Merge branch 'master_develop' of http://60.1.1.230/gaoxin/JL_Client into master_develop
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@ -1672,7 +1672,7 @@
|
||||||
[11671] = "点击任意卡牌,向神明祈福吧!本次祈福消耗",
|
[11671] = "点击任意卡牌,向神明祈福吧!本次祈福消耗",
|
||||||
[11672] = "活动不可刷新",
|
[11672] = "活动不可刷新",
|
||||||
[11673] = "当前时间不可刷新",
|
[11673] = "当前时间不可刷新",
|
||||||
[11674] = "本轮祈福还未全部结束,刷新后会重置祈福次数与累计奖励,确认刷新祈福奖励吗?",
|
[11674] = "本轮祈福还未全部结束,确认刷新祈福奖励吗?",
|
||||||
[11675] = "%d年%d月%d日",
|
[11675] = "%d年%d月%d日",
|
||||||
[11676] = "恭喜你完成了第 ",
|
[11676] = "恭喜你完成了第 ",
|
||||||
[11677] = " 次祈福!",
|
[11677] = " 次祈福!",
|
||||||
|
@ -2364,8 +2364,8 @@
|
||||||
[12363] = "即可<color=#C94943>激活30天月卡</color>",
|
[12363] = "即可<color=#C94943>激活30天月卡</color>",
|
||||||
[12364] = "是否消耗<color=#0BE102>%s</color>%s购买一次挑战次数?",
|
[12364] = "是否消耗<color=#0BE102>%s</color>%s购买一次挑战次数?",
|
||||||
[12365] = "天宫秘宝",
|
[12365] = "天宫秘宝",
|
||||||
[12366] = "<color=#95523B>解锁秘宝,可以领取额外专属奖励,并直接获得200积分</color>,<color=#CC4325>可获取1980妖晶,邮件领取</color>",
|
[12366] = "<color=#95523B>解锁秘宝,可以领取额外专属奖励,并直接获得200积分,<color=#CC4325>可获取1980妖晶,邮件领取</color></color>",
|
||||||
[12367] = "<color=#60A22C>解锁高阶战令,激活进阶</color><color=#95523B>专属奖励+直升15级,</color><color=#CC4325>可获取1980妖晶,邮件领取</color>",
|
[12367] = "<color=#60A22C>解锁秘宝,激活进阶</color><color=#95523B>专属奖励+直升15级,<color=#CC4325>可获取1980妖晶,邮件领取</color></color>",
|
||||||
[12368] = "等级购买成功",
|
[12368] = "等级购买成功",
|
||||||
[12369] = "购买%s级,升至%s级",
|
[12369] = "购买%s级,升至%s级",
|
||||||
[12370] = "升至%s级,可立即解锁%s件奖励",
|
[12370] = "升至%s级,可立即解锁%s件奖励",
|
||||||
|
|
|
@ -139,8 +139,8 @@ function this.OnShowSingleCardData(go,heroData)--isSelect 1选择 2 没选择
|
||||||
Util.GetGameObject(go.transform, "proIcon"):GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(heroData.heroConfig.PropertyName))
|
Util.GetGameObject(go.transform, "proIcon"):GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(heroData.heroConfig.PropertyName))
|
||||||
local formationMask = Util.GetGameObject(go.transform, "formationMask")
|
local formationMask = Util.GetGameObject(go.transform, "formationMask")
|
||||||
-- formationMask:SetActive(false)
|
-- formationMask:SetActive(false)
|
||||||
formationMask:SetActive( #heroData.formationList ~= 0 or heroData.lockState == 1)--(heroData.isFormation ~= "" and heroData.isFormation ~= Language[11108])
|
formationMask:SetActive( LengthOfTable(heroData.formationList) ~= 0 or heroData.lockState == 1)--(heroData.isFormation ~= "" and heroData.isFormation ~= Language[11108])
|
||||||
Util.GetGameObject(formationMask.transform, "formationImage"):SetActive(#heroData.formationList ~= 0)
|
Util.GetGameObject(formationMask.transform, "formationImage"):SetActive(LengthOfTable(heroData.formationList) ~= 0)
|
||||||
Util.GetGameObject(formationMask.transform, "lockImage"):SetActive( heroData.lockState == 1)
|
Util.GetGameObject(formationMask.transform, "lockImage"):SetActive( heroData.lockState == 1)
|
||||||
Util.GetGameObject(go.transform, "noumenon"):SetActive( heroData.id == curHeroData.Id )
|
Util.GetGameObject(go.transform, "noumenon"):SetActive( heroData.id == curHeroData.Id )
|
||||||
local starGrid = Util.GetGameObject(go.transform, "star")
|
local starGrid = Util.GetGameObject(go.transform, "star")
|
||||||
|
@ -163,9 +163,9 @@ function this.OnShowSingleCardData(go,heroData)--isSelect 1选择 2 没选择
|
||||||
end)
|
end)
|
||||||
|
|
||||||
Util.AddOnceClick(formationMask, function()
|
Util.AddOnceClick(formationMask, function()
|
||||||
if #heroData.formationList ~= 0 then
|
if LengthOfTable(heroData.formationList) ~= 0 then
|
||||||
local text = ""
|
local text = ""
|
||||||
for index, value in ipairs(heroData.formationList) do
|
for index, value in pairs(heroData.formationList) do
|
||||||
text = HeroManager.GetHeroFormationStr(index)
|
text = HeroManager.GetHeroFormationStr(index)
|
||||||
end
|
end
|
||||||
PopupTipPanel.ShowTip(text)
|
PopupTipPanel.ShowTip(text)
|
||||||
|
@ -209,7 +209,7 @@ function CompoundHeroUpStarListPanel:AutoSelectHero()
|
||||||
LogGreen("sssssssssssssssssssss")
|
LogGreen("sssssssssssssssssssss")
|
||||||
curSelectHeroList = {}
|
curSelectHeroList = {}
|
||||||
for i = 1, #heroDataList do
|
for i = 1, #heroDataList do
|
||||||
if LengthOfTable(curSelectHeroList) < curNeedRoleNum and #heroDataList[i].formationList == 0 and heroDataList[i].lockState == 0 then--
|
if LengthOfTable(curSelectHeroList) < curNeedRoleNum and LengthOfTable(heroDataList[i].formationList) == 0 and heroDataList[i].lockState == 0 then--
|
||||||
LogGreen("heroDataList[i].dynamicId "..heroDataList[i].dynamicId)
|
LogGreen("heroDataList[i].dynamicId "..heroDataList[i].dynamicId)
|
||||||
curSelectHeroList[heroDataList[i].dynamicId]=heroDataList[i]
|
curSelectHeroList[heroDataList[i].dynamicId]=heroDataList[i]
|
||||||
end
|
end
|
||||||
|
|
|
@ -287,7 +287,7 @@ function this.AutoSelectUpStarHeroList(_curUpStarData)
|
||||||
-- curSelectUpStarGo = needHeros[i + 1]
|
-- curSelectUpStarGo = needHeros[i + 1]
|
||||||
for j = 1, LengthOfTable(upStarHeroListData) do
|
for j = 1, LengthOfTable(upStarHeroListData) do
|
||||||
if #curSelectHeroList < _curUpStarData.upStarData[i][4] then
|
if #curSelectHeroList < _curUpStarData.upStarData[i][4] then
|
||||||
if upStarHeroListData[j] and upStarHeroListData[j].dynamicId and upStarHeroListData[j].lockState == 0 and (curSelectHero.heroConfig and upStarHeroListData[j].dynamicId ~= curSelectHero.dynamicId) and upStarHeroListData[i].isFormation == "" then
|
if upStarHeroListData[j] and upStarHeroListData[j].dynamicId and upStarHeroListData[j].lockState == 0 and (curSelectHero.heroConfig and upStarHeroListData[j].dynamicId ~= curSelectHero.dynamicId) and upStarHeroListData[j].isFormation == "" then
|
||||||
table.insert(curSelectHeroList,upStarHeroListData[j])
|
table.insert(curSelectHeroList,upStarHeroListData[j])
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
|
@ -112,6 +112,9 @@ function this.SingleHeroDataShow(_go, _heroData)
|
||||||
Util.GetGameObject(go, "yuanImage"):SetActive(heroData.createtype == 1)
|
Util.GetGameObject(go, "yuanImage"):SetActive(heroData.createtype == 1)
|
||||||
--剩余血量 无尽副本才显示
|
--剩余血量 无尽副本才显示
|
||||||
local hpExp = Util.GetGameObject(go, "hpExp")
|
local hpExp = Util.GetGameObject(go, "hpExp")
|
||||||
|
if not ExpeditionManager.heroInfo[heroData.dynamicId] then
|
||||||
|
ExpeditionManager.InitHeroHpValue(heroData.dynamicId)
|
||||||
|
end
|
||||||
local heroHp = ExpeditionManager.heroInfo[heroData.dynamicId].remainHp
|
local heroHp = ExpeditionManager.heroInfo[heroData.dynamicId].remainHp
|
||||||
local starGrid = Util.GetGameObject(go, "star")
|
local starGrid = Util.GetGameObject(go, "star")
|
||||||
SetHeroStars(starGrid, heroData.star)
|
SetHeroStars(starGrid, heroData.star)
|
||||||
|
|
|
@ -158,7 +158,10 @@ function this.SingleHeroDataShow(_go, _heroData)
|
||||||
Util.GetGameObject(go, "yuanImage"):SetActive(heroData.createtype == 1)
|
Util.GetGameObject(go, "yuanImage"):SetActive(heroData.createtype == 1)
|
||||||
--剩余血量 无尽副本才显示
|
--剩余血量 无尽副本才显示
|
||||||
local hpExp = Util.GetGameObject(go, "info/hpExp")
|
local hpExp = Util.GetGameObject(go, "info/hpExp")
|
||||||
local heroHp = ExpeditionManager.heroInfo[heroData.dynamicId].remainHp
|
if not ExpeditionManager.heroInfo[heroData.dynamicId] then
|
||||||
|
ExpeditionManager.InitHeroHpValue(heroData.dynamicId)
|
||||||
|
end
|
||||||
|
local heroHp = ExpeditionManager.heroInfo[heroData.dynamicId].remainHp
|
||||||
local starGrid = Util.GetGameObject(go, "info/star")
|
local starGrid = Util.GetGameObject(go, "info/star")
|
||||||
SetHeroStars(starGrid, heroData.star)
|
SetHeroStars(starGrid, heroData.star)
|
||||||
this.SetHeroBlood(hpExp, heroHp, go)
|
this.SetHeroBlood(hpExp, heroHp, go)
|
||||||
|
|
|
@ -595,11 +595,11 @@ end
|
||||||
--获取所有英雄信息
|
--获取所有英雄信息
|
||||||
function this.GetAllHeroDatas(heros,_lvLimit)
|
function this.GetAllHeroDatas(heros,_lvLimit)
|
||||||
local lvLimit = 0
|
local lvLimit = 0
|
||||||
local allUpZhenHeroList = FormationManager.GetWuJinFormationHeroIds(FormationTypeDef.FORMATION_ENDLESS_MAP)
|
--local allUpZhenHeroList = FormationManager.GetWuJinFormationHeroIds(FormationTypeDef.FORMATION_ENDLESS_MAP)
|
||||||
if _lvLimit then lvLimit = _lvLimit end
|
if _lvLimit then lvLimit = _lvLimit end
|
||||||
--local heros = {}
|
--local heros = {}
|
||||||
for i, v in pairs(heroDatas) do
|
for i, v in pairs(heroDatas) do
|
||||||
if v.lv >= lvLimit or allUpZhenHeroList[v.dynamicId] then
|
if v.lv >= lvLimit then--or allUpZhenHeroList[v.dynamicId] then
|
||||||
table.insert(heros,v)
|
table.insert(heros,v)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
@ -610,7 +610,7 @@ end
|
||||||
--通过属性筛选英雄
|
--通过属性筛选英雄
|
||||||
function this.GetHeroDataByProperty(heros,_property,_lvLimit)
|
function this.GetHeroDataByProperty(heros,_property,_lvLimit)
|
||||||
local lvLimit = 0
|
local lvLimit = 0
|
||||||
local allUpZhenHeroList = FormationManager.GetWuJinFormationHeroIds(FormationTypeDef.FORMATION_ENDLESS_MAP)
|
--local allUpZhenHeroList = FormationManager.GetWuJinFormationHeroIds(FormationTypeDef.FORMATION_ENDLESS_MAP)
|
||||||
if _lvLimit then lvLimit = _lvLimit end
|
if _lvLimit then lvLimit = _lvLimit end
|
||||||
local index = 1
|
local index = 1
|
||||||
if heros and #heros > 0 then
|
if heros and #heros > 0 then
|
||||||
|
@ -618,7 +618,7 @@ function this.GetHeroDataByProperty(heros,_property,_lvLimit)
|
||||||
end
|
end
|
||||||
for i, v in pairs(heroDatas) do
|
for i, v in pairs(heroDatas) do
|
||||||
if v.property == _property then
|
if v.property == _property then
|
||||||
if v.lv >= lvLimit or allUpZhenHeroList[v.dynamicId] then
|
if v.lv >= lvLimit then--or allUpZhenHeroList[v.dynamicId] then
|
||||||
heros[index] = v
|
heros[index] = v
|
||||||
index = index + 1
|
index = index + 1
|
||||||
end
|
end
|
||||||
|
@ -626,6 +626,7 @@ function this.GetHeroDataByProperty(heros,_property,_lvLimit)
|
||||||
end
|
end
|
||||||
return heros
|
return heros
|
||||||
end
|
end
|
||||||
|
|
||||||
--获取单个英雄数据
|
--获取单个英雄数据
|
||||||
function this.GetSingleHeroData(heroDId)
|
function this.GetSingleHeroData(heroDId)
|
||||||
if heroDatas[heroDId] then
|
if heroDatas[heroDId] then
|
||||||
|
|
|
@ -18,7 +18,8 @@ function this.Init(root,...)
|
||||||
end
|
end
|
||||||
--- 获取需要显示的编队id
|
--- 获取需要显示的编队id
|
||||||
function this.GetFormationIndex()
|
function this.GetFormationIndex()
|
||||||
return this.teamId and this.teamId or FormationManager.curFormationIndex
|
return FormationTypeDef.FORMATION_NORMAL
|
||||||
|
-- this.teamId and this.teamId or FormationManager.curFormationIndex
|
||||||
end
|
end
|
||||||
|
|
||||||
--- 关闭界面事件
|
--- 关闭界面事件
|
||||||
|
|
|
@ -164,7 +164,9 @@ end
|
||||||
|
|
||||||
function this.SetHeroFormationList(heroDid,teamId,isAddOrDel)
|
function this.SetHeroFormationList(heroDid,teamId,isAddOrDel)
|
||||||
if heroDatas[heroDid] then
|
if heroDatas[heroDid] then
|
||||||
|
LogRed("this.heroResolveLicence[teamId]:"..tostring(this.heroResolveLicence[teamId]))
|
||||||
if isAddOrDel and this.heroResolveLicence[teamId] then
|
if isAddOrDel and this.heroResolveLicence[teamId] then
|
||||||
|
LogRed("添加了")
|
||||||
heroDatas[heroDid].formationList[teamId] = teamId
|
heroDatas[heroDid].formationList[teamId] = teamId
|
||||||
else
|
else
|
||||||
heroDatas[heroDid].formationList[teamId] = nil
|
heroDatas[heroDid].formationList[teamId] = nil
|
||||||
|
@ -2915,15 +2917,16 @@ function this.ByCompoundHeroGetAllHeros()
|
||||||
local downSoryHeroList = {}
|
local downSoryHeroList = {}
|
||||||
for i, v in pairs(heroDatas) do
|
for i, v in pairs(heroDatas) do
|
||||||
if v.star == 4 or v.star == 5 or v.star == 3 then--四星 五星 才能加 3星 是狗粮
|
if v.star == 4 or v.star == 5 or v.star == 3 then--四星 五星 才能加 3星 是狗粮
|
||||||
if #v.formationList ~= 0 then
|
if LengthOfTable(v.formationList) ~= 0 then
|
||||||
local text = ""
|
local text = ""
|
||||||
for index, value in ipairs(v.formationList) do
|
for index, value in pairs(v.formationList) do
|
||||||
text = HeroManager.GetHeroFormationStr(index)
|
text = HeroManager.GetHeroFormationStr(value)
|
||||||
end
|
end
|
||||||
|
LogRed("text:"..text)
|
||||||
v.isFormation = text
|
v.isFormation = text
|
||||||
end
|
end
|
||||||
table.insert(upSortHeroList,v)
|
table.insert(upSortHeroList,v)
|
||||||
table.insert(downSoryHeroList,v)
|
table.insert(downSoryHeroList,v)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
table.sort(downSoryHeroList, function(a,b)
|
table.sort(downSoryHeroList, function(a,b)
|
||||||
|
|
|
@ -1408,10 +1408,15 @@ function this.TimeFormat()
|
||||||
if not isOpen or not baseInfo or not baseInfo.battleStage or baseInfo.battleStage == TOP_MATCH_STAGE.OVER then
|
if not isOpen or not baseInfo or not baseInfo.battleStage or baseInfo.battleStage == TOP_MATCH_STAGE.OVER then
|
||||||
SetTopMatchActive(false)
|
SetTopMatchActive(false)
|
||||||
elseif baseInfo.battleStage == TOP_MATCH_STAGE.CLOSE then
|
elseif baseInfo.battleStage == TOP_MATCH_STAGE.CLOSE then
|
||||||
SetTopMatchActive(true)
|
|
||||||
local startTime = ArenaTopMatchManager.GetTopMatchTime()
|
local startTime = ArenaTopMatchManager.GetTopMatchTime()
|
||||||
local tempTime = startTime - PlayerManager.serverTime
|
local tempTime = startTime - PlayerManager.serverTime
|
||||||
this.topMatchTime.text = "距开始\n"..TimeToHMS(tempTime)
|
-- 当日五点开始显示
|
||||||
|
if tempTime < 16 * 60 * 60 then
|
||||||
|
SetTopMatchActive(true)
|
||||||
|
this.topMatchTime.text = "距开始\n"..TimeToHMS(tempTime)
|
||||||
|
else
|
||||||
|
SetTopMatchActive(false)
|
||||||
|
end
|
||||||
else
|
else
|
||||||
SetTopMatchActive(true)
|
SetTopMatchActive(true)
|
||||||
this.topMatchTime.text = "鏖战中"
|
this.topMatchTime.text = "鏖战中"
|
||||||
|
|
|
@ -59,7 +59,11 @@ end
|
||||||
|
|
||||||
--界面销毁时调用(用于子类重写)
|
--界面销毁时调用(用于子类重写)
|
||||||
function BuffChoosePanel:OnDestroy()
|
function BuffChoosePanel:OnDestroy()
|
||||||
this.logic.Destroy()
|
for i, logic in pairs(_LogicConfig) do
|
||||||
|
if logic.Destroy then
|
||||||
|
logic.Destroy()
|
||||||
|
end
|
||||||
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
return BuffChoosePanel
|
return BuffChoosePanel
|
|
@ -101,7 +101,7 @@ function this.PlayerInfoRequest(func)
|
||||||
PlayerManager.gem = msg.player.gem
|
PlayerManager.gem = msg.player.gem
|
||||||
PlayerManager.chargeGem = msg.player.chargeGem
|
PlayerManager.chargeGem = msg.player.chargeGem
|
||||||
PlayerManager.curMapId = msg.player.curMapId
|
PlayerManager.curMapId = msg.player.curMapId
|
||||||
MapManager.isInMap = PlayerManager.curMapId ~= 0 and PlayerManager.curMapId > 100
|
MapManager.isInMap = false --PlayerManager.curMapId ~= 0 and PlayerManager.curMapId > 100
|
||||||
PlayerManager.maxForce = msg.player.maxForce
|
PlayerManager.maxForce = msg.player.maxForce
|
||||||
-- RecruitManager.randCount = msg.randCount % 100 --钻石抽卡已招募次数 用不上了 协议没删
|
-- RecruitManager.randCount = msg.randCount % 100 --钻石抽卡已招募次数 用不上了 协议没删
|
||||||
RecruitManager.isTenRecruit = msg.firstTenth --首次十连
|
RecruitManager.isTenRecruit = msg.firstTenth --首次十连
|
||||||
|
|
|
@ -20,7 +20,7 @@ function this:InitComponent(gameObject)
|
||||||
this.titleText=Util.GetGameObject(gameObject,"TitleText"):GetComponent("Text")
|
this.titleText=Util.GetGameObject(gameObject,"TitleText"):GetComponent("Text")
|
||||||
this.upTip=Util.GetGameObject(gameObject,"UpTip"):GetComponent("Text")
|
this.upTip=Util.GetGameObject(gameObject,"UpTip"):GetComponent("Text")
|
||||||
this.bottomTip=Util.GetGameObject(gameObject,"BottomTip"):GetComponent("Text")
|
this.bottomTip=Util.GetGameObject(gameObject,"BottomTip"):GetComponent("Text")
|
||||||
this.root=Util.GetGameObject(gameObject,"Root")
|
this.root=Util.GetGameObject(gameObject,"ScrollView/Viewport/Content")
|
||||||
this.pre=Util.GetGameObject(this.root,"Pre")
|
this.pre=Util.GetGameObject(this.root,"Pre")
|
||||||
this.goBtn=Util.GetGameObject(gameObject,"GoBtn")
|
this.goBtn=Util.GetGameObject(gameObject,"GoBtn")
|
||||||
end
|
end
|
||||||
|
|
|
@ -62,7 +62,7 @@ public class GameStart : MonoBehaviour
|
||||||
Image image2 = gameObj2.transform.Find("Canvas/image2").GetComponent<Image>();
|
Image image2 = gameObj2.transform.Find("Canvas/image2").GetComponent<Image>();
|
||||||
|
|
||||||
image2.DOFade(1, 0).OnComplete(() =>{
|
image2.DOFade(1, 0).OnComplete(() =>{
|
||||||
image.DOFade(0, 0).SetDelay(2).OnComplete(() =>{
|
image2.DOFade(0, 0).SetDelay(2).OnComplete(() =>{
|
||||||
image.color = new Color(image.color.r, image.color.g, image.color.b, 0);
|
image.color = new Color(image.color.r, image.color.g, image.color.b, 0);
|
||||||
image.DOFade(1, 1).OnComplete(() => {
|
image.DOFade(1, 1).OnComplete(() => {
|
||||||
image.DOFade(0, 1).SetDelay(2).OnComplete(() => {
|
image.DOFade(0, 1).SetDelay(2).OnComplete(() => {
|
||||||
|
|
|
@ -1671,7 +1671,7 @@
|
||||||
11671,点击任意卡牌,向神明祈福吧!本次祈福消耗
|
11671,点击任意卡牌,向神明祈福吧!本次祈福消耗
|
||||||
11672,活动不可刷新
|
11672,活动不可刷新
|
||||||
11673,当前时间不可刷新
|
11673,当前时间不可刷新
|
||||||
11674,本轮祈福还未全部结束,刷新后会重置祈福次数与累计奖励,确认刷新祈福奖励吗?
|
11674,本轮祈福还未全部结束,确认刷新祈福奖励吗?
|
||||||
11675,%d年%d月%d日
|
11675,%d年%d月%d日
|
||||||
11676,恭喜你完成了第
|
11676,恭喜你完成了第
|
||||||
11677, 次祈福!
|
11677, 次祈福!
|
||||||
|
@ -1878,7 +1878,7 @@
|
||||||
11878,升星被动技能id
|
11878,升星被动技能id
|
||||||
11879,新增技能
|
11879,新增技能
|
||||||
11880,道具不足!
|
11880,道具不足!
|
||||||
11881,赠送1个元神玉和20个置换玉
|
11881,赠送1个元神玉
|
||||||
11882,赠送1个妖灵玉
|
11882,赠送1个妖灵玉
|
||||||
11883,活动结束!
|
11883,活动结束!
|
||||||
11884,赠送10个元神玉
|
11884,赠送10个元神玉
|
||||||
|
@ -2363,8 +2363,8 @@
|
||||||
12363,即可<color=#C94943>激活30天月卡</color>
|
12363,即可<color=#C94943>激活30天月卡</color>
|
||||||
12364,是否消耗<color=#0BE102>%s</color>%s购买一次挑战次数?
|
12364,是否消耗<color=#0BE102>%s</color>%s购买一次挑战次数?
|
||||||
12365,天宫秘宝
|
12365,天宫秘宝
|
||||||
12366,<color=#95523B>解锁秘宝,可以领取额外专属奖励,并直接获得200积分</color>
|
12366,<color=#95523B>解锁秘宝,可以领取额外专属奖励,并直接获得200积分,<color=#CC4325>可获取1980妖晶,邮件领取</color></color>
|
||||||
12367,<color=#60A22C>解锁高阶战令,激活进阶</color><color=#95523B>专属奖励+直升15级</color>
|
12367,<color=#60A22C>解锁秘宝,激活进阶</color><color=#95523B>专属奖励+直升15级,<color=#CC4325>可获取1980妖晶,邮件领取</color></color>
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12368,等级购买成功
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12368,等级购买成功
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12369,购买%s级,升至%s级
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12369,购买%s级,升至%s级
|
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12370,升至%s级,可立即解锁%s件奖励
|
12370,升至%s级,可立即解锁%s件奖励
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@ -2385,3 +2385,4 @@
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12385,五星成长礼
|
12385,五星成长礼
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12386,极速排名
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12386,极速排名
|
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12387,军团副本
|
12387,军团副本
|
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12388,该神将在巅峰战阵容中已上阵
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Loading…
Reference in New Issue