S4-07 process 2
当前 `Tag.txt -> DRTag -> TagGenerationRuleRegistry` 已形成组件 Tag 生成规则闭环: - `InventoryTagRuleService` 不再主要依赖内部 `MinRarity` 硬编码,而是统一消费 `DRTag` 提供的 `MinRarity + Weight` - `ShopFormUseCase`、`EnemyDropResolver`、`InventorySeedUtility` 也已切回这一统一入口。 - 现阶段的职责边界明确为:`Tag.txt` 负责基础字典与生成规则,`TagConfig.txt` 负责触发阶段、描述与效果参数。
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@@ -5,17 +5,17 @@
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1002 平原1.2 55 TimeElapsed 60
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1003 平原1.3 55 TimeElapsed 60
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1004 平原1.4 55 EnemiesCleared
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1005 平原1.* 0
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1005 平原1.* 0 None
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2001 平原2.1 55 TimeElapsed 60
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2002 平原2.2 55 TimeElapsed 60
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2003 平原2.3 55 TimeElapsed 60
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2004 平原2.4 55 EnemiesCleared
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2005 平原2.* 0
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2005 平原2.* 0 None
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3001 平原3.1 55 TimeElapsed 60
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3002 平原3.2 55 TimeElapsed 60
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3003 平原3.3 55 TimeElapsed 60
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3004 平原3.4 55 EnemiesCleared
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3005 平原3.* 0
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3005 平原3.* 0 None
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4001 平原4.1 55 TimeElapsed 60
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4002 平原4.2 55 TimeElapsed 60
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4003 平原4.3 55 TimeElapsed 60
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@@ -1,15 +1,15 @@
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# Id 列1 Name MinRarity
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# int string RarityType
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# Tag编号 策划备注 Tag名 获取最低稀有度
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1 元素 Fire White
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2 元素 BurnSpread White
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3 元素 IgniteBurst Green
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4 元素 Inferno Purple
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5 控制 Ice White
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6 控制 FreezeMask White
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7 控制 Shatter Green
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8 控制 AbsoluteZero Purple
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9 穿透 Pierce White
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10 穿透 Crit White
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11 穿透 Overpenetrate Green
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12 穿透 Execution Purple
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# Id 列1 Name MinRarity Weight
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# int string RarityType int
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# Tag编号 策划备注 Tag名 获取最低稀有度 权重
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1 元素 Fire White 20
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2 元素 BurnSpread White 20
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3 元素 IgniteBurst Green 15
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4 元素 Inferno Purple 5
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5 控制 Ice White 1
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6 控制 FreezeMask White 20
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7 控制 Shatter Green 15
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8 控制 AbsoluteZero Purple 1
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9 穿透 Pierce White 20
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10 穿透 Crit White 20
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11 穿透 Overpenetrate Green 15
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12 穿透 Execution Purple 5
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@@ -1,51 +1,15 @@
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# Id 列1 TagType Weight TriggerPhase Description Param
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# int TagType int TagTriggerPhase string string
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# Tag配置编号 策划备注 所属Tag类型 权重 触发阶段 描述 参数Json
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1 元素 Fire 20 OnAfterHit 持续对敌人造成<color=red>火</color>伤害 {\
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"BurnDurationSeconds": 3,\
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"BurnDamagePerSecondPerStack": 20,\
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"MaxEffectiveStack": 5\
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}
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2 元素 BurnSpread 20 燃烧向邻近敌人传播 {\
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"SpreadRadius": 0,\
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"SpreadDamageRate": 0\
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}
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3 元素 IgniteBurst 15 燃烧结束或击杀时爆炸 {\
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"BurstRadius": 0,\
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"BurstDamageRate": 0\
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}
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4 元素 Inferno 5 OnAfterHit 强化燃烧伤害或持续时间 {\
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"BonusBurnDurationSeconds": 0,\
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"BonusBurnDamagePerSecondPerStack": 0\
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}
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5 控制 Ice 20 OnAfterHit 命中附加减速 {\
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"SlowDurationSeconds": 2,\
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"SlowRatioPerStack": 0.2,\
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"MinMoveSpeedMultiplier": 0.4\
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}
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6 控制 FreezeMask 20 冻结积累条 / 冻结面具机制 {\
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"FreezeBuildUpPerStack": 0\
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}
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7 控制 Shatter 15 OnBeforeHit 对已减速 / 已冻结目标增伤 {\
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"RequiresSlowedTarget": true,\
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"DamageBonusPerStack": 0\
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}
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8 控制 AbsoluteZero 5 OnAfterHit 强化减速,或提高冻结触发速度 {\
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"BonusSlowDurationSeconds": 1,\
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"BonusSlowRatioPerStack": 0.1\
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}
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9 穿透 Pierce 20 子弹贯穿多个目标 {\
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"ExtraPierceCount": 2\
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}
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10 穿透 Crit 20 OnBeforeHit 命中前按概率暴击 {\
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"CritChancePerStack": 0.1,\
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"CritDamageMultiplier": 1.5\
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}
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11 穿透 Overpenetrate 15 贯穿后保留部分伤害继续飞行 {\
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"ExtraPenetrationCount": 0,\
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"RemainingDamageRate": 0\
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}
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12 穿透 Execution 5 OnBeforeHit 对低血量目标增伤或直接处决 {\
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"TargetHealthThreshold": 0.3,\
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"DamageBonusPerStack": 0.5\
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}
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# Id 列1 TagType TriggerPhase Description Param
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# int TagType TagTriggerPhase string string
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# Tag配置编号 策划备注 所属Tag类型 触发阶段 描述 参数Json
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1 元素 Fire OnAfterHit 持续对敌人造成<color=red>火</color>伤害 {"BurnDurationSeconds":3,"BurnDamagePerSecondPerStack":20,"MaxEffectiveStack":5}
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2 元素 BurnSpread None 燃烧向邻近敌人传播 {"SpreadRadius":2,"SpreadDamageRate":1}
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3 元素 IgniteBurst None 燃烧结束或击杀时爆炸 {"BurstRadius":1,"BurstDamageRate":0.5}
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4 元素 Inferno OnAfterHit 强化燃烧伤害或持续时间 {"BonusBurnDurationSeconds":0.1,"BonusBurnDamagePerSecondPerStack":0.1}
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5 控制 Ice OnAfterHit 命中附加减速 {"SlowDurationSeconds":2,"SlowRatioPerStack":0.2,"MinMoveSpeedMultiplier":0.4}
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6 控制 FreezeMask None 冻结积累条 / 冻结面具机制 {"FreezeBuildUpPerStack":0.1}
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7 控制 Shatter OnBeforeHit 对已减速 / 已冻结目标增伤 {"RequiresSlowedTarget":true,"DamageBonusPerStack":0.1}
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8 控制 AbsoluteZero OnAfterHit 强化减速,或提高冻结触发速度 {"BonusSlowDurationSeconds":0.1,"BonusSlowRatioPerStack":0.2}
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9 穿透 Pierce None 子弹贯穿多个目标 {"ExtraPierceCount":2}
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10 穿透 Crit OnBeforeHit 命中前按概率暴击 {"CritChancePerStack":0.1,"CritDamageMultiplier":1.5}
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11 穿透 Overpenetrate None 贯穿后保留部分伤害继续飞行 {"ExtraPenetrationCount":0.1,"RemainingDamageRate":0.2}
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12 穿透 Execution OnBeforeHit 对低血量目标增伤或直接处决 {"TargetHealthThreshold":0.3,"DamageBonusPerStack":0.5}
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