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修改第二货币的名称;添加锻造系统
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@ -170,7 +170,7 @@ namespace Milimoe.FunGame.Testing.Tests
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RemoveEffect(character3);
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RemoveEffect(character4);
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times++;
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Console.WriteLine($"账户金币:{user.Inventory.Credits},材料:{user.Inventory.Materials}.");
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Console.WriteLine($"账户金币:{user.Inventory.Credits},钻石:{user.Inventory.Materials}.");
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if (instanceType == InstanceType.Explore)
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{
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OshimaRegion region = FunGameConstant.Regions.OrderBy(o => Random.Shared.Next()).First();
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@ -201,7 +201,7 @@ namespace Milimoe.FunGame.Testing.Tests
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{
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int difficulty = Random.Shared.Next(1, 6);
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approval += difficulty * 4;
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Console.WriteLine($"第 {times} 次探索,秘境:材料秘境,难度:{CharacterSet.GetRarityTypeName((RarityType)(difficulty - 1))},消耗 {difficulty * 4} 探索许可,累计已使用 {approval} 探索许可。");
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Console.WriteLine($"第 {times} 次探索,秘境:钻石秘境,难度:{CharacterSet.GetRarityTypeName((RarityType)(difficulty - 1))},消耗 {difficulty * 4} 探索许可,累计已使用 {approval} 探索许可。");
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Console.WriteLine(await FunGameService.FightInstance(instanceType, difficulty, user, squad));
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}
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else if (instanceType == InstanceType.EXP)
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@ -232,7 +232,7 @@ namespace Milimoe.FunGame.Testing.Tests
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Console.WriteLine($"第 {times} 次探索,秘境:技能升级材料秘境,难度:{CharacterSet.GetRarityTypeName((RarityType)(difficulty - 1))},消耗 {difficulty * 4} 探索许可,累计已使用 {approval} 探索许可。");
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Console.WriteLine(await FunGameService.FightInstance(instanceType, difficulty, user, squad));
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}
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Console.WriteLine($"账户金币:{user.Inventory.Credits},材料:{user.Inventory.Materials}.");
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Console.WriteLine($"账户金币:{user.Inventory.Credits},钻石:{user.Inventory.Materials}.");
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ConsoleKey key = Console.ReadKey().Key;
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if (key == ConsoleKey.Escape)
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{
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@ -294,7 +294,7 @@ namespace Milimoe.FunGame.Testing.Tests
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else if (key == ConsoleKey.C)
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{
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instanceType = InstanceType.Material;
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Console.WriteLine("已切换至材料秘境模式。");
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Console.WriteLine("已切换至钻石秘境模式。");
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}
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else if (key == ConsoleKey.A)
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{
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