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1.0.1-alph
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@ -364,6 +364,3 @@ FodyWeavers.xsd
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# Generator logs
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generator_fails*
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# AscNet
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Scripts/table
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@ -1,7 +1,7 @@
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>net8.0</TargetFramework>
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<TargetFramework>net7.0</TargetFramework>
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<ImplicitUsings>enable</ImplicitUsings>
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<Nullable>enable</Nullable>
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</PropertyGroup>
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@ -1,5 +1,11 @@
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using Config.Net;
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using System.Reflection;
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using AscNet.Common.Database;
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using MongoDB.Driver;
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using Config.Net;
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using MongoDB.Bson.Serialization;
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using MongoDB.Bson.Serialization.Options;
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using Newtonsoft.Json;
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using AscNet.Common.Util;
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namespace AscNet.Common
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{
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@ -23,7 +29,6 @@ namespace AscNet.Common
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db = mongoClient.GetDatabase(config.Database.Name);
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}
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/*
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public static void DumpTables()
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{
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IEnumerable<Type> tableTypes = Assembly.GetAssembly(typeof(Table.V2.client.activity.ActivityGroupTable))!.GetTypes().Where(t => typeof(ITable).IsAssignableFrom(t));
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@ -52,9 +57,7 @@ namespace AscNet.Common
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}
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}
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}
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*/
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}
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public class ServerCodeException : Exception
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{
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public int Code { get; set; }
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@ -77,7 +77,7 @@ namespace AscNet.Common.Database
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throw new ServerCodeException("Character already obtained!", 20009022);
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}
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CharacterData characterData = new()
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NotifyCharacterDataList.CharacterData characterData = new()
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{
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Id = (uint)character.Id,
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Level = 1,
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@ -100,7 +100,7 @@ namespace AscNet.Common.Database
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};
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// TODO: Don't do the ToString, query skill properly pls.
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characterData.SkillList.AddRange(characterSkill.SkillGroupId.Take(8).Select(x => new CharacterSkill()
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characterData.SkillList.AddRange(characterSkill.SkillGroupId.Take(8).Select(x => new NotifyCharacterDataList.CharacterData.CharacterSkill()
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{
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Id = uint.Parse(x.ToString().Take(6).ToArray()),
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Level = 1
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@ -121,7 +121,7 @@ namespace AscNet.Common.Database
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return ret;
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}
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public CharacterData? AddCharacterExp(int characterId, int exp, int maxLvl = 0)
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public NotifyCharacterDataList.CharacterData? AddCharacterExp(int characterId, int exp, int maxLvl = 0)
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{
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var characterData = TableReaderV2.Parse<CharacterTable>().FirstOrDefault(x => x.Id == characterId);
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var character = Characters.FirstOrDefault(x => x.Id == characterId);
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@ -153,7 +153,7 @@ namespace AscNet.Common.Database
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return character;
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}
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public UpgradeCharacterSkillResult UpgradeCharacterSkillGroup(int skillGroupId, int count)
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public UpgradeCharacterSkillResult UpgradeCharacterSkillGroup(uint skillGroupId, int count)
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{
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List<uint> affectedCharacters = new();
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int totalCoinCost = 0;
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@ -257,7 +257,7 @@ namespace AscNet.Common.Database
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[BsonElement("characters")]
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[BsonRequired]
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public List<CharacterData> Characters { get; set; }
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public List<NotifyCharacterDataList.CharacterData> Characters { get; set; }
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[BsonElement("equips")]
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[BsonRequired]
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@ -307,7 +307,7 @@ namespace AscNet.Common.Database
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public struct AddCharacterRet
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{
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public CharacterData Character { get; set; }
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public NotifyCharacterDataList.CharacterData Character { get; set; }
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public EquipData Equip { get; set; }
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public FashionList Fashion { get; set; }
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}
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@ -105,17 +105,10 @@ namespace AscNet.Common.MsgPack
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[MessagePackObject(true)]
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public partial class ResonanceInfo
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{
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public int Slot { get; set; }
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public EquipResonanceType Type { get; set; }
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public int CharacterId { get; set; }
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public int TemplateId { get; set; }
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}
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public enum EquipResonanceType
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{
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Attrib = 1,
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CharacterSkill = 2,
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WeaponSkill = 3,
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public long Slot { get; set; }
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public long Type { get; set; }
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public long CharacterId { get; set; }
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public long TemplateId { get; set; }
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}
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[MessagePackObject(true)]
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@ -352,17 +345,17 @@ namespace AscNet.Common.MsgPack
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[global::MessagePack.MessagePackObject(true)]
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public class NotifyEquipChipAutoRecycleSite
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{
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public ChipRecycleSite ChipRecycleSite { get; set; }
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}
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[global::MessagePack.MessagePackObject(true)]
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public class ChipRecycleSite
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public class NotifyEquipChipAutoRecycleSiteChipRecycleSite
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{
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public List<Int32> RecycleStar { get; set; } = new();
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public Int32 Days { get; set; }
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public Int32 SetRecycleTime { get; set; }
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}
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public NotifyEquipChipAutoRecycleSiteChipRecycleSite ChipRecycleSite { get; set; }
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}
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[global::MessagePack.MessagePackObject(true)]
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public class NotifyEquipGuideData
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@ -2503,7 +2496,7 @@ namespace AscNet.Common.MsgPack
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[global::MessagePack.MessagePackObject(true)]
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public class CharacterUpgradeSkillGroupRequest
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{
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public Int32 SkillGroupId { get; set; }
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public UInt32 SkillGroupId { get; set; }
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public Int32 Count { get; set; }
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}
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@ -2514,12 +2507,8 @@ namespace AscNet.Common.MsgPack
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}
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[global::MessagePack.MessagePackObject(true)]
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public class CharacterSkill
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public class NotifyCharacterDataList
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{
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public UInt32 Id { get; set; }
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public Int32 Level { get; set; }
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}
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[global::MessagePack.MessagePackObject(true)]
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public class CharacterData
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{
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@ -2530,27 +2519,31 @@ namespace AscNet.Common.MsgPack
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public Int32 InitQuality { get; set; }
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public Int32 Star { get; set; }
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public Int32 Grade { get; set; }
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[global::MessagePack.MessagePackObject(true)]
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public class CharacterSkill
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{
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public UInt32 Id { get; set; }
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public Int32 Level { get; set; }
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}
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public List<CharacterSkill> SkillList { get; set; } = new();
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public List<CharacterSkill> EnhanceSkillList { get; set; } = new();
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public List<dynamic> EnhanceSkillList { get; set; } = new();
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public UInt32 FashionId { get; set; }
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public Int64 CreateTime { get; set; }
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public Int32 TrustLv { get; set; }
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public Int32 TrustExp { get; set; }
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public Int32 Ability { get; set; }
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public Int32 LiberateLv { get; set; }
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[global::MessagePack.MessagePackObject(true)]
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public class CharacterHead
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{
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public UInt32 HeadFashionId { get; set; }
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public Int32 HeadFashionType { get; set; }
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}
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public CharacterHead CharacterHeadInfo { get; set; }
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}
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[global::MessagePack.MessagePackObject(true)]
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public class NotifyCharacterDataList
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{
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public List<CharacterData> CharacterDataList { get; set; } = new();
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}
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@ -1,7 +1,7 @@
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>net8.0</TargetFramework>
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<TargetFramework>net7.0</TargetFramework>
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<ImplicitUsings>enable</ImplicitUsings>
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<Nullable>enable</Nullable>
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</PropertyGroup>
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@ -1,15 +0,0 @@
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namespace AscNet.GameServer.Commands
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{
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[CommandName("save")]
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internal class SaveCommand : Command
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{
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public SaveCommand(Session session, string[] args, bool validate = true) : base(session, args, validate) { }
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public override string Help => "Command to save the current session state to the database";
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public override void Execute()
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{
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session.Save();
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}
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}
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}
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@ -19,7 +19,7 @@ namespace AscNet.GameServer.Commands
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if (TargetStage == "all")
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{
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session.stage.Stages.Clear();
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foreach (var stageData in TableReaderV2.Parse<StageTable>().Where(x => x.StageId >= 10000000 && x.StageId <= 20000000))
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foreach (var stageData in TableReaderV2.Parse<StageTable>())
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{
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session.stage.Stages.Add(stageData.StageId, new()
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{
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@ -8,6 +8,7 @@ using AscNet.Table.V2.share.character;
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using AscNet.Table.V2.share.character.quality;
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using AscNet.Table.V2.share.equip;
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using AscNet.Table.V2.share.item;
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using System;
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namespace AscNet.GameServer.Game
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{
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@ -446,10 +447,10 @@ namespace AscNet.GameServer.Game
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}
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break;
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case 2:
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// TODO: Weapon gacha
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// Weapon
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break;
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case 3:
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// TODO: CUB gacha
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// CUB
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break;
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default:
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break;
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@ -1,4 +1,9 @@
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using AscNet.Common.MsgPack;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace AscNet.GameServer.Game
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{
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@ -4,6 +4,7 @@ using AscNet.Common.Util;
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using AscNet.Table.V2.share.chat;
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using AscNet.Table.V2.share.guide;
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using AscNet.Table.V2.share.photomode;
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using AscNet.Table.V2.share.trpg;
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using MessagePack;
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using System.Diagnostics;
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@ -21,26 +22,6 @@ namespace AscNet.GameServer.Handlers
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public class ShutdownNotify
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{
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}
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[MessagePackObject(true)]
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public class UseCdKeyRequest
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{
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public string Id;
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}
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[MessagePackObject(true)]
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public class UseCdKeyResponse
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{
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[MessagePackObject(true)]
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public class CdKeyRewardGoods
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{
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public RewardType RewardType;
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public int TemplateId;
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}
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public int Code;
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public List<CdKeyRewardGoods>? RewardGoods;
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}
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#pragma warning restore CS8618 // Non-nullable field must contain a non-null value when exiting constructor. Consider declaring as nullable.
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#endregion
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@ -141,20 +122,13 @@ namespace AscNet.GameServer.Handlers
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}, packet.Id);
|
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}
|
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|
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/* TODO Reconnection state resumption?
|
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/* TODO
|
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[RequestPacketHandler("ReconnectAck")]
|
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public static void ReconnectAckHandler(Session session, Packet.Request packet)
|
||||
{
|
||||
}
|
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*/
|
||||
|
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// TODO: Promo code
|
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[RequestPacketHandler("UseCdKeyRequest")]
|
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public static void UseCdKeyRequestHandler(Session session, Packet.Request packet)
|
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{
|
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session.SendResponse(new UseCdKeyResponse() { Code = 20054001 }, packet.Id);
|
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}
|
||||
|
||||
// TODO: Move somewhere else, also split.
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static void DoLogin(Session session)
|
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{
|
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@ -260,14 +234,6 @@ namespace AscNet.GameServer.Handlers
|
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},
|
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BossInfo = new()
|
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});
|
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session.SendPush(new NotifyTaskData()
|
||||
{
|
||||
TaskData = new()
|
||||
{
|
||||
NewbieHonorReward = false,
|
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NewbieUnlockPeriod = 7
|
||||
}
|
||||
});
|
||||
|
||||
#region DisclamerMail
|
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NotifyMails notifyMails = new();
|
||||
|
|
|
@ -1,49 +0,0 @@
|
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using MessagePack;
|
||||
|
||||
namespace AscNet.GameServer.Handlers
|
||||
{
|
||||
#region MsgPackScheme
|
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#pragma warning disable CS8618 // Non-nullable field must contain a non-null value when exiting constructor. Consider declaring as nullable.
|
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[MessagePackObject(true)]
|
||||
public class JoinActivityResponse
|
||||
{
|
||||
public int Code;
|
||||
public int ChallengeId;
|
||||
}
|
||||
|
||||
[MessagePackObject(true)]
|
||||
public class ScoreQueryResponse
|
||||
{
|
||||
public int Code;
|
||||
public int WaveRate;
|
||||
public List<dynamic> GroupPlayerList;
|
||||
public List<dynamic> TeamPlayerList;
|
||||
public int ChallengeId;
|
||||
public int ActivityNo;
|
||||
public int ArenaLevel;
|
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public int ContributeScore;
|
||||
}
|
||||
#pragma warning restore CS8618 // Non-nullable field must contain a non-null value when exiting constructor. Consider declaring as nullable.
|
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#endregion
|
||||
|
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internal class ArenaModule
|
||||
{
|
||||
[RequestPacketHandler("JoinActivityRequest")]
|
||||
public static void JoinActivityRequestHandler(Session session, Packet.Request packet)
|
||||
{
|
||||
session.SendResponse(new JoinActivityResponse()
|
||||
{
|
||||
ChallengeId = 3
|
||||
}, packet.Id);
|
||||
}
|
||||
|
||||
[RequestPacketHandler("ScoreQueryRequest")]
|
||||
public static void ScoreQueryRequestHandler(Session session, Packet.Request packet)
|
||||
{
|
||||
session.SendResponse(new ScoreQueryResponse()
|
||||
{
|
||||
ChallengeId = 3
|
||||
}, packet.Id);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,4 +1,9 @@
|
|||
using MessagePack;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace AscNet.GameServer.Handlers
|
||||
{
|
||||
|
|
|
@ -1,48 +0,0 @@
|
|||
using MessagePack;
|
||||
|
||||
namespace AscNet.GameServer.Handlers
|
||||
{
|
||||
|
||||
#region MsgPackScheme
|
||||
#pragma warning disable CS8618 // Non-nullable field must contain a non-null value when exiting constructor. Consider declaring as nullable.
|
||||
[MessagePackObject(true)]
|
||||
public class BossSingleRankInfoRequest
|
||||
{
|
||||
}
|
||||
|
||||
[MessagePackObject(true)]
|
||||
public class BossSingleRankInfoResponse
|
||||
{
|
||||
public int Code;
|
||||
}
|
||||
|
||||
[MessagePackObject(true)]
|
||||
public class GetActivityBossDataRequest
|
||||
{
|
||||
}
|
||||
|
||||
[MessagePackObject(true)]
|
||||
public class GetActivityBossDataResponse
|
||||
{
|
||||
public int Code;
|
||||
}
|
||||
#pragma warning restore CS8618 // Non-nullable field must contain a non-null value when exiting constructor. Consider declaring as nullable.
|
||||
#endregion
|
||||
|
||||
internal class BossModule
|
||||
{
|
||||
// TODO: Pain Cage entry
|
||||
[RequestPacketHandler("BossSingleRankInfoRequest")]
|
||||
public static void BossSingleRankInfoRequestHandler(Session session, Packet.Request packet)
|
||||
{
|
||||
session.SendResponse(new BossSingleRankInfoResponse() { Code = 1 }, packet.Id);
|
||||
}
|
||||
|
||||
// TODO: Co-op entry
|
||||
[RequestPacketHandler("GetActivityBossDataRequest")]
|
||||
public static void GetActivityBossDataRequestHandler(Session session, Packet.Request packet)
|
||||
{
|
||||
session.SendResponse(new GetActivityBossDataResponse() { Code = 1 }, packet.Id);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,45 +1,19 @@
|
|||
using AscNet.Common;
|
||||
using AscNet.Common.Database;
|
||||
using AscNet.Common.Database;
|
||||
using AscNet.Common.MsgPack;
|
||||
using AscNet.Common.Util;
|
||||
using AscNet.Table.V2.share.character;
|
||||
using AscNet.Table.V2.share.character.enhanceskill;
|
||||
using AscNet.Table.V2.share.character.grade;
|
||||
using AscNet.Table.V2.share.character.quality;
|
||||
using AscNet.Table.V2.share.character.skill;
|
||||
using AscNet.Table.V2.share.item;
|
||||
using AscNet.Table.V2.share.character;
|
||||
using AscNet.Table.V2.share.character.grade;
|
||||
using MessagePack;
|
||||
using AscNet.Common;
|
||||
using AscNet.Table.V2.share.character.quality;
|
||||
using MongoDB.Driver.Linq;
|
||||
using AscNet.Table.V2.share.character.skill;
|
||||
|
||||
namespace AscNet.GameServer.Handlers
|
||||
{
|
||||
#region MsgPackScheme
|
||||
#pragma warning disable CS8618 // Non-nullable field must contain a non-null value when exiting constructor. Consider declaring as nullable.
|
||||
[MessagePackObject(true)]
|
||||
public class CharacterUpgradeEnhanceSkillRequest
|
||||
{
|
||||
public int Count;
|
||||
public int SkillGroupId;
|
||||
}
|
||||
|
||||
[MessagePackObject(true)]
|
||||
public class CharacterUpgradeEnhanceSkillResponse
|
||||
{
|
||||
public int Code;
|
||||
}
|
||||
|
||||
[MessagePackObject(true)]
|
||||
public class CharacterUnlockEnhanceSkillRequest
|
||||
{
|
||||
public int SkillGroupId;
|
||||
}
|
||||
|
||||
[MessagePackObject(true)]
|
||||
public class CharacterUnlockEnhanceSkillResponse
|
||||
{
|
||||
public int Code;
|
||||
}
|
||||
|
||||
[MessagePackObject(true)]
|
||||
public class CharacterLevelUpRequest
|
||||
{
|
||||
|
@ -317,7 +291,7 @@ namespace AscNet.GameServer.Handlers
|
|||
var affectedChars = TableReaderV2.Parse<CharacterSkillTable>().Where(x => x.SkillGroupId.Contains(request.SkillGroupId)).Select(x => x.CharacterId);
|
||||
foreach (var character in session.character.Characters.Where(x => affectedChars.Any(y => y == x.Id)))
|
||||
{
|
||||
character.SkillList.AddRange(TableReaderV2.Parse<CharacterSkillGroupTable>().Where(x => x.Id == request.SkillGroupId).SelectMany(x => x.SkillId).Select(x => new CharacterSkill() { Id = (uint)x, Level = 1 }));
|
||||
character.SkillList.AddRange(TableReaderV2.Parse<CharacterSkillGroupTable>().Where(x => x.Id == request.SkillGroupId).SelectMany(x => x.SkillId).Select(x => new NotifyCharacterDataList.CharacterData.CharacterSkill() { Id = (uint)x, Level = 1 }));
|
||||
notifyCharacterData.CharacterDataList.Add(character);
|
||||
}
|
||||
session.SendPush(notifyCharacterData);
|
||||
|
@ -347,88 +321,6 @@ namespace AscNet.GameServer.Handlers
|
|||
session.SendResponse(new CharacterUpgradeSkillGroupResponse(), packet.Id);
|
||||
}
|
||||
|
||||
[RequestPacketHandler("CharacterUnlockEnhanceSkillRequest")]
|
||||
public static void CharacterUnlockEnhanceSkillRequestHandler(Session session, Packet.Request packet)
|
||||
{
|
||||
CharacterUnlockEnhanceSkillRequest request = packet.Deserialize<CharacterUnlockEnhanceSkillRequest>();
|
||||
|
||||
var enhanceSkillIds = TableReaderV2.Parse<EnhanceSkillGroupTable>().Where(x => x.Id == request.SkillGroupId).SelectMany(x => x.SkillId);
|
||||
|
||||
NotifyItemDataList notifyItemData = new();
|
||||
NotifyCharacterDataList notifyCharacterData = new();
|
||||
foreach (var enhanceSkillId in enhanceSkillIds)
|
||||
{
|
||||
var affectedChars = TableReaderV2.Parse<EnhanceSkillTable>().Where(x => x.SkillGroupId.Contains(request.SkillGroupId)).Select(x => x.CharacterId).ToList();
|
||||
foreach (var character in session.character.Characters.Where(x => affectedChars.Contains((int)x.Id)))
|
||||
{
|
||||
if (character.EnhanceSkillList.Any(x => x.Id == enhanceSkillId))
|
||||
{
|
||||
// CharacterSkillUnlocked
|
||||
session.SendResponse(new CharacterUnlockEnhanceSkillResponse() { Code = 20009047 }, packet.Id);
|
||||
return;
|
||||
}
|
||||
character.EnhanceSkillList.Add(new()
|
||||
{
|
||||
Id = (uint)enhanceSkillId,
|
||||
Level = 1
|
||||
});
|
||||
notifyCharacterData.CharacterDataList.Add(character);
|
||||
}
|
||||
|
||||
EnhanceSkillUpgradeTable? upgradeTable = TableReaderV2.Parse<EnhanceSkillUpgradeTable>().Find(x => x.SkillId == enhanceSkillId && x.Level == 0);
|
||||
if (upgradeTable is null)
|
||||
continue;
|
||||
|
||||
for (int i = 0; i < Math.Min(upgradeTable.CostItem.Count, upgradeTable.CostItemCount.Count); i++)
|
||||
{
|
||||
notifyItemData.ItemDataList.Add(session.inventory.Do(upgradeTable.CostItem[i], upgradeTable.CostItemCount[i] * -1));
|
||||
}
|
||||
}
|
||||
session.SendPush(notifyItemData);
|
||||
session.SendPush(notifyCharacterData);
|
||||
|
||||
session.SendResponse(new CharacterUnlockEnhanceSkillResponse(), packet.Id);
|
||||
}
|
||||
|
||||
[RequestPacketHandler("CharacterUpgradeEnhanceSkillRequest")]
|
||||
public static void CharacterUpgradeEnhanceSkillRequestHandler(Session session, Packet.Request packet)
|
||||
{
|
||||
CharacterUpgradeEnhanceSkillRequest request = packet.Deserialize<CharacterUpgradeEnhanceSkillRequest>();
|
||||
|
||||
var enhanceSkillIds = TableReaderV2.Parse<EnhanceSkillGroupTable>().Where(x => x.Id == request.SkillGroupId).SelectMany(x => x.SkillId);
|
||||
|
||||
NotifyItemDataList notifyItemData = new();
|
||||
NotifyCharacterDataList notifyCharacterData = new();
|
||||
foreach (var enhanceSkillId in enhanceSkillIds)
|
||||
{
|
||||
foreach (var character in session.character.Characters.Where(x => x.EnhanceSkillList.Any(x => x.Id == enhanceSkillId)))
|
||||
{
|
||||
for (int j = 0; j < request.Count; j++)
|
||||
{
|
||||
var skill = character.EnhanceSkillList.Find(x => x.Id == enhanceSkillId);
|
||||
if (skill is not null)
|
||||
{
|
||||
EnhanceSkillUpgradeTable? upgradeTable = TableReaderV2.Parse<EnhanceSkillUpgradeTable>().Find(x => x.SkillId == enhanceSkillId && x.Level == skill.Level);
|
||||
skill.Level++;
|
||||
if (upgradeTable is null)
|
||||
continue;
|
||||
|
||||
for (int i = 0; i < Math.Min(upgradeTable.CostItem.Count, upgradeTable.CostItemCount.Count); i++)
|
||||
{
|
||||
notifyItemData.ItemDataList.Add(session.inventory.Do(upgradeTable.CostItem[i], upgradeTable.CostItemCount[i] * -1));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
notifyCharacterData.CharacterDataList.Add(character);
|
||||
}
|
||||
}
|
||||
session.SendPush(notifyItemData);
|
||||
session.SendPush(notifyCharacterData);
|
||||
|
||||
session.SendResponse(new CharacterUpgradeEnhanceSkillResponse(), packet.Id);
|
||||
}
|
||||
|
||||
[RequestPacketHandler("CharacterExchangeRequest")]
|
||||
public static void CharacterExchangeRequestHandler(Session session, Packet.Request packet)
|
||||
{
|
||||
|
@ -458,7 +350,7 @@ namespace AscNet.GameServer.Handlers
|
|||
}
|
||||
|
||||
NotifyItemDataList notifyItemData = new();
|
||||
// TODO: idk if it's always 50, please investigate later...
|
||||
// idk if it's always 50, please investigate later...
|
||||
notifyItemData.ItemDataList.Add(session.inventory.Do(characterData.ItemId, 50 * -1));
|
||||
session.SendPush(notifyItemData);
|
||||
|
||||
|
|
|
@ -1,52 +0,0 @@
|
|||
using MessagePack;
|
||||
|
||||
namespace AscNet.GameServer.Handlers
|
||||
{
|
||||
|
||||
#region MsgPackScheme
|
||||
#pragma warning disable CS8618 // Non-nullable field must contain a non-null value when exiting constructor. Consider declaring as nullable.
|
||||
[MessagePackObject(true)]
|
||||
public class CreateRoomRequest
|
||||
{
|
||||
public int StageId;
|
||||
public int StageLevel;
|
||||
public bool Automatch;
|
||||
}
|
||||
|
||||
[MessagePackObject(true)]
|
||||
public class CreateRoomResponse
|
||||
{
|
||||
public int Code;
|
||||
}
|
||||
|
||||
[MessagePackObject(true)]
|
||||
public class MatchRoomRequest
|
||||
{
|
||||
public int StageId;
|
||||
}
|
||||
|
||||
[MessagePackObject(true)]
|
||||
public class MatchRoomResponse
|
||||
{
|
||||
public int Code;
|
||||
}
|
||||
#pragma warning restore CS8618 // Non-nullable field must contain a non-null value when exiting constructor. Consider declaring as nullable.
|
||||
#endregion
|
||||
|
||||
internal class CoopModule
|
||||
{
|
||||
// TODO: Co-op room creation
|
||||
[RequestPacketHandler("CreateRoomRequest")]
|
||||
public static void CreateRoomRequestHandler(Session session, Packet.Request packet)
|
||||
{
|
||||
session.SendResponse(new CreateRoomResponse() { Code = 1 }, packet.Id);
|
||||
}
|
||||
|
||||
// TODO: Co-op room matchmaking
|
||||
[RequestPacketHandler("MatchRoomRequest")]
|
||||
public static void MatchRoomRequestHandler(Session session, Packet.Request packet)
|
||||
{
|
||||
session.SendResponse(new MatchRoomResponse() { Code = 1 }, packet.Id);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,49 +0,0 @@
|
|||
using MessagePack;
|
||||
|
||||
namespace AscNet.GameServer.Handlers
|
||||
{
|
||||
|
||||
#region MsgPackScheme
|
||||
#pragma warning disable CS8618 // Non-nullable field must contain a non-null value when exiting constructor. Consider declaring as nullable.
|
||||
[MessagePackObject(true)]
|
||||
public class DormEnterRequest
|
||||
{
|
||||
public dynamic? Content;
|
||||
}
|
||||
|
||||
[MessagePackObject(true)]
|
||||
public class DormEnterResponse
|
||||
{
|
||||
public int Code;
|
||||
}
|
||||
|
||||
[MessagePackObject(true)]
|
||||
public class DormitoryListRequest
|
||||
{
|
||||
}
|
||||
|
||||
[MessagePackObject(true)]
|
||||
public class DormitoryListResponse
|
||||
{
|
||||
public int Code;
|
||||
}
|
||||
#pragma warning restore CS8618 // Non-nullable field must contain a non-null value when exiting constructor. Consider declaring as nullable.
|
||||
#endregion
|
||||
|
||||
internal class DormModule
|
||||
{
|
||||
// TODO: Dorm entry
|
||||
[RequestPacketHandler("DormEnterRequest")]
|
||||
public static void DormEnterRequestHandler(Session session, Packet.Request packet)
|
||||
{
|
||||
session.SendResponse(new DormEnterResponse(), packet.Id);
|
||||
}
|
||||
|
||||
// TODO: Dorm list (called from Details section within account info menu)
|
||||
[RequestPacketHandler("DormitoryListRequest")]
|
||||
public static void DormitoryListRequestHandler(Session session, Packet.Request packet)
|
||||
{
|
||||
session.SendResponse(new DormitoryListResponse(), packet.Id);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -182,9 +182,9 @@ namespace AscNet.GameServer.Handlers.Drops
|
|||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// TODO: Progressive chance of getting the item based on item quality and commandant level
|
||||
/// Progressive chance of getting the item based on item quality and commandant level
|
||||
/// </summary>
|
||||
static bool GetProgressiveChance(int level, int quality)
|
||||
private static bool GetProgressiveChance(int level, int quality)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
|
|
@ -2,7 +2,6 @@
|
|||
using AscNet.Common.Database;
|
||||
using AscNet.Common.MsgPack;
|
||||
using AscNet.Common.Util;
|
||||
using AscNet.Table.V2.share.attrib;
|
||||
using AscNet.Table.V2.share.equip;
|
||||
using AscNet.Table.V2.share.item;
|
||||
using MessagePack;
|
||||
|
@ -36,25 +35,6 @@ namespace AscNet.GameServer.Handlers
|
|||
public int Code;
|
||||
}
|
||||
|
||||
[MessagePackObject(true)]
|
||||
public class EquipResonanceRequest
|
||||
{
|
||||
public int EquipId;
|
||||
public int Slot;
|
||||
public int? UseItemId;
|
||||
public int? UseEquipId;
|
||||
public int? SelectSkillId;
|
||||
public int? CharacterId;
|
||||
public EquipResonanceType? SelectType;
|
||||
}
|
||||
|
||||
[MessagePackObject(true)]
|
||||
public class EquipResonanceResponse
|
||||
{
|
||||
public int Code;
|
||||
public ResonanceInfo ResonanceData;
|
||||
}
|
||||
|
||||
[MessagePackObject(true)]
|
||||
public class EquipPutOnRequest
|
||||
{
|
||||
|
@ -85,8 +65,8 @@ namespace AscNet.GameServer.Handlers
|
|||
public class EquipLevelUpRequest
|
||||
{
|
||||
public int EquipId;
|
||||
public Dictionary<int, int>? UseItems;
|
||||
public List<int>? UseEquipIdList;
|
||||
public Dictionary<int, int> UseItems;
|
||||
public List<int> UseEquipIdList;
|
||||
}
|
||||
|
||||
[MessagePackObject(true)]
|
||||
|
@ -96,18 +76,6 @@ namespace AscNet.GameServer.Handlers
|
|||
public int Level;
|
||||
public int Exp;
|
||||
}
|
||||
|
||||
[MessagePackObject(true)]
|
||||
public class EquipDecomposeRequest
|
||||
{
|
||||
public List<int> EquipIds;
|
||||
}
|
||||
|
||||
[MessagePackObject(true)]
|
||||
public class EquipDecomposeResponse
|
||||
{
|
||||
public int Code;
|
||||
}
|
||||
#pragma warning restore CS8618 // Non-nullable field must contain a non-null value when exiting constructor. Consider declaring as nullable.
|
||||
#endregion
|
||||
|
||||
|
@ -121,7 +89,7 @@ namespace AscNet.GameServer.Handlers
|
|||
NotifyItemDataList notifyItemData = new();
|
||||
int totalExp = 0;
|
||||
int totalCost = 0;
|
||||
foreach (var item in request.UseItems ?? [])
|
||||
foreach (var item in request.UseItems)
|
||||
{
|
||||
ItemTable? itemTable = TableReaderV2.Parse<ItemTable>().FirstOrDefault(x => x.Id == item.Key);
|
||||
if (itemTable is not null)
|
||||
|
@ -133,12 +101,6 @@ namespace AscNet.GameServer.Handlers
|
|||
}
|
||||
}
|
||||
|
||||
// TODO: Handle equip enchantment with equip cost
|
||||
/*foreach (var costEquipId in request.UseEquipIdList ?? [])
|
||||
{
|
||||
|
||||
}*/
|
||||
|
||||
notifyItemData.ItemDataList.Add(session.inventory.Do(Inventory.Coin, totalCost * -1));
|
||||
session.SendPush(notifyItemData);
|
||||
|
||||
|
@ -272,85 +234,5 @@ namespace AscNet.GameServer.Handlers
|
|||
|
||||
session.SendResponse(new EquipTakeOffResponse(), packet.Id);
|
||||
}
|
||||
|
||||
// TODO: Swapping equip resonance is broken, this is only partially implemented!
|
||||
[RequestPacketHandler("EquipResonanceRequest")]
|
||||
public static void EquipResonanceRequestHandler(Session session, Packet.Request packet)
|
||||
{
|
||||
EquipResonanceRequest request = packet.Deserialize<EquipResonanceRequest>();
|
||||
|
||||
var equip = session.character.Equips.Find(x => x.Id == request.EquipId);
|
||||
|
||||
if (equip is null)
|
||||
{
|
||||
// EquipManagerGetCharEquipBySiteNotFound
|
||||
session.SendResponse(new EquipResonanceResponse() { Code = 20021012 }, packet.Id);
|
||||
return;
|
||||
}
|
||||
|
||||
#region Pools
|
||||
EquipResonanceTable? equipResonance = TableReaderV2.Parse<EquipResonanceTable>().Find(x => x.Id == equip.TemplateId);
|
||||
List<ResonanceInfo> resonancePool = new();
|
||||
foreach (var attribPoolId in equipResonance?.AttribPoolId ?? [])
|
||||
{
|
||||
var attribPool = TableReaderV2.Parse<AttribPoolTable>().Where(x => x.PoolId == attribPoolId);
|
||||
foreach (var attrib in attribPool)
|
||||
{
|
||||
resonancePool.Add(new()
|
||||
{
|
||||
Slot = request.Slot,
|
||||
Type = EquipResonanceType.Attrib,
|
||||
TemplateId = attrib.Id
|
||||
});
|
||||
}
|
||||
}
|
||||
foreach (var characterSkillPoolId in equipResonance?.CharacterSkillPoolId ?? [])
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
foreach (var weaponSkillPoolId in equipResonance?.WeaponSkillPoolId ?? [])
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
#endregion
|
||||
|
||||
if (request.UseItemId is not null && request.UseItemId > 0)
|
||||
{
|
||||
EquipResonanceUseItemTable? resonanceUseItem = TableReaderV2.Parse<EquipResonanceUseItemTable>().Find(x => x.Id == equip.TemplateId);
|
||||
if (resonanceUseItem is not null)
|
||||
{
|
||||
NotifyItemDataList notifyItemData = new();
|
||||
for (int i = 0; i < Math.Min(resonanceUseItem.ItemId.Count, resonanceUseItem.ItemCount.Count); i++)
|
||||
{
|
||||
notifyItemData.ItemDataList.Add(session.inventory.Do(resonanceUseItem.ItemId[i], resonanceUseItem.ItemCount[i] * -1));
|
||||
}
|
||||
|
||||
session.SendPush(notifyItemData);
|
||||
}
|
||||
else
|
||||
{
|
||||
session.log.Error($"EquipResonanceUseItem for template {equip.TemplateId} not found!");
|
||||
// EquipResonanceUseItemTemplateNotFound
|
||||
session.SendResponse(new EquipResonanceResponse() { Code = 20021038 }, packet.Id);
|
||||
return;
|
||||
}
|
||||
}
|
||||
else if (request.UseEquipId is not null && request.UseEquipId > 0)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
ResonanceInfo resonance = resonancePool[Random.Shared.Next(resonancePool.Count)];
|
||||
equip.ResonanceInfo.Add(resonance);
|
||||
|
||||
session.SendResponse(new EquipResonanceResponse() { ResonanceData = resonance }, packet.Id);
|
||||
}
|
||||
|
||||
// TODO: Equipment scrapping
|
||||
[RequestPacketHandler("EquipDecomposeRequest")]
|
||||
public static void EquipDecomposeRequestHandler(Session session, Packet.Request packet)
|
||||
{
|
||||
session.SendResponse(new EquipDecomposeResponse() { Code = 1 }, packet.Id);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,7 +1,7 @@
|
|||
using MessagePack;
|
||||
using AscNet.Common.MsgPack;
|
||||
using AscNet.Common.Util;
|
||||
using AscNet.Table.V2.share.exhibition;
|
||||
using AscNet.Common.Util;
|
||||
using AscNet.Table.V2.share.reward;
|
||||
|
||||
namespace AscNet.GameServer.Handlers
|
||||
|
|
|
@ -1,14 +1,15 @@
|
|||
using AscNet.Common;
|
||||
using AscNet.Common.Database;
|
||||
using AscNet.Common.Database;
|
||||
using AscNet.Common.MsgPack;
|
||||
using static AscNet.Common.MsgPack.NotifyCharacterDataList;
|
||||
using AscNet.Common.Util;
|
||||
using AscNet.GameServer.Handlers.Drops;
|
||||
using AscNet.Table.V2.share.character.skill;
|
||||
using AscNet.Common;
|
||||
using AscNet.Table.V2.share.fuben;
|
||||
using AscNet.Table.V2.share.item;
|
||||
using AscNet.Table.V2.share.reward;
|
||||
using AscNet.Table.V2.share.robot;
|
||||
using MessagePack;
|
||||
using AscNet.GameServer.Handlers.Drops;
|
||||
using AscNet.Table.V2.share.robot;
|
||||
using AscNet.Table.V2.share.character.skill;
|
||||
|
||||
namespace AscNet.GameServer.Handlers
|
||||
{
|
||||
|
@ -131,18 +132,6 @@ namespace AscNet.GameServer.Handlers
|
|||
public FightSettleResult Result { get; set; }
|
||||
}
|
||||
|
||||
[MessagePackObject(true)]
|
||||
public class EnterStoryRequest
|
||||
{
|
||||
public int StageId { get; set; }
|
||||
}
|
||||
|
||||
[MessagePackObject(true)]
|
||||
public class EnterStoryResponse
|
||||
{
|
||||
public int Code { get; set; }
|
||||
}
|
||||
|
||||
[MessagePackObject(true)]
|
||||
public class FightRebootRequest
|
||||
{
|
||||
|
@ -260,7 +249,7 @@ namespace AscNet.GameServer.Handlers
|
|||
InitQuality = robot.CharacterQuality,
|
||||
Star = robot.CharacterStar,
|
||||
Grade = robot.CharacterGrade,
|
||||
SkillList = skills.Where(x => !robot.RemoveSkillId.Contains(x)).Select(x => new CharacterSkill() { Id = (uint)x, Level = Math.Min(robot.SkillLevel, TableReaderV2.Parse<CharacterSkillLevelEffectTable>().OrderByDescending(x => x.Level).FirstOrDefault(y => y.SkillId == x)?.Level ?? 1) }).ToList(),
|
||||
SkillList = skills.Where(x => !robot.RemoveSkillId.Contains(x)).Select(x => new CharacterData.CharacterSkill() { Id = (uint)x, Level = Math.Min(robot.SkillLevel, TableReaderV2.Parse<CharacterSkillLevelEffectTable>().OrderByDescending(x => x.Level).FirstOrDefault(y => y.SkillId == x)?.Level ?? 1) }).ToList(),
|
||||
FashionId = (uint)robot.FashionId,
|
||||
CreateTime = 0,
|
||||
TrustLv = 1,
|
||||
|
@ -289,32 +278,6 @@ namespace AscNet.GameServer.Handlers
|
|||
session.SendResponse(new FightRebootResponse(), packet.Id);
|
||||
}
|
||||
|
||||
[RequestPacketHandler("EnterStoryRequest")]
|
||||
public static void HandleEnterStoryRequestHandler(Session session, Packet.Request packet)
|
||||
{
|
||||
EnterStoryRequest req = packet.Deserialize<EnterStoryRequest>();
|
||||
|
||||
StageDatum stageData = new()
|
||||
{
|
||||
StageId = req.StageId,
|
||||
StarsMark = 7,
|
||||
Passed = true,
|
||||
PassTimesToday = 0,
|
||||
PassTimesTotal = 1,
|
||||
BuyCount = 0,
|
||||
Score = 0,
|
||||
LastPassTime = (uint)DateTimeOffset.Now.ToUnixTimeSeconds(),
|
||||
RefreshTime = (uint)DateTimeOffset.Now.ToUnixTimeSeconds(),
|
||||
CreateTime = (uint)DateTimeOffset.Now.ToUnixTimeSeconds(),
|
||||
BestRecordTime = 0,
|
||||
LastRecordTime = 0
|
||||
};
|
||||
session.stage.AddStage(stageData);
|
||||
|
||||
session.SendPush(new NotifyStageData() { StageList = [stageData] });
|
||||
session.SendResponse(new EnterStoryResponse(), packet.Id);
|
||||
}
|
||||
|
||||
[RequestPacketHandler("TeamSetTeamRequest")]
|
||||
public static void HandleTeamSetTeamRequestHandler(Session session, Packet.Request packet)
|
||||
{
|
||||
|
|
|
@ -3,8 +3,6 @@ using MessagePack;
|
|||
|
||||
namespace AscNet.GameServer.Handlers
|
||||
{
|
||||
#region MsgPackScheme
|
||||
#pragma warning disable CS8618 // Non-nullable field must contain a non-null value when exiting constructor. Consider declaring as nullable.
|
||||
[MessagePackObject(true)]
|
||||
public class GuideGroupFinishRequest
|
||||
{
|
||||
|
@ -36,18 +34,12 @@ namespace AscNet.GameServer.Handlers
|
|||
public int Code;
|
||||
public List<dynamic>? RewardGoodsList;
|
||||
}
|
||||
#pragma warning restore CS8618 // Non-nullable field must contain a non-null value when exiting constructor. Consider declaring as nullable.
|
||||
#endregion
|
||||
|
||||
internal class GuideModule
|
||||
{
|
||||
[RequestPacketHandler("GuideOpenRequest")]
|
||||
public static void GuideOpenRequestHandler(Session session, Packet.Request packet)
|
||||
{
|
||||
GuideCompleteRequest request = packet.Deserialize<GuideCompleteRequest>();
|
||||
|
||||
session.player.PlayerData.GuideData.Add(request.GuideGroupId);
|
||||
session.SendPush(new NotifyGuide() { GuideGroupId = request.GuideGroupId });
|
||||
session.SendResponse(new GuideOpenResponse(), packet.Id);
|
||||
}
|
||||
|
||||
|
|
|
@ -1,32 +0,0 @@
|
|||
using AscNet.Common.MsgPack;
|
||||
using MessagePack;
|
||||
|
||||
namespace AscNet.GameServer.Handlers
|
||||
{
|
||||
|
||||
#region MsgPackScheme
|
||||
#pragma warning disable CS8618 // Non-nullable field must contain a non-null value when exiting constructor. Consider declaring as nullable.
|
||||
[MessagePackObject(true)]
|
||||
public class GuildListRecommendRequest
|
||||
{
|
||||
public int PageNo;
|
||||
}
|
||||
|
||||
[MessagePackObject(true)]
|
||||
public class GuildListRecommendResponse
|
||||
{
|
||||
public int Code;
|
||||
}
|
||||
#pragma warning restore CS8618 // Non-nullable field must contain a non-null value when exiting constructor. Consider declaring as nullable.
|
||||
#endregion
|
||||
|
||||
internal class GuildModule
|
||||
{
|
||||
// TODO: Guild listing
|
||||
[RequestPacketHandler("GuildListRecommendRequest")]
|
||||
public static void GuildListRecommendRequestHandler(Session session, Packet.Request packet)
|
||||
{
|
||||
session.SendResponse(new GuildListRecommendResponse(), packet.Id);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,4 +1,9 @@
|
|||
using MessagePack;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace AscNet.GameServer.Handlers
|
||||
{
|
||||
|
@ -11,19 +16,6 @@ namespace AscNet.GameServer.Handlers
|
|||
public int MoneyCard;
|
||||
public int Count;
|
||||
}
|
||||
|
||||
[MessagePackObject(true)]
|
||||
public class ItemUseRequest
|
||||
{
|
||||
public int Id;
|
||||
public int Count;
|
||||
}
|
||||
|
||||
[MessagePackObject(true)]
|
||||
public class ItemUseResponse
|
||||
{
|
||||
public int Code;
|
||||
}
|
||||
#pragma warning restore CS8618 // Non-nullable field must contain a non-null value when exiting constructor. Consider declaring as nullable.
|
||||
#endregion
|
||||
|
||||
|
@ -39,12 +31,5 @@ namespace AscNet.GameServer.Handlers
|
|||
MoneyCard = 0
|
||||
}, packet.Id);
|
||||
}
|
||||
|
||||
// TODO: Consumable item usage
|
||||
[RequestPacketHandler("ItemUseRequest")]
|
||||
public static void ItemUseRequestHandler(Session session, Packet.Request packet)
|
||||
{
|
||||
session.SendResponse(new ItemUseResponse() { Code = 1 }, packet.Id);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,15 +1,10 @@
|
|||
using MessagePack;
|
||||
using AscNet.Common.MsgPack;
|
||||
using MessagePack;
|
||||
|
||||
namespace AscNet.GameServer.Handlers
|
||||
{
|
||||
#region MsgPackScheme
|
||||
#pragma warning disable CS8618 // Non-nullable field must contain a non-null value when exiting constructor. Consider declaring as nullable.
|
||||
[MessagePackObject(true)]
|
||||
public class MailReadRequest
|
||||
{
|
||||
public string Id;
|
||||
}
|
||||
|
||||
[MessagePackObject(true)]
|
||||
public class MailReadResponse
|
||||
{
|
||||
|
@ -17,32 +12,19 @@ namespace AscNet.GameServer.Handlers
|
|||
}
|
||||
|
||||
[MessagePackObject(true)]
|
||||
public class MailDeleteRequest
|
||||
public class MailReadRequest
|
||||
{
|
||||
}
|
||||
|
||||
[MessagePackObject(true)]
|
||||
public class MailDeleteResponse
|
||||
{
|
||||
public int Code;
|
||||
public string Id;
|
||||
}
|
||||
#pragma warning restore CS8618 // Non-nullable field must contain a non-null value when exiting constructor. Consider declaring as nullable.
|
||||
#endregion
|
||||
|
||||
internal class MailModule
|
||||
{
|
||||
// TODO: Read mail
|
||||
[RequestPacketHandler("MailReadRequest")]
|
||||
public static void MailReadRequestHandler(Session session, Packet.Request packet)
|
||||
{
|
||||
session.SendResponse(new MailReadResponse(), packet.Id);
|
||||
}
|
||||
|
||||
// TODO: Delete mail
|
||||
[RequestPacketHandler("MailDeleteRequest")]
|
||||
public static void MailDeleteRequestHandler(Session session, Packet.Request packet)
|
||||
{
|
||||
session.SendResponse(new MailDeleteResponse(), packet.Id);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,32 +0,0 @@
|
|||
using MessagePack;
|
||||
|
||||
namespace AscNet.GameServer.Handlers
|
||||
{
|
||||
|
||||
#region MsgPackScheme
|
||||
#pragma warning disable CS8618 // Non-nullable field must contain a non-null value when exiting constructor. Consider declaring as nullable.
|
||||
[MessagePackObject(true)]
|
||||
public class PartnerComposeRequest
|
||||
{
|
||||
public List<int> TemplateIds;
|
||||
public bool IsOneKey;
|
||||
}
|
||||
|
||||
[MessagePackObject(true)]
|
||||
public class PartnerComposeResponse
|
||||
{
|
||||
public int Code;
|
||||
}
|
||||
#pragma warning restore CS8618 // Non-nullable field must contain a non-null value when exiting constructor. Consider declaring as nullable.
|
||||
#endregion
|
||||
|
||||
internal class PartnerModule
|
||||
{
|
||||
// TODO: CUB combining
|
||||
[RequestPacketHandler("PartnerComposeRequest")]
|
||||
public static void PartnerComposeRequestHandler(Session session, Packet.Request packet)
|
||||
{
|
||||
session.SendResponse(new PartnerComposeResponse() { Code = 1 }, packet.Id);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,37 +1,14 @@
|
|||
using AscNet.Common.MsgPack;
|
||||
using MessagePack;
|
||||
|
||||
namespace AscNet.GameServer.Handlers
|
||||
{
|
||||
#region MsgPackScheme
|
||||
#pragma warning disable CS8618 // Non-nullable field must contain a non-null value when exiting constructor. Consider declaring as nullable.
|
||||
[MessagePackObject(true)]
|
||||
public class PayInitiatedRequest
|
||||
{
|
||||
public string Key;
|
||||
public string? TargetParam;
|
||||
}
|
||||
|
||||
[MessagePackObject(true)]
|
||||
public class PayInitiatedResponse
|
||||
{
|
||||
public int Code;
|
||||
}
|
||||
#pragma warning restore CS8618 // Non-nullable field must contain a non-null value when exiting constructor. Consider declaring as nullable.
|
||||
#endregion
|
||||
|
||||
internal class PayModule
|
||||
{
|
||||
[RequestPacketHandler("GetPurchaseListRequest")]
|
||||
public static void GetPurchaseListRequestHandler(Session session, Packet.Request packet)
|
||||
{
|
||||
session.SendResponse(new GetPurchaseListResponse(), packet.Id);
|
||||
}
|
||||
|
||||
[RequestPacketHandler("PayInitiatedRequest")]
|
||||
public static void PayInitiatedRequestHandler(Session session, Packet.Request packet)
|
||||
{
|
||||
session.SendResponse(new PayInitiatedResponse() { Code = 1 }, packet.Id);
|
||||
GetPurchaseListResponse getPurchaseListResponse = new();
|
||||
session.SendResponse(getPurchaseListResponse, packet.Id);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -38,7 +38,7 @@ namespace AscNet.GameServer.Handlers
|
|||
session.player.PlayerData.DisplayCharIdList.Add(request.CharId);
|
||||
}
|
||||
|
||||
CharacterData? character = session.character.Characters.Find(x => x.Id == request.CharId);
|
||||
NotifyCharacterDataList.CharacterData? character = session.character.Characters.Find(x => x.Id == request.CharId);
|
||||
if (character is not null && character.FashionId != request.FashionId && TableReaderV2.Parse<FashionTable>().Any(x => x.CharacterId == request.CharId && x.Id == request.FashionId))
|
||||
{
|
||||
character.FashionId = (uint)request.FashionId;
|
||||
|
|
|
@ -129,32 +129,6 @@ namespace AscNet.GameServer.Handlers
|
|||
public int Code;
|
||||
public List<long> DisplayCharIdList;
|
||||
}
|
||||
|
||||
[MessagePackObject(true)]
|
||||
public class QueryPlayerDetailRequest
|
||||
{
|
||||
public int PlayerId;
|
||||
}
|
||||
|
||||
[MessagePackObject(true)]
|
||||
public class QueryPlayerDetailResponse
|
||||
{
|
||||
public int Code;
|
||||
}
|
||||
|
||||
[MessagePackObject(true)]
|
||||
public class SetAppearanceRequest
|
||||
{
|
||||
public int CharacterAppearanceType;
|
||||
public dynamic? Characters;
|
||||
public AppearanceSettingInfo AppearanceSettingInfo;
|
||||
}
|
||||
|
||||
[MessagePackObject(true)]
|
||||
public class SetAppearanceResponse
|
||||
{
|
||||
public int Code;
|
||||
}
|
||||
#pragma warning restore CS8618 // Non-nullable field must contain a non-null value when exiting constructor. Consider declaring as nullable.
|
||||
#endregion
|
||||
|
||||
|
@ -260,19 +234,5 @@ namespace AscNet.GameServer.Handlers
|
|||
|
||||
session.SendResponse(new SetDisplayCharIdFirstResponse() { DisplayCharIdList = session.player.PlayerData.DisplayCharIdList }, packet.Id);
|
||||
}
|
||||
|
||||
// TODO: "Display Preview" button in Details section of account info menu
|
||||
[RequestPacketHandler("QueryPlayerDetailRequest")]
|
||||
public static void QueryPlayerDetailRequestHandler(Session session, Packet.Request packet)
|
||||
{
|
||||
session.SendResponse(new QueryPlayerDetailResponse() { Code = 1 }, packet.Id);
|
||||
}
|
||||
|
||||
// TODO: "Save" button in Details section of account info menu
|
||||
[RequestPacketHandler("SetAppearanceRequest")]
|
||||
public static void SetAppearanceRequestHandler(Session session, Packet.Request packet)
|
||||
{
|
||||
session.SendResponse(new SetAppearanceResponse() { Code = 1 }, packet.Id);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -3,35 +3,14 @@ using MessagePack;
|
|||
|
||||
namespace AscNet.GameServer.Handlers
|
||||
{
|
||||
|
||||
#region MsgPackScheme
|
||||
#pragma warning disable CS8618 // Non-nullable field must contain a non-null value when exiting constructor. Consider declaring as nullable.
|
||||
[MessagePackObject(true)]
|
||||
public class GetShopBaseInfoRequest
|
||||
{
|
||||
}
|
||||
|
||||
[MessagePackObject(true)]
|
||||
public class GetShopBaseInfoResponse
|
||||
{
|
||||
public int Code;
|
||||
}
|
||||
#pragma warning restore CS8618 // Non-nullable field must contain a non-null value when exiting constructor. Consider declaring as nullable.
|
||||
#endregion
|
||||
|
||||
internal class ShopModule
|
||||
{
|
||||
[RequestPacketHandler("GetShopInfoRequest")]
|
||||
public static void GetShopInfoRequestHandler(Session session, Packet.Request packet)
|
||||
/* TODO: Needs types
|
||||
[RequestPacketHandler("GetShopBaseInfoRequest")]
|
||||
public static void GetShopBaseInfoRequestHandler(Session session, Packet.Request packet)
|
||||
{
|
||||
GetShopInfoResponse rsp = new()
|
||||
{
|
||||
Code = 0,
|
||||
ClientShop = { }
|
||||
};
|
||||
|
||||
session.SendResponse(rsp, packet.Id);
|
||||
}
|
||||
*/
|
||||
|
||||
[RequestPacketHandler("GetShopInfoReceiveRequest")]
|
||||
public static void GetShopInfoReceiveRequestHandler(Session session, Packet.Request packet)
|
||||
|
@ -45,11 +24,16 @@ namespace AscNet.GameServer.Handlers
|
|||
session.SendResponse(rsp, packet.Id);
|
||||
}
|
||||
|
||||
// TODO: Dorm shop
|
||||
[RequestPacketHandler("GetShopBaseInfoRequest")]
|
||||
public static void GetShopBaseInfoRequestHandler(Session session, Packet.Request packet)
|
||||
[RequestPacketHandler("GetShopInfoRequest")]
|
||||
public static void GetShopInfoRequestHandler(Session session, Packet.Request packet)
|
||||
{
|
||||
session.SendResponse(new GetShopBaseInfoResponse(), packet.Id);
|
||||
GetShopInfoResponse rsp = new()
|
||||
{
|
||||
Code = 0,
|
||||
ClientShop = { }
|
||||
};
|
||||
|
||||
session.SendResponse(rsp, packet.Id);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,5 +1,6 @@
|
|||
using AscNet.Common.MsgPack;
|
||||
using AscNet.Common.Util;
|
||||
using AscNet.Table.V2.share.reward;
|
||||
using AscNet.Table.V2.share.trpg;
|
||||
using MessagePack;
|
||||
|
||||
|
|
|
@ -1,38 +1,17 @@
|
|||
using AscNet.Common.MsgPack;
|
||||
using MessagePack;
|
||||
|
||||
namespace AscNet.GameServer.Handlers
|
||||
{
|
||||
|
||||
#region MsgPackScheme
|
||||
#pragma warning disable CS8618 // Non-nullable field must contain a non-null value when exiting constructor. Consider declaring as nullable.
|
||||
[MessagePackObject(true)]
|
||||
public class GetCourseRewardRequest
|
||||
{
|
||||
public int StageId;
|
||||
}
|
||||
|
||||
[MessagePackObject(true)]
|
||||
public class GetCourseRewardResponse
|
||||
{
|
||||
public int Code;
|
||||
}
|
||||
#pragma warning restore CS8618 // Non-nullable field must contain a non-null value when exiting constructor. Consider declaring as nullable.
|
||||
#endregion
|
||||
|
||||
internal class TaskModule
|
||||
{
|
||||
[RequestPacketHandler("DoClientTaskEventRequest")]
|
||||
public static void DoClientTaskEventRequestHandler(Session session, Packet.Request packet)
|
||||
{
|
||||
session.SendResponse(new DoClientTaskEventResponse(), packet.Id);
|
||||
}
|
||||
|
||||
// TODO: Reward acquisition from course reward line in Tasks menu
|
||||
[RequestPacketHandler("GetCourseRewardRequest")]
|
||||
public static void GetCourseRewardRequestHandler(Session session, Packet.Request packet)
|
||||
DoClientTaskEventResponse doClientTaskEventResponse = new()
|
||||
{
|
||||
session.SendResponse(new GetCourseRewardResponse() { Code = 1 }, packet.Id);
|
||||
Code = 0
|
||||
};
|
||||
session.SendResponse(doClientTaskEventResponse, packet.Id);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,30 +0,0 @@
|
|||
using MessagePack;
|
||||
|
||||
namespace AscNet.GameServer.Handlers
|
||||
{
|
||||
#region MsgPackScheme
|
||||
#pragma warning disable CS8618 // Non-nullable field must contain a non-null value when exiting constructor. Consider declaring as nullable.
|
||||
[MessagePackObject(true)]
|
||||
public class CharacterTowerSaveTriggerConditionIdRequest
|
||||
{
|
||||
public int ConditionId;
|
||||
public int ChapterId;
|
||||
}
|
||||
|
||||
[MessagePackObject(true)]
|
||||
public class CharacterTowerSaveTriggerConditionIdResponse
|
||||
{
|
||||
public int Code;
|
||||
}
|
||||
#pragma warning restore CS8618 // Non-nullable field must contain a non-null value when exiting constructor. Consider declaring as nullable.
|
||||
#endregion
|
||||
|
||||
internal class TowerModule
|
||||
{
|
||||
[RequestPacketHandler("CharacterTowerSaveTriggerConditionIdRequest")]
|
||||
public static void CharacterTowerSaveTriggerConditionIdRequestHandler(Session session, Packet.Request packet)
|
||||
{
|
||||
session.SendResponse(new CharacterTowerSaveTriggerConditionIdResponse(), packet.Id);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,4 +1,6 @@
|
|||
using System.Reflection;
|
||||
using System.Net.Sockets;
|
||||
using System.Reflection;
|
||||
using AscNet.Common.MsgPack;
|
||||
using AscNet.Logging;
|
||||
using MessagePack;
|
||||
|
||||
|
|
|
@ -227,21 +227,15 @@ namespace AscNet.GameServer
|
|||
return;
|
||||
|
||||
// DB save on disconnect
|
||||
Save();
|
||||
|
||||
log.Warn($"{id} disconnected");
|
||||
client.Close();
|
||||
Server.Instance.Sessions.Remove(id);
|
||||
}
|
||||
|
||||
public void Save()
|
||||
{
|
||||
log.Info($"Saving session state...");
|
||||
player?.Save();
|
||||
character?.Save();
|
||||
stage?.Save();
|
||||
inventory?.Save();
|
||||
|
||||
log.Info($"Saving session state...");
|
||||
log.Warn($"{id} disconnected");
|
||||
client.Close();
|
||||
Server.Instance.Sessions.Remove(id);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<PropertyGroup>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<TargetFramework>net7.0</TargetFramework>
|
||||
<ImplicitUsings>enable</ImplicitUsings>
|
||||
<Nullable>enable</Nullable>
|
||||
</PropertyGroup>
|
||||
|
|
|
@ -1,22 +0,0 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<configuration>
|
||||
<startup>
|
||||
<supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.8.1" />
|
||||
</startup>
|
||||
<runtime>
|
||||
<assemblyBinding xmlns="urn:schemas-microsoft-com:asm.v1">
|
||||
<dependentAssembly>
|
||||
<assemblyIdentity name="System.Runtime.CompilerServices.Unsafe" publicKeyToken="b03f5f7f11d50a3a" culture="neutral" />
|
||||
<bindingRedirect oldVersion="0.0.0.0-6.0.0.0" newVersion="6.0.0.0" />
|
||||
</dependentAssembly>
|
||||
<dependentAssembly>
|
||||
<assemblyIdentity name="System.Memory" publicKeyToken="cc7b13ffcd2ddd51" culture="neutral" />
|
||||
<bindingRedirect oldVersion="0.0.0.0-4.0.1.2" newVersion="4.0.1.2" />
|
||||
</dependentAssembly>
|
||||
<dependentAssembly>
|
||||
<assemblyIdentity name="System.Buffers" publicKeyToken="cc7b13ffcd2ddd51" culture="neutral" />
|
||||
<bindingRedirect oldVersion="0.0.0.0-4.0.3.0" newVersion="4.0.3.0" />
|
||||
</dependentAssembly>
|
||||
</assemblyBinding>
|
||||
</runtime>
|
||||
</configuration>
|
|
@ -1,103 +0,0 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
|
||||
<PropertyGroup>
|
||||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
|
||||
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
|
||||
<ProjectGuid>{E2C4ED9F-8360-4D6D-888C-EF31B551C064}</ProjectGuid>
|
||||
<OutputType>Exe</OutputType>
|
||||
<RootNamespace>AscNet.PcapParser</RootNamespace>
|
||||
<AssemblyName>AscNet.PcapParser</AssemblyName>
|
||||
<TargetFrameworkVersion>v4.8.1</TargetFrameworkVersion>
|
||||
<FileAlignment>512</FileAlignment>
|
||||
<AutoGenerateBindingRedirects>true</AutoGenerateBindingRedirects>
|
||||
<Deterministic>true</Deterministic>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
|
||||
<PlatformTarget>AnyCPU</PlatformTarget>
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>full</DebugType>
|
||||
<Optimize>false</Optimize>
|
||||
<OutputPath>bin\Debug\</OutputPath>
|
||||
<DefineConstants>DEBUG;TRACE</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<Prefer32Bit>false</Prefer32Bit>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
|
||||
<PlatformTarget>x64</PlatformTarget>
|
||||
<DebugType>pdbonly</DebugType>
|
||||
<Optimize>true</Optimize>
|
||||
<OutputPath>bin\Release\</OutputPath>
|
||||
<DefineConstants>TRACE</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="MessagePack, Version=2.5.0.0, Culture=neutral, PublicKeyToken=b4a0369545f0a1be, processorArchitecture=MSIL">
|
||||
<HintPath>..\packages\MessagePack.2.5.140\lib\netstandard2.0\MessagePack.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="MessagePack.Annotations, Version=2.5.0.0, Culture=neutral, PublicKeyToken=b4a0369545f0a1be, processorArchitecture=MSIL">
|
||||
<HintPath>..\packages\MessagePack.Annotations.2.5.140\lib\netstandard2.0\MessagePack.Annotations.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Microsoft.Bcl.AsyncInterfaces, Version=6.0.0.0, Culture=neutral, PublicKeyToken=cc7b13ffcd2ddd51, processorArchitecture=MSIL">
|
||||
<HintPath>..\packages\Microsoft.Bcl.AsyncInterfaces.6.0.0\lib\net461\Microsoft.Bcl.AsyncInterfaces.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Microsoft.NET.StringTools, Version=1.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a, processorArchitecture=MSIL">
|
||||
<HintPath>..\packages\Microsoft.NET.StringTools.17.6.3\lib\net472\Microsoft.NET.StringTools.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Newtonsoft.Json, Version=13.0.0.0, Culture=neutral, PublicKeyToken=30ad4fe6b2a6aeed, processorArchitecture=MSIL">
|
||||
<HintPath>..\packages\Newtonsoft.Json.13.0.3\lib\net45\Newtonsoft.Json.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="PcapDotNet.Base, Version=1.0.4.25027, Culture=neutral, PublicKeyToken=06a20bc2fabb1931, processorArchitecture=MSIL">
|
||||
<HintPath>..\packages\Pcap.Net.x64.1.0.4.1\lib\net45\PcapDotNet.Base.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="PcapDotNet.Core, Version=1.0.4.25149, Culture=neutral, PublicKeyToken=06a20bc2fabb1931, processorArchitecture=AMD64">
|
||||
<HintPath>..\packages\Pcap.Net.x64.1.0.4.1\lib\net45\PcapDotNet.Core.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="PcapDotNet.Core.Extensions, Version=1.0.4.25151, Culture=neutral, PublicKeyToken=06a20bc2fabb1931, processorArchitecture=AMD64">
|
||||
<HintPath>..\packages\Pcap.Net.x64.1.0.4.1\lib\net45\PcapDotNet.Core.Extensions.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="PcapDotNet.Packets, Version=1.0.4.25028, Culture=neutral, PublicKeyToken=06a20bc2fabb1931, processorArchitecture=MSIL">
|
||||
<HintPath>..\packages\Pcap.Net.x64.1.0.4.1\lib\net45\PcapDotNet.Packets.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System" />
|
||||
<Reference Include="System.Buffers, Version=4.0.3.0, Culture=neutral, PublicKeyToken=cc7b13ffcd2ddd51, processorArchitecture=MSIL">
|
||||
<HintPath>..\packages\System.Buffers.4.5.1\lib\net461\System.Buffers.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Collections.Immutable, Version=6.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a, processorArchitecture=MSIL">
|
||||
<HintPath>..\packages\System.Collections.Immutable.6.0.0\lib\net461\System.Collections.Immutable.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Core" />
|
||||
<Reference Include="System.Memory, Version=4.0.1.2, Culture=neutral, PublicKeyToken=cc7b13ffcd2ddd51, processorArchitecture=MSIL">
|
||||
<HintPath>..\packages\System.Memory.4.5.5\lib\net461\System.Memory.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Numerics" />
|
||||
<Reference Include="System.Numerics.Vectors, Version=4.1.4.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a, processorArchitecture=MSIL">
|
||||
<HintPath>..\packages\System.Numerics.Vectors.4.5.0\lib\net46\System.Numerics.Vectors.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Runtime.CompilerServices.Unsafe, Version=6.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a, processorArchitecture=MSIL">
|
||||
<HintPath>..\packages\System.Runtime.CompilerServices.Unsafe.6.0.0\lib\net461\System.Runtime.CompilerServices.Unsafe.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Threading.Tasks.Extensions, Version=4.2.0.1, Culture=neutral, PublicKeyToken=cc7b13ffcd2ddd51, processorArchitecture=MSIL">
|
||||
<HintPath>..\packages\System.Threading.Tasks.Extensions.4.5.4\lib\net461\System.Threading.Tasks.Extensions.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Xml.Linq" />
|
||||
<Reference Include="System.Data.DataSetExtensions" />
|
||||
<Reference Include="Microsoft.CSharp" />
|
||||
<Reference Include="System.Data" />
|
||||
<Reference Include="System.Net.Http" />
|
||||
<Reference Include="System.Xml" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Crypto.cs" />
|
||||
<Compile Include="Packet.cs" />
|
||||
<Compile Include="PcapParser.cs" />
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="App.config" />
|
||||
<None Include="packages.config" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
</Project>
|
|
@ -1,91 +0,0 @@
|
|||
using System;
|
||||
using System.Security.Cryptography;
|
||||
|
||||
namespace AscNet.Common.Util
|
||||
{
|
||||
public static class Crypto
|
||||
{
|
||||
public static byte[] XORCrypt(byte[] data, byte[] key)
|
||||
{
|
||||
byte[] encryptedData = new byte[data.Length];
|
||||
|
||||
for (int i = 0; i < data.Length; i++)
|
||||
encryptedData[i] = (byte)(data[i] ^ key[i % key.Length]);
|
||||
|
||||
return encryptedData;
|
||||
}
|
||||
|
||||
public static class HaruCrypt
|
||||
{
|
||||
private static readonly byte[] key = new byte[] { 103, 40, 227, 236, 173, 175, 148, 243, 66, 252, 58, 22, 68, 192, 159, 15, 187, 15, 15, 29, 209, 209, 212, 66, 104, 16, 252, 194, 227, 14, 116, 112, 196, 221, 5, 1, 4, 173, 165, 69, 45, 193, 95, 10, 67, 38, 167, 239, 96, 184, 133, 75, 152, 196, 36, 121, 251, 7, 73, 82, 219, 25, 118, 70, 153, 232, 120, 120, 147, 10, 88, 106, 214, 187, 216, 49, 224, 57, 1, 233, 110, 40, 65, 85, 246, 197, 4, 20, 56, 74, 245, 41, 63, 169, 188, 104, 89, 49, 115, 254, 100, 77, 79, 11, 148, 242, 95, 88, 241, 111, 48, 130, 169, 200, 224, 135, 121, 161, 72, 84, 5, 100, 135, 70, 141, 94, 244, 114, 58, 28, 87, 181, 205, 221, 154, 184, 197, 98, 210, 202, 252, 124, 144, 9, 112, 163, 24, 254, 119, 188, 5, 230, 40, 79, 171, 17, 156, 212, 134, 41, 79, 134, 26, 251, 123, 219, 191, 136, 21, 84, 192, 91, 24, 33, 68, 101, 85, 61, 186, 215, 191, 37, 45, 51, 117, 227, 14, 145, 56, 43, 32, 67, 48, 98, 192, 41, 136, 223, 50, 163, 97, 251, 174, 59, 59, 147, 237, 177, 31, 159, 52, 243, 245, 247, 148, 139, 21, 92, 139, 80, 47, 4, 105, 59, 227, 220, 180, 231, 176, 187, 205, 203, 148, 121, 98, 90, 87, 131, 245, 3, 63, 239, 57, 117, 102, 134, 40, 172, 60, 128, 108, 102, 216, 247, 133, 102 };
|
||||
private static readonly RSACryptoServiceProvider rsa = new RSACryptoServiceProvider();
|
||||
private static readonly byte[] signature = new byte[128];
|
||||
#pragma warning disable SYSLIB0021 // Type or member is obsolete
|
||||
private static readonly SHA1 sha = new SHA1CryptoServiceProvider();
|
||||
#pragma warning restore SYSLIB0021 // Type or member is obsolete
|
||||
private const string PUBLIC_KEY = "<RSAKeyValue><Modulus>kZE/f0ifi0DH3uP3KCWOPqTyQ3MsQKHf9X4Z65S36s226RkdkZL2kHTz20n+IlOvGChi3ByDMFLawlyB0MCW94WDnc1Mc/PtVKo6D8gBEcSvdjDbhC4Ly0f2hMHS/SNdGPMAMkEWGNvIvfuT1TEaWTPsxRLZbfASp2KPG7Wjdck=</Modulus><Exponent>AQAB</Exponent></RSAKeyValue>";
|
||||
|
||||
static HaruCrypt()
|
||||
{
|
||||
rsa.FromXmlString(PUBLIC_KEY);
|
||||
}
|
||||
|
||||
public static void Encrypt(byte[] content)
|
||||
{
|
||||
Encrypt(content, 0, content.Length);
|
||||
}
|
||||
|
||||
public static void Encrypt(byte[] content, int offset, int count)
|
||||
{
|
||||
int num = count % key.Length;
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
int num2 = i + offset;
|
||||
int num3 = (int)content[num2];
|
||||
num3 ^= (int)key[num];
|
||||
if (i > 0)
|
||||
{
|
||||
num3 ^= (int)content[num2 - 1];
|
||||
}
|
||||
num3 ^= (int)key[i % key.Length];
|
||||
int num4 = ((int)((i + 1 < count) ? content[num2 + 1] : 0) + count) % 8;
|
||||
num3 = (num3 << 8 - num4 | num3 >> num4);
|
||||
content[num2] = (byte)num3;
|
||||
}
|
||||
}
|
||||
|
||||
public static void Decrypt(byte[] content)
|
||||
{
|
||||
Decrypt(content, 0, content.Length);
|
||||
}
|
||||
|
||||
private static void Decrypt(byte[] bytes, int offset, int count)
|
||||
{
|
||||
int num = count % key.Length;
|
||||
for (int i = count - 1; i >= 0; i--)
|
||||
{
|
||||
int num2 = i + offset;
|
||||
int num3 = (int)bytes[num2];
|
||||
int num4 = ((int)((i + 1 < count) ? bytes[num2 + 1] : 0) + count) % 8;
|
||||
num3 = (num3 >> 8 - num4 | num3 << num4);
|
||||
num3 ^= (int)key[i % key.Length];
|
||||
if (num2 > offset)
|
||||
{
|
||||
num3 ^= (int)bytes[num2 - 1];
|
||||
}
|
||||
num3 ^= (int)key[num];
|
||||
bytes[num2] = (byte)num3;
|
||||
}
|
||||
}
|
||||
|
||||
private static bool Verify(byte[] content, ref int offset, ref int count)
|
||||
{
|
||||
Buffer.BlockCopy(content, offset, signature, 0, signature.Length);
|
||||
offset += signature.Length;
|
||||
count -= signature.Length;
|
||||
byte[] hash = sha.ComputeHash(content, offset, count);
|
||||
return rsa.VerifyHash(hash, signature, HashAlgorithmName.SHA1, RSASignaturePadding.Pkcs1);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,104 +0,0 @@
|
|||
using MessagePack;
|
||||
|
||||
namespace AscNet.PcapParser
|
||||
{
|
||||
[MessagePackObject(false)]
|
||||
public class Packet
|
||||
{
|
||||
[Key(0)]
|
||||
public int No;
|
||||
|
||||
[Key(1)]
|
||||
public ContentType Type;
|
||||
|
||||
[Key(2)]
|
||||
public byte[] Content;
|
||||
|
||||
public enum ContentType
|
||||
{
|
||||
Request,
|
||||
Response,
|
||||
Push,
|
||||
Exception
|
||||
}
|
||||
|
||||
[MessagePackObject(false)]
|
||||
public class Request
|
||||
{
|
||||
[Key(0)]
|
||||
public int Id;
|
||||
|
||||
[Key(1)]
|
||||
public string Name;
|
||||
|
||||
[Key(2)]
|
||||
public byte[] Content;
|
||||
|
||||
public T Deserialize<T>()
|
||||
{
|
||||
return MessagePackSerializer.Deserialize<T>(Content);
|
||||
}
|
||||
|
||||
public object Deserialize()
|
||||
{
|
||||
return MessagePackSerializer.Typeless.Deserialize(Content);
|
||||
}
|
||||
}
|
||||
|
||||
[MessagePackObject(false)]
|
||||
public class Response
|
||||
{
|
||||
[Key(0)]
|
||||
public int Id;
|
||||
|
||||
[Key(1)]
|
||||
public string Name;
|
||||
|
||||
[Key(2)]
|
||||
public byte[] Content;
|
||||
|
||||
public T Deserialize<T>()
|
||||
{
|
||||
return MessagePackSerializer.Deserialize<T>(Content);
|
||||
}
|
||||
|
||||
public object Deserialize()
|
||||
{
|
||||
return MessagePackSerializer.Typeless.Deserialize(Content);
|
||||
}
|
||||
}
|
||||
|
||||
[MessagePackObject(false)]
|
||||
public class Push
|
||||
{
|
||||
[Key(0)]
|
||||
public string Name;
|
||||
|
||||
[Key(1)]
|
||||
public byte[] Content;
|
||||
|
||||
public T Deserialize<T>()
|
||||
{
|
||||
return MessagePackSerializer.Deserialize<T>(Content);
|
||||
}
|
||||
|
||||
public object Deserialize()
|
||||
{
|
||||
return MessagePackSerializer.Typeless.Deserialize(Content);
|
||||
}
|
||||
}
|
||||
|
||||
[MessagePackObject(false)]
|
||||
public class Exception
|
||||
{
|
||||
[Key(0)]
|
||||
public int Id;
|
||||
|
||||
[Key(1)]
|
||||
public int Code;
|
||||
|
||||
[Key(2)]
|
||||
public string Message;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,246 +0,0 @@
|
|||
using Newtonsoft.Json;
|
||||
using PcapDotNet.Core;
|
||||
using System.IO;
|
||||
using System;
|
||||
using System.Linq;
|
||||
using System.Buffers.Binary;
|
||||
using System.Runtime.InteropServices;
|
||||
using AscNet.Common.Util;
|
||||
using MessagePack;
|
||||
using System.Collections.Generic;
|
||||
using PcapDotNet.Packets.IpV4;
|
||||
|
||||
namespace AscNet.PcapParser
|
||||
{
|
||||
class PcapParser
|
||||
{
|
||||
private static readonly MessagePackSerializerOptions lz4Options = MessagePackSerializerOptions.Standard.WithCompression(MessagePackCompression.Lz4Block);
|
||||
private static readonly Dictionary<IpV4Address, byte[]> buffer = new Dictionary<IpV4Address, byte[]>();
|
||||
private static readonly MemoryStream memoryStream = new MemoryStream();
|
||||
private static readonly List<object> packets = new List<object>();
|
||||
|
||||
static void Main(string[] args)
|
||||
{
|
||||
// Check command line
|
||||
if (args.Length != 1)
|
||||
{
|
||||
Console.WriteLine("usage: " + Environment.GetCommandLineArgs()[0] + " <filename>");
|
||||
return;
|
||||
}
|
||||
|
||||
// Create the offline device
|
||||
OfflinePacketDevice selectedDevice = new OfflinePacketDevice(args[0]);
|
||||
|
||||
// Open the capture file
|
||||
using (PacketCommunicator communicator =
|
||||
selectedDevice.Open(65536, // portion of the packet to capture
|
||||
// 65536 guarantees that the whole packet will be captured on all the link layers
|
||||
PacketDeviceOpenAttributes.Promiscuous, // promiscuous mode
|
||||
1000)) // read timeout
|
||||
{
|
||||
// Read and dispatch packets until EOF is reached
|
||||
communicator.ReceivePackets(0, DispatcherHandler);
|
||||
}
|
||||
|
||||
// ProcessPackets();
|
||||
|
||||
Console.WriteLine($"Got {packets.Count} packet(s)");
|
||||
File.WriteAllText("packets.json", JsonConvert.SerializeObject(packets));
|
||||
}
|
||||
|
||||
private static void DispatcherHandler(PcapDotNet.Packets.Packet packet)
|
||||
{
|
||||
var payload = packet.Ethernet.IpV4.Tcp.Payload;
|
||||
|
||||
if (payload.Length < 1)
|
||||
return;
|
||||
|
||||
byte[] bytes;
|
||||
if (buffer.ContainsKey(packet.Ethernet.IpV4.Source))
|
||||
{
|
||||
bytes = buffer[packet.Ethernet.IpV4.Source].Concat(payload.ToArray()).ToArray();
|
||||
}
|
||||
else
|
||||
{
|
||||
bytes = payload.ToArray();
|
||||
}
|
||||
|
||||
int readLen = 0;
|
||||
|
||||
while (true)
|
||||
{
|
||||
if (4 > bytes.Length - readLen)
|
||||
{
|
||||
buffer[packet.Ethernet.IpV4.Source] = bytes.AsSpan(readLen).ToArray();
|
||||
break;
|
||||
}
|
||||
|
||||
int len = (int)BinaryPrimitives.ReadUInt32LittleEndian(bytes.AsSpan(readLen));
|
||||
readLen += Marshal.SizeOf<int>();
|
||||
|
||||
if (len > bytes.Length - readLen)
|
||||
{
|
||||
buffer[packet.Ethernet.IpV4.Source] = bytes.AsSpan(readLen - 4).ToArray();
|
||||
break;
|
||||
}
|
||||
|
||||
byte[] packetBuffer = new byte[len];
|
||||
Buffer.BlockCopy(bytes, readLen, packetBuffer, 0, len);
|
||||
readLen += len;
|
||||
|
||||
Crypto.HaruCrypt.Decrypt(packetBuffer);
|
||||
|
||||
try
|
||||
{
|
||||
var msgPackPacket = MessagePackSerializer.Deserialize<Packet>(packetBuffer, lz4Options);
|
||||
var packetObj = new Dictionary<string, dynamic>
|
||||
{
|
||||
["No"] = msgPackPacket.No,
|
||||
["Type"] = msgPackPacket.Type.ToString()
|
||||
};
|
||||
|
||||
switch (msgPackPacket.Type)
|
||||
{
|
||||
case Packet.ContentType.Request:
|
||||
var req = MessagePackSerializer.Deserialize<Packet.Request>(msgPackPacket.Content);
|
||||
packetObj["Content"] = new
|
||||
{
|
||||
req.Id,
|
||||
req.Name,
|
||||
Content = req.Deserialize()
|
||||
};
|
||||
Console.WriteLine($"{req.Name}, " + JsonConvert.SerializeObject(req.Deserialize()));
|
||||
break;
|
||||
case Packet.ContentType.Response:
|
||||
var rsp = MessagePackSerializer.Deserialize<Packet.Response>(msgPackPacket.Content);
|
||||
packetObj["Content"] = new
|
||||
{
|
||||
rsp.Id,
|
||||
rsp.Name,
|
||||
Content = rsp.Deserialize()
|
||||
};
|
||||
Console.WriteLine($"{rsp.Name}, " + JsonConvert.SerializeObject(rsp.Deserialize()));
|
||||
break;
|
||||
case Packet.ContentType.Push:
|
||||
var push = MessagePackSerializer.Deserialize<Packet.Push>(msgPackPacket.Content);
|
||||
packetObj["Content"] = new
|
||||
{
|
||||
push.Name,
|
||||
Content = push.Deserialize()
|
||||
};
|
||||
Console.WriteLine($"{push.Name}, " + JsonConvert.SerializeObject(push.Deserialize()));
|
||||
break;
|
||||
case Packet.ContentType.Exception:
|
||||
var ex = MessagePackSerializer.Deserialize<Packet.Exception>(msgPackPacket.Content);
|
||||
packetObj["Content"] = ex;
|
||||
Console.WriteLine(JsonConvert.SerializeObject(ex));
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
packets.Add(packetObj);
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
Console.WriteLine("len: " + len + ", pack: " + Convert.ToBase64String(packetBuffer));
|
||||
byte[] rawBuf = new byte[len + 4];
|
||||
Buffer.BlockCopy(bytes, (readLen - len - 4), rawBuf, 0, len + 4);
|
||||
|
||||
Console.WriteLine("Ended abruptly while reading, processing: " + Convert.ToBase64String(rawBuf));
|
||||
break;
|
||||
}
|
||||
|
||||
if (readLen >= bytes.Length)
|
||||
{
|
||||
buffer.Remove(packet.Ethernet.IpV4.Source);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// print packet timestamp and packet length
|
||||
/*Console.WriteLine(packet.Timestamp.ToString("yyyy-MM-dd hh:mm:ss.fff") + " length:" + payload.Length);
|
||||
memoryStream.Write(payload.ToArray(), 0, payload.Length);*/
|
||||
}
|
||||
|
||||
private static void ProcessPackets()
|
||||
{
|
||||
List<object> packets = new List<object>();
|
||||
byte[] msBytes = memoryStream.ToArray();
|
||||
int readLen = 0;
|
||||
|
||||
while (readLen < msBytes.Length)
|
||||
{
|
||||
int len = BinaryPrimitives.ReadInt32LittleEndian(msBytes.AsSpan(readLen));
|
||||
readLen += Marshal.SizeOf<int>();
|
||||
|
||||
byte[] packetBuffer = new byte[len];
|
||||
Buffer.BlockCopy(msBytes, readLen, packetBuffer, 0, len);
|
||||
readLen += len;
|
||||
|
||||
Crypto.HaruCrypt.Decrypt(packetBuffer);
|
||||
|
||||
try
|
||||
{
|
||||
var packet = MessagePackSerializer.Deserialize<Packet>(packetBuffer, lz4Options);
|
||||
var packetObj = new Dictionary<string, dynamic>
|
||||
{
|
||||
["No"] = packet.No,
|
||||
["Type"] = packet.Type.ToString()
|
||||
};
|
||||
|
||||
switch (packet.Type)
|
||||
{
|
||||
case Packet.ContentType.Request:
|
||||
var req = MessagePackSerializer.Deserialize<Packet.Request>(packet.Content);
|
||||
packetObj["Content"] = new
|
||||
{
|
||||
req.Id,
|
||||
req.Name,
|
||||
Content = req.Deserialize()
|
||||
};
|
||||
Console.WriteLine($"{req.Name}, " + JsonConvert.SerializeObject(req.Deserialize()));
|
||||
break;
|
||||
case Packet.ContentType.Response:
|
||||
var rsp = MessagePackSerializer.Deserialize<Packet.Response>(packet.Content);
|
||||
packetObj["Content"] = new
|
||||
{
|
||||
rsp.Id,
|
||||
rsp.Name,
|
||||
Content = rsp.Deserialize()
|
||||
};
|
||||
Console.WriteLine($"{rsp.Name}, " + JsonConvert.SerializeObject(rsp.Deserialize()));
|
||||
break;
|
||||
case Packet.ContentType.Push:
|
||||
var push = MessagePackSerializer.Deserialize<Packet.Push>(packet.Content);
|
||||
packetObj["Content"] = new
|
||||
{
|
||||
push.Name,
|
||||
Content = push.Deserialize()
|
||||
};
|
||||
Console.WriteLine($"{push.Name}, " + JsonConvert.SerializeObject(push.Deserialize()));
|
||||
break;
|
||||
case Packet.ContentType.Exception:
|
||||
var ex = MessagePackSerializer.Deserialize<Packet.Exception>(packet.Content);
|
||||
packetObj["Content"] = ex;
|
||||
Console.WriteLine(JsonConvert.SerializeObject(ex));
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
packets.Add(packetObj);
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
Console.WriteLine("len: " + len + ", pack: " + Convert.ToBase64String(packetBuffer));
|
||||
byte[] rawBuf = new byte[len + 4];
|
||||
Buffer.BlockCopy(msBytes, (readLen - len - 4), rawBuf, 0, len + 4);
|
||||
|
||||
Console.WriteLine("Ended abruptly while reading, processing: " + Convert.ToBase64String(rawBuf));
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,36 +0,0 @@
|
|||
using System.Reflection;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
// General Information about an assembly is controlled through the following
|
||||
// set of attributes. Change these attribute values to modify the information
|
||||
// associated with an assembly.
|
||||
[assembly: AssemblyTitle("AscNet.PcapParser")]
|
||||
[assembly: AssemblyDescription("")]
|
||||
[assembly: AssemblyConfiguration("")]
|
||||
[assembly: AssemblyCompany("")]
|
||||
[assembly: AssemblyProduct("AscNet.PcapParser")]
|
||||
[assembly: AssemblyCopyright("Copyright © 2024")]
|
||||
[assembly: AssemblyTrademark("")]
|
||||
[assembly: AssemblyCulture("")]
|
||||
|
||||
// Setting ComVisible to false makes the types in this assembly not visible
|
||||
// to COM components. If you need to access a type in this assembly from
|
||||
// COM, set the ComVisible attribute to true on that type.
|
||||
[assembly: ComVisible(false)]
|
||||
|
||||
// The following GUID is for the ID of the typelib if this project is exposed to COM
|
||||
[assembly: Guid("e2c4ed9f-8360-4d6d-888c-ef31b551c064")]
|
||||
|
||||
// Version information for an assembly consists of the following four values:
|
||||
//
|
||||
// Major Version
|
||||
// Minor Version
|
||||
// Build Number
|
||||
// Revision
|
||||
//
|
||||
// You can specify all the values or you can default the Build and Revision Numbers
|
||||
// by using the '*' as shown below:
|
||||
// [assembly: AssemblyVersion("1.0.*")]
|
||||
[assembly: AssemblyVersion("1.0.0.0")]
|
||||
[assembly: AssemblyFileVersion("1.0.0.0")]
|
|
@ -1,17 +0,0 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<packages>
|
||||
<package id="MessagePack" version="2.5.140" targetFramework="net481" />
|
||||
<package id="MessagePack.Annotations" version="2.5.140" targetFramework="net481" />
|
||||
<package id="Microsoft.Bcl.AsyncInterfaces" version="6.0.0" targetFramework="net481" />
|
||||
<package id="Microsoft.NET.StringTools" version="17.6.3" targetFramework="net481" />
|
||||
<package id="Newtonsoft.Json" version="13.0.3" targetFramework="net481" />
|
||||
<package id="Pcap.Net.x64" version="1.0.4.1" targetFramework="net481" />
|
||||
<package id="System.Buffers" version="4.5.1" targetFramework="net481" />
|
||||
<package id="System.Collections.Immutable" version="6.0.0" targetFramework="net481" />
|
||||
<package id="System.Memory" version="4.5.5" targetFramework="net481" />
|
||||
<package id="System.Numerics.Vectors" version="4.5.0" targetFramework="net481" />
|
||||
<package id="System.Reflection.Emit" version="4.7.0" targetFramework="net481" />
|
||||
<package id="System.Reflection.Emit.Lightweight" version="4.7.0" targetFramework="net481" />
|
||||
<package id="System.Runtime.CompilerServices.Unsafe" version="6.0.0" targetFramework="net481" />
|
||||
<package id="System.Threading.Tasks.Extensions" version="4.5.4" targetFramework="net481" />
|
||||
</packages>
|
|
@ -1,7 +1,7 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk.Web">
|
||||
|
||||
<PropertyGroup>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<TargetFramework>net7.0</TargetFramework>
|
||||
<Nullable>enable</Nullable>
|
||||
<ImplicitUsings>enable</ImplicitUsings>
|
||||
<OutputType>Library</OutputType>
|
||||
|
|
|
@ -106,8 +106,8 @@ namespace AscNet.SDKServer.Controllers
|
|||
{
|
||||
Id = "1",
|
||||
ModifyTime = DateTimeOffset.Now.ToUnixTimeSeconds(),
|
||||
Content =
|
||||
[
|
||||
Content = new ScrollPicNotice.NoticeContent[]
|
||||
{
|
||||
new ScrollPicNotice.NoticeContent()
|
||||
{
|
||||
Id = 0,
|
||||
|
@ -123,7 +123,7 @@ namespace AscNet.SDKServer.Controllers
|
|||
AppearanceTime = Array.Empty<dynamic>(),
|
||||
DisappearanceCondition = Array.Empty<dynamic>(),
|
||||
}
|
||||
]
|
||||
}
|
||||
};
|
||||
|
||||
string serializedObject = JsonConvert.SerializeObject(notice);
|
||||
|
|
|
@ -41,7 +41,7 @@ namespace AscNet.SDKServer
|
|||
private class RequestLoggingMiddleware
|
||||
{
|
||||
private readonly RequestDelegate _next;
|
||||
private static readonly string[] surpressedRoutes = ["/feedback"];
|
||||
private static readonly string[] SurpressedRoutes = new string[] { "/feedback" };
|
||||
|
||||
public RequestLoggingMiddleware(RequestDelegate next)
|
||||
{
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
|
||||
<PropertyGroup>
|
||||
<OutputType>Exe</OutputType>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<TargetFramework>net7.0</TargetFramework>
|
||||
<ImplicitUsings>enable</ImplicitUsings>
|
||||
<Nullable>enable</Nullable>
|
||||
</PropertyGroup>
|
||||
|
|
|
@ -15,9 +15,7 @@ Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "AscNet.Test", "AscNet.Test\
|
|||
EndProject
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "AscNet.Logging", "AscNet.Logging\AscNet.Logging.csproj", "{1DFF24B2-A3E1-4E5B-A1E4-3FE7022828EF}"
|
||||
EndProject
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "AscNet.Table", "AscNet.Table\AscNet.Table.csproj", "{7B6F3E2A-69D6-429B-9D5C-52339093663C}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "AscNet.PcapParser", "AscNet.PcapParser\AscNet.PcapParser.csproj", "{E2C4ED9F-8360-4D6D-888C-EF31B551C064}"
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "AscNet.Table", "AscNet.Table\AscNet.Table.csproj", "{7B6F3E2A-69D6-429B-9D5C-52339093663C}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
|
@ -53,10 +51,6 @@ Global
|
|||
{7B6F3E2A-69D6-429B-9D5C-52339093663C}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{7B6F3E2A-69D6-429B-9D5C-52339093663C}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{7B6F3E2A-69D6-429B-9D5C-52339093663C}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{E2C4ED9F-8360-4D6D-888C-EF31B551C064}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{E2C4ED9F-8360-4D6D-888C-EF31B551C064}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{E2C4ED9F-8360-4D6D-888C-EF31B551C064}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{E2C4ED9F-8360-4D6D-888C-EF31B551C064}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
|
||||
<PropertyGroup>
|
||||
<OutputType>Exe</OutputType>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<TargetFramework>net7.0</TargetFramework>
|
||||
<ImplicitUsings>enable</ImplicitUsings>
|
||||
<Nullable>enable</Nullable>
|
||||
</PropertyGroup>
|
||||
|
|
|
@ -27,27 +27,6 @@
|
|||
"IndexSha1": "7ae82c13f9427d1f120f76abb4e559bad283d3e1",
|
||||
"LaunchIndexSha1": "297287965d68643bad0d54c8cb2f5ae76a18b26c"
|
||||
},
|
||||
"2.1.0": {
|
||||
"DocumentVersion": "2.1.10",
|
||||
"LaunchModuleVersion": "2.1.10",
|
||||
"IndexMd5": "c5d4baac85a6e37b8109ea43dc045d31",
|
||||
"IndexSha1": "117a4088e5a3b5af1d72756e1992d61ab0a4a808",
|
||||
"LaunchIndexSha1": "3176dd2c60f61f2d6b220232712d65127cb8523f"
|
||||
},
|
||||
"2.2.0": {
|
||||
"DocumentVersion": "2.2.6",
|
||||
"LaunchModuleVersion": "2.2.0",
|
||||
"IndexMd5": "c5d4baac85a6e37b8109ea43dc045d31",
|
||||
"IndexSha1": "1ad785d4b6f4209fc56ecfd3a7d2a4cf2caa052a",
|
||||
"LaunchIndexSha1": "3176dd2c60f61f2d6b220232712d65127cb8523f"
|
||||
},
|
||||
"2.3.0": {
|
||||
"DocumentVersion": "2.3.4",
|
||||
"LaunchModuleVersion": "2.3.0",
|
||||
"IndexMd5": "c5d4baac85a6e37b8109ea43dc045d31",
|
||||
"IndexSha1": "930e048f64aa85d6e2b8f008505f8ff0bf264595",
|
||||
"LaunchIndexSha1": "3176dd2c60f61f2d6b220232712d65127cb8523f"
|
||||
},
|
||||
"2.9.0": {
|
||||
"DocumentVersion": "2.9.15",
|
||||
"LaunchModuleVersion": "2.9.15",
|
||||
|
|
|
@ -0,0 +1,188 @@
|
|||
FxMb1BraveMd010011Attack05
|
||||
FxMb1BraveMd010011Attack08Body
|
||||
FxMb1BraveMd010011Attack09Laser
|
||||
FxMb1BraveMd010011Attack09Zadi
|
||||
FxMb1BraveMd010011Attack1302Dandao
|
||||
FxMb1LadyMd10001Attack01Forearm
|
||||
FxMb1LadyMd10001Attack0306m
|
||||
FxMb1LadyMd10001Attack04
|
||||
FxMb1LadyMd10001Attack05Zha10m
|
||||
FxMb1LadyMd10001Attack05Zha30m
|
||||
FxMb1LadyMd10001Attack05Zha50m
|
||||
FxMb1LadyMd10001Attack11
|
||||
FxMb1LadyMd10001Attack1101S6
|
||||
FxMb1LadyMd10001Attack12
|
||||
FxMb1LuolanMd010001Attack12
|
||||
FxMb1LuolanMd010001Attack14
|
||||
FxMb1LuolanMd010001Attack15
|
||||
FxMb1LuolanMd010001Attack16
|
||||
FxMb1OsirisMd000001Attack01
|
||||
FxMb1OsirisMd000001Attack02
|
||||
FxMb1OsirisMd000001Attack03
|
||||
FxMb1OsirisMd000001Attack03Dandao
|
||||
FxMb1OsirisMd000001Attack05
|
||||
FxMb1OsirisMd000001Attack0601
|
||||
FxMb1OsirisMd000001Attack0602
|
||||
FxMb1OsirisMd000001Attack06Xian15
|
||||
FxMb1OsirisMd000001Attack06Xian30
|
||||
FxMb1OsirisMd000001Attack07
|
||||
FxMb1OsirisMd000001Attack07Dandao
|
||||
FxMb1OsirisMd000001Attack08
|
||||
FxMb1OsirisMd000001Attack11
|
||||
FxMb1OsirisMd000001Attack1301
|
||||
FxMb1OsirisMd000001Attack1302
|
||||
FxMb1OsirisMd000001Shouji
|
||||
FxMb1OsirisMd000002Attack101R
|
||||
FxMb1OsirisMd000002Attack101Y
|
||||
FxMb1OsirisMd000002Attack102R
|
||||
FxMb1OsirisMd000002Attack103R
|
||||
FxMb1OsirisMd000002Attack1GuadianBone068
|
||||
FxMb1OsirisMd000002Attack1GuadianBone070
|
||||
FxMb1OsirisMd000002Attack1GuadianBone072
|
||||
FxMb1OsirisMd000002Attack1GuadianBone074
|
||||
FxMb1OsirisMd000002Attack1GuadianBone076
|
||||
FxMb1OsirisMd000002Attack1GuadianBone078
|
||||
FxMb1OsirisMd000002Attack1GuadianBone086
|
||||
FxMb1OsirisMd000002Born
|
||||
FxMb1OsirisMd000002BornGuadianBone068
|
||||
FxMb1OsirisMd000002BornGuadianBone070
|
||||
FxMb1OsirisMd000002BornGuadianBone072
|
||||
FxMb1OsirisMd000002BornGuadianBone074
|
||||
FxMb1OsirisMd000002BornGuadianBone076
|
||||
FxMb1OsirisMd000002BornGuadianBone078
|
||||
FxMb1OsirisMd000002DeathGuadianBone068
|
||||
FxMb1OsirisMd000002DeathGuadianBone070
|
||||
FxMb1OsirisMd000002DeathGuadianBone072
|
||||
FxMb1OsirisMd000002DeathGuadianBone074
|
||||
FxMb1OsirisMd000002DeathGuadianBone076
|
||||
FxMb1OsirisMd000002DeathGuadianBone078
|
||||
FxMb1OsirisMd000002DeathGuadianBone086
|
||||
FxMb1OsirisMd000002Guajian
|
||||
FxMb1OsirisMd000002Stand1GuadianBone068
|
||||
FxMb1OsirisMd000002Stand1GuadianBone070
|
||||
FxMb1OsirisMd000002Stand1GuadianBone072
|
||||
FxMb1OsirisMd000002Stand1GuadianBone074
|
||||
FxMb1OsirisMd000002Stand1GuadianBone076
|
||||
FxMb1OsirisMd000002Stand1GuadianBone078
|
||||
FxMb1OsirisMd000002Stand1GuadianDummy001
|
||||
FxMb1OsirisMd000003Attack1
|
||||
FxMb1OsirisMd000003Born
|
||||
FxMb1OsirisMd000003Death
|
||||
FxMb1OsirisMd000003Dun
|
||||
FxMb1OsirisMd000003Stand1
|
||||
FxMb1RobotarmorMd030001Attack03B02
|
||||
FxMb1RobotarmorMd030001AttackTan
|
||||
FxMb1RobotarmorMd030001PengzhuankuangB
|
||||
FxMb1RobotarmorMd030001PengzhuankuangR
|
||||
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FxMbMsMd040011Attack17Yujing4M2S
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FxMbMsMd040011Attack17Yujing4M3S
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FxMbMsMd040011Attack2410M
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FxMbMsMd040011AttackShouji01
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FxMbMsMd040011AttackShouji02
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FxMbMsMd040011Straight
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FxMbMsMd040011StraightAfter
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FxMe1SpiderMd000001Attack02Shouji
|
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FxMe1SpiderMd000001Attack03051M
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|
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|
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FxMe1SwordMd002001Attack0401
|
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|
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FxMo1BraveMd010031Attack03Yubei
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FxMo1JxbzMd000001Attack0201
|
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Mb1VirginbioMd030001Attack05Shouji
|
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Mb1VirginbioMd030001Shouji
|
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Me1RocketMd002002Attack0502
|
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|
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Me1RocketMd002002qianyaoBip001RFinger02
|
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Mo1BioMd010121Attack02Shouji
|
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Mo1BioMd010121Attack03Shouji
|
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|
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|
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|
||||
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|
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FxMb1OrphanMd030001Attack06PurpleDimian
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FxMb1OrphanMd030001Attack07PurpleDimian
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FxMb1OrphanMd030001Attack12Bip001LHand
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|
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|
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|
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|
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@ -0,0 +1,4 @@
|
|||
Id Name SubName EntryImage
|
||||
1 History BATTLE Assets/Product/Texture/Image/UIAchievemen/UIAchievemenBg1.png
|
||||
2 Training CULTIVATION Assets/Product/Texture/Image/UIAchievemen/UIAchievemenBg2.png
|
||||
3 Challenge PLAYER Assets/Product/Texture/Image/UIAchievemen/UIAchievemenBg3.png
|
|
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@ -0,0 +1,10 @@
|
|||
Id BaseTypeId Name
|
||||
1 1 Main Battle
|
||||
2 1 Phantom Pain Cage
|
||||
3 1 War Zone
|
||||
4 1 Others
|
||||
5 2 Member
|
||||
6 2 Equipment
|
||||
7 2 CUB
|
||||
8 3 Commandant Career
|
||||
9 3 Member Affection
|
|
|
@ -0,0 +1,64 @@
|
|||
Id Name GroupId SortId TimeId ShowBeginTime ShowEndTime ActivityType ActivityBgType ActivityBg ActivityTitle ActivityDes ActivityPrefabPath Params[0] Params[1] Params[2] Params[3] Params[4] Params[5] Params[6] ConditionId
|
||||
998 Invite Friend 3 1 4 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBase6InviteFriend.png Invite Friend You can share your invite code to Lv.≥20 commandants. If they use your code, you will have invited them successfully. Assets/Product/Ui/ComponentPrefab/ActivityBase/PanelSendInvitation.prefab 2 10015 3
|
||||
999 Invite Code 3 1 5 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBase5OtherInviteCode.png Invite Code Welcome back to Gray Raven HQ. You can input the invite code of other commandants to receive corresponding rewards. Assets/Product/Ui/ComponentPrefab/ActivityBase/PanelAcceptInvitation.prefab 2 10016
|
||||
970 Return Support 5 1 1 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBase6OtherHuigui.png Return Support During the event, commandants in the "Return" state can complete the missions and get the rewards (the event ends when the Return state expires). 31 845020
|
||||
81 Arcade Anima - Watanabe 14 1 13103 1 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseCharacterTowerDubianV132.png Arcade Anima - Watanabe Mission Info: Clear [Arcade Anima] during the event to obtain extra rewards. 166 11768
|
||||
82 Arcade Anima - Alpha 14 1 13104 1 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseCharacterTowerLuciaV132.png Arcade Anima - Alpha Mission Info: Clear [Arcade Anima] during the event to obtain extra rewards. 167 11770
|
||||
90 Dark Winter Origin 11 1 14001 1 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseMineSweepingGameV20.png Dark Winter Origin Mission Info: Complete event missions to obtain [Energy Cube]. 170 20175
|
||||
100 Cat Grab 39 7 13401 3 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseGoldV132.png Cat Grab Requirements: Commandant Lv.40\n\nEvent Info:\n1. Travel through time and gravity while grabbing resources in the space to earn Resource Points and purchase consumable add-ons and upgrade the UFO.\n2. Complete Grab challenges to unlock more members. 20122 8001
|
||||
101 Candlelit Manifold 39 8 13901 3 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBasePrequelV132.png Candlelit Manifold Requirements: Commandant Lv.40.\nStage open until: 2024/1/17, 06:59 (UTC)\nEvent shop open until: 2024/1/18, 01:59 (UTC)\n\nEvent Info:\n1. You can obtain event tokens by clearing a stage. Some stages may drop random Memories.\n2. Event tokens can be used to purchase items from the event shop.\n3. Clearing a stage will earn you Challenge EXP. Your Authority Level will be increased when you earn a certain amount of Challenge EXP. Increased Authority Level will grant Battle bonuses including damage increase.\n(Note: Those bonuses can be applied to Candlelit Manifold stages only.) 20017 8001
|
||||
107 Decor Pack - Snap Imaging 39 14 13811 3 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseA9Slaughter.png Snap Imaging [Decor Pack]:\n1. Snap Imaging Decor Blueprint Pack at 20 Rainbow Cards.\n※Contains: 1 of each Decor Blueprint in the Set for a total of 19.\n2. Decor Set at 68 Rainbow Cards.\n※Contains: Set Blueprint Bundle ×3, Finished Decor, and Set Decor Blueprint Choice ×20.\n3. Decor Template Set at 68 Rainbow Cards.\n※Contains: Template Dormitory - all A-Rank Decor set that has 23 pieces of Decors. 10031
|
||||
108 Tactical Assessment Manual 39 16 13910 3 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseBPV132.png The Star Trail File Requirements: Commandant Lv.40\n\nEvent Info:\n1. Accumulate Intel Value by completing the Rate Missions of the Daily, the Weekly, and the current Intel Manual.\n2. Raise the Rating Level by reaching the required Intel Value.\n3. You will obtain the corresponding reward upon reaching the required Rating Level.\n4. You can also purchase additional Intel to get better rewards.\n 20171
|
||||
113 Guild Expedition III 25 1 14902 1 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseA7Gonghui.png Guild Expedition III \nRequirements: Joined a Command Bureau\nEvent Info:\n1. Guild Expedition is available in the next update. Commandants should prepare in advance!\n2. Join a Command Bureau and defeat the Final Boss to complete this event.\n3. Ambushers appear more frequently in this event. Assign your team accordingly to manage them.\n4. Prepare for a new type of Outpost. Watch your move in order not to be overwhelmed by Ambushers! 183 20126
|
||||
114 Renaissance du Fantastique 44 1 14701 1 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseMainLineV200.png Renaissance du Fantastique Event Info: Play through the new event story [Renaissance du Fantastique] and complete missions. 184
|
||||
115 Blazing Trails 44 2 14601 3 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseBrilliantWalkV200.png Blazing Trails Requirements: Commandant Lv.40\n\nEvent Info:\n1. Control Trailblazer to complete challenges in Blazing Trails.\n2. There are 2 modes: [Trailblazer's Past] and [Glorious Challenge].\n3. In [Trailblazer's Past], learn about Trailblazer's story and unlock different modifications for Trailblazer.\n4. Defeat 3 powerful Bosses in [Glorious Challenge]. Commandants can mix and match modules to complete the challenges! 89001 8001
|
||||
116 Palette Clash 44 3 14002 3 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseColorTableV200.png Palette Clash Requirements: Commandant Lv.40\n\nEvent Info:\n1. Engage in the clash between Constellia's three Schools of Mechanical Art. Discover the hidden truth with Dulcinea's help.\n2. This game mode takes place over a series of rounds. Level up all three Schools to Level 6 to achieve victory!\n3. Your opponents (the three Masters from the three Schools) will level up randomly during the rounds. You lose the game when all three Masters reach Level 6!\n4. Interact with Vera, Lee, Ayla, and Karenina during the game to discover clues to unravel this mystery.\n5. Clear the stage to gain Stamps and Collectibles as rewards.\n6. Will Surrealist Mechanical Fauvism, Fantastical Mechanical Impressionism, or Multidimensional Mechanical Cubism triumph in Consterllia? It's up to you to decide! 88004 8001
|
||||
117 Babel Tower: Sidereal Impression 44 4 14804 3 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseBabelTowerV200.png Babel Tower: Sidereal Impression Requirements: Commandant Lv.60\n\nEvent Info:\n1. Babel Tower is a set of high-difficulty stages.\n2. Each stage has its own affixes, which will change the way the stage works.\n3. You can select different strategic targets each stage. They will increase the difficulty of combat.\n4. You can select affixes for stages. The affixes can aid you in combat.\n5. The characters you used to complete the stages will be locked and become unavailable in other stages.\n6. You will earn collectible rewards for joining Babel Tower. Your final strategic level will earn you different resource rewards and improve the collectible's quality. 20015 8003
|
||||
118 Memory Rescue 44 5 14401 3 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseAwarenessChapterV200.png Memory Rescue Requirements: Commandant Lv.40\n\nEvent Info:\n1. Challenge stages in Memory Rescue - Canvas Chronicle comes with special mechanics. The 3 Chapters will become available over time, and the difficulty will increase as the Chapters progress.\n2. Challenge stages will become available as their Chapter unlocks. Gain 1st Clear Reward upon clearing the stages for the first time.\n3. There are Chapter Targets for each Chapter. Completing each Target will grant you the corresponding rewards. 82040 8001
|
||||
119 Sequence Pact 44 6 14701 3 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseRescueV200.png Sequence Pact Requirements: Commandant Lv.90\n\nMode Info:\n1. A new permanent game mode, "Sequence Pact", is now available with 6 Challenge Sequences. The Sequences are not sequential. Commandants are free to challenge them in any order.\n2. Each Sequence contains 3 consecutive stages. Clear all of them to complete the Sequence.\n3. Commandants can dispatch characters to guard a cleared Sequence. Only members who have awakened their Infinitas Ranks can guard.\n4. Each Sequence corresponds to the Hypertuned Memory with the same designation. Once guarded, the Sequence grants a bonus to the corresponding Memory: all members gain a 1% Extra DMG Bonus in all battles for each Hypertuned Memory in the Grid with the same designation.\n5. Commandants are recommended to prioritize challenging and guarding Sequences with more Hypertuned Memories. 11775 841207
|
||||
120 Kaleidoscopic Dream 44 7 14201 3 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseRepeatChallengeV200.png Kaleidoscopic Dream Requirements: Commandant Lv.40.\nEnds on: 12/26/2022 5:00\n\nEvent Info:\n1. You can obtain event tokens by clearing a stage. Some stages may drop random Memories.\n2. Event tokens can be used to purchase items from the event shop.\n3. Clearing a stage will earn you Challenge EXP. Your Authority Level will be increased when you earn a certain amount of Challenge EXP. Increased Authority Level will grant Battle bonuses including DMG increase.\n(Note: Those bonuses can be applied to Kaleidoscopic Dream stages only.) 20017
|
||||
121 Omniframe Target 44 8 14918 3 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseDrawAilaV200.png Omniframe Target - Kaleido New Omniframe:\n※S-Rank Ice Amplifier [Ayla: Kaleido]\nNew Weapon:\n※6★ [Star Voyager] (Beam Gunlance)\n\nInfo:\n1. Character Research:\n※[Ayla: Kaleido] will be available in the [Themed Research] Pool. You have a 100% chance to get [Bianca: Stigmata] when they get an S-Rank character.\n2. Weapon Research:\n※[Star Voyager] will be available in the [Weapon Target] Research Pool\nwith the same rules and rates as other weapons. 7209
|
||||
122 CUB Target 44 9 14919 3 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseDrawPetV200.png CUB Target - Rainbow New CUB:\n※S-Rank CUB [Rainbow]\n※Recommended Partner: [Ayla: Kaleido]\n\nInfo:\n1. CUB Description:\n(Active Skill) [Refraction Siphon]: After pinging a total of 6 basic Signal Orbs, the CUB button will become available. After casting, Rainbow will swim to the target, \ngather enemies within the area, and deal <color=#0f70bc>100%</color> Physical DMG. Then, Rainbow detonates a dazzling Energy explosion, \ndealing <color=#0f70bc>200%</color> Physical DMG to enemies in the area.\n\n(Active Skill) [Ripple Dash]: After pinging a total of 6 basic Signal Orbs, the CUB button will become available. After casting, Rainbow will swim quickly forward \nand deal <color=#0f70bc>65%</color> Physical DMG to the enemies ahead 3 times. Then, Rainbow immediately returns and \ndeals <color=#0f70bc>90%</color> Physical DMG to the enemies on the path 3 times.\n\n(Special Passive) [Inner Storm]:\nAyla: Kaleido deals <color=#0f70bc>6%</color> more Base DMG when casting <color=#0f70bc>Pure Color: Theme Emphasis</color> and <color=#0f70bc>Color Mix: Clash of Concepts</color>, and Rainbow will gather nearby enemies and deal <color=#0f70bc>20%</color> Ice DMG 3 times. \n<color=#0f70bc>Colorful Brushstroke</color> deals <color=#0f70bc>6%</color> more Base DMG, and Rainbow will perform a coordinated attack with a simplified Active Skill. \nCooldown: 2s.\n\n2. CUB Research:\n※[Rainbow] will enter the [CUB Research] pool.\n You may select an S-Rank CUB as the target in CUB Research.\n During the event, if you select [Rainbow] as the target, it will be guaranteed when you draw an S-Rank CUB. 7212
|
||||
123 New Coating - Fiery Moon 44 10 14303 3 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseLunaEffectCoatingV200.png Fiery Moon New Coating:\nOmniframe [Luna: Laurel] Coating [Fiery Moon]\n\nInfo:\n[Fiery Moon] will be on sale at "30% off" in "Top-up - Coating Supply Pack"\nduring the event. 20020
|
||||
124 New Coating - Vox Solaris 44 11 14304 3 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseSailinnaEffectCoatingV200.png Vox Solaris New Coating:\nOmniframe [Selena: Capriccio] Coating [Vox Solaris]\n\nInfo:\n[Vox Solaris] will be on sale at "30% off" in "Top-up - Coating Supply Pack"\nduring the event. 20020
|
||||
125 New Coating - Morningstar 44 12 2160235 3 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseAilaBanShengV200.png Morningstar New Coating:\nOmniframe [Ayla: Kaleido] Coating [Morningstar]\n\nInfo:\n[Morningstar] will be on sale at "30% off" in "Top-up - Coating Supply Pack"\nduring the event. 20020
|
||||
126 Decor Pack - Archeology Base 44 13 14920 3 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBasefurniture.png Archeology Base [Decor Pack]:\n1. Archeology Base Decor Blueprint Pack at 20 Rainbow Cards.\n※Contains: 1 of each Decor Blueprint in the Set for a total of 18.\n2. Decor Set at 68 Rainbow Cards.\n※Contains: Set Blueprint Bundle x3, Finished Decor, and Set Decor Blueprint Choice x20.\n3. Decor Template Set at 68 Rainbow Cards.\n※Contains: Template Dormitory - all A-Rank Decor set that has 38 pieces of Decors. 20060
|
||||
127 Tactical Assessment Manual 44 14 14910 3 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseBPV200.png The Prismatic Trace File Requirements: Commandant Lv.40\n\nEvent Info:\n1. Accumulate Intel Value by completing the Rate Missions of the Daily, the Weekly, and the current Intel Manual.\n2. Raise the Rating Level by reaching the required Intel Value.\n3. You will obtain the corresponding reward upon reaching the required Rating Level.\n4. You can also purchase additional Intel to get better rewards.\n 20171 8001
|
||||
128 Age of Creators 45 1 14301 1 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseTryAilaV200.png Age of Creators Requirements: Clear Normal Story 2-4 185 20071
|
||||
129 Adaptation Fitting: Rainbow 46 1 14302 1 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseTryPetV200.png Adaptation Fitting: Rainbow Requirements: Commandant Lv.61 189 7116
|
||||
130 Laurel: Fiery Moon 47 1 14303 1 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseLunaEffectCoatingTryV200.png Fiery Moon New Coating:\nOmniframe [Luna: Laurel] Coating [Fiery Moon] 187 10035
|
||||
131 Capriccio: Vox Solaris 48 1 14303 1 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseSailinnaEffectCoatingTryV200.png Vox Solaris New Coating:\nOmniframe [Selena: Capriccio] Coating [Vox Solaris] 188 10035
|
||||
132 Character Leap - Rozen 13 1 14701 1 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseCharaUp.png Character Leap Instructions: Experience the new powers brought about by Leap in the tutorial stage. 186 8006
|
||||
91 Topological Manifold 15 1 12001 1 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseInvertCardGameTop.png Topological Manifold Mission Info: Complete event missions to obtain [Klein Bottles]. 157 20164
|
||||
92 Futurismo 12 1 13001 1 1 Assets/Product/Texture/Image/UiActivityBase/FubenActivityPuzzleBg13.png Futurismo Mission Info: Complete event missions to obtain [Origami Windmills]. 168 20170
|
||||
94 Spiral of Chronos 39 1 13105 1 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseMainLineV132.png Spiral of Chronos Event Info: Play through the new event story [Spiral of Chronos] and complete missions. 175
|
||||
95 Simulacrum Submersion 39 2 13301 3 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseBlueV132.png Simulacrum Submersion Requirements: Commandant Lv.52\n\n[Event Info]:\n1. Simulacrum Submersion is divided into 6 levels. Each level includes multiple combat zones, which will be unlocked over time and along with the status of the prerequisite levels.\n2. Clear the combat zones and complete event missions to get event tokens that can be exchanged for rewards.\n3. Each battle will grant add-ons. Equip the character with add-ons to greatly boost their combat capabilities.\n4. Clear designated zones to unlock more new features that will enhance your team's combat capabilities.\n5. Quickly obtain add-ons from the completed zones via Dispatch. 88003 8008
|
||||
96 Arcade Anima 39 3 13104 Permanent 3 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseCharacterTowerV132.png Arcade Anima Requirements: Commandant Lv.40\n\nMode Info:\n1. Arcade Anima includes "Fragmented Memories" and "Heart-Lock Trial" modes, which contain character stories and character challenge stages respectively.\n2. "Fragmented Memories" is unlocked by default. You can obtain a special collectible after experiencing all stories.\n3. "Heart-Lock Trial" can only be unlocked after you obtain the corresponding Constructs.\n4. You can complete the contract goals in the "Origins Contract" to obtain special bonuses in the "Heart-Lock Trial" mode.\n5. Try to complete the 3-star stage goals in the "Heart-Lock Trial" as many as possible to obtain Construct-related special rewards including portraits, display poses, and stamps. 11772 8001
|
||||
97 Spectroscopic Binary Star 39 4 13501 3 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseDoubleV132.png Spectroscopic Binary Star Requirements: Commandant Lv.52\n\n [Event Info]:\n1. This is a single-player mode that allows you to deploy two characters to the battlefield to fight the enemy.\n2. Use Reinforcement Skills in battle to let the other character trigger Matrix and attack the enemy.\n3. Each stage has its unique mechanic. Select team members wisely based on the mechanic.\n4. The event consists of 3 chapters. The first 2 chapters are of normal difficulty. Clear them and you will win most of the rewards. The 3rd chapter, however, grants a tougher challenge. 82001 8008
|
||||
98 Hyperspace Collapse 39 5 13511 3 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseDifficultV132.png Hyperspace Collapse Requirements: Commandant Lv.40\n\nEvent Info:\n1. There are a total of 5 difficulty levels, all of which are highly challenging with [The Merciful One] being your formidable enemy.\n2. All members will be reset if knocked out during the challenge, making the challenge easier to complete.\n3. Each stage has its own 3-star clearance conditions. Collectibles will be rewarded once you have earned a total of 3 stars. The more stars you earn, the higher the quality of the collectibles will be. 11724 8001
|
||||
99 Magic Square Trial 39 6 13201 3 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseMoFangV132.png Magic Square Trial Requirements: Commandant Lv.52\n\n [Event Info]:\n1. Form a team of three to participate in the event. Take advantage of the bombs' explosion patterns and adjust where the team members stand accordingly to attack the boss and earn points.\n2. The mode consists of two difficulty modes. The hard mode will be available as scheduled.\n3. Each stage contains multiple rounds. Each round is made up of Operation Phases and judgement phases. You can move freely in operation phases and carry any bombs. In judgement phases, your movement will be restricted, different bombs will explode in different areas, and the result of the current round will be settled.\n4. Use the bombs to hit the boss and earn points. When your team hit the boss with bombs of the same color, you will obtain a critical bonus. However, hitting by the boss's bombs will reduce your personal points for the corresponding round.\n5. In the hard mode, you can take damage from the bombs from your teammates. Hitting teammates or being hit by teammates will reduce points. 85010 8008
|
||||
102 Omniframe Target 39 10 13809 3 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseDrawLeeV132.png Omniframe Target - Hyperreal New Omniframe:\n※S-Rank Fire Attacker [Lee: Hyperreal]\nNew Weapon:\n※6★ [Key of Tempus Gate - Stokes] (Composite Armaments)\n\nInfo:\n1. Construct Research:\n※[Lee: Hyperreal] will be available in the [Themed Construct] \nResearch Pool. You have a 100% chance to get [Lee: Hyperreal] \nwhen you get an S-Rank Construct.\n2. Weapon Research:\n※[Key of Tempus Gate - Stokes] will be available in the \n[Weapon Target] Research Pool\nwith the same rules and rates as other weapons. 7209
|
||||
103 CUB Target 39 11 13810 3 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseDrawPetV132.png CUB Target - Punchy New CUB:\n※S-Rank CUB [Punchy]\n※Recommended partner: [Lee: Hyperreal]\n\nInfo:\n1. CUB Description:\n(Active Skill) [Downward Punch: Fire]: After pinging a total of 6 basic Signal Orbs, the CUB button will become available. After casting, Punchy will open a portal and then quickly throw an Ultralimit Punch downward, dealing Fire DMG to all enemies across the screen.\n\n(Active Skill) [Upward Punch: Fire]: After pinging a total of 6 basic Signal Orbs, the CUB button will become available. After casting, Punchy will open a portal and then quickly throw an Ultralimit Punch upward, dealing Fire DMG 5 times to enemies in a small area.\n\n(Special Passive) [Potential Resonance]: Each time Punchy casts an Active Skill, the carrier's ATK increases for 8s.\n\n(Special Passive) [Mark of Overlapping Void Matrix]: When Lee: Hyperreal is equipped with Punchy, the Base DMG of <color=#ff5656>Hypermatrix Strike</color> and <color=#ff5656>Collapsing Realm</color> increases. Casting <color=#ff5656>Realm Travel</color> or <color=#ff5656>Retribution</color> will summon Punchy to throw a <color=#ff5656>Downward Punch</color> to assist Lee, dealing damage based on the Skill Level of Punchy's Active Skill <color=#ff5656>Downward Punch</color>.\n2. CUB Research:\n※[Punchy] will enter the [CUB Research] pool.\nYou may select an S-Rank CUB as the target in CUB Research.\nDuring the event, if you select [Punchy] as the target, it will be guaranteed when you draw an S-Rank CUB. 7212
|
||||
104 New Coating - Radiant Respite 39 12 13802 3 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseIvyV132.png Radiant Respite New Coating:\nOmniframe [Chrome: Glory] Coating: [Radiant Respite]\n\nInfo:\n[Radiant Respite] will be on sale at "30% off" in "Top-up - Coating Supply"\nduring the event. 20020
|
||||
105 New Coating - Dance of Ripplets 39 13 13803 3 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseRenYuV132.png Dance of Ripplets Rerun Coating:\nOmniframe [Lucia: Plume] Coating: [Dance of Ripplets]\n\nInfo:\nDuring this event, [Dance of Ripplets] can be obtained in the \n"Main Interface - Dance of Ripplets" pool for a limited time. \nThe Coating Research will require [Mermaid's Gift].\n[Dance of Ripplets] is guaranteed within 10X research. 20176
|
||||
106 New Coating - Scarlet Redeemer 39 14 2160218 3 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseBanShengV132.png Scarlet Redeemer New Coating:\nOmniframe [Lee: Hyperreal] Coating: [Scarlet Redeemer]\n\nInfo:\n[Scarlet Redeemer] will be on sale at "30% off" in "Top-up - Coating Supply"\nduring the event. 20020
|
||||
109 However Improbable 40 1 13805 1 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseTryLeeV132.png However Improbable Requirements: Clear Normal Story Mission 2-4 176 20071
|
||||
110 Adaptation Fitting: Punchy 41 1 13806 1 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseTryPetV132.png Adaptation Fitting: Punchy Requirements: Commandant Lv.61 179 7115
|
||||
111 Glory: Radiant Respite 42 1 13802 1 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseTryIvyV132.png Radiant Respite New Coating:\nOmniframe [Chrome: Glory] Coating: [Radiant Respite] 177 10035
|
||||
112 Plume: Dance of Ripplets 43 1 13803 1 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseTryRenYuV132.png Dance of Ripplets Rerun Coating:\nOmniframe [Lucia: Plume] Coating: [Dance of Ripplets] 178 11773
|
||||
93 Character Leap - Luminance 13 1 9005 1 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBase6OtherHuigui.png Character Leap Instructions: Experience the new powers brought about by Leap in the tutorial stage. 132 8006
|
||||
1001 Oath of Purity 21 1 100004 1 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseBgEnKr03.png Oath of Purity Mission Info: Use a certain quantity of Serum to complete the mission and obtain the reward. 3000
|
||||
1011 Scarlet Summers 29 1 2160186 1 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseJpSummer2023.png Scarlet Summers 5★ Event Memory [Vera: Scarlet Summers] will be rewarded once you have spent a certain amount of Serum during the event. 3001
|
||||
1012 Summer Breeze 30 15 11003 3 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseBTV130.png Summer Breeze Coating: Rerun:\nOmniframe [Liv: Luminance] Coating: [Puella Subnautica]\nOmniframe [Lee: Entropy] Coating: [Oceanic Blues]\nOmniframe [Lucia: Crimson Abyss] Coating: [Seaside Sunbath]\nOmniframe [Nanami: Pulse] Coating: [Beach Frolics]\nOmniframe [Karenina: Ember] Coating: [Tulle Redbud]\nOmniframe [Watanabe: Astral] Coating: [Captain Hook]\nUniframe [Selena: Tempest] Coating: [Aria of Nymph]\n\nThe Coatings above will be on sale in Rerun Shop "Summer Breeze" during the event. 20160
|
||||
201 Roamer Records 1 16 7008 3 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseA13Kuanggong.png Roamer Records Requirements: Clear Normal Story Mission 2-4 20122
|
||||
601 Deed of Snow Leopard 9 1 6602 1 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseA6SKaliePf.png Deed of Snow Leopard New Coating: Omniframe [Karenina: Ember]: [Deed of Snow Leopard] 102 10035
|
||||
220 Egg Hawker 20 1 2160132 3 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseBgEnEasterDay02.png Egg Hawker A mysterious hawker is selling Easter eggs. \nWhat? Commandant can get R&D Tickets from the eggs?!\n But how many tickets will you get? Let's find out!\n\n1. During the event, complete event mission [Easter Egg Hunter] to get event coins.\n2. Exchange [Egg Coins] for various Easter eggs. \nUse Easter eggs to get random rewards.\n3. Exchange [Bunny Coins] for Bunny Pots. Use Bunny Pots to get Decors.\n4. All event-related items will be recycled once expired, please use them in time. Coins will expire at UTC 06:59, 4/15 ;\n 3 types of Easter Eggs and Bunny Clay Pot will expire at UTC 06:59, 4/22\n\n(Tap Go to get to Exchange Shop)\n 2019
|
||||
221 Egg Hunter 20 2 2160132 1 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseBgEnEasterDay01.png Egg Hunter Event Info: Complete following missions to collect [Egg Coin] and [Bunny Coin], then exchange items in [Easter Hawker] Shop. 3000190
|
||||
222 Azure Apocalypse 21 1 2160134 1 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseA10ChaShiwan5.png Coating Trial Instructions: Experience the special Coating [Azure Apocalypse]. 45 10035
|
||||
223 New Coating - Azure Apocalypse 2 12 2160134 3 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseBRole04Pf.png New Coating New Coating:\nOmniframe [Lucia: Crimson Abyss] New Special Effect Coating: [Azure Apocalypse]\n\n1. During this event, [Azure Apocalypse] can be obtained in\n"Research - Secret Pact" for a limited time.\n2. [Azure Apocalypse] is guaranteed in 10 pulls.\n3. After the event, the corresponding coating will be taken off the shelf. 1300251
|
||||
200 Nosferatu 25 1 2160160 1 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseA6SKutuzhuang.png Nosferatu New Coating: Omniframe [Chrome: Glory] Coating: [Nosferatu] 94 10035
|
||||
202 New Coating - Chrome 22 11 2160160 3 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseA6SKutuzhuang.png New Coating:Omniframe [Chrome: Glory] Coating: [Nosferatu]\n\nInfo:\n[Nosferatu] will be on sale at "30% off"\n in "Top-up - Coating Supply Pack"during the event. 20020
|
||||
203 Norman Revival Plan 22 13 2160167 3 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseA6SuperJudian.png Norman Revival Plan Requirements: Commandant Lv.60.\n\nEvent Info:\n1. Each phase lasts 14 days, and you will enter the Battle phase when any stage is cleared in the first 4 days (or automatically enter the Battle phase after the first 4 days). The Battle phase lasts 10 days.\n2. During the preparation phase, Lv.60-84 players will automatically enter the "qualifying battle", while players of Lv.85 and above can choose between "ordinary battle" and "pioneer battle".\n3. "Ordinary battle" and "pioneer battle" are of the same difficulty. Ordinary battle gives more electricity but fewer rewards, while pioneer battle gives less electricity but more rewards.\n4. The Cover Tactic will be unlocked on the third day of the Battle phase. Clear the stage to obtain Electricity and item rewards.\n5. A battle will be conducted in form of multiple teams playing at the same time, and the characters involved shall be selected in accordance with the battle environment.\n6. Electricity is supplied by the Power Station. You may consume electricity on the Team page to increase your team's Battle Power.\n7. After clearing a stage, you can obtain Autonomous Miners and Tantalum Ore. At the end of each day, the miners will also produce Tantalum Ore and grow by 50% of the current number of miners.\n8. Tantalum Ore can be exchanged for rewards in the shop. 70001
|
||||
204 New Year Lottery 44 1 2160204 1 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseNewYearLuck.png New Year Lottery Instructions: Complete event missions to obtain [New Year Token]. 97 20112
|
||||
205 Starry Conversations 49 1 11701 3 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseQueQiaoV130.png Starry Conversations Requirements: Commandant Lv.40\n\nEvent Info:\n1. Gain Astro-Mystery Boxes by playing the Flip Mini-game in Starry Conversations and completing missions.\n2. On the Character Story screen in Starry Conversations, you can gift different characters Astro-Mystery Boxes to unlock and view their Double Seventh Festival story.\n3. The Hint function has been added to the Flip Mini-game. Now you can use it to find out whether the next card is higher or lower. 11761 8001
|
||||
206 Fortune of Spring 50 1 2160225 3 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseA14Xinnian.png Fortune of Spring Requirements: Commandant Lv.40.\n\nEvent Info:\n1. During the event, the event mission [Fortune of Spring] will be available for a limited time.\n2. The first clear of each stage will grant a 1st Clear Reward!\n3. Let's have fun together, Commandants! 83010
|
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|
|
@ -0,0 +1,55 @@
|
|||
Id Name SortId Bg
|
||||
1 The Ark Beyond 1 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseLabelBg1.png
|
||||
2 Reveries with a Whale 2 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseLabelBg1.png
|
||||
3 Invite Event 10 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseLabelBg2.png
|
||||
4 Mid-Autumn Rerun Mission 11 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseLabelBg38.png
|
||||
5 Return Support 12 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseLabelBg11.png
|
||||
6 Limited Collab Rewards 20 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseLabelBg21.png
|
||||
7 Rosa Tryst 21 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseLabelBg20.png
|
||||
8 Rabbit Hunt 22 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseLabelBg29.png
|
||||
9 Deed of Snow Leopard 31 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseLabelBg45.png
|
||||
10 Roamer Records 32 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseLabelBg44.png
|
||||
11 Dark Winter Origin 33 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseLabelMineSweepingGameV20.png
|
||||
12 Futurismo 105 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseLabelBg56.png
|
||||
13 Character Leap Trial 106 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseLabelCharaUp.png
|
||||
14 Arcade Anima 69 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseLabelCharacterTowerV132.png
|
||||
15 Topological Manifold 107 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseLabelBg55.png
|
||||
16 Survey 999 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseLabelQuestionnaire.png
|
||||
17 Godseeker's Psalm 52 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseLabelBg48.png
|
||||
18 Entropy: Illusionist 105 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseLabelBg49.png
|
||||
19 Tenebrion: Tiger Imperium 54 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseLabelBg46.png
|
||||
20 Adaptation Fitting: Jet Jaeger 55 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseLabelBg50.png
|
||||
21 Oath of Purity 104 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseTableBgKrLantern.png
|
||||
22 A New Divide 101 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseLableMainLineV128.png
|
||||
23 Nuclear Darkness 102 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseLableTryKaLieV128.png
|
||||
24 Adaptation Fitting: Moonhopper 103 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseLabelBg53.png
|
||||
25 Guild Expedition III 104 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseLableGonghuiV200.png
|
||||
26 Cinder Burns 56 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseLableMainLineV129.png
|
||||
27 A Sinner's Confession 57 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseLableTryNuoAnV129.png
|
||||
28 Pulao: Dreamweaver 58 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseLableTryIdolV129.png
|
||||
29 Scarlet Summers 65 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseTableBgJpSummer2023.png
|
||||
30 Across the Ruined Sea 59 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseLableMainLineV130.png
|
||||
31 Reborn Resolve 60 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseLableTryBiankaV130.png
|
||||
32 Adaptation Fitting: Shimmer 61 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseLableTryPetV130.png
|
||||
33 Empyrea: Dreamcatcher 62 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseLableTryLivV130.png
|
||||
34 Garnet: Wavebender 63 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseLableTryVelaV130.png
|
||||
35 Stigmata: Exorcist 64 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseLableTryBansV130.png
|
||||
36 Left Unsaid 65 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseLableMainLineV131.png
|
||||
37 Dialogues with an Existentialist 66 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseLableTryBBNTV131.png
|
||||
38 Rigor: Niki US1 67 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseLableTryLuoziNikkiV131.png
|
||||
39 Spiral of Chronos 68 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseLableMainLineV132.png
|
||||
40 However Improbable 70 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseLableTryLeeV132.png
|
||||
41 Adaptation Fitting: Punchy 71 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseLableTryPetV132.png
|
||||
42 Glory: Radiant Respite 72 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseLableTryIvyV132.png
|
||||
43 Endless Summer Blue 73 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseLableTryRenYuV132.png
|
||||
44 Renaissance du Fantastique 74 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseLabelMainLineV200.png
|
||||
45 Age of Creators 75 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseLabelTryAilaV200.png
|
||||
46 Adaptation Fitting: Rainbow 76 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseLabelTryPetV200.png
|
||||
47 Laurel: Fiery Moon 77 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseLabelLunaEffectCoatingTryV200.png
|
||||
48 Capriccio: Vox Solaris 78 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseLabelSailinnaEffectCoatingTryV200.png
|
||||
99 Happy New Year 2 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseTableBg02.png
|
||||
1001 Liftoff Project 1001 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseTableBgRisingstar.png
|
||||
1000 Energy Recovery Operation 1000 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseTableBgSlotmachine.png
|
||||
1002 Energy Recovery Operation EX 1002 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseTableBgSlotmachine.png
|
||||
49 Starry Conversations 79 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseLabelMainLineV200.png
|
||||
50 Fortune of Spring 80 Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseLabelBgnewyearsluck.png
|
|
|
@ -0,0 +1,7 @@
|
|||
Id LinkName LinkUrl Icon
|
||||
1 Official Twitter https://twitter.com/PGR_GLOBAL Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseTwitterLogo.png
|
||||
2 Official Facebook https://www.facebook.com/PGR.Global? Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseDiscordLogo.png
|
||||
3 Official Discord https://discord.gg/pgr Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseDiscordLogo2.png
|
||||
4 Official Site https://pgr.kurogame.net/ Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseWebLogo.png
|
||||
5 YouTube https://www.youtube.com/@PunishingGrayRaven Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseYoutube.png
|
||||
6 TikTok https://www.tiktok.com/@pgr_global Assets/Product/Texture/Image/UiActivityBase/UiActivityBaseTikTok.png
|
|
|
@ -0,0 +1,2 @@
|
|||
Id TimeId TaskInfoId Main3DBg Main3DBgModel BgType SpecialEnterAnimName EnterAnimName LoopAnimName EnterAniCheckType VideoEnterSoundCueId VideoLoopSoundCueId ShopInfoId[1] ShopInfoId[2] ShopInfoId[3] ShopInfoId[4] UIModelId[1] UIModelId[2] SpinePath[1] SpinePath[2] SpinePath[3] GroupIdList[1] GroupIdList[2] GroupIdList[3] GroupIdList[4] GroupIdList[5] GroupIdList[6] GroupIdList[7] GroupIdList[8] GroupIdList[9] GroupIdList[10] GroupIdList[11] GroupIdList[12]
|
||||
1 14901 1 3 External/Video/spine/ActivitySpine/Enable.usm External/Video/spine/ActivitySpine/Loop.usm 2762 2763 1 2 3 4 ActivityRole09001 Assets/Product/Ui/Spine/ActivitySpine/ActivityLi/ActivityLi.prefab 1 28 27 76 77 21 8 80 78 79 6 55
|
|
|
@ -0,0 +1,81 @@
|
|||
Id Name SkipId TimeId BtnInitMethodName desc
|
||||
1 Main Event 20178 -1 RefreshActivityMainLine BtnActivityMainLine -- Main Event
|
||||
2 Side Event 8000 RefreshActivityBranch BtnActivityBranch -- Side Event
|
||||
3 Solo Boss Event 11724 13511 RefreshActivityBossSingle BtnActivityBossOnline -- Solo Boss Event (Brutal Level)
|
||||
4 8/6-8/20 20019 RefreshActivityBossOnline BtnActivityBossOnline -- Co-op Boss Event
|
||||
5 Interlude 1 20117 RefreshAllActivityPrequel BtnActivityPrequel -- Interlude Story - Character A
|
||||
6 Babel Tower 20015 14804 RefreshActivityBabelTower BtnActivityBabelTower -- Babel Tower
|
||||
7 Roguelike Ascension 20018 RefreshActivityRogueLike BtnActivityRougueLike -- Tower Climb
|
||||
8 Multi Clear 20017 14201 RefreshActivityRepeateChallenge BtnActivityRepeatChallenge -- Multi Clear
|
||||
9 Regional Co-op 11723 RefreshActivityArenaOnline BtnActivityArenaOnline -- Regional Co-op
|
||||
10 Sniper Battle 11722 RefreshActivityUnionKill BtnActivityUnionKill -- Sniper Battle
|
||||
11 Short Story 11729 RefreshActivityShortStories BtnActivityShortStories -- Short Story
|
||||
12 Interlude 2 11731 RefreshAllActivityPrequel BtnActivityPrequel2 -- Interlude Story - Character B
|
||||
13 Autopoiesis Maze 11726 RefreshActivityLabyrinth BtnActivityLabyrinth -- Maze
|
||||
14 Guild System 15001 RefreshActivitySociety BtnActivitySociety -- Guild
|
||||
15 Resources AE-5 11728 RefreshActivityResource BtnActivityResource -- Resources
|
||||
16 Training Stage 85010 13201 RefreshActivityBigWar BtnActivityBigWar - Grand Operation (Special Training)
|
||||
17 Kowloong War 99998 RefreshActivityExtra BtnActivityExtra -- Extra - Normal
|
||||
18 World Boss 11735 RefreshWorldBoss BtnActivityWorldBoss -- World Boss
|
||||
19 Auto Chess 20104 RefreshExpedition BtnActivityExpedition -- Auto Chess
|
||||
20 New Ultimate Zone 10009 RefreshFubenBossSingle BtnActivityFubenBossSingle -- Phantom Pain Cage
|
||||
21 Event Shop 20055 RefreshActivityShop BtnActivityShop — Event Shop
|
||||
22 Extra - Hidden 99995 RefreshActivityExtra BtnActivityExtra2 -- Extra - Hidden
|
||||
23 Board Game Mode 11737 RefreshMaintainerAction BtnActivityRicher -- Board Game Mode
|
||||
24 RPG Mode 11736 12201 RefreshRpgTower BtnActivityRpgTower -- RPG Mode
|
||||
25 Event Draw 20053 RefreshDrawActivity BtnActivityDrawCard - Event Draw
|
||||
26 Fake Ascension - Main Roleplay Event 11738 RefreshTRPG BtnTRPGMainLine - Fake Ascension - Main Roleplay Event
|
||||
27 New Construct Preview 20071 14301 RefreshNewCharActivity BtnActivityNewRole -- New Construct Trial: SkipId Long-term Copy
|
||||
28 Preview Stage 10035 14303 RefreshFubenActivityTrial BtnFubenActivityTrial -- Coating Trial Stage
|
||||
29 Mentorship System 15003 RefreshShiTu BtnActivityShitu - Mentorship System
|
||||
30 Nier Mode 11749 RefreshNier BtnActivityRicher -- Nier Mode
|
||||
31 Micawberism Cloisters 11750 RefreshPokemon BtnActivityPokemon--Micawberism Cloisters
|
||||
32 Chestlefield 11751 RefreshPursuit BtnActivityPursuit--Chestlefield
|
||||
33 Super Stronghold 70001 RefreshStrongHold BtnActivityNorman — Super Stronghold
|
||||
34 Simulated Battle 11752 RefreshSimulate BtnActivityAnalogy — Simulated Battle
|
||||
35 Pet 7110 RefreshPartner BtnActivityPet — Pet
|
||||
36 2021 White Day Event 80011 BtnActivityWhiteValentine -- 2021 White Day
|
||||
37 Ro-sham-bo Mini-game 11753 BtnActivityFingerGuessing -- Ro-sham-bo Mini-game
|
||||
38 Moe War 11756 RefreshMoeWar BtnActivityMoeWar-- Moe War
|
||||
39 Pet Cards Drawing System 7212 RefreshPetCard BtnActivityPetCard -- CUB Research System
|
||||
40 New CUB Event 7109 RefreshPetTrial BtnActivityPetTrial -- New CUB Event
|
||||
41 Poker Guessing 11761 RefreshPokerGuessing BtnActivityPokerGuessing -- Poker Guessing
|
||||
42 Hacking Mode 11758 RefreshHack BtnActivityRicher -- Hack Stage
|
||||
43 Push Box 81103 RefreshRpgMaker BtnActivityFubenRpgMakerGame —馈春授礼
|
||||
44 Modify Mode 81104 10701 RefreshReform BtnActivityReform -- Modify Mode
|
||||
45 Co-op 82001 13501 RefreshCoupleCombat BtnActivityCoupleCombat--Co-op
|
||||
46 Super Tower Climb 20084 13301 RefreshSuperTower BtnActivityBabelTower -- Super Tower Climb
|
||||
47 Summer Event Stages 20088 RefreshSummerSeries BtnActivitySummerEpsiodeTen --Summer Event Stages
|
||||
48 Killing Space 11724 RefreshKillZone BtnActivityKillZone — Killing Space
|
||||
49 Virtual Horizon 11734 9201 RefreshExpedition BtnActivityUiExpedition -- Virtual Horizon
|
||||
50 3-Ping 82010 12101 RefreshSameColor BtnActivitySameColorGame -- 3-Ping
|
||||
51 Server Final Battle 20102 RefreshAreaWar BtnActivityAreaWar — Server Final Battle
|
||||
52 Ultimate Brawl 20104 RefreshSuperSmashBros BtnActivitySuperSmashBros — Ultimate Brawl
|
||||
53 Tutorial Stage Coating Trial 11773 13803 RefreshTeachingSkin BtnFubenActivityTrial — Tutorial Stage Coating Trial
|
||||
54 Shooting Mode 82030 RefreshMaverick BtnActivityMaverickMain--Shooting Mode
|
||||
55 Memory Rescue 82040 14401 RefreshMemorySave BtnActivityMemorySave--Memory Rescue
|
||||
56 Roguelike Mode 82020 RefreshTheatre BtnActivityTheatre--Roguelike Mode
|
||||
57 Management Sim 82050 RefreshDoomsDay BtnActivityDoomsday--Management Sim
|
||||
58 SP characters 82070 12403 RefreshPivotCombat BtnActivitySp - Sp Battle Power Verification
|
||||
59 Limited Time Escape 82080 RefreshEscape BtnActivityEscape - Limited Time Escape
|
||||
60 Story Collection 20167 -1 RefreshFubenShortStory BtnActivityFubenShortStory - Story Collection
|
||||
61 Tower Defense 82100 7401 RefreshDoubleTower BtnFubenActivityTaFang — Tower Defense
|
||||
62 Secondary Panel Event Shop RefreshFubenShortStory BtnActivityShopSecond — Secondary Panel Event Shop
|
||||
63 Secondary Panel Jump 20125 -1 RefreshSecondActivityPanel BtnFubenActivityChunJie — Secondary Panel Event Jump
|
||||
64 Guild War 15001 7526 RefreshGuildWar BtnActivityGongHui — Guild War
|
||||
65 Miner 20122 13401 RefreshGoldenMiner BtnActivityKuangGong — Gold Miner
|
||||
66 福禄献礼 83010 7007 RefreshNormal BtnFubenQiguan –福禄献礼
|
||||
67 Music Mini-game 84010 8701 RefreshTaiKoMaster BtnActivityTaikoMaster -- Music Mini-game
|
||||
68 Multidimensional Challenge 84020 8105 RefreshMultiDim BtnActivityMultiDim -- Multidimensional Challenge
|
||||
69 Event Story 20147 12403 RefreshActivityFestival BtnActivityFestival -- Holiday Event V1.27:White Day
|
||||
70 Simulated Siege 84040 9601 RefreshGuildBoss BtnGuildBoss - Simulated Siege
|
||||
71 Yin-Yang Tower 85013 10501 RefreshTwoSideTower BtnTwoSideTower - Yin-Yang Tower
|
||||
72 Special Training 11727 11102 RefreshActivityBigWar BtnActivityBigWar -- Summer Event Training 2022 (Photo Taking 2.0)
|
||||
73 Double Seventh Festival Event 11761 11701 RefreshActivityFestival BtnActivityFestival -- Holiday Event V1.30: Double Seventh Festival Event
|
||||
74 Roguelike 2.0 (Cursed Waves) 85015 11912 RefreshTheatre BtnActivityTheatre -- Roguelike Mode 2.0
|
||||
75 Mid-Autumn Event Story 20166 12003 RefreshActivityFestival BtnActivityFestival -- Holiday Event V1.31: Mid-Autumn Event
|
||||
76 Arcade Anima 11772 -1 RefreshActivityCharacterTower
|
||||
77 Deep Blue 2.0 - Punishing: Gray Raven The Mythic Paradise 88003 13301 RefreshActivityRift
|
||||
78 Palette Clash 88004 14002 RefreshColorTable BtnActivityColorTable
|
||||
79 Blazing Trails 89001 14601 RefreshBrilliantWalk BtnActivityBrilliantWalk
|
||||
80 Memory Pact 11775 -1 RefreshFubenAwareness BtnFubenAwareness
|
|
|
@ -0,0 +1,5 @@
|
|||
Id ShopId ShopBg ShopItemBg ShopIcon
|
||||
1 1245 Assets/Product/Texture/Image/UiActivityBrief/UiActvityBriefShop03.png Assets/Product/Texture/Image/UiActivityBrief/UiActivityBriefShopBgKLM3.png Assets/Product/Texture/Image/UiActivityBrief/UiActivityBriefShopTab01.png
|
||||
2 1246 Assets/Product/Texture/Image/UiActivityBrief/UiActvityBriefShop03.png Assets/Product/Texture/Image/UiActivityBrief/UiActivityBriefShopBgKLM3.png Assets/Product/Texture/Image/UiActivityBrief/UiActivityBriefShopTab02.png
|
||||
3 1247 Assets/Product/Texture/Image/UiActivityBrief/UiActvityBriefShop03.png Assets/Product/Texture/Image/UiActivityBrief/UiActivityBriefShopBgKLM3.png Assets/Product/Texture/Image/UiActivityBrief/UiActivityBriefShopTab03.png
|
||||
4 1248 Assets/Product/Texture/Image/UiActivityBrief/UiActvityBriefShop03.png Assets/Product/Texture/Image/UiActivityBrief/UiActivityBriefShopBgKLM3.png Assets/Product/Texture/Image/UiActivityBrief/UiActivityBriefShopTab04.png
|
|
|
@ -0,0 +1,2 @@
|
|||
Id TaskGroupId TaskBg TaskVipBg TaskGotBg TaskVipGotBg ActivityPointId MarkTaskId[0] MarkTaskId[1] MarkTaskId[2] MarkTaskId[3]
|
||||
1 13 Assets/Product/Texture/Image/UiActivityBrief/UiActivityBriefTask01.png Assets/Product/Texture/Image/UiActivityBrief/UiActivityBriefTask02.png Assets/Product/Texture/Image/UiActivityBrief/UiActivityBriefTask01.png Assets/Product/Texture/Image/UiActivityBrief/UiActivityBriefTask02.png 60601 11705 11710 11715 11720
|
|
|
@ -0,0 +1,14 @@
|
|||
Id TimeId Condition SkipId Bg ActivityType RedPointConditions Param
|
||||
1 11003 20160 Assets/Product/Texture/Image/UiFubenActivity/MainBtnCoatingShop.png 0
|
||||
2 12001 30406 20164 Assets/Product/Texture/Image/UiFubenActivity/MainBtnTopological.png 0
|
||||
3 12003 30406 20166 Assets/Product/Texture/Image/UiFubenActivity/MainBtnZhongQiu2022.png 2 CONDITION_ACTIVITY_FESTIVAL 27
|
||||
4 13001 30406 20170 Assets/Product/Texture/Image/UiFubenActivity/MainBtnPuzzle3.png 1 CONDITION_FUBEN_DRAGPUZZLEGAME_RED
|
||||
5 13803 11773 Assets/Product/Texture/Image/UiFubenActivity/MainBtnRenYuV132.png 0
|
||||
6 13807 770402 20176 Assets/Product/Texture/Image/UiFubenActivity/MainBtnSummer.png 0
|
||||
7 14803 30404 20156 Assets/Product/Texture/Image/UiFubenActivity/MainBtnConsumeActivityMain2.png 1 CONDITION_SUMMER_SIGNIN_ACTIVITY
|
||||
8 14002 860742 88004 Assets/Product/Texture/Image/UiFubenActivity/MainBtnColorTable.png 1 CONDITION_COLORTABLE_ENTRANCE
|
||||
9 14802 89006 Assets/Product/Texture/Image/UiFubenActivity/MainSkinVote.png 1 CONDITION_SKIN_VOTE_ENTRANCE
|
||||
10 14601 774800 89001 Assets/Product/Texture/Image/UiFubenActivity/MainBtnBrilliantWalk.png 1 CONDITION_BRILLIANTWALK_ENTRANCE
|
||||
11 14001 30406 20175 Assets/Product/Texture/Image/UiFubenActivity/MainBtnMineSweeping3.png 1 CONDITION_MINSWEEPING_RED
|
||||
12 11701 774800 11761 Assets/Product/Texture/Image/UiFubenActivity/MainBtnPokerGuessing02.png
|
||||
13 2160225 772250 83010 Assets/Product/Texture/Image/UiFubenActivity/MainBtnNewYear2022.png 0
|
|
|
@ -0,0 +1,60 @@
|
|||
Id Type Add IconPath
|
||||
1201 1
|
||||
1301 1
|
||||
1304 1
|
||||
1401 1
|
||||
1404 1
|
||||
1407 1
|
||||
1410 1
|
||||
1413 3 Pre-Register Limited
|
||||
1501 1
|
||||
1502 1
|
||||
1503 1
|
||||
1504 1
|
||||
1505 1
|
||||
1506 1
|
||||
1507 1
|
||||
1508 1
|
||||
1550 3 Christmas Limited
|
||||
1551 3 Lunar New Year Limited
|
||||
1552 3 Lantern Festival Limited
|
||||
1601 1
|
||||
1602 1
|
||||
1603 1
|
||||
1604 1
|
||||
1605 1
|
||||
1606 1
|
||||
1607 1
|
||||
1608 1
|
||||
1609 1
|
||||
1610 1
|
||||
1611 1
|
||||
1612 1
|
||||
1613 1
|
||||
1614 1
|
||||
1615 1
|
||||
1416 2
|
||||
1509 2
|
||||
1616 2
|
||||
1617 1
|
||||
1618 2
|
||||
1619 1
|
||||
1620 2
|
||||
1622 1
|
||||
1625 1
|
||||
1553 3 Anniversary
|
||||
1623 2
|
||||
1557 3 Event Limited Memory
|
||||
1624 1
|
||||
1558 3 2nd Anniversary
|
||||
1626 2
|
||||
1627 1
|
||||
1628 2
|
||||
1629 1
|
||||
1630 2
|
||||
1631 1
|
||||
1632 1
|
||||
1633 1
|
||||
20001 3
|
||||
20002 3
|
||||
50000 1
|
|
|
@ -0,0 +1,4 @@
|
|||
GroupId Order GroupName
|
||||
1 1 Omniframe Memory
|
||||
2 2 Uniframe Memory
|
||||
3 3 Event Memory
|
|
|
@ -0,0 +1,15 @@
|
|||
Id GroupId Order LockIconPath IconPath StoryChapterId
|
||||
16010000 1 1 Assets/Product/Texture/Image/UiArchiveMonsterHead/UiArchiveMonsterUnknown.png Assets/Product/Texture/Image/UiArchivePartnerHead/Pet3XiaoonMd010010.png
|
||||
16020000 1 2 Assets/Product/Texture/Image/UiArchiveMonsterHead/UiArchiveMonsterUnknown.png Assets/Product/Texture/Image/UiArchivePartnerHead/Pet3Xiao2.png
|
||||
16030000 2 1 Assets/Product/Texture/Image/UiArchiveMonsterHead/UiArchiveMonsterUnknown.png Assets/Product/Texture/Image/UiArchivePartnerHead/Pet3He2.png 12001
|
||||
16040000 2 2 Assets/Product/Texture/Image/UiArchiveMonsterHead/UiArchiveMonsterUnknown.png Assets/Product/Texture/Image/UiArchivePartnerHead/Pet3Ma1.png 12002
|
||||
16050000 1 3 Assets/Product/Texture/Image/UiArchiveMonsterHead/UiArchiveMonsterUnknown.png Assets/Product/Texture/Image/UiArchivePartnerHead/Pet2BeionMd010011.png
|
||||
16060000 2 3 Assets/Product/Texture/Image/UiArchiveMonsterHead/UiArchiveMonsterUnknown.png Assets/Product/Texture/Image/UiArchivePartnerHead/Pet3Mao1.png
|
||||
16070000 1 4 Assets/Product/Texture/Image/UiArchiveMonsterHead/UiArchiveMonsterUnknown.png Assets/Product/Texture/Image/UiArchivePartnerHead/Pet2Yang1.png
|
||||
16080000 2 4 Assets/Product/Texture/Image/UiArchiveMonsterHead/UiArchiveMonsterUnknown.png Assets/Product/Texture/Image/UiArchivePartnerHead/Pet3Ying1.png
|
||||
16090000 1 4 Assets/Product/Texture/Image/UiArchiveMonsterHead/UiArchiveMonsterUnknown.png Assets/Product/Texture/Image/UiArchivePartnerHead/Pet2Ciwei1.png
|
||||
16100000 2 5 Assets/Product/Texture/Image/UiArchiveMonsterHead/UiArchiveMonsterUnknown.png Assets/Product/Texture/Image/UiArchivePartnerHead/Pet3Hu1.png
|
||||
16110000 2 6 Assets/Product/Texture/Image/UiArchiveMonsterHead/UiArchiveMonsterUnknown.png Assets/Product/Texture/Image/UiArchivePartnerHead/Pet3Tu1.png
|
||||
16120000 2 7 Assets/Product/Texture/Image/UiArchiveMonsterHead/UiArchiveMonsterUnknown.png Assets/Product/Texture/Image/UiArchivePartnerHead/Pet3Yu1.png
|
||||
16130000 2 8 Assets/Product/Texture/Image/UiArchiveMonsterHead/UiArchiveMonsterUnknown.png Assets/Product/Texture/Image/UiArchivePartnerHead/Pet3Quan1.png
|
||||
16140000 2 9 Assets/Product/Texture/Image/UiArchiveMonsterHead/UiArchiveMonsterUnknown.png Assets/Product/Texture/Image/UiArchivePartnerHead/Pet3Wuzei1.png
|
|
|
@ -0,0 +1,3 @@
|
|||
Id Order GroupName
|
||||
1 1 A-Rank
|
||||
2 2 S-Rank
|
|
|
@ -0,0 +1,34 @@
|
|||
Id Order GroupName CollectionTitle[1] CollectionContent[1] CollectNum[1] IconPath[1] CgId[1] CollectionTitle[2] CollectionContent[2] CollectNum[2] IconPath[2] CgId[2] CollectionTitle[3] CollectionContent[3] CollectNum[3] IconPath[3] CgId[3]
|
||||
1 1 Dual Guns Dual Guns Collector I Next Rank Requires 2 Assets/Product/Texture/Image/UiArchiveWeaponAchievement/UiArchiveWeapon031.png 0 Dual Guns Collector II Next Rank Requires 4 Assets/Product/Texture/Image/UiArchiveWeaponAchievement/UiArchiveWeapon032.png 0 Dual Guns Collector III At Highest Rank 6 Assets/Product/Texture/Image/UiArchiveWeaponAchievement/UiArchiveWeapon033.png 0
|
||||
2 2 Katana Katana Collector I Next Rank Requires 2 Assets/Product/Texture/Image/UiArchiveWeaponAchievement/UiArchiveWeapon021.png 0 Katana Collector II Next Rank Requires 4 Assets/Product/Texture/Image/UiArchiveWeaponAchievement/UiArchiveWeapon022.png 0 Katana Collector III At Highest Rank 6 Assets/Product/Texture/Image/UiArchiveWeaponAchievement/UiArchiveWeapon023.png 0
|
||||
3 3 Levi-Gun Levi-Gun Collector I Next Rank Requires 2 Assets/Product/Texture/Image/UiArchiveWeaponAchievement/UiArchiveWeapon071.png 0 Levi-Gun Collector II Next Rank Requires 4 Assets/Product/Texture/Image/UiArchiveWeaponAchievement/UiArchiveWeapon072.png 0 Levi-Gun Collector III At Highest Rank 6 Assets/Product/Texture/Image/UiArchiveWeaponAchievement/UiArchiveWeapon073.png 0
|
||||
4 4 Bow Bow Collector I Next Rank Requires 2 Assets/Product/Texture/Image/UiArchiveWeaponAchievement/UiArchiveWeapon081.png 0 Bow Collector II Next Rank Requires 4 Assets/Product/Texture/Image/UiArchiveWeaponAchievement/UiArchiveWeapon082.png 0 Bow Collector III At Highest Rank 6 Assets/Product/Texture/Image/UiArchiveWeaponAchievement/UiArchiveWeapon083.png 0
|
||||
5 5 Saw Saw Collector I Next Rank Requires 2 Assets/Product/Texture/Image/UiArchiveWeaponAchievement/UiArchiveWeapon051.png 0 Saw Collector II Next Rank Requires 4 Assets/Product/Texture/Image/UiArchiveWeaponAchievement/UiArchiveWeapon052.png 0 Saw Collector III At Highest Rank 6 Assets/Product/Texture/Image/UiArchiveWeaponAchievement/UiArchiveWeapon053.png 0
|
||||
6 6 Greatsword Greatsword Collector I Next Rank Requires 2 Assets/Product/Texture/Image/UiArchiveWeaponAchievement/UiArchiveWeapon011.png 0 Greatsword Collector II Next Rank Requires 4 Assets/Product/Texture/Image/UiArchiveWeaponAchievement/UiArchiveWeapon012.png 0 Greatsword Collector III At Highest Rank 6 Assets/Product/Texture/Image/UiArchiveWeaponAchievement/UiArchiveWeapon013.png 0
|
||||
7 7 Cannon Cannon Collector I Next Rank Requires 2 Assets/Product/Texture/Image/UiArchiveWeaponAchievement/UiArchiveWeapon061.png 0 Cannon Collector II Next Rank Requires 4 Assets/Product/Texture/Image/UiArchiveWeaponAchievement/UiArchiveWeapon062.png 0 Cannon Collector III At Highest Rank 6 Assets/Product/Texture/Image/UiArchiveWeaponAchievement/UiArchiveWeapon063.png 0
|
||||
8 8 Dagger Dagger Collector I Next Rank Requires 2 Assets/Product/Texture/Image/UiArchiveWeaponAchievement/UiArchiveWeapon041.png 0 Dagger Collector II Next Rank Requires 4 Assets/Product/Texture/Image/UiArchiveWeaponAchievement/UiArchiveWeapon042.png 0 Dagger Collector III At Highest Rank 6 Assets/Product/Texture/Image/UiArchiveWeaponAchievement/UiArchiveWeapon043.png 0
|
||||
9 9 Scythe Scythe Collector I Next Rank Requires 2 Assets/Product/Texture/Image/UiArchiveWeaponAchievement/UiArchiveWeapon091.png 0 Scythe Collector II Next Rank Requires 4 Assets/Product/Texture/Image/UiArchiveWeaponAchievement/UiArchiveWeapon092.png 0 Scythe Collector III At Highest Rank 6 Assets/Product/Texture/Image/UiArchiveWeaponAchievement/UiArchiveWeapon093.png 0
|
||||
10 100 Uniframe: Greatsword [Camu: Crocotta] Exclusive
|
||||
11 10 Spear Shield [Rosetta: Rigor] Exclusive
|
||||
13 101 Uniframe: Glaive [Qu: Pavo] Exclusive
|
||||
14 11 Gauntlets [Changyu: Qilin] Exclusive
|
||||
17 12 Amplifier [Luna: Laurel] Exclusive
|
||||
12 13 Katana & Greatsword [2B] Exclusive
|
||||
15 14 Tactical Lance [A2] Exclusive
|
||||
16 15 Katana [9S] Exclusive
|
||||
18 16 Gun Set [Wanshi: Hypnos] Exclusive
|
||||
19 102 Uniframe: Cello Blade [Selena: Tempest] Exclusive
|
||||
20 17 Gunblade [Chrome: Glory] Exclusive
|
||||
21 18 Co-Bot [No. 21: XXI] Exclusive
|
||||
22 103 Uniframe: Chain Blade [Roland: Flambeau] Exclusive
|
||||
23 19 Banner Spear [Vera: Garnet] Exclusive
|
||||
24 20 Scepter [Liv: Empyrea] Exclusive
|
||||
25 21 Flute Sword [Selena: Capriccio] Exclusive
|
||||
26 104 Uniframe: Dragon Axe [Pulao: Dragontoll] Exclusive
|
||||
27 22 Mega Saw [Nanami: Starfarer] Exclusive
|
||||
28 23 Blast Hammer [Karenina: Scire] Exclusive
|
||||
29 105 Uniframe: Rev Blade [Noan: Arca] Exclusive
|
||||
30 24 Swordstaff [Bianca: Stigmata] Exclusive
|
||||
31 25 Mantis Blades [Bambinata: Vitrum] Exclusive
|
||||
32 26 Composite Armaments [Lee: Hyperreal] Exclusive
|
||||
33 27 Beam Gunlance [Ayla: Kaleido] Exclusive
|
|
|
@ -0,0 +1,12 @@
|
|||
Id NpcId NpcState EffectNodeName EffectPath
|
||||
1 837000 1 Bip001 Spine Assets/Product/Effect/Prefab/FxMb1AolajiangPrefabA/FxMb1AolajiangAChangzhu.prefab
|
||||
2 83220 1 Bone009 Assets/Product/Effect/Prefab/FxMb1LuosaitaMd010002/FxMb1LuosaitaMd010002Chibang02GuadianBone010.prefab
|
||||
3 83220 1 Bone009mirrored Assets/Product/Effect/Prefab/FxMb1LuosaitaMd010002/FxMb1LuosaitaMd010002Chibang02GuadianBone009mirrored.prefab
|
||||
4 92860 1 Bone021 Assets/Product/Effect/Prefab/FxMo1BopuerPrefab/FxMo1BopuerEye03.prefab
|
||||
5 90870 1 EyeCase Assets/Product/Effect/Prefab/FxMe1YasibeiersiPrefab/FxMe1YasibeiersiEyeRed.prefab
|
||||
6 84400 1 HitCase Assets/Product/Effect/Prefab/FxMb1MotherPrefab/FxMb1MotherUi.prefab
|
||||
7 93070 1 EffectCase1 Assets/Product/Effect/Prefab/FxMe1ShengtangPrefab/FxMe1ShengtangWpREffectCase.prefab
|
||||
8 93070 1 EffectCase2 Assets/Product/Effect/Prefab/FxMe1ShengtangPrefab/FxMe1ShengtangWpLEffectCase.prefab
|
||||
9 93030 1 TeXiaoPoint Assets/Product/Effect/Prefab/FxMo1SemifiniPrefab/FxMo1SemifiniQidaiTeXiaoPoint01.prefab
|
||||
10 93081 1 BodyEffectCase3 Assets/Product/Effect/Prefab/FxMe1WutailongPrefab/FxMe1WutailongIdile.prefab
|
||||
11 93081 1 BodyEffectCase4 Assets/Product/Effect/Prefab/FxMe1WutailongPrefab/FxMe1WutailongIdile01.prefab
|
|
|
@ -0,0 +1,15 @@
|
|||
Id NpcId NpcState StateText StandAnime HideNodeName[1] HideNodeName[2] HideNodeName[3]
|
||||
1 83600 1 Basic Status
|
||||
2 83600 2 Burst Status Assets/Product/Role/Animation/Mb1JiabailieMd000001/Mb1JiabailieMd000001/Layer1/Stand1.anim Mb1JiabailieMd000001Cloak
|
||||
3 83900 1 Basic Status
|
||||
4 83900 2 Burst Status Mb1LunaMd010001Mask Mb1LunaMd010001Glass
|
||||
5 85100 1 Basic Status Mb1StarknightMd010001Weapon Mb1StarknightMd010001Weapon01
|
||||
6 85100 2 Burst Status Mb1StarknightMd010001Weapon02
|
||||
7 85300 1 Basic Status Assets/Product/Role/Animation/Mb1MoonguyMd010001/Mb1MoonguyMd010001/BaseLayer/Stand2.anim Mb1MoonguyMd010001Weapon
|
||||
8 85300 2 Burst Status Assets/Product/Role/Animation/Mb1MoonguyMd010001/Mb1MoonguyMd010001/Layer1/Stand2.anim
|
||||
9 85400 1 Basic Status
|
||||
10 85400 2 Burst Status Assets/Product/Role/Animation/Mb1HuoshaMd010001/Mb1HuoshaMd010001/Layer1/Stand2.anim
|
||||
11 93311 1 Basic Status
|
||||
12 93311 2 Burst Status Assets/Product/Role/Animation/Me1TwofacerMd010001/Me1TwofacerMd010001/Layer1/Stand2.anim
|
||||
13 85550 1 Basic Status Mb1MaidmasterMd010001Weapon02
|
||||
14 93361 1 Basic Status Assets/Product/Role/Animation/Me1SimmoonguyMd010001/Me1SimmoonguyMd010001/BaseLayer/Stand2.anim Me1SimmoonguyMd010001globe
|
|
|
@ -0,0 +1,399 @@
|
|||
Id Name ModelId
|
||||
70010 Lee R2LiangMd010011RPG
|
||||
70020 Lucia R1LuxiyaMd010011RPG
|
||||
70030 Liv R1LifuMd010011RPG
|
||||
70040 Bianca R2BiankaMd010011
|
||||
70050 Nanami R2YongyechaoMd010011
|
||||
70060 Kamui R2ShenweiMd010011
|
||||
70070 Karenina R2KalieninaMd010011
|
||||
70080 Watanabe R2DubianMd010011
|
||||
70120 Lucia: Dawn R2LuxiyaMd010011
|
||||
70130 Liv R2LifuMd010011
|
||||
70230 Liv R3LifuMd010011
|
||||
70110 Lee: Entropy R3LiangMd010011
|
||||
70111 Lee: Entropy R3LiangMd010021
|
||||
70090 Ayla R2AilaMd010011
|
||||
70100 Sophia R2SufeiyaMd010011
|
||||
70011 Lee R2LiangMd010011
|
||||
70021 Lucia R1LuxiyaMd010011
|
||||
70031 Liv R1LifuMd010011
|
||||
70041 Bianca R2BiankaMd010011
|
||||
70051 Nanami R2YongyechaoMd010011
|
||||
70061 Kamui R2ShenweiMd010011
|
||||
70071 Karenina R2KalieninaMd010011
|
||||
70081 Watanabe R2DubianMd010011
|
||||
70121 Lucia: Dawn R2LuxiyaMd010011
|
||||
70131 Liv R2LifuMd010011
|
||||
70231 Liv R3LifuMd010011
|
||||
71020 Chrome R2KuluomuMd010031
|
||||
70220 Lucia - Rank 3 R3LuxiyaMd010011
|
||||
81100 Assault Fort Mb1TankarmorMd030001
|
||||
81110 Assault Fort: Destruction Mb1TankarmorMd030002
|
||||
81200 Musashi IX Me1SwordMd002001
|
||||
81300 Roseblade Mb1SwordMd030001
|
||||
81310 Roseblade (Dark) Mb1SwordMd030001
|
||||
81400 Sister Mb1LadyMd10001
|
||||
81401 Sister Mb1LadyMd10001
|
||||
81410 Martyr Mb1LadybabyMd10001
|
||||
81420 Harvester Mb1RobotarmorMd030001
|
||||
81430 Musashi IX Me1SwordMd002001
|
||||
81500 Nozzle Mb1OrphanMd030001
|
||||
81600 Roland Mb1LuolanMd010001
|
||||
81700 Iron Maiden Mb1VirginbioMd030001
|
||||
81710 Iron Maiden Spike
|
||||
81800 Vassago Mb1SandwormMd030001
|
||||
81900 Unknown Construct α Mb1LuxiyaMd000003
|
||||
82100 Harvester Mb1RobotarmorMd030001
|
||||
20100 Energy Zone
|
||||
20110 Energy Ball
|
||||
82130 Electric Ball Summon Mb1BaodongchibangMd000001
|
||||
82140 Electric Ball Rhythm Control
|
||||
82150 Riot Mb1BraveMd010011
|
||||
82160 Ignite Beetle Mo1LiebianyuanchongMd000001
|
||||
83100 Camu Mb1XiuMd010003
|
||||
83110 Camu Mb1XiuerjieMd000001
|
||||
83200 Rosetta Mb1LuosaitamaMd000001
|
||||
83220 Rosetta (Doll) Mb1LuosaitarenMd000001
|
||||
83111 Camu Mb1XiuerjieMd000001
|
||||
83102 Camu: Blade
|
||||
87010 Osiris Mb1OsirisMd000001
|
||||
87020 Eye of Judgment Mb1OsirisyanjingMd000001
|
||||
87030 Eye of Punishment Mb1OsirischibangMd000001
|
||||
87050 Clear Tornado
|
||||
87310 Rosetta Mb1LuosaitamaMd000001
|
||||
87320 Collapse Bomb
|
||||
87330 Rosetta Mb1LuosaitarenMd000001
|
||||
87360 Hetero-Core - Mimicry Mb1CubeMd050001
|
||||
87370 Hetero-Core - Mimicry
|
||||
87380 Hetero-Core - Mimicry Mb1CubedizuoMd000001
|
||||
87390 Hetero-Core - Scan Mb1FangjianbeiMd000001
|
||||
87400 Hetero-Core - Scan Mb1FangjianbeiMd000001
|
||||
87410 Hetero-Core Mb1CubejiaoMd000001
|
||||
87420 Heteromer Particle
|
||||
87430 Hetero-Core Mb1CubejiaoMd000001
|
||||
87440 Heteromer Particle
|
||||
83400 Rail Heterozygote Mb1TrackalienMd010001
|
||||
83500 Qu Mb1MelodyMd010001
|
||||
83520 Huaxu Mb1MelodyhuaxuMd10001
|
||||
83600 Gabriel Mb1JiabailieMd000001
|
||||
811000 Assault Fort Mb1TankarmorMd030001
|
||||
811100 Assault Fort: Destruction Mb1TankarmorMd030002
|
||||
811200 Assault Fort Mb1TankarmorMd030001
|
||||
811201 Assault Fort: Rime Mb1TankarmorMd030011
|
||||
811300 Assault Fort: Destruction Mb1TankarmorMd030002
|
||||
812000 Musashi IX Me1SwordMd002001
|
||||
813000 Roseblade Mb1SwordMd030001
|
||||
813100 Roseblade (Dark) Mb1SwordMd030001
|
||||
814000 Sister Mb1LadyMd10001
|
||||
814010 Sister Mb1LadyMd10001
|
||||
814100 Martyr Mb1LadybabyMd10001
|
||||
814200 Harvester Mb1RobotarmorMd030001
|
||||
814300 Musashi IX Me1SwordMd002001
|
||||
815000 Nozzle Mb1OrphanMd030001
|
||||
816000 Roland Mb1LuolanMd010001
|
||||
817000 Iron Maiden Mb1VirginbioMd030001
|
||||
818000 Vassago Mb1SandwormMd030001
|
||||
819000 Unknown Construct α R3LuxiyaMd010011
|
||||
821000 Harvester Mb1RobotarmorMd030001
|
||||
201000 Energy Zone
|
||||
201100 Energy Ball
|
||||
821300 Electric Ball Summon Mb1BaodongchibangMd000001
|
||||
821400 Electric Ball Rhythm Control
|
||||
821500 Riot Mb1BraveMd010011
|
||||
821501 Korolev Mb1BraveMd010011
|
||||
821600 Lightning Beetle Mo1LiebianyuanchongMd000001
|
||||
831000 Camu Mb1XiuMd010001
|
||||
831100 Camu Mb1XiuerjieMd000001
|
||||
870100 Osiris Mb1OsirisMd000001
|
||||
870200 Eye of Judgment Mb1OsirisyanjingMd000001
|
||||
870300 Eye of Punishment Mb1OsirischibangMd000001
|
||||
870500 Clear Tornado
|
||||
870600 Rail Heterozygote Mb1TrackalienMd010001
|
||||
870601 Rail Heterozygote (Left Limb) Me1JinweiMd000001
|
||||
870602 Rail Heterozygote (Forelimb) Me1JinweiMd000001
|
||||
870603 Rail Heterozygote (Right Limb) Me1JinweiMd000001
|
||||
870604 Prism Device (Left) Mb1PrismMd010001
|
||||
870605 Prism Device (Right) Mb1PrismMd010001
|
||||
870606 Rail Heterozygote (Left Baffle) Mb1CubebaifangkuaiMd000001
|
||||
870607 Rail Heterozygote (Right Baffle) Mb1CubebaifangkuaiMd000001
|
||||
870608 Rail Heterozygote (Left Mouth Claw) Me1JinweiMd000001
|
||||
870609 Rail Heterozygote (Right Mouth Claw) Me1JinweiMd000001
|
||||
870610 Rail Heterozygote (Core) Me1JinweiMd000001
|
||||
870620 Rail Heterozygote Mb1TrackalienMd010001
|
||||
835000 Qu Mb1MelodyMd010001
|
||||
835200 Huaxu Mb1MelodyhuaxuMd10001
|
||||
836000 Gabriel Mb1JiabailieMd000001
|
||||
90000 Pillar Dweller (Monster)
|
||||
90001 TP Point Mo1LiebianyuanchongMd000001
|
||||
90002 Signature Move Monster
|
||||
90003 Pillar Dweller (Character)
|
||||
90004 Healing Drone
|
||||
90005 Imprisoned Dweller (Monster)
|
||||
90007 Signature Move Monster (Sophia)
|
||||
90020 Kuroro Mo1KuroMd1001
|
||||
90030 Repairer (Extreme) Mo1XiulijigongMd000001
|
||||
90040 Laser Line Mb1BaodongchibangMd000001
|
||||
90060 Impact Sphere
|
||||
90090 Ground Monitor (Extreme) Mo1DimianjianshiqiMd000001
|
||||
90100 Aerial Monitor (Extreme) Mo1KongzhongjianshiqiMd000001
|
||||
90110 Pilgrim (Extreme) Me1XunjingzheMd000001
|
||||
90120 Protector (Extreme) Mo1BaohuzheMd000001
|
||||
90130 Tamer (Extreme) Me1XunshoushiMd000001
|
||||
90140 Jitterbomb (Extreme) Mo1LiebianyuanchongMd000001
|
||||
90150 Hydraulic (Extreme) Mo1YeyaMd000001
|
||||
90160 Sentry Gun (Extreme) Mo1ShaojiejipaoMd000001
|
||||
90170 Missionary (Extreme) Mo1BudaozheMd000001
|
||||
90171 Abastian Mo1BudaozheMd000001
|
||||
90180 Executor (Extreme) Mo1ZhixingzheMd000001
|
||||
90181 Toby Mo1ZhixingzheMd000001
|
||||
90190 Shieldbearer (Extreme) Mo1ShouhuzheMd000001
|
||||
90191 Narwhal Mo1ShouhuzheMd000001
|
||||
90192 Turret Mo1ShouhuzheMd000001
|
||||
90200 Black Spider (Extreme) Mo1HeizhizhuMd000001
|
||||
90210 Gardener (Extreme) Me1YuandingMd000001
|
||||
90211 Antonio Me1YuandingMd000001
|
||||
90220 Excavator Me1YijiwajuezheMd000001
|
||||
90230 Bullet Hell Launcher
|
||||
90250 Ronin IV (Extreme) Mo1LangrensixingMd000001
|
||||
90260 Bio-Salamander (Extreme) Mo1FangshengrongyuanMd000001
|
||||
90330 Envoy (Extreme) Me1XinshiMd000001
|
||||
90340 Royal Guard (Extreme) Me1JinweiMd000001
|
||||
90341 Tree Me1JinweiMd000001
|
||||
90342 Miranda Me1JinweiMd000001
|
||||
90350 Firefighter (Extreme) Me1XiaofangweishiMd000001
|
||||
90351 Caliban Me1XiaofangweishiMd000001
|
||||
90360 Deconstructor (Extreme) Me1FenjiezheMd000001
|
||||
90361 Trinculo Me1FenjiezheMd000001
|
||||
90370 Explorer (Extreme) Me1YijikantanzheMd000001
|
||||
90380 Construct (Extreme) Me1GouzaotiMd10001
|
||||
90381 Toby Me1GouzaotiMd10001
|
||||
90382 Weary Toby Me1GouzaotiMd10001
|
||||
90390 Harvester (Extreme) Mb1RobotarmorMd030001
|
||||
90400 Bio-Bull (Extreme) Me1FangshengdouniuMd000001
|
||||
90410 Acid Ant (Extreme) Me1SuanyegongyiMd000001
|
||||
90420 Musashi VI (Extreme) Me1WuzangliuxingMd000001
|
||||
90430 Musashi IX (Extreme) Me1SwordMd002001
|
||||
90440 Terrapod (Extreme) Me1ZilujingweiMd000001
|
||||
90450 Polar Soldier Me1JidijibingMd000001
|
||||
90460 Deep-sea Ambusher Me1ShenhaiqianfuzheMd000001
|
||||
90470 Heteromer Hydraulic (Extreme) Mo1YijuyeyaMd000001
|
||||
90480 Heteromer Sentry Gun (Extreme) Mo1YijushaojiejipaoMd000001
|
||||
90490 Heteromer Aerial Monitor (Extreme) Mo1YijukongzhongjianshiqiMd000001
|
||||
90500 Heteromer Terminal Me1YijuzhongduanMd000001
|
||||
90501 Heteromer Terminal - Progeny Me1YijuzhongduanMd000002
|
||||
90502 4D Barrier
|
||||
90505 Obelisk Mb1FangjianbeiMd000001
|
||||
90506 Heteromer Cube Mb1YijutifangkuaiMd000001
|
||||
90507 Heteromer Phalanx Mo1XiulijigongMd000001
|
||||
90600 Hetero Deconstruct Unit (Extreme) Me1YihefenjiedanyuanMd000001
|
||||
90610 Hetero Repair Unit (Extreme) Me1YihexiufudanyuanMd000001
|
||||
90611 Authentication Module Me1YihexiufudanyuanMd000001
|
||||
90620 Hetero Fire Unit (Extreme) Me1YihehuolidanyuanMd000001
|
||||
90630 Hetero Explore Unit (Extreme) Me1YihekantandanyuanMd000001
|
||||
90640 Rikishi VI (Extreme) Mo1LishiliuxingMd000001
|
||||
90650 Ballwheel IV (Extreme) Mo1WulunsixingMd000001
|
||||
90660 Hanged Man III (Extreme) Mo1DiaorensanxingMd000001
|
||||
90670 Kemuri I (Extreme) Mo1YanfenyixingMd000001
|
||||
90680 Kowloong Crew - Yazi (Extreme) Me1JiulongzhongyaziMd000001
|
||||
91030 Repairer (Enhanced) Mo1XiulijigongMd000001
|
||||
91031 Repairer Specialist I Mo1XiulijigongMd000001
|
||||
91090 Ground Monitor (Enhanced) Mo1DimianjianshiqiMd000001
|
||||
91100 Aerial Monitor (Enhanced) Mo1KongzhongjianshiqiMd000001
|
||||
91110 Pilgrim (Enhanced) Me1XunjingzheMd000001
|
||||
91111 Pilgrim Specialist I Me1XunjingzheMd000001
|
||||
91120 Protector (Enhanced) Mo1BaohuzheMd000001
|
||||
91130 Tamer (Enhanced) Me1XunshoushiMd000001
|
||||
91140 Jitterbomb (Enhanced) Mo1LiebianyuanchongMd000001
|
||||
91150 Hydraulic (Enhanced) Mo1YeyaMd000001
|
||||
91160 Sentry Gun (Enhanced) Mo1ShaojiejipaoMd000001
|
||||
91170 Missionary (Enhanced) Mo1BudaozheMd000001
|
||||
91180 Executor (Enhanced) Mo1ZhixingzheMd000001
|
||||
91190 Shieldbearer (Enhanced) Mo1ShouhuzheMd000001
|
||||
91200 Black Spider (Enhanced) Mo1HeizhizhuMd000001
|
||||
91210 Gardener (Enhanced) Me1YuandingMd000001
|
||||
91250 Ronin IV (Enhanced) Mo1LangrensixingMd000001
|
||||
91260 Bio-Salamander (Enhanced) Mo1FangshengrongyuanMd000001
|
||||
91330 Envoy (Enhanced) Me1XinshiMd000001
|
||||
91340 Royal Guard (Enhanced) Me1JinweiMd000001
|
||||
91350 Firefighter (Enhanced) Me1XiaofangweishiMd000001
|
||||
91360 Deconstructor (Enhanced) Me1FenjiezheMd000001
|
||||
91370 Explorer (Enhanced) Me1YijikantanzheMd000001
|
||||
91380 Construct (Enhanced) Me1GouzaotiMd10001
|
||||
91381 Construct (Support) Me1GouzaotiMd10001
|
||||
91390 Harvester (Enhanced) Mb1RobotarmorMd030001
|
||||
91400 Bio-Bull (Enhanced) Me1FangshengdouniuMd000001
|
||||
91410 Acid Ant (Enhanced) Me1SuanyegongyiMd000001
|
||||
91420 Musashi VI (Enhanced) Me1WuzangliuxingMd000001
|
||||
91430 Musashi IX (Enhanced) Me1SwordMd002001
|
||||
91440 Terrapod (Enhanced) Me1ZilujingweiMd000001
|
||||
91450 Polar Soldier Me1JidijibingMd000001
|
||||
91460 Deep-sea Ambusher Me1ShenhaiqianfuzheMd000002
|
||||
91470 Heteromer Hydraulic (Enhanced) Mo1YijuyeyaMd000001
|
||||
91480 Heteromer Sentry Gun (Enhanced) Mo1YijushaojiejipaoMd000001
|
||||
91490 Heteromer Aerial Monitor (Enhanced) Mo1YijukongzhongjianshiqiMd000001
|
||||
91600 Hetero Deconstruct Unit (Enhanced) Me1YihefenjiedanyuanMd000001
|
||||
91610 Hetero Repair Unit (Enhanced) Me1YihexiufudanyuanMd000001
|
||||
91620 Hetero Fire Unit (Enhanced) Me1YihehuolidanyuanMd000001
|
||||
91630 Hetero Explore Unit (Enhanced) Me1YihekantandanyuanMd000001
|
||||
91640 Rikishi VI (Enhanced) Mo1LishiliuxingMd000001
|
||||
91650 Ballwheel IV (Enhanced) Mo1WulunsixingMd000001
|
||||
91660 Hanged Man III (Enhanced) Mo1DiaorensanxingMd000001
|
||||
91670 Kemuri I (Enhanced) Mo1YanfenyixingMd000001
|
||||
91680 Kowloong Crew - Yazi (Enhanced) Me1JiulongzhongyaziMd000001
|
||||
92030 Repairer (Basic) Mo1XiulijigongMd000001
|
||||
92090 Ground Monitor (Basic) Mo1DimianjianshiqiMd000001
|
||||
92100 Aerial Monitor (Basic) Mo1KongzhongjianshiqiMd000001
|
||||
92110 Pilgrim (Basic) Me1XunjingzheMd000001
|
||||
92120 Protector (Basic) Mo1BaohuzheMd000001
|
||||
92130 Tamer (Basic) Me1XunshoushiMd000001
|
||||
92140 Jitterbomb (Basic) Mo1LiebianyuanchongMd000001
|
||||
92150 Hydraulic (Basic) Mo1YeyaMd000001
|
||||
92160 Sentry Gun (Basic) Mo1ShaojiejipaoMd000001
|
||||
92170 Missionary (Basic) Mo1BudaozheMd000001
|
||||
92180 Executor (Basic) Mo1ZhixingzheMd000001
|
||||
92190 Shieldbearer (Basic) Mo1ShouhuzheMd000001
|
||||
92200 Black Spider (Basic) Mo1HeizhizhuMd000001
|
||||
92210 Gardener (Basic) Me1YuandingMd000001
|
||||
92250 Ronin IV (Basic) Mo1LangrensixingMd000001
|
||||
92260 Bio-Salamander (Basic) Mo1FangshengrongyuanMd000001
|
||||
92330 Envoy (Basic) Me1XinshiMd000001
|
||||
92340 Royal Guard (Basic) Me1JinweiMd000001
|
||||
92350 Firefighter (Basic) Me1XiaofangweishiMd000001
|
||||
92360 Deconstructor (Basic) Me1FenjiezheMd000001
|
||||
92370 Explorer (Basic) Me1YijikantanzheMd000001
|
||||
92380 Construct (Basic) Me1GouzaotiMd10001
|
||||
92390 Harvester (Basic) Mb1RobotarmorMd030001
|
||||
92400 Bio-Bull (Basic) Me1FangshengdouniuMd000001
|
||||
92410 Acid Ant (Basic) Me1SuanyegongyiMd000001
|
||||
92420 Musashi VI (Basic) Me1WuzangliuxingMd000001
|
||||
92430 Musashi IX (Basic) Me1SwordMd002001
|
||||
92440 Terrapod (Basic) Me1ZilujingweiMd000001
|
||||
92450 Polar Soldier Me1JidijibingMd000001
|
||||
92460 Deep-sea Ambusher Me1ShenhaiqianfuzheMd000003
|
||||
92470 Heteromer Hydraulic (Basic) Mo1YijuyeyaMd000001
|
||||
92480 Heteromer Sentry Gun (Basic) Mo1YijushaojiejipaoMd000001
|
||||
92490 Heteromer Aerial Monitor (Basic) Mo1YijukongzhongjianshiqiMd000001
|
||||
92600 Hetero Deconstruct Unit (Basic) Me1YihefenjiedanyuanMd000001
|
||||
92610 Hetero Repair Unit (Basic) Me1YihexiufudanyuanMd000001
|
||||
92620 Hetero Fire Unit (Basic) Me1YihehuolidanyuanMd000001
|
||||
92630 Hetero Explore Unit (Basic) Me1YihekantandanyuanMd000001
|
||||
92640 Rikishi VI (Basic) Mo1LishiliuxingMd000001
|
||||
92650 Ballwheel IV (Basic) Mo1WulunsixingMd000001
|
||||
92660 Hanged Man III (Basic) Mo1DiaorensanxingMd000001
|
||||
92661 Hanged Man III (Mini) Mo1DiaorensanxingMd000002
|
||||
92670 Kemuri I (Basic) Mo1YanfenyixingMd000001
|
||||
92680 Kowloong Crew - Yazi (Basic) Me1JiulongzhongyaziMd000001
|
||||
96080 Supply Crates Mt1BujixiangMd000001
|
||||
96160 Iso-Device Mt1GelizhuangzhiMd000001
|
||||
96161 Restraint Device Mt1GelizhuangzhiMd000001
|
||||
96162 Signal Launcher Mt1PagerMd01001
|
||||
97110 Terrapod (Extreme) Me1ZilujingweiMd000001
|
||||
97120 Terrapod Me1ZilujingweiMd000001
|
||||
97610 Terrapod Me1ZilujingweiMd000001
|
||||
97620 Terrapod Me1ZilujingweiMd000001
|
||||
97508 Dagger1 Mt1DubianfeijiMd000001
|
||||
97509 Unidentified Enemy Aircraft - α Mt1DubiandibingfeijiMd000001
|
||||
97510 Unidentified Enemy Aircraft - β Mt1DubiandibingfeijiMd000001
|
||||
97511 Unidentified Enemy Aircraft - γ Mt1DubiandibingfeijiMd000001
|
||||
97512 Unidentified Enemy Aircraft - δ Mt1DubiandibingfeijiMd000001
|
||||
97513 Unidentified Enemy Aircraft - ε Mt1DubiandibingfeijiMd000001
|
||||
97514 Dagger2 Mt1DubianfeijiMd000002
|
||||
97515 Dagger1 Mt1DubianfeijiMd000001
|
||||
97516 Dagger1 Mt1DubianfeijiMd000001
|
||||
96170 Rail Heterozygote (Left Limb) Mo1XiulijigongMd000001
|
||||
96171 Rail Heterozygote (Middle Limb) Mo1XiulijigongMd000001
|
||||
96172 Rail Heterozygote (Right Limb) Mo1XiulijigongMd000001
|
||||
90690 Phecda Mo1LucunMd000001
|
||||
91690 Phecda Mo1LucunMd000001
|
||||
92690 Phecda Mo1LucunMd000001
|
||||
90700 Prime Me1ZhizunMd000001
|
||||
90710 Performer (Extreme) Mo1BiaoyanyirenMd000001
|
||||
90720 Bartender (Extreme) Mo1TiaojiushiMd000001
|
||||
91720 Bartender (Extreme) Mo1TiaojiushiMd000001
|
||||
90730 Swimming Instructor (Extreme) Mo1YouyongjiaoguanMd000001
|
||||
92740 A'Mao Me1XiguajunMd000002UI
|
||||
837000 Shark-speare Mb1AolajiangMd010001
|
||||
837100 Shark-speare Mb1AolajiangMd010002
|
||||
87500 Gabriel - Starfall Mb1JiabailieMd000002
|
||||
90750 Snow Owl Mb1XuexiaoMd000002UI
|
||||
90760 Ground 3 - Rabbit Mo1TuziMd000002UI
|
||||
90770 Naval 5 - Squid Mo1ZhangyuMd000002UI
|
||||
90780 Ground 1 - Polar Bear Me1XiongrenMd000002UI
|
||||
83800 Amberia Mb1BaiyangnvMd010001
|
||||
92790 Hanged Man I Me1DiaorenyixingMd000001UI
|
||||
92800 Yunlu Me1YunluMd000003UI
|
||||
92810 Tai'E I Mb1TaiayixingMd010001UI
|
||||
83900 Luna Mb1LunaMd010001UI
|
||||
90830 Bettle (Extreme) Mo1MifengMd010001UI
|
||||
90840 Pei (Extreme) Mo1QiuqiujiaoMd010001UI
|
||||
90850 Chomper (Extreme) Mo1ShirenhuaMd010002UI
|
||||
841000 Pterygota Queen (Punishing Hetero-Creature) Mb1XigeluenMd010002UI
|
||||
84007 Hades DMG Mb1HadisiMd010001UI
|
||||
92860 Popper (Extreme) Mo1BopuerMd010001UI
|
||||
90880 Nian Me1NianMd010001UI
|
||||
90870 Jaspers (Extreme) Me1YasibeiersiMd010001UI
|
||||
84200 Machiavelli Mb1MajiyaweiliMd010001UI
|
||||
84210 Machiavelli Mb1MajiyaweiliMd010002UI
|
||||
90900 Sea Squirt Mo1HaiqiaoMd010001UI
|
||||
90910 Gear Me1UnknownMd010001UI
|
||||
84300 Siren Mb1SirenMd010001UI
|
||||
84310 Si! ren! Mb1SirenMd010002UI
|
||||
90790 Guardian I Me1DiaorenyixingMd000001UI
|
||||
90800 Moyuan Me1YunluMd000003UI
|
||||
90930 Monkfish Mo1YingdengyuMd010001UI
|
||||
90890 Corrupted Construct Mo1UngouzaotiMd010001UI
|
||||
90940 Buthus Mo1CiganxieMd010001UI
|
||||
90950 Recycle Prisoner Me1JiegouqiutuMd010001UI
|
||||
84400 Hetero-Hive Mother Mb1MotherMd010001UI
|
||||
90960 Blair Mo1BeiyaMd010001UI
|
||||
90970 M4-Medic Bot Mo1ModelmMd010001UI
|
||||
90980 PK-43 "Sheriff" Me1PoliceMd010001UI
|
||||
845000 Voodoo Mb1VoodooMd010001UI
|
||||
93010 DB02-Sanitizer Mo1QingjiejiqiMd010001UI
|
||||
93020 SSG-Meanderer Mo1ShuixiyiMd010001UI
|
||||
90990 Trailblazing Surfer Me1SkaterboyMd010001UI
|
||||
846000 Lamia Mb1LamiyaMd010001UI
|
||||
846100 Lamia (Phase 2) Mb1LamiyaMd010002UI
|
||||
93030 Hetero-Sapien Mo1SemifiniMd010001UI
|
||||
847100 Male & Female Mb1OniisanMd010003UI
|
||||
848100 The Punishing Virus Data Set Mb1PunishdataMd010001UI
|
||||
848200 The Punishing Virus Data Set Mb1PunishdataMd010002UI
|
||||
93070 Sanctuary Guard Me1ShengtangMd010001UI
|
||||
93050 Construct Soldier (Female) Mo1CyborgsoldierMd10001UI
|
||||
93060 Construct Captain (Female) Mo1CyborgleaderMd10001UI
|
||||
93110 Fairy Mo1XiaojinglingMd010001UI
|
||||
84900 Hamlet Mb1HamuleiteMd010001UI
|
||||
93101 Treant Mo1ShujingMd010001UI
|
||||
93081 Dragon Me1WutailongMd010001UI
|
||||
93140 Heaven Breaker Me1GuitaristMd000001UI
|
||||
93130 God Slayer Me1KeyboardistMd000001UI
|
||||
93129 Demon Bane Me1DrummerMd000001UI
|
||||
93160 Gung-hoer Mo1GangsterMd000001UI
|
||||
82200 MC Solar Mb1RapperMd000001UI
|
||||
93170 Wheel of Fortune Me1HetimingyunzhilunMd010001UI
|
||||
93180 Nalasr-E Mo1HetipaotaiMd010001UI
|
||||
93190 Heal-Z Mo1HetiyiliaojiMd010001UI
|
||||
93230 Courier-M Me1HetigongzuojiqiMd010001UI
|
||||
93221 Deporter-R Mo1HetiwurenjiMd010001UI
|
||||
85100 Trailblazer Mb1StarknightMd010001UI
|
||||
93240 Moon Morpher Mo1MoonlighterMd010001UI
|
||||
85300 Moon Eater Mb1MoonguyMd010001UI
|
||||
93251 Signal Light Phantom Me1LampmonsterMd000001UI
|
||||
93291 Redcoral Host Mo1CoralerMd010001UI
|
||||
93301 Chela Host Mo1YssutiMd010001UI
|
||||
93311 Hetero-Consciousness Host Me1TwofacerMd010001UI
|
||||
85400 Lithos & Paper Crane Mb1HuoshaMd010001UI
|
||||
85500 Hetero-Humanoid: Chiko Mb1LostwomenMd010001UI
|
||||
93331 "Naughty Child" Mo1BadboyMd010001UI
|
||||
93341 "Good Child" Mo1GoodgirlMd010001UI
|
||||
93321 "Dottie" Me1PuppetMd010001UI
|
||||
85550 Mutated Mechanoid: Madorea Mb1MaidmasterMd010001UI
|
||||
85560 Mutated Mechanoid: Madorea Mb1MaidmasterMd010002UI
|
||||
93351 Elite Construct Mo1GztcaptainMd010001UI
|
||||
85350 Primal Projection Mb1MercyMd010001UI
|
||||
85360 Primal Projection Mb1MercyMd010002UI
|
||||
81720 Iron Maiden: Phantom Mb1TifaMd010001UI
|
||||
93371 Statue Guardian Mo1ShigaonanMd010001UI
|
||||
93361 Mechanoid Moon Eater Me1SimmoonguyMd010001UI
|
||||
85460 "Echo" Mb1YalishaMd010001UI
|
||||
85470 "Echo" Mb1AliyaMd010001UI
|
Can't render this file because it contains an unexpected character in line 350 and column 13.
|
|
@ -0,0 +1,3 @@
|
|||
Id Order Name
|
||||
1 1 Login Interface
|
||||
2 2 Story Cutscenes
|
|
|
@ -0,0 +1,5 @@
|
|||
Id UnlockBlockId BlockId[1] BlockId[2] BlockId[3] BlockId[4] BlockId[5] BlockId[6] BlockId[7] BlockId[8] BlockId[9] BlockId[10] BlockId[11] BlockId[12] BlockId[13] BlockId[14] BlockId[15] Name WorldBossUiType
|
||||
1 1 2 3 4 5 6 7 8 9 10 11 12 13 14 Area 1
|
||||
2 15 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 Area 2
|
||||
3 30 30 31 32 33 34 35 36 37 38 39 40 41 42 Area 3 1
|
||||
4 43 43 44 45 46 47 48 49 50 51 52 53 54 55 56 Area 4 2
|
|
|
@ -0,0 +1,9 @@
|
|||
Id Name Icon Prefab StageDetailBg
|
||||
1 Initial Block Assets/Product/Texture/Atlas/UiAreaWar/UiAreaWarStageIcon00.png Assets/Product/Ui/ComponentPrefab/UiAreaWar/GridStage1.prefab Assets/Product/Texture/Image/UiAreaWar/UiAreaWarStageTitle01.png
|
||||
2 Strategic Block Assets/Product/Texture/Atlas/UiAreaWar/UiAreaWarStageIcon02.png Assets/Product/Ui/ComponentPrefab/UiAreaWar/GridStage2.prefab Assets/Product/Texture/Image/UiAreaWar/UiAreaWarStageTitle01.png
|
||||
3 High-risk Dark Block Assets/Product/Texture/Atlas/UiAreaWar/UiAreaWarStageIcon07.png Assets/Product/Ui/ComponentPrefab/UiAreaWar/GridStage9.prefab Assets/Product/Texture/Image/UiAreaWar/UiAreaWarStageTitle01.png
|
||||
5 Supply Block Assets/Product/Texture/Atlas/UiAreaWar/UiAreaWarStageIcon01.png Assets/Product/Ui/ComponentPrefab/UiAreaWar/GridStage3.prefab Assets/Product/Texture/Image/UiAreaWar/UiAreaWarStageTitle02.png
|
||||
6 Support Block Assets/Product/Texture/Atlas/UiAreaWar/UiAreaWarStageIcon08.png Assets/Product/Ui/ComponentPrefab/UiAreaWar/GridStage4.prefab Assets/Product/Texture/Image/UiAreaWar/UiAreaWarStageTitle03.png
|
||||
7 Amplification Block Assets/Product/Texture/Atlas/UiAreaWar/UiAreaWarStageIcon03.png Assets/Product/Ui/ComponentPrefab/UiAreaWar/GridStage5.prefab Assets/Product/Texture/Image/UiAreaWar/UiAreaWarStageTitle04.png
|
||||
8 Base Station Block Assets/Product/Texture/Atlas/UiAreaWar/UiAreaWarStageIcon05.png Assets/Product/Ui/ComponentPrefab/UiAreaWar/GridStage7.prefab Assets/Product/Texture/Image/UiAreaWar/UiAreaWarStageTitle05.png
|
||||
9 Dark Block Assets/Product/Texture/Atlas/UiAreaWar/UiAreaWarStageIcon06.png Assets/Product/Ui/ComponentPrefab/UiAreaWar/GridStage8.prefab Assets/Product/Texture/Image/UiAreaWar/UiAreaWarStageTitle06.png
|
|
|
@ -0,0 +1,3 @@
|
|||
Id UiName TitleIcon ModelId[1] ModelId[2] HeadName[1] HeadName[2] HeadIcon[1] HeadIcon[2] RankTitle
|
||||
1 UiAreaWarBoss Assets/Product/Texture/Image/UiAreaWar/UiAreaWarTitle.png Mb1OniisanMd010001UI Mb1ImoutoMd010001UI You Enemy Assets/Product/Texture/Atlas/UiAreaWar/UiAreaWarLiv.png Assets/Product/Texture/Atlas/UiAreaWar/UiAreaWarGemini.png High-risk Dark Block Contribution Ranking
|
||||
2 UiAreaWarBossSpecial Assets/Product/Texture/Image/UiAreaWar/UiAreaWarTitle02.png Mb1PunishdataMd010001UI You Enemy Assets/Product/Texture/Atlas/UiAreaWar/UiAreaWarLiv.png Assets/Product/Texture/Atlas/UiAreaWar/UiAreaWarGemini02.png High-risk Dark Block Contribution Ranking
|
|
File diff suppressed because it is too large
Load Diff
|
@ -0,0 +1,678 @@
|
|||
Id CueSheetName CueAwb HasAwb
|
||||
1 External/Criware/b_char.acb 0
|
||||
2 External/Criware/c_nornal_step.acb 0
|
||||
3 External/Criware/g_amb_sea_ice.acb 0
|
||||
4 External/Criware/g_amb_story.acb External/Criware/g_amb_story.awb 1
|
||||
5 External/Criware/g_ui.acb 0
|
||||
6 External/Criware/e_signal.acb 0
|
||||
7 External/Criware/g_story.acb 0
|
||||
8 External/Criware/m_avg_beforebattle.acb External/Criware/m_avg_beforebattle.awb 1
|
||||
9 External/Criware/m_avg_daily.acb External/Criware/m_avg_daily.awb 1
|
||||
10 External/Criware/m_avg_funny.acb External/Criware/m_avg_funny.awb 1
|
||||
11 External/Criware/m_avg_general.acb External/Criware/m_avg_general.awb 1
|
||||
12 External/Criware/m_avg_joyofvictory.acb External/Criware/m_avg_joyofvictory.awb 1
|
||||
13 External/Criware/m_avg_memory.acb External/Criware/m_avg_memory.awb 1
|
||||
14 External/Criware/m_avg_missionstable.acb External/Criware/m_avg_missionstable.awb 1
|
||||
15 External/Criware/m_avg_mysterious.acb External/Criware/m_avg_mysterious.awb 1
|
||||
16 External/Criware/m_avg_overlook.acb External/Criware/m_avg_overlook.awb 1
|
||||
17 External/Criware/m_avg_sad.acb External/Criware/m_avg_sad.awb 1
|
||||
18 External/Criware/m_avg_spaceship.acb External/Criware/m_avg_spaceship.awb 1
|
||||
19 External/Criware/m_sys_title.acb External/Criware/m_sys_title.awb 1
|
||||
20 External/Criware/m_sys_loginin.acb External/Criware/m_sys_loginin.awb 1
|
||||
21 External/Criware/m_nbat_victory.acb External/Criware/m_nbat_victory.awb 1
|
||||
22 External/Criware/m_nbat_failed.acb External/Criware/m_nbat_failed.awb 1
|
||||
23 External/Criware/m_sys_dorm.acb External/Criware/m_sys_dorm.awb 1
|
||||
24 External/Criware/m_nbat_nfighting.acb External/Criware/m_nbat_nfighting.awb 1
|
||||
25 External/Criware/m_nbat_nsneaking.acb External/Criware/m_nbat_nsneaking.awb 1
|
||||
26 External/Criware/m_nbat_tower.acb External/Criware/m_nbat_tower.awb 1
|
||||
27 External/Criware/m_bbat_normal.acb External/Criware/m_bbat_normal.awb 1
|
||||
28 External/Criware/m_bbat_lastfight.acb External/Criware/m_bbat_lastfight.awb 1
|
||||
29 External/Criware/m_sys_christmas.acb External/Criware/m_sys_christmas.awb 1
|
||||
30 External/Criware/m_nbat_nightmare.acb External/Criware/m_nbat_nightmare.awb 1
|
||||
31 External/Criware/me_step.acb 0
|
||||
32 External/Criware/g_ingame.acb 0
|
||||
33 External/Criware/me_jiaojing.acb 0
|
||||
34 External/Criware/m_ev1_intro.acb External/Criware/m_ev1_intro.awb 1
|
||||
35 External/Criware/m_ev1_normalbattle.acb External/Criware/m_ev1_normalbattle.awb 1
|
||||
36 External/Criware/m_ev1_bossbattle.acb External/Criware/m_ev1_bossbattle.awb 1
|
||||
37 External/Criware/amb_building_in.acb 0
|
||||
38 External/Criware/amb_building_out.acb 0
|
||||
39 External/Criware/amb_city_barren.acb 0
|
||||
40 External/Criware/amb_city_desert.acb 0
|
||||
41 External/Criware/amb_digital.acb 0
|
||||
42 External/Criware/amb_digital_2.acb 0
|
||||
43 External/Criware/amb_factory_in.acb 0
|
||||
44 External/Criware/amb_factory_out.acb 0
|
||||
45 External/Criware/amb_generator.acb 0
|
||||
46 External/Criware/amb_jungle.acb 0
|
||||
47 External/Criware/amb_rain.acb 0
|
||||
48 External/Criware/amb_room.acb 0
|
||||
49 External/Criware/amb_sea.acb 0
|
||||
50 External/Criware/amb_sky.acb 0
|
||||
51 External/Criware/amb_snow.acb 0
|
||||
52 External/Criware/g_amb_story_crowd.acb 0
|
||||
53 External/Criware/g_amb_story_fire.acb 0
|
||||
54 External/Criware/g_amb_story_rain.acb 0
|
||||
55 External/Criware/g_amb_story_wind.acb 0
|
||||
56 External/Criware/m_ev2_battle.acb External/Criware/m_ev2_battle.awb 1
|
||||
57 External/Criware/m_ev2_intro.acb External/Criware/m_ev2_intro.awb 1
|
||||
58 External/Criware/m_sys_newyear.acb External/Criware/m_sys_newyear.awb 1
|
||||
59 External/Criware/m_ev3_intro.acb External/Criware/m_ev3_intro.awb 1
|
||||
60 External/Criware/m_ev3_battle.acb External/Criware/m_ev3_battle.awb 1
|
||||
61 External/Criware/m_ev3_boss.acb External/Criware/m_ev3_boss.awb 1
|
||||
62 External/Criware/g_amb_ev3_traininside.acb 0
|
||||
63 External/Criware/g_amb_ev3_trainnm.acb 0
|
||||
64 External/Criware/g_amb_ev3_trainrain.acb 0
|
||||
65 External/Criware/g_amb_ev3_trainsandstorm.acb 0
|
||||
66 External/Criware/g_amb_ev3_traintunnel.acb 0
|
||||
67 External/Criware/g_amb_ev3_traintunnel_run.acb 0
|
||||
68 External/Criware/g_ui_weapon.acb 0
|
||||
69 External/Criware/m_ev4_battle.acb External/Criware/m_ev4_battle.awb 1
|
||||
70 External/Criware/m_ev4_boss.acb External/Criware/m_ev4_boss.awb 1
|
||||
71 External/Criware/m_ev4_intro.acb External/Criware/m_ev4_intro.awb 1
|
||||
72 External/Criware/g_amb_ev4_babieta.acb 0
|
||||
73 External/Criware/g_amb_ev4_jiaban.acb 0
|
||||
74 External/Criware/g_amb_ev4_pubu.acb 0
|
||||
75 External/Criware/m_ev5_boss.acb External/Criware/m_ev5_boss.awb 1
|
||||
76 External/Criware/m_ev5_end.acb External/Criware/m_ev5_end.awb 1
|
||||
77 External/Criware/g_equip.acb 0
|
||||
78 External/Criware/m_sys_title_2.acb External/Criware/m_sys_title_2.awb 1
|
||||
79 External/Criware/m_ev5_battle.acb External/Criware/m_ev5_battle.awb 1
|
||||
80 External/Criware/m_ev5_intro.acb External/Criware/m_ev5_intro.awb 1
|
||||
81 External/Criware/g_cg.acb 0
|
||||
82 External/Criware/m_ev6_battle.acb External/Criware/m_ev6_battle.awb 1
|
||||
83 External/Criware/m_ev6_boss_1.acb External/Criware/m_ev6_boss_1.awb 1
|
||||
84 External/Criware/m_ev6_boss_2.acb External/Criware/m_ev6_boss_2.awb 1
|
||||
85 External/Criware/m_ev6_intro.acb External/Criware/m_ev6_intro.awb 1
|
||||
86 External/Criware/m_ev7_intro.acb External/Criware/m_ev7_intro.awb 1
|
||||
87 External/Criware/m_ev7_battle.acb External/Criware/m_ev7_battle.awb 1
|
||||
88 External/Criware/m_ev7_boss.acb External/Criware/m_ev7_boss.awb 1
|
||||
89 External/Criware/m_avg_silence.acb External/Criware/m_avg_silence.awb 1
|
||||
90 External/Criware/m_ev8_intro.acb External/Criware/m_ev8_intro.awb 1
|
||||
91 External/Criware/m_ev10_battle.acb External/Criware/m_ev10_battle.awb 1
|
||||
92 External/Criware/m_ev10_intro.acb External/Criware/m_ev10_intro.awb 1
|
||||
93 External/Criware/g_amb_ev9_factory.acb 0
|
||||
94 External/Criware/m_ev9_battle_1.acb External/Criware/m_ev9_battle_1.awb 1
|
||||
95 External/Criware/m_ev9_battle_2.acb External/Criware/m_ev9_battle_2.awb 1
|
||||
96 External/Criware/m_ev9_battle_3.acb External/Criware/m_ev9_battle_3.awb 1
|
||||
97 External/Criware/m_ev9_boss_1.acb External/Criware/m_ev9_boss_1.awb 1
|
||||
98 External/Criware/m_ev9_boss_2_kr.acb External/Criware/m_ev9_boss_2_kr.awb 1
|
||||
99 External/Criware/m_ev9_intro.acb External/Criware/m_ev9_intro.awb 1
|
||||
100 External/Criware/m_ev9_lose.acb External/Criware/m_ev9_lose.awb 1
|
||||
101 External/Criware/m_ev9_win.acb External/Criware/m_ev9_win.awb 1
|
||||
102 External/Criware/m_ev10_boss.acb External/Criware/m_ev10_boss.awb 1
|
||||
103 External/Criware/m_sys_newyear_2.acb External/Criware/m_sys_newyear_2.awb 1
|
||||
104 External/Criware/m_ev11_intro.acb External/Criware/m_ev11_intro.awb 1
|
||||
105 External/Criware/m_ev11_boss_1.acb External/Criware/m_ev11_boss_1.awb 1
|
||||
106 External/Criware/m_ev11_boss_2.acb External/Criware/m_ev11_boss_2.awb 1
|
||||
107 External/Criware/c_act_fallstand.acb 0
|
||||
108 External/Criware/m_ev12_boss_1.acb External/Criware/m_ev12_boss_1.awb 1
|
||||
109 External/Criware/m_ev12_boss_2.acb External/Criware/m_ev12_boss_2.awb 1
|
||||
110 External/Criware/m_ev12_intro.acb External/Criware/m_ev12_intro.awb 1
|
||||
111 External/Criware/m_ev12_mengzhan.acb External/Criware/m_ev12_mengzhan.awb 1
|
||||
112 External/Criware/haiwaimengzhan.acb External/Criware/haiwaimengzhan.awb 1
|
||||
113 External/Criware/m_ev13_battle.acb External/Criware/m_ev13_battle.awb 1
|
||||
114 External/Criware/m_ev13_boss.acb External/Criware/m_ev13_boss.awb 1
|
||||
115 External/Criware/m_ev13_intro.acb External/Criware/m_ev13_intro.awb 1
|
||||
116 External/Criware/g_amb_ev13_forest.acb 0
|
||||
117 External/Criware/m_ev14_battle.acb External/Criware/m_ev14_battle.awb 1
|
||||
118 External/Criware/m_ev14_boss.acb External/Criware/m_ev14_boss.awb 1
|
||||
119 External/Criware/m_ev14_intro.acb External/Criware/m_ev14_intro.awb 1
|
||||
120 External/Criware/g_amb_ev14_undersea.acb 0
|
||||
121 External/Criware/g_amb_ev14_seaside.acb 0
|
||||
122 External/Criware/g_amb_ev14_seawave.acb 0
|
||||
123 External/Criware/m_ev15_battle.acb External/Criware/m_ev15_battle.awb 1
|
||||
124 External/Criware/m_ev15_boss.acb External/Criware/m_ev15_boss.awb 1
|
||||
125 External/Criware/m_ev15_intro.acb External/Criware/m_ev15_intro.awb 1
|
||||
126 External/Criware/m_ev15_story.acb External/Criware/m_ev15_story.awb 1
|
||||
127 External/Criware/g_amd_ev15_forest.acb 0
|
||||
128 External/Criware/g_amd_ev15_wind_heavy.acb 0
|
||||
129 External/Criware/g_amd_ev15_wind_light.acb 0
|
||||
130 External/Criware/m_ev15_boss_1.acb External/Criware/m_ev15_boss_1.awb 1
|
||||
131 External/Criware/m_ev15_boss_2.acb External/Criware/m_ev15_boss_2.awb 1
|
||||
132 External/Criware/m_ev15_story_loop.acb External/Criware/m_ev15_story_loop.awb 1
|
||||
133 External/Criware/m_ev16_song_JP.acb External/Criware/m_ev16_song_JP.awb 1
|
||||
134 External/Criware/m_ev16_song_JP_ingame.acb External/Criware/m_ev16_song_JP_ingame.awb 1
|
||||
135 External/Criware/m_ev16_song_inst.acb External/Criware/m_ev16_song_inst.awb 1
|
||||
136 External/Criware/m_ev16_song_ingame_inst.acb External/Criware/m_ev16_song_ingame_inst.awb 1
|
||||
137 External/Criware/m_ev7_boss_2.acb External/Criware/m_ev7_boss_2.awb 1
|
||||
138 External/Criware/m_ev16_song_ingame_inst_loop.acb External/Criware/m_ev16_song_ingame_inst_loop.awb 1
|
||||
139 External/Criware/m_ev16_pv_1.acb External/Criware/m_ev16_pv_1.awb 1
|
||||
140 External/Criware/m_ev16_pv_2.acb External/Criware/m_ev16_pv_2.awb 1
|
||||
141 External/Criware/m_ev16_pv_3.acb External/Criware/m_ev16_pv_3.awb 1
|
||||
142 External/Criware/m_ev16_pv_song.acb External/Criware/m_ev16_pv_song.awb 1
|
||||
143 External/Criware/m_ev17_intro.acb External/Criware/m_ev17_intro.awb 1
|
||||
144 External/Criware/m_ev17_battle.acb External/Criware/m_ev17_battle.awb 1
|
||||
145 External/Criware/m_ev17_boss_1.acb External/Criware/m_ev17_boss_1.awb 1
|
||||
146 External/Criware/m_ev17_dorm.acb External/Criware/m_ev17_dorm.awb 1
|
||||
147 External/Criware/m_ev17_boss_2.acb External/Criware/m_ev17_boss_2.awb 1
|
||||
149 External/Criware/e_signal.acb 0
|
||||
150 External/Criware/m_ev18_song_1_jp.acb External/Criware/m_ev18_song_1_jp.awb 1
|
||||
151 External/Criware/m_ev18_song_2.acb External/Criware/m_ev18_song_2.awb 1
|
||||
152 External/Criware/m_ev19_scenes_bgm_1and2.acb External/Criware/m_ev19_scenes_bgm_1and2.awb 1
|
||||
153 External/Criware/m_ev19_scenes_sfx_1and2.acb External/Criware/m_ev19_scenes_sfx_1and2.awb 1
|
||||
154 External/Criware/m_ev19_battle.acb External/Criware/m_ev19_battle.awb 1
|
||||
155 External/Criware/m_ev19_boss.acb External/Criware/m_ev19_boss.awb 1
|
||||
156 External/Criware/m_ev19_intro.acb External/Criware/m_ev19_intro.awb 1
|
||||
157 External/Criware/m_ev19_story.acb External/Criware/m_ev19_story.awb 1
|
||||
158 External/Criware/m_ev19_jazz.acb External/Criware/m_ev19_jazz.awb 1
|
||||
159 External/Criware/m_ev20_musicgame.acb External/Criware/m_ev20_musicgame.awb 1
|
||||
160 External/Criware/m_ev19_cd.acb External/Criware/m_ev19_cd.awb 1
|
||||
161 External/Criware/m_ev20_battle.acb External/Criware/m_ev20_battle.awb 1
|
||||
162 External/Criware/m_ev20_boss.acb External/Criware/m_ev20_boss.awb 1
|
||||
163 External/Criware/m_ev20_intro.acb External/Criware/m_ev20_intro.awb 1
|
||||
164 External/Criware/m_ev20_story.acb External/Criware/m_ev20_story.awb 1
|
||||
165 External/Criware/m_ev20_battle_full.acb External/Criware/m_ev20_battle_full.awb 1
|
||||
166 External/Criware/m_ev21_intro.acb External/Criware/m_ev21_intro.awb 1
|
||||
167 External/Criware/m_ev21_boss.acb External/Criware/m_ev21_boss.awb 1
|
||||
168 External/Criware/m_ev21_battle.acb External/Criware/m_ev21_battle.awb 1
|
||||
169 External/Criware/m_ev21_full.acb External/Criware/m_ev21_full.awb 1
|
||||
170 External/Criware/m_ev22_song_instloop.acb External/Criware/m_ev22_song_instloop.awb 1
|
||||
171 External/Criware/m_ev22_song_pianoloop.acb External/Criware/m_ev22_song_pianoloop.awb 1
|
||||
172 External/Criware/m_ev22_intro.acb External/Criware/m_ev22_intro.awb 1
|
||||
173 External/Criware/m_ev23_battle.acb External/Criware/m_ev23_battle.awb 1
|
||||
174 External/Criware/m_ev23_boss_1.acb External/Criware/m_ev23_boss_1.awb 1
|
||||
175 External/Criware/m_ev23_boss_2.acb External/Criware/m_ev23_boss_2.awb 1
|
||||
176 External/Criware/m_ev23_boss_sp.acb External/Criware/m_ev23_boss_sp.awb 1
|
||||
177 External/Criware/m_ev23_chatroom.acb External/Criware/m_ev23_chatroom.awb 1
|
||||
178 External/Criware/m_ev23_story.acb External/Criware/m_ev23_story.awb 1
|
||||
179 External/Criware/m_ev23_intro.acb External/Criware/m_ev23_intro.awb 1
|
||||
180 External/Criware/m_ev20_song.acb External/Criware/m_ev20_song.awb 1
|
||||
181 External/Criware/m_ev23_liv_1.acb External/Criware/m_ev23_liv_1.awb 1
|
||||
182 External/Criware/m_ev23_liv_2.acb External/Criware/m_ev23_liv_2.awb 1
|
||||
183 External/Criware/m_ev24_intro.acb External/Criware/m_ev24_intro.awb 1
|
||||
184 External/Criware/m_ev24_battle.acb External/Criware/m_ev24_battle.awb 1
|
||||
185 External/Criware/m_ev24_boss_1.acb External/Criware/m_ev24_boss_1.awb 1
|
||||
186 External/Criware/m_ev24_boss_2.acb External/Criware/m_ev24_boss_2.awb 1
|
||||
187 External/Criware/m_ev24_story.acb External/Criware/m_ev24_story.awb 1
|
||||
188 External/Criware/m_ev23_full.acb External/Criware/m_ev23_full.awb 1
|
||||
189 External/Criware/m_ev25_return.acb External/Criware/m_ev25_return.awb 1
|
||||
190 External/Criware/m_ev25_battle.acb External/Criware/m_ev25_battle.awb 1
|
||||
191 External/Criware/m_ev25_boss.acb External/Criware/m_ev25_boss.awb 1
|
||||
192 External/Criware/m_ev25_boss_2.acb External/Criware/m_ev25_boss_2.awb 1
|
||||
193 External/Criware/m_ev25_intro.acb External/Criware/m_ev25_intro.awb 1
|
||||
194 External/Criware/m_ev25_intro_piano.acb External/Criware/m_ev25_intro_piano.awb 1
|
||||
195 External/Criware/m_ev25_system1.acb External/Criware/m_ev25_system1.awb 1
|
||||
196 External/Criware/m_ev25_system2.acb External/Criware/m_ev25_system2.awb 1
|
||||
197 External/Criware/m_ev24_CD.acb External/Criware/m_ev24_CD.awb 1
|
||||
198 External/Criware/m_ev25_music_loop.acb External/Criware/m_ev25_music_loop.awb 1
|
||||
199 External/Criware/m_ev25_music_2.acb External/Criware/m_ev25_music_2.awb 1
|
||||
200 External/Criware/g_ingame_EV26.acb 0
|
||||
4101 External/Criware/c_pet.acb 0
|
||||
4102 External/Criware/c_pet_he.acb 0
|
||||
4103 External/Criware/c_pet_xiao.acb 0
|
||||
4104 External/Criware/c_pet_ma.acb 0
|
||||
4105 External/Criware/c_pet_bei.acb 0
|
||||
4106 External/Criware/c_pet_cat.acb 0
|
||||
4107 External/Criware/c_pet_sheep.acb 0
|
||||
4108 External/Criware/c_pet_eagle.acb 0
|
||||
4109 External/Criware/c_pet_hedgehog.acb 0
|
||||
4110 External/Criware/c_pet_hu.acb 0
|
||||
4111 External/Criware/c_pet_tu.acb 0
|
||||
4112 External/Criware/c_pet_yao.acb 0
|
||||
4113 External/Criware/c_pet_robot.acb 0
|
||||
4114 External/Criware/c_pet_squid.acb 0
|
||||
4706 External/Criware/me_jiegouqiutu_player.acb 0
|
||||
10001 External/Criware/c_liRK2.acb 0
|
||||
10011 External/Criware/c_liRK3.acb 0
|
||||
11011 External/Criware/c_liRk3_swim.acb 0
|
||||
12011 External/Criware/c_liRk3_ZS.acb 0
|
||||
10002 External/Criware/c_lucia.acb 0
|
||||
10012 External/Criware/c_luciaRK2.acb 0
|
||||
10022 External/Criware/c_luciaRK3.acb 0
|
||||
11022 External/Criware/c_luciaRk3_swim.acb 0
|
||||
12022 External/Criware/c_luciaRk3_MG.acb 0
|
||||
10032 External/Criware/c_luciaRk4.acb 0
|
||||
11032 External/Criware/c_luciaRk4_skin.acb 0
|
||||
12032 External/Criware/c_luciaRk4_swim.acb 0
|
||||
10003 External/Criware/c_liv.acb 0
|
||||
10013 External/Criware/c_livRK2.acb 0
|
||||
11013 External/Criware/c_livRK2_HS.acb 0
|
||||
10023 External/Criware/c_livRK3.acb 0
|
||||
11023 External/Criware/c_livRK3_swim.acb 0
|
||||
10004 External/Criware/c_biancaRK2.acb 0
|
||||
10014 External/Criware/c_biancaRK3.acb 0
|
||||
11014 External/Criware/c_biankaRK3_CN.acb 0
|
||||
12014 External/Criware/c_biancaRK3_HS.acb 0
|
||||
13014 External/Criware/c_biankaRK3_CN2.acb 0
|
||||
10005 External/Criware/c_imper9t.acb 0
|
||||
10015 External/Criware/c_imper9tRK3.acb 0
|
||||
11015 External/Criware/c_imper9tRK3_ai.acb 0
|
||||
12015 External/Criware/c_imper9tRK3_swim.acb 0
|
||||
13015 External/Criware/c_70superRk3.acb 0
|
||||
10006 External/Criware/c_kamuiRK2.acb 0
|
||||
10016 External/Criware/c_kamuiRK3.acb 0
|
||||
11016 External/Criware/c_kamuiRk3_gui.acb 0
|
||||
12016 External/Criware/c_kamuiRK3_HU.acb 0
|
||||
10007 External/Criware/c_karenRK2.acb 0
|
||||
10017 External/Criware/c_karenRK3.acb 0
|
||||
11017 External/Criware/c_karenRK3_swim.acb 0
|
||||
12017 External/Criware/c_karenRK3_nya.acb 0
|
||||
10027 External/Criware/c_karenRk4.acb 0
|
||||
10008 External/Criware/c_watanabeRK2.acb 0
|
||||
10018 External/Criware/c_watanabeRK3.acb 0
|
||||
10009 External/Criware/c_ailaRK2.acb 0
|
||||
10101 External/Criware/c_sufeiyaRK2.acb 0
|
||||
10102 External/Criware/c_kuluomuRk2.acb 0
|
||||
11102 External/Criware/c_kuluomuRk2_sr.acb 0
|
||||
10103 External/Criware/c_weilaRk2.acb 0
|
||||
10104 External/Criware/c_kamuRk2.acb 0
|
||||
10105 External/Criware/c_luosaitaRk3.acb 0
|
||||
11105 External/Criware/c_luosaitaRk3_QS.acb 0
|
||||
10106 External/Criware/c_quRk2.acb 0
|
||||
11106 External/Criware/c_quRk2_ZH.acb 0
|
||||
10107 External/Criware/c_changyuRk2.acb 0
|
||||
10108 External/Criware/c_lunaRk3.acb 0
|
||||
11108 External/Criware/c_lunaRk3_swim.acb 0
|
||||
10201 External/Criware/c_2bRk3.acb 0
|
||||
10202 External/Criware/c_a2Rk3.acb 0
|
||||
10203 External/Criware/c_9sRk3.acb 0
|
||||
10109 External/Criware/c_wanshiRk2.acb 0
|
||||
10301 External/Criware/c_sailinnaRk3.acb 0
|
||||
10311 External/Criware/c_sailinnaRk4.acb 0
|
||||
10112 External/Criware/c_kuluomuRk3.acb 0
|
||||
11112 External/Criware/c_kuluomuRk3_JX.acb 0
|
||||
12112 External/Criware/c_kuluomuRk3_BJ.acb 0
|
||||
10302 External/Criware/c_luolanRk2.acb 0
|
||||
10303 External/Criware/c_21Rk2.acb 0
|
||||
12108 External/Criware/c_lunaRk3_JT.acb 0
|
||||
11301 External/Criware/c_sailinnaRk3_swim.acb 0
|
||||
10113 External/Criware/c_weilaRk3.acb 0
|
||||
10033 External/Criware/c_livRk4.acb 0
|
||||
11033 External/Criware/c_livRk4_YJ.acb 0
|
||||
12033 External/Criware/c_livRk4_sen.acb 0
|
||||
13040 External/Criware/c_pulaoRk2.acb 0
|
||||
13041 External/Criware/c_hakamaRk2.acb 0
|
||||
13042 External/Criware/c_pulaoRk2_Idol.acb 0
|
||||
13061 External/Criware/c_nuoanRk2.acb 0
|
||||
11113 External/Criware/c_weilaRK3_swim.acb 0
|
||||
14014 External/Criware/c_biankasuperRk3.acb 0
|
||||
14114 External/Criware/c_biankasuperRk3_JY.acb 0
|
||||
12105 External/Criware/c_luosaitaRk3_SC.acb 0
|
||||
13071 External/Criware/c_bangbinataRk2.acb 0
|
||||
13105 External/Criware/c_kuluomuRk3_XY.acb 0
|
||||
11002 External/Criware/c_luciaRk1_RM.acb 0
|
||||
10021 External/Criware/c_liRk4.acb 0
|
||||
10321 External/Criware/c_sailinnaRk4_WN.acb 0
|
||||
13108 External/Criware/c_lunaRk3_SN.acb 0
|
||||
10019 External/Criware/c_ailaRk3.acb 0
|
||||
18511 External/Criware/c_starknightRK3.acb 0
|
||||
202 External/Criware/ja/v_lucia.acb External/Criware/ja/v_lucia.awb 1
|
||||
2021 External/Criware/ja/v_luciaalpha.acb External/Criware/ja/v_luciaalpha.awb 1
|
||||
2022 External/Criware/ja/v_luciaice.acb External/Criware/ja/v_luciaice.awb 1
|
||||
203 External/Criware/ja/v_liv.acb External/Criware/ja/v_liv.awb 1
|
||||
201 External/Criware/ja/v_li.acb External/Criware/ja/v_li.awb 1
|
||||
206 External/Criware/ja/v_kamui.acb External/Criware/ja/v_kamui.awb 1
|
||||
2061 External/Criware/ja/v_kamuianneng.acb External/Criware/ja/v_kamuianneng.awb 1
|
||||
205 External/Criware/ja/v_imper9t.acb External/Criware/ja/v_imper9t.awb 1
|
||||
204 External/Criware/ja/v_bianca.acb External/Criware/ja/v_bianca.awb 1
|
||||
208 External/Criware/ja/v_watanabe.acb External/Criware/ja/v_watanabe.awb 1
|
||||
207 External/Criware/ja/v_karen.acb External/Criware/ja/v_karen.awb 1
|
||||
209 External/Criware/ja/v_aila.acb External/Criware/ja/v_aila.awb 1
|
||||
2091 External/Criware/ja/v_ailaRK3.acb External/Criware/ja/v_ailaRK3.awb 1
|
||||
210 External/Criware/ja/v_sufeiya.acb External/Criware/ja/v_sufeiya.awb 1
|
||||
211 External/Criware/ja/v_kuluomu.acb External/Criware/ja/v_kuluomu.awb 1
|
||||
212 External/Criware/ja/v_weila.acb External/Criware/ja/v_weila.awb 1
|
||||
213 External/Criware/ja/v_camu.acb External/Criware/ja/v_camu.awb 1
|
||||
214 External/Criware/ja/v_luosaita.acb External/Criware/ja/v_luosaita.awb 1
|
||||
215 External/Criware/ja/v_changyu.acb External/Criware/ja/v_changyu.awb 1
|
||||
216 External/Criware/ja/v_qu.acb External/Criware/ja/v_qu.awb 1
|
||||
217 External/Criware/ja/v_luna_jp.acb External/Criware/ja/v_luna_jp.awb 1
|
||||
218 External/Criware/ja/v_sailinna.acb External/Criware/ja/v_sailinna.awb 1
|
||||
219 External/Criware/ja/v_wanshi.acb External/Criware/ja/v_wanshi.awb 1
|
||||
220 External/Criware/ja/v_kuluomuice.acb External/Criware/ja/v_kuluomuice.awb 1
|
||||
221 External/Criware/ja/v_twentyone.acb External/Criware/ja/v_twentyone.awb 1
|
||||
222 External/Criware/ja/v_weilathunder.acb External/Criware/ja/v_weilathunder.awb 1
|
||||
223 External/Criware/ja/v_luolan.acb External/Criware/ja/v_luolan.awb 1
|
||||
224 External/Criware/ja/v_livsuper.acb External/Criware/ja/v_livsuper.awb 1
|
||||
225 External/Criware/ja/v_sailinnasuper.acb External/Criware/ja/v_sailinnasuper.awb 1
|
||||
226 External/Criware/ja/v_pulao.acb External/Criware/ja/v_pulao.awb 1
|
||||
227 External/Criware/ja/v_qishisuper.acb External/Criware/ja/v_qishisuper.awb 1
|
||||
228 External/Criware/ja/v_hakama_jp.acb External/Criware/ja/v_hakama_jp.awb 1
|
||||
229 External/Criware/ja/v_kaliesuper.acb External/Criware/ja/v_kaliesuper.awb 1
|
||||
230 External/Criware/ja/v_nuoan.acb External/Criware/ja/v_nuoan.awb 1
|
||||
231 External/Criware/ja/v_biankasuper.acb External/Criware/ja/v_biankasuper.awb 1
|
||||
232 External/Criware/ja/v_bangbinata.acb External/Criware/ja/v_bangbinata.awb 1
|
||||
233 External/Criware/ja/v_lisuper.acb External/Criware/ja/v_lisuper.awb 1
|
||||
302 External/Criware/zh/v_lucia.acb External/Criware/zh/v_lucia.awb 1
|
||||
3021 External/Criware/zh/v_luciaalpha.acb External/Criware/zh/v_luciaalpha.awb 1
|
||||
3022 External/Criware/zh/v_luciaice.acb External/Criware/zh/v_luciaice.awb 1
|
||||
303 External/Criware/zh/v_liv.acb External/Criware/zh/v_liv.awb 1
|
||||
301 External/Criware/zh/v_li.acb External/Criware/zh/v_li.awb 1
|
||||
306 External/Criware/zh/v_kamui.acb External/Criware/zh/v_kamui.awb 1
|
||||
3061 External/Criware/zh/v_kamuianneng.acb External/Criware/zh/v_kamuianneng.awb 1
|
||||
305 External/Criware/zh/v_imper9t.acb External/Criware/zh/v_imper9t.awb 1
|
||||
304 External/Criware/zh/v_bianca.acb External/Criware/zh/v_bianca.awb 1
|
||||
308 External/Criware/zh/v_watanabe.acb External/Criware/zh/v_watanabe.awb 1
|
||||
307 External/Criware/zh/v_karen.acb External/Criware/zh/v_karen.awb 1
|
||||
309 External/Criware/zh/v_aila.acb External/Criware/zh/v_aila.awb 1
|
||||
3091 External/Criware/zh/v_ailaRK3.acb External/Criware/zh/v_ailaRK3.awb 1
|
||||
310 External/Criware/zh/v_sufeiya.acb External/Criware/zh/v_sufeiya.awb 1
|
||||
311 External/Criware/zh/v_kuluomu.acb External/Criware/zh/v_kuluomu.awb 1
|
||||
312 External/Criware/zh/v_weila.acb External/Criware/zh/v_weila.awb 1
|
||||
313 External/Criware/zh/v_camu.acb External/Criware/zh/v_camu.awb 1
|
||||
314 External/Criware/zh/v_luosaita.acb External/Criware/zh/v_luosaita.awb 1
|
||||
315 External/Criware/zh/v_changyu.acb External/Criware/zh/v_changyu.awb 1
|
||||
316 External/Criware/zh/v_qu.acb External/Criware/zh/v_qu.awb 1
|
||||
317 External/Criware/zh/v_luna.acb External/Criware/zh/v_luna.awb 1
|
||||
318 External/Criware/zh/v_sailinna.acb External/Criware/zh/v_sailinna.awb 1
|
||||
319 External/Criware/zh/v_wanshi.acb External/Criware/zh/v_wanshi.awb 1
|
||||
320 External/Criware/zh/v_kuluomuice.acb External/Criware/zh/v_kuluomuice.awb 1
|
||||
321 External/Criware/zh/v_twentyone.acb External/Criware/zh/v_twentyone.awb 1
|
||||
322 External/Criware/zh/v_weilathunder.acb External/Criware/zh/v_weilathunder.awb 1
|
||||
323 External/Criware/zh/v_luolan.acb External/Criware/zh/v_luolan.awb 1
|
||||
324 External/Criware/zh/v_livsuper.acb External/Criware/zh/v_livsuper.awb 1
|
||||
325 External/Criware/zh/v_sailinnasuper.acb External/Criware/zh/v_sailinnasuper.awb 1
|
||||
326 External/Criware/zh/v_pulao.acb External/Criware/zh/v_pulao.awb 1
|
||||
327 External/Criware/zh/v_qishi.acb External/Criware/zh/v_qishi.awb 1
|
||||
3271 External/Criware/zh/v_qishisuper.acb External/Criware/zh/v_qishisuper.awb 1
|
||||
328 External/Criware/zh/v_hakama.acb External/Criware/zh/v_hakama.awb 1
|
||||
329 External/Criware/zh/v_kaliesuper.acb External/Criware/zh/v_kaliesuper.awb 1
|
||||
330 External/Criware/zh/v_nuoan.acb External/Criware/zh/v_nuoan.awb 1
|
||||
331 External/Criware/zh/v_biankasuper.acb External/Criware/zh/v_biankasuper.awb 1
|
||||
332 External/Criware/zh/v_bangbinata.acb External/Criware/zh/v_bangbinata.awb 1
|
||||
333 External/Criware/zh/v_lisuper.acb External/Criware/zh/v_lisuper.awb 1
|
||||
402 External/Criware/ca/v_lucia.acb External/Criware/ca/v_lucia.awb 1
|
||||
4021 External/Criware/ca/v_luciaalpha.acb External/Criware/ca/v_luciaalpha.awb 1
|
||||
4022 External/Criware/ca/v_luciaice.acb External/Criware/ca/v_luciaice.awb 1
|
||||
403 External/Criware/ca/v_liv.acb External/Criware/ca/v_liv.awb 1
|
||||
401 External/Criware/ca/v_li.acb External/Criware/ca/v_li.awb 1
|
||||
406 External/Criware/ca/v_kamui.acb External/Criware/ca/v_kamui.awb 1
|
||||
4061 External/Criware/ca/v_kamuianneng.acb External/Criware/ca/v_kamuianneng.awb 1
|
||||
405 External/Criware/ca/v_imper9t.acb External/Criware/ca/v_imper9t.awb 1
|
||||
404 External/Criware/ca/v_bianca.acb External/Criware/ca/v_bianca.awb 1
|
||||
408 External/Criware/ca/v_watanabe.acb External/Criware/ca/v_watanabe.awb 1
|
||||
407 External/Criware/ca/v_karen.acb External/Criware/ca/v_karen.awb 1
|
||||
409 External/Criware/ca/v_aila.acb External/Criware/ca/v_aila.awb 1
|
||||
4091 External/Criware/ca/v_ailaRK3.acb External/Criware/ca/v_ailaRK3.awb 1
|
||||
410 External/Criware/ca/v_sufeiya.acb External/Criware/ca/v_sufeiya.awb 1
|
||||
411 External/Criware/ca/v_kuluomu.acb External/Criware/ca/v_kuluomu.awb 1
|
||||
412 External/Criware/ca/v_weila.acb External/Criware/ca/v_weila.awb 1
|
||||
413 External/Criware/ca/v_camu.acb External/Criware/ca/v_camu.awb 1
|
||||
414 External/Criware/ca/v_luosaita.acb External/Criware/ca/v_luosaita.awb 1
|
||||
415 External/Criware/ca/v_changyu.acb External/Criware/ca/v_changyu.awb 1
|
||||
416 External/Criware/ca/v_qu.acb External/Criware/ca/v_qu.awb 1
|
||||
417 External/Criware/ca/v_luna.acb External/Criware/ca/v_luna.awb 1
|
||||
418 External/Criware/ca/v_sailinna.acb External/Criware/ca/v_sailinna.awb 1
|
||||
419 External/Criware/ca/v_wanshi.acb External/Criware/ca/v_wanshi.awb 1
|
||||
420 External/Criware/ca/v_kuluomuice.acb External/Criware/ca/v_kuluomuice.awb 1
|
||||
421 External/Criware/ca/v_twentyone.acb External/Criware/ca/v_twentyone.awb 1
|
||||
422 External/Criware/ca/v_weilathunder.acb External/Criware/ca/v_weilathunder.awb 1
|
||||
423 External/Criware/ca/v_luolan.acb External/Criware/ca/v_luolan.awb 1
|
||||
424 External/Criware/ca/v_livsuper.acb External/Criware/ca/v_livsuper.awb 1
|
||||
425 External/Criware/ca/v_sailinnasuper.acb External/Criware/ca/v_sailinnasuper.awb 1
|
||||
426 External/Criware/ca/v_pulao.acb External/Criware/ca/v_pulao.awb 1
|
||||
427 External/Criware/ca/v_qishisuper.acb External/Criware/ca/v_qishisuper.awb 1
|
||||
428 External/Criware/ca/v_hakama.acb External/Criware/ca/v_hakama.awb 1
|
||||
429 External/Criware/ca/v_kaliesuper.acb External/Criware/ca/v_kaliesuper.awb 1
|
||||
430 External/Criware/ca/v_nuoan.acb External/Criware/ca/v_nuoan.awb 1
|
||||
431 External/Criware/ca/v_biankasuper.acb External/Criware/ca/v_biankasuper.awb 1
|
||||
432 External/Criware/ca/v_bangbinata.acb External/Criware/ca/v_bangbinata.awb 1
|
||||
433 External/Criware/ca/v_lisuper.acb External/Criware/ca/v_lisuper.awb 1
|
||||
501 External/Criware/zh/v_ac5.acb External/Criware/zh/v_ac5.awb 1
|
||||
502 External/Criware/zh/v_ac7.acb External/Criware/zh/v_ac7.awb 1
|
||||
503 External/Criware/ja/v_ac8.acb External/Criware/ja/v_ac8.awb 1
|
||||
504 External/Criware/ja/v_2b.acb External/Criware/ja/v_2b.awb 1
|
||||
505 External/Criware/ja/v_9s.acb External/Criware/ja/v_9s.awb 1
|
||||
506 External/Criware/ja/v_a2.acb External/Criware/ja/v_a2.awb 1
|
||||
507 External/Criware/ja/ac10_boss_1.acb External/Criware/ja/ac10_boss_1.awb 1
|
||||
508 External/Criware/zh/v_ac12.acb External/Criware/zh/v_ac12.awb 1
|
||||
509 External/Criware/ja/v_ac5.acb External/Criware/ja/v_ac5.awb 1
|
||||
510 External/Criware/ja/v_ac14.acb External/Criware/ja/v_ac14.awb 1
|
||||
511 External/Criware/ja/v_ac7.acb External/Criware/ja/v_ac7.awb 1
|
||||
512 External/Criware/ja/v_ac15.acb External/Criware/ja/v_ac15.awb 1
|
||||
513 External/Criware/ja/v_ac16.acb External/Criware/ja/v_ac16.awb 1
|
||||
514 External/Criware/ja/ac17_boss.acb External/Criware/ja/ac17_boss.awb 1
|
||||
515 External/Criware/ja/ac18_pulao.acb External/Criware/ja/ac18_pulao.awb 1
|
||||
516 External/Criware/ja/v_ac21.acb External/Criware/ja/v_ac21.awb 1
|
||||
517 External/Criware/ja/v_ac23.acb External/Criware/ja/v_ac23.awb 1
|
||||
518 External/Criware/zh/v_ac23.acb External/Criware/zh/v_ac23.awb 1
|
||||
519 External/Criware/ca/v_ac23.acb External/Criware/ca/v_ac23.awb 1
|
||||
520 External/Criware/ja/v_ac23_guanqia.acb External/Criware/ja/v_ac23_guanqia.awb 1
|
||||
521 External/Criware/ja/v_ac23_juqing.acb External/Criware/ja/v_ac23_juqing.awb 1
|
||||
522 External/Criware/ja/v_ac23_yindao.acb External/Criware/ja/v_ac23_yindao.awb 1
|
||||
523 External/Criware/zh/v_ac23_guanqia.acb External/Criware/zh/v_ac23_guanqia.awb 1
|
||||
524 External/Criware/zh/v_ac23_juqing.acb External/Criware/zh/v_ac23_juqing.awb 1
|
||||
525 External/Criware/zh/v_ac23_yindao.acb External/Criware/zh/v_ac23_yindao.awb 1
|
||||
526 External/Criware/ca/v_ac23_guanqia.acb External/Criware/ca/v_ac23_guanqia.awb 1
|
||||
527 External/Criware/ca/v_ac23_juqing.acb External/Criware/ca/v_ac23_juqing.awb 1
|
||||
528 External/Criware/ca/v_ac23_yindao.acb External/Criware/ca/v_ac23_yindao.awb 1
|
||||
529 External/Criware/ja/ac24.acb External/Criware/ja/ac24.awb 1
|
||||
530 External/Criware/zh/ac24.acb External/Criware/zh/ac24.awb 1
|
||||
531 External/Criware/ca/ac24.acb External/Criware/ca/ac24.awb 1
|
||||
532 External/Criware/ja/ac25.acb External/Criware/ja/ac25.awb 1
|
||||
533 External/Criware/zh/ac25.acb External/Criware/zh/ac25.awb 1
|
||||
534 External/Criware/ca/ac25.acb External/Criware/ca/ac25.awb 1
|
||||
535 External/Criware/ja/ac26.acb External/Criware/ja/ac26.awb 1
|
||||
536 External/Criware/zh/ac26.acb External/Criware/zh/ac26.awb 1
|
||||
537 External/Criware/ca/ac26.acb External/Criware/ca/ac26.awb 1
|
||||
538 External/Criware/ja/v_ac14.acb External/Criware/ja/v_ac14.awb 1
|
||||
539 External/Criware/ja/v_ac16.acb External/Criware/ja/v_ac16.awb 1
|
||||
540 External/Criware/ja/ac17_boss.acb External/Criware/ja/ac17_boss.awb 1
|
||||
541 External/Criware/ja/ac18_pulao.acb External/Criware/ja/ac18_pulao.awb 1
|
||||
542 External/Criware/ja/v_ac8.acb External/Criware/ja/v_ac8.awb 1
|
||||
600 External/Criware/m_ev25_CD.acb External/Criware/m_ev25_CD.awb 1
|
||||
601 External/Criware/m_ev26_battle.acb External/Criware/m_ev26_battle.awb 1
|
||||
602 External/Criware/m_ev26_boss1.acb External/Criware/m_ev26_boss1.awb 1
|
||||
603 External/Criware/m_ev26_boss2.acb External/Criware/m_ev26_boss2.awb 1
|
||||
604 External/Criware/m_ev26_intro.acb External/Criware/m_ev26_intro.awb 1
|
||||
605 External/Criware/m_ev26_intro_p1.acb External/Criware/m_ev26_intro_p1.awb 1
|
||||
606 External/Criware/m_ev26_intro_p2.acb External/Criware/m_ev26_intro_p2.awb 1
|
||||
607 External/Criware/m_ev26_intro_p3.acb External/Criware/m_ev26_intro_p3.awb 1
|
||||
608 External/Criware/m_ev26_lose.acb External/Criware/m_ev26_lose.awb 1
|
||||
609 External/Criware/m_ev26_win.acb External/Criware/m_ev26_win.awb 1
|
||||
615 External/Criware/m_ev26_cd_1.acb External/Criware/m_ev26_cd_1.awb 1
|
||||
631 External/Criware/m_ev27_spring.acb External/Criware/m_ev27_spring.awb 1
|
||||
9708 External/Criware/me_sword.acb 0
|
||||
8130 External/Criware/mb_sword.acb 0
|
||||
8140 External/Criware/mb_lady.acb 0
|
||||
8170 External/Criware/mb_virginbio.acb 0
|
||||
8310 External/Criware/mb_xiurk1.acb 0
|
||||
8311 External/Criware/mb_xiurk2.acb 0
|
||||
9034 External/Criware/me_prisoner.acb 0
|
||||
9033 External/Criware/me_paw.acb 0
|
||||
9037 External/Criware/me_arrowsoldier.acb 0
|
||||
9026 External/Criware/mo_jgrc.acb 0
|
||||
9711 External/Criware/me_camouflage.acb 0
|
||||
9035 External/Criware/me_bio.acb 0
|
||||
8215 External/Criware/mb_brave.acb 0
|
||||
8701 External/Criware/mb_osirisrk1.acb 0
|
||||
8702 External/Criware/mb_osirisrk2.acb 0
|
||||
8703 External/Criware/mb_osirisrk3.acb 0
|
||||
9716 External/Criware/me_cattle.acb 0
|
||||
9714 External/Criware/me_rocket.acb 0
|
||||
9701 External/Criware/me_spider.acb 0
|
||||
9013 External/Criware/me_rider.acb 0
|
||||
9019 External/Criware/mo_armor.acb 0
|
||||
9018 External/Criware/mo_hunter.acb 0
|
||||
9017 External/Criware/mo_actor.acb 0
|
||||
9003 External/Criware/mo_spanner.acb 0
|
||||
9014 External/Criware/mo_thunderbug.acb 0
|
||||
9020 External/Criware/mo_blackspider.acb 0
|
||||
9025 External/Criware/mo_ssjk.acb 0
|
||||
9012 External/Criware/mo_crawler.acb 0
|
||||
9009 External/Criware/mo_act.acb 0
|
||||
9011 External/Criware/mo_shooter.acb 0
|
||||
9015 External/Criware/mo_tracer.acb 0
|
||||
9016 External/Criware/mo_security.acb 0
|
||||
9010 External/Criware/mo_ca.acb 0
|
||||
9036 External/Criware/me_backsaw.acb 0
|
||||
9021 External/Criware/me_armorsp.acb 0
|
||||
8150 External/Criware/mb_orphan.acb 0
|
||||
8160 External/Criware/mb_luolan.acb 0
|
||||
8180 External/Criware/mb_sandworm.acb 0
|
||||
9022 External/Criware/me_bio_0.acb 0
|
||||
9038 External/Criware/me_gouzaoti.acb 0
|
||||
8210 External/Criware/mb_robotarmor.acb 0
|
||||
8110 External/Criware/mb_tankarmor.acb 0
|
||||
8190 External/Criware/mb_luciaRK3.acb 0
|
||||
9045 External/Criware/me_jidijibing.acb 0
|
||||
9046 External/Criware/me_jijuxie.acb 0
|
||||
8320 External/Criware/me_luosaita_ma.acb 0
|
||||
8322 External/Criware/me_luosaita_ren.acb 0
|
||||
9002 External/Criware/mo_kuro.acb 0
|
||||
9047 External/Criware/me_heizhuizongzhe.acb 0
|
||||
9048 External/Criware/me_heibaoan.acb 0
|
||||
9049 External/Criware/me_heizhenchaji.acb 0
|
||||
9050 External/Criware/me_shizijia.acb 0
|
||||
8736 External/Criware/me_cube.acb 0
|
||||
8739 External/Criware/me_cube2.acb 0
|
||||
8741 External/Criware/me_cube3.acb 0
|
||||
9061 External/Criware/me_xiufudanyuan.acb 0
|
||||
9060 External/Criware/me_fenjiedanyuan.acb 0
|
||||
9062 External/Criware/me_huolidanyuan.acb 0
|
||||
9063 External/Criware/me_kantandanyuan.acb 0
|
||||
8340 External/Criware/mb_trackalien.acb 0
|
||||
9942 External/Criware/mb_motor.acb 0
|
||||
9064 External/Criware/mo_lishiliuxiung.acb 0
|
||||
9065 External/Criware/mo_wulunsixing.acb 0
|
||||
8350 External/Criware/mb_melody.acb 0
|
||||
9068 External/Criware/me_yazi.acb 0
|
||||
9066 External/Criware/mo_diaoren.acb 0
|
||||
9067 External/Criware/mo_yanfen1.acb 0
|
||||
9069 External/Criware/mo_lucun.acb 0
|
||||
9070 External/Criware/me_zhizun.acb 0
|
||||
8360 External/Criware/mb_jiabailie.acb 0
|
||||
9071 External/Criware/mo_biaoyanyiren.acb 0
|
||||
9072 External/Criware/mo_tiaojiushi.acb 0
|
||||
9073 External/Criware/mo_youyongjiaoguan.acb 0
|
||||
9074 External/Criware/me_xiguajun.acb 0
|
||||
8370 External/Criware/mb_aolajiang.acb 0
|
||||
8371 External/Criware/mb_aolajiangb.acb 0
|
||||
8750 External/Criware/mb_jiabailie02.acb 0
|
||||
9077 External/Criware/mo_zhangyu.acb 0
|
||||
9075 External/Criware/mb_xuexiao.acb 0
|
||||
9076 External/Criware/mo_tuzi.acb 0
|
||||
9078 External/Criware/me_xiongren.acb 0
|
||||
8380 External/Criware/mb_baiyangnv.acb 0
|
||||
9079 External/Criware/me_diaoren1.acb 0
|
||||
9080 External/Criware/me_yunlu.acb 0
|
||||
9082 External/Criware/me_yunlukulei.acb 0
|
||||
9081 External/Criware/mb_taia1.acb 0
|
||||
8390 External/Criware/mb_luna.acb 0
|
||||
8400 External/Criware/mb_hadisi.acb 0
|
||||
8401 External/Criware/mb_hadisi2.acb 0
|
||||
8410 External/Criware/mb_xigeluen.acb 0
|
||||
9085 External/Criware/mo_mifeng.acb 0
|
||||
9083 External/Criware/mo_shirenhua.acb 0
|
||||
9086 External/Criware/mo_bopuer.acb 0
|
||||
9087 External/Criware/me_yasibeiersi.acb 0
|
||||
8430 External/Criware/mb_majiyaweili.acb 0
|
||||
9088 External/Criware/me_nian.acb 0
|
||||
9089 External/Criware/mo_ungouzaoti.acb 0
|
||||
9090 External/Criware/mo_haiqiao.acb 0
|
||||
9091 External/Criware/me_unknown.acb 0
|
||||
8420 External/Criware/mb_siren.acb 0
|
||||
9093 External/Criware/mo_yingdengyu.acb 0
|
||||
9094 External/Criware/mo_ciganxie.acb 0
|
||||
9095 External/Criware/me_jiegouqiutu.acb 0
|
||||
8440 External/Criware/mb_mother.acb 0
|
||||
9096 External/Criware/mo_beiya.acb 0
|
||||
9097 External/Criware/mo_modelm.acb 0
|
||||
9098 External/Criware/me_police.acb 0
|
||||
9099 External/Criware/me_skaterboy.acb 0
|
||||
8450 External/Criware/mb_voodoo.acb 0
|
||||
8451 External/Criware/mb_voodoo2.acb 0
|
||||
9301 External/Criware/mo_qingjiejiqi.acb 0
|
||||
9302 External/Criware/mo_shuixiyi.acb 0
|
||||
8460 External/Criware/mb_lamiya.acb 0
|
||||
9303 External/Criware/mo_semifini.acb 0
|
||||
8470 External/Criware/mb_shuangzi.acb 0
|
||||
9305 External/Criware/mo_cyborgleader.acb 0
|
||||
9307 External/Criware/me_shengtang.acb 0
|
||||
8481 External/Criware/mb_hongchaonv.acb 0
|
||||
9310 External/Criware/mo_shujing.acb 0
|
||||
9311 External/Criware/mo_xiaojingling.acb 0
|
||||
9308 External/Criware/me_wutailong.acb 0
|
||||
8490 External/Criware/mb_hamuleite.acb 0
|
||||
9312 External/Criware/me_drummer.acb 0
|
||||
9313 External/Criware/me_keyboardist.acb 0
|
||||
9314 External/Criware/me_guitarist.acb 0
|
||||
9316 External/Criware/mo_gangster.acb 0
|
||||
8220 External/Criware/mb_rapper.acb 0
|
||||
9317 External/Criware/me_hetimingyunzhilun.acb 0
|
||||
9318 External/Criware/mo_hetipaotai.acb 0
|
||||
9319 External/Criware/mo_hetiyiliaoji.acb 0
|
||||
8510 External/Criware/mb_starknight.acb 0
|
||||
9320 External/Criware/me_sword2.acb 0
|
||||
9322 External/Criware/mo_hetiwurenji.acb 0
|
||||
9323 External/Criware/me_hetigongzuojiqi.acb 0
|
||||
9324 External/Criware/mb_moonguy.acb 0
|
||||
9325 External/Criware/mo_moonlighter.acb 0
|
||||
9326 External/Criware/me_lampmonster.acb 0
|
||||
9327 External/Criware/mb_huosha.acb 0
|
||||
9328 External/Criware/mo_coraler.acb 0
|
||||
9329 External/Criware/mo_yssuti.acb 0
|
||||
9330 External/Criware/mb_lostwomen.acb 0
|
||||
9331 External/Criware/me_twofacer.acb 0
|
||||
9332 External/Criware/mo_goodgirl.acb 0
|
||||
9333 External/Criware/mo_badboy.acb 0
|
||||
9334 External/Criware/me_puppet.acb 0
|
||||
9335 External/Criware/mb_maidmaster.acb 0
|
||||
9336 External/Criware/mo_gztcaptain.acb 0
|
||||
9337 External/Criware/mb_mercy.acb 0
|
||||
9338 External/Criware/mb_bengyue.acb 0
|
||||
9339 External/Criware/mb_tifa.acb 0
|
||||
9340 External/Criware/mo_shigaonan.acb 0
|
||||
9341 External/Criware/me_simmoonguy.acb 0
|
||||
9342 External/Criware/mb_sister.acb 0
|
||||
10000000 External/Criware/c_luciaRk3_JP.acb 0
|
||||
10000001 External/Criware/ja/v_acja1.acb External/Criware/ja/v_acja1.awb 1
|
||||
10000002 External/Criware/m_ev24_jp_CD.acb External/Criware/m_ev24_jp_CD.awb 1
|
||||
10000003 External/Criware/m_ev24_jp_CD_2.acb External/Criware/m_ev24_jp_CD_2.awb 1
|
||||
561 External/Criware/en/v_ac5.acb External/Criware/en/v_ac5.awb 1
|
||||
562 External/Criware/en/v_ac7.acb External/Criware/en/v_ac7.awb 1
|
||||
563 External/Criware/en/v_ac8.acb External/Criware/en/v_ac8.awb 1
|
||||
564 External/Criware/en/ac10_boss_1.acb External/Criware/en/ac10_boss_1.awb 1
|
||||
565 External/Criware/en/v_ac12.acb External/Criware/en/v_ac12.awb 1
|
||||
566 External/Criware/en/v_ac14.acb External/Criware/en/v_ac14.awb 1
|
||||
567 External/Criware/en/v_ac15.acb External/Criware/en/v_ac15.awb 1
|
||||
568 External/Criware/en/v_ac16.acb External/Criware/en/v_ac16.awb 1
|
||||
569 External/Criware/en/ac17_boss.acb External/Criware/en/ac17_boss.awb 1
|
||||
570 External/Criware/en/ac18_pulao.acb External/Criware/en/ac18_pulao.awb 1
|
||||
571 External/Criware/en/v_ac21.acb External/Criware/en/v_ac21.awb 1
|
||||
572 External/Criware/en/v_ac23.acb External/Criware/en/v_ac23.awb 1
|
||||
802 External/Criware/en/v_lucia.acb External/Criware/en/v_lucia.awb 1
|
||||
8021 External/Criware/en/v_luciaalpha.acb External/Criware/en/v_luciaalpha.awb 1
|
||||
8022 External/Criware/en/v_luciaice.acb External/Criware/en/v_luciaice.awb 1
|
||||
803 External/Criware/en/v_liv.acb External/Criware/en/v_liv.awb 1
|
||||
801 External/Criware/en/v_li.acb External/Criware/en/v_li.awb 1
|
||||
806 External/Criware/en/v_kamui.acb External/Criware/en/v_kamui.awb 1
|
||||
8061 External/Criware/en/v_kamuianneng.acb External/Criware/en/v_kamuianneng.awb 1
|
||||
805 External/Criware/en/v_imper9t.acb External/Criware/en/v_imper9t.awb 1
|
||||
804 External/Criware/en/v_bianca.acb External/Criware/en/v_bianca.awb 1
|
||||
808 External/Criware/en/v_watanabe.acb External/Criware/en/v_watanabe.awb 1
|
||||
807 External/Criware/en/v_karen.acb External/Criware/en/v_karen.awb 1
|
||||
809 External/Criware/en/v_aila.acb External/Criware/en/v_aila.awb 1
|
||||
810 External/Criware/en/v_sufeiya.acb External/Criware/en/v_sufeiya.awb 1
|
||||
811 External/Criware/en/v_kuluomu.acb External/Criware/en/v_kuluomu.awb 1
|
||||
812 External/Criware/en/v_weila.acb External/Criware/en/v_weila.awb 1
|
||||
813 External/Criware/en/v_camu.acb External/Criware/en/v_camu.awb 1
|
||||
814 External/Criware/en/v_luosaita.acb External/Criware/en/v_luosaita.awb 1
|
||||
815 External/Criware/en/v_changyu.acb External/Criware/en/v_changyu.awb 1
|
||||
816 External/Criware/en/v_qu.acb External/Criware/en/v_qu.awb 1
|
||||
817 External/Criware/en/v_luna.acb External/Criware/en/v_luna.awb 1
|
||||
818 External/Criware/en/v_sailinna.acb External/Criware/en/v_sailinna.awb 1
|
||||
819 External/Criware/en/v_wanshi.acb External/Criware/en/v_wanshi.awb 1
|
||||
820 External/Criware/en/v_kuluomuice.acb External/Criware/en/v_kuluomuice.awb 1
|
||||
821 External/Criware/en/v_twentyone.acb External/Criware/en/v_twentyone.awb 1
|
||||
822 External/Criware/en/v_weilathunder.acb External/Criware/en/v_weilathunder.awb 1
|
||||
823 External/Criware/en/v_luolan.acb External/Criware/en/v_luolan.awb 1
|
||||
824 External/Criware/en/v_livsuper.acb External/Criware/en/v_livsuper.awb 1
|
||||
825 External/Criware/en/v_sailinnasuper.acb External/Criware/en/v_sailinnasuper.awb 1
|
||||
826 External/Criware/en/v_pulao.acb External/Criware/en/v_pulao.awb 1
|
||||
827 External/Criware/en/v_qishisuper.acb External/Criware/en/v_qishisuper.awb 1
|
||||
828 External/Criware/en/v_hakama.acb External/Criware/en/v_hakama.awb 1
|
||||
829 External/Criware/en/v_kaliesuper.acb External/Criware/en/v_kaliesuper.awb 1
|
||||
830 External/Criware/en/v_nuoan.acb External/Criware/en/v_nuoan.awb 1
|
||||
831 External/Criware/en/v_biankasuper.acb External/Criware/en/v_biankasuper.awb 1
|
||||
573 External/Criware/en/v_ac23_guanqia.acb External/Criware/en/v_ac23_guanqia.awb 1
|
||||
574 External/Criware/en/v_ac23_juqing.acb External/Criware/en/v_ac23_juqing.awb 1
|
||||
575 External/Criware/en/v_ac23_yindao.acb External/Criware/en/v_ac23_yindao.awb 1
|
||||
576 External/Criware/en/ac24.acb External/Criware/en/ac24.awb 1
|
||||
832 External/Criware/en/v_bangbinata.acb External/Criware/en/v_bangbinata.awb 1
|
||||
577 External/Criware/en/ac25.acb External/Criware/en/ac25.awb 1
|
||||
833 External/Criware/en/v_lisuper.acb External/Criware/en/v_lisuper.awb 1
|
||||
700 External/Criware/g_ingame_EV27.acb 0
|
||||
8091 External/Criware/en/v_ailaRK3.acb External/Criware/en/v_ailaRK3.awb 1
|
||||
578 External/Criware/en/ac26.acb External/Criware/en/ac26.awb 1
|
|
File diff suppressed because it is too large
Load Diff
|
@ -0,0 +1 @@
|
|||
Id CvId Cvs Timing Text
|
|
|
@ -0,0 +1,81 @@
|
|||
Id FunctionType SkipId Pre TimeId AutoType AutoCount ConditionId ContinueOpen
|
||||
101 1 40000 101 6801 2 1 1
|
||||
201 5 40002 201 23 1 1
|
||||
202 6 40003 202 23 1 1
|
||||
301 1 40006 301 10113 2 1 6000805
|
||||
302 1 40007 302 2 1 6410305
|
||||
303 1 40010 304 2 1 6001305
|
||||
304 1 40011 305 2 1 6210405
|
||||
305 1 40012 306 2 1 6510307
|
||||
401 2 50000 401 24 1 1 100501 1
|
||||
402 2 50001 402 24 1 1 1
|
||||
505 2 50030 505 1 1 30404 1
|
||||
507 2 50032 507 1 1 30404 1
|
||||
508 2 50033 508 1 1 30404 1
|
||||
601 2 50026 601 25 1 1 1
|
||||
602 2 50027 602 25 1 1 1
|
||||
702 2 50035 704 2160180 1 1 30404 1
|
||||
701 2 50034 703 1 1 30404 1
|
||||
703 1 40013 102 2 1
|
||||
704 1 40014 101 2 1
|
||||
801 2 50039 705 5203 1 1 30404 1
|
||||
802 2 50038 704 1 1 30404 1
|
||||
803 1 40018 102 2 1 845001
|
||||
804 1 40019 201 2 1 6610307
|
||||
805 1 40020 101 2 1
|
||||
903 1 40021 202 2 1 6410307
|
||||
1000 7 50042 99 2 1 1
|
||||
901 2 50043 888 1 1 30404 1
|
||||
902 2 50044 887 1 1 30404 1
|
||||
1101 2 50045 886 1 1 30404 1
|
||||
1102 1 40021 202 2 1 6110307
|
||||
1201 1 40022 102 2 1
|
||||
1202 2 50046 999 1 1 30404 1
|
||||
1203 2 50047 998 1 1 30404 1
|
||||
1204 1 40023 101 2 1
|
||||
1205 1 40024 100 2 1
|
||||
1301 1 40025 98 2 1
|
||||
1302 2 50048 999 1 1 30404 1
|
||||
1303 2 50049 998 1 1 30404 1
|
||||
1304 2 50050 997 24 1 1 100501 1
|
||||
1305 8 20156 1 14803 2 1 30404 0
|
||||
1401 2 50051 998 1 1 30404 1
|
||||
1402 1 40028 9 2 1 100000
|
||||
1403 1 40029 1000 2 1
|
||||
1404 1 40030 1000 2 1
|
||||
1405 1 40031 7 2 1 6001805
|
||||
1406 1 40032 6 2 1
|
||||
1407 1 40033 8 2 1 6001605
|
||||
1501 2 50052 998 12503 1 1 30404 1
|
||||
1502 2 50053 999 12504 1 1 30404 1
|
||||
1503 1 40034 6 12501 2 1 1
|
||||
1504 1 40035 7 12502 2 1 1
|
||||
1601 1 40036 9 13802 2 1
|
||||
1602 1 40037 1 13801 2 1 1
|
||||
1603 1 40038 10 13803 2 1
|
||||
1604 2 50054 1000 13804 1 1 30404 1
|
||||
1605 2 50055 1000 14507 1 1 30404 1
|
||||
1606 2 50056 1000 14508 1 1 30404 1
|
||||
1607 1 40040 1 14509 2 1
|
||||
1608 1 40041 202 14303 2 1 6000806
|
||||
1609 1 40042 202 14304 2 1 6001905
|
||||
1614 1 40044 1 15805 2 1
|
||||
1701 10 40039 201 26 1 1
|
||||
1410 1 40045 200 14990 2 1
|
||||
806 1 1400017 101 1400017 2 1
|
||||
1400018 1 1400018 101 1400018 2 1 1
|
||||
1300150 2 1300150 110 2160060 1 1 1
|
||||
1300160 2 1300160 120 2160061 1 1 1
|
||||
1300210 2 50025 500 2160095 1 1 30404 1
|
||||
1300220 1 40005 5 2160093 2 1 1
|
||||
1300230 2 1300230 500 2160094 1 1 30404 1
|
||||
1300250 1 1300250 4 2160134 2 1 6210307 1
|
||||
1300270 1 1300270 203 2160145 2 1 6410305 1
|
||||
1300280 1 1300280 104 2160160 2 1 6001405 1
|
||||
1300281 2 1300281 500 2160161 1 1 30404 1
|
||||
1300283 1 1300283 203 2160162 2 1 1
|
||||
1300301 1 1300301 200 2160185 2 1 1
|
||||
1300305 1 1300305 201 2160184 2 1 1
|
||||
1300502 2 1300502 500 2160202 1 1 30404 1
|
||||
1300503 2 1300503 501 2160203 1 1 30404 1
|
||||
1300504 2 1300504 887 2160226 1 1 30404 1
|
|
|
@ -0,0 +1,51 @@
|
|||
Id BgIcon SpineBg SkipId SkipURL Type
|
||||
1 Assets/Product/Texture/Image/UiAutoWindow/UiAutoWindowBg35.png 2
|
||||
2 Assets/Product/Texture/Image/UiAutoWindow/UiAutoWindowBg23.png 2
|
||||
3 Assets/Product/Texture/Image/UiAutoWindow/UiAutoWindowBgBack.png 11082 1
|
||||
4 Assets/Product/Texture/Image/UiAutoWindow/UiAutoWindowBgBack.png 11087 1
|
||||
5 Assets/Product/Ui/Spine/Luxiya-Skin-Qingrenjie/SpineLuxiyaSkin_AutoWindow.prefab 7206 3
|
||||
6 Assets/Product/Ui/Spine/Qu-Skin/SpineQuSkin_AutoWindow.prefab 80002 3
|
||||
7 Assets/Product/Texture/Image/UiAutoWindow/UiAutoWindowJietou.png 20011 2
|
||||
8 Assets/Product/Texture/Image/UiAutoWindow/UiAutoWindowWansheng.png 20011 2
|
||||
9 Assets/Product/Texture/Image/UiAutoWindow/UiAutoWindowJingjihuo.png 20011 2
|
||||
10 Assets/Product/Texture/Image/UiAutoWindow/UiAutoWindowTianci.png 20011 2
|
||||
11 Assets/Product/Texture/Image/UiAutoWindow/UiAutoWindowSailinna.png 20084 2
|
||||
12 Assets/Product/Ui/Spine/Luciya/Luciyasairen/LuciyasairenAutoWindow.prefab 7206 3
|
||||
13 Assets/Product/Texture/Image/UiAutoWindow/UiAutoWindowQishiSummer.png 20011 2
|
||||
14 Assets/Product/Texture/Image/UiAutoWindow/UiAutoWindowBg27.png 2
|
||||
15 Assets/Product/Texture/Image/UiAutoWindow/UiAutoWindowBg32.png 2
|
||||
16 Assets/Product/Texture/Image/UiAutoWindow/UiAutoWindowBg30.png 20098 2
|
||||
17 Assets/Product/Texture/Image/UiAutoWindow/UiAutoWindowBg29.png 2
|
||||
18 Assets/Product/Texture/Image/UiAutoWindow/UiAutoWindowBg31.png 2
|
||||
19 Assets/Product/Texture/Image/UiAutoWindow/UiAutoWindowBg33.png 82020 2
|
||||
20 Assets/Product/Texture/Image/UiAutoWindow/UiAutoWindowBg36.png 20120 2
|
||||
21 Assets/Product/Texture/Image/UiAutoWindow/UiAutoWindowBg38.png 2
|
||||
22 Assets/Product/Texture/Image/UiAutoWindow/PosterLiPfV127.png 20020 2
|
||||
23 Assets/Product/Texture/Image/UiAutoWindow/UiAutoWindowMainV128.png 2
|
||||
24 Assets/Product/Texture/Image/UiAutoWindow/PosterMoeWarV128.png 80015 2
|
||||
25 Assets/Product/Texture/Image/UiAutoWindow/UiAutoWindowyazhu2.png 11739 2
|
||||
26 Assets/Product/Texture/Image/UiAutoWindow/UiAutoWindowBg39.png 2
|
||||
27 Assets/Product/Texture/Image/UiAutoWindow/UiAutoWindowPulaoIdolV129.png 20020 2
|
||||
28 20156 2
|
||||
29 Assets/Product/Ui/Spine/Lifu/ChaoLifuDarkSkin/ChaoLifuDarkSkinWindow.prefab 20159 3
|
||||
30 Assets/Product/Texture/Image/UiAutoWindow/UiAutoWindowLiveShow1V130.png https://www.bilibili.com/video/BV1Q34y1V7eG/ 2
|
||||
31 Assets/Product/Texture/Image/UiAutoWindow/UiAutoWindowLiveShow2V130.png https://live.bilibili.com/21242511 2
|
||||
32 Assets/Product/Texture/Image/UiAutoWindow/PosterBiancaBanShengV130.png 20020 2
|
||||
33 Assets/Product/Texture/Image/UiAutoWindow/PosterMainV130.png 2
|
||||
34 Assets/Product/Texture/Image/UiAutoWindow/PosterVelaV130.png 20020 2
|
||||
35 Assets/Product/Texture/Image/UiAutoWindow/PosterMainV131.png 2
|
||||
36 Assets/Product/Texture/Image/UiAutoWindow/PosterLuoZiV131.png 20020 2
|
||||
37 Assets/Product/Texture/Image/UiAutoWindow/PosterKuromuV132.png 20020 2
|
||||
38 Assets/Product/Texture/Image/UiAutoWindow/PosterMainV132.png 2
|
||||
39 Assets/Product/Ui/Spine/Luciya/Luciyasairen/LuciyasairenAutoWindow.prefab 20176 3
|
||||
40 Assets/Product/Texture/Image/UiAutoWindow/PosterRegression3.png 89002 2
|
||||
41 Assets/Product/Texture/Image/UiAutoWindow/PosterMainV133.png 2
|
||||
42 Assets/Product/Texture/Image/UiAutoWindow/PosterLunaPfV200.png 20020 2
|
||||
43 Assets/Product/Texture/Image/UiAutoWindow/PosterSailinnaPfV200.png 20020 2
|
||||
45 Assets/Product/Texture/Image/UiAutoWindow/PosterMainV134.png 2
|
||||
46 Assets/Product/Texture/Image/UiAutoWindow/PosteVideoSkipV201.png https://youtu.be/KbgrAH5fvuw 2
|
||||
1001 Assets/Product/Texture/Image/UiAutoWindow/UiAutoWindowBg9.png 20011 1
|
||||
1002 Assets/Product/Texture/Image/UiAutoWindow/UiAutoWindowEn1YearAnniversary.png 8001 2
|
||||
1003 Assets/Product/Texture/Image/UiAutoWindow/UiAutoWindowEnReSummer30.png 20160 2
|
||||
1300179 Assets/Product/Texture/Image/UiAutoWindow/UiAutoWindowQingjian.png 20011 2
|
||||
1300282 Assets/Product/Ui/Spine/LuxiyaSkinHuangJiYongYi/SpineLuciaSkin_AutoWindow.prefab 1300282 3
|
|
|
@ -0,0 +1,5 @@
|
|||
Key Numerical GrowRate
|
||||
Life 1 100
|
||||
AttackNormal 10 1000
|
||||
DefenseNormal 10 1000
|
||||
Crit 5 500
|
|
|
@ -0,0 +1,7 @@
|
|||
Id ElementName Description Icon
|
||||
1 Physical Direct attacks that deal Physical DMG. Assets/Product/Texture/Image/IconType/IconTypeYsWuliWhite.png
|
||||
2 Fire Decomposes the compressed nitrogen stored in the frame through electrically heated coils and latches the flame onto the weapons via gas propulsion. Attacks deal Fire DMG and inflict Burn on your targets. Assets/Product/Texture/Image/IconType/IconTypeYsHuoWhite.png
|
||||
3 Ice Absorbs the thermal energy in the area through high-purity liquid gas to freeze everything instantly. Attacks deal Ice DMG. Assets/Product/Texture/Image/IconType/IconTypeYsBingWhite.png
|
||||
4 Lightning A high-voltage ion beam generated by built-in energy will separate the positive and negative charges in the area to create lightning, which, due to its high temperature, causes the nearby gas to expand rapidly and thus generates a thunderclap. Attacks deal Lightning DMG. Assets/Product/Texture/Image/IconType/IconTypeYsLeiWhite.png
|
||||
5 Dark The radiation generated by the radioactive elements stored in the frame can deal piercing DMG to enemy's components. Assets/Product/Texture/Image/IconType/IconTypeYsAnWhite.png
|
||||
6 Mixed The frame can launch compound attacks to deal mixed DMG. Suitable to face off against enemies with multiple resistances. Assets/Product/Texture/Image/IconType/IconTypeYsHunheWhite.png
|
|
|
@ -0,0 +1,55 @@
|
|||
Key Comment Values[1] Values[2] Values[3] Values[4] Values[5] Values[6] Values[7]
|
||||
NodeTypeName Node Type Entry Display Name Unexpected Encounter Shark-speare Sale Emergency Crisis Battle Engagement Emergency Crisis
|
||||
NodeTypeIcon Node Type Entry Display Icon Assets/Product/Texture/Image/UiTheatre/UiTheatreStageTypeIcon05.png Assets/Product/Texture/Image/UiTheatre/UiTheatreStageTypeIcon06.png Assets/Product/Texture/Image/UiTheatre/UiTheatreStageTypeIcon03.png Assets/Product/Texture/Image/UiTheatre/UiTheatreStageTypeIcon02.png Assets/Product/Texture/Image/UiTheatre/UiTheatreStageTypeIcon04.png
|
||||
NodeTypeDesc Node Type Entry Display Description Weigh up. Shark-speare seems to love Tinbread Cookies. Emergency arose. Prepare to engage. Defeat the enemies for loot. Future Intersection
|
||||
NodeTypeSmallIcon Node Type Entry Display Icon Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent03.png Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent04.png Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent05.png Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent06.png
|
||||
DifficultyTitleIcon Difficulty Title Icon Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaTheatreIconDifficulty01.png Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaTheatreIconDifficulty02.png Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaTheatreIconDifficulty03.png
|
||||
DifficultyButtonIcon Difficulty Button Icon Assets/Product/Texture/Atlas/UiTheatre/UiTheatreTxtDifficulty01.png Assets/Product/Texture/Atlas/UiTheatre/UiTheatreTxtDifficulty02.png Assets/Product/Texture/Atlas/UiTheatre/UiTheatreTxtDifficulty03.png Assets/Product/Texture/Atlas/UiTheatre/UiTheatreTxtDifficulty04.png
|
||||
SpecialRewardName Special Reward Name (Skill, Level Up, Decoration Point, and Force Affection) %s Script Inspiration Cadenza
|
||||
SpecialRewardIcon Special Reward Icon (Skill, Level Up, Decoration Point, and Force Affection) - Pending %s Assets/Product/Texture/Image/IconTools/IconTheatre07.png Assets/Product/Texture/Image/IconTools/IconTheatre04.png Assets/Product/Texture/Image/IconTools/IconTheatre03.png
|
||||
HelpKey Help Key BiancaTheatre
|
||||
RoleDetailLevelIcon Character Details Level Information Icon Assets/Product/Texture/Image/IconTools/IconTheatre07.png
|
||||
RoleDetailLevelDesc Character Details Level Information Description Script All Character Level
|
||||
RoleDetailEquipIcon Character Details Equipment Information Icon Assets/Product/Texture/Image/IconTools/IconTheatre07.png
|
||||
RoleDetailEquiupDesc Character Details Equipment Information Description Script Weapon & Memory Level
|
||||
RoleDetailSkillIcon Character Details Skill Information Icon Assets/Product/Texture/Image/IconTools/IconTheatre06.png
|
||||
RoleDetailSkillDesc Character Details Skill Information Description Chord Skill Level
|
||||
DifficultyButtonTextIcon Difficulty Button Text Icon Assets/Product/Texture/Atlas/UiTheatre/UiTheatreTxtDifficulty1.png Assets/Product/Texture/Atlas/UiTheatre/UiTheatreTxtDifficulty2.png Assets/Product/Texture/Atlas/UiTheatre/UiTheatreTxtDifficulty3.png Assets/Product/Texture/Atlas/UiTheatre/UiTheatreTxtDifficulty4.png
|
||||
FirstStoryId First Played Cutscene ID RG00601BA
|
||||
BtnSelectName Button's Text Select
|
||||
BtnRewardName Button's Text Claim
|
||||
PercentTitle Progress: %d%%
|
||||
BtnFettersAsset Resource paths for more bond buttons Assets/Product/Ui/ComponentPrefab/UiBiancaTheatre/BtnFetters.prefab
|
||||
GridItemAsset Resource paths of item grids Assets/Product/Ui/ComponentPrefab/UiBiancaTheatre/GridBiancaPopUp.prefab
|
||||
GridFettersAsset Resource paths of bond grids Assets/Product/Ui/ComponentPrefab/UiBiancaTheatre/GridFettersNode.prefab
|
||||
StrengthenCoinId Enhanced Token ID 96118
|
||||
SettleDataName Data Content Name of the Total Settlement Screen Nodes Cleared Battle Nodes Total Stars Artifacts Collected Chapters Completed
|
||||
LevelItemId Level Item ID 96117
|
||||
PropUnlockPercent Codex Unlock Progress \n%d<color=#C4C4C4>/%d</color>
|
||||
NotSelectTeam The text of a pop-up message when tapping Next without selecting a squad. Select Survey Team.
|
||||
NotSelectRecruitTicket The text of a pop-up message when tapping Next without selecting a recruit voucher. Select any Stray Invitation.
|
||||
NotSelectExReward The text of a pop-up message when tapping Next without selecting extra rewards. Select Artifact.
|
||||
StrengthenBtnActiveName Skill Details Activation Button Text Locked Activated Activate
|
||||
TextColor Text Color BBBBBBFF FF0000FF
|
||||
RewardTips Reward Tips No claimable rewards found Rewards cannot be claimed when a journey is in progress. Level limit reached
|
||||
UnitIcon Instruction Icon (1 Squad, 2 item) Assets/Product/Texture/Atlas/UiBiancaTheatre/UiTheatreIconBtnFenDui.png Assets/Product/Texture/Atlas/UiBiancaTheatre/UiTheatreIconBtnDaoJu.png
|
||||
BtnRecruitName Recruit Button Name Recruit Star Up
|
||||
BiancaTheatreComboTips Bond Description Evolve Requirement:
|
||||
BannerProgress Entry Progress Description Current Level: %s/%s
|
||||
StartViewTitle Titles for Difficulty Selection, Squad Selection, Recruit Voucher Selection, and Battle Rewards Select Difficulty Establish Survey Team Select Invitation Claim Battle Rewards
|
||||
QualityTextColor Text Color Corresponding to the Quality 797979 797979 588ad6 cc68c1 C68B23 C4695B
|
||||
RecruitTipsTitle Recruit Pop-Up Details Title (1 Recruit, 2 Star Up) Unlock the owned/trial character Improve the character's all Basic Abilities.
|
||||
NotRoles Reminders when tapping the character list button but there are no characters available. No characters recruited
|
||||
StrengthenTips Notice Nodes cannot be activated when a journey is in progress.
|
||||
FightRewardEndRecvTipsDesc The text of the second pop-up when exiting without claiming all battle rewards. Confirm to proceed? All unclaimed rewards will be lost.
|
||||
RebootTitle Battle Reset Title Reset Warning
|
||||
RebootDesc Battle Reset Warning You have %s *%d. Stage reset requires %s *%d. Confirm to proceed?
|
||||
RetreatTitle Battle Retreat Title Battle Warning
|
||||
RetreatDesc Battle Retreat Description This round of adventure will count as defeat once you leave the battle. You have %s *%d. %s can be used to revive/reset the stage. Confirm to leave and tally your results?
|
||||
MainViewShowRewardId Main Screen Reward Display 550193
|
||||
SettleAnimaTime Time for the result calculation screen to slide to the bottom (in seconds) 3
|
||||
NotActiveQualityColor Unactivated Quality Color 797979
|
||||
UnusedRecruitCountDialogContent The description of the second pop-up when tapping Next without using up all recruit attempts. Confirm to proceed? (Unused recruit attempts will not be carried over.)
|
||||
RoleDetailBallIconBg In the character details brief skill panel, the background resource path of the Red, Yellow, and Blue Orbs Assets/Product/Texture/Atlas/Common/CommonSekuai1.png
|
||||
ReceiveExpTipsContent Pop-Up Description When Claiming Rewards at Max Level The Curse Queller's Path has already reached its max level. Excess Downfall Crystals will be lost. Confirm to claim?
|
||||
MissionComplete All mission completed
|
|
|
@ -0,0 +1,4 @@
|
|||
Id Name OrderId
|
||||
1 Fate's Impulse 1
|
||||
2 Forces Unition 2
|
||||
3 Spectral Nexus 3
|
|
|
@ -0,0 +1,48 @@
|
|||
Id NodeTypeName NodeTypeIcon NodeTypeDesc SmallIcon
|
||||
101 Abandoned Yard Assets/Product/Texture/Image/BgStory/Bgstory388.png Stay calm and act wisely. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent04.png
|
||||
102 Cradle's Gift Assets/Product/Texture/Image/BgStory/Bgstory373.png Stay calm and act wisely. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent04.png
|
||||
103 Everlasting Song Assets/Product/Texture/Image/BgStory/Bgstory359.png Stay calm and act wisely. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent04.png
|
||||
104 Happy times Assets/Product/Texture/Image/BgStory/Bgstory423.jpg Stay calm and act wisely. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent04.png
|
||||
105 Missionary Assets/Product/Texture/Image/BgStory/Bgstory364.png Stay calm and act wisely. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent04.png
|
||||
106 Wishing Well Assets/Product/Texture/Image/BgStory/Bgstory374.png Stay calm and act wisely. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent04.png
|
||||
107 Homebound traveler Assets/Product/Texture/Image/BgStory/Bgstory377.png Stay calm and act wisely. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent04.png
|
||||
108 Market Assets/Product/Texture/Image/BgStory/BgStory554.jpg Stay calm and act wisely. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent04.png
|
||||
109 Traveling Troupe Assets/Product/Texture/Image/BgStory/Bgstory368.png Stay calm and act wisely. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent04.png
|
||||
110 The last warrior Assets/Product/Texture/Image/BgStory/Bgstory360.png Something dangerous is coming. Keep your guard up. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent03.png
|
||||
111 Gospel of Death Assets/Product/Texture/Image/BgStory/Bgstory358.png Something dangerous is coming. Keep your guard up. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent03.png
|
||||
112 Lost Child Assets/Product/Texture/Image/BgStory/Bgstory373.png Stay calm and act wisely. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent04.png
|
||||
113 A curse named "Knowledge" Assets/Product/Texture/Image/BgStory/Bgstory381.png Stay calm and act wisely. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent04.png
|
||||
114 Full of "Potential"! Assets/Product/Texture/Image/BgStory/Bgstory383.png Stay calm and act wisely. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent04.png
|
||||
115 A Party for Scavengers Assets/Product/Texture/Image/BgStory/Bgstory419.jpg Stay calm and act wisely. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent04.png
|
||||
116 Solved Puzzle Assets/Product/Texture/Image/BgStory/Bgstory416.jpg Stay calm and act wisely. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent04.png
|
||||
117 Failure Assets/Product/Texture/Image/BgStory/Bgstory408.jpg Stay calm and act wisely. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent04.png
|
||||
118 Armory Assets/Product/Texture/Image/BgStory/Bgstory411.jpg Stay calm and act wisely. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent04.png
|
||||
119 Heed the advice Assets/Product/Texture/Image/BgStory/Bgstory409.jpg Stay calm and act wisely. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent04.png
|
||||
120 Jewel Hunter Assets/Product/Texture/Image/BgStory/Bgstory405.jpg Stay calm and act wisely. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent04.png
|
||||
121 The wisdom named "Forbiddance" Assets/Product/Texture/Image/BgStory/Bgstory437.jpg Stay calm and act wisely. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent04.png
|
||||
122 Executioner Assets/Product/Texture/Image/BgStory/Bgstory417.jpg Something dangerous is coming. Keep your guard up. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent03.png
|
||||
123 Warrior Who Survived Assets/Product/Texture/Image/BgStory/Bgstory516.jpg Stay calm and act wisely. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent04.png
|
||||
124 Final Treatment Assets/Product/Texture/Image/BgStory/BgStory570.jpg Stay calm and act wisely. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent04.png
|
||||
125 Discarded Roundtable Assets/Product/Texture/Image/BgStory/Bgstory529.jpg Stay calm and act wisely. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent04.png
|
||||
126 Burnt Out Campfire Assets/Product/Texture/Image/BgStory/BgStory568.jpg Stay calm and act wisely. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent04.png
|
||||
127 Crumbling Religious Monument Assets/Product/Texture/Image/BgStory/BgStory571.jpg Stay calm and act wisely. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent04.png
|
||||
128 The Brand of Void Assets/Product/Texture/Image/BgStory/Bgstory425.jpg The future is in your hand. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent05.png
|
||||
129 Statue of the Crowned Assets/Product/Texture/Image/BgStory/BgStory579.jpg Stay calm and act wisely. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent04.png
|
||||
130 An End Named "Lunacy" Assets/Product/Texture/Image/BgStory/BgStory568.jpg Something dangerous is coming. Keep your guard up. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent03.png
|
||||
131 Crimson Altar Assets/Product/Texture/Image/BgStory/Bgstory625.jpg Stay calm and act wisely. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent04.png
|
||||
132 Another starry sky Assets/Product/Texture/Image/BgStory/BgStory590.jpg Stay calm and act wisely. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent04.png
|
||||
133 Crimson Saint Assets/Product/Texture/Image/BgStory/Bgstory622.jpg Stay calm and act wisely. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent04.png
|
||||
134 Remnants of Gunfire Assets/Product/Texture/Image/BgStory/Bgstory341.jpg Stay calm and act wisely. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent04.png
|
||||
135 Dusty Memories Assets/Product/Texture/Image/BgStory/Bgstory610.jpg Stay calm and act wisely. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent04.png
|
||||
136 Before the journey ends... Assets/Product/Texture/Image/BgStory/Bgstory624.jpg Stay calm and act wisely. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent04.png
|
||||
137 Approaching Tide Assets/Product/Texture/Image/BgStory/Bgstory623.jpg Stay calm and act wisely. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent04.png
|
||||
138 The Brand of Infinity Assets/Product/Texture/Image/BgStory/Bgstory506.jpg The future is in your hand. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent05.png
|
||||
139 Abyssal Captive Assets/Product/Texture/Image/BgStory/Bgstory626.jpg Something dangerous is coming. Keep your guard up. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent03.png
|
||||
140 Ocean Guardian Assets/Product/Texture/Image/BgStory/Bgstory399.jpg She has been waiting for a long time. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent03.png
|
||||
141 After Clash Assets/Product/Texture/Image/BgStory/Bgstory398.jpg The future is in your hand. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent05.png
|
||||
142 Cursed Waves Assets/Product/Texture/Image/BgStory/BgStory627.jpg The endgame has descended. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent03.png
|
||||
143 What's Called "Reality" Assets/Product/Texture/Image/BgStory/BgStory594.jpg Walk into the "Reality". Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent03.png
|
||||
144 Dream of Mist Assets/Product/Texture/Image/BgStory/Bgstory439.jpg Stay calm and act wisely. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent04.png
|
||||
145 Sharky Box Assets/Product/Texture/Image/BgStory/BgStory627.jpg Stay calm and act wisely. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent04.png
|
||||
146 After Clash Assets/Product/Texture/Image/BgStory/Bgstory398.jpg The future is in your hand. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent05.png
|
||||
147 Cursed Waves Assets/Product/Texture/Image/BgStory/BgStory627.jpg The endgame has descended. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent03.png
|
Can't render this file because it contains an unexpected character in line 14 and column 19.
|
|
@ -0,0 +1,4 @@
|
|||
Id Name Order
|
||||
1 Current Bonus 1
|
||||
2 Bonus Codex 2
|
||||
3 Other Artifacts 3
|
|
|
@ -0,0 +1,213 @@
|
|||
Id NodeTypeName NodeTypeIcon NodeTypeDesc SmallIcon
|
||||
10011 Awake Assets/Product/Texture/Image/BgStory/Bgstory429.jpg The enemy should have surrendered as they are already completely surrounded by you. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
10012 Awake Assets/Product/Texture/Image/BgStory/Bgstory429.jpg The enemy should have surrendered as they are already completely surrounded by you. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
10021 Besiege Assets/Product/Texture/Image/BgStory/Bgstory298.png No matter how many enemies there are, quality always triumphs over quantity. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
10022 Besiege Assets/Product/Texture/Image/BgStory/Bgstory298.png No matter how many enemies there are, quality always triumphs over quantity. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
10023 Nest Assets/Product/Texture/Image/BgStory/Bgstory298.png It seems to be a nest of something. You can pass through it... or simply put whatever inside to rout. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
10031 Besiege Assets/Product/Texture/Image/BgStory/Bgstory298.png No matter how many enemies there are, quality always triumphs over quantity. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
10032 Besiege Assets/Product/Texture/Image/BgStory/Bgstory298.png No matter how many enemies there are, quality always triumphs over quantity. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
10033 Trap Assets/Product/Texture/Image/BgStory/Bgstory360.png Everything seems to have died down. You have a hunch that the enemies might be much stronger this time.\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
10034 Trap Assets/Product/Texture/Image/BgStory/Bgstory360.png Everything seems to have died down. You have a hunch that the enemies might be much stronger this time.\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
10041 Trap Assets/Product/Texture/Image/BgStory/Bgstory360.png Everything seems to have died down. You have a hunch that the enemies might be much stronger this time.\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
10042 Trap Assets/Product/Texture/Image/BgStory/Bgstory360.png Everything seems to have died down. You have a hunch that the enemies might be much stronger this time.\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
20011 Buddy Up Assets/Product/Texture/Image/BgStory/Bgstory362.png To buddy up, you first need to kick their butts. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
20012 Buddy Up Assets/Product/Texture/Image/BgStory/Bgstory362.png To buddy up, you first need to kick their butts. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
20021 Go Toe to Toe Assets/Product/Texture/Image/BgStory/Bgstory378.png Enough for the farce. Let's go get them!\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
20022 Go Toe to Toe Assets/Product/Texture/Image/BgStory/Bgstory378.png Enough for the farce. Let's go get them!\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
20023 "True" Hospitality Assets/Product/Texture/Image/BgStory/Bgstory378.png They are so hospitable that they volunteer to train your combat skills up.\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
20024 Sparring Assets/Product/Texture/Image/BgStory/Bgstory612.jpg They claimed this would be a sparring fight... Did they really mean it?\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
20031 Buddy Up Assets/Product/Texture/Image/BgStory/Bgstory362.png To buddy up, you first need to kick their butts. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
20032 Buddy Up Assets/Product/Texture/Image/BgStory/Bgstory362.png To buddy up, you first need to kick their butts. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
20033 Welcoming Ceremony Assets/Product/Texture/Image/BgStory/Bgstory301.png The townsfolk are welcoming you... Well, not exactly "welcoming" though. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
20034 Unfortunate Conflict Assets/Product/Texture/Image/BgStory/Bgstory612.jpg Ignorance leads to fear, fear breeds conflicts. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
20035 Go Toe to Toe Assets/Product/Texture/Image/BgStory/Bgstory378.png Enough for the farce. Let's go get them!\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
20036 Go Toe to Toe Assets/Product/Texture/Image/BgStory/Bgstory378.png Enough for the farce. Let's go get them!\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
20037 "True" Hospitality Assets/Product/Texture/Image/BgStory/Bgstory378.png They are so hospitable that they volunteer to train your combat skills up.\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
20038 Sparring Assets/Product/Texture/Image/BgStory/Bgstory612.jpg They claimed this would be a sparring fight... Did they really mean it?\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
20041 Buddy Up Assets/Product/Texture/Image/BgStory/Bgstory362.png To buddy up, you first need to kick their butts. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
20042 Buddy Up Assets/Product/Texture/Image/BgStory/Bgstory362.png To buddy up, you first need to kick their butts. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
20043 Welcoming Ceremony Assets/Product/Texture/Image/BgStory/Bgstory301.png The townsfolk are welcoming you... Well, not exactly "welcoming" though. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
20044 Unfortunate Conflict Assets/Product/Texture/Image/BgStory/Bgstory612.jpg Ignorance leads to fear, fear breeds conflicts. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
20045 Go Toe to Toe Assets/Product/Texture/Image/BgStory/Bgstory378.png Enough for the farce. Let's go get them!\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
20046 Go Toe to Toe Assets/Product/Texture/Image/BgStory/Bgstory378.png Enough for the farce. Let's go get them!\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
20047 "True" Hospitality Assets/Product/Texture/Image/BgStory/Bgstory378.png They are so hospitable that they volunteer to train your combat skills up.\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
20048 Sparring Assets/Product/Texture/Image/BgStory/Bgstory612.jpg They claimed this would be a sparring fight... Did they really mean it?\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
20051 Buddy Up Assets/Product/Texture/Image/BgStory/Bgstory362.png To buddy up, you first need to kick their butts. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
20052 Buddy Up Assets/Product/Texture/Image/BgStory/Bgstory362.png To buddy up, you first need to kick their butts. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
20053 Welcoming Ceremony Assets/Product/Texture/Image/BgStory/Bgstory301.png The townsfolk are welcoming you... Well, not exactly "welcoming" though. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
20054 Unfortunate Conflict Assets/Product/Texture/Image/BgStory/Bgstory612.jpg Ignorance leads to fear, fear breeds conflicts. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
20055 Go Toe to Toe Assets/Product/Texture/Image/BgStory/Bgstory378.png Enough for the farce. Let's go get them!\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
20056 Go Toe to Toe Assets/Product/Texture/Image/BgStory/Bgstory378.png Enough for the farce. Let's go get them!\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
20057 "True" Hospitality Assets/Product/Texture/Image/BgStory/Bgstory378.png They are so hospitable that they volunteer to train your combat skills up.\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
20058 Sparring Assets/Product/Texture/Image/BgStory/Bgstory612.jpg They claimed this would be a sparring fight... Did they really mean it?\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
30011 Defense Order Assets/Product/Texture/Image/BgStory/Bgstory400.jpg The defense system has been triggered again. Where did they come from? Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
30012 Defense Order Assets/Product/Texture/Image/BgStory/Bgstory400.jpg The defense system has been triggered again. Where did they come from? Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
30013 Defense Order Assets/Product/Texture/Image/BgStory/Bgstory406.jpg The defense system has been triggered again. Where did they come from? Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
30014 Recur and Iterate Assets/Product/Texture/Image/BgStory/Bgstory400.jpg It is never going to end. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
30015 Resort to Force Assets/Product/Texture/Image/BgStory/Bgstory400.jpg If you cannot get around it, just tear it down. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
30016 Reset Order Assets/Product/Texture/Image/BgStory/Bgstory406.jpg Fallen enemies have risen again, as if they had not taken any damage before.\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
30017 Elimination Order Assets/Product/Texture/Image/BgStory/Bgstory398.jpg 3... 2... 1... Run!\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
30018 Formatting Assets/Product/Texture/Image/BgStory/Bgstory400.jpg All records deleted. The format is completed successfully.\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
30021 Defense Order Assets/Product/Texture/Image/BgStory/Bgstory400.jpg The defense system has been triggered again. Where did they come from? Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
30022 Defense Order Assets/Product/Texture/Image/BgStory/Bgstory400.jpg The defense system has been triggered again. Where did they come from? Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
30023 Defense Order Assets/Product/Texture/Image/BgStory/Bgstory406.jpg The defense system has been triggered again. Where did they come from? Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
30024 Recur and Iterate Assets/Product/Texture/Image/BgStory/Bgstory400.jpg It is never going to end. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
30025 Resort to Force Assets/Product/Texture/Image/BgStory/Bgstory400.jpg If you cannot get around it, just tear it down. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
30026 Reset Order Assets/Product/Texture/Image/BgStory/Bgstory406.jpg Fallen enemies have risen again, as if they had not taken any damage before.\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
30027 Elimination Order Assets/Product/Texture/Image/BgStory/Bgstory398.jpg 3... 2... 1... Run!\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
30028 Formatting Assets/Product/Texture/Image/BgStory/Bgstory400.jpg All records deleted. The format is completed successfully.\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
30031 Defense Order Assets/Product/Texture/Image/BgStory/Bgstory400.jpg The defense system has been triggered again. Where did they come from? Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
30032 Defense Order Assets/Product/Texture/Image/BgStory/Bgstory400.jpg The defense system has been triggered again. Where did they come from? Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
30033 Defense Order Assets/Product/Texture/Image/BgStory/Bgstory406.jpg The defense system has been triggered again. Where did they come from? Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
30034 Recur and Iterate Assets/Product/Texture/Image/BgStory/Bgstory400.jpg It is never going to end. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
30035 Resort to Force Assets/Product/Texture/Image/BgStory/Bgstory406.jpg If you cannot get around it, just tear it down. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
30036 Reset Order Assets/Product/Texture/Image/BgStory/Bgstory406.jpg Fallen enemies have risen again, as if they had not taken any damage before.\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
30037 Elimination Order Assets/Product/Texture/Image/BgStory/Bgstory398.jpg 3... 2... 1... Run!\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
30038 Formatting Assets/Product/Texture/Image/BgStory/Bgstory406.jpg All records deleted. The format is completed successfully.\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
30041 Defense Order Assets/Product/Texture/Image/BgStory/Bgstory400.jpg The defense system has been triggered again. Where did they come from? Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
30042 Defense Order Assets/Product/Texture/Image/BgStory/Bgstory400.jpg The defense system has been triggered again. Where did they come from? Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
30043 Defense Order Assets/Product/Texture/Image/BgStory/Bgstory406.jpg The defense system has been triggered again. Where did they come from? Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
30044 Recur and Iterate Assets/Product/Texture/Image/BgStory/Bgstory400.jpg It is never going to end. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
30045 Resort to Force Assets/Product/Texture/Image/BgStory/Bgstory406.jpg If you cannot get around it, just tear it down. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
30046 Reset Order Assets/Product/Texture/Image/BgStory/Bgstory406.jpg Fallen enemies have risen again, as if they had not taken any damage before.\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
30047 Elimination Order Assets/Product/Texture/Image/BgStory/Bgstory398.jpg 3... 2... 1... Run!\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
30048 Formatting Assets/Product/Texture/Image/BgStory/Bgstory406.jpg All records deleted. The format is completed successfully.\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
30051 Defense Order Assets/Product/Texture/Image/BgStory/Bgstory406.jpg The defense system has been triggered again. Where did they come from? Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
30052 Defense Order Assets/Product/Texture/Image/BgStory/Bgstory417.jpg The defense system has been triggered again. Where did they come from? Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
30053 Recur and Iterate Assets/Product/Texture/Image/BgStory/Bgstory406.jpg It is never going to end. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
30054 Resort to Force Assets/Product/Texture/Image/BgStory/Bgstory417.jpg If you cannot get around it, just tear it down. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
30055 Reset Order Assets/Product/Texture/Image/BgStory/Bgstory417.jpg Fallen enemies have risen again, as if they had not taken any damage before.\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
30056 Elimination Order Assets/Product/Texture/Image/BgStory/Bgstory398.jpg 3... 2... 1... Run!\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
30057 Formatting Assets/Product/Texture/Image/BgStory/Bgstory417.jpg All records deleted. The format is completed successfully.\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
30061 Defense Order Assets/Product/Texture/Image/BgStory/Bgstory406.jpg The defense system has been triggered again. Where did they come from? Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
30062 Defense Order Assets/Product/Texture/Image/BgStory/Bgstory417.jpg The defense system has been triggered again. Where did they come from? Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
30063 Recur and Iterate Assets/Product/Texture/Image/BgStory/Bgstory406.jpg It is never going to end. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
30064 Resort to Force Assets/Product/Texture/Image/BgStory/Bgstory417.jpg If you cannot get around it, just tear it down. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
30065 Reset Order Assets/Product/Texture/Image/BgStory/Bgstory417.jpg Fallen enemies have risen again, as if they had not taken any damage before.\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
30066 Elimination Order Assets/Product/Texture/Image/BgStory/Bgstory398.jpg 3... 2... 1... Run!\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
30067 Formatting Assets/Product/Texture/Image/BgStory/Bgstory417.jpg All records deleted. The format is completed successfully.\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
30071 Defense Order Assets/Product/Texture/Image/BgStory/Bgstory406.jpg The defense system has been triggered again. Where did they come from? Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
30072 Defense Order Assets/Product/Texture/Image/BgStory/Bgstory417.jpg The defense system has been triggered again. Where did they come from? Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
30073 Recur and Iterate Assets/Product/Texture/Image/BgStory/Bgstory406.jpg It is never going to end. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
30074 Resort to Force Assets/Product/Texture/Image/BgStory/Bgstory417.jpg If you cannot get around it, just tear it down. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
30075 Reset Order Assets/Product/Texture/Image/BgStory/Bgstory417.jpg Fallen enemies have risen again, as if they had not taken any damage before.\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
30076 Elimination Order Assets/Product/Texture/Image/BgStory/Bgstory398.jpg 3... 2... 1... Run!\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
30077 Formatting Assets/Product/Texture/Image/BgStory/Bgstory398.jpg All records deleted. The format is completed successfully.\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
30081 Guards Assets/Product/Texture/Image/BgStory/Bgstory398.jpg It is almost a given that a door behind a bunch of guards is destined to be broken open. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
40011 Familiarity Assets/Product/Texture/Image/BgStory/BgStory568.jpg A familiar room with familiar... or unfamiliar guards. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
40012 Familiarity Assets/Product/Texture/Image/BgStory/BgStory570.jpg A familiar room with familiar... or unfamiliar guards. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
40013 Going All-Out Assets/Product/Texture/Image/BgStory/BgStory568.jpg It is just a little bit too many of them. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
40014 Strength Beats Technique Assets/Product/Texture/Image/BgStory/BgStory568.jpg As long as your fists are big enough. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
40015 Backed Into a Corner Assets/Product/Texture/Image/BgStory/BgStory568.jpg It is you backing the enemies into a corner!\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
40016 Float Like a Butterfly Assets/Product/Texture/Image/BgStory/BgStory568.jpg It is suggested that strategic flexibility be maintained.\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
40017 Nip and Tuck Assets/Product/Texture/Image/BgStory/BgStory568.jpg Is this thing unbreakable?\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
40021 Familiarity Assets/Product/Texture/Image/BgStory/BgStory568.jpg A familiar room with familiar... or unfamiliar guards. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
40022 Familiarity Assets/Product/Texture/Image/BgStory/BgStory570.jpg A familiar room with familiar... or unfamiliar guards. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
40023 Going All-Out Assets/Product/Texture/Image/BgStory/BgStory568.jpg It is just a little bit too many of them. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
40024 Strength Beats Technique Assets/Product/Texture/Image/BgStory/BgStory568.jpg As long as your fists are big enough. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
40025 Backed Into a Corner Assets/Product/Texture/Image/BgStory/BgStory568.jpg It is you backing the enemies into a corner!\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
40026 Float Like a Butterfly Assets/Product/Texture/Image/BgStory/BgStory568.jpg It is suggested that strategic flexibility be maintained.\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
40027 Nip and Tuck Assets/Product/Texture/Image/BgStory/BgStory568.jpg Is this thing unbreakable?\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
40031 Familiarity Assets/Product/Texture/Image/BgStory/BgStory568.jpg A familiar room with familiar... or unfamiliar guards. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
40032 Familiarity Assets/Product/Texture/Image/BgStory/BgStory570.jpg A familiar room with familiar... or unfamiliar guards. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
40033 Going All-Out Assets/Product/Texture/Image/BgStory/BgStory568.jpg It is just a little bit too many of them. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
40034 Strength Beats Technique Assets/Product/Texture/Image/BgStory/BgStory570.jpg As long as your fists are big enough. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
40035 Backed Into a Corner Assets/Product/Texture/Image/BgStory/BgStory568.jpg It is you backing the enemies into a corner!\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
40036 Float Like a Butterfly Assets/Product/Texture/Image/BgStory/BgStory568.jpg It is suggested that strategic flexibility be maintained.\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
40037 Nip and Tuck Assets/Product/Texture/Image/BgStory/BgStory570.jpg Is this thing unbreakable?\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
40041 Familiarity Assets/Product/Texture/Image/BgStory/BgStory568.jpg A familiar room with familiar... or unfamiliar guards. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
40042 Familiarity Assets/Product/Texture/Image/BgStory/BgStory570.jpg A familiar room with familiar... or unfamiliar guards. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
40043 Going All-Out Assets/Product/Texture/Image/BgStory/BgStory568.jpg It is just a little bit too many of them. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
40044 Strength Beats Technique Assets/Product/Texture/Image/BgStory/BgStory570.jpg As long as your fists are big enough. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
40045 Backed Into a Corner Assets/Product/Texture/Image/BgStory/BgStory568.jpg It is you backing the enemies into a corner!\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
40046 Float Like a Butterfly Assets/Product/Texture/Image/BgStory/BgStory568.jpg It is suggested that strategic flexibility be maintained.\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
40047 Nip and Tuck Assets/Product/Texture/Image/BgStory/BgStory570.jpg Is this thing unbreakable?\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
40051 Familiarity Assets/Product/Texture/Image/BgStory/Bgstory349.jpg A familiar room with familiar... or unfamiliar guards. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
40052 Going All-Out Assets/Product/Texture/Image/BgStory/BgStory568.jpg It is just a little bit too many of them. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
40053 Strength Beats Technique Assets/Product/Texture/Image/BgStory/Bgstory349.jpg As long as your fists are big enough. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
40054 Backed Into a Corner Assets/Product/Texture/Image/BgStory/BgStory568.jpg It is you backing the enemies into a corner!\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
40055 Float Like a Butterfly Assets/Product/Texture/Image/BgStory/BgStory568.jpg It is suggested that strategic flexibility be maintained.\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
40056 Nip and Tuck Assets/Product/Texture/Image/BgStory/Bgstory349.jpg Is this thing unbreakable?\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
40061 Familiarity Assets/Product/Texture/Image/BgStory/Bgstory349.jpg A familiar room with familiar... or unfamiliar guards. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
40062 Going All-Out Assets/Product/Texture/Image/BgStory/BgStory568.jpg It is just a little bit too many of them. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
40063 Strength Beats Technique Assets/Product/Texture/Image/BgStory/Bgstory349.jpg As long as your fists are big enough. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
40064 Backed Into a Corner Assets/Product/Texture/Image/BgStory/BgStory568.jpg It is you backing the enemies into a corner!\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
40065 Float Like a Butterfly Assets/Product/Texture/Image/BgStory/BgStory568.jpg It is suggested that strategic flexibility be maintained.\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
40066 Nip and Tuck Assets/Product/Texture/Image/BgStory/Bgstory349.jpg Is this thing unbreakable?\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
50011 "Calling" Assets/Product/Texture/Image/BgStory/Bgstory611.jpg The sound of the tide is getting closer. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
50012 "Calling" Assets/Product/Texture/Image/BgStory/Bgstory611.jpg The sound of the tide is getting closer. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
50013 "Tides" Assets/Product/Texture/Image/BgStory/Bgstory611.jpg Did they bring the tides, or did the tides bring them? Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
50014 "Sanity" Assets/Product/Texture/Image/BgStory/Bgstory611.jpg Stay sane. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
50015 "Abyss" Assets/Product/Texture/Image/BgStory/Bgstory611.jpg The abyss is staring back at you.\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
50016 "The End" Assets/Product/Texture/Image/BgStory/Bgstory611.jpg But not now, not here.\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
50017 "Lunacy" Assets/Product/Texture/Image/BgStory/Bgstory611.jpg Pull yourself together...?\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
50021 "Calling" Assets/Product/Texture/Image/BgStory/Bgstory611.jpg The sound of the tide is getting closer. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
50022 "Calling" Assets/Product/Texture/Image/BgStory/Bgstory611.jpg The sound of the tide is getting closer. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
50023 "Tides" Assets/Product/Texture/Image/BgStory/Bgstory611.jpg Did they bring the tides, or did the tides bring them? Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
50024 "Sanity" Assets/Product/Texture/Image/BgStory/Bgstory611.jpg Stay sane. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
50025 "Abyss" Assets/Product/Texture/Image/BgStory/Bgstory611.jpg The abyss is staring back at you.\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
50026 "The End" Assets/Product/Texture/Image/BgStory/Bgstory611.jpg But not now, not here.\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
50027 "Lunacy" Assets/Product/Texture/Image/BgStory/Bgstory611.jpg Pull yourself together...?\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
50031 "Calling" Assets/Product/Texture/Image/BgStory/Bgstory611.jpg The sound of the tide is getting closer. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
50032 "Calling" Assets/Product/Texture/Image/BgStory/Bgstory611.jpg The sound of the tide is getting closer. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
50033 "Tides" Assets/Product/Texture/Image/BgStory/Bgstory622.jpg Did they bring the tides, or did the tides bring them? Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
50034 "Sanity" Assets/Product/Texture/Image/BgStory/Bgstory611.jpg Stay sane. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
50035 "Abyss" Assets/Product/Texture/Image/BgStory/Bgstory611.jpg The abyss is staring back at you.\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
50036 "The End" Assets/Product/Texture/Image/BgStory/Bgstory611.jpg But not now, not here.\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
50037 "Lunacy" Assets/Product/Texture/Image/BgStory/Bgstory611.jpg Pull yourself together...?\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
50041 "Calling" Assets/Product/Texture/Image/BgStory/Bgstory611.jpg The sound of the tide is getting closer. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
50042 "Calling" Assets/Product/Texture/Image/BgStory/Bgstory611.jpg The sound of the tide is getting closer. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
50043 "Tides" Assets/Product/Texture/Image/BgStory/Bgstory622.jpg Did they bring the tides, or did the tides bring them? Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
50044 "Sanity" Assets/Product/Texture/Image/BgStory/Bgstory622.jpg Stay sane. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
50045 "Abyss" Assets/Product/Texture/Image/BgStory/Bgstory622.jpg The abyss is staring back at you.\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
50046 "The End" Assets/Product/Texture/Image/BgStory/Bgstory611.jpg But not now, not here.\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
50047 "Lunacy" Assets/Product/Texture/Image/BgStory/Bgstory622.jpg Pull yourself together...?\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
50051 "Calling" Assets/Product/Texture/Image/BgStory/Bgstory611.jpg The sound of the tide is getting closer. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
50052 "Calling" Assets/Product/Texture/Image/BgStory/Bgstory622.jpg The sound of the tide is getting closer. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
50053 "Tides" Assets/Product/Texture/Image/BgStory/Bgstory622.jpg Did they bring the tides, or did the tides bring them? Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
50054 "Sanity" Assets/Product/Texture/Image/BgStory/Bgstory622.jpg Stay sane. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
50055 "Abyss" Assets/Product/Texture/Image/BgStory/Bgstory622.jpg The abyss is staring back at you.\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
50056 "The End" Assets/Product/Texture/Image/BgStory/Bgstory611.jpg But not now, not here.\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
50057 "Lunacy" Assets/Product/Texture/Image/BgStory/Bgstory622.jpg Pull yourself together...?\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
50061 "Calling" Assets/Product/Texture/Image/BgStory/Bgstory611.jpg The sound of the tide is getting closer. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
50062 "Calling" Assets/Product/Texture/Image/BgStory/Bgstory622.jpg The sound of the tide is getting closer. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
50063 "Tides" Assets/Product/Texture/Image/BgStory/Bgstory622.jpg Did they bring the tides, or did the tides bring them? Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
50064 "Sanity" Assets/Product/Texture/Image/BgStory/Bgstory622.jpg Stay sane. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
50065 "Abyss" Assets/Product/Texture/Image/BgStory/Bgstory622.jpg The abyss is staring back at you.\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
50066 "The End" Assets/Product/Texture/Image/BgStory/Bgstory611.jpg But not now, not here.\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
50067 "Lunacy" Assets/Product/Texture/Image/BgStory/Bgstory622.jpg Pull yourself together...?\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
50071 Tide Caller Assets/Product/Texture/Image/BgStory/Bgstory337.png The source of the tide is now stinging your every nerve. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
50072 Cradle of Nightmare Assets/Product/Texture/Image/BgStory/Bgstory523.jpg I wish... I could believe you, "Cradle". Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
60011 Eternity Assets/Product/Texture/Image/BgStory/Bgstory258.png The tide suddenly disappears as if it never existed before, but is it... real?\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
60012 Eternity Assets/Product/Texture/Image/BgStory/Bgstory258.png The tide suddenly disappears as if it never existed before, but is it... real?\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
60021 Eternity Assets/Product/Texture/Image/BgStory/Bgstory258.png The tide suddenly disappears as if it never existed before, but is it... real?\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
60022 Eternity Assets/Product/Texture/Image/BgStory/Bgstory258.png The tide suddenly disappears as if it never existed before, but is it... real?\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
60031 Dawn Swallower Assets/Product/Texture/Image/BgStory/BgStory594.jpg Good night, see you "tomorrow." Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png
|
||||
70011 The last warrior Assets/Product/Texture/Image/BgStory/Bgstory360.png Let's duel! Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
70021 What's Faith Assets/Product/Texture/Image/BgStory/Bgstory511.jpg She is spreading her gospel, nothing more. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
70031 Executioner Assets/Product/Texture/Image/BgStory/Bgstory417.jpg Wielding its heavy greatsword, a machine with self-intelligence will cut every intruder down. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
70041 End of "Lunacy" Assets/Product/Texture/Image/BgStory/BgStory568.jpg The fool's end. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
70051 Abyss' Summons Assets/Product/Texture/Image/BgStory/Bgstory622.jpg The wails of the lost can be heard not far away. Ghosts of war roaming the shore of the abyss yearn to be freed. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png
|
||||
11011 Awake Assets/Product/Texture/Image/BgStory/Bgstory429.jpg The enemy should have surrendered as they are already completely surrounded by you. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png 1111
|
||||
11012 Awake Assets/Product/Texture/Image/BgStory/Bgstory429.jpg The enemy should have surrendered as they are already completely surrounded by you. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png 1112
|
||||
11021 Besiege Assets/Product/Texture/Image/BgStory/Bgstory298.png No matter how many enemies there are, quality always triumphs over quantity. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png 1121
|
||||
11022 Besiege Assets/Product/Texture/Image/BgStory/Bgstory298.png No matter how many enemies there are, quality always triumphs over quantity. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png 1122
|
||||
11023 Nest Assets/Product/Texture/Image/BgStory/Bgstory298.png It seems to be a nest of something. You can pass through it... or simply put whatever inside to rout. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png 1311
|
||||
11031 Awake Assets/Product/Texture/Image/BgStory/Bgstory429.jpg The enemy should have surrendered as they are already completely surrounded by you. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png 1111
|
||||
11041 Awake Assets/Product/Texture/Image/BgStory/Bgstory429.jpg The enemy should have surrendered as they are already completely surrounded by you. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png 1111
|
||||
21011 Buddy Up Assets/Product/Texture/Image/BgStory/Bgstory362.png To buddy up, you first need to kick their butts. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png 2121
|
||||
21012 Buddy Up Assets/Product/Texture/Image/BgStory/Bgstory362.png To buddy up, you first need to kick their butts. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png 2122
|
||||
21021 Buddy Up Assets/Product/Texture/Image/BgStory/Bgstory362.png To buddy up, you first need to kick their butts. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png 2121
|
||||
21022 Buddy Up Assets/Product/Texture/Image/BgStory/Bgstory362.png To buddy up, you first need to kick their butts. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png 2122
|
||||
21031 Go Toe to Toe Assets/Product/Texture/Image/BgStory/Bgstory378.png Enough for the farce. Let's go get them!\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png 2621
|
||||
21032 Go Toe to Toe Assets/Product/Texture/Image/BgStory/Bgstory378.png Enough for the farce. Let's go get them!\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png 2622
|
||||
21041 Buddy Up Assets/Product/Texture/Image/BgStory/Bgstory362.png To buddy up, you first need to kick their butts. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png 2121
|
||||
21042 Buddy Up Assets/Product/Texture/Image/BgStory/Bgstory362.png To buddy up, you first need to kick their butts. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png 2122
|
||||
21043 Welcoming Ceremony Assets/Product/Texture/Image/BgStory/Bgstory301.png The townsfolk are welcoming you... Well, not exactly "welcoming" though. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png 2311
|
||||
21044 Go Toe to Toe Assets/Product/Texture/Image/BgStory/Bgstory378.png Enough for the farce. Let's go get them!\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png 2621
|
||||
21045 Go Toe to Toe Assets/Product/Texture/Image/BgStory/Bgstory378.png Enough for the farce. Let's go get them!\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png 2622
|
||||
21051 Buddy Up Assets/Product/Texture/Image/BgStory/Bgstory362.png To buddy up, you first need to kick their butts. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png 2121
|
||||
21052 Buddy Up Assets/Product/Texture/Image/BgStory/Bgstory362.png To buddy up, you first need to kick their butts. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png 2122
|
||||
21053 Welcoming Ceremony Assets/Product/Texture/Image/BgStory/Bgstory301.png The townsfolk are welcoming you... Well, not exactly "welcoming" though. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent01.png 2311
|
||||
21054 Go Toe to Toe Assets/Product/Texture/Image/BgStory/Bgstory378.png Enough for the farce. Let's go get them!\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png 2621
|
||||
21055 Go Toe to Toe Assets/Product/Texture/Image/BgStory/Bgstory378.png Enough for the farce. Let's go get them!\n\n<color=#f05642><i>This battle will become fiercer and give extra Artifacts.</i></color> Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent02.png 2622
|
Can't render this file because it contains an unexpected character in line 17 and column 12.
|
|
@ -0,0 +1,6 @@
|
|||
Type Name
|
||||
1 Ability Boost
|
||||
2 Journey's Provisions
|
||||
3 Special Boost
|
||||
4 Event Treasure
|
||||
5 Exclusive Emporium
|
|
|
@ -0,0 +1,31 @@
|
|||
Id NodeTypeName NodeTypeIcon NodeTypeDesc SmallIcon
|
||||
11 Shark-speare Sale Assets/Product/Texture/Image/BgStory/Bgstory388.png Shark-speare is willing to trade any treasure for Tinbread Cookies. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent06.png
|
||||
12 Shark-speare Sale Assets/Product/Texture/Image/BgStory/Bgstory388.png Shark-speare is willing to trade any treasure for Tinbread Cookies. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent06.png
|
||||
13 Shark-speare Sale Assets/Product/Texture/Image/BgStory/Bgstory388.png Shark-speare is willing to trade any treasure for Tinbread Cookies. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent06.png
|
||||
14 Shark-speare Sale Assets/Product/Texture/Image/BgStory/Bgstory388.png Shark-speare is willing to trade any treasure for Tinbread Cookies. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent06.png
|
||||
21 Shark-speare Sale Assets/Product/Texture/Image/BgStory/Bgstory361.png Shark-speare is willing to trade any treasure for Tinbread Cookies. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent06.png
|
||||
22 Shark-speare Sale Assets/Product/Texture/Image/BgStory/Bgstory361.png Shark-speare is willing to trade any treasure for Tinbread Cookies. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent06.png
|
||||
23 Shark-speare Sale Assets/Product/Texture/Image/BgStory/Bgstory361.png Shark-speare is willing to trade any treasure for Tinbread Cookies. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent06.png
|
||||
24 Shark-speare Sale Assets/Product/Texture/Image/BgStory/Bgstory361.png Shark-speare is willing to trade any treasure for Tinbread Cookies. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent06.png
|
||||
31 Shark-speare Sale Assets/Product/Texture/Image/BgStory/Bgstory411.jpg Shark-speare is willing to trade any treasure for Tinbread Cookies. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent06.png
|
||||
32 Shark-speare Sale Assets/Product/Texture/Image/BgStory/Bgstory411.jpg Shark-speare is willing to trade any treasure for Tinbread Cookies. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent06.png
|
||||
33 Shark-speare Sale Assets/Product/Texture/Image/BgStory/Bgstory411.jpg Shark-speare is willing to trade any treasure for Tinbread Cookies. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent06.png
|
||||
34 Shark-speare Sale Assets/Product/Texture/Image/BgStory/Bgstory411.jpg Shark-speare is willing to trade any treasure for Tinbread Cookies. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent06.png
|
||||
41 Shark-speare Sale Assets/Product/Texture/Image/BgStory/BgStory568.jpg Shark-speare is willing to trade any treasure for Tinbread Cookies. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent06.png
|
||||
42 Shark-speare Sale Assets/Product/Texture/Image/BgStory/BgStory568.jpg Shark-speare is willing to trade any treasure for Tinbread Cookies. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent06.png
|
||||
43 Shark-speare Sale Assets/Product/Texture/Image/BgStory/BgStory568.jpg Shark-speare is willing to trade any treasure for Tinbread Cookies. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent06.png
|
||||
44 Shark-speare Sale Assets/Product/Texture/Image/BgStory/BgStory568.jpg Shark-speare is willing to trade any treasure for Tinbread Cookies. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent06.png
|
||||
51 Shark-speare Sale Assets/Product/Texture/Image/BgStory/Bgstory623.jpg Shark-speare is willing to trade any treasure for Tinbread Cookies. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent06.png
|
||||
52 Shark-speare Sale Assets/Product/Texture/Image/BgStory/Bgstory623.jpg Shark-speare is willing to trade any treasure for Tinbread Cookies. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent06.png
|
||||
53 Shark-speare Sale Assets/Product/Texture/Image/BgStory/Bgstory623.jpg Shark-speare is willing to trade any treasure for Tinbread Cookies. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent06.png
|
||||
54 Shark-speare Sale Assets/Product/Texture/Image/BgStory/Bgstory623.jpg Shark-speare is willing to trade any treasure for Tinbread Cookies. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent06.png
|
||||
61 Shark-speare Sale Assets/Product/Texture/Image/BgStory/BgStory594.jpg Shark-speare is willing to trade any treasure for Tinbread Cookies. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent06.png
|
||||
62 Shark-speare Sale Assets/Product/Texture/Image/BgStory/BgStory594.jpg Shark-speare is willing to trade any treasure for Tinbread Cookies. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent06.png
|
||||
63 Shark-speare Sale Assets/Product/Texture/Image/BgStory/BgStory594.jpg Shark-speare is willing to trade any treasure for Tinbread Cookies. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent06.png
|
||||
64 Shark-speare Sale Assets/Product/Texture/Image/BgStory/BgStory594.jpg Shark-speare is willing to trade any treasure for Tinbread Cookies. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent06.png
|
||||
15 Shark-speare Sale Assets/Product/Texture/Image/BgStory/Bgstory388.png Shark-speare is willing to trade any treasure for Tinbread Cookies. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent06.png
|
||||
25 Shark-speare Sale Assets/Product/Texture/Image/BgStory/Bgstory361.png Shark-speare is willing to trade any treasure for Tinbread Cookies. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent06.png
|
||||
35 Shark-speare Sale Assets/Product/Texture/Image/BgStory/Bgstory411.jpg Shark-speare is willing to trade any treasure for Tinbread Cookies. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent06.png
|
||||
45 Shark-speare Sale Assets/Product/Texture/Image/BgStory/BgStory568.jpg Shark-speare is willing to trade any treasure for Tinbread Cookies. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent06.png
|
||||
55 Shark-speare Sale Assets/Product/Texture/Image/BgStory/Bgstory623.jpg Shark-speare is willing to trade any treasure for Tinbread Cookies. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent06.png
|
||||
65 Shark-speare Sale Assets/Product/Texture/Image/BgStory/BgStory594.jpg Shark-speare is willing to trade any treasure for Tinbread Cookies. Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaIconEvent06.png
|
|
|
@ -0,0 +1,4 @@
|
|||
Id TitleAsset LevelAsset Name PreStrengthenGroupId
|
||||
1 Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaTheatreSkillBg3.png Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaTheatreSkillBg4.png Phase 1
|
||||
2 Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaTheatreSkillBg3.png Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaTheatreSkillBg24.png Phase 2 1
|
||||
3 Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaTheatreSkillBg3.png Assets/Product/Texture/Image/UiBiancaTheatre/UiBiancaTheatreSkillBg25.png Phase 3 2
|
|
|
@ -0,0 +1,4 @@
|
|||
Id Name MainShowOrder TaskId[1] TaskId[2] TaskId[3] TaskId[4] TaskId[5] TaskId[6] TaskId[7] TaskId[8] TaskId[9] TaskId[10] TaskId[11] TaskId[12] TaskId[13] TaskId[14] TaskId[15] TaskId[16] TaskId[17] TaskId[18] TaskId[19] TaskId[20] TaskId[21]
|
||||
1 Version Missions 1 91012 91013 91014
|
||||
2 Progress Missions 2 92001 92002 92003 92004 92005 92006
|
||||
3 Challenge Missions 3 93001 93002 93003 93004 93005 93006
|
|
|
@ -0,0 +1,2 @@
|
|||
Type Name Color
|
||||
2 Theme Survey Team 594F33
|
|
|
@ -0,0 +1 @@
|
|||
Id Path
|
|
|
@ -0,0 +1,13 @@
|
|||
Id Name SortId TimeId ActivityIcon ActivityBanner ActivityDesc FunctionId IsInCalendar ShowItem[1] ShowItem[2] ShowItem[3] SkipId ExchangeTimeId TaskTimeId FightTimeId
|
||||
1 Palette Clash 1 14002 Assets/Product/Texture/Image/UiWeekCalendar/UiWeekCalendarTab62.png Assets/Product/Texture/Image/UiWeekCalendar/UiWeekCalendarActivity62.png Requirements: Commandant Lv.40\n\nEvent Info:\n1. Engage in the clash between Constellia's three Schools of Mechanical Art. Discover the hidden truth with Dulcinea's help.\n2. This game mode takes place over a series of rounds. Level up all three Schools to Level 6 to achieve victory!\n3. Your opponents (the three Masters from the three Schools) will level up randomly during the rounds. You lose the game when all three Masters reach Level 6!\n4. Interact with Vera, Lee, Ayla, and Karenina during the game to discover clues to unravel this mystery.\n5. Clear the stage to gain Stamps and Collectibles as rewards.\n6. Will Surrealist Mechanical Fauvism, Fantastical Mechanical Impressionism, or Multidimensional Mechanical Cubism triumph in Consterllia? It's up to you to decide! 1 50005 102 88004 14002
|
||||
2 Blazing Trails 2 14601 Assets/Product/Texture/Image/UiWeekCalendar/UiWeekCalendarTab63.png Assets/Product/Texture/Image/UiWeekCalendar/UiWeekCalendarActivity63.png Requirements: Commandant Lv.40\n\nEvent Info:\n1. Control Trailblazer to complete challenges in Blazing Trails.\n2. There are 2 modes: [Trailblazer's Past] and [Glorious Challenge].\n3. In [Trailblazer's Past], learn about Trailblazer's story and unlock different modifications for Trailblazer.\n4. Defeat 3 powerful Bosses in [Glorious Challenge]. Commandants can mix and match modules to complete the challenges! 1 50005 102 11000111 89001 14601
|
||||
3 Age of Creators 3 14301 Assets/Product/Texture/Image/UiWeekCalendar/UiWeekCalendarTab64.png Assets/Product/Texture/Image/UiWeekCalendar/UiWeekCalendarActivity64.png Requirements: Clear Normal Story 2-4\n\nEvent Info:\n[Ayla: Kaleido] S-Rank Ice Amplifier Tutorial Trial 1 102 31104 13019304 20071 14301
|
||||
4 Adaptation Fitting: Rainbow 4 14302 Assets/Product/Texture/Image/UiWeekCalendar/UiWeekCalendarTab65.png Assets/Product/Texture/Image/UiWeekCalendar/UiWeekCalendarActivity65.png Requirement: Commandant Lv.61\n\nEvent Info:\n[Rainbow] New CUB Tutorial Trial 1 30013 40100 1 7116 14302
|
||||
5 Fiery Moon 5 14303 Assets/Product/Texture/Image/UiWeekCalendar/UiWeekCalendarTab66.png Assets/Product/Texture/Image/UiWeekCalendar/UiWeekCalendarActivity66.png New Coating Trial:\nOmniframe [Luna: Laurel] Coating: [Fiery Moon] Trial Stage 1 30013 40100 1 10035 14303
|
||||
6 Vox Solaris 6 14304 Assets/Product/Texture/Image/UiWeekCalendar/UiWeekCalendarTab67.png Assets/Product/Texture/Image/UiWeekCalendar/UiWeekCalendarActivity67.png New Coating Trial:\nOmniframe [Selena: Capriccio] Coating: [Vox Solaris] Trial Stage 1 30013 40100 1 10035 14304
|
||||
7 Sidereal Impression 7 14804 Assets/Product/Texture/Image/UiWeekCalendar/UiWeekCalendarTab68.png Assets/Product/Texture/Image/UiWeekCalendar/UiWeekCalendarActivity68.png Requirements: Commandant Lv.60\n\nEvent Info:\n1. Babel Tower is a set of high-difficulty stages.\n2. Each stage has its own affixes, which will change the way the stage works.\n3. You can select different strategic targets each stage. They will increase the difficulty of combat.\n4. You can select affixes for stages. The affixes can aid you in combat.\n5. The characters you used to complete the stages will be locked and become unavailable in other stages.\n6. You will earn collectible rewards for joining Babel Tower. Your final strategic level will earn you different resource rewards and improve the collectible's quality. 1 3 102 29 20015 14804
|
||||
8 Dark Winter Origin 8 14001 Assets/Product/Texture/Image/UiWeekCalendar/UiWeekCalendarTab69.png Assets/Product/Texture/Image/UiWeekCalendar/UiWeekCalendarActivity69.png Event Info:\n1. Obtain [Energy Cube] and open all safe areas 1 3 102 40110 20175 14001
|
||||
9 Starry Conversations 9 11701 Assets/Product/Texture/Image/UiWeekCalendar/UiWeekCalendarTab46.png Assets/Product/Texture/Image/UiWeekCalendar/UiWeekCalendarActivity46.png "Requirements: Commandant Lv.40\n\nEvent Info:\n1. Gain Astro-Mystery Boxes by playing the Flip Mini-game in Starry Conversations and completing missions.\n2. On the Character Story screen in Starry Conversations, you can gift different characters Astro-Mystery Boxes to unlock and view their Double Seventh Festival story.\n3. The Hint function has been added to the Flip Mini-game. Now you can use it to find out whether the next card is higher or lower." 1 50005 102 30013 11761 11701
|
||||
10 New Year Lottery (purchase) 10 2160206 Assets/Product/Texture/Image/UiWeekCalendar/UiActivityBaseNewYearLuckTab.png Assets/Product/Texture/Image/UiWeekCalendar/UiActivityBaseNewYearLuck.png Instructions: Complete event missions to obtain [New Year Token] (purchase period). 1 50005 50003 29 20112 2160206
|
||||
11 New Year Lottery (redeem rewards) 11 2160205 Assets/Product/Texture/Image/UiWeekCalendar/UiActivityBaseNewYearLuckTab.png Assets/Product/Texture/Image/UiWeekCalendar/UiActivityBaseNewYearLuck.png Instructions: Redeem your lottery rewards! 1 50005 50003 29 20112 2160205
|
||||
12 Fortune of Spring 12 2160225 Assets/Product/Texture/Image/UiWeekCalendar/UiWeekCalendarTab22.png Assets/Product/Texture/Image/UiWeekCalendar/UiWeekCalendarActivity22.png Requirements: Commandant Lv.40.\n\nEvent Info:\n1. During the event, the event mission [Fortune of Spring] will be available for a limited time.\n2. The first clear of each stage will grant a 1st Clear Reward!\n3. Let's have fun together, Commandants! 1 50009 102 90015 83010 2160225
|
|
|
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|
|||
Id Desc IsDragOrRotate IsTweenCamera AllowZoom Distance MinDistance MaxDistance ZoomSpeed AllowXAxis TargetAngleX MinAngleX MaxAngleX XAxisSpeed AllowYAxis TargetAngleY MinAngleY MaxAngleY YAxisSpeed AllowDrag DragSpeed OffsetViewportX OffsetViewportY IsLockOnViewportOffset ViewportPointX ViewportPointY
|
||||
UIdomitory Testing Function Room 1 1 0 16 0.2 50 1 0 0 0 360 5 0 0 0 90 2.5 1 0.018 8.99 0.18 0 0 0
|
||||
UiRoomCharacter UiRoomCharacter 0 0 0 3.51 0 6 0 0 0 0 0 0 0 0 0 0 0 0 0 -0.24 -0.73 0 0 0
|
||||
RoomDomitory RoomDomitory 0 0 0 8 0.2 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
|
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DormTest DormTest 0 1 0 8 0.2 75 0 1 0.04079235 -360 360 3 1 27 0 36 3 0 0 0 0 0 0 0
|
||||
sushe003_1 DormMain 0 0 0 65.6 0.2 130 1.2 0 294.3 -360 360 2.2 0 38 10 75 2.2 0 0 0 1.62 0 0 0
|
||||
sushe003_2 sushe003_2 0 0 0 66.8 0.2 130 1.2 0 292.6 -360 360 2.2 0 39.6 10 75 2.2 0 0 7.32 0.2 0 0 0
|
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Room Room 0 0 1 9.5 9 11 1.2 1 269.8688 -360 360 2.2 1 22.69049 10 75 2.2 0 0 0 0 0 0 0
|
||||
sushe003_3 sushe003_3 0 0 0 67 0.2 130 1.2 0 289.8 -360 360 2.2 0 41.3 10 75 2.2 0 0 0 0 0 0 0
|
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room1 Guild Dormitory Hall 0 0 1 7 5 8 1.2 1 90 -360 360 2.2 1 30 30 75 2.2 0 0 0 0 0 0 0
|
||||
Scene03006 Scene03006 0 0 1 6 4 8 1.2 1 0 -360 360 2.2 1 40 10 60 2.2 0 0 0 0 0 0 0
|
||||
Scene03405 Scene03405春节氛围公会 0 0 1 7 4 12 1.2 1 -90 -360 360 2.2 1 15 -50 85 2.2 0 0 0 0 0 0 0
|
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|
|||
Id BigImgPath ObtainElementList[1] ObtainElementList[2] ObtainElementList[3] ObtainElementValueList[1] ObtainElementValueList[2] ObtainElementValueList[3] ObtainSpeicalTitle[1] ObtainSpeicalTitle[2] ObtainSpeicalTitle[3] ObtainSpeicalDes[1] ObtainSpeicalDes[2] ObtainSpeicalDes[3] AttribGraphNum[1] AttribGraphNum[2] AttribGraphNum[3] AttribGraphNum[4] AttribGraphNum[5] AttribGraphNum[6] DetailDes Career CareerIcon FullBodyImg
|
||||
1011002 RoleStory.LiangNomal01 1 2 60 40 Combo Mixed Damage Easy to deal high combo damage. Able to deal Physical and Elemental DMG. 75 60 40 65 65 75 Member of Gray Raven. Somewhat aloof in manner. Good at computers and machines, he is responsible for Gray Raven's hardware and technical issues. 1 RoleStory.LiangNomal01 Assets/Product/Texture/Image/IconChouKaRole/DrawCharacterLee.png
|
||||
1021001 RoleStory.LuxiyaNormal01 1 2 80 20 Duel Dual Blades Has strong single attack ability. Attack DMG boosting skill 70 65 40 55 50 75 The leader of Gray Raven. Brave and selfless, she is ever at the frontline of the war against the Corrupted. 1 RoleStory.LuxiyaNormal01 Assets/Product/Texture/Image/IconChouKaRole/DrawCharacterLucia.png
|
||||
1031001 RoleStory.LifuNormal01 1 100 Melee Heal Has strong area attack ability. Has ally healing skills. 45 60 80 60 60 55 A member of Gray Raven. As one of the newest support Constructs, she's the anchor of the team. 3 RoleStory.LifuNormal01 Assets/Product/Texture/Image/IconChouKaRole/DrawCharacterLucia.png
|
||||
1041002 RoleStory.OlisuoNomal01 1 100 Duel Energy Boost Has strong single attack ability. Has shorter Cooldown of Signature Moves. 85 55 30 40 75 80 Leader of the Purifying Force, elegant yet cold, always performing her orders to perfection. 1 RoleStory.OlisuoNomal01 Assets/Product/Texture/Image/IconChouKaRole/DrawCharacterLucia.png
|
||||
1051001 RoleStory.Yongyechaonormal01 1 100 Damage Reduction Shielding DMG Reduces damage taken. Shields all damages within the range of Signature Moves. 55 80 60 65 55 60 Fun-loving yet mysterious and elusive, her hobby is observing humans, with a practical joke or two mixed in. 2 RoleStory.Yongyechaonormal01 Assets/Product/Texture/Image/IconChouKaRole/DrawCharacterLucia.png
|
||||
1061002 RoleStory.ShenweiNormal01 1 100 Block Shield Blocking skill Releases a shield to defend. 65 80 60 75 80 60 Member of Strike Hawk, an outstanding solo operator. He is friendly and helpful, but his carelessness always gets him into trouble. 2 RoleStory.ShenweiNormal01 Assets/Product/Texture/Image/IconChouKaRole/DrawCharacterLucia.png
|
||||
1071002 RoleStory.KalieninaNomal01 1 2 80 20 Mixed Damage Form Switch Able to deal Physical and Elemental DMG. Signature Move can switch attacking forms. 65 65 35 80 80 70 Trained at the Cosmos Technicians Union, a member of the Engineering Force, Karenina has a fiery personality and solves problems by blowing them up, something that the Purifying Force always finds useful. 1 RoleStory.KalieninaNomal01 Assets/Product/Texture/Image/IconChouKaRole/DrawCharacterLucia.png
|
||||
1081002 RoleStory.DubianNomal01 1 100 Duel Backstab Has strong single attack ability. Attacks at the back deal Extra Damage. 85 65 25 50 90 80 Leader of the Forsaken, who chose to leave Babylonia to protect Oasis with his comrades who have been forgotten by the world. 1 RoleStory.DubianNomal01 Assets/Product/Texture/Image/IconChouKaRole/DrawCharacterLucia.png
|
||||
1021002 RoleStory.R2LuxiyaNormal01 1 4 40 60 Duel Mixed Damage Has strong single attack ability. Able to deal Physical and Elemental DMG. 80 70 40 65 70 65 Lucia's signature frame. As graceful as it is powerful, its mere appearance on the battlefield inspires its allies, earning it the "Dawn" sobriquet. 1 RoleStory.R2LuxiyaNormal01 Assets/Product/Texture/Image/IconChouKaRole/DrawCharacterLucia.png
|
||||
1031002 RoleStory.R2LifuNormal01 1 4 20 80 Heal Mixed Damage Has ally healing skills. Able to deal Physical and Elemental DMG. 65 65 95 75 65 50 Liv has cut her hair as a statement of her strong will to return to the battlefield. 3 RoleStory.R2LifuNormal01 Assets/Product/Texture/Image/IconChouKaRole/DrawCharacterLucia.png
|
||||
1061003 RoleStory.R3KalieninaNormal01 1 5 50 50 Mixed Damage Form Switch Able to deal Physical and Elemental DMG. Signature Move can switch attacking forms. 75 90 65 75 30 45 The result of Kamui's control over the Tenebrion that he was imbued with. This frame is able to switch freely between the two battle forms. 2 RoleStory.R3ShenweiNormal01 Assets/Product/Texture/Image/IconChouKaRole/DrawCharacterLucia.png
|
||||
1031003 RoleStory.R3LifuNormal01 1 100 Heal Members Damage reduction Has ally healing skills. Signature Move can reduce the damage taken by allies. 70 70 90 80 40 65 Behind the strength of Liv's heart is a simple dream, and such purity is why this frame is so powerful. 3 RoleStory.R3LifuNormal01 Assets/Product/Texture/Image/IconChouKaRole/DrawCharacterLiv1.png
|
||||
1011003 RoleStory.R3LiNormal01 1 100 Combo Physical Damage Easy to deal high combo damage. Skill combinations are powerful. 75 65 40 85 50 75 The limits have been broken. Past and present intertwine. Lee dominates the battlefield with superior computing power. 1 RoleStory.R3LiNormal01 Assets/Product/Texture/Image/IconChouKaRole/DrawCharacterLucia.png
|
||||
1071003 RoleStory.R3KalieninaNormal01 1 2 30 70 Melee Mixed Damage Has strong area attack ability. Able to deal Physical and Elemental DMG. 65 75 40 90 55 65 Taking off her jacket and releasing the weapon restriction, Karenina is able to unleash the full force of her flaming wrath to burn away everything in her way. 1 RoleStory.R3KalieninaNormal01 Assets/Product/Texture/Image/IconChouKaRole/DrawCharacterLucia.png
|
||||
1051003 RoleStory.R3Yongyechaonormal01 1 2 50 50 Mixed Damage Resistance Reduction Able to deal Physical and Elemental DMG. Able to reduce Elemental Resistance of enemies. 68 85 70 70 60 55 Nanami's enhanced model, equipped with IR-005 propulsion wheels, allowing her to speed across the battlefield at ease. "Hehe, you can only see Nanami's afterimages now." 2 RoleStory.R3Yongyechaonormal01 Assets/Product/Texture/Image/IconChouKaRole/DrawCharacterLucia.png
|
||||
1021003 RoleStory.R3LuxiyaNormal03 1 100 Duel Form Switch Has strong single attack ability. Skills can switch attacking modes. 90 60 40 75 45 90 A mysterious enemy encountered by Gray Raven in City 015. Powerful yet mercurial. 1 RoleStory.R3LuxiyaNormal03 Assets/Product/Texture/Image/IconChouKaRole/DrawCharacterLucia.png
|
||||
1081003 RoleStory.R3DubianNormal01 1 5 50 50 Agility Mixed Damage Able to transport across space instantly. Able to deal Physical and Elemental DMG. 85 67 25 50 80 82 A frame specially designed to control spacecraft. It was used by Watanabe when he served in the Task Force. 1 RoleStory.R3DubianNormal01 Assets/Product/Texture/Image/IconChouKaRole/DrawCharacterWatanabe2.png
|
||||
1091002 RoleStory.R2AilaNormal01 1 100 Attraction Shield Able to draw enemies' aggression. Releases a shield to defend. 63 80 55 77 70 63 An Archaeology Team member from the World Government Association of Art in Babylonia. The "new blood" of Babylonia. Loves art with a passion. 2 RoleStory.R2AilaNormal01 Assets/Product/Texture/Image/IconChouKaRole/DrawCharacterLucia.png
|
||||
1041003 RoleStory.R3BiankaNormal01 1 4 20 80 Piercing Mixed Damage Deals great area damage Able to deal Physical and Elemental DMG. 78 60 35 90 63 80 An illegally modified frame born during the time when the Construct tech was not mature. It can cause charge separation to produce lightning as a means of attack. Specializes in long-distance sniping. 1 RoleStory.R3BiankaNormal01 Assets/Product/Texture/Image/IconChouKaRole/DrawCharacterLucia.png
|
||||
1111002 RoleStory.R2SufeiyaNormal01 1 2 20 80 Pull Heal Able to pull enemies in an area together. Has ally healing skills. 60 70 88 78 55 50 External support for Gray Raven, Sophia also functions as an envoy for the Akdilek Commercial Alliance. Born an orphan on the Eternal Engine, now the sharpest blade of its leader Jamilah. 3 RoleStory.R2SufeiyaNormal01 Assets/Product/Texture/Image/IconChouKaRole/DrawCharacterLucia.png
|
||||
1121002 RoleStory.R2KuluomuNormal01 1 4 30 70 Form Switch Shield Signature Move can switch attacking forms. Releases a shield to defend. 75 80 55 60 70 70 The leader of the Strike Hawk. Capable of relaying important intel through a secure and stable channel. He values the flawless completion of missions, and also the safety of all his teammates. 2 RoleStory.R2KuluomuNormal01 Assets/Product/Texture/Image/IconChouKaRole/DrawCharacterLucia.png
|
||||
1021004 RoleStory.R4LuxiyaNormal03 1 3 20 80 Continual Burst Form Switch Has sustained damage output Skills can switch attacking modes 75 75 40 80 70 85 Babylonia developed this latest frame specifically for Lucia based on Gray Raven's experience and the data collected from Alpha. 1 RoleStory.R4LuxiyaNormal03 Assets/Product/Texture/Image/IconChouKaRole/DrawCharacterLucia.png
|
||||
1131002 RoleStory.R2WeilaNormal01 1 5 20 80 Energy Boost Heal Has shorter Cooldown of Signature Moves. Has ally healing skills. 60 80 90 90 50 60 Leader of Cerberus, and the backbone of Babylonia's long-range connection field test team. Vera's extreme methods and belligerent, elusive demeanor have put her at the center of many a controversy. 3 RoleStory.R2WeilaNormal01 Assets/Product/Texture/Image/IconChouKaRole/DrawCharacterVera.png
|
||||
1511003 RoleStory.R2KamuNormal01 1 5 20 80 Form Switch Burst Signature Move can switch attacking forms. Switch forms for high burst. 75 85 35 75 80 85 A Transcendant that was once a repressed alter-ego in Kamui's M.I.N.D., Camu has been given his own unit by Babylonia, and now specializes in operations in and around heavily-Corrupted Dead Zones. 4 RoleStory.R2KamuNormal01 Assets/Product/Texture/Image/IconChouKaRole/DrawCharacterKamu.png
|
||||
1141003 RoleStory.R3LuosaitaNormal01 1 100 Defense Down Burst Able to reduce Physical Defense of enemies. Energy spheres provide great burst potential. 70 75 80 80 65 85 Leader of the original Forest Guard, Rosetta has been taken in by Babylonia, designated as a special unit, and redeployed onto the battlefield in a more humanoid form. 2 RoleStory.R3LuosaitaNormal01 Assets/Product/Texture/Image/IconChouKaRole/DrawCharacterRosetta1.png
|
||||
1521003 RoleStory.R2QuNormal01 1 100 Melee Summon Deals Extra DMG when Core Passive is activated. Summons a Pet to attack when using a Signature Move. 75 80 40 82 80 88 A Transcendant and the last head of Kowloong. After the Battle of Kowloong, she has gone into hiding and continued with her ambition to achieve the Tabula Akasha. 4 RoleStory.R2QuNormal01 Assets/Product/Texture/Image/IconChouKaRole/DrawCharacterQu1.png
|
||||
1161002 RoleStory.R2ChangyuNormal01 1 3 20 80 Melee Tank Uses follow-up skills to deal DMG and accumulate Energy Deals continuous DMG after performing a Signature Move 70 75 80 60 75 70 Born in Kowloong and a former member of the theater. He has become a bodyguard on Asslam after many twists and turns. 2 RoleStory.R2ChangyuNormal01 Assets/Product/Texture/Image/IconChouKaRole/DrawCharacterLucia.png
|
||||
1171003 RoleStory.R3LunaNormal01 1 5 10 90 Energy Amass Burst Use 3-Ping to trigger 3-Ping and amass energy Her core form grants high burst and gains energy 70 80 55 70 70 95 As an Agent of the Ascension-Network, this is her complete combat form, in which she can manipulate the Heteromer energy of the Punishing Virus and Constructs to deliver attacks with a power that transcends all Ascendants. 1 RoleStory.R3LunaNormal01 Assets/Product/Texture/Image/IconChouKaRole/DrawCharacterLucia.png
|
||||
1181003 RoleStory.R3TwobNormal01 1 100 Sustained Damage Energy Regen Core state deals continuous high frequency damage. Able to quickly recover energy for A2, 9S and itself 80 80 60 80 60 85 2B is an all-purpose battle android from the automated YoRHa infantry. She is equipped with a multitude of blades for close-quarters combat and can attack from range using the POD support system. 1 RoleStory.R3TwobNormal01 Assets/Product/Texture/Image/IconChouKaRole/DrawCharacterLucia.png
|
||||
1191003 RoleStory.R3NinesNormal01 1 100 Heal Hack Able to heal allies Able to hack enemies, dealing massive DMG 70 75 85 85 65 60 This unit's official title is Model S, Number 9. While this YoRHa member possesses offensive capabilities, he specializes in survey missions—and is particularly skilled at information gathering and hacking. 3 RoleStory.R3NinesNormal01 Assets/Product/Texture/Image/IconChouKaRole/DrawCharacterLucia.png
|
||||
1201003 RoleStory.R3ATwoNormal01 1 100 Defense Down Berserk Able to reduce enemy Defense. Able to enhance herself, granting 2B and 9S increased DMG. 75 85 80 80 60 75 A YoRHa prototype that specializes in close-quarter combat. Though not presently in use, it was originally created to speed along the implementation of other official models such as 2B and 9S. 2 RoleStory.R3ATwoNormal01 Assets/Product/Texture/Image/IconChouKaRole/DrawCharacterLucia.png
|
||||
1211002 RoleStory.R2WanshiNormal01 1 3 20 80 Heal Snipe Able to heal friendly force Able to precisely snipe the enemy after dodge 70 75 80 65 85 70 As a Strike Hawk member, Wanshi always has a sleepy look. But once you get to know him better, you will realize he can be very trustworthy when things have gone bad. 3 RoleStory.R2WanshiNormal01 Assets/Product/Texture/Image/IconChouKaRole/DrawCharacterLucia.png
|
||||
1531003 RoleStory.R3SailinnaNormal01 1 4 10 90 Melee Burst Able to affect the game through different orb ping Able to switch to Signature Move status in a quick manner 75 80 50 85 85 85 Formerly a member of the Archaeological Team, Selena used to have a great singing voice. She was also known for her talent in art and her gentle yet resilient nature. After being rescued by an Ascendant following the space station and Red Tide incidents, she is now a Transcendant. 4 RoleStory.R3SailinnaNormal01 Assets/Product/Texture/Image/IconChouKaRole/DrawCharacterSelena01.png
|
||||
1121003 RoleStory.R3kuluomuNormal01 1 3 20 80 Form Switch Resistance Reduction Able to switch to a burst form and launch powerful attacks. Able to reduce the Resistance of enemies. 75 80 70 85 82 70 The second specialized frame of Babylonia's mid-term military Construct development plan. It has been adjusted and optimized based on Chrome's request. 2 RoleStory.R3KuluomuNormal01 Assets/Product/Texture/Image/IconChouKaRole/DrawCharacterLucia.png
|
||||
1221002 RoleStory.TwentyoneNormal01 1 5 20 80 Burst Instant Dodge A signature move that can deal massive DMG Can remove abnormal status effects when in Haywire status 70 75 60 75 90 80 Originally a subject of a Daedalus corporation experiment, she was retrieved during a mission conducted by Kurono. Later, she was transferred to Babylonia's Task Force with Vera. She is gloomy and seemingly expressionless in appearance. However, she becomes exceptionally vicious and dangerous under extreme circumstances. 2 RoleStory.TwentyoneNormal01 Assets/Product/Texture/Image/IconChouKaRole/DrawCharacterLucia.png
|
||||
1131003 RoleStory.R3WeilaNormal01 1 4 15 85 Burst Resistance Reduction Deals massive DMG in a short time. Able to reduce the Resistance of enemies. 75 75 75 85 70 80 A frame Vera used in the past. Designed as an advanced, decisive countermeasure against hostile Constructs, it was finally introduced as an official unit not long ago. Its weapon is a specially forged banner spear. 2 RoleStory.R3WeilaNormal01 Assets/Product/Texture/Image/IconChouKaRole/DrawCharacterLucia.png
|
||||
1541003 RoleStory.R3LuolanNormal01 1 2 20 80 Combo Form Switch Can deal various combos Signature Move can switch attacking forms. 75 80 50 85 85 85 A former performer in the Golden Age who is sarcastic on the outside yet serious on the inside. Participated in a lot of actions as an Ascendant. Reformed into the current frame by an agent due to huge damage done to the old frame after a few number of setbacks. 4 RoleStory.R3LuolanNormal01 Assets/Product/Texture/Image/IconChouKaRole/DrawCharacterLuolan.png
|
||||
1031004 RoleStory.R3WeilaNormal01 1 2 10 90 Amplification Burst Enhances teammates Deals massive DMG in a short time. 75 80 80 80 80 90 A brand new specialized frame developed by the Science Council that is capable of "purifying" the Punishing Virus. To protect everything she loves, Liv has made her own choice. 5 RoleStory.R3WeilaNormal01 Assets/Product/Texture/Image/IconChouKaRole/DrawCharacterLucia.png
|
||||
1531004 RoleStory.R4SailinnaNormal01 1 5 10 90 Amplification Burst Enhances teammates Deals massive DMG in a short time 70 60 85 75 85 90 Selena's backup frame. Made with the support of an artist from WGAA, it is free-spirited and lively like its namesake, but the sentiments it embodies are earnest and solemn. 5 RoleStory.R4SailinnaNormal01 Assets/Product/Texture/Image/IconChouKaRole/DrawCharacterLucia.png
|
||||
1551003 RoleStory.R2PulaoNormal01 1 100 Summon Burst Uses her Signature Move to summon her weapon Deals massive DMG with Core Passive Follow-Up 75 60 70 75 70 85 The frame of Pulao, one of the Dragon Children, is not made from conventional components but has been carefully adapted to fit her M.I.N.D., allowing her to make the most of her unusually strong powers. 4 RoleStory.R2PulaoNormal01 Assets/Product/Texture/Image/IconChouKaRole/DrawCharacterPulao.png
|
||||
1051004 RoleStory.R4YongyechaoNormal01 2 100 Form Switch Resistance Reduction Signature Move can switch attacking forms. Able to reduce the Resistance of enemies. 60 75 80 95 75 85 A frame Nanami made for herself. It is extremely lightweight, but both the technology inside it and its strength have reached a level that is far beyond the level of the human technology nowadays. 2 RoleStory.R4YongyechaoNormal01 Assets/Product/Texture/Image/IconChouKaRole/DrawCharacterLucia.png
|
||||
1561003 RoleStory.R2HakamaNormal01 1 3 10 90 Control Burst Freezes enemies to restrain their actions Deals massive DMG in a short time 78 62 68 74 70 90 A mechanoid from the Church of Machina that roams Earth in search of the Sagemachina. Compared with other mechanoids, she seems to have other reasons for pursuing this "Sage". 4 RoleStory.R2HakamaNormal01 Assets/Product/Texture/Image/IconChouKaRole/DrawCharacterHaicma.png
|
||||
1071004 RoleStory.R4YongyechaoNormal01 5 100 Burst Resistance Reduction Deals massive DMG in a short time Able to reduce the Resistance of enemies. 70 85 75 80 85 95 A frame Karenina developed for the low-gravity environment on the Moon. The core power system is equipped with a cutting-edge miniaturized gravitation device, allowing for short-term air mobility. 2 RoleStory.R4YongyechaoNormal01 Assets/Product/Texture/Image/IconChouKaRole/DrawCharacterLucia.png
|
||||
1571003 RoleStory.R2NuoanNormal01 1 4 10 90 Combo Burst Activates Core Passive repeatedly to deal massive DMG Deals massive DMG in a short time 78 60 65 78 76 88 The frame "he" created in order to save Noan. It weighed only 41.3 kg at first. A lot of deteriorated parts were used to restrict the movement of the user. Babylonia remodeled it to ensure everything could run smoothly. 4 RoleStory.R2NuoanNormal01 Assets/Product/Texture/Image/IconChouKaRole/DrawCharacterNuoan1.png
|
||||
1041004 RoleStory.R4BiankaNormal01 1 100 Form Switch Burst Able to switch to a burst form and launch powerful attacks. Deals massive DMG in a short time. 79 88 82 88 84 95 A new specialized frame devised by Kurono based on thorough research into the tissue of the Hetero-Hive Mother. It is equipped with the Phantom Tracer, which can decipher certain information left by the Punishing Virus. 1 RoleStory.R4BiankaNormal01 Assets/Product/Texture/Image/IconChouKaRole/DrawCharacterLucia.png
|
||||
1231002 RoleStory.R4BiankaNormal01 1 3 20 80 Combo Burst Deals massive DMG by activating Core Passive repeatedly. Signature Move can deal massive DMG. 70 70 40 65 85 85 A frame that has undergone a series of optimizations and modifications based on the Construct Kurono created during the early years. She has become an important member of the Egret squad since she started serving with the Task Force. 1 RoleStory.R4BiankaNormal01 Assets/Product/Texture/Image/IconChouKaRole/DrawCharacterLucia.png
|
||||
1011004 RoleStory.R4BiankaNormal01 2 100 Combo Burst Casts the 3-Ping Skill at high frequency to deal massive damage. Deals massive DMG in a short time. 76 86 84 85 80 92 A new specialized frame created using the information from the Heteromer Shard and the research materials of the Inver-Device. This creation boasts a certain level of expertise in deciphering the Punishing Language. 1 RoleStory.R4BiankaNormal01 Assets/Product/Texture/Image/IconChouKaRole/DrawCharacterLucia.png
|
||||
1091003 RoleStory.R4BiankaNormal01 3 100 Amplification Burst Enhances teammates Deals massive DMG in a short time. 75 77 80 60 90 83 A new frame developed by Ayla as a chief developer. With state-of-the-art technical support from the WGAA, it maintains Ayla's signature style while ensuring its battle performance does not pale even beside combat-specialized frames. 5 RoleStory.R4BiankaNormal01 Assets/Product/Texture/Image/IconChouKaRole/DrawCharacterLucia.png
|
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|
|||
Id ElementName Description Icon Icon2
|
||||
1 Physical Direct attacks that deal Physical DMG. Assets/Product/Texture/Image/IconType/IconTypeYsWuli.png Assets/Product/Texture/Image/IconType/IconTypeYsWuliWhite.png
|
||||
2 Fire Decomposes the compressed nitrogen stored in the frame through electrically heated coils and latches the flame onto the weapons via gas propulsion. Attacks deal Fire DMG and inflict Burn on your targets. Assets/Product/Texture/Image/IconType/IconTypeYsHuo.png Assets/Product/Texture/Image/IconType/IconTypeYsHuoWhite.png
|
||||
3 Ice Absorbs the thermal energy in the area through high-purity liquid gas to freeze everything instantly. Attacks deal Ice DMG. Assets/Product/Texture/Image/IconType/IconTypeYsBing.png Assets/Product/Texture/Image/IconType/IconTypeYsBingWhite.png
|
||||
4 Lightning A high-voltage ion beam generated by an internal energy module separates the electrons and protons in an area to cause lightning. From the high temperature, nearby gases expand rapidly, thus generating a thunderclap. Attacks deal Lightning DMG. Assets/Product/Texture/Image/IconType/IconTypeYsLei.png Assets/Product/Texture/Image/IconType/IconTypeYsLeiWhite.png
|
||||
5 Dark The radiation generated by the radioactive elements stored in the frame can deal piercing DMG to enemy's components. Assets/Product/Texture/Image/IconType/IconTypeYsAn.png Assets/Product/Texture/Image/IconType/IconTypeYsAnWhite.png
|
||||
6 Mixed The frame can launch compound attacks to deal mixed DMG. Suitable to face off against enemies with multiple resistances. Assets/Product/Texture/Image/IconType/IconTypeYsHunhe.png Assets/Product/Texture/Image/IconType/IconTypeYsHunheWhite.png
|
|
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|
|||
Id TagGroups[1] TagGroups[2] TagGroups[3]
|
||||
1 1 2
|
||||
2 1 2
|
||||
3 1 2
|
||||
4 1 2
|
||||
5 1 2
|
||||
6 1 2
|
||||
7 3
|
||||
8 4 2
|
||||
9 2
|
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|
|||
Id Desc Tags[1] Tags[2] Tags[3] Tags[4] Tags[5] Tags[6] Tags[7] Tags[8] Tags[9] Tags[10] Tags[11] Tags[12] Tags[13]
|
||||
1 Omniframe 101 102 103 105 201 202 203 204 205 501 502 503
|
||||
2 Transcendant Exclusive 104 201 202 203 204 205 501 502 503
|
||||
3 Side Story Interlude 101 102 103 104 105 201 202 203 204 205 501 502 503
|
||||
4 Character Shard 101 102 103 201 202 203 204 205 501 502
|
|
|
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|
|||
Id TagName CharacterType Value SelectedIcon UnSelectedIcon
|
||||
101 Attacker 1 1 Assets/Product/Texture/Image/IconType/IconZY1.png Assets/Product/Texture/Image/IconType/IconZY2.png
|
||||
102 Tank 1 2 Assets/Product/Texture/Image/IconType/IconZY3.png Assets/Product/Texture/Image/IconType/IconZY4.png
|
||||
103 Support 1 3 Assets/Product/Texture/Image/IconType/IconZY5.png Assets/Product/Texture/Image/IconType/IconZY6.png
|
||||
104 Vanguard 2 4 Assets/Product/Texture/Image/IconType/IconZY9.png Assets/Product/Texture/Image/IconType/IconZY10.png
|
||||
105 Amplifier 1 5 Assets/Product/Texture/Image/IconType/IconZY7.png Assets/Product/Texture/Image/IconType/IconZY8.png
|
||||
201 Physical 0 1 Assets/Product/Texture/Image/IconType/IconTypeYsWuliWhite.png Assets/Product/Texture/Image/IconType/IconTypeYsWuli.png
|
||||
202 Fire 0 2 Assets/Product/Texture/Image/IconType/IconTypeYsHuoWhite.png Assets/Product/Texture/Image/IconType/IconTypeYsHuo.png
|
||||
203 Ice 0 3 Assets/Product/Texture/Image/IconType/IconTypeYsBingWhite.png Assets/Product/Texture/Image/IconType/IconTypeYsBing.png
|
||||
204 Lightning 0 4 Assets/Product/Texture/Image/IconType/IconTypeYsLeiWhite.png Assets/Product/Texture/Image/IconType/IconTypeYsLei.png
|
||||
205 Dark 0 5 Assets/Product/Texture/Image/IconType/IconTypeYsAnWhite.png Assets/Product/Texture/Image/IconType/IconTypeYsAn.png
|
||||
206 Mixed 0 6 Assets/Product/Texture/Image/IconType/IconTypeYsHunheWhite.png Assets/Product/Texture/Image/IconType/IconTypeYsHunhe.png
|
||||
301 Normal 0 1
|
||||
302 Elite 0 2
|
||||
303 Boss 0 3
|
||||
401 Attacker 0 1 Assets/Product/Texture/Image/IconType/IconZY1.png Assets/Product/Texture/Image/IconType/IconZY2.png
|
||||
402 Tank 0 2 Assets/Product/Texture/Image/IconType/IconZY3.png Assets/Product/Texture/Image/IconType/IconZY4.png
|
||||
403 Support 0 3 Assets/Product/Texture/Image/IconType/IconZY5.png Assets/Product/Texture/Image/IconType/IconZY6.png
|
||||
404 Vanguard 0 4 Assets/Product/Texture/Image/IconType/IconZY9.png Assets/Product/Texture/Image/IconType/IconZY10.png
|
||||
405 Amplifier 0 5 Assets/Product/Texture/Image/IconType/IconZY7.png Assets/Product/Texture/Image/IconType/IconZY8.png
|
||||
501 B-Rank 1 Assets/Product/Texture/Image/IconRoleQulity/CommonBtnXuanzeSB.png Assets/Product/Texture/Image/IconRoleQulity/CommonBtnXuanzeSB2.png
|
||||
502 A-Rank 2 Assets/Product/Texture/Image/IconRoleQulity/CommonBtnXuanzeSA.png Assets/Product/Texture/Image/IconRoleQulity/CommonBtnXuanzeSA2.png
|
||||
503 S-Rank 3 Assets/Product/Texture/Image/IconRoleQulity/CommonBtnXuanzeSS.png Assets/Product/Texture/Image/IconRoleQulity/CommonBtnXuanzeSS2.png
|
|
|
@ -0,0 +1,6 @@
|
|||
Id GroupName Tags[1] Tags[2] Tags[3] Tags[4] Tags[5] Tags[6] Tags[7] Order
|
||||
1 Class 101 102 103 104 105 1
|
||||
2 Energy 201 202 203 204 205 206 2
|
||||
3 Level 301 302 303 4
|
||||
4 Class 401 402 403 404 405 5
|
||||
5 Initial Rank 501 502 503 3
|
|
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Reference in New Issue