Browse Source

auto config export

Hua 10 months ago
parent
commit
cc19be91d2
1 changed files with 167 additions and 167 deletions
  1. 167 167
      schema/schema.ts

+ 167 - 167
schema/schema.ts

@@ -289,135 +289,43 @@ export class Cost {
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-export class SkillBuff {
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+export class WaveRewards {
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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.type = _buf_.ReadInt()
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-        this.parameters = _buf_.ReadString()
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-        this.probability = _buf_.ReadInt()
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-        this.triggerCondition = _buf_.ReadString()
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-        this.effectType = _buf_.ReadInt()
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-        this.duration = _buf_.ReadInt()
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-        this.overlapTimes = _buf_.ReadInt()
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-        this.uniqueGain = _buf_.ReadBool()
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-        this.halo = _buf_.ReadBool()
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-        this.attributes = _buf_.ReadString()
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-        this.mixBufficon = _buf_.ReadInt()
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-        this.skillShowId = _buf_.ReadInt()
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-        this.floatingTextId = _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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-     * buffid
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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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-     * buff类型
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-     */
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-    readonly type: number
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-    /**
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-     * buff参数
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-     */
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-    readonly parameters: string
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-    /**
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-     * 触发概率
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-     */
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-    readonly probability: number
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-    /**
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-     * 触发条件
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-     */
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-    readonly triggerCondition: string
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-    /**
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-     * 效果类型
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-     */
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-    readonly effectType: number
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-    /**
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-     * 持续时间
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-     */
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-    readonly duration: number
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-    /**
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-     * 叠加次数
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-     */
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-    readonly overlapTimes: number
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-    /**
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-     * 唯一增益
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-     */
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-    readonly uniqueGain: boolean
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-    /**
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-     * 是否是光环
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-     */
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-    readonly halo: boolean
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-    /**
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-     * buff增加的属性
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+     * 波数下限
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      */
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-    readonly attributes: string
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+    readonly waveMin: number
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     /**
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-     * 是否合并
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+     * 波数上限
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      */
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-    readonly mixBufficon: number
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+    readonly waveMax: number
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     /**
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-     * 效果id
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+     * 难度
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      */
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-    readonly skillShowId: number
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+    readonly level: number
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     /**
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-     * 飘字id
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+     * 奖励列表
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      */
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-    readonly floatingTextId: number
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+    readonly rewards: Common.Reward[]
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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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-        
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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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-
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-
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-
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-
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-
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-export class BattleSummonWeight {
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-
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-    constructor(_buf_: ByteBuf) {
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-        this.idx = _buf_.ReadInt()
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-        this.quality = _buf_.ReadInt()
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-        this.weight = _buf_.ReadInt()
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-    }
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-
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-    /**
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-     * 唯一id
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-     */
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-    readonly idx: 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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-     * 权重
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-     */
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-    readonly weight: 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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+        for (let _e of this.rewards) { _e?.resolve(tables); }
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     }
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 }
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@@ -463,26 +371,26 @@ export class HeroQualityWorth {
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-export class Item {
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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.type = _buf_.ReadInt()
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-        this.name = _buf_.ReadString()
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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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-     * 道具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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-     * 类型
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+     * 常量主键
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      */
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-    readonly type: number
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+    readonly mainKey: string
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     /**
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-     * 道具名
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+     * 常量值
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      */
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-    readonly name: string
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+    readonly value: string
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     resolve(tables:Tables) {
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@@ -495,31 +403,55 @@ export class Item {
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497 405
 
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-export class System {
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+export class Hero {
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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.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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+        { let n = Math.min(_buf_.ReadSize(), _buf_.Size); this.composeheros = []; for(let i = 0 ; i < n ; i++) { let _e0; _e0 = _buf_.ReadInt(); this.composeheros.push(_e0);}}
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+        this.isShow = _buf_.ReadInt()
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     }
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     /**
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-     * IDX
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+     * 英雄ID
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      */
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-    readonly idx: number
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+    readonly id: number
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     /**
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-     * 常量主键
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+     * 品质
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      */
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-    readonly mainKey: string
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+    readonly quality: Quality
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     /**
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-     * 常量值
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+     * 攻击类型
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      */
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-    readonly value: string
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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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+     * 合成英雄公式
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+     */
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+    readonly composeheros: number[]
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+    /**
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+     * 是否测试
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+     */
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+    readonly isShow: 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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@@ -619,43 +551,31 @@ export class Skill {
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621 553
 
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-export class WaveRewards {
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+export class Item {
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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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+        this.type = _buf_.ReadInt()
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+        this.name = _buf_.ReadString()
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     }
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     /**
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-     * idx
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+     * 道具ID
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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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+     * 类型
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      */
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-    readonly level: number
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+    readonly type: number
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     /**
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-     * 奖励列表
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+     * 道具名
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      */
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-    readonly rewards: Common.Reward[]
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+    readonly name: string
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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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@@ -701,46 +621,86 @@ export class BattleSpacialSummon {
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-export class Hero {
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+export class SkillBuff {
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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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-        { let n = Math.min(_buf_.ReadSize(), _buf_.Size); this.composeheros = []; for(let i = 0 ; i < n ; i++) { let _e0; _e0 = _buf_.ReadInt(); this.composeheros.push(_e0);}}
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-        this.isShow = _buf_.ReadInt()
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+        this.idx = _buf_.ReadInt()
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+        this.remark = _buf_.ReadString()
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+        this.type = _buf_.ReadInt()
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+        this.parameters = _buf_.ReadString()
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+        this.probability = _buf_.ReadInt()
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+        this.triggerCondition = _buf_.ReadString()
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+        this.effectType = _buf_.ReadInt()
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+        this.duration = _buf_.ReadInt()
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+        this.overlapTimes = _buf_.ReadInt()
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+        this.uniqueGain = _buf_.ReadBool()
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+        this.halo = _buf_.ReadBool()
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+        this.attributes = _buf_.ReadString()
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+        this.mixBufficon = _buf_.ReadInt()
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+        this.skillShowId = _buf_.ReadInt()
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+        this.floatingTextId = _buf_.ReadInt()
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     }
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     /**
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-     * 英雄ID
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+     * buffid
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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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+     * 备注
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      */
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-    readonly quality: Quality
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+    readonly remark: string
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     /**
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-     * 攻击类型
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+     * buff类型
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      */
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-    readonly attacktype: AttackType
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+    readonly type: number
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     /**
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-     * 名字
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+     * buff参数
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      */
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-    readonly name: string
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+    readonly parameters: string
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     /**
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-     * 技能列表
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+     * 触发概率
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      */
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-    readonly skills: number[]
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+    readonly probability: number
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     /**
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-     * 合成英雄公式
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+     * 触发条件
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      */
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-    readonly composeheros: number[]
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+    readonly triggerCondition: string
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     /**
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-     * 是否测试
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+     * 效果类型
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      */
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-    readonly isShow: number
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+    readonly effectType: number
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+    /**
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+     * 持续时间
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+     */
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+    readonly duration: number
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+    /**
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+     * 叠加次数
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+     */
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+    readonly overlapTimes: number
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+    /**
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+     * 唯一增益
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+     */
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+    readonly uniqueGain: boolean
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+    /**
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+     * 是否是光环
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+     */
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+    readonly halo: boolean
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+    /**
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+     * buff增加的属性
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+     */
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+    readonly attributes: string
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+    /**
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+     * 是否合并
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+     */
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+    readonly mixBufficon: number
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+    /**
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+     * 效果id
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+     */
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+    readonly skillShowId: number
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+    /**
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+     * 飘字id
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+     */
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+    readonly floatingTextId: number
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     resolve(tables:Tables) {
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@@ -750,6 +710,46 @@ export class Hero {
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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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+        
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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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+
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+
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+export class BattleSummonWeight {
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+
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+    constructor(_buf_: ByteBuf) {
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+        this.idx = _buf_.ReadInt()
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+        this.quality = _buf_.ReadInt()
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+        this.weight = _buf_.ReadInt()
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+    }
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+
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+    /**
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+     * 唯一id
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+     */
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+    readonly idx: 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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+     * 权重
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+     */
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+    readonly weight: 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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     }
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 }
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