feat:装备属性添加

This commit is contained in:
2025-11-27 21:37:01 +08:00
parent 3fbaef6878
commit 1dcdc238dc
4 changed files with 41 additions and 5 deletions
+1 -1
View File
@@ -748,7 +748,7 @@ class Character(CharacterProperty):
value = 锻造计算(115, '史诗', cur.refine) value = 锻造计算(115, '史诗', cur.refine)
self.SetStatus(AtkI=value) self.SetStatus(AtkI=value)
# 传世武器强化系数取所有武器的最高的1.12 # 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) 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) self.SetStatus(AtkP=value, AtkM=value)
else: else:
@@ -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: 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 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 # 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) 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) self.SetStatus(AtkP=value, AtkM=value)
else: else:
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@@ -16,10 +16,44 @@ export const formatEqu = (total: IEquipment[], subweapons?: string[], curSuit?:
} }
return b.categorize.localeCompare(a.categorize) 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 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 // # region 副武器
@@ -205,7 +239,9 @@ export const formatStone = (total: IEquipment[], curSuit?: string) => {
const temp = items_suits_rzs.filter( const temp = items_suits_rzs.filter(
(item) => item.itemDetailType === part && item.rarity === rarity, (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 temp = items_suits_rzs.filter((item) => item.itemDetailType === part)
// const remind = temp.length % rowCount // const remind = temp.length % rowCount