mirror of
https://github.com/FloatTech/ZeroBot-Plugin.git
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parent
659f4e07c2
commit
085e95cd48
@ -29,7 +29,7 @@ type fishdb struct {
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const FishLimit = 50
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// version 规则版本号
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const version = "5.6.1"
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const version = "5.6.2"
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// 各物品信息
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type jsonInfo struct {
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@ -102,7 +102,7 @@ type buffInfo struct {
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Coupon int `db:"Buff1"` // 优惠卷
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SalesPole int `db:"Buff2"` // 卖鱼竿上限
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BuyTing int `db:"Buff3"` // 购买上限
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Buff4 int `db:"Buff4"` // 暂定
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Buff4 int `db:"Buff4"` // 暂定
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Buff5 int `db:"Buff5"` // 暂定
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Buff6 int `db:"Buff6"` // 暂定
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Buff7 int `db:"Buff7"` // 暂定
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@ -625,15 +625,19 @@ func (sql *fishdb) refreshStroeInfo() (ok bool, err error) {
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thingInfo.Number = 100
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}
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_ = sql.db.Insert("store", &thingInfo)
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// 每天上架20本净化书
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// 每天上架1木竿
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thingInfo = store{
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Duration: time.Now().Unix(),
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Name: "净化书",
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Type: "article",
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Price: priceList["净化书"] * discountList["净化书"] / 100,
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Name: "初始木竿",
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Type: "pole",
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Price: priceList["木竿"]+priceList["木竿"] * discountList["木竿"]/100,
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Other: "30/0/0/0",
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}
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_ = sql.db.Find("store", &thingInfo, "WHERE Name = '初始木竿'")
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thingInfo.Number ++
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if thingInfo.Number > 5{
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thingInfo.Number = 1
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}
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_ = sql.db.Find("store", &thingInfo, "WHERE Name = '净化书'")
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thingInfo.Number = 20
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_ = sql.db.Insert("store", &thingInfo)
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}
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return true, nil
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@ -42,9 +42,9 @@ func init() {
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}
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ctx.SendChain(message.ImageBytes(pic))
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})
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engine.OnRegex(`^消除绑定诅咒(\d*)$`, getdb).SetBlock(true).Limit(ctxext.LimitByUser).Handle(func(ctx *zero.Ctx) {
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engine.OnRegex(`^消除(绑定|宝藏)诅咒(\d*)$`, getdb).SetBlock(true).Limit(ctxext.LimitByUser).Handle(func(ctx *zero.Ctx) {
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uid := ctx.Event.UserID
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number, _ := strconv.Atoi(ctx.State["regex_matched"].([]string)[1])
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number, _ := strconv.Atoi(ctx.State["regex_matched"].([]string)[2])
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if number == 0 {
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number = 1
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}
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@ -190,7 +190,7 @@ func init() {
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"6.垃圾:\n-> 均价:10 上钩概率:30%\n" +
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"7.物品BUFF:\n-> 钓鱼佬 : 当背包名字含有'鱼'的物品数量超过100时激活,钓到物品概率提高至90%\n-> 修复大师 : 当背包鱼竿数量超过10时激活,修复物品时耐久百分百继承\n" +
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"8.合成:\n-> 铁竿 : 3x木竿\n-> 金竿 : 3x铁竿\n-> 钻石竿 : 3x金竿\n-> 下界合金竿 : 3x钻石竿\n-> 三叉戟 : 3x下界合金竿\n注:合成成功率90%(包括梭哈),合成鱼竿的附魔等级=(附魔等级合/合成鱼竿数量)\n" +
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"9.杂项:\n-> 无装备的情况下,每人最多可以购买3次100块钱的鱼竿\n-> 默认状态钓鱼上钩概率为60%(理论值!!!)\n-> 附魔的鱼竿会因附魔变得昂贵,每个附魔最高3级\n-> 三叉戟不算鱼竿,修复时可直接满耐久\n" +
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"9.杂项:\n-> 无装备的情况下,每人最多可以购买3次100块钱的鱼竿,商店每日会上架1木竿\n-> 默认状态钓鱼上钩概率为60%(理论值!!!)\n-> 附魔的鱼竿会因附魔变得昂贵,每个附魔最高3级\n-> 三叉戟不算鱼竿,修复时可直接满耐久\n" +
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"-> 鱼竿数量大于50的不能买东西;\n 鱼竿数量大于30的不能钓鱼;\n 每购/售10次鱼竿获得1层宝藏诅咒;\n 每购买20次物品将获得3次价格减半福利;\n 每钓鱼75次获得1本净化书;\n" +
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" 每天可交易鱼竿10个,购买物品30件(垃圾除外)."
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@ -393,7 +393,7 @@ func init() {
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}
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ctx.Send(message.ReplyWithMessage(ctx.Event.MessageID, message.Text("出售成功,你赚到了", pice, msg)))
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})
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engine.OnRegex(`^购买(`+strings.Join(thingList, "|")+`)\s*(\d*)$`, getdb, refreshFish).SetBlock(true).Limit(limitSet).Handle(func(ctx *zero.Ctx) {
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engine.OnRegex(`^购买(`+strings.Join(thingList, "|")+`|初始木竿)\s*(\d*)$`, getdb, refreshFish).SetBlock(true).Limit(limitSet).Handle(func(ctx *zero.Ctx) {
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uid := ctx.Event.UserID
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thingName := ctx.State["regex_matched"].([]string)[1]
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number, _ := strconv.Atoi(ctx.State["regex_matched"].([]string)[2])
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@ -472,6 +472,9 @@ func init() {
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thingPice := (priceList[info.Name] - (durationList[info.Name] - durable) - maintenance*2 +
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induceLevel*600*discountList["诱钓"]/100 +
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favorLevel*1800*discountList["海之眷顾"]/100) * discountList[info.Name] / 100
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if strings.Contains(thingName, "初始木竿"){
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thingPice = priceList["木竿"]+priceList["木竿"] * discountList["木竿"]/100
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}
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pice = append(pice, thingPice)
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} else {
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thingPice := priceList[info.Name] * discountList[info.Name] / 100
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@ -618,6 +621,9 @@ func init() {
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Number: 1,
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Other: thing.Other,
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}
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if thingName == "初始木竿"{
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newCommodity.Name = "木竿"
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}
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} else {
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things, err1 := dbdata.getUserThingInfo(uid, thingName)
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if err1 != nil {
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@ -794,6 +800,9 @@ func drawStroeInfoImage(stroeInfo []store) (picImage image.Image, err error) {
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induceLevel, _ := strconv.Atoi(poleInfo[2])
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favorLevel, _ := strconv.Atoi(poleInfo[3])
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pice = (priceList[info.Name] - (durationList[info.Name] - durable) - maintenance*2 + induceLevel*600 + favorLevel*1800) * discountList[info.Name] / 100
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if strings.Contains(name, "初始木竿"){
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pice = priceList["木竿"]+priceList["木竿"] * discountList["木竿"]/100
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}
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} else {
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pice = priceList[info.Name] * discountList[info.Name] / 100
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}
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