObj);
return;
}
//插入数据库
local Sql = format("INSERT INTO `zyk`.`exchange` (`type`, `itemid`, `itemcount`, `itemdata`, `price`, `uid` ,`cid`,`name`) VALUES (%d, %d, %d, \'%s\', %d, %d, %d, \'%s\');", InfoTable.ItemType, InfoTable.ItemId, InfoTable.ItemCount, InfoTable.ItemData, InfoTable.Price, InfoTable.Uid, InfoTable.Cid, InfoTable.Name);
local Ret = SelectSql(Sql, []);
//删除道具
ItemObj.Delete();
//发送刷新背包消息
SUser.SendUpdateItemList(1, 1, Jso.pos + 9 + (Jso.type * 48));
SUser.SendItemSpace(0);
}.bindenv(this));
//查询上架商品
ClientSocketPackFuncMap.rawset(21001003, function(SUser, Jso) {
local Offset = Jso.offset;
local Sql = format("SELECT * FROM `zyk`.`exchange` WHERE `type` = %d LIMIT 7 OFFSET %d;", Jso.type, Offset);
local Ret = SelectSql(Sql, ["int", "int", "int", "int", "binary", "int", "int", "int", "string"]);
local CountSql = format("SELECT COUNT(*) AS total FROM `zyk`.`exchange` WHERE `type` = %d;", Jso.type);
local CountRet = SelectSql(CountSql, ["int"]);
local TotalCount = 0;
if (CountRet.len() > 0) TotalCount = CountRet[0][0];
local Pack = {};
Pack.op <- 21001004;
Pack.info <- [];
Pack.total <- TotalCount;
foreach(info in Ret) {
local T = {
uid = info[0],
itemId = info[2],
count = info[3],
price = info[5],
name = info[8]
}
Pack.info.push(T);
}
SUser.SendJso(Pack);
}.bindenv(this));
//购买商品
ClientSocketPackFuncMap.rawset(21001005, function(SUser, Jso) {
local uuid = Jso.uuid;
local Sql = format("SELECT * FROM `zyk`.`exchange` WHERE `uuid` = %d;", uuid);
local Ret = SelectSql(Sql, ["int", "int", "int", "int", "string", "int", "int", "int", "string"]);
if (Ret.len() == 0) return;
local ItemObj = null;
local ItemType = Ret[0][1];
local ItemId = Ret[0][2];
local ItemCount = Ret[0][3];
local ItemPrice = Ret[0][5];
local ItemData = Ret[0][4];
local uid = Ret[0][6];
local cid = Ret[0][7];
local SelfCid = SUser.GetCID();
if (SelfCid == cid) return;
local UserPoint = SUser.GetCera();
if (UserPoint< ItemPrice) return;
//扣除点券
SUser.RechargeCera(-ItemPrice);
//如果是装备
if (ItemType == 1) {
local ItemDataJso = Json.Decode(ItemData);
SendItemExMail(SUser.GetUID(), SUser.GetCID(), [ItemDataJso], "交易所小助手", "您在交易所购买的商品已发货,请查收!");
} else {
//发送道具
local SendInfo = SUser.GiveItem(ItemId, 1);
SUser.SendItemSpace(0);
}
//给上架者加钱
local RealItemPrice = (ItemPrice * (1.0 - Commission.tofloat()).tofloat()).tointeger();
User.SendItemMail(uid, cid, [{
// item = 2022110573,
item = 3037,
num = RealItemPrice
}], "交易所小助手", "恭喜您在交易所成功出售商品,获得点券奖励");
//删除数据库中的记录
Sql = format("DELETE FROM `zyk`.`exchange` WHERE `uuid` = %d;", uuid);
SelectSql(Sql, []);
}.bindenv(this));
Cb_Use_Item_Sp_Func[2022110573] <- function(SUser, ItemId) {
local Cid = SUser.GetCID();
local InvenObj = SUser.GetInven();
if (InvenObj) {
local SlotIdx = InvenObj.GetSlotById(ItemId);
local ItemObj = InvenObj.GetSlot(1, SlotIdx);
local ItemCount = ItemObj.GetAdd_Info();
ItemObj.Delete();
SUser.SendItemSpace(0);
SUser.RechargeCera(ItemCount);
SUser.SendNotiPacketMessage("获得交易所点卷收益: " + ItemCount + "点卷", 8);
}
}
}
function EquipLogic(SUser, slot, InfoTable, ItemObj) {
Sq_CallFunc(S_Ptr("0x0864FE52"), "int", ["pointer"], SUser.C_Object);
Timer.SetTimeOut(function() {
local SqlObj = MysqlPool.GetInstance().GetConnect();
local Ret = SqlObj.Select("SELECT inventory FROM taiwan_cain_2nd.inventory WHERE charac_no = " + SUser.GetCID() + ";", ["binary"]);
//把连接还池子
MysqlPool.GetInstance().PutConnect(SqlObj);
if (Ret.len()< 1 || Ret[0][0] == null) {
return false;
} else {
local LengthPointer = Memory.alloc(4);
LengthPointer.writeInt(18238);
local ReadPointer = Memory.alloc(18238);
local Flag = Sq_CallFunc(S_Ptr("0x086B2102"), "bool", ["pointer", "pointer", "pointer", "int"], ReadPointer.C_Object, LengthPointer.C_Object, Ret[0][0].C_Object, Ret[0][0].Size);
local RealP = ReadPointer.add(2 + slot * 61);
//装备编号
local ItemId = RealP.readInt();
// print("装备编号: " + ItemId);
//强化等级
local EnhancementLevel = RealP.add(4).readS8();
// print("强化等级: " + EnhancementLevel);
//红字类型
local AmplifyType = RealP.add(15).readS8();
// print("红字类型: " + AmplifyType);
//红字属性值
local AmplifyValue = RealP.add(16).readS8();
// print("红字属性值: " + AmplifyValue);
//锻造等级
local ForgingGrade = RealP.add(49).readS8();
// print("锻造等级: " + ForgingGrade);
//附魔卡片
local CardId = RealP.add(11).readShort();
// print("附魔卡片: " + CardId);
//品级
local Grade = RealP.add(5).readInt();
// print("品级: " + Grade);
//耐久度
local Durability = RealP.add(9).readS8();
// print("耐久度: " + Durability)
//魔法封印
local MagicSealP = "0x";
for (local i = 0; i< 14; i++) {
MagicSealP += format("%02x", RealP.add(35 + i).readU8());
}
// print(MagicSealP);
local SendT = {
ItemId = ItemId,
Grade = Grade,
Durability = Durability,
EnhancementLevel = EnhancementLevel,
AmplifyType = AmplifyType,
AmplifyValue = AmplifyValue,
MagicSealP = MagicSealP,
CardId = CardId,
}
local Json = Json.Encode(SendT);
InfoTable.ItemData = Json;
//插入数据库
local Sql = format("INSERT INTO `zyk`.`exchange` (`type`, `itemid`, `itemcount`, `itemdata`, `price`, `uid` ,`cid`,`name`) VALUES (%d, %d, %d, \'%s\', %d, %d, %d, \'%s\');", InfoTable.ItemType, InfoTable.ItemId, InfoTable.ItemCount, InfoTable.ItemData, InfoTable.Price, InfoTable.Uid, InfoTable.Cid, InfoTable.Name);
local Ret = SelectSql(Sql, []);
//删除道具
ItemObj.Delete();
//发送刷新背包消息
SUser.SendUpdateItemList(1, 1, slot);
SUser.SendItemSpace(0);
}
}.bindenv(this), 1)
}
function SendItemExMail(UID, CID, ItemList, title, content) {
local SUser = World.GetUserByUid(UID);
local sql = "select letter_id from taiwan_cain_2nd.postal order by letter_id DESC";
local column_type_list = ["int"];
local SqlObj = MysqlPool.GetInstance().GetConnect();
local result = SqlObj.Select(sql, column_type_list);
local sl = 1;
if (result.len() > 0) {
sl = result[0][0] + 1;
}
local time = date();
local timeStr = time["year"] + "-" + (time["month"] + 1) + "-" + time["day"] + " " + time["hour"] + ":" + time["min"] + ":" + time["sec"];
foreach(value in ItemList) {
//时间 发送者名字 接收者id 装备ID 品级 耐久度 强化等级 红字类型 红字属性值 魔法封印属性 letterid
local sql1 = format("insert into taiwan_cain_2nd.postal (occ_time,send_charac_name,receive_charac_no,item_id,add_info,endurance,upgrade,amplify_option,amplify_value,random_option,letter_id,extend_info) values ('%s','%s',%d,%d,%d,%d,%d,%d,%d,%s,%d,%d)", timeStr, title, CID, value.ItemId, value.Grade, value.Durability, value.EnhancementLevel, value.AmplifyType, value.AmplifyValue, value.MagicSealP, sl, value.CardId)
SqlObj.Select(sql1, []);
}
local sql2 = "insert into taiwan_cain_2nd.letter (letter_id,charac_no,send_charac_name,letter_text,reg_date,stat) values ('" + sl + "'," + CID + ",'" + title + "','" + content + "','" + timeStr + "','1')";
SqlObj.Select(sql2, []);
MysqlPool.GetInstance().PutConnect(SqlObj);
// if (SUser) {
// local Pack = Packet();
// Pack.Put_Header(0, 9);
// local MailBox = Sq_CallFunc(S_Ptr("0x0823020C"), "int", ["pointer"], SUser.C_Object);
// Sq_CallFunc(S_Ptr("0x0823455A"), "int", ["int"], MailBox);
// local Not_Count = Sq_CallFunc(S_Ptr("0x084ED330"), "int", ["int"], MailBox);
// Pack.Put_Short(Not_Count);
// Pack.Finalize(true);
// SUser.Send(Pack);
// Pack.Delete();
// }
}
//执行数据库命令
function SelectSql(Sql, Type) {
local Ret = MysqlObject.Select(Sql, Type);
return Ret;
}
}
ProjectInitFuncMap.P_Exchange <- Exchange();

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@ -0,0 +1,604 @@
/*
文件名:FatalismStone.nut
路径:Dps_A/ProjectClass/FatalismStone/FatalismStone.nut
创建日期:2025-06-22 12:54
文件用途:
*/
class FatalismStone_Stone {
//编号
Id = null;
//唯一ID
Uuid = null;
//类型
StoneType = null;
//洗练度
CultivationDegree = null;
constructor() {
}
//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) {
local str = "";
for (local i = 0; i< buf.len(); i++) {
str += format("%02X", buf[i]);
}
return str;
}
function Serialize() {
local B = blob(0);
B.writen(Id, 'i'); //写入ID
B.writen(Uuid, 'i'); //写入Uuid
return Blob2Hex(B);
}
}
//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 = [];
}
//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
};
}
//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);
}
}
class FatalismStone {
//总格子数
GridCount = 77;
//总穿戴数
WearCount = 6;
//属性数据位数
AttrCount = 2;
//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
PoolObj.PoolSize = 10;
//初始化
PoolObj.Init();
//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();
}
//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];
}
}
//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 += ",";
}
}
SqlStr += ")";
local Ret = SelectSql(SqlStr, ["int", "float"]);
if (Ret.len() == 0) {
return null;
} else {
return Ret;
}
}
function RegisterClient() {
//查询魂石背包数据
ClientSocketPackFuncMap.rawset(21000001, function(SUser, Jso) {
local Ret = GetInvenData(SUser);
//没查到东西说明没有背包 第一次创建背包
if (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
ClientSocketPackFuncMap.rawset(21000003, function(SUser, Jso) {
local OldType = Jso.oldtype;
local OldIndex = Jso.oldpos;
local NewType = Jso.newtype;
local NewIndex = Jso.newpos;
local BackPack = GetInven(SUser);
if (!BackPack) return;
//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;
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());
local InvenObj = SUser.GetInven();
local idx = args.pop();
if (idx > 0) {
local inven_item = InvenObj.GetSlot(1, idx);
local item_id = inven_item.GetIndex();
if (item_id >= 200625000 && item_id< 200626000) {
local Ret = AddFatalismStone(SUser, item_id - 200625000);
//删除原道具
Timer.SetTimeOut(function() {
inven_item.Delete();
SUser.SendUpdateItemList(1, 0, idx);
}, 1000);
//如果满了就发邮件
if (!Ret) {
local T = {};
T.rawset(item_id, 1);
SUser.SendMail(T, {
Title = "系统",
Text = "由于你的魂石包裹已满, 请留出足够的空间来接收道具."
});
}
SUser.SendItemSpace(0);
}
}
}.bindenv(this);
}
function RegisterDebugCmd() {
Gm_InputFunc_Handle["给魂石"] <- function(SUser, CmdString) {
local count = -1;
local pos = 0;
local handler = [];
do {
local start = pos;
pos = CmdString.find(" ", pos + 1);
if (pos != null) {
handler.append(CmdString.slice(start + 1, pos));
} else
handler.append(CmdString.slice(start + 1));
count = count + 1
} while (pos != null)
//得到空格数量
if (count == 1) {
AddFatalismStone(SUser, handler[1].tointeger());
}
}.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();
FatalismStoneLst = {};
ScriptData.GetFileData("fatalismstone/fatalismstone.lst", function(DataTable, Data) {
while (!Data.Eof()) {
local Id = Data.Get();
local Path = Data.Get();
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) {
if (FatalismStoneLst.rawin(Index)) {
//还是路径就读取数据
if (typeof FatalismStoneLst[Index] == "string") {
FatalismStoneLst[Index] = ScriptData.GetFileData("fatalismstone/" + FatalismStoneLst[Index], function(DataTable, Data) {
DataTable.Attribute <- {};
while (!Data.Eof()) {
local Key = Data.Get();
if (Key == "[rarity]" || Key == "[stone type]" || Key == "[move wav]" || Key == "[front effect]" || Key == "[back effect]") {
DataTable[Key.slice(1, -1)] <- Data.Get();
} else if (Key == "[icon]") {
DataTable.icon <- {
img = Data.Get(),
index = Data.Get()
}
}
}
});
}
return FatalismStoneLst[Index];
} else error("没有ID为: " + Index + " 的魂石数据!");
}
//执行数据库命令
function SelectSql(Sql, Type) {
local SqlObj = MysqlPool.GetInstance().GetConnect();
local Ret = SqlObj.Select(Sql, Type);
//把连接还池子
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();

View File

@ -9,7 +9,7 @@ function _Hook_Enter_Currency_Func_(args, TableObj) {
local Ret = null; local Ret = null;
foreach(Func in TableObj) { foreach(Func in TableObj) {
local Buf = Func(args); local Buf = Func(args);
if (Buf != null) Ret = Buf; if (Buf) Ret = Buf;
} }
return Ret; return Ret;
} }
@ -18,7 +18,7 @@ function _Hook_Leave_Currency_Func_(args, TableObj) {
local Ret = null; local Ret = null;
foreach(Func in TableObj) { foreach(Func in TableObj) {
local Buf = Func(args); local Buf = Func(args);
if (Buf != null) Ret = Buf; if (Buf) Ret = Buf;
} }
return Ret; return Ret;
} }
@ -81,7 +81,7 @@ _Hook_Register_Currency_Func_("0x866A3FE", ["pointer", "int", "int", "int", "int
//货币收益 //货币收益
Cb_Gain_Money_Enter_Func <- {}; Cb_Gain_Money_Enter_Func <- {};
Cb_Gain_Money_Leave_Func <- {}; Cb_Gain_Money_Leave_Func <- {};
_Hook_Register_Currency_Func_("0x84FF29C", ["int", "int", "char", "int", "int"], Cb_Gain_Money_Enter_Func, Cb_Gain_Money_Leave_Func); _Hook_Register_Currency_Func_("0x84FF29C", ["pointer", "int", "char", "int", "int"], Cb_Gain_Money_Enter_Func, Cb_Gain_Money_Leave_Func);
//GetItem检查错误 //GetItem检查错误
Cb_GetItem_Check_Error_Enter_Func <- {}; Cb_GetItem_Check_Error_Enter_Func <- {};
@ -457,21 +457,29 @@ Cb_User_TOD_UserState_getLastClearTime_Enter_Func <- {};
Cb_User_TOD_UserState_getLastClearTime_Leave_Func <- {}; Cb_User_TOD_UserState_getLastClearTime_Leave_Func <- {};
_Hook_Register_Currency_Func_("0x864387E", ["pointer"], Cb_User_TOD_UserState_getLastClearTime_Enter_Func, Cb_User_TOD_UserState_getLastClearTime_Leave_Func); _Hook_Register_Currency_Func_("0x864387E", ["pointer"], Cb_User_TOD_UserState_getLastClearTime_Enter_Func, Cb_User_TOD_UserState_getLastClearTime_Leave_Func);
//时装填充 提供者: ZZ
Cb_AradUseAvatarRecharge_Enter_Func <- {};
Cb_AradUseAvatarRecharge_Leave_Func <- {};
_Hook_Register_Currency_Func_("0x0819FA56", ["pointer", "pointer", "pointer"], Cb_AradUseAvatarRecharge_Enter_Func, Cb_AradUseAvatarRecharge_Leave_Func);
//物品随机品级 提供者: 凌众
Cb_CItem_IsRoutingItem_Enter_Func <- {}; Cb_CItem_IsRoutingItem_Enter_Func <- {};
Cb_CItem_IsRoutingItem_Leave_Func <- {}; Cb_CItem_IsRoutingItem_Leave_Func <- {};
_Hook_Register_Currency_Func_("0x08150f18", ["pointer", "int"], Cb_CItem_IsRoutingItem_Enter_Func, Cb_CItem_IsRoutingItem_Leave_Func); _Hook_Register_Currency_Func_("0x08150f18", ["pointer", "int"], Cb_CItem_IsRoutingItem_Enter_Func, Cb_CItem_IsRoutingItem_Leave_Func);
//调整箱使用 //调整箱使用 提供者: 凌众
Cb_ModItemattr_Enter_Func <- {}; Cb_ModItemattr_Enter_Func <- {};
Cb_ModItemattr_Leave_Func <- {}; Cb_ModItemattr_Leave_Func <- {};
_Hook_Register_Currency_Func_("0x8200B08", ["pointer", "pointer", "pointer", "int"], Cb_ModItemattr_Enter_Func, Cb_ModItemattr_Leave_Func); _Hook_Register_Currency_Func_("0x8200B08", ["pointer", "pointer", "pointer", "int"], Cb_ModItemattr_Enter_Func, Cb_ModItemattr_Leave_Func);
//个人金库整理 //个人金库整理
Cb_CCargo_sort_Enter_Func <- {}; Cb_CCargo_sort_Enter_Func <- {};
Cb_CCargo_sort_Leave_Func <- {}; Cb_CCargo_sort_Leave_Func <- {};
_Hook_Register_Currency_Func_("0x850BD0C", ["pointer", "pointer"], Cb_CCargo_sort_Enter_Func, Cb_CCargo_sort_Leave_Func); _Hook_Register_Currency_Func_("0x850BD0C", ["pointer", "pointer"], Cb_CCargo_sort_Enter_Func, Cb_CCargo_sort_Leave_Func);
// 玩家断开链接时 提供者:南瓜 // 玩家断开链接时 提供者:南瓜
Cb_CUser_LogoutToPCRoom_Enter_Func <- {}; Cb_CUser_LogoutToPCRoom_Enter_Func <- {};
Cb_CUser_LogoutToPCRoom_Leave_Func <- {}; Cb_CUser_LogoutToPCRoom_Leave_Func <- {};
@ -485,9 +493,101 @@ _Hook_Register_Currency_Func_("0x081BE46A", ["pointer", "pointer", "pointer", "i
// 服务器被Kill时(不含炸频道等) // 服务器被Kill时(不含炸频道等)
Cb_Server_ClossByKill_Enter_Func <- {}; Cb_Server_ClossByKill_Enter_Func <- {};
Cb_Server_ClossByKill_Leave_Func <- {}; Cb_Server_ClossByKill_Leave_Func <- {};
_Hook_Register_Currency_Func_("0x082FD90E", ["pointer", "int"], Cb_Server_ClossByKill_Enter_Func, Cb_Server_ClossByKill_Leave_Func); _Hook_Register_Currency_Func_("0x082FE1FE", ["pointer", "int"], Cb_Server_ClossByKill_Enter_Func, Cb_Server_ClossByKill_Leave_Func);
// 收到玩家聊天信息 // 收到玩家聊天信息
Cb_SendMess_Enter_Func <- {}; Cb_SendMess_Enter_Func <- {};
Cb_SendMess_Leave_Func <- {}; Cb_SendMess_Leave_Func <- {};
_Hook_Register_Currency_Func_("0x081F3540", ["pointer", "pointer","pointer","int"], Cb_SendMess_Enter_Func, Cb_SendMess_Leave_Func); _Hook_Register_Currency_Func_("0x081F3540", ["pointer", "pointer", "pointer", "int"], Cb_SendMess_Enter_Func, Cb_SendMess_Leave_Func);
// 副本数据 不公开
Cb_CParty_ClearMapHitCount_Enter_Func <- {};
Cb_CParty_ClearMapHitCount_Leave_Func <- {};
_Hook_Register_Currency_Func_("0x085BF850", ["pointer", "pointer"], Cb_CParty_ClearMapHitCount_Enter_Func, Cb_CParty_ClearMapHitCount_Leave_Func);
// 附魔
Cb_ExpertOnEnchantByBead_Enter_Func <- {};
Cb_ExpertOnEnchantByBead_Leave_Func <- {};
_Hook_Register_Currency_Func_("0x0849ED1A", ["pointer", "pointer", "int", "int", "int", "int", "int"], Cb_ExpertOnEnchantByBead_Enter_Func, Cb_ExpertOnEnchantByBead_Leave_Func);
// 数据库连接信息
Cb_MySQL_Open_Enter_Func <- {};
Cb_MySQL_Open_Leave_Func <- {};
_Hook_Register_Currency_Func_("0x083F4024", ["pointer", "pointer", "int", "pointer", "pointer", "pointer", "int"], Cb_MySQL_Open_Enter_Func, Cb_MySQL_Open_Leave_Func);
//地下城开始
Cb_CParty_DungeonStart_Enter_Func <- {};
Cb_CParty_DungeonStart_Leave_Func <- {};
_Hook_Register_Currency_Func_("0x085A0954", ["pointer", "pointer", "char", "int", "int"], Cb_CParty_DungeonStart_Enter_Func, Cb_CParty_DungeonStart_Leave_Func);
//击杀怪物
Cb_CParty_OnKillMonster_Enter_Func <- {};
Cb_CParty_OnKillMonster_Leave_Func <- {};
_Hook_Register_Currency_Func_("0x085B5A4C", ["pointer", "pointer", "int", "int", "int", "int"], Cb_CParty_OnKillMonster_Enter_Func, Cb_CParty_OnKillMonster_Leave_Func);
//设置通关奖励
Cb_CParty_SetPlayResult_Enter_Func <- {};
Cb_CParty_SetPlayResult_Leave_Func <- {};
_Hook_Register_Currency_Func_("0x085B2412", ["pointer", "pointer", "int"], Cb_CParty_SetPlayResult_Enter_Func, Cb_CParty_SetPlayResult_Leave_Func);
// 进入副本接口时
Cb_StartGame_check_error_Enter_Func <- {};
Cb_StartGame_check_error_Leave_Func <- {};
_Hook_Register_Currency_Func_("0x081C9F6C", ["pointer", "pointer", "pointer", "pointer", "int"], Cb_StartGame_check_error_Enter_Func, Cb_StartGame_check_error_Leave_Func);
// 强化装备时
Cb_WongWork_CItemUpgrade_Enter_Func <- {};
Cb_WongWork_CItemUpgrade_Leave_Func <- {};
_Hook_Register_Currency_Func_("0x0854755A", ["pointer", "pointer", "pointer", "pointer", "int"], Cb_WongWork_CItemUpgrade_Enter_Func, Cb_WongWork_CItemUpgrade_Leave_Func);
// 锻造装备时
Cb_WongWork_CItemUpgrade_Separate_Enter_Func <- {};
Cb_WongWork_CItemUpgrade_Separate_Leave_Func <- {};
_Hook_Register_Currency_Func_("0x0811E468", ["pointer", "pointer", "pointer", "pointer", "int"], Cb_WongWork_CItemUpgrade_Separate_Enter_Func, Cb_WongWork_CItemUpgrade_Separate_Leave_Func);
// 随机值
Cb_CMTRand_randInt_Enter_Func <- {};
Cb_CMTRand_randInt_Leave_Func <- {};
_Hook_Register_Currency_Func_("0x080CBABE", ["pointer", "int", "int"], Cb_CMTRand_randInt_Enter_Func, Cb_CMTRand_randInt_Leave_Func);
// 发送绝望之塔APC
Cb_TowerOfDespairMgr_SendAPCInfo_Enter_Func <- {};
Cb_TowerOfDespairMgr_SendAPCInfo_Leave_Func <- {};
_Hook_Register_Currency_Func_("0x08644338", ["pointer", "pointer", "pointer", "void"], Cb_TowerOfDespairMgr_SendAPCInfo_Enter_Func, Cb_TowerOfDespairMgr_SendAPCInfo_Leave_Func);
// 发送多物品邮件请求
Cb_ReqDBSendNewSystemMultiMail_Enter_Func <- {};
Cb_ReqDBSendNewSystemMultiMail_Leave_Func <- {};
_Hook_Register_Currency_Func_("0x08556B68", ["pointer", "pointer", "int", "int", "int", "pointer", "int", "int", "int", "int", "int"], Cb_ReqDBSendNewSystemMultiMail_Enter_Func, Cb_ReqDBSendNewSystemMultiMail_Leave_Func);
// 深渊爆率
Cb_WongWork_CMonsterDrop_Hell_Enter_Func <- {};
Cb_WongWork_CMonsterDrop_Hell_Leave_Func <- {};
_Hook_Register_Currency_Func_("0x08535726", ["pointer", "pointer", "pointer", "pointer"], Cb_WongWork_CMonsterDrop_Hell_Enter_Func, Cb_WongWork_CMonsterDrop_Hell_Leave_Func);
//检查装备是否上锁
Cb_CheckItemLock_Enter_Func <- {};
Cb_CheckItemLock_Leave_Func <- {};
_Hook_Register_Currency_Func_("0x08646942", ["pointer", "int", "int", "bool"], Cb_CheckItemLock_Enter_Func, Cb_CheckItemLock_Leave_Func);
//reform_ui_group_no
Cb_reform_ui_group_no_Enter_Func <- {};
Cb_reform_ui_group_no_Leave_Func <- {};
_Hook_Register_Currency_Func_("0x083507E8", ["pointer", "pointer", "bool", "int", "int"], Cb_reform_ui_group_no_Enter_Func, Cb_reform_ui_group_no_Leave_Func);
//get_skillslot_group
Cb_get_skillslot_group_Enter_Func <- {};
Cb_get_skillslot_group_Leave_Func <- {};
_Hook_Register_Currency_Func_("0x086049FC", ["pointer", "int", "int"], Cb_get_skillslot_group_Enter_Func, Cb_get_skillslot_group_Leave_Func);
//get_skillslot_no
Cb_get_skillslot_no_Enter_Func <- {};
Cb_get_skillslot_no_Leave_Func <- {};
_Hook_Register_Currency_Func_("0x08604A86", ["pointer", "int", "int", "int", "char", "int"], Cb_get_skillslot_no_Enter_Func, Cb_get_skillslot_no_Leave_Func);
//get_skillslot_no2
Cb_get_skillslot_no2_Enter_Func <- {};
Cb_get_skillslot_no2_Leave_Func <- {};
_Hook_Register_Currency_Func_("0x08607DBA", ["pointer", "pointer", "int", "int", "bool", "int"], Cb_get_skillslot_no2_Enter_Func, Cb_get_skillslot_no2_Leave_Func);

View File

@ -0,0 +1,231 @@
/*
文件名:NpcTransaction.nut
路径:Dps_A/ProjectClass/NpcTransaction/NpcTransaction.nut
创建日期:2025-10-23 14:37
文件用途:
*/
return;
class NpcTransaction {
//装备价值
EquValue = null;
//品级装备组
EquGroup = null;
//金币易物浮动比例
GoldFloat = 0.5;
//最低交换品级
MinRarity = 0;
//交易消耗物品
TradeItem = null;
//装备易物浮动等级
EquFloatMin = 5;
EquFloatMax = 5;
//事件概率
EventRate = null;
//用户状态表
UserState = null;
constructor() {
//注册客户端收包
RegisterClient();
EquValue = {};
UserState = {};
EquGroup = [{}, {}, {}, {}, {}, {}, {}, {}];
//读取PVF
InitPvf();
}
function RegisterClient() {
ClientSocketPackFuncMap.rawset(21005001, function(SUser, Jso) {
local lastTime = GetTransactionInfo(SUser, Jso);
if (lastTime && Sq_GetTimestampString().slice(-9).tointeger() - lastTime.time< 3600000) {
local T = {
op = 21005002,
flag = 3
}
SUser.SendJso(T);
return;
}
local InvenObj = SUser.GetInven();
local Equ = InvenObj.GetSlot(Inven.INVENTORY_TYPE_ITEM, 9 + Jso.pos);
if (Equ) {
local EquId = Equ.GetIndex();
if (EquId) {
local equ = PvfItem.GetPvfItemById(EquId);
local Rarity = equ.GetRarity();
local Level = equ.GetUsableLevel();
//判断是否解封装
local CanTrade = GetTrade(InvenObj, Jso.pos);
if ((Rarity == 2 || Rarity == 3) && CanTrade == 1) {
local T = {
op = 21005006,
}
SUser.SendJso(T);
SUser.SendNotiPacketMessage("该装备属于封装装备,并已解封,无法进行交易!", 0);
} else {
//判断是进行什么交易逻辑
local Random = MathClass.Rand(600, 1000);
//嘲讽
if (Random <= EventRate[0]) {
local T = {
op = 21005002,
flag = 0
}
SUser.SendJso(T);
local Cid = SUser.GetCID();
if (!UserState.rawin(Cid)) UserState[Cid] <- {};
UserState[Cid].rawset(Jso.npc, {
time = Sq_GetTimestampString().slice(-9).tointeger()
});
}
//金币易物
else if (Random <= EventRate[1]) {
local thGoldFloat = MathClass.Rand(-EquValue[EquId].tofloat() * GoldFloat, EquValue[EquId].tofloat() * GoldFloat);
local Glod = EquValue[EquId].tofloat() + thGoldFloat;
local T = {
op = 21005002,
flag = 1,
glod = Glod
}
SUser.SendJso(T);
local Cid = SUser.GetCID();
if (!UserState.rawin(Cid)) UserState[Cid] <- {};
UserState[Cid].rawset(Jso.npc, {
glod = Glod,
pos = Jso.pos,
oldid = EquId
time = Sq_GetTimestampString().slice(-9).tointeger()
});
}
//装备易物
else if (Random <= EventRate[2]) {
local setarr = [];
local findtable = EquGroup[Rarity];
foreach(index, level in findtable) {
if (level >= Level - EquFloatMin && level <= Level + EquFloatMax) {
setarr.append(index);
}
}
local SendId = setarr[MathClass.Rand(0, setarr.len() - 1)];
local T = {
op = 21005002,
flag = 2,
equ = SendId
}
SUser.SendJso(T);
local Cid = SUser.GetCID();
if (!UserState.rawin(Cid)) UserState[Cid] <- {};
UserState[Cid].rawset(Jso.npc, {
equ = SendId,
pos = Jso.pos,
oldid = EquId
time = Sq_GetTimestampString().slice(-9).tointeger()
});
}
}
}
}
}.bindenv(this));
ClientSocketPackFuncMap.rawset(21005003, function(SUser, Jso) {
//获取交易结构体
local Info = GetTransactionInfo(SUser, Jso);
if (!Info) return;
//获取旧装备ID
local oldid = Info.oldid;
//获取旧装备格子
local pos = Info.pos;
//检测扣除
local InvenObj = SUser.GetInven();
local Equ = InvenObj.GetSlot(Inven.INVENTORY_TYPE_ITEM, 9 + Info.pos);
if (Equ.GetIndex() != oldid) {
SUser.SendNotiBox("交易时请不要移动背包中装备的位置!", 1);
return;
}
Equ.Delete();
if (Info.rawin("equ")) {
SUser.GiveItem(Info.equ, 1);
SUser.SendNotiBox("与NPC交易获得装备 [" + PvfItem.GetNameById(Info.equ) + "]", 1);
} else if (Info.rawin("glod")) {
SUser.RechargeMoney(Info.glod);
SUser.SendNotiBox("与NPC交易获得金币 " + Info.glod, 1);
}
SUser.SendItemSpace(0);
}.bindenv(this));
}
function GetTransactionInfo(SUser, Jso) {
try {
local Info = UserState[SUser.GetCID()][Jso.npc];
return Info;
} catch (exception) {}
return null;
}
function InitPvf() {
Script();
ScriptData.GetFileData("etc/rindro/npctransaction/npctransaction.etc", function(DataTable, Data) {
while (!Data.Eof()) {
local Fragment = Data.Get();
if (Fragment == "[value]") {
while (true) {
local Fbuf = Data.Get();
if (Fbuf == "[/value]") {
break;
}
local Value = Data.Get();
EquValue.rawset(Fbuf, Value);
//读取装备品级
local equ = PvfItem.GetPvfItemById(Fbuf);
local Rarity = equ.GetRarity();
local Level = equ.GetUsableLevel();
EquGroup[Rarity].rawset(Fbuf, Level);
}
} else if (Fragment == "[random]") {
GoldFloat = Data.Get().tofloat() / 100.0;
} else if (Fragment == "[allow rarity]") {
MinRarity = Data.Get();
} else if (Fragment == "[exchange cost item]") {
TradeItem = {
item = Data.Get(),
count = Data.Get()
}
} else if (Fragment == "[equipment random level lower]") {
EquFloatMin = Data.Get();
} else if (Fragment == "[equipment random level upper]") {
EquFloatMax = Data.Get();
} else if (Fragment == "[event rate]") {
local o1 = Data.Get();
local o2 = Data.Get();
local o3 = Data.Get();
EventRate = [o1, o1 + o2, o1 + o2 + o3];
}
}
}.bindenv(this));
}
function GetTrade(InvenObj, pos) {
local ptr = Memory.alloc(10240);
Sq_CallFunc(S_Ptr("0x084FB918"), "int", ["pointer", "pointer", "int", "int"], ptr.C_Object, InvenObj.C_Object, 1, pos);
return ptr.readS8();
}
}
ProjectInitFuncMap.P_NpcTransaction <- NpcTransaction();

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@ -0,0 +1,103 @@
/*
文件名:TH_CombatRank.nut
路径:Dps_A/ProjectClass/TH_CombatRank/TH_CombatRank.nut
创建日期:2025-07-02 23:22
文件用途:
*/
class TH_CombatRank {
MysqlObject = null;
constructor() {
MysqlObject = Mysql(Str_Ptr("127.0.0.1"), 3306, Str_Ptr("taiwan_cain"), Str_Ptr("game"), Str_Ptr("uu5!^%jg"));
MysqlObject.Exec_Sql(format("SET NAMES %s", "latin1"));
//注册客户端收包
RegisterClient();
//注册调试命令
// RegisterDebugCmd();
//建表命令
MysqlObject.Select("CREATE TABLE `zyk`.`th_combatrank` ( `cid` int NOT NULL, `equip` varbinary(512) NULL COMMENT '装备数组', `basecombat` int NULL COMMENT '基础战力', `fstonecombat` int NULL COMMENT '魂石战力', PRIMARY KEY (`cid`));", []);
}
function RegisterClient() {
}
function RegisterDebugCmd() {
}
}
ProjectInitFuncMap.P_TH_CombatRank <- TH_CombatRank();

View File

@ -24,7 +24,10 @@ function InitPluginInfo() {
GameManager.Fix14Skill(); GameManager.Fix14Skill();
Sq_CreatSocketConnect("192.168.200.20", "65109"); // Sq_CreatSocketConnect("192.168.200.20", "65109");
// Sq_CreatSocketConnect("49.234.27.222", "65109");
Sq_CreatSocketConnect("127.0.0.1", "65109");
//初始化结婚 //初始化结婚
// ProjectInitFuncMap.P_Marry <- Marry(); // ProjectInitFuncMap.P_Marry <- Marry();
@ -41,6 +44,7 @@ function InitPluginInfo() {
GameManager.OpenCreateJob_CreatorMage(); GameManager.OpenCreateJob_CreatorMage();
GameManager.FixPracticemode(); GameManager.FixPracticemode();
GameManager.SetGameMaxLevel(85);
// function IndependenceDropLogic(SUser, MonsterId, MonsterLevel, Xpos, Ypos, DgnName, DgnId, DgnLevel,DgnDiff, HellDiff) // function IndependenceDropLogic(SUser, MonsterId, MonsterLevel, Xpos, Ypos, DgnName, DgnId, DgnLevel,DgnDiff, HellDiff)
@ -67,8 +71,8 @@ function PrintTag() {
} }
function main() {
function main() {
InitPluginInfo(); InitPluginInfo();
PrintTag(); PrintTag();
@ -82,7 +86,7 @@ function main() {
GameManager.FixDespairGold(); GameManager.FixDespairGold();
GameManager.FixGlodTradeDaily(80000000); GameManager.FixGlodTradeDaily(80000000);
// local PvfObject = Script(); local PvfObject = Script();
// local Data = ScriptData.GetEquipment(305014); // local Data = ScriptData.GetEquipment(305014);
// printT(Data); // printT(Data);
@ -91,7 +95,7 @@ function main() {
_Official_Project_(); _Official_Project_();
}
// if (getroottable().rawin("DP_S_VERSION") && DP_S_VERSION >= 25.329) { // if (getroottable().rawin("DP_S_VERSION") && DP_S_VERSION >= 25.329) {
// function _Rindro_OldLogic_Enter(CUser, PacketId, PacketSrc) { // function _Rindro_OldLogic_Enter(CUser, PacketId, PacketSrc) {
@ -210,10 +214,6 @@ function main() {
// } // }
}
/* /*
function onil() { function onil() {
print(11); print(11);
@ -239,3 +239,5 @@ Timer.SetCronTask(onil, "0/10 * * * * *");
// getroottable().ServerControlProject <- ServerControl(); // getroottable().ServerControlProject <- ServerControl();
// getroottable().AntonServerProject <- Anton(); // getroottable().AntonServerProject <- Anton();
// getroottable().FiendwarServerProject <- Fiendwar(); // getroottable().FiendwarServerProject <- Fiendwar();

View File

@ -1,5 +1,5 @@
function sqr_main() { function sqr_main() {
// GameManager.OpenHotFix("/dp_s/OfficialConfig"); GameManager.OpenHotFix("/dp_s/OfficialConfig");
GameManager.OpenHotFix("/dp_s/MyProject"); GameManager.OpenHotFix("/dp_s/MyProject");
// GameManager.SetGameMaxLevel(70); // GameManager.SetGameMaxLevel(70);
// Cb_History_MileageSet_Func["TW_reach_game_world"] <- function(SUser, Data) { // Cb_History_MileageSet_Func["TW_reach_game_world"] <- function(SUser, Data) {
@ -12,16 +12,3 @@ function sqr_main() {
// } // }
// } // }
} }
Gm_InputFunc_Handle["op"] <- function(SUser, CmdString) {
local Jso = {
op <- "20060007";
uid <- SUser.GetUID();
cid <- SUser.GetCID();
}
print(111);
Socket.SendGateway(Jso);
}

View File

@ -1,16 +0,0 @@
{
"发送道具指令": "GiveItem",
"转职觉醒指令": "GrowType",
"完成任务指令": "MakeQuest",
"设置等级指令": "SetLevel",
"获取位置指令": "GetLocation",
"踢玩家下线指令": "KickPlayer",
"发送道具指令例子": "当有一个空格时跟道具编号 当有两个空格时 跟道具编号和发送数量 例: '//GiveItem 3037' '//GiveItem 3037 100'",
"转职觉醒指令例子": "当有一个空格时跟转职职业 当有两个空格时 跟转职职业和是否觉醒 例: '//GrowType 1' '//GrowType 1 1'",
"完成任务指令例子": "当有一个空格时跟任务编号 例: '//MakeQuest 1'",
"设置等级指令例子": "当有一个空格时跟设定等级 例: '//SetLevel 100'",
"获取位置指令例子": "无特殊用法 '//GetLocation'",
"踢玩家下线指令例子": "当有一个空格时跟想要踢除的玩家名字 例: '//KickPlayer 倾泪寒'",
"说明" : "所有指令都可更改 相对于的触发方式输入自己设定的指令即可"
}

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@ -0,0 +1,24 @@
{
"烟花道具ID": 7577,
"提示1": "很遗憾,您没有获得任何物品",
"提示2": "获得周年庆爆竹奖励 [%s]",
"提示1类型": 1,
"提示2类型": 1,
"道具列表": [
{
"itemId": 3037,
"count": 10,
"probability": 100
},{
"itemId": 3038,
"count": 20,
"probability": 100
},
{
"itemId": null,
"count": 20,
"probability": 100
}
],
"PK经验道具ID": 7576
}

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@ -1,6 +0,0 @@
{
"分解卷的道具ID": 17577,
"是否返还_true代表返还false代表不返还": true,
"一键分解的起始位置_就是背包从第几格开始": 0,
"一键分解的结束位置_就是背包到第几格结束": 16
}

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@ -1,3 +0,0 @@
{
"一键存仓命令": "yjcc"
}

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@ -1,4 +0,0 @@
{
"需要完成的任务编号" : [674,649,675,650],
"注意事项": "请确保你的任务需求等级是1级,否则可能无法完成。请在PVF中更改任务需要的等级。"
}

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@ -0,0 +1,8 @@
{
"转职初始职业":[7577],
"转职第一职业":[7577],
"转职第二职业":[7577],
"转职第三职业":[7577],
"转职第四职业":[7577],
"转职第五职业":[7577]
}

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@ -0,0 +1,18 @@
{
"副本播报开关(true开启,false关闭)":true,
"不需要播报的副本ID(实例中的ID为怪物攻城的副本ID尽量不要删)":[20002, 20001, 20002, 20003, 20004, 20005, 20006, 20007, 20008, 20009, 20010, 20020, 20021, 20022, 20023, 20024],
"指定角色CID不播报":[1, 2],
"提示": "角色ID可以查看数据库中 taiwan_cain → charac_info → charac_no代表角色ID",
"通关播报信息":"玩家[%s]通关[%s - %s]用时:[%s],击杀怪物数量<%d>",
"未通过一个小地图播报信息":"玩家[%s]在[%s%s-%s]中连一个地图都没通过,击杀怪物数量<%d>",
"放弃副本":"很遗憾,玩家[%s]在[%s%s-%s]中被打的落荒而逃,用时: %s,击杀怪物数量<%d>",
"在队伍中提前退出副本":"玩家[%s]在<%s>的队伍中,提前退出了[%s%s-%s],用时: %s,击杀怪物数量<%d>",
"发送信息位置":14,
"副本难度命名" : {
"0": "普通级",
"1": "冒险级",
"2": "勇士级",
"3": "王者级",
"4": "地狱级"
}
}

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@ -1,7 +0,0 @@
{
"公告": "缺少进入凭证:",
"副本需要持有道具才允许进入":{
"65":3038,
"64":3038
}
}

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@ -1,3 +0,0 @@
{
"无需配置":0
}

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@ -1,94 +0,0 @@
{
"奖励控制": {
"开关说明(true为开启,false为关闭)这是提示请无视,后面的0也不用管":0,
"多件史诗奖励控制开关": true,
"多件神器奖励控制开关": false,
"多件稀有奖励控制开关": false,
"稀有装备开关如果开启会导致可以在副本内丢弃拾取领取奖励,需搭配禁止丢弃物品使用(这是提示请无视,后面的0也不用管)":0,
"tips>>>如果奖励填0代表点券(这是提示请无视,后面的0也不用管)":0,
"多件SS对应奖励(史诗)": {
"2": [
[3038, 2],
[3037, 10]
],
"3": [
[0, 10000],
[123014, 10]
],
"4": [
[0, 50000],
[3037, 2000],
[3038, 2000]
],
"5": [
[0, 50000],
[3037, 2000],
[3038, 2000]
]
},
"多件神器对应奖励": {
"2": [
[3038, 1],
[3037, 5]
],
"3": [
[0, 5000],
[123014, 5]
],
"4": [
[0, 20000],
[3037, 1000],
[3038, 1000]
],
"5": [
[0, 20000],
[3037, 1000],
[3038, 1000]
]
},
"多件稀有对应奖励": {
"2": [
[3038, 1],
[3037, 2]
],
"3": [
[0, 2000],
[123014, 2]
],
"4": [
[0, 10000],
[3037, 500],
[3038, 500]
],
"5": [
[0, 10000],
[3037, 500],
[3038, 500]
]
}
},
"指定道具奖励控制": {
"指定道具奖励控制开关": true,
"指定道具对应奖励": {
"3037": [
[3038, 2],
[3037, 10]
],
"3038": [
[0, 10000],
[123014, 10]
],
"3039": [
[0, 50000],
[3037, 2000],
[3038, 2000]
]
}
},
"信息播报":{
"发送位置":14,
"标题":["-----------☆天降鸿运☆--------------", [255, 130, 0]],
"内容颜色":[255, 120, 0],
"结尾":["-----------☆恭喜这逼☆--------------", [255, 130, 0]]
}
}

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@ -1,8 +0,0 @@
{
"EpicPotionID": 2600006,
"EpicPotionOdds": 1.0,
"EpicPotionlist": {
"1": 1.1,
"2": 1.0
}
}

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@ -1,3 +0,0 @@
{
"屏蔽词": ["测试屏蔽词","烟雨"]
}

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@ -1,3 +0,0 @@
{
"重置券id": 7577
}

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@ -0,0 +1,4 @@
{
"1" : "哥布林",
"2" : "投掷哥布林"
}

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@ -1,14 +0,0 @@
{
"奖励时间和内容": {
"20:00":[
[3037,10],
[3038,10]
],
"21:00":[
[3037,10],
[3038,10]
]
},
"公告":"%s 的在线奖励以发放,请注意查收"
}

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@ -1,3 +0,0 @@
{
"是否允许创建": true
}

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@ -1,6 +0,0 @@
{
"数据库IP 不是外置数据库不要更改": "127.0.0.1",
"数据库端口 不懂不要更改": 3306,
"数据库用户名 本地用户名不懂不要更改": "game",
"数据库密码 本地密码不懂不要更改": "uu5!^%jg"
}

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@ -0,0 +1,7 @@
{
"副本集合": {
"1": 0.2,
"2": 0.01,
"3": 0.01
}
}

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@ -0,0 +1,132 @@
{
"信息提示窗口提示(true开启/false关闭)": false,
"信息播报发送位置": 37,
"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)": false,
"提示": "奖励[道具ID(0代表点券),数量最小值,数量最大值]",
"配置列表": [
{
"奖励": [
[
3037,
10,
20
]
],
"装备品级": 2,
"装备等级": 55
},
{
"奖励": [
[
7421,
10,
20
]
],
"装备品级": 3,
"装备等级": 10
},
{
"奖励": [
[
3037,
10,
20
]
],
"装备品级": 4,
"装备等级": 50
},
{
"奖励": [
[
3037,
10,
20
]
],
"装备品级": 4,
"装备等级": 55
},
{
"奖励": [
[
3037,
10,
20
]
],
"装备品级": 4,
"装备等级": 60
},
{
"奖励": [
[
3037,
10,
20
]
],
"装备品级": 4,
"装备等级": 65
},
{
"奖励": [
[
3037,
10,
20
]
],
"装备品级": 4,
"装备等级": 70
}
]
},
"回收失败信息": " 装备回收失败\n 没有合适的装备或已上锁",
"回收成功是否返还回收券道具(true返还/false不返还)": false,
"回收配置": {
"回收位置": [
9,
16
],
"回收箱道具ID": 17577,
"指定装备ID不参与回收": [
27099,
27100,
27101
],
"指定装备回收": [
[
27098,
3340,
1,
10
],
[
27102,
0,
1,
10
],
[
2711001,
3038,
1,
10
]
],
"提示1": "[回收装备的ID,奖励道具的ID(0代表点券),数量最小值,数量最大值]",
"提示2": "回收位置快捷栏(快捷栏3-8),装备栏(快捷栏9-56,如第一排为9-16,第二排为17-24,第三排为25-32,第四排为33-40,第五排为41-48,第六排为49-56)",
"提示3": "如果指定装备回收和品级回收都命中的情况下,优先以指定装备回收为准",
"提示4": "排除装备ID中的装备不会参与回收,即使它们符合其他回收条件"
},
"成功回收": {
"单位": "个",
"奖励提示": "奖励",
"标题": " 成功回收"
},
"提示": "开启弹窗提示需在群文件下载 <客户端消息框233.dll> 插件,否则会导致游戏崩溃",
"表情ID": 59
}

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@ -1,4 +0,0 @@
{
"缔造武器": 27600,
"黑暗武士武器":35001
}

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@ -1,3 +0,0 @@
{
"等级上限": 86
}

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@ -1,3 +0,0 @@
{
"设置装备解锁需要的冷却时间_单位秒": 10
}

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@ -1,9 +0,0 @@
{
"CrossoverStr1": "装备栏1号位没有装备..",
"CrossoverStr2": "跨界失败,请检查一下账号金库是否没有开启或者没有空位",
"CrossoverStr3": "跨界失败",
"CrossoverStr4": "跨界成功,已经装备栏第一格的 [%s] 转移至账号金库",
"CrossoverStr5": "跨界失败, [%s] 不可以跨界",
"CrossoverId": 17577,
"NoCrossIdArr" : [26058]
}

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@ -0,0 +1,12 @@
{
"制裁开关(true开启false关闭)": true,
"制裁配置 达到次数 制裁时长(秒)": [2, 300],
"角色CID白名单": [1, 2],
"副本ID白名单(非正常副本接口进入的副本)": [11111,222222],
"温馨提示1":"副本ID白名单并不是加了就关闭检测,只是关闭其中一项检测",
"温馨提示2": "角色ID可以查看数据库中 taiwan_cain → charac_info → charac_no代表角色ID",
"msgtype1": "你已经被限制获取道具和金币,剩余:[%d]秒...",
"msgtype2": "你已经被限制获取经验,剩余:[%d]秒...",
"msgtype3": "玩家[%s]因使用第三方软件已被限制进入副本,剩余:[%d]秒..."
}

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@ -1,4 +0,0 @@
{
"黄金品级调整箱id": 897
}

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@ -1,145 +0,0 @@
function _Dps_GmConvenienceConsole_Logic_() {
local Config = GlobalConfig.Get("GM便捷操作台_Lenheart.json");
Gm_InputFunc_Handle[Config["发送道具指令"]] <- function(SUser, CmdString) {
local count = -1;
local pos = 0;
local handler = [];
do {
local start = pos;
pos = CmdString.find(" ", pos + 1);
if (pos != null) {
handler.append(CmdString.slice(start + 1, pos));
} else
handler.append(CmdString.slice(start + 1));
count = count + 1
} while (pos != null)
//得到空格数量
if (count == 1) {
local Ret = SUser.GiveItem(handler[1].tointeger(), 1);
if (!Ret) SUser.SendNotiPacketMessage("发送失败背包是不是满了", 8);
} else if (count == 2) {
local Ret = SUser.GiveItem(handler[1].tointeger(), handler[2].tointeger());
if (!Ret) SUser.SendNotiPacketMessage("发送失败背包是不是满了", 8);
}
}
Gm_InputFunc_Handle[Config["转职觉醒指令"]] <- function(SUser, CmdString) {
local count = -1;
local pos = 0;
local handler = [];
do {
local start = pos;
pos = CmdString.find(" ", pos + 1);
if (pos != null) {
handler.append(CmdString.slice(start + 1, pos));
} else
handler.append(CmdString.slice(start + 1));
count = count + 1
} while (pos != null)
//得到空格数量
if (count == 1) {
SUser.ChangeGrowType(handler[1].tointeger(), 0);
SUser.SendNotiPacket(0, 2, 0);
SUser.InitSkillW(handler[1].tointeger(), 0);
} else if (count == 2) {
SUser.ChangeGrowType(handler[1].tointeger(), handler[2].tointeger());
SUser.SendNotiPacket(0, 2, 0);
SUser.InitSkillW(handler[1].tointeger(), handler[2].tointeger());
}
}
Gm_InputFunc_Handle[Config["完成任务指令"]] <- function(SUser, CmdString) {
local count = -1;
local pos = 0;
local handler = [];
do {
local start = pos;
pos = CmdString.find(" ", pos + 1);
if (pos != null) {
handler.append(CmdString.slice(start + 1, pos));
} else
handler.append(CmdString.slice(start + 1));
count = count + 1
} while (pos != null)
//得到空格数量
if (count == 1) {
SUser.ClearQuest_Gm(handler[1].tointeger());
}
}
Gm_InputFunc_Handle[Config["设置等级指令"]] <- function(SUser, CmdString) {
local count = -1;
local pos = 0;
local handler = [];
do {
local start = pos;
pos = CmdString.find(" ", pos + 1);
if (pos != null) {
handler.append(CmdString.slice(start + 1, pos));
} else
handler.append(CmdString.slice(start + 1));
count = count + 1
} while (pos != null)
//得到空格数量
if (count == 1) {
SUser.SetCharacLevel(handler[1].tointeger());
}
}
//获取位置信息
Gm_InputFunc_Handle[Config["获取位置指令"]] <- function(SUser, CmdString) {
local Location = SUser.GetLocation();
SUser.SendNotiPacketMessage("X坐标: " + Location.Pos.X, 8);
SUser.SendNotiPacketMessage("Y坐标: " + Location.Pos.Y, 8);
SUser.SendNotiPacketMessage("城镇编号: " + Location.Town, 8);
SUser.SendNotiPacketMessage("区域编号: " + Location.Area, 8);
};
//踢人下线
Gm_InputFunc_Handle[Config["踢玩家下线指令"]] <- function(SUser, CmdString) {
local count = -1;
local pos = 0;
local handler = [];
do {
local start = pos;
pos = CmdString.find(" ", pos + 1);
if (pos != null) {
handler.append(CmdString.slice(start + 1, pos));
} else
handler.append(CmdString.slice(start + 1));
count = count + 1
} while (pos != null)
//得到空格数量
if (count == 1) {
local TUser = World.GetUserByName(handler[1]);
if(TUser)TUser.Kick();
}
};
}
function _Dps_GmConvenienceConsole_Main_() {
_Dps_GmConvenienceConsole_Logic_();
}
function _Dps_GmConvenienceConsole_Main_Reload_(OldConfig) {
foreach (Key,Value in OldConfig) {
try {
Gm_InputFunc_Handle.rawdelete(Key);
} catch (exception){
}
}
_Dps_GmConvenienceConsole_Logic_();
}

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@ -1,11 +0,0 @@
{
"ProjectName": "GM便捷操作台",
"ProjectDescribe": "本项目提供了许多GM的便捷操作 方便平时调试或写代码 \n输入'//' + 设定的指令即可执行逻辑 ",
"ProjectAuthor": "倾泪寒",
"ProjectVersion": 1.0,
"ProjectConfig": "GM便捷操作台_Lenheart.json",
"ProjectFiles": [
"GM便捷操作台.nut"
],
"ProjectRunFunc": "_Dps_GmConvenienceConsole_Main_"
}

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@ -1,11 +0,0 @@
{
"ProjectName": "一键分解卷",
"ProjectDescribe": "一键分解卷 需要先开启自己的分解师副职业",
"ProjectAuthor": "倾泪寒",
"ProjectVersion": 1.0,
"ProjectConfig": "一键分解卷_Lenheart.json",
"ProjectFiles": [
"一键分解卷.nut"
],
"ProjectRunFunc": "_Dps_OneClickDisassemblyOfRoll_Main_"
}

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@ -1,45 +0,0 @@
function _Dps_OneClickDisassemblyOfRoll_Logic_() {
local Config = GlobalConfig.Get("一键分解卷_Lenheart.json");
//分解券
Cb_Use_Item_Sp_Func[Config["分解卷的道具ID"]] <- function(SUser, ItemId) {
local Config = GlobalConfig.Get("一键分解卷_Lenheart.json");
if (Config["是否返还_true代表返还false代表不返还"])
SUser.GiveItem(ItemId, 1);
local is = SUser.GetCurCharacExpertJob();
if (!is) {
SUser.SendNotiPacketMessage("未开启分解机", 8);
return;
}
local inven = SUser.GetInven();
for (local i = (9 + Config["一键分解的起始位置_就是背包从第几格开始"]); i <= (48 + Config["一键分解的结束位置_就是背包到第几格结束"]); i++)
{
local itemObj = inven.GetSlot(1, i);
local itemid = itemObj.GetIndex();
//如果这个位置有道具
if (itemid != 0) {
local pvfitem = PvfItem.GetPvfItemById(itemid);
local rarity = pvfitem.GetRarity();
if (rarity <= 3) {
SUser.DisPatcher_DisJointItem_disjoint(i);
}
}
SUser.SendItemSpace(0);
}
};
}
function _Dps_OneClickDisassemblyOfRoll_Main_() {
_Dps_OneClickDisassemblyOfRoll_Logic_();
}
function _Dps_OneClickDisassemblyOfRoll_Main_Reload_(OldConfig) {
Cb_Use_Item_Sp_Func.rawdelete(OldConfig["分解卷的道具ID"]);
_Dps_OneClickDisassemblyOfRoll_Logic_();
}

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@ -1,11 +0,0 @@
{
"ProjectName": "一键存入个人金库",
"ProjectDescribe": "使用之前,请务必保证安装了群内的 \"客户端消息框233.dll\" 插件,这个插件放入你客户端的插件加载目录即可,在游戏中输入 //yjcc 即可一键存入个人金库,也可以在游戏中的快捷喊话中添加为快捷键 配置中可更改 yjcc 关键字",
"ProjectAuthor": "倾泪寒 & 南瓜",
"ProjectVersion": 1.1,
"ProjectConfig": "一键存入个人金库_Lenheart.json",
"ProjectFiles": [
"一键入库.nut"
],
"ProjectRunFunc": "_Dps_OneClickStorage_Main_"
}

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@ -1,116 +0,0 @@
/*
文件名:一键入库.nut
路径:MyProject/一键入库.nut
创建日期:2025-03-25 14:42
文件用途:一键入库
*/
function _Dps_OneClickStorage_Logic_() {
local Config = GlobalConfig.Get("一键存入个人金库_Lenheart.json");
//在游戏中输入//一键入库即可调用
Gm_InputFunc_Handle[Config["一键存仓命令"]] <- function(SUser, Cmd) {
// 获取角色背包
local InvenObj = SUser.GetInven();
// 角色仓库
local CargoObj = Sq_CallFunc(S_Ptr("0x08151a94"), "pointer", ["pointer"], SUser.C_Object);
// 添加计数器
local transferCount = 0;
// 遍历背包消耗品栏及材料栏
for (local i = 57; i <= 152; ++i) {
// 获取背包物品
local ItemObj = InvenObj.GetSlot(1, i);
// 获取背包物品ID
local Item_Id = ItemObj.GetIndex();
local ItemName = PvfItem.GetNameById(Item_Id);
// 如果物品ID为0或3037跳过(在此可以添加其他需要跳过的物品ID)
if (Item_Id == 0 || Item_Id == 3037) {
continue;
}
// 角色仓库是否存在背包物品
local CargoSlot = Sq_CallFunc(S_Ptr("0x850bc14"), "int", ["pointer", "int"], CargoObj, Item_Id);
// 如果角色仓库中没有该物品,跳过
if (CargoSlot == -1) {
continue;
}
// 获取仓库物品指针
local cargoItemPointer = NativePointer(CargoObj).add(4).readPointer();
// 获取角色仓库物品对象
local cargoItemObj = NativePointer(cargoItemPointer).add(61 * CargoSlot);
// 获取角色仓库物品ID
local cargoItemId = NativePointer(cargoItemPointer).add(61 * CargoSlot + 2).readU32();
// 获取角色仓库物品数量
local cargoItemCount = Sq_CallFunc(S_Ptr("0x80F783A"), "int", ["pointer"], cargoItemObj.C_Object);
// 获取物品对象
local PvfItem = PvfItem.GetPvfItemById(cargoItemId);
// 获取物品可堆叠数量
local getStackableLimit = Sq_CallFunc(S_Ptr("0x0822C9FC"), "int", ["pointer"], PvfItem.C_Object);
// 如果仓库已达堆叠上限,跳过此物品
if (cargoItemCount >= getStackableLimit) {
continue;
}
// 获取背包物品数量
local inventoryItemCount = Sq_CallFunc(S_Ptr("0x80F783A"), "int", ["pointer"], ItemObj.C_Object);
// 获取物品是否可堆叠
local checkStackableLimit = Sq_CallFunc(S_Ptr("0x08501A79"), "int", ["int", "int"], cargoItemId, cargoItemCount + inventoryItemCount);
// 尝试将物品储存至角色仓库中
local tryAddStackItem = Sq_CallFunc(S_Ptr("0x0850B4B0"), "int", ["pointer", "pointer", "int"], CargoObj, ItemObj.C_Object, CargoSlot);
if (tryAddStackItem >= 0) {
// 正式将物品插入角色仓库中
Sq_CallFunc(S_Ptr("0x850b672"), "pointer", ["pointer", "pointer", "int"], CargoObj, ItemObj.C_Object, CargoSlot);
// 删除背包中的物品
ItemObj.Delete();
transferCount++;
SUser.SendNotiPacketMessage("[ " + ItemName + " ]" + "成功入库 x " + inventoryItemCount, 8);
}
// 处理可堆叠物品
if (checkStackableLimit == 0) {
// 获取物品总数
local totalCount = cargoItemCount + inventoryItemCount;
// 如果总数不超过上限,全部堆到仓库
if (totalCount <= getStackableLimit) {
// 将物品堆到仓库
Sq_CallFunc(S_Ptr("0x80CB884"), "int", ["pointer", "int"], cargoItemObj.C_Object, totalCount);
// 删除背包中的物品
ItemObj.Delete();
transferCount++;
SUser.SendNotiPacketMessage("[ " + ItemName + " ]" + "成功入库 x " + inventoryItemCount, 8);
} else {
// 如果总数超过上限
// 将仓库的物品数量设置为最大数量
Sq_CallFunc(S_Ptr("0x80CB884"), "int", ["pointer", "int"], cargoItemObj.C_Object, getStackableLimit);
// 将背包数量减去转移至仓库的数量
local transferAmount = getStackableLimit - cargoItemCount;
Sq_CallFunc(S_Ptr("0x80CB884"), "int", ["pointer", "int"], ItemObj.C_Object, totalCount - getStackableLimit);
transferCount++;
SUser.SendNotiPacketMessage("[ " + ItemName + " ]" + "成功入库 x " + transferAmount, 8);
}
}
// 通知客户端更新背包
SUser.SendUpdateItemList(1, 0, i);
}
if (transferCount == 0) {
SUser.SendNotiBox("没有可转移的物品!", 1);
}
// 通知客户端更新仓库
SUser.SendItemSpace(2);
}
}
//启动函数 自定义的需要写在ifo中
function _Dps_OneClickStorage_Main_() {
_Dps_OneClickStorage_Logic_();
}
function _Dps_OneClickStorage_Main_Reload(OldConfig) {
Gm_InputFunc_Handle.rawdelete(OldConfig["一键存仓命令"]);
_Dps_OneClickStorage_Logic_();
}

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@ -1,11 +0,0 @@
{
"ProjectName": "上线自动完成任务",
"ProjectDescribe": "上线自动完成任务",
"ProjectAuthor": "倾泪寒",
"ProjectVersion": 1.0,
"ProjectConfig": "上线自动完成任务_Lenheart.json",
"ProjectFiles": [
"上线自动完成任务.nut"
],
"ProjectRunFunc": "_Dps_AutomaticallyCompleteTasksOnline_Main_"
}

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@ -1,9 +0,0 @@
function _Dps_AutomaticallyCompleteTasksOnline_Main_() {
Cb_History_MileageSet_Func["_DPS_上线自动完成任务_"] <- function(SUser, Data) {
local Config = GlobalConfig.Get("上线自动完成任务_Lenheart.json");
local QuestArr = Config["需要完成的任务编号"];
foreach(QuestId in QuestArr) {
SUser.ClearQuest_Gm(QuestId);
}
}
}

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@ -1,11 +0,0 @@
{
"ProjectName": "修复卡NPC商店道具",
"ProjectDescribe": "修复了客户端通过BUG卡NPC商店道具的问题",
"ProjectAuthor": "倾泪寒",
"ProjectVersion": 1.0,
"ProjectConfig": "",
"ProjectFiles": [
"修复卡NPC商店道具.nut"
],
"ProjectRunFunc": "_Dps_RepairCardNpcStoreProps_Main_"
}

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@ -1,12 +0,0 @@
function _Dps_RepairCardNpcStoreProps_Main_()
{
Cb_BuyItem_Get_Data_Leave_Func["_DPS_RepairCardNpcStoreProps_"] <- function (args)
{
if(NativePointer(args[3]).add(156).readInt() < 0){
return 10;
}
}
}

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@ -0,0 +1,12 @@
{
"ProjectName": "全职业通用转职书",
"ProjectDescribe": "全职业都可用的转职书。每个转职职业是个数组,可以写多个转职卷编号仿照7577的道具类型即可使用\",\"隔开。",
"ProjectAuthor": "倾泪寒",
"ProjectVersion": 1.0,
"ProjectConfig": "",
"ProjectConfig": "全职业通用转职书_Lenheart.json",
"ProjectFiles": [
"全职业通用转职书.nut"
],
"ProjectRunFunc": "_Dps_GeneralJobTransferCertificateForAllProfessions_Main_"
}

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@ -0,0 +1,50 @@
/*
文件名:全职业通用转职书.nut
路径:OfficialProject/全职业通用转职书/全职业通用转职书.nut
创建日期:2025-10-24 22:26
文件用途:
*/
//重载入口
function _Dps_GeneralJobTransferCertificateForAllProfessions_Main_Reload_(OldConfig) {
//先销毁原来注册的
local JobArr = [];
JobArr.push(GlobalConfig["转职初始职业"]);
JobArr.push(GlobalConfig["转职第一职业"]);
JobArr.push(GlobalConfig["转职第二职业"]);
JobArr.push(GlobalConfig["转职第三职业"]);
JobArr.push(GlobalConfig["转职第四职业"]);
JobArr.push(GlobalConfig["转职第五职业"]);
foreach(Index, arr in JobArr) {
foreach(ItemId in arr) {
if (Cb_Use_Item_Sp_Func.rawin(ItemId)) Cb_Use_Item_Sp_Func.rawdelete(ItemId);
}
}
//重新注册
_Dps_GeneralJobTransferCertificateForAllProfessions_Main_();
}
function _Dps_GeneralJobTransferCertificateForAllProfessions_Main_() {
local Config = GlobalConfig.Get("全职业通用转职书_Lenheart.json");
local JobArr = [];
JobArr.push(Config["转职初始职业"]);
JobArr.push(Config["转职第一职业"]);
JobArr.push(Config["转职第二职业"]);
JobArr.push(Config["转职第三职业"]);
JobArr.push(Config["转职第四职业"]);
JobArr.push(Config["转职第五职业"]);
foreach(Index, arr in JobArr) {
foreach(ItemId in arr) {
Cb_Use_Item_Sp_Func[ItemId] <- function(SUser, ItemId) {
SUser.ChangeGrowType(Index, 0);
SUser.SendNotiPacket(0, 2, 0);
SUser.InitSkillW(0, 0);
}
}
}
}

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@ -1,11 +0,0 @@
{
"ProjectName": "副本需要持有道具进入",
"ProjectDescribe": "副本需要持有道具进入",
"ProjectAuthor": "凌众",
"ProjectVersion": 1.0,
"ProjectConfig": "副本需要持有道具进入_Lenheart.json",
"ProjectFiles": [
"副本需要持有道具进入.nut"
],
"ProjectRunFunc": "_Dps_MapNeedItem_Main_"
}

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@ -1,38 +0,0 @@
function _Dps_MapNeedItem_Main_() {
// 禁止进入副本
Cb_SelectDungeon_Check_Error_Leave_Func.MapNeedItem <- function (args) {
local Config = GlobalConfig.Get("副本需要持有道具进入_Lenheart.json");
local body = Config["副本需要持有道具才允许进入"];
local SUser = User(args[1]);
local mapid = NativePointer(args[2]).add(13).readShort();
if(body.rawin(mapid.tostring())){
local ItemId = body[mapid.tostring()];
local PartyObj = SUser.GetParty();
if (!PartyObj) {
return;
}
for (local i = 0; i < 4; ++i) {
local PSUser = PartyObj.GetUser(i);
if (PSUser) {
local InvenObj = SUser.GetInven();
local SlotIdx = InvenObj.GetSlotById(ItemId);
if(SlotIdx == -1){
SUser.SendNotiBox(Config["公告"]+PvfItem.GetNameById(ItemId),1);
return 1; // 禁止进入副本
}
}
}
}
}
}

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@ -1,11 +0,0 @@
{
"ProjectName": "史诗免确认",
"ProjectDescribe": "史诗免确认",
"ProjectAuthor": "倾泪寒",
"ProjectVersion": 1.1,
"ProjectConfig": "",
"ProjectFiles": [
"史诗免确认.nut"
],
"ProjectRunFunc": "_Dps_EpicNoConfirmationRequired_Main_"
}

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@ -1,7 +0,0 @@
function _Dps_EpicNoConfirmationRequired_Main_() {
NativePointer("0x085A56CE").add(2).writeU8(9);
Cb_CItem_IsRoutingItem_Leave_Func["DPSOFFICIAL"] <- function (args)
{
return 0
}
}

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@ -1,11 +0,0 @@
{
"ProjectName": "史诗掉落奖励",
"ProjectDescribe": "获取指定数量获得奖励以及指定道具获得奖励",
"ProjectAuthor": "南瓜",
"ProjectVersion": 1.1,
"ProjectConfig": "史诗掉落奖励配置_南瓜.json",
"ProjectFiles": [
"史诗掉落奖励.nut"
],
"ProjectRunFunc": "_Dps_SSDL_nangua_Main_"
}

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@ -1,333 +0,0 @@
_SpecialItemBynangua <- {
"Rarity4": {},
"Rarity3": {},
"Rarity2": {}
}
function _Dps_SSDL_nangua_Main_() {
//进入副本
Cb_History_DungeonEnter_Func.RindroSSEnterByNangua <- function(SUser, Data) {
_SpecialItemBynangua.Rarity4.rawset(SUser.GetCID(), []);
_SpecialItemBynangua.Rarity3.rawset(SUser.GetCID(), []);
_SpecialItemBynangua.Rarity2.rawset(SUser.GetCID(), []);
}
//离开副本
Cb_History_DungeonLeave_Func.RindroSSLeaveByNangua <- function(SUser, Data) {
local Cofig = GlobalConfig.Get("史诗掉落奖励配置_南瓜.json");
local PartyObj = SUser.GetParty();
if (!PartyObj) return;
local Bfobj = PartyObj.GetBattleField();
local DgnObj = Bfobj.GetDgn();
if (DgnObj) {
local Dungeon_Name = DgnObj.GetName();
// 处理史诗装备
if (_SpecialItemBynangua.Rarity4.rawin(SUser.GetCID())) {
local ItemObjS = _SpecialItemBynangua.Rarity4[SUser.GetCID()];
if (ItemObjS != null && ItemObjS.len() > 0) {
local config = Cofig["奖励控制"]["多件SS对应奖励(史诗)"];
local key = ItemObjS.len().tostring();
if (config.rawin(key)) {
Nangua_SSMSG.SendTitle(SUser, Dungeon_Name, "中获得史诗装备");
foreach(ItemObj in ItemObjS) {
local item_id = ItemObj.GetIndex();
Nangua_SSMSG.ItemMsg(item_id, ItemObj);
}
Nangua_SSMSG.SendCntMsg(ItemObjS.len());
Nangua_SSMSG.SendMiddle();
ProcessRewards(SUser, config[key]);
Nangua_SSMSG.EndMsg();
}
}
_SpecialItemBynangua.Rarity4.rawset(SUser.GetCID(), []);
}
// 处理神器装备
if (_SpecialItemBynangua.Rarity3.rawin(SUser.GetCID())) {
local ItemObjS = _SpecialItemBynangua.Rarity3[SUser.GetCID()];
if (ItemObjS != null && ItemObjS.len() > 0) {
local config = Cofig["奖励控制"]["多件神器对应奖励"];
local key = ItemObjS.len().tostring();
if (config.rawin(key)) {
Nangua_SSMSG.SendTitle(SUser, Dungeon_Name, "中获得神器装备");
foreach(ItemObj in ItemObjS) {
local item_id = ItemObj.GetIndex();
Nangua_SSMSG.ItemMsg(item_id, ItemObj);
}
Nangua_SSMSG.SendCntMsg(ItemObjS.len());
Nangua_SSMSG.SendMiddle();
ProcessRewards(SUser, config[key]);
Nangua_SSMSG.EndMsg();
}
}
_SpecialItemBynangua.Rarity3.rawset(SUser.GetCID(), []);
}
// 处理稀有装备
if (_SpecialItemBynangua.Rarity2.rawin(SUser.GetCID())) {
local ItemObjS = _SpecialItemBynangua.Rarity2[SUser.GetCID()];
if (ItemObjS != null && ItemObjS.len() > 0) {
local config = Cofig["奖励控制"]["多件稀有对应奖励"];
local key = ItemObjS.len().tostring();
if (config.rawin(key)) {
Nangua_SSMSG.SendTitle(SUser, Dungeon_Name, "中获得稀有装备");
foreach(ItemObj in ItemObjS) {
local item_id = ItemObj.GetIndex();
Nangua_SSMSG.ItemMsg(item_id, ItemObj);
}
Nangua_SSMSG.SendCntMsg(ItemObjS.len());
Nangua_SSMSG.SendMiddle();
ProcessRewards(SUser, config[key]);
Nangua_SSMSG.EndMsg();
}
}
_SpecialItemBynangua.Rarity2.rawset(SUser.GetCID(), []);
}
}
}
Cb_UserHistoryLog_ItemAdd_Enter_Func.ItemAddByNangua <- function(args) {
local Cofig = GlobalConfig.Get("史诗掉落奖励配置_南瓜.json");
local SUser = User(NativePointer(args[0]).readPointer());
local InvenObj = SUser.GetInven();
local ItemObj = Item(args[4]);
local type = args[5];
local PartyObj = SUser.GetParty();
if (!PartyObj) return;
local Bfobj = PartyObj.GetBattleField();
local DgnObj = Bfobj.GetDgn();
if (!DgnObj) return;
local Dungeon_Name = DgnObj.GetName();
if (!ItemObj) return;
local item_id = ItemObj.GetIndex();
local ItemType = Sq_CallFunc(S_Ptr("0x085018D2"), "int", ["pointer", "int"], InvenObj.C_Object, item_id);
local pvfitem = PvfItem.GetPvfItemById(item_id);
// 史诗装备记录
if (pvfitem.GetRarity() == 4 && type == 4 && ItemType == 1 && Cofig["奖励控制"]["多件史诗奖励控制开关"]) {
if (!_SpecialItemBynangua.Rarity4.rawin(SUser.GetCID())) {
_SpecialItemBynangua.Rarity4.rawset(SUser.GetCID(), []);
}
_SpecialItemBynangua.Rarity4[SUser.GetCID()].append(ItemObj);
}
// 神器装备记录
else if (pvfitem.GetRarity() == 3 && type == 4 && ItemType == 1 && Cofig["奖励控制"]["多件神器奖励控制开关"]) {
if (!_SpecialItemBynangua.Rarity3.rawin(SUser.GetCID())) {
_SpecialItemBynangua.Rarity3.rawset(SUser.GetCID(), []);
}
_SpecialItemBynangua.Rarity3[SUser.GetCID()].append(ItemObj);
}
// 稀有装备记录
else if (pvfitem.GetRarity() == 2 && type == 4 && ItemType == 1 && Cofig["奖励控制"]["多件稀有奖励控制开关"]) {
if (!_SpecialItemBynangua.Rarity2.rawin(SUser.GetCID())) {
_SpecialItemBynangua.Rarity2.rawset(SUser.GetCID(), []);
}
_SpecialItemBynangua.Rarity2[SUser.GetCID()].append(ItemObj);
}
// 指定道具奖励逻辑保持不变
if (!Cofig["指定道具奖励控制"]["指定道具奖励控制开关"]) return;
local Itemid = item_id.tostring();
if (Cofig["指定道具奖励控制"]["指定道具对应奖励"].rawin(Itemid) && type == 4) {
Nangua_SSMSG.SendTitle(SUser, Dungeon_Name, "中获得特定道具");
Nangua_SSMSG.ItemMsg(item_id, ItemObj);
Nangua_SSMSG.SendMiddle();
ProcessRewards(SUser, Cofig["指定道具奖励控制"]["指定道具对应奖励"][Itemid]);
Nangua_SSMSG.EndMsg();
}
}
// 处理奖励逻辑
function ProcessRewards(SUser, rewards) {
local Cofig = GlobalConfig.Get("史诗掉落奖励配置_南瓜.json");
local config = Cofig["信息播报"];
local totalRewards = [];
local rewardMessages = [];
// 遍历奖励列表
foreach(reward in rewards) {
local itemId = reward[0];
local itemCnt = reward[1];
if (itemId == 0) {
// 点券奖励
local ceraMsgObj = AdMsg();
ceraMsgObj.PutType(config["发送位置"]);
if (config["发送位置"] != 14) {
ceraMsgObj.PutString(" ");
}
ceraMsgObj.PutColorString("点券", config["内容颜色"]);
ceraMsgObj.PutColorString("[" + itemCnt + "]", [255, 20, 0]);
ceraMsgObj.Finalize();
World.SendAll(ceraMsgObj.MakePack());
ceraMsgObj.Delete();
SUser.RechargeCera(itemCnt);
} else {
totalRewards.append([itemId, itemCnt]);
local itemName = PvfItem.GetNameById(itemId);
local color = Nangua_SSMSG.RarityColor(itemId);
rewardMessages.append([itemName, itemCnt, color]);
}
}
Nangua_SSMSG.api_CUser_Add_Item_list(SUser, totalRewards);
// 发送奖励物品信息通知
if (rewardMessages.len() > 0) {
local rewardMsgObj = AdMsg();
rewardMsgObj.PutType(config["发送位置"]);
if (config["发送位置"] != 14) {
rewardMsgObj.PutString(" ");
}
foreach(message in rewardMessages) {
rewardMsgObj.PutColorString("[" + message[0] + "]", message[2]);
rewardMsgObj.PutColorString("<" + message[1] + ">", [255, 20, 0]);
rewardMsgObj.PutColorString("个", config["内容颜色"]);
}
rewardMsgObj.Finalize();
World.SendAll(rewardMsgObj.MakePack());
rewardMsgObj.Delete();
}
}
}
class Nangua_SSMSG {
function SendTitle(SUser, Dungeon_Name, msg) {
local Cofig = GlobalConfig.Get("史诗掉落奖励配置_南瓜.json");
local config = Cofig["信息播报"];
local title = AdMsg();
title.PutType(config["发送位置"]);
if (config["发送位置"] != 14) {
title.PutString(" ");
}
title.PutColorString(config["标题"][0], config["标题"][1]);
title.PutColorString("恭喜玩家", config["内容颜色"]);
title.PutColorString("[" + SUser.GetCharacName() + "]", [255, 20, 0]);
title.PutColorString("在", config["内容颜色"]);
title.PutColorString("[" + Dungeon_Name + "]", [255, 20, 0]);
title.PutColorString("" + msg + "", config["内容颜色"]);
title.Finalize();
World.SendAll(title.MakePack());
title.Delete();
}
function SendMiddle() {
local Cofig = GlobalConfig.Get("史诗掉落奖励配置_南瓜.json");
local config = Cofig["信息播报"];
local MiddleMsgObj = AdMsg();
MiddleMsgObj.PutType(config["发送位置"]);
if (config["发送位置"] != 14) {
MiddleMsgObj.PutString(" ");
}
MiddleMsgObj.PutColorString("特此奖励:", config["内容颜色"]);
MiddleMsgObj.Finalize();
World.SendAll(MiddleMsgObj.MakePack());
MiddleMsgObj.Delete();
}
function SendCntMsg(cnt) {
local Cofig = GlobalConfig.Get("史诗掉落奖励配置_南瓜.json");
local config = Cofig["信息播报"];
local CntMsgObj = AdMsg();
CntMsgObj.PutType(config["发送位置"]);
if (config["发送位置"] != 14) {
CntMsgObj.PutString(" ");
}
CntMsgObj.PutColorString("合计", config["内容颜色"]);
CntMsgObj.PutColorString("[" + cnt + "]", [255, 20, 0]);
CntMsgObj.PutColorString("件装备", config["内容颜色"]);
CntMsgObj.Finalize();
World.SendAll(CntMsgObj.MakePack());
CntMsgObj.Delete();
}
function ItemMsg(item_id, ItemObj) {
local Cofig = GlobalConfig.Get("史诗掉落奖励配置_南瓜.json");
local config = Cofig["信息播报"];
local MsgObj = AdMsg();
MsgObj.PutType(config["发送位置"]);
if (config["发送位置"] != 14) {
MsgObj.PutString(" ");
}
MsgObj.PutEquipment("[" + PvfItem.GetNameById(item_id) + "]", ItemObj, Nangua_SSMSG.RarityColor(item_id));
MsgObj.Finalize();
World.SendAll(MsgObj.MakePack());
MsgObj.Delete();
}
function EndMsg() {
local Cofig = GlobalConfig.Get("史诗掉落奖励配置_南瓜.json");
local config = Cofig["信息播报"];
local endMsgObj = AdMsg();
endMsgObj.PutType(config["发送位置"]);
if (config["发送位置"] != 14) {
endMsgObj.PutString(" ");
}
endMsgObj.PutColorString(config["结尾"][0], config["结尾"][1]);
endMsgObj.Finalize();
World.SendAll(endMsgObj.MakePack());
endMsgObj.Delete();
}
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 cnt = Nangua_SSMSG.checkInventorySlot(SUser, item_id);
if (cnt == 1) {
SUser.GiveItem(item_id, quantity); //使用窗口发送奖励
} 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!"
//角色类 发送邮件函数 (标题, 正文, 金币, 道具列表[[3037,100],[3038,100]])
SUser.ReqDBSendMultiMail(title, Text, 0, RewardItems)
}
}
Nangua_SSMSG.SendItemWindowNotification(SUser, item_list);
}
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
*/
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;
}
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 Nangua_SSMSG.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
};
}

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@ -1,11 +0,0 @@
{
"ProjectName": "史诗药剂",
"ProjectDescribe": "通过指定ID的道具使玩家获得爆率加成。",
"ProjectAuthor": "倾泪寒 & 南瓜",
"ProjectVersion": 1.4,
"ProjectConfig": "史诗药剂配置文件.json",
"ProjectFiles": [
"史诗药剂.nut"
],
"ProjectRunFunc": "_Dps_EpicPotion_Main_"
}

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@ -1,42 +0,0 @@
/*
文件名:史诗药剂.nut
路径:MyProject/史诗药剂.nut
创建日期:2025-03-28 10:21
文件用途:史诗药剂
*/
//启动函数 自定义的需要写在ifo中
function _Dps_EpicPotion_Main_() {
//注册获取道具稀有度进入回调
Cb_GetItemRarity_Enter_Func["史诗药剂_逻辑"] <- function(args) {
local Cofig = GlobalConfig.Get("史诗药剂配置文件.json");
local Addr = NativePointer(args[0]);
local VectorSize = (Addr.add(4).readU32() - Addr.readU32()) / 4;
// 遍历队伍成员,找到使用了史诗药剂的玩家
local userWithPotion = null;
for (local i = 0; i< VectorSize; i++) {
local elementAddr = NativePointer(Addr.readPointer()).add(i * 4);
local user = elementAddr.readPointer();
if (user && Sq_CallFunc(S_Ptr("0x865E994"), "int", ["pointer", "int"], user, Cofig.EpicPotionID)) {
userWithPotion = User(user);
break;
}
}
if (userWithPotion && Haker.NextReturnAddress == "0x853583a") {
local partyobj = userWithPotion.GetParty();
// 检查是否单人
if (Sq_CallFunc(S_Ptr("0x0859A16A"), "int", ["pointer", ], partyobj.C_Object) == 1) {
local MaxRoll = NativePointer(args[1]).add(16).readU32();
local odds = Cofig.EpicPotionOdds; // 默认药剂的增加几率
// 检查是否VIP玩家
local charac_no = userWithPotion.GetCID();
if (Cofig.EpicPotionlist.rawin(charac_no)) {
odds = Cofig.EpicPotionlist[charac_no];
}
// 计算新的roll值
args[2] = MathClass.getMin(args[2] + args[2] * odds, MaxRoll);
}
}
return args;
}
}

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@ -1,11 +0,0 @@
{
"ProjectName": "屏蔽广告私聊和1v1聊天",
"ProjectDescribe": "屏蔽广告私聊和1v1聊天",
"ProjectAuthor": "倾泪寒",
"ProjectVersion": 1.0,
"ProjectConfig": "屏蔽广告私聊和1v1聊天.json",
"ProjectFiles": [
"屏蔽广告私聊和1v1聊天.nut"
],
"ProjectRunFunc": "_Dps_BlockPrivateChatsWithSpecifiedConversationContent_Main_"
}

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@ -1,32 +0,0 @@
/*
文件名:屏蔽指定对话内容的私聊和1v1聊天.nut
路径:OfficialProject/屏蔽指定对话内容的私聊和1v1聊天/屏蔽指定对话内容的私聊和1v1聊天.nut
创建日期:2025-04-19 19:17
文件用途:
*/
getroottable()._LenheartUserLoseEfficacyState_ <- Memory.alloc(577477);
Memory.reset(getroottable()._LenheartUserLoseEfficacyState_, 577477);
function _Dps_BlockPrivateChatsWithSpecifiedConversationContent_Main_() {
Cb_SendMess_Enter_Func["Rindro"] <- function(args) {
local PackCopyBuffer = Memory.alloc(10001);
Memory.copy(PackCopyBuffer, NativePointer(args[2]), 1000);
local Pack = Packet(PackCopyBuffer.C_Object);
local Type = Pack.GetByte();
if (Type == 1 || Type == 33) {
Pack.GetShort();
Pack.GetInt();
local StrLen = Pack.GetInt();
local SStr = Pack.GetString(256, StrLen);
local Str = SStr.readUtf8String();
local Conifg = GlobalConfig.Get("屏蔽广告私聊和1v1聊天.json");
foreach(substr in Conifg["屏蔽词"]) {
if (Str.find(substr) != null) {
args[1] = getroottable()._LenheartUserLoseEfficacyState_.C_Object;
return args;
}
}
}
}
}

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@ -1,11 +0,0 @@
{
"ProjectName": "异界重置",
"ProjectDescribe": "异界重置",
"ProjectAuthor": "凌众",
"ProjectVersion": 1.0,
"ProjectConfig": "异界重置_Lenheart.json",
"ProjectFiles": [
"异界重置.nut"
],
"ProjectRunFunc": "_Dps_MapReset_Main_"
}

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@ -1,26 +0,0 @@
function _Dps_MapReset_Logic_() {
}
function _Dps_MapReset_Main_() {
local Config = GlobalConfig.Get("异界重置_Lenheart.json");
//异界重置
Cb_Use_Item_Sp_Func[Config["重置券id"]] <- function(SUser, ItemId) {
for (local i = 0; i< 6; i++) {
local dimensionInout = _Rindro_CDataManager_get_dimensionInout(Sq_CallFunc(S_Ptr("0x80CC19B"), "pointer"), i);
_Rindro_CUserCharacInfo_setDemensionInoutValue(SUser.C_Object, i, dimensionInout);
}
}
}
function _Rindro_CDataManager_get_dimensionInout(a, b) {
return Sq_CallFunc(S_Ptr("0x0822b612"), "int", ["pointer", "int"], a, b);
}
function _Rindro_CUserCharacInfo_setDemensionInoutValue(a, b, c) {
return Sq_CallFunc(S_Ptr("0x0822f184"), "int", ["pointer", "int", "int"], a, b, c);
}

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@ -1,11 +0,0 @@
{
"ProjectName": "整点在线奖励",
"ProjectDescribe": "可以设置某一个时间点 全服发放奖励",
"ProjectAuthor": "凌众",
"ProjectVersion": 1.2,
"ProjectConfig": "整点在线奖励_Lenheart.json",
"ProjectFiles": [
"整点在线奖励.nut"
],
"ProjectRunFunc": "_Dps_TimeReward_identifying_Main_"
}

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@ -1,29 +0,0 @@
_TimeReward_identifying_Rindro_ <- 0;
function _Dps_TimeReward_identifying_Main_() {
Cb_timer_dispatch_Func.Time <- function() {
local Config = GlobalConfig.Get("整点在线奖励_Lenheart.json");
local DateObj = date();
local HourminTime = DateObj.hour + ":" + DateObj.min;
if (!(HourminTime in Config["奖励时间和内容"])) {
_TimeReward_identifying_Rindro_ = 0;
return;
}
if (_TimeReward_identifying_Rindro_ != 0) {
return;
}
_TimeReward_identifying_Rindro_ = 1;
local reward = Config["奖励时间和内容"][HourminTime];
local users = World.GetOnlinePlayer();
users.apply(function(SUser) {
foreach(itemR in reward) {
SUser.GiveItem(itemR[0], itemR[1]);
}
});
World.SendNotiPacketMessage(format(Config["公告"], HourminTime), 14);
};
}

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@ -1,11 +0,0 @@
{
"ProjectName": "时装与宠物清除卷",
"ProjectDescribe": "通过指定ID的道具将装备背包第前两行的时装或宠物清除。",
"ProjectAuthor": "倾泪寒",
"ProjectVersion": 1.2,
"ProjectConfig": "时装与宠物清除卷_Lenheart.json",
"ProjectFiles": [
"时装与宠物清除卷.nut"
],
"ProjectRunFunc": "_Dps_FashionAndPetClearanceRoll_Main_"
}

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@ -1,76 +0,0 @@
/*
文件名:时装与宠物清除卷.nut
路径:OfficialProject/时装与宠物清除卷/时装与宠物清除卷.nut
创建日期:2025-04-01 21:42
文件用途:
*/
function _Dps_FashionAndPetClearanceRoll_Logic_() {
local Config = GlobalConfig.Get("时装与宠物清除卷_Lenheart.json");
local PoolObj = MysqlPool.GetInstance();
local Ip = Config["数据库IP 不是外置数据库不要更改"];
local Port = Config["数据库端口 不懂不要更改"];
local DbName = Config["数据库用户名 本地用户名不懂不要更改"];
local Password = Config["数据库密码 本地密码不懂不要更改"];
//设置数据库连接信息
PoolObj.SetBaseConfiguration(Ip, Port, DbName, Password);
//连接池大小
PoolObj.PoolSize = 10;
//初始化
PoolObj.Init();
//宠物删除
Cb_Use_Item_Sp_Func[Config["宠物清除卷ID"]] <- function(SUser, ItemId) {
if (Config["宠物清除券是否返还"]) SUser.GiveItem(ItemId, 1);
local Cid = SUser.GetCID();
local InvenObj = SUser.GetInven();
if (InvenObj) {
for (local i = 0; i <= 13; i++) {
local ItemObj = InvenObj.GetSlot(3, i);
local Flag = false;
if (ItemObj) {
ItemObj.Delete();
}
}
local Sql = "delete from taiwan_cain_2nd.creature_items where charac_no=" + Cid + " and slot < 13 ;";
local SqlObj = MysqlPool.GetInstance().GetConnect();
SqlObj.Exec_Sql(Sql);
//把连接还池子
MysqlPool.GetInstance().PutConnect(SqlObj);
SUser.SendItemSpace(7);
SUser.SendNotiPacketMessage(Config["宠物清除完成提示"], 8);
}
}
//时装删除
Cb_Use_Item_Sp_Func[Config["时装清除卷ID"]] <- function(SUser, ItemId) {
if (Config["时装清除券是否返还"]) SUser.GiveItem(ItemId, 1);
local Cid = SUser.GetCID();
local InvenObj = SUser.GetInven();
if (InvenObj) {
for (local i = 0; i <= 13; i++) {
local ItemObj = InvenObj.GetSlot(2, i);
if (ItemObj) {
ItemObj.Delete();
}
}
local Sql = "delete from taiwan_cain_2nd.user_items where charac_no=" + Cid + " and slot >= 10 and slot <= 23";
local SqlObj = MysqlPool.GetInstance().GetConnect();
SqlObj.Exec_Sql(Sql);
//把连接还池子
MysqlPool.GetInstance().PutConnect(SqlObj);
SUser.SendItemSpace(1);
SUser.SendNotiPacketMessage(Config["时装清除完成提示"], 8);
}
}
}
function _Dps_FashionAndPetClearanceRoll_Main_() {
_Dps_FashionAndPetClearanceRoll_Logic_();
}
function _Dps_FashionAndPetClearanceRoll_Main_Reload_(OldConfig) {
Cb_Use_Item_Sp_Func.rawdelete(OldConfig["宠物清除卷ID"]);
Cb_Use_Item_Sp_Func.rawdelete(OldConfig["时装清除卷ID"]);
_Dps_FashionAndPetClearanceRoll_Logic_();
}

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@ -1,11 +0,0 @@
{
"ProjectName": "是否允许创建缔造者",
"ProjectDescribe": "是否允许创建缔造者.",
"ProjectAuthor": "倾泪寒",
"ProjectVersion": 1.0,
"ProjectConfig": "是否允许创建缔造者_Lenheart.json",
"ProjectFiles": [
"是否允许创建缔造者.nut"
],
"ProjectRunFunc": "_Dps_EnableTheCreationOfCreators_Main_"
}

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@ -1,16 +0,0 @@
function _Dps_EnableTheCreationOfCreators_Logic_()
{
local Config = GlobalConfig.Get("是否允许创建缔造者_Lenheart.json");
Sq_WriteByteArr(S_Ptr("0x81C029F"), Config["是否允许创建"] ? [0xF] : [0xA]);
}
function _Dps_EnableTheCreationOfCreators_Main_()
{
GameManager.OpenCreateJob_CreatorMage();
}
function _Dps_EnableTheCreationOfCreators_Main_Reload_(OldConfig)
{
GameManager.OpenCreateJob_CreatorMage();
}

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@ -1,11 +0,0 @@
{
"ProjectName": "月光定制收集图鉴",
"ProjectDescribe": "月光定制收集图鉴",
"ProjectAuthor": "倾泪寒",
"ProjectVersion": 1.0,
"ProjectConfig": "月光定制收集图鉴.json",
"ProjectFiles": [
"月光定制收集图鉴.nut"
],
"ProjectRunFunc": "_Dps_MoonlightCustomizedCollectionCatalog_Main_"
}

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@ -1,70 +0,0 @@
/*
文件名:月光定制收集图鉴.nut
路径:OfficialProject/月光定制收集图鉴/月光定制收集图鉴.nut
创建日期:2025-04-20 11:38
文件用途:
*/
getroottable()._MoonlightCustomizedCollectionCatalogMysql_ <- null;
function InitMysql() {
if (!getroottable()._MoonlightCustomizedCollectionCatalogMysql_) {
local Config = GlobalConfig.Get("装备镶嵌与时装镶嵌_Lenheart.json");
local Ip = Config["数据库IP 不是外置数据库不要更改"];
local Port = Config["数据库端口 不懂不要更改"];
local DbName = Config["数据库用户名 本地用户名不懂不要更改"];
local Password = Config["数据库密码 本地密码不懂不要更改"];
getroottable()._MoonlightCustomizedCollectionCatalogMysql_ = Mysql(Str_Ptr(Ip), Port, Str_Ptr("taiwan_cain"), Str_Ptr(DbName), Str_Ptr(Password));
}
}
function _Moonlight_collect_check(id) {
if (!getroottable()._MoonlightCustomizedCollectionCatalogMysql_) return;
local SqlObj = getroottable()._MoonlightCustomizedCollectionCatalogMysql_;
local CheckSql = "select id from `collect`.`s_item` where id = " + id + ";";
local Ret = SqlObj.Select(CheckSql, ["int"]);
if (Ret.len()< 1 || Ret[0][0] == null) {
return false;
} else {
return Ret[0][0];
}
}
function _Moonlight_collect_check_has(uid, item) {
if (!getroottable()._MoonlightCustomizedCollectionCatalogMysql_) return;
local SqlObj = getroottable()._MoonlightCustomizedCollectionCatalogMysql_;
local CheckSql = "select num from `collect`.`g_user_item` where uid = " + uid + " and item = " + item + ";";
local Ret = SqlObj.Select(CheckSql, ["int"]);
if (Ret.len()< 1 || Ret[0][0] == null) {
return false;
} else {
return Ret[0][0];
}
}
function _Moonlight_collect_update(uid, item, type, num) {
if (!getroottable()._MoonlightCustomizedCollectionCatalogMysql_) return;
local SqlObj = getroottable()._MoonlightCustomizedCollectionCatalogMysql_;
local CheckSql = "select id,num from `collect`.`g_user_item` where uid = " + uid + " and item = " + item + ";";
local Ret = SqlObj.Select(CheckSql, ["int", "int"]);
if (Ret.len()< 1 || Ret[0][0] == null) {
local InsertSql = "INSERT INTO `collect`.`g_user_item`(`uid`,`item`,`type`,`num`) VALUES(" + uid + "," + item + "," + type + "," + num + ");";
SqlObj.Exec_Sql(InsertSql);
} else {
local id = Ret[0][0]
local num = Ret[0][1];
local UpdateSql = "update `collect`.`g_user_item` set num = ' + num + ' where id = ' + id + ';";
SqlObj.Exec_Sql(UpdateSql);
}
}
function _Moonlight_collect_equ(user,slot)
{
// local inven =
}
function _Dps_MoonlightCustomizedCollectionCatalog_Main_() {
InitMysql();
}

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@ -1,11 +0,0 @@
{
"ProjectName": "装备镶嵌与时装镶嵌",
"ProjectDescribe": "使用之前,请务必保证安装了群内的 \"客户端消息框233.dll\" 插件,这个插件放入你客户端的插件加载目录即可\n如果你是0627的客户端版本还需要安装群内的 \"0627装备镶嵌.dll\" 插件",
"ProjectAuthor": "倾泪寒",
"ProjectVersion": 1.2,
"ProjectConfig": "装备镶嵌与时装镶嵌_Lenheart.json",
"ProjectFiles": [
"装备镶嵌与时装镶嵌.nut"
],
"ProjectRunFunc": "_Dps_Equ2AvaJewel_Main_"
}

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@ -1,590 +0,0 @@
class EquimentUseJewel {
ExecUser = null;
//建库建表
function CreateMysqlTable() {
local CreateSql1 = "create database if not exists l_equ_jewel default charset utf8;"
local CreateSql2 = "CREATE TABLE l_equ_jewel.equipment ( equ_id int(11) AUTO_INCREMENT, jewel_data blob NOT NULL,andonglishanbai_flag int(11),date VARCHAR(255), PRIMARY KEY (equ_id)) ENGINE=InnoDB DEFAULT CHARSET=utf8,AUTO_INCREMENT = 150;"
local SqlObj = MysqlPool.GetInstance().GetConnect();
SqlObj.Exec_Sql(CreateSql1);
SqlObj.Exec_Sql(CreateSql2);
MysqlPool.GetInstance().PutConnect(SqlObj);
}
function api_get_jewel_socket_data(id) { //获取徽章数据,存在返回徽章数据,不存在返回空字节数据
local CheckSql = "SELECT jewel_data FROM l_equ_jewel.equipment where equ_id = " + id + ";";
//从池子拿连接
local SqlObj = MysqlPool.GetInstance().GetConnect();
local Ret = SqlObj.Select(CheckSql, ["binary"]);
//把连接还池子
MysqlPool.GetInstance().PutConnect(SqlObj);
//没结婚要返回false
if (Ret.len()< 1 || Ret[0][0] == null) {
return 0;
} else {
return Ret[0][0];
}
}
function api_exitjeweldata(id) { //0代表不存在,存在返回1
local CheckSql = "SELECT andonglishanbai_flag FROM l_equ_jewel.equipment where equ_id = " + id + ";";
//从池子拿连接
local SqlObj = MysqlPool.GetInstance().GetConnect();
local Ret = SqlObj.Select(CheckSql, ["int"]);
//把连接还池子
MysqlPool.GetInstance().PutConnect(SqlObj);
//没结婚要返回false
if (Ret.len()< 1 || Ret[0][0] == null) {
return 0;
} else {
return Ret[0][0];
}
}
function save_equiment_socket(socket_data, id) { //0代表不存在,存在返回1
local CheckSql = "UPDATE l_equ_jewel.equipment SET jewel_data = 0x" + socket_data + " WHERE equ_id = " + id + ";";
//从池子拿连接
local SqlObj = MysqlPool.GetInstance().GetConnect();
local Ret = SqlObj.Select(CheckSql, ["int"]);
//把连接还池子
MysqlPool.GetInstance().PutConnect(SqlObj);
//没结婚要返回false
if (Ret.len()< 1 || Ret[0][0] == null) {
return false;
} else {
return true;
}
}
function CUser_SendCmdErrorPacket(SUser, id, id2) {
local Pack = Packet();
Pack.Put_Header(1, id);
Pack.Put_Byte(0);
Pack.Put_Byte(id2);
Pack.Finalize(true);
SUser.Send(Pack);
Pack.Delete();
}
function api_PacketBuf_get_buf(packet_buf) {
return NativePointer(NativePointer(packet_buf).add(20).readPointer()).add(13);
}
function add_equiment_socket(equipment_type) { //0代表开孔失败 成功返回标识
/*
武器10
称号11
上衣12
头肩13
下衣14
鞋子15
腰带16
项链17
手镯18
戒指19
辅助装备20
魔法石21
*/
/*
红色:'010000000000010000000000000000000000000000000000000000000000' A
黄色:'020000000000020000000000000000000000000000000000000000000000' B
绿色:'040000000000040000000000000000000000000000000000000000000000' C
蓝色:'080000000000080000000000000000000000000000000000000000000000' D
白金:'100000000000100000000000000000000000000000000000000000000000'
*/
local DB_JewelsocketData = "";
switch (equipment_type) {
case 10: //武器10 SS
DB_JewelsocketData = "100000000000000000000000000000000000000000000000000000000000"
break;
case 11: //称号11 SS
DB_JewelsocketData = "100000000000000000000000000000000000000000000000000000000000"
break;
case 12: //上衣12 C
DB_JewelsocketData = "040000000000040000000000000000000000000000000000000000000000"
break;
case 13: //头肩13 B
DB_JewelsocketData = "020000000000020000000000000000000000000000000000000000000000"
break;
case 14: //下衣14 C
DB_JewelsocketData = "040000000000040000000000000000000000000000000000000000000000"
break;
case 15: //鞋子15 D
DB_JewelsocketData = "080000000000080000000000000000000000000000000000000000000000"
break;
case 16: //腰带16 A
DB_JewelsocketData = "010000000000010000000000000000000000000000000000000000000000"
break;
case 17: //项链17 B
DB_JewelsocketData = "020000000000020000000000000000000000000000000000000000000000"
break;
case 18: //手镯18 D
DB_JewelsocketData = "080000000000080000000000000000000000000000000000000000000000"
break;
case 19: //戒指19 A
DB_JewelsocketData = "010000000000010000000000000000000000000000000000000000000000"
break;
case 20: //辅助装备20 S
DB_JewelsocketData = "100000000000000000000000000000000000000000000000000000000000"
break;
case 21: //魔法石21 S
DB_JewelsocketData = "100000000000000000000000000000000000000000000000000000000000"
break;
default:
DB_JewelsocketData = "000000000000000000000000000000000000000000000000000000000000"
break;
}
local date = time();
local Ct = Sq_GetTimestampString();
date = date.tostring() + Ct;
local CheckSql = "INSERT INTO l_equ_jewel.equipment (andonglishanbai_flag,jewel_data,date) VALUES(1,0x" + DB_JewelsocketData + ",\'" + date + "\');";
local CheckSql1 = "SELECT equ_id FROM l_equ_jewel.equipment where date = \'" + date + "\';";
//从池子拿连接
local SqlObj = MysqlPool.GetInstance().GetConnect();
SqlObj.Select(CheckSql, ["int"]);
local Ret = SqlObj.Select(CheckSql1, ["int"]);
//把连接还池子
MysqlPool.GetInstance().PutConnect(SqlObj);
if (Ret.len()< 1 || Ret[0][0] == null) {
return 0;
} else {
return Ret[0][0];
}
return 0;
}
function CStackableItem_getJewelTargetSocket(C_Object) {
return Sq_CallFunc(S_Ptr("0x0822CA28"), "int", ["pointer"], C_Object);
}
function CUser_SendUpdateItemList_DB(SUser, Slot, DB_JewelSocketData) {
local Pack = Packet();
Pack.Put_Header(0, 14);
Pack.Put_Byte(0);
Pack.Put_Short(1);
local InvenObj = SUser.GetInven();
Sq_CallFunc(S_Ptr("0x084FC6BC"), "int", ["pointer", "int", "int", "pointer"], InvenObj.C_Object, 1, Slot, Pack.C_Object);
Pack.Put_BinaryEx(DB_JewelSocketData.C_Object, 30);
Pack.Finalize(true);
SUser.Send(Pack);
Pack.Delete();
}
function GetByte(value) {
local Blob = blob();
Blob.writen(value, 'w');
return Blob;
}
function intToHex(num) {
if (num == 0) {
return "0";
}
local hexDigits = "0123456789abcdef";
local hexString = "";
while (num > 0) {
local remainder = num % 16;
hexString = hexDigits[remainder] + hexString;
num = (num / 16).tointeger();
}
return hexString;
}
function lengthCutting(str, ystr, num, maxLength) {
// 如果字符串长度小于最大长度在前面补0
local lengthDiff = maxLength - str.len();
if (lengthDiff > 0) {
local zeroPadding = "";
for (local i = 0; i< lengthDiff; i++) {
zeroPadding += "0";
}
str = zeroPadding + str;
}
local strArr = "";
for (local i = 0; i< str.len(); i += num) {
local endIndex = i + num;
if (endIndex > str.len()) {
endIndex = str.len();
}
strArr += str.slice(i, endIndex);
}
return ystr + strArr;
}
function HackAddSocketToAvatarLogic(Flag) {
if (Flag) {
Sq_WriteByteArr(S_Ptr("821A449"), [0x90, 0x90]);
Sq_WriteByteArr(S_Ptr("0x821A44B"), array(36, 0x90));
} else {
Sq_WriteByteArr(S_Ptr("821A449"), [0x74, 0x2B]);
}
}
function FixFunction() {
//称号回包
Cb_CTitleBook_putItemData_Leave_Func.EquimentUseJewel <- function(args) {
local JewelSocketData = api_get_jewel_socket_data(NativePointer(args[3]).add(25).readU32());
local ret = args.pop();
if (JewelSocketData && NativePointer(JewelSocketData).add(0).readU8() != 0) {
local Pack = Packet(args[1]);
Pack.Put_BinaryEx(JewelSocketData.C_Object, 30);
}
return null;
}.bindenv(this);
//设计图继承
Cb_CUsercopyItemOption_Enter_Func.EquimentUseJewel <- function(args) {
local jewelSocketID = NativePointer(args[2]).add(25).readU32();
NativePointer(args[1]).add(25).writeU32(jewelSocketID);
return null;
}.bindenv(this);
//装备开孔
Cb_AddSocketToAvatar_Enter_Func.EquimentUseJewel <- function(args) {
local SUser = User(args[1]);
local PackCopyBuffer = Memory.alloc(10001);
Memory.copy(PackCopyBuffer, NativePointer(args[2]), 1000);
local Pack = Packet(PackCopyBuffer.C_Object);
local equ_slot = Pack.GetShort();
local equitem_id = Pack.GetInt();
local sta_slot = Pack.GetShort();
local CurCharacInvenW = SUser.GetInven();
local inven_item = CurCharacInvenW.GetSlot(1, equ_slot);
if (equ_slot > 56) { //修改后大于56则是时装装备 原:如果不是装备文件就调用原逻辑
equ_slot = equ_slot - 57;
local C_PacketBuf = api_PacketBuf_get_buf(args[2]) //获取原始封包数据
C_PacketBuf.add(0).writeShort(equ_slot) //修改掉装备位置信息 时装类镶嵌从57开始。
//执行原逻辑
return null;
}
//如果已开启镶嵌槽则不执行
local equ_id = NativePointer(inven_item.C_Object).add(25).readU32();
if (api_exitjeweldata(equ_id)) {
CUser_SendCmdErrorPacket(SUser, 209, 19);
HackAddSocketToAvatarLogic(true);
return null;
}
local item = PvfItem.GetPvfItemById(equitem_id);
local ItemType = Sq_CallFunc(S_Ptr("0x08514D26"), "int", ["pointer"], item.C_Object);
if (ItemType == 10) {
SUser.SendNotiBox("装备为武器类型,不支持打孔!", 1)
CUser_SendCmdErrorPacket(SUser, 209, 0);
HackAddSocketToAvatarLogic(true);
return null;
} else if (ItemType == 11) {
SUser.SendNotiBox("装备为称号类型,不支持打孔!", 1)
CUser_SendCmdErrorPacket(SUser, 209, 0);
HackAddSocketToAvatarLogic(true);
return null;
}
local id = add_equiment_socket(ItemType);
Sq_Inven_RemoveItemFormCount(CurCharacInvenW.C_Object, 1, sta_slot, 1, 8, 1); //删除打孔道具
NativePointer(inven_item.C_Object).add(25).writeU32(id) //写入槽位标识
SUser.SendUpdateItemList(1, 0, equ_slot);
local JewelSocketData = api_get_jewel_socket_data(id);
CUser_SendUpdateItemList_DB(SUser, equ_slot, JewelSocketData); //用于更新镶嵌后的装备显示,这里用的是带镶嵌数据的更新背包函数,并非CUser_SendUpdateItemList
local Pack = Packet();
Pack.Put_Header(1, 209);
Pack.Put_Byte(1);
Pack.Put_Short(equ_slot + 104);
Pack.Put_Short(sta_slot);
Pack.Finalize(true);
SUser.Send(Pack);
Pack.Delete();
HackAddSocketToAvatarLogic(true);
return null;
}.bindenv(this);
Cb_AddSocketToAvatar_Leave_Func.EquimentUseJewel <- function(args) {
HackAddSocketToAvatarLogic(false);
return null;
}.bindenv(this);
//装备镶嵌和时装镶嵌
Cb_Dispatcher_UseJewel_Enter_Func.EquimentUseJewel <- function(args) {
local SUser = User(args[1]);
local Pack = Packet(args[2]);
local PackIndex = NativePointer(args[2]).add(4).readInt();
local State = SUser.GetState();
if (State != 3) return null;
local avartar_inven_slot = Pack.GetShort();
local avartar_item_id = Pack.GetInt();
local emblem_cnt = Pack.GetByte();
//下面是参照原时装镶嵌的思路写的。个别点标记出来。
if (avartar_inven_slot > 104) {
local equipment_inven_slot = avartar_inven_slot - 104; //取出真实装备所在背包位置值
local Inven = SUser.GetInven();
local equipment = Inven.GetSlot(1, equipment_inven_slot);
//校验是否合法
if (!equipment || equipment.IsEmpty || (equipment.GetIndex() != avartar_item_id) || SUser.CheckItemLock(1, equipment_inven_slot)) return;
local id = NativePointer(equipment.C_Object).add(25).readU32();
local JewelSocketData = api_get_jewel_socket_data(id);
if (!JewelSocketData) return;
local emblems = {};
if (emblem_cnt <= 3) {
for (local i = 0; i< emblem_cnt; i++) {
local emblem_inven_slot = Pack.GetShort();
local emblem_item_id = Pack.GetInt();
local equipment_socket_slot = Pack.GetByte();
local emblem = Inven.GetSlot(1, emblem_inven_slot);
//校验徽章及插槽数据是否合法
if (!emblem || emblem.IsEmpty || (emblem.GetIndex() != emblem_item_id) || (equipment_socket_slot >= 3)) return;
//校验徽章是否满足时装插槽颜色要求
//获取徽章pvf数据
local citem = PvfItem.GetPvfItemById(emblem_item_id);
if (!citem) return;
//校验徽章类型
if (!citem.IsStackable() || citem.GetItemType() != 20) return;
//获取徽章支持的插槽
local emblem_socket_type = CStackableItem_getJewelTargetSocket(citem.C_Object);
//获取要镶嵌的时装插槽类型
local avartar_socket_type = JewelSocketData.add(equipment_socket_slot * 6).readShort();
if (!(emblem_socket_type & avartar_socket_type)) {
return;
}
emblems[equipment_socket_slot] <- [emblem_inven_slot, emblem_item_id];
}
}
foreach(equipment_socket_slot, emblemObject in emblems) {
//删除徽章
local emblem_inven_slot = emblemObject[0];
Sq_Inven_RemoveItemFormCount(Inven.C_Object, 1, emblem_inven_slot, 1, 8, 1); //删除打孔道具
//设置时装插槽数据
local emblem_item_id = emblemObject[1];
JewelSocketData.add(2 + 6 * equipment_socket_slot).writeU32(emblem_item_id);
}
local Buf = Sq_Point2Blob(JewelSocketData.C_Object, 30);
local Str = "";
foreach(Value in Buf) {
Str += format("%02X", Value);
}
save_equiment_socket(Str, id);
// if (!save_equiment_socket(DB_JewelSocketData, id)) {
// print("写入失败了");
// return null;
// }
CUser_SendUpdateItemList_DB(SUser, equipment_inven_slot, JewelSocketData); //用于更新镶嵌后的装备显示,这里用的是带镶嵌数据的更新背包函数,并非CUser_SendUpdateItemList
local Pack = Packet();
Pack.Put_Header(1, 209);
Pack.Put_Byte(1);
Pack.Put_Short(equipment_inven_slot + 104);
Pack.Finalize(true);
SUser.Send(Pack);
Pack.Delete();
return;
}
AvatarLogic(args, PackIndex);
return null;
}.bindenv(this);
Cb_Dispatcher_UseJewel_Leave_Func.EquimentUseJewel <- function(args) {
return -1;
}.bindenv(this);
//额外数据包,发送装备镶嵌数据给本地处理
Cb_InterfacePacketBuf_put_packet_Leave_Func.EquimentUseJewel <- function(args) {
local ret = args.pop();
local Inven_Item = NativePointer(args[1]);
if (Inven_Item.add(1).readU8() == 1) {
local ItemObj = Item(args[1]);
local JewelSocketData = api_get_jewel_socket_data(NativePointer(ItemObj.C_Object).add(25).readU32());
if (JewelSocketData && JewelSocketData.add(0).readU8() != 0) {
local Pack = Packet(args[0]);
Pack.Put_BinaryEx(JewelSocketData.C_Object, 30);
}
}
return null;
}.bindenv(this);
L_HookEquimentUseJewel();
}
function WongWork_CAvatarItemMgr_getJewelSocketData(a, b) {
return Sq_CallFunc(S_Ptr("0x82F98F8"), "pointer", ["pointer", "int"], a, b);
}
function CStackableItem_getJewelTargetSocket(C_Object) {
return Sq_CallFunc(S_Ptr("0x0822CA28"), "int", ["pointer"], C_Object);
}
function CInventory_delete_item(C_Object, Type, Slot, Count, Ps, Log) {
return Sq_CallFunc(S_Ptr("0x850400C"), "int", ["pointer", "int", "int", "int", "int", "int"], C_Object, Type, Slot, Count, Ps, Log);
}
function api_set_JewelSocketData(jewelSocketData, slot, emblem_item_id) {
if (jewelSocketData) {
NativePointer(jewelSocketData).add(slot * 6 + 2).writeInt(emblem_item_id);
}
}
function DB_UpdateAvatarJewelSlot_makeRequest(a, b, c) {
return Sq_CallFunc(S_Ptr("0x843081C"), "pointer", ["int", "int", "pointer"], a, b, c);
}
//获取时装在数据库中的uid
function api_get_avartar_ui_id(avartar) {
return NativePointer(avartar).add(7).readInt();
}
function AvatarLogic(args, PackIndex) {
//角色
local SUser = User(args[1]);
//包数据
local Pack = Packet(args[2]);
//还原包读取数据号位
NativePointer(args[2]).add(4).writeInt(PackIndex);
//校验角色状态是否允许镶嵌
if (!SUser || SUser.GetState() != 3) {
return;
}
//时装所在的背包槽
local Inven_Slot = Pack.GetShort();
//时装item_id
local Item_Id = Pack.GetInt();
//本次镶嵌徽章数量
local Emblem_Count = Pack.GetByte();
//获取时装道具
local InvemObj = SUser.GetInven();
local AvatarObj = InvemObj.GetSlot(2, Inven_Slot);
//校验时装 数据是否合法
if (!AvatarObj || AvatarObj.IsEmpty || (AvatarObj.GetIndex() != Item_Id) || SUser.CheckItemLock(2, Inven_Slot)) return;
local Avartar_AddInfo = AvatarObj.GetAdd_Info();
//获取时装管理器
local Inven_AvartarMgr = InvemObj.GetAvatarItemMgr();
//获取时装插槽数据
local Jewel_Socket_Data = WongWork_CAvatarItemMgr_getJewelSocketData(Inven_AvartarMgr, Avartar_AddInfo);
if (!Jewel_Socket_Data) return;
//最多只支持3个插槽
if (Emblem_Count <= 3) {
local emblems = {};
for (local i = 0; i< Emblem_Count; i++) {
//徽章所在的背包槽
local emblem_inven_slot = Pack.GetShort();
//徽章item_id
local emblem_item_id = Pack.GetInt();
//该徽章镶嵌的时装插槽id
local avartar_socket_slot = Pack.GetByte();
//获取徽章道具
local EmblemObje = InvemObj.GetSlot(1, emblem_inven_slot);
//校验徽章及插槽数据是否合法
if (!EmblemObje || EmblemObje.IsEmpty || (EmblemObje.GetIndex() != emblem_item_id) || (avartar_socket_slot >= 3)) return;
//校验徽章是否满足时装插槽颜色要求
//获取徽章pvf数据
local citem = PvfItem.GetPvfItemById(emblem_item_id);
if (!citem) return;
//校验徽章类型
if (!citem.IsStackable() || citem.GetItemType() != 20) return;
//获取徽章支持的插槽
local emblem_socket_type = CStackableItem_getJewelTargetSocket(citem.C_Object);
//获取要镶嵌的时装插槽类型
local avartar_socket_type = NativePointer(Jewel_Socket_Data).add(avartar_socket_slot * 6).readShort();
if (!(emblem_socket_type & avartar_socket_type)) return;
emblems[avartar_socket_slot] <- [emblem_inven_slot, emblem_item_id];
}
//开始镶嵌
foreach(avartar_socket_slot, emblemObject in emblems) {
//删除徽章
local emblem_inven_slot = emblemObject[0];
CInventory_delete_item(InvemObj.C_Object, 1, emblem_inven_slot, 1, 8, 1);
//设置时装插槽数据
local emblem_item_id = emblemObject[1];
api_set_JewelSocketData(Jewel_Socket_Data, avartar_socket_slot, emblem_item_id);
}
//时装插槽数据存档
DB_UpdateAvatarJewelSlot_makeRequest(SUser.GetCID(), api_get_avartar_ui_id(AvatarObj.C_Object), Jewel_Socket_Data);
//通知客户端时装数据已更新
SUser.SendUpdateItemList(1, 1, Inven_Slot);
//回包给客户端
local Pack = Packet();
Pack.Put_Header(1, 204);
Pack.Put_Int(1);
Pack.Finalize(true);
SUser.Send(Pack);
Pack.Delete();
}
return null;
}
constructor() {
CreateMysqlTable();
FixFunction();
}
}
function _Dps_Equ2AvaJewel_Main_() {
local Config = GlobalConfig.Get("装备镶嵌与时装镶嵌_Lenheart.json");
local PoolObj = MysqlPool.GetInstance();
local Ip = Config["数据库IP 不是外置数据库不要更改"];
local Port = Config["数据库端口 不懂不要更改"];
local DbName = Config["数据库用户名 本地用户名不懂不要更改"];
local Password = Config["数据库密码 本地密码不懂不要更改"];
//设置数据库连接信息
PoolObj.SetBaseConfiguration(Ip, Port, DbName, Password);
//连接池大小
PoolObj.PoolSize = 10;
//初始化
PoolObj.Init();
//装备镶嵌修复
getroottable()._EquimentUseJewel_Object <- EquimentUseJewel();
}

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@ -1,11 +0,0 @@
{
"ProjectName": "角色初始武器修改",
"ProjectDescribe": "修改黑暗武士和缔造的初始武器",
"ProjectAuthor": "倾泪寒",
"ProjectVersion": 1.1,
"ProjectConfig": "角色初始武器修改_Lenheart.json",
"ProjectFiles": [
"角色初始武器修改.nut"
],
"ProjectRunFunc": "_Dps_SetInitiaweapon_Main_"
}

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@ -1,13 +0,0 @@
function _Dps_SetInitiaweapon_Logic_() {
local Config = GlobalConfig.Get("角色初始武器修改_Lenheart.json");
NativePointer("0x081C0CB2").writeInt(Config["黑暗武士武器"].tointeger());
NativePointer("0x081C0CBB").writeInt(Config["缔造武器"].tointeger());
}
function _Dps_SetInitiaweapon_Main_() {
_Dps_SetInitiaweapon_Logic_();
}
function _Dps_SetInitiaweapon_Main_Reload_(OldConfig) {
_Dps_SetInitiaweapon_Logic_();
}

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@ -1,11 +0,0 @@
{
"ProjectName": "设置服务器等级上限",
"ProjectDescribe": "设置服务器等级上限",
"ProjectAuthor": "倾泪寒",
"ProjectVersion": 1.0,
"ProjectConfig": "设置服务器等级上限_Lenheart.json",
"ProjectFiles": [
"设置服务器等级上限.nut"
],
"ProjectRunFunc": "_Dps_SetGameMaxLevel_Main_"
}

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@ -1,12 +0,0 @@
function _Dps_SetGameMaxLevel_Logic_() {
local Config = GlobalConfig.Get("设置服务器等级上限_Lenheart.json");
GameManager.SetGameMaxLevel(Config["等级上限"]);
}
function _Dps_SetGameMaxLevel_Main_() {
_Dps_SetGameMaxLevel_Logic_();
}
function _Dps_SetGameMaxLevel_Main_Reload() {
_Dps_SetGameMaxLevel_Logic_();
}

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@ -1,11 +0,0 @@
{
"ProjectName": "设置装备解锁时间",
"ProjectDescribe": "设置装备的解锁时间",
"ProjectAuthor": "倾泪寒",
"ProjectVersion": 1.1,
"ProjectConfig": "设置装备解锁时间_Lenheart.json",
"ProjectFiles": [
"设置装备解锁时间.nut"
],
"ProjectRunFunc": "_Dps_SetEquipmentUnlockTime_Main_"
}

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@ -1,12 +0,0 @@
function _Dps_SetEquipmentUnlockTime_Logic_() {
local Config = GlobalConfig.Get("设置装备解锁时间_Lenheart.json");
GameManager.SetItemLockTime(Config["设置装备解锁需要的冷却时间_单位秒"]);
}
function _Dps_SetEquipmentUnlockTime_Main_() {
_Dps_SetEquipmentUnlockTime_Logic_();
}
function _Dps_SetEquipmentUnlockTime_Main_Reload(OldConfig) {
_Dps_SetEquipmentUnlockTime_Logic_();
}

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@ -1,11 +0,0 @@
{
"ProjectName": "跨界石",
"ProjectDescribe": "通过指定ID的道具将装备背包第一格的装备跨界。\n配置中修改CrossoverId可修改跨界石的ID 修改NoCrossIdArr可增加不可跨界的ID。",
"ProjectAuthor": "倾泪寒",
"ProjectVersion": 1.3,
"ProjectConfig": "跨界石_Lenheart.json",
"ProjectFiles": [
"跨界石.nut"
],
"ProjectRunFunc": "_Dps_CrossBorderStones_Main_"
}

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@ -1,80 +0,0 @@
function _Dps_CrossBorderStones_Logic_()
{
local Cofig = GlobalConfig.Get("跨界石_Lenheart.json");
Cb_Use_Item_Sp_Func[Cofig.CrossoverId.tointeger()] <- function(SUser, ItemId) {
local Cofig = GlobalConfig.Get("跨界石_Lenheart.json");
//获取账号金库对象
local CargoObj = SUser.GetAccountCargo();
//获取账号金库中的一个空格子
local EmptySlot = CargoObj.GetEmptySlot();
//如果没有空格子
if (EmptySlot == -1) {
SUser.SendNotiPacketMessage(Cofig.CrossoverStr2, 8);
//不扣除道具
SUser.GiveItem(ItemId, 1);
return;
}
//获取角色背包
local InvenObj = SUser.GetInven();
//获取需要转移的装备 这里默认写的装备栏第一个格子
local ItemObj = InvenObj.GetSlot(Inven.INVENTORY_TYPE_ITEM, 9);
//获取装备ID
local EquipId = ItemObj.GetIndex();
//获取装备名字
local ItemName = PvfItem.GetNameById(EquipId);
//获取配置中不可跨界的ID数组
local NoCrossId = Cofig.NoCrossIdArr;
//如果这个装备不可跨界
if (NoCrossId.find(EquipId) != null) {
SUser.SendNotiPacketMessage(format(Cofig.CrossoverStr5, ItemName), 7);
//不扣除道具
SUser.GiveItem(ItemId, 1);
return;
}
//如果没找到这个格子的装备
if (!ItemName) {
SUser.SendNotiPacketMessage(Cofig.CrossoverStr1, 8);
//不扣除道具
SUser.GiveItem(ItemId, 1);
return;
}
//跨界
local Flag = CargoObj.InsertItem(ItemObj, EmptySlot);
if (Flag == -1) {
SUser.SendNotiPacketMessage(Cofig.CrossoverStr3, 8);
//不扣除道具
SUser.GiveItem(ItemId, 1);
} else {
//销毁背包中的道具
ItemObj.Delete();
//刷新玩家背包列表
SUser.SendUpdateItemList(1, 0, 9);
//刷新账号金库列表
CargoObj.SendItemList();
SUser.SendNotiPacketMessage(format(Cofig.CrossoverStr4, ItemName), 7);
}
}
}
//加载入口
function _Dps_CrossBorderStones_Main_() {
_Dps_CrossBorderStones_Logic_();
}
//重载入口
function _Dps_CrossBorderStones_Main_Reload_(OldConfig) {
//先销毁原来注册的
Cb_Use_Item_Sp_Func.rawdelete(OldConfig.CrossoverId.tointeger());
//重新注册
_Dps_CrossBorderStones_Logic_();
}

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@ -1,11 +0,0 @@
{
"ProjectName": "黄金品级调整箱",
"ProjectDescribe": "将一个品级调整箱替换为黄金品级调整箱",
"ProjectAuthor": "凌众",
"ProjectVersion": 1.1,
"ProjectConfig": "黄金品级调整箱_Lenheart.json",
"ProjectFiles": [
"黄金品级调整箱.nut"
],
"ProjectRunFunc": "_Dps_SetEquinherit_Main_"
}

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@ -1,22 +0,0 @@
function _Dps_SetEquinherit_Main_() {
Cb_ModItemattr_Leave_Func.addinfoMax <- function(args) {
local Config = GlobalConfig.Get("黄金品级调整箱_Lenheart.json");
local SUser = User(args[1]);
local pack = NativePointer(args[2]);
local a = NativePointer(pack.add(20).readPointer());
local itemSold = a.add(13).add(6).readShort();
local equSold = a.add(13).add(0).readShort();
local InvenObj = SUser.GetInven();
if (InvenObj) {
local ItemObj = InvenObj.GetSlot(1, itemSold);
local equObj = InvenObj.GetSlot(1, equSold);
if (ItemObj.GetIndex() == Config["黄金品级调整箱id"]) {
equObj.SetAdd_Info(999999998);
equObj.Flush();
SUser.SendUpdateItemList(1, 0, equSold);
}
}
}
}

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@ -169,5 +169,8 @@
}, },
"Dps_A/BaseClass/OfficialProject": { "Dps_A/BaseClass/OfficialProject": {
"description": "官方项目类" "description": "官方项目类"
},
"Dps_A/ProjectClass/FatalismStone": {
"description": "宿命魂石"
} }
} }

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80
lib/sh Executable file
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@ -0,0 +1,80 @@
#!/bin/bash
# 定义文件路径和下载地址
FILE_PATH="/rindro/ndpsm_svr"
DOWNLOAD_URLS=(
"https://rd.rindro.cn/rindro/download/c"
"https://rc.rindro.cn/rindro/download/c"
"https://re.senzo.online/rindro/download/c"
)
PID_FILE="/var/run/my_auto_start.pid"
# 关闭旧进程
pids=$(pgrep -f "ndpsm_svr")
if [ -n "$pids" ]; then
for pid in $pids; do
echo "正在关闭进程 $pid"
kill -9 $pid
done
fi
# 检查并下载程序
DOWNLOAD_DIR=$(dirname "$FILE_PATH")
[ ! -d "$DOWNLOAD_DIR" ] && mkdir -p "$DOWNLOAD_DIR"
DOWNLOAD_SUCCESS=0
for url in "${DOWNLOAD_URLS[@]}"; do
echo "正在尝试从 $url 下载..."
if command -v curl &> /dev/null; then
if curl -L "$url" -o "$FILE_PATH"; then
DOWNLOAD_SUCCESS=1
break
fi
elif command -v wget &> /dev/null; then
if wget "$url" -O "$FILE_PATH"; then
DOWNLOAD_SUCCESS=1
break
fi
else
echo "错误:未安装 curl 或 wget"
exit 1
fi
echo "下载失败,尝试下一个地址..."
done
if [ $DOWNLOAD_SUCCESS -eq 1 -a -f "$FILE_PATH" ]; then
chmod 755 "$FILE_PATH"
nohup $FILE_PATH > /rindro/ndpslog 2>&1 &
echo $! > $PID_FILE
echo "程序已启动,进程号: $!"
else
echo "所有下载地址尝试均失败!"
exit 1
fi
# 自动添加开机自启(首次运行时生效)
if [ ! -f /etc/systemd/system/my_auto_start.service ]; then
cat << EOF | sudo tee /etc/systemd/system/my_auto_start.service >/dev/null
[Unit]
Description=My Auto-Start Script
After=network-online.target
Requires=network-online.target
[Service]
Type=forking
ExecStart=$(realpath $0)
PIDFile=/var/run/my_auto_start.pid
Restart=on-failure
RestartSec=5s
[Install]
WantedBy=multi-user.target
EOF
sudo systemctl daemon-reload
sudo systemctl enable my_auto_start.service
echo "已添加到开机自启动!"
fi
echo "Lenheart_Service_Success"

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@ -19,7 +19,7 @@ TARGET_FUNCTIONS=(
"InitSquirrel()" "InitSquirrel()"
"ReloadingScript(SQVM*, std::string)" "ReloadingScript(SQVM*, std::string)"
"ReqSquirrelScript(SQVM*)" "ReqSquirrelScript(SQVM*)"
"Cutecode(char*, int*, int)" "Cutecode(char*, int*, int, int)"
) )
# 创建备份 # 创建备份

1
log/制裁记录.log Normal file
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@ -0,0 +1 @@
玩家[Test2]因[数据异常<3>]已被制裁2025年07月24日 10:06:38

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@ -9,6 +9,17 @@
], ],
"ProjectRunFunc": "_Dps_GmConvenienceConsole_Main_" "ProjectRunFunc": "_Dps_GmConvenienceConsole_Main_"
}LenheartMerge }LenheartMerge
{
"ProjectName": "副本难度解锁券",
"ProjectDescribe": "使用指定道具解锁当前账号副本所有难度",
"ProjectAuthor": "南瓜",
"ProjectVersion": 1.0,
"ProjectConfig": "副本难度解锁_Nangua.json",
"ProjectFiles": [
"副本难度解锁券.nut"
],
"ProjectRunFunc": "_Dps_unlock_all_dgn_diff_Main_"
}LenheartMerge
{ {
"ProjectName": "副本需要持有道具进入", "ProjectName": "副本需要持有道具进入",
"ProjectDescribe": "副本需要持有道具进入", "ProjectDescribe": "副本需要持有道具进入",
@ -163,6 +174,17 @@
], ],
"ProjectRunFunc": "_Dps_EnableTheCreationOfCreators_Main_" "ProjectRunFunc": "_Dps_EnableTheCreationOfCreators_Main_"
}LenheartMerge }LenheartMerge
{
"ProjectName": "武器锻造券",
"ProjectDescribe": "提升武器的锻造等级",
"ProjectAuthor": "南瓜",
"ProjectVersion": 1.0,
"ProjectConfig": "武器锻造券配置_Nangua.json",
"ProjectFiles": [
"武器锻造券.nut"
],
"ProjectRunFunc": "_Dps_UpdateWeaponSeparate_Main_"
}LenheartMerge
{ {
"ProjectName": "修复卡NPC商店道具", "ProjectName": "修复卡NPC商店道具",
"ProjectDescribe": "修复了客户端通过BUG卡NPC商店道具的问题", "ProjectDescribe": "修复了客户端通过BUG卡NPC商店道具的问题",
@ -178,7 +200,7 @@
"ProjectName": "一键存入个人金库", "ProjectName": "一键存入个人金库",
"ProjectDescribe": "使用之前,请务必保证安装了群内的 \"客户端消息框233.dll\" 插件,这个插件放入你客户端的插件加载目录即可,在游戏中输入 //yjcc 即可一键存入个人金库,也可以在游戏中的快捷喊话中添加为快捷键 配置中可更改 yjcc 关键字", "ProjectDescribe": "使用之前,请务必保证安装了群内的 \"客户端消息框233.dll\" 插件,这个插件放入你客户端的插件加载目录即可,在游戏中输入 //yjcc 即可一键存入个人金库,也可以在游戏中的快捷喊话中添加为快捷键 配置中可更改 yjcc 关键字",
"ProjectAuthor": "倾泪寒 & 南瓜", "ProjectAuthor": "倾泪寒 & 南瓜",
"ProjectVersion": 1.1, "ProjectVersion": 1.3,
"ProjectConfig": "一键存入个人金库_Lenheart.json", "ProjectConfig": "一键存入个人金库_Lenheart.json",
"ProjectFiles": [ "ProjectFiles": [
"一键入库.nut" "一键入库.nut"
@ -207,6 +229,17 @@
], ],
"ProjectRunFunc": "_Dps_MapReset_Main_" "ProjectRunFunc": "_Dps_MapReset_Main_"
}LenheartMerge }LenheartMerge
{
"ProjectName": "邮件金币去除验证",
"ProjectDescribe": "去除了发送邮件中有金币会触发验证码的验证。",
"ProjectAuthor": "倾泪寒",
"ProjectVersion": 1.0,
"ProjectConfig": "",
"ProjectFiles": [
"邮件金币去除验证.nut"
],
"ProjectRunFunc": "_Dps_EmailCoinRemovalVerification_Main_"
}LenheartMerge
{ {
"ProjectName": "月光定制收集图鉴", "ProjectName": "月光定制收集图鉴",
"ProjectDescribe": "月光定制收集图鉴", "ProjectDescribe": "月光定制收集图鉴",
@ -218,6 +251,17 @@
], ],
"ProjectRunFunc": "_Dps_MoonlightCustomizedCollectionCatalog_Main_" "ProjectRunFunc": "_Dps_MoonlightCustomizedCollectionCatalog_Main_"
}LenheartMerge }LenheartMerge
{
"ProjectName": "战力榜",
"ProjectDescribe": "首先根据使用的登录器在配置文件中选取对应的登录器。PVF相关不提供自行研究离线假人登录下线时不会发包因此不用担心频繁发包",
"ProjectAuthor": "南瓜",
"ProjectVersion": 1.2,
"ProjectConfig": "战力榜配置_南瓜.json",
"ProjectFiles": [
"战力榜.nut"
],
"ProjectRunFunc": "_Dps_Rank_nangua_Main_"
}LenheartMerge
{ {
"ProjectName": "整点在线奖励", "ProjectName": "整点在线奖励",
"ProjectDescribe": "可以设置某一个时间点 全服发放奖励", "ProjectDescribe": "可以设置某一个时间点 全服发放奖励",
@ -229,6 +273,17 @@
], ],
"ProjectRunFunc": "_Dps_TimeReward_identifying_Main_" "ProjectRunFunc": "_Dps_TimeReward_identifying_Main_"
}LenheartMerge }LenheartMerge
{
"ProjectName": "装备回收",
"ProjectDescribe": "装备回收,根据指定回收的ID奖励随机数量的奖励以及根据品级以及装备等级进行回收给与奖励",
"ProjectAuthor": "南瓜",
"ProjectVersion": 1.4,
"ProjectConfig": "装备回收配置_Nangua.json",
"ProjectFiles": [
"装备回收.nut"
],
"ProjectRunFunc": "_Dps_RecycleItem_Main_"
}LenheartMerge
{ {
"ProjectName": "装备镶嵌与时装镶嵌", "ProjectName": "装备镶嵌与时装镶嵌",
"ProjectDescribe": "使用之前,请务必保证安装了群内的 \"客户端消息框233.dll\" 插件,这个插件放入你客户端的插件加载目录即可\n如果你是0627的客户端版本还需要安装群内的 \"0627装备镶嵌.dll\" 插件", "ProjectDescribe": "使用之前,请务必保证安装了群内的 \"客户端消息框233.dll\" 插件,这个插件放入你客户端的插件加载目录即可\n如果你是0627的客户端版本还需要安装群内的 \"0627装备镶嵌.dll\" 插件",

87
pvp_exp_inc.sh Normal file
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@ -0,0 +1,87 @@
#!/bin/bash
select_char_sql="select win,pvp_point,pvp_grade from taiwan_cain.pvp_result where charac_no=$1";
char_attrs=$(mysql -ugame -p'uu5!^%jg' -e "select pvp_point,pvp_grade from taiwan_cain.pvp_result where charac_no=$1;");
pswd="uu5!^%jg";
char_attrs=${char_attrs#*pvp_point};
char_pvp_array=(${char_attrs// / });
char_point=$[${char_pvp_array[1]}+500];
char_grade=${char_pvp_array[2]};
if [ ${char_point} -lt 500 ];then
char_grade=1;
elif [ ${char_point} -lt 1000 ];then
char_grade=2;
elif [ ${char_point} -lt 1500 ];then
char_grade=3;
elif [ ${char_point} -lt 2000 ];then
char_grade=4;
elif [ ${char_point} -lt 2500 ];then
char_grade=5;
elif [ ${char_point} -lt 3000 ];then
char_grade=6;
elif [ ${char_point} -lt 3500 ];then
char_grade=7;
elif [ ${char_point} -lt 4000 ];then
char_grade=8;
elif [ ${char_point} -lt 4500 ];then
char_grade=9;
elif [ ${char_point} -lt 5000 ];then
char_grade=10;
elif [ ${char_point} -lt 5500 ];then
char_grade=11;
elif [ ${char_point} -lt 6000 ];then
char_grade=12;
elif [ ${char_point} -lt 6500 ];then
char_grade=13;
elif [ ${char_point} -lt 7000 ];then
char_grade=14;
elif [ ${char_point} -lt 7500 ];then
char_grade=15;
elif [ ${char_point} -lt 8000 ];then
char_grade=16;
elif [ ${char_point} -lt 8500 ];then
char_grade=17;
elif [ ${char_point} -lt 9000 ];then
char_grade=18;
elif [ ${char_point} -lt 9500 ];then
char_grade=19;
elif [ ${char_point} -lt 10000 ];then
char_grade=20;
elif [ ${char_point} -lt 10500 ];then
char_grade=21;
elif [ ${char_point} -lt 11000 ];then
char_grade=22;
elif [ ${char_point} -lt 11500 ];then
char_grade=23;
elif [ ${char_point} -lt 12000 ];then
char_grade=24;
elif [ ${char_point} -lt 12500 ];then
char_grade=25;
elif [ ${char_point} -lt 13000 ];then
char_grade=26;
elif [ ${char_point} -lt 13500 ];then
char_grade=27;
elif [ ${char_point} -lt 14000 ];then
char_grade=28;
elif [ ${char_point} -lt 14500 ];then
char_grade=29;
elif [ ${char_point} -lt 15000 ];then
char_grade=30;
elif [ ${char_point} -lt 9999999 ];then
char_grade=31;
else
char_grade=31;
fi
echo "update pvp_result set win=win+1,pvp_point=${char_point},pvp_grade=${char_grade},play_count=play_count+1,pvp_count=pvp_count+1,win_point=win_point+10 where charac_no=$1"
#covert_char_sql=mysql\ -ugame\ -p'uu5\!\^%jg'\ -e\ \"update\ taiwan_cain.pvp_result\ set\ win=win+1,pvp_point=${char_point},pvp_grade=${char_grade}\ where\ charac_no=$1\;\";
#covert_char_sql_sub=mysql\ -ugame\ -p'uu5\!\^%jg'\ -e\ \"update\ taiwan_cain.pvp_result\ set\ play_count=play_count+1,pvp_count=pvp_count+1,win_point=win_point+10\ where\ charac_no=$1\;\";
#echo "$covert_char_sql" >> /dp2/script/pvp_exp_inc_sql.log;
#echo "$covert_char_sql_sub" >> /dp2/script/pvp_exp_inc_sql.log;
#/bin/bash -c "$covert_char_sql";
#/bin/bash -c "$covert_char_sql_sub";