生命卡修改为意念 预设修改

ShaoNv
PC-202302260912\Administrator 2024-09-12 18:34:47 +08:00
parent 0a864ffc99
commit 0b3cb6df94
18 changed files with 175 additions and 185 deletions

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View File

@ -2836,7 +2836,7 @@ ExpeditionNodeType = {
[11] = "玩家头像框",
[12] = "改名卡",
[13] = "霸气",
[14] = "生命卡",
[14] = "意念",
[15] = "头像",
[16] = "称号",
[17] = "皮肤",
@ -2851,7 +2851,7 @@ ExpeditionNodeType = {
[27] = "好感度礼物",
[28] = "坐骑碎片",
[29] = "化身卡",
[30] = "生命卡碎片",
[30] = "意念碎片",
[31] = "命石",
[32] = "挂机时长资源包",
[33] = "神石",
@ -2888,11 +2888,11 @@ ItemBaseTypeName = {
[5] = "宝器",
[6] = "霸气",
[7] = "材料",
[8] = "生命卡碎片",
[8] = "意念碎片",
[9] = "命石",
[10] = "神印",
[11] = "奥义卡",
[12] = "生命卡",
[12] = "意念",
[13] = "神石",
[14] = "主角礼物",
[15] = "英雄礼物",

View File

@ -535,7 +535,7 @@ Language = {
[10534] = GetLanguageStrById("MonsterGroup 表中找不到奖励组ID "),
[10535] = GetLanguageStrById("星解锁"),
[10536] = GetLanguageStrById("英雄"),
[10537] = GetLanguageStrById("星获得专属生命卡"),
[10537] = GetLanguageStrById("星获得专属意念"),
[10538] = GetLanguageStrById("点击查看英雄属性"),
[10539] = GetLanguageStrById("无符合要求的英雄!"),
[10540] = GetLanguageStrById("已将所有英雄复活并恢复全部血量!"),
@ -1520,8 +1520,8 @@ Language = {
[11519] = GetLanguageStrById("饰品"),
[11520] = GetLanguageStrById("界神技"),
[11521] = GetLanguageStrById("材料"),
[11522] = GetLanguageStrById("分解中,包含了史诗及以上的生命卡。分解操作不可逆转,确定要进行分解吗?"),
[11523] = GetLanguageStrById("此英雄尚未获得专属生命卡"),
[11522] = GetLanguageStrById("分解中,包含了史诗及以上的意念。分解操作不可逆转,确定要进行分解吗?"),
[11523] = GetLanguageStrById("此英雄尚未获得专属意念"),
[11524] = GetLanguageStrById("已装备该界神技"),
[11525] = GetLanguageStrById("是否要将<color=#66FF00>%s</color>的<color=#66FF00>%s</color>装备到<color=#66FF00>%s</color>上?"),
[11526] = GetLanguageStrById("装备成功!"),
@ -1609,9 +1609,9 @@ Language = {
[11608] = GetLanguageStrById("英雄归元成功,等级重置为1级"),
[11609] = GetLanguageStrById("确认归元"),
[11610] = GetLanguageStrById("归元英雄会返还所有的升级材料英雄重置为1级此操作不可逆是否确认归元\n\n\t\t\t\t\t\t\t归元后获得:"),
[11611] = GetLanguageStrById("生命卡归元成功!"),
[11611] = GetLanguageStrById("意念归元成功!"),
[11612] = GetLanguageStrById("确定归元"),
[11613] = GetLanguageStrById("<color=#6DFA55>%s</color>的生命卡会重置为<color=#6DFA55>1</color>阶,并返还进阶时消耗的金币和陨铁,是否确认归元?\n\n\t\t\t\t\t\t\t归元后获得:"),
[11613] = GetLanguageStrById("<color=#6DFA55>%s</color>的意念会重置为<color=#6DFA55>1</color>阶,并返还进阶时消耗的金币和陨铁,是否确认归元?\n\n\t\t\t\t\t\t\t归元后获得:"),
[11614] = GetLanguageStrById("当前不可使用炸弹!"),
[11615] = GetLanguageStrById("奖励层不可使用炸弹~"),
[11616] = GetLanguageStrById("炸弹使用已达最大次数~"),
@ -1717,7 +1717,7 @@ Language = {
[11716] = GetLanguageStrById("四星英雄"),
[11717] = GetLanguageStrById("三星英雄"),
[11718] = GetLanguageStrById("星</color></size>"),
[11719] = GetLanguageStrById("<size=34><color=#5AC383>生命卡+25</color></size>"),
[11719] = GetLanguageStrById("<size=34><color=#5AC383>意念+25</color></size>"),
[11720] = GetLanguageStrById(""),
[11721] = GetLanguageStrById(""),
[11722] = GetLanguageStrById(""),
@ -1732,7 +1732,7 @@ Language = {
[11731] = GetLanguageStrById("资源已达上限,超出部分将无法获得,是否分解?"),
[11732] = GetLanguageStrById("伙伴退役"),
[11733] = GetLanguageStrById("英雄归元"),
[11734] = GetLanguageStrById("生命卡归元"),
[11734] = GetLanguageStrById("意念归元"),
[11735] = GetLanguageStrById("神龙分解"),
[11736] = GetLanguageStrById("请选择需要退役的英雄!"),
[11737] = GetLanguageStrById("最多选择%s个英雄"),
@ -1750,9 +1750,9 @@ Language = {
[11749] = GetLanguageStrById("请选择一个需要归元的英雄!"),
[11750] = GetLanguageStrById("请选择一个需要归元的英雄"),
[11751] = GetLanguageStrById("请选择一个"),
[11752] = GetLanguageStrById("需要生命卡归元的英雄"),
[11753] = GetLanguageStrById("无可归元的生命卡"),
[11754] = GetLanguageStrById("请选择一个需要归元生命卡的英雄!"),
[11752] = GetLanguageStrById("需要意念归元的英雄"),
[11753] = GetLanguageStrById("无可归元的意念"),
[11754] = GetLanguageStrById("请选择一个需要归元意念的英雄!"),
[11755] = GetLanguageStrById("宝箱开启数量不能为0"),
[11756] = GetLanguageStrById("饰品强化"),
[11757] = GetLanguageStrById("饰品精炼"),
@ -2263,7 +2263,7 @@ Language = {
[12262] = GetLanguageStrById("道具种类:%s"),
[12263] = GetLanguageStrById("1级英雄无法进行归元"),
[12264] = GetLanguageStrById("此英雄已被锁定!"),
[12265] = GetLanguageStrById("1级生命卡无法进行归元!"),
[12265] = GetLanguageStrById("1级意念无法进行归元!"),
[12266] = GetLanguageStrById("信息"),
[12267] = GetLanguageStrById("坐骑"),
[12268] = GetLanguageStrById("暂未解锁"),
@ -2296,7 +2296,7 @@ Language = {
[12295] = GetLanguageStrById("紫色神龙或碎片"),
[12296] = GetLanguageStrById("蓝色神龙或碎片"),
[12297] = GetLanguageStrById("其他道具"),
[12298] = GetLanguageStrById("生命卡\n直升<size=70>25</size>级"),
[12298] = GetLanguageStrById("意念\n直升<size=70>25</size>级"),
[12299] = GetLanguageStrById("剩余:%s"),
[12300] = GetLanguageStrById("已抢空"),
[12301] = GetLanguageStrById("奖励已发放完毕!"),

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@ -21,7 +21,7 @@ local titleBg={
--神将
[3]={bg="r_richang_banner_3_zh", titleImg = "r_richang_banner_3_zi_zh", name="英雄副本",titleTip = GetLanguageStrById(specialConfig[43].Value),pos = Vector3.New(257.08,658.37,0)},
--法宝
[4]={bg="r_richang_banner_2_zh", titleImg = "r_richang_banner_2_zi_zh",name="生命卡副本", titleTip = GetLanguageStrById(specialConfig[44].Value),pos = Vector3.New(257.08,651.24,0)},
[4]={bg="r_richang_banner_2_zh", titleImg = "r_richang_banner_2_zi_zh",name="意念副本", titleTip = GetLanguageStrById(specialConfig[44].Value),pos = Vector3.New(257.08,651.24,0)},
--魂印
[5]={bg="r_richang_banner_1_zh", titleImg = "r_richang_banner_1_zi_zh", name="界神技副本",titleTip = GetLanguageStrById(specialConfig[45].Value),pos = Vector3.New(257.08,651.24,0)},
}

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@ -210,7 +210,7 @@ function this:BuildRateData(actType,UpItem,upItemList)
elseif actType == ActivityTypeDef.tiandihonglu then
for n,m in ipairs(upItemList) do
local itemConfig=ConfigManager.TryGetConfigData(ConfigName.ItemConfig, m.Reward[1])
table.insert(_upRateList,{id = m.Reward[1],tag = "生命卡碎片UP!", name=itemConfig.Name,value = m.WeightShow,color = "5B3B0B"})
table.insert(_upRateList,{id = m.Reward[1],tag = "意念碎片UP!", name=itemConfig.Name,value = m.WeightShow,color = "5B3B0B"})
end
rateList = this:RefreshSoulRate(UpItem,_upRateList,ItemType.talismanSoulChip)
elseif actType == ActivityTypeDef.Incarnation then

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@ -107,7 +107,7 @@ function this:Refresh(isTop,isAni)
self.parent:ClosePanel()
return
end
local aaa=string.format("抽到<size=35><color=#31FF00>5星</color></size>英雄生命卡时,有<size=35><color=#31FF00>%s%s</color></size>几率转化为<size=35><color=#31FF00>心愿生命卡</color></size>",RecruitManager.GetWishPro(),"%")
local aaa=string.format("抽到<size=35><color=#31FF00>5星</color></size>英雄意念时,有<size=35><color=#31FF00>%s%s</color></size>几率转化为<size=35><color=#31FF00>心愿意念</color></size>",RecruitManager.GetWishPro(),"%")
self.infoTxt.text=aaa
self.selectBtn:SetActive(false)
--self.selectBtn:GetComponent("RectTransform").localPosition = self.tabListObj[self.curSelect]:GetComponent("RectTransform").localPosition
@ -191,12 +191,12 @@ function this:ShowSingleHero(go,data,index)
Util.SetGray(self.itemList[self.curSelect][index],true)
Util.AddOnceClick(go,function ()
--PopupTipPanel.ShowTip("同系法宝只可选择一位~")
PopupTipPanel.ShowTip("心愿生命卡已满~")
PopupTipPanel.ShowTip("心愿意念已满~")
end)
elseif value == 2 then--上方选满
Util.SetGray(self.itemList[self.curSelect][index],true)
Util.AddOnceClick(go,function ()
PopupTipPanel.ShowTip("心愿生命卡已满~")
PopupTipPanel.ShowTip("心愿意念已满~")
end)
elseif value == 1 then--上方存在自己
self.maskList[self.curSelect][index]:SetActive(true)

View File

@ -50,7 +50,7 @@ function FaLingSingleShowPopup:InitComponent()
--superPro
self.superPro = Util.GetGameObject(self.midBar, "superPro")
self.superTitle = Util.GetGameObject(self.midBar, "superPro/Image/PropertyName"):GetComponent("Text")
self.superTitle.text="生命卡天赋"
self.superTitle.text="意念天赋"
self.superProGrid = Util.GetGameObject(self.superPro, "proGrid")
self.superProPre = Util.GetGameObject(self.superPro, "proGrid/Desc")
self.superProPre:SetActive(false)
@ -215,7 +215,7 @@ function FaLingSingleShowPopup:OnShow()
else
self.powerNum.text=EquipManager.CalculateWarForce(self.equipData.staticId)
end
self.equipType.text="生命卡"
self.equipType.text="意念"
--下部按钮信息
self.effectbaijin:SetActive(equipConfigData.Quantity==7)
Util.SetParticleSortLayer(self.effectbaijin,self.sortingOrder + 1)
@ -279,7 +279,7 @@ function FaLingSingleShowPopup:OnShow()
end)
end
local args={}
args[1]="是否卸下当前护佑生命卡?"
args[1]="是否卸下当前护佑意念?"
args[2]="卸下"
args[3]="取消"
args[4]=sureFunc

View File

@ -51,7 +51,7 @@ function FaLingStrongPopup:InitComponent()
--superPro
self.superPro = Util.GetGameObject(self.midBar, "superPro")
self.superTitle = Util.GetGameObject(self.midBar, "superPro/Image/name"):GetComponent("Text")
self.superTitle.text="生命卡天赋"
self.superTitle.text="意念天赋"
self.superProGrid = Util.GetGameObject(self.superPro, "proGrid")
self.superProPre = Util.GetGameObject(self.superPro, "proGrid/Desc")
self.superProPre:SetActive(false)

View File

@ -77,7 +77,7 @@ function this:OnShow(_parent,...)
end
--返还比
-- local num=tonumber(ConfigManager.GetConfigData(ConfigName.SpecialConfig,34).Value)/100
this.bodyText.text = string.format("<color=#00FF66>%s</color>的生命卡会重置为<color=#00FF66>1</color>阶\n返还<color=#00FF66>进阶消耗</color>的材料,",heroReadingName)
this.bodyText.text = string.format("<color=#00FF66>%s</color>的意念会重置为<color=#00FF66>1</color>阶\n返还<color=#00FF66>进阶消耗</color>的材料,",heroReadingName)
local _data={}
for i=1,#dropList do

View File

@ -92,7 +92,7 @@ function this.RefreshPanel(isTop,isAni)
this.title.text = "英雄心愿奖励"
actId=11701
elseif type==4 then
this.title.text = "生命卡心愿奖励"
this.title.text = "意念心愿奖励"
actId=11901
end
actconfigs=ActivityGiftManager.GetActivityInfoByType(actId)

View File

@ -8,7 +8,7 @@ local heroConfig = ConfigManager.GetConfig(ConfigName.HeroConfig)
--Tab
local TabBox = require("Modules/Common/TabBox")
local _TabData={[1] = { default = "UI_hz_gonghui_19", select = "UI_hz_gonghui_18", name = Language[10536] },
[2] = { default = "UI_hz_gonghui_19", select = "UI_hz_gonghui_18", name = "生命卡" },
[2] = { default = "UI_hz_gonghui_19", select = "UI_hz_gonghui_18", name = "意念" },
--[3] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = Language[10306] }
}
local _TabFontColor = { default = Color.New(255 / 255, 255 / 255, 255 / 255, 1),

View File

@ -236,7 +236,7 @@ function RecruitEquipPanelNew:UpdataWishPanel()
self.wishOpen.gameObject:SetActive(false)
Util.SetGray(self.wishBtn,true)
self.wishText.text = string.format("%s/%s",wishLv,data)
self.wishTipIma.text = "宝箱等级"..data.."级后开启心愿功能,\n将有更高概率获得心愿生命卡~"
self.wishTipIma.text = "宝箱等级"..data.."级后开启心愿功能,\n将有更高概率获得心愿意念~"
else
self.wishNoOpen.gameObject:SetActive(false)
self.wishOpen.gameObject:SetActive(true)
@ -276,7 +276,7 @@ function RecruitEquipPanelNew:UpdataWishPanel()
self.wishOpen.gameObject:SetActive(false)
Util.SetGray(self.wishBtn,true)
self.wishText.text = string.format("%s/%s",0,data)
self.wishTipIma.text = "宝箱等级"..data.."级后开启心愿功能,\n将有更高概率获得心愿生命卡~"
self.wishTipIma.text = "宝箱等级"..data.."级后开启心愿功能,\n将有更高概率获得心愿意念~"
end
--self:CheckNewWishHero()
end)
@ -284,7 +284,7 @@ function RecruitEquipPanelNew:UpdataWishPanel()
-- if RecruitManager.isTenRecruit == 0 then
-- self.tenTipText.text = "<color=#FFB83B><size=30>每次十连</size><color=#FEDA90><size=30>必得</size></color></color><color=#FFB83B><size=30>五星</size></color><color=#FEDA90><size=30>神将法宝</size></color>"
-- else
self.tenTipText.text = string.format("剩余<color=#22A70C>%s次</color>必得五星生命卡",RecruitManager.GetRecruit2MustCount())
self.tenTipText.text = string.format("剩余<color=#22A70C>%s次</color>必得五星意念",RecruitManager.GetRecruit2MustCount())
--end
end

View File

@ -89,7 +89,7 @@ function FaLingUpStarListPanel:OnOpen(heroData,_openThisPanel,_curSelectHeroList
this.ScrollView:SetData(heroDataList, function (index, go)
this.OnShowSingleCardData(go, heroDataList[index])
end,false,false)
this.infoTxt.text=string.format("强化所要生命卡 %s/%s",#curSelectHeroList,curNeedRoleNum)
this.infoTxt.text=string.format("强化所要意念 %s/%s",#curSelectHeroList,curNeedRoleNum)
end
function this.OnClickEnterHero(go,heroData,type)
this.OnShowSingleCardData(go,heroData,type)
@ -147,7 +147,7 @@ function this.OnShowSingleCardData(go,heroData)--isSelect 1选择 2 没选择
table_removebyvalue(curSelectHeroList,heroData.did)
isSelect=false
choosed:SetActive(false)
this.infoTxt.text=string.format("强化所要生命卡 %s/%s",#curSelectHeroList,curNeedRoleNum)
this.infoTxt.text=string.format("强化所要意念 %s/%s",#curSelectHeroList,curNeedRoleNum)
return
end
if LengthOfTable(curSelectHeroList)>=curNeedRoleNum then
@ -159,10 +159,10 @@ function this.OnShowSingleCardData(go,heroData)--isSelect 1选择 2 没选择
table.insert(curSelectHeroList,heroData.did)
isSelect=true
choosed:SetActive(true)
this.infoTxt.text=string.format("强化所要生命卡 %s/%s",#curSelectHeroList,curNeedRoleNum)
this.infoTxt.text=string.format("强化所要意念 %s/%s",#curSelectHeroList,curNeedRoleNum)
end
local args={}
args[1]="生命卡已经升级、升星,作为其他生命卡的材料将不会返还升级、升星材料"
args[1]="意念已经升级、升星,作为其他意念的材料将不会返还升级、升星材料"
args[2]="确定"
args[3]="取消"
args[4]=sureFunc
@ -171,7 +171,7 @@ function this.OnShowSingleCardData(go,heroData)--isSelect 1选择 2 没选择
table.insert(curSelectHeroList,heroData.did)
isSelect=true
choosed:SetActive(true)
this.infoTxt.text=string.format("强化所要生命卡 %s/%s",#curSelectHeroList,curNeedRoleNum)
this.infoTxt.text=string.format("强化所要意念 %s/%s",#curSelectHeroList,curNeedRoleNum)
end
end)

View File

@ -760,7 +760,7 @@ function this.UpdateHeroUpStarProUpSkillShow(skillGridGO,skillTabs,passiveSkills
if this.skillData[i].Type < 5 then
local maxLv= HeroManager.GetHeroSkillMaxLevel(curHeroData.heroConfig.Id,this.skillData[i].Type)
if this.skillData[i].Type == 4 and this.skillData[i].state == 0 then
this.skillPanel = UIManager.OpenPanel(UIName.SkillInfoPopup,this.skillData[i],1,10,maxLv,i,nil,GodSoulManager.GetGodSoulLv(curHeroData.dynamicId),"\n<color=#FF0000>(生命卡25级解锁)</color>")
this.skillPanel = UIManager.OpenPanel(UIName.SkillInfoPopup,this.skillData[i],1,10,maxLv,i,nil,GodSoulManager.GetGodSoulLv(curHeroData.dynamicId),"\n<color=#FF0000>(意念25级解锁)</color>")
this.skillPanelId = UIName.SkillInfoPopup
else
this.skillPanel = UIManager.OpenPanel(UIName.SkillInfoPopup,this.skillData[i],1,10,maxLv,i,nil,GodSoulManager.GetGodSoulLv(curHeroData.dynamicId))