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本帖最后由 sky-shadow 于 2025-6-8 22:28 编辑
打开服务端\SpaceNinjaServer\build\src\services\worldStateService.js
找到
if (configService_1.config.worldState?.creditBoost) {
worldState.GlobalUpgrades.push({
_id: { $oid: "5b23106f283a555109666672" },
Activation: { $date: { $numberLong: "1740164400000" } },
ExpiryDate: { $date: { $numberLong: "2000000000000" } },
UpgradeType: "GAMEPLAY_MONEY_REWARD_AMOUNT",
OperationType: "MULTIPLY",
Value: 2,
LocalizeTag: "",
LocalizeDescTag: ""
});
}
value:2,即为倍率数值,修改此数值即可。
修改后打开服务端\SpaceNinjaServer\config.json
修改
"worldState": {
"creditBoost": false,
"affinityBoost": false,
"resourceBoost": false,
"starDays": true,
"lockTime": 0
}
"creditBoost": false, 改为true即可开启服务器倍率时间
补充修改段位升级间隔:
打开服务端\SpaceNinjaServer\build\src\controllers\api\trainingResultController.js
修改
if (!configService_1.config.noMasteryRankUpCooldown) {
time += timeConstants_1.unixTimesInMs.hour * 23;
}
改为
if (!configService_1.config.noMasteryRankUpCooldown) {
time += timeConstants_1.unixTimesInMs.minute * 5;
}
即由24小时改为间隔5分钟
也可在服务端\SpaceNinjaServer\config.json
修改
"noMasteryRankUpCooldown": false,
false改为true,即可无段位提升冷却时间
补充修改金钱倍率不生效问题:
打开服务端\SpaceNinjaServer\build\src\services\missionInventoryUpdateService.js
找到
const addCredits = (inventory, { missionDropCredits, missionCompletionCredits, rngRewardCredits }) => {
const hasDailyCreditBonus = true;
const totalCredits = missionDropCredits + missionCompletionCredits + rngRewardCredits;
const finalCredits = {
MissionCredits: [missionDropCredits, missionDropCredits],
CreditBonus: [missionCompletionCredits, missionCompletionCredits],
TotalCredits: [totalCredits, totalCredits]
};
if (hasDailyCreditBonus) {
inventory.RegularCredits += missionCompletionCredits;
finalCredits.CreditBonus[1] *= 2;
finalCredits.MissionCredits[1] *= 2;
finalCredits.TotalCredits[1] *= 2;
}
if (!hasDailyCreditBonus) {
return finalCredits;
}
return { ...finalCredits, DailyMissionBonus: true };
};
修改此处*=2的数值即可:
if (hasDailyCreditBonus) {
finalCredits.CreditBonus[1] *= 2;//用于控制显示
finalCredits.MissionCredits[1] *= 2;//用于控制显示
finalCredits.TotalCredits[1] *= 1000;//用于控制显示
inventory.RegularCredits += (missionCompletionCredits*=2000);//用于最终结算
}
实际获得数值与显示有差异属于正常情况,获取金币时取值为任务奖励的基础数值
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