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修正更新面板时伤害计算无法重新触发的问题
修正圣遗物详情角色立绘偏移的问题
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@ -43,7 +43,7 @@ export async function profileArtis (e) {
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charCfg,
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game,
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changeProfile: e._profileMsg
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}, { e, scale: 1.3 })
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}, { e, scale: 1.6 / 1.1 })
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}
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/*
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@ -338,10 +338,11 @@ export default class Avatar extends Base {
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// 计算当前profileData的伤害信息
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async calcDmg ({ enemyLv = 91, mode = 'profile', dmgIdx = 0, idxIsInput = false }) {
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if (!this.dmg) {
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if (!this.dmg || this.dmg._update !== this._update) {
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let ds = this.getData('id,level,attr,cons,artis:artis.sets,trees')
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ds.talent = lodash.mapValues(this.talent, 'level')
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ds.weapon = Data.getData(this.weapon, 'name,affix')
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ds._update = this._update
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this.dmg = new ProfileDmg(ds, this.game)
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}
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return await this.dmg.calcData({ enemyLv, mode, dmgIdx, idxIsInput })
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@ -12,6 +12,7 @@ export default class ProfileDmg extends Base {
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super()
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this.profile = profile
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this.game = game
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this._update = profile._update
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if (profile && profile.id) {
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let { id } = profile
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this.char = Character.get(id)
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@ -1,6 +1,11 @@
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body,
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.container {
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width: 650px;
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width: 660px;
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}
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.main-pic {
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width: 1540px;
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height: 550px;
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margin-left: -599.5px;
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}
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.container > .cont {
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margin-left: 15px;
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@ -61,12 +66,20 @@ body,
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.artis .no-bg {
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opacity: 0;
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}
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.artis ul.detail.attr-detail {
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border-radius: 0;
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}
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.artis ul.detail li span {
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width: initial;
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}
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.artis ul.detail li span.val {
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padding-right: 8px;
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}
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.artis ul.detail li span.mark {
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text-align: right;
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padding-right: 10px;
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padding-left: 5px;
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padding-right: 6px;
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background: rgba(0, 0, 0, 0.4);
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}
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.artis ul.detail li span.mark:after {
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content: "分";
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@ -89,6 +102,6 @@ body,
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}
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.artis .item {
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height: inherit;
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width: 200px;
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width: 205px;
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}
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/*# sourceMappingURL=artis-mark.css.map */
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@ -50,7 +50,7 @@
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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">
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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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@ -1,5 +1,12 @@
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body, .container {
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width: 650px;
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width: 660px;
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}
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.main-pic {
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@n: 1.1;
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width: 1400px * @n;
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height: 500px * @n;
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margin-left: -545px * @n;
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}
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.container > .cont {
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@ -81,12 +88,22 @@ body, .container {
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opacity: 0;
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}
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ul.detail.attr-detail {
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border-radius: 0;
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}
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ul.detail li span {
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width: initial;
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&.val {
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padding-right: 8px;
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}
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&.mark {
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text-align: right;
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padding-right: 10px;
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padding-left: 5px;
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padding-right: 6px;
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background: rgba(0, 0, 0, .4);
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&:after {
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content: "分";
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@ -116,7 +133,7 @@ body, .container {
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.item {
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height: inherit;
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width: 200px;
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width: 205px;
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}
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@ -7,7 +7,7 @@ export const usefulAttr = {
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甘雨: { atk: 75, cpct: 100, cdmg: 100, mastery: 75, dmg: 100 },
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雷电将军: { atk: 75, cpct: 100, cdmg: 100, mastery: 0, dmg: 75, recharge: 90 },
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神里绫人: { hp: 50, atk: 75, def: 0, cpct: 100, cdmg: 100, mastery: 0, dmg: 100, phy: 0, recharge: 30, heal: 0 },
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八重神子: { hp: 0, atk: 75, def: 0, cpct: 100, cdmg: 100, mastery: 75, dmg: 100, phy: 0, recharge: 55, heal: 0 },
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八重神子: { hp: 0, atk: 75, def: 0, cpct: 100, cdmg: 100, mastery: 75, dmg: 75, phy: 0, recharge: 55, heal: 0 },
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申鹤: { hp: 0, atk: 100, def: 0, cpct: 100, cdmg: 100, mastery: 0, dmg: 100, phy: 0, recharge: 55, heal: 0 },
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云堇: { hp: 0, atk: 75, def: 100, cpct: 80, cdmg: 80, mastery: 0, dmg: 80, phy: 0, recharge: 80, heal: 0 },
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荒泷一斗: { hp: 0, atk: 50, def: 100, cpct: 100, cdmg: 100, mastery: 0, dmg: 100, phy: 0, recharge: 30, heal: 0 },
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@ -48,3 +48,5 @@ export const buffs = [{
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dotEnemyDmg: 30
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}
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}]
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export const createdBy = 'Aluxes'
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@ -40,3 +40,5 @@ export const buffs = [{
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_hpPlus: ({ calc, attr }) => calc(attr.hp) * 0.06
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}
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}]
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export const createdBy = 'Aluxes'
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