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860bf2cf8d
2. 增加 #敌人等级88 来设置伤害计算的敌人等级
696 lines
18 KiB
JavaScript
696 lines
18 KiB
JavaScript
import { segment } from "oicq";
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import lodash from "lodash";
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import { Character } from "../components/models.js"
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import { Cfg } from "../components/index.js";
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import Profile from "../components/Profile.js";
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import Format from "../components/Format.js"
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import Reliquaries from "../components/models/Reliquaries.js";
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import Calc from "../components/Calc.js";
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import fs from "fs";
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//角色昵称
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let nameID = "";
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let genshin = {};
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await init();
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const relationMap = {
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wife: {
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keyword: "老婆,媳妇,妻子,娘子".split(","),
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type: 0
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},
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husband: {
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keyword: "老公,丈夫,夫君,郎君".split(","),
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type: 1
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},
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gf: {
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keyword: "女朋友,女友,女神".split(","),
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type: 0
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},
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bf: {
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keyword: "男朋友,男友,男神".split(","),
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type: 1
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},
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daughter: {
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keyword: "女儿".split(","),
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type: 2
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},
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son: {
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keyword: "儿子".split(","),
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type: 3
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}
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}
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const relation = lodash.flatMap(relationMap, (d) => d.keyword);
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export const wifeReg = `^#?\\s*(${relation.join("|")})\\s*(设置|选择|指定|列表|查询|列表|是|是谁|照片|相片|图片|写真|图像)?\\s*([^\\d]*)\\s*(\\d*)$`;
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export async function init(isUpdate = false) {
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let _path = "file://" + process.cwd();
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let version = isUpdate ? new Date().getTime() : 0;
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genshin = await import(_path + `/config/genshin/roleId.js?version=${version}`);
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nameID = "";
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}
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// 查看当前角色
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export async function character(e, { render, User }) {
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let msg = e.msg;
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if (!msg) {
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return;
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}
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if (Cfg.isDisable(e, "char.char")) {
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return;
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}
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let mode = 'card';
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if (/(详情|详细|面板|面版)$/.test(msg)) {
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mode = 'profile';
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}
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let name = msg.replace(/#|老婆|老公|详情|详细|面板|面版|[1|2|5][0-9]{8}/g, "").trim();
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let char = Character.get(name);
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if (!char) {
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return false;
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}
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if (mode === "profile") {
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return renderProfile(e, char, render);
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} else {
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return renderAvatar(e, char.name, render);
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}
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}
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let _pokeCharacter = false;
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async function initPoke() {
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if (!_pokeCharacter) {
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_pokeCharacter = YunzaiApps.mysInfo.pokeCharacter;
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}
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YunzaiApps.mysInfo.pokeCharacter = async function (e, components) {
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if (Cfg.isDisable('char.poke', true)) {
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return await _pokeCharacter(e, components);
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}
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return await pokeCharacter(e, components);
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}
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}
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//#老婆
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export async function wife(e, { render, User }) {
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let msg = e.msg || "";
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if (!msg) return false;
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if (Cfg.isDisable(e, "char.wife")) {
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return false;
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}
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let msgRet = (new RegExp(wifeReg)).exec(msg);
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if (!msgRet) return false;
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let target = msgRet[1],
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action = msgRet[2] || "卡片",
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actionParam = msgRet[3] || "";
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if (!"设置,选择,挑选,指定".split(",").includes(action) && actionParam) {
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return false;
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}
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let targetCfg = lodash.find(relationMap, (cfg, key) => {
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cfg.key = key;
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return cfg.keyword.includes(target);
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});
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if (!targetCfg) return true;
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let avatarList = [], avatar = {}, wifeList = [];
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let MysApi = await e.getMysApi({
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auth: "all",
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targetType: Cfg.get("char.queryOther", true) ? "all" : "self",
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cookieType: "all",
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actionName: "查询信息"
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});
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let selfUser = MysApi.selfUser;
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let selfMysUser = await MysApi.selfUser.getMysUser();
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let isSelf = true;
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if (!selfMysUser || selfMysUser.uid !== MysApi.targetUser.uid) {
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isSelf = false;
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}
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switch (action) {
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case "卡片":
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case "照片":
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case "相片":
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case "图片":
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case "写真":
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// 展示老婆卡片
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// 如果选择过,则进行展示
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wifeList = await selfUser.getCfg(`wife.${targetCfg.key}`, []);
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let renderType = action === "卡片" ? "card" : "photo";
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// 存在设置
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if (wifeList && wifeList.length > 0 && isSelf) {
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if (wifeList[0] === "随机") {
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// 如果选择为全部,则从列表中随机选择一个
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avatarList = await getAvatarList(e, targetCfg.type, MysApi);
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let avatar = lodash.sample(avatarList);
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return renderAvatar(e, avatar, render, renderType);
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} else {
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// 如果指定过,则展示指定角色
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return renderAvatar(e, lodash.sample(wifeList), render, renderType);
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}
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} else {
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// 如果未指定过,则从列表中排序并随机选择前5个
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avatarList = await getAvatarList(e, targetCfg.type, MysApi);
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if (avatarList && avatarList.length > 0) {
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avatar = lodash.sample(avatarList.slice(0, 5));
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return renderAvatar(e, avatar, render, renderType);
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} else {
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e.reply(`在当前米游社公开展示的角色中未能找到适合展示的角色..`);
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return true;
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}
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}
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break;
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case "设置":
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case "选择":
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case "挑选":
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case "指定":
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if (!isSelf) {
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e.reply("只能指定自己的哦~");
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return true;
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}
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// 选择老婆
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actionParam = actionParam.replace(/,/g, ",");
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wifeList = actionParam.split(",");
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let addRet = [];
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if (lodash.intersection(["全部", "任意", "随机", "全都要"], wifeList).length > 0) {
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addRet = ['随机'];
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} else {
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wifeList = lodash.map(wifeList, (name) => {
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let char = Character.get(name);
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if (char) {
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return char.name;
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}
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});
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wifeList = lodash.filter(lodash.uniq(wifeList), (d) => !!d);
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avatarList = await getAvatarList(e, targetCfg.type, MysApi);
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avatarList = lodash.map(avatarList, (avatar) => avatar.name);
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avatarList = lodash.filter(avatarList, (d) => !!d);
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addRet = lodash.intersection(avatarList, wifeList);
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if (addRet.length === 0) {
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e.reply(`在可选的${targetCfg.keyword[0]}列表中未能找到 ${actionParam} ~`);
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if (!MysApi.isSelfCookie) {
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e.reply("请确认已在米游社展示对应角色,也可以绑定Cookie以查询所有角色..");
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}
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return true;
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}
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}
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await selfUser.setCfg(`wife.${targetCfg.key}`, addRet);
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e.reply(`${targetCfg.keyword[0]}已经设置:${addRet.join(",")}`);
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return true;
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break;
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case "列表":
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case "是":
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case "是谁":
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// 查看当前选择老婆
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if (!isSelf) {
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e.reply("只能查看自己的哦~");
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return true;
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}
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wifeList = await selfUser.getCfg(`wife.${targetCfg.key}`, []);
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if (wifeList && wifeList.length > 0) {
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e.reply(`你的${targetCfg.keyword[0]}是:${wifeList.join(",")}`);
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} else {
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e.reply(`尚未设置,回复#${targetCfg.keyword[0]}设置+角色名 来设置,如果设置多位请用逗号间隔`)
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}
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break;
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}
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return true;
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}
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async function pokeCharacter(e, { render }) {
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let MysApi = await e.getMysApi({
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auth: "all",
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targetType: Cfg.get("char.queryOther", true) ? "all" : "self",
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cookieType: "all",
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actionName: "查询信息"
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});
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let avatarList = await getAvatarList(e, false, MysApi);
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let avatar = lodash.sample(avatarList);
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return renderAvatar(e, avatar, render, 'card');
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}
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async function getAvatarList(e, type, MysApi) {
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let data = await MysApi.getCharacter();
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if (!data) return false;
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let avatars = data.avatars;
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if (avatars.length <= 0) {
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return false;
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}
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let list = [];
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for (let val of avatars) {
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if (type !== false) {
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if (!genshin.wifeData[type].includes(Number(val.id))) {
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continue;
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}
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}
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if (val.rarity > 5) {
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val.rarity = 5;
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}
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list.push(val);
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}
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if (list.length <= 0) {
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return false;
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}
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let sortKey = "level,fetter,weapon_level,rarity,weapon_rarity,cons,weapon_affix_level";
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list = lodash.orderBy(list, sortKey, lodash.repeat("desc,", sortKey.length).split(","));
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return list;
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}
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async function renderAvatar(e, avatar, render, renderType = "card") {
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// 如果传递的是名字,则获取
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if (typeof (avatar) === "string") {
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let char = Character.get(avatar);
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if (!char) {
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return false;
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}
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let MysApi = await e.getMysApi({
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auth: "all",
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targetType: Cfg.get("char.queryOther", true) ? "all" : "self",
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cookieType: "all",
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actionName: "查询信息"
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});
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if (!MysApi) return true;
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let charData = await MysApi.getCharacter();
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if (!charData) return true;
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let avatars = charData.avatars;
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let length = avatars.length;
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char.checkAvatars(avatars);
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avatars = lodash.keyBy(avatars, "id");
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if (!avatars[char.id]) {
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let name = lodash.truncate(e.sender.card, { length: 8 });
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if (length > 8) {
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e.reply([segment.at(e.user_id, name), `\n没有${e.msg}`]);
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} else {
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e.reply([segment.at(e.user_id, name), "\n请先在米游社展示该角色"]);
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}
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return true;
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}
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avatar = avatars[char.id];
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}
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return await renderCard(e, avatar, render, renderType);
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}
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// 渲染角色卡片
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async function renderCard(e, avatar, render, renderType = "card") {
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let talent = await getTalent(e, avatar);
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// 计算皇冠个数
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let crownNum = lodash.filter(lodash.map(talent, (d) => d.level_original), (d) => d >= 10).length;
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let uid = e.targetUser.uid;
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let char = Character.get(avatar);
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if (!char) {
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return false;
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}
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let bg = char.getCardImg();
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if (renderType === "photo") {
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e.reply(segment.image(process.cwd() + "/plugins/miao-plugin/resources/" + bg.img));
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} else {
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//渲染图像
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let base64 = await render("character", "card", {
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save_id: uid,
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uid: uid,
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talent,
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crownNum,
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talentMap: { a: "普攻", e: "战技", q: "爆发" },
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//bg: getCharacterImg(avatar.name),
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bg,
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...getCharacterData(avatar),
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ds: char.getData("name,id,title,desc"),
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cfgScale: Cfg.scale(1.25)
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}, "png");
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if (base64) {
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e.reply(segment.image(`base64://${base64}`));
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}
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}
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return true;
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}
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//获取角色技能数据
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async function getTalent(e, avatars) {
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let MysApi = await e.getMysApi({
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auth: "all",
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targetType: Cfg.get("char.queryOther", true) ? "all" : "self",
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cookieType: "all",
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actionName: "查询信息"
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});
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if (!MysApi && !MysApi.isSelfCookie) return {};
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let skill = {};
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let skillRes = await MysApi.getAvatar(avatars.id);
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if (skillRes && skillRes.skill_list) {
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skill.id = avatars.id;
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let skill_list = lodash.orderBy(skillRes.skill_list, ["id"], ["asc"]);
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for (let val of skill_list) {
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val.level_original = val.level_current;
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if (val.name.includes("普通攻击")) {
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skill.a = val;
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continue;
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}
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if (val.max_level >= 10 && !skill.e) {
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skill.e = val;
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continue;
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}
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if (val.max_level >= 10 && !skill.q) {
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skill.q = val;
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}
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}
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if (avatars.actived_constellation_num >= 3) {
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if (avatars.constellations[2].effect.includes(skill.e.name)) {
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skill.e.level_current += 3;
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} else if (avatars.constellations[2].effect.includes(skill.q.name)) {
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skill.q.level_current += 3;
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}
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}
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if (avatars.actived_constellation_num >= 5) {
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if (avatars.constellations[4].effect.includes(skill.e.name)) {
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skill.e.level_current += 3;
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} else if (avatars.constellations[4].effect.includes(skill.q.name)) {
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skill.q.level_current += 3;
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}
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}
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}
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return skill;
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}
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export async function getProfile(e) {
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let MysApi = await e.getMysApi({
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auth: "cookie",
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targetType: "self",
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cookieType: "self",
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actionName: "更新角色信息"
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});
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if (!MysApi) {
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return false;
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}
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let selfUser = e.selfUser;
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if (!selfUser.isCookieUser) {
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e.reply("此功能仅绑定cookie用户可用")
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return true;
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}
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let data = await Profile.request(selfUser.uid, e);
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if (!data) {
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return true;
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}
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if (!data.chars) {
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e.reply("获取角色面板数据失败,请确认角色已在游戏内橱窗展示,并开放了查看详情。设置完毕后请5分钟后再进行请求~");
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} else {
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let ret = [];
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lodash.forEach(data.chars, (ds) => {
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let char = Character.get(ds.id);
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if (char) {
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ret.push(char.name);
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}
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})
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if (ret.length === 0) {
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e.reply("获取角色面板数据失败,未能请求到角色数据。请确认角色已在游戏内橱窗展示,并开放了查看详情。设置完毕后请5分钟后再进行请求~")
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} else {
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e.reply(`获取角色面板数据成功!本次获取成功角色: ${ret.join(", ")} 。\n你可以使用 #角色名+面板 来查看详细角色面板属性了`)
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}
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}
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return true;
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}
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// 获取角色数据
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function getCharacterData(avatars) {
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let list = [];
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let set = {};
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let setArr = [];
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let text1 = "";
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let text2 = "";
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let weapon = {
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type: "weapon",
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name: avatars.weapon.name,
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showName: genshin.abbr[avatars.weapon.name] ? genshin.abbr[avatars.weapon.name] : avatars.weapon.name,
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level: avatars.weapon.level,
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affix_level: avatars.weapon.affix_level,
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};
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for (let val of avatars.reliquaries) {
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if (set[val.set.name]) {
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set[val.set.name]++;
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if (set[val.set.name] == 2) {
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if (text1) {
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text2 = "2件套:" + val.set.affixes[0].effect;
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} else {
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text1 = "2件套:" + val.set.affixes[0].effect;
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}
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}
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if (set[val.set.name] == 4) {
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text2 = "4件套:" + val.set.name;
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}
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} else {
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set[val.set.name] = 1;
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}
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list.push({
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type: "reliquaries",
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name: val.name,
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level: val.level,
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});
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}
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for (let val of Object.keys(set)) {
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setArr.push({
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name: val,
|
||
num: set[val],
|
||
showName: genshin.abbr[val] ? genshin.abbr[val] : val,
|
||
});
|
||
}
|
||
|
||
if (avatars.reliquaries.length >= 2 && !text1) {
|
||
text1 = "无套装效果";
|
||
}
|
||
|
||
if (avatars.id == "10000005") {
|
||
avatars.name = "空";
|
||
} else if (avatars.id == "10000007") {
|
||
avatars.name = "荧";
|
||
}
|
||
|
||
let reliquaries = list[0];
|
||
return {
|
||
name: avatars.name,
|
||
showName: genshin.abbr[avatars.name] ? genshin.abbr[avatars.name] : avatars.name,
|
||
level: avatars.level,
|
||
fetter: avatars.fetter,
|
||
actived_constellation_num: avatars.actived_constellation_num,
|
||
weapon,
|
||
text1,
|
||
text2,
|
||
reliquaries,
|
||
set: setArr,
|
||
};
|
||
}
|
||
|
||
async function getAvatar(e, char, MysApi) {
|
||
|
||
let charData = await MysApi.getCharacter();
|
||
if (!charData) return true;
|
||
|
||
let avatars = charData.avatars;
|
||
let length = avatars.length;
|
||
char.checkAvatars(avatars);
|
||
avatars = lodash.keyBy(avatars, "id");
|
||
|
||
if (!avatars[char.id]) {
|
||
let name = lodash.truncate(e.sender.card, { length: 8 });
|
||
if (length > 8) {
|
||
e.reply([segment.at(e.user_id, name), `\n没有${e.msg}`]);
|
||
} else {
|
||
e.reply([segment.at(e.user_id, name), "\n请先在米游社展示该角色"]);
|
||
}
|
||
return false;
|
||
}
|
||
|
||
return avatars[char.id];
|
||
}
|
||
|
||
|
||
export async function renderProfile(e, char, render) {
|
||
|
||
if (['荧', '空', '主角', '旅行者'].includes(char.name)) {
|
||
e.reply("暂不支持主角的面板信息查看");
|
||
return true;
|
||
}
|
||
|
||
let MysApi = await e.getMysApi({
|
||
auth: "cookie",
|
||
targetType: "self",
|
||
cookieType: "self",
|
||
actionName: "查询角色天赋命座等信息"
|
||
});
|
||
|
||
let selfUser = e.selfUser,
|
||
uid = selfUser.uid;
|
||
|
||
let profile = Profile.get(uid, char.id);
|
||
if (!profile) {
|
||
e.reply(`请先发送 #获取游戏角色详情 命令获取 ${char.name} 的面板详情。\n请确认已将需要获取的8位角色展示在【游戏内】的“角色展柜”中,并已打开“显示角色详情”。如刚进行设置请等待5分钟后再进行使用,以免浪费请求次数。 `)
|
||
return true;
|
||
}
|
||
|
||
let a = profile.attr;
|
||
let c = Format.comma,
|
||
p = Format.pct;
|
||
let attr = {
|
||
hp: c(a.hp),
|
||
hpPlus: c(a.hp - a.hpBase),
|
||
atk: c(a.atk),
|
||
atkPlus: c(a.atk - a.atkBase),
|
||
def: c(a.def),
|
||
defPlus: c(a.def - a.defBase),
|
||
cRate: p(a.cRate),
|
||
cDmg: p(a.cDmg),
|
||
mastery: c(a.mastery),
|
||
recharge: p(a.recharge),
|
||
dmgBonus: p(Math.max(a.dmgBonus * 1 || 0, a.phyBonus * 1 || 0))
|
||
};
|
||
|
||
let avatar = await getAvatar(e, char, MysApi);
|
||
let talent = await getTalent(e, avatar);
|
||
|
||
|
||
if (global.debugView === "web-debug") {
|
||
let file = process.cwd() + "/tools/avatar.json";
|
||
avatar._talent = talent;
|
||
fs.writeFileSync(file, JSON.stringify(avatar));
|
||
}
|
||
|
||
if (!talent.id) {
|
||
return true;
|
||
}
|
||
|
||
let posIdx = {
|
||
"生之花": { idx: 1 },
|
||
"死之羽": { idx: 2 },
|
||
"时之沙": { idx: 3 },
|
||
"空之杯": { idx: 4 },
|
||
"理之冠": { idx: 5 }
|
||
};
|
||
|
||
let reliquaries = [], totalMark = 0, totalMaxMark = 0;
|
||
|
||
let { titles: usefulTitles, mark: usefulMark } = Reliquaries.getUseful(avatar.name);
|
||
|
||
lodash.forEach(avatar.reliquaries, (ds) => {
|
||
let pos = ds.pos_name;
|
||
let arti = profile.artis[`arti${posIdx[pos].idx}`];
|
||
if (arti) {
|
||
let mark = Reliquaries.getMark(avatar.name, arti.attrs);
|
||
let maxMark = Reliquaries.getMaxMark(char.name, arti.main[0] || "");
|
||
totalMark += mark;
|
||
totalMaxMark += maxMark;
|
||
ds.mark = c(mark, 1);
|
||
ds.markType = Reliquaries.getMarkScore(mark, maxMark);
|
||
ds.main = Profile.formatArti(arti.main);
|
||
ds.attrs = Profile.formatArti(arti.attrs);
|
||
}
|
||
posIdx[pos].data = ds;
|
||
});
|
||
|
||
lodash.forEach(posIdx, (ds) => {
|
||
if (ds && ds.data) {
|
||
reliquaries.push(ds.data);
|
||
} else {
|
||
reliquaries.push({});
|
||
}
|
||
});
|
||
|
||
let enemyLv = await selfUser.getCfg(`char.enemyLv`, 91);
|
||
let dmgMsg = [], dmgData = [];
|
||
let dmgCalc = await Calc.calcData({ profile, char, avatar, talentData: talent, enemyLv });
|
||
if (dmgCalc && dmgCalc.ret) {
|
||
lodash.forEach(dmgCalc.ret, (ds) => {
|
||
ds.dmg = Format.comma(ds.dmg, 0);
|
||
ds.avg = Format.comma(ds.avg, 0);
|
||
dmgData.push(ds);
|
||
})
|
||
dmgMsg = dmgCalc.msg;
|
||
}
|
||
|
||
let base64 = await render("character", "detail", {
|
||
save_id: uid,
|
||
uid: uid,
|
||
data: profile,
|
||
attr,
|
||
avatar,
|
||
talent,
|
||
cons: char.cons,
|
||
name: char.name,
|
||
elem: char.elem,
|
||
dmgData,
|
||
dmgMsg,
|
||
reliquaries,
|
||
enemyLv,
|
||
totalMark: c(totalMark, 1),
|
||
totalMaxMark,
|
||
markScore: Reliquaries.getMarkScore(totalMark, totalMaxMark),
|
||
weapon: avatar.weapon,
|
||
usefulTitles,
|
||
usefulMark,
|
||
talentMap: { a: "普攻", e: "战技", q: "爆发" },
|
||
cfgScale: Cfg.scale(1.5)
|
||
}, "png");
|
||
if (base64) {
|
||
e.reply(segment.image(`base64://${base64}`));
|
||
}
|
||
return true;
|
||
}
|
||
|
||
export async function enemyLv(e) {
|
||
let selfUser = await e.checkAuth({
|
||
auth: "self"
|
||
})
|
||
|
||
if (!selfUser || !e.msg) {
|
||
return true;
|
||
}
|
||
let ret = /敌人等级\s*(\d{1,3})\s*$/.exec(e.msg);
|
||
if (ret && ret[1]) {
|
||
let lv = ret[1] * 1;
|
||
|
||
await selfUser.setCfg("char.enemyLv", lv);
|
||
|
||
lv = await selfUser.getCfg("char.enemyLv", 91);
|
||
e.reply(`敌人等级已经设置为${lv}`);
|
||
return true;
|
||
}
|
||
return true;
|
||
|
||
} |