上架装备跨界插件
This commit is contained in:
parent
7edd836c63
commit
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@ -82,15 +82,37 @@
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}
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},
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"装备跨界": {
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"Private": true,
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"price": 0,
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"Script": [
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"Project/ItemTool/ItemCrossover/ItemCrossover.nut"
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],
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"info": {
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"ProjectAuthor": "官方 (期限:月)",
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"ProjectAuthor": "0",
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"ProjectVersion": "1.0.0",
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"ProjectDescribe": "装备跨界定制插件",
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"ImageMini": "http://49.234.27.222:8651/dps/download2/Image:chengjiu.png"
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"ProjectDescribe": "装备跨界插件",
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"ProjectAlias": "装备跨界插件",
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"ProjectDetails": [
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{
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"type": "img",
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"content": "0"
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},
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{
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"type": "img",
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"content": "1"
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},
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{
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"type": "img",
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"content": "2"
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},
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{
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"type": "str",
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"content": "在 etc/rindro/itemtool/itemcrossover/itemcrossover.etc 文件中更改配置,详细说明如下."
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},
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{
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"type": "img",
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"content": "3"
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}
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]
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}
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},
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"赛利亚的热忱": {
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@ -119,13 +141,16 @@
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{
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"type": "img",
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"content": "0"
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},{
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},
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{
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"type": "str",
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"content": "在 etc/rindro/ancientrelic/ancientrelic.etc 文件中更改配置,三个数字为一组,(装备编号,普通状态下伤害倍率,开启魔能爆发状态下伤害倍率),可自行拓展装备和伤害,不限制装备类型."
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},{
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},
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{
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"type": "img",
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"content": "1"
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},{
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},
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{
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"type": "str",
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"content": "其余机制均与原版一模一样."
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}
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@ -10,6 +10,8 @@ class CustomizeWeapon_AncientRelic {
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//是否有荒古装备
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IsAncientRelic = false;
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//当前荒古装备信息
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CurrentAncientRelicInfo = null;
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//当前魔能积攒数值
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MagicEnergyValue = 0;
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//当前魔能开启状态
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@ -23,6 +25,7 @@ class CustomizeWeapon_AncientRelic {
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//魔能状态伤害增加率
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MagicDamageRate = 1.0;
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EffectSetFlag = null;
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constructor() {
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Info = {};
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@ -38,10 +41,12 @@ class CustomizeWeapon_AncientRelic {
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}
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local NormalRate = Data.Get();
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local ExRate = Data.Get();
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local DefaultMagicEnergyValue = Data.Get();
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Info.rawset(Fbuf, {
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NormalRate = NormalRate.tofloat() / 100.0 + 1.0,
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ExRate = ExRate.tofloat() / 100.0 + 1.0
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ExRate = ExRate.tofloat() / 100.0 + 1.0,
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DefaultMagicEnergyValue = DefaultMagicEnergyValue.tointeger()
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})
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}
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}
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@ -52,7 +57,7 @@ class CustomizeWeapon_AncientRelic {
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return MagicEnergyState ? MagicDamageRate : DamageRate;
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}.bindenv(this));
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DrawAppendCallBackFunc.rawset("AncientRelic", DrawEffect.bindenv(this));
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// DrawAppendCallBackFunc.rawset("AncientRelic", DrawEffect.bindenv(this));
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// onAttackParentCallBackFunc.rawset("AncientRelic", OnAttack.bindenv(this));
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// local str = "funcaksdnjkansdknasjdad";
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@ -70,6 +75,13 @@ class CustomizeWeapon_AncientRelic {
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local appendage = CNSquirrelAppendage.sq_GetAppendage(obj, "../etc/rindro/ancientrelic/ancientrelic.nut");
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if (!appendage) {
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CNSquirrelAppendage.sq_AppendAppendage(obj, obj, 169, true, "../etc/rindro/ancientrelic/ancientrelic.nut", true);
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if (CurrentAncientRelicInfo) {
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DamageRate = CurrentAncientRelicInfo.NormalRate;
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MagicDamageRate = CurrentAncientRelicInfo.ExRate;
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MagicEnergyValue = CurrentAncientRelicInfo.DefaultMagicEnergyValue;
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}
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//默认魔能值不为0的装备
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if (MagicEnergyValue != 0) SetEffect();
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}
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}
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}
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@ -77,7 +89,8 @@ class CustomizeWeapon_AncientRelic {
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//魔能爆炸
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function MagicEnergyExplosion(obj) {
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local OutbreakBool = obj.getMyPassiveObject(48882, 0);
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if (OutbreakBool && !MagicEnergyState) {
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if (OutbreakBool && !MagicEnergyState && MagicEnergyValue >= 100) {
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EffectSetFlag = 7;
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MagicEnergyState = true;
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MagicEnergyTimer = Clock();
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sq_SendDestroyPacketPassiveObject(OutbreakBool);
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@ -85,47 +98,83 @@ class CustomizeWeapon_AncientRelic {
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}
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//绘制魔能特效
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function DrawEffect(args) {
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if (IsAncientRelic) {
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//魔能开启状态
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if (MagicEnergyValue > 0) {
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if (MagicEnergyState) {
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if (MagicEnergyStage == 0) {
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Rindro_BaseToolClass.DrawAniEx(args[1], args[2], "etc/rindro/ancientrelic/ani/open/01_red/red_onedodge2.ani");
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} else if (MagicEnergyStage == 1) {
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Rindro_BaseToolClass.DrawAniEx(args[1], args[2], "etc/rindro/ancientrelic/ani/open/02_yellow/yellow_onedodge2.ani");
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} else if (MagicEnergyStage == 2) {
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Rindro_BaseToolClass.DrawAniEx(args[1], args[2], "etc/rindro/ancientrelic/ani/open/03_white/white_onedodge2.ani");
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}
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}
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//普通状态
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else {
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local Step = ((MagicEnergyValue / 20).tointeger() + 1);
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if (Step > 5) Step = 5;
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Rindro_BaseToolClass.DrawAniEx(args[1], args[2], "etc/rindro/ancientrelic/ani/" + Step + "/particle1.ani");
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}
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// //绘制魔能特效
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// function DrawEffect(args) {
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// if (IsAncientRelic) {
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// //魔能开启状态
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// if (MagicEnergyValue > 0) {
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// if (MagicEnergyState) {
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// if (MagicEnergyStage == 0) {
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// Rindro_BaseToolClass.DrawAniEx(args[1], args[2], "etc/rindro/ancientrelic/ani/open/01_red/red_onedodge2.ani");
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// } else if (MagicEnergyStage == 1) {
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// Rindro_BaseToolClass.DrawAniEx(args[1], args[2], "etc/rindro/ancientrelic/ani/open/02_yellow/yellow_onedodge2.ani");
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// } else if (MagicEnergyStage == 2) {
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// Rindro_BaseToolClass.DrawAniEx(args[1], args[2], "etc/rindro/ancientrelic/ani/open/03_white/white_onedodge2.ani");
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// }
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// }
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// //普通状态
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// else {
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// local Step = ((MagicEnergyValue / 20).tointeger() + 1);
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// if (Step > 5) Step = 5;
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// Rindro_BaseToolClass.DrawAniEx(args[1], args[2], "etc/rindro/ancientrelic/ani/" + Step + "/particle1.ani");
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// }
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}
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}
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}
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// }
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// }
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// }
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//攻击判定回调
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function OnAttack() {
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if (IsAncientRelic) {
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if (IsAncientRelic && !MagicEnergyState) {
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MagicEnergyValue++;
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SetEffect();
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if (MagicEnergyValue > 100) MagicEnergyValue = 100;
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}
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}
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//设置魔能值与动画关联关系
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function SetEffect() {
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if (MagicEnergyValue == 1) EffectSetFlag = 1;
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if (MagicEnergyValue == 20) EffectSetFlag = 2;
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if (MagicEnergyValue == 40) EffectSetFlag = 3;
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if (MagicEnergyValue == 60) EffectSetFlag = 4;
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if (MagicEnergyValue == 80) EffectSetFlag = 5;
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if (MagicEnergyValue == 100) EffectSetFlag = 6;
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}
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function AppendProc(appendage) {
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if (EffectSetFlag != null && EffectSetFlag <= 6 && !MagicEnergyState) {
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appendage.sq_DeleteEffectFront();
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appendage.sq_AddEffectFront("etc/rindro/ancientrelic/ani/" + EffectSetFlag + "/particle1.ani");
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EffectSetFlag = null;
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} else if (EffectSetFlag == 7) {
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appendage.sq_DeleteEffectFront();
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appendage.sq_AddEffectFront("etc/rindro/ancientrelic/ani/open/01_red/red_onedodge2.ani");
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EffectSetFlag = null;
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} else if (EffectSetFlag == 8) {
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appendage.sq_DeleteEffectFront();
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appendage.sq_AddEffectFront("etc/rindro/ancientrelic/ani/open/02_yellow/yellow_onedodge2.ani");
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EffectSetFlag = null;
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} else if (EffectSetFlag == 9) {
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appendage.sq_DeleteEffectFront();
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appendage.sq_AddEffectFront("etc/rindro/ancientrelic/ani/open/03_white/white_onedodge2.ani");
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EffectSetFlag = null;
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} else if (EffectSetFlag == 10) {
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appendage.sq_DeleteEffectFront();
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EffectSetFlag = null;
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}
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}
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//检测是否穿戴荒古装备
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function CheckWear() {
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for (local i = 1; i< 13; ++i) {
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//编号
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local Index = L_sq_GetCharacterAttribute(0x1c, i);
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if (Info.rawin(Index)) {
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DamageRate = Info[Index].NormalRate;
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MagicDamageRate = Info[Index].ExRate;
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CurrentAncientRelicInfo = Info[Index];
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IsAncientRelic = true;
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return;
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}
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@ -139,14 +188,16 @@ class CustomizeWeapon_AncientRelic {
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if (MagicEnergyValue > 0) {
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if (MagicEnergyState) {
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//检测魔能变更时间
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if (Clock() - MagicEnergyTimer >= 7000) {
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if (Clock() - MagicEnergyTimer >= 1000) {
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MagicEnergyTimer = Clock();
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MagicEnergyStage++;
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EffectSetFlag = 7 + MagicEnergyStage;
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//爆发结束
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if (MagicEnergyStage > 2) {
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MagicEnergyState = false;
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MagicEnergyStage = 0;
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MagicEnergyValue = 0;
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EffectSetFlag = 10;
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sq_GetCNRDObjectToSQRCharacter(obj).sq_SendCreatePassiveObjectPacket(48883, 0, 0, 0, 0);
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}
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}
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@ -177,6 +228,11 @@ class CustomizeWeapon_AncientRelic {
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DamageRate = 1.0;
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//魔能状态伤害增加率
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MagicDamageRate = 1.0;
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//移除掉身上的AP
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local appendage = CNSquirrelAppendage.sq_GetAppendage(obj, "../etc/rindro/ancientrelic/ancientrelic.nut");
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if (appendage) {
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CNSquirrelAppendage.sq_RemoveAppendage(obj, "../etc/rindro/ancientrelic/ancientrelic.nut");
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}
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}
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}
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}
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@ -202,4 +258,12 @@ function onAttackParent_appendage_AncientRelic(appendage, realAttacker, damager,
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}
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}
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function proc_appendage_ancient(appendage) {
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if (!appendage) return;
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local RootTab = getroottable();
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if (RootTab.rawin("CustomizeWeapon_AncientRelic_Obj")) {
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RootTab["CustomizeWeapon_AncientRelic_Obj"].AppendProc(appendage);
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}
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}
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getroottable()["LenheartFuncTab"].rawset("AncientRelicFuncN", Lenheart_AncientRelic_Fun);
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@ -67,8 +67,6 @@ class EventShopC extends LenheartNewUI_Windows {
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function RegisterNpc(id) {
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local EachManager = getroottable()["L_Each_Obj"];
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//先清空注册
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EachManager.RemoveEachForNpc(id);
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EachManager.AddEachForNpc(id, function(SThis) {
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//关闭按钮
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@ -125,8 +125,6 @@ class ExchangeC extends LenheartNewUI_Windows {
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function RegisterNpc(id) {
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local EachManager = getroottable()["L_Each_Obj"];
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//先清空注册
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EachManager.RemoveEachForNpc(id);
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EachManager.AddEachForNpc(id, function(SThis) {
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//关闭按钮
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local ApplyEngagementButton = LenheartNewUI_Each_BaseButton(0, 0, 100, 21, "interface2/popup_menu/popup_back.img", 3);
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@ -0,0 +1,84 @@
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/*
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文件名:ItemInherit.nut
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路径:Project/ItemTool/ItemInherit/ItemInherit.nut
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创建日期:2025-12-15 15:03
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文件用途:
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*/
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class ItemInheritC extends LenheartNewUI_Windows {
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//调试模式
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// DeBugMode = true;
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//不是窗口
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// NoWindow = true;
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//是否可见
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// Visible = false;
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NPCList = null;
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Img = Rindro_Image("interface2/ui/newitemtool/newitemtool.img");
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constructor(gObjectId, gX, gY, gWidth, gHeight, gTitleH) {
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Childrens = [];
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//注册控件
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RegisterWidget();
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LenheartNewUI_Windows.constructor(gObjectId, gX, gY, gWidth, gHeight, gTitleH);
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}
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function RegisterWidget() {
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// //关闭按钮
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// local CloseButton = LenheartNewUI_BaseButton(278, 0, 11, 12, "interface/lenheartwindowcommon.img", 276);
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// CloseButton.OnClick = function() {
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// this.Visible = false;
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// }.bindenv(this);
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// Childrens.append(CloseButton);
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}
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//绘制主界面
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function DrawMain(obj) {
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//背景框
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DrawNineBox(X, Y, 292, 292, "interface/lenheartwindowcommon.img", 213);
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//标题
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DrawWindowTitle(293);
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//绘制标题名
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L_sq_DrawCode("装备继承", X + 123, Y + 5, sq_RGBA(230, 200, 155, 255), 0, 1);
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Img.DrawPng(3, X + 8, Y + 32);
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Rindro_Image_GlobalMap["lenheartui"].DrawPng(469, X + 260, Y + 40);
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}
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function Show(obj) {
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DrawMain(obj);
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LenheartNewUI_Windows.Show(obj);
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}
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//逻辑入口
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function Proc(obj) {
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LenheartNewUI_Windows.SyncPos(X, Y);
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}
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}
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L_Windows_List <- [];
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getroottable().rawdelete("LenheartPluginsInitFlag");
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getroottable().rawdelete("EventList_Obj")
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getroottable().rawdelete("ItemInherit_Obj");
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getroottable().rawdelete("L_Each_Obj");
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function Lenheart_ItemInherit_Fun(obj) {
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local RootTab = getroottable();
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if (!RootTab.rawin("ItemInherit_Obj")) {
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RootTab.rawset("ItemInherit_Obj", true);
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LenheartNewUI_CreateWindow(ItemInheritC, "装备继承窗口", ((getroottable().Rindro_Scr_Width - 700) / 2).tointeger(), 160, 292, 290, 28);
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}
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}
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getroottable()["LenheartFuncTab"].rawset("ItemInheritFuncN", Lenheart_ItemInherit_Fun);
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@ -288,8 +288,6 @@ class NpcTransactionC extends LenheartNewUI_Windows {
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function RegNpc() {
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local EachManager = getroottable()["L_Each_Obj"];
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foreach(id in NPCList) {
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//先清空注册
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EachManager.RemoveEachForNpc(id);
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EachManager.AddEachForNpc(id, function(SThis) {
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//关闭按钮
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local ApplyEngagementButton = LenheartNewUI_Each_BaseButton(0, 0, 100, 21, "interface2/popup_menu/popup_back.img", 3);
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@ -169,8 +169,6 @@ class RecoveryC extends LenheartNewUI_Windows {
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function RegisterNpc(id) {
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local EachManager = getroottable()["L_Each_Obj"];
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//先清空注册
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EachManager.RemoveEachForNpc(id);
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EachManager.AddEachForNpc(id, function(SThis) {
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//关闭按钮
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@ -213,6 +213,9 @@
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"description": "设置"
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},
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"Project/ItemTool/ItemCrossover": {
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"description": "装备跨甲"
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"description": "装备跨界"
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},
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"Project/ItemTool/ItemInherit": {
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"description": "装备继承"
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}
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}
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