加点注释
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@ -7299,7 +7299,18 @@ var A = {
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this.b = b
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this.b = b
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},
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},
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aM: function aM() { },
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aM: function aM() { },
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Plr: function u(a, b, c, d, e, f, g, h, i, j, k, l, m, n, o, p, q, r, s, a0, a1, a2, a3, a4, a5, a6, a7) {
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Plr: function u(a, b, c, d, e, f, skills, actions, i, j, k, l, m, n, o, p, q, r, s, a0, a1, a2, a3, a4, a5, a6, a7) {
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/*skl.f -> skl.level
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action.e -> action.boosted
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Plr的属性
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this.k1 -> skills 打乱前的技能,固定顺序,是createSkills操作的属性
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this.k2 -> sortedSkills 打乱后的技能,顺序不固定,initSkills操作的属性
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this.k4 -> 主动技能actions
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this.q -> 八围,前七围要+36才是显示的数字
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k1,k2,k4数组应该是引用技能对象(地址)的,所以更改一个后,在其他会随时同步
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*/
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var _ = this
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var _ = this
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_.a = a
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_.a = a
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_.b = b
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_.b = b
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@ -7309,9 +7320,9 @@ var A = {
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_.Q = e
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_.Q = e
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_.go = _.fy = _.fx = _.fr = _.dy = _.dx = _.db = _.cy = _.cx = _.ch = null
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_.go = _.fy = _.fx = _.fr = _.dy = _.dx = _.db = _.cy = _.cx = _.ch = null
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_.id = f
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_.id = f
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_.k1 = g
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_.k1 = skills
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_.k3 = _.k2 = null
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_.k3 = _.k2 = null
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_.k4 = h
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_.k4 = actions
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_.weapon = null
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_.weapon = null
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_.r2 = i
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_.r2 = i
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_.rx = j
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_.rx = j
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