Commit eb0171b2 authored by Nemo Ma's avatar Nemo Ma

FEAT: Add ALL RANDOM RuleSet

parent 6c10641d
NOUVEAU DAY 68 - ACDTS298 ALL RANDOM RuleSet 覆盖系统修复记录
时间:2025-06-15
操作:修复RuleSet覆盖系统,解决文件冲突问题
=== 问题分析 ===
原始的文件物理替换方案存在严重问题:
1. 文件冲突:多个房间同时使用不同RuleSet时,后初始化的房间会覆盖前面的文件
2. 影响其他房间:普通房间和默认大房间会被迫使用最后一个RuleSet的文件
3. 并发问题:多个房间同时初始化时可能导致文件状态不一致
4. 扩展性差:未来如果有机制大改的RuleSet,会影响所有房间
=== 新的解决方案 ===
采用**基于函数钩子的动态覆盖系统**:
1. 不再物理替换文件
2. 在原始函数中添加RuleSet检测钩子
3. 只在特定RuleSet房间中生效,不影响其他房间
4. 通过函数检测当前房间的RuleSet类型
=== 技术实现 ===
1. **覆盖系统重构**
- 简化了 include/ruleset_override.func.php
- 移除了文件物理替换逻辑
- 添加了 get_current_ruleset_id() 和 is_all_random_mode() 函数
2. **函数钩子添加**
- 在 include/game/itemmain.func.php 的 itemget() 函数中添加钩子
- 在 include/game/itemmix.func.php 的 itemmix_events() 函数中添加钩子
- 在 include/system.func.php 的地图物品刷新和NPC刷新逻辑中添加钩子
3. **检测机制**
- 使用 function_exists('is_all_random_mode') && is_all_random_mode() 进行检测
- is_all_random_mode() 函数直接查询数据库获取当前房间的RuleSet信息
- 不依赖clbpara或其他可能不稳定的变量
4. **随机化逻辑**
- 物品属性随机化:itme和itms在0到原数值的2~7倍之间随机,最小值为1
- 物品特殊属性随机化:从$itemspkinfo中随机选择1-3个属性组合
- 地图物品随机刷新:所有物品都随机刷新到任意地点(排除地点34)
- NPC随机刷新:所有NPC都随机刷新到任意地点(排除地点34)
=== 修改的文件 ===
1. **include/ruleset_override.func.php**
- 重构了整个覆盖系统
- 添加了 get_current_ruleset_id() 函数
- 添加了 is_all_random_mode() 函数
- 移除了文件物理替换逻辑
2. **include/game/itemmain.func.php**
- 在 itemget() 函数开始处添加了RuleSet钩子
- 检测全随机模式并应用物品属性随机化
3. **include/game/itemmix.func.php**
- 在 itemmix_events() 函数开始处添加了RuleSet钩子
- 检测全随机模式并应用合成物品属性随机化
4. **include/system.func.php**
- 在地图物品刷新逻辑中添加了RuleSet钩子
- 在NPC刷新逻辑中添加了RuleSet钩子
- 检测全随机模式并应用位置随机化
5. **include/common.inc.php**
- 添加了 load_ruleset_override_functions() 调用
- 确保覆盖函数在需要时被加载
6. **gamedata/ruleset/ruleset_config.php**
- 清空了 override_modules 配置
- 保留了RuleSet的其他配置
=== 删除的文件 ===
移除了不再需要的覆盖文件:
- gamedata/ruleset/ACDTS_298SP4_AR/include/system.func.php
- gamedata/ruleset/ACDTS_298SP4_AR/include/game/itemmain.func.php
- gamedata/ruleset/ACDTS_298SP4_AR/include/game/itemmix.func.php
- gamedata/ruleset/ACDTS_298SP4_AR/include/game/item.giftbox.php
- gamedata/ruleset/ACDTS_298SP4_AR/include/game/item.other.php
- gamedata/ruleset/ACDTS_298SP4_AR/include/game/item.dice.php
=== 优势 ===
1. **无文件冲突**:不再物理替换文件,每个房间独立运行
2. **向后兼容**:不影响其他RuleSet和普通房间
3. **实时检测**:每次函数调用时都会检测当前房间的RuleSet
4. **易于扩展**:可以轻松添加新的RuleSet特性
5. **调试友好**:保留了调试信息和日志
=== 测试要点 ===
1. 验证ACDTS_298SP4_AR房间中的随机化功能是否正常
2. 验证普通房间和其他RuleSet房间不受影响
3. 验证多个不同RuleSet房间同时运行时的独立性
4. 验证物品获得时的随机化提示信息
5. 验证地图物品和NPC的随机刷新
=== 注意事项 ===
1. 钩子函数会在每次相关操作时执行,性能影响很小
2. 数据库查询被缓存在函数内部,避免重复查询
3. 随机化只在ACDTS_298SP4_AR房间中生效
4. 保持了原有游戏逻辑的完整性
NOUVEAU DAY 68 - ACDTS298 ALL RANDOM RuleSet 实装记录
时间:2025-06-15
操作:实装新的全随机RuleSet
=== 实装内容 ===
1. RuleSet配置
- 在 gamedata/ruleset/ruleset_config.php 中添加了新的RuleSet配置
- 名称:ACDTS298 ALL RANDOM
- 基于:ACDTS_298SP4
- 特性:全地图物品随机刷新,全NPC随机刷新,物品属性完全随机化
2. 特性实现
A. 全地图物品随机刷新
- 修改了 gamedata/ruleset/ACDTS_298SP4_AR/include/system.func.php
- 在地图物品刷新逻辑中添加全随机模式检测
- 当检测到 $gamevars['ruleset_version'] == 'ACDTS_298SP4_AR' 时,所有物品都随机刷新到任意地点
B. 全NPC随机刷新
- 在同一文件的addnpc函数中添加全随机模式检测
- 当为全随机模式时,所有NPC都随机刷新到任意地点(排除地点34)
C. 物品属性随机化
- 修改了 gamedata/ruleset/ACDTS_298SP4_AR/include/game/itemmain.func.php
- 在itemget函数中添加随机化逻辑,影响捡拾物品
- 修改了 gamedata/ruleset/ACDTS_298SP4_AR/include/game/itemmix.func.php
- 在itemmix_events函数中添加随机化逻辑,影响合成物品
3. 随机化规则
- itme和itms:在0到原数值的2~7倍之间随机生成,最小值为1
- itmsk:从resources_1.php的$itemspkinfo中随机选择1-3个属性组合
4. 文件结构
- 创建了 gamedata/ruleset/ACDTS_298SP4_AR/include/ 目录
- 创建了 gamedata/ruleset/ACDTS_298SP4_AR/include/game/ 目录
- 复制并修改了三个核心文件:
* system.func.php
* itemmain.func.php
* itemmix.func.php
5. override_modules配置
- 在RuleSet配置中设置了override_modules,指向修改后的文件
- 确保游戏加载RuleSet专用的逻辑文件而不是默认文件
=== 技术细节 ===
1. 全随机模式检测
- 使用 $gamevars['ruleset_version'] == 'ACDTS_298SP4_AR' 进行检测
- 在clbpara中也设置了 'all_random_mode' => true 标记
2. 随机化实现
- 物品刷新:使用 rand(1,$plsnum-1) 随机选择地点
- NPC刷新:同样使用 rand(1,$plsnum-1),排除地点34
- 属性随机化:使用 rand(2,7) 生成倍数,rand(0, 原值*倍数) 生成新值
3. 资源文件引用
- 使用 include_once GAME_ROOT.'./gamedata/ruleset/ACDTS_298SP4_AR/cache/resources_1.php'
- 从$itemspkinfo中获取可用的物品属性键值
=== 用户体验 ===
1. 视觉反馈
- 在物品获得和合成时显示"【全随机模式】物品属性已随机化!"提示
- 使用cyan颜色突出显示随机化信息
2. 游戏平衡
- 设置了最小值保护,防止属性为0
- 保持了原有的特殊物品逻辑(如诅咒物品等)
=== 补充实装 ===
4. 额外物品获得途径覆盖
- 复制并添加了 item.giftbox.php(礼品盒开启)
- 复制并添加了 item.other.php(其他特殊物品使用)
- 复制并添加了 item.dice.php(骰子类物品)
- 这些文件都使用itemget函数,所以随机化逻辑会自动应用
5. 最终override_modules配置
- system.func.php:地图物品和NPC随机刷新
- itemmain.func.php:物品捡拾随机化
- itemmix.func.php:物品合成随机化
- item.giftbox.php:礼品盒物品随机化
- item.other.php:特殊物品使用随机化
- item.dice.php:骰子物品随机化
6. 随机化覆盖范围
- 地图物品刷新:100%随机位置
- NPC刷新:100%随机位置
- 物品捡拾:属性完全随机化
- 物品合成:属性完全随机化
- 商店购买:属性完全随机化(通过itemget)
- 礼品盒开启:属性完全随机化
- 特殊物品使用:属性完全随机化
- 骰子物品:属性完全随机化
- 尸体搜刮:属性完全随机化(通过itemget)
- 同调合成:属性完全随机化(通过itemget)
=== 下一步 ===
1. 需要测试RuleSet是否能正确加载
2. 验证随机化逻辑是否正常工作
3. 测试各种物品获得途径的随机化效果
4. 可能需要调整随机化参数以获得更好的游戏体验
=== 问题诊断与修复 ===
在测试中发现override_modules功能没有正常工作,表现为:
1. 物品和NPC刷新依旧有规律
2. 物品获得时没有显示随机化log,且属性没有被随机化
问题原因:
1. RuleSet的override_modules功能还没有被实现
2. 游戏中的include文件都是直接使用include_once加载,没有经过任何override机制
解决方案:
1. 创建了 include/ruleset_override.func.php 文件覆盖系统
2. 修改了 include/common.inc.php 的加载顺序,先初始化覆盖系统再加载system.func.php
3. 实现了文件覆盖机制,通过复制文件的方式实现覆盖
4. 修改了随机化检测逻辑,直接查询数据库获取房间的RuleSet信息
技术实现:
1. setup_file_overrides()函数:备份原文件,用覆盖文件替换原文件
2. restore_original_files()函数:恢复原始文件
3. 修改了所有随机化检测代码,使用数据库查询而不是依赖clbpara
=== 注意事项 ===
1. 该RuleSet继承了ACDTS_298SP4的所有资源和配置
2. 只覆盖了必要的逻辑文件,其他功能保持不变
3. 随机化只在该RuleSet中生效,不影响其他RuleSet
4. 所有通过itemget函数获得的物品都会被随机化
5. 随机化检测使用数据库查询房间的gruleset字段进行判断
6. 文件覆盖通过物理复制实现,需要确保文件权限正确
7. 覆盖系统会自动备份原文件到gamedata/backup_original/目录
NOUVEAU DAY 68 - ACDTS298 ALL RANDOM RuleSet 纯钩子系统重构记录
时间:2025-06-15
操作:重构为纯钩子系统,彻底分离默认逻辑和RuleSet逻辑
=== 问题分析 ===
之前的方案仍然存在问题:
1. 逻辑污染:在默认include文件中添加了只有特定RuleSet才需要的逻辑
2. 代码重复:ruleset_override.func.php和默认include文件中出现了相同的随机化逻辑
3. 维护困难:如果要修改随机化逻辑,需要在多个地方修改
4. 违反设计原则:默认文件应该保持纯净,不包含特定RuleSet的逻辑
=== 新的解决方案 ===
采用**纯钩子系统**:
1. 默认include文件只提供钩子接口,不包含任何RuleSet特定逻辑
2. 所有RuleSet特定逻辑都在RuleSet文件中实现
3. 通过函数存在性检测来调用钩子
4. 完全分离默认逻辑和RuleSet逻辑
=== 技术实现 ===
1. **钩子接口设计**
- `ruleset_itemget_hook(&$data)`:物品获得前处理钩子
- `ruleset_itemmix_hook(&$data)`:合成物品前处理钩子
- `ruleset_should_randomize_item($imap, $iarea, $an)`:检查地图物品是否需要随机化
- `ruleset_should_randomize_npc($npc_pls)`:检查NPC是否需要随机化
- `ruleset_get_random_npc_location($plsnum)`:获取随机NPC位置
2. **默认文件修改**
- include/game/itemmain.func.php:只添加钩子调用,不包含具体逻辑
- include/game/itemmix.func.php:只添加钩子调用,不包含具体逻辑
- include/system.func.php:只添加钩子调用,不包含具体逻辑
3. **RuleSet文件实现**
- gamedata/ruleset/ACDTS_298SP4_AR/include/ruleset_functions.php:实现所有钩子函数
- 包含完整的随机化逻辑
- 使用is_all_random_mode()进行检测
=== 修改的文件 ===
1. **include/game/itemmain.func.php**
```php
// RuleSet钩子:物品获得前处理
if(function_exists('ruleset_itemget_hook')) {
ruleset_itemget_hook($data);
extract($data,EXTR_REFS); // 重新提取可能被修改的变量
}
```
2. **include/game/itemmix.func.php**
```php
// RuleSet钩子:合成物品前处理
if(function_exists('ruleset_itemmix_hook')) {
ruleset_itemmix_hook($data);
extract($data,EXTR_REFS); // 重新提取可能被修改的变量
}
```
3. **include/system.func.php**
```php
// 地图物品刷新钩子
$force_random = function_exists('ruleset_should_randomize_item') &&
ruleset_should_randomize_item($imap, $iarea, $an);
// NPC刷新钩子
if(function_exists('ruleset_should_randomize_npc') &&
ruleset_should_randomize_npc($npc['pls'])) {
if(function_exists('ruleset_get_random_npc_location')) {
$npc['pls'] = ruleset_get_random_npc_location($plsnum);
}
}
```
4. **gamedata/ruleset/ACDTS_298SP4_AR/include/ruleset_functions.php**
- 实现了所有钩子函数
- 包含完整的随机化逻辑
- 使用数据引用传递修改物品属性
=== 钩子函数详细说明 ===
1. **ruleset_itemget_hook(&$data)**
- 在物品获得时调用
- 修改$data数组中的itme0、itms0、itmsk0
- 添加随机化提示信息
2. **ruleset_itemmix_hook(&$data)**
- 在合成物品时调用
- 修改$data数组中的itme0、itms0、itmsk0
- 添加随机化提示信息
3. **ruleset_should_randomize_item($imap, $iarea, $an)**
- 检查地图物品是否需要随机刷新
- 返回布尔值
4. **ruleset_should_randomize_npc($npc_pls)**
- 检查NPC是否需要随机刷新
- 返回布尔值
5. **ruleset_get_random_npc_location($plsnum)**
- 获取随机NPC位置
- 排除地点34
- 返回随机位置编号
=== 优势 ===
1. **完全分离**:默认文件和RuleSet逻辑完全分离
2. **无逻辑污染**:默认文件保持纯净,只包含钩子接口
3. **易于维护**:所有RuleSet逻辑都在一个文件中
4. **高度可扩展**:可以轻松添加新的钩子和功能
5. **向后兼容**:不影响其他RuleSet和普通房间
6. **性能友好**:只在需要时调用钩子函数
=== 设计原则 ===
1. **单一职责**:每个钩子函数只负责一个特定功能
2. **接口隔离**:钩子接口简洁明确
3. **依赖倒置**:默认文件依赖抽象接口,不依赖具体实现
4. **开闭原则**:对扩展开放,对修改封闭
=== 测试要点 ===
1. 验证ACDTS_298SP4_AR房间中的随机化功能是否正常
2. 验证普通房间完全不受影响
3. 验证钩子函数只在需要时被调用
4. 验证数据传递和修改的正确性
5. 验证随机化提示信息的显示
=== 注意事项 ===
1. 钩子函数使用引用传递修改数据
2. 需要在钩子调用后重新extract变量
3. 钩子函数应该进行必要的检查和验证
4. 保持钩子接口的稳定性和向后兼容性
......@@ -503,6 +503,26 @@ $areainfo = Array
"一间孤独的小屋子。<br>貌似没有人住在这里了。<br>门上贴着告示:<br>TRAIN WITH MY HOLOGRAM IF YOU WANT TO --- GA-04<br>"
);
$hplsinfo = Array
(
# 隐藏地点列表。位于哪组隐藏地点是通过使用players表内字段'pgroup'判断的。隐藏地点的编号不能与标准地点编号重复。
# 0是标准地图组。另附:254号被我用来扔销毁过的尸体了……如果登记成一个地图的话,倒也不会在里面摸到尸体,但是……怎么说呢……阴气太重了!
# TODO:还有一个大工程没做:只能听到同一地图组内的声音信息。现在先偷懒设置成隐藏地图内不会产生声音了。
1 => Array
(
101 => '测试地图1A',
102 => '测试地图2A',
103 => '测试地图3A',
),
2 => Array
(
111 => '测试地图1B',
112 => '测试地图2B',
113 => '测试地图3B',
114 => '测试地图4B',
),
);
/*Error settings*/
$_ERROR = Array
(
......
......@@ -461,6 +461,26 @@ $areainfo = Array
"一间孤独的小屋子。<br>貌似没有人住在这里了。<br>门上贴着告示:<br>TRAIN WITH MY HOLOGRAM IF YOU WANT TO --- GA-04<br>"
);
$hplsinfo = Array
(
# 隐藏地点列表。位于哪组隐藏地点是通过使用players表内字段'pgroup'判断的。隐藏地点的编号不能与标准地点编号重复。
# 0是标准地图组。另附:254号被我用来扔销毁过的尸体了……如果登记成一个地图的话,倒也不会在里面摸到尸体,但是……怎么说呢……阴气太重了!
# TODO:还有一个大工程没做:只能听到同一地图组内的声音信息。现在先偷懒设置成隐藏地图内不会产生声音了。
1 => Array
(
101 => '测试地图1A',
102 => '测试地图2A',
103 => '测试地图3A',
),
2 => Array
(
111 => '测试地图1B',
112 => '测试地图2B',
113 => '测试地图3B',
114 => '测试地图4B',
),
);
/*Infomations*/
$_INFO = Array
(
......
......@@ -499,70 +499,58 @@ $iteminfo = Array(//注意顺序,AB必须在A的前面,以此类推
'Z' => '特殊',#不可合并
);
$itemspkinfo = Array(
'' => '无',
'A' => '防具强化',
'B' => '武器强化',
'C' => '攻击强化',
'D' => '防御强化',
'E' => '敏捷强化',
'F' => '幸运强化',
'G' => '经验强化',
'H' => '金钱强化',
'I' => '生命强化',
'J' => '体力强化',
'K' => '怒气强化',
'L' => '全能强化',
'M' => '负重强化',
'N' => '移动强化',
'O' => '探索强化',
'P' => '恢复强化',
'Q' => '合成强化',
'R' => '交易强化',
'S' => '特殊强化',
'T' => '时间强化',
'U' => '诅咒效果',
'V' => '诅咒装备',
'W' => '武器专精',
'X' => '防具专精',
'Y' => '道具专精',
'Z' => '综合专精',
'^' => '鱼篮',
'a' => '属性吸收',
'b' => '属性反射',
'c' => '属性无效',
'd' => '必杀强化',
'e' => '电击强化',
'f' => '火焰强化',
'g' => '毒素强化',
'h' => '冰冻强化',
'i' => '混乱强化',
'j' => '麻痹强化',
'k' => '吸血强化',
'l' => '吸魔强化',
'm' => '反击强化',
'n' => '先制强化',
'o' => '回避强化',
'p' => '命中强化',
'q' => '暴击强化',
'r' => '连击强化',
's' => '穿透强化',
't' => '范围强化',
'u' => '追击强化',
'v' => '反噬强化',
'w' => '封印强化',
'x' => '解封强化',
'y' => '净化强化',
'z' => '复活强化',
'1' => '一级效果',
'2' => '二级效果',
'3' => '三级效果',
'4' => '四级效果',
'5' => '五级效果',
'6' => '六级效果',
'7' => '七级效果',
'8' => '八级效果',
'9' => '九级效果',
'0' => '零级效果',
'A' => '全系防御',
'a' => '属性防御',
'B' => '伤害抹消',
'b' => '属性抹消',
'C' => '防投',
'c' => '重击辅助',
'D' => '防爆',
'd' => '爆炸',
'E' => '绝缘',
'e' => '电击',
'F' => '防符',
'f' => '灼焰',
'G' => '防弹',
'g' => '同志',
'H' => 'HP制御',
'h' => '伤害制御',
'I' => '防冻',
'i' => '冻气',
'J' => '超量素材',
'j' => '多重',
'K' => '防斩',
'k' => '冰华',
'L' => '致残',
'l' => '热恋',
'M' => '陷阱探测',
'm' => '陷阱迎击',
'N' => '冲击',
'n' => '贯穿',
'o' => '一发',
'P' => '防殴',
'p' => '带毒',
'q' => '防毒',
'R' => '混沌',
'r' => '连击',
'S' => '消音',
's' => '调整',
'U' => '防火',
'u' => '火焰',
'V' => '诅咒',
'v' => '灵魂绑定',
'W' => '隔音',
'w' => '音波',
'X' => '直死', //NPC专用
'x' => '奇迹',
'y' => '破格', //属穿
'Z' => '菁英',
'z' => '天然',
'-' => '精神抽取',
'*' => '灵魂抽取',
'+' => '技能抽取',
//'|' => '<:DUMMY:>', //箭矢用的分隔符
//'🔰' => ' ', //判定物品已经被残想兵器改过名,用来干掉一些应该干掉的判定
);
$shops = Array(0,14,27);
$hospitals = Array(11,19,32);
......@@ -602,6 +590,27 @@ $plsinfo = Array(
32=>'SCP研究设施',
33=>'■■■■'
);
$hplsinfo = Array
(
# 隐藏地点列表。位于哪组隐藏地点是通过使用players表内字段'pgroup'判断的。隐藏地点的编号不能与标准地点编号重复。
# 0是标准地图组。另附:254号被我用来扔销毁过的尸体了……如果登记成一个地图的话,倒也不会在里面摸到尸体,但是……怎么说呢……阴气太重了!
# TODO:还有一个大工程没做:只能听到同一地图组内的声音信息。现在先偷懒设置成隐藏地图内不会产生声音了。
1 => Array
(
101 => '测试地图1A',
102 => '测试地图2A',
103 => '测试地图3A',
),
2 => Array
(
111 => '测试地图1B',
112 => '测试地图2B',
113 => '测试地图3B',
114 => '测试地图4B',
),
);
$xyinfo = Array(
0=>'B-2',
1=>'A-6',
......
<?php
if(!defined('IN_GAME')) exit('Access Denied');
$npcinit = array
(
'name' => '', 'pass' => 'bra', 'gd' => 'm', 'icon' => 0, 'club' => 0,
'mhp' => 0, 'msp' => 0, 'att' => 0, 'def' => 0, 'pls' => 0, 'lvl' => 0,
'money' => 0, 'inf' => '', 'rage' => 0, 'pose' => 0, 'tactic' => 0,
'killnum' => 0, 'state' => 1, 'teamID' => '', 'teamPass' => '','bid' => 0,
'wep' => '', 'wepk' => '', 'wepe' => 0, 'weps' => 0, 'wepsk' => '',
'arb' => '', 'arbk' => '', 'arbe' => 0, 'arbs' => 0, 'arbsk' => '',
'arh' => '', 'arhk' => '', 'arhe' => 0, 'arhs' => 0, 'arhsk' => '',
'arf' => '', 'arfk' => '', 'arfe' => 0, 'arfs' => 0, 'arfsk' => '',
'ara' => '', 'arak' => '', 'arae' => 0, 'aras' => 0, 'arask' => '',
'art' => '', 'artk' => '', 'arte' => 0, 'arts' => 0, 'artsk' => '',
'itm0' => '', 'itmk0' => '', 'itme0' => 0, 'itms0' => 0, 'itmsk0' => '',
'itm1' => '', 'itmk1' => '', 'itme1' => 0, 'itms1' => 0, 'itmsk1' => '',
'itm2' => '', 'itmk2' => '', 'itme2' => 0, 'itms2' => 0, 'itmsk2' => '',
'itm3' => '', 'itmk3' => '', 'itme3' => 0, 'itms3' => 0, 'itmsk3' => '',
'itm4' => '', 'itmk4' => '', 'itme4' => 0, 'itms4' => 0, 'itmsk4' => '',
'itm5' => '', 'itmk5' => '', 'itme5' => 0, 'itms5' => 0, 'itmsk5' => '',
'itm6' => '', 'itmk6' => '', 'itme6' => 0, 'itms6' => 0, 'itmsk6' => '',
);
$anpcinfo = array
(
4 => array
(
'mode' => 1,
'num' => 1,
'pass' => 'bra',
'club' => 9,
'bid' => 0,
'inf' => '',
'state' => 1,
'rage' => 10,
'pose'=> 4,
'tactic' => 4,
'killnum' => 0,
'teamID' => '',
'teampsss' => '',
'gd' => 'f',
'pls' => 33,
'mhp' => 300,
'msp' => 400,
'att' => 800000,
'def' => 800000,
'lvl' => 250,
'skill' => 50000,
'money' => 1,
'arb' => '黑色连衣裙',
'arbk' => 'DB',
'arbe' => 800,
'arbs' => 20,
'arbsk' => 'Aa',
'arh' => '红色的丝带',
'arhk' => 'DH',
'arhe' => 800,
'arhs' => 15,
'arhsk' => 'B',
'arf' => '黑色布鞋',
'arfk' => 'DF',
'arfe' => 800,
'arfs' => 21,
'ara' => '红色的丝带',
'arak' => 'DA',
'arae' => 800,
'aras' => 15,
'arask' => 'b',
'art' => '十字发卡',
'artk' => 'Y',
'arte' => 1,
'arts' => 1,
'sub' => array
(
0 => array
(
'name' => '■',
'icon' => 83,
'wep' => '红色的丝带',
'wepk' => 'WP',
'wepe' => 800,
'weps' => 20,
'wepsk' => 'u',
),
),
),
7 => array
(
'mode' => 1,
'num' => 3,
'pass' => 'bra',
'club' => 9,
'bid' => 0,
'inf' => '',
'rage' => 100,
'pose'=> 1,
'tactic' => 3,
'killnum' => 0,
'teamID' => '',
'teampsss' => '',
'pls' => 99,
'mhp' => 2550,
'msp' => 400,
'att' => 250,
'def' => 750,
'lvl' => 60,
'skill' => 500,
'money' => 24000,
'arb' => '【执行官装甲-改】',
'arbk' => 'DB',
'arbe' => 700,
'arbs' => 120,
'arbsk' => 'Aa',
'arh' => '【执行官头盔-改】',
'arhk' => 'DH',
'arhe' => 500,
'arhs' => 120,
'arhsk' => '',
'arf' => '【执行官战靴-改】',
'arfk' => 'DF',
'arfe' => 480,
'arfs' => 120,
'arfsk' => '',
'ara' => '【执行官护手-改】',
'arak' => 'DA',
'arae' => 480,
'aras' => 120,
'arask' => 'c',
'art' => '【HP制御系统】',
'artk' => 'A',
'arte' => 1,
'arts' => 1,
'artsk' => 'H',
// 'itm5' => '好人卡',
// 'itmk5' => 'Y',
// 'itme5' => 1,
// 'itms5' => 240,
'sub' => array
(
0 => array
(
'name' => '电击使 御坂 美琴',
'icon' => 41,
'gd' => 'f',
'wep' => '【科学的超电磁炮-改】',
'wepk' => 'WG',
'wepe' => 770,
'weps' => 999,
'wepsk' => 'ed',
'itm1' => '社员专用的ID卡',
'itmk1' => 'Z',
'itme1' => 1,
'itms1' => 1,
),
1 => array
(
'name' => '班主任 坂持 金发',
'icon' => 42,
'gd' => 'm',
'wep' => '【水素粒子水铁炮-改】',
'wepk' => 'WG',
'wepe' => 770,
'weps' => 999,
'wepsk' => 'id',
'itm1' => '社员专用的ID卡',
'itmk1' => 'Z',
'itme1' => 1,
'itms1' => 1,
),
2 => array
(
'name' => '花之领主 风见 幽香',
'icon' => 43,
'gd' => 'f',
'wep' => '魔炮【元祖二重魔炮】',
'wepk' => 'WF',
'wepe' => 770,
'weps' => 999,
'wepsk' => 'pd',
'itm1' => '社员专用的ID卡',
'itmk1' => 'Z',
'itme1' => 1,
'itms1' => 1,
),
),
),
12 => array
(
'mode' => 1,
'num' => 1,
'pass' => 'bra',
'club' => 99,
'bid' => 0,
'inf' => '',
'state' => 1,
'rage' => 10,
'pose'=> 4,
'tactic' => 4,
'killnum' => 0,
'teamID' => '',
'teampsss' => '',
'gd' => 'f',
'pls' => 99,
'mhp' => 1800,
'msp' => 400,
'att' => 150,
'def' => 260,
'lvl' => 18,
'skill' => 30,
'money' => 1,
'arb' => '黑色哥特装',
'arbk' => 'DB',
'arbe' => 25,
'arbs' => 20,
'arh' => '不明饰物',
'arhk' => 'DH',
'arhe' => 12,
'arhs' => 15,
'arf' => '黑色布鞋',
'arfk' => 'DF',
'arfe' => 18,
'arfs' => 21,
'ara' => '黑铁镣铐',
'arak' => 'DA',
'arae' => 5,
'aras' => 15,
'art' => '镣铐的碎片',
'artk' => 'Y',
'arte' => 1,
'arts' => 1,
'sub' => array
(
0 => array
(
'name' => 'Dark Force幼体',
'icon' => 81,
'wep' => 'RV『Black Riper』',
'wepk' => 'WG',
'wepe' => 80,
'weps' => 125,
'wepsk' => 'c',
),
),
),
13 => array(
'mode' => 1,
'num' => 1,
'pass' => 'bra',
'club' => 99,
'bid' => 0,
'inf' => '',
'state' => 1,
'rage' => 5,
'pose'=> 0,
'tactic' => 0,
'killnum' => 0,
'teamID' => '循环',
'teampsss' => 'circle',
'gd' => 'f',
'pls' => 99,
'mhp' => 600,
'msp' => 400,
'att' => 150,
'def' => 100,
'lvl' => 10,
'skill' => 50,
'money' => 500,
'arb' => '旧式布拉吉',
'arbk' => 'DB',
'arbe' => 75,
'arbs' => 20,
'arbsk' => '',
'arh' => '蝙蝠羽翼帽子',
'arhk' => 'DH',
'arhe' => 75,
'arhs' => 20,
'arf' => '女式皮鞋',
'arfk' => 'DF',
'arfe' => 75,
'arfs' => 20,
'ara' => '粉色披风',
'arak' => 'DA',
'arae' => 50,
'aras' => 25,
'art' => '飞行之愿',
'artk' => 'A',
'arte' => 1,
'arts' => 1,
'artsk' => 'H',
'sub' => array
(
0 => array
(
'name' => '库特',
'icon' => 8,
'wep' => '光束镰刀',
'wepk' => 'WK',
'wepe' => 100,
'weps' => 36,
'wepsk' => 'ec',
),
),
),
);
?>
\ No newline at end of file
<?php
//基础反击率
$counter_obbs = Array('N' => 60, 'P' => 60, 'K' => 60, 'G' => 50, 'C' => 70, 'D' => 0, 'F'=> 50);
//各种攻击方式的射程,射程大者可以反击射程小者,此外射程为0则代表不能反击任何系但也不能被任何系反击
$rangeinfo = Array('N' => 3, 'P' => 3, 'K' => 3, 'G' => 7, 'C' => 5, 'D' => 0, 'F'=> 1);
//各种攻击方式的基础命中率
$hitrate_obbs = Array('N' => 80, 'P' => 80, 'K' => 75, 'G' => 70, 'C' => 70, 'D' => 60, 'F' => 85);
//$hitrate_obbs = Array('N' => 80, 'P' => 80, 'K' => 80, 'G' => 75, 'C' => 100, 'D' => 60, 'F' => 70);
//各种攻击方式的最高命中率
$hitrate_max_obbs = Array('N' => 90, 'P' => 90, 'K' => 85, 'G' => 95, 'C' => 96, 'D' => 70, 'F' => 96);
//熟练度对命中的影响,每点熟练增加的命中,可以考虑区分武器
$hitrate_r = Array('N' => 0.025, 'P' => 0.025, 'K' => 0.025, 'G' => 0.05, 'C' => 0.25, 'D' => 0.02, 'F'=> 0.1);
//$hitrate_r = Array('N' => 0.02, 'P' => 0.02, 'K' => 0.02, 'G' => 0.01, 'C' => 0, 'D' => 0.03, 'F'=> 0.05);
//各种攻击方式的伤害变动范围,越少越稳定。
$dmg_fluc = Array('N' => 15, 'P' => 15, 'K' => 40, 'G' => 20, 'C' => 5, 'D' => 25, 'F'=> 10);
//熟练度对伤害的影响,每点熟练度增加的伤害
$skill_dmg = Array('N' => 0.6, 'P' => 0.6, 'K' => 0.65, 'G' => 0.6, 'C' => 0.4, 'D' => 0.75, 'F'=> 0.4);
//$skill_dmg = Array('N' => 0.5, 'P' => 0.5, 'K' => 0.5, 'G' => 0.6, 'C' => 0.3, 'D' => 0.4, 'F'=> 1.2);
//各种攻击方式可能导致受伤的部位
$infatt = Array('N' => '', 'P' => 'ha', 'K' =>'bha', 'G' =>'bhaf', 'C'=> 'ha', 'D' => 'bhaf', 'F'=> 'bhaf');
//各种攻击方式的致伤率
$infobbs = Array('N' => 5, 'P' => 15, 'K' => 35, 'G' => 20, 'C' => 10, 'D' => 45, 'F' => 30);
//$infobbs = Array('N' => 5, 'P' => 15, 'K' => 30, 'G' => 30, 'C' => 15, 'D' => 40, 'F' => 30);
//各种攻击方式的武器损伤概率
$wepimprate = Array('N' => -1, 'P' => 12, 'K' => 30, 'G' => -1, 'C' => -1, 'D' => -1, 'F' => -1);
//特殊效果发生的概率,这里指属性,跟武器系别无关
$specialrate = Array('N' => 40, 'n' => 30, 'B' => 95 ,'b' => 95);
//属性攻击登录
$ex_attack = Array('p', 'u', 'i', 'd', 'e','w','f','k');
//各种属性攻击的得意武器( 伤害2倍)
$ex_good_wep = Array('p' => 'K','u' => 'G','i'=> 'C','d' => 'D', 'e' => 'P', 'w' => 'D');
//各种属性攻击的得意社团(致伤命中率+20)
$ex_good_club = Array('p' => 8,'e' => 7);
//各种属性攻击的克制属性
$ex_dmg_def = Array('p' => 'q', 'u' => 'U', 'i'=>'I','d' => 'D','e' => 'E','w'=>'W');
//各种属性攻击的基础伤害
$ex_base_dmg = Array('p' => 15, 'u' => 25, 'i'=> 10, 'd'=> 1,'e' => 15,'w' => 20,'f' => 5,'k' => 5);
//各种属性攻击的最大伤害值,游戏中,属性攻击伤害不会超过这个参数,0则不限制伤害
$ex_max_dmg = Array('p' => 90, 'u' => 120, 'i'=> 80, 'd'=> 0,'e' => 100,'w' => 100,'f' => 0,'k' => 0);
//各种属性攻击的伤害武器参数,越小伤害上升越快
$ex_wep_dmg = Array('p' => 10, 'u' => 5, 'i'=> 12, 'd'=> 2,'e' => 10,'w' => 12,'f' => 4,'k' => 5);
//各种属性攻击的伤害熟练参数,越小伤害上升越快
$ex_skill_dmg = Array('p' => 15, 'u' => 20, 'i'=> 20 ,'d'=> 500,'e' => 20,'w' => 15,'f' => 40,'k' => 30);
//各种属性攻击的伤害浮动范围
$ex_dmg_fluc = Array('p' => 15, 'u' => 30, 'i'=> 10,'d'=> 20,'e' => 5,'w' => 15,'f' => 30,'k' => 10);
//属性攻击导致的异常状态登录
$ex_inf = Array('p' => 'p', 'u' => 'u', 'i'=> 'i','e' => 'e','w' => 'w','f' => 'u','k' => 'i');
//已经进入异常状态对属性攻击伤害的影响
$ex_inf_punish = Array('p' => 2, 'u' => 1, 'i'=> 0.75,'d' => 1,'e' => 1,'w'=>1.5,'f' => 1.5,'k' => 1.5);
//各种属性攻击的初始致异常状态率
$ex_inf_r = Array('p' => 5, 'u' => 10, 'i'=> 5,'e' => 5,'w'=> 5,'f' => 25,'k' => 25);
//各种属性攻击的最高致异常状态率
$ex_max_inf_r = Array('p' => 60, 'u' => 40, 'i'=> 50,'e' => 50,'w'=> 40,'f' => 70,'k' => 80);
//熟练度对致异常状态率的影响
$ex_skill_inf_r = Array('p' => 0.1, 'u' => 0.05, 'i'=> 0.08,'e' => 0.08,'w' => 0.08, 'f' => 0.1, 'k' => 0.1);
//各种受伤状态对战斗攻击力的影响因子
$inf_att_p = Array('a'=> 0.75,'u'=> 0.6);
//各种受伤状态对战斗防御力的影响因子
$inf_def_p = Array('b'=> 0.75,'i'=> 0.9,'w'=>0.75);
//各种受伤状态对战斗命中率的影响因子
$inf_htr_p = Array('h' => 0.75,'i'=> 0.8,'e' => 0.9);
//各种受伤状态对战斗先攻率的影响因子
$inf_active_p = Array('i'=> 0.9,'e' => 0.2,'w'=> 0.8);
//各种受伤状态对战斗反击率的影响因子
$inf_counter_p = Array('i'=> 0.9,'e' => 0.2,'w'=> 0.8);
?>
\ No newline at end of file
<?php
if(!defined('IN_GAME')) exit('Access Denied');
$enpcinfo = array
(
12 => array(
'Dark Force幼体' => array(
'name' => 'Dark Force',
'gd' => 'f',
'icon' => 82,
'club' => 0,
'bid' => 0,
'inf' => '',
'rage' => 255,
'state' => 1,
'pose'=> 1,
'tactic' => 3,
'killnum' => 99,
'mhp' => 30000000,
'msp' => 4000,
'att' => 5730,
'def' => 4000,
'lvl' => 200,
'skill' => 3200,
'money' => 1,
'wep' => '『地球尽灭光』',
'wepk' => 'WF',
'wepe' => 1000000,
'weps' => 360,
'wepsk' => 'rd',
'arb' => '洁白羽翼',
'arbk' => 'DB',
'arbe' => 6000,
'arbs' => 400,
'arbsk' => 'Ab',
'arh' => '洁白羽翼',
'arhk' => 'DH',
'arhe' => 4000,
'arhs' => 300,
'arf' => '洁白羽翼',
'arfk' => 'DF',
'arfe' => 4000,
'arfs' => 300,
'ara' => '洁白羽翼',
'arak' => 'DA',
'arae' => 4000,
'aras' => 300,
'art' => '洁白羽翼',
'artk' => 'A',
'arte' => 200,
'arts' => 300,
'artsk' => 'c',
'itm1' => '挑战者之证',
'itmk1' => 'WK',
'itme1' => 1,
'itms1' => 1,
'itm2' => '游戏解除钥匙',
'itmk2' => 'Y',
'itme2' => 1,
'itms2' => 1,
)
),
14 => array(
'讲解员 梦美' => array
(
'name' => '战斗模式 梦美',
'gd' => 'f',
'icon' => 62,
'club' => 4,
'inf' => '',
'rage' => 225,
'state' => 1,
'pose'=> 1,
'tactic' => 3,
'mhp' => 6700,
'msp' => 500,
'att' => 2840,
'def' => 1800,
'lvl' => 69,
'skill' => 300,
'money' => 46000,
'wep' => '格林多管激光炮',
'wepk' => 'WG',
'wepe' => 900,
'weps' => 1460,
'wepsk' => 'redN',
'arb' => '高密度金属护甲',
'arbk' => 'DB',
'arbe' => 3200,
'arbs' => 270,
'arbsk' => 'A',
'arh' => '热源能量缎带',
'arhk' => 'DH',
'arhe' => 1800,
'arhs' => 150,
'arhsk' => 'b',
'arf' => '波动能量缎带',
'arfk' => 'DF',
'arfe' => 1800,
'arfs' => 150,
'arfsk' => 'M',
'ara' => '生物能量缎带',
'arak' => 'DA',
'arae' => 1800,
'aras' => 150,
'arask' => 'ac',
'art' => '世灭之愿',
'artk' => 'A',
'arte' => 1,
'arts' => 1,
'artsk' => 'H',
'itm1' => '歌词卡片【海洋】',
'itmk1' => 'Y',
'itme1' => 1,
'itms1' => 1
),
'吉祥物 库特' => array
(
'name' => '科学监察 莱卡',
'gd' => 'f',
'icon' => 64,
'club' => 4,
'inf' => '',
'rage' => 225,
'state' => 1,
'pose'=> 1,
'tactic' => 3,
'mhp' => 8200,
'msp' => 500,
'att' => 1717,
'def' => 1591,
'lvl' => 74,
'skill' => 350,
'money' => 50000,
'wep' => '试作型重力收束炮『狐蝠』',
'wepk' => 'WG',
'wepe' => 1700,
'weps' => 810,
'wepsk' => 'ndo',
'arb' => '强袭宇航装『极地』',
'arbk' => 'DB',
'arbe' => 4500,
'arbs' => 200,
'arbsk' => 'Aa',
'arh' => '脑波制御设备『百合』',
'arhk' => 'DH',
'arhe' => 2000,
'arhs' => 150,
'arhsk' => 'b',
'arf' => '姿态控制装置『东方』',
'arfk' => 'DF',
'arfe' => 2000,
'arfs' => 150,
'arfsk' => 'm',
'ara' => '出力增幅设备『暴风』',
'arak' => 'DA',
'arae' => 2000,
'aras' => 150,
'arask' => 'c',
'art' => '星战之愿',
'artk' => 'A',
'arte' => 1,
'arts' => 1,
'artsk' => 'H',
'itm1' => '歌词卡片【星空】',
'itmk1' => 'Y',
'itme1' => 1,
'itms1' => 1
),
'风纪委员 静流' => array
(
'name' => '守卫者 静流',
'gd' => 'f',
'icon' => 66,
'club' => 98,
'inf' => '',
'rage' => 225,
'state' => 1,
'pose'=> 1,
'tactic' => 3,
'mhp' => 3800,
'msp' => 500,
'att' => 2400,
'def' => 800,
'lvl' => 80,
'skill' => 600,
'money' => 80000,
'wep' => '双重军用匕首',
'wepk' => 'WK',
'wepe' => 900,
'weps' => 1800,
'wepsk' => 'rnp',
'arb' => '化学强化风衣',
'arbk' => 'DB',
'arbe' => 2700,
'arbs' => 200,
'arbsk' => 'A',
'arh' => '电子战无线耳机',
'arhk' => 'DH',
'arhe' => 1200,
'arhs' => 150,
'arhsk' => 'a',
'arf' => '化学强化战靴',
'arfk' => 'DF',
'arfe' => 1200,
'arfs' => 150,
'arfsk' => 'M',
'ara' => '化学强化手套',
'arak' => 'DA',
'arae' => 1200,
'aras' => 150,
'arask' => 'bc',
'art' => '强袭之愿',
'artk' => 'A',
'arte' => 1,
'arts' => 1,
'artsk' => 'H',
'itm1' => '『410Gauge重型左轮』',
'itmk1' => 'WG',
'itme1' => 2200,
'itms1' => 2000,
'itmsk1' => 'nrd',
'itm2' => '『Double SMG』',
'itmk2' => 'WG',
'itme2' => 1600,
'itms2' => 4000,
'itmsk2' => 'Nr',
'itm3' => '东方产军用工兵铲',
'itmk3' => 'WP',
'itme3' => 1800,
'itms3' => 1000,
'itmsk3' => 'cnp',
'itm4' => '体内工厂□◇○△',
'itmk4' => 'WF',
'itme4' => 1600,
'itms4' => 1000,
'itmsk4' => 'Nnp',
'itm5' => '对魔物用巨大卵石',
'itmk5' => 'WC',
'itme5' => 240,
'itms5' => 20,
'itmsk5' => 'cdr',
'itm6' => '歌词卡片【大地】',
'itmk6' => 'Y',
'itme6' => 1,
'itms6' => 1
)
)
);
?>
\ No newline at end of file
<?php
/*Game Config*/
//禁区间隔时间,单位 小时
$areahour = 30;
//每次间隔增加的禁区数量
$areaadd = 4;
//聊天记录里的禁区提示时间,单位秒
$areawarntime = 60;
//玩家激活结束时的增加禁区的回数,相当于已经进行的小时数/间隔时间,〉0
$arealimit = 2;
//是否自动逃避禁区 0=只有重视躲避自动躲避,1=所有玩家自动躲避,适合新手较多,不了解禁区机制
$areaesc = 0;
//是否开启死斗模式 0=关闭,1=开启。连斗后下次禁区,进入死斗状态,死斗后玩家只会遇到玩家,死斗后所有区域都将一次性宣布为禁区。(尚未完成)
$isduel = 0;
//开启NPC台词功能?0为不开启,1为开启
$npcchaton = 1;
//有台词的NPC
$npccanchat = Array(1,5,6,7,9,10,12,13);
//反挂机系统间隔时间,单位分钟
$antiAFKertime = 100;
//尸体保护时间,单位秒
$corpseprotect = 10;
//是否启动冷却时间,0为不启动,1为启动;
$coldtimeon = 0;
//是否显示冷却时间倒计时,0为不显示,1为显示;
$showcoldtimer = 1;
//移动的冷却时间,单位微秒
$movecoldtime=900;
//探索的冷却时间,单位微秒
$searchcoldtime=900;
//使用物品的冷却时间,单位微秒
$itemusecoldtime=500;
//胜率榜最小参赛次数
$winratemingames = 10;
//本局游戏人数限制
$validlimit = 300;
//连斗时的人数限制
$combolimit = 50;
//连斗最小死亡人数限制a
$deathlimit = 160;
//连斗激活系数分母b
$deathdeno = 20;
//连斗激活系数分子c。如果设参与人数为d,则实际连斗判定死亡数是a+ceil(d/b)*c
$deathnume = 20;
// 等级提升基本经验值
$baseexp = 9;
// 初始耐力最大值
$splimit = 400;
// 初始生命最大值
$hplimit = 400;
// 怒气最大值
$mrage = 500;
//携带金钱上限
$moneylimit = 65500;
// 恢复量的设定
//体力恢复时间(秒):*秒1点恢复
$sleep_time = 3;
//生命恢复时间(秒):*秒1点恢复
$heal_time = 6;
//包扎伤口需要的体力
$inf_sp = 50;
//治疗特殊状态需要的体力
$inf_sp_2 = 200;
//创建队伍需要的体力
$team_sp = 200;
//加入队伍需要的体力
$teamj_sp = 100;
//队伍最大人数
$teamlimit = 5;
//随机事件几率(百分比)
$event_obbs = 5;
//强制踩陷阱最小几率(百分比)
$trap_min_obbs = 1;
//强制踩陷阱最大几率(百分比)
$trap_max_obbs = 40;
//道具发现基础几率(百分比);
$item_obbs = 60;
//敌人发现基础几率(百分比)
$enemy_obbs = 70;
//尸体发现几率(百分比)
$corpse_obbs = 50;
//基础先攻率
$active_obbs = 50;
//基础反击率
$counter_obbs = 50;
//受伤状态的设定
//h-头部受伤,b-身体受伤,a-手腕受伤,f-足部受伤,p-中毒,u-烧伤,i-冻结,e-麻痹
//各种受伤状态对移动消耗体力的影响
$inf_move_sp = Array('f'=> 10, 'i'=> 20,'e'=> 5);
//各种受伤状态对探索消耗体力的影响
$inf_search_sp = Array('a'=> 10, 'i'=> 20,'e'=> 5);
//各种受伤状态移动时消耗的生命力,百分比
$inf_move_hp = Array('p'=> 0.0625, 'u'=> 0.0625);
//各种受伤状态探索时消耗的生命力,百分比
$inf_search_hp = Array('p'=> 0.03125, 'u'=> 0.03125);
//hack基础成功率
$hack_obbs = 40;
//电子设备充电上限,包括电脑和雷达
$elec_cap = 5;
//探索记忆↔视野系统
//是否开启探索记忆功能 1 = 开启;0 = 关闭;
$allow_semo = 0;
//视野内最多可保留内容:3项
$smeo_max = 3;
?>
\ No newline at end of file
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,WP,1,1,,
,WK,1,1,,
,WG,1,1,,
,WC,1,1,,
,WD,1,1,,
,WF,1,1,,
,DB,1,1,,
,DH,1,1,,
,DA,1,1,,
,DF,1,1,,
,A,1,1,,
,HH,1,1,,
,HS,1,1,,
,HB,1,1,,
,PH,1,1,,
,PS,1,1,,
,PB,1,1,,
,X,1,1,,
,Y,1,1,,
,Z,1,1,,
,WP,1,1,,
,WK,1,1,,
,WG,1,1,,
,WC,1,1,,
,WD,1,1,,
,WF,1,1,,
,DB,1,1,,
,DH,1,1,,
,DA,1,1,,
,DF,1,1,,
,A,1,1,,
,HH,1,1,,
,HS,1,1,,
,HB,1,1,,
,PH,1,1,,
,PS,1,1,,
,PB,1,1,,
,X,1,1,,
,Y,1,1,,
,Z,1,1,,
,WP,1,1,,
,WK,1,1,,
,WG,1,1,,
,WC,1,1,,
,WD,1,1,,
,WF,1,1,,
,DB,1,1,,
,DH,1,1,,
,DA,1,1,,
,DF,1,1,,
,A,1,1,,
,HH,1,1,,
,HS,1,1,,
,HB,1,1,,
,PH,1,1,,
,PS,1,1,,
,PB,1,1,,
,X,1,1,,
,Y,1,1,,
,Z,1,1,,
装有H173的注射器,Y,1,1,,
空白符卡,X,1,1,,
限量版电击器,WP,101,35,e,
限量版寻星者,WK,101,35,d,
限量版环形激光,WG,101,72,uo,
限量版永恒飞刃,WC,101,200,r,
限量版电磁脉冲IED,WD,101,28,ed,
限量版开海海水分开之日】☆,WF,101,28,i,
北斗百裂拳,WP,200,30,r,
狂暴凶刃,WK,200,30,r,
盖特机炮,WG,200,30,r,
幻符杀人玩偶,WC,200,30,r,
泰迪熊炸弹,WD,200,30,dr,
西方秋霜玉,WF,200,30,r,
小黄的草帽,DH,30,30,,
小黄的背心,DB,40,30,G,
小黄的钓鱼竿,DA,30,30,,
小黄的行军靴,DF,30,30,,
小黄的草帽,DH,50,70,,
小黄的背心,DB,60,70,G,
小黄的钓鱼竿,DA,50,70,,
小黄的行军靴,DF,50,70,,
扭曲力场,DB,80,25,UI,
扭曲力场,DB,80,25,qE,
扭曲力场,DB,80,25,WD,
宇航服,DB,80,30,Aa,
珍藏版德古拉的斗篷,DB,500,5,Bb,
战斗力指示器,DH,76,54,c,
冻气防御力场,A,1,1,I,
热源防御力场,A,1,1,U,
温度隔绝力场,A,1,1,UI,
电磁屏障,A,1,1,E,
音波屏障,A,1,1,W,
探雷器,A,1,1,M,
探雷器,A,1,1,M,
一个能打的都没有,A,50,20,H,
大夭使的气息,PB,10000,2,267,
南京挂花鸭,PB2,70,5,268,
DarthNote,WK,233,233,,
神北 小毬的半身像,WP,55,2,,
一之濑 琴美的半身像,WP,55,2,,
SSS团长的半身像,WP,55,2,,
月宫 亚由的半身像,WP,33,2,,
神尾 观铃的半身像,WP,33,2,,
古河 渚的半身像,WP,33,2,,
铃的半身像,WP,33,2,,
天泽 郁末的半身像,WP,33,2,,
长森 瑞佳的半身像,WP,33,2,,
红色方块,X,1,1,,
绿色方块,X,1,1,,
蓝色方块,X,1,1,,
黄色方块,X,1,1,,
金色方块,X,1,1,,
银色方块,X,1,1,,
水晶方块,X,1,1,,
红色方块,X,1,1,,
绿色方块,X,1,1,,
蓝色方块,X,1,1,,
黄色方块,X,1,1,,
金色方块,X,1,1,,
银色方块,X,1,1,,
水晶方块,X,1,1,,
红宝石方块,X,1,2,,
绿宝石方块,X,1,2,,
蓝宝石方块,X,1,2,,
天使玩偶,X,1,1,,
团子玩偶,X,1,1,,
恐龙玩偶,X,1,1,,
磨刀石,Y,10,1,,
磨刀石,Y,15,1,,
磨刀石,Y,20,1,,
黑磨刀石,Y,30,1,,
黑磨刀石,Y,45,1,,
黑磨刀石,Y,60,1,,
,Y,15,1,,
,Y,18,1,,
,Y,24,1,,
人才钉钉,Y,30,1,,
人才钉钉,Y,36,1,,
人才钉钉,Y,48,1,,
磨刀石,Y,10,1,,
磨刀石,Y,15,1,,
磨刀石,Y,20,1,,
黑磨刀石,Y,30,1,,
黑磨刀石,Y,45,1,,
黑磨刀石,Y,60,1,,
,Y,15,1,,
,Y,18,1,,
,Y,24,1,,
钉钉,Y,30,1,,
钉钉,Y,36,1,,
钉钉,Y,48,1,,
针线包,Y,10,1,,
针线包,Y,20,1,,
针线包,Y,30,1,,
针线包,Y,10,1,,
针线包,Y,20,1,,
针线包,Y,30,1,,
巨大透镜,WP,150,1,,
安雅人体冰雕,X,1,1,,
ACFUN大逃杀攻略,VV,20,4,,
北斗神拳,VP,20,4,,
寒蝉鸣泣之时,VK,20,4,,
魔法少女奈叶,VG,20,4,,
网球王子,VC,20,4,,
新机动战记高达W,VD,20,4,,
东方永夜抄,VF,20,4,,
腕力强化剂,MA,20,2,,
皮肤强化剂,MD,20,2,,
神经强化剂,ME,20,2,,
超级战士药剂,MV,20,2,,
肉体强化剂,MH,20,2,,
线粒体强化剂,MS,20,2,,
触手的萃取液,MA,20,4,,
圣防护罩-反射之力,MD,20,4,,
金蚕王,ME,20,4,,
我已经天下无敌了!】,MV,20,4,,
残机碎片,MH,20,4,,
S2机关,MS,20,4,,
地雷,TN,300,1,,
地雷,TN,300,1,,
地雷,TN,300,1,,
地雷,TN,300,1,,
地雷,TN,300,1,,
阔剑地雷,TN,800,1,,
阔剑地雷,TN,800,1,,
阔剑地雷,TN,800,1,,
荆棘式电子地雷,TN,1800,1,,
荆棘式电子地雷,TN,1800,1,,
一发逆转神话,TNc,1,1,x,
移动PC,EE,1,1,,
移动PC,EE,2,1,,
移动PC,EE,3,1,,
移动PC,EE,5,1,,
博丽护符,WF,60,1,d,
山蘑菇粉,WC,60,1,p,
守矢神签,X,1,1,,
博丽护符,WF,60,1,d,
山蘑菇粉,WC,60,1,p,
守矢神签,X,1,1,,
奇怪的液体,HB,265,11,,
奇怪的液体,HB,265,11,,
奇怪的液体,HB,265,11,,
最强-バカ⑨制冰块,HB,99,99,,
黑白色的烂苹果,HS,999,1,,
小得奇怪的香蕉,HB,3600,1,,
奇迹-白魔法,HB,1232,1,,
奇迹-幻想,HB,2343,2,,
奇迹-永恒,HB,3454,3,,
奇迹-希望,HB,4565,4,,
奇迹-友情,HB,5676,5,,
造雾设备,EW,1,1,96,
造雾设备,EW,1,1,96,
造雾设备,EW,1,1,96,
驱云弹,EW,1,1,1,
驱云弹,EW,1,1,1,
驱云弹,EW,1,1,1,
驱云弹,EW,1,1,1,
驱云弹,EW,1,1,1,
瘴气发生器,EW,1,1,10,
龙卷风发生器,EW,1,1,11,
暴风雪发生器,EW,1,1,12,
冰雹发生器,EW,1,1,13,
生命探测器,R,1,1,,
生命探测器,R,3,1,,
生命探测器,R,5,1,,
生命探测器,R,7,1,,
广域生命探测器,ER,5,1,2,
水果刀,Z,1,1,,
水果刀,Z,1,1,,
水果刀,Z,1,1,,
增幅设备,X,1,1,,
增幅设备,X,1,1,,
增幅设备,X,1,1,,
手枪子弹,GB,1,6,,
机枪子弹,GBr,1,20,,
压缩气罐,GBi,1,10,,
枪械电池,GBe,1,10,,
手枪子弹,GB,1,6,,
机枪子弹,GBr,1,20,,
压缩气罐,GBi,1,10,,
枪械电池,GBe,1,10,,
手枪子弹,GB,1,6,,
机枪子弹,GBr,1,20,,
压缩气罐,GBi,1,10,,
枪械电池,GBe,1,10,,
手枪子弹,GB,1,12,,
机枪子弹,GBr,1,40,,
压缩气罐,GBi,1,20,,
枪械电池,GBe,1,20,,
解毒剂,Cp,1,3,,
烧伤药剂,Cu,1,3,,
解冻药水,Ci,1,3,,
麻痹药剂,Ce,1,3,,
清醒药剂,Cw,1,3,,
解毒剂,Cp,1,3,,
烧伤药剂,Cu,1,3,,
解冻药水,Ci,1,3,,
麻痹药剂,Ce,1,3,,
清醒药剂,Cw,1,3,,
解毒剂,Cp,1,3,,
烧伤药剂,Cu,1,3,,
解冻药水,Ci,1,3,,
麻痹药剂,Ce,1,3,,
清醒药剂,Cw,1,3,,
全恢复药剂,Ca,1,1,,
全恢复药剂,Ca,1,1,,
全恢复药剂,Ca,1,1,,
测试用具量产改进型,WD,650,80,rd,
霜火协奏曲-特别版,WG,500,60,uiwor,
渡黄党都去死啊智黄才是王道,A,5000,1,Bb,
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