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补全高阶饰品;重做地区
This commit is contained in:
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@ -10,6 +10,7 @@ namespace Oshima.FunGame.OshimaModules.Items
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public override long Id => (long)AccessoryID.攻击之爪10;
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public override string Name => "攻击之爪 +10";
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public override string Description => Skills.Passives.Count > 0 ? Skills.Passives.First().Description : "";
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public override string BackgroundStory => "里面藏着的小尖刃不容小觑。";
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public override QualityType QualityType => QualityType.White;
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public 攻击之爪10(Character? character = null) : base(ItemType.Accessory)
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@ -23,6 +24,7 @@ namespace Oshima.FunGame.OshimaModules.Items
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public override long Id => (long)AccessoryID.攻击之爪25;
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public override string Name => "攻击之爪 +25";
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public override string Description => Skills.Passives.Count > 0 ? Skills.Passives.First().Description : "";
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public override string BackgroundStory => "里面藏着的小尖刃不容小觑。";
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public override QualityType QualityType => QualityType.Green;
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public 攻击之爪25(Character? character = null) : base(ItemType.Accessory)
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@ -36,6 +38,7 @@ namespace Oshima.FunGame.OshimaModules.Items
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public override long Id => (long)AccessoryID.攻击之爪40;
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public override string Name => "攻击之爪 +40";
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public override string Description => Skills.Passives.Count > 0 ? Skills.Passives.First().Description : "";
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public override string BackgroundStory => "里面藏着的小尖刃不容小觑。";
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public override QualityType QualityType => QualityType.Blue;
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public 攻击之爪40(Character? character = null) : base(ItemType.Accessory)
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@ -49,6 +52,7 @@ namespace Oshima.FunGame.OshimaModules.Items
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public override long Id => (long)AccessoryID.攻击之爪55;
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public override string Name => "攻击之爪 +55";
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public override string Description => Skills.Passives.Count > 0 ? Skills.Passives.First().Description : "";
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public override string BackgroundStory => "里面藏着的小尖刃不容小觑。";
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public override QualityType QualityType => QualityType.Purple;
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public 攻击之爪55(Character? character = null) : base(ItemType.Accessory)
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@ -62,6 +66,7 @@ namespace Oshima.FunGame.OshimaModules.Items
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public override long Id => (long)AccessoryID.攻击之爪70;
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public override string Name => "攻击之爪 +70";
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public override string Description => Skills.Passives.Count > 0 ? Skills.Passives.First().Description : "";
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public override string BackgroundStory => "里面藏着的小尖刃不容小觑。";
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public override QualityType QualityType => QualityType.Orange;
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public 攻击之爪70(Character? character = null) : base(ItemType.Accessory)
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@ -75,6 +80,7 @@ namespace Oshima.FunGame.OshimaModules.Items
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public override long Id => (long)AccessoryID.攻击之爪85;
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public override string Name => "攻击之爪 +85";
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public override string Description => Skills.Passives.Count > 0 ? Skills.Passives.First().Description : "";
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public override string BackgroundStory => "里面藏着的小尖刃不容小觑。";
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public override QualityType QualityType => QualityType.Red;
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public 攻击之爪85(Character? character = null) : base(ItemType.Accessory)
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@ -88,6 +94,7 @@ namespace Oshima.FunGame.OshimaModules.Items
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public override long Id => (long)AccessoryID.攻击之爪100;
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public override string Name => "攻击之爪 +100";
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public override string Description => Skills.Passives.Count > 0 ? Skills.Passives.First().Description : "";
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public override string BackgroundStory => "里面藏着的小尖刃不容小觑。";
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public override QualityType QualityType => QualityType.Gold;
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public 攻击之爪100(Character? character = null) : base(ItemType.Accessory)
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@ -8,15 +8,19 @@ namespace Oshima.FunGame.OshimaModules.Regions
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{
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Id = 1;
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Name = "银辉城";
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Description = "悬浮在云海中的倒三角金属都市,建筑由星银合金铸造,街道流淌着液态月光。核心区藏有能改写现实法则的「悖论引擎」";
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Description = "悬浮在云海中的倒三角金属都市,建筑由星银合金铸造,街道流淌着液态月光,核心区藏有能改写现实法则的「悖论引擎」。破碎的天穹折射多维星空,星辉水母群在午夜时分重构水体重力法则。";
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Category = "奇异";
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Weathers.Add("晴朗", 20);
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Weathers.Add("星光", 16);
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ChangeRandomWeather();
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Difficulty = RarityType.TwoStar;
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Difficulty = RarityType.FiveStar;
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Characters.Add(new(10101, "失控的悖论引擎"));
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Characters.Add(new(10102, "星辉巨母"));
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Units.Add(new(20101, "星银守卫"));
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Crops.Add(new(180101, "星银合金", "锻造物品的材料。", "银辉城特有的金属材料,拥有着银色的光泽和坚固的质地。据说它能够吸收和储存能量,是建造城市和制造武器的理想材料。"));
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Crops.Add(new(180102, "液态月光", "锻造物品的材料。", "一种在银辉城特有的、散发着柔和光芒的液体,如同月光般清澈。据说它蕴含着悖论引擎的能量,能够影响现实的结构。"));
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Units.Add(new(20102, "星辉水母"));
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Crops.Add(new(180101, "星银合金", "锻造物品的材料。", "银辉城特有的金属材料,拥有银色的光泽和坚固的质地。能够吸收和储存能量,是建造城市和制造武器的理想材料。"));
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Crops.Add(new(180102, "液态月光", "锻造物品的材料。", "散发着柔和光芒的液体,如同月光般清澈。蕴含悖论引擎的能量,能够影响现实的结构。"));
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Crops.Add(new(180103, "星辉凝露", "锻造物品的材料。", "星辉水母散发的凝露,蕴含重构重力的能量,能够暂时扭曲局部空间法则。"));
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}
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}
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@ -26,15 +30,15 @@ namespace Oshima.FunGame.OshimaModules.Regions
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{
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Id = 4;
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Name = "永霜裂痕";
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Description = "冰晶峡谷冻结着不同时代的战争残影,哨塔时钟随机倒转/加速,需服用「时霜药剂」保持神智";
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Description = "冰晶峡谷冻结着不同时代的战争残影,哨塔时钟随机倒转/加速,需服用「时霜药剂」保持神智。";
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Category = "奇异";
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Weathers.Add("极寒", -25);
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ChangeRandomWeather();
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Difficulty = RarityType.FiveStar;
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Characters.Add(new(10401, "时空扭曲者"));
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Units.Add(new(20401, "冰霜傀儡"));
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Crops.Add(new(180401, "时霜药剂", "锻造物品的材料。", "一种在永霜裂痕中使用的特殊药剂,能够减缓时间流逝,保持人的神智清醒。但长期服用可能导致记忆混乱和时间感知错乱。"));
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Crops.Add(new(180402, "冰封记忆", "锻造物品的材料。", "永霜裂痕中冰封的古代战争幻象碎片,触碰时会引发强烈的记忆回溯,但同时也伴随着认知扭曲的风险。"));
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Crops.Add(new(180401, "时霜药剂", "锻造物品的材料。", "能够减缓时间流逝的药剂,维持神智清醒但可能导致记忆混乱和时间感知错乱。"));
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Crops.Add(new(180402, "冰封记忆", "锻造物品的材料。", "冰封的古代战争幻象碎片,触碰时引发强烈记忆回溯与认知扭曲。"));
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}
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}
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@ -42,67 +46,38 @@ namespace Oshima.FunGame.OshimaModules.Regions
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{
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public 千瞳镜湖()
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{
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Id = 5;
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Id = 6;
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Name = "千瞳镜湖";
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Description = "湖面倒影展现平行时空,潜入会进入重力颠倒的镜像城,湖底布满瞳孔状传送门";
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Description = "湖面倒影展现平行时空,潜入会进入重力颠倒的镜像城,湖底布满瞳孔状传送门。";
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Category = "奇异";
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Weathers.Add("阴沉", 10);
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Weathers.Add("微风", 8);
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ChangeRandomWeather();
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Difficulty = RarityType.TwoStar;
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Characters.Add(new(10501, "镜像之主"));
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Units.Add(new(20501, "镜像守卫"));
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Crops.Add(new(180501, "量子纠缠碎片", "锻造物品的材料。", "千瞳镜湖的瞳孔状传送门中提取的微小碎片,拥有着神秘的能量。据说它们与平行时空相连,能够引发量子纠缠现象。"));
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Characters.Add(new(10601, "镜像之主"));
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Units.Add(new(20601, "镜像守卫"));
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Crops.Add(new(180601, "量子纠缠碎片", "锻造物品的材料。", "瞳孔状传送门的微观残片,能够引发量子纠缠现象,连接平行时空。"));
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}
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}
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public class 流沙时计荒漠 : OshimaRegion
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public class 时之荒漠 : OshimaRegion
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{
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public 流沙时计荒漠()
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public 时之荒漠()
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{
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Id = 7;
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Name = "流沙时计荒漠";
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Description = "沙粒蕴含时间魔法,沙丘每小时重组地形,沙暴中会出现海市蜃楼般的「昨日之城」";
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Name = "时之荒漠";
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Description = "蕴含时间魔法的无尽沙海,沙丘每小时重组地形,沙暴中浮现「昨日之城」幻影。时间碎片构成的流沙中,时之蝎在时漏仙人掌间穿行。";
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Category = "奇异";
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Weathers.Add("沙尘暴", 35);
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ChangeRandomWeather();
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Difficulty = RarityType.ThreeStar;
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Characters.Add(new(10701, "时间吞噬者"));
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Units.Add(new(20701, "流沙蝎"));
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Crops.Add(new(180701, "时间碎片", "锻造物品的材料。", "流沙时计荒漠中散落的神秘碎片,拥有着不规则的形状和模糊的纹路。据说它们是过去时光的残余,会随机重组。"));
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}
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}
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public class 穹顶之泪湖 : OshimaRegion
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{
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public 穹顶之泪湖()
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{
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Id = 11;
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Name = "穹顶之泪湖";
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Description = "破碎天穹下的倒影湖泊,折射多维星空,星辉水母群午夜重构水体重力法则";
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Category = "奇异";
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Weathers.Add("星光", 16);
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ChangeRandomWeather();
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Difficulty = RarityType.OneStar;
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Characters.Add(new(11101, "星辉巨母"));
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Units.Add(new(21101, "星辉水母"));
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Crops.Add(new(181101, "星辉凝露", "锻造物品的材料。", "穹顶之泪湖中星辉水母散发出的凝露,蕴含着重构水体重力法则的能量,但可能引发重力波动。"));
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}
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}
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public class 时漏沙漠 : OshimaRegion
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{
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public 时漏沙漠()
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{
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Id = 16;
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Name = "时漏沙漠";
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Description = "时间碎片组成的流沙领域,时之蝎加速局部时间,沙漏仙人掌分泌时凝液";
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Category = "奇异";
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Weathers.Add("不稳定", 38);
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ChangeRandomWeather();
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Difficulty = RarityType.TwoStar;
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Characters.Add(new(11601, "时之君王"));
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Units.Add(new(21601, "时之蝎"));
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Crops.Add(new(181601, "时凝液", "锻造物品的材料。", "时漏沙漠中沙漏仙人掌分泌的液体,拥有着粘稠的质地和淡淡的光泽。据说它能够加速时间的流逝,但使用时需要谨慎。"));
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Difficulty = RarityType.FourStar;
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Characters.Add(new(10701, "时间吞噬者"));
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Characters.Add(new(10702, "时之君王"));
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Units.Add(new(20701, "流沙蝎"));
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Units.Add(new(20702, "时之蝎"));
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Crops.Add(new(180701, "时间碎片", "锻造物品的材料。", "时间残骸形成的晶体,拥有不规则形状和模糊纹路,会随机重组周围时空。"));
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Crops.Add(new(180702, "时凝液", "锻造物品的材料。", "时漏仙人掌分泌的粘稠液体,能够加速或减缓局部时间流逝,但难以控制。"));
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}
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}
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@ -110,16 +85,16 @@ namespace Oshima.FunGame.OshimaModules.Regions
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{
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public 谵妄海市()
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{
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Id = 20;
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Id = 8;
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Name = "谵妄海市";
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Description = "需认知干扰剂进入的幻觉城市,思维寄生虫伪装市民,贩卖可食用梦境碎片";
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Description = "需认知干扰剂才能安全进入的幻觉城市,思维寄生虫伪装市民,贩卖可食用梦境碎片。";
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Category = "奇异";
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Weathers.Add("迷幻", 20);
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ChangeRandomWeather();
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Difficulty = RarityType.FourStar;
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Characters.Add(new(12001, "梦魇之主"));
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Units.Add(new(22001, "思维寄生虫"));
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Crops.Add(new(182001, "梦境碎片", "锻造物品的材料。", "谵妄海市中流通的特殊商品,拥有着不同的颜色和味道。据说它能够影响人的梦境,甚至改变人的认知。"));
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Characters.Add(new(10801, "梦魇之主"));
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Units.Add(new(20801, "思维寄生虫"));
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Crops.Add(new(180801, "梦境碎片", "锻造物品的材料。", "能够改变认知的梦境残留物,摄入后会混淆现实与虚幻的边界。"));
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}
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}
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}
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@ -8,14 +8,18 @@ namespace Oshima.FunGame.OshimaModules.Regions
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{
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Id = 2;
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Name = "瑟兰薇歌林海";
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Description = "树木枝干中流淌荧蓝汁液,春季行走重组地貌,冬季化为水晶雕塑。深处沉睡着被精灵封印的「旋律古龙」";
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Description = "树木枝干中流淌荧蓝汁液的广袤林海,深处沉睡着被精灵封印的「旋律古龙」。脉轮圣树屹立在林海中央,其十公里直径的树干上构筑着立体城市,树液能凝结可编程蜜蜡。";
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Category = "生态";
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Weathers.Add("多云", 15);
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Weathers.Add("晴朗", 24);
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ChangeRandomWeather();
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Difficulty = RarityType.FourStar;
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Characters.Add(new(10201, "旋律古龙"));
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Characters.Add(new(10202, "圣树守护者"));
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Units.Add(new(20201, "荧光精灵"));
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Crops.Add(new(180201, "荧蓝汁液", "锻造物品的材料。", "瑟兰薇歌林海特有树木的汁液,呈现美丽的荧蓝色。采集时需要小心,因为树木在受到威胁时会将汁液转化为神经毒素。"));
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Units.Add(new(20202, "蜜蜡蜂"));
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Crops.Add(new(180201, "荧蓝汁液", "锻造物品的材料。", "林海特有树木的汁液,拥有荧蓝色的光泽。能够吸收和储存能量,是珍贵的炼金材料。"));
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Crops.Add(new(180202, "可编程蜜蜡", "锻造物品的材料。", "脉轮圣树分泌的树脂,拥有记忆塑性能力,能够编程实现特定功能。"));
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}
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}
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@ -23,68 +27,16 @@ namespace Oshima.FunGame.OshimaModules.Regions
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{
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public 腐萤沼渊()
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{
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Id = 8;
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Id = 9;
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Name = "腐萤沼渊";
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Description = "荧光毒气沼泽,中心生长直径三公里的脑状肉瘤「共生母体」,菌类模仿动物叫声诱捕猎物";
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Description = "荧光毒气沼泽,中心生长直径三公里的脑状肉瘤「共生母体」,菌类模仿动物叫声诱捕猎物。";
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Category = "生态";
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Weathers.Add("潮湿", 22);
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ChangeRandomWeather();
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Difficulty = RarityType.OneStar;
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Characters.Add(new(10801, "共生母体"));
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Units.Add(new(20801, "沼泽毒虫"));
|
||||
Crops.Add(new(180801, "菌类样本", "锻造物品的材料。", "腐萤沼渊共生母体上生长的奇异菌类,拥有着不同的颜色和形态。采集时需要小心,因为某些菌类会释放麻痹毒素。"));
|
||||
}
|
||||
}
|
||||
|
||||
public class 永燃坩埚 : OshimaRegion
|
||||
{
|
||||
public 永燃坩埚()
|
||||
{
|
||||
Id = 14;
|
||||
Name = "永燃坩埚";
|
||||
Description = "岩浆海上的球形锻造都市,岩浆鱿鱼游弋街道,火山灰培育活体金属苔藓";
|
||||
Category = "生态";
|
||||
Weathers.Add("高温", 60);
|
||||
ChangeRandomWeather();
|
||||
Difficulty = RarityType.FiveStar;
|
||||
Characters.Add(new(11401, "岩浆之王"));
|
||||
Units.Add(new(21401, "岩浆鱿鱼"));
|
||||
Crops.Add(new(181401, "活体金属苔藓", "锻造物品的材料。", "永燃坩埚特有的金属质感的苔藓,能够在火山灰中生长。它拥有着自我修复和繁殖的能力,是研究金属生命的重要材料。"));
|
||||
}
|
||||
}
|
||||
|
||||
public class 骨桥深渊 : OshimaRegion
|
||||
{
|
||||
public 骨桥深渊()
|
||||
{
|
||||
Id = 15;
|
||||
Name = "骨桥深渊";
|
||||
Description = "巨型骸骨形成的呼吸桥梁,幽灵船在桥底虚空航行,骸骨寄生神经蕨类";
|
||||
Category = "生态";
|
||||
Weathers.Add("阴森", 8);
|
||||
ChangeRandomWeather();
|
||||
Difficulty = RarityType.ThreeStar;
|
||||
Characters.Add(new(11501, "骸骨巨龙"));
|
||||
Units.Add(new(21501, "幽灵"));
|
||||
Crops.Add(new(181501, "虚空骨髓", "锻造物品的材料。", "骨桥深渊中巨型骸骨内部的特殊物质,散发着微弱的虚空能量,长期接触可能导致精神错乱。"));
|
||||
Crops.Add(new(181502, "神经蕨类", "锻造物品的材料。", "骨桥深渊中寄生在骸骨上的奇异蕨类,其根系与骸骨的神经系统相连,触碰时会引发幻觉和精神冲击。"));
|
||||
}
|
||||
}
|
||||
|
||||
public class 脉轮圣树 : OshimaRegion
|
||||
{
|
||||
public 脉轮圣树()
|
||||
{
|
||||
Id = 17;
|
||||
Name = "脉轮圣树";
|
||||
Description = "树干直径十公里的螺旋巨树,年轮是立体城市,树液凝结可编程蜜蜡";
|
||||
Category = "生态";
|
||||
Weathers.Add("晴朗", 24);
|
||||
ChangeRandomWeather();
|
||||
Difficulty = RarityType.ThreeStar;
|
||||
Characters.Add(new(11701, "圣树守护者"));
|
||||
Units.Add(new(21701, "蜜蜡蜂"));
|
||||
Crops.Add(new(181701, "可编程蜜蜡", "锻造物品的材料。", "脉轮圣树分泌的树脂凝结而成的蜡状物质,拥有着独特的纹路和光泽。据说它能够被编程,用于创造各种奇妙的物品。"));
|
||||
Difficulty = RarityType.FourStar;
|
||||
Characters.Add(new(10901, "共生母体"));
|
||||
Units.Add(new(20901, "沼泽毒虫"));
|
||||
Crops.Add(new(180901, "菌类样本", "锻造物品的材料。", "共生母体上生长的奇异菌类,能释放麻痹毒素,具有高度研究价值。"));
|
||||
}
|
||||
}
|
||||
|
||||
@ -92,34 +44,42 @@ namespace Oshima.FunGame.OshimaModules.Regions
|
||||
{
|
||||
public 双生月崖()
|
||||
{
|
||||
Id = 19;
|
||||
Id = 10;
|
||||
Name = "双生月崖";
|
||||
Description = "撕裂的悬浮山脉,永昼侧栖光鹰,永夜侧绽影玫瑰。此地区不定期切换昼夜,在切换窗口期内可安全离开此地,否则,视为跨越界限触发湮灭";
|
||||
Description = "撕裂的悬浮山脉,永昼侧栖光鹰,永夜侧布满影玫瑰。山崖之下为天穹碎屿,其星锚之地矗立着束缚星空巨兽的引雷柱。切换昼夜时若未能撤离,将触发空间湮灭。";
|
||||
Category = "生态";
|
||||
Weathers.Add("永昼", 15);
|
||||
Weathers.Add("永夜", -10);
|
||||
ChangeRandomWeather();
|
||||
Difficulty = RarityType.FiveStar;
|
||||
Characters.Add(new(11901, "昼夜守护者"));
|
||||
Units.Add(new(21901, "光鹰", [(r => r.Weather == "永昼")]));
|
||||
Crops.Add(new(181901, "影玫瑰", "锻造物品的材料。", "双生月崖永夜侧绽放的奇异玫瑰,散发着幽暗的光芒。", QualityType.White, [(r => r.Weather == "永夜")]));
|
||||
Difficulty = RarityType.FourStar;
|
||||
Characters.Add(new(11001, "昼夜守护者"));
|
||||
Characters.Add(new(11002, "星空巨兽"));
|
||||
Units.Add(new(21001, "光鹰", [(r => r.Weather == "永昼")]));
|
||||
Units.Add(new(21002, "浮空岛灵", [(r => r.Weather == "永夜")]));
|
||||
Crops.Add(new(181001, "影玫瑰", "锻造物品的材料。", "永夜侧绽放的奇异植物,散发幽光,只在绝对黑暗中盛开。", QualityType.White, [(r => r.Weather == "永夜")]));
|
||||
Crops.Add(new(181002, "星锚晶石", "锻造物品的材料。", "引雷柱上脱落的晶体碎片,蕴含空间束缚能量,能暂时固定空间结构。", QualityType.White, [(r => r.Weather == "永昼")]));
|
||||
}
|
||||
}
|
||||
|
||||
public class 回音棱镜林 : OshimaRegion
|
||||
public class 棱镜骨桥 : OshimaRegion
|
||||
{
|
||||
public 回音棱镜林()
|
||||
public 棱镜骨桥()
|
||||
{
|
||||
Id = 13;
|
||||
Name = "回音棱镜林";
|
||||
Description = "晶体化红杉储存亡者记忆,荧光孢子引发共感,影狼嚎叫产生空间褶皱";
|
||||
Id = 11;
|
||||
Name = "棱镜骨桥";
|
||||
Description = "由巨型骸骨构筑的呼吸桥梁,晶体化红杉沿桥生长储存亡者记忆。幽灵船在桥底虚空航行,影狼嚎叫产生空间褶皱。";
|
||||
Category = "生态";
|
||||
Weathers.Add("雾气", 14);
|
||||
Weathers.Add("阴森", 8);
|
||||
ChangeRandomWeather();
|
||||
Difficulty = RarityType.FourStar;
|
||||
Characters.Add(new(11301, "远古影狼"));
|
||||
Units.Add(new(21301, "棱镜幽灵"));
|
||||
Crops.Add(new(181301, "晶化记忆孢子", "锻造物品的材料。", "回音棱镜林晶体化红杉散发的孢子,蕴含着亡者的记忆,吸入可能引发共感。"));
|
||||
Difficulty = RarityType.FiveStar;
|
||||
Characters.Add(new(11101, "远古影狼"));
|
||||
Characters.Add(new(11102, "骸骨巨龙"));
|
||||
Units.Add(new(21101, "棱镜幽灵"));
|
||||
Units.Add(new(21102, "幽灵水手"));
|
||||
Crops.Add(new(181101, "晶化记忆孢子", "锻造物品的材料。", "红杉散发的记忆载体,吸入后可能体验亡者临终经历。"));
|
||||
Crops.Add(new(181102, "虚空骨髓", "锻造物品的材料。", "骨骼深处的虚空物质,散发扭曲精神的空间能量。"));
|
||||
Crops.Add(new(181103, "神经蕨类", "锻造物品的材料。", "寄生在骸骨上的蕨类植物,根系连接骸骨神经,触碰引发剧烈幻觉。"));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -6,33 +6,20 @@ namespace Oshima.FunGame.OshimaModules.Regions
|
||||
{
|
||||
public 齿轮坟场()
|
||||
{
|
||||
Id = 12;
|
||||
Id = 5;
|
||||
Name = "齿轮坟场";
|
||||
Description = "堆积上古机械文明的金属荒漠,沙粒为微缩齿轮,构装巨龙在沙暴中游荡";
|
||||
Description = "堆积上古机械文明的金属荒漠,沙粒为微缩齿轮。活体建筑群蔓延其中,齿轮血管输送液态魔力,造物车间不断改造闯入者。";
|
||||
Category = "机械";
|
||||
Weathers.Add("沙尘", 30);
|
||||
Weathers.Add("阴暗", -5);
|
||||
ChangeRandomWeather();
|
||||
Difficulty = RarityType.ThreeStar;
|
||||
Characters.Add(new(11201, "报废的构装巨龙"));
|
||||
Units.Add(new(21201, "齿轮傀儡"));
|
||||
Crops.Add(new(181201, "机械核心碎片", "锻造物品的材料。", "齿轮坟场中构装巨龙残骸的动力核心碎片,蕴含着上古机械文明的能量,但可能带有自毁装置。"));
|
||||
}
|
||||
}
|
||||
|
||||
public class 齿与血回廊 : OshimaRegion
|
||||
{
|
||||
public 齿与血回廊()
|
||||
{
|
||||
Id = 10;
|
||||
Name = "齿与血回廊";
|
||||
Description = "自我扩建的活体建筑群,齿轮血管输送液态魔力,「造物车间」会强制改造闯入者";
|
||||
Category = "机械";
|
||||
Weathers.Add("阴暗", 12);
|
||||
ChangeRandomWeather();
|
||||
Difficulty = RarityType.FiveStar;
|
||||
Characters.Add(new(11001, "回廊之心"));
|
||||
Units.Add(new(21001, "改造士兵"));
|
||||
Crops.Add(new(181001, "活体魔力血", "锻造物品的材料。", "齿与血回廊活体建筑中流动的液态魔力,具有自我修复和改造的能力,但接触可能导致身体异变。"));
|
||||
Difficulty = RarityType.TwoStar;
|
||||
Characters.Add(new(10501, "报废的构装巨龙"));
|
||||
Characters.Add(new(10502, "回廊之心"));
|
||||
Units.Add(new(20501, "齿轮傀儡"));
|
||||
Units.Add(new(20502, "改造士兵"));
|
||||
Crops.Add(new(180501, "机械核心碎片", "锻造物品的材料。", "上古机械文明的能量核心,蕴含强大动力但可能触发自毁程序。"));
|
||||
Crops.Add(new(180502, "活体魔力血", "锻造物品的材料。", "具有自我修复能力的液态魔力,接触会导致身体不可预知的异变。"));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -2,38 +2,24 @@
|
||||
|
||||
namespace Oshima.FunGame.OshimaModules.Regions
|
||||
{
|
||||
public class 赫菲斯托斯之喉 : OshimaRegion
|
||||
public class 永燃坩埚 : OshimaRegion
|
||||
{
|
||||
public 赫菲斯托斯之喉()
|
||||
public 永燃坩埚()
|
||||
{
|
||||
Id = 3;
|
||||
Name = "赫菲斯托斯之喉";
|
||||
Description = "螺旋向下的火山矿井,底层矿工开采深渊火钻,矿道会突然熔化成通往元素位面的裂缝";
|
||||
Name = "永燃坩埚";
|
||||
Description = "螺旋向下的火山锻造都市,岩浆鱿鱼在街道游弋,底层矿工开采深渊火钻。火山灰培育的活体金属苔藓覆盖着球形建筑。";
|
||||
Category = "矿区";
|
||||
Weathers.Add("高温", 60);
|
||||
Weathers.Add("炎热", 45);
|
||||
ChangeRandomWeather();
|
||||
Difficulty = RarityType.FourStar;
|
||||
Characters.Add(new(10301, "熔岩巨兽"));
|
||||
Units.Add(new(20301, "火焰元素"));
|
||||
Crops.Add(new(180301, "深渊火钻", "锻造物品的材料。", "赫菲斯托斯之喉深处开采出的珍贵矿石,散发着炙热的红色光芒。据说只有被矿工灵魂烙印认可的人才能安全触碰它。"));
|
||||
}
|
||||
}
|
||||
|
||||
public class 悲鸣矿脉 : OshimaRegion
|
||||
{
|
||||
public 悲鸣矿脉()
|
||||
{
|
||||
Id = 18;
|
||||
Name = "悲鸣矿脉";
|
||||
Description = "岩层嵌满神经宝石的活体矿山,开采引发山体剧痛,晶簇守卫实体化巡逻";
|
||||
Category = "矿区";
|
||||
Weathers.Add("幽暗", 10);
|
||||
ChangeRandomWeather();
|
||||
Difficulty = RarityType.FourStar;
|
||||
Characters.Add(new(11801, "矿脉之心"));
|
||||
Units.Add(new(21801, "晶簇守卫"));
|
||||
Crops.Add(new(181801, "神经宝石", "锻造物品的材料。", "悲鸣矿脉中开采出的特殊宝石,散发着微弱的蓝色光芒。据说它与矿脉的神经系统相连,能够引发剧烈的疼痛。"));
|
||||
Crops.Add(new(181802, "矿脉神经纤维", "锻造物品的材料。", "悲鸣矿脉中连接神经宝石的纤维,触碰时会引发山体剧痛,并可能导致精神污染。"));
|
||||
Difficulty = RarityType.OneStar;
|
||||
Characters.Add(new(10301, "岩浆之王"));
|
||||
Characters.Add(new(10302, "熔岩巨兽"));
|
||||
Units.Add(new(20301, "岩浆鱿鱼"));
|
||||
Units.Add(new(20302, "火焰元素"));
|
||||
Crops.Add(new(180301, "活体金属苔藓", "锻造物品的材料。", "具有金属质感的生命体,能够自我修复和繁殖,是研究金属生命的珍贵样本。"));
|
||||
Crops.Add(new(180302, "深渊火钻", "锻造物品的材料。", "火山深处开采的珍稀矿石,只有被矿工灵魂烙印认可者才能安全触碰。"));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -46,6 +46,18 @@ namespace Oshima.FunGame.OshimaModules.Regions
|
||||
builder.AppendLine(string.Join(",", Crops.Select(i => i.Name + ":" + i.Description + "\"" + i.BackgroundStory + "\"")));
|
||||
}
|
||||
|
||||
if (Items.Count > 0)
|
||||
{
|
||||
builder.AppendLine($"== 掉落 ==");
|
||||
builder.AppendLine(string.Join(",", Items.Select(i =>
|
||||
{
|
||||
string itemquality = ItemSet.GetQualityTypeName(i.QualityType);
|
||||
string itemtype = ItemSet.GetItemTypeName(i.ItemType) + (i.ItemType == ItemType.Weapon && i.WeaponType != WeaponType.None ? "-" + ItemSet.GetWeaponTypeName(i.WeaponType) : "");
|
||||
if (itemtype != "") itemtype = $"|{itemtype}";
|
||||
return $"[{itemquality + itemtype}]{i.Name}";
|
||||
})));
|
||||
}
|
||||
|
||||
builder.AppendLine($"探索难度:{CharacterSet.GetRarityTypeName(Difficulty)}");
|
||||
|
||||
return builder.ToString().Trim();
|
||||
|
||||
@ -2,37 +2,25 @@
|
||||
|
||||
namespace Oshima.FunGame.OshimaModules.Regions
|
||||
{
|
||||
public class 雷霆王座山脉 : OshimaRegion
|
||||
public class 泰坦遗迹 : OshimaRegion
|
||||
{
|
||||
public 雷霆王座山脉()
|
||||
public 泰坦遗迹()
|
||||
{
|
||||
Id = 6;
|
||||
Name = "雷霆王座山脉";
|
||||
Description = "悬浮岩块组成的三维迷宫,最高峰「裁决尖碑」在月圆之夜投射出泰坦调试世界的符文";
|
||||
Id = 12;
|
||||
Name = "泰坦遗迹";
|
||||
Description = "悬浮岩块组成的三维迷宫,岩层嵌满哀嚎的神经宝石。最高峰「裁决尖碑」在月圆之夜投射泰坦调试世界的符文。";
|
||||
Category = "世外";
|
||||
Weathers.Add("雷暴", 5);
|
||||
ChangeRandomWeather();
|
||||
Difficulty = RarityType.FourStar;
|
||||
Characters.Add(new(10601, "雷霆泰坦"));
|
||||
Units.Add(new(20601, "雷霆元素"));
|
||||
Crops.Add(new(180601, "泰坦符文石", "锻造物品的材料。", "雷霆王座山脉裁决尖碑上脱落的符文石,蕴含着泰坦调试世界的法则,但解读时需要强大的精神力。"));
|
||||
}
|
||||
}
|
||||
|
||||
public class 苍穹碎屿 : OshimaRegion
|
||||
{
|
||||
public 苍穹碎屿()
|
||||
{
|
||||
Id = 9;
|
||||
Name = "苍穹碎屿";
|
||||
Description = "破碎天穹形成的浮空岛群,「星锚之地」竖立着束缚星空巨兽的引雷柱";
|
||||
Category = "世外";
|
||||
Weathers.Add("晴朗", 18);
|
||||
Weathers.Add("幽暗", 10);
|
||||
ChangeRandomWeather();
|
||||
Difficulty = RarityType.ThreeStar;
|
||||
Characters.Add(new(10901, "星空巨兽"));
|
||||
Units.Add(new(20901, "浮空岛灵"));
|
||||
Crops.Add(new(180901, "星锚晶石", "锻造物品的材料。", "苍穹碎屿星锚之地用于束缚星空巨兽的晶石,蕴含着强大的雷电能量,但可能引发空间裂缝。"));
|
||||
Characters.Add(new(11201, "雷霆泰坦"));
|
||||
Characters.Add(new(11202, "矿脉之心"));
|
||||
Units.Add(new(21201, "雷霆元素"));
|
||||
Units.Add(new(21202, "晶簇守卫"));
|
||||
Crops.Add(new(181201, "泰坦符文石", "锻造物品的材料。", "裁决尖碑脱落的法则碎片,蕴含世界调试规则,解读需强大精神力。"));
|
||||
Crops.Add(new(181202, "神经宝石", "锻造物品的材料。", "与矿脉神经相连的晶体,开采时引发山体剧痛和精神污染。"));
|
||||
Crops.Add(new(181203, "矿脉神经纤维", "锻造物品的材料。", "连接神经宝石的活体纤维,触碰导致剧烈痛苦和神经感染。"));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
22
OshimaModules/Regions/Players.cs
Normal file
22
OshimaModules/Regions/Players.cs
Normal file
@ -0,0 +1,22 @@
|
||||
namespace Oshima.FunGame.OshimaModules.Regions
|
||||
{
|
||||
public class 铎京城 : OshimaRegion
|
||||
{
|
||||
public 铎京城()
|
||||
{
|
||||
Id = 0;
|
||||
Name = "铎京城";
|
||||
Description = "铎京是大陆的科技中枢,是大陆中的一个城邦国家。其首都铎京市是一座具有独立权势的商业城市,以精密机械和能量研究、强大的现代科技与军事实力闻名。";
|
||||
Category = "此地";
|
||||
Weathers.Add("酷暑", 39);
|
||||
Weathers.Add("炙热", 33);
|
||||
Weathers.Add("晴朗", 26);
|
||||
Weathers.Add("多云", 20);
|
||||
Weathers.Add("暴雨", 14);
|
||||
Weathers.Add("寒冷", 6);
|
||||
Weathers.Add("严寒", -7);
|
||||
Weathers.Add("霜冻", -18);
|
||||
ChangeRandomWeather();
|
||||
}
|
||||
}
|
||||
}
|
||||
File diff suppressed because it is too large
Load Diff
@ -301,7 +301,7 @@ namespace Oshima.FunGame.OshimaServers.Service
|
||||
},
|
||||
{
|
||||
"元素裂隙的熵增警告",
|
||||
"使用抗魔探针扫描赫菲斯托斯之喉第47层矿道,绘制元素裂缝的扩张轨迹,评估其引发位面坍缩的风险等级。"
|
||||
"使用抗魔探针扫描永燃坩埚第47层矿道,绘制元素裂缝的扩张轨迹,评估其引发位面坍缩的风险等级。"
|
||||
},
|
||||
{
|
||||
"时间琥珀中的战争回响",
|
||||
@ -312,64 +312,64 @@ namespace Oshima.FunGame.OshimaServers.Service
|
||||
"佩戴反重力拘束装置潜入千瞳镜湖,测绘镜像城的拓扑结构,警惕瞳孔状传送门对记忆模块的逆向写入现象。"
|
||||
},
|
||||
{
|
||||
"雷霆王座的符文解读",
|
||||
"攀登雷霆王座山脉,记录裁决尖碑在月圆之夜投射的泰坦符文,破译其蕴含的宇宙法则。"
|
||||
"泰坦遗迹的符文解读",
|
||||
"攀登泰坦遗迹,记录裁决尖碑在月圆之夜投射的泰坦符文,破译其蕴含的宇宙法则。"
|
||||
},
|
||||
{
|
||||
"流沙时计的昨日寻踪",
|
||||
"在流沙时计荒漠中寻找海市蜃楼般的昨日之城,收集散落在其中的时间碎片,还原历史真相。"
|
||||
"在时之荒漠中寻找海市蜃楼般的昨日之城,收集散落在其中的时间碎片,还原历史真相。"
|
||||
},
|
||||
{
|
||||
"腐萤沼渊的共生调查",
|
||||
"深入腐萤沼渊,研究共生母体的生态系统,记录菌类模仿动物叫声的频率和模式。"
|
||||
},
|
||||
{
|
||||
"苍穹碎屿的星锚校准",
|
||||
"前往苍穹碎屿的星锚之地,校准引雷柱的能量输出,防止星空巨兽挣脱束缚。"
|
||||
"星锚之地的束缚警戒",
|
||||
"前往双生月崖永夜侧的星锚之地,加固引雷柱的能量场,防止星空巨兽挣脱时空束缚。"
|
||||
},
|
||||
{
|
||||
"齿与血回廊的改造逆转",
|
||||
"潜入齿与血回廊的造物车间,研究其改造机制,寻找逆转改造的方法。"
|
||||
"机械坟场的改造危机",
|
||||
"潜入齿轮坟场被活体建筑同化的造物车间,研究其机械与生物融合的改造机制,寻找控制方法。"
|
||||
},
|
||||
{
|
||||
"穹顶之泪的星辉观测",
|
||||
"在穹顶之泪湖畔建立观测点,记录星辉水母群在午夜重构水体重力法则时的变化。"
|
||||
"镜湖星辉的引力观察",
|
||||
"在银辉城折射星空的水域边缘建立观测点,记录星辉水母群在午夜重构重力法则时的空间涟漪。"
|
||||
},
|
||||
{
|
||||
"齿轮坟场的构装残骸",
|
||||
"在齿轮坟场搜寻构装巨龙的残骸,分析其动力核心,寻找上古机械文明的线索。"
|
||||
"骨桥记忆的精神共鸣",
|
||||
"进入棱镜骨桥,收集晶体化红杉中储存的亡者记忆,调查空间褶皱对现实结构的影响。"
|
||||
},
|
||||
{
|
||||
"回音棱镜林的记忆共鸣",
|
||||
"进入回音棱镜林,收集晶体化红杉中储存的亡者记忆,调查影狼嚎叫产生的空间褶皱。"
|
||||
"坩埚熔岩的生命观测",
|
||||
"在永燃坩埚的火山灰层建立实验室,监测活体金属苔藓与岩浆鱿鱼的共生进化过程。"
|
||||
},
|
||||
{
|
||||
"永燃坩埚的活体金属",
|
||||
"在永燃坩埚的火山灰中采集活体金属苔藓样本,研究其生长特性。"
|
||||
"时沙陷阱的预警系统",
|
||||
"在时之荒漠部署时间流沙监测网,预测沙丘重组周期并标记高危区域,保障探索者安全。"
|
||||
},
|
||||
{
|
||||
"骨桥深渊的幽灵航线",
|
||||
"调查骨桥深渊的幽灵船航线,收集桥底虚空中的能量波动数据。"
|
||||
"腐沼菌群的声波分析",
|
||||
"在腐萤沼渊建立声纹实验室,解析共生母体菌类发出的动物模拟叫声,建立声波防御系统。"
|
||||
},
|
||||
{
|
||||
"时漏沙漠的时凝液",
|
||||
"在时漏沙漠中寻找沙漏仙人掌,采集其分泌的时凝液,研究其时间魔法特性。"
|
||||
"双生湮灭的边界探测",
|
||||
"在双生月崖建立空间稳定站,研究昼夜切换时湮灭边界产生的空间畸变现象。"
|
||||
},
|
||||
{
|
||||
"脉轮圣树的蜜蜡编码",
|
||||
"攀登脉轮圣树,收集树液凝结的可编程蜜蜡,分析其编码模式。"
|
||||
"谵妄梦境的思维隔离",
|
||||
"在谵妄海市建立认知过滤系统,阻断思维寄生虫对市民意识的寄生感染路径。"
|
||||
},
|
||||
{
|
||||
"悲鸣矿脉的神经宝石",
|
||||
"在悲鸣矿脉中采集神经宝石样本,研究其与山体剧痛的关联。"
|
||||
"圣树蜜蜡的数据加密",
|
||||
"在瑟兰薇歌林海脉轮圣树区部署安全协议,防止可编程蜜蜡的数据泄露事件再次发生。"
|
||||
},
|
||||
{
|
||||
"双生月崖的湮灭边界",
|
||||
"在双生月崖的边界处进行实验,研究跨越永昼和永夜界限时产生的湮灭现象。"
|
||||
"矿脉神经的止痛研究",
|
||||
"在泰坦遗迹的悲鸣矿脉区开发神经缓冲装置,减轻开采神经宝石引发的山体剧痛反应。"
|
||||
},
|
||||
{
|
||||
"谵妄海市的梦境碎片",
|
||||
"进入谵妄海市,收集可食用梦境碎片,分析其对认知的影响。"
|
||||
"齿轮活血的污染控制",
|
||||
"在齿轮坟场建立液态魔力隔离区,防止活体魔力血的生物污染扩散至外部环境。"
|
||||
}
|
||||
};
|
||||
|
||||
@ -385,75 +385,75 @@ namespace Oshima.FunGame.OshimaServers.Service
|
||||
},
|
||||
{
|
||||
"深渊火种收容危机",
|
||||
"矿道底层的深渊火钻因元素污染进入链式裂变,引发全矿道魔能过载,立即部署熵减力场遏制反应。"
|
||||
"永燃坩埚矿道底层的深渊火钻因元素污染进入链式裂变,引发全矿道魔能过载,立即部署熵减力场遏制反应。"
|
||||
},
|
||||
{
|
||||
"时霜逆流救援行动",
|
||||
"科研小组被困在加速百倍的时间泡内,其肉体正以肉眼可见的速度衰老,必须校准哨塔时钟恢复时间流速。"
|
||||
"科研小组被困在永霜裂痕加速百倍的时间泡内,其肉体正以肉眼可见的速度衰老,必须校准哨塔时钟恢复时间流速。"
|
||||
},
|
||||
{
|
||||
"镜像侵蚀净化指令",
|
||||
"镜像守卫突破湖面屏障入侵现实维度,携带的认知病毒正在改写物理法则,启动银辉城防卫协议实施净化。"
|
||||
"千瞳镜湖的镜像守卫突破维度屏障入侵现实,携带的认知病毒正在改写物理法则,启动空间净化协议隔离威胁。"
|
||||
},
|
||||
{
|
||||
"雷霆风暴紧急预警",
|
||||
"雷霆王座山脉的悬浮岩块因磁场紊乱开始崩塌,必须在半小时内稳定磁场。"
|
||||
"泰坦遗迹的磁场危机",
|
||||
"泰坦遗迹的悬浮岩块因神经宝石共振引发磁场紊乱,必须在半小时内稳定能量场防止区域崩塌。"
|
||||
},
|
||||
{
|
||||
"流沙陷阱救援行动",
|
||||
"一支探险队被困在流沙时计荒漠的昨日之城中,必须在沙暴来临前将其救出。"
|
||||
"流沙陷阱紧急救援",
|
||||
"勘探队被困在时之荒漠重组的沙丘核心,必须在沙暴吞噬前开辟逃生通道。"
|
||||
},
|
||||
{
|
||||
"沼泽毒气泄漏警报",
|
||||
"腐萤沼渊的毒气浓度超标,必须立即启动通风系统,防止毒气扩散。"
|
||||
"腐沼毒气中和行动",
|
||||
"腐萤沼渊共生母体排出的毒气云正在快速扩散,需在十分钟内启动应急中和装置保护周边生态。"
|
||||
},
|
||||
{
|
||||
"星空巨兽挣脱危机",
|
||||
"苍穹碎屿的星锚之地出现裂缝,星空巨兽即将挣脱束缚,必须立即加固引雷柱。"
|
||||
"星空巨兽狂怒预警",
|
||||
"双生月崖星锚之地的引雷柱遭到破坏,星空巨兽即将挣脱束缚,必须立即修复能量矩阵。"
|
||||
},
|
||||
{
|
||||
"活体建筑暴走事件",
|
||||
"齿与血回廊的活体建筑开始失控,必须立即关闭其动力系统。"
|
||||
"活体建筑增殖警报",
|
||||
"齿轮坟场的活体建筑开始暴走式增殖,必须在三刻钟内切断核心供能管道遏制扩张。"
|
||||
},
|
||||
{
|
||||
"水母重力失控事件",
|
||||
"穹顶之泪湖的星辉水母群重力法则失控,必须立即稳定水体。"
|
||||
"圣树蜜蜡数据泄漏",
|
||||
"瑟兰薇歌林海脉轮圣树区的可编程蜜蜡核心数据被盗,需在加密密钥失效前追回数据包。"
|
||||
},
|
||||
{
|
||||
"构装巨龙苏醒警报",
|
||||
"齿轮坟场的构装巨龙开始苏醒,必须立即启动防御系统。"
|
||||
"矿脉神经共鸣失控",
|
||||
"泰坦遗迹悲鸣矿脉的神经宝石集体共振,引发山体结构崩解,必须立即部署阻尼力场稳定矿脉。"
|
||||
},
|
||||
{
|
||||
"记忆共鸣失控事件",
|
||||
"回音棱镜林的记忆共鸣失控,引发空间褶皱,必须立即稳定空间。"
|
||||
"骨桥幽灵舰队突袭",
|
||||
"棱镜骨桥下方的幽灵船队突破虚空屏障,对现实维度发动突袭,必须在半小时内建立反制防线。"
|
||||
},
|
||||
{
|
||||
"活体金属苔藓异变",
|
||||
"永燃坩埚的活体金属苔藓发生异变,开始吞噬周围的金属,必须立即遏制。"
|
||||
"坩埚金属瘟疫爆发",
|
||||
"永燃坩埚的活体金属苔藓变异为吞噬性瘟疫,正沿岩浆通道快速扩散,必须立即启动熔断隔离机制。"
|
||||
},
|
||||
{
|
||||
"幽灵船袭击事件",
|
||||
"骨桥深渊的幽灵船开始袭击过往的船只,必须立即击退。"
|
||||
"时之蝎群时空侵染",
|
||||
"时之荒漠的时之蝎因时凝液泄漏引发群体狂暴,其时间加速能力正在污染周边空间,需立即净化。"
|
||||
},
|
||||
{
|
||||
"时之蝎暴走事件",
|
||||
"时漏沙漠的时之蝎因时凝液泄漏而暴走,必须立即控制。"
|
||||
"湮灭边界扩张警报",
|
||||
"双生月崖昼夜切换窗口期异常延迟,湮灭边界以每分钟5米速度扩张,必须立即撤离滞留学生团。"
|
||||
},
|
||||
{
|
||||
"蜜蜡编码泄露危机",
|
||||
"脉轮圣树的可编程蜜蜡编码泄露,引发未知危机,必须立即阻止。"
|
||||
"谵妄认知病毒爆发",
|
||||
"谵妄海市的思维寄生虫释放II型认知病毒,感染市民产生现实扭曲能力,必须一小时内建立精神隔离区。"
|
||||
},
|
||||
{
|
||||
"神经宝石共鸣危机",
|
||||
"悲鸣矿脉的神经宝石发生共鸣,引发山体震荡,必须立即稳定。"
|
||||
"液态月光洪流预警",
|
||||
"银辉城街道的液态月光进入异常涨潮期,即将淹没悖论引擎控制中枢,必须立即启动排水协议。"
|
||||
},
|
||||
{
|
||||
"湮灭风暴预警",
|
||||
"双生月崖的湮灭边界出现不稳定,引发湮灭风暴,必须立即撤离。"
|
||||
"棱镜记忆过载危机",
|
||||
"棱镜骨桥的红杉晶体因记忆过载即将爆发共感冲击波,必须在五分钟内疏散周边观测人员。"
|
||||
},
|
||||
{
|
||||
"思维寄生虫感染事件",
|
||||
"谵妄海市的思维寄生虫开始感染居民,必须立即隔离。"
|
||||
"机械坟场核心熔毁",
|
||||
"齿轮坟场的上古机械核心因活体魔力血污染进入熔毁倒计时,需立即执行冷却协议防止爆炸。"
|
||||
}
|
||||
};
|
||||
|
||||
@ -461,90 +461,93 @@ namespace Oshima.FunGame.OshimaServers.Service
|
||||
{
|
||||
{
|
||||
"月光萃取计划",
|
||||
"前往【银辉城】,在星银合金建筑的沟壑中采集 {0} 份液态月光(注意避开月光洪流的高潮时段/每夜丑时三刻)。"
|
||||
"前往银辉城,在星银合金建筑的沟壑中采集 {0} 份液态月光(避开月光洪流的高潮时段/每夜丑时三刻)。"
|
||||
},
|
||||
{
|
||||
"灵脉汁液采收行动",
|
||||
"使用抗腐蚀容器收集 {0} 份【瑟兰薇歌林海】的荧蓝汁液(树木自卫系统激活时汁液会转化为神经毒素)。"
|
||||
"林海汁液采收行动",
|
||||
"使用抗腐蚀容器收集瑟兰薇歌林海的 {0} 份荧蓝汁液(树木自卫系统激活时汁液会转化为神经毒素)。"
|
||||
},
|
||||
{
|
||||
"火钻精炼协议",
|
||||
"在【赫菲斯托斯之喉】矿工灵魂烙印的指引下获取 {0} 颗深渊火钻(未烙印者触碰火钻将引发元素爆燃)。"
|
||||
"在永燃坩埚矿工灵魂烙印的指引下获取 {0} 颗深渊火钻(未烙印者触碰火钻将引发元素爆燃)。"
|
||||
},
|
||||
{
|
||||
"时霜逆向工程",
|
||||
"通过时间镜像收集 {0} 份来自【永霜裂痕】不同历史断片的时霜药剂样本(注意时空回响对记忆的覆盖效应)。"
|
||||
"通过时间镜像收集 {0} 份来自永霜裂痕不同历史断片的时霜药剂样本(注意时空回响对记忆的覆盖效应)。"
|
||||
},
|
||||
{
|
||||
"瞳孔密钥重构计划",
|
||||
"前往【千瞳镜湖】,从 {0} 个瞳孔状传送门提取量子纠缠碎片(每个采集点需保持镜像对称操作以避免维度塌缩)。"
|
||||
"前往千瞳镜湖,从 {0} 个瞳孔状传送门提取量子纠缠碎片(保持镜像对称操作以避免维度塌缩)。"
|
||||
},
|
||||
{
|
||||
"泰坦符文拓印",
|
||||
"在【雷霆王座山脉】的裁决尖碑上拓印 {0} 份不同的泰坦符文(注意避开雷暴时段/每逢子时)。"
|
||||
"在泰坦遗迹的裁决尖碑上拓印 {0} 份不同的泰坦符文(避开雷暴时段/每逢子时)。"
|
||||
},
|
||||
{
|
||||
"时间碎片收集",
|
||||
"在【流沙时计荒漠】的昨日之城中收集 {0} 份不同的时间碎片(注意时间碎片会随机重组)。"
|
||||
"在时之荒漠的昨日之城幻影中收集 {0} 份不同的时间碎片(注意时间碎片会随机重组)。"
|
||||
},
|
||||
{
|
||||
"共生母体样本采集",
|
||||
"从【腐萤沼渊】的共生母体上采集 {0} 份不同的菌类样本(注意菌类会释放麻痹毒素)。"
|
||||
"从腐萤沼渊的共生母体采集 {0} 份不同的菌类样本(注意菌类会释放麻痹毒素)。"
|
||||
},
|
||||
{
|
||||
"星锚能量校准",
|
||||
"在【苍穹碎屿】的星锚之地校准 {0} 个不同的引雷柱(注意引雷柱会释放高压电流)。"
|
||||
"星锚晶石加固任务",
|
||||
"在双生月崖的星锚之地校准 {0} 个不同的引雷柱(避开星空巨兽的能量波动周期)。"
|
||||
},
|
||||
{
|
||||
"改造逆转实验",
|
||||
"在【齿与血回廊】的造物车间进行 {0} 次不同的改造逆转实验(注意改造实验会引发身体异变)。"
|
||||
"活体建筑解析计划",
|
||||
"在齿轮坟场研究 {0} 个活体建筑样本(警惕改造实验引发的身体异变)。"
|
||||
},
|
||||
{
|
||||
"星辉水母观测记录",
|
||||
"在【穹顶之泪湖】记录 {0} 次星辉水母重构水体重力法则的完整过程(注意水母重构时会产生重力波动)。"
|
||||
"圣树蜜蜡编程实验",
|
||||
"在瑟兰薇歌林海的脉轮圣树区进行 {0} 次蜜蜡编程(注意编码错误会引发精神干扰)。"
|
||||
},
|
||||
{
|
||||
"构装巨龙残骸分析",
|
||||
"在【齿轮坟场】分析 {0} 个不同的构装巨龙残骸(注意残骸可能带有自毁装置)。"
|
||||
"矿脉神经镇痛研究",
|
||||
"在泰坦遗迹的悲鸣矿脉区采集 {0} 份神经宝石样本(开采时会引发山体剧痛反应)。"
|
||||
},
|
||||
{
|
||||
"亡者记忆提取",
|
||||
"在【回音棱镜林】提取 {0} 份不同的亡者记忆(注意记忆提取会引发共感)。"
|
||||
"骨桥记忆共鸣实验",
|
||||
"在棱镜骨桥提取 {0} 份不同的亡者记忆(注意记忆共鸣会引发共感眩晕)。"
|
||||
},
|
||||
{
|
||||
"活体金属苔藓培养",
|
||||
"在【永燃坩埚】培养 {0} 份不同的活体金属苔藓样本(注意苔藓会吸收金属)。"
|
||||
"坩埚活体金属培育",
|
||||
"在永燃坩埚培育 {0} 份活体金属苔藓(注意培育环境需保持600℃以上恒温)。"
|
||||
},
|
||||
{
|
||||
"幽灵船能量分析",
|
||||
"在【骨桥深渊】收集 {0} 份幽灵船的能量波动数据(注意幽灵船会释放虚空能量)。"
|
||||
"幽灵航线能量测绘",
|
||||
"在棱镜骨桥下方收集 {0} 份幽灵船能量数据(避开虚空航行高峰期)。"
|
||||
},
|
||||
{
|
||||
"时凝液提纯",
|
||||
"在【时漏沙漠】提纯 {0} 份时凝液(注意时凝液会加速时间流速)。"
|
||||
"时凝液时效研究",
|
||||
"在时之荒漠提纯 {0} 份时凝液(操作需在时间加速器防护罩内完成)。"
|
||||
},
|
||||
{
|
||||
"蜜蜡编码破解",
|
||||
"在【脉轮圣树】破解 {0} 份不同的蜜蜡编码(注意编码会引发精神干扰)。"
|
||||
"湮灭边界观测记录",
|
||||
"在双生月崖记录 {0} 次湮灭边界现象(每次观测窗口期不超过三分钟)。"
|
||||
},
|
||||
{
|
||||
"神经宝石能量分析",
|
||||
"在【悲鸣矿脉】分析 {0} 份不同的神经宝石能量(注意宝石会引发山体剧痛)。"
|
||||
"梦境碎片毒性分析",
|
||||
"在谵妄海市分析 {0} 份不同的梦境碎片(需全程佩戴认知过滤器)。"
|
||||
},
|
||||
{
|
||||
"湮灭边界观察",
|
||||
"在【双生月崖】观察 {0} 次不同的湮灭边界现象(注意湮灭边界会吞噬物质)。"
|
||||
"机械核心解密行动",
|
||||
"在齿轮坟场解析 {0} 个上古机械核心(注意核心可能触发自毁程序)。"
|
||||
},
|
||||
{
|
||||
"梦境碎片分析",
|
||||
"在【谵妄海市】分析 {0} 份不同的梦境碎片(注意梦境碎片会引发幻觉)。"
|
||||
"湖底重力场测绘",
|
||||
"在银辉城星辉水域测绘 {0} 个重力异常点(避开午夜水母重构期)。"
|
||||
}
|
||||
};
|
||||
|
||||
public static List<OshimaRegion> Regions { get; } = [
|
||||
new 银辉城(), new 瑟兰薇歌林海(), new 赫菲斯托斯之喉(), new 永霜裂痕(), new 千瞳镜湖(), new 雷霆王座山脉(), new 流沙时计荒漠(), new 腐萤沼渊(),
|
||||
new 苍穹碎屿(), new 齿与血回廊(), new 穹顶之泪湖(), new 齿轮坟场(), new 回音棱镜林(), new 永燃坩埚(), new 骨桥深渊(), new 时漏沙漠(),
|
||||
new 脉轮圣树(), new 悲鸣矿脉(), new 双生月崖(), new 谵妄海市()
|
||||
new 银辉城(), new 瑟兰薇歌林海(), new 永燃坩埚(), new 永霜裂痕(), new 齿轮坟场(), new 千瞳镜湖(),
|
||||
new 时之荒漠(), new 谵妄海市(), new 腐萤沼渊(), new 双生月崖(), new 棱镜骨桥(), new 泰坦遗迹()
|
||||
];
|
||||
|
||||
public static List<OshimaRegion> PlayerRegions { get; } = [
|
||||
new 铎京城()
|
||||
];
|
||||
|
||||
/// <summary>
|
||||
|
||||
@ -65,6 +65,32 @@ namespace Oshima.FunGame.OshimaServers.Service
|
||||
|
||||
FunGameConstant.AllItems.AddRange(FunGameConstant.ExploreItems.Values.SelectMany(list => list));
|
||||
|
||||
foreach (OshimaRegion region in FunGameConstant.Regions)
|
||||
{
|
||||
IEnumerable<Item> items = FunGameConstant.AllItems.Where(i => i.Others.TryGetValue("region", out object? value) && int.TryParse(value.ToString(), out int rid) && rid == region.Id).Select(i => i.Copy()).OrderByDescending(i => i.QualityType);
|
||||
foreach (Item item in items)
|
||||
{
|
||||
region.Items.Add(item);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (OshimaRegion region in FunGameConstant.PlayerRegions)
|
||||
{
|
||||
IEnumerable<Item> items;
|
||||
if (region.Id == 0)
|
||||
{
|
||||
items = FunGameConstant.Equipment.Where(i => !i.Others.ContainsKey("region")).Select(i => i.Copy()).OrderByDescending(i => i.QualityType);
|
||||
}
|
||||
else
|
||||
{
|
||||
items = FunGameConstant.AllItems.Where(i => i.Others.TryGetValue("region", out object? value) && int.TryParse(value.ToString(), out int rid) && rid == region.Id).Select(i => i.Copy()).OrderByDescending(i => i.QualityType);
|
||||
}
|
||||
foreach (Item item in items)
|
||||
{
|
||||
region.Items.Add(item);
|
||||
}
|
||||
}
|
||||
|
||||
Skill?[] activeSkills = [.. FunGameConstant.Equipment.Select(i => i.Skills.Active), .. FunGameConstant.Items.Select(i => i.Skills.Active)];
|
||||
foreach (Skill? skill in activeSkills)
|
||||
{
|
||||
@ -1309,7 +1335,7 @@ namespace Oshima.FunGame.OshimaServers.Service
|
||||
Item[] weapons = [.. FunGameConstant.Equipment.Where(i => i.Id.ToString().StartsWith("11") && (int)i.QualityType == 5)];
|
||||
Item[] armors = [.. FunGameConstant.Equipment.Where(i => i.Id.ToString().StartsWith("12") && (int)i.QualityType == 5)];
|
||||
Item[] shoes = [.. FunGameConstant.Equipment.Where(i => i.Id.ToString().StartsWith("13") && (int)i.QualityType == 5)];
|
||||
Item[] accessory = [.. FunGameConstant.Equipment.Where(i => i.Id.ToString().StartsWith("14") && (int)i.QualityType == 4)];
|
||||
Item[] accessory = [.. FunGameConstant.Equipment.Where(i => i.Id.ToString().StartsWith("14") && (int)i.QualityType == 5)];
|
||||
Item[] consumables = [.. FunGameConstant.AllItems.Where(i => i.ItemType == ItemType.Consumable && i.IsInGameItem)];
|
||||
for (int i = 0; i < genCount; i++)
|
||||
{
|
||||
|
||||
@ -196,7 +196,7 @@ namespace Oshima.FunGame.OshimaServers.Service
|
||||
{
|
||||
sQuality++;
|
||||
}
|
||||
if (acQuality < 3)
|
||||
if (acQuality < 5)
|
||||
{
|
||||
acQuality++;
|
||||
}
|
||||
@ -400,7 +400,7 @@ namespace Oshima.FunGame.OshimaServers.Service
|
||||
{
|
||||
sQuality++;
|
||||
}
|
||||
if (acQuality < 3)
|
||||
if (acQuality < 5)
|
||||
{
|
||||
acQuality++;
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user