fix bug
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@ -2463,14 +2463,14 @@ function BattleBaseUI:showCommonSkillTips(skillId)
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end
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end
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local valueStr
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local valueStr
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if skillId == 24 then -- 特殊处理
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-- if skillId == 24 then -- 特殊处理
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if ModuleManager.BattleManager.battleController then
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-- if ModuleManager.BattleManager.battleController then
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valueStr = ModuleManager.BattleManager.battleController.battleData:getSkillCount(skillId)
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-- valueStr = ModuleManager.BattleManager.battleController.battleData:getSkillCount(skillId)
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valueStr = I18N:getText("skill_rogue", skillId, "desc", valueStr)
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-- valueStr = I18N:getText("skill_rogue", skillId, "desc", valueStr)
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end
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-- end
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else
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-- else
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valueStr = ModuleManager.HeroManager:getSkillRogueDesc(skillId, value)
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valueStr = ModuleManager.HeroManager:getSkillRogueDesc2(skillId, value)
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end
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-- end
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if self.showCommonSkillTipsSid then
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if self.showCommonSkillTipsSid then
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@ -107,14 +107,14 @@ function BattlePauseUI:_refreshScrollRect()
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cell:refresh(skillId, count, str)
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cell:refresh(skillId, count, str)
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cell:addClickListener(function()
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cell:addClickListener(function()
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local valueStr = ModuleManager.HeroManager:getSkillRogueDesc(skillId, value)
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local valueStr = ModuleManager.HeroManager:getSkillRogueDesc2(skillId, value)
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-- if skillId == 24 then -- 特殊处理
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-- if skillId == 24 then -- 特殊处理
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-- if ModuleManager.BattleManager.battleController then
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-- if ModuleManager.BattleManager.battleController then
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-- valueStr = ModuleManager.BattleManager.battleController.battleData:getSkillCount(skillId)
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-- valueStr = ModuleManager.BattleManager.battleController.battleData:getSkillCount(skillId)
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-- valueStr = I18N:getText("skill_rogue", skillId, "desc", valueStr)
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-- valueStr = I18N:getText("skill_rogue", skillId, "desc", valueStr)
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-- end
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-- end
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-- else
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-- else
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-- valueStr = ModuleManager.HeroManager:getSkillRogueDesc(skillId, value)
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-- valueStr = ModuleManager.HeroManager:getSkillRogueDesc2(skillId, value)
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-- end
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-- end
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if EDITOR_MODE then
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if EDITOR_MODE then
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valueStr = valueStr .. "\n<color=#FF5050>技能ID:" .. skillId .. "</color>"
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valueStr = valueStr .. "\n<color=#FF5050>技能ID:" .. skillId .. "</color>"
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@ -14,7 +14,7 @@ function BattleSelectSkillCell:refresh(skillId, func)
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self.value = math.random(cfg.attr.minnum, cfg.attr.maxnum)
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self.value = math.random(cfg.attr.minnum, cfg.attr.maxnum)
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self.value = self.value // 100 * 100
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self.value = self.value // 100 * 100
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valueStr = GFunc.getFinalBuffValue(cfg.attr.type, self.value)
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valueStr = GFunc.getFinalBuffValue(cfg.attr.type, self.value)
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value = ModuleManager.HeroManager:getSkillRogueDesc(skillId, self.value)
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value = ModuleManager.HeroManager:getSkillRogueDesc2(skillId, self.value)
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else
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else
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-- self.value = nil
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-- self.value = nil
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-- if skillId == 24 then -- 特殊处理
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-- if skillId == 24 then -- 特殊处理
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@ -25,7 +25,7 @@ function BattleSelectSkillCell:refresh(skillId, func)
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-- else
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-- else
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-- value = ModuleManager.HeroManager:getSkillRogueDesc(skillId, self.value)
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-- value = ModuleManager.HeroManager:getSkillRogueDesc(skillId, self.value)
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-- end
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-- end
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value = ModuleManager.HeroManager:getSkillRogueDesc(skillId, self.value or 0)
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value = ModuleManager.HeroManager:getSkillRogueDesc2(skillId, self.value or 0)
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end
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end
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local uiMap = self:getUIMap()
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local uiMap = self:getUIMap()
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@ -111,7 +111,7 @@ function GridCell:refresh(gridEntity, curElement, skillPosId)
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downBg:setVisible(true)
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downBg:setVisible(true)
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skillIcon:setVisible(false)
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skillIcon:setVisible(false)
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showMask = false
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showMask = false
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downBg:setSprite(GConst.ATLAS_PATH.BATTLE, "battle_bg_lv")
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downBg:setSprite(GConst.ATLAS_PATH.BATTLE, "battle_skill_colorful_2")
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else
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else
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skillIcon:setVisible(false)
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skillIcon:setVisible(false)
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end
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end
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@ -187,7 +187,7 @@ function GridCell:showHighLight(show, mainElementType)
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show = true -- 有技能,强制显示特效
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show = true -- 有技能,强制显示特效
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elseif isUniversal then
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elseif isUniversal then
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downBg:setVisible(true)
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downBg:setVisible(true)
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downBg:setSprite(GConst.ATLAS_PATH.BATTLE, "battle_bg_lv")
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downBg:setSprite(GConst.ATLAS_PATH.BATTLE, "battle_skill_colorful_2")
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else
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else
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downBg:setVisible(false)
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downBg:setVisible(false)
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end
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end
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