| System/ItemTip/ItemTipUtility.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/KnapSack/Logic/EquipDevourWin.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/KnapSack/Logic/PackModel.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 |
System/ItemTip/ItemTipUtility.cs
@@ -1829,7 +1829,16 @@ { if (isEquip) { operates.Add(ItemOperateType.putOn); operates.Add(ItemOperateType.putOn); if (!item.config.JumpComposeCondi.IsNullOrEmpty()) { var jumpId = 0; if (composeModel.CheckComposeItemById(item.itemId, out jumpId)) { operates.Add(ItemOperateType.compose); } } } if (isSpiritWeapon) System/KnapSack/Logic/EquipDevourWin.cs
@@ -86,12 +86,12 @@ isOpen = true; playerPack.selectDevourlist.Clear(); devourModellist = playerPack.GetDevourModellist(); InitUI(); } protected override void OnAfterOpen() { InitUI(); this.transform.SetAsLastSibling(); OnRefreshColor(playerPack.colorType); @@ -132,6 +132,7 @@ private void InitUI() { sumGridNum = Math.Max(100, (int)(devourModellist.Count * 1.5)); playerPack.GetSelectDevourList(); CreateCell(); isOpen = false; System/KnapSack/Logic/PackModel.cs
@@ -1385,12 +1385,16 @@ } } if (ItemLogicUtility.Instance.IsFightUp(model.itemId, model.score) != 1 && !model.isAuction) //1. 非拍卖装备 //2. 装备品质小于等于当前选择的品质 //3. 非本职业的套装装备 //4. 非战斗力提升的装备 if (!model.isAuction && model.config.ItemColor <= (int)colorType && !(ItemLogicUtility.Instance.IsJobCompatibleItem(model.itemId) && model.config.ItemColor == 4 && model.config.SuiteiD != 0) && ItemLogicUtility.Instance.IsFightUp(model.itemId, model.score) != 1) { if (model.config.ItemColor <= (int)colorType) { return true; } return true; } } } @@ -1514,7 +1518,7 @@ SettingEffectMgr.Instance.isStartDecompose = true; isAutoDecompose = auto; recordAutoDecomNum = Math.Min(items.Count, 100); recordAutoDecomNum = Math.Min(items.Count, 100); //单次最多100件分解 var package = new CA32C_tagCMEquipDecompose(); var indexLists = new ushort[recordAutoDecomNum]; var idlist = new uint[recordAutoDecomNum];