更新内存写方法
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MyProject/A.nut
159
MyProject/A.nut
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@ -23,36 +23,145 @@ Gm_InputFunc_Handle["给"] <- function(SUser, CmdString) {
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}
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// Timer.SetTimeOut(function() {
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// Haker.LoadHook("0x0830ADF6", ["pointer", "pointer", "pointer", "pointer", "int", "int", "int", "int", "int", "pointer", "float", "int", "void"],
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// function(args) {
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// local SParty = Party(NativePointer(args[0]).readPointer());
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// local map_monster_param = NativePointer(Haker.CpuContext.ebp).add(0x10).readPointer();
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// local monster_uid = NativePointer(NativePointer(Haker.CpuContext.ebp).add(0x18).readPointer()).readU16();
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// SParty.ForeachMember(function(SUser, Index) {
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// local user_item_list = Memory.alloc(8);
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// Sq_CallFunc(S_Ptr("0x08152A2C"), "pointer", ["pointer"], user_item_list.C_Object);
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// Sq_CallFunc(S_Ptr("0x0830ADF6"), "void", ["pointer", "pointer", "pointer", "pointer", "int", "int", "int", "int", "int", "pointer", "float", "int"], args[0], user_item_list.C_Object, args[2], args[3], Index + 1, 1, args[6], args[7], args[8], args[9], args[10], args[11]);
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// api_copy_mapinfo_items_between_lists(NativePointer(args[1]), user_item_list);
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// local Pack = Packet();
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// Sq_CallFunc(S_Ptr("0x0830B8CC"), "pointer", ["pointer", "pointer", "pointer", "int", "int", "pointer", "pointer"], args[0], Pack.C_Object, user_item_list.C_Object, monster_uid, Index + 1, args[3], map_monster_param);
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// SUser.Send(Pack);
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// Pack.Delete();
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// Sq_CallFunc(S_Ptr("0x08151F6E"), "pointer", ["pointer"], user_item_list.C_Object);
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// });
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// //跳过原逻辑
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// Sq_WriteByteArr(S_Ptr("0x830ADFC"), Haker.AsmGenerateMcd(
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// "pop ebx",
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// "pop esi",
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// "pop edi",
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// "pop ebp",
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// "ret"));
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// return null;
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// },
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// function(args) {
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// //还原
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// Sq_WriteByteArr(S_Ptr("0x830ADFC"), [0x81, 0xec, 0x7c, 0x01, 0x00, 0x00, 0x8B, 0x55, 0x18]);
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// return null;
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// });
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// //跳过原本的怪物死亡掉落包构造
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// Haker.LoadHook("0x0830B8CC", ["pointer", "pointer", "pointer", "int", "int", "pointer", "pointer", "pointer"],
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// function(args) {
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// if (Haker.NextReturnAddress == "0x830CE08") {
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// print(12313);
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// local v109 = NativePointer(NativePointer(Haker.CpuContext.ebp).sub(0x90).readPointer());
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// local v106 = NativePointer(Haker.CpuContext.ebp).sub(0x96)
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// if (v109.add(44).readU32() == 100 && v106.readU8() != 1 && NativePointer(args[0]).add(109 * 4).readU32() != 1) {
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// //跳过原逻辑
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// Sq_WriteByteArr(S_Ptr("0x830B8D3"), Haker.AsmGenerateMcd(
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// "add esp , 64",
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// "pop ebx",
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// "pop ebp",
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// "ret"));
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// }
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// }
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// return null;
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// },
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// function(args) {
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// if (Haker.NextReturnAddress == "0x830CE08") {
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// local v109 = NativePointer(NativePointer(Haker.CpuContext.ebp).sub(0x90).readPointer());
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// local v106 = NativePointer(Haker.CpuContext.ebp).sub(0x96)
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// if (v109.add(44).readU32() == 100 && v106.readU8() != 1 && NativePointer(args[0]).add(109 * 4).readU32() != 1) {
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// Sq_WriteByteArr(S_Ptr("0x830B8D3"), [0x8B, 0x45, 0x18, 0x66, 0x89, 0x45, 0xB4, 0x8B, 0x45, 0x0C]);
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// return 1;
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// }
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// }
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// return null;
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// });
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// //跳过原本的怪物死亡掉落包队伍发包
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// Haker.LoadHook("0x0859d14e", ["pointer", "pointer", "int"],
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// function(args) {
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// if (Haker.NextReturnAddress == "0x85a39db" && Sq_CallFunc(S_Ptr("0x0848F438"), "int", ["pointer"], args[1]) == 0) {
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// //跳过原逻辑
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// Sq_WriteByteArr(S_Ptr("0x859D154"), Haker.AsmGenerateMcd(
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// "add esp , 28",
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// "pop ebp",
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// "ret"));
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// }
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// return null;
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// },
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// function(args) {
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// if (Haker.NextReturnAddress == "0x85a39db" && Sq_CallFunc(S_Ptr("0x0848F438"), "int", ["pointer"], args[1]) == 0) {
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// Sq_WriteByteArr(S_Ptr("0x859D154"), [0xC7, 0x45, 0xF4, 0x00, 0x00, 0x00, 0x00]);
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// return 0;
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// }
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// return null;
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// });
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// //DisPatcher_GetItem::check_error 校验用户是否非法捡取物品
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// Haker.LoadHook("0x081C35AC", ["int"],
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// function(args) {
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// return null;
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// },
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// function(args) {
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// local user = NativePointer(Haker.CpuContext.ebp).add(0xc).readPointer();
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// local msg_base = NativePointer(Haker.CpuContext.ebp).add(0x10).readPointer();
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// local drop_id = NativePointer(msg_base).add(13).readU16();
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// local res = validate_pickup_permission(user, drop_id);
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// return res;
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// });
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// //跳过物品掷点
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// Haker.LoadHook("0x0850D756", ["pointer", "bool"],
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// function(args) {
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// return null;
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// },
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// function(args) {
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// return false;
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// });
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// //取消队友分金币
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// Haker.LoadHook("0x0859A918", ["pointer", "int"],
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// function(args) {
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// return null;
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// },
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// function(args) {
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// return 1;
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// });
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Timer.SetTimeOut(function() {
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// //SS免确认
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// Sq_WriteByteArr(S_Ptr("0x085A56D0"), [9]);
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// Haker.LoadHook("0x08150f18", ["pointer", "int"],
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// function(args) {
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// return null;
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// },
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// function(args) {
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// return 0;
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// });
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Haker.LoadHook("0x0830ADF6", ["pointer", "pointer", "pointer", "pointer", "int", "int", "int", "int", "int", "pointer", "float", "int", "void"],
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function(args) {
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local SParty = Party(NativePointer(args[0]).readPointer());
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local map_monster_param = NativePointer(Haker.CpuContext.ebp).add(0x10).readPointer();
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local monster_uid = NativePointer(NativePointer(Haker.CpuContext.ebp).add(0x18).readPointer()).readU16();
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Sq_WriteByteArr(S_Ptr("0x830ADFB"), Haker.AsmGenerateMcd(
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"pop esi",
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"pop edi",
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"pop ebp",
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"ret"));
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return null;
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},
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function(args) {
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//还原
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Sq_WriteByteArr(S_Ptr("0x830ADFB"), [0x53, 0x81, 0xec, 0x7c, 0x01]);
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return null;
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});
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}, 1)
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// Sq_WriteByteArr(S_Ptr("0x085A41D1"), [0xB8, 0x00, 0x00, 0x00, 0x00, 0x90]);
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// }, 1)
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Timer.SetTimeOut(function ()
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{
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// dofile("/dp_s/_DPS_/_BuiltProject/宿命魂石/FatalismStone.nut");
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// ProjectInitFuncMap.P_FatalismStone <- FatalismStone();
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Timer.SetTimeOut(function() {
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local Config = sq_ReadJsonFile("/dp_s/OfficialConfig" + "/" + "门票进入副本配置_Maomi.json");
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// local Config = GlobalConfig.Get("门票进入副本配置_Maomi.json");
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print(Config);
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}, 1);
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@ -1,54 +0,0 @@
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/*
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文件名:史诗药剂.nut
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路径:MyProject/史诗药剂.nut
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创建日期:2025-03-28 10:21
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文件用途:史诗药剂
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*/
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//➢SS药剂的ID
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EpicPotionID <- 2600006;
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//➢默认的药剂增加倍率
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EpicPotionOdds <- 0.1;
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//➢指定玩家增加深渊爆率
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EpicPotionlist <- {};
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//角色ID:增加个人深渊爆率
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EpicPotionlist[1] <- 1;
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Cb_GetItemRarity_Enter_Func["史诗药剂_逻辑"] <- function(args) {
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local Addr = NativePointer(args[0]);
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local VectorSize = (Addr.add(4).readU32() - Addr.readU32()) / 4;
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// 遍历队伍成员,找到使用了史诗药剂的玩家
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local userWithPotion = null;
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for (local i = 0; i< VectorSize; i++) {
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local elementAddr = NativePointer(Addr.readPointer()).add(i * 4);
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local user = elementAddr.readPointer();
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if (user && Sq_CallFunc(S_Ptr("0x865E994"), "int", ["pointer", "int", ], user, EpicPotionID) ) {
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userWithPotion = User(user);
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break;
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}
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}
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if (userWithPotion && Haker.NextReturnAddress == "0x853583a") {
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local partyobj = userWithPotion.GetParty();
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// 检查是否单人
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if (Sq_CallFunc(S_Ptr("0x0859A16A"), "int", ["pointer"], partyobj.C_Object) == 1) {
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local MaxRoll = NativePointer(args[1]).add(16).readU32();
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local odds = EpicPotionOdds; // 默认药剂的增加几率
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// 检查是否VIP玩家
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local charac_no = userWithPotion.GetCID();
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if (EpicPotionlist.rawin(charac_no)) {
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odds = EpicPotionlist[charac_no];
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}
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// 计算新的roll值
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args[2] = MathClass.getMin(args[2] + args[2] * odds, MaxRoll);
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}
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}
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return args;
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}
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Gm_InputFunc_Handle["okok"] <- function(SUser, cmd) {
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SUser.SendNotiPacketMessage("出纳上asdasdasda到几点方柏霓撒娇扩大年级卡萨", 7);
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}
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@ -8,20 +8,25 @@
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class FatalismStone_Stone {
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//编号
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Id = 0;
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Id = null;
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//唯一ID
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Uuid = null;
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//类型
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StoneType = 0;
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StoneType = null;
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//洗练度
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CultivationDegree = 0;
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CultivationDegree = null;
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constructor() {
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//特殊 ! 石头的储存数据大小
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Size = 8;
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}
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constructor(FatalismStoneID = 0) {
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Id = FatalismStoneID;
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CultivationDegree = MathClass.Rand(1, 100);
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//反序列化构造
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function Deserialize(StoneId, StoneUuid) {
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this.Id = StoneId;
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this.Uuid = StoneUuid;
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this.StoneType = ProjectInitFuncMap.P_FatalismStone.GetStoneData(this.Id)["stone type"];
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}
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function Blob2Hex(buf) {
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@ -34,28 +39,90 @@ class FatalismStone_Stone {
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function Serialize() {
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local B = blob(0);
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B.writen(Id, 'i'); //写入ID
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B.writen(CultivationDegree, 'i'); //写入洗练值
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B.writen(Uuid, 'i'); //写入Uuid
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return Blob2Hex(B);
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}
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function Deserialize(Data) {
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local Buf = FatalismStone_Stone();
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Buf.Id = Data.readn('i');
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Buf.CultivationDegree = Data.readn('i');
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if (Buf.Id == 0) return Buf;
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Buf.StoneType = ProjectInitFuncMap.P_FatalismStone.GetStoneData(Buf.Id)["stone type"];
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return Buf;
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}
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function SerializeTable(Obj) {
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local T = {
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id = Obj.Id,
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cultivationDegree = Obj.CultivationDegree
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//魂石背包类
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class FatalismStone_BackPack {
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//背包总格子数
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GridCount = 77;
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//穿戴总格子数
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WearCount = 6;
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StoneArr = null;
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constructor() {
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StoneArr = [];
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}
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//通过数据构造背包 反序列化
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function Deserialize(N_Data) {
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local BackpackData = N_Data[0][0];
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local WearData = N_Data[0][1];
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//转换背包数据
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local BackPackArr = [];
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for (local i = 0; i<(GridCount * 3); i++) {
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local StoneId = BackpackData.add(i * 8).readInt();
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local StoneUuid = BackpackData.add(i * 8 + 4).readInt();
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if (StoneId != 0 && StoneUuid != 0) {
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local StoneObj = FatalismStone_Stone();
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StoneObj.Deserialize(StoneId, StoneUuid)
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BackPackArr.push(StoneObj);
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} else {
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BackPackArr.push(null);
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}
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}
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//转化穿戴数据
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local WearArr = [];
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for (local i = 0; i< WearCount; i++) {
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local StoneId = WearData.add(i * 8).readInt();
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local StoneUuid = WearData.add(i * 8 + 4).readInt();
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if (StoneId != 0 && StoneUuid != 0) {
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local StoneObj = FatalismStone_Stone();
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StoneObj.Deserialize(StoneId, StoneUuid)
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WearArr.push(StoneObj);
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} else {
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WearArr.push(null);
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}
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}
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//两段数据放入总数据
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StoneArr.extend(BackPackArr);
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StoneArr.extend(WearArr);
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}
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//序列化
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function Serialize() {
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//背包数据
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local BackpackArr = StoneArr.slice(0, GridCount * 3);
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local BackpackHex = "0x";
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foreach(Pos, StoneObject in BackpackArr) {
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if (StoneObject) BackpackHex += StoneObject.Serialize();
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else BackpackHex += "0000000000000000";
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}
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//穿戴数据
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local WearArr = StoneArr.slice(GridCount * 3, GridCount * 3 + WearCount);
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local WearHex = "0x";
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foreach(Pos, StoneObject in WearArr) {
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if (StoneObject) WearHex += StoneObject.Serialize();
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else WearHex += "0000000000000000";
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}
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//返回
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return {
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inventory = BackpackHex,
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wear = WearHex
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};
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return T;
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}
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//获取魂石的列表 3为身上穿戴的
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function GetList(Page) {
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local SliceLength = GridCount;
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if (Page == 3) SliceLength = WearCount;
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return StoneArr.slice(Page * 77, Page * 77 + SliceLength);
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}
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}
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@ -71,8 +138,11 @@ class FatalismStone {
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//魂石Lst
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FatalismStoneLst = null;
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//魂石配置
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FatalismStoneConfig = null;
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constructor() {
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Script();
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local PoolObj = MysqlPool.GetInstance();
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PoolObj.SetBaseConfiguration("127.0.0.1", 3306, "game", "uu5!^%jg");
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//连接池大小
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@ -83,96 +153,114 @@ class FatalismStone {
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//读取pvf的魂石相关数据
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InitFatalismStoneData();
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//创建新架构表
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SelectSql("CREATE TABLE `zyk`.`f_user_info` ( `cid` int(250) NOT NULL, `inventory` varbinary(1848) NULL, `wear` varbinary(48) NULL, PRIMARY KEY (`cid`));", []);
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SelectSql("CREATE TABLE `zyk`.`f_stone_map` ( `uuid` int(250) NOT NULL AUTO_INCREMENT, `cultivation` float NULL DEFAULT NULL, PRIMARY KEY (`uuid`) USING BTREE);", []);
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// UpdateNewMysqlData();
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//注册客户端收包
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RegisterClient();
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//注册调试命令
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RegisterDebugCmd();
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SelectSql("CREATE TABLE `zyk`.`fatalismstone` ( `cid` int(250) NOT NULL, `data` varbinary(10240) NULL, `wearpack` varbinary(1024) NULL, PRIMARY KEY (`cid`));", []);
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}
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//通过数组生成魂石序列化数据
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function GenerateSerializeData(StoneList) {
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local Str = "0x";
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foreach(Stone in StoneList) {
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Str += Stone.Serialize();
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}
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return Str;
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}
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//通过数据反序列化魂石列表 数据 序列化个数
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function GenerateDeserializeData(Data, Count) {
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local BData = Sq_Point2Blob(Data.C_Object, FatalismStone_Stone.Size * Count);
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local DataArr = [];
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//一直读到最后
|
||||
while (!BData.eos()) {
|
||||
DataArr.push(FatalismStone_Stone.Deserialize(BData));
|
||||
}
|
||||
return DataArr;
|
||||
}
|
||||
|
||||
//给指定玩家新增魂石
|
||||
function AddFatalismStone(SUser, FatalismStoneID) {
|
||||
local CID = SUser.GetCID();
|
||||
local Ret = SelectSql("select data from zyk.fatalismstone where cid = " + CID, ["binary"]);
|
||||
//获得玩家魂石数据
|
||||
local DataArr = GenerateDeserializeData(Ret[0][0], GridCount * 3);
|
||||
//获取魂石属性
|
||||
local info = GetStoneData(FatalismStoneID);
|
||||
//根据页数分割
|
||||
local Offset = (info["stone type"] * GridCount);
|
||||
|
||||
local DataBuffer = DataArr.slice(Offset);
|
||||
//找到第一个空格子
|
||||
local Index = null;
|
||||
foreach(Pos, Obj in DataBuffer) {
|
||||
if (Obj.Id == 0) {
|
||||
Index = Pos;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (Index == null) {
|
||||
SUser.SendNotiPacketMessage("您的魂石背包已满!", 8);
|
||||
return false;
|
||||
}
|
||||
//添加魂石
|
||||
DataArr[Offset + Index] = FatalismStone_Stone(FatalismStoneID);
|
||||
local backpackBinary = GenerateSerializeData(DataArr);
|
||||
SelectSql("update zyk.fatalismstone set data = (" + backpackBinary + ") where cid = " + CID, ["int"]);
|
||||
FlushPlayerFatalismStoneBackpack(SUser);
|
||||
return true;
|
||||
}
|
||||
|
||||
//给指定玩家刷新魂石背包
|
||||
function FlushPlayerFatalismStoneBackpack(SUser) {
|
||||
local Ret = SelectSql("select data,wearpack from zyk.fatalismstone where cid = " + SUser.GetCID(), ["binary", "binary"]);
|
||||
//背包数量*背包类型数量全部使用默认的构造石头填充会是0
|
||||
local BackPackArr = array(GridCount * 3, FatalismStone_Stone());
|
||||
local WearArr = array(WearCount, FatalismStone_Stone());
|
||||
//没有初始化背包的时候先初始化背包
|
||||
//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) {
|
||||
local backpackBinary = GenerateSerializeData(BackPackArr);
|
||||
local wearBinary = GenerateSerializeData(WearArr);
|
||||
SelectSql("insert into zyk.fatalismstone(cid,data,wearpack) values(" + SUser.GetCID() + ",(" + backpackBinary + "),(" + wearBinary + "))", ["int"]);
|
||||
return null;
|
||||
} else {
|
||||
BackPackArr = GenerateDeserializeData(Ret[0][0], GridCount * 3);
|
||||
WearArr = GenerateDeserializeData(Ret[0][1], WearCount);
|
||||
return Ret[0];
|
||||
}
|
||||
SUser.SendJso({
|
||||
op = 21000002,
|
||||
BackPackData = BackPackArr.map(FatalismStone_Stone.SerializeTable),
|
||||
WearData = WearArr.map(FatalismStone_Stone.SerializeTable)
|
||||
});
|
||||
}
|
||||
|
||||
//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) {
|
||||
FlushPlayerFatalismStoneBackpack(SUser);
|
||||
local Ret = GetInvenData(SUser);
|
||||
//没查到东西说明没有背包 第一次创建背包
|
||||
if (!Ret || 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
|
||||
|
|
@ -183,92 +271,38 @@ class FatalismStone {
|
|||
local NewType = Jso.newtype;
|
||||
local NewIndex = Jso.newpos;
|
||||
|
||||
local BackPack = GetInven(SUser);
|
||||
if (!BackPack) return;
|
||||
|
||||
local Ret = SelectSql("select data,wearpack from zyk.fatalismstone where cid = " + SUser.GetCID(), ["binary", "binary"]);
|
||||
local BackPackArr = GenerateDeserializeData(Ret[0][0], GridCount * 3);
|
||||
local WearArr = GenerateDeserializeData(Ret[0][1], WearCount);
|
||||
//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;
|
||||
|
||||
//如果有魂石要移动到穿戴栏 需要检测魂石的类型是否与穿戴栏符合
|
||||
// if (OldType == -1 || NewType == -1) {
|
||||
// if(OldType == -1){
|
||||
// local OldStone = WearArr[OldIndex];
|
||||
// if(OldStone.Id != 0){
|
||||
// local Info = GetStoneData(OldStone.Id);
|
||||
// if(Info["stone type"] != NewType){
|
||||
// SUser.SendNotiPacketMessage("该魂石无法穿戴在当前位置", 8);
|
||||
// return;
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// if(NewType == -1){
|
||||
// local NewStone = BackPackArr[NewIndex];
|
||||
// if(NewStone.Id != 0){
|
||||
// local Info = GetStoneData(NewStone.Id);
|
||||
// if(Info["stone type"] != OldType){
|
||||
// SUser.SendNotiPacketMessage("该魂石无法穿戴在当前位置", 8);
|
||||
// return;
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
//如果Type等于-1 说明是穿戴的魂石的槽位
|
||||
local OldTemp, NewTemp;
|
||||
if (OldType == -1) {
|
||||
OldTemp = WearArr[OldIndex];
|
||||
} else {
|
||||
OldTemp = BackPackArr[OldType * GridCount + OldIndex];
|
||||
}
|
||||
if (NewType == -1) {
|
||||
NewTemp = WearArr[NewIndex];
|
||||
} else {
|
||||
NewTemp = BackPackArr[NewType * GridCount + NewIndex];
|
||||
}
|
||||
|
||||
|
||||
// //比对两个魂石的槽位类型
|
||||
// local ComparisonType;
|
||||
// if (NewType == -1) {
|
||||
// ComparisonType = NewIndex + 1;
|
||||
// } else {
|
||||
// ComparisonType = (NewType + 1);
|
||||
// }
|
||||
// print("旧类型: " + OldTemp.StoneType + "\n 新类型: " + ComparisonType);
|
||||
// print("旧ID: " + OldTemp.Id + "\n 新ID: " + NewTemp.Id);
|
||||
// if (OldTemp.StoneType != ComparisonType) {
|
||||
// SUser.SendNotiPacketMessage("该魂石无法穿戴在当前位置", 8);
|
||||
// return;
|
||||
// }
|
||||
|
||||
//交换数据
|
||||
if (OldType == -1) {
|
||||
WearArr[OldIndex] = NewTemp;
|
||||
} else {
|
||||
BackPackArr[OldType * GridCount + OldIndex] = NewTemp;
|
||||
}
|
||||
if (NewType == -1) {
|
||||
WearArr[NewIndex] = OldTemp;
|
||||
} else {
|
||||
BackPackArr[NewType * GridCount + NewIndex] = OldTemp;
|
||||
}
|
||||
|
||||
|
||||
//序列化数据
|
||||
local backpackBinary = GenerateSerializeData(BackPackArr);
|
||||
local wearBinary = GenerateSerializeData(WearArr);
|
||||
|
||||
|
||||
//更新数据库
|
||||
SelectSql("update zyk.fatalismstone set data = (" + backpackBinary + "),wearpack = (" + wearBinary + ") where cid = " + SUser.GetCID(), ["int"]);
|
||||
|
||||
//发送数据
|
||||
SUser.SendJso({
|
||||
op = 21000002,
|
||||
BackPackData = BackPackArr.map(FatalismStone_Stone.SerializeTable),
|
||||
WearData = WearArr.map(FatalismStone_Stone.SerializeTable)
|
||||
});
|
||||
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());
|
||||
|
|
@ -283,7 +317,7 @@ class FatalismStone {
|
|||
Timer.SetTimeOut(function() {
|
||||
inven_item.Delete();
|
||||
SUser.SendUpdateItemList(1, 0, idx);
|
||||
}, 100);
|
||||
}, 1000);
|
||||
//如果满了就发邮件
|
||||
if (!Ret) {
|
||||
local T = {};
|
||||
|
|
@ -297,8 +331,6 @@ class FatalismStone {
|
|||
}
|
||||
}
|
||||
}.bindenv(this);
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
|
@ -324,8 +356,63 @@ class FatalismStone {
|
|||
}.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();
|
||||
// Script();
|
||||
FatalismStoneLst = {};
|
||||
ScriptData.GetFileData("fatalismstone/fatalismstone.lst", function(DataTable, Data) {
|
||||
while (!Data.Eof()) {
|
||||
|
|
@ -334,6 +421,17 @@ class FatalismStone {
|
|||
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) {
|
||||
|
|
@ -409,16 +507,6 @@ class FatalismStone {
|
|||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
|
@ -438,10 +526,79 @@ class FatalismStone {
|
|||
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();
|
||||
|
||||
print("文件加载!");
|
||||
ProjectInitFuncMap.P_FatalismStone <- FatalismStone();
|
||||
|
|
@ -14,6 +14,8 @@ class _Hacker {
|
|||
NextReturnAddress = null;
|
||||
CpuContext = null;
|
||||
|
||||
|
||||
|
||||
constructor() {
|
||||
HookTable = {};
|
||||
HookJumpMemoryTable = {};
|
||||
|
|
|
|||
|
|
@ -85,9 +85,9 @@ class NativePointer extends Base_C_Object {
|
|||
function write(value, type) {
|
||||
local Buf = blob(0);
|
||||
Buf.writen(value, type);
|
||||
local arr = [];
|
||||
foreach(value in Buf) {
|
||||
arr.append(value);
|
||||
local arr = array(Buf.len());
|
||||
for (local i = 0; i< Buf.len(); i++) {
|
||||
arr[i] = Buf[i];
|
||||
}
|
||||
writeByteArray(arr);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -43,10 +43,12 @@ class Party extends Base_C_Object {
|
|||
|
||||
//获取玩家
|
||||
function GetUser(Pos) {
|
||||
if (Sq_CallFunc(S_Ptr("0x085B4D12"), "int", ["pointer", "int"], this.C_Object, Pos)) {
|
||||
local C_User = Sq_CallFunc(S_Ptr("0x08145764"), "pointer", ["pointer", "int"], this.C_Object, Pos);
|
||||
if (C_User) {
|
||||
return User(C_User);
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -226,7 +226,7 @@ _Hook_Register_Currency_Func_("0x084D7A90", ["pointer", "pointer", "pointer", "i
|
|||
//副本内生成物品时
|
||||
Cb_Battle_Field_MakeDropItems_Enter_Func <- {};
|
||||
Cb_Battle_Field_MakeDropItems_Leave_Func <- {};
|
||||
_Hook_Register_Currency_Func_("0x0830ADF6", ["pointer", "int", "int", "int", "short", "int", "int", "int", "char", "int", "int", "int", "void"], Cb_Battle_Field_MakeDropItems_Enter_Func, Cb_Battle_Field_MakeDropItems_Leave_Func);
|
||||
_Hook_Register_Currency_Func_("0x0830ADF6", ["pointer", "pointer", "pointer", "pointer", "int", "int", "int", "int", "int", "pointer", "float", "int", "void"], Cb_Battle_Field_MakeDropItems_Enter_Func, Cb_Battle_Field_MakeDropItems_Leave_Func);
|
||||
|
||||
//独立掉落几率
|
||||
Cb_IndependentItemRateControl_Enter_Func <- {};
|
||||
|
|
@ -602,3 +602,23 @@ _Hook_Register_Currency_Func_("0x86C5288", ["int", "pointer", "pointer", "int"],
|
|||
Cb_CItem_get_rarity_Enter_Func <- {};
|
||||
Cb_CItem_get_rarity_Leave_Func <- {};
|
||||
_Hook_Register_Currency_Func_("0x080F12D6", ["pointer", "int"], Cb_CItem_get_rarity_Enter_Func, Cb_CItem_get_rarity_Leave_Func);
|
||||
|
||||
//副本内怪物死亡消息包
|
||||
Cb_CBattle_Field_MakeNotiPacketDieMonster_Enter_Func <- {};
|
||||
Cb_CBattle_Field_MakeNotiPacketDieMonster_Leave_Func <- {};
|
||||
_Hook_Register_Currency_Func_("0x0830B8CC", ["pointer", "pointer", "pointer", "int", "int", "pointer", "pointer", "pointer"], Cb_CBattle_Field_MakeNotiPacketDieMonster_Enter_Func, Cb_CBattle_Field_MakeNotiPacketDieMonster_Leave_Func);
|
||||
|
||||
//向队伍全体发包
|
||||
Cb_CParty_send_to_party_Enter_Func <- {};
|
||||
Cb_CParty_send_to_party_Leave_Func <- {};
|
||||
_Hook_Register_Currency_Func_("0x0859d14e", ["pointer", "pointer", "int"], Cb_CParty_send_to_party_Enter_Func, Cb_CParty_send_to_party_Leave_Func);
|
||||
|
||||
//物品掷点
|
||||
Cb_CItem_check_item_routing_Enter_Func <- {};
|
||||
Cb_CItem_check_item_routing_Leave_Func <- {};
|
||||
_Hook_Register_Currency_Func_("0x0850D756", ["pointer", "bool"], Cb_CItem_check_item_routing_Enter_Func, Cb_CItem_check_item_routing_Leave_Func);
|
||||
|
||||
//统计队伍中满足特定条件的成员数量
|
||||
Cb_CParty_get_live_count_enter_map_Enter_Func <- {};
|
||||
Cb_CParty_get_live_count_enter_map_Leave_Func <- {};
|
||||
_Hook_Register_Currency_Func_("0x0859A918", ["pointer", "int"], Cb_CParty_get_live_count_enter_map_Enter_Func, Cb_CParty_get_live_count_enter_map_Leave_Func);
|
||||
|
|
|
|||
BIN
lib/libAurora.so
BIN
lib/libAurora.so
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Binary file not shown.
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Reference in New Issue