法宝改成生命卡
parent
f13a7c8275
commit
63e9a01c73
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@ -2831,7 +2831,7 @@ ExpeditionNodeType = {
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[11] = "玩家头像框",
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[12] = "改名卡",
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[13] = "霸气",
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[14] = "法宝",
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[14] = "生命卡",
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[15] = "头像",
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[16] = "称号",
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[17] = "皮肤",
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@ -2883,11 +2883,11 @@ ItemBaseTypeName = {
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[5] = "宝器",
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[6] = "霸气",
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[7] = "材料",
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[8] = "法宝碎片",
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[8] = "生命卡碎片",
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[9] = "命石",
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[10] = "神印",
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[11] = "奥义卡",
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[12] = "法宝",
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[12] = "生命卡",
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[13] = "神石",
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[14] = "主角礼物",
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[15] = "英雄礼物",
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@ -283,7 +283,7 @@ Language = {
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[10282] = GetLanguageStrById("金币副本"),
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[10283] = GetLanguageStrById("经验副本"),
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[10284] = GetLanguageStrById("英雄副本"),
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[10285] = GetLanguageStrById("法宝副本"),
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[10285] = GetLanguageStrById("生命卡副本"),
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[10286] = GetLanguageStrById("霸气副本"),
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[10287] = GetLanguageStrById("挑战"),
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[10288] = GetLanguageStrById("战力:%s"),
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@ -535,7 +535,7 @@ Language = {
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[10534] = GetLanguageStrById("MonsterGroup 表中找不到奖励组ID "),
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[10535] = GetLanguageStrById("星解锁"),
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[10536] = GetLanguageStrById("英雄"),
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[10537] = GetLanguageStrById("星获得专属法宝!"),
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[10537] = GetLanguageStrById("星获得专属生命卡!"),
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[10538] = GetLanguageStrById("点击查看英雄属性"),
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[10539] = GetLanguageStrById("无符合要求的英雄!"),
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[10540] = GetLanguageStrById("已将所有英雄复活并恢复全部血量!"),
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@ -1520,8 +1520,8 @@ Language = {
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[11519] = GetLanguageStrById("宝物"),
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[11520] = GetLanguageStrById("霸气"),
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[11521] = GetLanguageStrById("材料"),
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[11522] = GetLanguageStrById("分解中,包含了史诗及以上的法宝。分解操作不可逆转,确定要进行分解吗?"),
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[11523] = GetLanguageStrById("此英雄尚未获得专属法宝!"),
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[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?"),
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[11523] = GetLanguageStrById("此英雄尚未获得专属生命卡!"),
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[11524] = GetLanguageStrById("已装备该霸气"),
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[11525] = GetLanguageStrById("是否要将<color=#66FF00>%s</color>的<color=#66FF00>%s</color>装备到<color=#66FF00>%s</color>上?"),
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[11526] = GetLanguageStrById("装备成功!"),
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@ -1609,9 +1609,9 @@ Language = {
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[11608] = GetLanguageStrById("英雄归元成功,等级重置为1级"),
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[11609] = GetLanguageStrById("确认归元"),
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[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:"),
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[11611] = GetLanguageStrById("法宝归元成功!"),
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[11611] = GetLanguageStrById("生命卡归元成功!"),
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[11612] = GetLanguageStrById("确定归元"),
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[11613] = GetLanguageStrById("<color=#6DFA55>%s</color>的法宝会重置为<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:"),
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[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:"),
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[11614] = GetLanguageStrById("当前不可使用炸弹!"),
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[11615] = GetLanguageStrById("奖励层不可使用炸弹~"),
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[11616] = GetLanguageStrById("炸弹使用已达最大次数~"),
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@ -1717,7 +1717,7 @@ Language = {
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[11716] = GetLanguageStrById("四星英雄"),
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[11717] = GetLanguageStrById("三星英雄"),
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[11718] = GetLanguageStrById("星</color>:</size>"),
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[11719] = GetLanguageStrById("<size=34><color=#5AC383>法宝+25</color>:</size>"),
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[11719] = GetLanguageStrById("<size=34><color=#5AC383>生命卡+25</color>:</size>"),
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[11720] = GetLanguageStrById("火"),
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[11721] = GetLanguageStrById("水"),
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[11722] = GetLanguageStrById("风"),
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@ -1732,7 +1732,7 @@ Language = {
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[11731] = GetLanguageStrById("资源已达上限,超出部分将无法获得,是否分解?"),
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[11732] = GetLanguageStrById("伙伴退役"),
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[11733] = GetLanguageStrById("英雄归元"),
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[11734] = GetLanguageStrById("法宝归元"),
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[11734] = GetLanguageStrById("生命卡归元"),
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[11735] = GetLanguageStrById("放生灵兽"),
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[11736] = GetLanguageStrById("请选择需要恭送的英雄!"),
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[11737] = GetLanguageStrById("最多选择%s个英雄!"),
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@ -1750,9 +1750,9 @@ Language = {
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[11749] = GetLanguageStrById("请选择一个需要归元的英雄!"),
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[11750] = GetLanguageStrById("请选择一个需要归元的英雄"),
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[11751] = GetLanguageStrById("请选择一个"),
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[11752] = GetLanguageStrById("需要法宝归元的英雄"),
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[11753] = GetLanguageStrById("无可归元的法宝!"),
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[11754] = GetLanguageStrById("请选择一个需要归元法宝的英雄!"),
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[11752] = GetLanguageStrById("需要生命卡归元的英雄"),
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[11753] = GetLanguageStrById("无可归元的生命卡!"),
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[11754] = GetLanguageStrById("请选择一个需要归元生命卡的英雄!"),
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[11755] = GetLanguageStrById("宝箱开启数量不能为0"),
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[11756] = GetLanguageStrById("宝物强化"),
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[11757] = GetLanguageStrById("宝物精炼"),
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@ -2263,7 +2263,7 @@ Language = {
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[12262] = GetLanguageStrById("道具种类:%s"),
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[12263] = GetLanguageStrById("1级英雄无法进行归元!"),
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[12264] = GetLanguageStrById("此英雄已被锁定!"),
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[12265] = GetLanguageStrById("1级法宝无法进行归元!"),
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[12265] = GetLanguageStrById("1级生命卡无法进行归元!"),
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[12266] = GetLanguageStrById("信息"),
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[12267] = GetLanguageStrById("坐骑"),
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[12268] = GetLanguageStrById("暂未解锁"),
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@ -2296,7 +2296,7 @@ Language = {
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[12295] = GetLanguageStrById("紫色灵兽或碎片"),
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[12296] = GetLanguageStrById("蓝色灵兽或碎片"),
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[12297] = GetLanguageStrById("其他道具"),
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[12298] = GetLanguageStrById("法宝\n直升<size=70>25</size>级"),
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[12298] = GetLanguageStrById("生命卡\n直升<size=70>25</size>级"),
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[12299] = GetLanguageStrById("剩余:%s"),
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[12300] = GetLanguageStrById("已抢空"),
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[12301] = GetLanguageStrById("奖励已发放完毕!"),
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@ -21,7 +21,7 @@ local titleBg={
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--神将
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[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)},
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--法宝
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[4]={bg="r_richang_banner_2_zh", titleImg = "r_richang_banner_2_zi_zh",name="法宝副本", titleTip = GetLanguageStrById(specialConfig[44].Value),pos = Vector3.New(257.08,651.24,0)},
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[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)},
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--魂印
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[5]={bg="r_richang_banner_1_zh", titleImg = "r_richang_banner_1_zi_zh", name="霸气副本",titleTip = GetLanguageStrById(specialConfig[45].Value),pos = Vector3.New(257.08,651.24,0)},
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}
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@ -210,7 +210,7 @@ function this:BuildRateData(actType,UpItem,upItemList)
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elseif actType == ActivityTypeDef.tiandihonglu then
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for n,m in ipairs(upItemList) do
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local itemConfig=ConfigManager.TryGetConfigData(ConfigName.ItemConfig, m.Reward[1])
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table.insert(_upRateList,{id = m.Reward[1],tag = "法宝碎片UP!", name=itemConfig.Name,value = m.WeightShow,color = "AD4152"})
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table.insert(_upRateList,{id = m.Reward[1],tag = "生命卡碎片UP!", name=itemConfig.Name,value = m.WeightShow,color = "AD4152"})
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end
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rateList = this:RefreshSoulRate(UpItem,_upRateList,ItemType.talismanSoulChip)
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elseif actType == ActivityTypeDef.Incarnation then
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@ -107,7 +107,7 @@ function this:Refresh(isTop,isAni)
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self.parent:ClosePanel()
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return
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end
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local aaa=string.format("抽到<size=35><color=#31FF00>5星</color></size>英雄法宝时,有<size=35><color=#31FF00>%s%s</color></size>几率转化为<size=35><color=#31FF00>心愿法宝!</color></size>",RecruitManager.GetWishPro(),"%")
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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(),"%")
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self.infoTxt.text=aaa
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self.selectBtn:SetActive(false)
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--self.selectBtn:GetComponent("RectTransform").localPosition = self.tabListObj[self.curSelect]:GetComponent("RectTransform").localPosition
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@ -190,12 +190,12 @@ function this:ShowSingleHero(go,data,index)
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Util.SetGray(self.itemList[self.curSelect][index],true)
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Util.AddOnceClick(go,function ()
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--PopupTipPanel.ShowTip("同系法宝只可选择一位~")
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PopupTipPanel.ShowTip("心愿法宝已满~")
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PopupTipPanel.ShowTip("心愿生命卡已满~")
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end)
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elseif value == 2 then--上方选满
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Util.SetGray(self.itemList[self.curSelect][index],true)
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Util.AddOnceClick(go,function ()
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PopupTipPanel.ShowTip("心愿法宝已满~")
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PopupTipPanel.ShowTip("心愿生命卡已满~")
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end)
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elseif value == 1 then--上方存在自己
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self.maskList[self.curSelect][index]:SetActive(true)
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@ -16,7 +16,7 @@ end
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function this:BindEvent()
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Util.AddOnceClick(self.sureBtn,function()
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if LengthOfTable(self.selectData) < 4 then
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PopupTipPanel.ShowTip("请选择4个法宝之灵碎片作为心愿!")
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PopupTipPanel.ShowTip("请选择4个羁绊碎片作为心愿!")
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return
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end
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NetManager.SendRefreshTailsmanSoulData(self.selectData,function()
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@ -50,7 +50,7 @@ function FaLingSingleShowPopup:InitComponent()
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--superPro
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self.superPro = Util.GetGameObject(self.midBar, "superPro")
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self.superTitle = Util.GetGameObject(self.midBar, "superPro/Image/PropertyName"):GetComponent("Text")
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self.superTitle.text="法宝天赋"
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self.superTitle.text="生命卡天赋"
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self.superProGrid = Util.GetGameObject(self.superPro, "proGrid")
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self.superProPre = Util.GetGameObject(self.superPro, "proGrid/Desc")
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self.superProPre:SetActive(false)
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@ -215,7 +215,7 @@ function FaLingSingleShowPopup:OnShow()
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else
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self.powerNum.text=EquipManager.CalculateWarForce(self.equipData.staticId)
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end
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self.equipType.text="法宝"
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self.equipType.text="生命卡"
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--下部按钮信息
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self.effectbaijin:SetActive(equipConfigData.Quantity==7)
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Util.SetParticleSortLayer(self.effectbaijin,self.sortingOrder + 1)
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@ -278,7 +278,7 @@ function FaLingSingleShowPopup:OnShow()
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end)
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end
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local args={}
|
||||
args[1]="是否卸下当前护佑法宝?"
|
||||
args[1]="是否卸下当前护佑生命卡?"
|
||||
args[2]="卸下"
|
||||
args[3]="取消"
|
||||
args[4]=sureFunc
|
||||
|
|
|
@ -49,7 +49,7 @@ 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="法宝天赋"
|
||||
self.superTitle.text="生命卡天赋"
|
||||
self.superProGrid = Util.GetGameObject(self.superPro, "proGrid")
|
||||
self.superProPre = Util.GetGameObject(self.superPro, "proGrid/Desc")
|
||||
self.superProPre:SetActive(false)
|
||||
|
|
|
@ -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 = "法宝心愿奖励"
|
||||
this.title.text = "生命卡心愿奖励"
|
||||
actId=11901
|
||||
end
|
||||
actconfigs=ActivityGiftManager.GetActivityInfoByType(actId)
|
||||
|
|
|
@ -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 = "法宝" },
|
||||
[2] = { default = "UI_hz_gonghui_19", select = "UI_hz_gonghui_18", name = "生命卡" },
|
||||
--[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),
|
||||
|
|
|
@ -214,7 +214,7 @@ 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法宝~"
|
||||
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~"
|
||||
else
|
||||
self.wishNoOpen.gameObject:SetActive(false)
|
||||
self.wishOpen.gameObject:SetActive(true)
|
||||
|
@ -254,7 +254,7 @@ 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法宝~"
|
||||
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~"
|
||||
end
|
||||
--self:CheckNewWishHero()
|
||||
end)
|
||||
|
@ -262,7 +262,7 @@ 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=#31ff00>%s次</color>必得五星英雄法宝",RecruitManager.GetRecruit2MustCount())
|
||||
self.tenTipText.text = string.format("剩余<color=#31ff00>%s次</color>必得五星英雄生命卡",RecruitManager.GetRecruit2MustCount())
|
||||
--end
|
||||
end
|
||||
|
||||
|
|
|
@ -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("强化所要法宝 %s/%s",#curSelectHeroList,curNeedRoleNum)
|
||||
this.infoTxt.text=string.format("强化所要生命卡 %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("强化所要法宝 %s/%s",#curSelectHeroList,curNeedRoleNum)
|
||||
this.infoTxt.text=string.format("强化所要生命卡 %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("强化所要法宝 %s/%s",#curSelectHeroList,curNeedRoleNum)
|
||||
this.infoTxt.text=string.format("强化所要生命卡 %s/%s",#curSelectHeroList,curNeedRoleNum)
|
||||
end
|
||||
local args={}
|
||||
args[1]="法宝已经升级、升星,作为其他法宝的材料将不会返还升级、升星材料"
|
||||
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[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("强化所要法宝 %s/%s",#curSelectHeroList,curNeedRoleNum)
|
||||
this.infoTxt.text=string.format("强化所要生命卡 %s/%s",#curSelectHeroList,curNeedRoleNum)
|
||||
end
|
||||
|
||||
end)
|
||||
|
|
|
@ -757,7 +757,7 @@ 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>(法宝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>(生命卡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))
|
||||
|
|
|
@ -92,7 +92,7 @@ function this.GetTailsmanSoulDataById(id)
|
|||
if not skillList[trumpBook[id].SkillList[i][1]] then
|
||||
skillList[trumpBook[id].SkillList[i][1]] = ""
|
||||
end
|
||||
skillList[trumpBook[id].SkillList[i][1]] = string.format("四种法宝之灵全部到达%s星:\n%s",trumpBook[id].SkillList[i][1],GetSkillConfigDesc(passiveSkillConfig[trumpBook[id].SkillList[i][2]]))
|
||||
skillList[trumpBook[id].SkillList[i][1]] = string.format("四种羁绊全部到达%s星:\n%s",trumpBook[id].SkillList[i][1],GetSkillConfigDesc(passiveSkillConfig[trumpBook[id].SkillList[i][2]]))
|
||||
end
|
||||
return trumpList,maxLv,lv,skillList
|
||||
end
|
||||
|
|
Loading…
Reference in New Issue