_NG_QUEST_GRADE_COMMON_UNIQUE <- 5 //普通任务 _NG_QUEST_GRADE_EPIC <- 0 //主线任务 _NG_QUEST_GRADE_ACHIEVEMENT <- 2 //成就任务 // 任务类型与排除列表的映射 _QUEST_EXCLUDE_MAP <- { [_NG_QUEST_GRADE_COMMON_UNIQUE] = "普通任务需排除任务ID", [_NG_QUEST_GRADE_ACHIEVEMENT] = "成就任务需排除任务ID", [_NG_QUEST_GRADE_EPIC] = "主线任务需排除任务ID" } function clear_all_quest_by_character_level_nangua(SUser, Item_id) { local Cofig = GlobalConfig.Get("任务相关配置_南瓜.json"); local poolMapping = { [Cofig["主线任务完成券道具ID"]] = _NG_QUEST_GRADE_EPIC, [Cofig["普通任务完成券道具ID"]] = _NG_QUEST_GRADE_COMMON_UNIQUE, [Cofig["成就任务完成券道具ID"]] = _NG_QUEST_GRADE_ACHIEVEMENT }; // 获取对应的type local quest_type = poolMapping[Item_id]; // 玩家任务信息 local user_quest = SUser.GetQuest(); // 玩家已完成任务信息 local WongWork_CQuestClear = NativePointer(user_quest).add(4); // 玩家当前等级 local charac_lv = SUser.GetCharacLevel(); // 本次完成任务数量 local clear_quest_cnt = 0; // 获取pvf数据 local data_manager = Sq_CallFunc(S_Ptr("0x80CC19B"), "pointer"); // 使用全局排除列表 local exclude_quset_id = _QUEST_EXCLUDE_MAP.rawin(quest_type) ? Cofig[_QUEST_EXCLUDE_MAP[quest_type]] : []; //完成当前已接任务 for (local i = 0; i < 20; i++) { // 任务id local doing_quest_id = NativePointer(user_quest).add(4 * (i + 7500 + 2)).readInt(); if (doing_quest_id > 0) { // 获取当前任务的数据 local quest = Sq_CallFunc(S_Ptr("0x835FDC6"), "pointer", ["pointer", "int"], data_manager, doing_quest_id); if (quest) { // 任务类型 local quest_grade = NativePointer(quest).add(8).readInt(); // 判断任务类型并且不在排除列表中 if (quest_grade == quest_type && exclude_quset_id.find(doing_quest_id) == null) { // 无条件完成任务 SUser.ClearQuest_Gm(doing_quest_id); } } } } // 遍历所有任务ID for (local quest_id = 1; quest_id < 30000; quest_id++) { // 检查任务是否在排除列表中 if (exclude_quset_id.find(quest_id) != null) { continue; } // 跳过已完成的任务 local isCleared = isClearedQuest(WongWork_CQuestClear.C_Object, quest_id); if (isCleared) { continue; } // 获取任务数据 local quest = Sq_CallFunc(S_Ptr("0x835FDC6"), "pointer", ["pointer", "int"], data_manager, quest_id); if (quest) { // 任务类型 local quest_grade = NativePointer(quest).add(8).readInt(); if (quest_grade == quest_type) { // 只判断任务最低等级要求 忽略 职业/前置 等任务要求 可一次性完成当前等级所有任务 local quest_min_lv = NativePointer(quest).add(0x20).readInt(); if (quest_min_lv <= charac_lv) { Sq_CallFunc(S_Ptr("0x808BA78"), "int", ["pointer", "int"], WongWork_CQuestClear.C_Object, quest_id); // 本次自动完成任务计数 clear_quest_cnt++; } } } } // 通知客户端更新 if (clear_quest_cnt > 0) { local Pack = Packet(); Sq_CallFunc(S_Ptr("0x868B044"), "int", ["pointer"], SUser.C_Object); Sq_CallFunc(S_Ptr("0x86ABBA8"), "int", ["pointer", "pointer"], user_quest, Pack.C_Object); SUser.Send(Pack); Pack.Delete(); // 公告通知客户端本次自动完成任务数据 SUser.SendNotiPacketMessage("已自动完成当前等级任务数量: " + clear_quest_cnt, 8); }else{ SUser.SendNotiPacketMessage("没有可清理的任务", 8); SUser.GiveItem(Item_id, 1); } } //指定每日任务完成券 function QUEST_ByMRFuncBynangua(SUser, ItemId) { // 玩家已完成任务信息 local user_quest = SUser.GetQuest(); local WongWork_CQuestClear = NativePointer(user_quest).add(4); // 是否有任务已被清理 local anyTaskCleared = false; // 遍历并完成每一个任务 for (local i = 0; i < questConfigBynangua.CF.len(); i++) { local quest_id = questConfigBynangua.CF[i]; local isCleared = isClearedQuest(WongWork_CQuestClear.C_Object, quest_id); if (isCleared) { continue; } else { SUser.ClearQuest_Gm(quest_id); anyTaskCleared = true; } } if (anyTaskCleared) { SUser.SendNotiPacketMessage("指定每日任务已完成!", 8); } else { SUser.SendNotiPacketMessage("没有可清理的任务", 8); SUser.GiveItem(ItemId, 1); } } //指定每日任务重置券 function QUEST_ByCZMRFuncBynangua(SUser, ItemId) { // 玩家已完成任务信息 local user_quest = SUser.GetQuest(); local WongWork_CQuestClear = NativePointer(user_quest).add(4); // 是否有任务被重置 local anyTaskReset = false; // 遍历并重置每一个任务 for (local i = 0; i < questConfigBynangua.CF.len(); i++) { local quest_id = questConfigBynangua.CF[i]; local isCleared = isClearedQuest(WongWork_CQuestClear.C_Object, quest_id); if (!isCleared) { continue; } else { Sq_CallFunc(S_Ptr("0x808BAAC"), "int", ["pointer", "int"], WongWork_CQuestClear.C_Object, quest_id); anyTaskReset = true; } } if (anyTaskReset) { //通知客户端更新任务列表 Sq_CallFunc(S_Ptr("0x868B044"), "int", ["pointer"], SUser.C_Object); local Pack = Packet(); Sq_CallFunc(S_Ptr("0x86ABBA8"), "int", ["pointer", "pointer"], user_quest, Pack.C_Object); SUser.Send(Pack); Pack.Delete(); SUser.SendNotiPacketMessage("指定每日任务已重置!", 8); } else { SUser.SendNotiPacketMessage("没有可重置的任务", 8); SUser.GiveItem(ItemId, 1); } } //重置所有任务为未完成状态 function QUEST_ByALLFuncBynangua(SUser, ItemId) { local GetState = SUser.GetState() local user_quest = SUser.GetQuest(); local WongWork_CQuestClear = NativePointer(user_quest).add(4); //清空已接任务列表 for (local i = 0; i < 20; i++) { NativePointer(user_quest).add(4 * (i + 7500 + 2)).writeInt(0); } //所有任务设置未完成状态 for (local i = 0; i < 29999; i++) { Sq_CallFunc(S_Ptr("0x808BAAC"), "int", ["pointer", "int"], WongWork_CQuestClear.C_Object, i); } //通知客户端更新任务列表 Sq_CallFunc(S_Ptr("0x868B044"), "int", ["pointer"], SUser.C_Object); local Pack = Packet(); Sq_CallFunc(S_Ptr("0x86ABBA8"), "int", ["pointer", "pointer"], user_quest, Pack.C_Object); SUser.Send(Pack); Pack.Delete(); SUser.SendNotiPacketMessage("所有任务已重置!", 8); } function isClearedQuest(C_Object, questID) { return Sq_CallFunc(S_Ptr("0x808BAE0"), "bool", ["pointer", "int"], C_Object, questID); } function _Dps_QuestInfo_nangua_Main_() { local Cofig = GlobalConfig.Get("任务相关配置_南瓜.json"); // 主线任务完成券 Cb_Use_Item_Sp_Func[Cofig["主线任务完成券道具ID"]] <- clear_all_quest_by_character_level_nangua; // 普通任务完成券 Cb_Use_Item_Sp_Func[Cofig["普通任务完成券道具ID"]] <- clear_all_quest_by_character_level_nangua; // 成就任务完成券 Cb_Use_Item_Sp_Func[Cofig["成就任务完成券道具ID"]] <- clear_all_quest_by_character_level_nangua; // 每日任务完成券 Cb_Use_Item_Sp_Func[Cofig["指定每日任务完成券道具ID"]] <- QUEST_ByMRFuncBynangua; // 每日任务重置券 Cb_Use_Item_Sp_Func[Cofig["指定每日任务重置券道具ID"]] <- QUEST_ByCZMRFuncBynangua; // 所有任务重置券 Cb_Use_Item_Sp_Func[Cofig["重置所有任务道具ID"]] <- QUEST_ByALLFuncBynangua; }