更新荒古装备
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@ -5,6 +5,8 @@
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文件用途:获取伤害倍率
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*/
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RindroDamageRate <- 1.0;
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RindroDamageRateChanageAddFunc <- {};
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RindroDamageRateChanageRideFunc <- {};
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function L_getCurrentModuleDamageRate(obj) {
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if (!obj)
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@ -17,6 +19,18 @@ function L_getCurrentModuleDamageRate(obj) {
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ClientRat = 1.0;
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}
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local AddRate = 0;
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foreach (Func in RindroDamageRateChanageAddFunc) {
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AddRate += Func();
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}
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ClientRat += AddRate;
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local RideRate = 1.0;
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foreach (Func in RindroDamageRateChanageRideFunc) {
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RideRate *= Func();
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}
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ClientRat *= RideRate;
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return (RindroDamageRate * ClientRat);
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}
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@ -284,6 +284,61 @@ function Sq_GetExeStr_Event(Index) {
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return Index;
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}
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getroottable().DrawAppendCallBackFunc <- {};
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Rindro_Haker.LoadHook(0x67C560, ["pointer", "int", "int", "int", "int", "void"],
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function(args) {
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foreach(Func in DrawAppendCallBackFunc) {
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Func(args);
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}
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return null;
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},
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function(args) {
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return null;
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});
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/*
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local Flag = L_Sq_CallFunc(0x59E3D0, "bool", FFI_MS_CDECL, ["int", "int", "int", "int"], ReadPath, ReadBuffer, AllocSize, ReadSizeBuffer);
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if (Flag) {
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return {
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Buffer = Reader,
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Size = ReadSizeer.readInt()
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};
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} else return null;
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*/
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// HOOK读取AP脚本
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// Rindro_Haker.LoadHook(0x121A100, ["int", "int", "int", "int", "int","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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// print(NativePointer(L_sq_I2P(args[1])).readUnicodeString());
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// if (NativePointer(L_sq_I2P(args[1])).readUnicodeString() == "SQR/../etc/rindro/ancientrelic/ancientrelic.nut") {
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// printf("加载AP脚本");
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// local str = "function sq_AddFunctionName(appendage)\n{\n}\n print(778899);";
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// NativePointer(L_sq_I2P(args[4])).writeInt(str.len());
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// NativePointer(L_sq_I2P(args[2])).writeByteArray(str);
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// }
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// return null;
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// });
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// getroottable().onAttackParentCallBackFunc <- {};
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// Rindro_Haker.LoadHook(0x9CFF50, ["pointer", "int", "int", "int", "int", "int"],
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// function(args) {
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// foreach(Func in onAttackParentCallBackFunc) {
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// Func(args);
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// }
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// return null;
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// },
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// function(args) {
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// return null;
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// });
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// //hook打开窗口
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// Rindro_Haker.LoadHook(0xE6E070, ["int","int","int","int","void"],
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@ -52,6 +52,19 @@
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"CSBase/Interface.nut"
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],
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"ProjectScript": {
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"荒古遗尘装备": {
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"price": 1,
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"Script": [
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"Project/CustomizeWeapon/AncientRelic/AncientRelic.nut"
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],
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"info": {
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"ProjectAuthor": "1",
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"ProjectVersion": "1.0.0",
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"ProjectDescribe": "荒古遗尘装备",
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"ProjectAlias": "荒古遗尘装备"
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},
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"imgPath": "CustomizeWeapon/AncientRelic"
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},
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"累计奖励": {
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"price": 10,
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"Script": [
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@ -0,0 +1,205 @@
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/*
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文件名:AncientRelic.nut
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路径:Project/CustomizeWeapon/AncientRelic.nut
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创建日期:2025-12-04 14:22
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文件用途:
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*/
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class CustomizeWeapon_AncientRelic {
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Info = null;
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//是否有荒古装备
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IsAncientRelic = false;
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//当前魔能积攒数值
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MagicEnergyValue = 0;
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//当前魔能开启状态
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MagicEnergyState = false;
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//魔能爆发阶段
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MagicEnergyStage = 0;
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//魔能爆发计时器
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MagicEnergyTimer = 0;
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//常规状态伤害增加率
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DamageRate = 1.0;
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//魔能状态伤害增加率
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MagicDamageRate = 1.0;
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constructor() {
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Info = {};
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//读取PVF中 荒古装备的配置
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Rindro_Script.GetFileData("etc/rindro/ancientrelic/ancientrelic.etc", function(DataTable, Data) {
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while (!Data.Eof()) {
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local Fragment = Data.Get();
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if (Fragment == "[info]") {
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while (true) {
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local Fbuf = Data.Get();
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if (Fbuf == "[/info]") {
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break;
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}
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local NormalRate = Data.Get();
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local ExRate = Data.Get();
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Info.rawset(Fbuf, {
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NormalRate = NormalRate.tofloat() / 100.0 + 1.0,
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ExRate = ExRate.tofloat() / 100.0 + 1.0
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})
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}
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}
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}
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});
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RindroDamageRateChanageRideFunc.rawset("AncientRelic", function() {
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return MagicEnergyState ? MagicDamageRate : DamageRate;
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}.bindenv(this));
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DrawAppendCallBackFunc.rawset("AncientRelic", DrawEffect.bindenv(this));
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// onAttackParentCallBackFunc.rawset("AncientRelic", OnAttack.bindenv(this));
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// local str = "funcaksdnjkansdknasjdad";
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// local A = Memory.allocUtf8String(str);
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// local B = Memory.alloc(0x1000);
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// local str = "testsadsdads";
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// local B = Memory.alloc(0x1000);
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// B.writeByteArray(str);
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// print(B.readUtf8String(str.len()));
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}
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function AdditionalAppendage(obj) {
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if (sq_GetCurrentModuleType() == 3) {
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local appendage = CNSquirrelAppendage.sq_GetAppendage(obj, "../etc/rindro/ancientrelic/ancientrelic.nut");
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if (!appendage) {
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CNSquirrelAppendage.sq_AppendAppendage(obj, obj, 169, true, "../etc/rindro/ancientrelic/ancientrelic.nut", true);
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}
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}
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}
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//魔能爆炸
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function MagicEnergyExplosion(obj) {
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local OutbreakBool = obj.getMyPassiveObject(48882, 0);
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if (OutbreakBool && !MagicEnergyState) {
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MagicEnergyState = true;
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MagicEnergyTimer = Clock();
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sq_SendDestroyPacketPassiveObject(OutbreakBool);
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}
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}
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//绘制魔能特效
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function DrawEffect(args) {
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if (IsAncientRelic) {
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//魔能开启状态
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if (MagicEnergyValue > 0) {
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if (MagicEnergyState) {
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if (MagicEnergyStage == 0) {
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Rindro_BaseToolClass.DrawAniEx(args[1], args[2], "etc/rindro/ancientrelic/ani/open/01_red/red_onedodge2.ani");
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} else if (MagicEnergyStage == 1) {
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Rindro_BaseToolClass.DrawAniEx(args[1], args[2], "etc/rindro/ancientrelic/ani/open/02_yellow/yellow_onedodge2.ani");
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} else if (MagicEnergyStage == 2) {
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Rindro_BaseToolClass.DrawAniEx(args[1], args[2], "etc/rindro/ancientrelic/ani/open/03_white/white_onedodge2.ani");
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}
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}
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//普通状态
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else {
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local Step = ((MagicEnergyValue / 20).tointeger() + 1);
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if (Step > 5) Step = 5;
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Rindro_BaseToolClass.DrawAniEx(args[1], args[2], "etc/rindro/ancientrelic/ani/" + Step + "/particle1.ani");
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}
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}
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}
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}
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//攻击判定回调
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function OnAttack() {
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if (IsAncientRelic) {
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MagicEnergyValue++;
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if (MagicEnergyValue > 100) MagicEnergyValue = 100;
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}
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}
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//检测是否穿戴荒古装备
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function CheckWear() {
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for (local i = 1; i< 13; ++i) {
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//编号
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local Index = L_sq_GetCharacterAttribute(0x1c, i);
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if (Info.rawin(Index)) {
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DamageRate = Info[Index].NormalRate;
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MagicDamageRate = Info[Index].ExRate;
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IsAncientRelic = true;
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return;
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}
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}
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IsAncientRelic = false;
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}
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function MagicEnergyLogic(obj) {
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if (IsAncientRelic) {
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//魔能开启状态
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if (MagicEnergyValue > 0) {
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if (MagicEnergyState) {
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//检测魔能变更时间
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if (Clock() - MagicEnergyTimer >= 7000) {
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MagicEnergyTimer = Clock();
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MagicEnergyStage++;
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//爆发结束
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if (MagicEnergyStage > 2) {
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MagicEnergyState = false;
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MagicEnergyStage = 0;
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MagicEnergyValue = 0;
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sq_GetCNRDObjectToSQRCharacter(obj).sq_SendCreatePassiveObjectPacket(48883, 0, 0, 0, 0);
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}
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}
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}
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}
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}
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}
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function Proc(obj) {
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CheckWear();
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//如果穿戴了荒古装备
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if (IsAncientRelic) {
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MagicEnergyExplosion(obj);
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AdditionalAppendage(obj);
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MagicEnergyLogic(obj);
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} else {
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//是否有荒古装备
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IsAncientRelic = false;
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//当前魔能积攒数值
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MagicEnergyValue = 0;
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//当前魔能开启状态
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MagicEnergyState = false;
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//魔能爆发阶段
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MagicEnergyStage = 0;
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//魔能爆发计时器
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MagicEnergyTimer = 0;
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//常规状态伤害增加率
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DamageRate = 1.0;
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//魔能状态伤害增加率
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MagicDamageRate = 1.0;
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}
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}
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}
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getroottable().rawdelete("CustomizeWeapon_AncientRelic_Obj");
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function Lenheart_AncientRelic_Fun(obj) {
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local RootTab = getroottable();
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if (!RootTab.rawin("CustomizeWeapon_AncientRelic_Obj")) {
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RootTab.rawset("CustomizeWeapon_AncientRelic_Obj", CustomizeWeapon_AncientRelic());
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} else {
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RootTab["CustomizeWeapon_AncientRelic_Obj"].Proc(obj);
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}
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}
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function onAttackParent_appendage_AncientRelic(appendage, realAttacker, damager, boundingBox, isStuck) {
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if (!appendage) return;
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local RootTab = getroottable();
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if (RootTab.rawin("CustomizeWeapon_AncientRelic_Obj")) {
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RootTab["CustomizeWeapon_AncientRelic_Obj"].OnAttack();
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}
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}
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getroottable()["LenheartFuncTab"].rawset("AncientRelicFuncN", Lenheart_AncientRelic_Fun);
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Binary file not shown.
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After Width: | Height: | Size: 482 KiB |
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@ -175,5 +175,11 @@
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},
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"Project/NpcTransaction": {
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"description": "npc交易"
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},
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"Project/CustomizeWeapon": {
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"description": "定制武器"
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},
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"Project/CustomizeWeapon/AncientRelic.nut": {
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"description": "荒古系列装备"
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}
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}
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