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@@ -32,6 +32,10 @@ FatalismStone_AttrTagDrawOrder <- ["[physical attack]", "[magical attack]", "[ph
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class FatalismStone_Stone {
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//唯一ID
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Uuid = null;
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//魂石ID
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Id = null;
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//数据
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Info = null;
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//显示偏移位置
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@@ -42,6 +46,10 @@ class FatalismStone_Stone {
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//完成Flag
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isSuccess = false;
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//唯一属性加载Flag
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isInitializeData = false;
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//唯一属性请求Flag
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isInitializeRequestData = false;
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constructor(Arg) {
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if (Arg != null) {
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@@ -54,6 +62,7 @@ class FatalismStone_Stone {
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FatalismStoneLst.rawset(Arg, Buf);
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}
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Initialize(Buf);
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Id = Arg;
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} else printf("FatalismStone_Stone:没有找到Id为" + Arg + "的魂石");
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}
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isSuccess = true;
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@@ -74,13 +83,14 @@ class FatalismStone_Stone {
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//悬停
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function HoverShow(X, Y) {
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//绘制悬停框
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L_sq_SetDrawImgModel(2, 0);
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Rindro_Image_GlobalMap["lenheartui"].DrawPng(353, X - 31 + 1, Y + 1);
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L_sq_ReleaseDrawImgModel();
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if (!isSuccess) return;
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if (!isInitializeRequestData) {
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isInitializeRequestData = true;
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Rindro_BaseToolClass.SendPackEx({
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op = 21000011,
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uuid = Uuid
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})
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}
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//基础长度50
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local Height = 50;
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Height += Info.Attribute.len() * 14; //计算属性带来的高度加成
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@@ -178,23 +188,15 @@ class FatalismStone_Stone {
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//初始化数据
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function InitializeData(info) {
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BackupInfo = info;
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//同步位置
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XPos = info.XPos;
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YPos = info.YPos;
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//如果是没有ID的通过传入的数据确定魂石类型
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if (Stone_Type == null) Stone_Type = info.StoneType;
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if (!isSuccess) return;
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//得到洗练度
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local Rate = info.CultivationDegree;
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local Rate = info.Cultivation;
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Info.cultivationDegree = (Rate * 100.0);
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//计算属性
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foreach(Key, value in Info.Attribute) {
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Info.Attribute[Key] = (value[0] + (value[1] - value[0]) * Rate).tointeger();
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local BaseValueArr = FatalismStoneLst[Id].Attribute[Key];
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Info.Attribute[Key] = (BaseValueArr[0] + (BaseValueArr[1] - BaseValueArr[0]) * Rate).tointeger();
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}
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isInitializeData = true;
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}
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//品级颜色
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