diff --git a/backend/core/basic/character.py b/backend/core/basic/character.py index bcb277ec..f3f16877 100644 --- a/backend/core/basic/character.py +++ b/backend/core/basic/character.py @@ -748,7 +748,7 @@ class Character(CharacterProperty): value = 锻造计算(115, '史诗', cur.refine) self.SetStatus(AtkI=value) # 传世武器强化系数取所有武器的最高的1.12 - if cur.equInfo.categorize == '传世武器': + if '传世武器' in cur.equInfo.categorize: value = 武器强化计算(115, '史诗', cur.reinforce, cur.equInfo.itemDetailType, '物理', 1.12) self.SetStatus(AtkP=value, AtkM=value) else: diff --git a/backend/core/character/GF/mage_female/battle_mage.py b/backend/core/character/GF/mage_female/battle_mage.py index 73a90c76..e1c15198 100644 --- a/backend/core/character/GF/mage_female/battle_mage.py +++ b/backend/core/character/GF/mage_female/battle_mage.py @@ -747,7 +747,7 @@ class classChange(Character): if cur.equInfo.itemDetailType in ['矛','棍棒'] and self.GetSkillByName("战斗法师武器精通").lv > 0: cur.equInfo.AtkM = cur.equInfo.AtkP # 传世武器强化系数取所有武器的最高的1.12 - if cur.equInfo.categorize == '传世武器': + if '传世武器' in cur.equInfo.categorize: value = 武器强化计算(115, '史诗', cur.reinforce, cur.equInfo.itemDetailType, '物理', 1.12) self.SetStatus(AtkP=value, AtkM=value) else: diff --git a/backend/dataFiles/dcalc_0.db b/backend/dataFiles/dcalc_0.db index b482840e..9ed9fb5a 100644 Binary files a/backend/dataFiles/dcalc_0.db and b/backend/dataFiles/dcalc_0.db differ diff --git a/frontend/src/pages/Character/EquipmentDictionary/formatData.ts b/frontend/src/pages/Character/EquipmentDictionary/formatData.ts index 66ca33ea..0e7a1b56 100644 --- a/frontend/src/pages/Character/EquipmentDictionary/formatData.ts +++ b/frontend/src/pages/Character/EquipmentDictionary/formatData.ts @@ -16,10 +16,44 @@ export const formatEqu = (total: IEquipment[], subweapons?: string[], curSuit?: } return b.categorize.localeCompare(a.categorize) }) - weapons.push(...weapon) + weapons.push( + ...weapon.filter((a) => !['传世武器升级', '狄瑞吉传世武器'].includes(a.categorize)), + ) const remind = weapons.length % rowCount - remind > 0 && weapons.push(...Array(rowCount - remind).fill(undefined)) + if (remind > 0) { + weapons.push(...Array(rowCount - remind).fill(undefined)) + } }) + if (item_weapon.some((a) => a.categorize === '传世武器升级')) { + const length = item_weapon.filter((a) => a.categorize === '传世武器升级').length + weapons.push(...Array(length).fill(undefined)) + weapons.push( + ...item_weapon + .filter((a) => a.categorize === '传世武器升级') + .sort((a, b) => { + return a.itemDetailType.localeCompare(b.itemDetailType) + }), + ) + } + let remind = weapons.length % rowCount + if (remind > 0) { + weapons.push(...Array(rowCount - remind).fill(undefined)) + } + if (item_weapon.some((a) => a.categorize === '狄瑞吉传世武器')) { + const length = item_weapon.filter((a) => a.categorize === '狄瑞吉传世武器').length + weapons.push(...Array(length).fill(undefined)) + weapons.push( + ...item_weapon + .filter((a) => a.categorize === '狄瑞吉传世武器') + .sort((a, b) => { + return a.itemDetailType.localeCompare(b.itemDetailType) + }), + ) + } + remind = weapons.length % rowCount + if (remind > 0) { + weapons.push(...Array(rowCount - remind).fill(undefined)) + } } // # region 副武器 @@ -205,7 +239,9 @@ export const formatStone = (total: IEquipment[], curSuit?: string) => { const temp = items_suits_rzs.filter( (item) => item.itemDetailType === part && item.rarity === rarity, ) - temp.length > 0 && rzs.push(...temp, ...Array(rowCount - temp.length).fill(undefined)) + if (temp.length > 0) { + rzs.push(...temp, ...Array(rowCount - temp.length).fill(undefined)) + } }) // const temp = items_suits_rzs.filter((item) => item.itemDetailType === part) // const remind = temp.length % rowCount