上架装备跨界插件

This commit is contained in:
Lenheart 2025-12-15 16:45:38 +08:00
parent 7edd836c63
commit 2c5cbf6c4b
12 changed files with 214 additions and 46 deletions

View File

@ -82,15 +82,37 @@
}
},
"装备跨界": {
"Private": true,
"price": 0,
"Script": [
"Project/ItemTool/ItemCrossover/ItemCrossover.nut"
],
"info": {
"ProjectAuthor": "官方 (期限:月)",
"ProjectAuthor": "0",
"ProjectVersion": "1.0.0",
"ProjectDescribe": "装备跨界定制插件",
"ImageMini": "http://49.234.27.222:8651/dps/download2/Image:chengjiu.png"
"ProjectDescribe": "装备跨界插件",
"ProjectAlias": "装备跨界插件",
"ProjectDetails": [
{
"type": "img",
"content": "0"
},
{
"type": "img",
"content": "1"
},
{
"type": "img",
"content": "2"
},
{
"type": "str",
"content": "在 etc/rindro/itemtool/itemcrossover/itemcrossover.etc 文件中更改配置,详细说明如下."
},
{
"type": "img",
"content": "3"
}
]
}
},
"赛利亚的热忱": {
@ -119,13 +141,16 @@
{
"type": "img",
"content": "0"
},{
},
{
"type": "str",
"content": "在 etc/rindro/ancientrelic/ancientrelic.etc 文件中更改配置,三个数字为一组,(装备编号,普通状态下伤害倍率,开启魔能爆发状态下伤害倍率),可自行拓展装备和伤害,不限制装备类型."
},{
},
{
"type": "img",
"content": "1"
},{
},
{
"type": "str",
"content": "其余机制均与原版一模一样."
}

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@ -10,6 +10,8 @@ class CustomizeWeapon_AncientRelic {
//是否有荒古装备
IsAncientRelic = false;
//当前荒古装备信息
CurrentAncientRelicInfo = null;
//当前魔能积攒数值
MagicEnergyValue = 0;
//当前魔能开启状态
@ -23,6 +25,7 @@ class CustomizeWeapon_AncientRelic {
//魔能状态伤害增加率
MagicDamageRate = 1.0;
EffectSetFlag = null;
constructor() {
Info = {};
@ -38,10 +41,12 @@ class CustomizeWeapon_AncientRelic {
}
local NormalRate = Data.Get();
local ExRate = Data.Get();
local DefaultMagicEnergyValue = Data.Get();
Info.rawset(Fbuf, {
NormalRate = NormalRate.tofloat() / 100.0 + 1.0,
ExRate = ExRate.tofloat() / 100.0 + 1.0
ExRate = ExRate.tofloat() / 100.0 + 1.0,
DefaultMagicEnergyValue = DefaultMagicEnergyValue.tointeger()
})
}
}
@ -52,7 +57,7 @@ class CustomizeWeapon_AncientRelic {
return MagicEnergyState ? MagicDamageRate : DamageRate;
}.bindenv(this));
DrawAppendCallBackFunc.rawset("AncientRelic", DrawEffect.bindenv(this));
// DrawAppendCallBackFunc.rawset("AncientRelic", DrawEffect.bindenv(this));
// onAttackParentCallBackFunc.rawset("AncientRelic", OnAttack.bindenv(this));
// local str = "funcaksdnjkansdknasjdad";
@ -70,6 +75,13 @@ class CustomizeWeapon_AncientRelic {
local appendage = CNSquirrelAppendage.sq_GetAppendage(obj, "../etc/rindro/ancientrelic/ancientrelic.nut");
if (!appendage) {
CNSquirrelAppendage.sq_AppendAppendage(obj, obj, 169, true, "../etc/rindro/ancientrelic/ancientrelic.nut", true);
if (CurrentAncientRelicInfo) {
DamageRate = CurrentAncientRelicInfo.NormalRate;
MagicDamageRate = CurrentAncientRelicInfo.ExRate;
MagicEnergyValue = CurrentAncientRelicInfo.DefaultMagicEnergyValue;
}
//默认魔能值不为0的装备
if (MagicEnergyValue != 0) SetEffect();
}
}
}
@ -77,7 +89,8 @@ class CustomizeWeapon_AncientRelic {
//魔能爆炸
function MagicEnergyExplosion(obj) {
local OutbreakBool = obj.getMyPassiveObject(48882, 0);
if (OutbreakBool && !MagicEnergyState) {
if (OutbreakBool && !MagicEnergyState && MagicEnergyValue >= 100) {
EffectSetFlag = 7;
MagicEnergyState = true;
MagicEnergyTimer = Clock();
sq_SendDestroyPacketPassiveObject(OutbreakBool);
@ -85,47 +98,83 @@ class CustomizeWeapon_AncientRelic {
}
//绘制魔能特效
function DrawEffect(args) {
if (IsAncientRelic) {
//魔能开启状态
if (MagicEnergyValue > 0) {
if (MagicEnergyState) {
if (MagicEnergyStage == 0) {
Rindro_BaseToolClass.DrawAniEx(args[1], args[2], "etc/rindro/ancientrelic/ani/open/01_red/red_onedodge2.ani");
} else if (MagicEnergyStage == 1) {
Rindro_BaseToolClass.DrawAniEx(args[1], args[2], "etc/rindro/ancientrelic/ani/open/02_yellow/yellow_onedodge2.ani");
} else if (MagicEnergyStage == 2) {
Rindro_BaseToolClass.DrawAniEx(args[1], args[2], "etc/rindro/ancientrelic/ani/open/03_white/white_onedodge2.ani");
}
}
//普通状态
else {
local Step = ((MagicEnergyValue / 20).tointeger() + 1);
if (Step > 5) Step = 5;
Rindro_BaseToolClass.DrawAniEx(args[1], args[2], "etc/rindro/ancientrelic/ani/" + Step + "/particle1.ani");
}
// //绘制魔能特效
// function DrawEffect(args) {
// if (IsAncientRelic) {
// //魔能开启状态
// if (MagicEnergyValue > 0) {
// if (MagicEnergyState) {
// if (MagicEnergyStage == 0) {
// Rindro_BaseToolClass.DrawAniEx(args[1], args[2], "etc/rindro/ancientrelic/ani/open/01_red/red_onedodge2.ani");
// } else if (MagicEnergyStage == 1) {
// Rindro_BaseToolClass.DrawAniEx(args[1], args[2], "etc/rindro/ancientrelic/ani/open/02_yellow/yellow_onedodge2.ani");
// } else if (MagicEnergyStage == 2) {
// Rindro_BaseToolClass.DrawAniEx(args[1], args[2], "etc/rindro/ancientrelic/ani/open/03_white/white_onedodge2.ani");
// }
// }
// //普通状态
// else {
// local Step = ((MagicEnergyValue / 20).tointeger() + 1);
// if (Step > 5) Step = 5;
// Rindro_BaseToolClass.DrawAniEx(args[1], args[2], "etc/rindro/ancientrelic/ani/" + Step + "/particle1.ani");
// }
}
}
}
// }
// }
// }
//攻击判定回调
function OnAttack() {
if (IsAncientRelic) {
if (IsAncientRelic && !MagicEnergyState) {
MagicEnergyValue++;
SetEffect();
if (MagicEnergyValue > 100) MagicEnergyValue = 100;
}
}
//设置魔能值与动画关联关系
function SetEffect() {
if (MagicEnergyValue == 1) EffectSetFlag = 1;
if (MagicEnergyValue == 20) EffectSetFlag = 2;
if (MagicEnergyValue == 40) EffectSetFlag = 3;
if (MagicEnergyValue == 60) EffectSetFlag = 4;
if (MagicEnergyValue == 80) EffectSetFlag = 5;
if (MagicEnergyValue == 100) EffectSetFlag = 6;
}
function AppendProc(appendage) {
if (EffectSetFlag != null && EffectSetFlag <= 6 && !MagicEnergyState) {
appendage.sq_DeleteEffectFront();
appendage.sq_AddEffectFront("etc/rindro/ancientrelic/ani/" + EffectSetFlag + "/particle1.ani");
EffectSetFlag = null;
} else if (EffectSetFlag == 7) {
appendage.sq_DeleteEffectFront();
appendage.sq_AddEffectFront("etc/rindro/ancientrelic/ani/open/01_red/red_onedodge2.ani");
EffectSetFlag = null;
} else if (EffectSetFlag == 8) {
appendage.sq_DeleteEffectFront();
appendage.sq_AddEffectFront("etc/rindro/ancientrelic/ani/open/02_yellow/yellow_onedodge2.ani");
EffectSetFlag = null;
} else if (EffectSetFlag == 9) {
appendage.sq_DeleteEffectFront();
appendage.sq_AddEffectFront("etc/rindro/ancientrelic/ani/open/03_white/white_onedodge2.ani");
EffectSetFlag = null;
} else if (EffectSetFlag == 10) {
appendage.sq_DeleteEffectFront();
EffectSetFlag = null;
}
}
//检测是否穿戴荒古装备
function CheckWear() {
for (local i = 1; i< 13; ++i) {
//编号
local Index = L_sq_GetCharacterAttribute(0x1c, i);
if (Info.rawin(Index)) {
DamageRate = Info[Index].NormalRate;
MagicDamageRate = Info[Index].ExRate;
CurrentAncientRelicInfo = Info[Index];
IsAncientRelic = true;
return;
}
@ -139,14 +188,16 @@ class CustomizeWeapon_AncientRelic {
if (MagicEnergyValue > 0) {
if (MagicEnergyState) {
//检测魔能变更时间
if (Clock() - MagicEnergyTimer >= 7000) {
if (Clock() - MagicEnergyTimer >= 1000) {
MagicEnergyTimer = Clock();
MagicEnergyStage++;
EffectSetFlag = 7 + MagicEnergyStage;
//爆发结束
if (MagicEnergyStage > 2) {
MagicEnergyState = false;
MagicEnergyStage = 0;
MagicEnergyValue = 0;
EffectSetFlag = 10;
sq_GetCNRDObjectToSQRCharacter(obj).sq_SendCreatePassiveObjectPacket(48883, 0, 0, 0, 0);
}
}
@ -177,6 +228,11 @@ class CustomizeWeapon_AncientRelic {
DamageRate = 1.0;
//魔能状态伤害增加率
MagicDamageRate = 1.0;
//移除掉身上的AP
local appendage = CNSquirrelAppendage.sq_GetAppendage(obj, "../etc/rindro/ancientrelic/ancientrelic.nut");
if (appendage) {
CNSquirrelAppendage.sq_RemoveAppendage(obj, "../etc/rindro/ancientrelic/ancientrelic.nut");
}
}
}
}
@ -202,4 +258,12 @@ function onAttackParent_appendage_AncientRelic(appendage, realAttacker, damager,
}
}
function proc_appendage_ancient(appendage) {
if (!appendage) return;
local RootTab = getroottable();
if (RootTab.rawin("CustomizeWeapon_AncientRelic_Obj")) {
RootTab["CustomizeWeapon_AncientRelic_Obj"].AppendProc(appendage);
}
}
getroottable()["LenheartFuncTab"].rawset("AncientRelicFuncN", Lenheart_AncientRelic_Fun);

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@ -67,8 +67,6 @@ class EventShopC extends LenheartNewUI_Windows {
function RegisterNpc(id) {
local EachManager = getroottable()["L_Each_Obj"];
//先清空注册
EachManager.RemoveEachForNpc(id);
EachManager.AddEachForNpc(id, function(SThis) {
//关闭按钮

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@ -125,8 +125,6 @@ class ExchangeC extends LenheartNewUI_Windows {
function RegisterNpc(id) {
local EachManager = getroottable()["L_Each_Obj"];
//先清空注册
EachManager.RemoveEachForNpc(id);
EachManager.AddEachForNpc(id, function(SThis) {
//关闭按钮
local ApplyEngagementButton = LenheartNewUI_Each_BaseButton(0, 0, 100, 21, "interface2/popup_menu/popup_back.img", 3);

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@ -0,0 +1,84 @@
/*
文件名:ItemInherit.nut
路径:Project/ItemTool/ItemInherit/ItemInherit.nut
创建日期:2025-12-15 15:03
文件用途:
*/
class ItemInheritC extends LenheartNewUI_Windows {
//调试模式
// DeBugMode = true;
//不是窗口
// NoWindow = true;
//是否可见
// Visible = false;
NPCList = null;
Img = Rindro_Image("interface2/ui/newitemtool/newitemtool.img");
constructor(gObjectId, gX, gY, gWidth, gHeight, gTitleH) {
Childrens = [];
//注册控件
RegisterWidget();
LenheartNewUI_Windows.constructor(gObjectId, gX, gY, gWidth, gHeight, gTitleH);
}
function RegisterWidget() {
// //关闭按钮
// local CloseButton = LenheartNewUI_BaseButton(278, 0, 11, 12, "interface/lenheartwindowcommon.img", 276);
// CloseButton.OnClick = function() {
// this.Visible = false;
// }.bindenv(this);
// Childrens.append(CloseButton);
}
//绘制主界面
function DrawMain(obj) {
//背景框
DrawNineBox(X, Y, 292, 292, "interface/lenheartwindowcommon.img", 213);
//标题
DrawWindowTitle(293);
//绘制标题名
L_sq_DrawCode("装备继承", X + 123, Y + 5, sq_RGBA(230, 200, 155, 255), 0, 1);
Img.DrawPng(3, X + 8, Y + 32);
Rindro_Image_GlobalMap["lenheartui"].DrawPng(469, X + 260, Y + 40);
}
function Show(obj) {
DrawMain(obj);
LenheartNewUI_Windows.Show(obj);
}
//逻辑入口
function Proc(obj) {
LenheartNewUI_Windows.SyncPos(X, Y);
}
}
L_Windows_List <- [];
getroottable().rawdelete("LenheartPluginsInitFlag");
getroottable().rawdelete("EventList_Obj")
getroottable().rawdelete("ItemInherit_Obj");
getroottable().rawdelete("L_Each_Obj");
function Lenheart_ItemInherit_Fun(obj) {
local RootTab = getroottable();
if (!RootTab.rawin("ItemInherit_Obj")) {
RootTab.rawset("ItemInherit_Obj", true);
LenheartNewUI_CreateWindow(ItemInheritC, "装备继承窗口", ((getroottable().Rindro_Scr_Width - 700) / 2).tointeger(), 160, 292, 290, 28);
}
}
getroottable()["LenheartFuncTab"].rawset("ItemInheritFuncN", Lenheart_ItemInherit_Fun);

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@ -288,8 +288,6 @@ class NpcTransactionC extends LenheartNewUI_Windows {
function RegNpc() {
local EachManager = getroottable()["L_Each_Obj"];
foreach(id in NPCList) {
//先清空注册
EachManager.RemoveEachForNpc(id);
EachManager.AddEachForNpc(id, function(SThis) {
//关闭按钮
local ApplyEngagementButton = LenheartNewUI_Each_BaseButton(0, 0, 100, 21, "interface2/popup_menu/popup_back.img", 3);

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@ -169,8 +169,6 @@ class RecoveryC extends LenheartNewUI_Windows {
function RegisterNpc(id) {
local EachManager = getroottable()["L_Each_Obj"];
//先清空注册
EachManager.RemoveEachForNpc(id);
EachManager.AddEachForNpc(id, function(SThis) {
//关闭按钮

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@ -213,6 +213,9 @@
"description": "设置"
},
"Project/ItemTool/ItemCrossover": {
"description": "装备跨甲"
"description": "装备跨界"
},
"Project/ItemTool/ItemInherit": {
"description": "装备继承"
}
}