new:添加春节礼包相关

This commit is contained in:
2025-12-30 11:35:42 +08:00
parent f22ed655ff
commit 90985a48e7
7 changed files with 784 additions and 346 deletions
+17 -14
View File
@@ -706,20 +706,20 @@ class Character(CharacterProperty):
# 获取装备额外属性 # 获取装备额外属性
if fun is not None: if fun is not None:
fun(self) fun(self)
# 武器贴膜处理 # 武器铭刻处理 已移除该系统
weapon = self.charEquipInfo['武器'] # weapon = self.charEquipInfo['武器']
if weapon.equInfo is None or weapon.weaponFusion is None or weapon.weaponFusion == 0: # if weapon.equInfo is None or weapon.weaponFusion is None or weapon.weaponFusion == 0:
return # return
adaptation = min(weapon.adaptation,weapon.equInfo.max_adaptation) # adaptation = min(weapon.adaptation,weapon.equInfo.max_adaptation)
if weapon.weaponFusion == 1: # if weapon.weaponFusion == 1:
self.SetStatus(SkillAttack = 0.07 + adaptation * 0.01) # self.SetStatus(SkillAttack = 0.07 + adaptation * 0.01)
if weapon.weaponFusion == 2: # if weapon.weaponFusion == 2:
self.SetStatus(SkillAttack = 0.055 + adaptation * 0.01) # self.SetStatus(SkillAttack = 0.055 + adaptation * 0.01)
self.SetStatus(SpeedA = 0.2,SpeedM = 0.2,SpeedR = 0.2) # self.SetStatus(SpeedA = 0.2,SpeedM = 0.2,SpeedR = 0.2)
if weapon.weaponFusion == 3: # if weapon.weaponFusion == 3:
self.SetStatus(SkillAttack = 0.01 + adaptation * 0.01) # self.SetStatus(SkillAttack = 0.01 + adaptation * 0.01)
self.SetSkillCD(1, 100, 0.1) # self.SetSkillCD(1, 100, 0.1)
self.SetStatus(EquEffectRatio = 0.05) # self.SetStatus(EquEffectRatio = 0.05)
def calc_avatar(self, avatar: dict): def calc_avatar(self, avatar: dict):
"""计算时装效果""" """计算时装效果"""
@@ -822,6 +822,9 @@ class Character(CharacterProperty):
funs.execture("sundry_6")(self, funs.execture("sundry_6")(self,
sundry.get("adventure", 1) sundry.get("adventure", 1)
) )
funs.execture("sundry_5")(self,
sundry.get("fog", 1)
)
funs.execture("sundry_7")(self, funs.execture("sundry_7")(self,
sundry.get("marriage_house", 0), sundry.get("marriage_house", 0),
sundry.get("marriage_ring", 0) sundry.get("marriage_ring", 0)
File diff suppressed because it is too large Load Diff
+89 -10
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@@ -15232,7 +15232,44 @@ def equ_3009(char: CharacterProperty):
char.AddSkillLv(95, 95, 1, 0) char.AddSkillLv(95, 95, 1, 0)
pass pass
@register
def equ_3017(char: CharacterProperty):
"""
DCALC_REMOVE: equ_3017 - 大奥秘库之主宰
三觉被动Lv +1
所有属性强化 +45
攻击强化增幅 +40%
暴击率 +15%
所有速度 +4%
rarity: 传说
"""
char.AddElementDB("火", 45)
char.AddElementDB("冰", 45)
char.AddElementDB("光", 45)
char.AddElementDB("暗", 45)
char.SetStatus(AttackP=0.40, SpeedM=0.04, SpeedA=0.04, SpeedR=0.04)
char.AddSkillLv(95, 95, 1, 0)
pass
@register
def equ_3018(char: CharacterProperty):
"""
DCALC_REMOVE: equ_3018 - 宿命天定者
三觉被动Lv +1
所有属性强化 +25
攻击强化增幅 +30%
暴击率 +12%
所有速度 +3%
rarity: 稀有
"""
char.AddElementDB("火", 25)
char.AddElementDB("冰", 25)
char.AddElementDB("光", 25)
char.AddElementDB("暗", 25)
char.SetStatus(AttackP=0.30, SpeedM=0.03, SpeedA=0.03, SpeedR=0.03)
char.AddSkillLv(95, 95, 1, 0)
pass
# endregion # endregion
# region 耕耘 # region 耕耘
@@ -15496,7 +15533,7 @@ def equ_4006(char: CharacterProperty):
""" """
DCALC_REMOVE: equ_4006 - 迷你地界镇护者舒茉 DCALC_REMOVE: equ_4006 - 迷你地界镇护者舒茉
Lv1~95所有技能 +1 Lv1~95所有技能 +1
所有属性强化 +25 所有属性强化 +30
攻击强化增幅 +45% 攻击强化增幅 +45%
暴击率 +10% 暴击率 +10%
所有速度 +5% 所有速度 +5%
@@ -15504,10 +15541,10 @@ def equ_4006(char: CharacterProperty):
rarity: 稀有 rarity: 稀有
""" """
char.AddSkillLv(1, 95, 1) char.AddSkillLv(1, 95, 1)
char.AddElementDB("火", 25) char.AddElementDB("火", 30)
char.AddElementDB("冰", 25) char.AddElementDB("冰", 30)
char.AddElementDB("光", 25) char.AddElementDB("光", 30)
char.AddElementDB("暗", 25) char.AddElementDB("暗", 30)
char.SetStatus(AttackP=0.45, SpeedM=0.05, SpeedA=0.05, SpeedR=0.05) char.SetStatus(AttackP=0.45, SpeedM=0.05, SpeedA=0.05, SpeedR=0.05)
char.SetSkillCD(1, 100, 0.05, []) char.SetSkillCD(1, 100, 0.05, [])
pass pass
@@ -15540,7 +15577,7 @@ def equ_4008(char: CharacterProperty):
""" """
DCALC_REMOVE: equ_4008 - 菩提龙女 DCALC_REMOVE: equ_4008 - 菩提龙女
Lv1~95所有技能 +1 Lv1~95所有技能 +1
所有属性强化 +25 所有属性强化 +30
攻击强化增幅 +50% 攻击强化增幅 +50%
暴击率 +10% 暴击率 +10%
所有速度 +5% 所有速度 +5%
@@ -15548,10 +15585,10 @@ def equ_4008(char: CharacterProperty):
rarity: 稀有 rarity: 稀有
""" """
char.AddSkillLv(1, 95, 1) char.AddSkillLv(1, 95, 1)
char.AddElementDB("火", 25) char.AddElementDB("火", 30)
char.AddElementDB("冰", 25) char.AddElementDB("冰", 30)
char.AddElementDB("光", 25) char.AddElementDB("光", 30)
char.AddElementDB("暗", 25) char.AddElementDB("暗", 30)
char.SetStatus(AttackP=0.50, SpeedM=0.05, SpeedA=0.05, SpeedR=0.05) char.SetStatus(AttackP=0.50, SpeedM=0.05, SpeedA=0.05, SpeedR=0.05)
char.SetSkillCD(1, 100, 0.05, []) char.SetSkillCD(1, 100, 0.05, [])
pass pass
@@ -15578,6 +15615,48 @@ def equ_4009(char: CharacterProperty):
char.SetSkillCD(1, 100, 0.05, []) char.SetSkillCD(1, 100, 0.05, [])
pass pass
@register
def equ_4020(char: CharacterProperty):
"""
DCALC_REMOVE: equ_4020 - 命运之裁剪师
Lv1~95所有技能 +1
所有属性强化 +40
攻击强化增幅 +55%
暴击率 +10%
所有速度 +5%
技能冷却时间 -5%
rarity: 稀有
"""
char.AddSkillLv(1, 95, 1)
char.AddElementDB("火", 40)
char.AddElementDB("冰", 40)
char.AddElementDB("光", 40)
char.AddElementDB("暗", 40)
char.SetStatus(AttackP=0.55, SpeedM=0.05, SpeedA=0.05, SpeedR=0.05)
char.SetSkillCD(1, 100, 0.05, [])
pass
@register
def equ_4021(char: CharacterProperty):
"""
DCALC_REMOVE: equ_4021 - 迷你裁剪师
Lv1~95所有技能 +1
所有属性强化 +30
攻击强化增幅 +40%
暴击率 +10%
所有速度 +5%
技能冷却时间 -5%
rarity: 稀有
"""
char.AddSkillLv(1, 95, 1)
char.AddElementDB("火", 30)
char.AddElementDB("冰", 30)
char.AddElementDB("光", 30)
char.AddElementDB("暗", 30)
char.SetStatus(AttackP=0.40, SpeedM=0.05, SpeedA=0.05, SpeedR=0.05)
char.SetSkillCD(1, 100, 0.05, [])
pass
# endregion # endregion
# region 耕耘 # region 耕耘
+11 -3
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@@ -28,6 +28,14 @@ def sundry_0(char: CharacterProperty, *args):
gems_quality = medal_gems_quality[i] gems_quality = medal_gems_quality[i]
char.SetStatus(攻击强化=gems_quality[0]*0.1, 增益量=gems_quality[1]) char.SetStatus(攻击强化=gems_quality[0]*0.1, 增益量=gems_quality[1])
@register
def sundry_5(char: CharacterProperty, *args):
'''迷雾系统'''
lv = args[0]
value = 0.1 + (lv-1) * 0.005 + int(lv / 5) * 0.005 + int(lv / 10) * 0.005
char.SetStatus(SkillAttack=value)
pass
@register @register
def sundry_6(char: CharacterProperty, *args): def sundry_6(char: CharacterProperty, *args):
'''冒险团''' '''冒险团'''
@@ -69,9 +77,9 @@ def sundry_10(char: CharacterProperty, *args):
per_1 = 0 per_1 = 0
per_2 = 0 per_2 = 0
if args[0] == 1: if args[0] == 1:
per_0 = 15 per_0 = 20
per_1 = 15 per_1 = 20
per_2 = 3 per_2 = 5
elif args[0] == 2: elif args[0] == 2:
per_0 = 10 per_0 = 10
per_1 = 10 per_1 = 10
Binary file not shown.
@@ -170,7 +170,7 @@ export default defineComponent({
<div></div> <div></div>
)} )}
</div> </div>
{part.value == '武器' ? ( {false && part.value == '武器' ? (
<div class="equ-profile-item"> <div class="equ-profile-item">
<div class="row-name">武器融合</div> <div class="row-name">武器融合</div>
<div class="flex"> <div class="flex">
@@ -1,5 +1,17 @@
<template> <template>
<div class="flex flex-wrap equ-profile"> <div class="flex flex-wrap equ-profile">
<div class="equ-profile-item">
<div class="row-name">迷雾系统</div>
<calc-slider
:showPercent="true"
:formatValue="(lv: number) => `${lv} 级`"
v-model="sundryData['fog']"
:min="1"
:max="30"
:step="1"
class="flex-1 !h-20px"
/>
</div>
<div class="equ-profile-item"> <div class="equ-profile-item">
<div class="row-name">勋章</div> <div class="row-name">勋章</div>
<calc-select <calc-select
@@ -28,11 +40,15 @@
</div> </div>
<div class="equ-profile-item"> <div class="equ-profile-item">
<div class="row-name">冒险团</div> <div class="row-name">冒险团</div>
<calc-select v-model="sundryData['adventure']" class="flex-1 !h-20px"> <calc-slider
<calc-option v-for="(item, idx) in list('adventure')" :key="idx" :value="item.value"> :showPercent="true"
{{ item.name }} :formatValue="(lv: number) => `${lv} 级`"
</calc-option> v-model="sundryData['adventure']"
</calc-select> :min="1"
:max="40"
:step="1"
class="flex-1 !h-20px"
/>
</div> </div>
<div class="equ-profile-item"> <div class="equ-profile-item">
<div class="row-name">结婚系统</div> <div class="row-name">结婚系统</div>
@@ -87,7 +103,7 @@ const infoStore = useInfoStore()
const currentInfo = function <T>(name: string, defaultValue?: T) { const currentInfo = function <T>(name: string, defaultValue?: T) {
return computed<string | number>({ return computed<string | number>({
get() { get() {
return configStore.config.sundry?.[name] ?? defaultValue ?? 0 return (configStore.config.sundry?.[name] ?? defaultValue ?? 0) as string | number
}, },
set(val) { set(val) {
if (val == undefined) { if (val == undefined) {
@@ -112,6 +128,7 @@ const sundryData = reactive({
medal_gem_2: currentInfo('medal_gem_2', 4), medal_gem_2: currentInfo('medal_gem_2', 4),
medal_gem_3: currentInfo('medal_gem_3', 4), medal_gem_3: currentInfo('medal_gem_3', 4),
adventure: currentInfo('adventure', 30), adventure: currentInfo('adventure', 30),
fog: currentInfo('fog', 10),
marriage_house: currentInfo('marriage_house', 4), marriage_house: currentInfo('marriage_house', 4),
marriage_ring: currentInfo('marriage_ring', 2), marriage_ring: currentInfo('marriage_ring', 2),
contract: currentInfo('contract', 1), contract: currentInfo('contract', 1),