2025-03-27 11:31:44 +08:00
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## 仓库材料一键入库 (贡献者: 倾泪寒)
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> 首先我们先在dp_s文件夹中建立一个项目文件夹 MyProject 方便管理
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> 然后我们建立一个新文件 仓库材料一键入库.nut 用于编写我们的代码
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> 然后我们在仓库材料一键入库.nut中写入以下代码
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```
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/*
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文件名:一键入库.nut
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路径:MyProject/一键入库.nut
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创建日期:2025-03-25 14:42
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文件用途:一键入库
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*/
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2025-11-19 23:22:00 +08:00
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//在游戏中输入//一键入库即可调用
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Gm_InputFunc_Handle["一键入库"] <- function (SUser) {
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// 获取角色背包
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local InvenObj = SUser.GetInven();
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// 角色仓库
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local CargoObj = Sq_CallFunc(S_Ptr("0x08151a94"), "pointer", ["pointer"], SUser.C_Object);
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// 添加计数器
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local transferCount = 0;
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// 遍历背包消耗品栏及材料栏
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for (local i = 57; i <= 152; ++i) {
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// 获取背包物品
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local ItemObj = InvenObj.GetSlot(1, i);
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// 获取背包物品ID
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local Item_Id = ItemObj.GetIndex();
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local ItemName = PvfItem.GetNameById(Item_Id);
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// 如果物品ID为0或3037,跳过(在此可以添加其他需要跳过的物品ID)
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if (Item_Id == 0 || Item_Id == 3037) {
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continue;
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}
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2025-03-27 11:31:44 +08:00
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2025-11-19 23:22:00 +08:00
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// 角色仓库是否存在背包物品
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local CargoSlot = Sq_CallFunc(S_Ptr("0x850bc14"), "int", ["pointer", "int"], CargoObj, Item_Id);
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// 如果角色仓库中没有该物品,跳过
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if(CargoSlot == -1) {
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continue;
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}
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2025-03-27 11:31:44 +08:00
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2025-11-19 23:22:00 +08:00
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// 获取仓库物品指针
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local cargoItemPointer = NativePointer(CargoObj).add(4).readPointer();
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// 获取角色仓库物品对象
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local cargoItemObj = NativePointer(cargoItemPointer).add(61 * CargoSlot);
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// 获取角色仓库物品ID
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local cargoItemId = NativePointer(cargoItemPointer).add(61 * CargoSlot + 2).readU32();
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// 获取角色仓库物品数量
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local cargoItemCount = Sq_CallFunc(S_Ptr("0x80F783A"), "int", ["pointer"], cargoItemObj.C_Object);
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2025-03-27 11:31:44 +08:00
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2025-11-19 23:22:00 +08:00
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// 获取物品对象
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local PvfItem = PvfItem.GetPvfItemById(cargoItemId);
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2025-03-27 11:31:44 +08:00
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2025-11-19 23:22:00 +08:00
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// 获取物品可堆叠数量
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local getStackableLimit = Sq_CallFunc(S_Ptr("0x0822C9FC"), "int", ["pointer"], PvfItem.C_Object);
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2025-03-27 11:31:44 +08:00
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2025-11-19 23:22:00 +08:00
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// 如果仓库已达堆叠上限,跳过此物品
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if(cargoItemCount >= getStackableLimit) {
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2025-03-27 11:31:44 +08:00
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continue;
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}
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2025-11-19 23:22:00 +08:00
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// 获取背包物品数量
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local inventoryItemCount = Sq_CallFunc(S_Ptr("0x80F783A"), "int", ["pointer"], ItemObj.C_Object);
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// 获取物品是否可堆叠
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local checkStackableLimit = Sq_CallFunc(S_Ptr("0x08501A79"), "int", ["int", "int"], cargoItemId, cargoItemCount + inventoryItemCount);
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// 尝试将物品储存至角色仓库中
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local tryAddStackItem = Sq_CallFunc(S_Ptr("0x0850B4B0"), "int", ["pointer", "pointer", "int"], CargoObj, ItemObj.C_Object, CargoSlot);
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if (tryAddStackItem >= 0) {
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// 正式将物品插入角色仓库中
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Sq_CallFunc(S_Ptr("0x850b672"), "pointer", ["pointer", "pointer", "int"], CargoObj, ItemObj.C_Object, CargoSlot);
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// 删除背包中的物品
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ItemObj.Delete();
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transferCount++;
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SUser.SendNotiPacketMessage("[ " + ItemName + " ]" + "成功入库 x " + inventoryItemCount, 8);
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}
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// 处理可堆叠物品
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if(checkStackableLimit == 0) {
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// 获取物品总数
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local totalCount = cargoItemCount + inventoryItemCount;
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// 如果总数不超过上限,全部堆到仓库
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if(totalCount <= getStackableLimit) {
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// 将物品堆到仓库
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Sq_CallFunc(S_Ptr("0x80CB884"), "int", ["pointer", "int"], cargoItemObj.C_Object, totalCount);
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// 删除背包中的物品
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ItemObj.Delete();
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transferCount++;
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SUser.SendNotiPacketMessage("[ " + ItemName + " ]" + "成功入库 x " + inventoryItemCount, 8);
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} else {
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// 如果总数超过上限
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// 将仓库的物品数量设置为最大数量
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Sq_CallFunc(S_Ptr("0x80CB884"), "int", ["pointer", "int"], cargoItemObj.C_Object, getStackableLimit);
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// 将背包数量减去转移至仓库的数量
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local transferAmount = getStackableLimit - cargoItemCount;
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Sq_CallFunc(S_Ptr("0x80CB884"), "int", ["pointer", "int"], ItemObj.C_Object, totalCount - getStackableLimit);
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transferCount++;
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SUser.SendNotiPacketMessage("[ " + ItemName + " ]" + "成功入库 x " + transferAmount, 8);
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}
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2025-03-27 11:31:44 +08:00
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}
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2025-11-19 23:22:00 +08:00
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// 通知客户端更新背包
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SUser.SendUpdateItemList(1, 0, i);
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2025-03-27 11:31:44 +08:00
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}
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2025-11-19 23:22:00 +08:00
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if (transferCount == 0) {
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SUser.SendNotiBox("没有可转移的物品!", 1);
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}
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// 通知客户端更新仓库
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SUser.SendItemSpace(2);
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}
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2025-03-27 11:31:44 +08:00
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```
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> 最后我们回到dp_s文件夹中,打开Main.nut 加载我们刚才编写的逻辑 如果你已经开启过数据库连接池则不需要初始化数据库连接池的代码
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```
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sq_RunScript("MyProject/仓库材料一键入库.nut");
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```
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> 至此一个简单的仓库材料一键入库的逻辑就写完了
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