mirror of
https://github.com/yoimiya-kokomi/miao-plugin.git
synced 2024-11-25 17:35:34 +00:00
234 lines
9.1 KiB
HTML
234 lines
9.1 KiB
HTML
{{extend elemLayout}}
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{{block 'css'}}
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<link rel="stylesheet" type="text/css" href="{{_res_path}}/character/profile-detail.css"/>
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<link rel="stylesheet" type="text/css" href="{{_res_path}}/character/artis-mark.css"/>
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{{/block}}
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{{set talent = data.talent}}
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{{set dataSource = data.dataSource}}
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{{set mark = function(w){ return w > 0 ? ( 46.6 * w / 100 ).toFixed(1) : "-" }; }}
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{{block 'main'}}
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{{set ad = artisDetail}}
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<div class="profile-cont game-{{game}}">
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<div class="basic">
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<div class="main-pic"
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style="background-image:url({{_res_path}}{{splash}})"></div>
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<div class="detail">
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<div class="char-name">{{data.name}}</div>
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<div class="char-lv">UID {{uid}} - Lv.{{data.level}}
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<span class="cons cons-{{data.cons}}">{{data.cons}}命</span></div>
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<div class="cont">
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<div class="item arti-stat">
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<div class="arti-class-title">评分规则:{{charCfg.classTitle}}</div>
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<div class="arti-stat-ret">
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<div><strong class="mark-{{artisDetail.markClass}}">{{ad.markClass}}</strong><span>圣遗物评级</span></div>
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<div><strong>{{ad.mark}}</strong><span>圣遗物总分</span></div>
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</div>
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</div>
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</div>
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</div>
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</div>
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<div class="artis">
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<% for(let idx = 1; idx<=(game==='gs'?5:6); idx++) {
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let ds = ad?.artis[idx]
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%>
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{{if idx === 1 && game === 'gs'}}
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<div class="item no-bg"></div>
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{{/if}}
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<div class="item arti {{idx}}">
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{{if ds && ds.name && ds.main && ds.main.key && ds.main.key!="undefined"}}
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<div class="arti-icon">
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<div class="img" style="background-image:url({{_res_path}}{{ds.img}})"></div>
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<span>+{{ds.level}}</span>
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</div>
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<div class="head">
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<strong>{{ds.name}}</strong>
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<span class="mark mark-{{ds.markClass}}"><span>{{ds.mark}}分</span> - {{ds.markClass}}</span>
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</div>
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<ul class="detail attr attr-detail">
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<li class="arti-main">
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<span class="title">{{artisKeyTitle[ds.main.key]}}</span>
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<span class="val">+{{ds.main.value}}</span>
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{{if idx >1 }}
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<span class="mark">{{ mark( ds.main.mark / 6 ) }}</span>
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{{else}}
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<span class="val"> - </span>
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{{/if}}
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</li>
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{{each ds.attrs attr}}
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{{if attr.key}}
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<li class="{{ad.charWeight[attr.key]*1 > 79.9 ?`great`:(ad.charWeight[attr.key]*1>0 ? `useful`:`nouse`)}}"><span
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class="title">{{if attr.eff}}<i class="eff">{{attr.eff || ''}}</i>{{/if}}{{artisKeyTitle[attr.key]}} </span><span
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class="val">+{{attr.value}}</span>
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<span class="mark">{{ ( 46.6 / 6 / 100 * attr._mark ).toFixed(1) }}</span>
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</li>
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{{/if}}
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{{/each}}
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</ul>
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<ul class="detail attr mark-calc">
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<li style="display:none;"></li>
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<li>
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<span class="title">总分对齐</span>
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<span class="val">
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*{{( 66 / (46.6/6/100 * charCfg.posMaxMark[idx]) * 100).toFixed(1)}}%
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</span>
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</li>
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{{if idx>2 || game==='sr' }}
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<li>
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<span class="title">最优主词缀</span>
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<span class="val">
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{{if game==='sr' && idx<=2 }} - {{else}}
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{{if ds.main.title === '充能效率'}}
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*100%
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{{else}}
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{{set mainWeight = charCfg?.attrs[ds.main?.key===data.elem?'dmg':ds.main?.key]?.weight || 0}}
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*{{(50 + 50 * mainWeight / charCfg.posMaxMark["m"+idx] ).toFixed(0)}}%
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{{/if}}{{/if}}
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</span>
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</li>
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{{/if}}
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<li class="result">
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<span class="title">最终得分</span>
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<span class="mark">{{ds.mark}}</span>
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</li>
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</ul>
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{{/if}}
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</div>
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<% } %>
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</div>
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{{if changeProfile}}
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<div class="cont">
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<div class="cont-footer dmg-desc">
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<strong>该面板为非实际数据。当前替换命令:</strong> {{changeProfile}}
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</div>
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</div>
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{{/if}}
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<!-- 词条规则 -->
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<div class="cont">
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<div class="cont-title">
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{{data.name}}评分规则: {{charCfg.classTitle}}
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</div>
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<div class="cont-table mark-table">
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<div class="tr thead">
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<div class="th">属性</div>
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<div>评分权重</div>
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<div>词条成长</div>
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<div>每点得分</div>
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<div>副词条最高分</div>
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<div>主词条最高分</div>
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</div>
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{{each attrMap ds key}}
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{{set keyCfg = charCfg.attrs[key]||{} }}
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{{if ds.type!== "plus" && keyCfg?.weight > 0}}
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<div class="tr">
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<div class="th">{{ds.title}}</div>
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<div class="td">{{keyCfg?.weight}}</div>
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<div class="td">{{ds.text}}</div>
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<div class="td">{{charCfg.attrs[key]?.mark > 0 ? (46.6/6 / 100 * charCfg.attrs[key]?.mark).toFixed(2) : "-"}}
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</div>
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<div class="td">
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{{if ['元素伤害','物伤加成','治疗加成'].includes(ds.title)}}
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-
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{{else}}
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{{ mark(keyCfg?.weight) }}
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{{/if}}
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</div>
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<div class="td"> {{ mark(keyCfg?.weight / 3 ) }}</div>
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</div>
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{{/if}}{{/each}}
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</div>
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<ul class="cont-msg">
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<li>每个角色有不同的词条评分权重(已隐藏权重为0的词条),后续会逐步扩充不同流派的规则</li>
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<li>以权重值100的单词条理论最高分46.6分为基准,根据权重值及当前词条成长计算每点得分</li>
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<li><strong>词条得分:</strong> 词条数值 * 当前词条每点得分。小攻击、小防御、小生命折算为对应百分比词条进行计分</li>
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<li><strong>原始总分(对齐前):</strong>计算所有副词条的评分之和,沙杯头三个位置附加25%的主词条评分</li>
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</ul>
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</div>
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<!-- 位置规则 -->
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<div class="cont">
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<div class="cont-title">
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圣遗物评分计算
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</div>
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<div class="cont-table mark-table">
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<div class="tr thead">
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<div class="th">位置</div>
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{{if game === 'gs'}}
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<div>生之花</div>
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<div>死之羽</div>
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<div>时之沙</div>
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<div>空之杯</div>
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<div>理之冠</div>
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{{else}}
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<div>帽子</div>
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<div>手套</div>
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<div>衣服</div>
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<div>靴子</div>
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<div>球</div>
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<div>绳</div>
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{{/if}}
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</div>
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<div class="tr">
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<div class="th">最高分(对齐前)</div>
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{{each charCfg.posMaxMark m key}}
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{{if key.length === 1}}
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<div>{{ mark( m / 6 )}}</div>
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{{/if}}
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{{/each}}
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</div>
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<div class="tr">
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<div class="th">总分对齐比例</div>
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{{each charCfg.posMaxMark m key}}
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{{if key.length === 1}}
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<div>{{( 66 / (46.6/6/100 * m) * 100).toFixed(1)}}%</div>
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{{/if}}
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{{/each}}
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</div>
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<div class="tr">
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<div class="th">最优主词缀权重</div>
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<div>-</div>
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<div>-</div>
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<div>{{charCfg.posMaxMark.m3}}</div>
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<div>{{charCfg.posMaxMark.m4}}</div>
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<div>{{charCfg.posMaxMark.m5}}</div>
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{{if game === 'sr'}}
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<div>{{charCfg.posMaxMark.m6}}</div>
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{{/if}}
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</div>
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</div>
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<ul class="cont-msg">
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<li><strong>总分对齐比例: </strong>根据<strong>{{data.name}}</strong>不同圣遗物位置可选词条及评分,计算理论最高原始词条总分。为使不同角色不同位置最终总分对齐,规定圣遗物满分为66分。理论总分对齐比例
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= 66 / 理论最高原始分 * 100%
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</li>
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<li><strong>最优主词缀比例: </strong>对主词条词缀非最优的圣遗物进行评分惩罚。若装备的圣遗物主词条不是当前位置的最高权重主词条或元素杯属性不符,则依据权重差值比例进行分数扣减,最多扣减50%。主词缀为充能时不进行扣减
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</li>
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<li><strong>最终得分:</strong>圣遗物最终得分 = 原始总分 * 总分对齐比例 * 最优主词缀比例</li>
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<li><strong>得分级别:</strong>MAX(>56分) / ACE(>49分) / SSS(>42分) / SS(>35分) / S(>28分) / A / B / C / D
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</li>
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</ul>
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</div>
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<div class="cont">
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<div class="cont-title">圣遗物评分补充说明</div>
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<ul class="cont-msg">
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<li>圣遗物评分的目标是对角色圣遗物词条进行一个快速的评估,一般来说评分更高的圣遗物可能会更匹配角色</li>
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<li>但实际情况下圣遗物各词条的提升并非线性,且需考虑各的词条平衡,故评分仅供参考,请勿过分追求高评分</li>
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<li>如需更精准的词条评估请使用 <strong>#{{data.name}}伤害</strong>命令进行伤害及词条侧重分析</li>
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<li>当前评分为<strong>喵喵版评分规则</strong>,根据角色实际需求侧重,对不同角色会使用不同的评分逻辑。</li>
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<li>喵喵逻辑与通用的评分不同,请勿横向比较分值。当前评分逻辑仍在完善中,如有问题请反馈给喵喵</li>
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<li>目前为角色通用逻辑,后期会补充同角色不同流派(例如血牛钟离、暴力芭芭拉)的判定及评分逻辑,以使评分更加精准</li>
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</ul>
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</div>
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</div>
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{{/block}}
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