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https://github.com/yoimiya-kokomi/miao-plugin.git
synced 2024-11-21 14:38:30 +00:00
fix: #671
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e0ebe828a4
commit
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@ -35,6 +35,7 @@ export async function profileArtis (e) {
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uid,
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elem: char.elem,
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splash: profile.costumeSplash,
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imgs: profile.imgs,
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data: profile,
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costume: profile.costume ? '2' : '',
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artisDetail,
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@ -49,7 +49,7 @@ let ArtisMark = {
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}
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let key = ds.key
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let isDmg = Format.isElem(key)
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let isDmg = Format.isElem(key, game)
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let val = ds.value || ds[1]
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let num = ds.value || ds[1]
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if (!key || key === 'undefined') {
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@ -66,6 +66,9 @@ let ArtisMark = {
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if (charAttrCfg) {
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let mark = charAttrCfg[key]?.mark * num || 0
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if (isDmg) {
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mark = charAttrCfg.dmg?.mark * num || 0
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}
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if (isMain) {
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mark = mark / 4 + 0.01
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ret.key = key
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@ -1,8 +1,8 @@
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{{extend elemLayout}}
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{{block 'css'}}
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<link rel="stylesheet" type="text/css" href="{{_res_path}}/character/profile-detail.css"/>
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<link rel="stylesheet" type="text/css" href="{{_res_path}}/character/artis-mark.css"/>
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<link rel="stylesheet" type="text/css" href="{{_res_path}}/character/profile-detail.css" />
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<link rel="stylesheet" type="text/css" href="{{_res_path}}/character/artis-mark.css" />
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{{/block}}
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{{set talent = data.talent}}
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@ -14,12 +14,12 @@
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{{set ad = artisDetail}}
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<div class="profile-cont game-{{game}}">
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<div class="basic">
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<div class="main-pic"
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style="background-image:url({{_res_path}}{{splash}})"></div>
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<div class="main-pic" style="background-image:url({{_res_path}}{{splash||imgs?.splash}})"></div>
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<div class="detail">
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<div class="char-name">{{data.name}}</div>
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<div class="char-lv">UID {{uid}} - Lv.{{data.level}}
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<span class="cons cons-{{data.cons}}">{{data.cons}}命</span></div>
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<span class="cons cons-{{data.cons}}">{{data.cons}}命</span>
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</div>
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<div class="cont">
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<div class="item arti-stat">
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<div class="arti-class-title">评分规则:{{charCfg.classTitle}}</div>
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@ -34,73 +34,74 @@
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<div class="artis">
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<% for(let idx = 1; idx<=(game==='gs'?5:6); idx++) {
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let ds = ad?.artis[idx]
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%>
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{{if idx === 1 && game === 'gs'}}
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<div class="item no-bg"></div>
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{{/if}}
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<div class="item arti {{idx}}">
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{{if ds && ds.name && ds.main && ds.main.key && ds.main.key!="undefined"}}
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<div class="arti-icon">
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<div class="img" style="background-image:url({{_res_path}}{{ds.img}})"></div>
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<span>+{{ds.level}}</span>
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</div>
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<div class="head">
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<strong>{{ds.name}}</strong>
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<span class="mark mark-{{ds.markClass}}"><span>{{ds.mark}}分</span> - {{ds.markClass}}</span>
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</div>
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<ul class="detail attr attr-detail">
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<li class="arti-main">
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<span class="title">{{artisKeyTitle[ds.main.key]}}</span>
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<span class="val">+{{ds.main.value}}</span>
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{{if idx >1 }}
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<span class="mark">{{ mark( ds.main.mark / 6 ) }}</span>
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{{else}}
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<span class="val"> - </span>
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{{/if}}
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</li>
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{{each ds.attrs attr}}
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{{if attr.key}}
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<li class="{{ad.charWeight[attr.key]*1 > 79.9 ?`great`:(ad.charWeight[attr.key]*1>0 ? `useful`:`nouse`)}}"><span
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class="title">{{if attr.eff}}<i class="eff">{{attr.eff || ''}}</i>{{/if}}{{artisKeyTitle[attr.key]}} </span><span
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class="val">+{{attr.value}}</span>
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<span class="mark">{{ ( 46.6 / 6 / 100 * attr._mark ).toFixed(1) }}</span>
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</li>
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{{/if}}
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{{/each}}
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</ul>
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<ul class="detail attr mark-calc">
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<li style="display:none;"></li>
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<li>
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<span class="title">总分对齐</span>
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<span class="val">
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*{{( 66 / (46.6/6/100 * charCfg.posMaxMark[idx]) * 100).toFixed(1)}}%
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</span>
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</li>
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{{if idx>2 || game==='sr' }}
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<li>
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<span class="title">最优主词缀</span>
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<span class="val">
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{{if game==='sr' && idx<=2 }} - {{else}}
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{{if ds.main.title === '充能效率'}}
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*100%
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{{else}}
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{{set mainWeight = charCfg?.attrs[ds.main?.key===data.elem?'dmg':ds.main?.key]?.weight || 0}}
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*{{(50 + 50 * mainWeight / charCfg.posMaxMark["m"+idx] ).toFixed(0)}}%
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{{/if}}{{/if}}
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</span>
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</li>
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{{/if}}
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<li class="result">
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<span class="title">最终得分</span>
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<span class="mark">{{ds.mark}}</span>
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</li>
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</ul>
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<% for(let idx=1; idx<=(game==='gs' ?5:6); idx++) { let ds=ad?.artis[idx] %>
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{{if idx === 1 && game === 'gs'}}
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<div class="item no-bg"></div>
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{{/if}}
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</div>
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<% } %>
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<div class="item arti {{idx}}">
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{{if ds && ds.name && ds.main && ds.main.key && ds.main.key!="undefined"}}
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<div class="arti-icon">
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<div class="img" style="background-image:url({{_res_path}}{{ds.img}})"></div>
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<span>+{{ds.level}}</span>
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</div>
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<div class="head">
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<strong>{{ds.name}}</strong>
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<span class="mark mark-{{ds.markClass}}"><span>{{ds.mark}}分</span> - {{ds.markClass}}</span>
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</div>
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<ul class="detail attr attr-detail">
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<li class="arti-main">
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<span class="title">{{artisKeyTitle[ds.main.key]}}</span>
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<span class="val">+{{ds.main.value}}</span>
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{{if idx >1 }}
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<span class="mark">{{ mark( ds.main.mark / 6 ) }}</span>
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{{else}}
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<span class="val"> - </span>
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{{/if}}
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</li>
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{{each ds.attrs attr}}
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{{if attr.key}}
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<li class="{{ad.charWeight[attr.key]*1 > 79.9 ?`great`:(ad.charWeight[attr.key]*1>0 ? `useful`:`nouse`)}}">
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<span class="title">{{if attr.eff}}<i class="eff">{{attr.eff || ''}}</i>{{/if}}{{artisKeyTitle[attr.key]}}
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</span><span class="val">+{{attr.value}}</span>
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<span class="mark">{{ ( 46.6 / 6 / 100 * attr._mark ).toFixed(1) }}</span>
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</li>
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{{/if}}
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{{/each}}
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</ul>
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<ul class="detail attr mark-calc">
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<li style="display:none;"></li>
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<li>
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<span class="title">总分对齐</span>
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<span class="val">
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*{{( 66 / (46.6/6/100 * charCfg.posMaxMark[idx]) * 100).toFixed(1)}}%
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</span>
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</li>
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{{if idx>2 || game==='sr' }}
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<li>
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<span class="title">最优主词缀</span>
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<span class="val">
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{{if game==='sr' && idx<=2 }} -
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{{else}}
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{{if ds.main.title==='充能效率' }} *100%
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{{else}}
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{{set elemMapSr = {火:'fire',冰:'ice',风:'wind',雷:'elec',量子:'quantum',虚数:'imaginary',物理:'phy', } }}
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{{set elemKey = game==='sr' ? elemMapSr[data.elem] : data.elem }}
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{{set mainWeight=charCfg?.attrs[ds.main?.key===elemKey?'dmg':ds.main?.key]?.weight || 0}} *{{(50 + 50 *
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mainWeight / charCfg.posMaxMark["m"+idx] ).toFixed(0)}}%
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{{/if}}
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{{/if}}
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</span>
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</li>
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{{/if}}
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<li class="result">
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<span class="title">最终得分</span>
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<span class="mark">{{ds.mark}}</span>
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</li>
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</ul>
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{{/if}}
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</div>
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<% } %>
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</div>
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{{if changeProfile}}
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@ -206,10 +207,12 @@
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</div>
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</div>
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<ul class="cont-msg">
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<li><strong>总分对齐比例: </strong>根据<strong>{{data.name}}</strong>不同圣遗物位置可选词条及评分,计算理论最高原始词条总分。为使不同角色不同位置最终总分对齐,规定圣遗物满分为66分。理论总分对齐比例
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<li><strong>总分对齐比例:
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</strong>根据<strong>{{data.name}}</strong>不同圣遗物位置可选词条及评分,计算理论最高原始词条总分。为使不同角色不同位置最终总分对齐,规定圣遗物满分为66分。理论总分对齐比例
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= 66 / 理论最高原始分 * 100%
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</li>
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<li><strong>最优主词缀比例: </strong>对主词条词缀非最优的圣遗物进行评分惩罚。若装备的圣遗物主词条不是当前位置的最高权重主词条或元素杯属性不符,则依据权重差值比例进行分数扣减,最多扣减50%。主词缀为充能时不进行扣减
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<li><strong>最优主词缀比例:
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</strong>对主词条词缀非最优的圣遗物进行评分惩罚。若装备的圣遗物主词条不是当前位置的最高权重主词条或元素杯属性不符,则依据权重差值比例进行分数扣减,最多扣减50%。主词缀为充能时不进行扣减
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</li>
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<li><strong>最终得分:</strong>圣遗物最终得分 = 原始总分 * 总分对齐比例 * 最优主词缀比例</li>
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<li><strong>得分级别:</strong>MAX(>56分) / ACE(>49分) / SSS(>42分) / SS(>35分) / S(>28分) / A / B / C / D
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@ -230,4 +233,4 @@
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</ul>
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</div>
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</div>
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{{/block}}
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{{/block}}
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