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