修改宝物分解
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dedeab993b
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b36ebe510c
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@ -2213,7 +2213,7 @@
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[12212] = "宝物分解",
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[12213] = "无可分解宝物!",
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[12214] = "最多选择%s个宝物!",
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[12215] = "请选择需要分解的宝器!",
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[12215] = "请选择需要分解的宝物!",
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[12216] = "这里?",
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[12217] = "无法用于无限循环的方法",
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[12218] = "未命中",
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@ -2271,8 +2271,8 @@
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[12270] = "材料",
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[12271] = "(注意:本次出售包含<color=#FFD700>金色</color>或<color=#FF0000>红色</color>装备!)",
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[12272] = "出售数量不可为0个",
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[12273] = "宝物将分解为宝魂,若宝物已强化或精炼,分解后将清空强化和精炼等级,并100%返还养成材料。",
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[12274] = "(注意:本次出售包含<color=#FFD700>金色</color>或<color=#FF0000>红色</color>宝器!)",
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[12273] = "宝物将分解为",
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[12274] = "(注意:本次出售包含<color=#FFD700>金色</color>或<color=#FF0000>红色</color>宝物!)",
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[12275] = "分解后获得:",
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[12276] = "神将归元成功,等级重置为1级",
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[12277] = "未查询到符合条件的装备!",
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@ -2292,4 +2292,5 @@
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[12291] = "请选择需要合成的神将",
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[12292] = "%s星同阵营神将",
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[12293] = "完成上方任务即可免费领取神将",
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[12294] = ",若宝物已强化或精炼,分解后将清空强化和精炼等级,并100%返还养成材料。",
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}
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@ -61,7 +61,7 @@ function ExpeditionMainPanel:InitComponent()
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--self.mask = Util.GetGameObject(self.parent, "mask")
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--self.mask:SetActive(false)
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npc = NameManager.roleSex == ROLE_SEX.BOY and "live2d_npc_map" or "live2d_npc_map_nv"
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local scale = NameManager.roleSex == ROLE_SEX.BOY and Vector3.one*0.2 or Vector3.one * 0.12
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local scale = NameManager.roleSex == ROLE_SEX.BOY and Vector3.one * 0.26 or Vector3.one * 0.26
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self.liveNode = poolManager:LoadLive(npc, Util.GetTransform(self.parent, "playerLive"), scale, Vector3.zero)
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SkeletonGraphic = self.liveNode:GetComponent("SkeletonGraphic")
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if SkeletonGraphic then
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@ -83,7 +83,8 @@ function this:OnShow(_parent,...)
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isEquipShowSure=true
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end
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end
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this.bodyText.text= string.format( Language[12273],ConfigManager.GetConfigData(ConfigName.ItemConfig,29))
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local itemName = ConfigManager.GetConfigData(ConfigName.ItemConfig,29).Name
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this.bodyText.text= Language[12273]..itemName..Language[12294]
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this.bodyText2:GetComponent("Text").text=Language[12274]
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this.bodyText2.gameObject:SetActive(isEquipShowSure)
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this.tipText.text = Language[12275]
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@ -592,7 +592,7 @@ function this.GetEquipTreasureResolveItems(selectEquipTreasureData)
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for i, v in pairs(selectEquipTreasureData) do
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local curEquipTreasureData = allTreasures[i]
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if not curEquipTreasureData then return end
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--先把精炼的材料放进去 因为有宝器 放前边
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--先把精炼的材料放进去 因为有宝器 放前边
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if curEquipTreasureData.refineLv > 0 then
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for i=0,curEquipTreasureData.refineLv-1 do
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local refineJewelRankupConfig =ConfigManager.TryGetConfigDataByThreeKey(ConfigName.JewelRankupConfig,"Type",2,"Level",i,"PoolID",curEquipTreasureData.refinePool)
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@ -618,7 +618,8 @@ function this.GetEquipTreasureResolveItems(selectEquipTreasureData)
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end
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if curEquipTreasureData.lv > 0 then
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for i=0,curEquipTreasureData.lv - 1 do
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local lvJewelRankupConfig = ConfigManager.TryGetConfigDataByThreeKey(ConfigName.JewelRankupConfig,"Type",1,"Level",i,"PoolID",curEquipTreasureData.LevelupPool)
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local lvJewelRankupConfig = ConfigManager.TryGetConfigDataByThreeKey(ConfigName.JewelRankupConfig,"Type",1,"Level",i,"PoolID",curEquipTreasureData.levelPool)
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if lvJewelRankupConfig then
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--强化消耗的材料
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if lvJewelRankupConfig.UpExpend then
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