mirror of
https://github.com/oshima-studios/OshimaGameModule.git
synced 2025-08-02 12:02:56 +00:00
添加普攻升级
This commit is contained in:
parent
bd4bff4a55
commit
76f8eb5918
@ -266,7 +266,7 @@ namespace Oshima.Core.Controllers
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[HttpGet("iteminfo")]
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[HttpGet("iteminfo")]
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public string GetItemInfo([FromQuery] long? id = null)
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public string GetItemInfo([FromQuery] long? id = null)
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{
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{
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IEnumerable<Item> items = FunGameService.Equipment;
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IEnumerable<Item> items = FunGameService.AllItems;
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if (id != null)
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if (id != null)
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{
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{
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List<string> msg = [];
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List<string> msg = [];
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@ -2470,7 +2470,7 @@ namespace Oshima.Core.Controllers
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return NetworkUtility.JsonSerialize($"此技能【{skill.Name}】已经升至满级!");
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return NetworkUtility.JsonSerialize($"此技能【{skill.Name}】已经升至满级!");
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}
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}
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return NetworkUtility.JsonSerialize($"角色 [ {character} ] 的【{skill.Name}】技能等级:{skill.Level}/{General.GameplayEquilibriumConstant.MaxSkillLevel}" +
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return NetworkUtility.JsonSerialize($"角色 [ {character} ] 的【{skill.Name}】技能等级:{skill.Level} / {General.GameplayEquilibriumConstant.MaxSkillLevel}" +
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$"\r\n下一级所需升级材料:\r\n" + FunGameService.GetSkillLevelUpNeedy(skill.Level + 1));
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$"\r\n下一级所需升级材料:\r\n" + FunGameService.GetSkillLevelUpNeedy(skill.Level + 1));
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}
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}
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return NetworkUtility.JsonSerialize($"此技能无法升级!");
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return NetworkUtility.JsonSerialize($"此技能无法升级!");
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@ -2535,6 +2535,13 @@ namespace Oshima.Core.Controllers
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return NetworkUtility.JsonSerialize($"角色 [ {character} ] 等级不足 {needCount} 级,无法{isStudy}此技能!");
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return NetworkUtility.JsonSerialize($"角色 [ {character} ] 等级不足 {needCount} 级,无法{isStudy}此技能!");
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}
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}
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}
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}
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else if (key == "角色突破进度")
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{
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if (character.LevelBreak < needCount)
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{
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return NetworkUtility.JsonSerialize($"角色 [ {character} ] 等级突破进度不足 {needCount} 等阶,无法{isStudy}此技能!");
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}
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}
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else if (key == General.GameplayEquilibriumConstant.InGameCurrency)
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else if (key == General.GameplayEquilibriumConstant.InGameCurrency)
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{
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{
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if (user.Inventory.Credits >= needCount)
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if (user.Inventory.Credits >= needCount)
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@ -2583,6 +2590,8 @@ namespace Oshima.Core.Controllers
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user.LastTime = DateTime.Now;
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user.LastTime = DateTime.Now;
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pc.Add("user", user);
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pc.Add("user", user);
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pc.SaveConfig();
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pc.SaveConfig();
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needy.Remove("角色等级");
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needy.Remove("角色突破进度");
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string msg = $"{isStudy}技能成功!本次消耗:{string.Join(",", needy.Select(kv => kv.Key + " * " + kv.Value))},成功将【{skill.Name}】技能提升至 {skill.Level} 级!";
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string msg = $"{isStudy}技能成功!本次消耗:{string.Join(",", needy.Select(kv => kv.Key + " * " + kv.Value))},成功将【{skill.Name}】技能提升至 {skill.Level} 级!";
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if (skill.Level == General.GameplayEquilibriumConstant.MaxSkillLevel)
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if (skill.Level == General.GameplayEquilibriumConstant.MaxSkillLevel)
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@ -2618,6 +2627,171 @@ namespace Oshima.Core.Controllers
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}
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}
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}
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}
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[HttpPost("getnormalattacklevelupneedy")]
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public string GetNormalAttackLevelUpNeedy([FromQuery] long? qq = null, [FromQuery] int? c = 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 characterIndex = c ?? 0;
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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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Character? character;
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if (characterIndex > 0 && characterIndex <= user.Inventory.Characters.Count)
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{
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character = user.Inventory.Characters.ToList()[characterIndex - 1];
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}
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else
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{
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return NetworkUtility.JsonSerialize($"没有找到与这个序号相对应的角色!");
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}
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NormalAttack na = character.NormalAttack;
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if (na.Level + 1 == General.GameplayEquilibriumConstant.MaxNormalAttackLevel)
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{
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return NetworkUtility.JsonSerialize($"角色 [ {character} ] 的【{na.Name}】已经升至满级!");
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}
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return NetworkUtility.JsonSerialize($"角色 [ {character} ] 的【{na.Name}】等级:{na.Level} / {General.GameplayEquilibriumConstant.MaxNormalAttackLevel}" +
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$"\r\n下一级所需升级材料:\r\n" + FunGameService.GetNormalAttackLevelUpNeedy(na.Level + 1));
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}
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else
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{
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return NetworkUtility.JsonSerialize(noSaved);
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}
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}
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[HttpPost("normalattacklevelup")]
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public string NormalAttackLevelUp([FromQuery] long? qq = null, [FromQuery] int? c = null)
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{
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try
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{
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long userid = qq ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11));
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int characterIndex = c ?? 0;
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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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Character? character = null;
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if (characterIndex > 0 && characterIndex <= user.Inventory.Characters.Count)
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{
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character = user.Inventory.Characters.ToList()[characterIndex - 1];
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}
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else
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{
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return NetworkUtility.JsonSerialize($"没有找到与这个序号相对应的角色!");
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}
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NormalAttack na = character.NormalAttack;
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if (na.Level == General.GameplayEquilibriumConstant.MaxNormalAttackLevel)
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{
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return NetworkUtility.JsonSerialize($"角色 [ {character} ] 的【{na.Name}】已经升至满级!");
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}
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if (FunGameService.NormalAttackLevelUpList.TryGetValue(na.Level + 1, out Dictionary<string, int>? needy) && needy != null && needy.Count > 0)
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{
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foreach (string key in needy.Keys)
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{
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int needCount = needy[key];
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if (key == "角色等级")
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{
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if (character.Level < needCount)
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{
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return NetworkUtility.JsonSerialize($"角色 [ {character} ] 等级不足 {needCount} 级,无法升级此技能!");
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}
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}
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else if (key == "角色突破进度")
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{
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if (character.LevelBreak < needCount)
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{
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return NetworkUtility.JsonSerialize($"角色 [ {character} ] 等级突破进度不足 {needCount} 等阶,无法升级此技能!");
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}
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}
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else if (key == General.GameplayEquilibriumConstant.InGameCurrency)
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{
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if (user.Inventory.Credits >= needCount)
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{
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user.Inventory.Credits -= needCount;
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}
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else
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{
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return NetworkUtility.JsonSerialize($"你的{General.GameplayEquilibriumConstant.InGameCurrency}不足 {needCount} 呢,不满足升级条件!");
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}
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}
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else if (key == General.GameplayEquilibriumConstant.InGameMaterial)
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{
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if (user.Inventory.Materials >= needCount)
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{
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user.Inventory.Materials -= needCount;
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}
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else
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{
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return NetworkUtility.JsonSerialize($"你的{General.GameplayEquilibriumConstant.InGameMaterial}不足 {needCount} 呢,不满足升级条件!");
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}
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}
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else
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{
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if (needCount > 0)
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{
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IEnumerable<Item> items = user.Inventory.Items.Where(i => i.Name == key);
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if (items.Count() >= needCount)
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{
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items = items.TakeLast(needCount);
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foreach (Item item in items)
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{
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user.Inventory.Items.Remove(item);
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}
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}
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else
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{
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return NetworkUtility.JsonSerialize($"你的物品【{key}】数量不足 {needCount} 呢,不满足升级条件!");
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}
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}
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}
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}
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na.Level += 1;
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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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needy.Remove("角色等级");
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needy.Remove("角色突破进度");
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string msg = $"角色 [ {character} ] 升级【{na.Name}】成功!本次消耗:{string.Join(",", needy.Select(kv => kv.Key + " * " + kv.Value))},成功将【{na.Name}】提升至 {na.Level} 级!";
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if (na.Level == General.GameplayEquilibriumConstant.MaxNormalAttackLevel)
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{
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msg += $"\r\n{na.Name}已经升至满级,恭喜!";
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}
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else
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{
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msg += $"\r\n下一级所需升级材料:\r\n" + FunGameService.GetNormalAttackLevelUpNeedy(na.Level + 1);
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}
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return NetworkUtility.JsonSerialize(msg);
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}
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return NetworkUtility.JsonSerialize($"升级{na.Name}失败!角色 [ {character} ] 的【{na.Name}】当前等级:{na.Level}/{General.GameplayEquilibriumConstant.MaxNormalAttackLevel}" +
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$"\r\n下一级所需升级材料:\r\n" + FunGameService.GetSkillLevelUpNeedy(na.Level + 1));
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}
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else
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{
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return NetworkUtility.JsonSerialize(noSaved);
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}
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}
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catch (Exception e)
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{
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return NetworkUtility.JsonSerialize(e.ToString());
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}
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}
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[HttpGet("reload")]
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[HttpGet("reload")]
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public string Relaod([FromQuery] long? master = null)
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public string Relaod([FromQuery] long? master = null)
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{
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{
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@ -1,7 +1,6 @@
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using Milimoe.FunGame.Core.Api.Utility;
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using Milimoe.FunGame.Core.Api.Utility;
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using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Library.Common.Addon;
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using Milimoe.FunGame.Core.Library.Common.Addon;
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using Milimoe.FunGame.Core.Library.Constant;
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using Oshima.Core.Configs;
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using Oshima.Core.Configs;
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using Oshima.Core.Constant;
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using Oshima.Core.Constant;
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using Oshima.Core.Utils;
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using Oshima.Core.Utils;
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@ -78,7 +78,7 @@ namespace Oshima.Core.Utils
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};
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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>> SuperSkillLevelUpList
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public static Dictionary<int, Dictionary<string, int>> SkillLevelUpList
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{
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{
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get
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get
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{
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{
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@ -147,32 +147,32 @@ namespace Oshima.Core.Utils
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};
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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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public static Dictionary<int, Dictionary<string, int>> NormalAttackLevelUpList
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{
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{
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get
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get
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{
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{
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return new()
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return new()
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{
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{
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{
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{
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1, new()
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2, new()
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{
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{
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{ "角色等级", 6 },
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{ "角色等级", 8 },
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{ General.GameplayEquilibriumConstant.InGameCurrency, 2000 },
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{ General.GameplayEquilibriumConstant.InGameCurrency, 2000 },
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{ General.GameplayEquilibriumConstant.InGameMaterial, 10 },
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{ General.GameplayEquilibriumConstant.InGameMaterial, 10 },
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{ nameof(技能卷轴), 1 },
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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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},
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{
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{
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2, new()
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3, new()
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{
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{
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{ "角色等级", 12 },
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{ "角色等级", 16 },
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{ General.GameplayEquilibriumConstant.InGameCurrency, 5000 },
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{ General.GameplayEquilibriumConstant.InGameCurrency, 5000 },
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{ General.GameplayEquilibriumConstant.InGameMaterial, 30 },
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{ General.GameplayEquilibriumConstant.InGameMaterial, 30 },
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{ nameof(技能卷轴), 2 },
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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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},
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{
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{
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3, new()
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4, new()
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{
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{
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{ "角色等级", 24 },
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{ "角色等级", 24 },
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{ General.GameplayEquilibriumConstant.InGameCurrency, 10000 },
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{ General.GameplayEquilibriumConstant.InGameCurrency, 10000 },
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@ -182,9 +182,9 @@ namespace Oshima.Core.Utils
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}
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}
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},
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},
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{
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{
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4, new()
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5, new()
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{
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{
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{ "角色等级", 36 },
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{ "角色等级", 32 },
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{ General.GameplayEquilibriumConstant.InGameCurrency, 18000 },
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{ General.GameplayEquilibriumConstant.InGameCurrency, 18000 },
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{ General.GameplayEquilibriumConstant.InGameMaterial, 100 },
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{ General.GameplayEquilibriumConstant.InGameMaterial, 100 },
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{ nameof(技能卷轴), 4 },
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{ nameof(技能卷轴), 4 },
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@ -192,9 +192,10 @@ namespace Oshima.Core.Utils
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}
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}
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},
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},
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{
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{
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5, new()
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6, new()
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{
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{
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{ "角色等级", 48 },
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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.InGameCurrency, 30000 },
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{ General.GameplayEquilibriumConstant.InGameMaterial, 150 },
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{ General.GameplayEquilibriumConstant.InGameMaterial, 150 },
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{ nameof(技能卷轴), 5 },
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{ nameof(技能卷轴), 5 },
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@ -203,15 +204,27 @@ namespace Oshima.Core.Utils
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}
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}
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},
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},
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{
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{
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6, new()
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7, new()
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{
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{
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{ "角色等级", 60 },
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{ "角色等级", 48 },
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{ General.GameplayEquilibriumConstant.InGameCurrency, 47000 },
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{ General.GameplayEquilibriumConstant.InGameCurrency, 47000 },
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{ General.GameplayEquilibriumConstant.InGameMaterial, 210 },
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{ General.GameplayEquilibriumConstant.InGameMaterial, 210 },
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{ nameof(技能卷轴), 6 },
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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(智慧之果), 4 },
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{ nameof(奥术符文), 2 }
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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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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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||||||
}
|
}
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
@ -242,7 +255,7 @@ namespace Oshima.Core.Utils
|
|||||||
Equipment.AddRange([new 攻击之爪5(), new 攻击之爪15(), new 攻击之爪25(), new 攻击之爪35()]);
|
Equipment.AddRange([new 攻击之爪5(), new 攻击之爪15(), new 攻击之爪25(), new 攻击之爪35()]);
|
||||||
|
|
||||||
Items.AddRange(exItems.Values.Where(i => (int)i.ItemType > 4));
|
Items.AddRange(exItems.Values.Where(i => (int)i.ItemType > 4));
|
||||||
Items.AddRange([new 小经验书(), new 中经验书(), new 大经验书(), new 升华之印(), new 流光之印(), new 永恒之印(), new 技能卷轴(), new 智慧之果(), new 奥术符文()]);
|
Items.AddRange([new 小经验书(), new 中经验书(), new 大经验书(), new 升华之印(), new 流光之印(), new 永恒之印(), new 技能卷轴(), new 智慧之果(), new 奥术符文(), new 混沌之核()]);
|
||||||
|
|
||||||
AllItems.AddRange(Equipment);
|
AllItems.AddRange(Equipment);
|
||||||
AllItems.AddRange(Items);
|
AllItems.AddRange(Items);
|
||||||
@ -1161,9 +1174,44 @@ namespace Oshima.Core.Utils
|
|||||||
{
|
{
|
||||||
if (SkillLevelUpList.TryGetValue(level, out Dictionary<string, int>? needy) && needy != null && needy.Count > 0)
|
if (SkillLevelUpList.TryGetValue(level, out Dictionary<string, int>? needy) && needy != null && needy.Count > 0)
|
||||||
{
|
{
|
||||||
return string.Join(",", needy.Select(kv => kv.Key + " * " + kv.Value));
|
return GetNeedyInfo(needy);
|
||||||
}
|
}
|
||||||
return "";
|
return "";
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public static string GetNormalAttackLevelUpNeedy(int level)
|
||||||
|
{
|
||||||
|
if (NormalAttackLevelUpList.TryGetValue(level, out Dictionary<string, int>? needy) && needy != null && needy.Count > 0)
|
||||||
|
{
|
||||||
|
return GetNeedyInfo(needy);
|
||||||
|
}
|
||||||
|
return "";
|
||||||
|
}
|
||||||
|
|
||||||
|
public static string GetNeedyInfo(Dictionary<string, int> needy)
|
||||||
|
{
|
||||||
|
string str = "";
|
||||||
|
foreach (string key in needy.Keys)
|
||||||
|
{
|
||||||
|
int needCount = needy[key];
|
||||||
|
if (str != "")
|
||||||
|
{
|
||||||
|
str += ",";
|
||||||
|
}
|
||||||
|
if (key == "角色等级")
|
||||||
|
{
|
||||||
|
str += $"角色等级 {needCount} 级";
|
||||||
|
}
|
||||||
|
else if (key == "角色突破进度")
|
||||||
|
{
|
||||||
|
str += $"角色突破进度 {needCount} 等阶";
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
str += $"{key} * {needCount}";
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return str;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -23,5 +23,6 @@
|
|||||||
技能卷轴 = 18004,
|
技能卷轴 = 18004,
|
||||||
智慧之果 = 18005,
|
智慧之果 = 18005,
|
||||||
奥术符文 = 18006,
|
奥术符文 = 18006,
|
||||||
|
混沌之核 = 18007,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
13
OshimaModules/Items/SpecialItem/混沌之核.cs
Normal file
13
OshimaModules/Items/SpecialItem/混沌之核.cs
Normal file
@ -0,0 +1,13 @@
|
|||||||
|
using Milimoe.FunGame.Core.Entity;
|
||||||
|
using Milimoe.FunGame.Core.Library.Constant;
|
||||||
|
|
||||||
|
namespace Oshima.FunGame.OshimaModules.Items
|
||||||
|
{
|
||||||
|
public class 混沌之核() : Item(ItemType.SpecialItem)
|
||||||
|
{
|
||||||
|
public override long Id => (long)SpecialItemID.混沌之核;
|
||||||
|
public override string Name => "混沌之核";
|
||||||
|
public override string Description => "升级技能必备的终级材料。";
|
||||||
|
public override QualityType QualityType => QualityType.Purple;
|
||||||
|
}
|
||||||
|
}
|
@ -38,6 +38,7 @@ namespace Oshima.FunGame.OshimaModules
|
|||||||
(long)SpecialItemID.技能卷轴 => new 技能卷轴(),
|
(long)SpecialItemID.技能卷轴 => new 技能卷轴(),
|
||||||
(long)SpecialItemID.智慧之果 => new 智慧之果(),
|
(long)SpecialItemID.智慧之果 => new 智慧之果(),
|
||||||
(long)SpecialItemID.奥术符文 => new 奥术符文(),
|
(long)SpecialItemID.奥术符文 => new 奥术符文(),
|
||||||
|
(long)SpecialItemID.混沌之核 => new 混沌之核(),
|
||||||
_ => null,
|
_ => null,
|
||||||
};
|
};
|
||||||
};
|
};
|
||||||
|
@ -1350,5 +1350,30 @@
|
|||||||
}
|
}
|
||||||
]
|
]
|
||||||
}
|
}
|
||||||
|
},
|
||||||
|
"YukiのCalfSocks-圣诞限定": {
|
||||||
|
"Id": 14515,
|
||||||
|
"Name": "YukiのCalfSocks-圣诞限定",
|
||||||
|
"Description": "增加角色 50% 暴击伤害。",
|
||||||
|
"BackgroundStory": "小雪的圣诞限定小腿袜,结合了圣诞树的红绿色,还有铃铛和鹿角的装饰。",
|
||||||
|
"ItemType": 4,
|
||||||
|
"WeaponType": 0,
|
||||||
|
"QualityType": 3,
|
||||||
|
"Skills": {
|
||||||
|
"Active": null,
|
||||||
|
"Passives": [
|
||||||
|
{
|
||||||
|
"Id": 7315,
|
||||||
|
"Name": "YukiのCalfSocks-圣诞限定",
|
||||||
|
"SkillType": 3,
|
||||||
|
"Effects": [
|
||||||
|
{
|
||||||
|
"Id": 8015,
|
||||||
|
"excrd": 0.5
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
Loading…
x
Reference in New Issue
Block a user