修改宝物分解

dev_chengFeng
zhangqiang 2020-08-24 16:29:27 +08:00
parent dedeab993b
commit b36ebe510c
4 changed files with 10 additions and 7 deletions

View File

@ -2213,7 +2213,7 @@
[12212] = "宝物分解",
[12213] = "无可分解宝物!",
[12214] = "最多选择%s个宝物",
[12215] = "请选择需要分解的宝!",
[12215] = "请选择需要分解的宝!",
[12216] = "这里?",
[12217] = "无法用于无限循环的方法",
[12218] = "未命中",
@ -2271,8 +2271,8 @@
[12270] = "材料",
[12271] = "(注意:本次出售包含<color=#FFD700>金色</color>或<color=#FF0000>红色</color>装备!)",
[12272] = "出售数量不可为0个",
[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。",
[12274] = "(注意:本次出售包含<color=#FFD700>金色</color>或<color=#FF0000>红色</color>宝)",
[12273] = "宝物将分解为",
[12274] = "(注意:本次出售包含<color=#FFD700>金色</color>或<color=#FF0000>红色</color>宝)",
[12275] = "分解后获得:",
[12276] = "神将归元成功,等级重置为1级",
[12277] = "未查询到符合条件的装备!",
@ -2292,4 +2292,5 @@
[12291] = "请选择需要合成的神将",
[12292] = "%s星同阵营神将",
[12293] = "完成上方任务即可免费领取神将",
[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。",
}

View File

@ -61,7 +61,7 @@ function ExpeditionMainPanel:InitComponent()
--self.mask = Util.GetGameObject(self.parent, "mask")
--self.mask:SetActive(false)
npc = NameManager.roleSex == ROLE_SEX.BOY and "live2d_npc_map" or "live2d_npc_map_nv"
local scale = NameManager.roleSex == ROLE_SEX.BOY and Vector3.one*0.2 or Vector3.one * 0.12
local scale = NameManager.roleSex == ROLE_SEX.BOY and Vector3.one * 0.26 or Vector3.one * 0.26
self.liveNode = poolManager:LoadLive(npc, Util.GetTransform(self.parent, "playerLive"), scale, Vector3.zero)
SkeletonGraphic = self.liveNode:GetComponent("SkeletonGraphic")
if SkeletonGraphic then

View File

@ -83,7 +83,8 @@ function this:OnShow(_parent,...)
isEquipShowSure=true
end
end
this.bodyText.text= string.format( Language[12273],ConfigManager.GetConfigData(ConfigName.ItemConfig,29))
local itemName = ConfigManager.GetConfigData(ConfigName.ItemConfig,29).Name
this.bodyText.text= Language[12273]..itemName..Language[12294]
this.bodyText2:GetComponent("Text").text=Language[12274]
this.bodyText2.gameObject:SetActive(isEquipShowSure)
this.tipText.text = Language[12275]

View File

@ -592,7 +592,7 @@ function this.GetEquipTreasureResolveItems(selectEquipTreasureData)
for i, v in pairs(selectEquipTreasureData) do
local curEquipTreasureData = allTreasures[i]
if not curEquipTreasureData then return end
--先把精炼的材料放进去 因为有宝器 放前边
--先把精炼的材料放进去 因为有宝器 放前边
if curEquipTreasureData.refineLv > 0 then
for i=0,curEquipTreasureData.refineLv-1 do
local refineJewelRankupConfig =ConfigManager.TryGetConfigDataByThreeKey(ConfigName.JewelRankupConfig,"Type",2,"Level",i,"PoolID",curEquipTreasureData.refinePool)
@ -618,7 +618,8 @@ function this.GetEquipTreasureResolveItems(selectEquipTreasureData)
end
if curEquipTreasureData.lv > 0 then
for i=0,curEquipTreasureData.lv - 1 do
local lvJewelRankupConfig = ConfigManager.TryGetConfigDataByThreeKey(ConfigName.JewelRankupConfig,"Type",1,"Level",i,"PoolID",curEquipTreasureData.LevelupPool)
local lvJewelRankupConfig = ConfigManager.TryGetConfigDataByThreeKey(ConfigName.JewelRankupConfig,"Type",1,"Level",i,"PoolID",curEquipTreasureData.levelPool)
if lvJewelRankupConfig then
--强化消耗的材料
if lvJewelRankupConfig.UpExpend then