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#更新面板
支持B服角色
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CHANGELOG.md
27
CHANGELOG.md
@ -1,27 +1,24 @@
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# 1.7.4
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# 1.7.5
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* `#更新面板`支持B服角色
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* 数据来自喵喵API,部分功能尚未完全稳定,如有问题请反馈给喵喵
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* 由于底层逻辑差异,`#圣遗物列表` 只会展示手工查看过角色的圣遗物
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* 已知问题:角色天赋的皇冠及命座加成效果显示可能有问题
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# 1.7.1 ~ 1.7.4
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* 增加`#原图`命令,可获取喵喵角色卡片原图,感谢 **@牧星长** 提供功能
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* 对由`#老婆``#刻晴`发出的角色卡片图回复`#原图`可获取对应图像
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* `#角色面板` 圣遗物评分功能调整
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* 修复小攻击、小防御、小生命有效词条未被正确高亮的问题
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* 调整部分角色的评分词条权重值
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* `#录入角色面板` 功能恢复
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* 可对已有面板数据的角色手工输入更改面板属性,用于伤害测算
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* 例如`#录入雷神面板 暴击80,爆伤250`
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* 暂不支持设置武器、圣遗物、命座、天赋。后续会增加支持
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# 1.7.1 ~ 1.7.3
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* `#角色面板`、`#圣遗物列表` 使用新的圣遗物评分逻辑计算评分
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* 新的圣遗物评分规针对角色进行了细化,同时将得分进行了拉齐
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* 根据角色使用不同词条权重计算。感谢 **@糖炒栗子 @秋声 @49631073**等的权重梳理
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* 会在后续提供单独命令,供查看角色圣遗物及计算逻辑与计算逻辑
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* 因为计分逻辑变更,所以【分数值及档位】相较于升级之前可能有所变化。如有不合理计算请反馈给 @喵喵
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* **新版评分会逐步迭代,分数值可能不稳定**。如需关闭新版评分,可编辑喵喵 lib/app/character.js, const isNewScore = false;
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* `#更新面板` 功能升级及问题修正
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* 修正武器类型、元素伤害字段导致的伤害计算问题
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* 夜兰 请在游戏内不出场状况下获取面板属性
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* 为`#面板更新`命令增加uid格式校验
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* `#录入角色面板` 功能恢复
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* 可对已有面板数据的角色手工输入更改面板属性,用于伤害测算
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* 例如`#录入雷神面板 暴击80,暴伤250`
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* 暂不支持设置武器、圣遗物、命座、天赋。后续会增加支持
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* `#角色持有率`、`#深渊出场率` 页面细节样式调整
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# 1.7.0
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@ -71,7 +71,7 @@ export async function character(e, { render, User }) {
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let name = msg.replace(/#|老婆|老公/g, "").trim();
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msg = msg.replace("面版", "面板")
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let dmgRet = /伤害(\d?)$/.exec(msg), dmgIdx = 0;
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if (/(详情|详细|面板|面版)$/.test(msg) && !/更新|录入|输入/.test(msg)) {
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if (/(详情|详细|面板|面版)\s*$/.test(msg) && !/更新|录入|输入/.test(msg)) {
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mode = 'profile';
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name = name.replace(/(详情|详细|面板)/, "").trim();
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} else if (dmgRet) {
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@ -93,7 +93,6 @@ export async function character(e, { render, User }) {
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name = name.replace(/录入|输入|详情|详细|面板|数据|[0-9]|\.|\+/g, "").trim()
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}
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if (mode === "card" && Common.isDisable(e, "char.char")) {
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return;
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}
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@ -117,7 +116,7 @@ export async function character(e, { render, User }) {
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}
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let char = Character.get(name);
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let char = Character.get(name.trim());
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if (!char) {
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return false;
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@ -675,9 +674,21 @@ async function getTargetUid(e) {
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if (uidRet) {
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return uidRet[0]
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}
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let uid = false;
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let qq = e.user_id;
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if (NoteCookie && NoteCookie[qq]) {
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let nc = NoteCookie[qq];
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if (nc.uid && uidReg.test(nc.uid)) {
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return nc.uid;
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}
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}
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uid = await redis.get(`genshin:id-uid:${qq}`) || await redis.get(`genshin:uid:${qq}`);
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if (uid && uidReg.test(uid)) {
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return uid;
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}
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try {
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let MysApi = await e.getMysApi({
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auth: "all",
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@ -694,33 +705,17 @@ async function getTargetUid(e) {
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e.reply("请先发送【#绑定+你的UID】来绑定查询目标")
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return false;
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}
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} catch (e) {
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let qq = e.user_id;
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if (NoteCookie && NoteCookie[qq]) {
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let nc = NoteCookie[qq];
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if (nc.uid && uidReg.test(nc.uid)) {
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return nc.uid;
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}
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}
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uid = await redis.get(`genshin:id-uid:${qq}`) || await redis.get(`genshin:uid:${qq}`);
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if (uid && uidReg.test(uid)) {
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return uid;
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} else {
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e.reply("请先发送【#绑定+你的UID】来绑定查询目标");
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return false;
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}
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} catch (err) {
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console.log(err);
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}
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return uid;
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return uid || false;
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}
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export async function renderProfile(e, char, render, mode = "profile", params = {}) {
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let MysApi = await e.getMysApi({
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auth: "all",
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targetType: "all",
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cookieType: "all"
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let selfUser = await e.checkAuth({
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auth: "self"
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})
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let { selfUser } = MysApi;
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if (['荧', '空', '主角', '旅行者'].includes(char.name)) {
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e.reply("暂不支持主角的面板信息查看");
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@ -740,16 +735,16 @@ export async function renderProfile(e, char, render, mode = "profile", params =
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return true;
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}
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let profile = Profile.get(uid, char.id);
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let profile = await Profile.get(uid, char.id);
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if (!profile) {
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if (await refresh()) {
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return true;
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} else {
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e.reply(`请确认${char.name}已展示在【游戏内】的角色展柜中,并打开了“显示角色详情”。然后请使用 #更新面板\n命令来获取${char.name}的面板详情`);
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}
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await profileHelp(e);
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//await profileHelp(e);
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return true;
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} else if (!['enka', 'input2'].includes(profile.dataSource)) {
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} else if (!['enka', 'input2', 'ysin', 'ysin-pre'].includes(profile.dataSource)) {
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if (!await refresh()) {
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e.reply(`由于数据格式升级,请重新获取面板信息后查看`);
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}
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@ -889,15 +884,6 @@ export async function enemyLv(e) {
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* 圣遗物列表
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* */
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export async function getArtis(e, { render }) {
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let MysApi = await e.getMysApi({
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auth: "all",
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targetType: "all",
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cookieType: "all",
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actionName: "查询角色天赋命座等信息"
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});
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if (!MysApi || !e.targetUser) {
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return true;
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}
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let uid = await getTargetUid(e);
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if (!uid) {
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@ -974,7 +960,7 @@ export async function getProfileAll(e) {
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let chars = [];
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lodash.forEach(profiles || [], (ds) => {
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if (!['enka', 'input2'].includes(ds.dataSource)) {
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if (!['enka', 'input2', 'ysin-pre', 'ysin'].includes(ds.dataSource)) {
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return;
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}
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ds.name && chars.push(ds.name)
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@ -992,7 +978,7 @@ export async function getProfileAll(e) {
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return true;
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}
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e.reply("当前已获取面板角色: " + chars.join(", "));
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e.reply(`uid${uid} 已获取面板角色: ` + chars.join(", "));
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return true;
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}
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@ -6,6 +6,8 @@ import Character from "./models/Character.js";
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import Reliquaries from "./models/Reliquaries.js";
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import Data from "./data/enka.js";
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import Ysin from "./profile/ysin.js";
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import Enka from "./profile/enka.js";
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const _path = process.cwd();
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const cfgPath = `${_path}/plugins/miao-plugin/config.js`;
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@ -28,49 +30,38 @@ function sleep(ms) {
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return new Promise((resolve) => setTimeout(resolve, ms));
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}
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function getServ(uid) {
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if ((uid + '')[0] === '5') {
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return Ysin;
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}
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return Enka;
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}
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let Profile = {
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async request(uid, e) {
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if (uid.toString().length !== 9) {
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return false;
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}
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let profileApi = config.profileApi || function (uid) {
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return `https://enka.shinshin.moe/u/${uid}/__data.json`
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};
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let api = profileApi(uid);
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let Serv = getServ(uid);
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let inCd = await redis.get(`miao:role-all:${uid}`);
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if (inCd === 'loading') {
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e.reply("请求过快,请稍后重试..");
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return false;
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} else if (inCd === 'pending') {
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e.reply("距上次请求刷新成功间隔小于5分钟,请稍后重试..");
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} else if (inCd === 'pending' && false) {
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e.reply(`距上次请求刷新成功间隔小于${Serv.cd}分钟,请稍后重试..`);
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return false;
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}
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await redis.set(`miao:role-all:${uid}`, 'loading', { EX: 20 });
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e.reply("开始获取数据,可能会需要一定时间~");
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await sleep(1000);
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let data;
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try {
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let req = await fetch(api);
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data = await req.json();
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if (!data.playerInfo) {
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if ((uid + '')[0] === '5') {
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e.reply(`请求失败:暂时不支持B服角色面板更新,请等待服务后续升级`);
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} else {
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e.reply(`请求失败:${data.msg || "请求错误,请稍后重试"}`);
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}
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return false;
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}
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let details = data.avatarInfoList;
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if (!details || details.length === 0 || !details[0].propMap) {
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e.reply(`请打开角色展柜的显示详情`);
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return false;
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}
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data = await Serv.request({ uid, e, config });
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// enka服务测冷却时间5分钟
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await redis.set(`miao:role-all:${uid}`, 'pending', { EX: 300 });
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let userData = {};
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userData = Profile.save(uid, data, 'enka')
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return userData;
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await redis.set(`miao:role-all:${uid}`, 'pending', { EX: Serv.cd * 60 });
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return Profile.save(uid, data, Serv.key);
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} catch (err) {
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console.log(err);
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e.reply(`请求失败`);
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@ -78,26 +69,42 @@ let Profile = {
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}
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},
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save(uid, ds, dataSource = 'enka') {
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save(uid, data, dataSource = 'enka') {
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let userData = {};
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const userFile = `${userPath}/${uid}.json`;
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if (fs.existsSync(userFile)) {
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userData = JSON.parse(fs.readFileSync(userFile, "utf8")) || {};
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}
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let data;
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data = Data.getData(uid, ds);
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lodash.assignIn(userData, lodash.pick(data, "uid,name,lv,avatar".split(",")));
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userData.chars = userData.chars || {};
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lodash.forEach(data.chars, (char, charId) => {
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userData.chars[charId] = char;
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let original = userData.chars[charId] || {};
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if (char.dataSource === "ysin-pre" && original && original.dataSource) {
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original.dataSource = char.dataSource;
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} else {
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userData.chars[charId] = char;
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}
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});
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fs.writeFileSync(userFile, JSON.stringify(userData), "", " ");
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return data;
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},
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get(uid, charId) {
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saveCharData(uid, ds) {
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if (!uid || !ds.id) {
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return;
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}
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let userData = {};
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const userFile = `${userPath}/${uid}.json`;
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if (fs.existsSync(userFile)) {
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userData = JSON.parse(fs.readFileSync(userFile, "utf8")) || {};
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}
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userData.chars = userData.chars || {};
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userData.chars[ds.id] = ds;
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fs.writeFileSync(userFile, JSON.stringify(userData), "", " ");
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return ds;
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},
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_get(uid, charId) {
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const userFile = `${userPath}/${uid}.json`;
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let userData = {};
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if (fs.existsSync(userFile)) {
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@ -109,6 +116,15 @@ let Profile = {
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return false;
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},
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async get(uid, charId) {
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let data = Profile._get(uid, charId);
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let Serv = getServ(uid);
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if (Serv.getCharData) {
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return await Serv.getCharData(uid, data, Profile.saveCharData);
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}
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return data;
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},
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getAll(uid) {
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const userFile = `${userPath}/${uid}.json`;
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let userData = {};
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@ -167,7 +183,7 @@ let Profile = {
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inputProfile(uid, e) {
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let { avatar, inputData } = e;
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let char = Character.get(avatar);
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let originalData = Profile.get(uid, char.id);
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let originalData = Profile._get(uid, char.id);
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if (!originalData || !['enka', 'input2'].includes(originalData.dataSource)) {
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return `请先获取${char.name}的面板数据后,再进行面板数据更新`;
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}
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@ -179,8 +195,8 @@ let Profile = {
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def: /防御/,
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atk: /攻击/,
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mastery: /精通/,
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cRate: /(暴击率|爆率|暴击$)/,
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cDmg: /(爆伤|暴击伤害)/,
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cRate: /(暴击率|暴率|暴击$)/,
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cDmg: /(暴伤|暴击伤害)/,
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hInc: /治疗/,
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recharge: /充能/,
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dmgBonus: /[火|水|雷|草|风|岩|冰|素|^]伤/,
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@ -197,6 +213,7 @@ let Profile = {
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}
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let name = dRet[1].trim(),
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data = dRet[2].trim();
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name = name.replace("爆", "暴");
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let range = (src, min = 0, max = 1200) => Math.max(min, Math.min(max, src * 1 || 0));
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lodash.forEach(attrMap, (reg, key) => {
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33
components/profile/enka.js
Normal file
33
components/profile/enka.js
Normal file
@ -0,0 +1,33 @@
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import fetch from "node-fetch";
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import Data from "../data/enka.js";
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let Enka = {
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key: "enka",
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cd: 5,
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async request({ e, uid, config }) {
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let profileApi = config.profileApi || function (uid) {
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return `https://enka.shinshin.moe/u/${uid}/__data.json`
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};
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let api = profileApi(uid);
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let req = await fetch(api);
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let data = await req.json();
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if (!data.playerInfo) {
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if ((uid + '')[0] === '5') {
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e.reply(`请求失败:暂时不支持B服角色面板更新,请等待服务后续升级`);
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} else {
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e.reply(`请求失败:${data.msg || "请求错误,请稍后重试"}`);
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}
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return false;
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}
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let details = data.avatarInfoList;
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if (!details || details.length === 0 || !details[0].propMap) {
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e.reply(`请打开角色展柜的显示详情`);
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return false;
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}
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return Data.getData(uid, data);
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}
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}
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export default Enka;
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220
components/profile/ysin.js
Normal file
220
components/profile/ysin.js
Normal file
@ -0,0 +1,220 @@
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import fetch from "node-fetch";
|
||||
import lodash from "lodash";
|
||||
import Character from "../models/Character.js";
|
||||
import moment from "moment";
|
||||
import { artiIdx, artiSetMap, attrMap } from "./ysin_meta.js";
|
||||
import cmeta from "../data/enka_char.js";
|
||||
|
||||
const url = "http://miaoapi.cn/profile";
|
||||
|
||||
let Ysin = {
|
||||
key: "ysin",
|
||||
cd: 1,
|
||||
async request({ e, uid, avatar = '' }) {
|
||||
let api = `${url}/list?uid=${uid}`;
|
||||
let data;
|
||||
|
||||
let req = await fetch(api);
|
||||
data = await req.json();
|
||||
if (data.status !== 0) {
|
||||
e.reply(data.msg || "请求失败");
|
||||
return false;
|
||||
}
|
||||
if (!data.uidListData || data.uidListData.length === 0) {
|
||||
e.reply(`请打开角色展柜的显示详情`);
|
||||
return false;
|
||||
}
|
||||
|
||||
return Ysin.getData(uid, data);
|
||||
|
||||
},
|
||||
|
||||
getData(uid, data) {
|
||||
let ret = {
|
||||
uid,
|
||||
chars: {}
|
||||
}
|
||||
|
||||
lodash.forEach({
|
||||
name: "nickname",
|
||||
//avatar: "profilePicture.avatarId",
|
||||
lv: "level"
|
||||
}, (src, key) => {
|
||||
ret[key] = lodash.get(data, src, "");
|
||||
})
|
||||
lodash.forEach(data.uidListData, (ds) => {
|
||||
let char = Ysin.getAvatar(ds);
|
||||
ret.chars[char.id] = char;
|
||||
})
|
||||
return ret;
|
||||
},
|
||||
|
||||
getAvatar(ds) {
|
||||
let char = Character.get(ds.usernameid);
|
||||
let now = moment();
|
||||
return {
|
||||
id: ds.usernameid,
|
||||
name: char ? char.name : "",
|
||||
dataSource: "ysin-pre",
|
||||
updateTime: now.format("YYYY-MM-DD HH:mm:ss"),
|
||||
lv: ds.level
|
||||
};
|
||||
},
|
||||
|
||||
async getCharData(uid, ds, saveCharData) {
|
||||
if (ds.dataSource === "ysin") {
|
||||
return ds;
|
||||
}
|
||||
try {
|
||||
let api = `${url}/detail?uid=${uid}&avatar=${ds.id}`;
|
||||
let req = await fetch(api);
|
||||
let data = await req.json();
|
||||
if (data.status === 0 && data.uidData) {
|
||||
data = Ysin.getAvatarDetail(data);
|
||||
if (data) {
|
||||
saveCharData(uid, data);
|
||||
return data;
|
||||
}
|
||||
}
|
||||
return ds;
|
||||
} catch (err) {
|
||||
console.log(err);
|
||||
return ds;
|
||||
}
|
||||
},
|
||||
getAvatarDetail(data) {
|
||||
let ds = data.uidData;
|
||||
let char = Character.get(ds.id);
|
||||
let now = moment();
|
||||
return {
|
||||
id: ds.id,
|
||||
name: char ? char.name : "",
|
||||
dataSource: "ysin",
|
||||
updateTime: now.format("YYYY-MM-DD HH:mm:ss"),
|
||||
lv: ds.level,
|
||||
fetter: ds.fetterLevel,
|
||||
attr: Ysin.getAttr(data.uidDataCombatValue),
|
||||
weapon: Ysin.getWeapon(ds.weapon),
|
||||
artis: Ysin.getArtifact(data.uidDataByReliquary),
|
||||
cons: ds.constellationNum,
|
||||
talent: Ysin.getTalent(char.id, ds.skill),
|
||||
_priority: 10
|
||||
};
|
||||
},
|
||||
getAttr(data) {
|
||||
let ret = {};
|
||||
lodash.forEach({
|
||||
atk: "attack",
|
||||
atkBase: "baseATK",
|
||||
hp: "health",
|
||||
hpBase: "baseHP",
|
||||
def: "defense",
|
||||
defBase: "baseDEF",
|
||||
mastery: "elementMastery",
|
||||
cRate: {
|
||||
src: "critRate",
|
||||
pct: true
|
||||
},
|
||||
cDmg: {
|
||||
src: "critDamage",
|
||||
pct: true
|
||||
},
|
||||
hInc: {
|
||||
src: "heal",
|
||||
pct: true
|
||||
},
|
||||
recharge: {
|
||||
src: "recharge",
|
||||
pct: true
|
||||
}
|
||||
}, (cfg, key) => {
|
||||
if (!lodash.isObject(cfg)) {
|
||||
cfg = { src: cfg };
|
||||
}
|
||||
let val = data[cfg.src] || 0;
|
||||
if (cfg.pct) {
|
||||
val = val * 100
|
||||
}
|
||||
ret[key] = val;
|
||||
})
|
||||
let maxDmg = 0, dmg = data.addHurt || {};
|
||||
lodash.forEach("fire,elec,water,grass,wind,rock,ice".split(","), (key) => {
|
||||
maxDmg = Math.max(dmg[key] * 100, maxDmg);
|
||||
});
|
||||
ret.dmg = maxDmg;
|
||||
ret.phy = dmg.physical * 100;
|
||||
return ret;
|
||||
|
||||
},
|
||||
getWeapon(weapon) {
|
||||
return {
|
||||
name: weapon.name,
|
||||
star: weapon.rank,
|
||||
level: weapon.level,
|
||||
promote: weapon.promoteLevel,
|
||||
affix: (weapon.affixLevel || 0) + 1
|
||||
}
|
||||
},
|
||||
getArtifact(data) {
|
||||
let ret = {};
|
||||
let get = function (d) {
|
||||
if (!d) {
|
||||
return [];
|
||||
}
|
||||
let name = d.name;
|
||||
name = name.replace("FIGHT_PROP_", "");
|
||||
if (!attrMap[name]) {
|
||||
return [];
|
||||
}
|
||||
let value = d.value;
|
||||
if (value && value < 1) {
|
||||
value = value * 100;
|
||||
}
|
||||
return [attrMap[name], value];
|
||||
}
|
||||
|
||||
lodash.forEach(data, (ds) => {
|
||||
let sub = ds.appendAffix || [];
|
||||
let idx = artiIdx[ds.type];
|
||||
if (!idx) {
|
||||
return;
|
||||
}
|
||||
ret[`arti${idx}`] = {
|
||||
name: ds.name,
|
||||
set: artiSetMap[ds.name] || "",
|
||||
level: ds.level,
|
||||
main: get(ds.mainAffix),
|
||||
attrs: [
|
||||
get(sub[0]),
|
||||
get(sub[1]),
|
||||
get(sub[2]),
|
||||
get(sub[3])
|
||||
]
|
||||
}
|
||||
})
|
||||
return ret;
|
||||
},
|
||||
getTalent(charid, data = {}) {
|
||||
let cm = cmeta[charid] || {};
|
||||
let cn = cm.Skills || {};
|
||||
let idx = 1;
|
||||
let idxMap = { 0: 'a', 1: 'e', 2: 'q', 'a': 'a', 's': 'e', 'e': 'q' };
|
||||
lodash.forEach(cn, (n, id) => {
|
||||
let nRet = /skill_(\w)/.exec(n.toLowerCase());
|
||||
idxMap[id] = nRet && nRet[1] ? idxMap[nRet[1]] : idxMap[idx];
|
||||
idx++;
|
||||
});
|
||||
|
||||
let ret = {};
|
||||
lodash.forEach(data, (ds) => {
|
||||
let key = idxMap[ds.id];
|
||||
ret[key] = {
|
||||
level_original: ds.level,
|
||||
level_current: ds.level
|
||||
}
|
||||
})
|
||||
return ret;
|
||||
},
|
||||
}
|
||||
|
||||
export default Ysin;
|
47
components/profile/ysin_meta.js
Normal file
47
components/profile/ysin_meta.js
Normal file
@ -0,0 +1,47 @@
|
||||
import _Data from "../Data.js";
|
||||
import lodash from "lodash";
|
||||
|
||||
const _path = process.cwd();
|
||||
|
||||
export const artiIdx = {
|
||||
"生之花": 1,
|
||||
"死之羽": 2,
|
||||
"时之沙": 3,
|
||||
"空之杯": 4,
|
||||
"理之冠": 5
|
||||
}
|
||||
|
||||
let relis = _Data.readJSON(`${_path}/plugins/miao-plugin/resources/meta/reliquaries/`, "data.json") || {};
|
||||
let setMap = {};
|
||||
|
||||
lodash.forEach(relis, (ds) => {
|
||||
if (ds.sets) {
|
||||
lodash.forEach(ds.sets, (tmp) => {
|
||||
if (tmp.name) {
|
||||
setMap[tmp.name] = ds.name;
|
||||
}
|
||||
})
|
||||
}
|
||||
})
|
||||
export const artiSetMap = setMap;
|
||||
|
||||
export const attrMap = {
|
||||
HP: "小生命",
|
||||
HP_PERCENT: "大生命",
|
||||
ATTACK: "小攻击",
|
||||
ATTACK_PERCENT: "大攻击",
|
||||
DEFENSE: "小防御",
|
||||
DEFENSE_PERCENT: "大防御",
|
||||
FIRE_ADD_HURT: "火元素伤害加成",
|
||||
ICE_ADD_HURT: "冰元素伤害加成",
|
||||
ROCK_ADD_HURT: "岩元素伤害加成",
|
||||
ELEC_ADD_HURT: "雷元素伤害加成",
|
||||
WIND_ADD_HURT: "风元素伤害加成",
|
||||
WATER_ADD_HURT: "水元素伤害加成",
|
||||
PHYSICAL_ADD_HURT: "物理伤害加成",
|
||||
HEAL_ADD: "治疗加成",
|
||||
ELEMENT_MASTERY: "元素精通",
|
||||
CRITICAL: "暴击率",
|
||||
CRITICAL_HURT: "暴击伤害",
|
||||
CHARGE_EFFICIENCY: "充能效率",
|
||||
};
|
@ -40,9 +40,8 @@
|
||||
<span class="cfg-hint"> #喵喵设置查他人 + 开启/关闭</span>
|
||||
{{@other}}
|
||||
</div>
|
||||
<div class="cfg-desc">面板查询暂不支持查他人</div>
|
||||
<div class="cfg-desc">暂不支持关闭面板的查他人</div>
|
||||
</li>
|
||||
|
||||
</ul>
|
||||
</div>
|
||||
<div class="cfg-box">
|
||||
|
Loading…
Reference in New Issue
Block a user