using Milimoe.FunGame.Core.Library.Constant; namespace Oshima.FunGame.OshimaModules.Regions { public class 瑟兰薇歌林海 : OshimaRegion { public 瑟兰薇歌林海() { Id = 2; Name = "瑟兰薇歌林海"; 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」"; Category = "生态"; Weathers.Add("多云", 15); ChangeRandomWeather(); Difficulty = RarityType.FourStar; Characters.Add(new(10201, "旋律古龙")); Units.Add(new(20201, "荧光精灵")); 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。")); } } public class 腐萤沼渊 : OshimaRegion { public 腐萤沼渊() { Id = 8; Name = "腐萤沼渊"; 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"; Category = "生态"; Weathers.Add("潮湿", 22); ChangeRandomWeather(); Difficulty = RarityType.OneStar; Characters.Add(new(10801, "共生母体")); 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。")); } } public class 双生月崖 : OshimaRegion { public 双生月崖() { Id = 19; 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"; 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")])); } } public class 回音棱镜林 : OshimaRegion { public 回音棱镜林() { 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"; Category = "生态"; Weathers.Add("雾气", 14); 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。")); } } }