mirror of
https://github.com/oshima-studios/OshimaGameModule.git
synced 2025-04-21 11:29:34 +08:00
添加讨伐 Boss
This commit is contained in:
parent
76f8eb5918
commit
6d4a953a2a
@ -2792,6 +2792,83 @@ namespace Oshima.Core.Controllers
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}
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}
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[HttpGet("getboss")]
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public List<string> GetBoss([FromQuery] int? index = null)
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{
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List<string> bosses = [];
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if (index != null)
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{
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if (FunGameService.Bosses.Values.FirstOrDefault(kv => kv.Id == index) is Character boss)
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{
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bosses.Add(boss.GetInfo(false));
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}
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else
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{
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bosses.Add($"找不到指定编号的 Boss!");
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}
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}
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else if (FunGameService.Bosses.Count > 0)
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{
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bosses.Add($"Boss 列表:");
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foreach (int i in FunGameService.Bosses.Keys)
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{
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Character boss = FunGameService.Bosses[i];
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bosses.Add($"{i}. {boss.ToStringWithLevelWithOutUser()}");
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}
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}
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else
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{
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bosses.Add($"现在没有任何 Boss,请等待刷新~");
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}
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return bosses;
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}
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[HttpPost("fightboss")]
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public List<string> FightBoss([FromQuery] long? qq = null, [FromQuery] int? index = null, [FromQuery] bool? all = null)
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{
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long userid = qq ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11));
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int bossIndex = index ?? 0;
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bool showAllRound = all ?? false;
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PluginConfig pc = new("saved", userid.ToString());
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pc.LoadConfig();
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if (pc.Count > 0)
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{
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User user = FunGameService.GetUser(pc);
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if (FunGameService.Bosses.Values.FirstOrDefault(kv => kv.Id == index) is Character boss)
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{
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List<string> msgs = FunGameActionQueue.StartGame([user.Inventory.MainCharacter, boss], false, false, false, false, false, showAllRound);
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if (boss.HP <= 0)
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{
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FunGameService.Bosses.Remove(bossIndex);
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double gained = 8 * boss.Level;
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user.Inventory.Materials += gained;
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msgs.Add($"恭喜你击败了 Boss,获得 {gained} 材料奖励!");
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}
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else
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{
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msgs.Add($"挑战 Boss 失败,请稍后再来!");
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}
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user.LastTime = DateTime.Now;
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pc.Add("user", user);
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pc.SaveConfig();
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return msgs;
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}
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else
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{
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return [$"找不到指定编号的 Boss!"];
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}
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}
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else
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{
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return [noSaved];
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}
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}
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[HttpGet("reload")]
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public string Relaod([FromQuery] long? master = null)
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{
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@ -82,6 +82,11 @@ namespace Oshima.Core.WebAPI
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Controller.WriteLine("读取 FunGame 存档缓存");
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}
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}, true);
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TaskScheduler.Shared.AddRecurringTask("刷新boss", TimeSpan.FromHours(1), () =>
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{
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FunGameService.GenerateBoss();
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Controller.WriteLine("刷新boss");
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}, true);
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}
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}
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}
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@ -136,7 +136,9 @@ namespace Oshima.Core.Utils
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int 发放的防具品质 = 0;
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int 发放的鞋子品质 = 0;
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int 发放的饰品品质 = 0;
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WriteLine($"社区送温暖了,现在随机发放空投!!");
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空投(actionQueue, 发放的卡包品质, 发放的武器品质, 发放的防具品质, 发放的鞋子品质, 发放的饰品品质);
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WriteLine("");
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if (isWeb) result.Add("=== 空投 ===\r\n" + Msg);
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double 下一次空投 = isTeam ? 80 : 40;
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if (发放的卡包品质 < 4)
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@ -352,7 +354,9 @@ namespace Oshima.Core.Utils
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{
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// 空投
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Msg = "";
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WriteLine($"社区送温暖了,现在随机发放空投!!");
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空投(actionQueue, 发放的卡包品质, 发放的武器品质, 发放的防具品质, 发放的鞋子品质, 发放的饰品品质);
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WriteLine("");
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if (isWeb) result.Add("=== 空投 ===\r\n" + Msg);
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下一次空投 = isTeam ? 100 : 40;
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if (发放的卡包品质 < 4)
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@ -914,7 +918,6 @@ namespace Oshima.Core.Utils
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public static void 空投(ActionQueue queue, int mQuality, int wQuality, int aQuality, int sQuality, int acQuality)
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{
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WriteLine($"社区送温暖了,现在随机发放空投!!");
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foreach (Character character in queue.Queue)
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{
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Item[] 武器 = FunGameService.Equipment.Where(i => i.Id.ToString().StartsWith("11") && (int)i.QualityType == wQuality).ToArray();
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@ -960,7 +963,6 @@ namespace Oshima.Core.Utils
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queue.Equip(character, realItem);
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}
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}
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WriteLine("");
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}
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public static Dictionary<EffectID, Dictionary<string, object>> RoundRewards
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@ -21,214 +21,7 @@ namespace Oshima.Core.Utils
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public static List<Item> AllItems { get; } = [];
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public static List<Skill> AllSkills { get; } = [];
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public static Dictionary<long, string> UserIdAndUsername { get; } = [];
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public static Dictionary<int, Dictionary<string, int>> LevelBreakNeedyList
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{
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get
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{
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return new()
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{
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{
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0, new()
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{
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{ General.GameplayEquilibriumConstant.InGameMaterial, 80 },
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{ nameof(升华之印), 10 }
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}
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},
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{
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1, new()
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{
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{ General.GameplayEquilibriumConstant.InGameMaterial, 400 },
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{ nameof(升华之印), 20 }
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}
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},
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{
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2, new()
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{
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{ General.GameplayEquilibriumConstant.InGameMaterial, 960 },
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{ nameof(升华之印), 30 },
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{ nameof(流光之印), 10 }
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}
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},
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{
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3, new()
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{
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{ General.GameplayEquilibriumConstant.InGameMaterial, 1760 },
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{ nameof(升华之印), 40 },
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{ nameof(流光之印), 20 }
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}
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},
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{
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4, new()
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{
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{ General.GameplayEquilibriumConstant.InGameMaterial, 2800 },
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{ nameof(升华之印), 50 },
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{ nameof(流光之印), 30 },
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{ nameof(永恒之印), 10 }
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}
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},
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{
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5, new()
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{
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{ General.GameplayEquilibriumConstant.InGameMaterial, 4080 },
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{ nameof(升华之印), 60 },
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{ nameof(流光之印), 40 },
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{ nameof(永恒之印), 20 }
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}
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},
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};
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}
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}
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public static Dictionary<int, Dictionary<string, int>> SkillLevelUpList
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{
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get
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{
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return new()
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{
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{
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1, new()
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{
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{ "角色等级", 1 },
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{ General.GameplayEquilibriumConstant.InGameCurrency, 2000 },
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{ General.GameplayEquilibriumConstant.InGameMaterial, 10 },
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{ nameof(技能卷轴), 1 },
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}
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},
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{
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2, new()
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{
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{ "角色等级", 12 },
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{ General.GameplayEquilibriumConstant.InGameCurrency, 5000 },
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{ General.GameplayEquilibriumConstant.InGameMaterial, 30 },
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{ nameof(技能卷轴), 2 },
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}
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},
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{
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3, new()
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{
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{ "角色等级", 24 },
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{ General.GameplayEquilibriumConstant.InGameCurrency, 10000 },
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{ General.GameplayEquilibriumConstant.InGameMaterial, 60 },
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{ nameof(技能卷轴), 3 },
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{ nameof(智慧之果), 1 },
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}
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},
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{
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4, new()
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{
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{ "角色等级", 36 },
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{ General.GameplayEquilibriumConstant.InGameCurrency, 18000 },
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{ General.GameplayEquilibriumConstant.InGameMaterial, 100 },
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{ nameof(技能卷轴), 4 },
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{ nameof(智慧之果), 2 },
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}
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},
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{
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5, new()
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{
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{ "角色等级", 48 },
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{ General.GameplayEquilibriumConstant.InGameCurrency, 30000 },
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{ General.GameplayEquilibriumConstant.InGameMaterial, 150 },
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{ nameof(技能卷轴), 5 },
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{ nameof(智慧之果), 3 },
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{ nameof(奥术符文), 1 }
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}
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},
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{
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6, new()
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{
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{ "角色等级", 60 },
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{ General.GameplayEquilibriumConstant.InGameCurrency, 47000 },
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{ General.GameplayEquilibriumConstant.InGameMaterial, 210 },
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{ nameof(技能卷轴), 6 },
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{ nameof(智慧之果), 4 },
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{ nameof(奥术符文), 2 }
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}
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}
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};
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}
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}
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public static Dictionary<int, Dictionary<string, int>> NormalAttackLevelUpList
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{
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get
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{
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return new()
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{
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{
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2, new()
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{
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{ "角色等级", 8 },
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{ General.GameplayEquilibriumConstant.InGameCurrency, 2000 },
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{ General.GameplayEquilibriumConstant.InGameMaterial, 10 },
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{ nameof(技能卷轴), 1 },
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}
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},
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{
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3, new()
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{
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{ "角色等级", 16 },
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{ General.GameplayEquilibriumConstant.InGameCurrency, 5000 },
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{ General.GameplayEquilibriumConstant.InGameMaterial, 30 },
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{ nameof(技能卷轴), 2 },
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}
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},
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{
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4, new()
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{
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{ "角色等级", 24 },
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{ General.GameplayEquilibriumConstant.InGameCurrency, 10000 },
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{ General.GameplayEquilibriumConstant.InGameMaterial, 60 },
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{ nameof(技能卷轴), 3 },
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{ nameof(智慧之果), 1 },
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}
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},
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{
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5, new()
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{
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{ "角色等级", 32 },
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{ General.GameplayEquilibriumConstant.InGameCurrency, 18000 },
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{ General.GameplayEquilibriumConstant.InGameMaterial, 100 },
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{ nameof(技能卷轴), 4 },
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{ nameof(智慧之果), 2 },
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}
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},
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{
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6, new()
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{
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{ "角色等级", 40 },
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{ "角色突破进度", 4 },
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{ General.GameplayEquilibriumConstant.InGameCurrency, 30000 },
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{ General.GameplayEquilibriumConstant.InGameMaterial, 150 },
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{ nameof(技能卷轴), 5 },
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{ nameof(智慧之果), 3 },
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{ nameof(奥术符文), 1 }
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}
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},
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{
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7, new()
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{
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{ "角色等级", 48 },
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{ General.GameplayEquilibriumConstant.InGameCurrency, 47000 },
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{ General.GameplayEquilibriumConstant.InGameMaterial, 210 },
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{ nameof(技能卷轴), 6 },
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{ nameof(智慧之果), 4 },
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{ nameof(奥术符文), 2 }
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}
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},
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{
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8, new()
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{
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{ "角色等级", 56 },
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{ General.GameplayEquilibriumConstant.InGameCurrency, 70000 },
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{ General.GameplayEquilibriumConstant.InGameMaterial, 280 },
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{ nameof(技能卷轴), 7 },
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{ nameof(智慧之果), 5 },
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{ nameof(奥术符文), 3 },
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{ nameof(混沌之核), 1 }
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}
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}
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};
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}
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}
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public static Dictionary<int, Character> Bosses { get; } = [];
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public static void InitFunGame()
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{
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@ -1213,5 +1006,303 @@ namespace Oshima.Core.Utils
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}
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return str;
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}
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public static void GenerateBoss()
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{
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if (Bosses.Count < 10)
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{
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int genCount = 10 - Bosses.Count;
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for (int i = 0; i < genCount; i++)
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{
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int nowIndex = Bosses.Count > 0 ? Bosses.Keys.Max() + 1 : 1;
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Character boss = new CustomCharacter(nowIndex, GenerateRandomChineseUserName(), "", "Boss");
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int cLevel, sLevel, mLevel, naLevel;
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switch (Random.Shared.Next(3))
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{
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case 0:
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cLevel = General.GameplayEquilibriumConstant.MaxLevel;
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sLevel = General.GameplayEquilibriumConstant.MaxSkillLevel;
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mLevel = General.GameplayEquilibriumConstant.MaxMagicLevel;
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naLevel = General.GameplayEquilibriumConstant.MaxNormalAttackLevel;
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break;
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case 1:
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cLevel = General.GameplayEquilibriumConstant.MaxLevel / 2;
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sLevel = General.GameplayEquilibriumConstant.MaxSkillLevel / 2;
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mLevel = General.GameplayEquilibriumConstant.MaxMagicLevel / 2;
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naLevel = General.GameplayEquilibriumConstant.MaxNormalAttackLevel / 2;
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break;
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case 2:
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default:
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cLevel = General.GameplayEquilibriumConstant.MaxLevel / 4;
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sLevel = General.GameplayEquilibriumConstant.MaxSkillLevel / 4;
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mLevel = General.GameplayEquilibriumConstant.MaxMagicLevel / 4;
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naLevel = General.GameplayEquilibriumConstant.MaxNormalAttackLevel / 4;
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break;
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}
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Item[] 武器 = Equipment.Where(i => i.Id.ToString().StartsWith("11") && (int)i.QualityType == 4).ToArray();
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Item[] 防具 = Equipment.Where(i => i.Id.ToString().StartsWith("12") && (int)i.QualityType == 1).ToArray();
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Item[] 鞋子 = Equipment.Where(i => i.Id.ToString().StartsWith("13") && (int)i.QualityType == 1).ToArray();
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Item[] 饰品 = Equipment.Where(i => i.Id.ToString().StartsWith("14") && (int)i.QualityType == 3).ToArray();
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Item? a = null, b = null, c = null, d = null;
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if (武器.Length > 0)
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{
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a = 武器[Random.Shared.Next(武器.Length)];
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}
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if (防具.Length > 0)
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{
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b = 防具[Random.Shared.Next(防具.Length)];
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}
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if (鞋子.Length > 0)
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{
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c = 鞋子[Random.Shared.Next(鞋子.Length)];
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}
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if (饰品.Length > 0)
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{
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d = 饰品[Random.Shared.Next(饰品.Length)];
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}
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List<Item> 这次发放的空投 = [];
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if (a != null) 这次发放的空投.Add(a);
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if (b != null) 这次发放的空投.Add(b);
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if (c != null) 这次发放的空投.Add(c);
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if (d != null) 这次发放的空投.Add(d);
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Item? 魔法卡包 = GenerateMagicCardPack(3, (QualityType)4);
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if (魔法卡包 != null)
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{
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foreach (Skill magic in 魔法卡包.Skills.Magics)
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{
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magic.Level = mLevel;
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}
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boss.Equip(魔法卡包);
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}
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foreach (Item item in 这次发放的空投)
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{
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Item realItem = item.Copy();
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boss.Equip(realItem);
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}
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boss.Level = cLevel;
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boss.NormalAttack.Level = naLevel;
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boss.NormalAttack.HardnessTime = 7;
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if (boss.CritRate < 65) boss.ExCritRate = 65 - boss.CritRate;
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if (boss.CritDMG < 200) boss.ExCritDMG = 200 - boss.CritDMG;
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if (boss.AccelerationCoefficient < 0.4) boss.ExAccelerationCoefficient = 0.4 - boss.AccelerationCoefficient;
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boss.ExATK2 += boss.PrimaryAttributeValue;
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boss.ExDEF2 += boss.PrimaryAttributeValue;
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boss.MDF.None += 0.25;
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boss.ExHPPercentage += 0.8;
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Bosses[nowIndex] = boss;
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}
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}
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}
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public static Dictionary<int, Dictionary<string, int>> LevelBreakNeedyList
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{
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get
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{
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return new()
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{
|
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{
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0, new()
|
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{
|
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{ General.GameplayEquilibriumConstant.InGameMaterial, 80 },
|
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{ nameof(升华之印), 10 }
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}
|
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},
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{
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1, new()
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{
|
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{ General.GameplayEquilibriumConstant.InGameMaterial, 400 },
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||||
{ nameof(升华之印), 20 }
|
||||
}
|
||||
},
|
||||
{
|
||||
2, new()
|
||||
{
|
||||
{ General.GameplayEquilibriumConstant.InGameMaterial, 960 },
|
||||
{ nameof(升华之印), 30 },
|
||||
{ nameof(流光之印), 10 }
|
||||
}
|
||||
},
|
||||
{
|
||||
3, new()
|
||||
{
|
||||
{ General.GameplayEquilibriumConstant.InGameMaterial, 1760 },
|
||||
{ nameof(升华之印), 40 },
|
||||
{ nameof(流光之印), 20 }
|
||||
}
|
||||
},
|
||||
{
|
||||
4, new()
|
||||
{
|
||||
{ General.GameplayEquilibriumConstant.InGameMaterial, 2800 },
|
||||
{ nameof(升华之印), 50 },
|
||||
{ nameof(流光之印), 30 },
|
||||
{ nameof(永恒之印), 10 }
|
||||
}
|
||||
},
|
||||
{
|
||||
5, new()
|
||||
{
|
||||
{ General.GameplayEquilibriumConstant.InGameMaterial, 4080 },
|
||||
{ nameof(升华之印), 60 },
|
||||
{ nameof(流光之印), 40 },
|
||||
{ nameof(永恒之印), 20 }
|
||||
}
|
||||
},
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
public static Dictionary<int, Dictionary<string, int>> SkillLevelUpList
|
||||
{
|
||||
get
|
||||
{
|
||||
return new()
|
||||
{
|
||||
{
|
||||
1, new()
|
||||
{
|
||||
{ "角色等级", 1 },
|
||||
{ General.GameplayEquilibriumConstant.InGameCurrency, 2000 },
|
||||
{ General.GameplayEquilibriumConstant.InGameMaterial, 10 },
|
||||
{ nameof(技能卷轴), 1 },
|
||||
}
|
||||
},
|
||||
{
|
||||
2, new()
|
||||
{
|
||||
{ "角色等级", 12 },
|
||||
{ General.GameplayEquilibriumConstant.InGameCurrency, 5000 },
|
||||
{ General.GameplayEquilibriumConstant.InGameMaterial, 30 },
|
||||
{ nameof(技能卷轴), 2 },
|
||||
}
|
||||
},
|
||||
{
|
||||
3, new()
|
||||
{
|
||||
{ "角色等级", 24 },
|
||||
{ General.GameplayEquilibriumConstant.InGameCurrency, 10000 },
|
||||
{ General.GameplayEquilibriumConstant.InGameMaterial, 60 },
|
||||
{ nameof(技能卷轴), 3 },
|
||||
{ nameof(智慧之果), 1 },
|
||||
}
|
||||
},
|
||||
{
|
||||
4, new()
|
||||
{
|
||||
{ "角色等级", 36 },
|
||||
{ General.GameplayEquilibriumConstant.InGameCurrency, 18000 },
|
||||
{ General.GameplayEquilibriumConstant.InGameMaterial, 100 },
|
||||
{ nameof(技能卷轴), 4 },
|
||||
{ nameof(智慧之果), 2 },
|
||||
}
|
||||
},
|
||||
{
|
||||
5, new()
|
||||
{
|
||||
{ "角色等级", 48 },
|
||||
{ General.GameplayEquilibriumConstant.InGameCurrency, 30000 },
|
||||
{ General.GameplayEquilibriumConstant.InGameMaterial, 150 },
|
||||
{ nameof(技能卷轴), 5 },
|
||||
{ nameof(智慧之果), 3 },
|
||||
{ nameof(奥术符文), 1 }
|
||||
}
|
||||
},
|
||||
{
|
||||
6, new()
|
||||
{
|
||||
{ "角色等级", 60 },
|
||||
{ General.GameplayEquilibriumConstant.InGameCurrency, 47000 },
|
||||
{ General.GameplayEquilibriumConstant.InGameMaterial, 210 },
|
||||
{ nameof(技能卷轴), 6 },
|
||||
{ nameof(智慧之果), 4 },
|
||||
{ nameof(奥术符文), 2 }
|
||||
}
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
public static Dictionary<int, Dictionary<string, int>> NormalAttackLevelUpList
|
||||
{
|
||||
get
|
||||
{
|
||||
return new()
|
||||
{
|
||||
{
|
||||
2, new()
|
||||
{
|
||||
{ "角色等级", 8 },
|
||||
{ General.GameplayEquilibriumConstant.InGameCurrency, 2000 },
|
||||
{ General.GameplayEquilibriumConstant.InGameMaterial, 10 },
|
||||
{ nameof(技能卷轴), 1 },
|
||||
}
|
||||
},
|
||||
{
|
||||
3, new()
|
||||
{
|
||||
{ "角色等级", 16 },
|
||||
{ General.GameplayEquilibriumConstant.InGameCurrency, 5000 },
|
||||
{ General.GameplayEquilibriumConstant.InGameMaterial, 30 },
|
||||
{ nameof(技能卷轴), 2 },
|
||||
}
|
||||
},
|
||||
{
|
||||
4, new()
|
||||
{
|
||||
{ "角色等级", 24 },
|
||||
{ General.GameplayEquilibriumConstant.InGameCurrency, 10000 },
|
||||
{ General.GameplayEquilibriumConstant.InGameMaterial, 60 },
|
||||
{ nameof(技能卷轴), 3 },
|
||||
{ nameof(智慧之果), 1 },
|
||||
}
|
||||
},
|
||||
{
|
||||
5, new()
|
||||
{
|
||||
{ "角色等级", 32 },
|
||||
{ General.GameplayEquilibriumConstant.InGameCurrency, 18000 },
|
||||
{ General.GameplayEquilibriumConstant.InGameMaterial, 100 },
|
||||
{ nameof(技能卷轴), 4 },
|
||||
{ nameof(智慧之果), 2 },
|
||||
}
|
||||
},
|
||||
{
|
||||
6, new()
|
||||
{
|
||||
{ "角色等级", 40 },
|
||||
{ "角色突破进度", 4 },
|
||||
{ General.GameplayEquilibriumConstant.InGameCurrency, 30000 },
|
||||
{ General.GameplayEquilibriumConstant.InGameMaterial, 150 },
|
||||
{ nameof(技能卷轴), 5 },
|
||||
{ nameof(智慧之果), 3 },
|
||||
{ nameof(奥术符文), 1 }
|
||||
}
|
||||
},
|
||||
{
|
||||
7, new()
|
||||
{
|
||||
{ "角色等级", 48 },
|
||||
{ General.GameplayEquilibriumConstant.InGameCurrency, 47000 },
|
||||
{ General.GameplayEquilibriumConstant.InGameMaterial, 210 },
|
||||
{ nameof(技能卷轴), 6 },
|
||||
{ nameof(智慧之果), 4 },
|
||||
{ nameof(奥术符文), 2 }
|
||||
}
|
||||
},
|
||||
{
|
||||
8, new()
|
||||
{
|
||||
{ "角色等级", 56 },
|
||||
{ General.GameplayEquilibriumConstant.InGameCurrency, 70000 },
|
||||
{ General.GameplayEquilibriumConstant.InGameMaterial, 280 },
|
||||
{ nameof(技能卷轴), 7 },
|
||||
{ nameof(智慧之果), 5 },
|
||||
{ nameof(奥术符文), 3 },
|
||||
{ nameof(混沌之核), 1 }
|
||||
}
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user