装备 需要完善
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@@ -4,7 +4,7 @@
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import { HeroList } from "./heroSet"
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import { HeroSkillList, SkillSet } from "./SkillSet"
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import { equip_list } from "./Equips"
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import { accessorys, armors, equip_list, EquipType, weapons } from "./Equips"
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//1:伙伴 2:技能 3:装备的出现概率配置
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export const CardProbability={
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@@ -99,7 +99,8 @@ export function getRandomCardUUIDByType(type: number): number {
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// 获取多个不重复的指定类型卡牌
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export function getRandomCardsByType(
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type: number,
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count: number
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count: number,
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equipSubType?: number // 新增参数
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): { type: number; uuid: number }[] {
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let cardList: number[] = [];
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switch (type) {
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@@ -110,7 +111,17 @@ export function getRandomCardsByType(
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cardList = HeroSkillList; // 直接使用HeroSkillList数组
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break;
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case cardType.EQUIP:
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cardList = equip_list;
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switch(equipSubType){
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case EquipType.WEAPON:
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cardList = weapons ;
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break;
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case EquipType.ARMOR:
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cardList = armors;
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break;
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case EquipType.ACCESSORY:
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cardList = accessorys;
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break;
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}
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break;
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case cardType.SPECIAL:
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cardList = SuperCardsList;
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@@ -46,9 +46,9 @@ export enum Quality {
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ORANGE = 5,
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RED = 6,
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}
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export const weapon_id=[2001,2002,2003,2004,2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016,2017,2018,2019,2020,2021,2022,2023,2024,2025]
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export const armor_id=[2101,2102,2103,2104,2105,2106,2107,2108,2109,2110,2111,2112,2113,2114,2115,2116,2117,2118,2119,2120,2121,2122]
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export const accessory_id=[2201,2202,2203,2204,2205,2206,2207,2208,2209,2210,2211,2212,2213,2214,2215,2216,2217,2218,2219,2220,2221,2222,2223,2224,2225,2226,2227,2228,2229,2230]
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export const weapons=[2001,2002,2003]
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export const armors=[2001,2002,2003]
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export const accessorys=[2001,2002,2003]
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export const equip_list=[2001,2002,2003,]
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// 装备属性加成接口
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export interface EquipAttribute {
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@@ -24,6 +24,7 @@ export class CardComp extends CCComp {
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is_used:boolean=false;
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cost_gold:number=0;
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skill_slot:string="skill1"
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equip_slot:string="weapon"
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onLoad(){
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// this.on(GameEvent.HeroSelect,this.hero_select,this)
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}
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@@ -60,9 +61,10 @@ export class CardComp extends CCComp {
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this.node.getChildByName("Button").active=true
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}, 0.1);
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}
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equip_select(args: any){
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equip_select(args: any,slot:string="weapon"){
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this.c_type=cardType.EQUIP
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this.c_uuid=args.uuid
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this.equip_slot=slot
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this.node.getChildByName("show").active=false
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this.node.getChildByName("anim").getChildByName("up").getComponent(Animation).play('carsup')
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this.show_equip(this.c_uuid)
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@@ -249,7 +251,7 @@ export class CardComp extends CCComp {
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case cardType.EQUIP:
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console.log("[cardcomp]:use_card 装备卡")
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if(!this.cost_gold_check()) return
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oops.message.dispatchEvent(GameEvent.EquipAdd,{uuid:this.c_uuid,type:EquipInfo[this.c_uuid].type})
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oops.message.dispatchEvent(GameEvent.EquipAdd,{uuid:this.c_uuid,type:EquipInfo[this.c_uuid].type,slot:this.equip_slot})
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oops.message.dispatchEvent(GameEvent.CardsClose)
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break
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case cardType.SPECIAL:
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@@ -71,15 +71,26 @@ export class CardsCompComp extends CCComp {
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this.card3c.hero_skill_select(list[2],data)
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// this.card4c.hero_skill_select(list[3])
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}
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equip_select(){
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let list=getRandomCardsByType(cardType.EQUIP,3)
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equip_select(data:any){
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let list=[]
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switch(data.slot){
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case "weapon":
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list=getRandomCardsByType(cardType.EQUIP,3)
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break
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case "armor":
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list=getRandomCardsByType(cardType.EQUIP,3)
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break
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case "accessory":
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list=getRandomCardsByType(cardType.EQUIP,3)
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break
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}
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console.log("[CardsComp]:装备选择卡牌列表",list)
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this.card1c.equip_select(list[0])
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this.card2c.equip_select(list[1])
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this.card3c.equip_select(list[2])
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this.card1c.equip_select(list[0],data)
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this.card2c.equip_select(list[1],data)
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this.card3c.equip_select(list[2],data)
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// this.card4c.equip_select(list[3])
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}
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func_select(){
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func_select(){
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let list=getRandomCardsByType(cardType.SPECIAL,3)
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console.log("[CardsComp]:功能选择卡牌列表",list)
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this.card1c.func_select(list[0])
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@@ -132,7 +143,7 @@ export class CardsCompComp extends CCComp {
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case GameEvent.EquipSelect:
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console.log("[CardsComp]:显示装备选择卡牌")
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this.node.getChildByName("btns").getChildByName("cancel").active=true
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this.equip_select()
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this.equip_select(data)
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break
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}
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@@ -189,6 +189,18 @@ export class EquipSkillComp extends CCComp {
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break
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}
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}
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call_skill_card(e:any,data:any){
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let mission_data=smc.vmdata.mission_data
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if(mission_data.skill_stone < mission_data.skill_stone_max){
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oops.gui.toast("技能石不足", false);
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return
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}
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oops.message.dispatchEvent(GameEvent.HeroSkillSelect,{slot:data})
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mission_data.skill_stone-=mission_data.skill_stone_max
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mission_data.skill_stone_max=mission_data.skill_stone_max*2
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}
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private show_skill_get(e:string){
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if(this.skill1.uuid==0){
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@@ -197,15 +209,13 @@ export class EquipSkillComp extends CCComp {
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this.boxs.getChildByName("skill1").getChildByName("tip").active =true
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this.boxs.getChildByName("skill1").getChildByName("tip").getComponent(Label).string="可购买"
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}
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if(this.skill2.uuid==0){
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if(this.skill2.uuid==0&&this.skill1.uuid!=0){
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this.boxs.getChildByName("skill2").getChildByName("get").active =true
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this.boxs.getChildByName("skill2").getChildByName("light").active=true
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this.boxs.getChildByName("skill2").getChildByName("tip").active =true
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this.boxs.getChildByName("skill2").getChildByName("tip").getComponent(Label).string="可购买"
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}
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if(this.skill3.uuid==0){
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if(this.skill3.uuid==0&&this.skill1.uuid!=0&&this.skill2.uuid!=0){
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this.boxs.getChildByName("skill3").getChildByName("get").active =true
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this.boxs.getChildByName("skill3").getChildByName("light").active=true
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this.boxs.getChildByName("skill3").getChildByName("tip").active =true
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@@ -36,6 +36,19 @@ export class EquipsComp extends Component {
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this.show_equip_get("accessory")
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}
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}
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call_equip_card(e:any,data:any){
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let mission_data=smc.vmdata.mission_data
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if(mission_data.equip_stone < mission_data.equip_stone_max){
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oops.gui.toast("装备石不足", false);
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return
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}
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oops.message.dispatchEvent(GameEvent.EquipSelect,{slot:data})
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mission_data.equip_stone-=mission_data.equip_stone_max
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mission_data.equip_stone_max=mission_data.equip_stone_max*2
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}
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start(){
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this.fight_ready()
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}
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@@ -148,29 +148,9 @@ export class MissionComp extends CCComp {
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oops.message.dispatchEvent(GameEvent.HeroSelect)
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}
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call_equip_card(e:any,data:any){
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let mission_data=smc.vmdata.mission_data
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if(mission_data.equip_stone < mission_data.equip_stone_max){
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oops.gui.toast("装备石不足", false);
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return
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}
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oops.message.dispatchEvent(GameEvent.EquipSelect,{slot:data})
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mission_data.equip_stone-=mission_data.equip_stone_max
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mission_data.equip_stone_max=mission_data.equip_stone_max*2
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}
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call_skill_card(e:any,data:any){
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let mission_data=smc.vmdata.mission_data
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if(mission_data.skill_stone < mission_data.skill_stone_max){
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oops.gui.toast("技能石不足", false);
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return
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}
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oops.message.dispatchEvent(GameEvent.HeroSkillSelect,{slot:data})
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mission_data.skill_stone-=mission_data.skill_stone_max
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mission_data.skill_stone_max=mission_data.skill_stone_max*2
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}
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call_func_card(){
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let mission_data=smc.vmdata.mission_data
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if(mission_data.gold < (mission_data.refresh_gold+mission_data.buff_refresh_gold)){
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