/* 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 { //唯一ID Uuid = null; //魂石ID Id = null; //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; //唯一属性加载Flag isInitializeData = false; //唯一属性请求Flag isInitializeRequestData = 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); Id = Arg; } 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) { if (!isSuccess) return; if (!isInitializeRequestData) { isInitializeRequestData = true; Rindro_BaseToolClass.SendPackEx({ op = 21000011, uuid = Uuid }) } //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) { //得到洗练度 local Rate = info.Cultivation; Info.cultivationDegree = (Rate * 100.0); //计算属性 foreach(Key, value in Info.Attribute) { local BaseValueArr = FatalismStoneLst[Id].Attribute[Key]; Info.Attribute[Key] = (BaseValueArr[0] + (BaseValueArr[1] - BaseValueArr[0]) * Rate).tointeger(); } isInitializeData = true; } //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 * 10.0)) continue; if (SetAttTableFunc(T, Key, "[magical critical hit]", "magicCritical", value * 10.0)) continue; if (SetAttTableFunc(T, Key, "[attack speed]", "attackSpeed", value * 10.0)) continue; if (SetAttTableFunc(T, Key, "[cast speed]", "releaseSpeed", value * 10.0)) continue; if (SetAttTableFunc(T, Key, "[move speed]", "moveSpeed", value * 10.0)) 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");