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Merge branch 'master' of http://fort23.cn:3000/ck/XiuXianGame

LT 6 dni temu
rodzic
commit
82577928cf

+ 60 - 60
Assets/Res/Config/BuffConfig.json

@@ -5,8 +5,8 @@
       "nameTest": "寒气",
       "decTest": "每到寒气对敌人的功法运转速度降低{0}%",
       "icon": "icon_b1001",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
+      "buffName": 10721,
+      "buffEffectDes": 10754,
       "buffGroup": 1001,
       "overlayCount": 15,
       "effectValue": [
@@ -25,8 +25,8 @@
       "nameTest": "冻结",
       "decTest": "敌人不能做任何作用,功法将会被封住。",
       "icon": "icon_b1002",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
+      "buffName": 10722,
+      "buffEffectDes": 10755,
       "buffGroup": 1002,
       "overlayCount": 1,
       "effectValue": [
@@ -45,8 +45,8 @@
       "nameTest": "毒",
       "decTest": "每层毒对敌人每秒照成{0}%木属性伤害,{1}层毒时毒气会入侵五脏,敌人每使用一次功法对应功法的伤势增加1",
       "icon": "icon_b1003",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
+      "buffName": 10723,
+      "buffEffectDes": 10756,
       "buffGroup": 1003,
       "overlayCount": 15,
       "effectValue": [
@@ -67,8 +67,8 @@
       "nameTest": "灼热",
       "decTest": "对敌人照成{0}火属性灼烧伤害,满层时敌人会受到痛苦,敌人使用功法时自身受到当前生命{1}%伤害",
       "icon": "icon_b1005",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
+      "buffName": 10725,
+      "buffEffectDes": 10758,
       "buffGroup": 1005,
       "overlayCount": 15,
       "effectValue": [
@@ -88,8 +88,8 @@
       "nameTest": "昏厥",
       "decTest": "敌人眩晕状态不能做任何事",
       "icon": "icon_b1006",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
+      "buffName": 10726,
+      "buffEffectDes": 10759,
       "buffGroup": 1006,
       "overlayCount": 1,
       "effectValue": [
@@ -108,8 +108,8 @@
       "nameTest": "剑意",
       "decTest": "剑祖的剑意标记",
       "icon": "icon_b1007",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
+      "buffName": 10727,
+      "buffEffectDes": 10760,
       "buffGroup": 1007,
       "overlayCount": 50,
       "effectValue": [
@@ -128,8 +128,8 @@
       "nameTest": "封禁",
       "decTest": "法宝封禁不能充能,不能使用",
       "icon": "icon_b1008",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
+      "buffName": 10728,
+      "buffEffectDes": 10761,
       "buffGroup": 1008,
       "overlayCount": 1,
       "effectValue": [
@@ -148,8 +148,8 @@
       "nameTest": "五行混乱",
       "decTest": "敌人的功法每次使用功法都将使用最低灵根属性作为伤害计算",
       "icon": "icon_b1009",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
+      "buffName": 10729,
+      "buffEffectDes": 10762,
       "buffGroup": 1009,
       "overlayCount": 1,
       "effectValue": [
@@ -168,8 +168,8 @@
       "nameTest": "流血",
       "decTest": "敌人持续流血{0}金属性伤害,满层后每隔{1}秒放血一次",
       "icon": "icon_b1011",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
+      "buffName": 10731,
+      "buffEffectDes": 10764,
       "buffGroup": 1011,
       "overlayCount": 15,
       "effectValue": [
@@ -189,8 +189,8 @@
       "nameTest": "放血",
       "decTest": "敌人受到一次大量{0}%金属性命值伤害,后续流血伤害提升{1}%",
       "icon": "icon_b1012",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
+      "buffName": 10732,
+      "buffEffectDes": 10765,
       "buffGroup": 1012,
       "overlayCount": 1,
       "effectValue": [
@@ -210,8 +210,8 @@
       "nameTest": "土沙",
       "decTest": "每一层土沙降低敌人{0}%防御",
       "icon": "icon_b1013",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
+      "buffName": 10733,
+      "buffEffectDes": 10766,
       "buffGroup": 1013,
       "overlayCount": 15,
       "effectValue": [
@@ -230,8 +230,8 @@
       "nameTest": "无敌",
       "decTest": "无敌,不受到任何伤害,不受控制",
       "icon": "icon_b1015",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
+      "buffName": 10735,
+      "buffEffectDes": 10768,
       "buffGroup": 1015,
       "overlayCount": 1,
       "effectValue": [
@@ -250,8 +250,8 @@
       "nameTest": "冰魄牢域",
       "decTest": "乌龟的技能,神龟的所有主动伤害型技能命中目标后都会施加一层寒气,\n寒气每叠到{0}层时,消耗所有层寒气对敌人照成{0}秒的冰冻效果",
       "icon": "icon_b1016",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
+      "buffName": 10736,
+      "buffEffectDes": 10769,
       "buffGroup": 1016,
       "overlayCount": 1,
       "effectValue": [
@@ -271,8 +271,8 @@
       "nameTest": "鼠疫",
       "decTest": "敌人受到每秒受到{0}*层数的伤害,持续期间攻击力降低{1}%*层数",
       "icon": "icon_b1017",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
+      "buffName": 10737,
+      "buffEffectDes": 10770,
       "buffGroup": 1017,
       "overlayCount": 15,
       "effectValue": [
@@ -292,8 +292,8 @@
       "nameTest": "感电",
       "decTest": "麻痹敌人,敌人的身体受到麻痹,有{0}%*层数的概率是功法无法进入释放状态,没触发一次,消耗一半感电",
       "icon": "icon_b1018",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
+      "buffName": 10738,
+      "buffEffectDes": 10771,
       "buffGroup": 1018,
       "overlayCount": 10,
       "effectValue": [
@@ -312,8 +312,8 @@
       "nameTest": "筋脉封锁金",
       "decTest": "封锁筋脉",
       "icon": "icon_b1019",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
+      "buffName": 10739,
+      "buffEffectDes": 10772,
       "buffGroup": 1019,
       "overlayCount": 1,
       "effectValue": [
@@ -332,8 +332,8 @@
       "nameTest": "筋脉封锁木",
       "decTest": "封锁筋脉",
       "icon": "icon_b1020",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
+      "buffName": 10740,
+      "buffEffectDes": 10773,
       "buffGroup": 1020,
       "overlayCount": 1,
       "effectValue": [
@@ -352,8 +352,8 @@
       "nameTest": "筋脉封锁水",
       "decTest": "封锁筋脉",
       "icon": "icon_b1021",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
+      "buffName": 10741,
+      "buffEffectDes": 10774,
       "buffGroup": 1021,
       "overlayCount": 1,
       "effectValue": [
@@ -372,8 +372,8 @@
       "nameTest": "筋脉封锁火",
       "decTest": "封锁筋脉",
       "icon": "icon_b1022",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
+      "buffName": 10742,
+      "buffEffectDes": 10775,
       "buffGroup": 1022,
       "overlayCount": 1,
       "effectValue": [
@@ -392,8 +392,8 @@
       "nameTest": "筋脉封锁土",
       "decTest": "封锁筋脉",
       "icon": "icon_b1023",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
+      "buffName": 10743,
+      "buffEffectDes": 10776,
       "buffGroup": 1023,
       "overlayCount": 1,
       "effectValue": [
@@ -412,8 +412,8 @@
       "nameTest": "星辰印记",
       "decTest": "星辰道升级获得的效果,在结算时收到层数对应的伤害",
       "icon": "icon_b1024",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
+      "buffName": 10744,
+      "buffEffectDes": 10777,
       "buffGroup": 1024,
       "overlayCount": 99,
       "effectValue": [
@@ -432,8 +432,8 @@
       "nameTest": "控制",
       "decTest": "不能释放功法,功法也不能充能完成",
       "icon": "icon_b1025",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
+      "buffName": 10745,
+      "buffEffectDes": 10778,
       "buffGroup": 1025,
       "overlayCount": 99,
       "effectValue": [
@@ -452,8 +452,8 @@
       "nameTest": "大树隐身状态",
       "decTest": "大树隐身状态",
       "icon": "icon_b1026",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
+      "buffName": 10746,
+      "buffEffectDes": 10779,
       "buffGroup": 1026,
       "overlayCount": 99,
       "effectValue": [
@@ -472,8 +472,8 @@
       "nameTest": "阴水",
       "decTest": "",
       "icon": "icon_b1027",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
+      "buffName": 10747,
+      "buffEffectDes": 10780,
       "buffGroup": 1027,
       "overlayCount": 99,
       "effectValue": [
@@ -492,8 +492,8 @@
       "nameTest": "冰冻值",
       "decTest": "",
       "icon": "icon_b1028",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
+      "buffName": 10748,
+      "buffEffectDes": 10781,
       "buffGroup": 1028,
       "overlayCount": 99,
       "effectValue": [
@@ -512,8 +512,8 @@
       "nameTest": "金伤势",
       "decTest": "影响金的灵根",
       "icon": "icon_b1029",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
+      "buffName": 10749,
+      "buffEffectDes": 10782,
       "buffGroup": 1029,
       "overlayCount": 15,
       "effectValue": [
@@ -532,8 +532,8 @@
       "nameTest": "木伤势",
       "decTest": "影响木的灵根",
       "icon": "icon_b1030",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
+      "buffName": 10750,
+      "buffEffectDes": 10783,
       "buffGroup": 1030,
       "overlayCount": 15,
       "effectValue": [
@@ -552,8 +552,8 @@
       "nameTest": "水伤势",
       "decTest": "影响水的灵根",
       "icon": "icon_b1031",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
+      "buffName": 10751,
+      "buffEffectDes": 10784,
       "buffGroup": 1031,
       "overlayCount": 15,
       "effectValue": [
@@ -572,8 +572,8 @@
       "nameTest": "火伤势",
       "decTest": "影响火的灵根",
       "icon": "icon_b1032",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
+      "buffName": 10752,
+      "buffEffectDes": 10785,
       "buffGroup": 1032,
       "overlayCount": 15,
       "effectValue": [
@@ -592,8 +592,8 @@
       "nameTest": "土伤势",
       "decTest": "影响土的灵根",
       "icon": "icon_b1033",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
+      "buffName": 10753,
+      "buffEffectDes": 10786,
       "buffGroup": 1033,
       "overlayCount": 15,
       "effectValue": [

+ 41 - 41
Assets/Res/Config/EventLinkConfig.json

@@ -4204,7 +4204,10 @@
       "EventConditionMessage": 5290,
       "PreShow": 0,
       "PreShowPar": 0,
-      "NPCID": 0,
+      "NPCID": 106,
+      "LanID": [
+        5311
+      ],
       "DialogueType": 0,
       "EventID": 10014,
       "step": 16,
@@ -4235,13 +4238,13 @@
     },
     {
       "ID": 1001501,
-      "conciseEventMessage": 5311,
+      "conciseEventMessage": 5312,
       "EventConditionMessage": 0,
       "PreShow": 0,
       "PreShowPar": 0,
       "NPCID": 106,
       "LanID": [
-        5312
+        5313
       ],
       "DialogueType": 0,
       "EventID": 10015,
@@ -4254,13 +4257,13 @@
     },
     {
       "ID": 1001502,
-      "conciseEventMessage": 5311,
+      "conciseEventMessage": 5312,
       "EventConditionMessage": 0,
       "PreShow": 0,
       "PreShowPar": 0,
       "NPCID": 106,
       "LanID": [
-        5313
+        5314
       ],
       "DialogueType": 0,
       "EventID": 10015,
@@ -4270,7 +4273,7 @@
         1001503
       ],
       "optionPara2": [
-        5314
+        5315
       ],
       "ResultType": 1,
       "ResultOptions": [
@@ -4279,13 +4282,13 @@
     },
     {
       "ID": 1001503,
-      "conciseEventMessage": 5311,
+      "conciseEventMessage": 5312,
       "EventConditionMessage": 0,
       "PreShow": 0,
       "PreShowPar": 0,
       "NPCID": 106,
       "LanID": [
-        5315
+        5316
       ],
       "DialogueType": 0,
       "EventID": 10015,
@@ -4298,13 +4301,13 @@
     },
     {
       "ID": 1001504,
-      "conciseEventMessage": 5311,
+      "conciseEventMessage": 5312,
       "EventConditionMessage": 0,
       "PreShow": 0,
       "PreShowPar": 0,
       "NPCID": 106,
       "LanID": [
-        5316
+        5317
       ],
       "DialogueType": 0,
       "EventID": 10015,
@@ -4317,13 +4320,13 @@
     },
     {
       "ID": 1001505,
-      "conciseEventMessage": 5311,
+      "conciseEventMessage": 5312,
       "EventConditionMessage": 0,
       "PreShow": 0,
       "PreShowPar": 0,
       "NPCID": 106,
       "LanID": [
-        5317
+        5318
       ],
       "DialogueType": 0,
       "EventID": 10015,
@@ -4340,13 +4343,13 @@
     },
     {
       "ID": 1001506,
-      "conciseEventMessage": 5311,
+      "conciseEventMessage": 5312,
       "EventConditionMessage": 0,
       "PreShow": 0,
       "PreShowPar": 0,
       "NPCID": 106,
       "LanID": [
-        5318
+        5319
       ],
       "DialogueType": 0,
       "EventID": 10015,
@@ -4359,13 +4362,13 @@
     },
     {
       "ID": 1001507,
-      "conciseEventMessage": 5311,
+      "conciseEventMessage": 5312,
       "EventConditionMessage": 0,
       "PreShow": 0,
       "PreShowPar": 0,
       "NPCID": 106,
       "LanID": [
-        5319
+        5320
       ],
       "DialogueType": 0,
       "EventID": 10015,
@@ -4375,7 +4378,7 @@
         1001508
       ],
       "optionPara2": [
-        5320
+        5321
       ],
       "ResultType": 1,
       "ResultOptions": [
@@ -4384,13 +4387,13 @@
     },
     {
       "ID": 1001508,
-      "conciseEventMessage": 5311,
+      "conciseEventMessage": 5312,
       "EventConditionMessage": 0,
       "PreShow": 0,
       "PreShowPar": 0,
       "NPCID": 0,
       "LanID": [
-        5321
+        5322
       ],
       "DialogueType": 2,
       "EventID": 10015,
@@ -4403,13 +4406,13 @@
     },
     {
       "ID": 1001601,
-      "conciseEventMessage": 5322,
+      "conciseEventMessage": 5323,
       "EventConditionMessage": 0,
       "PreShow": 0,
       "PreShowPar": 0,
       "NPCID": 106,
       "LanID": [
-        5323
+        5324
       ],
       "DialogueType": 0,
       "EventID": 10016,
@@ -4422,13 +4425,13 @@
     },
     {
       "ID": 1001602,
-      "conciseEventMessage": 5322,
+      "conciseEventMessage": 5323,
       "EventConditionMessage": 0,
       "PreShow": 0,
       "PreShowPar": 0,
       "NPCID": 106,
       "LanID": [
-        5324
+        5325
       ],
       "DialogueType": 0,
       "EventID": 10016,
@@ -4441,13 +4444,13 @@
     },
     {
       "ID": 1001603,
-      "conciseEventMessage": 5322,
+      "conciseEventMessage": 5323,
       "EventConditionMessage": 0,
       "PreShow": 0,
       "PreShowPar": 0,
       "NPCID": 106,
       "LanID": [
-        5325
+        5326
       ],
       "DialogueType": 0,
       "EventID": 10016,
@@ -4460,13 +4463,13 @@
     },
     {
       "ID": 1001604,
-      "conciseEventMessage": 5322,
+      "conciseEventMessage": 5323,
       "EventConditionMessage": 0,
       "PreShow": 0,
       "PreShowPar": 0,
       "NPCID": 100,
       "LanID": [
-        5326
+        5327
       ],
       "DialogueType": 0,
       "EventID": 10016,
@@ -4479,7 +4482,7 @@
     },
     {
       "ID": 1001605,
-      "conciseEventMessage": 5322,
+      "conciseEventMessage": 5323,
       "EventConditionMessage": 0,
       "PreShow": 0,
       "PreShowPar": 0,
@@ -4498,13 +4501,13 @@
     },
     {
       "ID": 1001606,
-      "conciseEventMessage": 5322,
+      "conciseEventMessage": 5323,
       "EventConditionMessage": 0,
       "PreShow": 0,
       "PreShowPar": 0,
       "NPCID": 0,
       "LanID": [
-        5327
+        5328
       ],
       "DialogueType": 2,
       "EventID": 10016,
@@ -4517,13 +4520,13 @@
     },
     {
       "ID": 1001607,
-      "conciseEventMessage": 5322,
+      "conciseEventMessage": 5323,
       "EventConditionMessage": 0,
       "PreShow": 0,
       "PreShowPar": 0,
       "NPCID": 106,
       "LanID": [
-        5328
+        5329
       ],
       "DialogueType": 0,
       "EventID": 10016,
@@ -4536,13 +4539,13 @@
     },
     {
       "ID": 1001608,
-      "conciseEventMessage": 5322,
+      "conciseEventMessage": 5323,
       "EventConditionMessage": 0,
       "PreShow": 0,
       "PreShowPar": 0,
       "NPCID": 100,
       "LanID": [
-        5329
+        5330
       ],
       "DialogueType": 0,
       "EventID": 10016,
@@ -4555,13 +4558,13 @@
     },
     {
       "ID": 1001609,
-      "conciseEventMessage": 5322,
+      "conciseEventMessage": 5323,
       "EventConditionMessage": 0,
       "PreShow": 0,
       "PreShowPar": 0,
-      "NPCID": 100,
+      "NPCID": 0,
       "LanID": [
-        5330
+        5331
       ],
       "DialogueType": 0,
       "EventID": 10016,
@@ -4574,14 +4577,11 @@
     },
     {
       "ID": 1001610,
-      "conciseEventMessage": 5322,
+      "conciseEventMessage": 5323,
       "EventConditionMessage": 0,
       "PreShow": 0,
       "PreShowPar": 0,
       "NPCID": 0,
-      "LanID": [
-        5331
-      ],
       "DialogueType": 2,
       "EventID": 10016,
       "step": 10,

+ 305 - 41
Assets/Res/Config/LanguageChineseConfig.json

@@ -18282,87 +18282,87 @@
     },
     {
       "ID": 5311,
-      "txt": "割草喝茶"
+      "txt": "你资历尚浅,还是历练历练再来找我吧。"
     },
     {
       "ID": 5312,
-      "txt": "(转身望向屋后的山坡)你来得也巧,我正想在开辟一块新药田。"
+      "txt": "割草喝茶"
     },
     {
       "ID": 5313,
-      "txt": "后山有一块不错的地,离我家有一些远,平时也懒得打理,正好你来了就去帮我开辟出来吧。"
+      "txt": "(转身望向屋后的山坡)你来得也巧,我正想在开辟一块新药田。"
     },
     {
       "ID": 5314,
-      "txt": "……前辈是让我干农活吗"
+      "txt": "后山有一块不错的地,离我家有一些远,平时也懒得打理,正好你来了就去帮我开辟出来吧。"
     },
     {
       "ID": 5315,
-      "txt": "(笑)哈哈,正是,帮我清理一下灵田,回来请你喝茶。"
+      "txt": "……前辈是让我干农活吗"
     },
     {
       "ID": 5316,
-      "txt": "对了,在哪些杂草中不也会生长着一些药效不错的药草,这些药草在杂草中没有更好的成长起来,如果发现了药草帮我收集一些药草的种子回来。"
+      "txt": "(笑)哈哈,正是,帮我清理一下灵田,回来请你喝茶。"
     },
     {
       "ID": 5317,
-      "txt": "在开辟的过程中也请小心一点,后山也经常有妖怪出没。"
+      "txt": "对了,在哪些杂草中不也会生长着一些药效不错的药草,这些药草在杂草中没有更好的成长起来,如果发现了药草帮我收集一些药草的种子回来。"
     },
     {
       "ID": 5318,
-      "txt": "(你回到屋前,满身草屑与泥土,许由在烧水,煮茶)"
+      "txt": "在开辟的过程中也请小心一点,后山也经常有妖怪出没。"
     },
     {
       "ID": 5319,
-      "txt": "小友动作还挺快。坐,喝口茶。"
+      "txt": "(你回到屋前,满身草屑与泥土,许由在烧水,煮茶)"
     },
     {
       "ID": 5320,
-      "txt": "多谢前辈。"
+      "txt": "小友动作还挺快。坐,喝口茶。"
     },
     {
       "ID": 5321,
-      "txt": "(你获得了永久属性提升)(此处需要进一步处理)"
+      "txt": "多谢前辈。"
     },
     {
       "ID": 5322,
-      "txt": "再来一杯"
+      "txt": "(你获得了永久属性提升)(此处需要进一步处理)"
     },
     {
       "ID": 5323,
-      "txt": "今天的风有点不对,开来昨日你在后山的动静不小呀,山那头怕是要来些不速之客。"
+      "txt": "再来一杯"
     },
     {
       "ID": 5324,
-      "txt": "你才帮我弄好灵草种子和灵田,别让妖兽给毁了。"
+      "txt": "今天的风有点不对,开来昨日你在后山的动静不小呀,山那头怕是要来些不速之客。"
     },
     {
       "ID": 5325,
-      "txt": "你去走一趟。"
+      "txt": "你才帮我弄好灵草种子和灵田,别让妖兽给毁了。"
     },
     {
       "ID": 5326,
-      "txt": "好的"
+      "txt": "你去走一趟。"
     },
     {
       "ID": 5327,
-      "txt": "(回到屋前,看到许由又在烧水,煮茶,和上次一样)"
+      "txt": "好的"
     },
     {
       "ID": 5328,
-      "txt": "来,喝茶。"
+      "txt": "(回到屋前,看到许由又在烧水,煮茶,和上次一样)"
     },
     {
       "ID": 5329,
-      "txt": "(心中默念...这个精英妖兽,可费我一些功夫,怎么又是茶?)"
+      "txt": "来,喝茶。"
     },
     {
       "ID": 5330,
-      "txt": "(你没说话,默默喝下)"
+      "txt": "(心中默念...这个精英妖兽,可费我一些功夫,怎么又是茶?)"
     },
     {
       "ID": 5331,
-      "txt": "(你获得了永久属性提升)(此处需要进一步处理)"
+      "txt": "(你没说话,默默喝下)你觉得心胸翻涌,看来得需要一定的境界才能压制住这股力量。"
     },
     {
       "ID": 5332,
@@ -18466,11 +18466,11 @@
     },
     {
       "ID": 5357,
-      "txt": "(转身,望向殿后灵山)我这里灵气充沛,古迹亦多,不妨在此逗留几日,四处看看。"
+      "txt": "(转身,望向殿后灵山)我这里灵气充沛,古迹亦多,不妨在此逗留几日,四处看看。等你境界足够,再踏上新的历练吧。"
     },
     {
       "ID": 5358,
-      "txt": "或许这是冲虚真人引你来的真正用意。"
+      "txt": "看你获益良多,或许这是冲虚真人引你来的真正用意。"
     },
     {
       "ID": 5359,
@@ -18666,7 +18666,7 @@
     },
     {
       "ID": 5407,
-      "txt": "多谢前辈"
+      "txt": "多谢前辈。眼下我还得多历练历练,才能登上这座神山吧。"
     },
     {
       "ID": 5408,
@@ -18758,7 +18758,7 @@
     },
     {
       "ID": 5430,
-      "txt": "好的道友,那我这就去寻。"
+      "txt": "好的道友,那我这就去寻。不过想要打败飞天走地的神兽,需要再历练历练才行。"
     },
     {
       "ID": 5431,
@@ -18790,7 +18790,7 @@
     },
     {
       "ID": 5438,
-      "txt": "多谢前辈!  (得到樗木的树枝)"
+      "txt": "多谢前辈!  (得到樗木的树枝)接下来登山之前,还得再历练历练。"
     },
     {
       "ID": 5439,
@@ -18838,7 +18838,7 @@
     },
     {
       "ID": 5450,
-      "txt": "闲来无事,种种花草,研究研究阵法。\n如果道友有兴趣,可以随时交流。"
+      "txt": "闲来无事,种种花草,研究研究阵法,提升修仙境界。\n如果道友有兴趣,可以随时交流。"
     },
     {
       "ID": 5451,
@@ -19018,7 +19018,7 @@
     },
     {
       "ID": 5495,
-      "txt": "我的修仙之路,到底在何方啊?"
+      "txt": "我的修仙之路,到底在何方啊?还是先静下心来先历练一番再图后计。"
     },
     {
       "ID": 5496,
@@ -19126,7 +19126,7 @@
     },
     {
       "ID": 5522,
-      "txt": "此镜照心。击败它,便知一二。"
+      "txt": "此镜照心。去周围历练一番,击败它,便知一二。"
     },
     {
       "ID": 5523,
@@ -19158,7 +19158,7 @@
     },
     {
       "ID": 5530,
-      "txt": "多谢前辈指点!"
+      "txt": "多谢前辈指点!去北海深处之前,先得历练足够再上路吧。"
     },
     {
       "ID": 5531,
@@ -19230,7 +19230,7 @@
     },
     {
       "ID": 5548,
-      "txt": "前辈,一路顺风!"
+      "txt": "前辈,一路顺风!待我渡劫至炼虚,再图后计!"
     },
     {
       "ID": 5549,
@@ -37486,43 +37486,43 @@
     },
     {
       "ID": 10112,
-      "txt": "九焰莲"
+      "txt": "青灵果"
     },
     {
       "ID": 10113,
-      "txt": "混沌合晶"
+      "txt": "金阳果"
     },
     {
       "ID": 10114,
-      "txt": "鸿蒙紫华"
+      "txt": "金灵丹"
     },
     {
       "ID": 10115,
-      "txt": "开天古藤"
+      "txt": "紫霞芝"
     },
     {
       "ID": 10116,
-      "txt": "九天露华"
+      "txt": "九窍芝"
     },
     {
       "ID": 10117,
-      "txt": "突破化神期达到炼虚期境界所必需的天材地宝。"
+      "txt": "突破筑基中期达到筑基后期境界所必需的天材地宝。"
     },
     {
       "ID": 10118,
-      "txt": "突破炼虚期达到大乘期境界所必需的天材地宝。"
+      "txt": "突破筑基后期达到结丹前期境界所必需的天材地宝。"
     },
     {
       "ID": 10119,
-      "txt": "突破大乘期达到飞升期境界所必需的天材地宝。"
+      "txt": "突破结丹前期达到结丹中期境界所必需的天材地宝。"
     },
     {
       "ID": 10120,
-      "txt": "突破飞升期达到逍遥期境界所必需的天材地宝。"
+      "txt": "突破结丹中期达到结丹后期境界所必需的天材地宝。"
     },
     {
       "ID": 10121,
-      "txt": "突破逍遥期达到真神期境界所必需的天材地宝。"
+      "txt": "突破结丹后期达到元婴前期境界所必需的天材地宝。"
     },
     {
       "ID": 10122,
@@ -39919,6 +39919,270 @@
     {
       "ID": 10720,
       "txt": "提升土属性功法的效果,降低受到土属性功法的伤害"
+    },
+    {
+      "ID": 10721,
+      "txt": "寒气"
+    },
+    {
+      "ID": 10722,
+      "txt": "冻结"
+    },
+    {
+      "ID": 10723,
+      "txt": "毒"
+    },
+    {
+      "ID": 10724,
+      "txt": "0"
+    },
+    {
+      "ID": 10725,
+      "txt": "灼热"
+    },
+    {
+      "ID": 10726,
+      "txt": "昏厥"
+    },
+    {
+      "ID": 10727,
+      "txt": "剑意"
+    },
+    {
+      "ID": 10728,
+      "txt": "封禁"
+    },
+    {
+      "ID": 10729,
+      "txt": "五行混乱"
+    },
+    {
+      "ID": 10730,
+      "txt": "0"
+    },
+    {
+      "ID": 10731,
+      "txt": "流血"
+    },
+    {
+      "ID": 10732,
+      "txt": "放血"
+    },
+    {
+      "ID": 10733,
+      "txt": "土沙"
+    },
+    {
+      "ID": 10734,
+      "txt": "0"
+    },
+    {
+      "ID": 10735,
+      "txt": "无敌"
+    },
+    {
+      "ID": 10736,
+      "txt": "冰魄牢域"
+    },
+    {
+      "ID": 10737,
+      "txt": "鼠疫"
+    },
+    {
+      "ID": 10738,
+      "txt": "感电"
+    },
+    {
+      "ID": 10739,
+      "txt": "筋脉封锁金"
+    },
+    {
+      "ID": 10740,
+      "txt": "筋脉封锁木"
+    },
+    {
+      "ID": 10741,
+      "txt": "筋脉封锁水"
+    },
+    {
+      "ID": 10742,
+      "txt": "筋脉封锁火"
+    },
+    {
+      "ID": 10743,
+      "txt": "筋脉封锁土"
+    },
+    {
+      "ID": 10744,
+      "txt": "星辰印记"
+    },
+    {
+      "ID": 10745,
+      "txt": "控制"
+    },
+    {
+      "ID": 10746,
+      "txt": "大树隐身状态"
+    },
+    {
+      "ID": 10747,
+      "txt": "阴水"
+    },
+    {
+      "ID": 10748,
+      "txt": "冰冻值"
+    },
+    {
+      "ID": 10749,
+      "txt": "金伤势"
+    },
+    {
+      "ID": 10750,
+      "txt": "木伤势"
+    },
+    {
+      "ID": 10751,
+      "txt": "水伤势"
+    },
+    {
+      "ID": 10752,
+      "txt": "火伤势"
+    },
+    {
+      "ID": 10753,
+      "txt": "土伤势"
+    },
+    {
+      "ID": 10754,
+      "txt": "每到寒气对敌人的功法运转速度降低{0}%"
+    },
+    {
+      "ID": 10755,
+      "txt": "敌人不能做任何作用,功法将会被封住。"
+    },
+    {
+      "ID": 10756,
+      "txt": "每层毒对敌人每秒照成{0}%木属性伤害,{1}层毒时毒气会入侵五脏,敌人每使用一次功法对应功法的伤势增加1"
+    },
+    {
+      "ID": 10757,
+      "txt": "0"
+    },
+    {
+      "ID": 10758,
+      "txt": "对敌人照成{0}火属性灼烧伤害,满层时敌人会受到痛苦,敌人使用功法时自身受到当前生命{1}%伤害"
+    },
+    {
+      "ID": 10759,
+      "txt": "敌人眩晕状态不能做任何事"
+    },
+    {
+      "ID": 10760,
+      "txt": "剑祖的剑意标记"
+    },
+    {
+      "ID": 10761,
+      "txt": "法宝封禁不能充能,不能使用"
+    },
+    {
+      "ID": 10762,
+      "txt": "敌人的功法每次使用功法都将使用最低灵根属性作为伤害计算"
+    },
+    {
+      "ID": 10763,
+      "txt": "0"
+    },
+    {
+      "ID": 10764,
+      "txt": "敌人持续流血{0}金属性伤害,满层后每隔{1}秒放血一次"
+    },
+    {
+      "ID": 10765,
+      "txt": "敌人受到一次大量{0}%金属性命值伤害,后续流血伤害提升{1}%"
+    },
+    {
+      "ID": 10766,
+      "txt": "每一层土沙降低敌人{0}%防御"
+    },
+    {
+      "ID": 10767,
+      "txt": "0"
+    },
+    {
+      "ID": 10768,
+      "txt": "无敌,不受到任何伤害,不受控制"
+    },
+    {
+      "ID": 10769,
+      "txt": "乌龟的技能,神龟的所有主动伤害型技能命中目标后都会施加一层寒气,\n寒气每叠到{0}层时,消耗所有层寒气对敌人照成{0}秒的冰冻效果"
+    },
+    {
+      "ID": 10770,
+      "txt": "敌人受到每秒受到{0}*层数的伤害,持续期间攻击力降低{1}%*层数"
+    },
+    {
+      "ID": 10771,
+      "txt": "麻痹敌人,敌人的身体受到麻痹,有{0}%*层数的概率是功法无法进入释放状态,没触发一次,消耗一半感电"
+    },
+    {
+      "ID": 10772,
+      "txt": "封锁筋脉"
+    },
+    {
+      "ID": 10773,
+      "txt": "封锁筋脉"
+    },
+    {
+      "ID": 10774,
+      "txt": "封锁筋脉"
+    },
+    {
+      "ID": 10775,
+      "txt": "封锁筋脉"
+    },
+    {
+      "ID": 10776,
+      "txt": "封锁筋脉"
+    },
+    {
+      "ID": 10777,
+      "txt": "星辰道升级获得的效果,在结算时收到层数对应的伤害"
+    },
+    {
+      "ID": 10778,
+      "txt": "不能释放功法,功法也不能充能完成"
+    },
+    {
+      "ID": 10779,
+      "txt": "大树隐身状态"
+    },
+    {
+      "ID": 10780,
+      "txt": "0"
+    },
+    {
+      "ID": 10781,
+      "txt": "0"
+    },
+    {
+      "ID": 10782,
+      "txt": "影响金的灵根"
+    },
+    {
+      "ID": 10783,
+      "txt": "影响木的灵根"
+    },
+    {
+      "ID": 10784,
+      "txt": "影响水的灵根"
+    },
+    {
+      "ID": 10785,
+      "txt": "影响火的灵根"
+    },
+    {
+      "ID": 10786,
+      "txt": "影响土的灵根"
     }
   ]
 }

+ 159 - 159
Assets/Res/Config/LanguageChineseConfig_skill.json

@@ -2082,27 +2082,27 @@
     },
     {
       "ID": 1111020,
-      "txt": "吸收自身灵气凝聚{0}柄大剑,大剑旋转快速穿透敌人对敌人成{1}%伤害"
+      "txt": "吸收自身灵气凝聚{0}柄大剑,大剑旋转快速穿透敌人对敌人成{1}%伤害"
     },
     {
       "ID": 1111021,
-      "txt": "吸收自身灵气凝聚{0}柄大剑,大剑旋转快速穿透敌人对敌人成{1}%伤害\n敌人如果在流血或放血状态,对敌人造成的伤害+{2}%"
+      "txt": "吸收自身灵气凝聚{0}柄大剑,大剑旋转快速穿透敌人对敌人成{1}%伤害\n敌人如果在流血或放血状态,对敌人造成的伤害+{2}%"
     },
     {
       "ID": 1111022,
-      "txt": "吸收自身灵气凝聚{0}柄大剑,大剑旋转快速穿透敌人对敌人成{1}%伤害\n敌人如果在流血或放血状态,对敌人造成的伤害+{2}%"
+      "txt": "吸收自身灵气凝聚{0}柄大剑,大剑旋转快速穿透敌人对敌人成{1}%伤害\n敌人如果在流血或放血状态,对敌人造成的伤害+{2}%"
     },
     {
       "ID": 1111023,
-      "txt": "吸收自身灵气凝聚{0}柄大剑,大剑旋转快速穿透敌人对敌人成{1}%伤害\n敌人如果在流血或放血状态,对敌人造成的伤害+{2}%\n重伤敌人后,如果目标没在放血状态,直接放血且不消耗流血层数"
+      "txt": "吸收自身灵气凝聚{0}柄大剑,大剑旋转快速穿透敌人对敌人成{1}%伤害\n敌人如果在流血或放血状态,对敌人造成的伤害+{2}%\n重伤敌人后,如果目标没在放血状态,直接放血且不消耗流血层数"
     },
     {
       "ID": 1111024,
-      "txt": "吸收自身灵气凝聚{0}柄大剑,大剑旋转快速穿透敌人对敌人成{1}%伤害\n敌人如果在流血或放血状态,对敌人造成的伤害+{2}%\n重伤敌人后,如果目标没在放血状态,直接放血且不消耗流血层数"
+      "txt": "吸收自身灵气凝聚{0}柄大剑,大剑旋转快速穿透敌人对敌人成{1}%伤害\n敌人如果在流血或放血状态,对敌人造成的伤害+{2}%\n重伤敌人后,如果目标没在放血状态,直接放血且不消耗流血层数"
     },
     {
       "ID": 1111025,
-      "txt": "吸收自身灵气凝聚{0}柄大剑,大剑旋转快速穿透敌人对敌人成{1}%伤害\n敌人如果在流血或放血状态,对敌人造成的伤害+{2}%\n重伤敌人后,如果目标没在放血状态,直接放血且不消耗流血层数\n全盛状态,剑的体型变大,对拼强度+{3}%,伤害提升{4}%"
+      "txt": "吸收自身灵气凝聚{0}柄大剑,大剑旋转快速穿透敌人对敌人成{1}%伤害\n敌人如果在流血或放血状态,对敌人造成的伤害+{2}%\n重伤敌人后,如果目标没在放血状态,直接放血且不消耗流血层数\n全盛状态,剑的体型变大,对拼强度+{3}%,伤害提升{4}%"
     },
     {
       "ID": 1111030,
@@ -2178,51 +2178,51 @@
     },
     {
       "ID": 1112010,
-      "txt": "发出{0}道寒气冰锥,对敌人成{1}%伤害,每到冰锥有{2}%概率对敌人施加1层寒气"
+      "txt": "发出{0}道寒气冰锥,对敌人成{1}%伤害,每到冰锥有{2}%概率对敌人施加1层寒气"
     },
     {
       "ID": 1112011,
-      "txt": "发出{0}道寒气冰锥,对敌人成{1}%伤害,每到冰锥有{2}%概率对敌人施加1层寒气"
+      "txt": "发出{0}道寒气冰锥,对敌人成{1}%伤害,每到冰锥有{2}%概率对敌人施加1层寒气"
     },
     {
       "ID": 1112012,
-      "txt": "发出{0}道寒气冰锥,对敌人成{1}%伤害,每到冰锥有{2}%概率对敌人施加1层寒气"
+      "txt": "发出{0}道寒气冰锥,对敌人成{1}%伤害,每到冰锥有{2}%概率对敌人施加1层寒气"
     },
     {
       "ID": 1112013,
-      "txt": "发出{0}道寒气冰锥,对敌人成{1}%伤害,每到冰锥有{2}%概率对敌人施加1层寒气"
+      "txt": "发出{0}道寒气冰锥,对敌人成{1}%伤害,每到冰锥有{2}%概率对敌人施加1层寒气"
     },
     {
       "ID": 1112014,
-      "txt": "发出{0}道寒气冰锥,对敌人成{1}%伤害,每到冰锥有{2}%概率对敌人施加1层寒气"
+      "txt": "发出{0}道寒气冰锥,对敌人成{1}%伤害,每到冰锥有{2}%概率对敌人施加1层寒气"
     },
     {
       "ID": 1112015,
-      "txt": "发出{0}道寒气冰锥,对敌人成{1}%伤害,每到冰锥有{2}%概率对敌人施加1层寒气"
+      "txt": "发出{0}道寒气冰锥,对敌人成{1}%伤害,每到冰锥有{2}%概率对敌人施加1层寒气"
     },
     {
       "ID": 1112020,
-      "txt": "身体散发出一团迷雾。从迷雾中飞出{0}个冰球,每个冰球对敌人成{1}%伤害,并有{2}%概率施加1层寒气"
+      "txt": "身体散发出一团迷雾。从迷雾中飞出{0}个冰球,每个冰球对敌人成{1}%伤害,并有{2}%概率施加1层寒气"
     },
     {
       "ID": 1112021,
-      "txt": "身体散发出一团迷雾。从迷雾中飞出{0}个冰球,每个冰球对敌人成{1}%伤害,并有{2}%概率施加1层寒气"
+      "txt": "身体散发出一团迷雾。从迷雾中飞出{0}个冰球,每个冰球对敌人成{1}%伤害,并有{2}%概率施加1层寒气"
     },
     {
       "ID": 1112022,
-      "txt": "身体散发出一团迷雾。从迷雾中飞出{0}个冰球,每个冰球对敌人成{1}%伤害,并有{2}%概率施加1层寒气"
+      "txt": "身体散发出一团迷雾。从迷雾中飞出{0}个冰球,每个冰球对敌人成{1}%伤害,并有{2}%概率施加1层寒气"
     },
     {
       "ID": 1112023,
-      "txt": "身体散发出一团迷雾。从迷雾中飞出{0}个冰球,每个冰球对敌人成{1}%伤害,并有{2}%概率施加1层寒气"
+      "txt": "身体散发出一团迷雾。从迷雾中飞出{0}个冰球,每个冰球对敌人成{1}%伤害,并有{2}%概率施加1层寒气"
     },
     {
       "ID": 1112024,
-      "txt": "身体散发出一团迷雾。从迷雾中飞出{0}个冰球,每个冰球对敌人成{1}%伤害,并有{2}%概率施加1层寒气"
+      "txt": "身体散发出一团迷雾。从迷雾中飞出{0}个冰球,每个冰球对敌人成{1}%伤害,并有{2}%概率施加1层寒气"
     },
     {
       "ID": 1112025,
-      "txt": "身体散发出一团迷雾。从迷雾中飞出{0}个冰球,每个冰球对敌人成{1}%伤害,并有{2}%概率施加1层寒气"
+      "txt": "身体散发出一团迷雾。从迷雾中飞出{0}个冰球,每个冰球对敌人成{1}%伤害,并有{2}%概率施加1层寒气"
     },
     {
       "ID": 1112040,
@@ -2274,27 +2274,27 @@
     },
     {
       "ID": 1113010,
-      "txt": "发出{0}条细细的毒针,每颗针对敌人成{1}%金系伤害,每颗针有{2}%概率施加1层毒"
+      "txt": "发出{0}条细细的毒针,每颗针对敌人成{1}%金系伤害,每颗针有{2}%概率施加1层毒"
     },
     {
       "ID": 1113011,
-      "txt": "发出{0}条细细的毒针,每颗针对敌人成{1}%金系伤害,每颗针有{2}%概率施加1层毒"
+      "txt": "发出{0}条细细的毒针,每颗针对敌人成{1}%金系伤害,每颗针有{2}%概率施加1层毒"
     },
     {
       "ID": 1113012,
-      "txt": "发出{0}条细细的毒针,每颗针对敌人成{1}%金系伤害,每颗针有{2}%概率施加1层毒"
+      "txt": "发出{0}条细细的毒针,每颗针对敌人成{1}%金系伤害,每颗针有{2}%概率施加1层毒"
     },
     {
       "ID": 1113013,
-      "txt": "发出{0}条细细的毒针,每颗针对敌人成{1}%金系伤害,每颗针有{2}%概率施加1层毒"
+      "txt": "发出{0}条细细的毒针,每颗针对敌人成{1}%金系伤害,每颗针有{2}%概率施加1层毒"
     },
     {
       "ID": 1113014,
-      "txt": "发出{0}条细细的毒针,每颗针对敌人成{1}%金系伤害,每颗针有{2}%概率施加1层毒"
+      "txt": "发出{0}条细细的毒针,每颗针对敌人成{1}%金系伤害,每颗针有{2}%概率施加1层毒"
     },
     {
       "ID": 1113015,
-      "txt": "发出{0}条细细的毒针,每颗针对敌人成{1}%金系伤害,每颗针有{2}%概率施加1层毒"
+      "txt": "发出{0}条细细的毒针,每颗针对敌人成{1}%金系伤害,每颗针有{2}%概率施加1层毒"
     },
     {
       "ID": 1113020,
@@ -2390,7 +2390,7 @@
     },
     {
       "ID": 1114015,
-      "txt": "向前方发出{0}柄剑,对敌人造成{1}%火系伤害,并有{2}%的概率施加1层灼烧。\n每柄烈焰剑将会对敌人成爆燃,爆燃额外受到{3}%伤害"
+      "txt": "向前方发出{0}柄剑,对敌人造成{1}%火系伤害,并有{2}%的概率施加1层灼烧。\n每柄烈焰剑将会对敌人成爆燃,爆燃额外受到{3}%伤害"
     },
     {
       "ID": 1114020,
@@ -2418,27 +2418,27 @@
     },
     {
       "ID": 1114030,
-      "txt": "身后出现一只大手,每个手指发射{0}道烈焰,对敌人成{1}伤害同时{2}%概率施加1层灼烧。"
+      "txt": "身后出现一只大手,每个手指发射{0}道烈焰,对敌人成{1}伤害同时{2}%概率施加1层灼烧。"
     },
     {
       "ID": 1114031,
-      "txt": "身后出现一只大手,每个手指发射{0}道烈焰,对敌人成{1}伤害同时{2}%概率施加1层灼烧。\n对有灼烧的敌人额外造成{3}%最终伤害。"
+      "txt": "身后出现一只大手,每个手指发射{0}道烈焰,对敌人成{1}伤害同时{2}%概率施加1层灼烧。\n对有灼烧的敌人额外造成{3}%最终伤害。"
     },
     {
       "ID": 1114032,
-      "txt": "身后出现一只大手,每个手指发射{0}道烈焰,对敌人成{1}伤害同时{2}%概率施加1层灼烧。\n对有灼烧的敌人额外造成{3}%最终伤害。"
+      "txt": "身后出现一只大手,每个手指发射{0}道烈焰,对敌人成{1}伤害同时{2}%概率施加1层灼烧。\n对有灼烧的敌人额外造成{3}%最终伤害。"
     },
     {
       "ID": 1114033,
-      "txt": "身后出现一只大手,每个手指发射{0}道烈焰,对敌人成{1}伤害同时{2}%概率施加1层灼烧。\n对有灼烧的敌人额外造成{3}%最终伤害。"
+      "txt": "身后出现一只大手,每个手指发射{0}道烈焰,对敌人成{1}伤害同时{2}%概率施加1层灼烧。\n对有灼烧的敌人额外造成{3}%最终伤害。"
     },
     {
       "ID": 1114034,
-      "txt": "身后出现一只大手,每个手指发射{0}道烈焰,对敌人成{1}伤害同时{2}%概率施加1层灼烧。\n对有灼烧的敌人额外造成{3}%最终伤害。"
+      "txt": "身后出现一只大手,每个手指发射{0}道烈焰,对敌人成{1}伤害同时{2}%概率施加1层灼烧。\n对有灼烧的敌人额外造成{3}%最终伤害。"
     },
     {
       "ID": 1114035,
-      "txt": "身后出现一只大手,每个手指发射{0}道烈焰,对敌人成{1}伤害同时{2}%概率施加1层灼烧。\n对有灼烧的敌人额外造成{3}%最终伤害。\n在左右各出现一只大手发射烈焰,但每道烈焰伤害降低{4}%。"
+      "txt": "身后出现一只大手,每个手指发射{0}道烈焰,对敌人成{1}伤害同时{2}%概率施加1层灼烧。\n对有灼烧的敌人额外造成{3}%最终伤害。\n在左右各出现一只大手发射烈焰,但每道烈焰伤害降低{4}%。"
     },
     {
       "ID": 1114040,
@@ -2826,51 +2826,51 @@
     },
     {
       "ID": 1120110,
-      "txt": "所有流血状态成的伤害会转换成充能值,2圈后对全体敌人造成{0}%充能值的伤害"
+      "txt": "所有流血状态成的伤害会转换成充能值,2圈后对全体敌人造成{0}%充能值的伤害"
     },
     {
       "ID": 1120111,
-      "txt": "所有流血状态成的伤害会转换成充能值,2圈后对全体敌人造成{0}%充能值的伤害"
+      "txt": "所有流血状态成的伤害会转换成充能值,2圈后对全体敌人造成{0}%充能值的伤害"
     },
     {
       "ID": 1120112,
-      "txt": "所有流血状态成的伤害会转换成充能值,2圈后对全体敌人造成{0}%充能值的伤害"
+      "txt": "所有流血状态成的伤害会转换成充能值,2圈后对全体敌人造成{0}%充能值的伤害"
     },
     {
       "ID": 1120113,
-      "txt": "所有流血状态成的伤害会转换成充能值,2圈后对全体敌人造成{0}%充能值的伤害"
+      "txt": "所有流血状态成的伤害会转换成充能值,2圈后对全体敌人造成{0}%充能值的伤害"
     },
     {
       "ID": 1120114,
-      "txt": "所有流血状态成的伤害会转换成充能值,2圈后对全体敌人造成{0}%充能值的伤害"
+      "txt": "所有流血状态成的伤害会转换成充能值,2圈后对全体敌人造成{0}%充能值的伤害"
     },
     {
       "ID": 1120115,
-      "txt": "所有流血状态成的伤害会转换成充能值,2圈后对全体敌人造成{0}%充能值的伤害"
+      "txt": "所有流血状态成的伤害会转换成充能值,2圈后对全体敌人造成{0}%充能值的伤害"
     },
     {
       "ID": 1120120,
-      "txt": "前方功法对敌人成伤害时额施加一层流血"
+      "txt": "前方功法对敌人成伤害时额施加一层流血"
     },
     {
       "ID": 1120121,
-      "txt": "前方功法对敌人成伤害时额施加一层流血"
+      "txt": "前方功法对敌人成伤害时额施加一层流血"
     },
     {
       "ID": 1120122,
-      "txt": "前方功法对敌人成伤害时额施加一层流血"
+      "txt": "前方功法对敌人成伤害时额施加一层流血"
     },
     {
       "ID": 1120123,
-      "txt": "前方功法对敌人成伤害时额施加一层流血"
+      "txt": "前方功法对敌人成伤害时额施加一层流血"
     },
     {
       "ID": 1120124,
-      "txt": "前方功法对敌人成伤害时额施加一层流血"
+      "txt": "前方功法对敌人成伤害时额施加一层流血"
     },
     {
       "ID": 1120125,
-      "txt": "前方功法对敌人成伤害时额施加一层流血"
+      "txt": "前方功法对敌人成伤害时额施加一层流血"
     },
     {
       "ID": 1120130,
@@ -2898,27 +2898,27 @@
     },
     {
       "ID": 1120140,
-      "txt": "后方功法击中目标后,如果目标升上有{0}层毒时对目标额外照成{1}%伤害的伤害,并对周围的敌人照成该伤害的{2}伤害"
+      "txt": "后方功法击中目标后,如果目标升上有{0}层毒时对目标额外造成{1}%伤害的伤害,并对周围的敌人造成该伤害的{2}伤害"
     },
     {
       "ID": 1120141,
-      "txt": "后方功法击中目标后,如果目标升上有{0}层毒时对目标额外照成{1}%伤害的伤害,并对周围的敌人照成该伤害的{2}伤害"
+      "txt": "后方功法击中目标后,如果目标升上有{0}层毒时对目标额外造成{1}%伤害的伤害,并对周围的敌人造成该伤害的{2}伤害"
     },
     {
       "ID": 1120142,
-      "txt": "后方功法击中目标后,如果目标升上有{0}层毒时对目标额外照成{1}%伤害的伤害,并对周围的敌人照成该伤害的{2}伤害"
+      "txt": "后方功法击中目标后,如果目标升上有{0}层毒时对目标额外造成{1}%伤害的伤害,并对周围的敌人造成该伤害的{2}伤害"
     },
     {
       "ID": 1120143,
-      "txt": "后方功法击中目标后,如果目标升上有{0}层毒时对目标额外照成{1}%伤害的伤害,并对周围的敌人照成该伤害的{2}伤害"
+      "txt": "后方功法击中目标后,如果目标升上有{0}层毒时对目标额外造成{1}%伤害的伤害,并对周围的敌人造成该伤害的{2}伤害"
     },
     {
       "ID": 1120144,
-      "txt": "后方功法击中目标后,如果目标升上有{0}层毒时对目标额外照成{1}%伤害的伤害,并对周围的敌人照成该伤害的{2}伤害"
+      "txt": "后方功法击中目标后,如果目标升上有{0}层毒时对目标额外造成{1}%伤害的伤害,并对周围的敌人造成该伤害的{2}伤害"
     },
     {
       "ID": 1120145,
-      "txt": "后方功法击中目标后,如果目标升上有{0}层毒时对目标额外照成{1}%伤害的伤害,并对周围的敌人照成该伤害的{2}伤害"
+      "txt": "后方功法击中目标后,如果目标升上有{0}层毒时对目标额外造成{1}%伤害的伤害,并对周围的敌人造成该伤害的{2}伤害"
     },
     {
       "ID": 1120150,
@@ -3042,27 +3042,27 @@
     },
     {
       "ID": 1131010,
-      "txt": "对敌人成{0}伤害,使敌人五行混乱。敌人的功法每次使用功法都将使用最低灵根属性作为伤害计算,持续{1}秒"
+      "txt": "对敌人成{0}伤害,使敌人五行混乱。敌人的功法每次使用功法都将使用最低灵根属性作为伤害计算,持续{1}秒"
     },
     {
       "ID": 1131011,
-      "txt": "对敌人成{0}伤害,使敌人五行混乱。敌人的功法每次使用功法都将使用最低灵根属性作为伤害计算,持续{1}秒"
+      "txt": "对敌人成{0}伤害,使敌人五行混乱。敌人的功法每次使用功法都将使用最低灵根属性作为伤害计算,持续{1}秒"
     },
     {
       "ID": 1131012,
-      "txt": "对敌人成{0}伤害,使敌人五行混乱。敌人的功法每次使用功法都将使用最低灵根属性作为伤害计算,持续{1}秒"
+      "txt": "对敌人成{0}伤害,使敌人五行混乱。敌人的功法每次使用功法都将使用最低灵根属性作为伤害计算,持续{1}秒"
     },
     {
       "ID": 1131013,
-      "txt": "对敌人成{0}伤害,使敌人五行混乱。敌人的功法每次使用功法都将使用最低灵根属性作为伤害计算,持续{1}秒"
+      "txt": "对敌人成{0}伤害,使敌人五行混乱。敌人的功法每次使用功法都将使用最低灵根属性作为伤害计算,持续{1}秒"
     },
     {
       "ID": 1131014,
-      "txt": "对敌人成{0}伤害,使敌人五行混乱。敌人的功法每次使用功法都将使用最低灵根属性作为伤害计算,持续{1}秒"
+      "txt": "对敌人成{0}伤害,使敌人五行混乱。敌人的功法每次使用功法都将使用最低灵根属性作为伤害计算,持续{1}秒"
     },
     {
       "ID": 1131015,
-      "txt": "对敌人成{0}伤害,使敌人五行混乱。敌人的功法每次使用功法都将使用最低灵根属性作为伤害计算,持续{1}秒\n神农鼎生效期间,使敌人的所有灵根降低{2}%。"
+      "txt": "对敌人成{0}伤害,使敌人五行混乱。敌人的功法每次使用功法都将使用最低灵根属性作为伤害计算,持续{1}秒\n神农鼎生效期间,使敌人的所有灵根降低{2}%。"
     },
     {
       "ID": 1131020,
@@ -3138,27 +3138,27 @@
     },
     {
       "ID": 1132030,
-      "txt": "对敌人成{0}%水系伤害,封锁敌人筋脉随机{1}个格子流动{2}秒"
+      "txt": "对敌人成{0}%水系伤害,封锁敌人筋脉随机{1}个格子流动{2}秒"
     },
     {
       "ID": 1132031,
-      "txt": "对敌人成{0}%水系伤害,封锁敌人筋脉随机{1}个格子流动{2}秒"
+      "txt": "对敌人成{0}%水系伤害,封锁敌人筋脉随机{1}个格子流动{2}秒"
     },
     {
       "ID": 1132032,
-      "txt": "对敌人成{0}%水系伤害,封锁敌人筋脉随机{1}个格子流动{2}秒"
+      "txt": "对敌人成{0}%水系伤害,封锁敌人筋脉随机{1}个格子流动{2}秒"
     },
     {
       "ID": 1132033,
-      "txt": "对敌人成{0}%水系伤害,封锁敌人筋脉随机{1}个格子流动{2}秒"
+      "txt": "对敌人成{0}%水系伤害,封锁敌人筋脉随机{1}个格子流动{2}秒"
     },
     {
       "ID": 1132034,
-      "txt": "对敌人成{0}%水系伤害,封锁敌人筋脉随机{1}个格子流动{2}秒"
+      "txt": "对敌人成{0}%水系伤害,封锁敌人筋脉随机{1}个格子流动{2}秒"
     },
     {
       "ID": 1132035,
-      "txt": "对敌人成{0}%水系伤害,封锁敌人筋脉随机{1}个格子流动{2}秒"
+      "txt": "对敌人成{0}%水系伤害,封锁敌人筋脉随机{1}个格子流动{2}秒"
     },
     {
       "ID": 1133010,
@@ -3282,27 +3282,27 @@
     },
     {
       "ID": 1135020,
-      "txt": "对敌人成土属性伤害,并封锁敌人土系经络6秒"
+      "txt": "对敌人成土属性伤害,并封锁敌人土系经络6秒"
     },
     {
       "ID": 1135021,
-      "txt": "对敌人成土属性伤害,并封锁敌人土系经络6秒"
+      "txt": "对敌人成土属性伤害,并封锁敌人土系经络6秒"
     },
     {
       "ID": 1135022,
-      "txt": "对敌人成土属性伤害,并封锁敌人土系经络6秒"
+      "txt": "对敌人成土属性伤害,并封锁敌人土系经络6秒"
     },
     {
       "ID": 1135023,
-      "txt": "对敌人成土属性伤害,并封锁敌人土系经络6秒"
+      "txt": "对敌人成土属性伤害,并封锁敌人土系经络6秒"
     },
     {
       "ID": 1135024,
-      "txt": "对敌人成土属性伤害,并封锁敌人土系经络6秒"
+      "txt": "对敌人成土属性伤害,并封锁敌人土系经络6秒"
     },
     {
       "ID": 1135025,
-      "txt": "对敌人成土属性伤害,并封锁敌人土系经络6秒"
+      "txt": "对敌人成土属性伤害,并封锁敌人土系经络6秒"
     },
     {
       "ID": 1701011,
@@ -3318,27 +3318,27 @@
     },
     {
       "ID": 1190010,
-      "txt": "(前摇时间长):最多10柄剑从远处汇聚到boss周围,然后以一字行快速贯穿目标对目标成{0}伤害,每命中目标肉体{1}次防御削减{2}%,目标肉体{3}次所有伤势+{4}  ,如果目标上有剑毅,每丙剑消耗{5}层剑毅让敌人受到额外{6}%的伤害\n,如果目标上有剑毅,每丙剑消耗{5}层剑毅让敌人受到{6}额外的伤害"
+      "txt": "(前摇时间长):最多10柄剑从远处汇聚到boss周围,然后以一字行快速贯穿目标对目标成{0}伤害,每命中目标肉体{1}次防御削减{2}%,目标肉体{3}次所有伤势+{4}  ,如果目标上有剑毅,每丙剑消耗{5}层剑毅让敌人受到额外{6}%的伤害\n,如果目标上有剑毅,每丙剑消耗{5}层剑毅让敌人受到{6}额外的伤害"
     },
     {
       "ID": 1190011,
-      "txt": "(前摇时间长):最多10柄剑从远处汇聚到boss周围,然后以一字行快速贯穿目标对目标成{0}伤害,每命中目标肉体{1}次防御削减{2}%,目标肉体{3}次所有伤势+{4}  ,如果目标上有剑毅,每丙剑消耗{5}层剑毅让敌人受到额外{6}%的伤害\n,如果目标上有剑毅,每丙剑消耗{5}层剑毅让敌人受到{6}额外的伤害"
+      "txt": "(前摇时间长):最多10柄剑从远处汇聚到boss周围,然后以一字行快速贯穿目标对目标成{0}伤害,每命中目标肉体{1}次防御削减{2}%,目标肉体{3}次所有伤势+{4}  ,如果目标上有剑毅,每丙剑消耗{5}层剑毅让敌人受到额外{6}%的伤害\n,如果目标上有剑毅,每丙剑消耗{5}层剑毅让敌人受到{6}额外的伤害"
     },
     {
       "ID": 1190012,
-      "txt": "(前摇时间长):最多10柄剑从远处汇聚到boss周围,然后以一字行快速贯穿目标对目标成{0}伤害,每命中目标肉体{1}次防御削减{2}%,目标肉体{3}次所有伤势+{4}  ,如果目标上有剑毅,每丙剑消耗{5}层剑毅让敌人受到额外{6}%的伤害\n,如果目标上有剑毅,每丙剑消耗{5}层剑毅让敌人受到{6}额外的伤害"
+      "txt": "(前摇时间长):最多10柄剑从远处汇聚到boss周围,然后以一字行快速贯穿目标对目标成{0}伤害,每命中目标肉体{1}次防御削减{2}%,目标肉体{3}次所有伤势+{4}  ,如果目标上有剑毅,每丙剑消耗{5}层剑毅让敌人受到额外{6}%的伤害\n,如果目标上有剑毅,每丙剑消耗{5}层剑毅让敌人受到{6}额外的伤害"
     },
     {
       "ID": 1190013,
-      "txt": "(前摇时间长):最多10柄剑从远处汇聚到boss周围,然后以一字行快速贯穿目标对目标成{0}伤害,每命中目标肉体{1}次防御削减{2}%,目标肉体{3}次所有伤势+{4}  ,如果目标上有剑毅,每丙剑消耗{5}层剑毅让敌人受到额外{6}%的伤害\n,如果目标上有剑毅,每丙剑消耗{5}层剑毅让敌人受到{6}额外的伤害"
+      "txt": "(前摇时间长):最多10柄剑从远处汇聚到boss周围,然后以一字行快速贯穿目标对目标成{0}伤害,每命中目标肉体{1}次防御削减{2}%,目标肉体{3}次所有伤势+{4}  ,如果目标上有剑毅,每丙剑消耗{5}层剑毅让敌人受到额外{6}%的伤害\n,如果目标上有剑毅,每丙剑消耗{5}层剑毅让敌人受到{6}额外的伤害"
     },
     {
       "ID": 1190014,
-      "txt": "(前摇时间长):最多10柄剑从远处汇聚到boss周围,然后以一字行快速贯穿目标对目标成{0}伤害,每命中目标肉体{1}次防御削减{2}%,目标肉体{3}次所有伤势+{4}  ,如果目标上有剑毅,每丙剑消耗{5}层剑毅让敌人受到额外{6}%的伤害\n,如果目标上有剑毅,每丙剑消耗{5}层剑毅让敌人受到{6}额外的伤害"
+      "txt": "(前摇时间长):最多10柄剑从远处汇聚到boss周围,然后以一字行快速贯穿目标对目标成{0}伤害,每命中目标肉体{1}次防御削减{2}%,目标肉体{3}次所有伤势+{4}  ,如果目标上有剑毅,每丙剑消耗{5}层剑毅让敌人受到额外{6}%的伤害\n,如果目标上有剑毅,每丙剑消耗{5}层剑毅让敌人受到{6}额外的伤害"
     },
     {
       "ID": 1190015,
-      "txt": "(前摇时间长):最多10柄剑从远处汇聚到boss周围,然后以一字行快速贯穿目标对目标成{0}伤害,每命中目标肉体{1}次防御削减{2}%,目标肉体{3}次所有伤势+{4}  ,如果目标上有剑毅,每丙剑消耗{5}层剑毅让敌人受到额外{6}%的伤害\n,如果目标上有剑毅,每丙剑消耗{5}层剑毅让敌人受到{6}额外的伤害"
+      "txt": "(前摇时间长):最多10柄剑从远处汇聚到boss周围,然后以一字行快速贯穿目标对目标成{0}伤害,每命中目标肉体{1}次防御削减{2}%,目标肉体{3}次所有伤势+{4}  ,如果目标上有剑毅,每丙剑消耗{5}层剑毅让敌人受到额外{6}%的伤害\n,如果目标上有剑毅,每丙剑消耗{5}层剑毅让敌人受到{6}额外的伤害"
     },
     {
       "ID": 1190020,
@@ -3370,51 +3370,51 @@
     },
     {
       "ID": 1190040,
-      "txt": "发射3柄剑,对敌人成{0}伤害"
+      "txt": "发射3柄剑,对敌人成{0}伤害"
     },
     {
       "ID": 1190041,
-      "txt": "发射3柄剑,对敌人成{0}伤害"
+      "txt": "发射3柄剑,对敌人成{0}伤害"
     },
     {
       "ID": 1190042,
-      "txt": "发射3柄剑,对敌人成{0}伤害"
+      "txt": "发射3柄剑,对敌人成{0}伤害"
     },
     {
       "ID": 1190043,
-      "txt": "发射3柄剑,对敌人成{0}伤害"
+      "txt": "发射3柄剑,对敌人成{0}伤害"
     },
     {
       "ID": 1190044,
-      "txt": "发射3柄剑,对敌人成{0}伤害"
+      "txt": "发射3柄剑,对敌人成{0}伤害"
     },
     {
       "ID": 1190045,
-      "txt": "发射3柄剑,对敌人成{0}伤害"
+      "txt": "发射3柄剑,对敌人成{0}伤害"
     },
     {
       "ID": 1190050,
-      "txt": "发射3柄剑,对敌人成{0}伤害"
+      "txt": "发射3柄剑,对敌人成{0}伤害"
     },
     {
       "ID": 1190051,
-      "txt": "发射3柄剑,对敌人成{0}伤害"
+      "txt": "发射3柄剑,对敌人成{0}伤害"
     },
     {
       "ID": 1190052,
-      "txt": "发射3柄剑,对敌人成{0}伤害"
+      "txt": "发射3柄剑,对敌人成{0}伤害"
     },
     {
       "ID": 1190053,
-      "txt": "发射3柄剑,对敌人成{0}伤害"
+      "txt": "发射3柄剑,对敌人成{0}伤害"
     },
     {
       "ID": 1190054,
-      "txt": "发射3柄剑,对敌人成{0}伤害"
+      "txt": "发射3柄剑,对敌人成{0}伤害"
     },
     {
       "ID": 1190055,
-      "txt": "发射3柄剑,对敌人成{0}伤害"
+      "txt": "发射3柄剑,对敌人成{0}伤害"
     },
     {
       "ID": 1190110,
@@ -3466,7 +3466,7 @@
     },
     {
       "ID": 1190130,
-      "txt": "凤凰在伤害还剩{0}%的时候会触发此技能,凤凰身体冰冻住并有一层寒气笼罩,期间凤凰不在受到任何伤害,并慢慢回血,直到恢复满,持续5秒左右吧,恢复满后凤凰所有灵根增加{1}。冰块爆开,生成一个冲击波,对当前场上所有的弹道成当前强度的强度攻击(强度不够的弹道会被摧毁),生成{2}枚冰锥冲向玩家,对玩家成{3}伤害"
+      "txt": "凤凰在伤害还剩{0}%的时候会触发此技能,凤凰身体冰冻住并有一层寒气笼罩,期间凤凰不在受到任何伤害,并慢慢回血,直到恢复满,持续5秒左右吧,恢复满后凤凰所有灵根增加{1}。冰块爆开,生成一个冲击波,对当前场上所有的弹道成当前强度的强度攻击(强度不够的弹道会被摧毁),生成{2}枚冰锥冲向玩家,对玩家成{3}伤害"
     },
     {
       "ID": 1190131,
@@ -3490,51 +3490,51 @@
     },
     {
       "ID": 1190140,
-      "txt": "天空中出现多道冰球,只会有{0}枚砸向玩家,其他的冰球主要是为了好看和为了拦截玩家的弹道,成{1}伤害,并施加一层寒气"
+      "txt": "天空中出现多道冰球,只会有{0}枚砸向玩家,其他的冰球主要是为了好看和为了拦截玩家的弹道,成{1}伤害,并施加一层寒气"
     },
     {
       "ID": 1190141,
-      "txt": "天空中出现多道冰球,只会有{0}枚砸向玩家,其他的冰球主要是为了好看和为了拦截玩家的弹道,成{1}伤害,并施加一层寒气"
+      "txt": "天空中出现多道冰球,只会有{0}枚砸向玩家,其他的冰球主要是为了好看和为了拦截玩家的弹道,成{1}伤害,并施加一层寒气"
     },
     {
       "ID": 1190142,
-      "txt": "天空中出现多道冰球,只会有{0}枚砸向玩家,其他的冰球主要是为了好看和为了拦截玩家的弹道,成{1}伤害,并施加一层寒气"
+      "txt": "天空中出现多道冰球,只会有{0}枚砸向玩家,其他的冰球主要是为了好看和为了拦截玩家的弹道,成{1}伤害,并施加一层寒气"
     },
     {
       "ID": 1190143,
-      "txt": "天空中出现多道冰球,只会有{0}枚砸向玩家,其他的冰球主要是为了好看和为了拦截玩家的弹道,成{1}伤害,并施加一层寒气"
+      "txt": "天空中出现多道冰球,只会有{0}枚砸向玩家,其他的冰球主要是为了好看和为了拦截玩家的弹道,成{1}伤害,并施加一层寒气"
     },
     {
       "ID": 1190144,
-      "txt": "天空中出现多道冰球,只会有{0}枚砸向玩家,其他的冰球主要是为了好看和为了拦截玩家的弹道,成{1}伤害,并施加一层寒气"
+      "txt": "天空中出现多道冰球,只会有{0}枚砸向玩家,其他的冰球主要是为了好看和为了拦截玩家的弹道,成{1}伤害,并施加一层寒气"
     },
     {
       "ID": 1190145,
-      "txt": "天空中出现多道冰球,只会有{0}枚砸向玩家,其他的冰球主要是为了好看和为了拦截玩家的弹道,成{1}伤害,并施加一层寒气"
+      "txt": "天空中出现多道冰球,只会有{0}枚砸向玩家,其他的冰球主要是为了好看和为了拦截玩家的弹道,成{1}伤害,并施加一层寒气"
     },
     {
       "ID": 1190150,
-      "txt": "挥动翅膀发射{0}枚冰箭,对敌人成{1}伤害"
+      "txt": "挥动翅膀发射{0}枚冰箭,对敌人成{1}伤害"
     },
     {
       "ID": 1190151,
-      "txt": "挥动翅膀发射{0}枚冰箭,对敌人成{1}伤害"
+      "txt": "挥动翅膀发射{0}枚冰箭,对敌人成{1}伤害"
     },
     {
       "ID": 1190152,
-      "txt": "挥动翅膀发射{0}枚冰箭,对敌人成{1}伤害"
+      "txt": "挥动翅膀发射{0}枚冰箭,对敌人成{1}伤害"
     },
     {
       "ID": 1190153,
-      "txt": "挥动翅膀发射{0}枚冰箭,对敌人成{1}伤害"
+      "txt": "挥动翅膀发射{0}枚冰箭,对敌人成{1}伤害"
     },
     {
       "ID": 1190154,
-      "txt": "挥动翅膀发射{0}枚冰箭,对敌人成{1}伤害"
+      "txt": "挥动翅膀发射{0}枚冰箭,对敌人成{1}伤害"
     },
     {
       "ID": 1190155,
-      "txt": "挥动翅膀发射{0}枚冰箭,对敌人成{1}伤害"
+      "txt": "挥动翅膀发射{0}枚冰箭,对敌人成{1}伤害"
     },
     {
       "ID": 1190210,
@@ -3562,75 +3562,75 @@
     },
     {
       "ID": 1190220,
-      "txt": "从四周飞来类似龟甲的碎片,乌龟龟甲上形成一个新的龟甲,防御+{0}%,敌人对其成伤害时会收到{1}%防御力的反伤。持续{2}秒"
+      "txt": "从四周飞来类似龟甲的碎片,乌龟龟甲上形成一个新的龟甲,防御+{0}%,敌人对其成伤害时会收到{1}%防御力的反伤。持续{2}秒"
     },
     {
       "ID": 1190221,
-      "txt": "从四周飞来类似龟甲的碎片,乌龟龟甲上形成一个新的龟甲,防御+{0}%,敌人对其成伤害时会收到{1}%防御力的反伤。持续{2}秒"
+      "txt": "从四周飞来类似龟甲的碎片,乌龟龟甲上形成一个新的龟甲,防御+{0}%,敌人对其成伤害时会收到{1}%防御力的反伤。持续{2}秒"
     },
     {
       "ID": 1190222,
-      "txt": "从四周飞来类似龟甲的碎片,乌龟龟甲上形成一个新的龟甲,防御+{0}%,敌人对其成伤害时会收到{1}%防御力的反伤。持续{2}秒"
+      "txt": "从四周飞来类似龟甲的碎片,乌龟龟甲上形成一个新的龟甲,防御+{0}%,敌人对其成伤害时会收到{1}%防御力的反伤。持续{2}秒"
     },
     {
       "ID": 1190223,
-      "txt": "从四周飞来类似龟甲的碎片,乌龟龟甲上形成一个新的龟甲,防御+{0}%,敌人对其成伤害时会收到{1}%防御力的反伤。持续{2}秒"
+      "txt": "从四周飞来类似龟甲的碎片,乌龟龟甲上形成一个新的龟甲,防御+{0}%,敌人对其成伤害时会收到{1}%防御力的反伤。持续{2}秒"
     },
     {
       "ID": 1190224,
-      "txt": "从四周飞来类似龟甲的碎片,乌龟龟甲上形成一个新的龟甲,防御+{0}%,敌人对其成伤害时会收到{1}%防御力的反伤。持续{2}秒"
+      "txt": "从四周飞来类似龟甲的碎片,乌龟龟甲上形成一个新的龟甲,防御+{0}%,敌人对其成伤害时会收到{1}%防御力的反伤。持续{2}秒"
     },
     {
       "ID": 1190225,
-      "txt": "从四周飞来类似龟甲的碎片,乌龟龟甲上形成一个新的龟甲,防御+{0}%,敌人对其成伤害时会收到{1}%防御力的反伤。持续{2}秒"
+      "txt": "从四周飞来类似龟甲的碎片,乌龟龟甲上形成一个新的龟甲,防御+{0}%,敌人对其成伤害时会收到{1}%防御力的反伤。持续{2}秒"
     },
     {
       "ID": 1190230,
-      "txt": "乌龟从嘴里连续吐出{0}多个水球,对敌人成{1}伤害"
+      "txt": "乌龟从嘴里连续吐出{0}多个水球,对敌人成{1}伤害"
     },
     {
       "ID": 1190231,
-      "txt": "乌龟从嘴里连续吐出{0}多个水球,对敌人成{1}伤害"
+      "txt": "乌龟从嘴里连续吐出{0}多个水球,对敌人成{1}伤害"
     },
     {
       "ID": 1190232,
-      "txt": "乌龟从嘴里连续吐出{0}多个水球,对敌人成{1}伤害"
+      "txt": "乌龟从嘴里连续吐出{0}多个水球,对敌人成{1}伤害"
     },
     {
       "ID": 1190233,
-      "txt": "乌龟从嘴里连续吐出{0}多个水球,对敌人成{1}伤害"
+      "txt": "乌龟从嘴里连续吐出{0}多个水球,对敌人成{1}伤害"
     },
     {
       "ID": 1190234,
-      "txt": "乌龟从嘴里连续吐出{0}多个水球,对敌人成{1}伤害"
+      "txt": "乌龟从嘴里连续吐出{0}多个水球,对敌人成{1}伤害"
     },
     {
       "ID": 1190235,
-      "txt": "乌龟从嘴里连续吐出{0}多个水球,对敌人成{1}伤害"
+      "txt": "乌龟从嘴里连续吐出{0}多个水球,对敌人成{1}伤害"
     },
     {
       "ID": 1190240,
-      "txt": "当乌龟生命低于{0}%时,神龟仰天长吼,跺脚几下,\n整个战场出现寒气特效,神龟的所有主动伤害型技能命中目标后都会施加一层寒气,寒气每叠到{1}层时,消耗所有层寒气对敌人成{2}秒的冰冻效果"
+      "txt": "当乌龟生命低于{0}%时,神龟仰天长吼,跺脚几下,\n整个战场出现寒气特效,神龟的所有主动伤害型技能命中目标后都会施加一层寒气,寒气每叠到{1}层时,消耗所有层寒气对敌人成{2}秒的冰冻效果"
     },
     {
       "ID": 1190241,
-      "txt": "当乌龟生命低于{0}%时,神龟仰天长吼,跺脚几下,\n整个战场出现寒气特效,神龟的所有主动伤害型技能命中目标后都会施加一层寒气,寒气每叠到{1}层时,消耗所有层寒气对敌人成{2}秒的冰冻效果"
+      "txt": "当乌龟生命低于{0}%时,神龟仰天长吼,跺脚几下,\n整个战场出现寒气特效,神龟的所有主动伤害型技能命中目标后都会施加一层寒气,寒气每叠到{1}层时,消耗所有层寒气对敌人成{2}秒的冰冻效果"
     },
     {
       "ID": 1190242,
-      "txt": "当乌龟生命低于{0}%时,神龟仰天长吼,跺脚几下,\n整个战场出现寒气特效,神龟的所有主动伤害型技能命中目标后都会施加一层寒气,寒气每叠到{1}层时,消耗所有层寒气对敌人成{2}秒的冰冻效果"
+      "txt": "当乌龟生命低于{0}%时,神龟仰天长吼,跺脚几下,\n整个战场出现寒气特效,神龟的所有主动伤害型技能命中目标后都会施加一层寒气,寒气每叠到{1}层时,消耗所有层寒气对敌人成{2}秒的冰冻效果"
     },
     {
       "ID": 1190243,
-      "txt": "当乌龟生命低于{0}%时,神龟仰天长吼,跺脚几下,\n整个战场出现寒气特效,神龟的所有主动伤害型技能命中目标后都会施加一层寒气,寒气每叠到{1}层时,消耗所有层寒气对敌人成{2}秒的冰冻效果"
+      "txt": "当乌龟生命低于{0}%时,神龟仰天长吼,跺脚几下,\n整个战场出现寒气特效,神龟的所有主动伤害型技能命中目标后都会施加一层寒气,寒气每叠到{1}层时,消耗所有层寒气对敌人成{2}秒的冰冻效果"
     },
     {
       "ID": 1190244,
-      "txt": "当乌龟生命低于{0}%时,神龟仰天长吼,跺脚几下,\n整个战场出现寒气特效,神龟的所有主动伤害型技能命中目标后都会施加一层寒气,寒气每叠到{1}层时,消耗所有层寒气对敌人成{2}秒的冰冻效果"
+      "txt": "当乌龟生命低于{0}%时,神龟仰天长吼,跺脚几下,\n整个战场出现寒气特效,神龟的所有主动伤害型技能命中目标后都会施加一层寒气,寒气每叠到{1}层时,消耗所有层寒气对敌人成{2}秒的冰冻效果"
     },
     {
       "ID": 1190245,
-      "txt": "当乌龟生命低于{0}%时,神龟仰天长吼,跺脚几下,\n整个战场出现寒气特效,神龟的所有主动伤害型技能命中目标后都会施加一层寒气,寒气每叠到{1}层时,消耗所有层寒气对敌人成{2}秒的冰冻效果"
+      "txt": "当乌龟生命低于{0}%时,神龟仰天长吼,跺脚几下,\n整个战场出现寒气特效,神龟的所有主动伤害型技能命中目标后都会施加一层寒气,寒气每叠到{1}层时,消耗所有层寒气对敌人成{2}秒的冰冻效果"
     },
     {
       "ID": 1190610,
@@ -3802,27 +3802,27 @@
     },
     {
       "ID": 1190530,
-      "txt": "请求仰天施法,引导天雷,天雷在战场上随机落下,{0}%概率击中目标,每层感电额外+{1}%概率,最多被击中{2}次,每次击中造成{3}伤害,消耗一层感电额外成{4}伤害。引雷可以击中弹道.持续{5}秒"
+      "txt": "请求仰天施法,引导天雷,天雷在战场上随机落下,{0}%概率击中目标,每层感电额外+{1}%概率,最多被击中{2}次,每次击中造成{3}伤害,消耗一层感电额外成{4}伤害。引雷可以击中弹道.持续{5}秒"
     },
     {
       "ID": 1190531,
-      "txt": "请求仰天施法,引导天雷,天雷在战场上随机落下,{0}%概率击中目标,每层感电额外+{1}%概率,最多被击中{2}次,每次击中造成{3}伤害,消耗一层感电额外成{4}伤害。引雷可以击中弹道.持续{5}秒"
+      "txt": "请求仰天施法,引导天雷,天雷在战场上随机落下,{0}%概率击中目标,每层感电额外+{1}%概率,最多被击中{2}次,每次击中造成{3}伤害,消耗一层感电额外成{4}伤害。引雷可以击中弹道.持续{5}秒"
     },
     {
       "ID": 1190532,
-      "txt": "请求仰天施法,引导天雷,天雷在战场上随机落下,{0}%概率击中目标,每层感电额外+{1}%概率,最多被击中{2}次,每次击中造成{3}伤害,消耗一层感电额外成{4}伤害。引雷可以击中弹道.持续{5}秒"
+      "txt": "请求仰天施法,引导天雷,天雷在战场上随机落下,{0}%概率击中目标,每层感电额外+{1}%概率,最多被击中{2}次,每次击中造成{3}伤害,消耗一层感电额外成{4}伤害。引雷可以击中弹道.持续{5}秒"
     },
     {
       "ID": 1190533,
-      "txt": "请求仰天施法,引导天雷,天雷在战场上随机落下,{0}%概率击中目标,每层感电额外+{1}%概率,最多被击中{2}次,每次击中造成{3}伤害,消耗一层感电额外成{4}伤害。引雷可以击中弹道.持续{5}秒"
+      "txt": "请求仰天施法,引导天雷,天雷在战场上随机落下,{0}%概率击中目标,每层感电额外+{1}%概率,最多被击中{2}次,每次击中造成{3}伤害,消耗一层感电额外成{4}伤害。引雷可以击中弹道.持续{5}秒"
     },
     {
       "ID": 1190534,
-      "txt": "请求仰天施法,引导天雷,天雷在战场上随机落下,{0}%概率击中目标,每层感电额外+{1}%概率,最多被击中{2}次,每次击中造成{3}伤害,消耗一层感电额外成{4}伤害。引雷可以击中弹道.持续{5}秒"
+      "txt": "请求仰天施法,引导天雷,天雷在战场上随机落下,{0}%概率击中目标,每层感电额外+{1}%概率,最多被击中{2}次,每次击中造成{3}伤害,消耗一层感电额外成{4}伤害。引雷可以击中弹道.持续{5}秒"
     },
     {
       "ID": 1190535,
-      "txt": "请求仰天施法,引导天雷,天雷在战场上随机落下,{0}%概率击中目标,每层感电额外+{1}%概率,最多被击中{2}次,每次击中造成{3}伤害,消耗一层感电额外成{4}伤害。引雷可以击中弹道.持续{5}秒"
+      "txt": "请求仰天施法,引导天雷,天雷在战场上随机落下,{0}%概率击中目标,每层感电额外+{1}%概率,最多被击中{2}次,每次击中造成{3}伤害,消耗一层感电额外成{4}伤害。引雷可以击中弹道.持续{5}秒"
     },
     {
       "ID": 1190540,
@@ -3850,99 +3850,99 @@
     },
     {
       "ID": 1190310,
-      "txt": "蜘蛛从嘴里连续射击出{0}没毒刺,对敌人成{1}伤害,命中敌人时有{2}%概率中毒1层"
+      "txt": "蜘蛛从嘴里连续射击出{0}没毒刺,对敌人成{1}伤害,命中敌人时有{2}%概率中毒1层"
     },
     {
       "ID": 1190311,
-      "txt": "蜘蛛从嘴里连续射击出{0}没毒刺,对敌人成{1}伤害,命中敌人时有{2}%概率中毒1层"
+      "txt": "蜘蛛从嘴里连续射击出{0}没毒刺,对敌人成{1}伤害,命中敌人时有{2}%概率中毒1层"
     },
     {
       "ID": 1190312,
-      "txt": "蜘蛛从嘴里连续射击出{0}没毒刺,对敌人成{1}伤害,命中敌人时有{2}%概率中毒1层"
+      "txt": "蜘蛛从嘴里连续射击出{0}没毒刺,对敌人成{1}伤害,命中敌人时有{2}%概率中毒1层"
     },
     {
       "ID": 1190313,
-      "txt": "蜘蛛从嘴里连续射击出{0}没毒刺,对敌人成{1}伤害,命中敌人时有{2}%概率中毒1层"
+      "txt": "蜘蛛从嘴里连续射击出{0}没毒刺,对敌人成{1}伤害,命中敌人时有{2}%概率中毒1层"
     },
     {
       "ID": 1190314,
-      "txt": "蜘蛛从嘴里连续射击出{0}没毒刺,对敌人成{1}伤害,命中敌人时有{2}%概率中毒1层"
+      "txt": "蜘蛛从嘴里连续射击出{0}没毒刺,对敌人成{1}伤害,命中敌人时有{2}%概率中毒1层"
     },
     {
       "ID": 1190315,
-      "txt": "蜘蛛从嘴里连续射击出{0}没毒刺,对敌人成{1}伤害,命中敌人时有{2}%概率中毒1层"
+      "txt": "蜘蛛从嘴里连续射击出{0}没毒刺,对敌人成{1}伤害,命中敌人时有{2}%概率中毒1层"
     },
     {
       "ID": 1190320,
-      "txt": "蜘蛛身体抖动出现{0}个小蜘蛛飞向敌人,对敌人成{1}伤害"
+      "txt": "蜘蛛身体抖动出现{0}个小蜘蛛飞向敌人,对敌人成{1}伤害"
     },
     {
       "ID": 1190321,
-      "txt": "蜘蛛身体抖动出现{0}个小蜘蛛飞向敌人,对敌人成{1}伤害"
+      "txt": "蜘蛛身体抖动出现{0}个小蜘蛛飞向敌人,对敌人成{1}伤害"
     },
     {
       "ID": 1190322,
-      "txt": "蜘蛛身体抖动出现{0}个小蜘蛛飞向敌人,对敌人成{1}伤害"
+      "txt": "蜘蛛身体抖动出现{0}个小蜘蛛飞向敌人,对敌人成{1}伤害"
     },
     {
       "ID": 1190323,
-      "txt": "蜘蛛身体抖动出现{0}个小蜘蛛飞向敌人,对敌人成{1}伤害"
+      "txt": "蜘蛛身体抖动出现{0}个小蜘蛛飞向敌人,对敌人成{1}伤害"
     },
     {
       "ID": 1190324,
-      "txt": "蜘蛛身体抖动出现{0}个小蜘蛛飞向敌人,对敌人成{1}伤害"
+      "txt": "蜘蛛身体抖动出现{0}个小蜘蛛飞向敌人,对敌人成{1}伤害"
     },
     {
       "ID": 1190325,
-      "txt": "蜘蛛身体抖动出现{0}个小蜘蛛飞向敌人,对敌人成{1}伤害"
+      "txt": "蜘蛛身体抖动出现{0}个小蜘蛛飞向敌人,对敌人成{1}伤害"
     },
     {
       "ID": 1190330,
-      "txt": "嘴里吐出{0}个蜘蛛丝对敌人成{1}伤害"
+      "txt": "嘴里吐出{0}个蜘蛛丝对敌人成{1}伤害"
     },
     {
       "ID": 1190331,
-      "txt": "嘴里吐出{0}个蜘蛛丝对敌人成{1}伤害"
+      "txt": "嘴里吐出{0}个蜘蛛丝对敌人成{1}伤害"
     },
     {
       "ID": 1190332,
-      "txt": "嘴里吐出{0}个蜘蛛丝对敌人成{1}伤害"
+      "txt": "嘴里吐出{0}个蜘蛛丝对敌人成{1}伤害"
     },
     {
       "ID": 1190333,
-      "txt": "嘴里吐出{0}个蜘蛛丝对敌人成{1}伤害"
+      "txt": "嘴里吐出{0}个蜘蛛丝对敌人成{1}伤害"
     },
     {
       "ID": 1190334,
-      "txt": "嘴里吐出{0}个蜘蛛丝对敌人成{1}伤害"
+      "txt": "嘴里吐出{0}个蜘蛛丝对敌人成{1}伤害"
     },
     {
       "ID": 1190335,
-      "txt": "嘴里吐出{0}个蜘蛛丝对敌人成{1}伤害"
+      "txt": "嘴里吐出{0}个蜘蛛丝对敌人成{1}伤害"
     },
     {
       "ID": 1190410,
-      "txt": "老鼠甩动尾巴,生成一排黑色的骨刺{0}个,每个骨刺对敌人成{1}伤害,命中敌人时对敌人施加一层鼠疫"
+      "txt": "老鼠甩动尾巴,生成一排黑色的骨刺{0}个,每个骨刺对敌人成{1}伤害,命中敌人时对敌人施加一层鼠疫"
     },
     {
       "ID": 1190411,
-      "txt": "老鼠甩动尾巴,生成一排黑色的骨刺{0}个,每个骨刺对敌人成{1}伤害,命中敌人时对敌人施加一层鼠疫"
+      "txt": "老鼠甩动尾巴,生成一排黑色的骨刺{0}个,每个骨刺对敌人成{1}伤害,命中敌人时对敌人施加一层鼠疫"
     },
     {
       "ID": 1190412,
-      "txt": "老鼠甩动尾巴,生成一排黑色的骨刺{0}个,每个骨刺对敌人成{1}伤害,命中敌人时对敌人施加一层鼠疫"
+      "txt": "老鼠甩动尾巴,生成一排黑色的骨刺{0}个,每个骨刺对敌人成{1}伤害,命中敌人时对敌人施加一层鼠疫"
     },
     {
       "ID": 1190413,
-      "txt": "老鼠甩动尾巴,生成一排黑色的骨刺{0}个,每个骨刺对敌人成{1}伤害,命中敌人时对敌人施加一层鼠疫"
+      "txt": "老鼠甩动尾巴,生成一排黑色的骨刺{0}个,每个骨刺对敌人成{1}伤害,命中敌人时对敌人施加一层鼠疫"
     },
     {
       "ID": 1190414,
-      "txt": "老鼠甩动尾巴,生成一排黑色的骨刺{0}个,每个骨刺对敌人成{1}伤害,命中敌人时对敌人施加一层鼠疫"
+      "txt": "老鼠甩动尾巴,生成一排黑色的骨刺{0}个,每个骨刺对敌人成{1}伤害,命中敌人时对敌人施加一层鼠疫"
     },
     {
       "ID": 1190415,
-      "txt": "老鼠甩动尾巴,生成一排黑色的骨刺{0}个,每个骨刺对敌人成{1}伤害,命中敌人时对敌人施加一层鼠疫"
+      "txt": "老鼠甩动尾巴,生成一排黑色的骨刺{0}个,每个骨刺对敌人成{1}伤害,命中敌人时对敌人施加一层鼠疫"
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       "ID": 1190420,
@@ -4018,27 +4018,27 @@
     },
     {
       "ID": 1190910,
-      "txt": "飞鹤煽动翅膀,飞出{0}个羽毛对敌人成{1}伤害"
+      "txt": "飞鹤煽动翅膀,飞出{0}个羽毛对敌人成{1}伤害"
     },
     {
       "ID": 1190911,
-      "txt": "飞鹤煽动翅膀,飞出{0}个羽毛对敌人成{1}伤害"
+      "txt": "飞鹤煽动翅膀,飞出{0}个羽毛对敌人成{1}伤害"
     },
     {
       "ID": 1190912,
-      "txt": "飞鹤煽动翅膀,飞出{0}个羽毛对敌人成{1}伤害"
+      "txt": "飞鹤煽动翅膀,飞出{0}个羽毛对敌人成{1}伤害"
     },
     {
       "ID": 1190913,
-      "txt": "飞鹤煽动翅膀,飞出{0}个羽毛对敌人成{1}伤害"
+      "txt": "飞鹤煽动翅膀,飞出{0}个羽毛对敌人成{1}伤害"
     },
     {
       "ID": 1190914,
-      "txt": "飞鹤煽动翅膀,飞出{0}个羽毛对敌人成{1}伤害"
+      "txt": "飞鹤煽动翅膀,飞出{0}个羽毛对敌人成{1}伤害"
     },
     {
       "ID": 1190915,
-      "txt": "飞鹤煽动翅膀,飞出{0}个羽毛对敌人成{1}伤害"
+      "txt": "飞鹤煽动翅膀,飞出{0}个羽毛对敌人成{1}伤害"
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@@ -4066,27 +4066,27 @@
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     {
       "ID": 1191010,
-      "txt": "狐狸从嘴中吐出{0}团狐火,对敌人成{1}%伤害"
+      "txt": "狐狸从嘴中吐出{0}团狐火,对敌人成{1}%伤害"
     },
     {
       "ID": 1191011,
-      "txt": "狐狸从嘴中吐出{0}团狐火,对敌人成{1}%伤害"
+      "txt": "狐狸从嘴中吐出{0}团狐火,对敌人成{1}%伤害"
     },
     {
       "ID": 1191012,
-      "txt": "狐狸从嘴中吐出{0}团狐火,对敌人成{1}%伤害"
+      "txt": "狐狸从嘴中吐出{0}团狐火,对敌人成{1}%伤害"
     },
     {
       "ID": 1191013,
-      "txt": "狐狸从嘴中吐出{0}团狐火,对敌人成{1}%伤害"
+      "txt": "狐狸从嘴中吐出{0}团狐火,对敌人成{1}%伤害"
     },
     {
       "ID": 1191014,
-      "txt": "狐狸从嘴中吐出{0}团狐火,对敌人成{1}%伤害"
+      "txt": "狐狸从嘴中吐出{0}团狐火,对敌人成{1}%伤害"
     },
     {
       "ID": 1191015,
-      "txt": "狐狸从嘴中吐出{0}团狐火,对敌人成{1}%伤害"
+      "txt": "狐狸从嘴中吐出{0}团狐火,对敌人成{1}%伤害"
     },
     {
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@@ -4570,7 +4570,7 @@
     },
     {
       "ID": 1220015,
-      "txt": "穿过护盾时额外对护盾成等额伤害"
+      "txt": "穿过护盾时额外对护盾成等额伤害"
     },
     {
       "ID": 1220021,

Plik diff jest za duży
+ 364 - 0
Assets/Res/Config/TowerInfoConfig.json


+ 11 - 12
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+ 171 - 34
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+    m_BestFit: 0
+    m_MinSize: 1
+    m_MaxSize: 40
+    m_Alignment: 4
+    m_AlignByGeometry: 0
+    m_RichText: 1
+    m_HorizontalOverflow: 0
+    m_VerticalOverflow: 0
+    m_LineSpacing: 1
+  m_Text: "\u900D\u9065\u6E38\u5DF2\u5B8C\u6210\uFF0C\u656C\u8BF7\u671F\u5F85\u540E\u7EED\u5185\u5BB9"
 --- !u!1 &8193172811373753691
 GameObject:
   m_ObjectHideFlags: 0
@@ -2284,13 +2421,13 @@ RectTransform:
   m_PrefabInstance: {fileID: 0}
   m_PrefabAsset: {fileID: 0}
   m_GameObject: {fileID: 8193172811373753691}
-  m_LocalRotation: {x: 0, y: 0, z: -0.20791169, w: 0.9781476}
+  m_LocalRotation: {x: -0, y: -0, z: -0.20791169, w: 0.9781476}
   m_LocalPosition: {x: 0, y: 0, z: 0}
   m_LocalScale: {x: 1, y: 1, z: 1}
   m_ConstrainProportionsScale: 0
   m_Children:
   - {fileID: 1132527634272378842}
-  m_Father: {fileID: 3764721290890148754}
+  m_Father: {fileID: 4942424813403464864}
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: -24}
   m_AnchorMin: {x: 0.5, y: 0.5}
   m_AnchorMax: {x: 0.5, y: 0.5}
@@ -2381,7 +2518,7 @@ RectTransform:
   m_ConstrainProportionsScale: 0
   m_Children:
   - {fileID: 1926551284965162357}
-  m_Father: {fileID: 3764721290890148754}
+  m_Father: {fileID: 4942424813403464864}
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 1, y: 1}
   m_AnchorMax: {x: 1, y: 1}
@@ -2475,7 +2612,7 @@ RectTransform:
   m_LocalScale: {x: 1, y: 1, z: 1}
   m_ConstrainProportionsScale: 0
   m_Children: []
-  m_Father: {fileID: 3764721290890148754}
+  m_Father: {fileID: 4942424813403464864}
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0, y: 0}
   m_AnchorMax: {x: 1, y: 1}

+ 6 - 6
Assets/Res/UI/TowerPanel/TowerLevelWidget.prefab

@@ -398,14 +398,14 @@ MonoBehaviour:
   m_FillOrigin: 0
   m_UseSpriteMesh: 0
   m_PixelsPerUnitMultiplier: 1
-  _icon_name: dec_BubbleFrame01_Hexagon_Bg_Blue
+  _icon_name: 
   isNotLoadDeftIcon: 0
-  CurrSpriteAtlas: {fileID: 100100200, guid: 23f1ff3af41427347a63b9cc35608247, type: 3}
+  CurrSpriteAtlas: {fileID: 0}
   packInfo:
-    packName: all
-    packgJsonPath: /Art/UIAssets/TextrueJson/all.txt
-    packgSpritePath: Assets/Res/UIAtlas/all.spriteatlasv2
-    lasetJsonGUID: ee9f4291814fb15d06fb06b5d297fabf
+    packName: 
+    packgJsonPath: 
+    packgSpritePath: 
+    lasetJsonGUID: 
   imageH: 135.7429
   useGradient: 0
   topOrLeftColor: {r: 1, g: 1, b: 1, a: 1}

+ 10 - 0
Assets/Scripts/GameData/ExcelConfig/TowerInfoConfig.cs

@@ -94,6 +94,16 @@ namespace Excel2Json
 #endif
 		
 
+		/// <summary>
+		///
+		/// </summary>
+#if !COMBAT_SERVER
+		public int[] rewardCount;
+#else
+		public int[] rewardCount{ set; get; }
+#endif
+		
+
 		/// <summary>
 		///解锁值
 		/// </summary>

+ 19 - 3
Assets/Scripts/GameUI/EventManager/EventSystemManager.cs

@@ -197,8 +197,11 @@ public class EventSystemManager : Singleton<EventSystemManager>
             }
             else if (AccountFileInfo.Instance.playerData.eventList.Count > 0)
             {
-                AccountFileInfo.Instance.playerData.CurrentZuiZhongEventListId =
-                    AccountFileInfo.Instance.playerData.eventList[0].guid;
+                AccountFileInfo.EventList eventList1 =
+                    AccountFileInfo.Instance.playerData.eventList.FirstOrDefault(e =>
+                        !e.isCompleted && !e.isCompleted1);
+                if (eventList1 != null)
+                    AccountFileInfo.Instance.playerData.CurrentZuiZhongEventListId = eventList1.guid;
             }
         }
     }
@@ -482,6 +485,15 @@ public class EventSystemManager : Singleton<EventSystemManager>
                 continue;
             }
 
+            if (itemInfoType1 != null)
+            {
+                PlayerManager.Instance.BagController.DeductItem(itemInfoType1.itemID, 1);
+            }
+
+            if (itemInfoType2 != null)
+            {
+                PlayerManager.Instance.BagController.DeductItem(itemInfoType2.itemID, 1);
+            }
 
             int randomValue1 = Random.Range(0, 101);
             // 达到怪率刷新场景特定事件
@@ -1071,6 +1083,7 @@ public class EventSystemManager : Singleton<EventSystemManager>
                     {
                         return false;
                     }
+
                     return PlayerManager.Instance.BagController.GetItemCount(evt.EventValue[i]) >= evt.EventCount[i];
                 //境界判断
                 case 3:
@@ -1078,6 +1091,7 @@ public class EventSystemManager : Singleton<EventSystemManager>
                     {
                         return false;
                     }
+
                     return PlayerManager.Instance.myHero.level >= evt.EventValue[i];
                 //概率判断
                 case 7:
@@ -1085,6 +1099,7 @@ public class EventSystemManager : Singleton<EventSystemManager>
                     {
                         return false;
                     }
+
                     int randomValue1 = Random.Range(0, 1001);
 
                     return randomValue1 <= evt.EventValue[i];
@@ -1094,6 +1109,7 @@ public class EventSystemManager : Singleton<EventSystemManager>
                     {
                         return false;
                     }
+
                     AccountFileInfo.EventList eventList =
                         AccountFileInfo.Instance.playerData.completeEvents.FirstOrDefault(ce =>
                             ce.eventID == evt.EventValue[i]);
@@ -1309,7 +1325,7 @@ public class EventSystemManager : Singleton<EventSystemManager>
             await UIManager.Instance.HideUIUIPanel<DivineSenceEventPreviewPanel>();
             await UIManager.Instance.HideUIUIPanel<DivineSenceInfoPanel>();
         }
-        
+
 
         if (eventConfig.ID == 10001 && PlayerGuideManager.Instance.GuideIsCanDo(2))
         {

+ 9 - 4
Assets/Scripts/GameUI/UI/DivineSence/DivineSenceEventPreviewPanel.cs

@@ -131,16 +131,21 @@ namespace Fort23.Mono
                 // Rect_Sv.anchoredPosition = new Vector2(2.61f, -190.52f);
                 Text_Tips.gameObject.SetActive(false);
                 AccountFileInfo.EventList eventList = EventSystemManager.Instance.GetMainEventDta();
+                if (mainShengShiEventWidgetType2 == null)
+                    mainShengShiEventWidgetType2 =
+                        await UIManager.Instance.CreateGComponentForObject<ShengShiEventWidgetType2>(
+                            ShengShiEventWidgetType2Game, null, ShengShiEventWidgetType2Root);
                 if (eventList != null)
                 {
-                    if (mainShengShiEventWidgetType2 == null)
-                        mainShengShiEventWidgetType2 =
-                            await UIManager.Instance.CreateGComponentForObject<ShengShiEventWidgetType2>(
-                                ShengShiEventWidgetType2Game, null, ShengShiEventWidgetType2Root);
                     mainShengShiEventWidgetType2.own.SetActive(true);
                     mainShengShiEventWidgetType2.CustomInit(eventList, GoOnClick);
                     mainShengShiEventWidgetType2.OnClick = OnClick;
                 }
+                else
+                {
+                    mainShengShiEventWidgetType2.own.SetActive(true);
+                    mainShengShiEventWidgetType2.CustomInit1();
+                }
             }
             //道友
             else

+ 1 - 0
Assets/Scripts/GameUI/UI/DivineSence/DivineSenceInfoBtnWidget.cs

@@ -43,6 +43,7 @@ namespace Fort23.Mono
                     ItemInfo = null;
                     Icon_ItemIcon.gameObject.SetActive(false);
                     Icon_ShenIcon.gameObject.SetActive(false);
+                    Icon_ItemIcon2.gameObject.SetActive(false);
                     Text_ItemCount.text = "";
                     icon_Jia.gameObject.SetActive(true);
                 }

+ 7 - 0
Assets/Scripts/GameUI/UI/DivineSence/ShengShiEventWidgetType2.cs

@@ -75,6 +75,8 @@ namespace Fort23.Mono
 
         public async void CustomInit(AccountFileInfo.EventList eventList, Action<ItemWidgetBasic> goCallBack)
         {
+            Text_Tips.gameObject.SetActive(false);
+            Root.gameObject.SetActive(true);
             foreach (var widgetItem in widgetList)
             {
                 UIManager.Instance.DormancyGComponent(widgetItem);
@@ -265,6 +267,11 @@ namespace Fort23.Mono
             }
         }
 
+        public async void CustomInit1()
+        {
+            Text_Tips.gameObject.SetActive(true);
+Root.gameObject.SetActive(false);
+        }
 
         public override void DormancyObj()
         {

+ 22 - 0
Assets/Scripts/GameUI/UI/DivineSence/ShengShiEventWidgetType2Data.cs

@@ -173,6 +173,28 @@ namespace Fort23.Mono
 	      return _csc;
 	     }
 	   }
+	  private GameObject _Root;
+	  public GameObject Root
+	   {
+	   get{
+	      if (_Root == null)
+	       {
+	         _Root  = GetUIUnit<GameObject>("Root"); 
+	       }
+	      return _Root;
+	     }
+	   }
+	  private Text _Text_Tips;
+	  public Text Text_Tips
+	   {
+	   get{
+	      if (_Text_Tips == null)
+	       {
+	         _Text_Tips  = GetUIUnit<Text>("Text_Tips"); 
+	       }
+	      return _Text_Tips;
+	     }
+	   }
 	  #endregion 自定义数据结束 
 	 public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
 	{

+ 6 - 0
Assets/Scripts/GameUI/UI/MainPanel/MainPanel.cs

@@ -223,8 +223,14 @@ namespace Fort23.Mono
 
                 AccountFileInfo.EventList eventList = AccountFileInfo.Instance.playerData.eventList.FirstOrDefault(e =>
                     e.guid == AccountFileInfo.Instance.playerData.CurrentZuiZhongEventListId);
+                if (eventList == null)
+                {
+                    return;
+                }
 
                 EventConfig eventConfig = ConfigComponent.Instance.Get<EventConfig>(eventList.eventID);
+
+
                 if (eventConfig.EventTriggerType == 4)
                 {
                     if (eventList.isCompleted1)

+ 6 - 2
Assets/Scripts/GameUI/UI/TowerPanel/TowerLevelWidget.cs

@@ -40,8 +40,12 @@ namespace Fort23.Mono
                 }
 
                 List<ItemInfo> itemInfos = new List<ItemInfo>();
-                ItemInfo itemInfo = new ItemInfo(_towerInfoConfig.reward[0], 1);
-                itemInfos.Add(itemInfo);
+                for (var i = 0; i < _towerInfoConfig.reward.Length; i++)
+                {
+                    ItemInfo itemInfo = new ItemInfo(_towerInfoConfig.reward[i], 1);
+                    itemInfos.Add(itemInfo);
+                }
+             
                 towerLevelData.reward = true;
                 AccountFileInfo.Instance.SavePlayerData();
                 RewardsPanel rewardsPanel = await RewardsPanel.OpenPanel(itemInfos);

BIN
Excel2Json/Excel/Buff.xlsx


BIN
Excel2Json/Excel/EventConfig.xlsx


BIN
Excel2Json/Excel/Item.xlsx


BIN
Excel2Json/Excel/Language.xlsx


BIN
Excel2Json/Excel/Language_skill.xlsx


BIN
Excel2Json/Excel/Tower.xlsx


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