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@IMJoyJ IMJoyJ commented May 28, 2025

got_a_kill - 在最常见的击杀信息中提高”ez“概率,让分支回复变得稍微不那么常见。
say_play_pos - 增加前后文两个位置。 旧 - 我将玩位置X;新 - 我准备打X号位。
(会日文,所以把日文这部分文本也做了相应修改。不懂俄语所以没动)

Localization.Get - 套了一层table验证,如果是table则基于种子多找一层,选取一个随机人格。以前的格式也能正常使用。
类似
旧: en = {welcome_msgs = {"1","2","3"}, "say_play_pos"="4","say_play_pos_2"="5"}
新: en = [{welcome_msgs = {"1","2","3"}, "say_play_pos"="4","say_play_pos_2"="5"},
{welcome_msgs = {"11","12","13"}, "say_play_pos"="14","say_play_pos_2"="15"}]
让同个语言可以塞多个人格,为下一步更新做点准备。

另外就是GetRawOffensivePower & GetOffensivePower的重写,这部分在Issue讨论了。GetOffensivePower如果获取不到技能cooldown,就只能做估算了。
虽然估计问题不大,但以上改动毕竟还没做测试,别急着合……

@forest0xia
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哈咯 因为看到你说别急着合,我就没继续跟进了。现在这个pr你准备继续搞吗?
我的建议是先把不同部分分开发pr,比如localization可以单独先发一个

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