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standardized code comments
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@@ -145,8 +145,9 @@ func handleMsgMhfEnumerateShop(s *Session, p mhfpacket.MHFPacket) {
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bf.WriteUint16(uint16(len(gachas)))
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for _, g := range gachas {
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bf.WriteUint32(g.ID)
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if _config.ErupeConfig.RealClientMode >= _config.GG { //GG之前这段数据都没有 G1就没有如下数据 G1只有ID和名字 Before GG, there was no data for G1, so there was no data for G1 except for ID and name
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//TODO 但是G2 和G3 的差异还需要测试,G1和GG的数据已经清晰 But the difference between G2 and G3 still needs to be tested, and the data for G1 and GG are already clear
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if _config.ErupeConfig.RealClientMode >= _config.GG {
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//Before GG, there was no data for G1, so there was no data for G1 except for ID and name
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//But the difference between G2 and G3 still needs to be tested, and the data for G1 and GG are already clear
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bf.WriteUint32(0) // Unknown rank restrictions
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bf.WriteUint32(0)
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bf.WriteUint32(0)
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@@ -156,7 +157,7 @@ func handleMsgMhfEnumerateShop(s *Session, p mhfpacket.MHFPacket) {
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bf.WriteUint32(0) // only 0 in known packet
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}
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ps.Uint8(bf, g.Name, true)
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if _config.ErupeConfig.RealClientMode <= _config.GG { //小于等于GG的版本,每一条发送到名字就结束了 For versions less than or equal to GG, each message sent to the name ends
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if _config.ErupeConfig.RealClientMode <= _config.GG { //For versions less than or equal to GG, each message sent to the name ends
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continue
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}
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ps.Uint8(bf, g.URLBanner, false)
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@@ -202,58 +203,31 @@ func handleMsgMhfEnumerateShop(s *Session, p mhfpacket.MHFPacket) {
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for _, ge := range entries {
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var items []GachaItem
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if _config.ErupeConfig.RealClientMode <= _config.GG {
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/*
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如果需要在三个选项中配置可选素材列表里,
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直接在gacha_entries中配置
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同样的EntryType即可在GG中合并显示
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此外奖品也直接在gacha_entries表中配置,
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MHFG1~GG全程不使用gacha_items表,已满足MHFG功能更单一的抽奖功能
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此外,本身MHFG功能就比较单一
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G1 ~ GG的抽奖配置 示例:
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If you need to configure the optional material list among the three options,
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Configure directly in gacha_detries
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The same Entry Type can be merged and displayed in GG
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In addition, the prizes are also directly configured in the gacha-entries table,
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MHFG1~GG does not use the gacha_items table throughout the entire process, which meets the lottery function of MHFG with a more single function
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In addition, the MHFG function itself is relatively simple
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Example of lottery configuration for G1~GG:
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eg:
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gachaname:test
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entry:
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itemgroup:
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group1:(choose one of the two) ITEM_1_ID:7 COUNT:1 ITEM_1_ID:8 COUNT:2
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group2:ITEM_1_ID:9 COUNT:3
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reward:
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reward1: ITEM_ID:1 COUNT:4 weight:10%
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reward1: ITEM_ID:2 COUNT:5 weight:90%
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table:gacha_shop
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|id|min_gr|min_hr|name|url_bannel|url_feature|url_thmubnail|wide|recommendded|gacha_type|hidden|
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|1|0|0|test|null|null|null|f|f|3|t|
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table:gacha_entries
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|id|gacha_id|entry_type|item_type|item_number|item_quantity|weight|rarity|rolls|frontier_points|daily_limit|name|
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|1|1|0|7|7|1|0|0|0|0|0|null|
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|4|1|0|7|8|2|0|0|0|0|0|null|
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|5|1|1|7|9|3|0|0|0|0|0|null|
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|8|1|100|7|1|4|1000|0|0|0|0|null|
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|9|1|100|7|2|5|9000|0|0|0|0|null|
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*/
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bf.WriteUint8(ge.EntryType) //0
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bf.WriteUint32(ge.ID) //1
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bf.WriteUint8(ge.ItemType) //5
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bf.WriteUint32(ge.ItemNumber) //6
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bf.WriteUint16(ge.ItemQuantity) //10
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// If you need to configure the optional material list among the three options,Configure directly in gacha_detries,The same Entry Type can be merged and displayed in GG,In addition, the prizes are also directly configured in the gacha-entries table,
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// MHFG1~GG does not use the gacha_items table throughout the entire process, which meets the lottery function of MHFG with a more single function
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// In addition, the MHFG function itself is relatively simple,Example of lottery configuration for G1~GG:
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// eg: gachaname:test
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// entry: itemgroup: group1:(choose one of the two) ITEM_1_ID:7 COUNT:1 ITEM_1_ID:8 COUNT:2group2:ITEM_1_ID:9 COUNT:3 ; reward:reward1: ITEM_ID:1 COUNT:4 weight:10% reward1: ITEM_ID:2 COUNT:5 weight:90%
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// table:gacha_shop |1|0|0|test|null|null|null|f|f|3|f|
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// table:gacha_entries
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// |1|1|0|7|7|1|0|0|0|0|0|null|
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// |4|1|0|7|8|2|0|0|0|0|0|null|
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// |5|1|1|7|9|3|0|0|0|0|0|null|
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// |8|1|100|7|1|4|1000|0|0|0|0|null|
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// |9|1|100|7|2|5|9000|0|0|0|0|null|
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bf.WriteUint8(ge.EntryType)
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bf.WriteUint32(ge.ID)
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bf.WriteUint8(ge.ItemType)
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bf.WriteUint32(ge.ItemNumber)
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bf.WriteUint16(ge.ItemQuantity)
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var weightPr uint16
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if gachaType >= 4 { // If box //12 概率
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if gachaType >= 4 { // If box
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weightPr = 1
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} else {
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weightPr = uint16(ge.Weight / divisor)
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}
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bf.WriteUint16(weightPr) //12 概率
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bf.WriteUint8(0) //14 结束符(maybe)
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bf.WriteUint16(weightPr)
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bf.WriteUint8(0)
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continue
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}
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bf.WriteUint8(ge.EntryType)
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