new:添加缔造者

This commit is contained in:
2026-08-10 02:10:51 +08:00
parent 8e75e718aa
commit e6abdcc0f8
9 changed files with 272 additions and 192 deletions
+1
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@@ -38,6 +38,7 @@ class CharacterInfoMixin(CharacterBase):
'maxLearnLv': skill.calculate_lv(), 'maxLearnLv': skill.calculate_lv(),
'maxLv': skill.maxLv, 'maxLv': skill.maxLv,
'position': skill.position, 'position': skill.position,
'cellPosition': skill.cellPos,
'line': skill.line, 'line': skill.line,
'bind': skill.bind, 'bind': skill.bind,
'hasVP': skill.hasVP, 'hasVP': skill.hasVP,
+70 -25
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@@ -5,10 +5,20 @@ from core.basic.character import Character
prefix = "extra/creator/cn/skillDetail" prefix = "extra/creator/cn/skillDetail"
class CreatorActiveSkill(ActiveSkill):
"""缔造者技能按对应系列的满能量计算伤害。"""
energyCost = 100
totalEnergy = 100
def getSkillData(self, lv: int = 0):
return super().getSkillData(lv) * self.totalEnergy / self.energyCost
# 烈火燎原 # 烈火燎原
# extra/creator/527cdc3ecca985e18ef819d456532b26 # extra/creator/527cdc3ecca985e18ef819d456532b26
# b522a95d819a5559b775deb9a490e49a/527cdc3ecca985e18ef819d456532b26 # b522a95d819a5559b775deb9a490e49a/527cdc3ecca985e18ef819d456532b26
class Skill0(PassiveSkill): class Skill0(CreatorActiveSkill):
""" """
从地表生成火焰攻击敌人。\n 从地表生成火焰攻击敌人。\n
按住鼠标左键的状态下拖动鼠标,即可根据鼠标移动轨迹生成火墙。\n 按住鼠标左键的状态下拖动鼠标,即可根据鼠标移动轨迹生成火墙。\n
@@ -31,6 +41,8 @@ class Skill0(PassiveSkill):
# 火焰攻击力 : {value0} # 火焰攻击力 : {value0}
data0 = get_data(f'{prefix}/{uuid}', 0) data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1 hit0 = 1
energyCost = 4
totalEnergy = 140
# 能量消耗值 : {value1} # 能量消耗值 : {value1}
data1 = get_data(f'{prefix}/{uuid}', 1) data1 = get_data(f'{prefix}/{uuid}', 1)
# [范围信息] # [范围信息]
@@ -40,7 +52,7 @@ class Skill0(PassiveSkill):
# 炽炎星陨 # 炽炎星陨
# extra/creator/902a016f6978f13740f237e4740a5646 # extra/creator/902a016f6978f13740f237e4740a5646
# b522a95d819a5559b775deb9a490e49a/902a016f6978f13740f237e4740a5646 # b522a95d819a5559b775deb9a490e49a/902a016f6978f13740f237e4740a5646
class Skill1(PassiveSkill): class Skill1(CreatorActiveSkill):
""" """
召唤燃烧烈焰的陨石攻击敌人。\n 召唤燃烧烈焰的陨石攻击敌人。\n
陨石将掉落在鼠标点击的位置。\n 陨石将掉落在鼠标点击的位置。\n
@@ -63,6 +75,8 @@ class Skill1(PassiveSkill):
# 陨石攻击力 : {value0} # 陨石攻击力 : {value0}
data0 = get_data(f'{prefix}/{uuid}', 0) data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1 hit0 = 1
energyCost = 20
totalEnergy = 140
# 能量消耗值 : {value1} # 能量消耗值 : {value1}
data1 = get_data(f'{prefix}/{uuid}', 1) data1 = get_data(f'{prefix}/{uuid}', 1)
# [范围信息] # [范围信息]
@@ -201,7 +215,7 @@ class Skill6(PassiveSkill):
# 冰霜之球 # 冰霜之球
# extra/creator/370586038cf40378f20d338d507a780c # extra/creator/370586038cf40378f20d338d507a780c
# b522a95d819a5559b775deb9a490e49a/370586038cf40378f20d338d507a780c # b522a95d819a5559b775deb9a490e49a/370586038cf40378f20d338d507a780c
class Skill7(PassiveSkill): class Skill7(CreatorActiveSkill):
""" """
生成冰霜之球,按角色面对方向滚向敌人。\n 生成冰霜之球,按角色面对方向滚向敌人。\n
冰球在鼠标点击的位置生成。\n 冰球在鼠标点击的位置生成。\n
@@ -224,6 +238,8 @@ class Skill7(PassiveSkill):
# 冰球攻击力 : {value0} # 冰球攻击力 : {value0}
data0 = get_data(f'{prefix}/{uuid}', 0) data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 6 hit0 = 6
energyCost = 20
totalEnergy = 140
# 冰球多段攻击次数 : {value1}次 # 冰球多段攻击次数 : {value1}次
data1 = get_data(f'{prefix}/{uuid}', 1) data1 = get_data(f'{prefix}/{uuid}', 1)
# 能量消耗值 : {value2} # 能量消耗值 : {value2}
@@ -235,7 +251,7 @@ class Skill7(PassiveSkill):
# 冰天震地 # 冰天震地
# extra/creator/fa3ee243b36699e9d3fc34328adf6417 # extra/creator/fa3ee243b36699e9d3fc34328adf6417
# b522a95d819a5559b775deb9a490e49a/fa3ee243b36699e9d3fc34328adf6417 # b522a95d819a5559b775deb9a490e49a/fa3ee243b36699e9d3fc34328adf6417
class Skill8(PassiveSkill): class Skill8(CreatorActiveSkill):
""" """
生成巨大的冰盘砸向敌人。\n 生成巨大的冰盘砸向敌人。\n
冰盘将砸落在鼠标点击的位置。\n 冰盘将砸落在鼠标点击的位置。\n
@@ -258,6 +274,8 @@ class Skill8(PassiveSkill):
# 冰盘攻击力 : {value0} # 冰盘攻击力 : {value0}
data0 = get_data(f'{prefix}/{uuid}', 0) data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1 hit0 = 1
energyCost = 40
totalEnergy = 140
# 能量消耗值 : {value1} # 能量消耗值 : {value1}
data1 = get_data(f'{prefix}/{uuid}', 1) data1 = get_data(f'{prefix}/{uuid}', 1)
# [范围信息] # [范围信息]
@@ -523,7 +541,7 @@ class Skill17(PassiveSkill):
# 烈焰飓风 # 烈焰飓风
# extra/creator/e788de1a4498c99fcc790302c4d41fed # extra/creator/e788de1a4498c99fcc790302c4d41fed
# b522a95d819a5559b775deb9a490e49a/e788de1a4498c99fcc790302c4d41fed # b522a95d819a5559b775deb9a490e49a/e788de1a4498c99fcc790302c4d41fed
class Skill18(PassiveSkill): class Skill18(CreatorActiveSkill):
""" """
以自身为中心,生成烈焰飓风。\n 以自身为中心,生成烈焰飓风。\n
施放过程中可以自由移动。 按跳跃键时,可以强制中断该技能。\n 施放过程中可以自由移动。 按跳跃键时,可以强制中断该技能。\n
@@ -548,6 +566,8 @@ class Skill18(PassiveSkill):
# 烈焰飓风攻击力 : {value0} # 烈焰飓风攻击力 : {value0}
data0 = get_data(f'{prefix}/{uuid}', 0) data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 12 hit0 = 12
energyCost = 60
totalEnergy = 140
# 烈焰飓风多段攻击次数 : {value1}次 # 烈焰飓风多段攻击次数 : {value1}次
data1 = get_data(f'{prefix}/{uuid}', 1) data1 = get_data(f'{prefix}/{uuid}', 1)
# 能量消耗值: {value2} # 能量消耗值: {value2}
@@ -578,7 +598,7 @@ class Skill18(PassiveSkill):
# 极冰护盾 # 极冰护盾
# extra/creator/dd32a9825ec1af42a91f2223be6658e5 # extra/creator/dd32a9825ec1af42a91f2223be6658e5
# b522a95d819a5559b775deb9a490e49a/dd32a9825ec1af42a91f2223be6658e5 # b522a95d819a5559b775deb9a490e49a/dd32a9825ec1af42a91f2223be6658e5
class Skill19(PassiveSkill): class Skill19(CreatorActiveSkill):
""" """
生成极冰护盾。\n 生成极冰护盾。\n
生成时,攻击周围敌人并击退敌人。\n 生成时,攻击周围敌人并击退敌人。\n
@@ -608,6 +628,8 @@ class Skill19(PassiveSkill):
# 护盾攻击力 : {value2} # 护盾攻击力 : {value2}
data2 = get_data(f'{prefix}/{uuid}', 2) data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 1 hit2 = 1
energyCost = 60
totalEnergy = 140
# 推开距离 : {value3}px # 推开距离 : {value3}px
data3 = get_data(f'{prefix}/{uuid}', 3) data3 = get_data(f'{prefix}/{uuid}', 3)
# 能量消耗值 : {value4} # 能量消耗值 : {value4}
@@ -626,7 +648,7 @@ class Skill19(PassiveSkill):
总攻击力 +133%\n 总攻击力 +133%\n
护盾大小 +40%\n 护盾大小 +40%\n
""" """
... self.energyCost = 140
def vp_2(self): def vp_2(self):
""" """
@@ -694,7 +716,7 @@ class Skill21(ActiveSkill):
# 超能旋风波 # 超能旋风波
# extra/creator/5197b141332a65a89d452adf227c2f30 # extra/creator/5197b141332a65a89d452adf227c2f30
# b522a95d819a5559b775deb9a490e49a/5197b141332a65a89d452adf227c2f30 # b522a95d819a5559b775deb9a490e49a/5197b141332a65a89d452adf227c2f30
class Skill22(PassiveSkill): class Skill22(CreatorActiveSkill):
""" """
聚集超能旋风的力量,向前方快速发射旋风波。\n 聚集超能旋风的力量,向前方快速发射旋风波。\n
按住左键的状态下拖动鼠标,即可向指定方向发射旋风波。\n 按住左键的状态下拖动鼠标,即可向指定方向发射旋风波。\n
@@ -719,6 +741,8 @@ class Skill22(PassiveSkill):
# 旋风波攻击力 : {value0} # 旋风波攻击力 : {value0}
data0 = get_data(f'{prefix}/{uuid}', 0) data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1 hit0 = 1
energyCost = 4
totalEnergy = 140
# 能量消耗值 : {value1} # 能量消耗值 : {value1}
data1 = get_data(f'{prefix}/{uuid}', 1) data1 = get_data(f'{prefix}/{uuid}', 1)
# [范围信息] # [范围信息]
@@ -742,12 +766,12 @@ class Skill22(PassiveSkill):
- 总攻击力相同\n - 总攻击力相同\n
- 不适用[创世]效果\n - 不适用[创世]效果\n
""" """
... self.energyCost = 35
# 风暴漩涡 # 风暴漩涡
# extra/creator/75747c67e14eec6088ce67f63ea41628 # extra/creator/75747c67e14eec6088ce67f63ea41628
# b522a95d819a5559b775deb9a490e49a/75747c67e14eec6088ce67f63ea41628 # b522a95d819a5559b775deb9a490e49a/75747c67e14eec6088ce67f63ea41628
class Skill23(PassiveSkill): class Skill23(CreatorActiveSkill):
""" """
生成风暴。\n 生成风暴。\n
可将敌人吸附到风暴中心。\n 可将敌人吸附到风暴中心。\n
@@ -773,6 +797,8 @@ class Skill23(PassiveSkill):
# 风暴攻击力 : {value0} # 风暴攻击力 : {value0}
data0 = get_data(f'{prefix}/{uuid}', 0) data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1 hit0 = 1
energyCost = 20
totalEnergy = 140
# 能量消耗值 : {value1} # 能量消耗值 : {value1}
data1 = get_data(f'{prefix}/{uuid}', 1) data1 = get_data(f'{prefix}/{uuid}', 1)
# [范围信息] # [范围信息]
@@ -798,7 +824,7 @@ class Skill23(PassiveSkill):
- 总攻击力相同\n - 总攻击力相同\n
- 不适用[创世]效果\n - 不适用[创世]效果\n
""" """
... self.energyCost = 70
# 风暴 # 风暴
# extra/creator/d204ec03a0aed2f20211fb6ccc48d46d # extra/creator/d204ec03a0aed2f20211fb6ccc48d46d
@@ -915,7 +941,7 @@ class Skill27(ActiveSkill):
# 末日虫洞 # 末日虫洞
# extra/creator/dec8961c485edb02036ba00c789010f0 # extra/creator/dec8961c485edb02036ba00c789010f0
# b522a95d819a5559b775deb9a490e49a/dec8961c485edb02036ba00c789010f0 # b522a95d819a5559b775deb9a490e49a/dec8961c485edb02036ba00c789010f0
class Skill28(PassiveSkill): class Skill28(CreatorActiveSkill):
""" """
生成虫洞,连接阿拉德最后的时空。\n 生成虫洞,连接阿拉德最后的时空。\n
在鼠标点击位置生成虫洞。\n 在鼠标点击位置生成虫洞。\n
@@ -947,6 +973,8 @@ class Skill28(PassiveSkill):
# 虫洞大爆炸攻击力 : {value2} # 虫洞大爆炸攻击力 : {value2}
data2 = get_data(f'{prefix}/{uuid}', 2) data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 1 hit2 = 1
energyCost = 100
totalEnergy = 100
# 能量消耗值 : {value3} # 能量消耗值 : {value3}
data3 = get_data(f'{prefix}/{uuid}', 3) data3 = get_data(f'{prefix}/{uuid}', 3)
# [范围信息] # [范围信息]
@@ -960,7 +988,7 @@ class Skill28(PassiveSkill):
单次攻击力 -50%\n 单次攻击力 -50%\n
施放时强力吸附范围内敌人\n 施放时强力吸附范围内敌人\n
""" """
... self.energyCost = 50
def vp_2(self): def vp_2(self):
""" """
@@ -1002,7 +1030,7 @@ class Skill29(ActiveSkill):
# 冰雪降临 # 冰雪降临
# extra/creator/d8ff976e2aaa4720272a5175d1eb9126 # extra/creator/d8ff976e2aaa4720272a5175d1eb9126
# b522a95d819a5559b775deb9a490e49a/d8ff976e2aaa4720272a5175d1eb9126 # b522a95d819a5559b775deb9a490e49a/d8ff976e2aaa4720272a5175d1eb9126
class Skill30(PassiveSkill): class Skill30(CreatorActiveSkill):
""" """
重现冰河时代的酷寒地带。\n 重现冰河时代的酷寒地带。\n
使领域内的敌人进行减速状态。\n 使领域内的敌人进行减速状态。\n
@@ -1030,6 +1058,8 @@ class Skill30(PassiveSkill):
# 冰河地带攻击力 : {value0} # 冰河地带攻击力 : {value0}
data0 = get_data(f'{prefix}/{uuid}', 0) data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 21 hit0 = 21
energyCost = 50
totalEnergy = 100
# 冰河地带多段攻击次数 : {value1}次 # 冰河地带多段攻击次数 : {value1}次
data1 = get_data(f'{prefix}/{uuid}', 1) data1 = get_data(f'{prefix}/{uuid}', 1)
# 不同范围的攻击力增加率 : 0%~{value2}% # 不同范围的攻击力增加率 : 0%~{value2}%
@@ -1059,7 +1089,8 @@ class Skill30(PassiveSkill):
- 总攻击力相同\n - 总攻击力相同\n
不适用不同范围的攻击力增加率效果\n 不适用不同范围的攻击力增加率效果\n
""" """
... self.hit0 = 1
self.energyCost = 2
def vp_2(self): def vp_2(self):
""" """
@@ -1099,7 +1130,7 @@ class Skill31(ActiveSkill):
# 时空链接 # 时空链接
# extra/creator/394e2f09c1f37ae61d831d8567707170 # extra/creator/394e2f09c1f37ae61d831d8567707170
# b522a95d819a5559b775deb9a490e49a/394e2f09c1f37ae61d831d8567707170 # b522a95d819a5559b775deb9a490e49a/394e2f09c1f37ae61d831d8567707170
class Skill32(PassiveSkill): class Skill32(CreatorActiveSkill):
""" """
在空地点击鼠标左键可以召唤时间妖精“卡巴拉”实现连接。\n 在空地点击鼠标左键可以召唤时间妖精“卡巴拉”实现连接。\n
点击右键会跟被连接的角色以红色实线连接。\n 点击右键会跟被连接的角色以红色实线连接。\n
@@ -1126,6 +1157,8 @@ class Skill32(PassiveSkill):
# 红色实线攻击力 : {value0} # 红色实线攻击力 : {value0}
data0 = get_data(f'{prefix}/{uuid}', 0) data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 35 hit0 = 35
energyCost = 50
totalEnergy = 100
# 红色实线多段攻击次数 : {value1}次 # 红色实线多段攻击次数 : {value1}次
data1 = get_data(f'{prefix}/{uuid}', 1) data1 = get_data(f'{prefix}/{uuid}', 1)
# [时空链接]连接线持续时间 : {value2}秒 # [时空链接]连接线持续时间 : {value2}秒
@@ -1159,7 +1192,8 @@ class Skill32(PassiveSkill):
- 连接2名队友时,所受伤害 -10%\n - 连接2名队友时,所受伤害 -10%\n
- 连接3名队友时,所受伤害 -15%\n - 连接3名队友时,所受伤害 -15%\n
""" """
... self.hit0 = 70
self.energyCost = 100
# 创世之力 # 创世之力
# extra/creator/9376d04c476cd41d60ed1974ca69ab95 # extra/creator/9376d04c476cd41d60ed1974ca69ab95
@@ -1217,7 +1251,7 @@ class Skill34(ActiveSkill):
# 时空禁制 # 时空禁制
# extra/creator/bae12a6dc7d22a5cf149673e88ddda28 # extra/creator/bae12a6dc7d22a5cf149673e88ddda28
# b522a95d819a5559b775deb9a490e49a/bae12a6dc7d22a5cf149673e88ddda28 # b522a95d819a5559b775deb9a490e49a/bae12a6dc7d22a5cf149673e88ddda28
class Skill35(PassiveSkill): class Skill35(CreatorActiveSkill):
""" """
通过时间妖精“卡巴拉”之力,使时间加速,限制周围目标行动。\n 通过时间妖精“卡巴拉”之力,使时间加速,限制周围目标行动。\n
在鼠标左键点击的位置召唤“卡巴拉”,在持续时间内强制控制敌人,最后随着爆炸消失。\n 在鼠标左键点击的位置召唤“卡巴拉”,在持续时间内强制控制敌人,最后随着爆炸消失。\n
@@ -1247,6 +1281,8 @@ class Skill35(PassiveSkill):
# 卡巴拉爆炸攻击力 : {value2} # 卡巴拉爆炸攻击力 : {value2}
data2 = get_data(f'{prefix}/{uuid}', 2) data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 1 hit2 = 1
energyCost = 100
totalEnergy = 100
# 卡巴拉召唤持续时间 : {value3}秒 # 卡巴拉召唤持续时间 : {value3}秒
data3 = get_data(f'{prefix}/{uuid}', 3) data3 = get_data(f'{prefix}/{uuid}', 3)
# 能量消耗值 : {value4} # 能量消耗值 : {value4}
@@ -1366,7 +1402,7 @@ class Skill37(PassiveSkill):
# 生命之树 # 生命之树
# extra/creator/66a9967e677651d0def34c475795ccde # extra/creator/66a9967e677651d0def34c475795ccde
# b522a95d819a5559b775deb9a490e49a/66a9967e677651d0def34c475795ccde # b522a95d819a5559b775deb9a490e49a/66a9967e677651d0def34c475795ccde
class Skill38(PassiveSkill): class Skill38(CreatorActiveSkill):
""" """
召唤蕴含创世之力的卡巴拉,创造出长有烈炎、 寒冰、 风暴之果实的生命之树并使其爆炸。\n 召唤蕴含创世之力的卡巴拉,创造出长有烈炎、 寒冰、 风暴之果实的生命之树并使其爆炸。\n
可以通过按住鼠标左键拖拽或右键点击,使元素果实向指定的位置投掷或爆炸。\n 可以通过按住鼠标左键拖拽或右键点击,使元素果实向指定的位置投掷或爆炸。\n
@@ -1392,10 +1428,13 @@ class Skill38(PassiveSkill):
# 每个元素果实爆炸攻击力 : {value0} # 每个元素果实爆炸攻击力 : {value0}
data0 = get_data(f'{prefix}/{uuid}', 0) data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 0 hit0 = 6
power0 = 1 / 1.07 #TODO:CHECK
# 元素果实同时爆炸攻击力 : {value1} X 剩余果实数 # 元素果实同时爆炸攻击力 : {value1} X 剩余果实数
data1 = get_data(f'{prefix}/{uuid}', 1) data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 6 hit1 = 0
energyCost = 100
totalEnergy = 100
# 能量消耗值 : {value2} # 能量消耗值 : {value2}
data2 = get_data(f'{prefix}/{uuid}', 2) data2 = get_data(f'{prefix}/{uuid}', 2)
@@ -1403,11 +1442,13 @@ class Skill38(PassiveSkill):
def setMode(self, mode): def setMode(self, mode):
if mode == '秒炸': if mode == '秒炸':
self.hit0 = 0 self.hit0 = 6
self.hit1 = 6 self.hit1 = 0
self.power0 = 0.9 #TODO:CHECK
elif mode == '常规': elif mode == '常规':
self.hit0 = 6 self.hit0 = 6
self.hit1 = 0 self.hit1 = 0
self.power0 = 1 / 1.07 #TODO:CHECK
# 天工开物 # 天工开物
# extra/creator/8eeca98333667959c403104f6d24da34 # extra/creator/8eeca98333667959c403104f6d24da34
@@ -1472,7 +1513,7 @@ class Skill40(ActiveSkill):
# 创世之光 # 创世之光
# extra/creator/bcbaa4338139bc9342c8a8415dfbe39a # extra/creator/bcbaa4338139bc9342c8a8415dfbe39a
# b522a95d819a5559b775deb9a490e49a/bcbaa4338139bc9342c8a8415dfbe39a # b522a95d819a5559b775deb9a490e49a/bcbaa4338139bc9342c8a8415dfbe39a
class Skill41(PassiveSkill): class Skill41(CreatorActiveSkill):
""" """
发动创世神器的力量,生成与太初时间相连的魔法门。\n 发动创世神器的力量,生成与太初时间相连的魔法门。\n
魔法门持续期间内输入创生系列技能时,注入创世能量,立即引发爆炸。\n 魔法门持续期间内输入创生系列技能时,注入创世能量,立即引发爆炸。\n
@@ -1500,6 +1541,8 @@ class Skill41(PassiveSkill):
# 太初之光爆炸攻击力 : {value1} # 太初之光爆炸攻击力 : {value1}
data1 = get_data(f'{prefix}/{uuid}', 1) data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 1 hit1 = 1
energyCost = 100
totalEnergy = 100
# 能量消耗量 : {value2} # 能量消耗量 : {value2}
data2 = get_data(f'{prefix}/{uuid}', 2) data2 = get_data(f'{prefix}/{uuid}', 2)
@@ -1557,7 +1600,7 @@ class Skill43(ActiveSkill):
# 时之终末 : 归烬 # 时之终末 : 归烬
# extra/creator/03bd172c9c50cfdcf9d7e83a3ef82842 # extra/creator/03bd172c9c50cfdcf9d7e83a3ef82842
# b522a95d819a5559b775deb9a490e49a/03bd172c9c50cfdcf9d7e83a3ef82842 # b522a95d819a5559b775deb9a490e49a/03bd172c9c50cfdcf9d7e83a3ef82842
class Skill44(PassiveSkill): class Skill44(CreatorActiveSkill):
""" """
展开创世魔法书,对时间进行干涉,移动到时之终末。\n 展开创世魔法书,对时间进行干涉,移动到时之终末。\n
卡巴拉变成巨型钟表指向12点时,次元爆炸,湮灭敌人。\n 卡巴拉变成巨型钟表指向12点时,次元爆炸,湮灭敌人。\n
@@ -1589,6 +1632,8 @@ class Skill44(PassiveSkill):
# 次元爆炸攻击力 : {value2} # 次元爆炸攻击力 : {value2}
data2 = get_data(f'{prefix}/{uuid}', 2) data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 1 hit2 = 1
energyCost = 100
totalEnergy = 100
# 能量消耗量 : {value3} # 能量消耗量 : {value3}
data3 = get_data(f'{prefix}/{uuid}', 3) data3 = get_data(f'{prefix}/{uuid}', 3)
+32 -49
View File
@@ -5,6 +5,19 @@ from core.basic.character import Character
prefix = "extra/dark_knight/cn/skillDetail" prefix = "extra/dark_knight/cn/skillDetail"
def apply_weapon_mastery(skill: PassiveSkill, old: int, new: int, weapon_type: str):
weapon = skill.char.GetWeaponType()
if weapon[0] != weapon_type:
return None
physical = skill.char.输出类型.startswith('物理')
inherited = '传世武器' in weapon[1]
data_index = (3 if physical else 4) if inherited else (0 if physical else 1)
attack_type = '$*PAtkP' if physical else '$*PAtkM'
skill.associate = [{'type': attack_type, 'data': getattr(skill, f'data{data_index}')}]
return PassiveSkill.effect(skill, old, new)
# 暗影斩 # 暗影斩
# extra/dark_knight/eb71e1d82d92c7e1d40500a0dcd77aa6 # extra/dark_knight/eb71e1d82d92c7e1d40500a0dcd77aa6
# 17e417b31686389eebff6d754c3401ea/eb71e1d82d92c7e1d40500a0dcd77aa6 # 17e417b31686389eebff6d754c3401ea/eb71e1d82d92c7e1d40500a0dcd77aa6
@@ -174,6 +187,8 @@ class Skill5(PassiveSkill):
# 跳跃攻击力变化率 : {value2}% # 跳跃攻击力变化率 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2) data2 = get_data(f'{prefix}/{uuid}', 2)
associate = [{'type': '*skillDamage', 'data': [i - 100 if i > 0 else 0 for i in data0], 'skills': ['挑击']}]
# 受身蹲伏 # 受身蹲伏
# extra/dark_knight/ce26c6b69d02a440a81b552bec94f03b # extra/dark_knight/ce26c6b69d02a440a81b552bec94f03b
# 17e417b31686389eebff6d754c3401ea/ce26c6b69d02a440a81b552bec94f03b # 17e417b31686389eebff6d754c3401ea/ce26c6b69d02a440a81b552bec94f03b
@@ -630,14 +645,7 @@ class Skill19(PassiveSkill):
data5 = get_data(f'{prefix}/{uuid}', 5) data5 = get_data(f'{prefix}/{uuid}', 5)
def effect(self, old, new): def effect(self, old, new):
weapon = self.char.GetWeaponType() return apply_weapon_mastery(self, old, new, '光剑')
if weapon[0] != '光剑':
return None
data = self.data0
if '传世武器' in weapon[1]:
data = self.data3
self.associate = [{'type': '$*PAtkP', 'data': data}]
return super().effect(old, new)
# 暗 · 短剑精通 # 暗 · 短剑精通
# extra/dark_knight/01c3a2fb793d293a25ed8dc7a0d70c1a # extra/dark_knight/01c3a2fb793d293a25ed8dc7a0d70c1a
@@ -676,14 +684,7 @@ class Skill20(PassiveSkill):
data5 = get_data(f'{prefix}/{uuid}', 5) data5 = get_data(f'{prefix}/{uuid}', 5)
def effect(self, old, new): def effect(self, old, new):
weapon = self.char.GetWeaponType() return apply_weapon_mastery(self, old, new, '短剑')
if weapon[0] != '短剑':
return None
data = self.data0
if '传世武器' in weapon[1]:
data = self.data3
self.associate = [{'type': '$*PAtkP', 'data': data}]
return super().effect(old, new)
# 暗 · 太刀精通 # 暗 · 太刀精通
# extra/dark_knight/8f73f243041c2d27739fe7696f02bf9b # extra/dark_knight/8f73f243041c2d27739fe7696f02bf9b
@@ -722,14 +723,7 @@ class Skill21(PassiveSkill):
data5 = get_data(f'{prefix}/{uuid}', 5) data5 = get_data(f'{prefix}/{uuid}', 5)
def effect(self, old, new): def effect(self, old, new):
weapon = self.char.GetWeaponType() return apply_weapon_mastery(self, old, new, '太刀')
if weapon[0] != '太刀':
return None
data = self.data0
if '传世武器' in weapon[1]:
data = self.data3
self.associate = [{'type': '$*PAtkP', 'data': data}]
return super().effect(old, new)
# 暗 · 巨剑精通 # 暗 · 巨剑精通
# extra/dark_knight/8c2379737c5acc935c1731f67f607655 # extra/dark_knight/8c2379737c5acc935c1731f67f607655
@@ -768,14 +762,7 @@ class Skill22(PassiveSkill):
data5 = get_data(f'{prefix}/{uuid}', 5) data5 = get_data(f'{prefix}/{uuid}', 5)
def effect(self, old, new): def effect(self, old, new):
weapon = self.char.GetWeaponType() return apply_weapon_mastery(self, old, new, '巨剑')
if weapon[0] != '巨剑':
return None
data = self.data0
if '传世武器' in weapon[1]:
data = self.data3
self.associate = [{'type': '$*PAtkP', 'data': data}]
return super().effect(old, new)
# 暗 · 钝器精通 # 暗 · 钝器精通
# extra/dark_knight/9cb6f9ed646fa87f9b7680a42ce83d1a # extra/dark_knight/9cb6f9ed646fa87f9b7680a42ce83d1a
@@ -814,14 +801,7 @@ class Skill23(PassiveSkill):
data5 = get_data(f'{prefix}/{uuid}', 5) data5 = get_data(f'{prefix}/{uuid}', 5)
def effect(self, old, new): def effect(self, old, new):
weapon = self.char.GetWeaponType() return apply_weapon_mastery(self, old, new, '钝器')
if weapon[0] != '钝器':
return None
data = self.data0
if '传世武器' in weapon[1]:
data = self.data3
self.associate = [{'type': '$*PAtkP', 'data': data}]
return super().effect(old, new)
# 暗劲爆发 # 暗劲爆发
# extra/dark_knight/506e7ed77d517419a6e1c437a2cedb17 # extra/dark_knight/506e7ed77d517419a6e1c437a2cedb17
@@ -1535,7 +1515,8 @@ class Skill41(ActiveSkill):
斩击命中后,将瞬移到命中敌人中最强敌人的后方发动下一次斩击\n 斩击命中后,将瞬移到命中敌人中最强敌人的后方发动下一次斩击\n
施放动作赋予无敌状态\n 施放动作赋予无敌状态\n
""" """
... self.hit0 = 8
self.power0 = 13 / 8 #TODO:CHECK
def vp_2(self): def vp_2(self):
""" """
@@ -1592,7 +1573,7 @@ class Skill42(ActiveSkill):
- 中断时,适用[时间停滞]能量5阶段的攻击力,且不消耗[时间停滞]能量\n - 中断时,适用[时间停滞]能量5阶段的攻击力,且不消耗[时间停滞]能量\n
- 暗黑波动旋转速度 +100%\n - 暗黑波动旋转速度 +100%\n
""" """
... self.skillDamage *= 2
def vp_2(self): def vp_2(self):
""" """
@@ -1721,9 +1702,9 @@ class Skill45(ActiveSkill):
data0 = get_data(f'{prefix}/{uuid}', 0) data0 = get_data(f'{prefix}/{uuid}', 0)
# 多段攻击次数 : {value1} # 多段攻击次数 : {value1}
data1 = get_data(f'{prefix}/{uuid}', 1) data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 33
# 多段攻击攻击力 : {value2}% # 多段攻击攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2) data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 33
# 最后一击爆炸攻击力 : {value3}% # 最后一击爆炸攻击力 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3) data3 = get_data(f'{prefix}/{uuid}', 3)
hit3 = 1 hit3 = 1
@@ -1738,7 +1719,8 @@ class Skill45(ActiveSkill):
- 总攻击力相同\n - 总攻击力相同\n
幽魂剑范围 +30%\n 幽魂剑范围 +30%\n
""" """
... self.hit2 = 6
self.power2 = 33 / 6 #TODO:CHECK
def vp_2(self): def vp_2(self):
""" """
@@ -1966,7 +1948,7 @@ class Skill50(ActiveSkill):
- 适用最高连击阶段的攻击力\n - 适用最高连击阶段的攻击力\n
- 不恢复[时间停滞]连击能量\n - 不恢复[时间停滞]连击能量\n
""" """
... self.skillDamage *= 2
# 超时空碎裂 # 超时空碎裂
# extra/dark_knight/d204ec03a0aed2f20211fb6ccc48d46d # extra/dark_knight/d204ec03a0aed2f20211fb6ccc48d46d
@@ -2130,6 +2112,7 @@ class Skill55(ActiveSkill):
# 次元斩击攻击力 : {value0}% # 次元斩击攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0) data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1 hit0 = 1
skillDamage = 2
class classChange(Character): class classChange(Character):
def __init__(self, equVersion): def __init__(self, equVersion):
@@ -2143,10 +2126,10 @@ class classChange(Character):
self.jobGrowId = '0a49d9c8b5e1358efff324e5cb11d41e' self.jobGrowId = '0a49d9c8b5e1358efff324e5cb11d41e'
self.武器选项 = ['光剑', '太刀', '钝器', '巨剑', '短剑'] # TODO self.武器选项 = ['光剑', '太刀', '钝器', '巨剑', '短剑'] # TODO
self.输出类型选项 = [] # TODO self.输出类型选项 = ['物理百分比', '魔法百分比']
self.输出类型 = '' # TODO self.输出类型 = '物理百分比'
self.防具精通属性 = [''] # TODO self.防具精通属性 = ['力量', '智力']
self.防具类型 = '' self.防具类型 = '轻甲'
self.buff = 1.598 # TODO self.buff = 1.598 # TODO
super().__init__(equVersion, __name__) super().__init__(equVersion, __name__)
+1 -1
View File
@@ -220,7 +220,7 @@ adv = [
'name': 'extra', 'name': 'extra',
'title': '外传', 'title': '外传',
'children': [ 'children': [
{'id': 0, 'name': 'creator', 'title': '知源·缔造者', 'open': False}, {'id': 0, 'name': 'creator', 'title': '知源·缔造者', 'open': True, 'class': 'GF.extra.creator'},
{'id': 1, 'name': 'dark_knight', 'title': '极诣·黑暗武士', 'open': False}, {'id': 1, 'name': 'dark_knight', 'title': '极诣·黑暗武士', 'open': False},
{'id': 2, 'name': 'empty', 'title': ''}, {'id': 2, 'name': 'empty', 'title': ''},
{'id': 3, 'name': 'empty', 'title': ''}, {'id': 3, 'name': 'empty', 'title': ''},
+1
View File
@@ -108,6 +108,7 @@ export interface ISkill {
name: string name: string
desc: string desc: string
}[] }[]
cellPosition: number[]
uuid: string uuid: string
upType: 'damage' | 'heal' upType: 'damage' | 'heal'
} }
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After

Width:  |  Height:  |  Size: 2.7 KiB

@@ -1,9 +1,13 @@
import { getImageURL, getLocalImageURL } from '@/utils/images' import { getImageURL } from '@/utils/images'
import type { ISkill } from '@/api/info/type' import type { ISkill } from '@/api/info/type'
import { useVModel } from '@vueuse/core' import { useVModel } from '@vueuse/core'
import CalcButton from '@/components/calc/button/index.vue' import CalcButton from '@/components/calc/button/index.vue'
import './style.scss' import './style.scss'
const rowPrefixes = ['通用', 1, '', 10, '', 20, '', 30, '', 40, 50, 60, 70, 80, 90, 100]
const defaultColumnCount = 11
const altersWithoutRowPrefix = new Set(['creator', 'dark_knight'])
export default defineComponent({ export default defineComponent({
name: 'SkillTree', name: 'SkillTree',
props: { props: {
@@ -19,34 +23,73 @@ export default defineComponent({
type: Number, type: Number,
default: () => 50, default: () => 50,
}, },
alter: {
type: String,
default: '',
},
}, },
emits: ['chooseSkill'], emits: ['chooseSkill'],
setup(props,{ emit }) { setup(props, { emit }) {
const skills = computed(() => props.skills) const skills = computed(() => props.skills)
const lvInfo = useVModel(props, 'lvInfo') const lvInfo = useVModel(props, 'lvInfo')
const bindAwake = useVModel(props, 'bindAwake') const bindAwake = useVModel(props, 'bindAwake')
// const emit = defineEmits(['chooseSkill']) // const emit = defineEmits(['chooseSkill'])
const getSkill = (lvStart: number, lvEnd: number, position: number) => { const skillGrid = computed(() => {
if (position >= 0) const grid = new Map<string, ISkill>()
return skills.value.find( const occupiedRows = new Set<number>()
(item) => let maxColumn = defaultColumnCount - 1
item.line > lvStart - 5 &&
item.line <= Math.max(lvEnd - 5, 1) && skills.value.forEach((skill) => {
item.position == position, const [column, row] = skill.cellPosition ?? []
) if (!Number.isInteger(column) || !Number.isInteger(row) || column < 0 || row < 0) return
else
return skills.value.filter( grid.set(`${row}:${column}`, skill)
(item) => item.line > lvStart - 5 && item.line <= Math.max(lvEnd - 5, 1), occupiedRows.add(row)
) maxColumn = Math.max(maxColumn, column)
})
return {
grid,
columns: Array.from({ length: maxColumn + 1 }, (_, index) => index),
rows: Array.from(occupiedRows).sort((left, right) => left - right),
}
})
const showRowPrefix = computed(() => !altersWithoutRowPrefix.has(props.alter))
const isExtraAlter = computed(() => altersWithoutRowPrefix.has(props.alter))
const getRowPrefix = (row: number) => {
const lastRow = skillGrid.value.rows.at(-1) ?? -1
if (lastRow >= rowPrefixes.length && row >= rowPrefixes.length - 1)
return row === lastRow ? rowPrefixes.at(-1) : ''
return rowPrefixes[row]
} }
const lvList = [15, 20, 25, 30, 35, 40, 45, 50, 60, 70, 80, 90, 100]
const columns = [...new Array(11).keys()]
const activeSkill = ref<number>(-1) const activeSkill = ref<number>(-1)
const getLastPositionedSkill = (learnLv: number) =>
skills.value
.filter((skill) => skill.learnLv == learnLv && skill.type == 'active' && skill.bind)
.sort((left, right) => {
const [leftColumn = -1, leftRow = -1] = left.cellPosition ?? []
const [rightColumn = -1, rightRow = -1] = right.cellPosition ?? []
return leftRow - rightRow || leftColumn - rightColumn
})
.at(-1)
const extraAwakeSkill_2 = computed(() =>
props.alter == 'creator'
? skills.value.find((skill) => skill.learnLv == 85 && skill.name == '生命之树')
: getLastPositionedSkill(85),
)
const extraAwakeSkill_3 = computed(() => getLastPositionedSkill(100))
watchEffect(() => {
if (isExtraAlter.value && bindAwake.value != 85) bindAwake.value = 85
})
const chooseSkill = (skill?: ISkill, operation: string = 'add') => { const chooseSkill = (skill?: ISkill, operation: string = 'add') => {
if (!skill) { if (!skill) {
activeSkill.value = -1 activeSkill.value = -1
@@ -66,19 +109,25 @@ export default defineComponent({
const actionSkillLv = (skill: ISkill, operation: string) => { const actionSkillLv = (skill: ISkill, operation: string) => {
if (operation == 'add') { if (operation == 'add') {
lvInfo.value[skill.id.toString()].lv = Math.min(lvInfo.value[skill.id.toString()]?.lv + 1, skill.maxLv) lvInfo.value[skill.id.toString()].lv = Math.min(
lvInfo.value[skill.id.toString()]?.lv + 1,
skill.maxLv,
)
return return
} }
if (operation == 'addMax') { if (operation == 'addMax') {
lvInfo.value[skill.id.toString()].lv = skill.maxLearnLv lvInfo.value[skill.id.toString()].lv = skill.maxLearnLv
return return
} }
if (operation == 'sub') { if (operation == 'sub') {
lvInfo.value[skill.id.toString()].lv = Math.max(lvInfo.value[skill.id.toString()]?.lv - 1, 0) lvInfo.value[skill.id.toString()].lv = Math.max(
lvInfo.value[skill.id.toString()]?.lv - 1,
0,
)
return return
} }
if (operation == 'subMax') { if (operation == 'subMax') {
lvInfo.value[skill.id.toString()] = { lv: 0 , vp: 0, up: 0 } lvInfo.value[skill.id.toString()] = { lv: 0, vp: 0, up: 0 }
return return
} }
emit('chooseSkill', skill.id) emit('chooseSkill', skill.id)
@@ -88,78 +137,86 @@ export default defineComponent({
bindAwake.value = lv bindAwake.value = lv
} }
const renderSkill = (skill: ISkill, index: number) => { const hasAwakeBinding = (skill: ISkill) =>
isExtraAlter.value
? skill.id == extraAwakeSkill_3.value?.id
: skill.learnLv == 100 && skill.bind
const renderExtraAwakeBinding = () => (
<div class="absolute extra-awake-85 w-117px h-54px left-0 top--3px box-border">
<div class="absolute w-36px h-48px left-78px top-3.5px flex flex-col box-border items-center py-3px z-2">
<img class="h-28px w-28px" src={getImageURL(extraAwakeSkill_2.value?.icon ?? '')}></img>
<div class="w-100% flex flex-1 justify-center text-#ffc701 pt-1.5px">2次</div>
</div>
</div>
)
const renderSkill = (skill: ISkill) => {
const info = lvInfo.value?.[skill.id.toString()] const info = lvInfo.value?.[skill.id.toString()]
let color = 'white' let color = 'white'
if (info?.lv < skill.maxLearnLv) color = '#32E432' if (info?.lv < skill.maxLearnLv) color = '#32E432'
if (info?.lv > skill.maxLearnLv) color = '#58E0FC' if (info?.lv > skill.maxLearnLv) color = '#58E0FC'
return ( return (
<> <div class="relative w-35px h-55px" key={skill.id}>
<div class="relative w-35px h-55px"> <div class="flex w-full items-center justify-center gap-2px absolute top--18px left-1px">
<div class="flex w-full items-center justify-center gap-2px absolute top--18px left-1px"> {info?.vp > 0 && <div class={`vp_${info.vp}`}></div>}
{info?.vp > 0 && (<div class={`vp_${info.vp}`}></div>)} {info?.up > 0 && <div class={`up_${info.up}`}></div>}
{info?.up > 0 && (<div class={`up_${info.up}`}></div>)}
</div>
{activeSkill.value == skill.id && renderSkillAction(skill)}
<div
class={[
'w-36px absolute h-48px flex flex-col box-border items-center py-3px z-2',
skill.learnLv == 100 && skill.bind ? '' : 'skill',
]}
onClick={(e) => {
e.stopPropagation()
chooseSkill(skill)
}}
onContextmenu={(e) => {
e.stopPropagation()
e.preventDefault()
chooseSkill(skill, 'sub')
}}
key={index}
>
<img
class={['h-28px w-28px', skill.type === 'passive' ? 'passive' : '']}
src={getImageURL(skill.icon)}
alt={skill.name}
></img>
<div class="w-100% flex flex-1 justify-center" style={{ color }}>
{info?.lv ?? 0}
</div>
</div>
{skill.learnLv == 100 && skill.bind && (
<>
<div
class={`pos-absolute w-196px h-54px box-border translate-x--50% left-18px top--3px flex justify-between items-center py-2px px-3px awake_${bindAwake.value}`}
>
<div
class="w-36px flex flex-col box-border items-center py-2px z-2"
onClick={() => chooseBindAwake(50)}
>
<img
class="h-28px w-28px mt-2px"
src={getImageURL(awakeSkill_1.value?.icon ?? '')}
></img>
<div class="w-100% mt-1px flex items-center justify-center text-#ffc701">
1次
</div>
</div>
<div
class="w-36px flex flex-col box-border items-center py-2px z-2"
onClick={() => chooseBindAwake(85)}
>
<img
class="h-28px w-28px mt-1px"
src={getImageURL(awakeSkill_2.value?.icon ?? '')}
></img>
<div class="w-100% mt-1px flex items-center justify-center text-#ffc701">
2次
</div>
</div>
</div>
</>
)}
</div> </div>
</> {activeSkill.value == skill.id && renderSkillAction(skill)}
<div
class={[
'w-36px absolute h-48px flex flex-col box-border items-center py-3px z-2',
hasAwakeBinding(skill) ? '' : 'skill',
]}
onClick={(e) => {
e.stopPropagation()
chooseSkill(skill)
}}
onContextmenu={(e) => {
e.stopPropagation()
e.preventDefault()
chooseSkill(skill, 'sub')
}}
>
<img
class={['h-28px w-28px', skill.type === 'passive' ? 'passive' : '']}
src={getImageURL(skill.icon)}
alt={skill.name}
></img>
<div class="w-100% flex flex-1 justify-center pt-1.5px" style={{ color }}>
{info?.lv ?? 0}
</div>
</div>
{hasAwakeBinding(skill) &&
(isExtraAlter.value ? (
renderExtraAwakeBinding()
) : (
<div
class={`pos-absolute w-196px h-54px box-border translate-x--50% left-18px top--3px flex justify-between items-center py-2px px-3px awake_${bindAwake.value}`}
>
<div
class="w-36px flex flex-col box-border items-center py-2px z-2"
onClick={() => chooseBindAwake(50)}
>
<img
class="h-28px w-28px mt-2px"
src={getImageURL(awakeSkill_1.value?.icon ?? '')}
></img>
<div class="w-100% mt-1px flex items-center justify-center text-#ffc701">1次</div>
</div>
<div
class="w-36px flex flex-col box-border items-center py-2px z-2"
onClick={() => chooseBindAwake(85)}
>
<img
class="h-28px w-28px mt-1px"
src={getImageURL(awakeSkill_2.value?.icon ?? '')}
></img>
<div class="w-100% mt-1px flex items-center justify-center text-#ffc701">2次</div>
</div>
</div>
))}
</div>
) )
} }
@@ -236,37 +293,24 @@ export default defineComponent({
return () => ( return () => (
<> <>
<div onClick={() => (activeSkill.value = -1)}> <div onClick={() => (activeSkill.value = -1)}>
{((getSkill(0, 15, -1) ?? []) as ISkill[]).length > 0 && ( {skillGrid.value.rows.map((row) => (
<> <div class="skill-tree-line flex items-center gap-8px px-5px" key={row}>
<div class="skill-tree-line flex items-center gap-8px px-5px"> {showRowPrefix.value && (
<div class="w-34px h-34px flex items-center justify-center text-white"> <div class="w-34px h-34px flex shrink-0 items-center justify-center text-white">
其<br />余 {getRowPrefix(row)}
</div> </div>
{((getSkill(0, 15, -1) ?? []) as ISkill[])?.map((skill, index) => )}
renderSkill(skill, index), {skillGrid.value.columns.map((column) => {
)} const skill = skillGrid.value.grid.get(`${row}:${column}`)
</div> return skill ? (
</> renderSkill(skill)
)}
{lvList.map((lv, index) =>
((getSkill(lv, lvList[index + 1] ?? 150, -1) as ISkill[])?.length ?? 0) > 0 ? (
<div class="skill-tree-line flex items-center gap-8px px-5px" key={index}>
{lv == 1 || lv % 10 == 0 ? (
<div class="w-34px h-34px flex items-center justify-center text-white">{lv}</div>
) : ( ) : (
<div class="w-34px h-34px"></div> <div class="w-34px h-34px shrink-0" key={column}></div>
)} )
{columns.map((column, i) => { })}
const skill = getSkill(lv, lvList[index + 1] ?? 150, column) as ISkill <div class="w-5px h-34px shrink-0" onClick={() => (activeSkill.value = -1)}></div>
return skill ? renderSkill(skill, index) : <div class="w-34px h-34px"></div> </div>
})} ))}
<div class="w-5px h-34px" onClick={() => (activeSkill.value = -1)}></div>
</div>
) : (
<></>
),
)}
</div> </div>
</> </>
) )
@@ -34,6 +34,11 @@
background-size: 100% 100%; background-size: 100% 100%;
} }
.extra-awake-85 {
background-image: url('./img/extra_awake_85.png');
background-size: 100% 100%;
}
.vp_1{ .vp_1{
width: 18px; width: 18px;
height: 18px; height: 18px;
@@ -22,6 +22,7 @@
<div class="overflow-y-auto h-full box-border" v-if="tab === 0"> <div class="overflow-y-auto h-full box-border" v-if="tab === 0">
<SkillTree <SkillTree
:skills="infoStore.skills" :skills="infoStore.skills"
:alter="infoStore.infos?.alter"
v-model:lvInfo="configStore.config.skills" v-model:lvInfo="configStore.config.skills"
v-model:bindAwake="configStore.config.bindAwake" v-model:bindAwake="configStore.config.bindAwake"
@chooseSkill="setCurrentSkill" @chooseSkill="setCurrentSkill"