灵魂救赎武器

This commit is contained in:
Lenheart 2026-02-02 13:29:33 +08:00
parent 9379203e96
commit e8f9aa171b
3 changed files with 778 additions and 0 deletions

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/*
文件名:SoulSalvation.nut
路径:Project/SoulSalvation/SoulSalvation.nut
创建日期:2026-01-20 03:00
文件用途:灵魂救赎武器
*/
class SoulSalvationC extends Rindro_BaseToolClass {
//灵魂救赎武器标识 (阶段1)
Equipment1List = null;
//1阶段所需灵魂数量
Stage1SoulCount = 1000;
//灵魂救赎武器标识 (阶段2)
Equipment2List = null;
//灵魂救赎武器标识 (阶段3)
Equipment3List = null;
//三阶段灵魂石对应APC
Equipment3SoulStone = null;
Img = Rindro_Image("soulweapon/main.img");
//灵魂数据
EquipData = null;
//APC数据
ApcInfo = null;
constructor() {
Equipment1List = {};
Equipment2List = {};
Equipment3List = {};
Equipment3SoulStone = {};
EquipData = {};
ApcInfo = {};
InifPvf();
local ItemDrawControl = getroottable()["NewItemInfoWindow_Obj"];
ItemDrawControl.AddDelegate("灵魂救赎武器代理一阶段", 28, Delegate1.bindenv(this),
function(Item) {
return Equipment1List.rawin(Item.GetIndex());
}.bindenv(this));
ItemDrawControl.AddDelegate("灵魂救赎武器代理二阶段", 42, Delegate2.bindenv(this),
function(Item) {
return Equipment2List.rawin(Item.GetIndex());
}.bindenv(this));
ItemDrawControl.AddDelegate("灵魂救赎武器代理三阶段", 42, Delegate3.bindenv(this),
function(Item) {
return Equipment3List.rawin(Item.GetIndex());
}.bindenv(this));
foreach(Id, _f in Equipment3SoulStone) {
ItemDrawControl.AddHookItemId(Id);
}
ItemDrawControl.AddDelegate("灵魂救赎灵魂石代理", 160, Delegate4.bindenv(this),
function(Item) {
return Equipment3SoulStone.rawin(Item.GetIndex());
}.bindenv(this));
//上线获取全身灵魂武器灵魂数
Pack_Control.rawset(21011002, function(Chunk) {
local Jso = Json.Decode(Chunk);
EquipData = Jso.Info;
}.bindenv(this));
//多个灵魂武器的补充信息包
Pack_Control.rawset(21011006, function(Chunk) {
local Jso = Json.Decode(Chunk);
foreach(index, value in Jso.Info) {
EquipData[index.tostring()] <- value;
}
}.bindenv(this));
//单个灵魂武器的刷新信息
Pack_Control.rawset(21011004, function(Chunk) {
local Jso = Json.Decode(Chunk);
EquipData[Jso.uuid.tostring()] <- Jso.info;
}.bindenv(this));
SendPackEx({
op = 21011001
})
//创建灵魂武器升级窗口
LenheartNewUI_CreateWindow(SoulSalvation_UpgradeC, "灵魂武器升级窗口", ((getroottable().Rindro_Scr_Width - 700) / 2).tointeger(), 160, 292, 290, 28);
LenheartNewUI_CreateWindow(SoulSalvation_EnchantC, "灵魂武器附灵窗口", ((getroottable().Rindro_Scr_Width - 700) / 2).tointeger(), 160, 292, 290, 28);
}
//1阶段的代理
function Delegate1(X, Y, Item) {
L_sq_DrawCode("灵魂救赎阶段: 1 / 3", X + 6, Y + 15, sq_RGBA(255, 0, 240, 255), 0, 1);
L_sq_DrawCode("封印灵魂数: ", X + 6, Y + 30, sq_RGBA(104, 213, 237, 255), 0, 1);
local Uuid = Item.GetUuid().tostring();
//获取封印灵魂数
local Count = 0;
if (EquipData.rawin(Uuid)) {
Count = EquipData[Uuid].soul_count;
}
local Rate = Count.tofloat() / Stage1SoulCount.tofloat();
L_sq_DrawCode(format("%.1f%%", Rate * 100.0), X + 180, Y + 30, sq_RGBA(255, 119, 0, 255), 0, 1);
Img.DrawPng(0, X + 70, Y + 34);
setClip(X + 72, Y + 36, X + 72 + (Rate * 97.0).tointeger(), Y + 40); //开始裁切
Img.DrawPng(1, X + 72, Y + 36);
releaseClip(); //裁切结束
}
//2阶段的代理
function Delegate2(X, Y, Item) {
L_sq_DrawCode("灵魂救赎阶段: 2 / 3", X + 6, Y + 15, 0xFF0055FF, 0, 1);
L_sq_DrawCode("佩戴释魂通关镇魂曲地区副本", X + 6, Y + 30, 0xFF0055FF, 0, 1);
L_sq_DrawCode("即可救赎沉沦无尽永恒的灵魂!", X + 6, Y + 45, 0xFF0055FF, 0, 1);
}
//3阶段的代理
function Delegate3(X, Y, Item) {
L_sq_DrawCode("灵魂救赎阶段: 3 / 3", X + 6, Y + 15, 0xFF0055FF, 0, 1);
L_sq_DrawCode("已附灵的不朽灵魂:", X + 6, Y + 30, 0xFF0055FF, 0, 1);
local Uuid = Item.GetUuid().tostring();
local APCId = 0;
if (EquipData.rawin(Uuid)) {
APCId = EquipData[Uuid].soul_id;
}
if (APCId == 0) {
L_sq_DrawCode("未定名", X + 6, Y + 45, 0xFF0055FF, 0, 1);
} else {
local ApcName = GetApcInfo(APCId).Name;
L_sq_DrawCode("Lv.85 " + ApcName, X + 6, Y + 45, 0xFF0055FF, 0, 1);
}
}
//灵魂石的代理
function Delegate4(X, Y, Item) {
local ApcId = 0;
if (Equipment3SoulStone.rawin(Item.GetIndex())) {
ApcId = Equipment3SoulStone[Item.GetIndex()];
}
if (ApcId > 0) {
local Info = GetApcInfo(ApcId);
if (!Info.rawin("Ani")) {
Info.Ani <- Rindro_Draw_Character(Info.Job, Info.Equ, "rest.ani", null);
}
L_sq_DrawCode("不朽的灵魂: " + Info.Name, X + 6, Y + 15, 0xFF0055FF, 0, 1);
Info.Ani.Draw(X + 102, Y + 160);
}
}
//读取配置
function InifPvf() {
Rindro_Script.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 SOULSTONE]") {
Equipment3SoulStone = {};
while (true) {
local Fbuf = Data.Get();
if (Fbuf == "[/STAGE2 SOULSTONE]") {
break;
}
Equipment3SoulStone.rawset(Fbuf, Data.Get());
}
}
}
});
}
//读取APC名字
function GetApcInfo(ApcIndex) {
if (ApcInfo.rawin(ApcIndex)) return ApcInfo[ApcIndex];
local Path = "aicharacter/" + R_Utils.GetApcPath(ApcIndex);
local Info = Rindro_Script.GetFileData(Path, function(DataTable, Data) {
while (!Data.Eof()) {
local Fragment = Data.Get();
if (Fragment == "[minimum info]") {
DataTable.Name <- Sq_ConvertWideChar(Data.Get(), "big5");
DataTable.Job <- Data.Get();
} else if (Fragment == "[equipment]") {
DataTable.Equ <- [];
while (true) {
local Fbuf = Data.Get();
if (Fbuf == "[/equipment]") {
break;
}
Data.Get();
Data.Get();
DataTable.Equ.append(Fbuf);
}
}
}
});
ApcInfo.rawset(ApcIndex, Info);
return Info;
}
}
function Lenheart_SoulSalvation_Fun(obj) {
local RootTab = getroottable();
if (!RootTab.rawin("SoulSalvation_Obj")) {
RootTab.rawset("SoulSalvation_Obj", SoulSalvationC());
}
if (KeyPressNB.isKeyPress(OPTION_HOTKEY_PAUSE_IN_TOWER, "asdasd")) {
local os = sq_CreateAICharacter(21435);
// foreach(member, val in os.getclass()) {
// ::print(member + "\n");
// local attr;
// if ((attr = os.getclass().getattributes(member)) != null) {
// foreach(i, v in attr) {
// // ::print("\t" + i + " = " + (typeof v) + "\n");
// }
// } else {
// // ::print("\t<no attributes>\n")
// }
// }
// local os = sq_CreateAICharacter(21435);
os.setCurrentPos(obj.getXPos() + 100, obj.getYPos(), 600);
os.setMaster(obj);
os.setMapFollowParent(obj);
os.setMapFollowType(1);
// sq_SetKeyxEnable(obj, E_ATTACK_COMMAND, true);
sq_AddObject(obj, os, OBJECTTYPE_CHARACTER, false);
}
}
getroottable()["LenheartFuncTab"].rawset("SoulSalvationFuncN", Lenheart_SoulSalvation_Fun);
L_Windows_List <- [];
getroottable().rawdelete("LenheartPluginsInitFlag");
getroottable().rawdelete("EventList_Obj")
getroottable().rawdelete("SoulSalvation_Obj");
getroottable().rawdelete("L_Each_Obj");

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/*
文件名:SoulSalvation_Enchant.nut
路径:Project/SoulSalvation/SoulSalvation_Enchant.nut
创建日期:2026-01-26 02:56
文件用途:
*/
class SoulSalvation_EnchantC extends LenheartNewUI_Windows {
//调试模式
// DeBugMode = true;
//不是窗口
// NoWindow = true;
//是否可见
Visible = false;
Img = Rindro_Image("interface2/ui/newitemtool/soulweapon.img");
//装备
Item = null;
//装备槽位
ItemSlot = null;
//灵魂槽位
ItemSlot2 = null;
//注册的NPC列表
NPC = null;
constructor(gObjectId, gX, gY, gWidth, gHeight, gTitleH) {
Childrens = [];
//注册控件
RegisterWidget();
InifPvf();
RegNpc();
LenheartNewUI_Windows.constructor(gObjectId, gX, gY, gWidth, gHeight, gTitleH);
DiscardItemCallBackFunc.rawset("SoulSalvation_EnchantC", DiscardItem.bindenv(this));
}
function RegisterWidget() {
//关闭按钮
local CloseButton = LenheartNewUI_BaseButton(274, 4, 11, 12, "interface/lenheartwindowcommon.img", 276);
CloseButton.OnClick = function() {
this.Visible = false;
}.bindenv(this);
Childrens.append(CloseButton);
//确认按钮
local CrossoverButton = LenheartNewUI_ButtonText(109, 260, 15, "确认升级");
CrossoverButton.DWidth = 18;
CrossoverButton.Width = 74;
CrossoverButton.SetTextOffset(-4, 1);
CrossoverButton.OnClickEx = function(Btn) {
if (!Btn.Visible) return;
SendPackEx({
op = 21011009,
item = Item
});
}.bindenv(this);
CrossoverButton.SetCallBackFunc(function(Btn) {
if (ItemSlot.ItemObject && ItemSlot2.ItemObject) {
Btn.State = 0;
} else {
Btn.State = 8;
}
}.bindenv(this));
AddChild(CrossoverButton);
ItemSlot = LenheartNewUI_ItemSlot(66, 97);
ItemSlot.SetRemoveCallBack(function(obj) {
Item = null;
}.bindenv(this));
AddChild(ItemSlot);
ItemSlot2 = LenheartNewUI_ItemSlot(197, 97);
ItemSlot2.SetRemoveCallBack(function(obj) {
Item = null;
}.bindenv(this));
AddChild(ItemSlot2);
}
//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("灵魂武器附灵", X + 110, Y + 5, sq_RGBA(230, 200, 155, 255), 0, 1);
Img.DrawPng(1, X + 8, Y + 32);
Img.DrawPng(3, X + 8, Y + 32);
for (local i = 0; i< 5; i++) {
Img.DrawPng(2, X + 31 + 51 * i, Y + 195);
continue;
}
}
function Show(obj) {
DrawMain(obj);
LenheartNewUI_Windows.Show(obj);
}
//逻辑入口
function Proc(obj) {
LenheartNewUI_Windows.SyncPos(X, Y);
}
function DiscardItem(ItemAddress) {
local MousePos_X = IMouse.GetXPos();
local MousePos_Y = IMouse.GetYPos();
if (!sq_IsIntersectRect(MousePos_X, MousePos_Y, 1, 1, X, Y, Width, Height)) return true;
local SlotPos = 0;
if (sq_IsIntersectRect(MousePos_X, MousePos_Y, 1, 1, ItemSlot.X, ItemSlot.Y, ItemSlot.Width, ItemSlot.Height)) {
SlotPos = 1;
} else if (sq_IsIntersectRect(MousePos_X, MousePos_Y, 1, 1, ItemSlot2.X, ItemSlot2.Y, ItemSlot2.Width, ItemSlot2.Height)) {
SlotPos = 2;
} else {
return null;
}
if (!Visible) return true;
else {
Item = FindItemPosByForeachInven(ItemAddress, SlotPos);
if (Item) {
local ItemObject = Rindro_Item();
ItemObject.LoadByAddress(Item.ItemAddress);
if (SlotPos == 1)
ItemSlot.SetItem(ItemObject);
else if (SlotPos == 2)
ItemSlot2.SetItem(ItemObject);
}
}
}
//遍历背包查找Item
function FindItemPosByForeachInven(FindAddress, SlotPos) {
local Inven = L_sq_RA(0x1A5FB24);
local InvenAdd = L_sq_RA(Inven + 56);
InvenAdd += 36;
//0是装备 2是任务材料
local z = 0;
if (SlotPos == 2) z = 2;
for (local i = 0; i< 56; i++) {
local ItemAdd = L_sq_RA(InvenAdd + ((i + (z * 56)) * 4));
if (ItemAdd == FindAddress) {
local NamePointer = L_sq_RA(FindAddress + 0x20);
local rRarity = L_sq_RA(FindAddress + 0xF4);
local rItemId = L_sq_RA(FindAddress + 0x1c);
if (SlotPos == 1) {
if (!getroottable().SoulSalvation_Obj.Equipment2List.rawin(rItemId)) return null;
} else if (SlotPos == 2) {
if (rItemId< 92208 || rItemId > 92214) return null;
}
return {
Type = z,
Pos = i,
Vis = false,
Count = MemoryTool.DecodeMemoryData(FindAddress + 0x1A4),
ItemId = rItemId,
ItemAddress = FindAddress,
Name = NativePointer(L_sq_I2P(NamePointer)).readUnicodeString(),
Rarity = rRarity,
};
}
}
return null;
}
function RegNpc() {
local EachManager = Lenheart_Get_EachObj();
EachManager.AddEachForNpc(NPC, function(SThis) {
//关闭按钮
local ApplyEngagementButton = LenheartNewUI_Each_BaseButton(0, 0, 100, 21, "interface2/popup_menu/popup_back.img", 3);
ApplyEngagementButton.Icon = "interface2/popup_menu/popup_icon_cn.img";
ApplyEngagementButton.IconIdx = 53;
ApplyEngagementButton.Str = "释魂附灵";
ApplyEngagementButton.Data = SThis.NPC_Index;
ApplyEngagementButton.OnClick = function(Button) {
InitWindow();
//打开背包
L_sq_Open_ExWindow(0x1ADE090, 0, 0, 1);
Button.Parent.CloseAllEach();
Button.Parent.CloseWindow();
ResetFocus();
R_Utils.PlaySound("WINDOW_SHOW");
}.bindenv(this);
ApplyEngagementButton.SetCallBackFunc(function(Button) {})
SThis.AddChild(ApplyEngagementButton);
}.bindenv(this));
}
//读取配置
function InifPvf() {
Rindro_Script.GetFileData("etc/rindro/expandequipment/soulsalvation.etc", function(DataTable, Data) {
while (!Data.Eof()) {
local Fragment = Data.Get();
if (Fragment == "[STAGE2 NPC]") {
NPC = Data.Get();
}
}
});
}
function InitWindow() {
Visible = true;
//清空
Item = null;
ItemSlot.RemoveItem();
ItemSlot2.RemoveItem();
}
}
L_Windows_List <- [];
getroottable().rawdelete("LenheartPluginsInitFlag");
getroottable().rawdelete("EventList_Obj")
getroottable().rawdelete("SoulSalvation_Obj");
getroottable().rawdelete("L_Each_Obj");

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/*
文件名:SoulSalvation_Upgrade.nut
路径:Project/SoulSalvation/SoulSalvation_Upgrade.nut
创建日期:2026-01-23 10:46
文件用途:
*/
class SoulSalvation_UpgradeC extends LenheartNewUI_Windows {
//调试模式
// DeBugMode = true;
//不是窗口
// NoWindow = true;
//是否可见
Visible = false;
Img = Rindro_Image("interface2/ui/newitemtool/soulweapon.img");
//装备
Item = null;
//装备槽位
ItemSlot = null;
//注册的NPC列表
NPC = null;
//所需的基础材料
BasicMaterials = null;
//等级倍率
LevelRate = null;
//品级倍率
RarityRate = null;
//错误
Error = null;
//错误信息
ErrorMsg = null;
//所需材料信息
MaterialInfo = null;
//所需材料是否足够
MaterialIsEnough = false;
constructor(gObjectId, gX, gY, gWidth, gHeight, gTitleH) {
Childrens = [];
//注册控件
RegisterWidget();
InifPvf();
RegNpc();
LenheartNewUI_Windows.constructor(gObjectId, gX, gY, gWidth, gHeight, gTitleH);
DiscardItemCallBackFunc.rawset("SoulSalvation_UpgradeC", DiscardItem.bindenv(this));
//检查材料
Pack_Control.rawset(21011008, function(Chunk) {
local Jso = Json.Decode(Chunk);
if (Jso.rawin("error")) {
ErrorMsg = Jso.error;
}
if (Jso.rawin("MgInfo")) {
MaterialInfo = Jso.MgInfo;
//材料是否充足
MaterialIsEnough = true;
foreach(Info in MaterialInfo) {
if (Info.NeedCount > Info.RealCount) {
MaterialIsEnough = false;
break;
}
}
}
}.bindenv(this));
//成功回包
Pack_Control.rawset(21011010, function(Chunk) {
//清空
Item = null;
ItemSlot.RemoveItem();
ErrorMsg = null;
MaterialInfo = null;
MaterialIsEnough = false;
// R_Utils.PlaySound("CHNUTTREE_BOX");
}.bindenv(this));
}
function RegisterWidget() {
//关闭按钮
local CloseButton = LenheartNewUI_BaseButton(274, 4, 11, 12, "interface/lenheartwindowcommon.img", 276);
CloseButton.OnClick = function() {
this.Visible = false;
}.bindenv(this);
Childrens.append(CloseButton);
//确认按钮
local CrossoverButton = LenheartNewUI_ButtonText(109, 260, 15, "确认升级");
CrossoverButton.DWidth = 18;
CrossoverButton.Width = 74;
CrossoverButton.SetTextOffset(-4, 1);
CrossoverButton.OnClickEx = function(Btn) {
if (!Btn.Visible) return;
SendPackEx({
op = 21011009,
item = Item
});
}.bindenv(this);
CrossoverButton.SetCallBackFunc(function(Btn) {
if (ErrorMsg || !MaterialIsEnough) {
Btn.State = 8;
} else {
Btn.State = 0;
}
}.bindenv(this));
AddChild(CrossoverButton);
ItemSlot = LenheartNewUI_ItemSlot(132, 100);
ItemSlot.SetRemoveCallBack(function(obj) {
Item = null;
}.bindenv(this));
AddChild(ItemSlot);
}
//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("灵魂武器进阶", X + 110, Y + 5, sq_RGBA(230, 200, 155, 255), 0, 1);
Img.DrawPng(1, X + 8, Y + 32);
Img.DrawPng(0, X + 8, Y + 32);
//绘制进阶所需材料及数量信息
if (MaterialInfo) {
for (local i = 0; i< 5; i++) {
if (i >= MaterialInfo.len()) {
Img.DrawPng(2, X + 31 + 51 * i, Y + 195);
continue;
}
local Info = MaterialInfo[i];
DrawItemBase(X + 31 + 51 * i, Y + 195, Info.Item, Info.NeedCount);
//数量不足绘制遮盖图
if (Info.NeedCount > Info.RealCount) {
Rindro_Image_GlobalMap["lenheartui"].DrawExPng(257, X + 32 + 51 * i, Y + 196, 0, sq_RGBA(255, 255, 255, 120), 1.0, 1.0);
}
local RealCountStr = Info.RealCount.tostring();
local Color = Info.RealCount >= Info.NeedCount ? sq_RGBA(52, 255, 50, 255) : sq_RGBA(255, 60, 47, 255);
L_sq_DrawCode(RealCountStr, X + 46 + (51 * i) - LenheartTextClass.GetStringLength(RealCountStr) / 2, Y + 232, Color, 0, 1);
}
if (!MaterialIsEnough) {
local str = "进阶材料不足!";
L_sq_DrawCode(str, X + 148 - LenheartTextClass.GetStringLength(str) / 2, Y + 142, sq_RGBA(255, 60, 48, 255), 0, 1);
} else {
local str = Item.Name;
L_sq_DrawCode(str, X + 148 - LenheartTextClass.GetStringLength(str) / 2, Y + 142, GetRarityColor(Item.Rarity), 0, 1);
}
return;
}
if (ErrorMsg) {
local ErrorStr = null;
if (ErrorMsg == 2) ErrorStr = "所需灵魂不足!";
else if (ErrorMsg == 1) ErrorStr = "装备不可进阶!"
L_sq_DrawCode(ErrorStr, X + 148 - LenheartTextClass.GetStringLength(ErrorStr) / 2, Y + 142, sq_RGBA(255, 60, 48, 255), 0, 1);
}
}
function Show(obj) {
DrawMain(obj);
LenheartNewUI_Windows.Show(obj);
}
//逻辑入口
function Proc(obj) {
LenheartNewUI_Windows.SyncPos(X, Y);
}
function DiscardItem(ItemAddress) {
local MousePos_X = IMouse.GetXPos();
local MousePos_Y = IMouse.GetYPos();
if (!sq_IsIntersectRect(MousePos_X, MousePos_Y, 1, 1, X, Y, Width, Height)) return true;
if (!Visible) return true;
else {
Item = FindItemPosByForeachInven(ItemAddress);
if (Item) {
local ItemObject = Rindro_Item();
ItemObject.LoadByAddress(Item.ItemAddress);
ItemSlot.SetItem(ItemObject);
SendPackEx({
op = 21011007,
item = Item
});
}
}
}
//遍历背包查找Item
function FindItemPosByForeachInven(FindAddress) {
local Inven = L_sq_RA(0x1A5FB24);
local InvenAdd = L_sq_RA(Inven + 56);
InvenAdd += 36;
for (local z = 0; z< 1; z++) {
for (local i = 0; i< 48; i++) {
local ItemAdd = L_sq_RA(InvenAdd + ((i + (z * 48)) * 4));
if (ItemAdd == FindAddress) {
local NamePointer = L_sq_RA(FindAddress + 0x20);
if (z != 0) {
if (ItemInfoDrawS) {
L_Sq_CallFunc(0xE6B2B0, "int", FFI_THISCALL, ["int", "int", "int", "char"], 0x1ADE090, 0x113, 0xFFFFFFFF, 0x0);
ItemInfoDrawS = null;
ResetFocus();
}
return null;
}
local rRarity = L_sq_RA(FindAddress + 0xF4);
return {
Type = z,
Pos = i,
Vis = false,
Count = MemoryTool.DecodeMemoryData(FindAddress + 0x1A4),
ItemId = L_sq_RA(FindAddress + 0x1c),
ItemAddress = FindAddress,
Name = NativePointer(L_sq_I2P(NamePointer)).readUnicodeString(),
Rarity = rRarity,
};
}
}
}
return null;
}
function RegNpc() {
local EachManager = Lenheart_Get_EachObj();
EachManager.AddEachForNpc(NPC, function(SThis) {
//关闭按钮
local ApplyEngagementButton = LenheartNewUI_Each_BaseButton(0, 0, 100, 21, "interface2/popup_menu/popup_back.img", 3);
ApplyEngagementButton.Icon = "interface2/popup_menu/popup_icon_cn.img";
ApplyEngagementButton.IconIdx = 53;
ApplyEngagementButton.Str = "镇魂进阶";
ApplyEngagementButton.Data = SThis.NPC_Index;
ApplyEngagementButton.OnClick = function(Button) {
InitWindow();
//打开背包
L_sq_Open_ExWindow(0x1ADE090, 0, 0, 1);
Button.Parent.CloseAllEach();
Button.Parent.CloseWindow();
ResetFocus();
R_Utils.PlaySound("WINDOW_SHOW");
}.bindenv(this);
ApplyEngagementButton.SetCallBackFunc(function(Button) {})
SThis.AddChild(ApplyEngagementButton);
}.bindenv(this));
}
//读取配置
function InifPvf() {
Rindro_Script.GetFileData("etc/rindro/expandequipment/soulsalvation.etc", function(DataTable, Data) {
while (!Data.Eof()) {
local Fragment = Data.Get();
if (Fragment == "[STAGE1 NPC]") {
NPC = Data.Get();
}
}
});
}
function InitWindow() {
Visible = true;
//清空
Item = null;
ItemSlot.RemoveItem();
ErrorMsg = null;
MaterialInfo = null;
MaterialIsEnough = false;
}
}
L_Windows_List <- [];
getroottable().rawdelete("LenheartPluginsInitFlag");
getroottable().rawdelete("EventList_Obj")
getroottable().rawdelete("SoulSalvation_Obj");
getroottable().rawdelete("L_Each_Obj");