This commit is contained in:
Lenheart 2025-06-30 00:25:43 +08:00
parent 20269c25b3
commit fa75dff380
7 changed files with 754 additions and 10 deletions

View File

@ -377,3 +377,50 @@ function Rindro_GetEquAddr(addr) {
//本地模式
if(!getroottable().rawin("RINDROLOCAL"))RINDROLOCAL <- false;
function deepcopy(obj) {
local copies = {}; // 用于跟踪已拷贝对象的表
return _deepcopy(obj, copies);
}
function _deepcopy(obj, copies) {
local type = typeof obj;
// 处理基本类型
if (type != "table" && type != "array" && type != "class" && type != "instance") {
return obj;
}
// 处理循环引用
if (obj in copies) {
return copies[obj];
}
// 创建新容器
local newObj;
if (type == "array") {
newObj = array(obj.len());
copies[obj] <- newObj; // 在拷贝前记录
for (local i = 0; i < obj.len(); i++) {
newObj[i] = _deepcopy(obj[i], copies);
}
}
else if (type == "table") {
newObj = {};
copies[obj] <- newObj; // 在拷贝前记录
foreach(key, val in obj) {
// 键也需要深拷贝
local newKey = _deepcopy(key, copies);
local newVal = _deepcopy(val, copies);
newObj[newKey] <- newVal;
}
}
else { // 类和实例(浅拷贝)
newObj = obj;
copies[obj] <- newObj;
}
return newObj;
}

View File

@ -49,6 +49,19 @@
"ImageMini": "http://49.234.27.222:8651/dps/download2/Image:chengjiu.png"
}
},
"宿命魂石": {
"Private": true,
"Script": [
"Project/FatalismStone/FatalismStone_Stone.nut",
"Project/FatalismStone/FatalismStone.nut"
],
"info": {
"ProjectAuthor": "官方 (期限:月)",
"ProjectVersion": "1.0.0",
"ProjectDescribe": "自用宿命魂石",
"ImageMini": "http://49.234.27.222:8651/dps/download2/Image:chengjiu.png"
}
},
"世界BOSS": {
"Private": true,
"Script": [

View File

@ -381,7 +381,7 @@ class AchievementNC extends LenheartNewUI_Windows {
TypeButtonScrollBar = null;
//类型按钮滚轮值
TypeButtonScrollRate = 0;
TypeButtonScrollValue = 100;
TypeButtonScrollValue = 160;
//项目按钮集合
ItemButtonList = null;
@ -415,7 +415,8 @@ class AchievementNC extends LenheartNewUI_Windows {
Level = {
lv = 1,
exp = 0,
maxexp = 100
maxexp = 100,
itemId = 3037
}
//读取pvf数据
@ -440,6 +441,7 @@ class AchievementNC extends LenheartNewUI_Windows {
Level.lv = Jso.lv.lv + 1;
Level.exp = Jso.lv.exp;
Level.maxexp = Jso.lv.maxexp;
Level.itemId = Jso.lv.itemId;
foreach(Pos, obj in Jso.achievement) {
local PvfData = ScriptInfo[CurrentTypePage][obj.id];
local Item = AchievementNC_Item(this, Pos, {
@ -520,7 +522,7 @@ class AchievementNC extends LenheartNewUI_Windows {
}
function InitTypeButton() {
for (local i = 0; i< 6; i++) {
for (local i = 0; i< 8; i++) {
local Button = Achievement_New_TypeButton(171, 50, "achievement/typebutton.img", i, i, Y + 108, Y + 424)
Button.SetCallBackFunc(function(Button) {
Button.X = X + 28;
@ -623,7 +625,7 @@ class AchievementNC extends LenheartNewUI_Windows {
Img["widget"].DrawPng(4, X + 226, Y + 55);
//奖励底槽
Img["widget"].DrawPng(5, X + 697, Y + 65);
DrawItemBase(X + 697 + 3, Y + 65 + 3, 3037, 1);
DrawItemBase(X + 697 + 3, Y + 65 + 3, Level.itemId, 1);
//绘制等级
Img["lv"].DrawPng(10, X + 252, Y + 63);
@ -635,7 +637,6 @@ class AchievementNC extends LenheartNewUI_Windows {
}
function TopShow(obj) {
DrawAni(obj);
}
@ -650,6 +651,7 @@ class AchievementNC extends LenheartNewUI_Windows {
if (sq_IsEnd(Ani)) {
DrawAniMark = null;
DrawAniT = null;
sq_Rewind(Ani);
}
}
@ -785,11 +787,6 @@ class AchievementNC extends LenheartNewUI_Windows {
}
L_Windows_List <- [];
getroottable().rawdelete("LenheartPluginsInitFlag");
getroottable().rawdelete("EventList_Obj")
getroottable().rawdelete("AchievementN_Obj");
function Lenheart_Achievement_Fun(obj) {
local RootTab = getroottable();
if (!RootTab.rawin("AchievementN_Obj")) {

View File

@ -0,0 +1,416 @@
/*
文件名:FatalismStone.nut
路径:Project/FatalismStone/FatalismStone.nut
创建日期:2025-06-18 11:00
文件用途:FatalismStone
*/
//魂石list
FatalismStoneLst <- null;
//魂石Img主体
FatalismStone_StoneImg <- {};
FatalismStone_StoneImg["icon_Frame"] <- Rindro_Image("interface2/rindro_reward.img");
FatalismStone_StoneImg["fatalism_stone_progressbar"] <- Rindro_Image("hud/fatalism_stone_progressbar.img");
class FatalismStoneC extends LenheartNewUI_Windows {
//调试模式
// DeBugMode = true;
//不是窗口
// NoWindow = true;
//是否可见
Visible = false;
//Img
Img = null;
//属性数据位数
AttrCount = 2;
//总格子数
GridCount = 77;
//总穿戴数
WearCount = 6;
//功能标题
FunctionTitle = null;
//背包页面
BackpackPage = 0;
//背包页面Tabbars
BackpackPageTabbars = null;
//魂石数据
FatalismStoneData = null;
//页面魂石集合
PageFatalismStoneLst = null;
//穿戴页面坐标数组
WearPagePos = [131, 140, 32, 180, 234, 180, 32, 272, 234, 272, 131, 413];
//查询魂石背包数据
function QueryFatalismStoneBackpack() {
SendPackEx({
op = 21000001,
})
}
constructor(gObjectId, gX, gY, gWidth, gHeight, gTitleH) {
Childrens = [];
FunctionTitle = [];
BackpackPageTabbars = [];
//注册控件
RegisterWidget();
LenheartNewUI_Windows.constructor(gObjectId, gX, gY, gWidth, gHeight, gTitleH);
InitImg();
//初始化魂石列表
InitFatalismStoneLst();
//背包数据回包
RegisterPack(21000002, function(Chunk) {
local Jso = Json.Decode(Chunk);
FatalismStoneData = [];
//三个背包页
for (local j = 0; j< 3; j++) {
local Buf = [];
//每个背包页77格道具
for (local i = 0; i< GridCount; i++) {
local Obj = Jso.BackPackData[i + (j * GridCount)];
local _Id = Obj.id;
local _CultivationDegree = Obj.cultivationDegree;
Buf.append({
Id = _Id,
CultivationDegree = _CultivationDegree / 100.0,
XPos = 310 + (i % 11 * 39),
YPos = 260 + (i / 11 * 35),
StoneType = j
});
}
FatalismStoneData.append(Buf);
}
//穿戴页
local WearBuf = [];
for (local i = 0; i< WearCount; i++) {
local Obj = Jso.WearData[i];
local _Id = Obj.id;
local _CultivationDegree = Obj.cultivationDegree;
local _Xpos = WearPagePos[i * 2];
local _Ypos = WearPagePos[i * 2 + 1];
_Xpos += 5;
_Ypos += 5;
local infoBuf = {
Id = _Id,
CultivationDegree = _CultivationDegree / 100.0,
XPos = _Xpos,
YPos = _Ypos,
};
if (i == 0) infoBuf.StoneType <- 0;
else if (i >= 1 && i <= 4) infoBuf.StoneType <- 1;
else if (i == 5) infoBuf.StoneType <- 2;
WearBuf.append(infoBuf);
}
FatalismStoneData.append(WearBuf);
InitPageFatalismStone();
}.bindenv(this));
QueryFatalismStoneBackpack();
}
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);
local FuncTabbar1 = LenheartNewUI_TabbarsText(302, 27, "洗练");
FuncTabbar1.State = 1;
AddChild(FuncTabbar1);
FuncTabbar1.OnClick = function() {
}.bindenv(this);
FunctionTitle.append(FuncTabbar1);
local FuncTabbar2 = LenheartNewUI_TabbarsText(364, 27, "合成");
AddChild(FuncTabbar2);
FuncTabbar2.OnClick = function() {
}.bindenv(this);
FunctionTitle.append(FuncTabbar2);
local FuncTabbar3 = LenheartNewUI_TabbarsText(426, 27, "分解");
AddChild(FuncTabbar3);
FuncTabbar3.OnClick = function() {
}.bindenv(this);
FunctionTitle.append(FuncTabbar3);
local FuncTabbar4 = LenheartNewUI_TabbarsText(488, 27, "注魂");
AddChild(FuncTabbar4);
FuncTabbar4.OnClick = function() {
}.bindenv(this);
FunctionTitle.append(FuncTabbar4);
local Tabbars3 = LenheartNewUI_TabbarsText(302, 235, "天魂石");
Tabbars3.SetTextOffset(13, 4);
Tabbars3.State = 1;
AddChild(Tabbars3);
Tabbars3.OnClickEx = function(Button) {
foreach(button in BackpackPageTabbars) {
button.State = 0;
}
Button.State = 1;
BackpackPage = 0;
InitPageFatalismStone();
}.bindenv(this);
BackpackPageTabbars.append(Tabbars3);
local Tabbars4 = LenheartNewUI_TabbarsText(364, 235, "人魂石");
Tabbars4.SetTextOffset(13, 4);
AddChild(Tabbars4);
Tabbars4.OnClickEx = function(Button) {
foreach(button in BackpackPageTabbars) {
button.State = 0;
}
Button.State = 1;
BackpackPage = 1;
InitPageFatalismStone();
}.bindenv(this);
BackpackPageTabbars.append(Tabbars4);
local Tabbars5 = LenheartNewUI_TabbarsText(426, 235, "地魂石");
Tabbars5.SetTextOffset(13, 4);
AddChild(Tabbars5);
Tabbars5.OnClickEx = function(Button) {
foreach(button in BackpackPageTabbars) {
button.State = 0;
}
Button.State = 1;
BackpackPage = 2;
InitPageFatalismStone();
}.bindenv(this);
BackpackPageTabbars.append(Tabbars5);
}
//初始化背包
function InitPageFatalismStone() {
// if (!BackpackData || BackpackData.len() == 0) return;
if (!FatalismStoneData) return;
local SubBackPack = FatalismStoneData[BackpackPage];
local ItArr = SubBackPack;
foreach(value in FatalismStoneData[3]) {
ItArr.append(value);
}
PageFatalismStoneLst = [];
foreach(info in ItArr) {
local StoneBuf;
if (!info.Id) StoneBuf = FatalismStone_Stone(null);
else StoneBuf = FatalismStone_Stone(info.Id);
StoneBuf.InitializeData(info);
PageFatalismStoneLst.append(StoneBuf);
}
//计算全身的属性
local AttributeTable = {};
for (local i = GridCount; i< GridCount + WearCount; i++) {
local StoneObj = PageFatalismStoneLst[i];
local Att = StoneObj.GetAttribute();
if (Att) {
foreach(key, value in Att) {
if (!AttributeTable.rawin(key)) AttributeTable.rawset(key, value);
else AttributeTable.rawset(key, AttributeTable.rawget(key) + value);
}
}
}
//记录最新属性数据
if ("LenheartAttributesTable" in getroottable()) {
local T = getroottable()["LenheartAttributesTable"];
T.rawset("LenheartCollectFatalismStoneAb", AttributeTable);
} else {
local T = {};
T.rawset("LenheartCollectFatalismStoneAb", AttributeTable);
getroottable().rawset("LenheartAttributesTable", T);
}
}
//绘制主界面
function DrawMain(obj) {
Img["main"].DrawPng(0, X, Y);
//绘制自身人物
local charAni = sq_GetCNRDObjectToSQRCharacter(obj).sq_GetRestAni();
sq_AnimationProc(charAni);
sq_drawCurrentFrame(charAni, X + 153, Y + 370, false);
//绘制右侧背景
L_sq_DrawWindow(X + 300, Y + 44, 420, 160, "interface/lenheartwindowcommon.img", 97, 11, 12, 11, 13); //上背景框
L_sq_DrawWindow(X + 300, Y + 253, 420, 220, "interface/lenheartwindowcommon.img", 97, 11, 12, 11, 13); //下背景框
Img["main"].DrawPng(1, X + 309, Y + 259);
}
function Show(obj) {
DrawMain(obj);
LenheartNewUI_Windows.Show(obj);
//绘制魂石
if (PageFatalismStoneLst) {
foreach(Pos, Stone in PageFatalismStoneLst) {
Stone.Show(obj, X + Stone.XPos, Y + Stone.YPos);
}
}
}
function TopShow(obj) {
LenheartNewUI_Windows.TopShow(obj);
//还没有初始化数据的时候直接返回
if (!PageFatalismStoneLst) return;
local MousePos_X = IMouse.GetXPos();
local MousePos_Y = IMouse.GetYPos();
//魂石的悬停绘制
foreach(Pos, Stone in PageFatalismStoneLst) {
if (sq_IsIntersectRect(MousePos_X, MousePos_Y, 1, 1, X + Stone.XPos, Y + Stone.YPos, 31, 31)) {
Stone.HoverShow(X + Stone.XPos + 31, Y + Stone.YPos);
}
}
//绘制拖拽的魂石
if (DragObj) {
DragObj.Show(obj, IMouse.GetXPos() - 15, IMouse.GetYPos() - 15);
}
}
//鼠标右键按下回调
function OnMouseRbDown(MousePos_X, MousePos_Y) {
LenheartNewUI_BaseWindow.OnMouseRbDown(MousePos_X, MousePos_Y);
if (PageFatalismStoneLst) {
foreach(Pos, Stone in PageFatalismStoneLst) {
if (sq_IsIntersectRect(MousePos_X, MousePos_Y, 1, 1, X + Stone.XPos, Y + Stone.YPos, 31, 31)) {
// //发送穿戴装备包
// SendPackEx({
// op = 21000003,
// type = BackpackPage,
// pos = Pos
// })
}
}
}
}
//当前拖拽的物品对象
DragObj = null;
DragOldPos = null;
//鼠标左键按下回调
function OnMouseLbDown(MousePos_X, MousePos_Y) {
LenheartNewUI_BaseWindow.OnMouseLbDown(MousePos_X, MousePos_Y);
foreach(Pos, Stone in PageFatalismStoneLst) {
if (sq_IsIntersectRect(MousePos_X, MousePos_Y, 1, 1, X + Stone.XPos, Y + Stone.YPos, 39, 35)) {
if (Stone.isSuccess) {
DragObj = Stone;
PageFatalismStoneLst[Pos] = FatalismStone_Stone(null);
PageFatalismStoneLst[Pos].InitializeData(DragObj.BackupInfo);
DragOldPos = Pos;
}
}
}
}
//鼠标左键抬起回调
function OnMouseLbUp(MousePos_X, MousePos_Y) {
LenheartNewUI_BaseWindow.OnMouseLbUp(MousePos_X, MousePos_Y);
if (!PageFatalismStoneLst) return;
foreach(Pos, Stone in PageFatalismStoneLst) {
if (sq_IsIntersectRect(MousePos_X, MousePos_Y, 1, 1, X + Stone.XPos, Y + Stone.YPos, 39, 35)) {
if (DragObj) {
//获取到旧的穿戴类型
local OldEType = DragObj.Stone_Type;
//获取到新的穿戴类型
local NewEType = Stone.Stone_Type;
//如果两个类型相同则进行交换 相同位置也不发包
if (OldEType == NewEType && DragOldPos != Pos) {
SendPackEx({
op = 21000003,
oldtype = DragOldPos >= GridCount ? -1 : BackpackPage,
oldpos = DragOldPos >= GridCount ? (DragOldPos - GridCount) : DragOldPos,
newtype = Pos >= GridCount ? -1 : BackpackPage,
newpos = Pos >= GridCount ? (Pos - GridCount) : Pos
})
}
//播放移动声音
R_Utils.PlaySound(DragObj.Info["move wav"]);
//放回原位
PageFatalismStoneLst[DragOldPos] = DragObj;
DragObj = null;
}
}
}
}
//逻辑入口
function Proc(obj) {
LenheartNewUI_Windows.SyncPos(X, Y);
}
function InitFatalismStoneLst() {
FatalismStoneLst = {};
Rindro_Script.GetFileData("fatalismstone/fatalismstone.lst", function(DataTable, Data) {
while (!Data.Eof()) {
local Id = Data.Get();
local Path = Data.Get();
FatalismStoneLst.rawset(Id, Path);
}
});
}
function InitImg() {
Img = {};
Img["main"] <- Rindro_Image("hud/fatalism_stone.img");
}
function OpenCallBack() {
Visible = true;
QueryFatalismStoneBackpack();
}
}
L_Windows_List <- [];
getroottable().rawdelete("LenheartPluginsInitFlag");
getroottable().rawdelete("EventList_Obj")
getroottable().rawdelete("FatalismStone_Obj");
function Lenheart_FatalismStone_Fun(obj) {
local RootTab = getroottable();
if (!RootTab.rawin("FatalismStone_Obj")) {
RootTab.rawset("FatalismStone_Obj", true);
local Win = LenheartNewUI_CreateWindow(FatalismStoneC, "宿命魂石窗口", ((getroottable().Rindro_Scr_Width - 753) / 2).tointeger(), 35, 753, 518, 20);
EventList_Obj.AddEvent("宿命魂石", 280, Win, "interface2/hud/information_button/information_button_cn.img");
}
}
getroottable()["LenheartFuncTab"].rawset("FatalismStoneFuncN", Lenheart_FatalismStone_Fun);

View File

@ -0,0 +1,265 @@
/*
文件名:FatalismStone_Stone.nut
路径:Project/FatalismStone/FatalismStone_Stone.nut
创建日期:2025-06-20 19:57
文件用途:
*/
//属性标签表
FatalismStone_AttrTagLst <- {};
FatalismStone_AttrTagLst["[physical attack]"] <- "力量";
FatalismStone_AttrTagLst["[magical attack]"] <- "智力";
FatalismStone_AttrTagLst["[physical defense]"] <- "体力";
FatalismStone_AttrTagLst["[magical defense]"] <- "精神";
FatalismStone_AttrTagLst["[equipment physical attack]"] <- "物理攻击";
FatalismStone_AttrTagLst["[equipment magical attack]"] <- "魔法攻击";
FatalismStone_AttrTagLst["[separate attack]"] <- "独立攻击";
FatalismStone_AttrTagLst["[equipment physical defense]"] <- "物理防御";
FatalismStone_AttrTagLst["[equipment magical defense]"] <- "魔法防御";
FatalismStone_AttrTagLst["[physical critical hit]"] <- "物理暴击";
FatalismStone_AttrTagLst["[magical critical hit]"] <- "魔法暴击";
FatalismStone_AttrTagLst["[attack speed]"] <- "攻击速度";
FatalismStone_AttrTagLst["[cast speed]"] <- "施法速度";
FatalismStone_AttrTagLst["[move speed]"] <- "移动速度";
FatalismStone_AttrTagLst["[fire attack]"] <- "火属性强化";
FatalismStone_AttrTagLst["[water attack]"] <- "冰属性强化";
FatalismStone_AttrTagLst["[light attack]"] <- "光属性强化";
FatalismStone_AttrTagLst["[dark attack]"] <- "暗属性强化";
FatalismStone_AttrTagLst["[fire resistance]"] <- "火属性抗性";
FatalismStone_AttrTagLst["[water resistance]"] <- "冰属性抗性";
FatalismStone_AttrTagLst["[light resistance]"] <- "光属性抗性";
FatalismStone_AttrTagLst["[dark resistance]"] <- "暗属性抗性";
FatalismStone_AttrTagDrawOrder <- ["[physical attack]", "[magical attack]", "[physical defense]", "[magical defense]", "[equipment physical attack]", "[equipment magical attack]", "[separate attack]", "[equipment physical defense]", "[equipment magical defense]", "[physical critical hit]", "[magical critical hit]", "[attack speed]", "[cast speed]", "[move speed]", "[fire attack]", "[water attack]", "[light attack]", "[dark attack]", "[fire resistance]", "[water resistance]", "[light resistance]", "[dark resistance]"]
class FatalismStone_Stone {
//数据
Info = null;
//显示偏移位置
XPos = 0;
YPos = 0;
//魂石类型
Stone_Type = null;
//完成Flag
isSuccess = false;
constructor(Arg) {
if (Arg != null) {
//如果传入了Id
if (typeof Arg == "integer") {
if (FatalismStoneLst.rawin(Arg)) {
local Buf = FatalismStoneLst.rawget(Arg);
if (typeof Buf == "string") {
Buf = InitData(Buf);
FatalismStoneLst.rawset(Arg, Buf);
}
Initialize(Buf);
} else printf("FatalismStone_Stone:没有找到Id为" + Arg + "的魂石");
}
isSuccess = true;
}
}
//显示
function Show(obj, X, Y) {
if (!isSuccess) return;
//绘制品级图框
FatalismStone_StoneImg["icon_Frame"].DrawPng(Info["rarity"], X - 1, Y - 1);
//绘制图标
FatalismStone_StoneImg[Info.icon.img].DrawPng(Info.icon.index, X + 2, Y + 2);
//前景特效
if (Info.rawin("front effect")) Rindro_BaseToolClass.T_DrawDynamicAni(obj, Info["front effect"], X, Y, "ItemEff" + Info["front effect"]);
}
//悬停
function HoverShow(X, Y) {
//绘制悬停框
L_sq_SetDrawImgModel(2, 0);
Rindro_Image_GlobalMap["lenheartui"].DrawPng(353, X - 31 + 1, Y + 1);
L_sq_ReleaseDrawImgModel();
if (!isSuccess) return;
//基础长度50
local Height = 50;
Height += Info.Attribute.len() * 14; //计算属性带来的高度加成
Height += Info["basic explain"] ? 10 + (L_sq_GetStringDrawArray(Info["basic explain"], 204).len() * 14) : 0;
//防止超出屏幕右测和下方
if ((X + 205) > getroottable().Rindro_Scr_Width) X = getroottable().Rindro_Scr_Width - 215;
if ((Y + 10 + Height) > 600) Y = 600 - Height - 10;
Rindro_BaseToolClass.DrawNineBox(X + 10, Y + 10, 204, Height, "interface/lenheartwindowcommon.img", 387); //背景框
//绘制名字
L_sq_DrawCode(Info["name"], X + 17, Y + 17, Info.rarityColor, 1, 0);
//绘制洗炼度
DrawCultivationDegree(X, Y);
//绘制分割线
Rindro_Image_GlobalMap["lenheartui"].DrawPng(230, X + 10, Y + 50);
local DrawPos = 0;
//绘制基础属性
foreach(Pos, Key in FatalismStone_AttrTagDrawOrder) {
if (Info.Attribute.rawin(Key)) {
local Value = Info.Attribute.rawget(Key);
local Color = sq_RGBA(255, 255, 255, 255);
if (Key.find("speed") || Key.find("critical")) {
Color = sq_RGBA(104, 213, 237, 255);
Value += "%";
}
if (Key == "[physical attack]" || Key == "[magical attack]" || Key == "[physical defense]" || Key == "[magical defense]") Color = sq_RGBA(104, 213, 237, 255);
if (Key == "[fire attack]" || Key == "[water attack]" || Key == "[light attack]" || Key == "[dark attack]") Color = sq_RGBA(179, 107, 255, 255);
if (Key == "[fire resistance]" || Key == "[water resistance]" || Key == "[light resistance]" || Key == "[dark resistance]") Color = sq_RGBA(179, 107, 255, 255);
if (Key == "[equipment physical attack]" || Key == "[equipment magical attack]" || Key == "[separate attack]") Color = sq_RGBA(255, 0, 240, 255);
L_sq_DrawCode(FatalismStone_AttrTagLst.rawget(Key) + ": " + Value, X + 16, Y + 56 + DrawPos * 14, Color, 1, 0);
DrawPos++;
}
}
//绘制描述
Rindro_Image_GlobalMap["lenheartui"].DrawPng(230, X + 10, Y + 60 + Info.Attribute.len() * 14);
if (Info["basic explain"]) {
local Buf = L_sq_GetStringDrawArray(Info["basic explain"], 204);
foreach(i, v in Buf) {
L_sq_DrawCode(v, X + 16, Y + 65 + Info.Attribute.len() * 14 + i * 14, sq_RGBA(150, 150, 150, 255), 1, 0);
}
}
}
//绘制洗练度
function DrawCultivationDegree(X, Y) {
//绘制洗练度
L_sq_DrawCode("魂石洗练度: ", X + 16, Y + 34, sq_RGBA(104, 237, 161, 255), 1, 0);
FatalismStone_StoneImg["fatalism_stone_progressbar"].DrawExPng(0, X + 80, Y + 38, 0, sq_RGBA(255, 255, 255, 250), 1.36, 1.0);
L_sq_DrawCode(Info.cultivationDegree + "%", X + 194 - LenheartTextClass.GetStringLength(Info.cultivationDegree.tostring()) / 2, Y + 36, sq_RGBA(255, 255, 255, 255), 1, 0);
setClip(X + 85, Y + 41, X + 85 + (68 * Info.cultivationDegree / 100.0 * 1.36).tointeger(), Y + 41 + 6);
FatalismStone_StoneImg["fatalism_stone_progressbar"].DrawExPng(1, X + 85, Y + 41, 0, sq_RGBA(255, 255, 255, 250), 1.36, 1.0);
releaseClip(); //裁切结束
}
//读取魂石数据
function InitData(Path) {
return Rindro_Script.GetFileData("fatalismstone/" + Path, function(DataTable, Data) {
DataTable.Attribute <- {};
while (!Data.Eof()) {
local Key = Data.Get();
if (Key == "[rarity]" || Key == "[stone type]" || Key == "[move wav]" || Key == "[front effect]" || Key == "[back effect]") {
DataTable[Key.slice(1, -1)] <- Data.Get();
} else if (Key == "[basic explain]" || Key == "[name]") {
DataTable[Key.slice(1, -1)] <- Sq_ConvertWideChar(Data.Get(), "big5");
} else if (Key == "[icon]") {
DataTable.icon <- {
img = Data.Get(),
index = Data.Get()
}
} else if (FatalismStone_AttrTagLst.rawin(Key)) {
DataTable.Attribute.rawset(Key, [Data.Get(), Data.Get()]);
}
}
});
}
//初始化魂石
function Initialize(Pr) {
//深拷贝数据
Info = deepcopy(Pr);
if (!FatalismStone_StoneImg.rawin(Info.icon.img)) {
FatalismStone_StoneImg[Info.icon.img] <- Rindro_Image(Info.icon.img);
}
//提取品级颜色
Info.rarityColor <- GetRarityColor(Info.rarity);
//洗练度
Info.cultivationDegree <- 100.0;
//魂石类型
Stone_Type = Info["stone type"];
}
BackupInfo = null;
//初始化数据
function InitializeData(info) {
BackupInfo = info;
//同步位置
XPos = info.XPos;
YPos = info.YPos;
//如果是没有ID的通过传入的数据确定魂石类型
if (Stone_Type == null) Stone_Type = info.StoneType;
if (!isSuccess) return;
//得到洗练度
local Rate = info.CultivationDegree;
Info.cultivationDegree = (Rate * 100.0);
//计算属性
foreach(Key, value in Info.Attribute) {
Info.Attribute[Key] = (value[0] + (value[1] - value[0]) * Rate).tointeger();
}
}
//品级颜色
function GetRarityColor(rarity) {
rarity = rarity;
switch (rarity) {
case 0:
return sq_RGBA(255, 255, 255, 255);
case 1:
return sq_RGBA(104, 213, 237, 255);
case 2:
return sq_RGBA(179, 107, 254, 255);
case 3:
return sq_RGBA(255, 0, 240, 255);
case 4:
return sq_RGBA(255, 177, 0, 255);
case 5:
return sq_RGBA(255, 102, 102, 255);
case 6:
return sq_RGBA(255, 50, 50, 255);
}
}
function SetAttTableFunc(AttTable, Key, CheckKey, SetKey, Value) {
{
if (Key == CheckKey) {
AttTable.rawset(SetKey, Value);
return true;
}
}
}
//获取属性
function GetAttribute() {
if (!Info || !Info.rawin("Attribute") || !Info.Attribute) return null;
local T = {};
foreach(Key, value in Info.Attribute) {
if(SetAttTableFunc(T,Key,"[physical attack]","strength",value))continue;
if(SetAttTableFunc(T,Key,"[magical attack]","intelligence",value))continue;
if(SetAttTableFunc(T,Key,"[physical defense]","vitality",value))continue;
if(SetAttTableFunc(T,Key,"[magical defense]","spirit",value))continue;
if(SetAttTableFunc(T,Key,"[equipment physical attack]","physicalAttack",value))continue;
if(SetAttTableFunc(T,Key,"[equipment magical attack]","magicAttack",value))continue;
if(SetAttTableFunc(T,Key,"[separate attack]","independentAttack",value))continue;
if(SetAttTableFunc(T,Key,"[equipment physical defense]","physicalDefense",value))continue;
if(SetAttTableFunc(T,Key,"[equipment magical defense]","magicDefense",value))continue;
if(SetAttTableFunc(T,Key,"[physical critical hit]","physicalCritical",value))continue;
if(SetAttTableFunc(T,Key,"[magical critical hit]","magicCritical",value))continue;
if(SetAttTableFunc(T,Key,"[attack speed]","attackSpeed",value))continue;
if(SetAttTableFunc(T,Key,"[cast speed]","releaseSpeed",value))continue;
if(SetAttTableFunc(T,Key,"[move speed]","moveSpeed",value))continue;
if(SetAttTableFunc(T,Key,"[fire attack]","fire",value))continue;
if(SetAttTableFunc(T,Key,"[water attack]","water",value))continue;
if(SetAttTableFunc(T,Key,"[light attack]","light",value))continue;
if(SetAttTableFunc(T,Key,"[dark attack]","dark",value))continue;
if(SetAttTableFunc(T,Key,"[fire resistance]","fireResistance",value))continue;
if(SetAttTableFunc(T,Key,"[water resistance]","waterResistance",value))continue;
if(SetAttTableFunc(T,Key,"[light resistance]","lightResistance",value))continue;
if(SetAttTableFunc(T,Key,"[dark resistance]","darkResistance",value))continue;
}
return T;
}
}
L_Windows_List <- [];
getroottable().rawdelete("LenheartPluginsInitFlag");
getroottable().rawdelete("EventList_Obj")
getroottable().rawdelete("FatalismStone_Obj");

Binary file not shown.

After

Width:  |  Height:  |  Size: 354 KiB

View File

@ -142,5 +142,11 @@
},
"Project/DamageControl": {
"description": "伤害控制"
},
"Project/FatalismStone": {
"description": "宿命魂石"
},
"Project/FatalismStone/FatalismStone_Stone.nut": {
"description": "魂石类"
}
}