前端: - world.html 游戏内聊天组件重构:表情选择器改固定方格+自适应列+去滚动条; 输入框清空占位文字+隐藏滚动条;聊天面板整体高度缩短约 1/3; 顶部用户区改为纯文字并点开个人信息弹窗(头像/头像框/性别/说明/称号/注册) - chat.html 聊天输入框压扁(46→34px) - codex.html 新增神话品质、天赋/技能书/书籍分类与预置数据 - rules.html 规则文档更新 后端(Odoo): - game_base 附件改为看板视图(图片/名称/备注/大小) - yt_world 玩家菜单直接指向 hr.employee - game_base 员工表单隐藏原生联系人/组织架构页签 - chat 模型/接口/视图与规则数据扩充 资源:生成 4x4 资源精灵表(树木/石材/芦苇/宝箱)
256 lines
19 KiB
XML
256 lines
19 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<odoo noupdate="0">
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<!-- ============ 规则类别(后台可配置) ============ -->
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<record id="rule_category_world" model="game.rule.category">
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<field name="key">world</field>
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<field name="name">世界等级</field>
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<field name="sequence">10</field>
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</record>
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<record id="rule_category_faction" model="game.rule.category">
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<field name="key">faction</field>
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<field name="name">势力等级</field>
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<field name="sequence">20</field>
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</record>
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<record id="rule_category_character" model="game.rule.category">
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<field name="key">character</field>
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<field name="name">人物角色等级</field>
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<field name="sequence">30</field>
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</record>
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<record id="rule_category_currency" model="game.rule.category">
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<field name="key">currency</field>
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<field name="name">货币等级</field>
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<field name="sequence">40</field>
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</record>
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<!-- ============ 规则 / 等级制度(基于官网) ============ -->
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<!-- 世界等级 · 五阶段 -->
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<record id="rule_world_1" model="game.rule">
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<field name="category_id" ref="rule_category_world"/><field name="level">1</field><field name="name">鸿荒</field>
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<field name="desc"><![CDATA[万物生灵尚处蒙昧凡土,天地灵气稀薄,各族散居荒野,无族群联盟与政权,只求狩猎采集求生,一切秩序遵循自然法则。]]></field>
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</record>
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<record id="rule_world_2" model="game.rule">
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<field name="category_id" ref="rule_category_world"/><field name="level">2</field><field name="name">启明</field>
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<field name="desc"><![CDATA[天地灵气复苏觉醒,各族聚拢形成聚落,诞生劳作分工、屋舍营建与物物交换,不同族群率先凝聚部族,世间初代势力自此诞生。]]></field>
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</record>
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<record id="rule_world_3" model="game.rule">
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<field name="category_id" ref="rule_category_world"/><field name="level">3</field><field name="name">鼎世</field>
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<field name="desc"><![CDATA[各族部落兼并融合,广袤大地形成多元族群共治的完整疆域,征伐、道统、造物三大发展路线并行;各族大能、上古秘闻等传奇事件不断现世,鼎世文明迎来鼎盛割据时代。]]></field>
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</record>
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<record id="rule_world_4" model="game.rule">
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<field name="category_id" ref="rule_category_world"/><field name="level">4</field><field name="name">寰界</field>
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<field name="desc"><![CDATA[生灵突破地表桎梏,打通地底深渊与浩瀚星空,天地上下各界尽数纳入族群管辖;各类上古神器、本命法器完整解锁,文明疆域遍布天地穹苍。]]></field>
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</record>
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<record id="rule_world_5" model="game.rule">
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<field name="category_id" ref="rule_category_world"/><field name="level">5</field><field name="name">归元</field>
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<field name="desc"><![CDATA[各族顶尖文明勘破这片天地的诞生本源,挣脱本世界规则束缚,可踏上飞升之路、往复轮回,前往更高维度开启全新文明演化。]]></field>
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</record>
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<!-- 势力等级 · Lv.1-6 -->
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<record id="rule_faction_1" model="game.rule">
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<field name="category_id" ref="rule_category_faction"/><field name="level">1</field><field name="name">鸿荒·种族</field>
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<field name="desc"><![CDATA[血缘小群体,蛮荒无制度。]]></field>
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</record>
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<record id="rule_faction_2" model="game.rule">
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<field name="category_id" ref="rule_category_faction"/><field name="level">2</field><field name="name">启明·部盟</field>
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<field name="desc"><![CDATA[灵气聚落联盟,初步治理与贸易。]]></field>
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</record>
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<record id="rule_faction_3" model="game.rule">
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<field name="category_id" ref="rule_category_faction"/><field name="level">3</field><field name="name">鼎世·王国</field>
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<field name="desc"><![CDATA[疆域整合,军法、道规体系完善。]]></field>
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</record>
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<record id="rule_faction_4" model="game.rule">
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<field name="category_id" ref="rule_category_faction"/><field name="level">4</field><field name="name">大同·联邦</field>
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<field name="desc"><![CDATA[一统大地,掌控地下浅层资源调度。]]></field>
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</record>
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<record id="rule_faction_5" model="game.rule">
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<field name="category_id" ref="rule_category_faction"/><field name="level">5</field><field name="name">寰界·天盟</field>
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<field name="desc"><![CDATA[天地大陆霸主,穿梭星空深渊作战。]]></field>
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</record>
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<record id="rule_faction_6" model="game.rule">
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<field name="category_id" ref="rule_category_faction"/><field name="level">6</field><field name="name">归元·宇盟</field>
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<field name="desc"><![CDATA[多维文明联合体,触及世界本源博弈。]]></field>
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</record>
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<!-- 人物角色等级 · Lv.1-12 -->
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<record id="rule_char_1" model="game.rule"><field name="category_id" ref="rule_category_character"/><field name="level">1</field><field name="name">赤子</field><field name="desc"><![CDATA[初入世界的无名者。]]></field></record>
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<record id="rule_char_2" model="game.rule"><field name="category_id" ref="rule_category_character"/><field name="level">2</field><field name="name">稚民</field><field name="desc"><![CDATA[掌握基础技艺。]]></field></record>
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<record id="rule_char_3" model="game.rule"><field name="category_id" ref="rule_category_character"/><field name="level">3</field><field name="name">劳者</field><field name="desc"><![CDATA[可独立完成任务。]]></field></record>
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<record id="rule_char_4" model="game.rule"><field name="category_id" ref="rule_category_character"/><field name="level">4</field><field name="name">巧匠</field><field name="desc"><![CDATA[在某领域崭露头角。]]></field></record>
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<record id="rule_char_5" model="game.rule"><field name="category_id" ref="rule_category_character"/><field name="level">5</field><field name="name">贤能</field><field name="desc"><![CDATA[群体中的中坚。]]></field></record>
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<record id="rule_char_6" model="game.rule"><field name="category_id" ref="rule_category_character"/><field name="level">6</field><field name="name">巨擘</field><field name="desc"><![CDATA[技艺臻于化境。]]></field></record>
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<record id="rule_char_7" model="game.rule"><field name="category_id" ref="rule_category_character"/><field name="level">7</field><field name="name">宗师</field><field name="desc"><![CDATA[开宗立派的人物。]]></field></record>
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<record id="rule_char_8" model="game.rule"><field name="category_id" ref="rule_category_character"/><field name="level">8</field><field name="name">传奇</field><field name="desc"><![CDATA[事迹被载入编年史。]]></field></record>
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<record id="rule_char_9" model="game.rule"><field name="category_id" ref="rule_category_character"/><field name="level">9</field><field name="name">神话</field><field name="desc"><![CDATA[近乎传说的存在。]]></field></record>
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<record id="rule_char_10" model="game.rule"><field name="category_id" ref="rule_category_character"/><field name="level">10</field><field name="name">半神</field><field name="desc"><![CDATA[触及世界法则。]]></field></record>
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<record id="rule_char_11" model="game.rule"><field name="category_id" ref="rule_category_character"/><field name="level">11</field><field name="name">圣灵</field><field name="desc"><![CDATA[被信仰托举的意志。]]></field></record>
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<record id="rule_char_12" model="game.rule"><field name="category_id" ref="rule_category_character"/><field name="level">12</field><field name="name">创世</field><field name="desc"><![CDATA[超越生死的世界锚点。]]></field></record>
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<!-- ============ 货币等级 · Lv.1-6(合并进 game.rule) ============ -->
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<record id="currency_1" model="game.rule">
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<field name="category_id" ref="rule_category_currency"/><field name="level">1</field><field name="name">铜币</field>
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<field name="rate">100</field>
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<field name="desc"><![CDATA[凡俗通用零钱,以贝壳、骨片、碎石铸成。100 铜币 = 1 银币。]]></field>
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<field name="note"><![CDATA[发行方:各地聚落自治铸坊。流通范围:地表层全域通用,地下层部分区域接受。]]></field>
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</record>
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<record id="currency_2" model="game.rule">
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<field name="category_id" ref="rule_category_currency"/><field name="level">2</field><field name="name">银币</field>
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<field name="rate">100</field>
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<field name="desc"><![CDATA[蕴含微量灵气的金属铸币,聚落以上势力日常使用。100 银币 = 1 金币。]]></field>
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<field name="note"><![CDATA[发行方:鼎世·王国级势力统一铸造。流通范围:鸿荒/启明/鼎世三层硬通货。]]></field>
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</record>
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<record id="currency_3" model="game.rule">
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<field name="category_id" ref="rule_category_currency"/><field name="level">3</field><field name="name">金币</field>
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<field name="rate">100</field>
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<field name="desc"><![CDATA[刻有鼎纹的稀有锭块,用于高价值交易与功法图纸。100 金币 = 1 紫金。]]></field>
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<field name="note"><![CDATA[发行方:鼎世·王国中央造币司。流通范围:跨层贸易结算单位。]]></field>
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</record>
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<record id="currency_4" model="game.rule">
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<field name="category_id" ref="rule_category_currency"/><field name="level">4</field><field name="name">紫金</field>
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<field name="rate">100</field>
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<field name="desc"><![CDATA[产自地底深渊的幽暗玉石,蕴含浓郁能量。100 紫金 = 1 星辉。]]></field>
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<field name="note"><![CDATA[产地:地下层深渊矿脉。流通范围:寰界时代以上跨层交易核心货币。]]></field>
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</record>
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<record id="currency_5" model="game.rule">
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<field name="category_id" ref="rule_category_currency"/><field name="level">5</field><field name="name">星辉</field>
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<field name="rate">100</field>
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<field name="desc"><![CDATA[来自星空矿脉的稀有鎏金晶体,跨层贸易硬通货。100 星辉 = 1 宇玺。]]></field>
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<field name="note"><![CDATA[产地:星空层陨石带。流通范围:归元·宇盟级势力间储备货币。]]></field>
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</record>
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<record id="currency_6" model="game.rule">
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<field name="category_id" ref="rule_category_currency"/><field name="level">6</field><field name="name">宇玺</field>
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<field name="rate">1</field>
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<field name="desc"><![CDATA[追溯世界本源凝聚而成的至高货币,可兑换神器、传说事件与维度权限。]]></field>
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<field name="note"><![CDATA[至高货币,不可增发。总量由世界本源锚定,仅可通过特定事件获取。]]></field>
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</record>
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<!-- ====================================================================
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属性规则(战斗 / 成长核心数值维度)
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说明:前端「规则」页的「属性规则」页签从此处读取。
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为支持「基础 / 高级」分区,属性拆为两个类别:
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attribute_basic (基础属性,seq=50)
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attribute_advanced(高级属性,seq=51)
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前端会把两者合并到同一个「属性规则」页签内,分两组展示。
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每条属性 = 一条 game.rule:
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name = 属性中文名(前端按名映射 emoji 图标)
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desc = 给玩家的说明(是什么、怎么影响战局)
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summary = 设计师基准(成长来源 / 公式提示,后台可见)
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物攻 / 法攻决定输出,防御类(防御 / 物防 / 法防)按伤害类型减伤,
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其余为速度、暴击、爆伤、命中闪避等衍生维度,共同构成单位战力模型。
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==================================================================== -->
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<record id="rule_category_attribute_basic" model="game.rule.category">
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<field name="key">attribute_basic</field>
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<field name="name">基础属性</field>
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<field name="sequence">50</field>
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</record>
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<record id="rule_category_attribute_advanced" model="game.rule.category">
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<field name="key">attribute_advanced</field>
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<field name="name">高级属性</field>
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<field name="sequence">51</field>
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</record>
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<!-- ===== 基础属性 ===== -->
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<!-- 生存 -->
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<record id="attr_hp" model="game.rule">
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<field name="category_id" ref="rule_category_attribute_basic"/><field name="level">0</field><field name="name">生命值</field>
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<field name="desc"><![CDATA[单位存活的血量上限。受到伤害时优先扣除,归零则该单位倒下。随等级、装备与回复技能提升。]]></field>
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<field name="summary"><![CDATA[基础值随等级成长,装备/天赋加成]]></field>
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</record>
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<record id="attr_mp" model="game.rule">
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<field name="category_id" ref="rule_category_attribute_basic"/><field name="level">0</field><field name="name">法力值</field>
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<field name="desc"><![CDATA[释放技能与法术的消耗资源。普攻不耗蓝,技能按强度扣蓝;蓝量不足无法施法,脱战自然回复。]]></field>
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<field name="summary"><![CDATA[技能消耗资源,脱战回复]]></field>
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</record>
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<!-- 攻击 -->
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<record id="attr_atk" model="game.rule">
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<field name="category_id" ref="rule_category_attribute_basic"/><field name="level">0</field><field name="name">物攻</field>
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<field name="desc"><![CDATA[物理输出能力,决定普通攻击与物理系技能的基础伤害。越高打出越疼。]]></field>
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<field name="summary"><![CDATA[物理伤害基数]]></field>
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</record>
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<record id="attr_mat" model="game.rule">
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<field name="category_id" ref="rule_category_attribute_basic"/><field name="level">0</field><field name="name">法攻</field>
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<field name="desc"><![CDATA[法术输出能力,决定法术技能的基础伤害。与物攻相互独立,受法强装备加成。]]></field>
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<field name="summary"><![CDATA[法术伤害基数]]></field>
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</record>
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<!-- 防御 -->
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<record id="attr_def" model="game.rule">
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<field name="category_id" ref="rule_category_attribute_basic"/><field name="level">0</field><field name="name">防御</field>
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<field name="desc"><![CDATA[通用物理减伤能力,是对物理伤害的笼统防护,多数装备与体质提供。与「物防」同源,物防为其专精项。]]></field>
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<field name="summary"><![CDATA[物理减伤(通用)]]></field>
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</record>
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<record id="attr_pdef" model="game.rule">
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<field name="category_id" ref="rule_category_attribute_basic"/><field name="level">0</field><field name="name">物防</field>
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<field name="desc"><![CDATA[针对物理伤害的专项减免,由护甲、盾牌等装备提供。面对物理系敌人时主要看此项。]]></field>
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<field name="summary"><![CDATA[物理伤害减免]]></field>
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</record>
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<record id="attr_mdef" model="game.rule">
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<field name="category_id" ref="rule_category_attribute_basic"/><field name="level">0</field><field name="name">法防</field>
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<field name="desc"><![CDATA[针对法术伤害的专项减免,由法抗装备、抗性符文提供。面对法师 / 术士时主要看此项。]]></field>
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<field name="summary"><![CDATA[法术伤害减免]]></field>
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</record>
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<!-- 节奏 -->
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<record id="attr_spd" model="game.rule">
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<field name="category_id" ref="rule_category_attribute_basic"/><field name="level">0</field><field name="name">速度</field>
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<field name="desc"><![CDATA[行动先后顺序与出手频率。速度高者先手,回合制中更频繁行动;也影响部分先攻技能触发。]]></field>
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<field name="summary"><![CDATA[先攻 / 行动顺序]]></field>
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</record>
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<record id="attr_aspd" model="game.rule">
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<field name="category_id" ref="rule_category_attribute_basic"/><field name="level">0</field><field name="name">攻速</field>
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<field name="desc"><![CDATA[两次攻击的间隔,越短出手越快、单位时间输出越高。影响普攻与部分技能频率。]]></field>
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<field name="summary"><![CDATA[攻击间隔]]></field>
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</record>
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<!-- ===== 高级属性 ===== -->
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<!-- 暴击 -->
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<record id="attr_crt" model="game.rule">
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<field name="category_id" ref="rule_category_attribute_advanced"/><field name="level">0</field><field name="name">暴击</field>
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<field name="desc"><![CDATA[造成暴击的概率(百分比)。暴击时伤害按「爆伤」倍率提升。]]></field>
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<field name="summary"><![CDATA[暴击率 %]]></field>
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</record>
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<record id="attr_crtdmg" model="game.rule">
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<field name="category_id" ref="rule_category_attribute_advanced"/><field name="level">0</field><field name="name">爆伤</field>
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<field name="desc"><![CDATA[暴击时的伤害倍率(默认 150%)。暴击率越高,堆此项收益越大。]]></field>
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<field name="summary"><![CDATA[暴击倍率 %]]></field>
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</record>
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<!-- 命中 / 闪避 -->
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<record id="attr_acc" model="game.rule">
|
||
<field name="category_id" ref="rule_category_attribute_advanced"/><field name="level">0</field><field name="name">命中</field>
|
||
<field name="desc"><![CDATA[攻击命中的概率。面对高闪避目标需足够命中,否则出现「未命中」。]]></field>
|
||
<field name="summary"><![CDATA[命中率 %]]></field>
|
||
</record>
|
||
<record id="attr_eva" model="game.rule">
|
||
<field name="category_id" ref="rule_category_attribute_advanced"/><field name="level">0</field><field name="name">闪避</field>
|
||
<field name="desc"><![CDATA[躲避攻击的概率。高闪避可让对手攻击落空,但受对方命中压制。]]></field>
|
||
<field name="summary"><![CDATA[闪避率 %]]></field>
|
||
</record>
|
||
|
||
<!-- 减伤 -->
|
||
<record id="attr_blk" model="game.rule">
|
||
<field name="category_id" ref="rule_category_attribute_advanced"/><field name="level">0</field><field name="name">格挡</field>
|
||
<field name="desc"><![CDATA[受击时触发格挡、按比例减免伤害的概率(需持盾 / 特定姿态)。格挡成功大幅减伤。]]></field>
|
||
<field name="summary"><![CDATA[格挡率 %]]></field>
|
||
</record>
|
||
|
||
<!-- 异常 / 续航 -->
|
||
<record id="attr_res" model="game.rule">
|
||
<field name="category_id" ref="rule_category_attribute_advanced"/><field name="level">0</field><field name="name">抗性</field>
|
||
<field name="desc"><![CDATA[对灼烧、冰冻、中毒等异常状态的抵抗概率。高抗性降低被控与持续掉血风险。]]></field>
|
||
<field name="summary"><![CDATA[异常抵抗 %]]></field>
|
||
</record>
|
||
<record id="attr_lifesteal" model="game.rule">
|
||
<field name="category_id" ref="rule_category_attribute_advanced"/><field name="level">0</field><field name="name">吸血</field>
|
||
<field name="desc"><![CDATA[造成伤害时按百分比回复自身生命。持续作战与单挑续航的关键属性。]]></field>
|
||
<field name="summary"><![CDATA[吸血 %]]></field>
|
||
</record>
|
||
<record id="attr_luck" model="game.rule">
|
||
<field name="category_id" ref="rule_category_attribute_advanced"/><field name="level">0</field><field name="name">幸运</field>
|
||
<field name="desc"><![CDATA[影响暴击、掉落与稀有事件触发概率的隐性维度。高幸运带来更多意外之喜与关键转折,是冒险与博弈中的变数之源。]]></field>
|
||
<field name="summary"><![CDATA[幸运值(影响暴击/掉落/稀有事件)]]></field>
|
||
</record>
|
||
|
||
</odoo>
|