mirror of
https://github.com/jie65535/GrasscutterCommandGenerator.git
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New banner editor (#44)
* Make basic interface framework (unfinished) * Show Items * Show Weights * Update Weights * Complete the new banner editor * Simple supplementary English translation (unfinished) * i18n Update * Update version to v1.4.0 * Clean up code
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@@ -33,40 +33,40 @@ namespace GrasscutterTools.Game.Gacha
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/// 如果你想添加大量卡池,请按照每次增加固定数值的id进行添加,比如:411,412,413....
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/// </summary>
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[JsonProperty("gachaType")]
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public int GachaType { get; set; }
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public int GachaType { get; set; } = 400;
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/// <summary>
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/// 这个id需要每个池子不一样,如果你想添加大量卡池,
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/// 请按照每次增加固定数值的id进行添加,比如:2100,2200,2300....
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/// </summary>
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[JsonProperty("scheduleId")]
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public int ScheduleId { get; set; }
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public int ScheduleId { get; set; } = 800;
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/// <summary>
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/// 这个是卡池的预制路径id
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/// </summary>
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[JsonProperty("prefabPath")]
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public string PrefabPath { get; set; }
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public string PrefabPath { get; set; } = "GachaShowPanel_A007";
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/// <summary>
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/// 这个是抽卡的预览背景路径id
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/// </summary>
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[JsonProperty("previewPrefabPath")]
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public string PreviewPrefabPath { get; set; }
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public string PreviewPrefabPath { get; set; } = "UI_Tab_GachaShowPanel_A007";
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/// <summary>
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/// 这个是抽卡的标题路径id,有可能与之前两项的id不同
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/// (一般这3项的id只需保持一致即可,就是A0xx,xx为同一id)
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/// </summary>
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[JsonProperty("titlePath")]
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public string TitlePath { get; set; }
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public string TitlePath { get; set; } = "UI_GACHA_SHOW_PANEL_A007_TITLE";
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/// <summary>
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/// 这个表示祈愿用的道具,224是相遇之缘,223是纠缠之缘 - 选择一个作为该卡池的抽卡道具
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/// (提示:请不要随便修改祈愿道具除了蓝球和粉球,有可能会引发bug,比如修改成摩拉抽卡可能导致卡住)
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/// </summary>
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[JsonProperty("costItem")]
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public int CostItem { get; set; }
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public int CostItem { get; set; } = 224;
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/// <summary>
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/// 开始时间(Unix时间戳)
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@@ -84,85 +84,85 @@ namespace GrasscutterTools.Game.Gacha
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/// 卡池顺序
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/// </summary>
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[JsonProperty("sortId")]
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public int SortId { get; set; }
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public int SortId { get; set; } = 1000;
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/// <summary>
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/// 4星的up角色或物品
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/// </summary>
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[JsonProperty("rateUpItems4")]
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public int[] RateUpItems4 { get; set; }
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public int[] RateUpItems4 { get; set; } = { };
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/// <summary>
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/// 5星的up物品或者角色
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/// </summary>
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[JsonProperty("rateUpItems5")]
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public int[] RateUpItems5 { get; set; }
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public int[] RateUpItems5 { get; set; } = { };
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/// <summary>
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/// 3星普通池
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/// </summary>
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[JsonProperty("fallbackItems3")]
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private int[] FallbackItems3 { get; set; } = { 11301, 11302, 11306, 12301, 12302, 12305, 13303, 14301, 14302, 14304, 15301, 15302, 15304 };
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public int[] FallbackItems3 { get; set; } = { 11301, 11302, 11306, 12301, 12302, 12305, 13303, 14301, 14302, 14304, 15301, 15302, 15304 };
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/// <summary>
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/// 4星普通角色池
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/// </summary>
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[JsonProperty("fallbackItems4Pool1")]
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private int[] FallbackItems4Pool1 { get; set; } = { 1014, 1020, 1023, 1024, 1025, 1027, 1031, 1032, 1034, 1036, 1039, 1043, 1044, 1045, 1048, 1053, 1055, 1056, 1064 };
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public int[] FallbackItems4Pool1 { get; set; } = { 1014, 1020, 1023, 1024, 1025, 1027, 1031, 1032, 1034, 1036, 1039, 1043, 1044, 1045, 1048, 1053, 1055, 1056, 1064 };
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/// <summary>
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/// 4星普通武器池
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/// </summary>
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[JsonProperty("fallbackItems4Pool2")]
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private int[] FallbackItems4Pool2 { get; set; } = { 11401, 11402, 11403, 11405, 12401, 12402, 12403, 12405, 13401, 13407, 14401, 14402, 14403, 14409, 15401, 15402, 15403, 15405 };
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public int[] FallbackItems4Pool2 { get; set; } = { 11401, 11402, 11403, 11405, 12401, 12402, 12403, 12405, 13401, 13407, 14401, 14402, 14403, 14409, 15401, 15402, 15403, 15405 };
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/// <summary>
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/// 5星普通角色池
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/// </summary>
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[JsonProperty("fallbackItems5Pool1")]
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private int[] FallbackItems5Pool1 { get; set; } = { 1003, 1016, 1042, 1035, 1041 };
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public int[] FallbackItems5Pool1 { get; set; } = { 1003, 1016, 1042, 1035, 1041 };
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/// <summary>
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/// 5星普通角色池
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/// </summary>
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[JsonProperty("fallbackItems5Pool2")]
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private int[] FallbackItems5Pool2 { get; set; } = { 11501, 11502, 12501, 12502, 13502, 13505, 14501, 14502, 15501, 15502 };
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public int[] FallbackItems5Pool2 { get; set; } = { 11501, 11502, 12501, 12502, 13502, 13505, 14501, 14502, 15501, 15502 };
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/// <summary>
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/// 是否从奖池中移除玩家星座等级6级以上的角色
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/// </summary>
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[JsonProperty("removeC6FromPool")]
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private bool RemoveC6FromPool { get; set; } = false;
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public bool RemoveC6FromPool { get; set; } = false;
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/// <summary>
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/// 自动从普通池中移除UP池物品或角色
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/// </summary>
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[JsonProperty("autoStripRateUpFromFallback")]
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private bool AutoStripRateUpFromFallback { get; set; } = true;
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public bool AutoStripRateUpFromFallback { get; set; } = true;
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/// <summary>
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/// 4星权重
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/// </summary>
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[JsonProperty("weights4")]
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private int[,] Weights4 { get; set; } = { { 1, 510 }, { 8, 510 }, { 10, 10000 } };
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public int[,] Weights4 { get; set; } = { { 1, 510 }, { 8, 510 }, { 10, 10000 } };
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/// <summary>
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/// 5星权重
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/// </summary>
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[JsonProperty("weights5")]
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private int[,] Weights5 { get; set; } = { { 1, 75 }, { 73, 150 }, { 90, 10000 } };
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public int[,] Weights5 { get; set; } = { { 1, 75 }, { 73, 150 }, { 90, 10000 } };
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/// <summary>
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/// 4星平衡奖池权重(即中的是武器还是角色)
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/// </summary>
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[JsonProperty("poolBalanceWeights4")]
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private int[,] PoolBalanceWeights4 { get; set; } = { { 1, 255 }, { 17, 255 }, { 21, 10455 } };
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public int[,] PoolBalanceWeights4 { get; set; } = { { 1, 255 }, { 17, 255 }, { 21, 10455 } };
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/// <summary>
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/// 5星平衡奖池权重(即中的是武器还是角色)
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/// </summary>
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[JsonProperty("poolBalanceWeights5")]
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private int[,] PoolBalanceWeights5 { get; set; } = { { 1, 30 }, { 147, 150 }, { 181, 10230 } };
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public int[,] PoolBalanceWeights5 { get; set; } = { { 1, 30 }, { 147, 150 }, { 181, 10230 } };
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/// <summary>
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/// 4星事件概率(抽中后,摇1~100随机数,如果大于该值则抽中up池)
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