Initial import of HEROLL source and design documents
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# 05 遗物与合成:原作模块设计
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## 功能定位
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负责遗物目录、装备槽、属性技能和品质星级合成。
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## 功能流程
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获得遗物 → 选择遗物槽位 → 按品质星级配置合成 → 获得属性和技能收益。
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以上按原作配置关系整理功能步骤,具体条件与数值见下文及规则说明。
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## 子功能构成
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| 子功能 | 设计内容 |
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| --- | --- |
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| 遗物属性与技能 | slotNum标识槽位,baseStatus/statusValue/isPercent配置属性,skill/skillValue/extraValue配置技能;isMaterial区分材料条目。 |
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| 遗物品质星级与合成 | grade/starCount/level构成成长档,材料需求分materialLevel/materialCount与sameGradeAnyRelicCount。原注释限制带星级材料的使用。 |
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## 功能构成与规则关系
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relic 保存 slotNum/baseStatus/statusValue/isPercent 以及 skill/skillValue/extraValue;relicdata 分离等级星级与 materialLevel/materialCount/sameGradeAnyRelicCount。普通、稀有、史诗行的 materialCount 为2。
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## 关键规则与数值
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| 原作规则 | 数值 | 来源 |
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| --- | --- | --- |
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| 普通遗物合成材料字段 | level=0;starCount=0;grade=NORMAL;materialLevel=0;materialCount=2 | E-relicdata / StringId=relic_NORMAL_0 / CSV记录4 |
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| 传说遗物材料分支 | level=3;starCount=0;grade=LEGEND;sameGradeAnyRelicCount=1 | E-relicdata / StringId=relic_LEGEND_0 / CSV记录7 |
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| 遗物开放条件原数组 | Values=0,7 | E-gameconfig / StringId=relicContentsUnlockStage / CSV记录30 |
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## 完整数值表
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| 配置表 | 记录数 | 完整数据 |
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| --- | --- | --- |
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| relic | 20 | [CSV](./03-表格/relic.csv) |
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| relicdata | 10 | [CSV](./03-表格/relicdata.csv) |
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[规则说明](./02-规则说明.md) · [数值说明](./03-数值说明.md) · [字段字典](./03-表格/字段字典.csv) · [数组逐项明细](./03-表格/数组逐项明细.csv)
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[返回总纲](../00-局外系统模块总纲.md)
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## 相关功能模块
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| 模块 | 关联内容 |
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| --- | --- |
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| [资源背包与体力](../02-资源背包与体力/01-模块设计文档.md) | 统一道具类型、礼包内容、资源来源以及大厅到局内的资源映射。 |
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| [抽卡与保底](../13-抽卡与保底/01-模块设计文档.md) | 统一抽卡按钮、消费、候选奖励、权重和保底配置。 |
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# 05 遗物与合成:规则与数值
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## 已恢复的配置关系
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relic 保存 slotNum/baseStatus/statusValue/isPercent 以及 skill/skillValue/extraValue;relicdata 分离等级星级与 materialLevel/materialCount/sameGradeAnyRelicCount。普通、稀有、史诗行的 materialCount 为2。
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证据等级A仅确认字段原值;下列示例不是全量表,所有等级、成本、奖励、参数见所链接CSV。
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## 核心规则核对
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| 规则解读 | 源字段原值 | 证据定位 |
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| --- | --- | --- |
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| 普通遗物合成材料字段 | level=0;starCount=0;grade=NORMAL;materialLevel=0;materialCount=2 | E-relicdata / StringId=relic_NORMAL_0 / CSV记录4 |
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| 传说遗物材料分支 | level=3;starCount=0;grade=LEGEND;sameGradeAnyRelicCount=1 | E-relicdata / StringId=relic_LEGEND_0 / CSV记录7 |
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| 遗物开放条件原数组 | Values=0,7 | E-gameconfig / StringId=relicContentsUnlockStage / CSV记录30 |
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## 子功能规则
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### 遗物属性与技能
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slotNum标识槽位,baseStatus/statusValue/isPercent配置属性,skill/skillValue/extraValue配置技能;isMaterial区分材料条目。
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对应原表:`relic`,20条。[完整数值](./04-数值明细/relic.md)。
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### 遗物品质星级与合成
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grade/starCount/level构成成长档,材料需求分materialLevel/materialCount与sameGradeAnyRelicCount。原注释限制带星级材料的使用。
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对应原表:`relicdata`,10条。[完整数值](./04-数值明细/relicdata.md)。
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## 关联全局配置
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| 键 | 原值 | CSV记录序号 |
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| --- | --- | --- |
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| relicContentsUnlockStage | 0,7 | 30 |
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[完整全局配置](../00-共享配置/gameconfig.csv) · [规则来源](./03-表格/规则证据.csv) · [原作符号索引](./03-表格/元数据符号.csv)
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## 尚待补充的原作细节
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数字2仅是字段原值,不能直接宣称总共消耗2件或3件;技能叠加、材料校验和解锁数组 relicContentsUnlockStage 的索引解释需要消费者。
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# 遗物与合成:数值说明
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本模块按2项子功能整理数值。成长等级、消费资源、奖励数量、权重和周期分别保留,点击数值明细可阅读全部配置档。
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## 数值目录
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| 子功能 | 记录数 | 可读文档 | 配置表 |
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| --- | --- | --- | --- |
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| 遗物属性与技能 | 20 | [数值明细](./04-数值明细/relic.md) | [CSV](./03-表格/relic.csv) |
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| 遗物品质星级与合成 | 10 | [数值明细](./04-数值明细/relicdata.md) | [CSV](./03-表格/relicdata.csv) |
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## 数值读取约定
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- 等级、星级、品质和节点序号是不同维度,不互相替代。
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- 数组明细使用零基索引;索引不是默认的玩家等级。
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- 只有原注释或类型能确定单位时才写出单位;权重不直接改成百分比。
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- 奖励ID与奖励类型一起阅读,消耗和奖励中的空值、0、-1保持原样。
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[数组逐项明细](./03-表格/数组逐项明细.csv) · [关联全局配置](./03-表格/关联全局配置.csv)
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## 主要数值范围
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### 遗物属性与技能
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原表记录20条。以下为全配置数值范围,包含停用与历史档,不等同于可达上限。[逐档数值](./04-数值明细/relic.md)。
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| 参数 | 原字段 | 有效数值数 | 最小值 | 最大值 |
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| --- | --- | --- | --- | --- |
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| 槽位编号 | slotNum | 20 | 0 | 3 |
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### 遗物品质星级与合成
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原表记录10条。以下为全配置数值范围,包含停用与历史档,不等同于可达上限。[逐档数值](./04-数值明细/relicdata.md)。
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| 参数 | 原字段 | 有效数值数 | 最小值 | 最大值 |
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| --- | --- | --- | --- | --- |
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| 等级或阶段索引 | level | 10 | 0 | 9 |
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| 星数 | starCount | 10 | 0 | 3 |
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| 合成材料等级 | materialLevel | 4 | 0 | 5 |
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| 合成材料数量字段 | materialCount | 4 | 1 | 2 |
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| 同品质任意遗物材料数量 | sameGradeAnyRelicCount | 5 | 1 | 2 |
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[模块设计](./01-模块设计文档.md) · [规则说明](./02-规则说明.md) · [功能分类](../01-功能分类导航.md)
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Id,StringId,relicTitle,relicSubTitle,IconName,slotNum,isMaterial,baseStatus,statusValue,isPercent,skill,skillValue,extraValue
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100,Scissors,relic_title_Scissors,relic_subtitle_Scissors,relic_11,2,,AIM,"3,6,9,12,15,18,21,24,27,30",False,"Stat_ATTACK_POWER,DoubleAttack,Stat_HEALTH,DoubleAttackEnforce,Stat_LIFE_STEAL","1,100,3,0,5","0,0,0,0,0"
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101,ColdBook,relic_title_ColdBook,relic_subtitle_ColdBook,relic_13,1,,HEALTH,"12,24,36,48,60,72,84,96,108,120",False,"Stat_ATTACK_POWER,DoubleFreeze,Stat_HEALTH,DoubleFreezeEnforce,Stat_CRITICAL_RATE","1,1,3,1,5","0,0,0,0,0"
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102,HornPipe,relic_title_HornPipe,relic_subtitle_HornPipe,relic_06,3,,DEFENSE,"0.6,1.2,1.8,2.4,3,3.6,4.2,4.8,5.4,6",False,"Stat_ATTACK_POWER,DoubleAspdUp,Stat_HEALTH,PointGearPlus,Stat_TOTAL_DAMAGE","1,30,3,25,5","0,0,0,0,0"
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103,GasMask,relic_title_GasMask,relic_subtitle_GasMask,relic_12,2,,AIM,"3,6,9,12,15,18,21,24,27,30",False,"Stat_ATTACK_POWER,DoubleShield,Stat_HEALTH,FreezeSmite,Stat_COUNTER_ATTACK","1,50,3,30,5","0,0,0,0,0"
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104,CupOfTea,relic_title_CupOfTea,relic_subtitle_CupOfTea,relic_03,0,,ATTACK_POWER,"2,4,6,8,10,12,14,16,18,20",False,"Stat_ATTACK_POWER,DoubleBonusStat,Stat_HEALTH,TileBossEventBonus,Stat_ATTACK_SPEED","1,10,3,0,5","0,0,0,0,0"
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105,IronScoop,relic_title_IronScoop,relic_subtitle_IronScoop,relic_01,1,,HEALTH,"12,24,36,48,60,72,84,96,108,120",False,"Stat_ATTACK_POWER,PetStartAttack,Stat_HEALTH,TileExecute,Stat_HEALTH","1,10,3,10,5","0,0,0,0,0"
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106,DigitalCamera,relic_title_DigitalCamera,relic_subtitle_DigitalCamera,relic_16,3,,DEFENSE,"0.6,1.2,1.8,2.4,3,3.6,4.2,4.8,5.4,6",False,"Stat_ATTACK_POWER,TileGoodNotConsume,Stat_HEALTH,PointTrashBonus,Stat_EVASION","1,10,3,1,5","0,0,0,0,0"
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107,HeavyCrown,relic_title_HeavyCrown,relic_subtitle_HeavyCrown,relic_09,3,,DEFENSE,"0.6,1.2,1.8,2.4,3,3.6,4.2,4.8,5.4,6",False,"Stat_ATTACK_POWER,PointBigHousePlus,Stat_HEALTH,PointBigHouse,Stat_DEFENSE","1,2,3,1,10","0,0,0,0,0"
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108,Revolver,relic_title_Revolver,relic_subtitle_Revolver,relic_05,0,,ATTACK_POWER,"2,4,6,8,10,12,14,16,18,20",False,"Stat_ATTACK_POWER,LoopRandomExecute,Stat_HEALTH,LoopBossAttackDelay,Stat_ATTACK_POWER","1,40,3,1,5","0,0,0,0,0"
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109,IDcard,relic_title_IDcard,relic_subtitle_IDcard,relic_10,1,,HEALTH,"12,24,36,48,60,72,84,96,108,120",False,"Stat_ATTACK_POWER,PointLoopInterest,Stat_HEALTH,PointLoopInterestEnforce,Stat_CRITICAL_RATE","1,5,3,5,5","0,0,0,0,0"
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110,IronShovel,relic_title_IronShovel,relic_subtitle_IronShovel,relic_18,3,,DEFENSE,"0.6,1.2,1.8,2.4,3,3.6,4.2,4.8,5.4,6",False,"Stat_ATTACK_POWER,HouseBonus,Stat_HEALTH,LoopGoodTile,Stat_TOTAL_DAMAGE","1,5,3,40,5","0,0,0,0,0"
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111,Bomb,relic_title_Bomb,relic_subtitle_Bomb,relic_14,0,,ATTACK_POWER,"2,4,6,8,10,12,14,16,18,20",False,"Stat_ATTACK_POWER,EnemyCountAtkUp,Stat_HEALTH,ShieldBomb,Stat_ATTACK_SPEED","1,10,3,100,5","0,0,0,0,0"
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112,MythicalBeastMask,relic_title_MythicalBeastMask,relic_subtitle_MythicalBeastMask,relic_07,2,,AIM,"3,6,9,12,15,18,21,24,27,30",False,"Stat_ATTACK_POWER,PotionNotConsume,Stat_HEALTH,PotionUpgradeSale,Stat_AIM","1,15,3,10,5","0,0,0,0,0"
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113,FoldableChair,relic_title_FoldableChair,relic_subtitle_FoldableChair,relic_04,0,,ATTACK_POWER,"2,4,6,8,10,12,14,16,18,20",False,"Stat_ATTACK_POWER,PotionLoopCharge,Stat_HEALTH,PotionStartCountLevel,Stat_REGEN_PER_SECOND","1,3,3,1,5","0,0,0,0,0"
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114,MonsterDice,relic_title_MonsterDice,relic_subtitle_MonsterDice,relic_15,1,,HEALTH,"12,24,36,48,60,72,84,96,108,120",False,"Stat_ATTACK_POWER,DoubleExecute,Stat_HEALTH,BossEventAtkUp,Stat_KILL_HEAL","1,35,3,15,5","0,0,0,0,0"
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115,OilLamp,relic_title_OilLamp,relic_subtitle_OilLamp,relic_02,2,,AIM,"3,6,9,12,15,18,21,24,27,30",False,"Stat_ATTACK_POWER,PotionUseThrow,Stat_HEALTH,PotionStartHealLevel,Stat_LIFE_STEAL","1,50,3,1,5","0,0,0,0,0"
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500,attack_material,relic_title_attack_material,,relic_19,0,True,,,,,,
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501,health_material,relic_title_health_material,,relic_20,1,True,,,,,,
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502,aim_material,relic_title_aim_material,,relic_21,2,True,,,,,,
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503,defense_material,relic_title_defense_material,,relic_22,3,True,,,,,,
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Id,StringId,level,starCount,grade,materialLevel,materialCount,sameGradeAnyRelicCount
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100,relic_NORMAL_0,0,0,NORMAL,0,2,
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101,relic_RARE_0,1,0,RARE,1,2,
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102,relic_EPIC_0,2,0,EPIC,2,2,
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103,relic_LEGEND_0,3,0,LEGEND,,,1
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104,relic_LEGEND_1,4,1,LEGEND,,,2
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105,relic_LEGEND_2,5,2,LEGEND,5,1,
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106,relic_MYTH_0,6,0,MYTH,,,1
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107,relic_MYTH_1,7,1,MYTH,,,1
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108,relic_MYTH_2,8,2,MYTH,,,1
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109,relic_MYTH_3,9,3,MYTH,,,
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类型索引,命名空间,类型,成员类别,成员索引,成员,证据,说明
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4753,,<FlushPendingRelicSoulReward>d__44,fields,22898,<>1__state,E-metadata,名称检索命中,仅结构证据;非原生实现
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4753,,<FlushPendingRelicSoulReward>d__44,fields,22899,<>t__builder,E-metadata,名称检索命中,仅结构证据;非原生实现
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4753,,<FlushPendingRelicSoulReward>d__44,fields,22900,SignedDataOutputStream,E-metadata,名称检索命中,仅结构证据;非原生实现
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4753,,<FlushPendingRelicSoulReward>d__44,fields,22901,skipSave,E-metadata,名称检索命中,仅结构证据;非原生实现
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4753,,<FlushPendingRelicSoulReward>d__44,fields,22902,<>u__1,E-metadata,名称检索命中,仅结构证据;非原生实现
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4756,,<UpdateRelicSoul>d__56,fields,22911,<>1__state,E-metadata,名称检索命中,仅结构证据;非原生实现
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4756,,<UpdateRelicSoul>d__56,fields,22912,Add,E-metadata,名称检索命中,仅结构证据;非原生实现
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4756,,<UpdateRelicSoul>d__56,fields,22913,asset,E-metadata,名称检索命中,仅结构证据;非原生实现
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4756,,<UpdateRelicSoul>d__56,fields,22914,<>4__this,E-metadata,名称检索命中,仅结构证据;非原生实现
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4756,,<UpdateRelicSoul>d__56,fields,22915,<currentValue>5__2,E-metadata,名称检索命中,仅结构证据;非原生实现
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4756,,<UpdateRelicSoul>d__56,fields,22916,llSameName,E-metadata,名称检索命中,仅结构证据;非原生实现
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4756,,<UpdateRelicSoul>d__56,fields,22917,<duration>5__4,E-metadata,名称检索命中,仅结构证据;非原生实现
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4756,,<UpdateRelicSoul>d__56,fields,22918,<startTime>5__5,E-metadata,名称检索命中,仅结构证据;非原生实现
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4756,,<UpdateRelicSoul>d__56,fields,22919,<>u__1,E-metadata,名称检索命中,仅结构证据;非原生实现
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4756,,<UpdateRelicSoul>d__56,methods,32454,MoveNext,E-metadata,名称检索命中,仅结构证据;非原生实现
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4756,,<UpdateRelicSoul>d__56,methods,32455,SetStateMachine,E-metadata,名称检索命中,仅结构证据;非原生实现
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4978,,RelicEquipSlot,fields,24024,DEF,E-metadata,名称检索命中,仅结构证据;非原生实现
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4978,,RelicEquipSlot,fields,24025,relicImage,E-metadata,名称检索命中,仅结构证据;非原生实现
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4978,,RelicEquipSlot,fields,24026,typeIcon,E-metadata,名称检索命中,仅结构证据;非原生实现
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4978,,RelicEquipSlot,fields,24027,lockObject,E-metadata,名称检索命中,仅结构证据;非原生实现
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4978,,RelicEquipSlot,fields,24028,erSecret,E-metadata,名称检索命中,仅结构证据;非原生实现
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4978,,RelicEquipSlot,fields,24029,stars,E-metadata,名称检索命中,仅结构证据;非原生实现
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4978,,RelicEquipSlot,fields,24030,emptyPauseObject,E-metadata,名称检索命中,仅结构证据;非原生实现
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4978,,RelicEquipSlot,fields,24031,shadow,E-metadata,名称检索命中,仅结构证据;非原生实现
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4978,,RelicEquipSlot,fields,24032,on>k__BackingField,E-metadata,名称检索命中,仅结构证据;非原生实现
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4978,,RelicEquipSlot,fields,24033,slotBG,E-metadata,名称检索命中,仅结构证据;非原生实现
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4978,,RelicEquipSlot,fields,24034,slotBGSprite,E-metadata,名称检索命中,仅结构证据;非原生实现
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4978,,RelicEquipSlot,fields,24035,slotTypeSprite,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4978,,RelicEquipSlot,fields,24036,ather,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4978,,RelicEquipSlot,fields,24037,relicMeta,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4982,,RelicInfoView,fields,24038,relicImage,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4982,,RelicInfoView,fields,24039,tierBackground,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4982,,RelicInfoView,fields,24040,seToken,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4982,,RelicInfoView,fields,24041,tierSprites,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4982,,RelicInfoView,fields,24042,stars,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4982,,RelicInfoView,fields,24043,skillInfo,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4982,,RelicInfoView,fields,24044,hResize,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4982,,RelicInfoView,fields,24045,subTitleText,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4982,,RelicInfoView,fields,24046,statusIcon,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4982,,RelicInfoView,fields,24047,statusText,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4982,,RelicInfoView,fields,24048,eFromMenu,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4982,,RelicInfoView,fields,24049,upgradeButton,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4982,,RelicInfoView,fields,24050,upgradeReddot,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4982,,RelicInfoView,fields,24051,rects,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4982,,RelicInfoView,fields,24052,testNoticeUrl,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4982,,RelicInfoView,fields,24053,guid,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4982,,RelicInfoView,fields,24054,level,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4982,,RelicInfoView,methods,33371,tColor,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4982,,RelicInfoView,methods,33372,Dispose,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4982,,RelicInfoView,methods,33373,OpenView,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4982,,RelicInfoView,methods,33374,OpenRefundView,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4982,,RelicInfoView,methods,33375,UpdateView,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4982,,RelicInfoView,methods,33376,ButtonRefresh,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4982,,RelicInfoView,methods,33377,ClickEquip,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4982,,RelicInfoView,methods,33378,ClickUnequip,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4982,,RelicInfoView,methods,33380,HandleRelicCountChanged,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4991,,<MergeAllRelic>d__43,fields,24127,<>1__state,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4991,,<MergeAllRelic>d__43,fields,24128,dHeaderName,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4991,,<MergeAllRelic>d__43,fields,24129,<>4__this,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4991,,<MergeAllRelic>d__43,fields,24130,<>8__1,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4991,,<MergeAllRelic>d__43,fields,24131,<resultMetas>5__2,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4991,,<MergeAllRelic>d__43,fields,24132,ataFactory,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4991,,<MergeAllRelic>d__43,fields,24133,<>u__1,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4991,,<MergeAllRelic>d__43,fields,24134,<>u__2,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4991,,<MergeAllRelic>d__43,methods,33458,MoveNext,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4992,yncGPUReadback,<MergeRelic>d__42,fields,24135,<>1__state,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4992,yncGPUReadback,<MergeRelic>d__42,fields,24136,ers,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4992,yncGPUReadback,<MergeRelic>d__42,fields,24137,<>4__this,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4992,yncGPUReadback,<MergeRelic>d__42,fields,24138,<>u__1,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4992,yncGPUReadback,<MergeRelic>d__42,methods,33460,MoveNext,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4992,yncGPUReadback,<MergeRelic>d__42,methods,33461,SetStateMachine,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4993,,<SortingRelic>d__37,fields,24139,<>1__state,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4993,,<SortingRelic>d__37,fields,24140,ntextChannel,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4993,,<SortingRelic>d__37,fields,24141,autoSorting,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4993,,<SortingRelic>d__37,fields,24142,<>4__this,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4993,,<SortingRelic>d__37,fields,24143,resetScroll,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4993,,<SortingRelic>d__37,fields,24144,Index,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4993,,<SortingRelic>d__37,fields,24145,<>u__1,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4993,,<SortingRelic>d__37,methods,33462,s,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4993,,<SortingRelic>d__37,methods,33463,SetStateMachine,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4994,,RelicMergeView,fields,24064,ReddotCheck,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4994,,RelicMergeView,fields,24065,mergeSlots,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4994,,RelicMergeView,fields,24066,mergeSlotAnim,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4994,,RelicMergeView,fields,24067,infiniteScroll,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4994,,RelicMergeView,fields,24068,dVertex,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4994,,RelicMergeView,fields,24069,mergeInfiniteScroll,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4994,,RelicMergeView,fields,24070,mergeMetas,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4994,,RelicMergeView,fields,24071,sortType,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4994,,RelicMergeView,fields,24072,ntCameraRequest,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4994,,RelicMergeView,fields,24073,sortText,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4994,,RelicMergeView,fields,24074,mergeDescText,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4994,,RelicMergeView,fields,24075,mergeResultText,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4994,,RelicMergeView,fields,24076,>b__0,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4994,,RelicMergeView,fields,24077,mergeBtn,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4994,,RelicMergeView,fields,24078,mergeAllBtn,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4994,,RelicMergeView,fields,24079,mergeResultObj,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4994,,RelicMergeView,fields,24080,eldCache,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4994,,RelicMergeView,fields,24081,mergeGlow,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4994,,RelicMergeView,fields,24082,mergeEffectRelics,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4994,,RelicMergeView,fields,24083,mergeResultSlot,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4994,,RelicMergeView,fields,24084,et_SShort,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4994,,RelicMergeView,fields,24085,mergeAllResultObj,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4994,,RelicMergeView,fields,24086,mergeResultMetas,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4994,,RelicMergeView,fields,24087,mergeBaseRelic,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4994,,RelicMergeView,fields,24088,xtractStatuses,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4994,,RelicMergeView,fields,24089,tierColors,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4994,,RelicMergeView,fields,24090,ownRelicMetas,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4994,,RelicMergeView,fields,24091,needMaterialCount,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4994,,RelicMergeView,methods,33388,Init,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4994,,RelicMergeView,methods,33389,Dispose,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4994,,RelicMergeView,methods,33390,Open,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4994,,RelicMergeView,methods,33391,Close,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4994,,RelicMergeView,methods,33393,HandleRelicCountChanged,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4994,,RelicMergeView,methods,33395,DeselectRelic,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4994,,RelicMergeView,methods,33396,DeselectAlLRelic,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4994,,RelicMergeView,methods,33397,g.IAsyncLocal.OnValueChanged,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4994,,RelicMergeView,methods,33398,UpdateSortText,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4994,,RelicMergeView,methods,33399,UpdateInfiniteScrollItems,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4994,,RelicMergeView,methods,33400,CheckAvailableMaterial,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4994,,RelicMergeView,methods,33401,Refresh,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4994,,RelicMergeView,methods,33402,MergeRelic,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4994,,RelicMergeView,methods,33403,MergeAllRelic,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4994,,RelicMergeView,methods,33404,InitMergeResultScroll,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4994,,RelicMergeView,methods,33406,.ctor,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4994,,RelicMergeView,methods,33408,<Init>b__28_1,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4994,,RelicMergeView,methods,33409,<Init>b__28_2,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4994,,RelicMergeView,methods,33410,ultiply225Var,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4994,,RelicMergeView,methods,33411,<SelectRelic>b__34_1,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4994,,RelicMergeView,methods,33412,<SortingRelic>b__37_2,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4994,,RelicMergeView,methods,33413,<SortingRelic>b__37_0,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4994,,RelicMergeView,methods,33414,<SortingRelic>b__37_1,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4994,,RelicMergeView,methods,33415,<Refresh>b__41_0,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4994,,RelicMergeView,methods,33416,<Refresh>b__41_1,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4994,,RelicMergeView,methods,33417,<Refresh>b__41_2,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4994,,RelicMergeView,methods,33419,<MergeRelic>b__42_0,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4997,,<SortingRelic>d__23,fields,24186,<>1__state,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4997,,<SortingRelic>d__23,fields,24187,<>t__builder,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4997,,<SortingRelic>d__23,fields,24188,nownProductService,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4997,,<SortingRelic>d__23,fields,24189,<>4__this,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4997,,<SortingRelic>d__23,fields,24190,autoRefresh,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4997,,<SortingRelic>d__23,fields,24191,<>u__1,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4997,,<SortingRelic>d__23,fields,24192,OrCreateAPVSceneData,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4998,,<UpdateRelicScrollAsync>d__24,fields,24193,<>1__state,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4998,,<UpdateRelicScrollAsync>d__24,fields,24194,<>t__builder,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4998,,<UpdateRelicScrollAsync>d__24,fields,24195,sortedMetas,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4998,,<UpdateRelicScrollAsync>d__24,fields,24196,ynamicEnumAsStringIgnoreCaseResolver,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4998,,<UpdateRelicScrollAsync>d__24,fields,24197,<>u__1,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4998,,<UpdateRelicScrollAsync>d__24,methods,33507,MoveNext,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4998,,<UpdateRelicScrollAsync>d__24,methods,33508,SetStateMachine,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4999,,RelicPage,fields,24146,instance,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4999,,RelicPage,fields,24147,tileCardPage,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4999,,RelicPage,fields,24148,cialStringPlayerId,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4999,,RelicPage,fields,24149,toggleTabUtil,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4999,,RelicPage,fields,24150,infiniteScroll,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4999,,RelicPage,fields,24151,guideTabRect,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4999,,RelicPage,fields,24152,tStatus,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4999,,RelicPage,fields,24153,sortType,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4999,,RelicPage,fields,24154,sortBtn,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4999,,RelicPage,fields,24155,sortText,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4999,,RelicPage,fields,24156,layClass139_0,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4999,,RelicPage,fields,24157,mergeBtn,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4999,,RelicPage,fields,24158,mergeReddot,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4999,,RelicPage,fields,24159,lastSelectingIndex,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4999,,RelicPage,fields,24160,sponse,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4999,,RelicPage,fields,24161,defaultGuideTabPos,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4999,,RelicPage,fields,24162,defaultScrollOffsetMin,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4999,,RelicPage,fields,24163,defaultRectCached,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4999,,RelicPage,methods,33464,Init,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4999,,RelicPage,methods,33465,DefaultTabSetting,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4999,,RelicPage,methods,33466,OpenInventory,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4999,,RelicPage,methods,33467,Dispose,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4999,,RelicPage,methods,33468,OpenMerge,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4999,,RelicPage,methods,33469,SortingRelic,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4999,,RelicPage,methods,33471,UpdateSortText,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4999,,RelicPage,methods,33473,HandleRelicCountChanged,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4999,,RelicPage,methods,33474,Open,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4999,,RelicPage,methods,33475,nalytics,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4999,,RelicPage,methods,33476,CheckReddot,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4999,,RelicPage,methods,33477,ClickPlinko,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4999,,RelicPage,methods,33478,ClickShop,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4999,,RelicPage,methods,33479,.ctor,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4999,,RelicPage,methods,33480,<Init>b__18_0,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4999,,RelicPage,methods,33481,<Init>b__18_1,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
4999,,RelicPage,methods,33482,<Init>b__18_2,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5001,,RelicMetaInfiniteData,fields,24207,meta,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5001,,RelicMetaInfiniteData,fields,24208,alueStartIndex,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5004,,RelicSlot,fields,24209,type,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5004,,RelicSlot,fields,24210,infiniteData,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5004,,RelicSlot,fields,24211,slotBG,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5004,,RelicSlot,fields,24212,ncyCode,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5004,,RelicSlot,fields,24213,slotTypeSprite,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5004,,RelicSlot,fields,24214,stars,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5004,,RelicSlot,fields,24215,relicMeta,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5004,,RelicSlot,fields,24216,rice>k__BackingField,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5004,,RelicSlot,fields,24217,typeIcon,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5004,,RelicSlot,fields,24218,isNew,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5004,,RelicSlot,fields,24219,equipObejct,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5004,,RelicSlot,fields,24221,upperPlus,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5004,,RelicSlot,fields,24222,upperMinus,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5004,,RelicSlot,fields,24223,selectedBG,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5004,,RelicSlot,fields,24224,Shake256Params,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5004,,RelicSlot,fields,24225,isDeck,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5004,,RelicSlot,fields,24226,greyScaleEffect,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5004,,RelicSlot,fields,24227,merge_arrow,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5004,,RelicSlot,fields,24228,Last,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5004,,RelicSlot,methods,33512,UpdateData,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5004,,RelicSlot,methods,33513,UpdateSlot,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5004,,RelicSlot,methods,33514,set_IngameShopFixedContainer,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5004,,RelicSlot,methods,33515,SlotTypeInit,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5004,,RelicSlot,methods,33516,ClickPlus,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5004,,RelicSlot,methods,33517,ClickMinus,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5004,,RelicSlot,methods,33518,ClickSlot,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5004,,RelicSlot,methods,33519,.ctor,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5655,,<ClickShowRelicInfo>d__40,fields,27414,<>1__state,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5655,,<ClickShowRelicInfo>d__40,fields,27415,<>t__builder,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5655,,<ClickShowRelicInfo>d__40,fields,27416,tMatched,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5655,,<ClickShowRelicInfo>d__40,fields,27417,index,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5655,,<ClickShowRelicInfo>d__40,fields,27418,<augTr>5__2,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5655,,<ClickShowRelicInfo>d__40,fields,27419,<>u__1,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5655,,<ClickShowRelicInfo>d__40,methods,35952,MoveNext,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5768,,RelicMeta,fields,27936,ments.IStyle.alignContent,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5768,,RelicMeta,fields,27937,<relicID>k__BackingField,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5768,,RelicMeta,fields,27938,<level>k__BackingField,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5768,,RelicMeta,fields,27939,<deckIndex>k__BackingField,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5768,,RelicMeta,fields,27941,<isLock>k__BackingField,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5768,,RelicMeta,methods,36574,get_guid,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5768,,RelicMeta,methods,36575,set_guid,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5768,,RelicMeta,methods,36576,get_relicID,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5768,,RelicMeta,methods,36578,get_level,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5768,,RelicMeta,methods,36580,get_deckIndex,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5768,,RelicMeta,methods,36581,set_deckIndex,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5768,,RelicMeta,methods,36582,et_allowRendererListCulling,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5768,,RelicMeta,methods,36583,set_isNew,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5768,,RelicMeta,methods,36584,get_isLock,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5768,,RelicMeta,methods,36585,set_isLock,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5768,,RelicMeta,methods,36586,get_relicData,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5768,,RelicMeta,methods,36587,.ctor,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5773,,RelicCountMeta,fields,27953,<metaId>k__BackingField,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5773,,RelicCountMeta,fields,27954,<skillID>k__BackingField,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5773,,RelicCountMeta,fields,27955,<value>k__BackingField,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5773,,RelicCountMeta,methods,36614,get_metaId,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5773,,RelicCountMeta,methods,36615,set_metaId,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5773,,RelicCountMeta,methods,36617,set_skillID,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5773,,RelicCountMeta,methods,36619,set_value,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5773,,RelicCountMeta,methods,36620,.ctor,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5830,,SimpleRelicMeta,fields,28223,<relicID>k__BackingField,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5830,,SimpleRelicMeta,fields,28224,UnidentifiedGroupQuestData>b__1,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5830,,SimpleRelicMeta,fields,28225,<deckIndex>k__BackingField,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5830,,SimpleRelicMeta,methods,37135,get_relicID,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5830,,SimpleRelicMeta,methods,37137,get_level,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5830,,SimpleRelicMeta,methods,37139,get_deckIndex,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5830,,SimpleRelicMeta,methods,37140,set_deckIndex,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
5830,,SimpleRelicMeta,methods,37141,ckingField,E-metadata,名称检索命中,仅结构证据;非原生实现
|
||||
|
@@ -0,0 +1,2 @@
|
||||
证据,记录序号,Id,StringId,Values
|
||||
E-gameconfig,30,127,relicContentsUnlockStage,"0,7"
|
||||
|
@@ -0,0 +1,23 @@
|
||||
,,,,,,,WeaponStatus,레벨별로 증가되는 수치,% 수치인가?,각 티어별로 스킬 지정,스킬 값,추가 값
|
||||
Id,StringId,relicTitle,relicSubTitle,IconName,slotNum,isMaterial,baseStatus,statusValue,isPercent,skill,skillValue,extraValue
|
||||
Key<int>,Key<string>,string,string,string,int,bool,EMonoStatus,float[],bool,string[],float[],float[]
|
||||
100,Scissors,relic_title_Scissors,relic_subtitle_Scissors,relic_11,2,,AIM,"3,6,9,12,15,18,21,24,27,30",False,"Stat_ATTACK_POWER,DoubleAttack,Stat_HEALTH,DoubleAttackEnforce,Stat_LIFE_STEAL","1,100,3,0,5","0,0,0,0,0"
|
||||
101,ColdBook,relic_title_ColdBook,relic_subtitle_ColdBook,relic_13,1,,HEALTH,"12,24,36,48,60,72,84,96,108,120",False,"Stat_ATTACK_POWER,DoubleFreeze,Stat_HEALTH,DoubleFreezeEnforce,Stat_CRITICAL_RATE","1,1,3,1,5","0,0,0,0,0"
|
||||
102,HornPipe,relic_title_HornPipe,relic_subtitle_HornPipe,relic_06,3,,DEFENSE,"0.6,1.2,1.8,2.4,3,3.6,4.2,4.8,5.4,6",False,"Stat_ATTACK_POWER,DoubleAspdUp,Stat_HEALTH,PointGearPlus,Stat_TOTAL_DAMAGE","1,30,3,25,5","0,0,0,0,0"
|
||||
103,GasMask,relic_title_GasMask,relic_subtitle_GasMask,relic_12,2,,AIM,"3,6,9,12,15,18,21,24,27,30",False,"Stat_ATTACK_POWER,DoubleShield,Stat_HEALTH,FreezeSmite,Stat_COUNTER_ATTACK","1,50,3,30,5","0,0,0,0,0"
|
||||
104,CupOfTea,relic_title_CupOfTea,relic_subtitle_CupOfTea,relic_03,0,,ATTACK_POWER,"2,4,6,8,10,12,14,16,18,20",False,"Stat_ATTACK_POWER,DoubleBonusStat,Stat_HEALTH,TileBossEventBonus,Stat_ATTACK_SPEED","1,10,3,0,5","0,0,0,0,0"
|
||||
105,IronScoop,relic_title_IronScoop,relic_subtitle_IronScoop,relic_01,1,,HEALTH,"12,24,36,48,60,72,84,96,108,120",False,"Stat_ATTACK_POWER,PetStartAttack,Stat_HEALTH,TileExecute,Stat_HEALTH","1,10,3,10,5","0,0,0,0,0"
|
||||
106,DigitalCamera,relic_title_DigitalCamera,relic_subtitle_DigitalCamera,relic_16,3,,DEFENSE,"0.6,1.2,1.8,2.4,3,3.6,4.2,4.8,5.4,6",False,"Stat_ATTACK_POWER,TileGoodNotConsume,Stat_HEALTH,PointTrashBonus,Stat_EVASION","1,10,3,1,5","0,0,0,0,0"
|
||||
107,HeavyCrown,relic_title_HeavyCrown,relic_subtitle_HeavyCrown,relic_09,3,,DEFENSE,"0.6,1.2,1.8,2.4,3,3.6,4.2,4.8,5.4,6",False,"Stat_ATTACK_POWER,PointBigHousePlus,Stat_HEALTH,PointBigHouse,Stat_DEFENSE","1,2,3,1,10","0,0,0,0,0"
|
||||
108,Revolver,relic_title_Revolver,relic_subtitle_Revolver,relic_05,0,,ATTACK_POWER,"2,4,6,8,10,12,14,16,18,20",False,"Stat_ATTACK_POWER,LoopRandomExecute,Stat_HEALTH,LoopBossAttackDelay,Stat_ATTACK_POWER","1,40,3,1,5","0,0,0,0,0"
|
||||
109,IDcard,relic_title_IDcard,relic_subtitle_IDcard,relic_10,1,,HEALTH,"12,24,36,48,60,72,84,96,108,120",False,"Stat_ATTACK_POWER,PointLoopInterest,Stat_HEALTH,PointLoopInterestEnforce,Stat_CRITICAL_RATE","1,5,3,5,5","0,0,0,0,0"
|
||||
110,IronShovel,relic_title_IronShovel,relic_subtitle_IronShovel,relic_18,3,,DEFENSE,"0.6,1.2,1.8,2.4,3,3.6,4.2,4.8,5.4,6",False,"Stat_ATTACK_POWER,HouseBonus,Stat_HEALTH,LoopGoodTile,Stat_TOTAL_DAMAGE","1,5,3,40,5","0,0,0,0,0"
|
||||
111,Bomb,relic_title_Bomb,relic_subtitle_Bomb,relic_14,0,,ATTACK_POWER,"2,4,6,8,10,12,14,16,18,20",False,"Stat_ATTACK_POWER,EnemyCountAtkUp,Stat_HEALTH,ShieldBomb,Stat_ATTACK_SPEED","1,10,3,100,5","0,0,0,0,0"
|
||||
112,MythicalBeastMask,relic_title_MythicalBeastMask,relic_subtitle_MythicalBeastMask,relic_07,2,,AIM,"3,6,9,12,15,18,21,24,27,30",False,"Stat_ATTACK_POWER,PotionNotConsume,Stat_HEALTH,PotionUpgradeSale,Stat_AIM","1,15,3,10,5","0,0,0,0,0"
|
||||
113,FoldableChair,relic_title_FoldableChair,relic_subtitle_FoldableChair,relic_04,0,,ATTACK_POWER,"2,4,6,8,10,12,14,16,18,20",False,"Stat_ATTACK_POWER,PotionLoopCharge,Stat_HEALTH,PotionStartCountLevel,Stat_REGEN_PER_SECOND","1,3,3,1,5","0,0,0,0,0"
|
||||
114,MonsterDice,relic_title_MonsterDice,relic_subtitle_MonsterDice,relic_15,1,,HEALTH,"12,24,36,48,60,72,84,96,108,120",False,"Stat_ATTACK_POWER,DoubleExecute,Stat_HEALTH,BossEventAtkUp,Stat_KILL_HEAL","1,35,3,15,5","0,0,0,0,0"
|
||||
115,OilLamp,relic_title_OilLamp,relic_subtitle_OilLamp,relic_02,2,,AIM,"3,6,9,12,15,18,21,24,27,30",False,"Stat_ATTACK_POWER,PotionUseThrow,Stat_HEALTH,PotionStartHealLevel,Stat_LIFE_STEAL","1,50,3,1,5","0,0,0,0,0"
|
||||
500,attack_material,relic_title_attack_material,,relic_19,0,True,,,,,,
|
||||
501,health_material,relic_title_health_material,,relic_20,1,True,,,,,,
|
||||
502,aim_material,relic_title_aim_material,,relic_21,2,True,,,,,,
|
||||
503,defense_material,relic_title_defense_material,,relic_22,3,True,,,,,,
|
||||
|
@@ -0,0 +1,13 @@
|
||||
,,,,,합성 필요 재료,,별 등급 있는 건 재료 불가
|
||||
Id,StringId,level,starCount,grade,materialLevel,materialCount,sameGradeAnyRelicCount
|
||||
Key<int>,Key<string>,int,int,EMonoRelicGrade,int,int,int
|
||||
100,relic_NORMAL_0,0,0,NORMAL,0,2,
|
||||
101,relic_RARE_0,1,0,RARE,1,2,
|
||||
102,relic_EPIC_0,2,0,EPIC,2,2,
|
||||
103,relic_LEGEND_0,3,0,LEGEND,,,1
|
||||
104,relic_LEGEND_1,4,1,LEGEND,,,2
|
||||
105,relic_LEGEND_2,5,2,LEGEND,5,1,
|
||||
106,relic_MYTH_0,6,0,MYTH,,,1
|
||||
107,relic_MYTH_1,7,1,MYTH,,,1
|
||||
108,relic_MYTH_2,8,2,MYTH,,,1
|
||||
109,relic_MYTH_3,9,3,MYTH,,,
|
||||
|
@@ -0,0 +1,22 @@
|
||||
表,字段,类型,中文含义,原始注释,空值条数
|
||||
relic,Id,Key<int>,数值主键,,0
|
||||
relic,StringId,Key<string>,字符串主键,,0
|
||||
relic,relicTitle,string,原字段;结合原注释与模块规则阅读,精确定义未翻译确认,,0
|
||||
relic,relicSubTitle,string,原字段;结合原注释与模块规则阅读,精确定义未翻译确认,,4
|
||||
relic,IconName,string,原字段;结合原注释与模块规则阅读,精确定义未翻译确认,,0
|
||||
relic,slotNum,int,槽位编号,,0
|
||||
relic,isMaterial,bool,材料标记,,16
|
||||
relic,baseStatus,EMonoStatus,原字段;结合原注释与模块规则阅读,精确定义未翻译确认,WeaponStatus,4
|
||||
relic,statusValue,float[],原字段;结合原注释与模块规则阅读,精确定义未翻译确认,레벨별로 증가되는 수치,4
|
||||
relic,isPercent,bool,是否百分比标记(存储缩放需消费者),% 수치인가?,4
|
||||
relic,skill,string[],原字段;结合原注释与模块规则阅读,精确定义未翻译确认,각 티어별로 스킬 지정,4
|
||||
relic,skillValue,float[],原字段;结合原注释与模块规则阅读,精确定义未翻译确认,스킬 값,4
|
||||
relic,extraValue,float[],原字段;结合原注释与模块规则阅读,精确定义未翻译确认,추가 값,4
|
||||
relicdata,Id,Key<int>,数值主键,,0
|
||||
relicdata,StringId,Key<string>,字符串主键,,0
|
||||
relicdata,level,int,等级/阶段索引(具体语义按表),,0
|
||||
relicdata,starCount,int,星数,,0
|
||||
relicdata,grade,EMonoRelicGrade,品质枚举,,0
|
||||
relicdata,materialLevel,int,合成材料等级,합성 필요 재료,6
|
||||
relicdata,materialCount,int,合成材料数量字段,,6
|
||||
relicdata,sameGradeAnyRelicCount,int,同品质任意遗物材料数量,별 등급 있는 건 재료 불가,5
|
||||
|
@@ -0,0 +1,7 @@
|
||||
表,字段,类型,有效数值数,最小值,最大值,说明
|
||||
relic,slotNum,int,20,0.0,3.0,全配置范围,含停用/历史行;不是玩家可达区间
|
||||
relicdata,level,int,10,0.0,9.0,全配置范围,含停用/历史行;不是玩家可达区间
|
||||
relicdata,starCount,int,10,0.0,3.0,全配置范围,含停用/历史行;不是玩家可达区间
|
||||
relicdata,materialLevel,int,4,0.0,5.0,全配置范围,含停用/历史行;不是玩家可达区间
|
||||
relicdata,materialCount,int,4,1.0,2.0,全配置范围,含停用/历史行;不是玩家可达区间
|
||||
relicdata,sameGradeAnyRelicCount,int,5,1.0,2.0,全配置范围,含停用/历史行;不是玩家可达区间
|
||||
|
@@ -0,0 +1,401 @@
|
||||
表,Id,StringId,字段,零基数组索引,原值,类型,来源记录,说明
|
||||
relic,100,Scissors,statusValue,0,3,float[],4,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,100,Scissors,statusValue,1,6,float[],4,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,100,Scissors,statusValue,2,9,float[],4,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,100,Scissors,statusValue,3,12,float[],4,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,100,Scissors,statusValue,4,15,float[],4,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,100,Scissors,statusValue,5,18,float[],4,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,100,Scissors,statusValue,6,21,float[],4,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,100,Scissors,statusValue,7,24,float[],4,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,100,Scissors,statusValue,8,27,float[],4,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,100,Scissors,statusValue,9,30,float[],4,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,101,ColdBook,statusValue,0,12,float[],5,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,101,ColdBook,statusValue,1,24,float[],5,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,101,ColdBook,statusValue,2,36,float[],5,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,101,ColdBook,statusValue,3,48,float[],5,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,101,ColdBook,statusValue,4,60,float[],5,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,101,ColdBook,statusValue,5,72,float[],5,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,101,ColdBook,statusValue,6,84,float[],5,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,101,ColdBook,statusValue,7,96,float[],5,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,101,ColdBook,statusValue,8,108,float[],5,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,101,ColdBook,statusValue,9,120,float[],5,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,102,HornPipe,statusValue,0,0.6,float[],6,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,102,HornPipe,statusValue,1,1.2,float[],6,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,102,HornPipe,statusValue,2,1.8,float[],6,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,102,HornPipe,statusValue,3,2.4,float[],6,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,102,HornPipe,statusValue,4,3,float[],6,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,102,HornPipe,statusValue,5,3.6,float[],6,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,102,HornPipe,statusValue,6,4.2,float[],6,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,102,HornPipe,statusValue,7,4.8,float[],6,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,102,HornPipe,statusValue,8,5.4,float[],6,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,102,HornPipe,statusValue,9,6,float[],6,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,103,GasMask,statusValue,0,3,float[],7,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,103,GasMask,statusValue,1,6,float[],7,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,103,GasMask,statusValue,2,9,float[],7,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,103,GasMask,statusValue,3,12,float[],7,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,103,GasMask,statusValue,4,15,float[],7,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,103,GasMask,statusValue,5,18,float[],7,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,103,GasMask,statusValue,6,21,float[],7,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,103,GasMask,statusValue,7,24,float[],7,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,103,GasMask,statusValue,8,27,float[],7,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,103,GasMask,statusValue,9,30,float[],7,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,104,CupOfTea,statusValue,0,2,float[],8,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,104,CupOfTea,statusValue,1,4,float[],8,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,104,CupOfTea,statusValue,2,6,float[],8,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,104,CupOfTea,statusValue,3,8,float[],8,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,104,CupOfTea,statusValue,4,10,float[],8,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,104,CupOfTea,statusValue,5,12,float[],8,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,104,CupOfTea,statusValue,6,14,float[],8,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,104,CupOfTea,statusValue,7,16,float[],8,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,104,CupOfTea,statusValue,8,18,float[],8,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,104,CupOfTea,statusValue,9,20,float[],8,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,105,IronScoop,statusValue,0,12,float[],9,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,105,IronScoop,statusValue,1,24,float[],9,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,105,IronScoop,statusValue,2,36,float[],9,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,105,IronScoop,statusValue,3,48,float[],9,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,105,IronScoop,statusValue,4,60,float[],9,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,105,IronScoop,statusValue,5,72,float[],9,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,105,IronScoop,statusValue,6,84,float[],9,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,105,IronScoop,statusValue,7,96,float[],9,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,105,IronScoop,statusValue,8,108,float[],9,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,105,IronScoop,statusValue,9,120,float[],9,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,106,DigitalCamera,statusValue,0,0.6,float[],10,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,106,DigitalCamera,statusValue,1,1.2,float[],10,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,106,DigitalCamera,statusValue,2,1.8,float[],10,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,106,DigitalCamera,statusValue,3,2.4,float[],10,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,106,DigitalCamera,statusValue,4,3,float[],10,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,106,DigitalCamera,statusValue,5,3.6,float[],10,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,106,DigitalCamera,statusValue,6,4.2,float[],10,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,106,DigitalCamera,statusValue,7,4.8,float[],10,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,106,DigitalCamera,statusValue,8,5.4,float[],10,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,106,DigitalCamera,statusValue,9,6,float[],10,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,107,HeavyCrown,statusValue,0,0.6,float[],11,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,107,HeavyCrown,statusValue,1,1.2,float[],11,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,107,HeavyCrown,statusValue,2,1.8,float[],11,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,107,HeavyCrown,statusValue,3,2.4,float[],11,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,107,HeavyCrown,statusValue,4,3,float[],11,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,107,HeavyCrown,statusValue,5,3.6,float[],11,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,107,HeavyCrown,statusValue,6,4.2,float[],11,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,107,HeavyCrown,statusValue,7,4.8,float[],11,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,107,HeavyCrown,statusValue,8,5.4,float[],11,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,107,HeavyCrown,statusValue,9,6,float[],11,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,108,Revolver,statusValue,0,2,float[],12,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,108,Revolver,statusValue,1,4,float[],12,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,108,Revolver,statusValue,2,6,float[],12,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,108,Revolver,statusValue,3,8,float[],12,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,108,Revolver,statusValue,4,10,float[],12,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,108,Revolver,statusValue,5,12,float[],12,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,108,Revolver,statusValue,6,14,float[],12,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,108,Revolver,statusValue,7,16,float[],12,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,108,Revolver,statusValue,8,18,float[],12,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,108,Revolver,statusValue,9,20,float[],12,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,109,IDcard,statusValue,0,12,float[],13,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,109,IDcard,statusValue,1,24,float[],13,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,109,IDcard,statusValue,2,36,float[],13,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,109,IDcard,statusValue,3,48,float[],13,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,109,IDcard,statusValue,4,60,float[],13,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,109,IDcard,statusValue,5,72,float[],13,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,109,IDcard,statusValue,6,84,float[],13,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,109,IDcard,statusValue,7,96,float[],13,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,109,IDcard,statusValue,8,108,float[],13,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,109,IDcard,statusValue,9,120,float[],13,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,110,IronShovel,statusValue,0,0.6,float[],14,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,110,IronShovel,statusValue,1,1.2,float[],14,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,110,IronShovel,statusValue,2,1.8,float[],14,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,110,IronShovel,statusValue,3,2.4,float[],14,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,110,IronShovel,statusValue,4,3,float[],14,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,110,IronShovel,statusValue,5,3.6,float[],14,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,110,IronShovel,statusValue,6,4.2,float[],14,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,110,IronShovel,statusValue,7,4.8,float[],14,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,110,IronShovel,statusValue,8,5.4,float[],14,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,110,IronShovel,statusValue,9,6,float[],14,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,111,Bomb,statusValue,0,2,float[],15,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,111,Bomb,statusValue,1,4,float[],15,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,111,Bomb,statusValue,2,6,float[],15,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,111,Bomb,statusValue,3,8,float[],15,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,111,Bomb,statusValue,4,10,float[],15,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,111,Bomb,statusValue,5,12,float[],15,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,111,Bomb,statusValue,6,14,float[],15,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,111,Bomb,statusValue,7,16,float[],15,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,111,Bomb,statusValue,8,18,float[],15,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,111,Bomb,statusValue,9,20,float[],15,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,112,MythicalBeastMask,statusValue,0,3,float[],16,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,112,MythicalBeastMask,statusValue,1,6,float[],16,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,112,MythicalBeastMask,statusValue,2,9,float[],16,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,112,MythicalBeastMask,statusValue,3,12,float[],16,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,112,MythicalBeastMask,statusValue,4,15,float[],16,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,112,MythicalBeastMask,statusValue,5,18,float[],16,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,112,MythicalBeastMask,statusValue,6,21,float[],16,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,112,MythicalBeastMask,statusValue,7,24,float[],16,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,112,MythicalBeastMask,statusValue,8,27,float[],16,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,112,MythicalBeastMask,statusValue,9,30,float[],16,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,113,FoldableChair,statusValue,0,2,float[],17,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,113,FoldableChair,statusValue,1,4,float[],17,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,113,FoldableChair,statusValue,2,6,float[],17,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,113,FoldableChair,statusValue,3,8,float[],17,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,113,FoldableChair,statusValue,4,10,float[],17,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,113,FoldableChair,statusValue,5,12,float[],17,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,113,FoldableChair,statusValue,6,14,float[],17,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,113,FoldableChair,statusValue,7,16,float[],17,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,113,FoldableChair,statusValue,8,18,float[],17,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,113,FoldableChair,statusValue,9,20,float[],17,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,114,MonsterDice,statusValue,0,12,float[],18,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,114,MonsterDice,statusValue,1,24,float[],18,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,114,MonsterDice,statusValue,2,36,float[],18,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,114,MonsterDice,statusValue,3,48,float[],18,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,114,MonsterDice,statusValue,4,60,float[],18,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,114,MonsterDice,statusValue,5,72,float[],18,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,114,MonsterDice,statusValue,6,84,float[],18,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,114,MonsterDice,statusValue,7,96,float[],18,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,114,MonsterDice,statusValue,8,108,float[],18,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,114,MonsterDice,statusValue,9,120,float[],18,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,115,OilLamp,statusValue,0,3,float[],19,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,115,OilLamp,statusValue,1,6,float[],19,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,115,OilLamp,statusValue,2,9,float[],19,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,115,OilLamp,statusValue,3,12,float[],19,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,115,OilLamp,statusValue,4,15,float[],19,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,115,OilLamp,statusValue,5,18,float[],19,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,115,OilLamp,statusValue,6,21,float[],19,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,115,OilLamp,statusValue,7,24,float[],19,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,115,OilLamp,statusValue,8,27,float[],19,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,115,OilLamp,statusValue,9,30,float[],19,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,100,Scissors,skill,0,Stat_ATTACK_POWER,string[],4,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,100,Scissors,skill,1,DoubleAttack,string[],4,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,100,Scissors,skill,2,Stat_HEALTH,string[],4,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,100,Scissors,skill,3,DoubleAttackEnforce,string[],4,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,100,Scissors,skill,4,Stat_LIFE_STEAL,string[],4,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,101,ColdBook,skill,0,Stat_ATTACK_POWER,string[],5,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,101,ColdBook,skill,1,DoubleFreeze,string[],5,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,101,ColdBook,skill,2,Stat_HEALTH,string[],5,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,101,ColdBook,skill,3,DoubleFreezeEnforce,string[],5,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,101,ColdBook,skill,4,Stat_CRITICAL_RATE,string[],5,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,102,HornPipe,skill,0,Stat_ATTACK_POWER,string[],6,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,102,HornPipe,skill,1,DoubleAspdUp,string[],6,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,102,HornPipe,skill,2,Stat_HEALTH,string[],6,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,102,HornPipe,skill,3,PointGearPlus,string[],6,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,102,HornPipe,skill,4,Stat_TOTAL_DAMAGE,string[],6,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,103,GasMask,skill,0,Stat_ATTACK_POWER,string[],7,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,103,GasMask,skill,1,DoubleShield,string[],7,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,103,GasMask,skill,2,Stat_HEALTH,string[],7,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,103,GasMask,skill,3,FreezeSmite,string[],7,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,103,GasMask,skill,4,Stat_COUNTER_ATTACK,string[],7,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,104,CupOfTea,skill,0,Stat_ATTACK_POWER,string[],8,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,104,CupOfTea,skill,1,DoubleBonusStat,string[],8,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,104,CupOfTea,skill,2,Stat_HEALTH,string[],8,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,104,CupOfTea,skill,3,TileBossEventBonus,string[],8,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,104,CupOfTea,skill,4,Stat_ATTACK_SPEED,string[],8,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,105,IronScoop,skill,0,Stat_ATTACK_POWER,string[],9,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,105,IronScoop,skill,1,PetStartAttack,string[],9,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,105,IronScoop,skill,2,Stat_HEALTH,string[],9,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,105,IronScoop,skill,3,TileExecute,string[],9,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,105,IronScoop,skill,4,Stat_HEALTH,string[],9,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,106,DigitalCamera,skill,0,Stat_ATTACK_POWER,string[],10,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,106,DigitalCamera,skill,1,TileGoodNotConsume,string[],10,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,106,DigitalCamera,skill,2,Stat_HEALTH,string[],10,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,106,DigitalCamera,skill,3,PointTrashBonus,string[],10,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,106,DigitalCamera,skill,4,Stat_EVASION,string[],10,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,107,HeavyCrown,skill,0,Stat_ATTACK_POWER,string[],11,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,107,HeavyCrown,skill,1,PointBigHousePlus,string[],11,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,107,HeavyCrown,skill,2,Stat_HEALTH,string[],11,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,107,HeavyCrown,skill,3,PointBigHouse,string[],11,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,107,HeavyCrown,skill,4,Stat_DEFENSE,string[],11,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,108,Revolver,skill,0,Stat_ATTACK_POWER,string[],12,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,108,Revolver,skill,1,LoopRandomExecute,string[],12,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,108,Revolver,skill,2,Stat_HEALTH,string[],12,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,108,Revolver,skill,3,LoopBossAttackDelay,string[],12,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,108,Revolver,skill,4,Stat_ATTACK_POWER,string[],12,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,109,IDcard,skill,0,Stat_ATTACK_POWER,string[],13,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,109,IDcard,skill,1,PointLoopInterest,string[],13,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,109,IDcard,skill,2,Stat_HEALTH,string[],13,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,109,IDcard,skill,3,PointLoopInterestEnforce,string[],13,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,109,IDcard,skill,4,Stat_CRITICAL_RATE,string[],13,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,110,IronShovel,skill,0,Stat_ATTACK_POWER,string[],14,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,110,IronShovel,skill,1,HouseBonus,string[],14,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,110,IronShovel,skill,2,Stat_HEALTH,string[],14,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,110,IronShovel,skill,3,LoopGoodTile,string[],14,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,110,IronShovel,skill,4,Stat_TOTAL_DAMAGE,string[],14,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,111,Bomb,skill,0,Stat_ATTACK_POWER,string[],15,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,111,Bomb,skill,1,EnemyCountAtkUp,string[],15,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,111,Bomb,skill,2,Stat_HEALTH,string[],15,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,111,Bomb,skill,3,ShieldBomb,string[],15,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,111,Bomb,skill,4,Stat_ATTACK_SPEED,string[],15,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,112,MythicalBeastMask,skill,0,Stat_ATTACK_POWER,string[],16,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,112,MythicalBeastMask,skill,1,PotionNotConsume,string[],16,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,112,MythicalBeastMask,skill,2,Stat_HEALTH,string[],16,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,112,MythicalBeastMask,skill,3,PotionUpgradeSale,string[],16,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,112,MythicalBeastMask,skill,4,Stat_AIM,string[],16,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,113,FoldableChair,skill,0,Stat_ATTACK_POWER,string[],17,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,113,FoldableChair,skill,1,PotionLoopCharge,string[],17,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,113,FoldableChair,skill,2,Stat_HEALTH,string[],17,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,113,FoldableChair,skill,3,PotionStartCountLevel,string[],17,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,113,FoldableChair,skill,4,Stat_REGEN_PER_SECOND,string[],17,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,114,MonsterDice,skill,0,Stat_ATTACK_POWER,string[],18,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,114,MonsterDice,skill,1,DoubleExecute,string[],18,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,114,MonsterDice,skill,2,Stat_HEALTH,string[],18,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,114,MonsterDice,skill,3,BossEventAtkUp,string[],18,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,114,MonsterDice,skill,4,Stat_KILL_HEAL,string[],18,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,115,OilLamp,skill,0,Stat_ATTACK_POWER,string[],19,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,115,OilLamp,skill,1,PotionUseThrow,string[],19,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,115,OilLamp,skill,2,Stat_HEALTH,string[],19,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,115,OilLamp,skill,3,PotionStartHealLevel,string[],19,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,115,OilLamp,skill,4,Stat_LIFE_STEAL,string[],19,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,100,Scissors,skillValue,0,1,float[],4,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,100,Scissors,skillValue,1,100,float[],4,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,100,Scissors,skillValue,2,3,float[],4,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,100,Scissors,skillValue,3,0,float[],4,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,100,Scissors,skillValue,4,5,float[],4,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,101,ColdBook,skillValue,0,1,float[],5,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,101,ColdBook,skillValue,1,1,float[],5,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,101,ColdBook,skillValue,2,3,float[],5,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,101,ColdBook,skillValue,3,1,float[],5,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,101,ColdBook,skillValue,4,5,float[],5,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,102,HornPipe,skillValue,0,1,float[],6,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,102,HornPipe,skillValue,1,30,float[],6,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,102,HornPipe,skillValue,2,3,float[],6,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,102,HornPipe,skillValue,3,25,float[],6,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,102,HornPipe,skillValue,4,5,float[],6,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,103,GasMask,skillValue,0,1,float[],7,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,103,GasMask,skillValue,1,50,float[],7,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,103,GasMask,skillValue,2,3,float[],7,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,103,GasMask,skillValue,3,30,float[],7,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,103,GasMask,skillValue,4,5,float[],7,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,104,CupOfTea,skillValue,0,1,float[],8,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,104,CupOfTea,skillValue,1,10,float[],8,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,104,CupOfTea,skillValue,2,3,float[],8,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,104,CupOfTea,skillValue,3,0,float[],8,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,104,CupOfTea,skillValue,4,5,float[],8,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,105,IronScoop,skillValue,0,1,float[],9,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,105,IronScoop,skillValue,1,10,float[],9,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,105,IronScoop,skillValue,2,3,float[],9,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,105,IronScoop,skillValue,3,10,float[],9,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,105,IronScoop,skillValue,4,5,float[],9,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,106,DigitalCamera,skillValue,0,1,float[],10,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,106,DigitalCamera,skillValue,1,10,float[],10,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,106,DigitalCamera,skillValue,2,3,float[],10,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,106,DigitalCamera,skillValue,3,1,float[],10,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,106,DigitalCamera,skillValue,4,5,float[],10,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,107,HeavyCrown,skillValue,0,1,float[],11,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,107,HeavyCrown,skillValue,1,2,float[],11,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,107,HeavyCrown,skillValue,2,3,float[],11,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,107,HeavyCrown,skillValue,3,1,float[],11,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,107,HeavyCrown,skillValue,4,10,float[],11,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,108,Revolver,skillValue,0,1,float[],12,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,108,Revolver,skillValue,1,40,float[],12,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,108,Revolver,skillValue,2,3,float[],12,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,108,Revolver,skillValue,3,1,float[],12,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,108,Revolver,skillValue,4,5,float[],12,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,109,IDcard,skillValue,0,1,float[],13,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,109,IDcard,skillValue,1,5,float[],13,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,109,IDcard,skillValue,2,3,float[],13,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,109,IDcard,skillValue,3,5,float[],13,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,109,IDcard,skillValue,4,5,float[],13,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,110,IronShovel,skillValue,0,1,float[],14,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,110,IronShovel,skillValue,1,5,float[],14,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,110,IronShovel,skillValue,2,3,float[],14,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,110,IronShovel,skillValue,3,40,float[],14,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,110,IronShovel,skillValue,4,5,float[],14,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,111,Bomb,skillValue,0,1,float[],15,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,111,Bomb,skillValue,1,10,float[],15,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,111,Bomb,skillValue,2,3,float[],15,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,111,Bomb,skillValue,3,100,float[],15,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,111,Bomb,skillValue,4,5,float[],15,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,112,MythicalBeastMask,skillValue,0,1,float[],16,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,112,MythicalBeastMask,skillValue,1,15,float[],16,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,112,MythicalBeastMask,skillValue,2,3,float[],16,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,112,MythicalBeastMask,skillValue,3,10,float[],16,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,112,MythicalBeastMask,skillValue,4,5,float[],16,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,113,FoldableChair,skillValue,0,1,float[],17,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,113,FoldableChair,skillValue,1,3,float[],17,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,113,FoldableChair,skillValue,2,3,float[],17,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,113,FoldableChair,skillValue,3,1,float[],17,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,113,FoldableChair,skillValue,4,5,float[],17,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,114,MonsterDice,skillValue,0,1,float[],18,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,114,MonsterDice,skillValue,1,35,float[],18,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,114,MonsterDice,skillValue,2,3,float[],18,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,114,MonsterDice,skillValue,3,15,float[],18,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,114,MonsterDice,skillValue,4,5,float[],18,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,115,OilLamp,skillValue,0,1,float[],19,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,115,OilLamp,skillValue,1,50,float[],19,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,115,OilLamp,skillValue,2,3,float[],19,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,115,OilLamp,skillValue,3,1,float[],19,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,115,OilLamp,skillValue,4,5,float[],19,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,100,Scissors,extraValue,0,0,float[],4,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,100,Scissors,extraValue,1,0,float[],4,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,100,Scissors,extraValue,2,0,float[],4,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,100,Scissors,extraValue,3,0,float[],4,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,100,Scissors,extraValue,4,0,float[],4,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,101,ColdBook,extraValue,0,0,float[],5,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,101,ColdBook,extraValue,1,0,float[],5,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,101,ColdBook,extraValue,2,0,float[],5,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,101,ColdBook,extraValue,3,0,float[],5,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,101,ColdBook,extraValue,4,0,float[],5,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,102,HornPipe,extraValue,0,0,float[],6,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,102,HornPipe,extraValue,1,0,float[],6,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,102,HornPipe,extraValue,2,0,float[],6,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,102,HornPipe,extraValue,3,0,float[],6,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,102,HornPipe,extraValue,4,0,float[],6,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,103,GasMask,extraValue,0,0,float[],7,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,103,GasMask,extraValue,1,0,float[],7,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,103,GasMask,extraValue,2,0,float[],7,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,103,GasMask,extraValue,3,0,float[],7,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,103,GasMask,extraValue,4,0,float[],7,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,104,CupOfTea,extraValue,0,0,float[],8,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,104,CupOfTea,extraValue,1,0,float[],8,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,104,CupOfTea,extraValue,2,0,float[],8,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,104,CupOfTea,extraValue,3,0,float[],8,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,104,CupOfTea,extraValue,4,0,float[],8,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,105,IronScoop,extraValue,0,0,float[],9,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,105,IronScoop,extraValue,1,0,float[],9,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,105,IronScoop,extraValue,2,0,float[],9,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,105,IronScoop,extraValue,3,0,float[],9,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,105,IronScoop,extraValue,4,0,float[],9,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,106,DigitalCamera,extraValue,0,0,float[],10,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,106,DigitalCamera,extraValue,1,0,float[],10,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,106,DigitalCamera,extraValue,2,0,float[],10,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,106,DigitalCamera,extraValue,3,0,float[],10,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,106,DigitalCamera,extraValue,4,0,float[],10,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,107,HeavyCrown,extraValue,0,0,float[],11,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,107,HeavyCrown,extraValue,1,0,float[],11,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,107,HeavyCrown,extraValue,2,0,float[],11,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,107,HeavyCrown,extraValue,3,0,float[],11,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,107,HeavyCrown,extraValue,4,0,float[],11,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,108,Revolver,extraValue,0,0,float[],12,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,108,Revolver,extraValue,1,0,float[],12,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,108,Revolver,extraValue,2,0,float[],12,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,108,Revolver,extraValue,3,0,float[],12,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,108,Revolver,extraValue,4,0,float[],12,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,109,IDcard,extraValue,0,0,float[],13,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,109,IDcard,extraValue,1,0,float[],13,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,109,IDcard,extraValue,2,0,float[],13,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,109,IDcard,extraValue,3,0,float[],13,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,109,IDcard,extraValue,4,0,float[],13,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,110,IronShovel,extraValue,0,0,float[],14,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,110,IronShovel,extraValue,1,0,float[],14,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,110,IronShovel,extraValue,2,0,float[],14,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,110,IronShovel,extraValue,3,0,float[],14,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,110,IronShovel,extraValue,4,0,float[],14,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,111,Bomb,extraValue,0,0,float[],15,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,111,Bomb,extraValue,1,0,float[],15,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,111,Bomb,extraValue,2,0,float[],15,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,111,Bomb,extraValue,3,0,float[],15,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,111,Bomb,extraValue,4,0,float[],15,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,112,MythicalBeastMask,extraValue,0,0,float[],16,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,112,MythicalBeastMask,extraValue,1,0,float[],16,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,112,MythicalBeastMask,extraValue,2,0,float[],16,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,112,MythicalBeastMask,extraValue,3,0,float[],16,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,112,MythicalBeastMask,extraValue,4,0,float[],16,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,113,FoldableChair,extraValue,0,0,float[],17,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,113,FoldableChair,extraValue,1,0,float[],17,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,113,FoldableChair,extraValue,2,0,float[],17,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,113,FoldableChair,extraValue,3,0,float[],17,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,113,FoldableChair,extraValue,4,0,float[],17,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,114,MonsterDice,extraValue,0,0,float[],18,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,114,MonsterDice,extraValue,1,0,float[],18,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,114,MonsterDice,extraValue,2,0,float[],18,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,114,MonsterDice,extraValue,3,0,float[],18,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,114,MonsterDice,extraValue,4,0,float[],18,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,115,OilLamp,extraValue,0,0,float[],19,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,115,OilLamp,extraValue,1,0,float[],19,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,115,OilLamp,extraValue,2,0,float[],19,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,115,OilLamp,extraValue,3,0,float[],19,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
relic,115,OilLamp,extraValue,4,0,float[],19,按逗号展开原序列;不是玩家等级,保留空格和哨兵
|
||||
|
@@ -0,0 +1,6 @@
|
||||
规则ID,等级,规则,证据,定位,边界
|
||||
R-05-001,A,普通遗物合成材料字段;level=0;starCount=0;grade=NORMAL;materialLevel=0;materialCount=2,E-relicdata,StringId=relic_NORMAL_0;CSV记录4,字段原值及原注释;尚未验证运行时消费者
|
||||
R-05-002,A,传说遗物材料分支;level=3;starCount=0;grade=LEGEND;sameGradeAnyRelicCount=1,E-relicdata,StringId=relic_LEGEND_0;CSV记录7,字段原值及原注释;尚未验证运行时消费者
|
||||
R-05-003,A,"遗物开放条件原数组;Values=0,7",E-gameconfig,StringId=relicContentsUnlockStage;CSV记录30,字段原值及原注释;尚未验证运行时消费者
|
||||
R-05-004,A,relic 配置含 20 条数据;字段及所有原值见同名表,E-relic,全表,表存在不证明运行时全部启用
|
||||
R-05-005,A,relicdata 配置含 10 条数据;字段及所有原值见同名表,E-relicdata,全表,表存在不证明运行时全部启用
|
||||
|
@@ -0,0 +1,75 @@
|
||||
# 遗物属性与技能:原作数值明细
|
||||
|
||||
slotNum标识槽位,baseStatus/statusValue/isPercent配置属性,skill/skillValue/extraValue配置技能;isMaterial区分材料条目。
|
||||
|
||||
源表:`relic`,共20条记录。[完整CSV](../03-表格/relic.csv) · [原始表](../03-表格/原始表/relic.csv) · [模块数值说明](../03-数值说明.md)。
|
||||
|
||||
保留全部配置记录,包括停用项;数值视图略去文案与美术资源字段,完整字段见CSV。空单元格代表原表空值,-1和0均按原值保留。每张表中的“等级”只适用于该表自己的成长阶段。
|
||||
|
||||
## 字段说明
|
||||
|
||||
| 字段 | 含义 | 原类型 | 原注释 |
|
||||
| --- | --- | --- | --- |
|
||||
| slotNum | 槽位编号 | int | |
|
||||
| isMaterial | 材料标记 | bool | |
|
||||
| baseStatus | 基础属性类型 | EMonoStatus | WeaponStatus |
|
||||
| statusValue | 原字段名,含义见功能规则及原注释 | float[] | 레벨별로 증가되는 수치 |
|
||||
| isPercent | 是否百分比标记(存储缩放需消费者) | bool | % 수치인가? |
|
||||
| skill | 技能引用 | string[] | 각 티어별로 스킬 지정 |
|
||||
| skillValue | 技能数值 | float[] | 스킬 값 |
|
||||
| extraValue | 额外参数 | float[] | 추가 값 |
|
||||
|
||||
## 数值组1
|
||||
|
||||
### 记录1—20
|
||||
|
||||
| Id | StringId | 槽位编号(slotNum) | 材料标记(isMaterial) | 基础属性类型(baseStatus) | statusValue | 是否百分比标记(存储缩放需消费者)(isPercent) | 技能引用(skill) |
|
||||
| --- | --- | --- | --- | --- | --- | --- | --- |
|
||||
| 100 | Scissors | 2 | | AIM | 3,6,9,12,15,18,21,24,27,30 | False | Stat_ATTACK_POWER,DoubleAttack,Stat_HEALTH,DoubleAttackEnforce,Stat_LIFE_STEAL |
|
||||
| 101 | ColdBook | 1 | | HEALTH | 12,24,36,48,60,72,84,96,108,120 | False | Stat_ATTACK_POWER,DoubleFreeze,Stat_HEALTH,DoubleFreezeEnforce,Stat_CRITICAL_RATE |
|
||||
| 102 | HornPipe | 3 | | DEFENSE | 0.6,1.2,1.8,2.4,3,3.6,4.2,4.8,5.4,6 | False | Stat_ATTACK_POWER,DoubleAspdUp,Stat_HEALTH,PointGearPlus,Stat_TOTAL_DAMAGE |
|
||||
| 103 | GasMask | 2 | | AIM | 3,6,9,12,15,18,21,24,27,30 | False | Stat_ATTACK_POWER,DoubleShield,Stat_HEALTH,FreezeSmite,Stat_COUNTER_ATTACK |
|
||||
| 104 | CupOfTea | 0 | | ATTACK_POWER | 2,4,6,8,10,12,14,16,18,20 | False | Stat_ATTACK_POWER,DoubleBonusStat,Stat_HEALTH,TileBossEventBonus,Stat_ATTACK_SPEED |
|
||||
| 105 | IronScoop | 1 | | HEALTH | 12,24,36,48,60,72,84,96,108,120 | False | Stat_ATTACK_POWER,PetStartAttack,Stat_HEALTH,TileExecute,Stat_HEALTH |
|
||||
| 106 | DigitalCamera | 3 | | DEFENSE | 0.6,1.2,1.8,2.4,3,3.6,4.2,4.8,5.4,6 | False | Stat_ATTACK_POWER,TileGoodNotConsume,Stat_HEALTH,PointTrashBonus,Stat_EVASION |
|
||||
| 107 | HeavyCrown | 3 | | DEFENSE | 0.6,1.2,1.8,2.4,3,3.6,4.2,4.8,5.4,6 | False | Stat_ATTACK_POWER,PointBigHousePlus,Stat_HEALTH,PointBigHouse,Stat_DEFENSE |
|
||||
| 108 | Revolver | 0 | | ATTACK_POWER | 2,4,6,8,10,12,14,16,18,20 | False | Stat_ATTACK_POWER,LoopRandomExecute,Stat_HEALTH,LoopBossAttackDelay,Stat_ATTACK_POWER |
|
||||
| 109 | IDcard | 1 | | HEALTH | 12,24,36,48,60,72,84,96,108,120 | False | Stat_ATTACK_POWER,PointLoopInterest,Stat_HEALTH,PointLoopInterestEnforce,Stat_CRITICAL_RATE |
|
||||
| 110 | IronShovel | 3 | | DEFENSE | 0.6,1.2,1.8,2.4,3,3.6,4.2,4.8,5.4,6 | False | Stat_ATTACK_POWER,HouseBonus,Stat_HEALTH,LoopGoodTile,Stat_TOTAL_DAMAGE |
|
||||
| 111 | Bomb | 0 | | ATTACK_POWER | 2,4,6,8,10,12,14,16,18,20 | False | Stat_ATTACK_POWER,EnemyCountAtkUp,Stat_HEALTH,ShieldBomb,Stat_ATTACK_SPEED |
|
||||
| 112 | MythicalBeastMask | 2 | | AIM | 3,6,9,12,15,18,21,24,27,30 | False | Stat_ATTACK_POWER,PotionNotConsume,Stat_HEALTH,PotionUpgradeSale,Stat_AIM |
|
||||
| 113 | FoldableChair | 0 | | ATTACK_POWER | 2,4,6,8,10,12,14,16,18,20 | False | Stat_ATTACK_POWER,PotionLoopCharge,Stat_HEALTH,PotionStartCountLevel,Stat_REGEN_PER_SECOND |
|
||||
| 114 | MonsterDice | 1 | | HEALTH | 12,24,36,48,60,72,84,96,108,120 | False | Stat_ATTACK_POWER,DoubleExecute,Stat_HEALTH,BossEventAtkUp,Stat_KILL_HEAL |
|
||||
| 115 | OilLamp | 2 | | AIM | 3,6,9,12,15,18,21,24,27,30 | False | Stat_ATTACK_POWER,PotionUseThrow,Stat_HEALTH,PotionStartHealLevel,Stat_LIFE_STEAL |
|
||||
| 500 | attack_material | 0 | True | | | | |
|
||||
| 501 | health_material | 1 | True | | | | |
|
||||
| 502 | aim_material | 2 | True | | | | |
|
||||
| 503 | defense_material | 3 | True | | | | |
|
||||
|
||||
## 数值组2
|
||||
|
||||
### 记录1—20
|
||||
|
||||
| Id | StringId | 技能数值(skillValue) | 额外参数(extraValue) |
|
||||
| --- | --- | --- | --- |
|
||||
| 100 | Scissors | 1,100,3,0,5 | 0,0,0,0,0 |
|
||||
| 101 | ColdBook | 1,1,3,1,5 | 0,0,0,0,0 |
|
||||
| 102 | HornPipe | 1,30,3,25,5 | 0,0,0,0,0 |
|
||||
| 103 | GasMask | 1,50,3,30,5 | 0,0,0,0,0 |
|
||||
| 104 | CupOfTea | 1,10,3,0,5 | 0,0,0,0,0 |
|
||||
| 105 | IronScoop | 1,10,3,10,5 | 0,0,0,0,0 |
|
||||
| 106 | DigitalCamera | 1,10,3,1,5 | 0,0,0,0,0 |
|
||||
| 107 | HeavyCrown | 1,2,3,1,10 | 0,0,0,0,0 |
|
||||
| 108 | Revolver | 1,40,3,1,5 | 0,0,0,0,0 |
|
||||
| 109 | IDcard | 1,5,3,5,5 | 0,0,0,0,0 |
|
||||
| 110 | IronShovel | 1,5,3,40,5 | 0,0,0,0,0 |
|
||||
| 111 | Bomb | 1,10,3,100,5 | 0,0,0,0,0 |
|
||||
| 112 | MythicalBeastMask | 1,15,3,10,5 | 0,0,0,0,0 |
|
||||
| 113 | FoldableChair | 1,3,3,1,5 | 0,0,0,0,0 |
|
||||
| 114 | MonsterDice | 1,35,3,15,5 | 0,0,0,0,0 |
|
||||
| 115 | OilLamp | 1,50,3,1,5 | 0,0,0,0,0 |
|
||||
| 500 | attack_material | | |
|
||||
| 501 | health_material | | |
|
||||
| 502 | aim_material | | |
|
||||
| 503 | defense_material | | |
|
||||
|
||||
@@ -0,0 +1,36 @@
|
||||
# 遗物品质星级与合成:原作数值明细
|
||||
|
||||
grade/starCount/level构成成长档,材料需求分materialLevel/materialCount与sameGradeAnyRelicCount。原注释限制带星级材料的使用。
|
||||
|
||||
源表:`relicdata`,共10条记录。[完整CSV](../03-表格/relicdata.csv) · [原始表](../03-表格/原始表/relicdata.csv) · [模块数值说明](../03-数值说明.md)。
|
||||
|
||||
保留全部配置记录,包括停用项;数值视图略去文案与美术资源字段,完整字段见CSV。空单元格代表原表空值,-1和0均按原值保留。每张表中的“等级”只适用于该表自己的成长阶段。
|
||||
|
||||
## 字段说明
|
||||
|
||||
| 字段 | 含义 | 原类型 | 原注释 |
|
||||
| --- | --- | --- | --- |
|
||||
| level | 等级或阶段索引 | int | |
|
||||
| starCount | 星数 | int | |
|
||||
| grade | 品质枚举 | EMonoRelicGrade | |
|
||||
| materialLevel | 合成材料等级 | int | 합성 필요 재료 |
|
||||
| materialCount | 合成材料数量字段 | int | |
|
||||
| sameGradeAnyRelicCount | 同品质任意遗物材料数量 | int | 별 등급 있는 건 재료 불가 |
|
||||
|
||||
## 数值组1
|
||||
|
||||
### 记录1—10
|
||||
|
||||
| Id | StringId | 等级或阶段索引(level) | 星数(starCount) | 品质枚举(grade) | 合成材料等级(materialLevel) | 合成材料数量字段(materialCount) | 同品质任意遗物材料数量(sameGradeAnyRelicCount) |
|
||||
| --- | --- | --- | --- | --- | --- | --- | --- |
|
||||
| 100 | relic_NORMAL_0 | 0 | 0 | NORMAL | 0 | 2 | |
|
||||
| 101 | relic_RARE_0 | 1 | 0 | RARE | 1 | 2 | |
|
||||
| 102 | relic_EPIC_0 | 2 | 0 | EPIC | 2 | 2 | |
|
||||
| 103 | relic_LEGEND_0 | 3 | 0 | LEGEND | | | 1 |
|
||||
| 104 | relic_LEGEND_1 | 4 | 1 | LEGEND | | | 2 |
|
||||
| 105 | relic_LEGEND_2 | 5 | 2 | LEGEND | 5 | 1 | |
|
||||
| 106 | relic_MYTH_0 | 6 | 0 | MYTH | | | 1 |
|
||||
| 107 | relic_MYTH_1 | 7 | 1 | MYTH | | | 1 |
|
||||
| 108 | relic_MYTH_2 | 8 | 2 | MYTH | | | 1 |
|
||||
| 109 | relic_MYTH_3 | 9 | 3 | MYTH | | | |
|
||||
|
||||
@@ -0,0 +1,14 @@
|
||||
# 05-遗物与合成
|
||||
|
||||
负责遗物目录、装备槽、属性技能和品质星级合成。
|
||||
|
||||
1. [模块设计](./01-模块设计文档.md):功能定位、步骤和子功能。
|
||||
2. [规则说明](./02-规则说明.md):条件、成长、投入产出及模块关联。
|
||||
3. [数值说明](./03-数值说明.md):完整数值目录、范围和逐档明细。
|
||||
|
||||
| 子功能 | 记录数 | 数值文档 | CSV |
|
||||
| --- | --- | --- | --- |
|
||||
| 遗物属性与技能 | 20 | [数值明细](./04-数值明细/relic.md) | [CSV](./03-表格/relic.csv) |
|
||||
| 遗物品质星级与合成 | 10 | [数值明细](./04-数值明细/relicdata.md) | [CSV](./03-表格/relicdata.csv) |
|
||||
|
||||
[返回分类导航](../01-功能分类导航.md)
|
||||
Reference in New Issue
Block a user