new:添加米歇尔相关
This commit is contained in:
@@ -300,9 +300,16 @@ class CalcEquipMixin(CharacterBase):
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if upgrade == 1:
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if upgrade == 1:
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self.SetStatus(SkillAttack=0.04,Buffer=800)
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self.SetStatus(SkillAttack=0.04,Buffer=800)
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pass
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pass
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if upgrade == 2:
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elif upgrade == 2:
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self.SetSkillCD(cd=0.08)
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self.SetSkillCD(cd=0.08)
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self.SetStatus(EquEffectRatio=0.04,Buffer=800)
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self.SetStatus(EquEffectRatio=0.04,Buffer=800)
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elif upgrade == 3:
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# 誓约积分 +25
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item.oathInfo.Point += 25
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elif upgrade == 4:
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self.SetStatus(SpeedA=0.04, SpeedM=0.04, SpeedR=0.04, SkillAttack=0.04, Buffer=800)
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elif upgrade == 5 or upgrade == 6:
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self.SetStatus(SkillAttack=0.04,Buffer=800)
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pass
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pass
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pass
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pass
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@@ -426,9 +433,9 @@ class CalcEquipMixin(CharacterBase):
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self.calc_basic()
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self.calc_basic()
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self.calc_sundry(config.get('sundry', {}))
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self.calc_sundry(config.get('sundry', {}))
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self.calc_emblems()
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self.calc_emblems()
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suit = self.calc_suits()
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self.calc_equs()
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self.calc_equs()
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self.calc_oaths()
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self.calc_oaths()
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suit = self.calc_suits()
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skillInfos = []
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skillInfos = []
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if self.buffer:
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if self.buffer:
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skillInfos = self.calc_buffer_skills()
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skillInfos = self.calc_buffer_skills()
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@@ -1000,6 +1000,29 @@ def enchant_1105(char: CharacterProperty):
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char.SetStatus(四维=250)
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char.SetStatus(四维=250)
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pass
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pass
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@register
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def enchant_1106(char: CharacterProperty):
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"""
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DCALC_REMOVE: enchant_1106
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四维(120)|全属强(35)
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"""
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char.AddElementDB('火', 35)
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char.AddElementDB('冰', 35)
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char.AddElementDB('光', 35)
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char.AddElementDB('暗', 35)
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char.SetStatus(四维=120)
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pass
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@register
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def enchant_1107(char: CharacterProperty):
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"""
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DCALC_REMOVE: enchant_1107
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四维(300)
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"""
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char.SetStatus(四维=300)
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pass
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# endregion
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# endregion
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# region 称号
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# region 称号
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@@ -15697,7 +15697,7 @@ def equ_2002(char: CharacterProperty,effectDamage: list[float] = []):
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buffer = 30 * point - (point // 25) * 30 + (350 if point >= 25 else 0) + (380 if point >= 50 else 0) + (380 if point >= 75 else 0) + (510 if point >= 100 else 0)
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buffer = 30 * point - (point // 25) * 30 + (350 if point >= 25 else 0) + (380 if point >= 50 else 0) + (380 if point >= 75 else 0) + (510 if point >= 100 else 0)
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char.SetStatus(SkillAttack=round(skillAttack / 100,6), Buffer=buffer)
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char.SetStatus(SkillAttack=round(skillAttack / 100,6), Buffer=buffer)
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for part in ['项链', '手镯', '戒指']:
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for part in ['项链', '手镯', '戒指']:
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if char.charEquipInfo[part].equInfo and '黑牙' in char.charEquipInfo[part].equInfo.name:
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if char.charEquipInfo[part].equInfo and ('黑牙' in char.charEquipInfo[part].equInfo.name or char.charEquipInfo[part].equInfo.name == '含光照世的圣者之瞳'):
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char.SetStatus(SkillAttack=0.03, Buffer=75)
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char.SetStatus(SkillAttack=0.03, Buffer=75)
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# char.SetSkillCD(cd=0.04)
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# char.SetSkillCD(cd=0.04)
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# cd = (point // 25) * 0.04
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# cd = (point // 25) * 0.04
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@@ -15709,6 +15709,101 @@ def equ_2002(char: CharacterProperty,effectDamage: list[float] = []):
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char.AwakeSkill.lv += 1
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char.AwakeSkill.lv += 1
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pass
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pass
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@register
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def equ_2003(char: CharacterProperty,effectDamage: list[float] = []):
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"""
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DCALC_REMOVE: equ_2003 - 含光照世的圣者之瞳
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[天域之光]
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每穿戴1件祝圣、圣遗物防具,技能伤害 增加 1% (最多叠加5次)
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[闪耀的誓约残影]
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精度达到100%时,所选的誓约之光将蕴含其中,为穿戴者增添力量。
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[誓约残影 - 潜影]
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所有速度 +16%
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[誓约残影 - 精灵]
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所有速度 +8%
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回避率 +10%
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每3秒恢复3%的生命值和魔法值。
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[誓约残影 - 黄金乡]
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防具/首饰/特殊装备的强化/增幅数值总和每达到+11时,适用以下效果。(最多叠加12次)
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- 技能范围 +1%
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- 所有速度 +1%
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- 所受物理/魔法伤害 -0.5%
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[誓约残影 - 龙战]
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所有速度 +30%
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无色小晶块消耗量 +5
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[誓约残影 - 净化]
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每10秒生成最大生命值10%的保护罩。
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进入霸体状态。
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跳跃时可以再跳跃一次。
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[誓约残影 - 天命]
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攻击时,有3%的几率发动以下效果中的1种。
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- 33秒内技能范围 +33%
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- 33秒内所有速度 +33%
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- 33秒内恢复33%的生命值和魔法值
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[誓约残影 - 能量]
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获得生命值最大值15%的[填充型保护罩]。
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每秒恢复1%的魔法值。
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[誓约残影 - 自然]
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所有速度 +10%
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技能范围 +10%
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[誓约残影 - 女武神]
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施放消耗无色小晶块的技能时,能量充能1次。(最多8次)
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充满后攻击时,恢复周围800px范围内的队友10%的生命值和魔法值。
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[誓约残影 - 青丘]
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攻击时, 能量 +20
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- 最多400
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- 冷却时间1秒
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能量充满后攻击时,为队友发动以下效果,持续30秒
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- 恢复周围500px范围内的队友0.25%的生命值和魔法值
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- 进入霸体状态
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[誓约残影 - 群猎]
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给队员赋予光环,获得以下效果。
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- 所有速度 +15%
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- 所受物理/魔法伤害 -7%
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[誓约残影 - 领域]
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移动速度 +25%
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所受物理/魔法伤害 -10%
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进入霸体状态
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[照耀]
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满足以下条件后,在城镇中使用普通聊天输入“照耀”,出现特效。(冷却时间600秒)
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- 精度达到100%
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- 解锁默示之真谛第九阶段
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- 穿戴5个部位圣遗物防具
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"""
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if 2100 <= char.max_point < 2550:
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char.SetStatus(SkillAttack=0.50, Buffer=11220)
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pass
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elif char.max_point >= 2550:
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char.SetStatus(SkillAttack=0.546, Buffer=13030)
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pass
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point = char.charEquipInfo['戒指'].precision
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skillAttack = 0.1 * point - (point // 25) * 0.1 + (1.6 if point >= 25 else 0) + (1.6 if point >= 50 else 0) + (1.6 if point >= 75 else 0) + (2.7 if point >= 100 else 0)
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buffer = 30 * point - (point // 25) * 30 + (280 if point >= 25 else 0) + (280 if point >= 50 else 0) + (280 if point >= 75 else 0) + (530 if point >= 100 else 0)
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char.SetStatus(SkillAttack=round(skillAttack / 100,6), Buffer=buffer)
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for part in ['上衣', '下装', '头肩', '腰带', '鞋']:
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if char.charEquipInfo[part].equInfo and '启圣' in char.charEquipInfo[part].equInfo.name:
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char.SetStatus(SkillAttack=0.01, Buffer=200)
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char.AddElementDB('火', 40, 1)
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char.AddElementDB('冰', 40, 1)
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char.AddElementDB('光', 40, 1)
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char.AddElementDB('暗', 40, 1)
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pass
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# endregion
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# endregion
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# region 春节
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# region 春节
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@@ -141,7 +141,7 @@ def trans_to_dcalc_set(detail, alter: AltersDep):
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# 'fusion': 0,
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# 'fusion': 0,
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# 锻造等级
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# 锻造等级
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'refine': equ.get('enhance', {}).get('refine', 0),
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'refine': equ.get('enhance', {}).get('refine', 0),
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# 调试等级
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# 调适等级
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'adaptation': equ.get('adaptation', 0),
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'adaptation': equ.get('adaptation', 0),
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# 精度
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# 精度
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'precision': 100,
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'precision': 100,
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Binary file not shown.
@@ -17,8 +17,13 @@ export default defineComponent({
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/** 是否可以设置秘宝精度 */
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/** 是否可以设置秘宝精度 */
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const can_set_secret = computed(() => {
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const can_set_secret = computed(() => {
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return ['武器', '辅助装备', '魔法石', '耳环'].includes(part.value as string)
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return ['武器', '辅助装备', '魔法石', '耳环', '戒指'].includes(part.value as string)
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})
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})
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// const can_set_suit = computed(() => {
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// return ['戒指'].includes(part.value as string)
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// })
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const basicInfoStore = useInfoStore()
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const basicInfoStore = useInfoStore()
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const enchant_list = computed<IEnchantingInfo[] | undefined>(() => {
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const enchant_list = computed<IEnchantingInfo[] | undefined>(() => {
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@@ -32,6 +37,21 @@ export default defineComponent({
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.sort((a, b) => (b.fame ?? 0) - (a.fame ?? 0))
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.sort((a, b) => (b.fame ?? 0) - (a.fame ?? 0))
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})
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})
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// const suit_list = computed(() => {
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// const uniqueSuits = new Map<number, { name: string; value: number; imageUrl: string }>()
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// basicInfoStore.suits.forEach((a) => {
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// if (!uniqueSuits.has(a.suitId)) {
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// uniqueSuits.set(a.suitId, {
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// name: a.suitName,
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// value: a.suitId,
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// imageUrl: a.imageUrl.replace('/suit/', '/suit/icon/'),
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// })
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// }
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// })
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// const res = Array.from(uniqueSuits.values())
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// return res
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// })
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// const emblem_list = computed<IEnchantingInfo[] | undefined>(() => {
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// const emblem_list = computed<IEnchantingInfo[] | undefined>(() => {
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// return basicInfoStore.emblems.filter((item) => item.position.includes(part.value))
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// return basicInfoStore.emblems.filter((item) => item.position.includes(part.value))
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// })
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// })
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@@ -274,6 +294,7 @@ export default defineComponent({
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) : (
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) : (
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<div></div>
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<div></div>
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)}
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)}
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{/* {can_set_suit.value ? <div></div> : <div></div>} */}
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</>
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</>
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)}
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)}
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</div>
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</div>
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@@ -21,7 +21,8 @@
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</template>
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</template>
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</calc-select>
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</calc-select>
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</div>
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</div>
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<div class="equ-profile-item" v-else>
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<template v-else>
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<div class="equ-profile-item">
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<div class="row-name">誓约升级</div>
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<div class="row-name">誓约升级</div>
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<template v-for="i in Array.from({ length: 4 }, (_, i) => i)" :key="i">
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<template v-for="i in Array.from({ length: 4 }, (_, i) => i)" :key="i">
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<calc-select
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<calc-select
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@@ -32,9 +33,25 @@
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<calc-option :value="0">无</calc-option>
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<calc-option :value="0">无</calc-option>
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<calc-option :value="1">技攻 +4%</calc-option>
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<calc-option :value="1">技攻 +4%</calc-option>
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<calc-option :value="2">CD -8%</calc-option>
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<calc-option :value="2">CD -8%</calc-option>
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<calc-option :value="3">誓约积分 +25</calc-option>
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</calc-select>
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</calc-select>
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</template>
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</template>
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</div>
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</div>
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<div class="equ-profile-item">
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<template v-for="i in Array.from({ length: 5 }, (_, i) => i)" :key="i">
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<calc-select
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:model-value="getOathUpgradeValue(i + 4)"
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@update:model-value="setOathUpgradeValue(i + 4, $event)"
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class="flex-1 !h-20px"
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>
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<calc-option :value="0">无</calc-option>
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<calc-option :value="1">速度 +4%</calc-option>
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<calc-option :value="2">范围 +4%</calc-option>
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<calc-option :value="3">减伤 +4%</calc-option>
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</calc-select>
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</template>
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</div>
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</template>
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</div>
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</div>
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</template>
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</template>
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@@ -33,7 +33,7 @@
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<span class="w-50px text-right block">
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<span class="w-50px text-right block">
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{{ suit.rarity }} {{ lvFormat(suit.level, suit.rarity) }}
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{{ suit.rarity }} {{ lvFormat(suit.level, suit.rarity) }}
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</span>
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</span>
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<span class="w-50px text-right block">{{ suit.point }}点</span>
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<span class="w-40px text-right block">{{ suit.point }}点</span>
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</div>
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</div>
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</div>
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</div>
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<!-- <div class="flex justify-end mr-10px text-#836832" v-if="correction > 0">
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<!-- <div class="flex justify-end mr-10px text-#836832" v-if="correction > 0">
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@@ -51,7 +51,7 @@
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<span class="w-50px text-right block">
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<span class="w-50px text-right block">
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{{ oathSuit.rarity }} {{ lvFormat(oathSuit.level, oathSuit.rarity) }}
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{{ oathSuit.rarity }} {{ lvFormat(oathSuit.level, oathSuit.rarity) }}
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</span>
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</span>
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<span class="w-50px text-right block">{{ oathSuit.point }}点</span>
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<span class="w-40px text-right block">{{ oathSuit.point }}点</span>
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</div>
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</div>
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</div>
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</div>
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<div v-if="oathSkills" class="flex justify-around my-5px oath-skill">
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<div v-if="oathSkills" class="flex justify-around my-5px oath-skill">
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Reference in New Issue
Block a user