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https://github.com/jie65535/GrasscutterCommandGenerator.git
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122 lines
5.0 KiB
C#
122 lines
5.0 KiB
C#
using System.ComponentModel;
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using Newtonsoft.Json;
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using Newtonsoft.Json.Converters;
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namespace GrasscutterTools.Game.Gacha
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{
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/// <summary>
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/// 使用这个只需替换掉你原来的的data/banner.json文件,
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/// 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
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/// </summary>
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public class GachaBanner
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{
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/// <summary>
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/// 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,
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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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/// <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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/// <summary>
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/// 这个有3种类型,standard表示常驻池,event表示限时角色祈愿池,
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/// weapon表示限时武器祈愿池,选择一种类型的卡池
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/// </summary>
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[JsonProperty("bannerType", DefaultValueHandling = DefaultValueHandling.Include), JsonConverter(typeof(StringEnumConverter))]
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public BannerType BannerType { get; set; }
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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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/// <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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/// <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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/// <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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/// <summary>
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/// 祈愿什么时候开始(默认设置为0)
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/// </summary>
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[JsonProperty("beginTime")]
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public int BeginTime { get; set; } = 0;
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/// <summary>
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/// 这个卡池持续多长时间(默认为这个极大的数字)
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/// </summary>
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[JsonProperty("endTime")]
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public int EndTime { get; set; } = 1924992000;
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/// <summary>
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/// 暂时未搞清楚功能,可能与卡池在屏幕的左右顺序有关
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/// </summary>
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[JsonProperty("sortId")]
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public int SortId { get; set; }
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/// <summary>
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/// 通常为5星的up角色或物品(可修改,可添加,查看gm手册可修改为任意角色或者物品)
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/// </summary>
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[JsonProperty("rateUpItems1")]
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public int[] RateUpItems1 { get; set; }
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/// <summary>
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/// 通常为4星的up物品或者角色(可修改,可添加,查看gm手册可修改为任意角色或者物品)
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/// </summary>
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[JsonProperty("rateUpItems2")]
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public int[] RateUpItems2 { get; set; }
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/// <summary>
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/// 5星概率(0~10000)
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/// </summary>
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[JsonProperty("baseYellowWeight", DefaultValueHandling = DefaultValueHandling.Ignore), DefaultValue(60)]
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public int BaseYellowWeight { get; set; } = 60; // Max 10000
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/// <summary>
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/// 4星概率(0~10000)
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/// </summary>
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[JsonProperty("basePurpleWeight", DefaultValueHandling = DefaultValueHandling.Ignore), DefaultValue(510)]
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public int BasePurpleWeight { get; set; } = 510; // Max 10000
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/// <summary>
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/// 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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/// </summary>
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[JsonProperty("eventChance", DefaultValueHandling = DefaultValueHandling.Ignore), DefaultValue(50)]
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public int EventChance { get; set; } = 50; // Chance to win a featured event item
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/// <summary>
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/// 软保底,失败多少次开始提升抽中概率(在这之上每失败一次概率增加1%)
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/// </summary>
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[JsonProperty("softPity", DefaultValueHandling = DefaultValueHandling.Ignore), DefaultValue(75)]
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public int SoftPity { get; set; } = 75;
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/// <summary>
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/// 硬保底(失败多少次必出)
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/// </summary>
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[JsonProperty("hardPity", DefaultValueHandling = DefaultValueHandling.Ignore), DefaultValue(90)]
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public int HardPity { get; set; } = 90;
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}
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} |