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@ -17,14 +17,111 @@ function RegisterFunctionalPack() {
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ClientCharacter = Charc;
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});
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/*
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InventorySize : int //背包大小
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InventoryType : byte //背包类型
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InventoryItemCount : short //背包道具数量
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ItemInfo : Struct //道具信息 结构体
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{
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Type : byte //类型
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// Type 为 1 装备类型
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{
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Pos : short //装备位置
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EquipId : int //装备ID
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EquipEnchant : int //装备附魔编号
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EquipUpgrade : byte //装备强化等级或增幅等级
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EquipSeparate : byte //装备锻造
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EquipIncrease : byte //装备增幅属性 0 无 1 力量 2 智力 3 体力 4 精神
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EquipPowerPercentage : byte //装备力量百分比
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EquipIntellectPercentage : byte //装备智力百分比
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EquipStaminaPercentage : byte //装备体力百分比
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EquipSpiritPercentage : byte //装备精神百分比
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EquipPhysicalAttackPercentage : byte //装备物理攻击百分比
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EquipMagicAttackPercentage : byte //装备魔法攻击百分比
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EquipIndependentAttackPercentage : byte //装备独立攻击百分比
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EquipPhysicalDefensePercentage : byte //装备物理防御百分比
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EquipMagicDefensePercentage : byte //装备魔法防御百分比
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EquipWrapCount : byte //装备再封装次数
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}
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// Type 为 2 消耗品类型
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{
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Pos : short //道具位置
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ItemId : int //道具ID
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ItemCount : int //道具数量
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}
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}
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*/
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//刷新客户端角色背包数据
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MySocket.RegisterBinaryHandler(PACKET_ID.REFRESH_CLIENT_CHARACTER_INVENTORY_DATA_CALLBACK, function(Binary) {
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local Pack = Packet(Binary);
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local op = Pack.Get_Int();
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//背包大小
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local size = Pack.Get_Int();
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local InventorySize = Pack.Get_Int();
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//背包类型
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local type = Pack.Get_Int();
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local InventoryType = Pack.Get_Byte();
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//背包道具数量
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local InventoryItemCount = Pack.Get_Int();
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//项目List
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local ItemList = [];
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//道具数据
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for (local i = 0; i< ItemCount; i++) {
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local Type = Pack.Get_Byte();
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//装备类型
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if (Type == 1) {
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local EquInfo = {
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//装备位置
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Pos = Pack.Get_Short(),
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//装备ID
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EquipId = Pack.Get_Int(),
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//装备附魔编号
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EquipEnchant = Pack.Get_Int(),
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//装备强化等级或增幅等级
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EquipUpgrade = Pack.Get_Byte(),
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//装备锻造
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EquipSeparate = Pack.Get_Byte(),
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//装备增幅属性 0 无 1 力量 2 智力 3 体力 4 精神
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EquipIncrease = Pack.Get_Byte(),
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//装备力量百分比
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EquipPowerPercentage = Pack.Get_Byte(),
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//装备智力百分比
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EquipIntellectPercentage = Pack.Get_Byte(),
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//装备体力百分比
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EquipStaminaPercentage = Pack.Get_Byte(),
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//装备精神百分比
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EquipSpiritPercentage = Pack.Get_Byte(),
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//装备物理攻击百分比
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EquipPhysicalAttackPercentage = Pack.Get_Byte(),
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//装备魔法攻击百分比
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EquipMagicAttackPercentage = Pack.Get_Byte(),
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//装备独立攻击百分比
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EquipIndependentAttackPercentage = Pack.Get_Byte(),
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//装备物理防御百分比
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EquipPhysicalDefensePercentage = Pack.Get_Byte(),
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//装备魔法防御百分比
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EquipMagicDefensePercentage = Pack.Get_Byte(),
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//装备再封装次数
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EquipWrapCount = Pack.Get_Byte(),
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}
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ItemList.push(EquInfo);
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}
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//消耗品类型
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if (Type == 2) {
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local ItemInfo = {
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//道具位置
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Pos = Pack.Get_Short(),
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//道具ID
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ItemId = Pack.Get_Int(),
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//道具数量
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ItemCount = Pack.Get_Int(),
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}
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ItemList.push(ItemInfo);
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}
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}
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});
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//城镇中添加角色的回包
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@ -10,7 +10,7 @@ function TestStage() {
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T.Enter();
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local Window = Sq_CreateWindow(_Login_Window, "登录界面窗口", 0, 0, 1066, 600, 0);
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// local Window = Sq_CreateWindow(_Login_Window, "登录界面窗口", 0, 0, 1066, 600, 0);
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// local BackGround = CL_SpriteObject("sprite/loding.img", 0);
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// T.Addchild(BackGround);
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@ -31,21 +31,21 @@ function TestStage() {
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// Window.SetPosition(580, 80);
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// Window.ResetFocus();
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// local TownObj = Town(1);
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// local Charc = GameObject.CreateCharacter(0, [101590007, 27675, 601500060, 601550060, 601560058, 601570053, 601520052, 601500060, 601510059, 601530051, 601540060, 601580023]);
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// TownObj.AddObject(Charc, true);
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// ClientCharacter = Charc;
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local TownObj = Town(2);
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local Charc = GameObject.CreateCharacter(0, [101590007, 27675, 601500060, 601550060, 601560058, 601570053, 601520052, 601500060, 601510059, 601530051, 601540060, 601580023]);
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TownObj.AddObject(Charc, true);
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ClientCharacter = Charc;
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// local Window = Sq_CreateWindow(_Inventory, "背包窗口", 150, 12, 257, 555, 20);
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local Window = Sq_CreateWindow(_Inventory, "背包窗口", 150, 12, 257, 555, 20);
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// Window.equipmentPage.Item.ItemCollection.SetItemList([{
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// ItemId = 27675
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// }, {
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// ItemId = 101020048
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// }, {
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// ItemId = 24144
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// }]);
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Window.equipmentPage.Item.ItemCollection.SetItemList([{
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ItemId = 27675
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}, {
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ItemId = 101020048
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}, {
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ItemId = 24144
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}]);
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// local Window = Sq_CreateWindow(_Inventory, "背包窗口", 150, 12, 257, 555, 20);
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// //大背景
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