This commit is contained in:
2025-04-02 14:45:14 +08:00
parent fa4d4f9816
commit 5b03724adf
10 changed files with 235 additions and 152 deletions
+97 -81
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@@ -1,6 +1,6 @@
from functools import cache from functools import cache
import importlib import importlib
from typing import Literal from typing import Any, Literal, Mapping, Union
from core.basic.property import CharacterInfo from core.basic.property import CharacterInfo
from core.basic.skill import Skill from core.basic.skill import Skill
@@ -13,19 +13,21 @@ from .formula import 增幅计算, 强化技攻, 武器强化计算, 精通计
from .roleinfo import CharacterEquipInfo, get_key_by_value from .roleinfo import CharacterEquipInfo, get_key_by_value
# from .property import 精通计算, 角色基础, CharacterInfo # from .property import 精通计算, 角色基础, CharacterInfo
class Jade: class Jade:
ElementIncrease:float ElementIncrease: float
'''属性增幅''' """属性增幅"""
AttackP:float AttackP: float
'''攻击强化%''' """攻击强化%"""
SkillAttack:float SkillAttack: float
'''技能攻击力%''' """技能攻击力%"""
def __init__(self) -> None: def __init__(self) -> None:
self.ElementIncrease = 0.0 self.ElementIncrease = 0.0
self.AttackP = 0.0 self.AttackP = 0.0
self.SkillAttack = 0.0 self.SkillAttack = 0.0
class Character: class Character:
# region 角色属性 # region 角色属性
@@ -257,48 +259,47 @@ class Character:
攻击强化P=0, 攻击强化P=0,
增益量=0, 增益量=0,
增益量P=0, 增益量P=0,
**kwargs, **kwargs: Mapping[
Literal[
'STR',
'INT',
'AtkP',
'AtkM',
'AtkI',
'PAtkP',
'PAtkM',
'PAtkI',
'PATKIPDamage',
'PDamageC',
'PSTR',
'PINT',
'PDamageB',
'ElementA',
'ElementDB',
'ElementR',
'CriticalMP',
'CriticalM',
'CriticalPP',
'CriticalP',
'EquipmentSkillAttack',
'SkillAttack',
'SpeedA',
'SpeedM',
'SpeedR',
'HitP',
'Hit',
'Attack',
'AttackP',
'Buffer',
'BufferP',
'Spirit',
'Vitality',
'EquEffectRatio',
],
Any,
],
) -> None: ) -> None:
"""设置角色属性""" """设置角色属性"""
allowed_kwargs = {
'STR',
'INT',
'AtkP',
'AtkM',
'AtkI',
'PAtkP',
'PAtkM',
'PAtkI',
'PATKIPDamage',
'PDamageC',
'PSTR',
'PINT',
'PDamageB',
'ElementA',
'ElementDB',
'ElementR',
'CriticalMP',
'CriticalM',
'CriticalPP',
'CriticalP',
'EquipmentSkillAttack',
'SkillAttack',
'SpeedA',
'SpeedM',
'SpeedR',
'HitP',
'Hit',
'Attack',
'AttackP',
'Buffer',
'BufferP',
'Spirit',
'Vitality',
'EquEffectRatio'
}
# for key in kwargs:
# if key not in allowed_kwargs:
# raise ValueError(f'Invalid keyword argument: {key}')
self.STR += 力量 + kwargs.get('STR', 0) + 四维 + 力智 self.STR += 力量 + kwargs.get('STR', 0) + 四维 + 力智
self.INT += 智力 + kwargs.get('INT', 0) + 四维 + 力智 self.INT += 智力 + kwargs.get('INT', 0) + 四维 + 力智
self.Spirit += 精神 + kwargs.get('Spirit', 0) + 四维 + 体精 self.Spirit += 精神 + kwargs.get('Spirit', 0) + 四维 + 体精
@@ -328,7 +329,7 @@ class Character:
self.EquEffectRatio *= 1 + kwargs.get('EquEffectRatio', 0.0) self.EquEffectRatio *= 1 + kwargs.get('EquEffectRatio', 0.0)
pass pass
def AddElementDB(self, element: str, value: float,type:int=0) -> None: def AddElementDB(self, element: str, value: float, type: int = 0) -> None:
""" """
增加属性强化 增加属性强化
type: 0 站街 1 进图 type: 0 站街 1 进图
@@ -357,6 +358,21 @@ class Character:
if min <= skill.learnLv <= max and skill.damage and skill.learnLv not in exclude: if min <= skill.learnLv <= max and skill.damage and skill.learnLv not in exclude:
skill.cdReduce *= 1 - cd skill.cdReduce *= 1 - cd
def SetSkillCDRecover(self, min=1, max=100, cd=0, exclude=[50, 85, 100]) -> None:
"""设置技能CD恢复"""
for skill in self.skills:
if min <= skill.learnLv <= max and skill.damage and skill.learnLv not in exclude:
skill.cdRecover += cd
def SetSkillRation(self, min=1, max=100, ratio=0 ,type = 0) -> None:
"""设置技能倍率 0 修改技能面板 1 不修改技能面板"""
for skill in self.skills:
if min <= skill.learnLv <= max and skill.damage:
if type == 0:
skill.skillRation *= (1 + ratio)
else:
skill.skillDamage *= (1 + ratio)
def GetSkillByName(self, name) -> Skill: def GetSkillByName(self, name) -> Skill:
"""通过技能名获取技能""" """通过技能名获取技能"""
return self.skills_dict.get(name, None) return self.skills_dict.get(name, None)
@@ -525,7 +541,7 @@ class Character:
for equ in [item.equInfo for item in filter(lambda x: x.equInfo is not None, self.charEquipInfo.values())]: for equ in [item.equInfo for item in filter(lambda x: x.equInfo is not None, self.charEquipInfo.values())]:
if equ is None: if equ is None:
continue continue
fun = effects.equ_func_list.get(str(equ.id),None) fun = effects.equ_func_list.get(str(equ.id), None)
if fun is None: if fun is None:
continue continue
# 获取装备基础属性 并给角色设置(大写开头属性为角色属性) # 获取装备基础属性 并给角色设置(大写开头属性为角色属性)
@@ -534,7 +550,6 @@ class Character:
# 获取装备额外属性 # 获取装备额外属性
fun(self) fun(self)
def calc_basic(self): def calc_basic(self):
"""计算基础属性:防具精通、增幅、强化等""" """计算基础属性:防具精通、增幅、强化等"""
# 防具精通跟随装备品级 # 防具精通跟随装备品级
@@ -567,10 +582,10 @@ class Character:
if part == '武器': if part == '武器':
# 锻造独立计算 # 锻造独立计算
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 cur.equInfo.categorize == '传世武器':
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:
# 强化计算 # 强化计算
@@ -581,7 +596,7 @@ class Character:
pass pass
if part == '耳环': if part == '耳环':
value = 耳环计算(115, '史诗', cur.reinforce) value = 耳环计算(115, '史诗', cur.reinforce)
self.SetStatus(AtkM=value, AtkP=value,AtkI=value) self.SetStatus(AtkM=value, AtkP=value, AtkI=value)
pass pass
if part in ['辅助装备', '魔法石']: if part in ['辅助装备', '魔法石']:
value = 左右计算(115, '史诗', cur.reinforce) value = 左右计算(115, '史诗', cur.reinforce)
@@ -622,33 +637,34 @@ class Character:
for i in self.skills: for i in self.skills:
if i.damage and i.lv > 0: if i.damage and i.lv > 0:
temp = i.skillInfo() temp = i.skillInfo()
skillInfos.append({ skillInfos.append(
"name":i.name, {
"icon":i.icon, 'name': i.name,
"lv":i.lv, 'icon': i.icon,
"data":temp[0], 'lv': i.lv,
"ratio":temp[1], 'data': temp[0],
"cd":temp[2], 'ratio': temp[1],
}) 'cd': temp[2],
}
)
ratios = self.calc_damage_ration() ratios = self.calc_damage_ration()
ratio_char_skill = ratios[0] * ratios[1] * ratios[2] * ratios[3] * ratios[4] * ratios[5] * ratios[6] * ratios[7] * ratios[8] * ratios[9] / 10000 ratio_char_skill = ratios[0] * ratios[1] * ratios[2] * ratios[3] * ratios[4] * ratios[5] * ratios[6] * ratios[7] * ratios[8] * ratios[9] / 10000
ratuio_equ_skill = ratios[0] * ratios[1] * ratios[3] * ratios[4] * ratios[6] * ratios[7] * ratios[8] * ratios[9] / 10000 ratuio_equ_skill = ratios[0] * ratios[1] * ratios[3] * ratios[4] * ratios[6] * ratios[7] * ratios[8] * ratios[9] / 10000
for i in skillInfos: for i in skillInfos:
i["damage"] = ratio_char_skill * i["data"] * i["ratio"] i['damage'] = ratio_char_skill * i['data'] * i['ratio']
for i in self.equ_effect: for i in self.equ_effect:
skillInfos.append({ skillInfos.append(
"name": i.name, {
"icon": i.icon, 'name': i.name,
"lv": 0, 'icon': i.icon,
"data": i.data, 'lv': 0,
"ratio": 10.0, 'data': i.data,
"cd": i.cd, 'ratio': 10.0,
"damage": ratuio_equ_skill * i.data * 10, 'cd': i.cd,
}) 'damage': ratuio_equ_skill * i.data * 10,
return { }
"skills": skillInfos, )
"info":{k: v for k, v in self.__dict__.items() if k[0].isupper()} return {'skills': skillInfos, 'info': {k: v for k, v in self.__dict__.items() if k[0].isupper()}}
}
# 技能影响角色的属性,如属强、抗性等 # 技能影响角色的属性,如属强、抗性等
def calc_damage_ration(self): def calc_damage_ration(self):
@@ -657,19 +673,19 @@ class Character:
# 力/智 攻击力 攻击力%(特效不吃这部分) # 力/智 攻击力 攻击力%(特效不吃这部分)
attrs = [] attrs = []
if self.输出类型 == '物理百分比': if self.输出类型 == '物理百分比':
attrs.extend(['STR', 'AtkP','PAtkP']) attrs.extend(['STR', 'AtkP', 'PAtkP'])
if self.输出类型 == '魔法百分比': if self.输出类型 == '魔法百分比':
attrs.extend(['INT', 'AtkM','PAtkM']) attrs.extend(['INT', 'AtkM', 'PAtkM'])
if self.输出类型 == '物理固伤': if self.输出类型 == '物理固伤':
attrs.extend(['STR', 'AtkI', 'PAtkI']) attrs.extend(['STR', 'AtkI', 'PAtkI'])
if self.输出类型 == '魔法固伤': if self.输出类型 == '魔法固伤':
attrs.extend(['INT', 'AtkI', 'PAtkI']) attrs.extend(['INT', 'AtkI', 'PAtkI'])
# 力智系数 # 力智系数
ratio_0 : float = getattr(self, attrs[0]) / 250 + 1 ratio_0: float = getattr(self, attrs[0]) / 250 + 1
# 物理/魔法/独立攻击力 # 物理/魔法/独立攻击力
ratio_1 : float = getattr(self, attrs[1]) ratio_1: float = getattr(self, attrs[1])
# 技能 物理/魔法/独立攻击力% # 技能 物理/魔法/独立攻击力%
ratio_2 : float = getattr(self, attrs[2]) ratio_2: float = getattr(self, attrs[2])
# 属强系数 # 属强系数
ratio_3 = max(self.ElementDB.values()) * 0.0045 + 1.05 ratio_3 = max(self.ElementDB.values()) * 0.0045 + 1.05
# 暴击系数 # 暴击系数
@@ -682,7 +698,7 @@ class Character:
ratio_7 = 1 + self.Attack * (self.AttackP + self.jade_effect.AttackP) ratio_7 = 1 + self.Attack * (self.AttackP + self.jade_effect.AttackP)
# 防御系数,暂定145沙袋防御 # 防御系数,暂定145沙袋防御
monster_defense = 75068627484 monster_defense = 75068627484
ratio_8 = (1 - monster_defense / (monster_defense + 200 * 100)) ratio_8 = 1 - monster_defense / (monster_defense + 200 * 100)
# 杂项 斗神、宠物技能、队友增幅等(技能的属性增幅归属到这部分,因为会加成到特效部分,修复后修改为技能攻击力计算) # 杂项 斗神、宠物技能、队友增幅等(技能的属性增幅归属到这部分,因为会加成到特效部分,修复后修改为技能攻击力计算)
ratio_9 = 1.0 * self.ElementIncrease ratio_9 = 1.0 * self.ElementIncrease
return (ratio_0, ratio_1, ratio_2, ratio_3, ratio_4, ratio_5, ratio_6, ratio_7, ratio_8, ratio_9) return (ratio_0, ratio_1, ratio_2, ratio_3, ratio_4, ratio_5, ratio_6, ratio_7, ratio_8, ratio_9)
@@ -63,7 +63,10 @@ class Skill3(PassiveSkill):
data0 = [0, 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48] # noqa: E501 data0 = [0, 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48] # noqa: E501
data1 = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30] data1 = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30]
associate = [{'data': data0, 'type': '$*PAtkI'},{'data': data1, 'type': '*cdReduce', 'exceptSkills': ['EMP磁暴','决战之日','终解·制空霸权']}] associate = [
{'data': data0, 'type': '$*PAtkI'},
{'data': data1, 'type': '*cdReduce', 'exceptSkills': ['EMP磁暴','决战之日','终解·制空霸权']}
]
# def precondition(self): # def precondition(self):
# weapon = self.char.charEquipInfo['武器'].equInfo # weapon = self.char.charEquipInfo['武器'].equInfo
@@ -83,6 +86,10 @@ class Skill4(PassiveSkill):
data0 = [0, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10] # noqa: E501 data0 = [0, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10] # noqa: E501
data1 = [0, 5, 7, 9, 11, 13, 15, 17, 19, 21, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33] # noqa: E501 data1 = [0, 5, 7, 9, 11, 13, 15, 17, 19, 21, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33] # noqa: E501
associate = [
{'data': data0, 'type': '*skillRation'},
{'data': data1, 'type': '*skillRation'}
]
# 手雷精通 유탄 마스터리 # 手雷精通 유탄 마스터리
# https://api.neople.co.kr/df/skills/944b9aab492c15a8474f96947ceeb9e4/0113c8b1306ca76d208f83f2d093dd62?apikey=fdvit1Kj64EAJm0qfB3JEAD8FLExLDD0 # https://api.neople.co.kr/df/skills/944b9aab492c15a8474f96947ceeb9e4/0113c8b1306ca76d208f83f2d093dd62?apikey=fdvit1Kj64EAJm0qfB3JEAD8FLExLDD0
@@ -96,7 +103,9 @@ class Skill5(PassiveSkill):
data0 = [0, 10, 20, 30, 40, 50, 60, 70, 80, 90, 100, 110, 120, 130, 140, 150, 160, 170, 180, 190, 200] # noqa: E501 data0 = [0, 10, 20, 30, 40, 50, 60, 70, 80, 90, 100, 110, 120, 130, 140, 150, 160, 170, 180, 190, 200] # noqa: E501
associate = [{'type': '*skillRation', 'data': data0, 'skills': ['G-14手雷','G-35L感电手雷','G-18C冰冻手雷']}] associate = [
{'type': '*skillRation', 'data': data0, 'skills': ['G-14手雷','G-35L感电手雷','G-18C冰冻手雷']}
]
# M18阔剑地雷 M18 클레이모어 # M18阔剑地雷 M18 클레이모어
# https://api.neople.co.kr/df/skills/944b9aab492c15a8474f96947ceeb9e4/2ff50c35efcf0f287c4c418c8454da48?apikey=fdvit1Kj64EAJm0qfB3JEAD8FLExLDD0 # https://api.neople.co.kr/df/skills/944b9aab492c15a8474f96947ceeb9e4/2ff50c35efcf0f287c4c418c8454da48?apikey=fdvit1Kj64EAJm0qfB3JEAD8FLExLDD0
+10 -7
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@@ -1284,6 +1284,7 @@ def equ_86(char: Character):
-所有速度+10% -所有速度+10%
-发动权威光谱效果 -发动权威光谱效果
""" """
char.SetStatus(SpeedA=0.1,SpeedM=0.1,SpeedR=0.1)
pass pass
@@ -1298,6 +1299,7 @@ def equ_87(char: Character):
-所有速度+15% -所有速度+15%
-发动权威光谱效果 -发动权威光谱效果
""" """
char.SetStatus(SpeedA=0.15,SpeedM=0.15,SpeedR=0.15)
pass pass
@@ -1313,6 +1315,7 @@ def equ_88(char: Character):
-所有速度+20% -所有速度+20%
-发动权威光谱效果 -发动权威光谱效果
""" """
char.SetStatus(SpeedA=0.2,SpeedM=0.2,SpeedR=0.2)
pass pass
@@ -1401,7 +1404,7 @@ def equ_94(char: Character):
-静止模式:中止攻击 -静止模式:中止攻击
-冷却时间1秒 -冷却时间1秒
""" """
char.equ_effects.append(EquEffect(name='冰封的火焰之躯', icon='/equipment/skill/26.png', cd=1, data=7200)) char.equ_effect.append(EquEffect(name='冰封的火焰之躯', icon='/equipment/skill/26.png', cd=1, data=7200))
pass pass
@@ -1423,8 +1426,8 @@ def equ_95(char: Character):
-静止模式:中止攻击 -静止模式:中止攻击
-冷却时间1秒 -冷却时间1秒
""" """
char.equ_effects.append(EquEffect(name='冰弩', icon='/equipment/skill/26.png', cd=1, data=7200)) char.equ_effect.append(EquEffect(name='冰弩', icon='/equipment/skill/26.png', cd=1, data=7200))
char.equ_effects.append(EquEffect(name='火弩', icon='/equipment/skill/26.png', cd=1, data=7200)) char.equ_effect.append(EquEffect(name='火弩', icon='/equipment/skill/26.png', cd=1, data=7200))
pass pass
@@ -1448,9 +1451,9 @@ def equ_96(char: Character):
-静止模式:中止攻击 -静止模式:中止攻击
-冷却时间1秒 -冷却时间1秒
""" """
char.equ_effects.append(EquEffect(name='冰弩', icon='/equipment/skill/26.png', cd=1, data=7200)) char.equ_effect.append(EquEffect(name='冰弩', icon='/equipment/skill/26.png', cd=1, data=7200))
char.equ_effects.append(EquEffect(name='火弩', icon='/equipment/skill/26.png', cd=1, data=7200)) char.equ_effect.append(EquEffect(name='火弩', icon='/equipment/skill/26.png', cd=1, data=7200))
char.equ_effects.append(EquEffect(name='箭雨', icon='/equipment/skill/26.png', cd=20, data=45600)) char.equ_effect.append(EquEffect(name='箭雨', icon='/equipment/skill/26.png', cd=20, data=45600))
pass pass
@@ -1584,7 +1587,7 @@ def equ_104(char: Character):
skill.skillDamage *= 1.30 skill.skillDamage *= 1.30
if skill.damage and skill.cube == 0: if skill.damage and skill.cube == 0:
skill.skillDamage *= 1.25 skill.skillDamage *= 1.25
char.equ_effect.append(EquEffect(name='燃烧', icon='/new_equipment/01_weapon/gunner/musket/musket.img/234.png', cd=0.2, data=480)) char.equ_effect.append(EquEffect(name='燃烧', icon='/equipment/new_equipment/01_weapon/gunner/musket/musket.img/234.png', cd=0.2, data=480))
pass pass
+102 -49
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@@ -324,7 +324,7 @@ def suit_27(char: Character):
- 攻击中止/继续攻击 - 攻击中止/继续攻击
- 冷却时间1秒 - 冷却时间1秒
""" """
char.equ_effect.append(EquEffect(name='火灵安珀', icon='', cd=2, data=19200)) char.equ_effect.append(EquEffect(name='火灵安珀', icon='/equipment/skill/29.png', cd=2, data=19200))
pass pass
@@ -402,8 +402,8 @@ def suit_32(char: Character):
- 被击时,精灵之魂- 5(冷却时间1秒) - 被击时,精灵之魂- 5(冷却时间1秒)
- 元素释放伤害量:80,400% - 元素释放伤害量:80,400%
""" """
char.equ_effect.append(EquEffect(name='火灵安珀', icon='', cd=2, data=19200)) char.equ_effect.append(EquEffect(name='火灵安珀', icon='/equipment/skill/29.png', cd=2, data=19200))
char.equ_effect.append(EquEffect(name='水灵阿库娅', icon='', cd=3, data=24000)) char.equ_effect.append(EquEffect(name='水灵阿库娅', icon='/equipment/skill/29.png', cd=3, data=24000))
char.equ_effect.append(EquEffect(name='元素释放', icon='/equipment/skill/29.png', cd=15, data=80400)) char.equ_effect.append(EquEffect(name='元素释放', icon='/equipment/skill/29.png', cd=15, data=80400))
pass pass
@@ -520,9 +520,9 @@ def suit_37(char: Character):
一被击时,精灵之魂- 5(冷却时间1秒) 一被击时,精灵之魂- 5(冷却时间1秒)
- 元素释放伤害量:118,200% - 元素释放伤害量:118,200%
""" """
char.equ_effect.append(EquEffect(name='火灵安珀', icon='', cd=2, data=19200)) char.equ_effect.append(EquEffect(name='火灵安珀', icon='/equipment/skill/29.png', cd=2, data=19200))
char.equ_effect.append(EquEffect(name='水灵阿库娅', icon='', cd=3, data=24000)) char.equ_effect.append(EquEffect(name='水灵阿库娅', icon='/equipment/skill/29.png', cd=3, data=24000))
char.equ_effect.append(EquEffect(name='风灵希尔珂', icon='', cd=2, data=19200)) char.equ_effect.append(EquEffect(name='风灵希尔珂', icon='/equipment/skill/29.png', cd=2, data=19200))
char.SetStatus(SpeedM=0.15) char.SetStatus(SpeedM=0.15)
char.equ_effect.append(EquEffect(name='元素释放', icon='/equipment/skill/29.png', cd=15, data=118200)) char.equ_effect.append(EquEffect(name='元素释放', icon='/equipment/skill/29.png', cd=15, data=118200))
pass pass
@@ -666,12 +666,12 @@ def suit_42(char: Character):
一被击时,精灵之魂- 5(冷却时间1秒) 一被击时,精灵之魂- 5(冷却时间1秒)
- 元素释放伤害量:118,200% - 元素释放伤害量:118,200%
""" """
char.equ_effect.append(EquEffect(name='火灵安珀', icon='', cd=2, data=19200)) char.equ_effect.append(EquEffect(name='火灵安珀', icon='/equipment/skill/29.png', cd=2, data=19200))
char.equ_effect.append(EquEffect(name='水灵阿库娅', icon='', cd=3, data=24000)) char.equ_effect.append(EquEffect(name='水灵阿库娅', icon='/equipment/skill/29.png', cd=3, data=24000))
char.equ_effect.append(EquEffect(name='风灵希尔珂', icon='', cd=2, data=19200)) char.equ_effect.append(EquEffect(name='风灵希尔珂', icon='/equipment/skill/29.png', cd=2, data=19200))
char.SetStatus(SpeedM=0.15) char.SetStatus(SpeedM=0.15)
char.equ_effect.append(EquEffect(name='元素释放', icon='/equipment/skill/29.png', cd=10, data=181920)) char.equ_effect.append(EquEffect(name='元素释放', icon='/equipment/skill/29.png', cd=10, data=181920))
char.equ_effect.append(EquEffect(name='精灵女王提泰妮娅', icon='', cd=5, data=47520)) char.equ_effect.append(EquEffect(name='精灵女王提泰妮娅', icon='/equipment/skill/29.png', cd=5, data=47520))
pass pass
@@ -732,16 +732,16 @@ def suit_48(char: Character):
reinforce_3 = 0 reinforce_3 = 0
"""武器""" """武器"""
for part in char.charEquipInfo.keys(): for part in char.charEquipInfo.keys():
if char.charEquipInfo[part].id <= 0: if char.charEquipInfo[part] is None:
continue continue
num = char.charEquipInfo[part].reinforce num = char.charEquipInfo[part].reinforce
if part == '武器': if part == '武器':
reinforce_3 += num reinforce_3 += num
if ['上衣', '头肩', '下装', '腰带', '鞋'].includes(part): if part in ['上衣', '头肩', '下装', '腰带', '鞋']:
reinforce_0 += num reinforce_0 += num
if ['手镯', '项链', '戒指'].includes(part): if part in ['手镯', '项链', '戒指']:
reinforce_1 += num reinforce_1 += num
if ['耳环', '辅助装备', '魔法石'].includes(part): if part in ['耳环', '辅助装备', '魔法石']:
reinforce_2 += num reinforce_2 += num
reinforce = reinforce_0 + reinforce_1 + reinforce_2 + reinforce_3 reinforce = reinforce_0 + reinforce_1 + reinforce_2 + reinforce_3
char.SetStatus(SkillRange=0.02 * min(reinforce // 11, 7)) char.SetStatus(SkillRange=0.02 * min(reinforce // 11, 7))
@@ -829,16 +829,16 @@ def suit_53(char: Character):
reinforce_3 = 0 reinforce_3 = 0
"""武器""" """武器"""
for part in char.charEquipInfo.keys(): for part in char.charEquipInfo.keys():
if char.charEquipInfo[part].id <= 0: if char.charEquipInfo[part] is None:
continue continue
num = char.charEquipInfo[part].reinforce num = char.charEquipInfo[part].reinforce
if part == '武器': if part == '武器':
reinforce_3 += num reinforce_3 += num
if ['上衣', '头肩', '下装', '腰带', '鞋'].includes(part): if part in ['上衣', '头肩', '下装', '腰带', '鞋']:
reinforce_0 += num reinforce_0 += num
if ['手镯', '项链', '戒指'].includes(part): if part in ['手镯', '项链', '戒指']:
reinforce_1 += num reinforce_1 += num
if ['耳环', '辅助装备', '魔法石'].includes(part): if part in ['耳环', '辅助装备', '魔法石']:
reinforce_2 += num reinforce_2 += num
reinforce = reinforce_0 + reinforce_1 + reinforce_2 + reinforce_3 reinforce = reinforce_0 + reinforce_1 + reinforce_2 + reinforce_3
char.SetStatus(SkillRange=0.02 * min(reinforce // 11, 12)) char.SetStatus(SkillRange=0.02 * min(reinforce // 11, 12))
@@ -968,16 +968,16 @@ def suit_58(char: Character):
reinforce_3 = 0 reinforce_3 = 0
"""武器""" """武器"""
for part in char.charEquipInfo.keys(): for part in char.charEquipInfo.keys():
if char.charEquipInfo[part].id <= 0: if char.charEquipInfo is None:
continue continue
num = char.charEquipInfo[part].reinforce num = char.charEquipInfo[part].reinforce
if part == '武器': if part == '武器':
reinforce_3 += num reinforce_3 += num
if ['上衣', '头肩', '下装', '腰带', '鞋'].includes(part): if part in ['上衣', '头肩', '下装', '腰带', '鞋']:
reinforce_0 += num reinforce_0 += num
if ['手镯', '项链', '戒指'].includes(part): if part in ['手镯', '项链', '戒指']:
reinforce_1 += num reinforce_1 += num
if ['耳环', '辅助装备', '魔法石'].includes(part): if part in ['耳环', '辅助装备', '魔法石']:
reinforce_2 += num reinforce_2 += num
reinforce = reinforce_0 + reinforce_1 + reinforce_2 + reinforce_3 reinforce = reinforce_0 + reinforce_1 + reinforce_2 + reinforce_3
char.SetStatus(SkillRange=0.02 * min(reinforce // 11, 12)) char.SetStatus(SkillRange=0.02 * min(reinforce // 11, 12))
@@ -997,13 +997,13 @@ def suit_58(char: Character):
char.SetSkillCD(Buffer=750 * min((reinforce - 110) // 11, 2)) char.SetSkillCD(Buffer=750 * min((reinforce - 110) // 11, 2))
if reinforce < 88: if reinforce < 88:
char.equ_effect.append(EquEffect(name='淘银热', icon='', cd=10, data=9600)) char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=9600))
elif reinforce < 110: elif reinforce < 110:
char.equ_effect.append(EquEffect(name='淘银热', icon='', cd=10, data=10440)) char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=10440))
elif reinforce < 132: elif reinforce < 132:
char.equ_effect.append(EquEffect(name='淘银热', icon='', cd=10, data=12000)) char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=12000))
else: else:
char.equ_effect.append(EquEffect(name='淘银热', icon='', cd=10, data=14400)) char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=14400))
pass pass
@@ -1157,16 +1157,16 @@ def suit_63(char: Character):
reinforce_3 = 0 reinforce_3 = 0
"""武器""" """武器"""
for part in char.charEquipInfo.keys(): for part in char.charEquipInfo.keys():
if char.charEquipInfo[part].id <= 0: if char.charEquipInfo[part] is None:
continue continue
num = char.charEquipInfo[part].reinforce num = char.charEquipInfo[part].reinforce
if part == '武器': if part == '武器':
reinforce_3 += num reinforce_3 += num
if ['上衣', '头肩', '下装', '腰带', '鞋'].includes(part): if part in ['上衣', '头肩', '下装', '腰带', '鞋']:
reinforce_0 += num reinforce_0 += num
if ['手镯', '项链', '戒指'].includes(part): if part in ['手镯', '项链', '戒指']:
reinforce_1 += num reinforce_1 += num
if ['耳环', '辅助装备', '魔法石'].includes(part): if part in ['耳环', '辅助装备', '魔法石']:
reinforce_2 += num reinforce_2 += num
reinforce = reinforce_0 + reinforce_1 + reinforce_2 + reinforce_3 reinforce = reinforce_0 + reinforce_1 + reinforce_2 + reinforce_3
char.SetStatus(SkillRange=0.02 * min(reinforce // 11, 12)) char.SetStatus(SkillRange=0.02 * min(reinforce // 11, 12))
@@ -1186,13 +1186,13 @@ def suit_63(char: Character):
char.SetSkillCD(Buffer=1500 * min((reinforce - 110) // 11, 2)) char.SetSkillCD(Buffer=1500 * min((reinforce - 110) // 11, 2))
if reinforce < 88: if reinforce < 88:
char.equ_effect.append(EquEffect(name='淘银热', icon='', cd=10, data=9600)) char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=9600))
elif reinforce < 110: elif reinforce < 110:
char.equ_effect.append(EquEffect(name='淘银热', icon='', cd=10, data=10440)) char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=10440))
elif reinforce < 132: elif reinforce < 132:
char.equ_effect.append(EquEffect(name='淘银热', icon='', cd=10, data=12000)) char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=12000))
else: else:
char.equ_effect.append(EquEffect(name='淘银热', icon='', cd=10, data=14400)) char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=14400))
pass pass
@@ -1296,7 +1296,7 @@ def suit_74(char: Character):
* 青龙升天伤害量 : 14,400% * 青龙升天伤害量 : 14,400%
""" """
char.SetStatus(SpeedA=0.1, SpeedM=0.1, SpeedR=0.1) char.SetStatus(SpeedA=0.1, SpeedM=0.1, SpeedR=0.1)
char.equ_effect.append(EquEffect(name='龙之胜战', icon='', cd=10, data=14400)) char.equ_effect.append(EquEffect(name='龙之胜战', icon='/equipment/suit/1.png', cd=10, data=14400))
pass pass
@@ -1379,16 +1379,16 @@ def suit_79(char: Character):
""" """
if char.equ_options.get('1', 0) == 0: if char.equ_options.get('1', 0) == 0:
char.SetStatus(SpeedA=0.1, SpeedM=0.1, SpeedR=0.1) char.SetStatus(SpeedA=0.1, SpeedM=0.1, SpeedR=0.1)
char.equ_effect.append(EquEffect(name='烛龙腾霄', icon='', cd=10, data=14400)) char.equ_effect.append(EquEffect(name='烛龙腾霄', icon='/equipment/suit/1.png', cd=10, data=14400))
elif char.equ_options.get('1', 0) == 1: elif char.equ_options.get('1', 0) == 1:
char.SetStatus(SpeedA=0.3, SpeedM=0.3, SpeedR=0.3) char.SetStatus(SpeedA=0.3, SpeedM=0.3, SpeedR=0.3)
char.SetStatus(SkillDamage=0.03) char.SetStatus(SkillDamage=0.03)
char.equ_effect.append(EquEffect(name='白龙强袭', icon='', cd=3, data=6000)) char.equ_effect.append(EquEffect(name='白龙强袭', icon='/equipment/suit/1.png', cd=3, data=6000))
elif char.equ_options.get('1', 0) == 2: elif char.equ_options.get('1', 0) == 2:
char.SetStatus(SpeedA=0.2, SpeedM=0.2, SpeedR=0.2) char.SetStatus(SpeedA=0.2, SpeedM=0.2, SpeedR=0.2)
char.SetStatus(SkillDamage=0.015) char.SetStatus(SkillDamage=0.015)
char.equ_effect.append(EquEffect(name='白龙强袭', icon='', cd=3, data=6000)) char.equ_effect.append(EquEffect(name='白龙强袭', icon='/equipment/suit/1.png', cd=3, data=6000))
char.equ_effect.append(EquEffect(name='烛龙腾霄', icon='', cd=10, data=14400)) char.equ_effect.append(EquEffect(name='烛龙腾霄', icon='/equipment/suit/1.png', cd=10, data=14400))
pass pass
@@ -1514,12 +1514,12 @@ def suit_84(char: Character):
""" """
if char.equ_options.get('1', 0) == 0: if char.equ_options.get('1', 0) == 0:
char.SetStatus(SpeedA=0.1, SpeedM=0.1, SpeedR=0.1) char.SetStatus(SpeedA=0.1, SpeedM=0.1, SpeedR=0.1)
char.equ_effect.append(EquEffect(name='烛龙腾霄', icon='', cd=10, data=14400)) char.equ_effect.append(EquEffect(name='烛龙腾霄', icon='/equipment/suit/1.png', cd=10, data=14400))
elif char.equ_options.get('1', 0) == 1: elif char.equ_options.get('1', 0) == 1:
char.SetStatus(SpeedA=0.3, SpeedM=0.3, SpeedR=0.3) char.SetStatus(SpeedA=0.3, SpeedM=0.3, SpeedR=0.3)
char.SetStatus(SkillDamage=0.03) char.SetStatus(SkillDamage=0.03)
char.equ_effect.append(EquEffect(name='白龙强袭', icon='', cd=3, data=6000)) char.equ_effect.append(EquEffect(name='白龙强袭', icon='/equipment/suit/1.png', cd=3, data=6000))
char.equ_effect.append(EquEffect(name='应龙之怒', icon='', cd=4, data=7200)) char.equ_effect.append(EquEffect(name='应龙之怒', icon='/equipment/suit/1.png', cd=4, data=7200))
pass pass
@@ -1964,7 +1964,11 @@ def suit_116(char: Character):
- 剩余冷却时间33秒以下的技能中,初始化剩余时间最短的1个技能(觉醒技能除外) - 剩余冷却时间33秒以下的技能中,初始化剩余时间最短的1个技能(觉醒技能除外)
- 立即发动[第二次幸运] - 立即发动[第二次幸运]
""" """
suit_111(char) char.SetStatus(SkillDamage=0.03)
char.AddElementDB('火',33,1)
char.AddElementDB('冰',33,1)
char.AddElementDB('光',33,1)
char.AddElementDB('暗',33,1)
pass pass
@@ -1981,7 +1985,7 @@ def suit_117(char: Character):
- 剩余冷却时间33秒以下的技能中,初始化剩余时间最短的1个技能(觉醒技能除外) - 剩余冷却时间33秒以下的技能中,初始化剩余时间最短的1个技能(觉醒技能除外)
- 立即发动[第二次幸运] - 立即发动[第二次幸运]
""" """
suit_111(char) suit_116(char)
pass pass
@@ -1998,7 +2002,7 @@ def suit_118(char: Character):
- 剩余冷却时间33秒以下的技能中,初始化剩余时间最短的1个技能(觉醒技能除外) - 剩余冷却时间33秒以下的技能中,初始化剩余时间最短的1个技能(觉醒技能除外)
- 立即发动[第二次幸运] - 立即发动[第二次幸运]
""" """
suit_111(char) suit_116(char)
pass pass
@@ -2015,7 +2019,7 @@ def suit_119(char: Character):
- 剩余冷却时间33秒以下的技能中,初始化剩余时间最短的1个技能(觉醒技能除外) - 剩余冷却时间33秒以下的技能中,初始化剩余时间最短的1个技能(觉醒技能除外)
- 立即发动[第二次幸运] - 立即发动[第二次幸运]
""" """
suit_111(char) suit_116(char)
pass pass
@@ -2032,7 +2036,7 @@ def suit_120(char: Character):
- 剩余冷却时间33秒以下的技能中,初始化剩余时间最短的1个技能(觉醒技能除外) - 剩余冷却时间33秒以下的技能中,初始化剩余时间最短的1个技能(觉醒技能除外)
- 立即发动[第二次幸运] - 立即发动[第二次幸运]
""" """
suit_111(char) suit_116(char)
pass pass
@@ -2053,8 +2057,7 @@ def suit_121(char: Character):
- 冷却时间:99秒 - 冷却时间:99秒
- 立即发动[第二次幸运] - 立即发动[第二次幸运]
""" """
char.SetStatus(SkillDamage=0.03) suit_116(char)
char.Set
pass pass
@@ -2075,6 +2078,7 @@ def suit_122(char: Character):
- 冷却时间:100秒 - 冷却时间:100秒
- 立即发动[第二次幸运] - 立即发动[第二次幸运]
""" """
suit_116(char)
pass pass
@@ -2095,6 +2099,7 @@ def suit_123(char: Character):
- 冷却时间:101秒 - 冷却时间:101秒
- 立即发动[第二次幸运] - 立即发动[第二次幸运]
""" """
suit_116(char)
pass pass
@@ -2115,6 +2120,7 @@ def suit_124(char: Character):
- 冷却时间:102秒 - 冷却时间:102秒
- 立即发动[第二次幸运] - 立即发动[第二次幸运]
""" """
suit_116(char)
pass pass
@@ -2135,6 +2141,7 @@ def suit_125(char: Character):
- 冷却时间:103秒 - 冷却时间:103秒
- 立即发动[第二次幸运] - 立即发动[第二次幸运]
""" """
suit_116(char)
pass pass
@@ -2160,6 +2167,7 @@ def suit_126(char: Character):
- 冷却时间:99秒 - 冷却时间:99秒
- 立即发动[第二次幸运] - 立即发动[第二次幸运]
""" """
suit_116(char)
pass pass
@@ -2211,6 +2219,11 @@ def suit_132(char: Character):
- 85级技能冷却时间 - 30% (辅助职业除外) - 85级技能冷却时间 - 30% (辅助职业除外)
- 50级技能冷却时间 - 30% (辅助职业除外) - 50级技能冷却时间 - 30% (辅助职业除外)
""" """
if not char.buffer:
char.SetSkillCD(50,50,0.3,[])
char.SetSkillCD(85,85,0.3,[])
char.SetSkillRation(100,100,0.3)
char.SetSkillRation(85,85,0.3)
pass pass
@@ -2223,6 +2236,7 @@ def suit_133(char: Character):
- 85级技能冷却时间 - 30% (辅助职业除外) - 85级技能冷却时间 - 30% (辅助职业除外)
- 50级技能冷却时间 - 30% (辅助职业除外) - 50级技能冷却时间 - 30% (辅助职业除外)
""" """
suit_132(char)
pass pass
@@ -2235,6 +2249,7 @@ def suit_134(char: Character):
- 85级技能冷却时间 - 30% (辅助职业除外) - 85级技能冷却时间 - 30% (辅助职业除外)
- 50级技能冷却时间 - 30% (辅助职业除外) - 50级技能冷却时间 - 30% (辅助职业除外)
""" """
suit_132(char)
pass pass
@@ -2247,6 +2262,7 @@ def suit_135(char: Character):
- 85级技能冷却时间 - 30% (辅助职业除外) - 85级技能冷却时间 - 30% (辅助职业除外)
- 50级技能冷却时间 - 30% (辅助职业除外) - 50级技能冷却时间 - 30% (辅助职业除外)
""" """
suit_132(char)
pass pass
@@ -2259,6 +2275,7 @@ def suit_136(char: Character):
- 85级技能冷却时间 - 30% (辅助职业除外) - 85级技能冷却时间 - 30% (辅助职业除外)
- 50级技能冷却时间 - 30% (辅助职业除外) - 50级技能冷却时间 - 30% (辅助职业除外)
""" """
suit_132(char)
pass pass
@@ -2272,6 +2289,12 @@ def suit_137(char: Character):
- 85级技能冷却时间 - 30% (辅助职业除外) - 85级技能冷却时间 - 30% (辅助职业除外)
- 50级技能冷却时间 - 50% (辅助职业除外) - 50级技能冷却时间 - 50% (辅助职业除外)
""" """
if not char.buffer:
char.SetSkillCD(50,50,0.5,[])
char.SetSkillCD(85,85,0.3,[])
char.SetSkillCD(100,100,0.5,[])
char.SetSkillRation(100,100,0.4)
char.SetSkillRation(85,85,0.4)
pass pass
@@ -2285,6 +2308,7 @@ def suit_138(char: Character):
- 85级技能冷却时间 - 30% (辅助职业除外) - 85级技能冷却时间 - 30% (辅助职业除外)
- 50级技能冷却时间 - 50% (辅助职业除外) - 50级技能冷却时间 - 50% (辅助职业除外)
""" """
suit_137(char)
pass pass
@@ -2298,6 +2322,7 @@ def suit_139(char: Character):
- 85级技能冷却时间 - 30% (辅助职业除外) - 85级技能冷却时间 - 30% (辅助职业除外)
- 50级技能冷却时间 - 50% (辅助职业除外) - 50级技能冷却时间 - 50% (辅助职业除外)
""" """
suit_137(char)
pass pass
@@ -2311,6 +2336,7 @@ def suit_140(char: Character):
- 85级技能冷却时间 - 30% (辅助职业除外) - 85级技能冷却时间 - 30% (辅助职业除外)
- 50级技能冷却时间 - 50% (辅助职业除外) - 50级技能冷却时间 - 50% (辅助职业除外)
""" """
suit_137(char)
pass pass
@@ -2324,6 +2350,7 @@ def suit_141(char: Character):
- 85级技能冷却时间 - 30% (辅助职业除外) - 85级技能冷却时间 - 30% (辅助职业除外)
- 50级技能冷却时间 - 50% (辅助职业除外) - 50级技能冷却时间 - 50% (辅助职业除外)
""" """
suit_137(char)
pass pass
@@ -2346,6 +2373,17 @@ def suit_142(char: Character):
最大填充时释放能量造成大量伤害 最大填充时释放能量造成大量伤害
* 能量释放伤害 : 240,000% * 能量释放伤害 : 240,000%
""" """
if not char.buffer:
char.SetSkillCD(50,50,0.5,[])
char.SetSkillCD(85,85,0.3,[])
char.SetSkillCD(100,100,0.5,[])
char.SetSkillRation(100,100,0.6)
char.SetSkillRation(85,85,0.5)
char.SetSkillRation(50,50,0.1)
for item in char.skills:
if item.lv == 100:
cd = item.getSkillCD()
char.equ_effect.append(EquEffect(name='能量释放', icon='/equipment/suit/4.png', cd=cd, data=240000))
pass pass
@@ -2368,6 +2406,7 @@ def suit_143(char: Character):
最大填充时释放能量造成大量伤害 最大填充时释放能量造成大量伤害
* 能量释放伤害 : 240,000% * 能量释放伤害 : 240,000%
""" """
suit_142(char)
pass pass
@@ -2390,6 +2429,7 @@ def suit_144(char: Character):
最大填充时释放能量造成大量伤害 最大填充时释放能量造成大量伤害
* 能量释放伤害 : 240,000% * 能量释放伤害 : 240,000%
""" """
suit_142(char)
pass pass
@@ -2412,6 +2452,7 @@ def suit_145(char: Character):
最大填充时释放能量造成大量伤害 最大填充时释放能量造成大量伤害
* 能量释放伤害 : 240,000% * 能量释放伤害 : 240,000%
""" """
suit_142(char)
pass pass
@@ -2434,6 +2475,7 @@ def suit_146(char: Character):
最大填充时释放能量造成大量伤害 最大填充时释放能量造成大量伤害
* 能量释放伤害 : 240,000% * 能量释放伤害 : 240,000%
""" """
suit_142(char)
pass pass
@@ -2458,6 +2500,17 @@ def suit_147(char: Character):
最大填充时释放能量造成大量伤害 最大填充时释放能量造成大量伤害
* 能量释放伤害 : 360,000% * 能量释放伤害 : 360,000%
""" """
if not char.buffer:
char.SetSkillCD(50,50,0.5,[])
char.SetSkillCD(85,85,0.3,[])
char.SetSkillCD(100,100,0.5,[])
char.SetSkillRation(100,100,0.76)
char.SetSkillRation(85,85,0.6)
char.SetSkillRation(50,50,0.15)
for item in char.skills:
if item.lv == 100:
cd = item.getSkillCD()
char.equ_effect.append(EquEffect(name='能量释放', icon='/equipment/suit/4.png', cd=cd, data=360000))
pass pass
Binary file not shown.
@@ -1,8 +1,8 @@
<template> <template>
<div class="h-180px pos-relative"> <div class="pos-relative w-300px h-full">
<template v-for="part in infoStore.parts" :key="part"> <template v-for="part in infoStore.parts" :key="part">
<div <div
class="pos-absolute text-white w-26px h-26px border-1px border-solid border-#7a7a7a/50 flex items-center justify-center" class="pos-absolute text-white/50 w-26px h-26px border-1px border-solid border-#7a7a7a/50 flex items-center justify-center"
:style="infoStyle(part)" :style="infoStyle(part)"
@click="choosePart(part)" @click="choosePart(part)"
> >
@@ -111,7 +111,7 @@ export default defineComponent({
const reinforce = currentInfo<string | number>('reinforce') const reinforce = currentInfo<string | number>('reinforce')
// 锻造数值 // 锻造数值
const dz_number = currentInfo<string | number>('dz_number') const refine = currentInfo<string | number>('refine')
// 调适 // 调适
const adaptation = currentInfo<string | number>('adaptation') const adaptation = currentInfo<string | number>('adaptation')
@@ -129,7 +129,9 @@ export default defineComponent({
return () => { return () => {
return ( return (
<> <>
<EquList v-model:part={part.value}/> <div class="h-180px flex justify-center items-center">
<EquList v-model:part={part.value}/></div>
<div class="flex flex-wrap equ-profile"> <div class="flex flex-wrap equ-profile">
<div class="equ-profile-item"> <div class="equ-profile-item">
<div class="mr-10px row-name">当前部位</div> <div class="mr-10px row-name">当前部位</div>
@@ -157,7 +159,7 @@ export default defineComponent({
))} ))}
</calc-select> </calc-select>
{part.value == '武器' && ( {part.value == '武器' && (
<calc-select v-model={dz_number.value} class="flex-1 !h-20px"> <calc-select v-model={refine.value} class="flex-1 !h-20px">
{renderList(9, (i) => ( {renderList(9, (i) => (
<calc-option value={i - 1}>锻造+ {i - 1}</calc-option> <calc-option value={i - 1}>锻造+ {i - 1}</calc-option>
))} ))}
+1 -1
View File
@@ -1,5 +1,5 @@
<template> <template>
<div class="w-300px"> <div class="w-400px">
<calc-collapse class="w-100%" title="装备打造(点击人物部位切换)"> <calc-collapse class="w-100%" title="装备打造(点击人物部位切换)">
<equipment /> <equipment />
</calc-collapse> </calc-collapse>
+1 -1
View File
@@ -1,5 +1,5 @@
<template> <template>
<div class="w-100% h-100% main" :class="props.alter.split('.').slice(-1)"> <div class="w-100% h-100% main" :class="infoStore.infos?.alter">
<div class="header"> <div class="header">
<calc-tabs route> <calc-tabs route>
<calc-tab :value="`/character/equipment/${props.alter}`">装备设置</calc-tab> <calc-tab :value="`/character/equipment/${props.alter}`">装备设置</calc-tab>
@@ -1,12 +1,12 @@
<template> <template>
<div class="flex flex-col" v-if="data && data.length > 0"> <div class="flex flex-col gap-1" v-if="data && data.length > 0">
<div class="flex gap-2 text-white items-center" v-for="skill in data" :key="skill.name"> <div class="flex gap-2 text-white items-center jus" v-for="skill in data" :key="skill.name">
<div> <div class="flex-1 flex items-center">
<img :src="getImageURL(skill.icon)" alt="" class="w-8 h-8" /> <img :src="getImageURL(skill.icon)" alt="" class="w-8 h-8" />
</div> </div>
<div>{{ skill.name }}</div> <div class="w-150px">{{ skill.name }}</div>
<div>{{ skill.lv }}</div> <div class="flex-1">{{ skill.cd.toFixed(2) }}s</div>
<div>{{ skill.damage.toFixed(0) }}</div> <div class="flex-1">{{ skill.damage.toFixed(0) }}</div>
</div> </div>
</div> </div>
</template> </template>