new:添加春节礼包相关
This commit is contained in:
@@ -706,20 +706,20 @@ class Character(CharacterProperty):
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# 获取装备额外属性
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# 获取装备额外属性
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if fun is not None:
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if fun is not None:
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fun(self)
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fun(self)
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# 武器贴膜处理
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# 武器铭刻处理 已移除该系统
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weapon = self.charEquipInfo['武器']
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# weapon = self.charEquipInfo['武器']
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if weapon.equInfo is None or weapon.weaponFusion is None or weapon.weaponFusion == 0:
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# if weapon.equInfo is None or weapon.weaponFusion is None or weapon.weaponFusion == 0:
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return
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# return
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adaptation = min(weapon.adaptation,weapon.equInfo.max_adaptation)
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# adaptation = min(weapon.adaptation,weapon.equInfo.max_adaptation)
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if weapon.weaponFusion == 1:
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# if weapon.weaponFusion == 1:
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self.SetStatus(SkillAttack = 0.07 + adaptation * 0.01)
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# self.SetStatus(SkillAttack = 0.07 + adaptation * 0.01)
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if weapon.weaponFusion == 2:
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# if weapon.weaponFusion == 2:
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self.SetStatus(SkillAttack = 0.055 + adaptation * 0.01)
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# self.SetStatus(SkillAttack = 0.055 + adaptation * 0.01)
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self.SetStatus(SpeedA = 0.2,SpeedM = 0.2,SpeedR = 0.2)
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# self.SetStatus(SpeedA = 0.2,SpeedM = 0.2,SpeedR = 0.2)
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if weapon.weaponFusion == 3:
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# if weapon.weaponFusion == 3:
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self.SetStatus(SkillAttack = 0.01 + adaptation * 0.01)
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# self.SetStatus(SkillAttack = 0.01 + adaptation * 0.01)
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self.SetSkillCD(1, 100, 0.1)
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# self.SetSkillCD(1, 100, 0.1)
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self.SetStatus(EquEffectRatio = 0.05)
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# self.SetStatus(EquEffectRatio = 0.05)
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def calc_avatar(self, avatar: dict):
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def calc_avatar(self, avatar: dict):
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"""计算时装效果"""
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"""计算时装效果"""
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@@ -822,6 +822,9 @@ class Character(CharacterProperty):
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funs.execture("sundry_6")(self,
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funs.execture("sundry_6")(self,
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sundry.get("adventure", 1)
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sundry.get("adventure", 1)
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)
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)
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funs.execture("sundry_5")(self,
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sundry.get("fog", 1)
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)
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funs.execture("sundry_7")(self,
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funs.execture("sundry_7")(self,
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sundry.get("marriage_house", 0),
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sundry.get("marriage_house", 0),
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sundry.get("marriage_ring", 0)
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sundry.get("marriage_ring", 0)
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File diff suppressed because it is too large
Load Diff
@@ -15232,7 +15232,44 @@ def equ_3009(char: CharacterProperty):
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char.AddSkillLv(95, 95, 1, 0)
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char.AddSkillLv(95, 95, 1, 0)
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pass
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pass
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@register
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def equ_3017(char: CharacterProperty):
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"""
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DCALC_REMOVE: equ_3017 - 大奥秘库之主宰
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三觉被动Lv +1
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所有属性强化 +45
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攻击强化增幅 +40%
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暴击率 +15%
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所有速度 +4%
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rarity: 传说
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"""
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char.AddElementDB("火", 45)
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char.AddElementDB("冰", 45)
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char.AddElementDB("光", 45)
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char.AddElementDB("暗", 45)
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char.SetStatus(AttackP=0.40, SpeedM=0.04, SpeedA=0.04, SpeedR=0.04)
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char.AddSkillLv(95, 95, 1, 0)
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pass
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@register
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def equ_3018(char: CharacterProperty):
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"""
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DCALC_REMOVE: equ_3018 - 宿命天定者
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三觉被动Lv +1
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所有属性强化 +25
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攻击强化增幅 +30%
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暴击率 +12%
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所有速度 +3%
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rarity: 稀有
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"""
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char.AddElementDB("火", 25)
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char.AddElementDB("冰", 25)
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char.AddElementDB("光", 25)
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char.AddElementDB("暗", 25)
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char.SetStatus(AttackP=0.30, SpeedM=0.03, SpeedA=0.03, SpeedR=0.03)
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char.AddSkillLv(95, 95, 1, 0)
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pass
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# endregion
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# endregion
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# region 耕耘
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# region 耕耘
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@@ -15496,7 +15533,7 @@ def equ_4006(char: CharacterProperty):
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"""
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"""
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DCALC_REMOVE: equ_4006 - 迷你地界镇护者舒茉
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DCALC_REMOVE: equ_4006 - 迷你地界镇护者舒茉
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Lv1~95所有技能 +1
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Lv1~95所有技能 +1
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所有属性强化 +25
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所有属性强化 +30
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攻击强化增幅 +45%
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攻击强化增幅 +45%
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暴击率 +10%
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暴击率 +10%
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所有速度 +5%
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所有速度 +5%
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@@ -15504,10 +15541,10 @@ def equ_4006(char: CharacterProperty):
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rarity: 稀有
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rarity: 稀有
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"""
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"""
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char.AddSkillLv(1, 95, 1)
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char.AddSkillLv(1, 95, 1)
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char.AddElementDB("火", 25)
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char.AddElementDB("火", 30)
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char.AddElementDB("冰", 25)
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char.AddElementDB("冰", 30)
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char.AddElementDB("光", 25)
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char.AddElementDB("光", 30)
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char.AddElementDB("暗", 25)
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char.AddElementDB("暗", 30)
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char.SetStatus(AttackP=0.45, SpeedM=0.05, SpeedA=0.05, SpeedR=0.05)
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char.SetStatus(AttackP=0.45, SpeedM=0.05, SpeedA=0.05, SpeedR=0.05)
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char.SetSkillCD(1, 100, 0.05, [])
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char.SetSkillCD(1, 100, 0.05, [])
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pass
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pass
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@@ -15540,7 +15577,7 @@ def equ_4008(char: CharacterProperty):
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"""
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"""
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DCALC_REMOVE: equ_4008 - 菩提龙女
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DCALC_REMOVE: equ_4008 - 菩提龙女
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Lv1~95所有技能 +1
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Lv1~95所有技能 +1
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所有属性强化 +25
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所有属性强化 +30
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攻击强化增幅 +50%
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攻击强化增幅 +50%
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暴击率 +10%
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暴击率 +10%
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所有速度 +5%
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所有速度 +5%
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@@ -15548,10 +15585,10 @@ def equ_4008(char: CharacterProperty):
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rarity: 稀有
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rarity: 稀有
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"""
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"""
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char.AddSkillLv(1, 95, 1)
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char.AddSkillLv(1, 95, 1)
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char.AddElementDB("火", 25)
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char.AddElementDB("火", 30)
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char.AddElementDB("冰", 25)
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char.AddElementDB("冰", 30)
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char.AddElementDB("光", 25)
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char.AddElementDB("光", 30)
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char.AddElementDB("暗", 25)
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char.AddElementDB("暗", 30)
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char.SetStatus(AttackP=0.50, SpeedM=0.05, SpeedA=0.05, SpeedR=0.05)
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char.SetStatus(AttackP=0.50, SpeedM=0.05, SpeedA=0.05, SpeedR=0.05)
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char.SetSkillCD(1, 100, 0.05, [])
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char.SetSkillCD(1, 100, 0.05, [])
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pass
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pass
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@@ -15578,6 +15615,48 @@ def equ_4009(char: CharacterProperty):
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char.SetSkillCD(1, 100, 0.05, [])
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char.SetSkillCD(1, 100, 0.05, [])
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pass
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pass
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@register
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def equ_4020(char: CharacterProperty):
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"""
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DCALC_REMOVE: equ_4020 - 命运之裁剪师
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Lv1~95所有技能 +1
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所有属性强化 +40
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攻击强化增幅 +55%
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暴击率 +10%
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所有速度 +5%
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技能冷却时间 -5%
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rarity: 稀有
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"""
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char.AddSkillLv(1, 95, 1)
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char.AddElementDB("火", 40)
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char.AddElementDB("冰", 40)
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char.AddElementDB("光", 40)
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char.AddElementDB("暗", 40)
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char.SetStatus(AttackP=0.55, SpeedM=0.05, SpeedA=0.05, SpeedR=0.05)
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char.SetSkillCD(1, 100, 0.05, [])
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pass
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@register
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def equ_4021(char: CharacterProperty):
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"""
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DCALC_REMOVE: equ_4021 - 迷你裁剪师
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Lv1~95所有技能 +1
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所有属性强化 +30
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攻击强化增幅 +40%
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暴击率 +10%
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所有速度 +5%
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技能冷却时间 -5%
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rarity: 稀有
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"""
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char.AddSkillLv(1, 95, 1)
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char.AddElementDB("火", 30)
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char.AddElementDB("冰", 30)
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char.AddElementDB("光", 30)
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char.AddElementDB("暗", 30)
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char.SetStatus(AttackP=0.40, SpeedM=0.05, SpeedA=0.05, SpeedR=0.05)
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char.SetSkillCD(1, 100, 0.05, [])
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pass
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# endregion
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# endregion
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# region 耕耘
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# region 耕耘
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@@ -28,6 +28,14 @@ def sundry_0(char: CharacterProperty, *args):
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gems_quality = medal_gems_quality[i]
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gems_quality = medal_gems_quality[i]
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char.SetStatus(攻击强化=gems_quality[0]*0.1, 增益量=gems_quality[1])
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char.SetStatus(攻击强化=gems_quality[0]*0.1, 增益量=gems_quality[1])
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@register
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def sundry_5(char: CharacterProperty, *args):
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'''迷雾系统'''
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lv = args[0]
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value = 0.1 + (lv-1) * 0.005 + int(lv / 5) * 0.005 + int(lv / 10) * 0.005
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char.SetStatus(SkillAttack=value)
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pass
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@register
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@register
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def sundry_6(char: CharacterProperty, *args):
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def sundry_6(char: CharacterProperty, *args):
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'''冒险团'''
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'''冒险团'''
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@@ -69,9 +77,9 @@ def sundry_10(char: CharacterProperty, *args):
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per_1 = 0
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per_1 = 0
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per_2 = 0
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per_2 = 0
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if args[0] == 1:
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if args[0] == 1:
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per_0 = 15
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per_0 = 20
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per_1 = 15
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per_1 = 20
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per_2 = 3
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per_2 = 5
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elif args[0] == 2:
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elif args[0] == 2:
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per_0 = 10
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per_0 = 10
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per_1 = 10
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per_1 = 10
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Binary file not shown.
@@ -170,7 +170,7 @@ export default defineComponent({
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<div></div>
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<div></div>
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)}
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)}
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</div>
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</div>
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{part.value == '武器' ? (
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{false && part.value == '武器' ? (
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<div class="equ-profile-item">
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<div class="equ-profile-item">
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<div class="row-name">武器融合</div>
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<div class="row-name">武器融合</div>
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<div class="flex">
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<div class="flex">
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@@ -1,5 +1,17 @@
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<template>
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<template>
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<div class="flex flex-wrap equ-profile">
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<div class="flex flex-wrap equ-profile">
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<div class="equ-profile-item">
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<div class="row-name">迷雾系统</div>
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<calc-slider
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:showPercent="true"
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:formatValue="(lv: number) => `${lv} 级`"
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v-model="sundryData['fog']"
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:min="1"
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:max="30"
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:step="1"
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class="flex-1 !h-20px"
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/>
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</div>
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<div class="equ-profile-item">
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<div class="equ-profile-item">
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<div class="row-name">勋章</div>
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<div class="row-name">勋章</div>
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<calc-select
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<calc-select
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@@ -28,11 +40,15 @@
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</div>
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</div>
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<div class="equ-profile-item">
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<div class="equ-profile-item">
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<div class="row-name">冒险团</div>
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<div class="row-name">冒险团</div>
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<calc-select v-model="sundryData['adventure']" class="flex-1 !h-20px">
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<calc-slider
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<calc-option v-for="(item, idx) in list('adventure')" :key="idx" :value="item.value">
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:showPercent="true"
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{{ item.name }}
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:formatValue="(lv: number) => `${lv} 级`"
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</calc-option>
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v-model="sundryData['adventure']"
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</calc-select>
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:min="1"
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:max="40"
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:step="1"
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class="flex-1 !h-20px"
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/>
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</div>
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</div>
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<div class="equ-profile-item">
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<div class="equ-profile-item">
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<div class="row-name">结婚系统</div>
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<div class="row-name">结婚系统</div>
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@@ -87,7 +103,7 @@ const infoStore = useInfoStore()
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const currentInfo = function <T>(name: string, defaultValue?: T) {
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const currentInfo = function <T>(name: string, defaultValue?: T) {
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return computed<string | number>({
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return computed<string | number>({
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get() {
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get() {
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return configStore.config.sundry?.[name] ?? defaultValue ?? 0
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return (configStore.config.sundry?.[name] ?? defaultValue ?? 0) as string | number
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},
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},
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set(val) {
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set(val) {
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if (val == undefined) {
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if (val == undefined) {
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@@ -112,6 +128,7 @@ const sundryData = reactive({
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medal_gem_2: currentInfo('medal_gem_2', 4),
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medal_gem_2: currentInfo('medal_gem_2', 4),
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medal_gem_3: currentInfo('medal_gem_3', 4),
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medal_gem_3: currentInfo('medal_gem_3', 4),
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adventure: currentInfo('adventure', 30),
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adventure: currentInfo('adventure', 30),
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fog: currentInfo('fog', 10),
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marriage_house: currentInfo('marriage_house', 4),
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marriage_house: currentInfo('marriage_house', 4),
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marriage_ring: currentInfo('marriage_ring', 2),
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marriage_ring: currentInfo('marriage_ring', 2),
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contract: currentInfo('contract', 1),
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contract: currentInfo('contract', 1),
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