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(client) feat:实现技能树界面,实现地图生成器,实现维度指定,实现规则瓦片定义,实现逃跑逻辑,实现消息定义,实现武器动画,实现受击动画 fix: 修复单攻击子弹击中多个目标,修复人物属性计算错误 (#56)
Co-authored-by: m0_75251201 <m0_75251201@noreply.gitcode.com> Reviewed-on: http://47.107.252.169:3000/Roguelite-Game-Developing-Team/Gen_Hack-and-Slash-Roguelite/pulls/56
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Client/Data/Core/Define/SkillTree.xml
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241
Client/Data/Core/Define/SkillTree.xml
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<?xml version="1.0" encoding="utf-8"?>
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<Define>
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<!-- 仅为符合示例结构,实际测试UI时这些引用可以省略,因为本例的SkillTreeDef并未引用它们 -->
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<AffiliationDef>
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<defName>TestFaction</defName>
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<label>测试派系</label>
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</AffiliationDef>
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<WeaponDef>
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<defName>TestWeapon</defName>
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<label>测试武器</label>
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</WeaponDef>
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<HediffDef>
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<defName>TestHediff</defName>
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<label>测试增益</label>
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</HediffDef>
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<!-- 技能树节点定义,带有前置条件,用于UI结构和链接测试 -->
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<!-- 基础节点:一个起点 -->
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<SkillTreeDef>
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<defName>Root_Skill</defName>
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<label>初始技能</label>
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<description>所有路径的起点之一。</description>
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<tag>test</tag> <!-- 已修改 -->
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<cost>0</cost>
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<faction>TestFaction</faction>
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</SkillTreeDef>
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<!-- 线性发展路径 A -->
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<SkillTreeDef>
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<defName>LinearA_Node1</defName>
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<label>线性A-1</label>
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<description>线性路径A的第一个节点。</description>
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<tag>test</tag> <!-- 已修改 -->
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<cost>5</cost>
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<faction>TestFaction</faction>
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<prerequisites>
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<li>Root_Skill</li>
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</prerequisites>
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</SkillTreeDef>
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<SkillTreeDef>
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<defName>LinearA_Node2</defName>
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<label>线性A-2</label>
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<description>线性路径A的中间节点。</description>
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<tag>test</tag> <!-- 已修改 -->
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<cost>10</cost>
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<faction>TestFaction</faction>
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<prerequisites>
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<li>LinearA_Node1</li>
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</prerequisites>
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<!-- 不指定位置,测试自动布局在下方 -->
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</SkillTreeDef>
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<SkillTreeDef>
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<defName>LinearA_Node3</defName>
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<label>线性A-3</label>
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<description>线性路径A的终点,可作为其他路径的前置。</description>
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<tag>test</tag> <!-- 已修改 -->
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<cost>15</cost>
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<faction>TestFaction</faction>
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<prerequisites>
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<li>LinearA_Node2</li>
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</prerequisites>
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</SkillTreeDef>
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<!-- 分支与汇合路径 B -->
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<SkillTreeDef>
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<defName>BranchB_Root</defName>
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<label>分支B-根</label>
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<description>分支路径B的起始节点。</description>
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<tag>test</tag> <!-- 已修改 -->
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<cost>8</cost>
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<faction>TestFaction</faction>
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<prerequisites>
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<li>Root_Skill</li>
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</prerequisites>
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</SkillTreeDef>
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<SkillTreeDef>
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<defName>BranchB_Left</defName>
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<label>分支B-左</label>
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<description>向左分支。</description>
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<tag>test</tag> <!-- 已修改 -->
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<cost>12</cost>
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<faction>TestFaction</faction>
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<prerequisites>
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<li>BranchB_Root</li>
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</prerequisites>
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</SkillTreeDef>
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<SkillTreeDef>
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<defName>BranchB_Right</defName>
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<label>分支B-右</label>
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<description>向右分支。</description>
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<tag>test</tag> <!-- 已修改 -->
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<cost>12</cost>
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<faction>TestFaction</faction>
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<prerequisites>
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<li>BranchB_Root</li>
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</prerequisites>
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</SkillTreeDef>
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<SkillTreeDef>
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<defName>MergeB_Output</defName>
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<label>汇合B-输出</label>
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<description>分支B汇合后的节点。</description>
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<tag>test</tag> <!-- 已修改 -->
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<cost>20</cost>
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<faction>TestFaction</faction>
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<prerequisites>
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<li>BranchB_Left</li>
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<li>BranchB_Right</li>
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</prerequisites>
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</SkillTreeDef>
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<!-- 复杂多层网络结构 C:结合自动与手动布局 -->
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<SkillTreeDef>
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<defName>ComplexC_Start</defName>
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<label>复杂C-起点</label>
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<description>复杂结构起点。</description>
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<tag>test</tag> <!-- 已修改 -->
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<cost>10</cost>
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<faction>TestFaction</faction>
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<prerequisites>
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<li>BranchB_Left</li> <!-- 从分支B的左侧分支连接过来 -->
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</prerequisites>
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</SkillTreeDef>
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<SkillTreeDef>
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<defName>ComplexC_Branch1</defName>
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<label>复杂C-分支1</label>
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<description>复杂结构分支1。</description>
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<tag>test</tag> <!-- 已修改 -->
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<cost>15</cost>
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<faction>TestFaction</faction>
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<prerequisites>
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<li>ComplexC_Start</li>
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</prerequisites>
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<!-- 不指定位置,让系统自动布局 -->
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</SkillTreeDef>
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<SkillTreeDef>
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<defName>ComplexC_Branch2</defName>
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<label>复杂C-分支2</label>
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<description>复杂结构分支2。</description>
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<tag>test</tag> <!-- 已修改 -->
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<cost>15</cost>
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<faction>TestFaction</faction>
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<prerequisites>
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<li>ComplexC_Start</li>
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</prerequisites>
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</SkillTreeDef>
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<SkillTreeDef>
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<defName>ComplexC_LinearAfterBranch1</defName>
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<label>复杂C-分支1后继</label>
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<description>分支1的后继节点。</description>
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<tag>test</tag> <!-- 已修改 -->
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<cost>20</cost>
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<faction>TestFaction</faction>
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<prerequisites>
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<li>ComplexC_Branch1</li>
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</prerequisites>
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<!-- 不指定位置 -->
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</SkillTreeDef>
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<SkillTreeDef>
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<defName>ComplexC_MergePoint</defName>
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<label>复杂C-汇合点</label>
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<description>汇合点,需要分支1后继和分支2才能解锁。</description>
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<tag>test</tag> <!-- 已修改 -->
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<cost>25</cost>
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<faction>TestFaction</faction>
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<prerequisites>
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<li>ComplexC_LinearAfterBranch1</li>
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<li>ComplexC_Branch2</li>
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</prerequisites>
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</SkillTreeDef>
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<!-- 跨分支汇合 G:从之前两个独立路径汇合 -->
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<SkillTreeDef>
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<defName>GlobalMerge_Ultimate</defName>
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<label>终极技能</label>
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<description>需要线性路径A终点和分支B汇合点才能解锁的终极技能。</description>
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<tag>test</tag> <!-- 已修改 -->
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<cost>50</cost>
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<faction>TestFaction</faction>
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<prerequisites>
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<li>LinearA_Node3</li>
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<li>MergeB_Output</li>
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</prerequisites>
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</SkillTreeDef>
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<SkillTreeDef>
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<defName>GlobalMerge_Finale</defName>
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<label>大结局</label>
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<description>需要所有主要复杂分支都解锁才能获得的技能。</description>
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<tag>test</tag> <!-- 已修改 -->
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<cost>100</cost>
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<faction>TestFaction</faction>
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<prerequisites>
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<li>GlobalMerge_Ultimate</li>
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<li>ComplexC_MergePoint</li>
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</prerequisites>
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<!-- 不指定位置,让UI自动布局在下方 -->
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</SkillTreeDef>
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<!-- 孤立节点:确保UI能显示未连接的节点 -->
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<SkillTreeDef>
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<defName>Isolated_Discovery</defName>
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<label>孤立发现</label>
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<description>一个独立存在,不连接任何其他节点的技能。可能通过特殊事件解锁。</description>
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<tag>test</tag> <!-- 已修改 -->
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<cost>30</cost>
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<faction>TestFaction</faction>
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</SkillTreeDef>
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<SkillTreeDef>
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<defName>AnotherIsolated_Path</defName>
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<label>另一条孤立路径</label>
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<description>另一条完全独立的路径起始点。</description>
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<tag>test</tag> <!-- 已修改 -->
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<cost>10</cost>
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<faction>TestFaction</faction>
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</SkillTreeDef>
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<SkillTreeDef>
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<defName>AnotherIsolated_Node2</defName>
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<label>孤立路径2</label>
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<description>孤立路径的第二个节点。</description>
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<tag>test</tag> <!-- 已修改 -->
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<cost>20</cost>
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<faction>TestFaction</faction>
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<prerequisites>
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<li>AnotherIsolated_Path</li>
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</prerequisites>
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<!-- 不指定位置,让系统自动布局 -->
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</SkillTreeDef>
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</Define>
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