改一下技能名字
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@ -91,10 +91,10 @@ BattleConst.MATCH_WEAKNESS_NAME = {
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BattleConst.SPINE_ANIMATION_NAME = {
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BattleConst.SPINE_ANIMATION_NAME = {
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IDLE = "idle",
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IDLE = "idle",
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ATTACK = "atk1",
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ATTACK = "attack01",
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MOVE = "move",
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MOVE = "move",
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HIT = "hit",
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HIT = "suffer",
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DEAD = "die",
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DEAD = "death",
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}
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}
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BattleConst.EFFECT_TYPE = {
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BattleConst.EFFECT_TYPE = {
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@ -694,21 +694,22 @@ function BattleController:generateInstructions(skillEntity, elementType, influen
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end
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end
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end
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end
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---- 普攻
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if elementTypeCount > 0 then
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table.insert(self.instructions, {
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name = BattleConst.INSTRUCTION_NAME.GENERAL_ATTACK,
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count = elementTypeCount,
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skillMatch = elementType
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})
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end
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---- 技能
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---- 技能
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if skillEntity then
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if skillEntity then
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table.insert(self.instructions, {
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table.insert(self.instructions, {
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name = BattleConst.INSTRUCTION_NAME.PLAY_SKILL,
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name = BattleConst.INSTRUCTION_NAME.PLAY_SKILL,
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skillMatch = elementType
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skillMatch = elementType,
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count = elementTypeCount,
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})
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})
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else
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---- 普攻
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if elementTypeCount > 0 then
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table.insert(self.instructions, {
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name = BattleConst.INSTRUCTION_NAME.GENERAL_ATTACK,
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skillMatch = elementType,
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count = elementTypeCount,
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})
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end
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end
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end
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end
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end
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@ -31,7 +31,7 @@ end
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function BattleSkillEntity:getRandomNormalAttackName()
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function BattleSkillEntity:getRandomNormalAttackName()
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if self.normalSkillNameList == nil then
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if self.normalSkillNameList == nil then
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self.normalSkillNameList = {"atk1", "atk2", "atk3"}
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self.normalSkillNameList = {"attack01", "attack02", "attack03"}
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end
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end
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if self.normalSkillNameIndex == nil then
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if self.normalSkillNameIndex == nil then
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self.normalSkillNameIndex = math.random(1, #self.normalSkillNameList)
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self.normalSkillNameIndex = math.random(1, #self.normalSkillNameList)
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@ -46,7 +46,7 @@ end
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function BattleSkillEntity:getSkillAttackName()
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function BattleSkillEntity:getSkillAttackName()
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-- return self.skillInfo.name_act
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-- return self.skillInfo.name_act
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return "atk1"
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return "attack01"
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end
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end
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function BattleSkillEntity:getEffectList()
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function BattleSkillEntity:getEffectList()
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