修正星铁面板圣遗物展示问题

This commit is contained in:
Kokomi 2023-05-27 06:10:26 +08:00
parent 08e66d28be
commit eeb8dd49de
15 changed files with 33 additions and 33 deletions

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@ -80,8 +80,7 @@ const ProfileList = {
await player.refresh({ profile: true }) await player.refresh({ profile: true })
} }
if (!player.hasProfile) { if (!player.hasProfile) {
console.log(player.game) e.reply(`本地暂无uid${uid}[${player.game}]的面板数据...`)
e.reply(`本地暂无uid${uid}的面板数据...`)
return true return true
} }
let profiles = player.getProfiles() let profiles = player.getProfiles()

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@ -38,6 +38,7 @@ export const hutaoApi = {
export const homoApi = { export const homoApi = {
url: 'https://api.mihomo.me/sr_info', url: 'https://api.mihomo.me/sr_info',
userAgent: 'Miao-Plugin/3.1',
listApi: ({ url, uid, diyCfg }) => { listApi: ({ url, uid, diyCfg }) => {
return `${url}/${uid}` return `${url}/${uid}`
} }

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@ -80,6 +80,7 @@ export default class AvatarArtis extends Base {
let attr = artiObj.getAttrData(ds.mainId, attrIds, arti.level, arti.star, idx) let attr = artiObj.getAttrData(ds.mainId, attrIds, arti.level, arti.star, idx)
if (attr) { if (attr) {
arti.mainId = ds.mainId arti.mainId = ds.mainId
arti.attrIds = attrIds
arti.main = attr.main || arti.main || {} arti.main = attr.main || arti.main || {}
arti.attrs = attr.attrs || arti.attrs || {} arti.attrs = attr.attrs || arti.attrs || {}
} else { } else {

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@ -1,11 +1,11 @@
export const details = [{ export const details = [{
title: 'A普攻伤害', title: '普攻伤害',
dmg: ({ talent }, dmg) => dmg(talent.a['技能伤害'], 'a') dmg: ({ talent }, dmg) => dmg(talent.a['技能伤害'], 'a')
}, { }, {
title: 'E战技主目标伤害', title: '战技主目标伤害',
dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e') dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e')
}, { }, {
title: 'Q终结技伤害', title: '终结技伤害',
dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害'], 'q') dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害'], 'q')
}, { }, {
title: '减速目标终结技伤害', title: '减速目标终结技伤害',

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@ -4,14 +4,14 @@ export const details = [{
title: '普攻伤害', title: '普攻伤害',
dmg: ({ talent }, dmg) => dmg(talent.a['技能伤害'], 'a') dmg: ({ talent }, dmg) => dmg(talent.a['技能伤害'], 'a')
}, { }, {
title: 'E赐福提高攻击力上限', title: '赐福提高攻击力上限',
dmg: ({ attr, calc, talent }) => { dmg: ({ attr, calc, talent }) => {
return { return {
avg: calc(attr.atk) * talent.e['攻击力上限'] avg: calc(attr.atk) * talent.e['攻击力上限']
} }
} }
}, { }, {
title: 'Q伤害提高', title: '终结技伤害提高',
dmg: ({ talent }) => { dmg: ({ talent }) => {
return { return {
avg: Format.percent(talent.q['伤害提高']), avg: Format.percent(talent.q['伤害提高']),

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@ -1,14 +1,14 @@
export const details = [{ export const details = [{
title: 'A普攻伤害', title: '普攻伤害',
dmg: ({ talent }, dmg) => dmg(talent.a['技能伤害'], 'a') dmg: ({ talent }, dmg) => dmg(talent.a['技能伤害'], 'a')
}, { }, {
title: 'E战技伤害', title: '战技伤害',
dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e') dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e')
}, { }, {
title: 'E反击伤害', title: '反击伤害',
dmg: ({ talent }, dmg) => dmg(talent.e['反击伤害'], 'e') dmg: ({ talent }, dmg) => dmg(talent.e['反击伤害'], 'e')
}, { }, {
title: 'Q反击伤害', title: '反击伤害',
dmg: ({ talent }, dmg) => dmg(talent.q['伤害倍率提高'] + talent.t['反击伤害'], 't') dmg: ({ talent }, dmg) => dmg(talent.q['伤害倍率提高'] + talent.t['反击伤害'], 't')
}] }]

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@ -1,11 +1,11 @@
export const details = [{ export const details = [{
title: 'A普攻伤害', title: '普攻伤害',
dmg: ({ talent }, dmg) => dmg(talent.a['技能伤害'], 'a') dmg: ({ talent }, dmg) => dmg(talent.a['技能伤害'], 'a')
}, { }, {
title: 'E战技主目标伤害', title: '战技主目标伤害',
dmg: ({ talent }, dmg) => dmg(talent.e['主目标伤害'], 'e') dmg: ({ talent }, dmg) => dmg(talent.e['主目标伤害'], 'e')
}, { }, {
title: 'Q终结技伤害', title: '终结技伤害',
dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害'], 'q') dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害'], 'q')
}, { }, {
title: '天赋追击伤害', title: '天赋追击伤害',

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@ -4,7 +4,7 @@ export const details = [{
title: '普攻伤害', title: '普攻伤害',
dmg: ({ talent }, dmg) => dmg(talent.a['技能伤害'], 'a') dmg: ({ talent }, dmg) => dmg(talent.a['技能伤害'], 'a')
}, { }, {
title: 'E-Buff加伤', title: '战技Buff加伤',
dmg: ({ talent }) => { dmg: ({ talent }) => {
return { return {
avg: Format.percent(talent.e['伤害提高']), avg: Format.percent(talent.e['伤害提高']),
@ -12,7 +12,7 @@ export const details = [{
} }
} }
}, { }, {
title: 'Q-Buff攻击力提高', title: '终结技Buff攻击力提高',
dmg: ({ talent }) => { dmg: ({ talent }) => {
return { return {
avg: Format.percent(talent.q['攻击力提高']), avg: Format.percent(talent.q['攻击力提高']),
@ -20,7 +20,7 @@ export const details = [{
} }
} }
}, { }, {
title: 'Q-Buff爆伤提高', title: '终结技Buff爆伤提高',
dmg: ({ attr, calc, talent }) => { dmg: ({ attr, calc, talent }) => {
return { return {
avg: Format.percent(calc(attr.cdmg) * talent.q['百分比暴伤'] / 100 + talent.q['固定暴伤']), avg: Format.percent(calc(attr.cdmg) * talent.q['百分比暴伤'] / 100 + talent.q['固定暴伤']),

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@ -1,11 +1,11 @@
export const details = [{ export const details = [{
title: 'A普攻伤害', title: '普攻伤害',
dmg: ({ talent }, dmg) => dmg(talent.a['技能伤害'], 'a') dmg: ({ talent }, dmg) => dmg(talent.a['技能伤害'], 'a')
}, { }, {
title: 'E战技伤害', title: '战技伤害',
dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e') dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e')
}, { }, {
title: 'Q终结技伤害', title: '终结技伤害',
dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害'], 'q') dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害'], 'q')
}] }]

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@ -1,11 +1,11 @@
export const details = [{ export const details = [{
title: 'A普攻伤害', title: '普攻伤害',
dmg: ({ talent }, dmg) => dmg(talent.a['技能伤害'], 'a') dmg: ({ talent }, dmg) => dmg(talent.a['技能伤害'], 'a')
}, { }, {
title: 'E战技伤害', title: '战技伤害',
dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e') dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e')
}, { }, {
title: 'Q终结技伤害', title: '终结技伤害',
dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害'], 'q') dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害'], 'q')
}] }]
@ -18,7 +18,7 @@ export const buffs = [{
cdmg: ({ talent }) => talent.t['爆伤提高'] * 100 cdmg: ({ talent }) => talent.t['爆伤提高'] * 100
} }
}, { }, {
title: '彦卿Q释放终结技提高60%暴击率,智剑连心提高爆伤[qCdmg]%', title: '终结技释放终结技提高60%暴击率,智剑连心提高爆伤[qCdmg]%',
data: { data: {
qCpct: 60, qCpct: 60,
qCdmg: ({ talent }) => talent.q['暴伤提高'] * 100 qCdmg: ({ talent }) => talent.q['暴伤提高'] * 100

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@ -1,11 +1,11 @@
export const details = [{ export const details = [{
title: 'A普攻伤害', title: '普攻伤害',
dmg: ({ talent }, dmg) => dmg(talent.a['技能伤害'], 'a') dmg: ({ talent }, dmg) => dmg(talent.a['技能伤害'], 'a')
}, { }, {
title: 'E战技伤害', title: '战技伤害',
dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e') dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e')
}, { }, {
title: 'Q终结技伤害', title: '终结技伤害',
dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害'], 'q') dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害'], 'q')
}, { }, {
title: '10层神君单体伤害', title: '10层神君单体伤害',

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@ -5,7 +5,7 @@ export const details = [{
title: '战技伤害', title: '战技伤害',
dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e') dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e')
}, { }, {
title: 'Q护盾量', title: '终结技护盾量',
dmg: ({ attr, calc, talent }, { shield }) => shield(calc(attr.def) * talent.q['百分比防御力'] + talent.q['固定数值']) dmg: ({ attr, calc, talent }, { shield }) => shield(calc(attr.def) * talent.q['百分比防御力'] + talent.q['固定数值'])
}, { }, {
title: '秘技护盾量', title: '秘技护盾量',

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@ -2,10 +2,10 @@ export const details = [{
title: '普攻伤害', title: '普攻伤害',
dmg: ({ talent }, dmg) => dmg(talent.a['技能伤害'], 'a') dmg: ({ talent }, dmg) => dmg(talent.a['技能伤害'], 'a')
}, { }, {
title: 'E战技主目标伤害', title: '战技主目标伤害',
dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e') dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e')
}, { }, {
title: 'Q终结技伤害', title: '终结技伤害',
dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害'], 'q') dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害'], 'q')
}, { }, {
title: '天赋附加伤害', title: '天赋附加伤害',

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@ -2,10 +2,10 @@ export const details = [{
title: '普攻伤害', title: '普攻伤害',
dmg: ({ talent }, dmg) => dmg(talent.a['技能伤害'], 'a') dmg: ({ talent }, dmg) => dmg(talent.a['技能伤害'], 'a')
}, { }, {
title: 'E主目标生命恢复', title: '战技主目标生命恢复',
dmg: ({ calc, attr, talent }, { heal }) => heal(calc(attr.hp) * talent.e['百分比生命'] + talent.e['固定值']) dmg: ({ calc, attr, talent }, { heal }) => heal(calc(attr.hp) * talent.e['百分比生命'] + talent.e['固定值'])
}, { }, {
title: 'Q生命恢复', title: '终结技生命恢复',
dmg: ({ calc, attr, talent }, { heal }) => heal(calc(attr.hp) * talent.q['百分比生命'] + talent.q['固定值']) dmg: ({ calc, attr, talent }, { heal }) => heal(calc(attr.hp) * talent.q['百分比生命'] + talent.q['固定值'])
}, { }, {
title: '天赋生息恢复', title: '天赋生息恢复',

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@ -34,7 +34,6 @@ let loadBuffs = async function () {
lodash.forEach(key, (idx, k) => { lodash.forEach(key, (idx, k) => {
data[k] = tables[idx] data[k] = tables[idx]
}) })
console.log(data)
return { return {
title, title,
data data