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[mcfish] add Synthesize all pole (#942)
* [mcfish] add Synthesize all pole 1. 提升程序便利性,添加合成所有鱼竿功能(梭哈)。 2. 完善附魔功能的用户提示 * [mcfish] 更新合成相关说明
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@ -146,7 +146,7 @@ var (
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"5.鱼类信息:\n-> 鳕鱼 : 均价:10 上钩概率:0.69%\n-> 鲑鱼 : 均价:50 上钩概率:0.2%\n-> 热带鱼 : 均价:100 上钩概率:0.06%\n-> 河豚 : 均价:300 上钩概率:0.03%\n-> 鹦鹉螺 : 均价:500 上钩概率:0.01%\n-> 墨鱼 : 均价:500 上钩概率:0.01%\n" +
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"6.垃圾:\n-> 均价:10 上钩概率:30%\n" +
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"7.物品BUFF:\n-> 钓鱼佬 : 当背包名字含有'鱼'的物品数量超过100时激活,钓到物品概率提高至90%\n-> 修复大师 : 当背包鱼竿数量超过10时激活,修复物品时耐久百分百继承\n" +
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"8.合成:\n-> 铁竿 : 3x木竿\n-> 金竿 : 3x铁竿\n-> 钻石竿 : 3x金竿\n-> 下界合金竿 : 3x钻石竿\n-> 三叉戟 : 3x下界合金竿\n注:合成成功率90%,继承附魔等级合/3的等级\n" +
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"8.合成:\n-> 铁竿 : 3x木竿\n-> 金竿 : 3x铁竿\n-> 钻石竿 : 3x金竿\n-> 下界合金竿 : 3x钻石竿\n-> 三叉戟 : 3x下界合金竿\n注:合成成功率90%(包括梭哈),合成鱼竿的附魔等级=(附魔等级合/合成鱼竿数量)\n" +
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"9.杂项:\n-> 无装备的情况下,每人最多可以购买3次100块钱的鱼竿\n-> 默认状态钓鱼上钩概率为60%(理论值!!!)\n-> 附魔的鱼竿会因附魔变得昂贵,每个附魔最高3级\n-> 三叉戟不算鱼竿,修复时可直接满耐久\n" +
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"-> 鱼竿数量大于50的不能买东西;\n 鱼竿数量大于30的不能钓鱼;\n 每购/售10次鱼竿获得1层宝藏诅咒;\n 每购买20次物品将获得3次价格减半福利;\n 每钓鱼75次获得1本净化书;\n" +
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" 每天最多只可出售5个鱼竿和购买15次物品;",
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@ -63,7 +63,10 @@ func init() {
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msg = append(msg, message.Text("[", i, "] ", info.Equip, " : 耐", info.Durable, "/修", info.Maintenance,
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"/诱", enchantLevel[info.Induce], "/眷顾", enchantLevel[info.Favor], "\n"))
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}
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msg = append(msg, message.Text("————————\n输入对应序号进行装备,或回复“取消”取消"))
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msg = append(msg, message.Text("————————\n"))
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msg = append(msg, message.Text("- 输入对应序号进行装备\n"))
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msg = append(msg, message.Text("- 输入“取消”终止本次操作\n"))
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msg = append(msg, message.Text("- 鱼竿数量请使用钓鱼背包查看"))
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ctx.Send(msg)
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// 等待用户下一步选择
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recv, cancel := zero.NewFutureEvent("message", 999, false, zero.RegexRule(`^(取消|\d+)$`), zero.CheckUser(ctx.Event.UserID)).Repeat()
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@ -316,13 +319,15 @@ func init() {
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case "诱钓":
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equipInfo.Induce++
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if equipInfo.Induce > 3 {
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equipInfo.Induce = 3
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ctx.SendChain(message.Text("诱钓等级已达到上限,你浪费了一本附魔书"))
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return
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}
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number = equipInfo.Induce
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case "海之眷顾":
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equipInfo.Favor++
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if equipInfo.Favor > 3 {
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equipInfo.Favor = 3
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ctx.SendChain(message.Text("海之眷顾等级已达到上限,你浪费了一本附魔书"))
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return
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}
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number = equipInfo.Favor
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default:
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@ -378,6 +383,8 @@ func init() {
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})
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}
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list := []int{0, 1, 2}
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// 可以用于合成的鱼竿数量(取3的倍数)
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upgradeNum := (len(articles) / 3) * 3
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check := false
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if len(articles) > 3 {
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msg := make(message.Message, 0, 3+len(articles))
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@ -386,10 +393,13 @@ func init() {
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msg = append(msg, message.Text("[", i, "] ", info.Equip, " : 耐", info.Durable, "/修", info.Maintenance,
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"/诱", enchantLevel[info.Induce], "/眷顾", enchantLevel[info.Favor], "\n"))
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}
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msg = append(msg, message.Text("————————\n输入3个序号进行合成(用空格分割),或回复“取消”取消"))
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msg = append(msg, message.Text("————————\n"))
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msg = append(msg, message.Text("- 输入3个序号进行合成(用空格分割)\n"))
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msg = append(msg, message.Text("- 输入“取消”,终止本次合成\n"))
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msg = append(msg, message.Text("- 输入“梭哈“,合成所有鱼竿"))
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ctx.Send(message.ReplyWithMessage(ctx.Event.MessageID, msg...))
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// 等待用户下一步选择
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recv, cancel := zero.NewFutureEvent("message", 999, false, zero.RegexRule(`^(取消|\d+ \d+ \d+)$`), zero.CheckUser(ctx.Event.UserID)).Repeat()
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recv, cancel := zero.NewFutureEvent("message", 999, false, zero.RegexRule(`^(梭哈|取消|\d+ \d+ \d+)$`), zero.CheckUser(ctx.Event.UserID)).Repeat()
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defer cancel()
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for {
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select {
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@ -410,6 +420,13 @@ func init() {
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)
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return
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}
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if nextcmd == "梭哈" {
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for i := 3; i < upgradeNum; i++ {
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list = append(list, i)
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}
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check = true
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break
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}
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chooseList := strings.Split(nextcmd, " ")
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first, err := strconv.Atoi(chooseList[0])
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if err != nil {
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@ -463,12 +480,12 @@ func init() {
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)
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return
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}
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attribute := strconv.Itoa(durationList[thingName]) + "/0/" + strconv.Itoa(induceLevel/3) + "/" + strconv.Itoa(favorLevel/3)
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attribute := strconv.Itoa(durationList[thingName]) + "/0/" + strconv.Itoa(induceLevel/upgradeNum) + "/" + strconv.Itoa(favorLevel/upgradeNum)
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newthing := article{
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Duration: time.Now().Unix(),
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Type: "pole",
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Name: thingName,
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Number: 1,
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Number: upgradeNum / 3,
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Other: attribute,
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}
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err = dbdata.updateUserThingInfo(uid, newthing)
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@ -478,7 +495,7 @@ func init() {
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}
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ctx.Send(
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message.ReplyWithMessage(ctx.Event.MessageID,
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message.Text(thingName, "合成成功", list, "\n属性: ", attribute),
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message.Text(thingName, "合成成功:", upgradeNum/3, "个铁竿\n属性: ", attribute),
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),
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)
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})
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