Add GachaBanner2.cs

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2022-05-18 22:52:42 +08:00
parent 9bc4c07112
commit f59a76e236
2 changed files with 188 additions and 0 deletions

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/**
* Grasscutter Tools
* Copyright (C) 2022 jie65535
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Affero General Public License as published
* by the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Affero General Public License for more details.
*
* You should have received a copy of the GNU Affero General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*
**/
using System.ComponentModel;
using Newtonsoft.Json;
using Newtonsoft.Json.Converters;
namespace GrasscutterTools.Game.Gacha
{
/// <summary>
/// 使用这个只需替换掉你原来的的data/banner.json文件
/// 然后重启服务器和客户端,即可享受全卡池抽卡,卡池的选择方式是点击左右箭头进行切换
/// </summary>
public class GachaBanner2
{
/// <summary>
/// 添加卡池请从400开始增加id数值进行添加这个id需要每个池子不一样
/// 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411412413....
/// </summary>
[JsonProperty("gachaType")]
public int GachaType { get; set; }
/// <summary>
/// 这个id需要每个池子不一样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210022002300....
/// </summary>
[JsonProperty("scheduleId")]
public int ScheduleId { get; set; }
/// <summary>
/// 这个是卡池的预制路径id
/// </summary>
[JsonProperty("prefabPath")]
public string PrefabPath { get; set; }
/// <summary>
/// 这个是抽卡的预览背景路径id
/// </summary>
[JsonProperty("previewPrefabPath")]
public string PreviewPrefabPath { get; set; }
/// <summary>
/// 这个是抽卡的标题路径id有可能与之前两项的id不同
/// 一般这3项的id只需保持一致即可就是A0xxxx为同一id
/// </summary>
[JsonProperty("titlePath")]
public string TitlePath { get; set; }
/// <summary>
/// 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
/// (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)
/// </summary>
[JsonProperty("costItem")]
public int CostItem { get; set; }
/// <summary>
/// 开始时间Unix时间戳
/// </summary>
[JsonProperty("beginTime")]
public int BeginTime { get; set; } = 0;
/// <summary>
/// 结束时间Unix时间戳
/// </summary>
[JsonProperty("endTime")]
public int EndTime { get; set; } = 1924992000;
/// <summary>
/// 卡池顺序
/// </summary>
[JsonProperty("sortId")]
public int SortId { get; set; }
/// <summary>
/// 4星的up角色或物品
/// </summary>
[JsonProperty("rateUpItems4")]
public int[] RateUpItems4 { get; set; }
/// <summary>
/// 5星的up物品或者角色
/// </summary>
[JsonProperty("rateUpItems5")]
public int[] RateUpItems5 { get; set; }
/// <summary>
/// 3星普通池
/// </summary>
[JsonProperty("fallbackItems3")]
private int[] FallbackItems3 { get; set; } = { 11301, 11302, 11306, 12301, 12302, 12305, 13303, 14301, 14302, 14304, 15301, 15302, 15304 };
/// <summary>
/// 4星普通角色池
/// </summary>
[JsonProperty("fallbackItems4Pool1")]
private int[] FallbackItems4Pool1 { get; set; } = { 1014, 1020, 1023, 1024, 1025, 1027, 1031, 1032, 1034, 1036, 1039, 1043, 1044, 1045, 1048, 1053, 1055, 1056, 1064 };
/// <summary>
/// 4星普通武器池
/// </summary>
[JsonProperty("fallbackItems4Pool2")]
private int[] FallbackItems4Pool2 { get; set; } = { 11401, 11402, 11403, 11405, 12401, 12402, 12403, 12405, 13401, 13407, 14401, 14402, 14403, 14409, 15401, 15402, 15403, 15405 };
/// <summary>
/// 5星普通角色池
/// </summary>
[JsonProperty("fallbackItems5Pool1")]
private int[] FallbackItems5Pool1 { get; set; } = { 1003, 1016, 1042, 1035, 1041 };
/// <summary>
/// 5星普通角色池
/// </summary>
[JsonProperty("fallbackItems5Pool2")]
private int[] FallbackItems5Pool2 { get; set; } = { 11501, 11502, 12501, 12502, 13502, 13505, 14501, 14502, 15501, 15502 };
/// <summary>
/// 是否从奖池中移除玩家星座等级6级以上的角色
/// </summary>
[JsonProperty("removeC6FromPool")]
private bool RemoveC6FromPool { get; set; } = false;
/// <summary>
/// 自动从普通池中移除UP池物品或角色
/// </summary>
[JsonProperty("autoStripRateUpFromFallback")]
private bool AutoStripRateUpFromFallback { get; set; } = true;
/// <summary>
/// 4星权重
/// </summary>
[JsonProperty("weights4")]
private int[,] Weights4 { get; set; } = { { 1, 510 }, { 8, 510 }, { 10, 10000 } };
/// <summary>
/// 5星权重
/// </summary>
[JsonProperty("weights5")]
private int[,] Weights5 { get; set; } = { { 1, 75 }, { 73, 150 }, { 90, 10000 } };
/// <summary>
/// 4星平衡奖池权重即中的是武器还是角色
/// </summary>
[JsonProperty("poolBalanceWeights4")]
private int[,] PoolBalanceWeights4 { get; set; } = { { 1, 255 }, { 17, 255 }, { 21, 10455 } };
/// <summary>
/// 5星平衡奖池权重即中的是武器还是角色
/// </summary>
[JsonProperty("poolBalanceWeights5")]
private int[,] PoolBalanceWeights5 { get; set; } = { { 1, 30 }, { 147, 150 }, { 181, 10230 } };
/// <summary>
/// 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
/// </summary>
[JsonProperty("eventChance4")]
public int EventChance4 { get; set; } = 50;
/// <summary>
/// 5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
/// </summary>
[JsonProperty("eventChance5")]
public int EventChance5 { get; set; } = 50;
/// <summary>
/// 这个有3种类型standard表示常驻池event表示限时角色祈愿池
/// weapon表示限时武器祈愿池选择一种类型的卡池
/// </summary>
[JsonProperty("bannerType"), JsonConverter(typeof(StringEnumConverter))]
public BannerType BannerType { get; set; } = BannerType.STANDARD;
}
}

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<Compile Include="FormTextMapBrowser.Designer.cs">
<DependentUpon>FormTextMapBrowser.cs</DependentUpon>
</Compile>
<Compile Include="Game\Gacha\GachaBanner2.cs" />
<Compile Include="Game\GameCommand.cs" />
<Compile Include="Game\Gacha\BannerType.cs" />
<Compile Include="Game\Gacha\GachaBanner.cs" />