尝试修正妖宫地火绘制问题

This commit is contained in:
南沢响也
2025-11-21 02:32:53 +08:00
parent 15ffc6544f
commit a3e464bdc7
2 changed files with 329 additions and 203 deletions

View File

@@ -25,13 +25,13 @@ namespace Pilgrims_Traverse;
[ScriptType(guid: "3f65b3c0-df48-4ef8-89ae-b8091b7690f1", name: "朝圣交错路", author: "Tetora",
territorys: [1281, 1282, 1283, 1284, 1285, 1286, 1287, 1288, 1289, 1290, 1311, 1333],
version: "0.0.1.4",note: noteStr)]
version: "0.0.1.5",note: noteStr)]
public class Pilgrims_Traverse
{
const string noteStr =
"""
v0.0.1.4:
v0.0.1.5:
dcARR录像文件反馈
线
@@ -2879,6 +2879,188 @@ public class Pilgrims_Traverse
#endregion
#region
private readonly Dictionary<uint, string> crystalDirections = new Dictionary<uint, string>();
private readonly HashSet<uint> processedCrystals = new HashSet<uint>();
private readonly Dictionary<Vector3, string> crystalPositionDirections = new Dictionary<Vector3, string>();
private int firstGroupCount = 0;
private int secondGroupCount = 0;
private int firstGroupAddCount = 0;
private int secondGroupAddCount = 0;
private bool isFirstGroupComplete = false;
private string firstGroupDirection = "vertical";
private string secondGroupDirection = "horizontal";
private bool resetScheduled = false;
[ScriptMethod(name: "深渊爆焰晶体生成技能", eventType: EventTypeEnum.ActionEffect, eventCondition: ["ActionId:regex:^(44078|44115)"], userControl:false)]
public void Q40_深渊爆焰晶体生成技能(Event @event, ScriptAccessory accessory)
{
Vector3 spawnPosition = @event.EffectPosition;
string direction;
if (HelperExtensions.GetCurrentTerritoryId() == MapIds.TheFinalVerseQuantum) // 深想战 为 6+6 个晶体
{
if (firstGroupAddCount < 6)
{
direction = firstGroupDirection;
firstGroupAddCount++;
// if(isDeveloper) accessory.Method.SendChat($"/e [地火生成] 第一组{firstGroupAddCount}/6: 位置{spawnPosition}, 方向{direction}");
}
else if (secondGroupAddCount < 6)
{
direction = secondGroupDirection;
secondGroupAddCount++;
// if(isDeveloper) accessory.Method.SendChat($"/e [地火生成] 第二组{secondGroupAddCount}/6: 位置{spawnPosition}, 方向{direction}");
}
else
{
direction = "error";
if (isDeveloper) accessory.Method.SendChat($"/e [地火警告] Action生成晶体超出12个限制");
}
// 直接记录位置和方向
crystalPositionDirections[spawnPosition] = direction;
if (firstGroupAddCount + secondGroupAddCount == 12)
{
if (isDeveloper) accessory.Method.SendChat($"/e [地火] 通过ActionId完成12个晶体记录");
}
}
else // 普通 为 4+4 个晶体
{
if (firstGroupAddCount < 4)
{
direction = firstGroupDirection;
firstGroupAddCount++;
// if(isDeveloper) accessory.Method.SendChat($"/e [地火生成] 第一组{firstGroupAddCount}/4: 位置{spawnPosition}, 方向{direction}");
}
else if (secondGroupAddCount < 4)
{
direction = secondGroupDirection;
secondGroupAddCount++;
// if(isDeveloper) accessory.Method.SendChat($"/e [地火生成] 第二组{secondGroupAddCount}/4: 位置{spawnPosition}, 方向{direction}");
}
else
{
direction = "error";
if (isDeveloper) accessory.Method.SendChat($"/e [地火警告] Action生成晶体超出8个限制");
}
// 直接记录位置和方向
crystalPositionDirections[spawnPosition] = direction;
if (firstGroupAddCount + secondGroupAddCount == 8)
{
if (isDeveloper) accessory.Method.SendChat($"/e [地火] 通过ActionId完成8个晶体记录");
}
}
}
[ScriptMethod(name: "深渊爆焰晶体生成调试", eventType: EventTypeEnum.ObjectChanged, eventCondition: ["DataId:2014832"], userControl:false)]
public void Q40_深渊爆焰晶体生成调试(Event @event, ScriptAccessory accessory)
{
uint crystalSourceId = @event.SourceId();
Vector3 crystalPosition = @event.SourcePosition();
// if(isDeveloper) accessory.Method.SendChat($"/e [地火调试] ObjectChanged: {crystalSourceId} 位置{crystalPosition}");
}
[ScriptMethod(name: "深渊爆焰BOSS读条记录", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:regex:^(4407[45]|4479[78])$"] ,userControl:false)]
public void Q40_深渊爆焰BOSS读条记录(Event @event, ScriptAccessory accessory)
{
ResetMechanic();
switch (@event.ActionId)
{
case 44075:
case 44798:
firstGroupDirection = "vertical"; // 先上下
secondGroupDirection = "horizontal"; // 后左右
break;
case 44074:
case 44797:
firstGroupDirection = "horizontal"; // 先左右
secondGroupDirection = "vertical"; // 后上下
break;
default:
firstGroupDirection = "???";
secondGroupDirection = "???";
break;
}
if(isDeveloper) accessory.Method.SendChat($"/e [地火] 重置: 先{firstGroupDirection}后{secondGroupDirection}, ActionId[{@event.ActionId}]计数清零");
}
private string FindDirectionByPosition(Vector3 position, float tolerance = 0.5f)
{
foreach (var kvp in crystalPositionDirections)
{
if (IsPositionMatch(kvp.Key, position, tolerance))
{
return kvp.Value;
}
}
return null;
}
private bool IsPositionMatch(Vector3 pos1, Vector3 pos2, float tolerance = 0.5f)
{
return Math.Abs(pos1.X - pos2.X) < tolerance &&
Math.Abs(pos1.Y - pos2.Y) < tolerance &&
Math.Abs(pos1.Z - pos2.Z) < tolerance;
}
private List<Vector3> CalculateStepPositions(Vector3 startPos, string direction, int step)
{
float offset = 4f * step;
var positions = new List<Vector3>();
switch (direction)
{
case "vertical":
positions.Add(new Vector3(startPos.X, startPos.Y, startPos.Z + offset));
positions.Add(new Vector3(startPos.X, startPos.Y, startPos.Z - offset));
break;
case "horizontal":
positions.Add(new Vector3(startPos.X + offset, startPos.Y, startPos.Z));
positions.Add(new Vector3(startPos.X - offset, startPos.Y, startPos.Z));
break;
default:
positions.Add(startPos);
break;
}
return positions;
}
private async void ScheduleDelayedReset(ScriptAccessory accessory)
{
int maxWaitTime = 30000;
await System.Threading.Tasks.Task.Delay(maxWaitTime);
if (processedCrystals.Count > 0)
{
ResetMechanic();
if(isDeveloper) accessory.Method.SendChat($"/e [Debug] 已重置地火晶体计数");
}
}
private void ResetMechanic()
{
firstGroupAddCount = 0;
secondGroupAddCount = 0;
crystalPositionDirections.Clear();
firstGroupDirection = "vertical";
secondGroupDirection = "horizontal";
resetScheduled = false;
processedCrystals.Clear();
crystalDirections.Clear();
}
#endregion
#region 99 BOSS
// 卓异的悲寂 NPCID: 14037 目标圈 28.5m
@@ -3002,153 +3184,8 @@ public class Pilgrims_Traverse
accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Circle, dp);
}
[ScriptMethod(name: "99 以太吸取buff检测", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:regex:^4409[02]$"])]
public void Normal_以太吸取(Event @event, ScriptAccessory accessory)
{
// debuff: 4559 暗 / 4560 光
// 以太吸取 普通难度 44088 短暗 / 44089 长暗 / 44090 短光 / 44092 长光
(string firstDrainAether, string secondDrainAether) = @event.ActionId switch
{
// 44088 => ("", ""), // 短暗
// 44089 => ("吃暗", "吃光"), // 长暗
44090 => ("吃暗", "吃光"), // 短光
44092 => ("吃光", "吃暗"), // 长光
_ => ("未知", "未知")
};
if (isText)accessory.Method.TextInfo($"先{firstDrainAether},再{secondDrainAether}", duration: 10000, true);
if (isTTS)accessory.Method.TTS($"先{firstDrainAether},再{secondDrainAether}");
if (isEdgeTTS)accessory.Method.EdgeTTS($"先{firstDrainAether},再{secondDrainAether}");
}
#endregion
#region Q40
[ScriptMethod(name: "—————— 卓异的悲寂深想战 ——————", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:"])]
public void (Event @event, ScriptAccessory accessory) { }
// 卓异的悲寂 NPCID: 14037 目标圈 28.5m
// 被侵蚀的食罪灵 NPCID: 14038 目标圈 15.0m
// P1 深渊爆焰(黑白配 + 踩塔 + 地火) → 光耀之剑 + 烈焰锢 / 火球 + 拉线 & 十字火 → 棘刺尾(挡枪分摊) → 集火小怪后职能站位准备进P2
// 生成水晶:44115每次6个/ 水晶读条爆炸:44118 / 水晶DataId: 2014832 // 每次移动4m, 爆炸间隔 0.8~0.9s
private readonly Dictionary<uint, string> crystalDirections = new Dictionary<uint, string>();
private readonly HashSet<uint> processedCrystals = new HashSet<uint>();
private readonly Dictionary<Vector3, string> crystalPositionDirections = new Dictionary<Vector3, string>();
private int firstGroupCount = 0;
private int secondGroupCount = 0;
private int firstGroupAddCount = 0;
private int secondGroupAddCount = 0;
private bool isFirstGroupComplete = false;
private string firstGroupDirection = "vertical";
private string secondGroupDirection = "horizontal";
private bool resetScheduled = false;
[ScriptMethod(name: "深渊爆焰(地火)读条提示", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:regex:^(4407[45]|4479[78])$"])]
public void Q40_深渊爆焰提示(Event @event, ScriptAccessory accessory)
{
string isFirst, isSecond;
switch (@event.ActionId)
{
case 44075:
case 44798:
isFirst = "";
isSecond = "左右";
break;
case 44074:
case 44797:
isFirst = "左右";
isSecond = "上下";
break;
default:
isFirst = "未知";
isSecond = "未知";
break;
}
if (isText) accessory.Method.TextInfo($"地火: 先{isFirst} 再{isSecond}", duration: 16700, true);
if (isTTS) accessory.Method.TTS($"先{isFirst}, 后{isSecond}");
if (isEdgeTTS) accessory.Method.EdgeTTS($"先{isFirst}, 后{isSecond}");
accessory.Method.SendChat($"/e [Kodakku] 地火记录: 先{isFirst},再{isSecond}");
}
[ScriptMethod(name: "深渊爆焰晶体生成技能", eventType: EventTypeEnum.ActionEffect, eventCondition: ["ActionId:regex:^(44078|44115)"], userControl:false)]
public void Q40_深渊爆焰晶体生成技能(Event @event, ScriptAccessory accessory)
{
Vector3 spawnPosition = @event.EffectPosition;
string direction;
if (firstGroupAddCount < 6)
{
direction = firstGroupDirection;
firstGroupAddCount++;
// if(isDeveloper) accessory.Method.SendChat($"/e [地火生成] 第一组{firstGroupAddCount}/6: 位置{spawnPosition}, 方向{direction}");
}
else if (secondGroupAddCount < 6)
{
direction = secondGroupDirection;
secondGroupAddCount++;
// if(isDeveloper) accessory.Method.SendChat($"/e [地火生成] 第二组{secondGroupAddCount}/6: 位置{spawnPosition}, 方向{direction}");
}
else
{
direction = "vertical";
if(isDeveloper) accessory.Method.SendChat($"/e [地火警告] Action生成晶体超出12个限制");
}
// 直接记录位置和方向
crystalPositionDirections[spawnPosition] = direction;
if (firstGroupAddCount + secondGroupAddCount == 12)
{
if(isDeveloper) accessory.Method.SendChat($"/e [地火] 通过ActionId完成12个晶体记录");
}
}
[ScriptMethod(name: "深渊爆焰晶体生成调试", eventType: EventTypeEnum.ObjectChanged, eventCondition: ["DataId:2014832"], userControl:false)]
public void Q40_深渊爆焰晶体生成调试(Event @event, ScriptAccessory accessory)
{
uint crystalSourceId = @event.SourceId();
Vector3 crystalPosition = @event.SourcePosition();
// if(isDeveloper) accessory.Method.SendChat($"/e [地火调试] ObjectChanged: {crystalSourceId} 位置{crystalPosition}");
}
[ScriptMethod(name: "深渊爆焰BOSS读条记录", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:regex:^(4407[45]|4479[78])$"] ,userControl:false)]
public void Q40_深渊爆焰BOSS读条记录(Event @event, ScriptAccessory accessory)
{
ResetMechanic();
switch (@event.ActionId)
{
case 44075:
case 44798:
firstGroupDirection = "vertical"; // 先上下
secondGroupDirection = "horizontal"; // 后左右
break;
case 44074:
case 44797:
firstGroupDirection = "horizontal"; // 先左右
secondGroupDirection = "vertical"; // 后上下
break;
default:
firstGroupDirection = "???";
secondGroupDirection = "???";
break;
}
if(isDeveloper) accessory.Method.SendChat($"/e [地火] 重置: 先{firstGroupDirection}后{secondGroupDirection}, ActionId[{@event.ActionId}]计数清零");
}
[ScriptMethod(name: "深渊爆焰(地火)初始炸绘制", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:regex:^(44079|44118)"])]
public void Q40_深渊爆焰初始(Event @event, ScriptAccessory accessory)
[ScriptMethod(name: "99 深渊烈焰(地火)初始炸绘制", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:44079"])]
public void Normal_深渊烈焰初始(Event @event, ScriptAccessory accessory)
{
var dp = accessory.Data.GetDefaultDrawProperties();
dp.Name = "深渊爆焰初始";
@@ -3159,9 +3196,9 @@ public class Pilgrims_Traverse
dp.ScaleMode = ScaleMode.ByTime;
accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Circle, dp);
}
[ScriptMethod(name: "深渊焰(地火)步进炸", eventType: EventTypeEnum.ActionEffect, eventCondition: ["ActionId:regex:^(44079|44118)"])]
public void Q40_深渊焰步进(Event @event, ScriptAccessory accessory)
[ScriptMethod(name: "99 深渊焰(地火)步进炸", eventType: EventTypeEnum.ActionEffect, eventCondition: ["ActionId:44079"])]
public void Normal_深渊焰步进(Event @event, ScriptAccessory accessory)
{
uint fireSourceId = @event.SourceId();
Vector3 firePosition = @event.SourcePosition();
@@ -3175,7 +3212,7 @@ public class Pilgrims_Traverse
return;
}
if(isDeveloper) accessory.Method.SendChat($"/e [地火] 地火源{fireSourceId}使用方向: {direction}");
// if(isDeveloper) accessory.Method.SendChat($"/e [地火] 地火源{fireSourceId}使用方向: {direction}");
int maxSteps = (direction == "vertical") ? 7 : 10;
@@ -3236,70 +3273,159 @@ public class Pilgrims_Traverse
}
}
}
private string FindDirectionByPosition(Vector3 position, float tolerance = 0.5f)
[ScriptMethod(name: "99 以太吸取buff检测", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:regex:^4409[02]$"])]
public void Normal_以太吸取(Event @event, ScriptAccessory accessory)
{
foreach (var kvp in crystalPositionDirections)
// debuff: 4559 暗 / 4560 光
// 以太吸取 普通难度 44088 短暗 / 44089 长暗 / 44090 短光 / 44092 长光
(string firstDrainAether, string secondDrainAether) = @event.ActionId switch
{
if (IsPositionMatch(kvp.Key, position, tolerance))
{
return kvp.Value;
}
}
return null;
// 44088 => ("", ""), // 短暗
// 44089 => ("吃暗", "吃光"), // 长暗
44090 => ("吃暗", "吃光"), // 短光
44092 => ("吃光", "吃暗"), // 长光
_ => ("未知", "未知")
};
if (isText)accessory.Method.TextInfo($"先{firstDrainAether},再{secondDrainAether}", duration: 10000, true);
if (isTTS)accessory.Method.TTS($"先{firstDrainAether},再{secondDrainAether}");
if (isEdgeTTS)accessory.Method.EdgeTTS($"先{firstDrainAether},再{secondDrainAether}");
}
private bool IsPositionMatch(Vector3 pos1, Vector3 pos2, float tolerance = 0.5f)
{
return Math.Abs(pos1.X - pos2.X) < tolerance &&
Math.Abs(pos1.Y - pos2.Y) < tolerance &&
Math.Abs(pos1.Z - pos2.Z) < tolerance;
}
private List<Vector3> CalculateStepPositions(Vector3 startPos, string direction, int step)
{
float offset = 4f * step;
var positions = new List<Vector3>();
#endregion
#region Q40
[ScriptMethod(name: "—————— 卓异的悲寂深想战 ——————", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:"])]
public void (Event @event, ScriptAccessory accessory) { }
// 卓异的悲寂 NPCID: 14037 目标圈 28.5m
// 被侵蚀的食罪灵 NPCID: 14038 目标圈 15.0m
// P1 深渊爆焰(黑白配 + 踩塔 + 地火) → 光耀之剑 + 烈焰锢 / 火球 + 拉线 & 十字火 → 棘刺尾(挡枪分摊) → 集火小怪后职能站位准备进P2
// 生成水晶:44115每次6个/ 水晶读条爆炸:44118 / 水晶DataId: 2014832 // 每次移动4m, 爆炸间隔 0.8~0.9s
switch (direction)
[ScriptMethod(name: "深渊爆焰(地火)读条提示", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:regex:^(4407[45]|4479[78])$"])]
public void Q40_深渊爆焰提示(Event @event, ScriptAccessory accessory)
{
string isFirst, isSecond;
switch (@event.ActionId)
{
case "vertical":
positions.Add(new Vector3(startPos.X, startPos.Y, startPos.Z + offset));
positions.Add(new Vector3(startPos.X, startPos.Y, startPos.Z - offset));
case 44075:
case 44798:
isFirst = "";
isSecond = "左右";
break;
case "horizontal":
positions.Add(new Vector3(startPos.X + offset, startPos.Y, startPos.Z));
positions.Add(new Vector3(startPos.X - offset, startPos.Y, startPos.Z));
case 44074:
case 44797:
isFirst = "左右";
isSecond = "上下";
break;
default:
positions.Add(startPos);
isFirst = "未知";
isSecond = "未知";
break;
}
return positions;
if (isText) accessory.Method.TextInfo($"地火: 先{isFirst} 再{isSecond}", duration: 16700, true);
if (isTTS) accessory.Method.TTS($"先{isFirst}, 后{isSecond}");
if (isEdgeTTS) accessory.Method.EdgeTTS($"先{isFirst}, 后{isSecond}");
accessory.Method.SendChat($"/e [Kodakku] 地火记录: 先{isFirst},再{isSecond}");
}
private async void ScheduleDelayedReset(ScriptAccessory accessory)
[ScriptMethod(name: "深渊爆焰(地火)初始炸绘制", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:44118"])]
public void Q40_深渊爆焰初始(Event @event, ScriptAccessory accessory)
{
int maxWaitTime = 30000;
await System.Threading.Tasks.Task.Delay(maxWaitTime);
if (processedCrystals.Count > 0)
{
ResetMechanic();
if(isDeveloper) accessory.Method.SendChat($"/e [Debug] 已重置地火晶体计数");
}
var dp = accessory.Data.GetDefaultDrawProperties();
dp.Name = "深渊爆焰初始";
dp.Color = accessory.Data.DefaultDangerColor.WithW(0.6f);
dp.Owner = @event.SourceId();
dp.Scale = new Vector2(5f);
dp.DestoryAt = 6700;
dp.ScaleMode = ScaleMode.ByTime;
accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Circle, dp);
}
private void ResetMechanic()
[ScriptMethod(name: "深渊爆焰(地火)步进炸", eventType: EventTypeEnum.ActionEffect, eventCondition: ["ActionId:44118"])]
public void Q40_深渊爆焰步进(Event @event, ScriptAccessory accessory)
{
firstGroupAddCount = 0;
secondGroupAddCount = 0;
crystalPositionDirections.Clear();
firstGroupDirection = "vertical";
secondGroupDirection = "horizontal";
resetScheduled = false;
processedCrystals.Clear();
crystalDirections.Clear();
uint fireSourceId = @event.SourceId();
Vector3 firePosition = @event.SourcePosition();
string direction = FindDirectionByPosition(firePosition);
if (string.IsNullOrEmpty(direction))
{
direction = "vertical";
if(isDeveloper) accessory.Method.SendChat($"/e [地火警告] 未找到位置{firePosition}的方向记录");
return;
}
// if(isDeveloper) accessory.Method.SendChat($"/e [地火] 地火源{fireSourceId}使用方向: {direction}");
int maxSteps = (direction == "vertical") ? 7 : 10;
for (int predictStep = 1; predictStep <= 2; predictStep++)
{
var predictPositions = CalculateStepPositions(firePosition, direction, predictStep);
foreach (var predictPos in predictPositions)
{
var predictDp = accessory.Data.GetDefaultDrawProperties();
predictDp.Name = $"深渊爆焰步进{predictStep}预测";
predictDp.Color = accessory.Data.DefaultDangerColor.WithW(0.6f);
predictDp.Owner = fireSourceId;
predictDp.Position = predictPos;
predictDp.Scale = new Vector2(5f);
predictDp.DestoryAt = 800 * predictStep;
accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Circle, predictDp);
}
}
for (int step = 1; step <= maxSteps; step++)
{
var stepPositions = CalculateStepPositions(firePosition, direction, step);
foreach (var stepPos in stepPositions)
{
var dp = accessory.Data.GetDefaultDrawProperties();
dp.Name = $"深渊爆焰步进{step}";
dp.Color = accessory.Data.DefaultDangerColor.WithW(1f);
dp.Owner = fireSourceId;
dp.Position = stepPos;
dp.Scale = new Vector2(5f);
dp.DestoryAt = 1000;
dp.Delay = 800 * step;
accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Circle, dp);
for (int predictStep = step + 1; predictStep <= step + 2; predictStep++)
{
if (predictStep <= maxSteps)
{
var nextStepPositions = CalculateStepPositions(firePosition, direction, predictStep);
foreach (var nextStepPos in nextStepPositions)
{
var predictDp = accessory.Data.GetDefaultDrawProperties();
predictDp.Name = $"深渊爆焰步进{predictStep}预测";
float alpha = predictStep == step + 1 ? 0.8f : 0.4f;
predictDp.Color = accessory.Data.DefaultDangerColor.WithW(alpha);
predictDp.Owner = fireSourceId;
predictDp.Position = nextStepPos;
predictDp.Scale = new Vector2(5f);
predictDp.DestoryAt = 1000;
predictDp.Delay = 800 * step;
accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Circle, predictDp);
}
}
}
}
}
}
[ScriptMethod(name: "深渊极光 踩塔提示", eventType: EventTypeEnum.EnvControl, eventCondition: ["Flag:2", "Index:27"])]

View File

@@ -712,12 +712,12 @@
{
"Name": "朝圣交错路",
"Guid": "3f65b3c0-df48-4ef8-89ae-b8091b7690f1",
"Version": "0.0.1.4",
"Version": "0.0.1.5",
"Author": "Tetora",
"Repo": "https://github.com/Hibiya615/TetoraKAScript",
"DownloadUrl": "https://raw.githubusercontent.com/Hibiya615/TetoraKAScript/refs/heads/main/Deep_Dungeon/Pilgrims_Traverse.cs",
"Note": "v0.0.1.4:\r\n朝圣交错路测试绘制\r\n未全部测试可能部分有误更新日志见dc\r\n注方法设置中的层数仅做分割线效果并不是批量开关\r\n出现问题请携带ARR反馈",
"UpdateInfo": "v0.0.1.4: 朝圣交错路测试绘制 更新内容见dc",
"Note": "v0.0.1.5:\r\n朝圣交错路测试绘制\r\n未全部测试可能部分有误更新日志见dc\r\n注方法设置中的层数仅做分割线效果并不是批量开关\r\n出现问题请携带ARR反馈",
"UpdateInfo": "v0.0.1.5: 朝圣交错路测试绘制 更新内容见dc",
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