修复herohintpanel
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@ -2124,7 +2124,7 @@ MonoBehaviour:
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SkillName: "\u65E5\u8F6E\u5DE1\u793C"
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SkillDesc: "\u5F53\u524D\u56DE\u5408\u65E0\u6CD5\u79FB\u52A8\uFF0C\u4E0B\u4E00\u56DE\u5408\u5F00\u59CB\u65F6\u5BF9\u6307\u4EE4\u8DEF\u5F84\u4E0A\u6240\u6709\u654C\u4EBA\u9020\u6210\u4F24\u5BB3"
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NotShow: 0
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SkillIcon: {fileID: 0}
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SkillIcon: {fileID: 21300000, guid: d5e0a6906fa14364f8fc44cb42f990c2, type: 3}
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HasShowList: 0
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SkillShowList: []
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skillPriority: 0
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@ -4767,7 +4767,7 @@ MonoBehaviour:
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SameUnitCountLimit: 1
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EnableAction: 1
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EnableActions:
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- ActionType: 11
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- ActionType: 6
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WonderType: 0
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ResourceType: 0
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FeatureType: 0
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@ -4783,6 +4783,22 @@ MonoBehaviour:
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TechType: 0
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PlayerActionType: 0
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AIParamType: 0
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- ActionType: 6
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WonderType: 0
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ResourceType: 0
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FeatureType: 0
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TerrainType: 0
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UnitType: 0
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GiantType: 0
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UnitLevel: 0
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Vegetation: 0
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UnitActionType: 23
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CityLevelUpActionType: 0
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GridMiscActionType: 0
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SkillType: 0
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TechType: 0
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PlayerActionType: 0
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AIParamType: 0
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- UnitType: 14
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GiantType: 20
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UnitLevel: 3
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@ -135,40 +135,40 @@ MonoBehaviour:
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AchivePreId: 215
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- GiantType: 16
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Name: 94
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Desc:
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Diag:
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Desc: 18684
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Diag: 18685
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EnglishName: KOMEIJI SATORI
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DiagColor: {r: 0.8, g: 0.3, b: 0.6, a: 1}
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Illust: {fileID: 0}
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AchivePreId: 216
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- GiantType: 17
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Name: 202
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Desc:
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Diag:
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Desc: 18686
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Diag: 18687
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EnglishName: KOMEIJI KOISHI
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DiagColor: {r: 0.3, g: 0.8, b: 0.5, a: 1}
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Illust: {fileID: 0}
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AchivePreId: 217
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- GiantType: 20
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Name: 203
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Desc:
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Diag:
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Desc: 18688
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Diag: 18689
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EnglishName: KAENBYOU RIN
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DiagColor: {r: 0.9, g: 0.3, b: 0.3, a: 1}
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Illust: {fileID: 0}
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AchivePreId: 218
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- GiantType: 18
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Name: 201
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Desc:
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Diag:
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Desc: 18690
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Diag: 18691
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EnglishName: REIUJI UTSUHO
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DiagColor: {r: 0.2, g: 0.2, b: 0.2, a: 1}
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Illust: {fileID: 0}
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AchivePreId: 219
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- GiantType: 19
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Name: 200
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Desc:
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Diag:
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Desc: 18692
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Diag: 18693
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EnglishName: HOSHIGUMA YUUGI
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DiagColor: {r: 0.9, g: 0.7, b: 0.2, a: 1}
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Illust: {fileID: 0}
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@ -391,3 +391,38 @@ MonoBehaviour:
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Desc: 17123
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Diags: []
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AchivePreId: 320
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- WonderLibraryID: 21
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Name: 322
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Desc: 18694
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Diags: []
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AchivePreId: 322
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- WonderLibraryID: 22
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Name: 323
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Desc: 18695
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Diags: []
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AchivePreId: 323
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- WonderLibraryID: 23
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Name: 324
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Desc: 18696
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Diags: []
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AchivePreId: 324
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- WonderLibraryID: 24
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Name: 325
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Desc: 18697
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Diags: []
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AchivePreId: 325
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- WonderLibraryID: 25
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Name: 326
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Desc: 18698
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Diags: []
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AchivePreId: 326
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- WonderLibraryID: 26
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Name: 327
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Desc: 18699
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Diags: []
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AchivePreId: 327
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- WonderLibraryID: 27
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Name: 18700
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Desc: 18701
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Diags: []
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AchivePreId: 328
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@ -360447,7 +360447,7 @@ MonoBehaviour:
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Color:
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Icon:
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- ID: 18678
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ZH: English
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ZH: Lv.2
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TDZH:
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EN:
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JP:
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@ -360461,11 +360461,47 @@ MonoBehaviour:
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DialogueSpeaker:
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IsDeprecated: 0
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IsCustom: 0
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IsSpecialTerm: 1
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IsSpecialTerm: 0
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Color:
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Icon:
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- ID: 18679
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ZH: Chinese
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ZH: Lv.3
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TDZH:
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EN:
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JP:
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KR:
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RU:
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ES:
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PT:
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FR:
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IsProperNoun: 0
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IsDialogue: 0
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DialogueSpeaker:
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IsDeprecated: 0
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IsCustom: 0
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IsSpecialTerm: 0
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Color:
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Icon:
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- ID: 18680
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ZH: Lv.4
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TDZH:
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EN:
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JP:
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KR:
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RU:
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ES:
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PT:
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FR:
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IsProperNoun: 0
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IsDialogue: 0
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DialogueSpeaker:
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IsDeprecated: 0
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IsCustom: 0
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IsSpecialTerm: 0
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Color:
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Icon:
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- ID: 18681
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ZH: ' English '
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TDZH:
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EN:
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JP:
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@ -360482,9 +360518,365 @@ MonoBehaviour:
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IsSpecialTerm: 1
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Color:
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Icon:
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- ID: 18680
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ZH: Heads-up! The current version of the game is in **<Chinese >**only.**< English
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>**and more languages are on the way. Thank you for your patience and support!
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- ID: 18682
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ZH: 'Chinese '
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TDZH:
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EN:
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JP:
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KR:
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RU:
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ES:
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PT:
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FR:
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IsProperNoun: 0
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IsDialogue: 0
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DialogueSpeaker:
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IsDeprecated: 0
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IsCustom: 0
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IsSpecialTerm: 1
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Color:
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Icon:
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- ID: 18683
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ZH: Heads-up! The current version of the game is in **<18682>**only.**<18681>**and
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more languages are on the way. Thank you for your patience and support!
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TDZH:
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EN:
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JP:
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KR:
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RU:
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ES:
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PT:
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FR:
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IsProperNoun: 0
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IsDialogue: 0
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DialogueSpeaker:
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IsDeprecated: 0
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IsCustom: 0
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IsSpecialTerm: 0
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Color:
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Icon:
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- ID: 18684
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ZH: "\u9970\u6F14<color=red>\u7F57\u6469</color>\u7684\u8BFB\u5FC3\u5996\u602A\u3002\u539F\u672C\u6B63\u8212\u8212\u670D\u670D\u5730\u770B\u7740\u4E66\uFF0C\u5374\u53D1\u73B0\u5BB6\u91CC\u4E0D\u7701\u5FC3\u7684\u5BB6\u4F19\u4EEC\u7A81\u7136\u51FA\u73B0\u5728\u7535\u89C6\u4E0A\uFF0C\u8D76\u7D27\u8E0F\u4E0A\u201C\u5BFB\u4EB2\u201D\u4E4B\u65C5\u6765\u5230\u6BD4\u8D5B\u73B0\u573A\u3002"
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TDZH:
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EN:
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JP:
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KR:
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RU:
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ES:
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PT:
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FR:
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IsProperNoun: 0
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IsDialogue: 0
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DialogueSpeaker:
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IsDeprecated: 0
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IsCustom: 0
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IsSpecialTerm: 0
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Color:
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Icon:
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- ID: 18685
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ZH: "\u627E\u56DE\u88AB\u9B54\u738B\u52AB\u8D70\u7684\u59BB\u5B50\u6089\u591A\u5417\u2026\u2026\u604B\u662F\u90A3\u4E2A\u9B54\u738B\u624D\u5BF9\u5427?"
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TDZH:
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EN:
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JP:
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KR:
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RU:
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ES:
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PT:
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FR:
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IsProperNoun: 0
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IsDialogue: 1
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DialogueSpeaker: IndianSatori
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IsDeprecated: 0
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IsCustom: 0
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IsSpecialTerm: 0
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Color:
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Icon:
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- ID: 18686
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ZH: "\u9970\u6F14<color=red>\u594E\u5E08\u90A3</color>\u7684\u65E0\u610F\u8BC6\u5996\u602A\u3002\u5979\u6B63\u5728\u91CE\u5916\u7ED9\u5BA0\u7269\u4EEC\u6392\u7EC3\u9B54\u672F\u8282\u76EE\u201C\u5927\u53D8\u6D3B\u732B\u201D\u3002\u7ED3\u679C\u4E0D\u77E5\u600E\u7684\u5979\u7A81\u7136\u51FA\u73B0\u5728\u4E86\u6BD4\u8D5B\u73B0\u573A\u7684\u821E\u53F0\u4E2D\u592E\uFF0C\u5413\u4E86\u6240\u6709\u4EBA\u4E00\u8DF3\u3002"
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TDZH:
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EN:
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JP:
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KR:
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RU:
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ES:
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PT:
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FR:
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IsProperNoun: 0
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IsDialogue: 0
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DialogueSpeaker:
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IsDeprecated: 0
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IsCustom: 0
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IsSpecialTerm: 0
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Color:
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Icon:
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- ID: 18687
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ZH: "\u2026\u8BF6\uFF1F\u5927\u5BB6\u4E3A\u4EC0\u4E48\u4E00\u526F\u89C1\u9B3C\u7684\u8868\u60C5\u5440\uFF1F\u51FA\u573A\u9B54\u672F\u592A\u6210\u529F\u4E86\u5417\uFF0C\u547C\u547C\u547C\u266A"
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TDZH:
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EN:
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JP:
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KR:
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RU:
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ES:
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PT:
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FR:
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IsProperNoun: 0
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IsDialogue: 1
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DialogueSpeaker: IndianKoishi
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IsDeprecated: 0
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IsCustom: 0
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IsSpecialTerm: 0
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Color:
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Icon:
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- ID: 18688
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ZH: "\u9970\u6F14<color=red>\u963F\u5468\u90A3</color>\u7684\u732B\u8F66\u3002\u5979\u6B63\u5728\u966A\u604B\u6392\u7EC3\u9B54\u672F\u8282\u76EE\u3002\u88AB\u88C5\u8FDB\u9B54\u672F\u76D2\u540E\u4E0D\u77E5\u8FC7\u4E86\u591A\u4E45\uFF0C\u7B49\u518D\u6B21\u88AB\u604B\u604B\u62B1\u51FA\u6765\u65F6\u5DF2\u7136\u8EAB\u5904\u6BD4\u585E\u73B0\u573A\u7684\u805A\u5149\u706F\u4E0B\u3002"
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TDZH:
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EN:
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JP:
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KR:
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RU:
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ES:
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PT:
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FR:
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IsProperNoun: 0
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IsDialogue: 0
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DialogueSpeaker:
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IsDeprecated: 0
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IsCustom: 0
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IsSpecialTerm: 0
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Color:
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Icon:
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- ID: 18689
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ZH: "\u604B\u5927\u4EBA\uFF01\u8FD9\u4E2A\u5BB4\u4F1A\u597D\u50CF\u8981\u201C\u62A5\u540D\u201D\u624D\u80FD\u53C2\u52A0\u54E6\uFF0C\u4EA4\u7ED9\u6211\u6765\u641E\u5B9A\u5427\uFF01"
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TDZH:
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EN:
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JP:
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KR:
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RU:
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ES:
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PT:
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FR:
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IsProperNoun: 0
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IsDialogue: 1
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DialogueSpeaker: IndianRin
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IsDeprecated: 0
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IsCustom: 0
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IsSpecialTerm: 0
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Color:
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Icon:
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- ID: 18690
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ZH: "\u9970\u6F14<color=red>\u8FE6\u5C14\u7EB3</color>\u7684\u5730\u72F1\u9E26\u3002\u5979\u4E5F\u5728\u966A\u604B\u6392\u7EC3\u9B54\u672F\u8282\u76EE\u3002\u88AB\u85CF\u8FDB\u604B\u7684\u5E3D\u5B50\u91CC\u540E\u4FBF\u7761\u7740\u4E86\uFF0C\u7B49\u9192\u6765\u65F6\u5DF2\u7ECF\u6210\u4E3A\u6BD4\u8D5B\u961F\u4F0D\u7684\u4E00\u5458\u3002"
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TDZH:
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EN:
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JP:
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KR:
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RU:
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ES:
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PT:
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FR:
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IsProperNoun: 0
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IsDialogue: 0
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DialogueSpeaker:
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IsDeprecated: 0
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IsCustom: 0
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IsSpecialTerm: 0
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Color:
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Icon:
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- ID: 18691
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ZH: "\u539F\u6765\u5982\u6B64\uFF01\u53EA\u8981\u628A\u8FD9\u91CC\u70E7\u5F97\u4E00\u5E72\u4E8C\u51C0\uFF0C\u6211\u4EEC\u7684\u9B54\u672F\u5C31\u7B97\u5927\u6210\u529F\u4E86\u5427\uFF01"
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TDZH:
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EN:
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JP:
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KR:
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RU:
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ES:
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PT:
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FR:
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IsProperNoun: 0
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IsDialogue: 1
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DialogueSpeaker: IndianUtsuho
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IsDeprecated: 0
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IsCustom: 0
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IsSpecialTerm: 0
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Color:
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Icon:
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- ID: 18692
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ZH: "\u9970\u6F14<color=red>\u56E0\u9640\u7F57</color>\u7684\u9B3C\u738B\u3002\u56E0\u4E3A\u610F\u5916\u5F97\u6536\u5230\u4E86\u5730\u7075\u6BBF\u4E3B\u4EBA\u7684\u8BF7\u6C42\uFF0C\u8FD8\u6CA1\u6709\u542C\u6E05\u695A\u662F\u4EC0\u4E48\u4E8B\u60C5\u5C31\u8C6A\u723D\u7684\u7B54\u5E94\u4E86\u3002"
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TDZH:
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EN:
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JP:
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KR:
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RU:
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ES:
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PT:
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FR:
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IsProperNoun: 0
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IsDialogue: 0
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DialogueSpeaker:
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IsDeprecated: 0
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IsCustom: 0
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IsSpecialTerm: 0
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Color:
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Icon:
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- ID: 18693
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ZH: "\u4EA4\u7ED9\u6211\u5427\uFF01\u4FDD\u62A4\u4E09\u4E2A\u5C0F\u59D1\u5A18\u7F62\u4E86\uFF01\u5443\u2026\u2026\u4F60\u662F\u8BF4\u4FDD\u62A4\u6BD4\u8D5B\u73B0\u573A\u7684\u89C2\u4F17\u662F\u561B\u2026\u2026"
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TDZH:
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EN:
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JP:
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KR:
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RU:
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ES:
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PT:
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FR:
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IsProperNoun: 0
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IsDialogue: 1
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DialogueSpeaker: IndianYuugi
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IsDeprecated: 0
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IsCustom: 0
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IsSpecialTerm: 0
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Color:
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Icon:
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- ID: 18694
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ZH: "\u5370\u5EA6\u6587\u660E\u548C\u5E73\u5947\u89C2\uFF0C\u63D0\u4F9B3\u70B9\u57CE\u5E02\u53D1\u5C55\u503C\u3002<br>
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\u5B54\u96C0\u738B\u671D\u7684\u77F3\u67F1\u904D\u5E03\u6B21\u5927\u9646\uFF0C\u94ED\u523B\u7740\u963F\u80B2\u738B\u7684\u6CD5\u6555\u3002<br>
|
||||
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@ -1343,7 +1343,8 @@ namespace RuntimeData
|
||||
// 当行为执行后
|
||||
public void OnActionExecuted(ActionLogicBase logic, CommonActionParams param)
|
||||
{
|
||||
foreach (var unit in UnitMap.UnitList)
|
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var unitListCopy = new List<UnitData>(UnitMap.UnitList);
|
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foreach (var unit in unitListCopy)
|
||||
{
|
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var copy = new List<SkillBase>(unit.Skills);
|
||||
foreach (var skill in copy) skill.OnActionExecuted(logic, param, unit);
|
||||
|
||||
@ -587,6 +587,21 @@ namespace Logic.Action
|
||||
return true;
|
||||
}
|
||||
|
||||
//确认unit的UnitTypeData的EnableActions是否包含当前actionId
|
||||
protected bool CheckUnitEnableAction(CommonActionParams actionParam)
|
||||
{
|
||||
if (actionParam.UnitData == null) return false;
|
||||
if (!Table.Instance.UnitTypeDataAssets.GetUnitTypeInfo(actionParam.UnitData.UnitFullType, out var info))
|
||||
return false;
|
||||
if (!info.EnableAction || info.EnableActions == null) return false;
|
||||
foreach (var enabledId in info.EnableActions)
|
||||
{
|
||||
if (enabledId == _actionId)
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
//确认unit是否拥有这个skill
|
||||
protected bool UnitActionCheckUnitHasSkill(CommonActionParams actionParam)
|
||||
{
|
||||
@ -1449,8 +1464,8 @@ namespace Logic.Action
|
||||
if (!UnitActionCheckBaseInfo(actionParams)) return false;
|
||||
//#step #2 check unit属于player
|
||||
if (!UnitActionCheckUnitBelongPlayer(actionParams)) return false;
|
||||
//#step #3 check unitTypeData的ActionIds里包含KomeijiRinFire
|
||||
if (!CheckUnitTypeHasAction(actionParams)) return false;
|
||||
//#step #3 check unitTypeData的EnableActions里包含此action
|
||||
if (!CheckUnitEnableAction(actionParams)) return false;
|
||||
//#step #4 check 当前unit拥有CorpseBuff且层数>0
|
||||
if (!actionParams.UnitData.GetSkill(SkillType.CorpseBuff, out var corpseSkill) || corpseSkill.Level <= 0) return false;
|
||||
return true;
|
||||
@ -1463,25 +1478,12 @@ namespace Logic.Action
|
||||
if (!UnitActionCheckBaseInfo(actionParams)) return false;
|
||||
//#step #2 check unit属于player
|
||||
if (!UnitActionCheckUnitBelongPlayer(actionParams)) return false;
|
||||
//#step #3 check unitTypeData的ActionIds里包含KomeijiRinFire
|
||||
if (!CheckUnitTypeHasAction(actionParams)) return false;
|
||||
//#step #3 check unitTypeData的EnableActions里包含此action
|
||||
if (!CheckUnitEnableAction(actionParams)) return false;
|
||||
//#step #4 check 当前unit拥有CorpseBuff
|
||||
if (!actionParams.UnitData.GetSkill(SkillType.CorpseBuff, out var _)) return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool CheckUnitTypeHasAction(CommonActionParams actionParams)
|
||||
{
|
||||
if (!Table.Instance.UnitTypeDataAssets.GetUnitTypeInfo(actionParams.UnitData.UnitFullType, out var info))
|
||||
return false;
|
||||
if (info.ActionIds == null) return false;
|
||||
foreach (var actionId in info.ActionIds)
|
||||
{
|
||||
if (actionId.ActionType == CommonActionType.UnitAction && actionId.UnitActionType == UnitActionType.KomeijiRinFire)
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
public class UnitActionKomeijiRinCityExp : UnitActionAction
|
||||
@ -1531,8 +1533,8 @@ namespace Logic.Action
|
||||
if (!UnitActionCheckUnitBelongPlayer(actionParams)) return false;
|
||||
//#step #3 check 是IndianRin英雄
|
||||
if (actionParams.UnitData.GiantType != GiantType.IndianRin) return false;
|
||||
//#step #4 check unitTypeData的ActionIds里包含KomeijiRinCityExp
|
||||
if (!CheckUnitTypeHasAction(actionParams)) return false;
|
||||
//#step #4 check unitTypeData的EnableActions里包含此action
|
||||
if (!CheckUnitEnableAction(actionParams)) return false;
|
||||
//#step #5 check 当前unit拥有MahaCorpseBuff且层数>0
|
||||
if (!actionParams.UnitData.GetSkill(SkillType.MahaCorpseBuff, out var mahaCorpseSkill) || mahaCorpseSkill.Level <= 0) return false;
|
||||
//#step #6 check 当前所处我方城市领土
|
||||
@ -1551,8 +1553,8 @@ namespace Logic.Action
|
||||
if (!UnitActionCheckUnitBelongPlayer(actionParams)) return false;
|
||||
//#step #3 check 是IndianRin英雄
|
||||
if (actionParams.UnitData.GiantType != GiantType.IndianRin) return false;
|
||||
//#step #4 check unitTypeData的ActionIds里包含KomeijiRinCityExp
|
||||
if (!CheckUnitTypeHasAction(actionParams)) return false;
|
||||
//#step #4 check unitTypeData的EnableActions里包含此action
|
||||
if (!CheckUnitEnableAction(actionParams)) return false;
|
||||
//#step #5 check 当前unit拥有MahaCorpseBuff且层数>0
|
||||
if (!actionParams.UnitData.GetSkill(SkillType.MahaCorpseBuff, out var mahaCorpseSkill) || mahaCorpseSkill.Level <= 0) return false;
|
||||
//#step #6 check 当前所处我方城市领土
|
||||
@ -1561,19 +1563,6 @@ namespace Logic.Action
|
||||
if (!city.Player(actionParams.MapData, out var cityPlayer) || cityPlayer != actionParams.PlayerData) return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool CheckUnitTypeHasAction(CommonActionParams actionParams)
|
||||
{
|
||||
if (!Table.Instance.UnitTypeDataAssets.GetUnitTypeInfo(actionParams.UnitData.UnitFullType, out var info))
|
||||
return false;
|
||||
if (info.ActionIds == null) return false;
|
||||
foreach (var actionId in info.ActionIds)
|
||||
{
|
||||
if (actionId.ActionType == CommonActionType.UnitAction && actionId.UnitActionType == UnitActionType.KomeijiRinCityExp)
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@ -75,6 +75,8 @@ namespace TH1_UI.Controller.Info
|
||||
public override bool Close()
|
||||
{
|
||||
WindowScript.CloseView();
|
||||
// 关闭时顺带隐藏固定中的 HeroHintPanel
|
||||
EventManager.Publish(new HideHeroHintPanelEvent { Force = true });
|
||||
return base.Close();
|
||||
}
|
||||
|
||||
|
||||
@ -24,6 +24,7 @@ namespace TH1_UI.HintUI
|
||||
|
||||
[Header("关闭按钮")]
|
||||
public Button CloseButton;
|
||||
public GameObject ClickHint;
|
||||
|
||||
[Header("Part 1: 等级选择栏")]
|
||||
public Button Level1Button;
|
||||
@ -54,6 +55,12 @@ namespace TH1_UI.HintUI
|
||||
public GameObject UpgradeSection;
|
||||
public TextMeshProUGUI UpgradeDescText;
|
||||
|
||||
[Header("Part 6: 角色描述与台词")]
|
||||
public GameObject CharDescSection;
|
||||
public TextMeshProUGUI CharDescText;
|
||||
public GameObject CharDiagSection;
|
||||
public TextMeshProUGUI CharDiagText;
|
||||
|
||||
private List<HeroHintPanelCommonCircleMono> _skillCircleList = new List<HeroHintPanelCommonCircleMono>();
|
||||
private GiantType _currentGiantType;
|
||||
private uint _currentLevel;
|
||||
@ -108,6 +115,7 @@ namespace TH1_UI.HintUI
|
||||
{
|
||||
UpdateLevelButtons();
|
||||
UpdateHeroInfo();
|
||||
UpdateCharInfo();
|
||||
UpdateSkills();
|
||||
UpdateActionArea();
|
||||
UpdateUpgradeSection();
|
||||
@ -130,9 +138,15 @@ namespace TH1_UI.HintUI
|
||||
private void SetButtonSelected(Button button, bool selected)
|
||||
{
|
||||
if (button == null) return;
|
||||
var targetColor = selected ? new Color(1f, 0.65f, 0f) : Color.white;
|
||||
var colors = button.colors;
|
||||
colors.normalColor = selected ? Color.yellow : Color.white;
|
||||
colors.normalColor = targetColor;
|
||||
colors.highlightedColor = targetColor;
|
||||
colors.selectedColor = targetColor;
|
||||
button.colors = colors;
|
||||
// 强制刷新按钮底图颜色,避免状态机未回到 Normal 时看不到变化
|
||||
var img = button.targetGraphic as Image;
|
||||
if (img != null) img.color = targetColor;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -160,8 +174,36 @@ namespace TH1_UI.HintUI
|
||||
HealthText.text = unitTypeInfo.MaxHealth.ToString();
|
||||
MoveText.text = unitTypeInfo.MoveRange.ToString();
|
||||
RangeText.text = unitTypeInfo.AttackRange.ToString();
|
||||
VisionText.text = "5"; // 默认视野值,如有需要可从配置读取
|
||||
ActionText.text = "3"; // 默认行动力值,如有需要可从配置读取
|
||||
VisionText.text = unitTypeInfo.Skills != null && unitTypeInfo.Skills.Contains(SkillType.SCOUT) ? "2" : "1";
|
||||
// ActionText 保持 prefab 默认文本,不做覆盖
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 更新角色描述与台词(从 LibraryDataAssets 读取,与等级无关)
|
||||
/// </summary>
|
||||
private void UpdateCharInfo()
|
||||
{
|
||||
if (!Table.Instance.LibraryDataAssets.GetLibraryInfoByGiant(_currentGiantType, out var libraryData))
|
||||
{
|
||||
if (CharDescSection != null) CharDescSection.SetActive(false);
|
||||
if (CharDiagSection != null) CharDiagSection.SetActive(false);
|
||||
return;
|
||||
}
|
||||
|
||||
// 角色描述
|
||||
if (CharDescSection != null && CharDescText != null)
|
||||
{
|
||||
CharDescSection.SetActive(true);
|
||||
MultilingualManager.Instance.SetUIText(CharDescText, libraryData.Desc);
|
||||
}
|
||||
|
||||
// 角色台词
|
||||
if (CharDiagSection != null && CharDiagText != null)
|
||||
{
|
||||
CharDiagSection.SetActive(true);
|
||||
var diagStr = MultilingualManager.Instance.GetMultilingualTextSafe(libraryData.Diag);
|
||||
CharDiagText.text = $"\u201C{diagStr}\u201D";
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -284,7 +326,21 @@ namespace TH1_UI.HintUI
|
||||
if (heroInfo.TaskList != null && taskIndex < heroInfo.TaskList.Count)
|
||||
{
|
||||
var taskInfo = heroInfo.TaskList[taskIndex];
|
||||
MultilingualManager.Instance.SetUIText(UpgradeDescText, taskInfo.Desc);
|
||||
// 构建参数列表:param1=当前进度, param2=目标值, param3=技能名
|
||||
var param1 = "0";
|
||||
var param2 = taskInfo.Param.ToString();
|
||||
var param3 = "";
|
||||
if (taskInfo.SkillParam != SkillType.NONE &&
|
||||
Table.Instance.SkillDataAssets.GetSkillInfo(taskInfo.SkillParam, out var skillInfo))
|
||||
{
|
||||
param3 = MultilingualManager.Instance.GetMultilingualTextSafe(skillInfo.SkillName);
|
||||
}
|
||||
else if (!string.IsNullOrEmpty(taskInfo.SkillName))
|
||||
{
|
||||
param3 = MultilingualManager.Instance.GetMultilingualTextSafe(taskInfo.SkillName);
|
||||
}
|
||||
MultilingualManager.Instance.SetUIText(UpgradeDescText, taskInfo.Desc,
|
||||
new List<string> { param1, param2, param3 });
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -292,6 +348,18 @@ namespace TH1_UI.HintUI
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 根据固定状态切换 CloseButton / ClickHint 的显隐
|
||||
/// </summary>
|
||||
public void UpdatePinState(bool pinned)
|
||||
{
|
||||
if (CloseButton != null) CloseButton.gameObject.SetActive(pinned);
|
||||
if (ClickHint != null) ClickHint.SetActive(!pinned);
|
||||
// hover 预览时不拦截射线,避免遮住 trigger 导致闪烁;pinned 后才允许交互
|
||||
var cg = GetComponent<CanvasGroup>();
|
||||
if (cg != null) cg.blocksRaycasts = pinned;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 清空面板
|
||||
/// </summary>
|
||||
|
||||
@ -169,6 +169,7 @@ namespace TH1_UI.HintUI
|
||||
_heroHintPanel.SetHeroInfo(e.GiantType);
|
||||
_heroHintPanelGO.SetActive(true);
|
||||
HeroHintPanel.IsPinned = e.Pinned;
|
||||
_heroHintPanel.UpdatePinState(e.Pinned);
|
||||
|
||||
ClampPanelToScreen(_heroHintPanelRt, e.Position);
|
||||
_heroHintPanelRt.SetAsLastSibling();
|
||||
@ -205,8 +206,9 @@ namespace TH1_UI.HintUI
|
||||
Vector2 anchorOffset = new Vector2(16, 16);
|
||||
Vector2 desiredTopLeft = mouseScreenPos + anchorOffset;
|
||||
|
||||
float clampedX = Mathf.Clamp(desiredTopLeft.x, 0, Screen.width - windowW);
|
||||
float clampedY = Mathf.Clamp(desiredTopLeft.y, windowH, Screen.height);
|
||||
const float margin = 150f;
|
||||
float clampedX = Mathf.Clamp(desiredTopLeft.x, margin, Screen.width - windowW - margin);
|
||||
float clampedY = Mathf.Clamp(desiredTopLeft.y, windowH + margin, Screen.height - margin);
|
||||
|
||||
Vector2 pivot = panelRt.pivot;
|
||||
Vector2 pivotScreenPos = new Vector2(
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user