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角色天赋加成材料
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@@ -2475,7 +2475,7 @@
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<value>升级材料合并</value>
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<value>升级材料合并</value>
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</data>
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</data>
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<data name="ViewPageCultivationTalentSynthCritTenPercentLabel" xml:space="preserve">
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<data name="ViewPageCultivationTalentSynthCritTenPercentLabel" xml:space="preserve">
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<value>人物天赋(10%)</value>
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<value>角色天赋(10%)</value>
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</data>
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</data>
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<data name="ViewPageCultivationMaterialListResinStatisticsLabel" xml:space="preserve">
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<data name="ViewPageCultivationMaterialListResinStatisticsLabel" xml:space="preserve">
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<value>树脂预估</value>
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<value>树脂预估</value>
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@@ -10,7 +10,13 @@ namespace Snap.Hutao.Service.Cultivation;
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internal static class CultivationStatisticsSurplusMerge
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internal static class CultivationStatisticsSurplusMerge
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{
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{
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private const uint TalentCombineType = 3U;
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/// <summary>
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/// 元数据 <c>Combine.Type</c>:1 角色与武器培养素材(野怪等)、2 武器突破、3 角色天赋;与此三类对应的合成均支持 10% 暴击期望。
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/// </summary>
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private static bool CombineTypeSupportsSynthCritTenPercent(uint combineType)
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{
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return combineType is 1U or 2U or 3U;
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}
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public static void Apply(Dictionary<uint, StatisticsCultivateItem> items, ICultivationMetadataContext context, CultivationStatisticsMergeOptions options)
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public static void Apply(Dictionary<uint, StatisticsCultivateItem> items, ICultivationMetadataContext context, CultivationStatisticsMergeOptions options)
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{
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{
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@@ -76,7 +82,7 @@ internal static class CultivationStatisticsSurplusMerge
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continue;
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continue;
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}
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}
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double multiplier = talentCrit && upward.Type == TalentCombineType ? 1.1D : 1D;
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double multiplier = talentCrit && CombineTypeSupportsSynthCritTenPercent(upward.Type) ? 1.1D : 1D;
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double produced = crafts * multiplier;
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double produced = crafts * multiplier;
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uint resultId = upward.Result.Id;
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uint resultId = upward.Result.Id;
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