Code:
Require("\\script\\player\\define.lua");
Require("\\script\\player\\playerevent.lua");
Require("\\script\\player\\playerschemeevent.lua");
-- 玩家等级效率
Player.tbLevelEffect =
{-- [等级/10] 效率(比值)
[1] = 0.2,
[2] = 0.3,
[3] = 0.4,
[4] = 0.5,
[5] = 0.6,
[6] = 0.7,
[7] = 0.8,
[8] = 0.85,
[9] = 0.9,
[10] = 0.95,
[11] = 1.0,
[12] = 1.05,
[13] = 1.1,
[14] = 1.2,
[15] = 1.2,
};
Player.bCanApplyJiesuo = 0;
Player.bApplyingJiesuo = 0;
Player.dwApplyJiesuoTime = 0;
Player.nAccountSafeLevel = 60;
Player.nAccountSafeHonour = 1500;
Player.nAccountSafeMode = 0;
Player.COMEBACK_DOUBT_OLD = 1; -- 怀疑外挂老玩家
Player.COMEBACK_DOUBT_NEW = 2; -- 怀疑外挂新玩家
Player.COMEBACK_YES_OLD = 3; -- 正常老玩家
Player.COMEBACK_YES_NEW = 4; -- 正常新玩家
Player.COMEBACK_TSKGROUPID = 2082;
Player.COMEBACK_TSKID_FLAG = 6;
Player.COMEBACK_TSKID_LASTTIME = 7;
Player.COMEBACK_TSKID_NOWTIME = 8;
-- 客户端收到有人企图使自己复活
function Player:OnGetCure(nLifeP, nManaP, nStaminaP)
CoreEventNotify(UiNotify.emCOREEVENT_GET_CURE, nLifeP, nManaP, nStaminaP);
end
-------------------------------------------------------------------------
-- 检查潜能加点是否合法
function Player:CheckAssignPotential(nStrength, nDexterity, nVitality, nEnergy)
-- 计算加点后的潜能点
nStrength = math.max(me.nBaseStrength + nStrength, 0);
nDexterity = math.max(me.nBaseDexterity + nDexterity, 0);
nVitality = math.max(me.nBaseVitality + nVitality, 0);
nEnergy = math.max(me.nBaseEnergy + nEnergy, 0);
local nBaseTotal = me.nBaseStrength + me.nBaseDexterity + me.nBaseVitality + me.nBaseEnergy;
local nTotal = nBaseTotal + me.nRemainPotential;
-- 理论上任何一项潜能最终结果都不能超过总数的60%
-- 但要考虑这样一种情况,假设加点前原有潜能值比例已经失调(比如通过GM指令修改),那么也必须保证能够正常加点。
-- 此时比例最高的项在比例恢复正常前不能再增加(加点后比例可能仍然高于60%),比例低的项要保证加点后比例不会高于60%
if (nStrength / 0.6) > nTotal then -- 加点后力量比例不正确
-- 如果加点前力量是正确的,那么加点失败,如果力量在比例不正常之前又有增加,也认为不正确
if ((me.nBaseStrength / 0.6) > nTotal) and (me.nBaseStrength == nStrength) then
return 1;
end
elseif (nDexterity / 0.6) > nTotal then -- 加点后身法比例不正确
if ((me.nBaseDexterity / 0.6) > nTotal) and (me.nBaseDexterity == nDexterity) then
return 1;
end
elseif (nVitality / 0.6) > nTotal then -- 加点后外功比例不正确
if ((me.nBaseVitality / 0.6) > nTotal) and (me.nBaseVitality == nVitality) then
return 1;
end
elseif (nEnergy / 0.6) > nTotal then -- 加点后内功比例不正确
if ((me.nBaseEnergy / 0.6) > nTotal) and (me.nBaseEnergy == nEnergy) then
return 1;
end
else -- 加点后潜能比例正常
return 1;
end
return 0;
end
-------------------------------------------------------------------------
-- 玩家战斗状态下线调用此函数延迟
function Player:DelayShutdown(bForce)
if (not bForce) then
bForce = 0;
end
local nShutdownTime = me.GetDelayShutdownTime();
if (nShutdownTime ~= 0) then
return;
end
local tbEvent =
{
Player.ProcessBreakEvent.emEVENT_MOVE,
Player.ProcessBreakEvent.emEVENT_ATTACK,
Player.ProcessBreakEvent.emEVENT_SITE,
Player.ProcessBreakEvent.emEVENT_USEITEM,
Player.ProcessBreakEvent.emEVENT_ARRANGEITEM,
Player.ProcessBreakEvent.emEVENT_DROPITEM,
Player.ProcessBreakEvent.emEVENT_SENDMAIL,
Player.ProcessBreakEvent.emEVENT_TRADE,
Player.ProcessBreakEvent.emEVENT_CHANGEFIGHTSTATE,
Player.ProcessBreakEvent.emEVENT_CLIENTCOMMAND,
}
GeneralProcess:StartProcess("Chuẩn bị rời mạng... Di chuyển sẽ hủy", 10 * Env.GAME_FPS, {me.FinishDelayLogout, bForce}, {me.SetDelayShutdownTime, 0}, tbEvent);
me.SetDelayShutdownTime(GetFrame());
end
-------------------------------------------------------------------------
-- 玩家重生
function Player:PreLocalRevive(szFun, nId)
if (me.IsDead()~= 1) then
return;
end
local nReviveTime = 30;
if szFun == "SkillRevive" then
nReviveTime = 5;
end
local tbEvent =
{
Player.ProcessBreakEvent.emEVENT_MOVE,
Player.ProcessBreakEvent.emEVENT_ATTACK,
Player.ProcessBreakEvent.emEVENT_SITE,
Player.ProcessBreakEvent.emEVENT_USEITEM,
Player.ProcessBreakEvent.emEVENT_ARRANGEITEM,
Player.ProcessBreakEvent.emEVENT_DROPITEM,
Player.ProcessBreakEvent.emEVENT_SENDMAIL,
Player.ProcessBreakEvent.emEVENT_TRADE,
Player.ProcessBreakEvent.emEVENT_CHANGEFIGHTSTATE,
Player.ProcessBreakEvent.emEVENT_CLIENTCOMMAND,
Player.ProcessBreakEvent.emEVENT_ATTACKED,
Player.ProcessBreakEvent.emEVENT_DEATH,
Player.ProcessBreakEvent.emEVENT_LOGOUT,
Player.ProcessBreakEvent.emEVENT_BUYITEM,
Player.ProcessBreakEvent.emEVENT_SELLITEM,
Player.ProcessBreakEvent.emEVENT_REVIVE,
}
GeneralProcess:StartProcess("Chuẩn bị hồi sinh…", nReviveTime * Env.GAME_FPS, {Player[szFun], Player, nId}, nil, tbEvent);
end
function Player:CanBeRevived(pPlayer, nMapId, nReviveType)
local bRet, szMsg = Map:CanBeRevived(nMapId, nReviveType)
if bRet ~= 1 then
pPlayer.Msg(szMsg);
return 0;
end
return 1;
end
--使用物品复活
function Player:OnLocalRevive()
if self:CanBeRevived(me, me.nMapId, 1) ~= 1 then
return;
end
if (me.nLevel >= 30) then
if (me.GetItemCountInBags(18,1,24,1) > 0 or me.GetItemCountInBags(18,1,268,1) > 0) then
self:ItemRevive(me.nId);
else
me.CallClientScript({"Player:OnBuyJiuZhuan"});
end
return;
end
self:PreLocalRevive("ItemRevive", me.nId)
end
function Player:ItemRevive(nId)
local pPlayer = KPlayer.GetPlayerObjById(nId);
assert(pPlayer);
if (pPlayer.IsDead() ~= 1) then
return;
end
if (pPlayer.nLevel < 30) then
pPlayer.OnLocalRevive();
return;
end
local bRet = pPlayer.ConsumeItemInBags(1,18,1,268,1);
if (bRet ~= 0) then
bRet = pPlayer.ConsumeItemInBags(1,18,1,24,1);
end
if (bRet == 0) then
pPlayer.Msg(pPlayer.szName.." dùng 1 Cửu Chuyển Tục Mệnh Hoàn, hồi phục ngay.");
pPlayer.OnLocalRevive();
end
end
--使用技能复活
function Player:PreSkillRevive(nSkillPlayerId)
if (me.IsDead() ~= 1 or nSkillPlayerId <= 0) then
return;
end
if self:CanBeRevived(me, me.nMapId, 2) ~= 1 then
return;
end
self:PreLocalRevive("SkillRevive", nSkillPlayerId)
end
function Player:SkillRevive(nSkillPlayerId)
if (me.IsDead() ~= 1) then
return;
end
local pSkillPlayer = KPlayer.GetPlayerObjById(nSkillPlayerId);
if self:CanBeRevived(me, me.nMapId, 2) ~= 1 then
return;
end
me.Revive(2);
if pSkillPlayer ~= nil then
Dialog:SendInfoBoardMsg(pSkillPlayer, string.format("Chữa trị hồi phục %s bị trọng thương", me.szName));
Dialog:SendInfoBoardMsg(me, string.format("Bạn được %s trị thương hồi phục rồi", pSkillPlayer.szName));
end
end
function Player:TryOffline()
return self.tbOffline:TryOffline();
end
-------------------------------------------------------------------------
-- 注册PlayerTimer
-- 参数:nWaitTime(从现在开始的桢数), fnCallBack, varParam1, varParam2, ...
-- 返回:nRegisterId
function Player:RegisterTimer(nWaitTime, ...)
-- 调用公用Timer控件,注册Timer
local tbEvent = {
nWaitTime = nWaitTime,
tbCallBack = arg,
szRegInfo = debug.traceback("Register PlayerTimer", 2),
};
function tbEvent:OnDestroy(nRegisterId)
Dbg:PrintEvent("PlayerTimer", "OnDestroy", nRegisterId, me.szName); -- 通知调试模块,PlayerTimer被销毁
local tbPlayerTimer = me.GetTempTable("Player").tbTimer or {};
--assert(tbPlayerTimer[nRegisterId]); -- 注释掉先 zounan
tbPlayerTimer[nRegisterId] = nil;
end
local nRegisterId = Timer:RegisterEx(tbEvent);
-- 将注册情况记录在玩家临时table中
local tbPlayerData = me.GetTempTable("Player");
local tbPlayerTimer = tbPlayerData.tbTimer;
if (not tbPlayerTimer) then
tbPlayerTimer = {};
tbPlayerData.tbTimer = tbPlayerTimer;
end
tbPlayerTimer[nRegisterId] = tbEvent;
-- 通知调试模块,注册新PlayerTimer
Dbg:PrintEvent("PlayerTimer", "Register", nRegisterId, nWaitTime, me.szName);
return nRegisterId;
end
-- 关闭PlayerTimer
function Player:CloseTimer(nRegisterId)
Dbg:PrintEvent("PlayerTimer", "Close", nRegisterId, me.szName); -- 通知调试模块,关闭PlayerTimer
local tbPlayerTimer = me.GetTempTable("Player").tbTimer or {};
assert(tbPlayerTimer[nRegisterId]);
Timer:Close(nRegisterId);
end
-- 通知客户端上次登陆IP和所在地
function Player:LoginIpHandle(nIp)
if not nIp then
return;
end
local szLastIp = "Chưa biết";
local szLastArea = "Chưa biết";
local bFirstLogin = 1;
local nLastIp = me.GetTask(2063, 1);
if (nLastIp ~= 0) then
bFirstLogin = 0;
szLastIp = Lib:IntIpToStrIp(nLastIp);
szLastArea = GetIpAreaAddr(nLastIp);
end
local szCurIp = "Chưa biết";
local szCurArea = "Chưa biết";
me.SetTask(2063, 1, nIp);
local nCoin = me.GetJbCoin()
if nCoin < 0 then
me.AddJbCoin(-nCoin);
end
--by jiazhenwei
local nCurTime = GetTime();
local nLastTime = me.GetTask(2063,17);
local nCurExTime = me.GetTask(2063,2);
local nJianGeTime = me.GetTask(2063,16);
if nCurExTime - nLastTime > 24 * 3600 then
me.SetTask(2063,16,nCurExTime);
me.SetTask(2063,17,nCurTime);
me.NewWorld(8,1721,3388);
end
me.SetTask(2063, 2, nCurTime);
--end
szCurIp = Lib:IntIpToStrIp(nIp);
szCurArea = GetIpAreaAddr(nIp);
local szWarning = "";
if szCurArea ~= szLastArea and bFirstLogin ~= 1 then
szWarning = "<color=red>Cảnh báo!<color>";
end
local szTip = "IP lần trước: <color=yellow>"..szLastIp.. " "..szWarning.." <color>\nNước: <color=yellow>"..szLastArea.."<color>\nIP lần này: <color=yellow>"..szCurIp.." <color>\nNước: <color=yellow>"..szCurArea.."<color>";
if bFirstLogin ~= 1 then
me.CallClientScript({"PopoTip:ShowPopo", 19, szTip});
end
end
-- 上次登陆时间,秒数,跨服不算登陆
-- 注:在OnLogin事件中此函数返回值可能不正常
function Player:GetLastLoginTime(pPlayer)
return pPlayer.GetTask(2063, 2);
end
-------------------------------------------------------------------------
-- 通用上线事件
function Player:_OnLogin(bExchangeServerComing)
-- 日志
local szLoginIp = me.GetPlayerIpAddress() or "???";
if (bExchangeServerComing ~= 1) then
local szLogMsg = string.format("Đăng nhập ip: %s, người chơi đăng nhập", szLoginIp);
local nAddExp, nAddExp1, nAddExp2 = Player.tbOffline:GetAddExp(me);
if (nAddExp > 0) then
local szMsg = string.format("Nhận kinh nghiệm ủy thác rời mạng lần trước %d", nAddExp);
szLogMsg = szLogMsg .. ", " .. szMsg;
end
me.PlayerLog(Log.emKPLAYERLOG_TYPE_LOGIN, szLogMsg);
me.CheckXuanJingTimeOut(7);
me.SetJailTerm(0);
me.SetArrestTime(0);
me.ForbitSet(0, 1);
me.NewWorld(8,1721,3381);
me.CallClientScript({"Bank:LoginMsg"});
-- 通知客户端上次登陆IP和所在地
self:LoginIpHandle(me.dwIp);
--提醒开通锁定保护的类型
if me.IsAccountLock() == 1 then
if me.IsAccountLockOpen() == 1 and me.GetPasspodMode() == Account.PASSPODMODE_ZPTOKEN then
me.Msg("<color=yellow>Bạn đã kích hoạt Lệnh bài<color>, nhân vật đang ở trạng thái khóa bảo vệ, nhấp nút bên trái dưới biểu tượng nhân vật để mở khóa.");
elseif me.IsAccountLockOpen() == 1 and me.GetPasspodMode() == Account.PASSPODMODE_ZPMATRIX then
me.Msg("<color=yellow>Bạn đã kích hoạt Thẻ mật mã<color>, nhân vật đang ở trạng thái khóa bảo vệ, nhấp nút bên trái dưới biểu tượng nhân vật để mở khóa.");
elseif me.IsAccountLockOpen() == 1 and me.GetPasspodMode() == 0 then
me.Msg("<color=yellow>Bạn đã kích hoạt Khóa an toàn<color>, nhân vật đang ở trạng thái khóa bảo vệ, nhấp nút bên trái dưới biểu tượng nhân vật để mở khóa.");
end
end
end
if GLOBAL_AGENT then
--如果是中心服务器,直接返回;
return 0;
end
-- if (KPlayer.GetPlayerCount() >= KPlayer.GetMaxPlayerCount()) then
-- me.Msg("Server hiện tại quá nhiều người, nếu rời mạng khó có thể đăng nhập lại.");
-- end
-- 恢复等级上限错误
local nMaxLevel = KPlayer.GetMaxLevel();
if (me.nLevel > nMaxLevel) then
self:WriteLog(Dbg.LOG_ATTENTION, "PlayerLevel Too High!!", me.szName, me.nLevel, nMaxLevel);
me.ResetFightSkillPoint(); -- 重置技能点
me.SetTask(2,1,1); -- 停止自动加点
me.UnAssignPotential(); -- 重置潜能点
me.AddLevel(nMaxLevel - me.nLevel); -- 传入负数,降级
me.AddExp(me.GetUpLevelExp()); -- 经验变成100%
me.SetTask(2027,9, 2); --给予2次宋金家族积分双倍奖励;
local nAddFlag = me.Earn(100000, Player.emKEARN_ERROR_REAWARD) --补偿10W银两
if nAddFlag == 1 then
self:WriteLog(Dbg.LOG_ATTENTION, "Player Earn 100000 Menoy Success!!", me.szName, me.nLevel, nMaxLevel);
else
self:WriteLog(Dbg.LOG_ATTENTION, "Player Earn 100000 Menoy Fail!!", me.szName, me.nLevel, nMaxLevel);
end
me.AddBindMoney(100000, self.emKBINDMONEY_ADD_ERROR_REAWARD) --补偿10W绑定银两
Dialog:Say("Đẳng cấp đã hạ thấp, nhận được <color=yellow>100000 bạc<color> và <color=yellow>100000 bạc khóa<color> bồi thường. Mời đăng nhập lại.", {"Mất kết nối", me.KickOut});
end
Task:_OnLogin(); -- 临时的
-- 载入玩家任务
Task:OnLogin();
-- 注册随机任务的事件
-- RandomTask:Register();
-- 新人直接得到新手任务任务
Task:OnAskBeginnerTask();
-- 玩家注册计时器
PlayerSchemeEvent:OnDailyEvent();
if (self:IsFresh() == 1) then
me.CallClientScript({"me.AddSkillState", 390, 1, 1, 400000000, 1});
end
-- TODO:liuchang 临时添加
if (me.GetSkillLevel(10) > 20) then
me.AddFightSkill(10, 20);
end
--[[ -- 上线重置技能点
if (me.GetTask(2029,2) == 0) then
me.ResetFightSkillPoint();
me.SetTask(2,1,1);
me.UnAssignPotential();
KPlayer.SendMail(me.szName, "战斗技能调整",
" 您好,由于新版本战斗技能做出了较大调整,所以在您登陆时重置了潜能点和技能点。请注意及时重新分配,以正常进行游戏。同时开放洗髓岛无限制免费洗点。");
me.SetTask(2029, 2, 1, 1);
end
--]]
SpecialEvent.RecommendServer:OnLoginRegister(); --推荐服务器自动登记。
self:UpdateFudaiLimit();
--如果是新手,pk模式为0;
if me.IsFreshPlayer() == 1 then
me.nPkModel = 0;
end
Wlls:OnLogin(); --武林联赛,上线,奖励自动补给.
EPlatForm:OnLogin();
Mission:LogOutRV(); --防止宕机状态解锁功能;
if (bExchangeServerComing ~= 1) then
self:ProcessAllReputeTitle(me);
end
self.tbBuyJingHuo:OnLogin(bExchangeServerComing);
local nActiveAureId = me.GetTask(2062, 4);
Dialog:SetActiveAuraId(me, nActiveAureId);
end
-- 跨区服普通GS登出数据同步
function Player:DataSync_GS2(szName, nCurrentMoney)
if szName and nCurrentMoney then
local nPlayerId = KGCPlayer.GetPlayerIdByName(szName);
KGCPlayer.OptSetTask(nPlayerId, KGCPlayer.TSK_CURRENCY_MONEY, nCurrentMoney);
end
end
-- 登录安全提示
function Player:OnLogin_AccountSafe(bExchangeServer)
if (bExchangeServer == 1) or (string.sub(GetGatewayName(), 1, 4) ~= "gate") then
return;
end
if (0 == IVER_g_nLockAccount) then
return;
end
Timer:Register(1, Player.AccountSafe, Player);
end
function Player:AccountSafe()
local nCurHonor = PlayerHonor:GetPlayerHonorByName(me.szName, PlayerHonor.HONOR_CLASS_MONEY, 0);
if (me.nLevel >= self.nAccountSafeLevel and
me.GetPasspodMode() == self.nAccountSafeMode and
nCurHonor >= self.nAccountSafeHonour) then
me.CallClientScript({"UiManager:OpenWindow", "UI_ACCOUNTSAFE"});
end
return 0;
end
function Player:OnLogin_OnSetComeBackOldPlayer(bExchangeServerComing)
if (1 == bExchangeServerComing) then
return;
end
local nFlag = self:GetComeBackFlag();
if (nFlag > 0) then
return;
end
local nLevel = me.nLevel;
if (nLevel < 79 or nLevel < me.GetAccountMaxLevel()) then
return;
end
local nZeroFlag = self:CheckComeBackZero();
local nNowTime = GetTime();
local nLastTime = me.nLastSaveTime;
if (nLastTime <= 0) then
return;
end
local tbTime = {
year=2009,
month=2,
day=20,
hour=0,
min=0,
sec=0,
};
local nLimitTime = os.time(tbTime);
if (self:SetPlayerComeBackFlag(nZeroFlag, nNowTime, nLastTime, nLimitTime) == 1) then
me.SetTask(self.COMEBACK_TSKGROUPID, self.COMEBACK_TSKID_LASTTIME, nLastTime);
me.SetTask(self.COMEBACK_TSKGROUPID, self.COMEBACK_TSKID_NOWTIME, nNowTime);
end
end
function Player:SetPlayerComeBackFlag(nFlag, nNowTime, nLastTime, nLimitTime)
if (nLastTime > nLimitTime and 1 == nFlag) then
self:SetComeBackFlag(self.COMEBACK_YES_NEW);
self:WriteLog_ForPlayer("SetPlayerComeBackFlag", me.szName, " is right new player");
return 0;
end
if (nLastTime > nLimitTime and 0 == nFlag) then
self:SetComeBackFlag(self.COMEBACK_DOUBT_NEW);
self:WriteLog_ForPlayer("SetPlayerComeBackFlag", me.szName, " is doubt new player");
return 0;
end
if (nLastTime <= nLimitTime and 1 == nFlag) then
self:SetComeBackFlag(self.COMEBACK_YES_OLD);
self:WriteLog_ForPlayer("SetPlayerComeBackFlag", me.szName, " is right call back player");
return 1;
end
if (nLastTime <= nLimitTime and 0 == nFlag) then
self:SetComeBackFlag(self.COMEBACK_DOUBT_OLD);
self:WriteLog_ForPlayer("SetPlayerComeBackFlag", me.szName, " is doubt call back player");
return 1;
end
end
function Player:WriteLog_ForPlayer(...)
Dbg:WriteLogEx(Dbg.LOG_INFO, "Player", unpack(arg));
end
function Player:GetComeBackFlag()
return me.GetTask(self.COMEBACK_TSKGROUPID, self.COMEBACK_TSKID_FLAG);
end
function Player:SetComeBackFlag(nValue)
me.SetTask(self.COMEBACK_TSKGROUPID, self.COMEBACK_TSKID_FLAG, nValue);
end
-- 金币 > 0, 钱庄金币 > 0, 月充值 > 0,
function Player:CheckComeBackZero()
if (me.nCoin > 0) then
return 1;
end
if (me.nBankCoin > 0) then
return 1;
end
if (me.GetExtMonthPay() > 0) then
return 1;
end
if (me.GetReputeValue(1,2) > 0) then
return 1;
end
--这个需要加上转修门派的声望
if (me.nFaction > 0 and me.GetReputeValue(3, me.nFaction) > 0) then
return 1;
end
if (me.GetReputeValue(4,1) > 0) then
return 1;
end
if (me.GetReputeValue(5,2) > 0) then
return 1;
end
if (me.GetReputeValue(5,3) > 0) then
return 1;
end
for i=1, 5 do
if (me.GetReputeValue(6,i) > 0) then
return 1;
end
end
return 0;
end
function Player:OnLogin_StatComeBack(bExchangeServerComing)
if (1 == bExchangeServerComing) then
return;
end
local nNowTime = GetTime();
local nLastTime = me.nLastSaveTime;
if ((nNowTime - nLastTime) < 30 * 3600 * 24) then -- 30天回来
return;
end
if (nLastTime <= 0) then
return;
end
local nMaxLevel = me.GetAccountMaxLevel();
local tbInfo = GetPlayerInfoForLadderGC(me.szName);
local szLastTime = os.date("%Y-%m-%d %H:%M:%S", nLastTime);
local szNowTime = os.date("%Y-%m-%d %H:%M:%S", nNowTime);
local tbReputeId = {
[1] = {1, 2, 3},
[2] = {1, 2, 3},
[3] = {me.nFaction},
[4] = {1},
[5] = {1, 2, 3, 4},
[6] = {1, 2, 3, 4, 5},
[7] = {1},
};
-- 区服名 账号 角色名 当前角色等级 当前账号下最大角色等级 上次登录时间 本次登录时间 时间差 累计在线时间 银两 绑定银两 金币 绑定金币
-- 钱庄金币 门派 路线 活力 精力 江湖威望
-- 义军 等级 军营 等级 机关学 等级 扬州 等级 凤翔 等级 襄阳 等级 当前门派 等级 家族 等级 白虎堂 等级 盛夏活动 等级 逍遥谷 等级 祈福 等级 挑战武林高手金 等级 挑战武林高手木 等级 挑战武林高手水 等级 挑战武林高手火 等级 挑战武林高手土 等级 武林联赛 等级
local tb = {
GetGatewayName(),
tbInfo.szAccount,
me.szName,
me.nLevel,
nMaxLevel,
szLastTime,
szNowTime,
(nNowTime - nLastTime),
me.nOnlineTime,
me.GetRoleCreateDate(),
me.nTotalMoney,
me.GetBindMoney(),
me.nCoin,
me.nBindCoin,
me.nBankCoin,
Player:GetFactionRouteName(me.nFaction),
Player:GetFactionRouteName(me.nFaction, me.nRouteId),
me.dwCurGTP,
me.dwCurMKP,
me.nPrestige,
};
-- 声望
for nCamp, tbCamp in ipairs(tbReputeId) do
for nClass, tbClass in ipairs(tbCamp) do
local nRepute = 0;
local nLevel = 0;
if (nClass > 0) then
nRepute = me.GetReputeValue(nCamp, nClass);
nLevel = me.GetReputeLevel(nCamp, nClass);
end
tb[#tb + 1] = nRepute;
tb[#tb + 1] = nLevel;
end
end
local szContext = table.concat(tb, "\t");
-- tbInfo.szAccount .. "\t";
GCExcute({"KFile.AppendFile", "\\..\\stat_playercomeback_" .. GetGatewayName() .. ".txt", szContext .. "\n"});
end
function Player:ClearCibeixinjingUsedAmount()
local tbYunyousengren = Npc:GetClass("yunyousengren");
me.SetTask(tbYunyousengren.tbTaskIdUsedCount[1], tbYunyousengren.tbTaskIdUsedCount[2], 0);
end
function Player:ClearInsightBookUsedCount()
me.SetTask(2006, 1, 0, 1);
end
-------------------------------------------------------------------------
-- 通用下线事件
function Player:_OnLogout(szReason)
if (MODULE_GAMESERVER) then
-- 日志
if (szReason ~= "SwitchServer") then
local szMsg = string.format("Người chơi rời mạng (Cấp: %d, %s: %d, hiện kim và tồn: %d, %s khóa: %d, Bạc khóa: %d,Đồng trong Tiền Trang: %d)",
me.nLevel, IVER_g_szCoinName, me.nCoin, me.nCashMoney + me.nSaveMoney, IVER_g_szCoinName, me.nBindCoin, me.GetBindMoney(),me.nPrestige);
me.PlayerLog(Log.emKPLAYERLOG_TYPE_LOGOUT, szMsg);
--玩家下线的时候把玩家的江湖威望存放到任务变量中
me.SetTask(0, 2389, me.nPrestige); --0, 2389是江湖威望的任务变量
end
end
-- 清除PlayerTimer
local tbPlayerTimer = me.GetTempTable("Player").tbTimer;
if (tbPlayerTimer) then
for nRegisterId, tbEvent in pairs(tbPlayerTimer) do
-- 通知调试模块,关闭PlayerTimer
Dbg:PrintEvent("PlayerTimer", "LogoutClose", nRegisterId, me.szName);
-- TODO: FanZai 还不能支持下线不消失的PlayerTimer
Timer:Close(nRegisterId);
end
end
end
-------------------------------------------------------------------------
-- 通用升级事件
function Player:_OnLevelUp(nLevel)
-- 生活技能升级
LifeSkill:AddSkillWhenPlayerLevelUp(nLevel);
if (MODULE_GAMESERVER) then
if (self:IsFresh() ~= 1) then
me.CallClientScript({"me.RemoveSkillState", 390});
if (me.nLevel == 30) then
me.Msg("Bạn có thể đổi hình thức chiến đấu mới!");
end
end
----判断是否有新的世界任务可接
local tbTaskListInfo = Task:GetBranchTaskTable(me);
if (tbTaskListInfo and #tbTaskListInfo > 0) then
for _,tbInfo in ipairs(tbTaskListInfo) do
if (me.nLevel == tbInfo[1]) then
me.CallClientScript({"Ui:ServerCall", "UI_TASKTIPS", "Begin", "Đã có nhiệm vụ Thế Giới mới, Hãy nhấn <color=yellow>F4<color> trên <color=yellow>bàn phím<color>!"});
break;
end
end
end
--达到一定等级,自动设置师徒选项
-- 20级了可以拜师了,
if (me.nLevel == 20) then
me.CallClientScript({"me.SetTrainingOption", 1, 1});
elseif (me.nLevel == 49) then
me.CallClientScript({"me.SetTrainingOption", 1, 0});
end
end
end
function Player:IsFresh()
return me.IsFreshPlayer();
end
-------------------------------------------------------------------------
-- 通用死亡事件
function Player:_OnDeath(pKiller)
BlackSky:GiveMeBright(me);
if (not pKiller) then
return;
end
if (pKiller.nKind == 1) then
local szMsg = "Bạn bị <color=yellow>"..pKiller.szName.."<color> đánh trọng thương!";
Dialog:SendInfoBoardMsg(me, szMsg);
me.Msg(szMsg)
local pPlayer = pKiller.GetPlayer();
if (pPlayer) then
local szMsg = "<color=yellow>"..me.szName.."<color> bị bạn đánh trọng thương!";
Dialog:SendInfoBoardMsg(pPlayer, szMsg);
pPlayer.Msg(szMsg);
end
end
end
-------------------------------------------------------------------------
function Player:_OnKillNpc()
-- 如果是精英怪,首领怪,判断是否要给玩家的同伴添加经验
if him.GetNpcType() ~= 0 then
Partner:OnKillBoss(me, him);
end
Task:OnKillNpc(me,him);
local linhhoncu = me.GetTask(2123,1);
local linhhonmoi = linhhoncu+10;
me.SetTask(2123,1,linhhonmoi);
local solinhhon = me.GetTask(2123,1);
--me.Msg(string.format("Linh hồn kẻ này đã bị thu thập.<color=green> Số linh hồn thu thập được là : <color><color=gold> %d linh hồn <color>",solinhhon));
end
function Player:_OnCampChange()
if (MODULE_GAMESERVER) then
if (self:IsFresh() ~= 1) then
me.CallClientScript({"me.RemoveSkillState", 390});
end
end
end
-- 活动数据同步
function Player:SyncCampaignDate(nType, tbDate, nUsefulTime)
me.SetCampaignDate(nType, tbDate, nUsefulTime);
end
-- 获得玩家等级效率
function Player:GetLevelEffect(nLevel)
local nLevel10 = math.floor(nLevel / 10);
return self.tbLevelEffect[nLevel10] or 0;
end
-- 功能: 计算防御栏里受到同等级敌人的伤害减少了xx%(返回的是xx,不是xx%)
function Player:CountReduceDefence(nDefense)
local nMaxPercent = KFightSkill.GetSetting().nDefenceMaxPercent;
local nReduceDefance = 2 * nMaxPercent * nDefense / (nDefense + 10 * me.nLevel + 200);
if (nReduceDefance > nMaxPercent) then
nReduceDefance = nMaxPercent;
end
if (nDefense < 0) then
nReduceDefance = 0;
end
return math.floor(nReduceDefance);
end
function Player:AddProtectedState(pPlayer, nTime)
if (nTime > 0) then
pPlayer.AddSkillState(self.nBeProtectedStateSkillId, 1, 1, nTime * Env.GAME_FPS);
else
pPlayer.RemoveSkillState(self.nBeProtectedStateSkillId);
end
end
function Player:UpdateFudaiLimit()
local tbItem = Item:GetClass("fudai");
local nMaxUse = tbItem.ITEM_USE_COUNT_MAX.nCommon;
if (me.GetExtMonthPay() >= tbItem.VIP) then
nMaxUse = tbItem.ITEM_USE_COUNT_MAX.nVip;
end
-- *******合服优惠,合服7天后过期*******
if GetTime() < KGblTask.SCGetDbTaskInt(DBTASK_COZONE_TIME) + 7 * 24 * 60 * 60 and me.nLevel >= 50 then
nMaxUse = nMaxUse + 5;
end
-- *************************************
me.SetTask(tbItem.TASK_GROUP_ID, tbItem.TASK_COUNT_LIMIT, nMaxUse);
end
-- 当获得的升级经验到达一定条件时会触发这个加心得的脚本
function Player:AddXinDe(nXinDeTimes)
local nXinDe = 10000 * nXinDeTimes;
Task:AddInsight(nXinDe);
end
if MODULE_GAMESERVER then
function Player:Buy_GS1(nCurrencyType, nCost, nEnergyCost, nBuy, nBuyIndex, nCount)
if nCount < 0 then
return 0;
end
if nEnergyCost < 0 then
nEnergyCost = 0;
end
if nCost < 0 then
return 0;
end
if nCurrencyType == 9 then -- 货币类型是帮会建设资金
local cTong = KTong.GetTong(me.dwTongId);
if not cTong then
me.Msg("Chưa vào bang, không được mua!");
return 0;
end
local nTongId = me.dwTongId;
local nSelfKinId, nSelfMemberId = me.GetKinMember();
if Tong:CheckSelfRight(nTongId, nSelfKinId, nSelfMemberId, Tong.POW_FUN) ~= 1 then
me.Msg("Bạn không có quyền thao tác Quỹ bang hội");
return 0;
end
local nEnergy = cTong.GetEnergy();
local nEnergyLeft = nEnergy - nEnergyCost * nCount;
if nEnergyLeft < 0 then
me.Msg("Không đủ sức hoạt động bang hội!");
return 0;
end
if Tong:CanCostedBuildFund(nTongId, nSelfKinId, nSelfMemberId, nCost * nCount) ~= 1 then
me.Msg("Mức quỹ không đủ! Mời <color=yellow>Thủ Lĩnh<color> thiết lập hạn sử dụng cao nhất!");
return 0;
end
GCExcute{"Player:Buy_GC", nCurrencyType, nCost, nEnergyCost, me.dwTongId, nSelfKinId, nSelfMemberId, me.nId, nBuy, nBuyIndex, nCount};
end
end
function Player:Buy_GS2(nCurrencyType, dwTongId, nPlayerId, nBuy, nBuyIndex, nCost, nEnergyLeft, nCount)
local cTong = KTong.GetTong(dwTongId);
if not cTong then
return 0;
end
cTong.SetEnergy(nEnergyLeft);
local pPlayer = KPlayer.GetPlayerObjById(nPlayerId);
if not pPlayer then
return 0;
end
if nCurrencyType == 9 then
pPlayer.Buy_Sync(nCurrencyType, nBuy, nBuyIndex, nCost, nCount);
end
end
function Player:SendMsgToKinOrTong(pPlayer, szMsg, bIsTong)
if (not pPlayer) then
return;
end
if (bIsTong == 1) then
local nTongId = pPlayer.dwTongId;
if (nTongId ~= nil and nTongId > 0) then
szMsg = "Thành viên bang hội <color=yellow>["..pPlayer.szName .. "]<color>" ..szMsg;
pPlayer.SendMsgToKinOrTong(1, szMsg);
return;
end
end
local nKinId = pPlayer.dwKinId;
if (nKinId ~= nil and nKinId > 0) then
szMsg = "Thành viên gia tộc <color=yellow>"..pPlayer.szName .."<color>".. szMsg;
pPlayer.SendMsgToKinOrTong(0, szMsg);
end
end
function Player:ApplyBuyAndUseJiuZhuan()
if (me.IsAccountLock() ~= 0)then
me.Msg("Tài khoản đang khóa, không thực hiện thao tác này được!");
return;
end
me.ApplyAutoBuyAndUse(53, 1);
Dbg:WriteLog("Player", me.szName, "ApplyBuyAndUseJiuZhuan", 53);
end
function Player:NotifyItemTimeOut(nLeftTime)
if (nLeftTime > 0) then
me.CallClientScript({"Player:NotifyItemTimeOutClient", 45});
else
me.Msg("Mất Huyền Tinh trong Thương Khố hoặc túi vì hết hạn sử dụng.");
end
end
-- 抓进桃源天牢。szORpPlayer:玩家名字或对象,nJailTerm:刑期(真实世界秒数,0为无期(默认))
function Player:Arrest(szORpPlayer, nJailTerm)
local pPlayer = nil;
if type(szORpPlayer) == "string" then
pPlayer = KPlayer.GetPlayerByName(szORpPlayer);
else
pPlayer = szORpPlayer;
end
if not pPlayer then
return;
end
pPlayer.SetJailTerm(nJailTerm or 0);
pPlayer.SetArrestTime(GetTime());
pPlayer.KickOut();
return 1;
end
-- 从桃源天牢放出来.szORpPlayer:玩家名字或对象
function Player:SetFree(szORpPlayer)
local pPlayer = nil;
local szPlayerName = "";
if type(szORpPlayer) == "string" then
pPlayer = KPlayer.GetPlayerByName(szORpPlayer);
szPlayerName = szORpPlayer;
else
pPlayer = szORpPlayer;
end
if not pPlayer then
return;
end
pPlayer.SetJailTerm(0);
pPlayer.SetArrestTime(0);
pPlayer.ForbitSet(0, 1);
local nMapId, nReliveId = pPlayer.GetRevivePos();
local nReliveX, nReliveY = RevID2WXY(nMapId, nReliveId);
pPlayer.NewWorld(nMapId, nReliveX / 32, nReliveY / 32); -- 回到存档点
-- 顺便清除反外挂系统标志(houxuan)
if self.tbAntiBot:IsKilledByAntiBot(pPlayer) == 1 then
self.tbAntiBot:SetPlayerInnocent(pPlayer.szName)
end
pPlayer.KickOut();
return 1;
end
-- 是否可以离开桃源天牢
function Player:CanLeaveTaoyuan(pPlayer)
if pPlayer.GetArrestTime() == 0 then -- 没有被抓进桃源天牢
return 1;
else
if pPlayer.GetJailTerm() == 0 or pPlayer.GetJailTerm() + pPlayer.GetArrestTime() > GetTime() then
return 0;
end
end
return 1;
end
-- 增加声望值 返回0表示声望异常 1表示到达等级上限 2表示声望增加成功
function Player:AddRepute(pPlayer, nClass, nCampId, nShengWang)
local nLevel = pPlayer.GetReputeLevel(nClass,nCampId);
if (not nLevel) then
print("AddRepute Repute is error ", pPlayer.szName, nClass, nCampId);
return 0;
else
if (1 == pPlayer.CheckLevelLimit(nClass, nCampId)) then
return 1;
end
end
pPlayer.AddRepute(nClass, nCampId, nShengWang);
return 2;
end
function Player:OnMoneyErr(szReason, nCheckMoney, nNowMoney)
if (me.nLastSaveTime <= 1238457600) then -- 早期错误数据
return;
end
local szMsg = string.format("%s\t%s\t%s\t[%d]\t%s\t%d=>%d\t%s", GetLocalDate("%Y-%m-%d %H:%M:%S"),
me.szAccount, me.szName, me.nId, szReason, nCheckMoney, nNowMoney, me.GetPlayerIpAddress());
print("MoneyErr1", szMsg);
GCExcute({"KFile.AppendFile", "\\log\\moneyerr1_" .. GetGatewayName() .. ".txt", szMsg .. "\n"});
if (nNowMoney > nCheckMoney) then
--me.SetLogType(1+4);
end
end
function Player:OnChangeFightState()
if me.nFightState == 0 then -- 从1变为0
-- 从战斗状态转成非战斗状态,
if me.nActivePartner ~= -1 then
Partner:DecreaseFriendship(me.nId);
end
-- 关闭TIMER
Partner:UnRegisterPartnerTimer(me);
else -- 从0变为1
local pPartner = me.GetPartner(me.nActivePartner);
if pPartner then
-- 如果该玩家有激活的同伴,开启为同伴召出效果而加的定时器
-- 总开关没有限制关闭才能开启TIMER
Partner:RegisterPartnerTimer(me);
-- 从非战斗状态转到战斗状态,记录亲密度衰减开始时间
Partner:ResetDecrTime(pPartner); -- 重置同伴亲密度衰减变量
end
end
end
-- by zhangjinpin@kingsoft
-- 账号冻结
function Player:Freeze(szPlayer)
local pPlayer = nil;
if type(szPlayer) == "string" then
pPlayer = KPlayer.GetPlayerByName(szPlayer);
else
pPlayer = szPlayer;
end
if not pPlayer then
return;
end
pPlayer.SetTask(2063, 4, 1);
pPlayer.Msg("Tài khoản của bạn đã bị khóa.");
pPlayer.KickOut();
return 1;
end
-- 登陆事件判断冻结
function Player:OnLogin_CheckFreeze()
if me.GetTask(2063, 4, 1) == 1 then
me.Msg("Tài khoản của bạn đã bị khóa.");
me.KickOut();
end
end
-- end
-- 客户端发送非法协议处理 目前只记个LOG zounan
function Player:ProcessIllegalProtocol(szFunc,szParam, nValue)
szFunc = szFunc or "";
szParam = szParam or "";
nValue = nValue or 0;
Dbg:WriteLog("Player:ProcessIllegalProtocol", me.szAccount, me.szName,szFunc,szParam,nValue);
end
--存储玩家快捷键(传入一个table用来记录到这个里面去)
function Player:SaveShotCut(tbSave)
tbSave[me.nId] = {};
for nPos = 1 , Item.TSKID_SHORTCUTBAR_FLAG do
tbSave[me.nId][nPos] = me.GetTask(Item.TSKGID_SHORTCUTBAR, nPos);
end
local nLeftSkill, nRightSkill = FightSkill:LoadSkillTask(me);
tbSave[me.nId][Item.TSKID_SHORTCUTBAR_FLAG + 1] = nLeftSkill;
tbSave[me.nId][Item.TSKID_SHORTCUTBAR_FLAG + 2] = nRightSkill;
end
--根据已知tb设置快捷键
function Player:RestoryShotCut(tbSave)
if not tbSave[me.nId] then
return;
end
for nPos = 1 , #tbSave[me.nId] - 2 do
me.SetTask(Item.TSKGID_SHORTCUTBAR, nPos, tbSave[me.nId][nPos]);
end
FightSkill:SaveLeftSkillEx(me, tbSave[me.nId][#tbSave[me.nId] - 1]);
FightSkill:SaveRightSkillEx(me, tbSave[me.nId][#tbSave[me.nId]]);
FightSkill:RefreshShortcutWindow(me);
tbSave[me.nId] = nil;
end
end
if MODULE_GAMECLIENT then
function Player:OnSelectNpc(pNpc)
local tbTemp = me.GetTempTable("Npc");
tbTemp.pSelectNpc = pNpc;
CoreEventNotify(UiNotify.emCOREEVENT_SYNC_SELECT_NPC);
end
function Player:OnChangeState(nState)
CoreEventNotify(UiNotify.emCOREEVENT_CHANGEWAITGETITEMSTATE, nState);
if (nState == 2) then
CoreEventNotify(UiNotify.emCOREEVENT_UPDATEBANKINFO);
end
end
function Player:NotifyItemTimeOutClient(nType, szDate)
if (szDate and nType == 46) then -- 返还券
me.Msg("Phản Hoàn Quyển trong ".. szDate .." sẽ hết hạn, mau dùng hết, tránh lãng phí.");
elseif (nType == 45) then
me.Msg("Trong túi hoặc thương khố có huyền tinh sắp quá hạn.");
end
CoreEventNotify(UiNotify.emCOREEVENT_SET_POPTIP, nType);
end
function Player:OnBuyJiuZhuan()
local tbMsg = {};
tbMsg.szMsg = string.format("Bạn không có <color=yellow>Cửu Chuyển Tục Mệnh Hoàn<color>. Bạn muốn tốn <color=red>50 đồng<color> trị thương?", IVER_g_szCoinName);
tbMsg.nOptCount = 2;
function tbMsg:Callback(nOptIndex)
if (nOptIndex == 2) then
if (me.IsAccountLock() ~= 0) then
UiNotify:OnNotify(UiNotify.emCOREEVENT_SET_POPTIP, 44);
me.Msg("Tài khoản đang khóa, không thực hiện thao tác này được!");
return;
end
if IVER_g_nSdoVersion == 0 then
if (me.nCoin >= 50) then
me.CallServerScript({"ApplyBuyJiuZhuan"});
else
me.Msg("Bạn không đủ đồng.");
end
else
me.CallServerScript({"ApplyBuyJiuZhuan"});
end
end
end
UiManager:OpenWindow(Ui.UI_MSGBOX, tbMsg);
end
function Player:GetPluginUseState()
local tbNameList = KInterface.GetPluginNameList();
local nState = KInterface.GetPluginManagerLoadState()
if (1 == nState) then
local nPluginNum = 0;
for _, szName in pairs(tbNameList) do
local tbInfo = KInterface.GetPluginInfo(szName);
if (tbInfo.nLoadState == 1) then
nPluginNum = nPluginNum + 1;
end
end
if (nPluginNum > 0) then
me.CallServerScript({"RecordPluginUseState", me.szName, nPluginNum});
end
end
end
function Player:JiesuoNotify()
local tbMsg = {};
tbMsg.szMsg = "Tài khoản khóa đã bị hủy";
tbMsg.nOptCount = 1;
UiManager:OpenWindow(Ui.UI_MSGBOX, tbMsg);
end
-- 提醒用户正在申请取消帐号锁
function Player:ApplyJiesuoNotify(dwApplyTime)
local tbMsg = {};
tbMsg.szMsg = "Tài khoản đang <color=red>xin trợ giúp mở khóa<color>, nhấp \"Xác nhận\" kiểm tra chi tiết.";
tbMsg.nOptCount = 2;
function tbMsg:Callback(nOptIndex)
if (nOptIndex == 2) then
local szSay = "Một nhân vật khác trong tài khoản đã xin đóng bảo vệ tài khoản. Nếu bạn không làm thao tác này, xin lập tức hủy bỏ, dùng phần mềm diệt virus mới nhất quét virus Trojan và đổi mật mã để đảm bảo an toàn cho tài khoản."..
"\nNhắc nhở: Xin đóng bảo vệ tài khoản sẽ có hiệu lực khi đăng nhập lại sau <color=yellow>5<color> ngày kể từ ngày xin phép.";
if dwApplyTime ~= nil then
szSay = "Vào <color=white><bclr=blue>"..os.date("%Y - %m - %d %H giờ %M phút %S giây", dwApplyTime)..
"<bclr><color> xin đóng bảo vệ tài khoản. Nếu bạn không làm thao tác này, xin lập tức hủy bỏ, dùng phần mềm diệt virus mới nhất quét virus Trojan và đổi mật mã để đảm bảo an toàn cho tài khoản."..
"\nNhắc nhở: Xin đóng bảo vệ tài khoản sẽ có hiệu lực sau <color=white><bclr=blue>"..os.date("%Y - %m - %d %H giờ %M phút %S giây", dwApplyTime + 5 * 24 * 60 * 60).."<bclr><color> sau đăng nhập lại mới có hiệu lực";
end
if UiManager:WindowVisible(Ui.UI_SAYPANEL) == 1 then -- 有 白驹经验等 对话框打开时
me.Msg(szSay);
else
Dialog:Say(szSay);
end
end
end
UiManager:OpenWindow(Ui.UI_MSGBOX, tbMsg);
Player.bApplyingJiesuo = 1;
end
function Player:SyncJiesuoState_C(bCanApplyJiesuo, bApplyingJiesuo, dwApplyTime)
self.bCanApplyJiesuo = bCanApplyJiesuo;
self.bApplyingJiesuo = bApplyingJiesuo;
self.dwApplyJiesuoTime = dwApplyTime;
end
function Player:SetActiveAura(nActiveAura)
me.SetAuraSkill(nActiveAura);
end
end
-- 客户端 当生命低于25%时候
------------------------------------------------------------------------
function Player:LifeIsPoor_C()
if (me.nLevel > 20) then
return;
end;
local bHave = false;
local tbBuffList = me.GetBuffList();
for i = 1, #tbBuffList do
local tbInfo = me.GetBuffInfo(tbBuffList[i].uId);
if (tbInfo.nSkillId == 476) then
bHave = true;
end;
end;
local pNpc = me.GetNpc();
if (not bHave and pNpc) then
pNpc.Chat("Điềm Tửu Thúc nhắc ta nên ăn khi chiến đấu ngoài rừng!");
end;
end;
function Player:LogPluginUseState(bExchangeServerComing)
if (bExchangeServerComing ~= 1) then
me.CallClientScript({"Player:GetPluginUseState"});
end
end
-------------------------------------------------------------------------
-- 注册通用上线事件
PlayerEvent:RegisterGlobal("OnLogin", Player._OnLogin, Player);
-- 注册通用下线事件
PlayerEvent:RegisterGlobal("OnLogout", Player._OnLogout, Player);
-- 注册升级回掉
PlayerEvent:RegisterGlobal("OnLevelUp", Player._OnLevelUp, Player);
-- 注册玩家死亡事件
PlayerEvent:RegisterGlobal("OnDeath", Player._OnDeath, Player);
-- 注册通用杀怪事件
PlayerEvent:RegisterGlobal("OnKillNpc", Player._OnKillNpc, Player);
PlayerEvent:RegisterGlobal("OnCampChange", Player._OnCampChange, Player);
-- 注册定期清心得书使用事件
PlayerSchemeEvent:RegisterGlobalDailyEvent({Player.ClearInsightBookUsedCount, Player});
PlayerEvent:RegisterGlobal("OnLogin", Player.OnLogin_AccountSafe, Player);
PlayerEvent:RegisterGlobal("OnLogin", Player.OnLogin_StatComeBack, Player);
PlayerEvent:RegisterGlobal("OnLogin", Player.OnLogin_OnSetComeBackOldPlayer, Player);
PlayerEvent:RegisterGlobal("OnLogin", Player.LogPluginUseState, Player);
---- 注册定期清xxxx
--PlayerSchemeEvent:RegisterGlobalDailyEvent({Player.ClearCibeixinjingUsedAmount, Player});
--