393 lines
11 KiB
JavaScript
393 lines
11 KiB
JavaScript
"use strict";
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cc._RF.push(module, '69de96M7FxHR6lmeb6BzFko', 'partner_const');
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// Scripts/mod/partner/partner_const.js
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"use strict";
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var _PartnerConst$GetElem, _PartnerConst$Get_Tea, _PartnerConst$Hero_Ty, _PartnerConst$starPos, _PartnerConst$linePos, _PartnerConst$AttrIco, _PartnerConst$awakePo, _, _2, _3, _4, _5, _PartnerConst$StarPos, _PartnerConst$EquipSe, _PartnerConst$EquipSe2, _PartnerConst$EquipSe3, _PartnerConst$EqmPosB, _PartnerConst$Eqm_pos, _PartnerConst$SkillCo;
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var PartnerConst = {};
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// -竖版伙伴常量配置-------
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PartnerConst.Type = {
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Message: 1,
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Break: 2,
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Skill: 3,
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Star: 4,
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StarLife: 5
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};
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PartnerConst.Form_Type = {
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Pos: 1,
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// 布阵阵位设置
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Learn: 2,
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// 阵法学习
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Help: 3,
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// 助阵
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Other: 4 // 其他
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};
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PartnerConst.hero_return_limit = {
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val: 70
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};
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// 处理对应 PartnerViewItem 的创建来源类型 和 PartnerConst.Form_Type类似
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PartnerConst.Item_Create_Form_Type = {
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ItemCreateReset: 1,
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// 重生
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ItemCreateOther: 99 // 其他
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};
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// 神器面板类型
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PartnerConst.Artifact_Type = {
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Compose: 1,
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// 合成
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Recast: 2,
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// 重铸
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Resolve: 3,
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// 分解
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Cloth: 4,
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// 穿戴
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Getoff: 5,
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// 卸下
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Replace: 6,
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// 替换
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Upstar: 7,
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// 升星
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Source: 8 // 来源
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};
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// 功能阵法类型,通用的
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PartnerConst.Fun_Form = {
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Drama: 0,
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// 剧情副本阵法
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Arena: 1,
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// 竞技场防御阵型
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// Adventure_Defence : 2,
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// Adventure_Act : 3,
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GuildDun_AD: 4,
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// 公会副本的物攻阵
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ArenaChampion: 6,
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// 冠军赛阵法
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EndLess: 7,
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// 无尽试炼
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GodBattle: 8,
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// 众神战场
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Ladder: 9,
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// 跨服天梯
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Expedit_Fight: 10,
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// 远征的战斗
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ElementWater: 12,
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//元素神殿(水系)
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ElementFire: 13,
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//元素神殿(火系)
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ElementWind: 14,
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//元素神殿(風系)
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ElementLight: 15,
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//元素神殿(光系)
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ElementDark: 16,
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//元素神殿(暗系)
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Startower: 17,
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//试练塔 --旧星命塔
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CrossArena: 19,
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CrossArenaDef: 20,
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//组队战防御
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LimitExercise: 21,
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//活动试炼之境的
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PersonalSpace: 22,
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GuildSecretArea: 27,
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//公會秘境boss
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ArenaTeam: 28,
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//組隊競技場
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Encounter: 40,
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//銀河奇遇
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//新年pvp活动,该活动限制伙伴种类
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YearBoss: 41,
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//新年匹配赛年兽
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YearCross: 42,
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//新年匹配赛
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YearDefend: 43,
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//新年賽防守
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ArenaDefend: 44,
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//競技場防守
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LadderDefend: 45,
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//天梯賽防守
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Planes: 94,
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//位面征战
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EliteMatch: 93,
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//精英賽
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Heaven: 98,
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// 天界副本(普通戰鬥)
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HeavenBoss: 97,
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// 天界副本(boss關戰鬥)
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EliteKingMatch: 99,
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//精英賽王者賽 --
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EliteDefend: 101,
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//精英賽防守
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EliteKingDefend: 102 //精英賽王者賽防守
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};
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//試煉秘境配置較多,需要區分佈陣
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PartnerConst.GetElemForm = (_PartnerConst$GetElem = {}, _PartnerConst$GetElem[1] = PartnerConst.Fun_Form.ElementWater, _PartnerConst$GetElem[2] = PartnerConst.Fun_Form.ElementFire, _PartnerConst$GetElem[3] = PartnerConst.Fun_Form.ElementWind, _PartnerConst$GetElem[4] = PartnerConst.Fun_Form.ElementLight, _PartnerConst$GetElem[5] = PartnerConst.Fun_Form.ElementDark, _PartnerConst$GetElem);
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//多队伍配置
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PartnerConst.Get_Teams = (_PartnerConst$Get_Tea = {}, _PartnerConst$Get_Tea[PartnerConst.Fun_Form.EliteMatch] = 1, _PartnerConst$Get_Tea[PartnerConst.Fun_Form.HeavenBoss] = 2, _PartnerConst$Get_Tea[PartnerConst.Fun_Form.EliteKingMatch] = 2, _PartnerConst$Get_Tea[PartnerConst.Fun_Form.EliteKingDefend] = 2, _PartnerConst$Get_Tea[PartnerConst.Fun_Form.CrossArena] = 4, _PartnerConst$Get_Tea[PartnerConst.Fun_Form.CrossArenaDef] = 4, _PartnerConst$Get_Tea[PartnerConst.Fun_Form.ArenaTeam] = 3, _PartnerConst$Get_Tea);
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PartnerConst.Red_Point_Type = {
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Level: 1,
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Star: 2,
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Skill: 3,
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Equip: 4,
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Artifact: 5,
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Form: 6,
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Equip_make: 7,
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Gemstone: 8
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};
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// 伙伴自身的红点状态
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PartnerConst.Vo_Red_Type = {
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Level: 1,
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Skill: 2,
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Star: 3,
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Equip: 4,
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Artifact: 5,
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EequipJing: 6,
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EquipMake: 7,
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Gemstone: 8,
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Break: 9
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};
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PartnerConst.Hero_Type = (_PartnerConst$Hero_Ty = {}, _PartnerConst$Hero_Ty[0] = "part_hero_type0", _PartnerConst$Hero_Ty[1] = "part_hero_type1", _PartnerConst$Hero_Ty[2] = "part_hero_type2", _PartnerConst$Hero_Ty[3] = "part_hero_type3", _PartnerConst$Hero_Ty[4] = "part_hero_type4", _PartnerConst$Hero_Ty[5] = "part_hero_type5", _PartnerConst$Hero_Ty);
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PartnerConst.EqmTips = {
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normal: 0,
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backpack: 1,
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partner: 2,
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other: 3
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};
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PartnerConst.ArtifactTips = {
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normal: 0,
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backpack: 1,
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partner: 2
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};
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// 一共能存多少个队伍
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PartnerConst.FormCount = 5;
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// 公会战布防侧边栏
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PartnerConst.OpenType = {
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Jie: 1,
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// 升阶
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Level: 2,
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// 升级
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Star: 3,
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// 升星
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Skill: 4,
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// 技能
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Equip: 5,
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// 装备
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Awake: 6 // 装备
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};
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PartnerConst.SubType = {
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Halo: 1,
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// 光环
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EquipBag: 2,
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// 装备背包
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AritfactBag: 3,
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// 神器背包
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ArtifactMake: 4,
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// 神器合成
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ArtifactSummon: 5 // 神器铸造
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};
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// 星阶线路图
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PartnerConst.starPos = (_PartnerConst$starPos = {}, _PartnerConst$starPos[1] = {
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x: 34,
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y: 391
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}, _PartnerConst$starPos[2] = {
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x: 118,
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y: 366
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}, _PartnerConst$starPos[3] = {
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x: 212,
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y: 416
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}, _PartnerConst$starPos[4] = {
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x: 294,
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y: 365
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}, _PartnerConst$starPos[5] = {
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x: 234,
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y: 312
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}, _PartnerConst$starPos[6] = {
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x: 308,
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y: 255
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}, _PartnerConst$starPos[7] = {
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x: 208,
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y: 202
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}, _PartnerConst$starPos[8] = {
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x: 140,
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y: 275
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}, _PartnerConst$starPos[9] = {
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x: 38,
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y: 262
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}, _PartnerConst$starPos[10] = {
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x: 105,
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y: 204
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}, _PartnerConst$starPos);
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// 星阶线条位置
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PartnerConst.linePos = (_PartnerConst$linePos = {}, _PartnerConst$linePos[1] = {
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x: 53,
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y: 421,
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rota: 20
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}, _PartnerConst$linePos[2] = {
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x: 150,
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y: 394,
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rota: -25
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}, _PartnerConst$linePos[3] = {
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x: 238,
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y: 432,
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rota: 23
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}, _PartnerConst$linePos[4] = {
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x: 262,
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y: 324,
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rota: -40
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}, _PartnerConst$linePos[5] = {
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x: 257,
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y: 330,
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rota: 45
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}, _PartnerConst$linePos[6] = {
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x: 246,
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y: 236,
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rota: -25
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}, _PartnerConst$linePos[7] = {
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x: 166,
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y: 290,
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rota: 43
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}, _PartnerConst$linePos[8] = {
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x: 70,
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y: 280,
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rota: -7
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}, _PartnerConst$linePos[9] = {
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x: 66,
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y: 278,
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rota: 45
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}, _PartnerConst$linePos);
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PartnerConst.AttrIconPos = (_PartnerConst$AttrIco = {}, _PartnerConst$AttrIco[1] = {
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x: 37,
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y: 31
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}, _PartnerConst$AttrIco[2] = {
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x: 109,
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y: 83
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}, _PartnerConst$AttrIco[3] = {
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x: 150,
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y: 156
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}, _PartnerConst$AttrIco[4] = {
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x: 0,
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y: 0
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}, _PartnerConst$AttrIco);
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// 觉醒星星位置
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PartnerConst.awakePos = (_PartnerConst$awakePo = {}, _PartnerConst$awakePo[1] = {
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x: 175,
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y: 454
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}, _PartnerConst$awakePo[2] = {
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x: 245,
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y: 426
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}, _PartnerConst$awakePo[3] = {
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x: 267,
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y: 361
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}, _PartnerConst$awakePo[4] = {
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x: 244,
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y: 295
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}, _PartnerConst$awakePo[5] = {
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x: 176,
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y: 267
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}, _PartnerConst$awakePo[6] = {
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x: 109,
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y: 293
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}, _PartnerConst$awakePo[7] = {
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x: 82,
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y: 361
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}, _PartnerConst$awakePo[8] = {
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x: 108,
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y: 429
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}, _PartnerConst$awakePo);
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// 装备出售面板小星星的位置
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PartnerConst.StarPos = (_PartnerConst$StarPos = {}, _PartnerConst$StarPos[1] = (_ = {}, _[1] = {
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x: 52,
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y: 87
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}, _), _PartnerConst$StarPos[2] = (_2 = {}, _2[1] = {
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x: 34,
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y: 87
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}, _2[2] = {
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x: 70,
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y: 87
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}, _2), _PartnerConst$StarPos[3] = (_3 = {}, _3[1] = {
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x: 50,
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y: 100
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}, _3[2] = {
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x: 33,
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y: 73
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}, _3[3] = {
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x: 70,
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y: 73
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}, _3), _PartnerConst$StarPos[4] = (_4 = {}, _4[1] = {
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x: 34,
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y: 104
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}, _4[2] = {
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x: 70,
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y: 104
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}, _4[3] = {
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x: 33,
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y: 73
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}, _4[4] = {
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x: 70,
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y: 73
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}, _4), _PartnerConst$StarPos[5] = (_5 = {}, _5[1] = {
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x: 35,
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y: 104
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}, _5[2] = {
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x: 65,
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y: 104
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}, _5[3] = {
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x: 23,
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y: 74
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}, _5[4] = {
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x: 52,
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y: 72
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}, _5[5] = {
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x: 81,
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y: 72
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}, _5), _PartnerConst$StarPos);
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// 装备出售筛选主属性顺序
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PartnerConst.EquipSellAttrType = (_PartnerConst$EquipSe = {}, _PartnerConst$EquipSe[1] = 1, _PartnerConst$EquipSe[2] = 101, _PartnerConst$EquipSe[3] = 104, _PartnerConst$EquipSe[4] = 107, _PartnerConst$EquipSe[5] = 106, _PartnerConst$EquipSe[6] = 118, _PartnerConst$EquipSe[7] = 119, _PartnerConst$EquipSe[8] = 120, _PartnerConst$EquipSe[9] = 113, _PartnerConst$EquipSe[10] = 114, _PartnerConst$EquipSe[11] = 115, _PartnerConst$EquipSe[12] = 116, _PartnerConst$EquipSe);
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// 装备出售筛选主属性顺序,翻转
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PartnerConst.EquipSellAttrTypeII = (_PartnerConst$EquipSe2 = {}, _PartnerConst$EquipSe2[1] = 1, _PartnerConst$EquipSe2[101] = 2, _PartnerConst$EquipSe2[104] = 3, _PartnerConst$EquipSe2[107] = 4, _PartnerConst$EquipSe2[106] = 5, _PartnerConst$EquipSe2[118] = 6, _PartnerConst$EquipSe2[119] = 7, _PartnerConst$EquipSe2[120] = 8, _PartnerConst$EquipSe2[113] = 9, _PartnerConst$EquipSe2[114] = 10, _PartnerConst$EquipSe2[115] = 11, _PartnerConst$EquipSe2[116] = 12, _PartnerConst$EquipSe2);
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// 装备套装又要一套排序
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PartnerConst.EquipSellAttrTypeIII = (_PartnerConst$EquipSe3 = {}, _PartnerConst$EquipSe3[1] = 1, _PartnerConst$EquipSe3[2] = 104, _PartnerConst$EquipSe3[3] = 101, _PartnerConst$EquipSe3[4] = 107, _PartnerConst$EquipSe3[5] = 113, _PartnerConst$EquipSe3[6] = 115, _PartnerConst$EquipSe3[7] = 106, _PartnerConst$EquipSe3[8] = 120, _PartnerConst$EquipSe3[9] = 118, _PartnerConst$EquipSe3[10] = 119, _PartnerConst$EquipSe3[11] = 114, _PartnerConst$EquipSe3[12] = 116, _PartnerConst$EquipSe3);
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// 装备整套排序问题
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PartnerConst.EqmPosByType = (_PartnerConst$EqmPosB = {}, _PartnerConst$EqmPosB[1] = 4, _PartnerConst$EqmPosB[2] = 3, _PartnerConst$EqmPosB[3] = 5, _PartnerConst$EqmPosB[4] = 1, _PartnerConst$EqmPosB[5] = 6, _PartnerConst$EqmPosB[6] = 2, _PartnerConst$EqmPosB);
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// 穿戴的装备类型顺序位置跟表不一致,要转换
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PartnerConst.Eqm_posII = (_PartnerConst$Eqm_pos = {}, _PartnerConst$Eqm_pos[1] = 1, _PartnerConst$Eqm_pos[2] = 6, _PartnerConst$Eqm_pos[3] = 2, _PartnerConst$Eqm_pos[4] = 4, _PartnerConst$Eqm_pos[5] = 3, _PartnerConst$Eqm_pos[6] = 5, _PartnerConst$Eqm_pos);
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PartnerConst.getSkillDesc = function (level) {
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if (level == 2) {
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return nx.text.getKey("lab_partner_const_tip1");
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} else if (level == 3) {
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return nx.text.getKey("lab_partner_const_tip2");
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} else if (level == 4) {
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return nx.text.getKey("lab_partner_const_tip3");
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} else if (level == 5) {
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return nx.text.getKey("lab_partner_const_tip4");
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} else {
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return nx.text.getKey("lab_partner_const_tip5");
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}
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},
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// 英雄重生
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PartnerConst.Reset = {
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ResetType: 1,
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// 英雄重生类型
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DisbandType: 2 // 英雄遣散类型
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};
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// 技能名称颜色
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PartnerConst.SkillColor = (_PartnerConst$SkillCo = {}, _PartnerConst$SkillCo[1] = new cc.Color(0x68, 0x45, 0x2a, 0xff), _PartnerConst$SkillCo[2] = new cc.Color(0x3a, 0x78, 0xc4, 0xff), _PartnerConst$SkillCo[3] = new cc.Color(0xb3, 0x58, 0x00, 0xff), _PartnerConst$SkillCo[4] = new cc.Color(0xa8, 0x38, 0xb3, 0xff), _PartnerConst$SkillCo[5] = new cc.Color(0xe2, 0x87, 0x00, 0xff), _PartnerConst$SkillCo[6] = new cc.Color(0xd9, 0x50, 0x14, 0xff), _PartnerConst$SkillCo);
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module.exports = PartnerConst;
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cc._RF.pop(); |