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18 Commits

Author SHA1 Message Date
Lenheart 2815d5e898 refactor(装备拓展): 移除已注释的购买装备后刷新金币逻辑 2026-03-04 16:04:59 +08:00
Lenheart 5baa2cff0a fix(装备拓展): 修复购买装备时金币显示错乱问题
修改装备镶嵌相关代码后导致购买装备时金币显示异常,通过添加定时刷新金币操作解决该问题
2026-03-04 15:42:44 +08:00
Lenheart ee09eb5efc refactor(装备系统): 注释掉装备属性对比的条件判断
移除装备属性对比的条件判断,直接执行后续逻辑
2026-03-03 20:47:20 +08:00
Lenheart 36c144dc6d 更新换装系统插件 2026-03-03 15:45:14 +08:00
Lenheart b2881499c6 1.3基础 2026-02-27 15:40:20 +08:00
Lenheart 616a254c31 修复誉名录BUG 2026-02-18 21:11:31 +08:00
Lenheart b5fba5bed3 寒服更新 2026-02-18 21:06:10 +08:00
Lenheart c9d989f8b8 寒服更新 2026-02-14 04:23:30 +08:00
Lenheart 868a9f3c9a 11 2026-02-14 03:31:30 +08:00
Lenheart 4de459884c 寒服更新 2026-02-13 20:20:00 +08:00
lenheart 513caa5347 异界装备升级 2026-02-02 19:27:29 +08:00
lenheart 58b5ebfcc2 更新HOOK 2026-01-26 15:36:13 +08:00
lenheart 877ab0b8bc HOOK新增 2026-01-22 20:02:26 +08:00
lenheart 3cf9eaaa29 新的hook接口 2026-01-22 19:59:35 +08:00
lenheart b2e4be7d06 添加装备拓展功能,创建新表以管理唯一ID,并实现UUID生成逻辑;更新ItemClass和PacketClass以支持新功能 2026-01-19 21:59:05 +08:00
lenheart a1e5af4ef9 更新hook 2026-01-16 22:59:19 +08:00
lenheart 153de52d6b 更新回调 2026-01-11 19:16:56 +08:00
lenheart a162ecee48 更新HttpServer类以支持服务ID管理,添加MD5类的hex_encode函数和改进base64_encode函数,修改A.nut文件以增加注释和功能 2026-01-03 14:38:50 +08:00
25 changed files with 2303 additions and 32 deletions

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@ -1,8 +1,10 @@
function sqr_main() {
GameManager.OpenHotFix("/dp_s/OfficialConfig");
GameManager.OpenHotFix("/dp_s/OfficialProject");
GameManager.OpenHotFix("/dp_s/_DPS_/_Core");
GameManager.OpenHotFix("/dp_s/_DPS_/_BuiltProject");
GameManager.OpenHotFix("/dp_s/MyProject");
GameManager.SetGameMaxLevel(86);
// GameManager.SetGameMaxLevel(86);
// Cb_History_MileageSet_Func["TW_reach_game_world"] <- function(SUser, Data) {
// //第一次上线
// if (SUser.GetCharacLevel() > 70) {

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@ -22,6 +22,8 @@ Gm_InputFunc_Handle["给"] <- function(SUser, CmdString) {
}
}
Gm_InputFunc_Handle["转职"] <- function(SUser, CmdString) {
local count = -1;
local pos = 0;
@ -69,6 +71,8 @@ Gm_InputFunc_Handle["完成任务"] <- function(SUser, CmdString) {
SUser.ClearQuest_Gm(221);
}
Gm_InputFunc_Handle["升级"] <- function(SUser, CmdString) {
local count = -1;
local pos = 0;
@ -109,15 +113,62 @@ Gm_InputFunc_Handle["点券"] <- function(SUser, CmdString) {
}
}
Gm_InputFunc_Handle["test"] <- function(SUser, CmdString) {
Sq_CallFunc(S_Ptr("0x0866C46A"), "void", ["pointer"], SUser.C_Object);
}
Timer.SetTimeOut(function() {
// _Dps_Equ2AvaJewel_Main_()
// local Pack = Packet();
// print("包位置: " + Pack.GetPos());
// Pack.Put_Int(666);
// print("包位置: " + Pack.GetPos());
// // Sq_Rsa_GenerateKey();
// local str = format("%08x010101010101010101010101010101010101010101010101010101010101010155914510010403030101", 1);
// local Byte = Sq_Rsa_Private_Encrypt(str);
// local EnStr = _base64_encode(Byte);
// print(EnStr);
// local passwd = "1";
// Sq_WriteByteArr(S_Ptr("0x081E907E"), [0x90, 0x90, 0x90, 0x90, 0x90]);
// Sq_WriteByteArr(S_Ptr("0x0081E9085"), [0x0F, 0x94, 0xC0]);
// Sq_WriteByteArr(S_Ptr("0x81731F2"), Haker.AsmGenerateMcd(
// "mov eax,0",
// "ret" ));
}, 1);
// // //玩家新增道具时
// Cb_wdzsdfge_Enter_Func <- {};
// Cb_wdzsdfge_Leave_Func <- {};
// _Hook_Register_Currency_Func_("0x81731F2", ["pointer", "pointer", "pointer", "int"], Cb_wdzsdfge_Enter_Func, Cb_wdzsdfge_Leave_Func);
// Cb_wdzsdfge_Leave_Func["11"] <- function(args) {
// print("登录请求: ");
// print("args[0]: " + args[0]);
// NativePointer(args[0]).Output(512);
// print("args[1]: " + args[1]);
// //NativePointer(args[1]).Output(512);
// print("args[2]: " + args[2]);
// NativePointer(args[2]).Output(512);
// }
Gm_InputFunc_Handle["我要升级"] <- function(SUser, CmdString) {
SUser.SetCharacLevel(85);
}
Gm_InputFunc_Handle["南瓜村"] <- function(SUser, CmdString) {
getroottable()._NewTitle_.AddTitle(SUser, 1);
}
}, 1);

168
MyProject/DPS登录器.nut Normal file
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@ -0,0 +1,168 @@
class _DPS_Login_Gateway_ {
//数据库连接
MysqlObject = null;
PackHandleMap = null;
constructor() {
PackHandleMap = {};
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"));
//创建一个Http Server
try {
local HS = HttpServer("0.0.0.0", "41817");
HS.Listen(function(SocketObject, Header, Msg) {
print("HS.Listen")
getroottable()._DPS_Login_Gateway_Object_._HttpServer_Event_DPS_(SocketObject, Header, Msg);
});
} catch (exception) {
}
PackHandleMap["/GetConfig"] <- function(SocketObject, Header, Jso) {
local Config = sq_ReadJsonFile("/dp_s/OfficialConfig/登录器配置.json");
//读取DPS登录器的配置并发送
SocketObject.Write(Config);
}
PackHandleMap["/Login"] <- function(SocketObject, Header, Jso) {
if (!Jso.rawin("account")) return;
if (!Jso.rawin("passwd")) return;
local account = Jso.account;
local passwd = Jso.passwd;
local passwd_hash = MD5_Hash(passwd);
//正则表达式 只允许字母和数字
local regex = regexp("^[A-Za-z0-9]{1,19}$");
if (!regex.match(account)) {
SocketObject.Write({
error = "账号只能包含字母和数字且长度小于20"
});
return;
}
local sql = format("select UID from d_taiwan.accounts where accountname='%s' and password='%s';", account, passwd_hash);
local Ret = MysqlObject.Select(sql, ["int"]);
if (Ret && Ret.len() > 0) {
local Uid = Ret[0][0];
local str = format("%08x010101010101010101010101010101010101010101010101010101010101010155914510010403030101", Uid);
local Byte = Sq_Rsa_Private_Encrypt(str);
local EnStr = MD5.base64_encode(Byte);
//发送登录Token
SocketObject.Write({
token = EnStr
});
} else {
SocketObject.Write({
error = "账号或密码错误!"
});
}
}.bindenv(this);
PackHandleMap["/Register"] <- function(SocketObject, Header, Jso) {
if (!Jso.rawin("account")) return;
if (!Jso.rawin("passwd")) return;
local account = Jso.account;
local passwd = Jso.passwd;
//正则表达式 只允许字母和数字
local regex = regexp("^[A-Za-z0-9]{1,19}$");
if (account.len() == 0 || !regex.match(account)) {
SocketObject.Write({
error = "账号只能包含字母和数字且长度大于0小于20"
});
return;
}
if (passwd.len() == 0 || !regex.match(passwd)) {
SocketObject.Write({
error = "密码只能包含字母和数字且长度大于0小于20"
});
return;
}
if (GetAccountByName(account) != null) {
SocketObject.Write({
error = "账号已存在"
})
return;
}
local passwd_hash = MD5_Hash(passwd);
local sql = format("INSERT INTO d_taiwan.accounts(accountname, password)VALUES( '%s' , '%s');", account, passwd_hash);
MysqlObject.Exec_Sql(sql);
local Ret = MysqlObject.Select("SELECT LAST_INSERT_ID()", ["int"]);
if (Ret && Ret.len() > 0) {
local Uid = Ret[0][0].tostring();
MysqlObject.Exec_Sql(format("INSERT INTO d_taiwan.member_info(m_id, user_id)VALUES('%s','%s');", Uid, Uid));
MysqlObject.Exec_Sql(format("INSERT INTO d_taiwan.member_white_account(m_id)VALUES('%s')", Uid));
MysqlObject.Exec_Sql(format("INSERT INTO taiwan_login.member_login(m_id)VALUES('%s')", Uid));
MysqlObject.Exec_Sql(format("INSERT INTO taiwan_billing.cash_cera(account, cera,mod_tran,mod_date, reg_date)VALUES('%s',0,0,NOW(), NOW())", Uid));
MysqlObject.Exec_Sql(format("INSERT INTO taiwan_billing.cash_cera_point(account, cera_point,mod_date, reg_date)VALUES('%s',0,NOW(), NOW())", Uid));
SocketObject.Write({
success = "账号注册成功,现在您可以登录了!"
});
return;
}
}.bindenv(this);
}
function GetAccountByName(account) {
local sql = format("select UID , accountname, password from d_taiwan.accounts where accountname='%s'", account);
local Ret = MysqlObject.Select(sql, ["int", "string", "string"]);
if (!Ret || Ret.len() == 0) {
return null;
}
return {
uid = Ret[0][0],
account = Ret[0][1],
passwd = Ret[0][2]
}
}
function _HttpServer_Event_DPS_(SocketObject, Header, Msg) {
print("_HttpServer_Event_DPS_")
if (PackHandleMap.rawin(Header.path)) {
local Jso = null;
try {
Jso = Json.Decode(Msg);
} catch (exception) {
}
if (!Jso) return;
PackHandleMap[Header.path](SocketObject, Header, Jso);
} else {
SocketObject.Write({
error = "error url"
});
}
}
function MD5_Hash(str) {
local Ctx = Memory.alloc(0x100);
MD5.MD5_Init(Ctx.C_Object);
MD5.MD5_Update(Ctx.C_Object, Memory.allocUtf8String(str).C_Object, str.len());
local Result = Memory.alloc(16);
MD5.MD5_Final(Result.C_Object, Ctx.C_Object);
return MD5.hex_encode(Result.readUtf8String(16));
}
}
Timer.SetTimeOut(function() {
getroottable()._DPS_Login_Gateway_Object_ <- _DPS_Login_Gateway_();
}, 1);

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@ -0,0 +1,396 @@
/*
文件名:灵魂救赎武器.nut
路径:_DPS_/_BuiltProject/灵魂救赎武器/灵魂救赎武器.nut
创建日期:2026-01-20 19:24
文件用途:
*/
class SoulSalvationC {
MysqlObject = null;
//灵魂救赎武器标识 (阶段1)
Equipment1List = null;
//1阶段所需灵魂数量
Stage1SoulCount = 1000;
//1阶段进阶所需材料
Equipment1Upgrade = null;
//灵魂救赎武器标识 (阶段2)
Equipment2List = null;
//2阶段所需灵魂数量
Stage2SoulCount = 100;
//灵魂救赎武器标识 (阶段3)
Equipment3List = null;
//数据
data = null;
constructor() {
Equipment1List = {};
Equipment1Upgrade = {};
Equipment2List = {};
Equipment3List = {};
data = {};
//创建数据库
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"));
local check_table_sql = "SELECT COUNT(*) FROM INFORMATION_SCHEMA.TABLES WHERE TABLE_NAME = 'soulsalvation';"
local Ret = MysqlObject.Select(check_table_sql, ["int"]);
if (Ret.len() == 0 || Ret[0][0] == 0) {
local sql = "CREATE TABLE soulsalvation (`uid` INT(11) NOT NULL COMMENT '主键ID',`soul_id` INT(11) NOT NULL DEFAULT 0 COMMENT '灵魂ID', `soul_count` INT(11) NOT NULL DEFAULT 0 COMMENT '数值字段默认值0',PRIMARY KEY (`uid`)) ENGINE=InnoDB DEFAULT CHARSET=utf8mb4 COMMENT='soulsalvation表';";
MysqlObject.Exec_Sql(sql);
}
//读取PVF
InitPvf();
//注册客户端收包
RegisterClient();
//读取数据库数据到缓存
InitMysqlData();
}
function RegisterClient() {
//测试用客户端主动查询灵魂数
ClientSocketPackFuncMap.rawset(21011001, function(SUser, Jso) {
local SendInfo = GetUserData(SUser);
SUser.SendJso({
op = 21011002,
Info = SendInfo
})
}.bindenv(this));
Cb_CParty_OnKillMonster_Leave_Func.rawset("SoulSalvationC", function(args) {
local SUser = User(args[1]);
//获取佩戴的武器
local Weapon = GetUserWeapon(SUser);
local WeaponIndex = Weapon.GetIndex();
//可积累灵魂数量
if (Equipment1List.rawin(WeaponIndex) || Equipment2List.rawin(WeaponIndex)) {
local uuid = Weapon.GetUuid();
//有数据则+1 无数据则新增
if (data.rawin(uuid)) {
if (data[uuid].soul_count< Stage1SoulCount)
data[uuid].soul_count += 1;
} else {
data[uuid] <- {
soul_count = 1,
soul_id = 0
};
}
SUser.SendJso({
op = 21011004,
uuid = uuid,
info = data[uuid]
})
}
}.bindenv(this));
//上线时 获取自己的灵魂武器信息
Cb_reach_game_world_Func.rawset("SoulSalvationC", function(SUser) {
local SendInfo = GetUserData(SUser);
SUser.SendJso({
op = 21011002,
Info = SendInfo
})
}.bindenv(this));
//查看他人信息的时候 获取灵魂武器信息
Cb_GetUserInfo_Leave_Func.rawset("SoulSalvationC", function(args) {
local SUser = User(args[1])
local CheckWorldId = NativePointer(args[2]).add(13).readShort();
local CheckUser = World.GetUserBySession(CheckWorldId);
if (CheckUser) {
local SendInfo = GetUserData(CheckUser);
SUser.SendJso({
op = 21011006,
Info = SendInfo
})
}
}.bindenv(this));
//每5分钟固化一次数据到数据库
Timer.RemoveCronTask("SoulSalvationC");
Timer.SetCronTask(function() {
local DataList = [];
foreach(uuid, value in data) {
local str = format("(%d,%d,%d),", uuid, value.soul_id, value.soul_count);
DataList.push(str);
}
local sql = "REPLACE INTO soulsalvation (uid, soul_id, soul_count) VALUES";
foreach(value in DataList) {
sql += value;
}
//去除最后一个,
sql = sql.slice(0, -1);
sql += ";";
MysqlObject.Exec_Sql(sql);
// }.bindenv(this), {
// Cron = "0 */5 * * * *",
// Name = "SoulSalvationC"
// });
}.bindenv(this), {
Cron = "*/5 * * * * *",
Name = "SoulSalvationC"
});
ClientSocketPackFuncMap.rawset(21011007, function(SUser, Jso) {
//获取背包
local InvenObj = SUser.GetInven();
//装备ID
local Id = Jso.item.ItemId;
//判断是否为灵魂武器一阶段
if (!Equipment1List.rawin(Id)) {
SUser.SendJso({
op = 21011008,
error = 1
});
return;
}
// //判断灵魂数量是否已经达到要求
// local SlotItem = InvenObj.GetSlot(Inven.INVENTORY_TYPE_ITEM, 9 + Jso.item.Pos);
// local uuid = SlotItem.GetUuid();
// local SoulCount = 0;
// if(data.rawin(uuid)){
// SoulCount = data[uuid].soul_count;
// }
// if(SoulCount < Stage1SoulCount){
// SUser.SendJso({
// op = 21011008,
// error = 2
// });
// return;
// }
local MgArr = [];
foreach(Index, Count in Equipment1Upgrade) {
//查询自己有多少个道具
MgArr.push({
Item = Index,
RealCount = InvenObj.GetCountById(Index),
NeedCount = Count.tointeger()
});
}
SUser.SendJso({
op = 21011008,
MgInfo = MgArr
});
}.bindenv(this));
ClientSocketPackFuncMap.rawset(21011009, function(SUser, Jso) {
//获取背包
local InvenObj = SUser.GetInven();
//装备ID
local Id = Jso.item.ItemId;
//判断是否为灵魂武器一阶段
if (!Equipment1List.rawin(Id)) {
SUser.SendJso({
op = 21011008,
error = 1
});
return;
}
//要给予的装备ID
local giveid = Id + 1;
//获取对应槽位的装备
local SlotItem = InvenObj.GetSlot(Inven.INVENTORY_TYPE_ITEM, 9 + Jso.item.Pos);
local uuid = SlotItem.GetUuid();
if (SlotItem.GetIndex() != Id) {
SUser.SendNotiBox(" 升级失败 升级时请不要操作背包", 1);
return;
} else {
local MgArr = [];
foreach(Index, Count in Equipment1Upgrade) {
//查询自己有多少个道具
MgArr.push({
Id = Index,
Count = Count.tointeger()
});
}
local Flag = InvenObj.CheckArrItemCount(MgArr);
if (!Flag) {
print("扣除失败");
SUser.SendNotiBox(" 升级失败 升级时请不要操作背包", 1);
return;
} else {
local SlogInfo = SUser.GiveItem(giveid, 1);
if (!SlogInfo) {
SUser.SendNotiBox(" 升级失败 请确定背包有空余空间", 1);
return;
}
local giveItemObj = InvenObj.GetSlot(1, SlogInfo[1])
//扣除道具
InvenObj.DeleteArrItemCount(MgArr);
local forging = SlotItem.GetForging(); //锻造
local upgrade = SlotItem.GetUpgrade(); //强化
local amplification = SlotItem.GetAmplification(); //增幅
local enchanting = SlotItem.GetEnchanting(); //附魔
if (forging > 0) {
giveItemObj.SetForging(forging);
}
if (upgrade > 0) {
giveItemObj.SetUpgrade(upgrade);
}
if (amplification != 0) {
giveItemObj.SetAmplification(amplification);
}
giveItemObj.SetEnchanting(enchanting);
giveItemObj.SetAdd_Info(SlotItem.GetAdd_Info()); //品级
giveItemObj.Flush();
//销毁背包中的道具
SlotItem.Delete();
//刷新玩家背包列表
SUser.SendUpdateItemList(1, 0, 9 + Jso.item.Pos);
SUser.SendUpdateItemList(1, 0, SlogInfo[1]);
//刷新
SUser.SendNotiBox(" 升级成功", 1);
SUser.SendJso({
op = 21011010
});
//从缓存中移除这个uuid
data.rawdelete(uuid);
local Sql = "DELETE FROM soulsalvation WHERE uid = " + uuid + ";";
MysqlObject.Exec_Sql(Sql);
}
}
}.bindenv(this));
};
//获取角色的武器
function GetUserWeapon(SUser) {
local InvenObj = SUser.GetInven();
if (!InvenObj) return null;
return InvenObj.GetSlot(Inven.INVENTORY_TYPE_BODY, 10);
}
//获取角色的灵魂武器信息
function GetUserData(SUser) {
//获取背包对象
local InvenObj = SUser.GetInven();
if (!InvenObj) return {};
local UUIDList = [];
//遍历身上
for (local i = 0; i< 26; i++) {
local Inven_Item = InvenObj.GetSlot(Inven.INVENTORY_TYPE_BODY, i);
if (Inven_Item) {
local Index = Inven_Item.GetIndex();
if (Equipment1List.rawin(Index) || Equipment2List.rawin(Index)) {
local uuid = Inven_Item.GetUuid();
UUIDList.push(uuid);
}
}
}
//遍历物品栏
for (local i = 0; i< 70; i++) {
local Inven_Item = InvenObj.GetSlot(Inven.INVENTORY_TYPE_ITEM, i);
if (Inven_Item) {
local Index = Inven_Item.GetIndex();
if (Equipment1List.rawin(Index) || Equipment2List.rawin(Index)) {
local uuid = Inven_Item.GetUuid();
UUIDList.push(uuid);
}
}
}
local SendInfo = {};
foreach(uuid in UUIDList) {
if (data.rawin(uuid)) {
SendInfo.rawset(uuid, data[uuid]);
} else {
data[uuid] <- {
soul_count = 0,
soul_id = 0
};
}
}
return SendInfo;
}
function InitPvf() {
Script();
ScriptData.GetFileData("etc/rindro/expandequipment/soulsalvation.etc", function(DataTable, Data) {
while (!Data.Eof()) {
local Fragment = Data.Get();
if (Fragment == "[EQUIPMENT1]") {
Equipment1List = {};
while (true) {
local Fbuf = Data.Get();
if (Fbuf == "[/EQUIPMENT1]") {
break;
}
Equipment1List.rawset(Fbuf, true);
}
} else if (Fragment == "[EQUIPMENT2]") {
Equipment2List = {};
while (true) {
local Fbuf = Data.Get();
if (Fbuf == "[/EQUIPMENT2]") {
break;
}
Equipment2List.rawset(Fbuf, true);
}
} else if (Fragment == "[EQUIPMENT3]") {
Equipment3List = {};
while (true) {
local Fbuf = Data.Get();
if (Fbuf == "[/EQUIPMENT3]") {
break;
}
Equipment3List.rawset(Fbuf, true);
}
} else if (Fragment == "[STAGE1 VALUE]") {
Stage1SoulCount = Data.Get();
} else if (Fragment == "[STAGE2 VALUE]") {
Stage2SoulCount = Data.Get();
} else if (Fragment == "[STAGE1 NEED ITEM]") {
Equipment1Upgrade = {};
while (true) {
local Fbuf = Data.Get();
if (Fbuf == "[/STAGE1 NEED ITEM]") {
break;
}
Equipment1Upgrade.rawset(Fbuf, Data.Get());
}
}
}
}.bindenv(this));
}
function InitMysqlData() {
local Sql = "SELECT * FROM soulsalvation"
local Ret = MysqlObject.Select(Sql, ["int", "int", "int"]);
foreach(Row in Ret) {
local uuid = Row[0];
local soul_id = Row[1];
local soul_count = Row[2];
data.rawset(uuid, {
soul_id = soul_id,
soul_count = soul_count
})
}
}
}
Timer.SetTimeOut(function() {
getroottable()._SoulSalvation_ <- SoulSalvationC();
print("双端插件·灵魂救赎武器 - 已加载");
}, 1);

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@ -0,0 +1,95 @@
/*
文件名:装备拓展.nut
路径:MyProject/装备拓展.nut
创建日期:2026-01-15 10:02
文件用途:
*/
Cb_ItemGloballyUniqueIdentifier_t_SetServerId_Enter_Func <- {};
Cb_ItemGloballyUniqueIdentifier_t_SetServerId_Leave_Func <- {};
_Hook_Register_Currency_Func_("0x08894782", ["pointer", "int", "pointer"], Cb_ItemGloballyUniqueIdentifier_t_SetServerId_Enter_Func, Cb_ItemGloballyUniqueIdentifier_t_SetServerId_Leave_Func);
// Cb_CInventory_MakeItemPacket_Enter_Func <- {};
// Cb_CInventory_MakeItemPacket_Leave_Func <- {};
// _Hook_Register_Currency_Func_("0x084FC6BC", ["pointer", "int", "int", "pointer", "int"], Cb_CInventory_MakeItemPacket_Enter_Func, Cb_CInventory_MakeItemPacket_Leave_Func);
class EquipmentExpandC {
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"));
local check_table_sql = "SELECT COUNT(*) FROM INFORMATION_SCHEMA.TABLES WHERE TABLE_NAME = 'equip_only_id';"
local Ret = MysqlObject.Select(check_table_sql, ["int"]);
if (Ret.len() == 0 || Ret[0][0] == 0) {
local sql = "CREATE TABLE equip_only_id (id INT(11) NOT NULL AUTO_INCREMENT COMMENT '32位自增唯一ID初始值10000', PRIMARY KEY (id)) ENGINE=InnoDB DEFAULT CHARSET=utf8mb4 COMMENT '纯自增ID表' AUTO_INCREMENT=10000;";
MysqlObject.Exec_Sql(sql);
}
//HOOKServerId生成uuid
Cb_ItemGloballyUniqueIdentifier_t_SetServerId_Enter_Func["_装备拓展_"] <- function(args) {
args[1] = GenerateUUID();
// print("赋予唯一id " + args[1]);
return args;
}.bindenv(this);
// //补充数据包
// Cb_CInventory_MakeItemPacket_Leave_Func["_装备拓展_"] <- function(args) {
// // local ItemObj = Item(Sq_CallFunc(S_Ptr("0x084FC1DE"), "int", ["pointer", "int", "int", "pointer"], args[0], args[1], args[2]));
// // print("装备编号: " + ItemObj.GetIndex());
// // local Pack = Packet(args[3]);
// // local Buffer = Memory.alloc(30);
// // //无需重置为0 需要写数据的地方自己会覆写
// // Buffer.add(18).writeInt(NativePointer())
// // Pack.Put_BinaryEx(DB_JewelSocketData.C_Object, 30);
// }.bindenv(this);
//额外数据包,发送装备数据给本地处理
Cb_InterfacePacketBuf_put_packet_Leave_Func["_装备拓展_"] <- function(args) {
local Inven_Item = NativePointer(args[1]);
if (Inven_Item.add(1).readU8() == 1) {
local Uuid = Inven_Item.add(21).readInt();
if (Uuid< 10000) {
local uuid = GenerateUUID();
Inven_Item.add(21).writeInt(uuid);
}
}
}.bindenv(this);
}
function GenerateUUID() {
MysqlObject.Exec_Sql("INSERT INTO equip_only_id VALUES ();");
local Ret = MysqlObject.Select("SELECT LAST_INSERT_ID() AS new_auto_id;", ["int"]);
return Ret[0][0];
}
// Cb_CInventory_insertItemIntoInventory_Leave_Func["_装备拓展_"] <- function(args) {
// local SUser = User(NativePointer(args[0]).readPointer());
// local ItemObject = Item(NativePointer(Haker.CpuContext.ebp).add(12).C_Object);
// local ServerId = NativePointer(ItemObject.C_Object).add(21).readInt();
// //数据库主键从10000开始自增
// if (ServerId< 10000) {
// local NewUuid = GenerateUUID();
// NativePointer(ItemObject.C_Object).add(21).writeInt(NewUuid);
// }
// }.bindenv(this);
}
Timer.SetTimeOut(function() {
getroottable()._EquipmentExpand_ <- EquipmentExpandC();
print("特殊插件·装备拓展 - 已加载");
}, 1);

View File

@ -83,6 +83,11 @@
"毁梦定制战力系统/毁梦定制战力系统.nut"
]
},
"毁梦定制装备继承": {
"Script": [
"毁梦定制装备继承/毁梦定制装备继承.nut"
]
},
"卢克": {
"Script": [
"卢克/LukeClass.nut"
@ -107,6 +112,36 @@
"Script": [
"装备跨界/装备跨界.nut"
]
},
"灵魂救赎武器": {
"Script": [
"灵魂救赎武器/灵魂救赎武器.nut"
]
},
"装备拓展": {
"Script": [
"装备拓展/装备拓展.nut"
]
},
"异界装备升级": {
"Script": [
"异界装备升级/异界装备升级.nut"
]
},
"黄金哥布林袖珍罐": {
"Script": [
"黄金哥布林袖珍罐/黄金哥布林袖珍罐.nut"
]
},
"誉名录": {
"Script": [
"誉名录/誉名录.nut"
]
},
"换装系统": {
"Script": [
"换装系统/换装系统.nut"
]
}
}
}

View File

@ -0,0 +1,204 @@
/*
文件名:升级券.nut
路径:MyProject/升级券/升级券.nut
创建日期:2025-12-14 21:32
文件用途:
*/
class ItemEquipmentUpgrade {
//配置表
Info = null;
//用户状态表
UserState = null;
//基础所需材料
BasicMaterials = null;
//等级倍率
LevelRate = 1.0;
//品级倍率
RarityRate = 1.0;
//禁止升级Map
BanEquipmentMap = null;
//特殊装备Map
SpecialEquipmentMap = null;
//特殊材料组
SpecialMaterialsGroup = null;
constructor() {
Info = {};
UserState = {};
//读取PVF
InitPvf();
//注册客户端收包
RegisterClient();
}
function RegisterClient() {
ClientSocketPackFuncMap.rawset(21010001, function(SUser, Jso) {
//获取背包
local InvenObj = SUser.GetInven();
//装备ID
local Id = Jso.item.ItemId;
local pvfItem = PvfItem.GetPvfItemById(Id)
local Level = pvfItem.GetUsableLevel();
//判断是否为异界装备 不是就返回 或者等级已经是85了也返回
if (pvfItem.GetRarity() != 5 || Level == 85) {
SUser.SendJso({
op = 21010002,
error = 1
});
return;
}
//普通升级装备
else {
local equ = PvfItem.GetPvfItemById(Id);
local Rarity = equ.GetRarity();
local Level = equ.GetUsableLevel();
local RarityCalculateRate = Rarity * RarityRate;
local LevelCalculateRate = Level * LevelRate;
local MgArr = [];
foreach(object in BasicMaterials) {
//查询自己有多少个道具
MgArr.push({
Item = object.Item,
RealCount = InvenObj.GetCountById(object.Item),
NeedCount = (object.Count * RarityCalculateRate * LevelCalculateRate).tointeger()
});
}
SUser.SendJso({
op = 21010002,
MgInfo = MgArr
});
}
}.bindenv(this));
ClientSocketPackFuncMap.rawset(21010003, function(SUser, Jso) {
//获取背包
local InvenObj = SUser.GetInven();
//装备ID
local Id = Jso.item.ItemId;
local equ = PvfItem.GetPvfItemById(Id);
local Level = equ.GetUsableLevel();
local giveid = Id + 220000000;
if (Level == 75 || Level == 80) {
giveid = Id + 1000000;
}
//获取对应槽位的装备
local SlotItem = InvenObj.GetSlot(Inven.INVENTORY_TYPE_ITEM, 9 + Jso.item.Pos);
if (SlotItem.GetIndex() != Id) {
SUser.SendNotiBox(" 升级失败 升级时请不要操作背包", 1);
return;
} else {
local equ = PvfItem.GetPvfItemById(Id);
local Rarity = equ.GetRarity();
local Level = equ.GetUsableLevel();
local RarityCalculateRate = Rarity * RarityRate;
local LevelCalculateRate = Level * LevelRate;
local MgArr = [];
foreach(object in BasicMaterials) {
//查询自己有多少个道具
MgArr.push({
Id = object.Item,
Count = (object.Count * RarityCalculateRate * LevelCalculateRate).tointeger()
});
}
local Flag = InvenObj.CheckArrItemCount(MgArr);
if (!Flag) {
print("扣除失败");
SUser.SendNotiBox(" 升级失败 升级时请不要操作背包", 1);
return;
} else {
local SlogInfo = SUser.GiveItem(giveid, 1);
if (!SlogInfo) {
SUser.SendNotiBox(" 升级失败 请确定背包有空余空间", 1);
return;
}
local giveItemObj = InvenObj.GetSlot(1, SlogInfo[1])
//扣除道具
InvenObj.DeleteArrItemCount(MgArr);
local forging = SlotItem.GetForging(); //锻造
local upgrade = SlotItem.GetUpgrade(); //强化
local amplification = SlotItem.GetAmplification(); //增幅
local enchanting = SlotItem.GetEnchanting(); //附魔
if (forging > 0) {
giveItemObj.SetForging(forging);
}
if (upgrade > 0) {
giveItemObj.SetUpgrade(upgrade);
}
if (amplification != 0) {
giveItemObj.SetAmplification(amplification);
}
giveItemObj.SetEnchanting(enchanting);
giveItemObj.SetAdd_Info(SlotItem.GetAdd_Info()); //品级
giveItemObj.Flush();
//销毁背包中的道具
SlotItem.Delete();
//刷新玩家背包列表
SUser.SendUpdateItemList(1, 0, 9 + Jso.item.Pos);
SUser.SendUpdateItemList(1, 0, SlogInfo[1]);
//刷新账号金库列表
SUser.SendNotiBox(" 升级成功", 1);
SUser.SendJso({
op = 21010004
});
}
}
}.bindenv(this));
};
function InitPvf() {
// getroottable()._Script_Data_Init_ <- false;
Script();
ScriptData.GetFileData("etc/rindro/itemtool/itemotherworldupgrade/itemotherworldupgrade.etc", function(DataTable, Data) {
while (!Data.Eof()) {
local Fragment = Data.Get();
if (Fragment == "[BASIC MATERIALS]") {
BasicMaterials = [];
while (true) {
local Fbuf = Data.Get();
if (Fbuf == "[/BASIC MATERIALS]") {
break;
}
local T = {
Item = Fbuf,
Count = Data.Get()
}
BasicMaterials.push(T);
}
} else if (Fragment == "[LEVEL RATE]") {
LevelRate = Data.Get()
} else if (Fragment == "[RARITY RATE]") {
RarityRate = Data.Get()
}
}
}.bindenv(this));
}
}
Timer.SetTimeOut(function() {
getroottable()._ItemEquipmentUpgrade_ <- ItemEquipmentUpgrade();
print("装备升级 - 已加载");
}, 1);

View File

@ -0,0 +1,211 @@
/*
文件名:换装系统.nut
路径:_DPS_/_BuiltProject/换装系统/换装系统.nut
创建日期:2026-03-02 04:16
文件用途:
*/
class OutfitSystem {
MysqlObject = null;
ItemSlot = [
[0, 13], //护肩
[0, 14], //下装
[0, 15], //鞋子
[0, 12], //上衣
[0, 16], //腰带
[0, 10], //武器
[0, 18], //手镯
[0, 20], //辅助装备
[-1, -1], //耳环
[0, 11], //称号
[0, 17], //项链
[0, 19], //戒指
[0, 21], //魔法石
[-1, -1], //武器装扮
[1, 9], //光环
[1, 1], //头部
[1, 6], //胸部
[1, 7], //腰部
[1, 0], //帽子
[1, 3], //上衣
[1, 4], //下装
[1, 2], //脸部
[1, 8], //皮肤
[1, 5], //鞋
[2, 22] //宠物
];
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"));
local check_table_sql = "SELECT COUNT(*) FROM INFORMATION_SCHEMA.TABLES WHERE TABLE_NAME = 'OutfitSystem';"
local Ret = MysqlObject.Select(check_table_sql, ["int"]);
if (Ret.len() == 0 || Ret[0][0] == 0) {
local sql = "CREATE TABLE OutfitSystem (cid VARCHAR(128) NOT NULL COMMENT '角色CID', info VARCHAR(512) NOT NULL COMMENT '信息字符串', PRIMARY KEY (cid)) ENGINE=InnoDB DEFAULT CHARSET=utf8mb4 COMMENT '角色换装信息表';";
MysqlObject.Exec_Sql(sql);
}
//记录装备
ClientSocketPackFuncMap.rawset(21015001, function(SUser, Jso) {
local Slot = Jso.Slot;
local EquipInfo = Json.Encode(Jso.EquipInfo);
local SetKey = format("%d_%d", SUser.GetCID(), Slot);
MysqlObject.Exec_Sql(format("INSERT INTO OutfitSystem (cid, info) VALUES ('%s', '%s') ON DUPLICATE KEY UPDATE info = '%s';", SetKey, EquipInfo, EquipInfo));
}.bindenv(this));
//清空装备
ClientSocketPackFuncMap.rawset(21015005, function(SUser, Jso) {
local Slot = Jso.Slot;
local SetKey = format("%d_%d", SUser.GetCID(), Slot);
MysqlObject.Exec_Sql(format("DELETE FROM OutfitSystem WHERE cid = '%s';", SetKey));
}.bindenv(this));
//查询配置
ClientSocketPackFuncMap.rawset(21015003, function(SUser, Jso) {
local Slot = Jso.Slot;
local SetKey = format("%d_%d", SUser.GetCID(), Slot);
local Ret = MysqlObject.Select(format("SELECT info FROM OutfitSystem WHERE cid = '%s';", SetKey), ["string"]);
if (Ret.len() == 0) {
SUser.SendJso({
op = 21015004,
Slot = Slot,
EquipInfo = null
});
} else {
SUser.SendJso({
op = 21015004,
Slot = Slot,
EquipInfo = Json.Decode(Ret[0][0])
});
}
}.bindenv(this));
//换装请求
Gm_InputFunc_Handle["HZ"] <- 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) return;
local Slot = handler[1].tointeger() - 1;
local SetKey = format("%d_%d", SUser.GetCID(), Slot);
local Ret = MysqlObject.Select(format("SELECT info FROM OutfitSystem WHERE cid = '%s';", SetKey), ["string"]);
if (Ret.len() != 0) {
local EquipInfoList = Json.Decode(Ret[0][0]);
local ChangeFlag = true;
foreach(_Index, EquipInfo in EquipInfoList) {
local EquipIndex = EquipInfo[0];
//没有装备
if (EquipIndex == 0) continue;
//耳环和武器装扮
if (ItemSlot[_Index][0] == -1) continue;
//寻找符合的装备
local Flag = ChanageEquip(SUser, ItemSlot[_Index], EquipInfo);
if(!Flag) ChangeFlag = false;
}
Sq_CallFunc(S_Ptr("0x0867ba5c"), "int", ["pointer", "int", "int", "int"], SUser.C_Object, 0, 2, 0);
Sq_CallFunc(S_Ptr("0x0867ba5c"), "int", ["pointer", "int", "int", "int"], SUser.C_Object, 1, 2, 1);
Sq_CallFunc(S_Ptr("0x0867ba5c"), "int", ["pointer", "int", "int", "int"], SUser.C_Object, 7, 2, 7);
SUser.SendItemSpace(7);
SUser.SendItemSpace(1);
SUser.SendItemSpace(0);
if(ChangeFlag) {
SUser.SendNotiPacketMessage("换装成功!", 8);
}
} else {
}
}.bindenv(this);
}
function ChanageEquip(SUser, SlotInfo, EquipInfo) {
local InvenObj = SUser.GetInven();
local EquipIndex = EquipInfo[0];
local Upgrade = EquipInfo[1];
local Amplification = EquipInfo[2];
local Forging = EquipInfo[3];
local Enchanting = EquipInfo[4];
local StartIndex = 0;
local EndIndex = 0;
local FindType = 0;
//装备
if (SlotInfo[0] == 0) {
StartIndex = 3;
EndIndex = 56;
FindType = 1;
}
//时装
else if (SlotInfo[0] == 1) {
StartIndex = 0;
EndIndex = 104;
FindType = 2;
}
//宠物
else if (SlotInfo[0] == 2) {
StartIndex = 0;
EndIndex = 104;
FindType = 3;
}
for (local i = StartIndex; i< EndIndex; i++) {
local Inven_Item = InvenObj.GetSlot(FindType, i);
if (Inven_Item) {
local Index = Inven_Item.GetIndex();
if (Index == EquipIndex) {
//对比属性
local EquipUpgrade = Inven_Item.GetUpgrade();
local EquipAmplification = Inven_Item.GetAmplification();
local EquipForging = Inven_Item.GetForging();
local EquipEnchanting = Inven_Item.GetEnchanting();
// if (EquipUpgrade == Upgrade && EquipAmplification == Amplification && EquipForging == Forging && EquipEnchanting == Enchanting) {
//对比成功
if (SlotInfo[0] == 2) {
Sq_CallFunc(S_Ptr("0x08500688"), "int", ["pointer", "int", "int", "int", "int"], InvenObj.C_Object, 3, i, 0, 22);
return true;
} else {
//装备和时装
Sq_CallFunc(S_Ptr("0x0865EED2"), "int", ["pointer", "int", "short", "int"], SUser.C_Object, SlotInfo[0], i, SlotInfo[1]);
return true;
}
// }
}
}
}
}
}
Timer.SetTimeOut(function() {
getroottable()._OutfitSystem_ <- OutfitSystem();
print("换装系统 - 已加载");
/*
对于宠物的更换 走的不是装备的变更逻辑
//move item
Sq_CallFunc(S_Ptr("0x08500688"), "int", ["pointer", "int", "int", "int", "int"], InvenObj.C_Object, 3, 0, 0, 22);
//刷新宠物
Sq_CallFunc(S_Ptr("0x0867ba5c"), "int", ["pointer", "int", "int", "int"], SUser.C_Object, 1, 2, 1);
//刷新宠物背包
SUser.SendItemSpace(7);
*/
}, 1);

View File

@ -0,0 +1,81 @@
class HM_InheritC {
constructor() {
//注册客户端收包
RegisterClient();
}
function RegisterClient() {
ClientSocketPackFuncMap.rawset(21013001, function(SUser, Jso) {
//获取背包
local InvenObj = SUser.GetInven();
local Equip1 = InvenObj.GetSlot(Inven.INVENTORY_TYPE_ITEM, 9 + Jso.item.Pos);
local Equip2 = InvenObj.GetSlot(Inven.INVENTORY_TYPE_ITEM, 9 + Jso.item2.Pos);
local Level1 = PvfItem.GetPvfItemById(Equip1.GetIndex()).GetUsableLevel();
local Level2 = PvfItem.GetPvfItemById(Equip2.GetIndex()).GetUsableLevel();
if (Level1< 50 || Level2< 50) {
SUser.SendNotiBox(" 继承失败 装备等级不可低于50", 1);
return;
}
local Rarity1 = PvfItem.GetPvfItemById(Equip1.GetIndex()).GetRarity();
local Rarity2 = PvfItem.GetPvfItemById(Equip2.GetIndex()).GetRarity();
if (Rarity1< 4 || Rarity2< 4) {
SUser.SendNotiBox(" 继承失败 装备品级不可低于史诗", 1);
return;
}
if (Equip1.GetIndex() != Jso.item.ItemId || Equip2.GetIndex() != Jso.item2.ItemId) {
SUser.SendNotiBox(" 继承失败 继承时请不要操作背包", 1);
return;
}
local itemType1 = NativePointer(PvfItem.GetPvfItemById(Jso.item.ItemId).C_Object).add(141 * 4).readU32();
local itemType2 = NativePointer(PvfItem.GetPvfItemById(Jso.item2.ItemId).C_Object).add(141 * 4).readU32();
if (itemType1 != itemType2) {
SUser.SendNotiBox(" 继承失败 继承时需要同类型装备", 1);
return;
}
local forging = Equip1.GetForging(); //锻造
local upgrade = Equip1.GetUpgrade(); //强化
local amplification = Equip1.GetAmplification(); //增幅
local enchanting = Equip1.GetEnchanting(); //附魔
local Jewel = NativePointer(Equip1.C_Object).add(25).readU32(); //镶嵌
Equip2.SetForging(forging);
Equip2.SetUpgrade(upgrade);
Equip2.SetAmplification(amplification);
Equip2.SetEnchanting(enchanting);
Equip2.Flush();
NativePointer(Equip2.C_Object).add(25).writeU32(Jewel);
Equip1.Delete();
SUser.SendUpdateItemList(1, 0, 9 + Jso.item.Pos);
SUser.SendUpdateItemList(1, 0, 9 + Jso.item2.Pos);
SUser.GiveItem(Jso.item.ItemId, 1);
SUser.SendNotiBox(" 继承成功", 1);
SUser.SendJso({
op = 21013002
});
}.bindenv(this));
}
}
Timer.SetTimeOut(function() {
getroottable()._HM_InheritC_ <- HM_InheritC();
print("双端插件·毁梦定制继承系统 - 已加载");
}, 1);

View File

@ -0,0 +1,419 @@
/*
文件名:灵魂救赎武器.nut
路径:_DPS_/_BuiltProject/灵魂救赎武器/灵魂救赎武器.nut
创建日期:2026-01-20 19:24
文件用途:
*/
class SoulSalvationC {
MysqlObject = null;
//灵魂救赎武器标识 (阶段1)
Equipment1List = null;
//1阶段所需灵魂数量
Stage1SoulCount = 1000;
//1阶段进阶所需材料
Equipment1Upgrade = null;
//灵魂救赎武器标识 (阶段2)
Equipment2List = null;
//2阶段通关镇魂曲副本的ID
Stage2DgnList = null;
//灵魂救赎武器标识 (阶段3)
Equipment3List = null;
//数据
data = null;
constructor() {
Equipment1List = {};
Equipment1Upgrade = {};
Equipment2List = {};
Stage2DgnList = {};
Equipment3List = {};
data = {};
//创建数据库
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"));
local check_table_sql = "SELECT COUNT(*) FROM INFORMATION_SCHEMA.TABLES WHERE TABLE_NAME = 'soulsalvation';"
local Ret = MysqlObject.Select(check_table_sql, ["int"]);
if (Ret.len() == 0 || Ret[0][0] == 0) {
local sql = "CREATE TABLE soulsalvation (`uid` INT(11) NOT NULL COMMENT '主键ID',`soul_id` INT(11) NOT NULL DEFAULT 0 COMMENT '灵魂ID', `soul_count` INT(11) NOT NULL DEFAULT 0 COMMENT '数值字段默认值0',PRIMARY KEY (`uid`)) ENGINE=InnoDB DEFAULT CHARSET=utf8mb4 COMMENT='soulsalvation表';";
MysqlObject.Exec_Sql(sql);
}
//读取PVF
InitPvf();
//注册客户端收包
RegisterClient();
//读取数据库数据到缓存
InitMysqlData();
}
function RegisterClient() {
//测试用客户端主动查询灵魂数
ClientSocketPackFuncMap.rawset(21011001, function(SUser, Jso) {
local SendInfo = GetUserData(SUser);
SUser.SendJso({
op = 21011002,
Info = SendInfo
})
}.bindenv(this));
Cb_CParty_OnKillMonster_Leave_Func.rawset("SoulSalvationC", function(args) {
local SUser = User(args[1]);
//获取佩戴的武器
local Weapon = GetUserWeapon(SUser);
local WeaponIndex = Weapon.GetIndex();
//可积累灵魂数量
if (Equipment1List.rawin(WeaponIndex)) {
local uuid = Weapon.GetUuid();
//有数据则+1 无数据则新增
if (data.rawin(uuid)) {
if (data[uuid].soul_count< Stage1SoulCount)
data[uuid].soul_count += 1;
} else {
data[uuid] <- {
soul_count = 1,
soul_id = 0
};
}
SUser.SendJso({
op = 21011004,
uuid = uuid,
info = data[uuid]
})
}
}.bindenv(this));
//上线时 获取自己的灵魂武器信息
Cb_reach_game_world_Func.rawset("SoulSalvationC", function(SUser) {
local SendInfo = GetUserData(SUser);
SUser.SendJso({
op = 21011002,
Info = SendInfo
})
}.bindenv(this));
//查看他人信息的时候 获取灵魂武器信息
Cb_GetUserInfo_Leave_Func.rawset("SoulSalvationC", function(args) {
local SUser = User(args[1])
local CheckWorldId = NativePointer(args[2]).add(13).readShort();
local CheckUser = World.GetUserBySession(CheckWorldId);
if (CheckUser) {
local SendInfo = GetUserData(CheckUser);
SUser.SendJso({
op = 21011006,
Info = SendInfo
})
}
}.bindenv(this));
//每5分钟固化一次数据到数据库
Timer.RemoveCronTask("SoulSalvationC");
Timer.SetCronTask(function() {
local DataList = [];
foreach(uuid, value in data) {
local str = format("(%d,%d,%d),", uuid, value.soul_id, value.soul_count);
DataList.push(str);
}
local sql = "REPLACE INTO soulsalvation (uid, soul_id, soul_count) VALUES";
foreach(value in DataList) {
sql += value;
}
//去除最后一个,
sql = sql.slice(0, -1);
sql += ";";
MysqlObject.Exec_Sql(sql);
}.bindenv(this), {
Cron = "0 */5 * * * *",
Name = "SoulSalvationC"
});
//1阶段晋级逻辑
ClientSocketPackFuncMap.rawset(21011007, function(SUser, Jso) {
//获取背包
local InvenObj = SUser.GetInven();
//装备ID
local Id = Jso.item.ItemId;
//判断是否为灵魂武器一阶段
if (!Equipment1List.rawin(Id)) {
SUser.SendJso({
op = 21011008,
error = 1
});
return;
}
//判断灵魂数量是否已经达到要求
local SlotItem = InvenObj.GetSlot(Inven.INVENTORY_TYPE_ITEM, 9 + Jso.item.Pos);
local uuid = SlotItem.GetUuid();
local SoulCount = 0;
if (data.rawin(uuid)) {
SoulCount = data[uuid].soul_count;
}
if (SoulCount< Stage1SoulCount) {
SUser.SendJso({
op = 21011008,
error = 2
});
return;
}
local MgArr = [];
foreach(Index, Count in Equipment1Upgrade) {
//查询自己有多少个道具
MgArr.push({
Item = Index,
RealCount = InvenObj.GetCountById(Index),
NeedCount = Count.tointeger()
});
}
SUser.SendJso({
op = 21011008,
MgInfo = MgArr
});
}.bindenv(this));
//1阶段晋级逻辑
ClientSocketPackFuncMap.rawset(21011009, function(SUser, Jso) {
//获取背包
local InvenObj = SUser.GetInven();
//装备ID
local Id = Jso.item.ItemId;
//判断是否为灵魂武器一阶段
if (!Equipment1List.rawin(Id)) {
SUser.SendJso({
op = 21011008,
error = 1
});
return;
}
//要给予的装备ID
local giveid = Id + 1;
//获取对应槽位的装备
local SlotItem = InvenObj.GetSlot(Inven.INVENTORY_TYPE_ITEM, 9 + Jso.item.Pos);
local uuid = SlotItem.GetUuid();
if (SlotItem.GetIndex() != Id) {
SUser.SendNotiBox(" 升级失败 升级时请不要操作背包", 1);
return;
} else {
local MgArr = [];
foreach(Index, Count in Equipment1Upgrade) {
//查询自己有多少个道具
MgArr.push({
Id = Index,
Count = Count.tointeger()
});
}
local Flag = InvenObj.CheckArrItemCount(MgArr);
if (!Flag) {
SUser.SendNotiBox(" 升级失败 升级时请不要操作背包", 1);
return;
} else {
local SlogInfo = SUser.GiveItem(giveid, 1);
if (!SlogInfo) {
SUser.SendNotiBox(" 升级失败 请确定背包有空余空间", 1);
return;
}
local giveItemObj = InvenObj.GetSlot(1, SlogInfo[1])
//扣除道具
InvenObj.DeleteArrItemCount(MgArr);
local forging = SlotItem.GetForging(); //锻造
local upgrade = SlotItem.GetUpgrade(); //强化
local amplification = SlotItem.GetAmplification(); //增幅
local enchanting = SlotItem.GetEnchanting(); //附魔
if (forging > 0) {
giveItemObj.SetForging(forging);
}
if (upgrade > 0) {
giveItemObj.SetUpgrade(upgrade);
}
if (amplification != 0) {
giveItemObj.SetAmplification(amplification);
}
giveItemObj.SetEnchanting(enchanting);
giveItemObj.SetAdd_Info(SlotItem.GetAdd_Info()); //品级
giveItemObj.Flush();
//销毁背包中的道具
SlotItem.Delete();
//刷新玩家背包列表
SUser.SendUpdateItemList(1, 0, 9 + Jso.item.Pos);
SUser.SendUpdateItemList(1, 0, SlogInfo[1]);
//刷新
SUser.SendNotiBox(" 升级成功", 1);
SUser.SendJso({
op = 21011010
});
//从缓存中移除这个uuid
data.rawdelete(uuid);
local Sql = "DELETE FROM soulsalvation WHERE uid = " + uuid + ";";
MysqlObject.Exec_Sql(Sql);
}
}
}.bindenv(this));
//2阶段通关镇魂曲获取璀璨灵魂结晶
Cb_ClearDungeon_Enter_Func.rawset("SoulSalvationC", function(args) {
local PartyObj = Party(args[0]);
if (PartyObj) {
local Bfobj = PartyObj.GetBattleField();
local DgnObj = Bfobj.GetDgn();
if (DgnObj) {
local Dungeon_Id = DgnObj.GetId();
if (Stage2DgnList.rawin(Dungeon_Id)) {
//对小队每一个人进行操作
PartyObj.ForeachMember(function(SUser, Pos) {
//获取佩戴的武器
local Weapon = GetUserWeapon(SUser);
local WeaponIndex = Weapon.GetIndex();
//释魂武器
if (Equipment2List.rawin(WeaponIndex)) {
SUser.GiveItem(92000 + Dungeon_Id + 1, 1);
}
print("通关镇魂曲副本");
}.bindenv(this));
}
}
}
}.bindenv(this));
};
//获取角色的武器
function GetUserWeapon(SUser) {
local InvenObj = SUser.GetInven();
if (!InvenObj) return null;
return InvenObj.GetSlot(Inven.INVENTORY_TYPE_BODY, 10);
}
//获取角色的灵魂武器信息
function GetUserData(SUser) {
//获取背包对象
local InvenObj = SUser.GetInven();
if (!InvenObj) return {};
local UUIDList = [];
//遍历身上
for (local i = 0; i< 26; i++) {
local Inven_Item = InvenObj.GetSlot(Inven.INVENTORY_TYPE_BODY, i);
if (Inven_Item) {
local Index = Inven_Item.GetIndex();
if (Equipment1List.rawin(Index) || Equipment3List.rawin(Index)) {
local uuid = Inven_Item.GetUuid();
UUIDList.push(uuid);
}
}
}
//遍历物品栏
for (local i = 0; i< 70; i++) {
local Inven_Item = InvenObj.GetSlot(Inven.INVENTORY_TYPE_ITEM, i);
if (Inven_Item) {
local Index = Inven_Item.GetIndex();
if (Equipment1List.rawin(Index) || Equipment3List.rawin(Index)) {
local uuid = Inven_Item.GetUuid();
UUIDList.push(uuid);
}
}
}
local SendInfo = {};
foreach(uuid in UUIDList) {
if (data.rawin(uuid)) {
SendInfo.rawset(uuid, data[uuid]);
} else {
data[uuid] <- {
soul_count = 0,
soul_id = 0
};
}
}
return SendInfo;
}
function InitPvf() {
Script();
ScriptData.GetFileData("etc/rindro/expandequipment/soulsalvation.etc", function(DataTable, Data) {
while (!Data.Eof()) {
local Fragment = Data.Get();
if (Fragment == "[EQUIPMENT1]") {
Equipment1List = {};
while (true) {
local Fbuf = Data.Get();
if (Fbuf == "[/EQUIPMENT1]") {
break;
}
Equipment1List.rawset(Fbuf, true);
}
} else if (Fragment == "[EQUIPMENT2]") {
Equipment2List = {};
while (true) {
local Fbuf = Data.Get();
if (Fbuf == "[/EQUIPMENT2]") {
break;
}
Equipment2List.rawset(Fbuf, true);
}
} else if (Fragment == "[EQUIPMENT3]") {
Equipment3List = {};
while (true) {
local Fbuf = Data.Get();
if (Fbuf == "[/EQUIPMENT3]") {
break;
}
Equipment3List.rawset(Fbuf, true);
}
} else if (Fragment == "[STAGE1 VALUE]") {
Stage1SoulCount = Data.Get();
} else if (Fragment == "[STAGE1 NEED ITEM]") {
Equipment1Upgrade = {};
while (true) {
local Fbuf = Data.Get();
if (Fbuf == "[/STAGE1 NEED ITEM]") {
break;
}
Equipment1Upgrade.rawset(Fbuf, Data.Get());
}
} else if (Fragment == "[STAGE2 DUNGEON]") {
Stage2DgnList = {};
while (true) {
local Fbuf = Data.Get();
if (Fbuf == "[/STAGE2 DUNGEON]") {
break;
}
Stage2DgnList.rawset(Fbuf, true);
}
}
}
}.bindenv(this));
}
function InitMysqlData() {
local Sql = "SELECT * FROM soulsalvation"
local Ret = MysqlObject.Select(Sql, ["int", "int", "int"]);
foreach(Row in Ret) {
local uuid = Row[0];
local soul_id = Row[1];
local soul_count = Row[2];
data.rawset(uuid, {
soul_id = soul_id,
soul_count = soul_count
})
}
}
}
Timer.SetTimeOut(function() {
getroottable()._SoulSalvation_ <- SoulSalvationC();
print("双端插件·灵魂救赎武器 - 已加载");
}, 1);

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/*
文件名:装备拓展.nut
路径:MyProject/装备拓展.nut
创建日期:2026-01-15 10:02
文件用途:
*/
Cb_ItemGloballyUniqueIdentifier_t_SetServerId_Enter_Func <- {};
Cb_ItemGloballyUniqueIdentifier_t_SetServerId_Leave_Func <- {};
_Hook_Register_Currency_Func_("0x08894782", ["pointer", "int", "pointer"], Cb_ItemGloballyUniqueIdentifier_t_SetServerId_Enter_Func, Cb_ItemGloballyUniqueIdentifier_t_SetServerId_Leave_Func);
// Cb_CInventory_MakeItemPacket_Enter_Func <- {};
// Cb_CInventory_MakeItemPacket_Leave_Func <- {};
// _Hook_Register_Currency_Func_("0x084FC6BC", ["pointer", "int", "int", "pointer", "int"], Cb_CInventory_MakeItemPacket_Enter_Func, Cb_CInventory_MakeItemPacket_Leave_Func);
class EquipmentExpandC {
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"));
local check_table_sql = "SELECT COUNT(*) FROM INFORMATION_SCHEMA.TABLES WHERE TABLE_NAME = 'equip_only_id';"
local Ret = MysqlObject.Select(check_table_sql, ["int"]);
if (Ret.len() == 0 || Ret[0][0] == 0) {
local sql = "CREATE TABLE equip_only_id (id INT(11) NOT NULL AUTO_INCREMENT COMMENT '32位自增唯一ID初始值10000', PRIMARY KEY (id)) ENGINE=InnoDB DEFAULT CHARSET=utf8mb4 COMMENT '纯自增ID表' AUTO_INCREMENT=10000;";
MysqlObject.Exec_Sql(sql);
}
//HOOKServerId生成uuid
Cb_ItemGloballyUniqueIdentifier_t_SetServerId_Enter_Func["_装备拓展_"] <- function(args) {
args[1] = GenerateUUID();
return args;
}.bindenv(this);
// //补充数据包
// Cb_CInventory_MakeItemPacket_Leave_Func["_装备拓展_"] <- function(args) {
// // local ItemObj = Item(Sq_CallFunc(S_Ptr("0x084FC1DE"), "int", ["pointer", "int", "int", "pointer"], args[0], args[1], args[2]));
// // print("装备编号: " + ItemObj.GetIndex());
// // local Pack = Packet(args[3]);
// // local Buffer = Memory.alloc(30);
// // //无需重置为0 需要写数据的地方自己会覆写
// // Buffer.add(18).writeInt(NativePointer())
// // Pack.Put_BinaryEx(DB_JewelSocketData.C_Object, 30);
// }.bindenv(this);
//额外数据包,发送装备数据给本地处理
// Cb_InterfacePacketBuf_put_packet_Enter_Func["_装备拓展_"] <- function(args) {
// local Inven_Item = NativePointer(args[1]);
// if (Inven_Item.add(1).readU8() == 1) {
// local Uuid = Inven_Item.add(21).readInt();
// if (Uuid< 10000) {
// local uuid = GenerateUUID();
// Inven_Item.add(21).writeInt(uuid);
// }
// }
// }.bindenv(this);
//因为装备镶嵌那边更改的数据导致 购买装备时金币会错乱 任意方式刷新一下金币就可以了
// Cb_BuyItem_send_Enter["_装备拓展_"] <- function(args) {
// local SUser = User(args[1]);
// Timer.SetTimeOut(function() {
// print("刷新");
// SUser.SendItemSpace(0);
// }, 1);
// }.bindenv(this);
}
function GenerateUUID() {
MysqlObject.Exec_Sql("INSERT INTO equip_only_id VALUES ();");
local Ret = MysqlObject.Select("SELECT LAST_INSERT_ID() AS new_auto_id;", ["int"]);
return Ret[0][0];
}
// Cb_CInventory_insertItemIntoInventory_Leave_Func["_装备拓展_"] <- function(args) {
// local SUser = User(NativePointer(args[0]).readPointer());
// local ItemObject = Item(NativePointer(Haker.CpuContext.ebp).add(12).C_Object);
// local ServerId = NativePointer(ItemObject.C_Object).add(21).readInt();
// //数据库主键从10000开始自增
// if (ServerId< 10000) {
// local NewUuid = GenerateUUID();
// NativePointer(ItemObject.C_Object).add(21).writeInt(NewUuid);
// }
// }.bindenv(this);
}
Timer.SetTimeOut(function() {
getroottable()._EquipmentExpand_ <- EquipmentExpandC();
print("特殊插件·装备拓展 - 已加载");
}, 1);

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/*
文件名:誉名录.nut
路径:_DPS_/_BuiltProject/誉名录/誉名录.nut
创建日期:2026-02-01 02:19
文件用途:
*/
class NewTitleC {
MysqlObject = null;
//数据
data = null;
constructor() {
//创建数据库
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"));
local check_table_sql = "SELECT COUNT(*) FROM INFORMATION_SCHEMA.TABLES WHERE TABLE_NAME = 'newtitle';"
local Ret = MysqlObject.Select(check_table_sql, ["int"]);
if (Ret.len() == 0 || Ret[0][0] == 0) {
local sql = "CREATE TABLE `taiwan_cain`.`newtitle` (`cid` int(11) NOT NULL,`data` text NULL,PRIMARY KEY (`cid`));";
MysqlObject.Exec_Sql(sql);
}
//读取数据库数据到缓存
InitMysqlData();
//固化缓存数据到数据库
SaveCacheData();
//注册客户端收包
RegisterClient();
//注册GM命令
Gm_InputFunc_Handle["Title"] <- 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) {
AddTitle(SUser, handler[1]);
}
}.bindenv(this);
//注册区域移动添加角色的Hook
Cb_Area_insert_user_Leave.rawset("NewTitleC", function(args) {
local UserList = World.GetAreaUserList(args[0]);
if (UserList) {
local ShowList = GenerateDrawInfo(UserList);
foreach(AreaUser in UserList) {
AreaUser.SendJso({
op = 21012004,
ShowData = ShowList
});
}
}
}.bindenv(this));
//上线时 下发自己的渲染信息
Cb_reach_game_world_Func.rawset("NewTitleC", function(SUser) {
local ShowCidList = [SUser];
local ShowList = GenerateDrawInfo(ShowCidList);
SUser.SendJso({
op = 21012004,
ShowData = ShowList
});
}.bindenv(this));
}
function RegisterClient() {
//查询自身称号簿数据
ClientSocketPackFuncMap.rawset(21012001, function(SUser, Jso) {
local SendInfo = {};
local Cid = SUser.GetCID().tostring();
print(data.rawin(Cid))
if (data.rawin(Cid)) {
SendInfo = data.rawget(Cid);
}
SUser.SendJso({
op = 21012002,
Info = SendInfo
})
}.bindenv(this));
//保存称号簿配置
ClientSocketPackFuncMap.rawset(21012003, function(SUser, Jso) {
local SaveInfo = Jso.SendInfo;
local SaveId = Jso.Id;
local Cid = SUser.GetCID().tostring();
//因为json传输过程会导致INT key变成string 所以这里的缓存里一律要使用string 的编号
data[Cid].rawset(SaveId.tostring(), SaveInfo);
RefreshAreaDrawInfo(SUser);
}.bindenv(this));
}
//给玩家添加称号
function AddTitle(SUser, TitleId) {
local Cid = SUser.GetCID().tostring();
if (!data.rawin(Cid)) {
data.rawset(Cid, {});
}
data[Cid].rawset(TitleId, {
IsDisplay = false,
Scale = 1.0,
XOffset = 0,
YOffset = 0,
ZOrder = 1
})
}
//给玩家移除称号
function RemoveTitle(SUser, TitleId) {
local Cid = SUser.GetCID().tostring();
if (!data.rawin(Cid)) {
data.rawset(Cid, {});
}
data[Cid].rawdelete(TitleId);
}
//刷新角色区域内的渲染信息
function RefreshAreaDrawInfo(SUser) {
local Location = SUser.GetLocation();
local Area = World.GetArea(Location.Town, Location.Area);
local UserList = World.GetAreaUserList(Area);
if (UserList) {
local ShowList = GenerateDrawInfo(UserList);
foreach(AreaUser in UserList) {
AreaUser.SendJso({
op = 21012004,
ShowData = ShowList
});
}
}
}
//生成指定List的渲染信息
function GenerateDrawInfo(ShowCidList) {
local ShowList = {};
foreach(SUserObj in ShowCidList) {
local Cid = SUserObj.GetCID().tostring();
local ShowData = null;
if (data.rawin(Cid)) {
ShowData = data.rawget(Cid);
}
local Data = [];
if (ShowData) {
foreach(TitleId, RealData in ShowData) {
if (!RealData.IsDisplay) continue;
RealData.Id <- TitleId;
Data.push(RealData);
}
}
Data.sort(function(a, b) {
return a.ZOrder <=> b.ZOrder;
});
ShowList.rawset(SUserObj.GetUniqueId(), Data);
}
return ShowList.len() > 0 ? ShowList : null;
}
function InitMysqlData() {
data = {};
local Sql = "SELECT * FROM newtitle"
local Ret = MysqlObject.Select(Sql, ["int", "string"]);
foreach(Row in Ret) {
local cid = Row[0];
local jso = Json.Decode(Row[1]);
data.rawset(cid.tostring(), jso);
}
}
function SaveCacheData() {
//每5分钟固化一次数据到数据库
Timer.RemoveCronTask("NewTitleC");
Timer.SetCronTask(function() {
local DataList = [];
foreach(cid, value in data) {
local str = format("(%s,'%s'),", cid.tostring(), Json.Encode(value));
DataList.push(str);
}
local sql = "REPLACE INTO newtitle (cid, data) VALUES";
foreach(value in DataList) {
sql += value;
}
//去除最后一个,
sql = sql.slice(0, -1);
sql += ";";
MysqlObject.Exec_Sql(sql);
}.bindenv(this), {
Cron = "* */5 * * * *",
Name = "NewTitleC"
});
}
}
Timer.SetTimeOut(function() {
getroottable()._NewTitle_ <- NewTitleC();
print("誉名录 - 已加载");
}, 1);

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/*
文件名:哥布林袖珍罐.nut
路径:_DPS_/_BuiltProject/哥布林袖珍罐/哥布林袖珍罐.nut
创建日期:2026-02-06 09:37
文件用途:哥布林袖珍罐
*/
class GoblinSmallBox {
//记录玩家缓存
playerCache = null;
//数据
data = null;
constructor() {
playerCache = {};
data = {};
//读取PVF数据
InitPvf();
//注册道具使用回调
RegistUseItemCallBack();
ClientSocketPackFuncMap.rawset(21014003, function(SUser, Jso) {
local CID = SUser.GetCID();
if (playerCache.rawin(CID)) {
local ItemArr = playerCache.rawget(CID);
local ItemId = ItemArr[0].ItemId;
local ItemCount = ItemArr[0].ItemCount;
SUser.GiveItem(ItemId, ItemCount);
ItemArr.remove(0);
if (ItemArr.len() == 0) {
playerCache.rawdelete(CID);
}
}
}.bindenv(this));
}
function InitPvf() {
Script();
ScriptData.GetFileData("etc/rindro/goldgoblin/goldgoblin.lst", function(_n, DataA) {
while (!DataA.Eof()) {
local Id = DataA.Get();
local Path = DataA.Get();
local Info = ScriptData.GetFileData("etc/" + Path, function(DataTable, Data) {
while (!Data.Eof()) {
local Fragment = Data.Get();
if (Fragment == "[production]") {
DataTable.production <- [Data.Get(), Data.Get()];
} else if (Fragment == "[trigger]") {
DataTable.trigger <- Data.Get();
} else if (Fragment == "[item]") {
DataTable.item <- [];
DataTable.item_total_probability <- 0;
while (true) {
local Ret = Data.Get();
if (Ret == "[/item]") {
break;
}
local ItemInfo = {};
ItemInfo.ItemId <- Ret;
ItemInfo.ItemCount <- Data.Get();
ItemInfo.Probability <- Data.Get();
DataTable.item_total_probability += ItemInfo.Probability;
ItemInfo.IsNoti <- Data.Get();
ItemInfo.Grade <- GetItemGrade(ItemInfo.ItemId);
DataTable.item.push(ItemInfo);
}
}
}
}.bindenv(this));
data.rawset(Id, Info);
}
}.bindenv(this));
}
function RegistUseItemCallBack() {
foreach(id, info in data) {
if ("trigger" in info) {
Cb_Use_Item_Sp_Func[info.trigger] <- function(SUser, Item_id) {
local Count = MathClass.Rand(data[id].production[0], data[id].production[1]);
local ItemArr = [];
for (local i = 0; i< Count; i++) {
local RandNum = MathClass.Rand(0, data[id].item_total_probability);
local ItemInfo = null;
for (local j = 0; j< data[id].item.len(); j++) {
if (RandNum< data[id].item[j].Probability) {
ItemInfo = clone(data[id].item[j]);
break;
}
RandNum -= data[id].item[j].Probability;
}
ItemInfo.rawdelete("Probability");
if (ItemInfo != null) {
ItemArr.push(ItemInfo);
}
}
playerCache[SUser.GetCID()] <- ItemArr;
SUser.SendJso({
op = 21014002,
RewardPackage = ItemArr,
BoxId = info.trigger,
})
}.bindenv(this);
}
}
}
function GetItemGrade(ItemId) {
local Equ = PvfItem.GetPvfItemById(ItemId);
local Rarity = Equ.GetRarity();
return Rarity;
}
}
Timer.SetTimeOut(function() {
getroottable()._GoblinSmallBox_ <- GoblinSmallBox();
print("哥布林袖珍罐 - 已加载");
}, 1);

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@ -262,12 +262,17 @@ class HttpServer {
//处理函数
Handler = null;
//服务ID
ServerId = null;
constructor(host, service = "80") {
Host = host;
Service = service;
if (getroottable().rawin("HttpServer_" + Host + "_" + Service)){
throw "端口被占用";
}
getroottable()["HttpServer_" + Host + "_" + Service] <- this;
}
@ -275,15 +280,21 @@ class HttpServer {
//记录处理函数
Handler = Func;
local success = Sq_CreateHttpServer(Host, Service, this);
if (success) {
ServerId = Sq_CreateHttpServer(Host, Service, this);
if (ServerId) {
::print("Server started successfully.");
} else {
::print("Failed to start server.");
}
}
function Event(SocketObject, Msg) {
Timer.SetTimeOut(Handler, 1, HttpResponse(SocketObject), Msg);
function Stop()
{
Sq_StopHttpServer(ServerId);
}
function Event(SocketObject, Header, Msg) {
print("Event");
Timer.SetTimeOut(Handler, 1, HttpResponse(SocketObject), Header, Msg);
}
}

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@ -146,7 +146,11 @@ class Item extends Base_C_Object {
this = null;
}
//获取UUID
function GetUuid() {
Attribute.seek(21);
return Attribute.readn('i');
}
}
//是否可打包

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@ -21,31 +21,78 @@ class MD5 {
Sq_CallFunc(MD5_Final_ptr, "void", ["pointer", "pointer"], Ctx, Result);
}
// 16进制编码函数
// 参数: input - 可以是字符串或字节数组或Memory对象
// 返回: 32位16进制小写字符串默认格式
function hex_encode(input) {
local byteArray = [];
// 如果输入是字符串,转换为字节数组
if (typeof input == "string") {
for (local i = 0; i < input.len(); i++) {
byteArray.append(input[i].tointeger() & 0xFF);
}
}
// 如果输入是数组,直接使用
else {
byteArray = input;
}
local encoded = "";
for (local i = 0; i < byteArray.len(); i++) {
local byte = byteArray[i] & 0xFF;
encoded += format("%02x", byte);
}
return encoded;
}
// Base64 编码函数
// 参数: input - 可以是字符串或字节数组
// 返回: base64 编码后的字符串
function base64_encode(input) {
local base64_chars = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/";
local inputLength = input.len();
// 如果输入是字符串,转换为字节数组
local byteArray = [];
if (typeof input == "string") {
for (local i = 0; i< input.len(); i++) {
byteArray.append(input[i].tointeger() & 0xFF);
}
} else {
// 假设是数组,直接使用
byteArray = input;
}
local inputLength = byteArray.len();
local i = 0;
local j = 0;
local charArray3 = array(3);
local charArray4 = array(4);
local encoded = "";
while (inputLength--) {
charArray3[i++] = input[inputLength];
// 处理每3个字节为一组
local pos = 0;
while (pos< inputLength) {
charArray3[i++] = byteArray[pos++];
if (i == 3) {
// 将3个字节转换为4个base64字符
charArray4[0] = (charArray3[0] & 0xfc) >> 2;
charArray4[1] = ((charArray3[0] & 0x03) << 4) + ((charArray3[1] & 0xf0) >> 4);
charArray4[2] = ((charArray3[1] & 0x0f) << 2) + ((charArray3[2] & 0xc0) >> 6);
charArray4[3] = charArray3[2] & 0x3f;
for (i = 0; i< 4; i++) {
encoded += base64_chars[charArray4[i]];
encoded += base64_chars.slice(charArray4[i], charArray4[i] + 1);
}
i = 0;
}
}
if (i) {
// 处理剩余的字节不足3个字节的情况
if (i > 0) {
for (j = i; j< 3; j++) {
charArray3[j] = 0;
}
@ -56,9 +103,10 @@ class MD5 {
charArray4[3] = charArray3[2] & 0x3f;
for (j = 0; j< i + 1; j++) {
encoded += base64_chars[charArray4[j]];
encoded += base64_chars.slice(charArray4[j], charArray4[j] + 1);
}
// 添加填充字符 '='
while (i++<3) {
encoded += "=";
}
@ -67,6 +115,7 @@ class MD5 {
return encoded;
}
function GetFile(FileName) {
local Io = IO(FileName, "r+");

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@ -100,10 +100,10 @@ class Packet extends Base_C_Object {
}
function GetString(a3,a4) {
function GetString(a3, a4) {
local data = Memory.alloc(a3);
if (Sq_CallFunc(S_Ptr("0x858D2BC"), "int", ["pointer", "pointer","int","int","int"], this.C_Object, data.C_Object,a3,a4)) {
if (Sq_CallFunc(S_Ptr("0x858D2BC"), "int", ["pointer", "pointer", "int", "int", "int"], this.C_Object, data.C_Object, a3, a4)) {
return data;
}
return null;
@ -114,4 +114,16 @@ class Packet extends Base_C_Object {
Sq_Delete_Point(this.C_Object);
// Sq_Packet_Delete(this.C_Object);
}
function GetPos() {
return Sq_CallFunc(S_Ptr("0x8110B4C"), "int", ["pointer"], this.C_Object);
}
function SetPos(pos) {
Sq_CallFunc(S_Ptr("0x822B7B0"), "int", ["pointer", "int"], this.C_Object, pos);
}
function GetLength() {
return Sq_CallFunc(S_Ptr("0x848F438"), "int", ["pointer"], this.C_Object);
}
}

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@ -24,7 +24,6 @@ class Script {
getroottable()._Script_Data_Init_ = true;
}
function GetFileInfo(Path) {
local size = Asset_GetPvfFileSize(C_Object, Path);
if (size) {

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@ -272,4 +272,30 @@ class World {
Sq_Delete_Point(end);
return PlayerArr;
}
//获取区域
function GetArea(TownId, AreaId) {
local GameWorld = Sq_CallFunc(S_Ptr("0x080DA3A7"), "pointer", []);
local Town = Sq_CallFunc(S_Ptr("0x086D1764"), "pointer", ["pointer", "int"], GameWorld, TownId);
local Area = Sq_CallFunc(S_Ptr("0x086C3BA2"), "pointer", ["pointer", "int"], Town, AreaId);
return Area;
}
//获取区域的玩家列表
function GetAreaUserList(Area) {
local List = [];
local VectorM = Memory.alloc(4 * 3);
Sq_CallFunc(S_Ptr("0x08168420"), "int", ["pointer"], VectorM.C_Object);
local Flag = Sq_CallFunc(S_Ptr("0x086C305E"), "bool", ["pointer", "pointer"], Area, VectorM.C_Object);
local start = VectorM.readPointer();
local finish = VectorM.add(4).readPointer();
local Size = Sq_Ptr2Int(Sq_PointerOperationPointer(finish, start, "-")) / 2;
for (local i = 0; i< Size; i++) {
local UserId = NativePointer(start).add(i * 2).readUShort();
local SUser = GetUserBySession(UserId);
if (SUser) List.push(SUser);
}
return List.len() > 0 ? List : null;
}
}

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@ -6,15 +6,24 @@
*/
if (!("Cb_Use_Item_Sp_Func" in getroottable())) Cb_Use_Item_Sp_Func <- {};
// function Cb_use_item_sp(C_User, ItemId) {
// if (ItemId in Cb_Use_Item_Sp_Func) {
// local SUser = User(C_User);
// if (SUser) {
// local Ret = Cb_Use_Item_Sp_Func[ItemId](SUser, ItemId);
// if (Ret == false) return false;
// }
// }
// return true;
// }
function Cb_use_item_sp(C_User, ItemId) {
if (ItemId in Cb_Use_Item_Sp_Func) {
local SUser = User(C_User);
if (SUser) {
local Ret = Cb_Use_Item_Sp_Func[ItemId](SUser, ItemId);
if (Ret == false) return false;
Cb_History_ItemDown_Func["UseSharedEffectItem"] <- function(SUser, Data) {
if (Data[18] == "3") {
local ItemId = Data[15].tointeger();
if (ItemId in Cb_Use_Item_Sp_Func) {
if (SUser) {
Cb_Use_Item_Sp_Func[ItemId](SUser, ItemId);
}
}
}
return true;
}

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@ -686,7 +686,7 @@ _Hook_Register_Currency_Func_("0x81f92ca", ["pointer", "int", "int", "int", "poi
//移动物品
Cb_DisPatcher_MoveItem_Enter_Func <- {};
Cb_DisPatcher_MoveItem_Leave_Func <- {};
_Hook_Register_Currency_Func_("0x81C5B76", ["pointer", "pointer", "pointer", "void"],Cb_DisPatcher_MoveItem_Enter_Func, Cb_DisPatcher_MoveItem_Leave_Func);
_Hook_Register_Currency_Func_("0x81C5B76", ["pointer", "pointer", "pointer", "void"], Cb_DisPatcher_MoveItem_Enter_Func, Cb_DisPatcher_MoveItem_Leave_Func);
// 注册道具转职Hook
Cb_ChangeGrowType_Item_Enter_Func <- {};
@ -699,6 +699,57 @@ Cb_ItemVendingMachine_ProcessIPG_ResultOutput_Leave_Func <- {};
_Hook_Register_Currency_Func_("0x8178676", ["pointer", "pointer", "int", "int", "pointer", "int"], Cb_ItemVendingMachine_ProcessIPG_ResultOutput_Enter_Func, Cb_ItemVendingMachine_ProcessIPG_ResultOutput_Leave_Func);
//商城购买道具收包
Cb_ItemVendingMachine_BuyAuctionItem_Enter_Func <- {};
Cb_ItemVendingMachine_BuyAuctionItem_Leave_Func <- {};
_Hook_Register_Currency_Func_("0x81769f6", ["pointer", "pointer", "int", "pointer"], Cb_ItemVendingMachine_BuyAuctionItem_Enter_Func, Cb_ItemVendingMachine_BuyAuctionItem_Leave_Func);
// 构建地图
Cb_CBattle_Field_ConsistMap_Enter_Func <- {};
Cb_CBattle_Field_ConsistMap_Leave_Func <- {};
_Hook_Register_Currency_Func_("0x083031D2", ["pointer", "void"], Cb_CBattle_Field_ConsistMap_Enter_Func, Cb_CBattle_Field_ConsistMap_Leave_Func);
// 击杀怪物时
Cb_CBattle_Field_kill_monster_Enter_Func <- {};
Cb_CBattle_Field_kill_monster_Leave_Func <- {};
_Hook_Register_Currency_Func_("0x0830BC78", ["pointer", "pointer", "pointer", "pointer", "pointer", "int"], Cb_CBattle_Field_kill_monster_Enter_Func, Cb_CBattle_Field_kill_monster_Leave_Func);
// 副本中角色死亡
Cb_CParty_die_user_Enter_Func <- {};
Cb_CParty_die_user_Leave_Func <- {};
_Hook_Register_Currency_Func_("0x085A7828", ["pointer", "pointer", "void"], Cb_CParty_die_user_Enter_Func, Cb_CParty_die_user_Leave_Func);
//NPC商店购买发包
Cb_BuyItem_send_Enter <- {};
Cb_BuyItem_send_Leave <- {};
_Hook_Register_Currency_Func_("0x081BE20A", ["pointer", "pointer", "pointer", "void"], Cb_BuyItem_send_Enter, Cb_BuyItem_send_Leave);
//获取深渊派对
Cb_GetHellPartyDifficulty_Enter_Func <- {};
Cb_GetHellPartyDifficulty_Leave_Func <- {};
_Hook_Register_Currency_Func_("0x082FFA2E", ["pointer", "int", "int"], Cb_GetHellPartyDifficulty_Enter_Func, Cb_GetHellPartyDifficulty_Leave_Func);
// 初始化并启动活动
Cb_CEventManager_TriggerEventStart_Enter <- {};
Cb_CEventManager_TriggerEventStart_Leave <- {};
_Hook_Register_Currency_Func_("0x08115CC6", ["pointer", "int", "int", "int"], Cb_CEventManager_TriggerEventStart_Enter, Cb_CEventManager_TriggerEventStart_Leave);
// 装备红字打书检查
Cb_CItemAmplifier_checkInvestableItem_Enter <- {};
Cb_CItemAmplifier_checkInvestableItem_Leave <- {};
_Hook_Register_Currency_Func_("0x08234980", ["pointer", "pointer", "pointer", "int", "bool"], Cb_CItemAmplifier_checkInvestableItem_Enter, Cb_CItemAmplifier_checkInvestableItem_Leave);
// 物品删除 CInventory::delete_item
Cb_CInventory_delete_item_Enter <- {};
Cb_CInventory_delete_item_Leave <- {};
_Hook_Register_Currency_Func_("0x0850400C", ["pointer", "int", "int", "int", "int", "int", "int"], Cb_CInventory_delete_item_Enter, Cb_CInventory_delete_item_Leave);
// 物品删除 CInventory::delete_item
Cb_Area_insert_user_Enter <- {};
Cb_Area_insert_user_Leave <- {};
_Hook_Register_Currency_Func_("0x086C25A6", ["pointer", "pointer", "void"], Cb_Area_insert_user_Enter, Cb_Area_insert_user_Leave);
function _Hook_Register_Currency_DelayHook_() {
//五国时的热点函数
//获取Item Rarity

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@ -5,7 +5,6 @@ function InitPluginInfo() {
try {
local Io = IO("/java_plugin/Restart", "r");
Io.Close();
Sq_CreatCConnectPool(2, 4, "127.0.0.1", 3306, "game", "uu5!^%jg");
Sq_CreatSocketConnect("127.0.0.1", "65109");
} catch (exception) {
}

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lib/strip_other_funcs_unix.sh Executable file → Normal file
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