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@@ -289,50 +289,6 @@ export class Cost {
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-export class WaveRewards {
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-
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- constructor(_buf_: ByteBuf) {
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- this.idx = _buf_.ReadInt()
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- this.waveMin = _buf_.ReadInt()
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- this.waveMax = _buf_.ReadInt()
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- this.level = _buf_.ReadInt()
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- { let n = Math.min(_buf_.ReadSize(), _buf_.Size); this.rewards = []; for(let i = 0 ; i < n ; i++) { let _e0; _e0 = new Common.Reward(_buf_); this.rewards.push(_e0);}}
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- }
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-
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- /**
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- * idx
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- */
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- readonly idx: number
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- /**
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- * 波数下限
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- */
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- readonly waveMin: number
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- /**
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- * 波数上限
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- */
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- readonly waveMax: number
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- /**
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- * 难度
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- */
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- readonly level: number
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- /**
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- * 奖励列表
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- */
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- readonly rewards: Common.Reward[]
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-
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- resolve(tables:Tables) {
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-
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-
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-
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-
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- for (let _e of this.rewards) { _e?.resolve(tables); }
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- }
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-}
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export class Item {
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constructor(_buf_: ByteBuf) {
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@@ -365,43 +321,43 @@ export class Item {
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-export class Hero {
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+export class WaveRewards {
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constructor(_buf_: ByteBuf) {
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- this.id = _buf_.ReadInt()
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- this.quality = _buf_.ReadInt()
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- this.attacktype = _buf_.ReadInt()
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- this.name = _buf_.ReadString()
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- { let n = Math.min(_buf_.ReadSize(), _buf_.Size); this.skills = []; for(let i = 0 ; i < n ; i++) { let _e0; _e0 = _buf_.ReadInt(); this.skills.push(_e0);}}
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+ this.idx = _buf_.ReadInt()
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+ this.waveMin = _buf_.ReadInt()
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+ this.waveMax = _buf_.ReadInt()
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+ this.level = _buf_.ReadInt()
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+ { let n = Math.min(_buf_.ReadSize(), _buf_.Size); this.rewards = []; for(let i = 0 ; i < n ; i++) { let _e0; _e0 = new Common.Reward(_buf_); this.rewards.push(_e0);}}
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}
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/**
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- * 英雄ID
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+ * idx
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*/
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- readonly id: number
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+ readonly idx: number
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/**
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- * 品质
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+ * 波数下限
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*/
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- readonly quality: Quality
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+ readonly waveMin: number
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/**
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- * 攻击类型
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+ * 波数上限
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*/
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- readonly attacktype: AttackType
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+ readonly waveMax: number
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/**
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- * 名字
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+ * 难度
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*/
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- readonly name: string
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+ readonly level: number
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/**
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- * 技能列表
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+ * 奖励列表
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*/
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- readonly skills: number[]
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+ readonly rewards: Common.Reward[]
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resolve(tables:Tables) {
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-
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+ for (let _e of this.rewards) { _e?.resolve(tables); }
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}
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}
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@@ -409,85 +365,31 @@ export class Hero {
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-export class Skill {
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+export class System {
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constructor(_buf_: ByteBuf) {
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this.idx = _buf_.ReadInt()
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- this.remark = _buf_.ReadString()
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- this.skillId = _buf_.ReadInt()
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- this.level = _buf_.ReadInt()
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- this.skillType = _buf_.ReadInt()
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- this.cd = _buf_.ReadInt()
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- this.triggerCondition = _buf_.ReadString()
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- this.effects = _buf_.ReadString()
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- this.buffId = _buf_.ReadString()
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- this.skillName = _buf_.ReadString()
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- this.desc = _buf_.ReadString()
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- this.conflictSkillId = _buf_.ReadInt()
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+ this.mainKey = _buf_.ReadString()
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+ this.value = _buf_.ReadString()
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}
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/**
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- * 主键id
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+ * IDX
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*/
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readonly idx: number
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/**
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- * 备注
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- */
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- readonly remark: string
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- /**
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- * 技能ID
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- */
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- readonly skillId: number
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- /**
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- * 等级
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- */
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- readonly level: number
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- /**
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- * 类型
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- */
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- readonly skillType: number
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- /**
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- * 冷却时间
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- */
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- readonly cd: number
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- /**
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- * 技能触发条件
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- */
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- readonly triggerCondition: string
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- /**
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- * 效果列表
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- */
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- readonly effects: string
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- /**
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- * buff
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- */
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- readonly buffId: string
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- /**
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- * 技能名字
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- */
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- readonly skillName: string
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- /**
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- * 技能描述
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+ * 常量主键
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*/
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- readonly desc: string
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+ readonly mainKey: string
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/**
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- * 冲突的技能id
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+ * 常量值
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*/
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- readonly conflictSkillId: number
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+ readonly value: string
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resolve(tables:Tables) {
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}
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}
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@@ -599,31 +501,129 @@ export class SkillBuff {
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-export class System {
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+export class Skill {
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constructor(_buf_: ByteBuf) {
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this.idx = _buf_.ReadInt()
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- this.mainKey = _buf_.ReadString()
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- this.value = _buf_.ReadString()
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+ this.remark = _buf_.ReadString()
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+ this.skillId = _buf_.ReadInt()
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+ this.level = _buf_.ReadInt()
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+ this.skillType = _buf_.ReadInt()
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+ this.cd = _buf_.ReadInt()
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+ this.triggerCondition = _buf_.ReadString()
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+ this.effects = _buf_.ReadString()
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+ this.buffId = _buf_.ReadString()
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+ this.skillName = _buf_.ReadString()
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+ this.desc = _buf_.ReadString()
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+ this.conflictSkillId = _buf_.ReadInt()
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}
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/**
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- * IDX
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+ * 主键id
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*/
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readonly idx: number
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/**
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- * 常量主键
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+ * 备注
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*/
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- readonly mainKey: string
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+ readonly remark: string
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/**
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- * 常量值
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+ * 技能ID
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*/
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- readonly value: string
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+ readonly skillId: number
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+ /**
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+ * 等级
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+ */
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+ readonly level: number
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+ /**
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+ * 类型
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+ */
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+ readonly skillType: number
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+ /**
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+ * 冷却时间
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+ */
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+ readonly cd: number
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+ /**
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+ * 技能触发条件
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+ */
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+ readonly triggerCondition: string
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+ /**
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+ * 效果列表
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+ */
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+ readonly effects: string
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+ /**
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+ * buff
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+ */
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+ readonly buffId: string
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+ /**
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+ * 技能名字
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+ */
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+ readonly skillName: string
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+ /**
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+ * 技能描述
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+ */
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+ readonly desc: string
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+ /**
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+ * 冲突的技能id
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+ */
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+ readonly conflictSkillId: number
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resolve(tables:Tables) {
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+ }
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+}
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+
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+
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+
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+
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+export class Hero {
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+
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+ constructor(_buf_: ByteBuf) {
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+ this.id = _buf_.ReadInt()
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+ this.quality = _buf_.ReadInt()
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+ this.attacktype = _buf_.ReadInt()
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+ this.name = _buf_.ReadString()
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+ { let n = Math.min(_buf_.ReadSize(), _buf_.Size); this.skills = []; for(let i = 0 ; i < n ; i++) { let _e0; _e0 = _buf_.ReadInt(); this.skills.push(_e0);}}
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+ }
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+
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+ /**
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+ * 英雄ID
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+ */
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+ readonly id: number
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+ /**
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+ * 品质
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+ */
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+ readonly quality: Quality
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+ /**
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+ * 攻击类型
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+ */
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+ readonly attacktype: AttackType
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+ /**
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+ * 名字
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+ */
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+ readonly name: string
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+ /**
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+ * 技能列表
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+ */
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+ readonly skills: number[]
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+
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+ resolve(tables:Tables) {
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+
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}
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}
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