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//根据user的inven读宠物数据
var CInventory_GetCreatureMgrW = new NativeFunction(ptr(0x080dd568), 'pointer', ['pointer'], {"abi":"sysv"});
//穿戴中宠物获得经验 只对消耗疲劳的经验的宠物生效
var CCreature_GainExpCreature = new NativeFunction(ptr(0x08337bbc), 'int', ['pointer','int','pointer'], {"abi":"sysv"});
//穿戴中宠物获得经验 道具类宠物也生效 creture,int,user 木偶类型int=提升级数 其他类型为增加的经验值
var CCreature_GainExp = new NativeFunction(ptr(0x083378fc), 'int', ['pointer','int','pointer'], {"abi":"sysv"});
//获取宠物当前经验值
var CCreature_GetExp = new NativeFunction(ptr(0x0833f08e), 'int', ['pointer'], {"abi":"sysv"});
//根据经验计算当前该经验对应的等级 若是道具升级则是道具使用次数(猜测)
var CCreature_GetExpLevel = new NativeFunction(ptr(0x083374d2), 'int', ['pointer','int'], {"abi":"sysv"});
//获取宠物最大等级 pointer = creature.add(17*4).readPointer();
var CCreature_GetMaxLevel = new NativeFunction(ptr(0x0833f24c), 'int', ['pointer'], {"abi":"sysv"});
//获取穿戴中宠物id .cre
var CCreature_GetCreatureId = new NativeFunction(ptr(0x833f0da), 'int', ['pointer'], {"abi":"sysv"});
//获取穿戴的宠物装备ID .equ
var CCreatureItem_GetItemId = new NativeFunction(ptr(0x833efa4), 'int', ['pointer'], {"abi":"sysv"});
//获取穿戴的宠物UID
var CCreatureItem_GetUid = new NativeFunction(ptr(0x833efbe), 'int', ['pointer'], {"abi":"sysv"});
var CCreature_IsDieCreature = new NativeFunction(ptr(0x08338478), 'int', ['pointer'], {"abi":"sysv"});
var CCreature_GetOverSkillTime = new NativeFunction(ptr(0x0833f0e6), 'pointer', ['pointer'], {"abi":"sysv"});
//检查金钱兔的overskill
var COverSkillTime_checkTime = new NativeFunction(ptr(0x0833d65e), 'int', ['pointer'], {"abi":"sysv"});
//map的走位图 长度有几个图
var CBattle_Field_getMapWidth = new NativeFunction(ptr(0x0822cefc), 'int', ['pointer'], {"abi":"sysv"});
//map的走位图 高度有几个图
var CBattle_Field_getMapHeight = new NativeFunction(ptr(0x0822cf0a), 'int', ['pointer'], {"abi":"sysv"});
//map的走位图 高度有几个图
var CBattle_Field_getCurPosXY = new NativeFunction(ptr(0x08300da6), 'int', ['pointer'], {"abi":"sysv"});
//进map时长
var CParty_GetMapPlayingTime = new NativeFunction(ptr(0x85b6768), 'int', ['pointer'], {"abi":"sysv"});
//map的走位图X坐标 从左上角开始计算0,0
var CBattle_Field_GetCurPosX = new NativeFunction(ptr(0x085bf32c), 'int', ['pointer'], {"abi":"sysv"});
//map的走位图Y坐标 从左上角开始计算0,0
var CBattle_Field_GetCurPosY = new NativeFunction(ptr(0x085bf382), 'int', ['pointer'], {"abi":"sysv"});
//mapID
var CBattle_Field_GetCurrentMapIndex = new NativeFunction(ptr(0x0822d05e), 'int', ['pointer'], {"abi":"sysv"});
//是否杀完深渊怪物 需在副本中使用该函数 0=未击杀或未开深渊 1=成功杀完深渊怪物
var CBattle_Field_IsKilledAllHellGruoups = new NativeFunction(ptr(0x085bf250), 'int', ['pointer'], {"abi":"sysv"});
//设置party成员存活状态 int=0死亡 =1复活币复活 =2复活药复活
var CParty_set_charac_live = new NativeFunction(ptr(0x085b29bc), 'void', ['pointer','pointer','int'], {"abi":"sysv"}); |
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