229 lines
7.3 KiB
GDScript
229 lines
7.3 KiB
GDScript
# SkillUI (P6) —— 技能窗:主动 / 辅助(被动·支援) / 坐骑 三个分类页 + 等级 + 加点。
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#
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# var sk := preload("res://ui/skill_ui.gd").new()
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# add_child(sk)
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# sk.setup(m2client, skill_table, ui_manager)
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# sk.set_job("WARRIOR")
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# sk.toggle() # K 键
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#
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# 每行:名字 + Lv X(/M/G/P) + [+](被动 / CANNOT_LEVEL_UP 无加点)+ [被动]/[切换] 标签。
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# 点名字 -> drag_skill_id(quickbar 落点读)。`skills_changed` 刷新。
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# §3.10:[+] 的显隐逐行对齐 uicharacter.py RefreshSkillPlusButtonList /
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# __RefreshSkillPlusButton / CanShowPlusButton —— 技能组门(get_skill_group()==0)、
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# 三个技能点来源分开取、skillGrade==0、马术页 skillLevel<20、主动页 CanLevelUpSkill、
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# 辅助页 HIDE_SUPPORT_SKILL_POINT 整页隐藏。升级结果仍由 GC_SKILL_LEVEL 回包驱动。
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extends Node
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const TABS := ["主动", "辅助", "坐骑"]
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const MASTER_SUFFIX := ["", " M", " G", " P"] # master_type 0..3
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# uicharacter.py:21 HIDE_SUPPORT_SKILL_POINT —— 本 migration 资源为 True,辅助页整页不出加号。
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const HIDE_SUPPORT_SKILL_POINT := true
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# uicharacter.py __RefreshSkillPlusButton 的 HORSE 分支硬编码 `if skillLevel < 20`。
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const RIDING_SKILL_MAX_LEVEL := 20
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var client: Node
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var table: RefCounted # SkillTable
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var ui: CanvasLayer # UiManager
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var job := "WARRIOR"
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var drag_skill_id := 0
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var _tab := 0
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var _win: Control
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var _rows := {} # skill_id -> {lv, up}
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func setup(m2client: Node, skill_table: RefCounted, ui_manager: CanvasLayer) -> void:
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client = m2client
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table = skill_table
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ui = ui_manager
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if client.has_signal("skills_changed"):
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client.skills_changed.connect(refresh)
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func set_job(j: String) -> void:
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job = j
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if is_open():
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_rebuild()
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func is_open() -> bool:
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return _win != null and is_instance_valid(_win)
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func toggle() -> void:
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if is_open(): close()
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else: open()
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func close() -> void:
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if is_open():
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ui.close(_win)
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_win = null
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_rows.clear()
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func _cat_key() -> String:
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match _tab:
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1: return "SUPPORT"
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2: return "HORSE"
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_: return job
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func open() -> void:
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if is_open() or table == null:
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return
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_win = Control.new()
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_win.set_anchors_preset(Control.PRESET_CENTER_RIGHT)
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_win.position = Vector2(-300, -240)
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_win.size = Vector2(290, 470)
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_win.set_meta("is_titlebar", true)
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var panel := Panel.new()
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panel.set_anchors_preset(Control.PRESET_FULL_RECT)
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var sb := StyleBoxFlat.new()
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sb.bg_color = Color(0.08, 0.09, 0.12, 0.95)
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sb.set_corner_radius_all(4)
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panel.add_theme_stylebox_override("panel", sb)
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_win.add_child(panel)
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var title := Label.new()
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title.text = "技能"
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title.position = Vector2(12, 8)
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_win.add_child(title)
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# 分类页签
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var tabrow := HBoxContainer.new()
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tabrow.name = "tabs"
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tabrow.position = Vector2(10, 30)
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_win.add_child(tabrow)
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for i in TABS.size():
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var b := Button.new()
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b.text = TABS[i]
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b.toggle_mode = true
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b.button_pressed = (i == _tab)
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var ti: int = i
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b.pressed.connect(func(): _switch_tab(ti))
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tabrow.add_child(b)
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var vb := VBoxContainer.new()
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vb.name = "list"
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vb.position = Vector2(10, 60)
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vb.custom_minimum_size = Vector2(270, 0)
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vb.add_theme_constant_override("separation", 2)
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_win.add_child(vb)
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ui.open(_win)
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_rebuild()
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func _switch_tab(i: int) -> void:
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_tab = i
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if is_open():
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var tabrow: HBoxContainer = _win.get_node("tabs")
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for j in tabrow.get_child_count():
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(tabrow.get_child(j) as Button).button_pressed = (j == i)
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_rebuild()
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func _rebuild() -> void:
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var vb: VBoxContainer = _win.get_node("list")
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for c in vb.get_children():
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c.queue_free()
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_rows.clear()
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var ids: Array = table.for_category(_cat_key())
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if ids.is_empty():
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var e := Label.new()
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e.text = "(无)"
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vb.add_child(e)
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return
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for id in ids:
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var row := HBoxContainer.new()
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row.custom_minimum_size = Vector2(268, 26)
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var nm := Label.new()
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nm.text = table.name_of(id)
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nm.custom_minimum_size = Vector2(140, 0)
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nm.add_theme_font_size_override("font_size", 12)
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row.add_child(nm)
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var lv := Label.new()
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lv.name = "lv"
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lv.custom_minimum_size = Vector2(58, 0)
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lv.add_theme_font_size_override("font_size", 12)
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row.add_child(lv)
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var tag := Label.new()
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tag.custom_minimum_size = Vector2(40, 0)
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tag.add_theme_font_size_override("font_size", 10)
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if table.is_passive(id):
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tag.text = "被动"
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tag.modulate = Color(0.6, 0.8, 1.0)
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elif table.is_toggle(id):
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tag.text = "切换"
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tag.modulate = Color(0.9, 0.8, 0.5)
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row.add_child(tag)
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var sid: int = id
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if table.can_level_up(id) and not table.is_passive(id):
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var up := Button.new()
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up.text = "+"
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up.custom_minimum_size = Vector2(28, 22)
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up.pressed.connect(func(): client.skill_up(sid))
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row.add_child(up)
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_rows[id] = {"lv": lv, "up": up}
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else:
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_rows[id] = {"lv": lv, "up": null}
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nm.gui_input.connect(func(e: InputEvent):
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if e is InputEventMouseButton and e.pressed and e.button_index == MOUSE_BUTTON_LEFT:
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drag_skill_id = sid)
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vb.add_child(row)
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refresh()
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func refresh() -> void:
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if not is_open():
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return
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var lv := {}
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var ms := {}
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for s in client.get_skills():
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lv[int(s["id"])] = int(s["level"])
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ms[int(s["id"])] = int(s.get("master", 0))
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# RefreshSkillPlusButtonList(uicharacter.py:984)→ __RefreshSkillPlusButton(:937):
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# 每页的技能点来源分开取,技能组未选时整列隐藏加号。
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var page := _cat_key()
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var can_use_now := _can_use_skill_now()
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var stat_point := _stat_point_for(page)
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var plv := _player_level()
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for id in _rows:
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var lvl: int = lv.get(id, 0)
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var m: int = clampi(ms.get(id, 0), 0, 3)
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_rows[id]["lv"].text = "Lv %d%s" % [lvl, MASTER_SUFFIX[m]]
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var up: Button = _rows[id]["up"]
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if up != null:
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up.visible = _can_show_plus(id, lvl, m, page, can_use_now, stat_point, plv)
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# __CanUseSkillNow(uicharacter.py:1270):net.GetMainActorSkillGroup()==0 -> False。
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func _can_use_skill_now() -> bool:
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if client.has_method("get_skill_group"):
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return int(client.get_skill_group()) != 0
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return true
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# skillPageStatDict(uicharacter.py:225):SUPPORT=POINT_SUB_SKILL(27) /
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# ACTIVE=POINT_SKILL(28) / HORSE=POINT_HORSE_SKILL(113)。三个来源分开取,不合并成一个。
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func _stat_point_for(page: String) -> int:
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if not client.has_method("get_points"):
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return 1
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var p: Dictionary = client.get_points()
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match page:
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"SUPPORT": return int(p.get("skill_support", 0))
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"HORSE": return int(p.get("skill_horse", 0))
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_: return int(p.get("skill_active", 0))
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func _player_level() -> int:
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if not client.has_method("get_points"):
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return 1
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return int(client.get_points().get("level", 1))
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# __RefreshSkillPlusButton 每槽体(uicharacter.py:937)+ CanShowPlusButton(:925):
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# 技能组未选 -> 全隐藏;辅助页 HIDE_SUPPORT_SKILL_POINT -> 整页隐藏;
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# statPoint <= 0 -> 不显示;skillGrade != 0(已过 0 级,走大师书)-> 跳过;
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# HORSE 页:GetStatus(LEVEL) >= GetSkillLevelLimit(idx) 时,skillLevel < 20 才显示;
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# 其余页:skill.CanLevelUpSkill(idx, level)。
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func _can_show_plus(id: int, level: int, grade: int, page: String,
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can_use_now: bool, stat_point: int, plv: int) -> bool:
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if not can_use_now:
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return false
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if page == "SUPPORT" and HIDE_SUPPORT_SKILL_POINT:
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return false
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if stat_point <= 0:
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return false
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if grade != 0:
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return false
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if page == "HORSE":
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if plv >= table.skill_level_limit(id):
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return level < RIDING_SKILL_MAX_LEVEL
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return false
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return table.can_level_up_skill(id, level)
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