fix: improve endgame clock and gameplay stability
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@@ -0,0 +1,16 @@
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-- Capture only four ItemConfigRelic rows, one per heartbeat, outside battle.
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do
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local ids={63295,63296,63305,63306}; local s=_G.__gacRelicItem20261102 or {index=1}; _G.__gacRelicItem20261102=s
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if s.index>#ids then return end
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local flags=CS.System.Enum.ToObject(typeof(CS.System.Reflection.BindingFlags),60)
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local manager=CS.RPG.Client.GlobalVars.s_GamePhaseManager
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local phase=manager and typeof(CS.RPG.Client.GamePhaseManager):GetField('_CurrentPhase',flags):GetValue(manager)
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if not phase or typeof(CS.RPG.Client.BattleGamePhase):IsInstanceOfType(phase) then return end
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local id=ids[s.index]
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local ok,err=pcall(function()
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local row=CS.RPG.GameCore.ItemConfigRelicExcelTable.GetData(id)
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CS.UnityEngine.Debug.Log('[GAC_RELIC_ITEM] '..id..' '..CS.Newtonsoft.Json.JsonConvert.SerializeObject(row))
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end)
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if not ok then CS.UnityEngine.Debug.Log('[GAC_RELIC_ITEM] ERROR '..id..' '..tostring(err)) end
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s.index=s.index+1
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end
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