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1 Commits
| Author | SHA1 | Date | |
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9a9ae13da0 |
14
Common/Data/Excel/RoleLevelExcel.cs
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14
Common/Data/Excel/RoleLevelExcel.cs
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@@ -0,0 +1,14 @@
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namespace MikuSB.Data.Excel;
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[ResourceEntity("challenge/role/level.json")]
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public class RoleLevelExcel : ExcelResource
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{
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public uint ID { get; set; }
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public override uint GetId() => ID;
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public override void Loaded()
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{
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GameData.RoleLevelData[ID] = this;
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}
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}
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@@ -13,6 +13,7 @@ public static class GameData
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public static Dictionary<int, BreakLevelLimitExcel> BreakLevelLimitData { get; private set; } = [];
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public static Dictionary<int, RecycleExcel> RecycleData { get; private set; } = [];
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public static Dictionary<uint, ChapterLevelExcel> ChapterLevelData { get; private set; } = [];
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public static Dictionary<uint, RoleLevelExcel> RoleLevelData { get; private set; } = [];
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public static Dictionary<uint, ArItemExcel> ArItemData { get; private set; } = [];
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public static Dictionary<uint, ManifestationExcel> ManifestationData { get; private set; } = [];
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public static Dictionary<uint, Rogue3DDifficultExcel> Rogue3DDifficultData { get; private set; } = [];
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@@ -425,6 +425,14 @@ public class PlayerInstance(PlayerGameData data)
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yield return (22, levelId, 1_700_000_000);
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}
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// Role fragment chapters use Condition.PRE_LEVEL against Launch.GPASSID as well.
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// Mark every role level as cleared so character-specific stages beyond the first one unlock.
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foreach (var levelId in GameData.RoleLevelData.Keys)
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{
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yield return (21, levelId, 7);
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yield return (22, levelId, 1_700_000_000);
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}
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foreach (var guide in GameData.GuideData.Values)
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{
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yield return (4, guide.ID, 999);
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@@ -1 +1 @@
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v=3.5
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v=3.6
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