mirror of
https://github.com/oshima-studios/OshimaGameModule.git
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126 lines
5.8 KiB
C#
126 lines
5.8 KiB
C#
using Milimoe.FunGame.Core.Library.Constant;
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namespace Oshima.FunGame.OshimaModules.Regions
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{
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public class 瑟兰薇歌林海 : OshimaRegion
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{
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public 瑟兰薇歌林海()
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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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Category = "生态";
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Weathers.Add("多云", 15);
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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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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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}
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}
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public class 腐萤沼渊 : OshimaRegion
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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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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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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"));
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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。"));
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}
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}
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public class 永燃坩埚 : OshimaRegion
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{
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public 永燃坩埚()
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{
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Id = 14;
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Name = "永燃坩埚";
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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";
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Category = "生态";
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Weathers.Add("高温", 60);
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ChangeRandomWeather();
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Difficulty = RarityType.FiveStar;
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Characters.Add(new(11401, "岩浆之王"));
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Units.Add(new(21401, "岩浆鱿鱼"));
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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。"));
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}
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}
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public class 骨桥深渊 : OshimaRegion
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{
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public 骨桥深渊()
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{
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Id = 15;
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Name = "骨桥深渊";
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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";
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Category = "生态";
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Weathers.Add("阴森", 8);
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ChangeRandomWeather();
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Difficulty = RarityType.ThreeStar;
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Characters.Add(new(11501, "骸骨巨龙"));
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Units.Add(new(21501, "幽灵"));
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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。"));
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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。"));
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}
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}
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public class 脉轮圣树 : OshimaRegion
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{
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public 脉轮圣树()
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{
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Id = 17;
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Name = "脉轮圣树";
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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";
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Category = "生态";
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Weathers.Add("晴朗", 24);
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ChangeRandomWeather();
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Difficulty = RarityType.ThreeStar;
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Characters.Add(new(11701, "圣树守护者"));
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Units.Add(new(21701, "蜜蜡蜂"));
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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。"));
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}
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}
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public class 双生月崖 : OshimaRegion
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{
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public 双生月崖()
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{
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Id = 19;
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Name = "双生月崖";
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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";
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Category = "生态";
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Weathers.Add("永昼", 15);
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Weathers.Add("永夜", -10);
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ChangeRandomWeather();
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Difficulty = RarityType.FiveStar;
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Characters.Add(new(11901, "昼夜守护者"));
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Units.Add(new(21901, "光鹰", [(r => r.Weather == "永昼")]));
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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")]));
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}
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}
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public class 回音棱镜林 : OshimaRegion
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{
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public 回音棱镜林()
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{
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Id = 13;
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Name = "回音棱镜林";
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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";
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Category = "生态";
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Weathers.Add("雾气", 14);
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ChangeRandomWeather();
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Difficulty = RarityType.FourStar;
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Characters.Add(new(11301, "远古影狼"));
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Units.Add(new(21301, "棱镜幽灵"));
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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。"));
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}
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}
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}
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