feat:装备属性添加
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@@ -748,7 +748,7 @@ class Character(CharacterProperty):
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value = 锻造计算(115, '史诗', cur.refine)
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value = 锻造计算(115, '史诗', cur.refine)
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self.SetStatus(AtkI=value)
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self.SetStatus(AtkI=value)
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# 传世武器强化系数取所有武器的最高的1.12
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# 传世武器强化系数取所有武器的最高的1.12
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if cur.equInfo.categorize == '传世武器':
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if '传世武器' in cur.equInfo.categorize:
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value = 武器强化计算(115, '史诗', cur.reinforce, cur.equInfo.itemDetailType, '物理', 1.12)
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value = 武器强化计算(115, '史诗', cur.reinforce, cur.equInfo.itemDetailType, '物理', 1.12)
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self.SetStatus(AtkP=value, AtkM=value)
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self.SetStatus(AtkP=value, AtkM=value)
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else:
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else:
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@@ -747,7 +747,7 @@ class classChange(Character):
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if cur.equInfo.itemDetailType in ['矛','棍棒'] and self.GetSkillByName("战斗法师武器精通").lv > 0:
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if cur.equInfo.itemDetailType in ['矛','棍棒'] and self.GetSkillByName("战斗法师武器精通").lv > 0:
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cur.equInfo.AtkM = cur.equInfo.AtkP
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cur.equInfo.AtkM = cur.equInfo.AtkP
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# 传世武器强化系数取所有武器的最高的1.12
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# 传世武器强化系数取所有武器的最高的1.12
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if cur.equInfo.categorize == '传世武器':
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if '传世武器' in cur.equInfo.categorize:
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value = 武器强化计算(115, '史诗', cur.reinforce, cur.equInfo.itemDetailType, '物理', 1.12)
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value = 武器强化计算(115, '史诗', cur.reinforce, cur.equInfo.itemDetailType, '物理', 1.12)
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self.SetStatus(AtkP=value, AtkM=value)
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self.SetStatus(AtkP=value, AtkM=value)
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else:
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else:
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@@ -16,10 +16,44 @@ export const formatEqu = (total: IEquipment[], subweapons?: string[], curSuit?:
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}
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}
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return b.categorize.localeCompare(a.categorize)
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return b.categorize.localeCompare(a.categorize)
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})
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})
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weapons.push(...weapon)
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weapons.push(
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...weapon.filter((a) => !['传世武器升级', '狄瑞吉传世武器'].includes(a.categorize)),
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)
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const remind = weapons.length % rowCount
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const remind = weapons.length % rowCount
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remind > 0 && weapons.push(...Array(rowCount - remind).fill(undefined))
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if (remind > 0) {
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weapons.push(...Array(rowCount - remind).fill(undefined))
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}
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})
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})
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if (item_weapon.some((a) => a.categorize === '传世武器升级')) {
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const length = item_weapon.filter((a) => a.categorize === '传世武器升级').length
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weapons.push(...Array(length).fill(undefined))
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weapons.push(
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...item_weapon
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.filter((a) => a.categorize === '传世武器升级')
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.sort((a, b) => {
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return a.itemDetailType.localeCompare(b.itemDetailType)
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}),
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)
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}
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let remind = weapons.length % rowCount
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if (remind > 0) {
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weapons.push(...Array(rowCount - remind).fill(undefined))
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}
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if (item_weapon.some((a) => a.categorize === '狄瑞吉传世武器')) {
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const length = item_weapon.filter((a) => a.categorize === '狄瑞吉传世武器').length
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weapons.push(...Array(length).fill(undefined))
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weapons.push(
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...item_weapon
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.filter((a) => a.categorize === '狄瑞吉传世武器')
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.sort((a, b) => {
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return a.itemDetailType.localeCompare(b.itemDetailType)
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}),
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)
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}
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remind = weapons.length % rowCount
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if (remind > 0) {
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weapons.push(...Array(rowCount - remind).fill(undefined))
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}
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}
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}
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// # region 副武器
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// # region 副武器
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@@ -205,7 +239,9 @@ export const formatStone = (total: IEquipment[], curSuit?: string) => {
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const temp = items_suits_rzs.filter(
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const temp = items_suits_rzs.filter(
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(item) => item.itemDetailType === part && item.rarity === rarity,
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(item) => item.itemDetailType === part && item.rarity === rarity,
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)
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)
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temp.length > 0 && rzs.push(...temp, ...Array(rowCount - temp.length).fill(undefined))
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if (temp.length > 0) {
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rzs.push(...temp, ...Array(rowCount - temp.length).fill(undefined))
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}
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})
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})
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// const temp = items_suits_rzs.filter((item) => item.itemDetailType === part)
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// const temp = items_suits_rzs.filter((item) => item.itemDetailType === part)
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// const remind = temp.length % rowCount
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// const remind = temp.length % rowCount
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