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DeathMod

【Terraria】DeathMod (now aka Soul Harvest)

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README.md

Soul Harvest

简体中文 · Full gameplay guide

Soul Harvest

Soul Harvest (SoulHarvest) is a tModLoader progression mod built around character-bound souls, six-form Harvest Sickle progression, and the Death Altar. The weapon is now one generic Harvest Sickle shell: forms, stages, skills, and common upgrades belong to the character instead of an individual item.

Current version: 3.0

Author: XFEstudio

Core features

  • One Harvest Sickle that can grow into and switch among Bone, Blood, Infernal, Frost, Soul, and Void forms.
  • Three stages and three upgradable unique skills per branch, plus distinct primary combos, specials, ultimates, and energy rules.
  • The Death Altar presents the character-bound Harvest Sickle and Death Domain beside the Death Robe, Wings of Death, and Death Necklace in one equipment list.
  • Souls, Death Domain slash progression, form progress, skill levels, common nodes, and Soul Seal entitlements persist on the character.
  • Death Mark harvesting and server-authoritative boss participation, progression, resource, and multiplayer validation.
  • A deliberately restrained projectile budget built around melee trails, anchored cuts, aftercuts, and area effects.

Quick start and crafting

Every new character starts with 150 souls. The Soul Icon in the upper-right supports reversible conversion:

  • Right-click the Soul Icon: spend 100 souls to extract 1 Soul Essence.
  • Left-click the Soul Icon: consume 1 Soul Essence to gain 100 souls.
Item Ingredients Station
Harvest Sickle 10 Wood + 5 Iron Bars or Lead Bars Iron/Lead Anvil
Death Altar 1 Soul Essence Work Bench
Death Robe 20 Silk + 1 Soul Essence Death Altar
Wings of Death 20 Souls of Flight + 1 Soul Essence Death Altar
Death Necklace Panic Necklace + Obsidian Rose + 3 Soul Essence Death Altar
Death (legacy relic) Harvest Sickle + 999 Soul Essence; character Death form required Death Altar

Place and right-click the altar. Choose an entry from the equipment list on the left:

  • Harvest Sickle (character-bound): opens the draggable six-branch panoramic skill tree in the center. Click a node to inspect it, then use the button in the right detail panel to confirm its stage or skill upgrade.
  • Death Domain (character-bound): available immediately, with upgrades for slash interval, slash damage, Multislash, domain life steal, and Soul Refinement. Weapon- and wing-cut rifts use this same progression.
  • Death Robe, Wings of Death, and Death Necklace: remain in the same list and open their own complete item-bound trees in the same draggable canvas and right-side detail layout.

Selecting a node never spends resources by itself; every equipment page requires the confirmation button in the right detail panel. Harvest Sickle and Death Domain progression are written to the character, while robe, wing, and necklace upgrades remain attached to the selected item.

In multiplayer, the server validates character currency, world progression, the Soul Seal ledger and receipt item, inventory, altar, and distance.

Six parallel branches

All six branches can be trained in parallel. Illuminating a stage does not replace or consume the Harvest Sickle, and each stage automatically unlocks its matching unique skill at Lv.1.

Stage World gate Soul Seal Essence cost
I · Form Awakening After Skeletron 1 Awakening Soul Seal 1
II · Metamorphosis After Wall of Flesh / once the world is in Hardmode 1 Boundary Soul Seal 2
III · Ultimate Release After all three mechanical bosses 1 Dominion Soul Seal 3

After a world gate opens, deal positive damage while participating in any boss kill to gain one character-bound seal for the highest unlocked stage and every earlier stage at the same time: Awakening after Skeletron; Awakening plus Boundary in Hardmode; all three after the mechanical trio. At most six seals are issued for each stage—exactly enough for all six branches—and a capped stage does not block the others. The inventory item is only a visible receipt for the authoritative character ledger: copying, dropping, or trading it cannot duplicate progression. If the inventory is full, its receipt is delivered when space becomes available.

Each unique skill caps at Lv.3. Stage illumination grants Lv.1 for free; Lv.2 costs 50 character souls and Lv.3 costs 100 character souls.

Form identities

Form Primary and special identity Unique skills Ultimate / main energy rule
Bone Wraith Three close-range bone cuts that build Bone Seals into anchored shatters; later specials add a guillotine and cross restraint Fracture Echo, Wraith Restraint, Choir of the Dead Ossuary Burial Ground; shatter Bone Seals to build Ossuary Cry
Blood Covenant Close blood reaps and a sacrificial execution; only the Stage III combo finisher creates one returning crescent Bloodthirst, Crimson Frenzy, Coagulated Guard Crimson Moon Sacrifice; taking damage, sacrificing life, and effective life steal build Blood Tide
Infernal Movement-driven melee chains that gain reversals and a triple rush; attacks leave anchored molten scars Wildfire Step, Bone Scorch, Superburn Circuit Heavenburn · Infernal Execution; chained hits and rushes build Infernal Momentum
Frost Soul Three ice cuts, frost marks, and a charged cross-cut; from Stage II, each three-hit cycle creates at most one refracting shard Frostbite Inscription, Refracted Ice Soul, Zero-Degree Execution Absolute Zero · All Things Stilled; shatter frost marks to build Cold Tide
Soul Melee actions leave anchored soul echoes; from Stage II, at most one soul familiar assists at a time Soulshadow Refrain, Familiar Covenant, Fated Inscription River of the Dead · Hundred-Soul Burial; effective primary and special hits build Soul Return
Void Pure melee spatial lines, dislocated aftercuts, and severance rituals; no flying projectile and no enemy pull Worldbreak Edge, Dislocated Aftercut, Terminal Coordinate Void Severance · World Divided; intersect cuts from different angles to build Dimensional Stress

The final Death Sickle is not a seventh ordinary branch. It unlocks automatically only after all six branches reach Stage III and all 18 unique skills reach Lv.3. Its primary attack cycles through all six identities, producing at most one undying blade per completed cycle; its ultimate is Final Requiem · Six Paths as One.

After the character Death form is unlocked, the altar can optionally craft the nostalgic Death relic from one generic Harvest Sickle and 999 Soul Essence. This relic is not a prerequisite for Harvest Sickle progression.

Common nodes, switching, and ultimates

The Harvest Sickle panorama also contains six common nodes that affect every form: damage, attack speed, critical chance, armor penetration, special cooldown, and ultimate-energy gain. Damage caps at Lv.10; every other common node caps at Lv.5. Higher levels require at least one branch at the corresponding stage, and the selected node's detail panel displays its exact price.

  • Hold the form-wheel key (V by default), point at an illuminated form, and release to switch for free. Combat always uses that branch's highest unlocked stage.
  • If an attack is still active, the combat layer queues the switch and applies it after the action resolves, preserving the attack snapshot.
  • Special defaults to Mouse2, ultimate to Mouse3; both and the form wheel are rebindable.
  • Only Stage III forms can build and spend ultimate energy. The six branches have separate 0–100 meters; switching preserves them during the current life, while death or re-entering the world clears temporary energy and combat cooldowns.
  • Using any ultimate applies 8 seconds of Soul Exhaustion, locking every form's ultimate. Each form also retains its own ultimate cooldown.

Restrained projectile policy

This is not a projectile reskin tree. Bone has zero routine flying projectiles, Infernal has zero, and Void has zero plus no pull. Blood creates only one returning blade on its Stage III finisher; Frost creates at most one shard per three-hit cycle from Stage II; Soul permits at most one familiar; Death produces at most one undying blade per full six-form cycle. Most spectacle comes from weapon trails, anchored slashes, aftercuts, crossing blades, and field effects.

3.0 legacy migration

The first 3.0 load scans the inventory, Piggy Bank, Safe, Defender's Forge, and Void Vault, but never world chests. Legacy routes are unioned and mapped stats use their highest value. An old Death Sickle preserves full Death mastery and refunds 85 essence; every other refund uses only the highest-tier, highest-investment canonical donor so copied weapons cannot multiply it. Legacy form items become generic Harvest Sickle shells in place while keeping their prefix, and a full inventory moves refunds to a pending ledger. Public 2.7 saves had no route history, while later regression-capable saves retain history slots even after an item is downgraded. Migration therefore derives the highest tier ever proven by those slots and grants the smallest union of all legal forms at any ambiguous layer; it never trusts raw item ids that may have shifted with the mod load order. A saved migration version and snapshot prevent repeat claims.

Souls, equipment, and multiplayer

  • A normal enemy must first receive Death Mark from the Harvest Sickle. Its reward scales with maximum life and caps at 50 souls.
  • Every player who lands a valid sickle hit during a boss encounter receives the full soul reward, capped at 500; it is not divided among the party.
  • The character-bound Death Domain exists from the start. Each Soul Refinement level increases harvested souls by 10%, up to +50%.
  • After the current world gate opens, Soul Seal participation only requires positive damage to any boss, not the final blow. A dead but still connected participant remains eligible for +1 to the highest unlocked stage and every earlier stage.
  • Bosses do not ordinarily drop Soul Essence; condense it from character souls through the Soul Icon or use existing essence items.
  • Wings of Death retain flight-time, horizontal-speed, acceleration, and vertical-power branches, with infinite flight after all four are complete.
  • The Death Robe retains defense, life, regeneration, mobility, summon, utility, and individual debuff-immunity branches.
  • The Death Necklace remains the complete field's toggle: tap its O-by-default key to unfold or withdraw the finite domain. The necklace upgrades only domain radius and Absorb All; max both to unlock Death Descends, then hold the key to manifest the whole domain and unleash full-screen harvests.

Installation and source build

Place a built SoulHarvest.tmod in:

Documents/My Games/Terraria/tModLoader/Mods

To build from source, install tModLoader and the .NET 8 SDK, then place the repository under tModLoader/ModSources or provide TML_HOME:

dotnet build .\SoulHarvest.sln -p:TML_HOME="G:\SteamLibrary\steamapps\common\tModLoader" --configuration Release

Close tModLoader or disable the loaded mod before packaging because the running game locks SoulHarvest.tmod.

README.zh-Hans.md 9.98 KB 查看文件 原始文件

灵魂收割(Soul Harvest)

English · 完整中文玩法指南

Soul Harvest

Soul Harvest(内部模组名 SoulHarvest)是一款围绕人物灵魂、收魂镰六形态成长与死神祭坛构建的 tModLoader 成长模组。镰刀本身现在只是一把通用的“收魂镰外壳”;六条形态分支、阶段、技能和通用强化全部保存在人物身上,不再依附于某一把物品。

当前版本:3.0

作者:XFEstudio

核心内容

  • 一把通用收魂镰,可在亡骨、血契、炼狱、霜魂、灵魂、虚空六种形态间成长和切换。
  • 每个分支都有三个阶段、三个可升级的独特技能、独立左键连段、特殊技、大招与能量规则。
  • 死神祭坛把人物绑定的“收魂镰”“死亡领域”与死神长袍、死亡之翼、死亡项链统一放入左侧装备列表。
  • 灵魂、死亡领域斩击成长、形态进度、技能等级、通用节点和魂印账本均跟随人物存档。
  • 普通敌人需要先被收魂镰施加死亡标记;Boss 灵魂奖励和阶段魂印采用服务端参与校验。
  • 形态设计以近战刀光、定点斩击、残切和领域效果为主,严格控制常态飞行弹幕数量。

开局与合成

每个新人物拥有 150 灵魂。右上角灵魂图标支持双向转换:

  • 右键灵魂图标: 消耗 100 灵魂,提取 1 个灵魂精华。
  • 左键灵魂图标: 消耗 1 个灵魂精华,增加 100 灵魂。
物品 材料 制作站
收魂镰 10 木材 + 5 铁锭或铅锭 铁砧/铅砧
死神祭坛 1 灵魂精华 工作台
死神长袍 20 丝绸 + 1 灵魂精华 死神祭坛
死亡之翼 20 飞翔之魂 + 1 灵魂精华 死神祭坛
死亡项链 恐慌项链 + 黑曜石玫瑰 + 3 灵魂精华 死神祭坛
死亡(旧版遗物) 收魂镰 + 999 灵魂精华;需人物已解锁死神形态 死神祭坛

放置并右键祭坛后,从左侧装备列表选择要查看的项目:

  • 收魂镰(人物绑定): 中央显示可拖动浏览的六分支全景技能树。点击节点只会选中并查看详情,需使用右侧详情栏按钮确认阶段点亮或技能升级。
  • 死亡领域(人物绑定): 初始即存在,可升级斩击间隔、斩击伤害、多重斩击、领域吸血与“灵魂提炼”;武器或翅膀划开的领域裂隙也读取这套成长。
  • 死神长袍、死亡之翼、死亡项链: 位于同一装备列表中,并使用相同的可拖动画布和右侧详情栏显示各自完整的物品绑定升级树。

选择节点本身不会消耗资源;每个装备页都必须通过右侧详情栏按钮确认升级。收魂镰与死亡领域的成长写入人物存档;长袍、翅膀与项链的升级仍写入对应物品。

多人模式下,购买请求由服务端校验人物资源、世界进度、魂印账本、物品栏凭证、祭坛和距离。

六分支与三个阶段

六个分支互相平行,可以同时培养;点亮不会销毁或替换收魂镰。每次点亮阶段都会自动把该阶段对应的独特技能解锁为 Lv.1。

阶段 世界进度 魂印 精华费用
I · 形态初醒 击败骷髅王后 初醒魂印 ×1 1
II · 能力蜕变 击败肉山、世界进入困难模式后 破界魂印 ×1 2
III · 终极解放 新三王全部击败后 统御魂印 ×1 3

阶段门槛开放后,参与击杀任意 Boss 并造成有效伤害,会让当前最高阶段及之前所有阶段的魂印同时 +1:骷髅王后获得初醒;困难模式后同时获得初醒与破界;新三王全部击败后同时获得初醒、破界与统御。每个阶段最多签发 6 枚,刚好足够点亮六个分支;满额阶段不会阻止其他阶段继续增加。背包中的魂印物品只是人物账本的可见凭证,复制、丢弃或交易物品不能复制进度。背包已满时,凭证会在有空间后补发。

每个独特技能上限为 Lv.3:阶段解锁时免费获得 Lv.1,升级至 Lv.2 消耗 50 人物灵魂,升级至 Lv.3 消耗 100 人物灵魂。

形态定位

形态 左键与特殊技定位 独特技能 大招 / 主要能量来源
亡骨镰 三段近身骨斩,叠满骨印后定点碎裂;特殊技逐阶段加入落铡与交叉拘束 骨裂回响、幽骸拘束、亡者合唱 万骸葬场;通过触发骨印碎裂积攒“骸鸣”
血契镰 近身血斩与献血处决;仅阶段 III 连段终结生成 1 枚回旋血刃 饮血、血性狂热、凝血护命 绯月血祭;通过承伤、献血和有效吸血积攒“血潮”
炼狱镰 攻击带位移的近战连段,阶段提升后增加折返和三闪;地面留下定点熔痕 燎原步、灼骨、超燃回路 焚天·炼狱行刑;通过连续命中和冲刺连段积攒“焚势”
霜魂镰 三段冰斩、霜印和蓄力交叉斩;阶段 II 起每个三段循环最多生成 1 枚折射晶刃 霜蚀刻印、折光冰魂、零度处刑 绝对零界·万物凝止;通过霜印碎裂积攒“寒潮”
灵魂镰刀 近战动作留下原地魂影,阶段 II 起召出最多 1 名魂侍协同 魂影复唱、魂侍契约、命定刻写 亡者长河·百魂归葬;通过左键与特殊技的有效命中积攒“魂归”
虚空镰刀 纯近战空间切线、错位残切与断界仪式;不发射飞行弹幕,也不吸附敌人 断界锋、错位残切、终末坐标 虚无天断·世界两分;让不同角度的空间切线交汇以积攒“维度应力”

最终的死神镰刀不是第七条普通分支:必须将六分支全部点亮至阶段 III,并把 18 个独特技能全部升至 Lv.3 才会自动解锁。其左键按六相循环,完整循环最多产生 1 枚不灭死刃;大招为 终焉安魂曲·六道归一

人物死神形态解锁后,还可选择在祭坛用一把通用收魂镰与 999 灵魂精华制作怀旧遗物“死亡”;它不是收魂镰成长的进阶前置。

通用节点、切换与大招

收魂镰全景树还提供六项对所有形态生效的通用节点:攻击伤害、攻击速度、暴击、护甲穿透、特殊技冷却和大招能量获取。攻击伤害上限为 10 级,其余节点上限均为 5 级;更高等级会要求任意一个分支达到对应阶段,具体费用会显示在所选节点的右侧详情栏。

  • 按住形态轮盘键(默认 V),指向已点亮形态并松开即可免费切换;使用的是该分支已解锁的最高阶段。
  • 攻击动作尚未结束时,切换请求由战斗层排队,在当前动作收束后生效,避免中途改写攻击快照。
  • 特殊技默认 Mouse2,大招默认 Mouse3;两者和形态轮盘均可在按键绑定中修改。
  • 只有阶段 III 形态可以积攒并释放对应大招。六个分支各自保存一条 0—100 能量槽,当前生命内切换不会清空;死亡或重新进入世界会清空临时能量与战斗冷却。
  • 释放任意形态大招后会获得 8 秒“魂竭”,期间所有形态的大招都被锁定;各形态自身的大招冷却仍独立计算。

弹幕控制原则

本轮形态不是“换皮弹幕树”:亡骨 0 常态飞行弹幕、炼狱 0、虚空 0 且取消吸附;血契只在阶段 III 终结时出现 1 枚回旋刃;霜魂阶段 II 起每三段最多 1 枚晶刃;灵魂场上最多 1 名魂侍;死神六相完整循环最多 1 枚不灭死刃。其余表现主要由挥砍轨迹、定点斩、残切、交叉刀光和领域特效完成。

3.0 旧存档迁移

人物首次载入 3.0 时会扫描背包、猪猪存钱罐、保险箱、护卫熔炉和虚空袋,不扫描世界箱子。旧镰刀路线取并集,属性取最高值;旧死神镰刀直接保留完整死神资格并退款 85 精华。其余退款只按最高阶段、同阶段投入最高的一把计算,避免复制多把重复退款。旧形态物品会原地变为通用收魂镰并保留前缀;背包满时退款进入待领取记录。公开版 2.7 没有保存路线历史;后期支持退阶的存档即使把武器降阶也会保留历史槽。迁移会据此推导曾经确实到达的最高层,并在无法确定具体形态的层级授予所有合法形态的最小并集;不会信任可能随 Mod 加载顺序漂移的旧物品数字 ID,也不会剥夺已经走过的路线。迁移版本与快照会阻止重复领取。

灵魂、祭坛装备与多人规则

  • 普通敌人必须先被收魂镰命中并获得死亡标记;奖励随最大生命增长,最多 50 灵魂。
  • 每位在 Boss 战中用收魂镰留下有效命中的玩家都可获得完整的灵魂奖励,最多 500,不会在队伍间平分。
  • 人物绑定的死亡领域初始即有;“灵魂提炼”每级使实际收割灵魂增加 10%,最高增加 50%。
  • 阶段魂印的参与判定只要求在当前世界阶段开放后对任意 Boss 造成有效伤害,不限定最后一击;死亡但仍在线的参与者依然可领取当前阶段及之前各 1 点。
  • 灵魂精华不会作为 Boss 的普通掉落;它由人物灵魂通过右侧灵魂图标凝聚,或来自已有的精华物品。
  • 死亡之翼可培养飞行时间、水平速度、加速度和垂直能力,四项圆满后解锁无限飞行。
  • 死神长袍拥有防御、生命、回复、机动、召唤与多项功能/减益免疫分支。
  • 死亡项链仍是完整领域的开关:短按默认 O 展开或收回有限领域。项链只培养领域范围与“吸取万物”,二者圆满后解锁“死亡降临”;长按该键才会令整个领域降临现实并释放全屏斩击。

文档与链接

docs/PLAY_GUIDE.md 25.66 KB 查看文件 原始文件

Soul Harvest Gameplay Guide

Back to README · 简体中文

This guide covers Soul Harvest 3.0's character-owned Harvest Sickle progression. The Harvest Sickle is now one generic weapon shell. Its six forms, stages, unique skills, common upgrades, and final Death form persist on the character rather than on an individual item.

1. Character souls and the Soul Icon

A new character starts with 150 souls. The balance follows that character between worlds and is not shared with other characters.

The animated Soul Icon in the upper-right supports two actions:

Input Result
Right-click the Soul Icon Spend 100 character souls and receive 1 Soul Essence
Left-click the Soul Icon Consume 1 Soul Essence and gain 100 character souls

Character souls mainly pay for unique-skill levels and early common-node levels. Soul Essence pays for branch stages and later common-node levels. Essence must be in the player's inventory; a chest cannot supply an altar purchase.

2. Harvesting souls

Normal enemies

A valid Harvest Sickle hit applies a visible Death Mark. When that target dies, the latest valid marker receives a reward based on maximum life; another weapon may finish the marked target.

Normal rewards use ceil((maximum life / 25)^0.55), clamped to 1–50 souls. Runtime maximum life includes difficulty and multiplayer scaling.

Boss soul rewards

Every connected player who landed at least one valid Harvest Sickle hit during the encounter receives the full reward; it is not divided among the party. Boss rewards use ceil(1.3 × sqrt(total encounter maximum life)), clamped to 1–500 souls.

Composite encounters such as the Twins, Eater of Worlds, Brain of Cthulhu, Golem, and Moon Lord combine the required bodies. Bosses do not ordinarily drop Soul Essence; condense their soul reward through the Soul Icon.

Boss soul-reward participation requires a Harvest Sickle hit. Stage Soul Seal participation, described below, only requires positive damage to any boss after the current world gate opens. These are separate qualifications.

3. First crafts and the Death Altar

Recipes

Item Ingredients Station
Harvest Sickle 10 of any Wood + 5 Iron Bars or Lead Bars Iron/Lead Anvil
Death Altar 1 Soul Essence Work Bench
Death Robe 20 Silk + 1 Soul Essence Death Altar
Wings of Death 20 Souls of Flight + 1 Soul Essence Death Altar
Death Necklace Panic Necklace + Obsidian Rose + 3 Soul Essence Death Altar
Death (legacy relic) Harvest Sickle + 999 Soul Essence; character Death form required Death Altar

A convenient opening is to extract one essence from the starting 150 souls, craft the altar, then craft the Harvest Sickle and begin marking enemies.

Equipment list and draggable tree

Place and right-click the altar. The left side contains one unified equipment list rather than a separate character-tree tab:

  • Harvest Sickle (character-bound): its entry is always available as the character's progression equipment. Selecting it opens the entire six-branch skill tree as one draggable panorama in the center, including common nodes and the final Death node.
  • Death Domain (character-bound): always available without an unlock. It trains slash interval, slash damage, Multislash, domain life steal, and Soul Refinement. Weapon- and wing-cut rifts read these levels, but this entry cannot toggle the complete field.
  • Death Robe, Wings of Death, and Death Necklace: these remain selectable in the same list and open their complete item-bound trees in the same draggable canvas and right-side detail layout.

Drag the central canvas to explore any selected equipment tree. Clicking a node only selects it and fills the right detail panel; an upgrade is purchased only after pressing that panel's confirmation button. Harvest Sickle and Death Domain purchases belong to the character, while robe, wing, and necklace purchases still belong to the selected item. In multiplayer, the server validates altar distance, character currency, world gates, the Soul Seal ledger, and the inventory receipt.

4. Soul Seals and branch stages

The six branches are parallel. Any branch can begin independently at Stage I, and all six can be trained on the same character. Illuminating a stage never transforms, consumes, or duplicates the Harvest Sickle.

Stage Required world progress Character-bound receipt Soul Essence
I · Form Awakening Skeletron defeated 1 Awakening Soul Seal 1
II · Metamorphosis Wall of Flesh defeated; world in Hardmode 1 Boundary Soul Seal 2
III · Ultimate Release Destroyer, Twins, and Skeletron Prime all defeated 1 Dominion Soul Seal 3

Stages must be illuminated in order. For example, Bone Stage III requires that character's Bone Stage II as well as a world that meets the Stage III gate.

Earning seals

Seals are no longer restricted by the boss's own tier. After a world gate opens, dealing positive damage while participating in any boss kill grants +1 to the highest unlocked stage and every earlier stage at the same time:

  • After Skeletron opens Stage I, any boss grants +1 Awakening Seal.
  • After Wall of Flesh opens Stage II, any boss grants +1 Awakening Seal and +1 Boundary Seal.
  • After all three mechanical bosses open Stage III, any boss grants +1 Awakening, +1 Boundary, and +1 Dominion Seal.

Skeletron, Wall of Flesh, and the final mechanical boss that completes the trio count using the gate they open. Once one stage reaches its six-seal cap, that stage stops increasing, while the same kill still grants any uncapped earlier or later stages in the bundle.

The final blow and Harvest Sickle are not required for a seal. A participant who is dead when the boss falls remains eligible if still connected and previously dealt positive damage.

The character ledger issues at most six seals per stage, exactly enough to illuminate every branch. The inventory item is only a visible receipt:

  • Copying or picking up another character's receipt does not increase the ledger.
  • Dropping a receipt does not reset its issued count or allow unlimited re-awards.
  • A stage purchase consumes both one ledger entitlement and its matching inventory receipt.
  • If inventory is full, the entitlement becomes pending and its receipt is delivered automatically when space is available.

5. Unique skills and the common tree

Unique skills

Every branch has three skills, one for each stage:

  • Stage I automatically unlocks Skill 1 at Lv.1.
  • Stage II automatically unlocks Skill 2 at Lv.1.
  • Stage III automatically unlocks Skill 3 at Lv.1 and enables that form's ultimate-energy system.
  • Raising a skill to Lv.2 costs 50 character souls; raising it to Lv.3 costs 100 character souls.

These levels persist on the character through form switches, newly crafted Harvest Sickles, and world changes.

Common nodes

Node Effect Cap
Soulblade Strength Raises base damage for every form 10
Harvest Rhythm Shortens primary-attack intervals for every form 5
Deathline Insight Raises critical chance for every form 5
Soulbreaking Edge Raises armor penetration for every form 5
Ritual Proficiency Shortens every form's special cooldown 5
Soul-Energy Resonance Raises energy earned through each form's unique rule 5

Common nodes are also character-owned and affect the base shell, all six branches, and the final Death form. Higher levels require at least one branch at the matching stage:

  • Damage Lv.1–3 / Lv.4–7 / Lv.8–10 require any branch at Stage I / II / III.
  • Other nodes Lv.1–2 / Lv.3–4 / Lv.5 require Stage I / II / III.

Damage's first five levels cost 50, 75, 100, 125, and 150 character souls; its final five cost 1, 1, 2, 2, and 3 essence. Every other common node costs 50 and 100 souls for the first two levels, then 1, 2, and 3 essence. The tree displays the exact next cost and stage requirement.

6. Controls, switching, and the combat HUD

Action Default Rule
Primary attack Mouse1 Uses the current form at its highest illuminated stage
Form special Mouse2 Independent cooldown; rebindable
Form ultimate Mouse3 Requires Stage III, full energy, and no lockout; rebindable
Form wheel V Hold to aim, release to confirm; rebindable
Toggle Death Domain O Tap for the finite field; after unlocking Death Descends, hold about 0.75s to manifest or dismiss it; rebindable

Hold V to show the six branches and unlocked Death form. Point at an illuminated form and release to switch for free; combat automatically uses that branch's highest unlocked stage.

If an attack is still active, the combat layer queues the request and applies it after that action resolves. Already-created delayed cuts preserve the form, stage, skills, and combat values captured when the attack began.

While holding the Harvest Sickle, the HUD shows the current form, special cooldown, current form's energy/ultimate cooldown, and remaining Soul Exhaustion.

Before selecting a branch, the base Harvest shell alternates two diagonal primary cuts; its special is a rising forward thrust. The base shell has no energy meter or ultimate, but still benefits from the character's common nodes.

7. Ultimate energy and Soul Exhaustion

Only a Stage III branch can build its energy. All six branches have separate 0–100 meters. Free switching preserves every meter during the current life; death or re-entering a world clears temporary energy, special and ultimate cooldowns, and Soul Exhaustion.

Energy is not one generic “deal damage” meter:

Meter Primary gain condition
Ossuary Cry Reach the Bone Seal threshold and cause a shatter
Blood Tide Take damage, sacrifice life through the special, or produce effective Bloodthirst healing
Infernal Momentum Chain Infernal primary/special hits and complete multi-hit rush sequences
Cold Tide Build frost marks and shatter them with a finishing attack
Soul Return Land effective Soul-form primary and special hits
Dimensional Stress Hit the same target with spatial cuts from sufficiently different angles to create an intersection
Sixfold Samsara After Death unlocks, land different phases of its six-form primary cycle and complete the set

Using any ultimate empties that form's meter, starts its individual ultimate cooldown, and applies 8 seconds of Soul Exhaustion. Soul Exhaustion locks every form's ultimate. When it ends, the selected form must still have 100 energy and have finished its own cooldown.

8. Finalized form designs

Bone Wraith Sickle

  • Primary: three close bone cuts that build Bone Seals. Reaching the threshold shatters them at the target; there is no routine flying projectile.
  • Stage growth: Stage I establishes the seal loop, Stage II adds an anchored guillotine to the special, and Stage III adds cross restraint and its full finisher.
  • Special: grows from a frontal heavy cut into a remote guillotine and cross-shaped restraint, concentrating control and shatters at a chosen area.
  • Fracture Echo: increases Bone Seal shatter damage and duration.
  • Wraith Restraint: shatters slow normal enemies and reduce boss defense instead.
  • Choir of the Dead: shatters add an anchored spectral cut with no travel time.
  • Energy: shattering Bone Seals builds Ossuary Cry.
  • Ultimate — Ossuary Burial Ground: repeated ossuary pulses erupt around a chosen focus, collapse into a giant burial field, then end with a screen-spanning spectral guillotine.

Blood Covenant Sickle

  • Primary: close-range blood reaps. Stage II extends the chain; only the Stage III finisher launches one returning crescent.
  • Special: commits to a high-power blood-line execution. From Stage II it sacrifices life when safe to do so, and Stage III adds a crossing finisher.
  • Bloodthirst: Blood-form damage restores life under a healing-per-second cap.
  • Crimson Frenzy: increases Blood damage and attack speed below half health.
  • Coagulated Guard: excess life steal at full health becomes a temporary, naturally fading blood shield.
  • Energy: damage taken, special sacrifice, and life actually restored build Blood Tide; ineffective healing against a full life bar cannot farm it.
  • Ultimate — Crimson Moon Sacrifice: a protective blood ring opens, six crimson-moon lines converge in sequence, and a huge scarlet cross executes the finale. The ritual improves stability against incoming hits while active.

Infernal Sickle

  • Primary: melee strikes propel short attack-driven movement. Stage II leaves several anchored molten scars on the finisher; Stage III expands into a longer rush sequence. The scars do not travel as projectiles.
  • Special: a forward rush at Stage I, a reversal at Stage II, and a three-direction flash chain at Stage III.
  • Wildfire Step: hits increase movement speed and improve primary lunges.
  • Bone Scorch: deals more Infernal damage to enemies afflicted with Hellfire.
  • Superburn Circuit: landing the whole triple rush adds an anchored fire nova and refunds part of the special cooldown.
  • Energy: chained primary and special hits build Infernal Momentum, with extra reward for successful multi-hit or multi-target sequences.
  • Ultimate — Heavenburn · Infernal Execution: the player flashes around a five-point path, leaving five execution lines at the focus, then detonates a crossing rupture and molten core. Damage reduction helps the ritual complete.

Frost Soul Sickle

  • Primary: three frost melee cuts built around applying and shattering frost marks. From Stage II, one completed three-hit cycle creates at most one refracting shard.
  • Special: a deliberate wind-up followed by two opposing cross-cuts, providing a reliable mark shatter and execution window.
  • Frostbite Inscription: improves frost-mark buildup, duration, and shatter reward.
  • Refracted Ice Soul: lets the one limited shard refract between different targets instead of multiplying projectile count.
  • Zero-Degree Execution: empowers the finishing cut against targets inside a frozen opening.
  • Energy: successful frost-mark shatters build Cold Tide.
  • Ultimate — Absolute Zero · All Things Stilled: freezes a large focus field, seals it with four orthogonal blades, then crosses two enormous ice cuts through the zero-degree domain.

Soul Sickle

  • Primary: melee actions leave anchored soul echoes that repeat after a delay. From Stage II, a combo finisher summons or refreshes the only soul familiar allowed on the field.
  • Special: opens multiple anchored ring cuts around the player; higher stages complete more layers of the orbit.
  • Soulshadow Refrain: improves the timing and power of anchored repeat cuts.
  • Familiar Covenant: strengthens the single persistent familiar and its coordinated attacks; upgrades never create a familiar swarm.
  • Fated Inscription: writes Stage III soul hits into target-bound fate stacks and empowers the finisher. This is a Soul-branch mechanic, not the retired item-wide Fated altar tree.
  • Energy: effective Soul-form primary and special hits build Soul Return; echoes and the familiar supplement damage and sustain the form's loop.
  • Ultimate — River of the Dead · Hundred-Soul Burial: a giant soul ring opens, eight soul currents cross the focus from different directions, and the whole river collapses inward for a final burial.

Void Sickle

  • Primary: the former pulling rift projectile is gone. Wide pure-melee lines cut space directly; Stage II expands the combo and leaves an anchored dislocated aftercut.
  • Special: one long severance at Stage I, paired displaced lines at Stage II, then a triple cut that establishes the terminal coordinate at Stage III.
  • Worldbreak Edge: increases melee damage, reach, and width of spatial cuts.
  • Dislocated Aftercut: spatial displacement leaves an anchored delayed cut rather than a flying object.
  • Terminal Coordinate: records the final intersection and empowers special and ultimate finishers.
  • Energy: strike the same target with sufficiently different cut angles to produce an intersection and build Dimensional Stress.
  • Ultimate — Void Severance · World Divided: multiple screen-spanning spatial lines arrive in sequence before every coordinate collapses into one enormous world-breaking cross. It never pulls enemies and uses no routine flying projectile.

9. The final Death Sickle

Death is not bought from one route with essence and is not a separate upgrade item. It illuminates automatically only when both conditions are true:

  1. Bone, Blood, Infernal, Frost, Soul, and Void have all reached Stage III.
  2. All 18 branch-specific skills have reached Lv.3.

Once unlocked, select Death freely on the form wheel.

The Death form belongs to the character's Harvest Sickle progression and needs no additional item advancement. After unlocking it, you may optionally craft the separate nostalgic Death relic at the altar from a generic Harvest Sickle and 999 Soul Essence. The relic does not affect branch, ultimate, or Death-form progression.

  • Primary: a six-phase cycle borrows the core attack language of all six branches. A full cycle creates at most one undying blade instead of firing all six projectile sets.
  • Special: rushes forward through six rapid aspect cuts and closes with a heavy reverse line.
  • Sixfold Samsara energy: land different phases of the six-aspect cycle; completing the set grants additional progress.
  • Ultimate — Final Requiem · Six Paths as One: six enormous aspect lines descend around the focus and unite into a battlefield-spanning final severance. It also triggers the global 8-second Soul Exhaustion.

10. Projectile budget and attack snapshots

The new tree deliberately avoids “one more projectile per upgrade” homogenization:

Form Routine travelling-unit budget
Bone 0; shatters, guillotines, and echoes spawn at their target or anchor
Blood One returning blade only on the Stage III primary finisher
Infernal 0; molten scars and novas are anchored hit areas
Frost From Stage II, at most one shard per three-hit cycle
Soul At most one familiar; echoes remain where the action occurred
Void 0; no pull, only melee lines and anchored aftercuts
Death At most one undying blade per full six-phase primary cycle

An attack captures its form, stage, three skills, relevant common stats, weapon damage, and knockback when it begins. Delayed cuts, echoes, and travelling units retain that snapshot, so free switching cannot duplicate an attack or rewrite it as another form.

11. Death Domain and reaper equipment

The character-bound Death Domain and all three reaper equipment items appear beside the Harvest Sickle in the altar's left equipment list. None replaces or alters Harvest Sickle progression.

Death Domain

Death Domain progression exists from the start and requires no necklace or other unlock. It does not toggle the complete field. Rifts cut by the Death-form weapon, Wings of Death, and other sources use the character's domain slash levels, so their harvests still work without the necklace equipped.

Its tree contains slash interval, slash damage, Multislash, domain life steal, and Soul Refinement. Each cut begins at 1% maximum life against a normal enemy and 0.01% against a boss; damage reaches 10% and 0.1%, while Multislash grows to five cuts. Soul Refinement has five levels, each adding 10% to harvested souls for a maximum +50%. Frequency, damage, Multislash, and life-steal levels saved on old necklaces merge automatically into the character tree.

Wings of Death

Flight time, horizontal speed, acceleration, and vertical power each have ten levels. Levels below six consume character souls and later levels consume essence. Max all four branches, then spend 25 essence to unlock infinite flight. Fully trained values remain 180 frames / 25 speed / 1.2 acceleration / 8 vertical power.

Death Robe

The robe begins at 12 defense. Its ten-level branches cover defense, maximum life, regeneration, mobility, minions, sentries, and placement range. It also offers knockback immunity, fall-damage immunity, zero mana cost, and a separate lava-immunity node.

The following 15 debuff immunities remain separate purchases: On Fire, Poisoned, Confused, Bleeding, Slow, Weak, Silenced, Darkness, Cursed, Frostburn, Frozen, Chaos State, Wet, Broken Armor, and Suffocation.

Death Necklace

The necklace remains the only toggle for the complete Death Domain. Equip it and tap Toggle Death Domain (O by default) to unfold or withdraw the finite field; the character-bound progression entry cannot toggle it. Its initial radius is 10 tiles. Targets receive stable-angle crimson warning lines, and red-and-black execution blades sweep along them at harvest time.

The necklace now has only three upgrades: Domain Radius, Absorb All, and Death Descends. Maxing radius stops at a finite field of about 33.6 tiles. Absorb All strengthens the field's pull on enemies and dropped items. Max radius and Absorb All, then spend 30 Soul Essence to unlock Death Descends. Hold the domain key for about 0.75 seconds to manifest the entire domain in reality or dismiss it; the full-screen backdrop, screen-wide target harvesting, and intensified fourth harvest are available only while manifested. A tap still withdraws the field immediately.

12. Automatic legacy migration

On the first 3.0 load, the character scans old sickles in the inventory, Piggy Bank, Safe, Defender's Forge, and Void Vault. World chests are deliberately excluded.

  • Routes from every old sickle are unioned and mapped common stats take their highest level. Refunds use only the highest-tier, highest-investment canonical donor.
  • Bone/Blood map to their Stage I branches, Infernal/Frost to Stage II, and Soul/Void to Stage III. Public 2.7 saves contain no route history; later regression-capable saves retain history slots after downgrading. Migration derives the highest tier those slots prove and grants the smallest legal union at every ambiguous layer, without trusting raw item ids that can shift with the mod load order.
  • An old Death Sickle grants all six Stage III branches, all 18 skills at Lv.3, the Death form, and a fixed 85-essence refund.
  • Other route refunds are Tier I 0, Tier II 13, and Tier III 39 essence. Unmapped investment refunds 25% of reconstructed value after mapped value, capped at 60 additional essence per character.
  • Every old form item becomes a generic Harvest Sickle in place and keeps its prefix. A full inventory stores the refund in a pending character ledger; the migration version, snapshot, and pending balance prevent duplicate claims.

Pre-Hardmode

  1. Extract one essence from the initial souls, craft the altar, and keep the remaining 50 souls.
  2. Craft the generic Harvest Sickle and establish a Death Mark harvesting loop.
  3. Defeat Skeletron, then participate in any boss kill; every kill grants one Awakening Seal.
  4. Illuminate the Stage I branch you most want to play and raise its first skill with 50 / 100 souls. Do not craft another sickle just to try a second form.

Early Hardmode

  1. After Wall of Flesh, every boss grants one Awakening and one Boundary Seal together; spend one Boundary Seal and two essence on a main branch's Stage II.
  2. Illuminate additional branches horizontally as needed; none of the six choices are mutually exclusive.
  3. Advance common damage and utility nodes while remembering that later levels switch to essence.
  4. Begin training Wings of Death and buy robe immunities relevant to the next encounter.

After all mechanical bosses

  1. After all three mechanical bosses, every boss grants one seal for all three stages; spend one Dominion Seal and three essence per Stage III illumination.
  2. Learn each main form's unique energy condition instead of relying on generic hits.
  3. Use the wheel to preserve and rotate six energy meters, but remember that any ultimate causes the global eight-second lockout.
  4. To pursue Death, finish all six Stage III branches and raise every one of the 18 unique skills to Lv.3.

14. Multiplayer and troubleshooting

  • I have a seal item, so why is the stage unavailable? The character ledger is authoritative. A copied or traded receipt grants nothing; the world gate, previous stage, and essence cost must also be satisfied.
  • Did a full inventory delete my boss seal? No. Its entitlement is recorded as pending and the receipt is delivered when a slot becomes available.
  • Stage III is lit, but ultimate does nothing. That form also needs 100 energy, its own cooldown must be complete, and Soul Exhaustion must be inactive.
  • Why did a form switch not happen immediately? It was queued until the current attack resolved.
  • Why does Void no longer pull enemies? Its finalized identity is pure melee spatial severance with no travelling rift and no attraction.
  • Why is Death still locked? All six Stage III illuminations and all 18 skills at Lv.3 are required.
  • Why did a boss award no souls? That character must land at least one valid Harvest Sickle hit. Ordinary weapon damage can qualify for a Soul Seal but cannot replace the sickle hit required for the soul reward.
  • Where are robe, wing, and necklace upgrades? Select the appropriate entry from the altar's left equipment list. It opens that item's upgrade tree in place of the Harvest Sickle panorama.
  • How do I spawn every mod item at once? Run /reaperdebugitems in a world whose name contains -debug; see the debug command reference for restrictions and related commands.
  • Packaging says SoulHarvest.tmod is in use. Close tModLoader or disable the loaded mod before building.
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灵魂收割完整玩法指南

返回中文 README · English

本文档对应 Soul Harvest 3.0 的人物级收魂镰成长系统。收魂镰现在是一把通用武器外壳;六种战斗形态、阶段、独特技能、通用强化和最终死神形态全部属于人物,不再写入某一把镰刀物品。

一、人物灵魂与灵魂图标

新人物初始拥有 150 灵魂。灵魂保存在人物存档中,会跟随人物进入不同世界,不同人物之间不共享。

右上角动态灵魂图标支持两种操作:

操作 结果
右键灵魂图标 消耗 100 人物灵魂,获得 1 灵魂精华
左键灵魂图标 消耗 1 灵魂精华,增加 100 人物灵魂

人物灵魂主要用于升级分支独特技能和通用树的前期等级;灵魂精华用于阶段点亮和通用树的后期等级。精华需要放在人物物品栏中,箱子里的精华不会被祭坛消耗。

二、灵魂收割

普通敌人

收魂镰的有效命中会施加可见的死亡标记。目标死亡时,最近一位有效标记者获得按目标最大生命计算的灵魂;施加标记后可以换用其他武器完成击杀。

普通敌人的奖励使用 ceil((最大生命 / 25)^0.55),并限制在 1—50 灵魂。运行时最大生命会包含难度和多人缩放。

Boss 灵魂奖励

每位在本次 Boss 战中至少用收魂镰造成过一次有效命中的在线玩家都会获得完整奖励,不会在队伍间平分。奖励使用 ceil(1.3 × sqrt(整场主体总最大生命)),限制在 1—500 灵魂。

双子魔眼、世界吞噬者、克苏鲁之脑、石巨人和月亮领主等复合战斗会合并必要主体的生命。灵魂精华不会作为 Boss 的普通掉落;获得灵魂后通过右侧灵魂图标凝聚精华。

Boss 的“灵魂奖励参与”要求收魂镰命中;下文的“阶段魂印参与”只要求在当前世界阶段开放后,对任意 Boss 造成正伤害。两套资格用途不同。

三、开局合成与死神祭坛

配方

物品 材料 制作站
收魂镰 10 任意木材 + 5 铁锭或铅锭 铁砧/铅砧
死神祭坛 1 灵魂精华 工作台
死神长袍 20 丝绸 + 1 灵魂精华 死神祭坛
死亡之翼 20 飞翔之魂 + 1 灵魂精华 死神祭坛
死亡项链 恐慌项链 + 黑曜石玫瑰 + 3 灵魂精华 死神祭坛
死亡(旧版遗物) 收魂镰 + 999 灵魂精华;需人物已解锁死神形态 死神祭坛

推荐从初始 150 灵魂中提取 1 精华制作祭坛,再制作收魂镰开始收割。

装备列表与可拖动技能树

放置并右键祭坛后,左侧使用统一的装备列表,收魂镰与其余可升级装备通过同一入口选择:

  • 收魂镰(人物绑定): 作为人物成长装备固定显示在列表中。选择后,中央一次呈现包含通用节点、六条形态分支和最终死神节点的全景技能树,可以拖动画布浏览。
  • 死亡领域(人物绑定): 初始即固定显示,不需要解锁。这里培养斩击间隔、斩击伤害、多重斩击、领域吸血与灵魂提炼;武器和翅膀划开的领域裂隙同样读取这些等级,但该条目本身不能开关完整领域。
  • 死神长袍、死亡之翼、死亡项链: 位于同一装备列表中,并使用相同的可拖动画布和右侧详情栏显示各自完整的物品绑定升级树。

任意装备树都可以拖动中央画布浏览。点击节点只会选中节点并在右侧显示详情;只有按下右侧详情栏的确认按钮才会执行升级。收魂镰与死亡领域成长写入人物存档,长袍、翅膀和项链的升级仍写入所选物品。多人模式下,服务端会校验祭坛、距离、人物资源、世界进度、魂印账本和物品栏凭证。

四、魂印与阶段点亮

六个分支互相平行,任何分支都可以从阶段 I 独立开始,最多同时培养六支。阶段点亮不会改变、销毁或复制手中的收魂镰。

阶段 必须满足的世界进度 人物绑定凭证 灵魂精华
I · 形态初醒 已击败骷髅王 初醒魂印 ×1 1
II · 能力蜕变 已击败肉山,世界处于困难模式 破界魂印 ×1 2
III · 终极解放 毁灭者、双子魔眼、机械骷髅王全部击败 统御魂印 ×1 3

阶段必须依次点亮,不能跳过。例如亡骨阶段 III 需要该人物已拥有亡骨阶段 II,并且当前世界已满足阶段 III 的进度。

魂印如何获得

魂印不再限定 Boss 所属层级。世界达到某个阶段后,参与击杀任意 Boss并造成正伤害,都会让当前最高阶段及之前所有阶段的魂印点数同时 +1

  • 击败骷髅王、开放阶段 I 后:任意 Boss 都会使初醒魂印 +1
  • 击败肉山、开放阶段 II 后:任意 Boss 都会使初醒魂印和破界魂印各 +1
  • 击败全部新三王、开放阶段 III 后:任意 Boss 都会使初醒、破界、统御魂印各 +1

骷髅王、肉山和最后一个满足新三王门槛的机械 Boss 本身即可按刚开放的阶段结算。某个阶段达到 6 点上限后,该阶段不再增加,但同一次击杀仍会正常增加尚未满额的其他阶段。

不要求最后一击,也不要求必须使用收魂镰;角色即使在战斗结束时死亡,只要仍在线且已造成有效伤害,仍保留参与资格。

每个阶段的人物账本最多签发 6 枚魂印,刚好对应六个分支。背包中的魂印物品只是账本凭证:

  • 复制或捡取另一人物的魂印不能增加自己的账本余额。
  • 丢弃凭证不会重置已签发数量,也不能通过再次击杀无限补领。
  • 升级阶段时同时消耗账本资格与背包中对应凭证。
  • 背包已满时,魂印先记入人物账本的待发记录;物品栏出现空间后自动补发凭证。

五、分支技能与通用树

独特技能

每个分支拥有三个技能,依次对应三个阶段:

  • 点亮阶段 I:技能 1 自动解锁为 Lv.1。
  • 点亮阶段 II:技能 2 自动解锁为 Lv.1。
  • 点亮阶段 III:技能 3 自动解锁为 Lv.1,同时允许该形态积攒并释放大招。
  • 每个技能升至 Lv.2 消耗 50 人物灵魂,升至 Lv.3 消耗 100 人物灵魂。

技能等级属于人物,即使切换形态、换一把新制作的收魂镰或进入另一个世界也不会丢失。

通用节点

节点 作用 上限
魂刃强度 提高所有镰刀形态的基础伤害 10
收割节奏 缩短所有形态的左键攻击间隔 5
死线洞察 提高所有形态的暴击率 5
破魂锋锐 提高所有形态的护甲穿透 5
仪式熟练 缩短各形态特殊技冷却 5
魂能共鸣 提高按各形态规则获得的大招能量 5

通用节点同样保存在人物身上,并对收魂镰基础形态、六分支和最终死神形态生效。更高等级要求任意一个分支达到相应阶段:

  • 伤害节点 Lv.1—3 / Lv.4—7 / Lv.8—10 分别要求任意分支达到阶段 I / II / III。
  • 其余节点 Lv.1—2 / Lv.3—4 / Lv.5 分别要求阶段 I / II / III。

伤害节点前五级依次花费 50、75、100、125、150 人物灵魂,后五级依次花费 1、1、2、2、3 精华。其他通用节点前两级花费 50、100 人物灵魂,后三级依次花费 1、2、3 精华。界面会直接显示当前节点的下一次费用与阶段要求。

六、操作、形态切换与战斗 HUD

动作 默认按键 规则
左键攻击 Mouse1 使用当前形态与最高已解锁阶段的左键连段
形态特殊技 Mouse2 独立冷却;可在按键绑定中修改
形态大招 Mouse3 仅阶段 III 且能量充满时可用;可改绑
形态轮盘 V 按住选择,松开确认;可改绑
开关死亡领域 O 短按开关有限领域;解锁“死亡降临”后长按约 0.75 秒切换现实降临;可改绑

按住 V 时轮盘会列出六个分支和已解锁的死神形态。指向已点亮形态并松开即可免费切换,不消耗灵魂或精华;每个分支自动使用人物已点亮的最高阶段。

如果当前攻击动作还没有结束,切换请求由战斗层排队,等动作收束后再生效。已经生成的延迟斩击会保留攻击开始时的形态、阶段和技能快照,不会因为中途切换而变质。

手持收魂镰时,HUD 会显示当前形态、特殊技冷却、当前形态的大招能量/冷却以及魂竭剩余时间。

尚未切入分支时,通用收魂镰使用交替方向的两段斜斩;特殊技是一记向前上方突进的挑斩。基础外壳没有独立能量槽和大招,但会继续享受人物通用节点。

七、大招能量与魂竭

只有阶段 III 分支能积攒其能量。六个分支分别保存独立的 0—100 能量槽,免费切换不会在当前生命中清空其他形态的能量;死亡或重新进入世界时,临时能量、形态大招冷却、特殊技冷却和魂竭会清零。

能量不是统一“造成伤害就加”:

形态能量 主要积攒方式
骸鸣 让同一目标的骨印达到阈值并碎裂
血潮 承受伤害、特殊技献血、通过饮血产生有效治疗
焚势 用炼狱左键/特殊技连续命中,完成多目标或多段冲刺连击
寒潮 叠加霜印并在收束攻击中成功碎裂
魂归 用灵魂形态的左键与特殊技稳定命中
维度应力 用不同角度的空间切线命中同一目标,触发交汇残切
六道轮回 解锁死神后,让六相左键循环的不同段分别命中并完成一轮

释放任意大招会把该形态能量归零、启动该形态自己的大招冷却,并施加 8 秒魂竭。魂竭期间,无论切到哪一种形态都不能再次释放大招;魂竭结束后仍需满足对应形态自身冷却与 100 能量。

八、六种形态定稿

1. 亡骨镰(Bone Wraith)

  • 左键: 三段近身骨斩,以命中叠加骨印;叠满后在目标位置碎裂,不生成常态飞行弹幕。
  • 阶段成长: 阶段 I 建立骨印循环;阶段 II 的特殊技追加定点落铡;阶段 III 再加入交叉拘束与大范围收束。
  • 特殊技: 从正面重斩逐步扩展成远端骨铡和十字拘束,适合把控制与碎裂集中在指定区域。
  • 技能 1——骨裂回响: 提高骨印碎裂伤害与骨印持续时间。
  • 技能 2——幽骸拘束: 碎裂减速普通敌人;对 Boss 改为降低防御。
  • 技能 3——亡者合唱: 骨印碎裂后追加一次原地幽魂斩,没有飞行过程。
  • 能量: 触发骨印碎裂积攒骸鸣。
  • 大招——万骸葬场: 在指定地点连续唤起多轮骸骨墓场脉冲,随后坍缩为巨型葬场,最后以贯穿画面的亡骨铡刀完成处刑。

2. 血契镰(Blood Covenant)

  • 左键: 近身血色连斩;阶段 II 起连段更长,阶段 III 的终结段才会释放 1 枚折返的血契弧刃。
  • 特殊技: 蓄势后发动高倍率血线处决;阶段 II 起在生命允许时献出部分生命换取更强循环,阶段 III 追加交叉终结。
  • 技能 1——饮血: 血契伤害按比例回复生命,并受每秒治疗上限约束。
  • 技能 2——血性狂热: 生命低于一半时提高血契伤害与攻击速度。
  • 技能 3——凝血护命: 满生命后的过量吸血转化为会自然消退的短暂血盾。
  • 能量: 通过承伤、特殊技献血和实际回复的生命积攒血潮,不能靠对满生命条做无效吸血刷取。
  • 大招——绯月血祭: 先展开护身血环,再让六道血月斩围绕焦点依次收束,最终以巨型猩红十字处决;仪式期间获得更强的承伤稳定性。

3. 炼狱镰(Infernal)

  • 左键: 以近战斩击带动短距离位移;阶段 II 的终结在前方留下多段定点熔痕,阶段 III 扩展为更长的多段冲刺循环。熔痕是原地判定,不是飞行弹幕。
  • 特殊技: 阶段 I 正向疾斩,阶段 II 加入折返,阶段 III 形成三次可改向闪斩。
  • 技能 1——燎原步: 命中后提高移动速度,并强化左键各段位移。
  • 技能 2——灼骨: 对处于狱火状态的目标造成更多炼狱伤害。
  • 技能 3——超燃回路: 三闪全部命中后追加定点火焰新星,并返还部分特殊技冷却。
  • 能量: 连续用左键和特殊技命中积攒焚势;多段/多目标成功连接会带来额外收益。
  • 大招——焚天·炼狱行刑: 人物沿五芒轨迹高速闪现并在焦点留下五道炼狱斩,随后十字崩裂、熔核爆发;仪式期间获得减伤以保障连段完成。

4. 霜魂镰(Frost Soul)

  • 左键: 三段冰霜近战斩,围绕叠加和碎裂霜印组织节奏;阶段 II 起每个完整三段循环最多生成 1 枚晶刃,在目标间有限折射。
  • 特殊技: 短暂蓄势后连续释放两道相反方向的交叉冰斩,承担稳定碎印和窗口处刑功能。
  • 技能 1——霜蚀刻印: 强化霜印的叠加、持续与碎裂收益。
  • 技能 2——折光冰魂: 让唯一的有限晶刃在不同目标间折射追击,而不是堆叠弹幕数量。
  • 技能 3——零度处刑: 对冻结窗口内的目标发动强化终结斩。
  • 能量: 成功碎裂霜印积攒寒潮。
  • 大招——绝对零界·万物凝止: 先冻结焦点区域,四道正交冰刃逐一封锁空间,最后以两道超长巨刃交叉切开零度领域。

5. 灵魂镰刀(Soul)

  • 左键: 每次近战动作在原地留下延迟复唱的魂影;阶段 II 起,连段收束会召出或刷新场上唯一的魂侍。
  • 特殊技: 按当前阶段在人物周围展开多层、逐步外扩的定点环斩,阶段越高环数越完整。
  • 技能 1——魂影复唱: 提高原地魂影复唱的速度与强度。
  • 技能 2——魂侍契约: 强化唯一常驻魂侍的追击与协同能力;场上不会因升级而堆出多个魂侍。
  • 技能 3——命定刻写: 将阶段 III 的灵魂命中写入目标命定层数,强化收束攻击。这里的“命定”是灵魂分支独特机制,不是旧版每把镰刀共有的祭坛树。
  • 能量: 灵魂形态左键与特殊技的有效命中积攒魂归;魂影和魂侍负责补充输出与维持形态循环。
  • 大招——亡者长河·百魂归葬: 展开巨型魂环,八道魂流从不同方位依次穿行,最终百魂向中心坍缩为一次大范围归葬。

6. 虚空镰刀(Void)

  • 左键: 不再生成吸怪裂隙弹幕,而是以加宽的纯近战空间切线直接斩开虚空;阶段 II 起连段更长并留下原地错位残切。
  • 特殊技: 阶段 I 是单条长距离断界锋,阶段 II 展开双向错位切线,阶段 III 以三重切线标定终末坐标。
  • 技能 1——断界锋: 提高空间切线的近战伤害、攻击距离与裂口宽度。
  • 技能 2——错位残切: 空间错位后在原地追加延迟残切,不产生飞行物。
  • 技能 3——终末坐标: 记录交汇后的最终断点,强化特殊技与大招的收束伤害。
  • 能量: 先后用夹角足够不同的切线命中同一目标,触发空间交汇并积攒维度应力。
  • 大招——虚无天断·世界两分: 连续以多条超长空间切线跨越屏幕,最终所有坐标叠合成巨型断界十字;全程无吸附、无常态飞行弹幕。

九、最终死神镰刀

死神镰刀不是用精华从某一条路线“进阶”得到,也不是一件需要另外制作的升级物品。它会在以下条件全部满足时自动点亮:

  1. 亡骨、血契、炼狱、霜魂、灵魂、虚空全部达到阶段 III。
  2. 六个分支的 18 个独特技能全部达到 Lv.3。

解锁后可以在形态轮盘中免费切换到死神形态。

“死神形态”属于人物的收魂镰成长,不需要额外物品进阶。若已解锁该形态,可选择在祭坛用通用收魂镰 + 999 灵魂精华制作独立的怀旧遗物“死亡”。它不影响六分支、大招或死神形态解锁。

  • 左键: 六段循环依次借用六种分支的核心动作语言;完整六相循环最多产生 1 枚不灭死刃,不会同时喷射六套弹幕。
  • 特殊技: 向前突进后连续展开六道六相斩,再以反向重斩收束。
  • 六道轮回能量: 让六相循环中的不同段实际命中,完成一轮时获得额外推进。
  • 大招——终焉安魂曲·六道归一: 六道巨型相位刀光围绕终点逐一降临,最终合并为贯穿战场的终焉斩;释放后同样触发 8 秒魂竭。

十、弹幕预算与攻击快照

本套形态刻意减少“每升一级多一枚弹幕”的同质化:

形态 常态飞行单位上限
亡骨 0;骨碎裂、落铡、幽魂斩均在目标或指定点生成
血契 仅阶段 III 左键终结产生 1 枚回旋血刃
炼狱 0;熔痕与新星是定点判定
霜魂 阶段 II 起每个三段循环最多 1 枚晶刃
灵魂 最多 1 名魂侍;魂影留在动作发生处
虚空 0;无吸附,全部是近战切线和原地残切
死神 每个完整六相左键循环最多 1 枚不灭死刃

攻击开始时会捕获形态、阶段、三个技能、通用穿透/攻速和当次武器伤害等快照。延迟残切、魂影或飞行单位沿用该快照,确保免费切换不会重复结算或把旧攻击改成新形态。

十一、死亡领域与死神装备

人物绑定的死亡领域与三件死神装备都显示在祭坛左侧装备列表中,不会替代或改写人物的收魂镰成长。

死亡领域

死亡领域成长初始即有,不需要项链或其它物品解锁,也不负责开关完整领域。死亡形态武器、死亡之翼等来源划出的领域裂隙会直接使用人物的领域斩击等级,因此没有佩戴项链时仍能产生相应收割斩。

领域树包含斩击间隔、斩击伤害、多重斩击、领域吸血与灵魂提炼。每段斩击初始对普通敌人造成 1% 最大生命、对 Boss 造成 0.01%;伤害满级分别达到 10% 和 0.1%,多重斩击最多五斩。灵魂提炼共五级,每级令实际收割的灵魂增加 10%,最高增加 50%。旧项链上的频率、伤害、多重斩击和吸血等级会自动合并到人物死亡领域,不会丢失。

死亡之翼

飞行时间、水平速度、加速度和垂直能力各有 10 级。6 级前消耗人物灵魂,高级消耗精华;四项满级后再消耗 25 精华解锁无限飞行。完全培养后恢复 180 帧 / 25 速度 / 1.2 加速度 / 8 垂直能力

死神长袍

长袍从 12 防御开始。10 级属性分支包括防御、最大生命、生命回复、机动、仆从、哨兵和放置距离;另有击退免疫、摔落免疫、魔力零消耗与独立熔岩免疫。

以下 15 种减益免疫必须分别购买:着火、中毒、困惑、流血、缓慢、虚弱、沉默、黑暗、诅咒、霜火、冰冻、混沌状态、潮湿、破损盔甲、窒息。

死亡项链

项链仍是完整死亡领域的唯一开关。装备后短按“开关死亡领域”(默认 O)可展开或收回有限领域;人物绑定的死亡领域升级条目本身不能开关。初始领域半径为 10 格;领域为目标显示稳定角度的猩红刻线,收割时沿刻线扫过红黑处决刀光。

项链只保留“领域范围”“吸取万物”“死亡降临”三项升级。范围点满只会把有限领域扩至约 33.6 格;吸取万物强化领域对敌人与掉落物的牵引。范围与吸取万物满级后可消耗 30 灵魂精华点亮“死亡降临”:长按领域键约 0.75 秒,才能令整个领域降临现实或脱离现实;仅在降临期间启用全屏背景、全屏目标收割与每第四轮的强化斩击。短按仍可直接收回领域。

十二、旧存档自动迁移

人物第一次载入 3.0 数据时,会检查背包、猪猪存钱罐、保险箱、护卫熔炉与虚空袋中的旧镰刀;世界箱子不会被扫描。

  • 多把旧镰刀的路线取并集,通用属性采用最高映射等级;退款只选择最高阶段、同阶段投入最高的一把作为 canonical donor。
  • 旧亡骨/血契映射对应阶段 I,炼狱/霜魂映射阶段 II,灵魂/虚空映射阶段 III。公开版 2.7 没有路线历史;后期支持退阶的存档即使降阶也会保留历史槽。迁移会推导历史槽能够证明的最高层,并在无法确定具体形态的层级授予所有合法形态的最小并集,不信任可能随 Mod 加载顺序漂移的旧物品数字 ID。
  • 旧死神镰刀直接授予六分支阶段 III、18 技能 Lv.3 与死神形态,并固定退还 85 精华。
  • 其余路线退款基准为 Tier I 0、Tier II 13、Tier III 39 精华;无法映射投入按重建价值差额的 25% 返还,额外部分每人物最多 60 精华。
  • 所有旧形态物品原地变为通用收魂镰并保留前缀。背包满时,退款保存在人物待领取记录中;迁移版本、快照和待发余额共同防止重复领取。

十三、推荐成长顺序

前期

  1. 用 100 初始灵魂提取 1 精华,制作祭坛;保留剩余 50 灵魂。
  2. 制作通用收魂镰,通过死亡标记建立灵魂循环。
  3. 击败骷髅王后参与击杀任意 Boss;每次都可取得 1 点初醒魂印。
  4. 先点亮最喜欢的阶段 I 分支,再用 50 / 100 灵魂提升其第一技能;不要为了试用另一形态重新制作镰刀。

困难模式初期

  1. 击败肉山后,任意 Boss 都会同时提供 1 点初醒与破界魂印;用破界魂印与 2 精华为主力分支点亮阶段 II。
  2. 根据战斗需要横向点亮更多分支;六条线没有互斥选择。
  3. 逐步提升通用伤害和实用节点,留意后半等级会改用精华。
  4. 同时开始培养死亡之翼,并按当前 Boss 需求购买长袍免疫。

新三王后

  1. 新三王全部击败后,任意 Boss 都会同时提供三阶段魂印各 1 点;用统御魂印与 3 精华点亮阶段 III。
  2. 学会每个主力形态的独特能量规则,而不是只依赖普通命中。
  3. 利用轮盘保存并调配六条能量,但注意任意大招都会触发全局 8 秒魂竭。
  4. 若目标是死神镰刀,最终需六支全部阶段 III,并将全部 18 技能升至 Lv.3。

十四、多人和常见问题

  • 我有魂印物品,为什么不能升级? 魂印以人物账本为准。交易或复制来的凭证不会授予资格;还需满足世界进度、前置阶段和精华费用。
  • 背包满时 Boss 给的魂印消失了吗? 不会。资格先记为待发,出现空位后补发凭证。
  • 阶段 III 已点亮,为什么不能放大招? 还需要对应能量达到 100、该形态自身冷却结束且当前没有魂竭。
  • 切换形态为什么没有立刻发生? 当前攻击尚未收束时会排队,动作结束后生效。
  • 为什么虚空镰刀不吸怪? 这是新定位:纯近战切开空间,无飞行裂隙弹幕和吸附。
  • 死神镰刀为何仍未解锁? 除六支阶段 III 外,还必须把 18 个分支技能全部升到 Lv.3。
  • Boss 没有灵魂奖励? 确认该人物在本次战斗中至少用收魂镰造成过一次有效命中。普通武器伤害可以取得魂印参与资格,但不能替代灵魂奖励所需的镰刀命中。
  • 死亡领域和装备在哪里升级? 在祭坛左侧选择人物绑定的死亡领域、长袍、翅膀或项链;中央会从收魂镰全景树切换为对应升级树。
  • 如何一键取得全部物品? 在名称包含 -debug 的世界输入 /reaperdebugitems;完整限制与其他命令见中文调试命令文档
  • 源码打包提示 SoulHarvest.tmod 正在使用? 关闭 tModLoader,或先禁用正在加载的模组再构建。
description.txt 2.43 KB 查看文件 原始文件
Soul Harvest {ModVersion} is a character-owned reaper progression mod for tModLoader.

Craft one Harvest Sickle and grow it into six parallel forms: Bone Wraith, Blood Covenant, Infernal, Frost Soul, Soul, and Void. Each form has three stages, three upgradable skills, its own primary combo, special attack, ultimate, energy rule, and combat identity. Finish all six branches and all 18 unique skills to awaken the final Death form.

QUICK START
1. A new character begins with 150 souls.
2. Right-click the Soul Icon in the upper-right to spend 100 souls and extract 1 Soul Essence. Left-click it to absorb 1 Soul Essence back into 100 souls.
3. Craft a Harvest Sickle from 10 Wood and 5 Iron or Lead Bars at an anvil. Craft a Death Altar from 1 Soul Essence at a Work Bench.
4. Place and right-click the altar. Select the character-bound Harvest Sickle or Death Domain, or an eligible robe, wing, or necklace from the left list. Click a node, review it on the right, then press the confirmation button to purchase it.
5. After a stage opens, participate in any boss kill: after Skeletron gain +1 Awakening; in Hardmode gain +1 Awakening and Boundary; after all three mechanical bosses gain +1 to all three seals.

DEFAULT CONTROLS
- Mouse1: current form's primary combo
- Mouse2: form special
- Mouse3: Stage III ultimate when its form meter is full
- V: hold the form wheel, aim, then release to switch for free
- O: with the Death Necklace equipped, tap to toggle the finite Death Domain; after unlocking Death Descends, hold for about 0.75 seconds to manifest or dismiss the full-screen domain

SOULS AND THE DEATH DOMAIN
Normal enemies must first receive Death Mark from the Harvest Sickle before they can be harvested. Boss soul rewards require at least one valid Harvest Sickle hit during the encounter. Souls, seals, form progression, common upgrades, and Death Domain slash upgrades belong to the character.

Death Domain progression is available from the start and trains slash interval, damage, Multislash, domain life steal, and Soul Refinement. Soul Refinement increases harvested souls by 10% per level, up to +50%. The Death Necklace remains the only way to toggle the complete domain; its tree upgrades Domain Radius, Absorb All, and Death Descends.

Multiplayer progression and purchases are validated by the server. Legacy sickles and old necklace domain upgrades migrate automatically.

Source code, issue tracker, and complete English/Chinese guides:
{ModHomepage}
description_workshop.txt 6.17 KB 查看文件 原始文件
[h1]Soul Harvest {ModVersion}[/h1]
[i]One sickle. Six parallel forms. A character-bound journey to become Death.[/i]

[b]This is the new SoulHarvest Workshop release.[/b] Do not enable it together with the legacy DeathMod release. Because the internal mod name has changed, character data saved by the legacy release is not automatically shared with this edition.

Soul Harvest is a tModLoader progression mod built around the Harvest Sickle, souls, the Death Altar, and the Death Domain. Your forms, stages, skills, common nodes, souls, Soul Seals, and domain-slash upgrades follow the character instead of one weapon item.

[b]Source code · issue tracker · complete guides[/b]
[url=https://git.xfe.studio/XFEstudio/DeathMod]https://git.xfe.studio/XFEstudio/DeathMod[/url]

[h2]Gameplay Preview[/h2]
[img]https://git.xfe.studio/File/Content/XFEstudio/59/deathmod_1.gif[/img]
[img]https://git.xfe.studio/File/Content/XFEstudio/60/deathmod_2.gif[/img]

[hr][/hr]
[h2]Quick start[/h2]
[olist]
[*][b]Create a character.[/b] New characters begin with 150 souls.
[*][b]Extract Soul Essence.[/b] Right-click the Soul Icon in the upper-right to spend 100 souls and receive 1 Soul Essence. Left-click it to convert 1 essence back into 100 souls.
[*][b]Craft the Harvest Sickle.[/b] Use 10 Wood and 5 Iron or Lead Bars at an Iron/Lead Anvil.
[*][b]Craft the Death Altar.[/b] Use 1 Soul Essence at a Work Bench, place the altar, then right-click it.
[*][b]Choose a progression entry.[/b] The altar lists the character-bound Harvest Sickle and Death Domain together with eligible Death Robes, Wings of Death, and Death Necklaces in your inventory or equipment.
[*][b]Select, inspect, confirm.[/b] Drag the central tree to explore it. Clicking a node only selects it; purchase it with the confirmation button in the right detail panel.
[/olist]

[b]Other equipment recipes[/b]
[list]
[*]Death Robe: 20 Silk + 1 Soul Essence at the Death Altar
[*]Wings of Death: 20 Souls of Flight + 1 Soul Essence at the Death Altar
[*]Death Necklace: Panic Necklace + Obsidian Rose + 3 Soul Essence at the Death Altar
[/list]

[h2]Stages and Soul Seals[/h2]
All six form branches can be trained in parallel. Illuminating a stage never consumes or replaces your Harvest Sickle.
[list]
[*][b]Stage I · Form Awakening:[/b] defeat Skeletron, earn an Awakening Soul Seal, and spend 1 Soul Essence.
[*][b]Stage II · Metamorphosis:[/b] enter Hardmode, earn a Boundary Soul Seal, and spend 2 Soul Essence.
[*][b]Stage III · Ultimate Release:[/b] defeat all three mechanical bosses, earn a Dominion Soul Seal, and spend 3 Soul Essence.
[/list]
After a stage gate opens, deal positive damage during any boss kill to gain one character-bound seal for the highest unlocked stage and every earlier stage at once: Awakening after Skeletron; Awakening plus Boundary in Hardmode; all three after the mechanical trio. Each stage caps at six, and a capped stage does not block the others. The inventory seal is only a visible receipt; the character ledger is authoritative.

[h2]Default controls[/h2]
[table]
[tr][th]Action[/th][th]Default[/th][th]Rule[/th][/tr]
[tr][td]Primary combo[/td][td]Mouse1[/td][td]Uses the current form's highest unlocked stage[/td][/tr]
[tr][td]Form special[/td][td]Mouse2[/td][td]Independent cooldown[/td][/tr]
[tr][td]Form ultimate[/td][td]Mouse3[/td][td]Requires Stage III and a full form meter[/td][/tr]
[tr][td]Form wheel[/td][td]V[/td][td]Hold, aim, and release to switch for free[/td][/tr]
[tr][td]Death Domain[/td][td]O[/td][td]Tap the finite field; hold after Death Descends unlocks[/td][/tr]
[/table]
All mod controls can be rebound in tModLoader's control settings.

[h2]Harvesting souls[/h2]
[list]
[*][b]Normal enemies:[/b] hit them with the Harvest Sickle to apply Death Mark before harvesting them. Rewards scale with maximum life.
[*][b]Bosses:[/b] land at least one valid Harvest Sickle hit during the encounter to qualify for the character soul reward. Every qualified online participant receives the full reward.
[*][b]Soul Essence:[/b] use the upper-right Soul Icon whenever you need to exchange 100 souls and 1 Soul Essence in either direction.
[/list]

[h2]Six forms and the final Death form[/h2]
[list]
[*][b]Bone Wraith:[/b] close bone cuts, Bone Seals, anchored shatters, and restraint.
[*][b]Blood Covenant:[/b] life sacrifice, blood reaps, controlled life steal, and execution.
[*][b]Infernal:[/b] movement-driven melee chains, reversals, rushes, and molten scars.
[*][b]Frost Soul:[/b] frost marks, charged cross-cuts, refraction, and mark shatters.
[*][b]Soul:[/b] anchored soul echoes, a single familiar, and Fated inscriptions.
[*][b]Void:[/b] pure melee spatial lines and dislocated aftercuts, with no enemy pull.
[/list]
Each branch has three unique skills plus its own ultimate and energy-building rule. Reach Stage III on all six branches and raise all 18 unique skills to Lv.3 to awaken the final [b]Death Sickle[/b].

[h2]Death Domain and reaper equipment[/h2]
The character-bound Death Domain exists from the start and does not require the necklace. Its tree upgrades slash interval, slash damage, Multislash, domain life steal, and Soul Refinement. Soul Refinement adds 10% harvested souls per level, up to +50%; weapon- and wing-cut domain rifts use the same character levels.

The [b]Death Necklace[/b] remains the only toggle for the complete field. Tap the domain key while it is equipped to unfold or withdraw the finite domain. Upgrade Domain Radius and Absorb All, then spend 30 Soul Essence to unlock [b]Death Descends[/b]. Hold the domain key for about 0.75 seconds to manifest or dismiss the full-screen domain; only the manifested state enables screen-wide harvesting and its intensified fourth slash.

[h2]Multiplayer, migration, and help[/h2]
Progression, purchases, soul rewards, boss participation, cooldowns, and important damage are validated by the server. Legacy sickles in the character inventory and personal banks migrate automatically; old necklace frequency, damage, Multislash, and life-steal levels merge into the character's Death Domain progression.

For the full form-by-form guide, exact upgrade rules, troubleshooting, source code, and bug/feature reports, visit:
[url=https://git.xfe.studio/XFEstudio/DeathMod]SoulHarvest repository and issue tracker[/url]
AGENTS.md 9.23 KB 查看文件 原始文件

SoulHarvest Codex 协作规范

本文件适用于整个 SoulHarvest 仓库。目标不是“让代码通过编译”就结束,而是把用户描述的游戏行为完整实现,并在相应的单人或多人环境中验证后再交付。

一、工作原则

  1. 先确认用户要求的具体行为,再定位代码。不要顺手调整用户未要求的伤害数字位置、UI、数值、贴图、攻击范围或其他表现。
  2. 修复或开发请求默认包含实现与验证。不要只分析原因,也不要在存在安全、明确的推进路径时停下来等待确认。
  3. 先检查 git status --short。工作区中的既有改动均视为用户或其他任务所有;只修改本任务必需的文件,不覆盖、不回退、不格式化无关文件。
  4. 优先用 rg 搜索文件和调用链,用小而明确的补丁完成修改。避免大范围机械重构,除非用户明确要求重构。
  5. 每次修改都要回答三个问题:
    • 真正的游戏逻辑由哪一端执行?
    • 状态如何同步到其他客户端?
    • 如何证明实际效果发生了,而不只是字段发生了变化?
  6. 用户要求“验证后交付”时,没有实际运行证据不得宣称通过。无法完成某项运行验证时,必须明确说明缺少的验证,不得用“理论上没问题”代替。

二、多人模式的权威链路

涉及攻击、伤害、Buff、灵魂、能量、冷却、位移和掉落时,优先梳理完整链路:

客户端输入意图 -> 服务端校验 -> 服务端创建/授权攻击 -> 服务端命中结算 -> 服务端修改状态 -> 同步客户端 -> 客户端播放表现

遵守以下约束:

  1. 伤害、Buff、灵魂奖励、能量、冷却与掉落必须以服务端为权威。客户端数据包只能表达输入意图,不能提供可信伤害、进度、Buff 结果或角色数值。
  2. 服务端应从服务器持有的玩家、装备和人物进度重新生成 SickleCombatSnapshot,不能接受客户端快照覆盖权威状态。
  3. ReceiveExtraAI 在服务端仍需完整读取网络数据以消费数据包,但不得用客户端内容替换已授权的服务端战斗状态。
  4. 服务端生成的重要弹幕应完成配置、授权与同步。优先复用仓库现有的 ReaperProjectileHelper.SyncNewProjectileConfigureReaperProjectile 和服务器授权模式。
  5. Main.dedServ 下不得访问贴图、SpriteBatch、声音、粒子或图形设备。视觉代码必须与服务端结算分离。
  6. 不要在服务端命中回调中,于 Buff、资源或归属结算之前提前 return。如果多个钩子可能负责同一效果,应把权威结算集中到可幂等调用的方法中。
  7. 对训练假人单独检查。泰拉瑞亚的假人命中在多人模式下可能不完整触发常规弹幕回调;若使用服务器几何补偿,补偿必须执行与真实命中相同的 Buff、能量和领域效果,并防止重复结算。
  8. NPC 的灵魂归属要在伤害发生前或最迟在权威命中时登记,以免一击击杀先于 OnHit。击杀测试必须检查玩家灵魂余额确实增加并已同步。
  9. 修改 MyPlayer.Souls 等人物绑定状态前,确认 ServerCharacterStateReady。如果状态尚未就绪,不要静默丢失奖励;应修复初始化或延迟结算链路,而不是绕过服务端权威。
  10. 所有新增同步字段都要同时检查初始化、发送、接收、晚到包、重复包、断线和专服路径。

三、战斗与动画时序

  1. 玩法判定和视觉动画使用同一个可同步时钟,避免客户端已经攻击而服务端仍在前摇,或视觉尚未完成但伤害已经发生。
  2. 前摇阶段必须显式关闭伤害、派生弹幕、位移攻击和命中副作用;前摇结束后才进入原攻击时间线。
  3. 若玩家在前摇期间松开蓄力键,应保留合理的输入意图,但不能让整次攻击无效果。至少保证动画完成后执行设计要求的最小攻击段。
  4. 攻击持续时间、连段阻塞条件、物品复用时间和服务器授权间隔必须一起检查。不能只延长视觉计时而让下一次点击提前创建另一把武器。
  5. 视觉随机应由可重现的种子驱动,例如弹幕 identity、动作 ID 和阶段。多人客户端应看到一致的主要构图;纯装饰粒子可以本地随机。
  6. 新视觉只能改变用户要求的形态和动作。不要让死神形态的特效泄漏到其他镰刀、终极技或非战斗物品展示中。
  7. 使用现有贴图制作碎片、遮罩或裁切时,优先在客户端运行时生成并缓存;卸载模组时释放运行时纹理。不得在专服创建纹理。
  8. “有特效”不等于“功能完成”。每个动作都分别验证:前摇、完整武器凝聚、实际命中、伤害、Buff、能量、派生弹幕、结束与再次使用。

四、代码修改边界

  1. 修 Bug 时优先修根因和权威边界,不用增加客户端补丁来掩盖服务端缺失。
  2. 共用逻辑应抽成小型、命名明确的方法;需要重复调用时确保幂等,例如同一动作对同一 NPC 根实体只结算一次。
  3. 不改变现有公开存档格式、人物进度或网络协议顺序,除非任务确实需要。若必须改变,发送端和接收端应在同一补丁中完成,并验证旧状态的安全默认值。
  4. 新增调试测试放在 #if DEBUG 或现有自测框架内,不得让测试命令、测试 NPC 或遥测进入 Release 行为。
  5. 注释解释“为什么必须这样做”,尤其是专服例外、网络时序和引擎钩子差异;不要用注释重复代码表面含义。
  6. 不使用破坏性 Git 命令,不删除未知文件,不回退用户改动。只终止本任务明确启动的测试进程,绝不批量结束用户正在运行的 tModLoader。

五、验证顺序

按风险由低到高执行;出现失败先修复,再继续下一层。

1. 静态检查与编译

  • 检查修改文件的 diff,确认没有无关变化、重复分支、调试残留或客户端 API 泄漏到专服。
  • 先执行不打包编译,例如: dotnet build SoulHarvest.csproj -c Debug -p:BuildMod=false
  • 编译警告若由本次修改引入,也应处理。

2. 专服自动验证

  • 优先扩展 Common/ReaperDedicatedServerSelfTest.cs 中的现有测试,而不是创建孤立脚本。
  • 自测必须同时覆盖正向结果与禁止时序,例如:
    • 前摇期间不能造成伤害或生成攻击弹幕;
    • 前摇结束后必须产生权威攻击;
    • 命中后目标实际拥有对应 Buff;
    • 击杀后玩家灵魂余额按预期增加;
    • 客户端伪造或未授权弹幕不能在服务端存活;
    • 同一动作不能重复奖励能量或灵魂。
  • 断言实际 NPC、玩家和弹幕状态,不要只断言私有布尔值。

3. 真实单人验证

  • 检查视觉中心、武器锚点、碎片重组、左右翻转、攻击中心和伤害中心是否一致。
  • 检查不同攻击速度、连段阶段、按住与轻点、松开和连续使用。
  • 确认修改没有影响伤害数字位置、HUD、其他镰刀或终极技。

4. 真实多人验证

至少用一个专服和一个客户端完成实际攻击,不仅运行服务端空玩家单元测试。根据任务检查:

  • 服务端接受正确输入并拒绝未授权输入;
  • 房主、远端玩家和旁观客户端看到一致的主要动画;
  • 普通敌人和训练假人均能正确触发对应效果;
  • Buff 图标/状态、伤害、灵魂、能量和冷却在服务器与客户端一致;
  • 高延迟或晚到同步包不会导致无攻击、卡住、重复攻击或 180 帧等待;
  • 玩家松开按键、死亡、切换物品或断线后,控制器和 held projectile 能正确清理。

5. Release 构建与交付

  • Debug 与运行验证通过后再构建 Release .tmod
  • 若用户正在运行游戏导致已安装模组被锁定,使用独立 -tmlsavedirectory 构建验证;不要结束用户进程。只在目标文件可安全替换时更新正式 Mods 目录。
  • 最后再次检查 git diff --stat 和关键 diff,确认交付内容只包含本任务及已存在的用户改动。

六、验收清单

一个战斗修复只有同时满足下列条件才算完成:

  • 单人逻辑正确;
  • 专服权威逻辑正确;
  • 客户端只负责输入与表现,没有决定伤害或资源;
  • 普通敌人与训练假人路径都已检查;
  • Buff、灵魂、能量、伤害和冷却均验证实际结果;
  • 前摇期间无攻击,完成后攻击正常;
  • 视觉中心、伤害中心和同步时钟一致;
  • 其他形态、UI、伤害数字位置和既有素材未被误改;
  • Debug 编译和适用的自动测试通过;
  • 真实单人/多人运行证据已记录;
  • Release 模组成功构建并放到明确的交付位置。

七、向用户交付时的说明

使用简洁中文,先给结果,再给验证证据。至少说明:

  1. 修复或实现了哪些可观察行为;
  2. 关键修改文件;
  3. 实际执行了哪些编译、专服、单人和多人测试,以及结果;
  4. Release .tmod 的路径或当前无法覆盖的原因;
  5. 若仍有未验证项,明确列出,不能写成“全部通过”。

不要把实现过程堆给用户,也不要用“应该、理论上、大概”代替验收结果。