mirror of
https://github.com/ZZZure/ZZZ-Plugin.git
synced 2025-12-17 05:37:46 +00:00
commit
108b016c1d
7 changed files with 33576 additions and 1 deletions
470
lib/ekapi/EquipId2Data.json
Normal file
470
lib/ekapi/EquipId2Data.json
Normal file
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@ -0,0 +1,470 @@
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{
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"31900": {
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"equip_id_list": [
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31921,
|
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31922,
|
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31923,
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31924,
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31925,
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31926,
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31931,
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31932,
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31933,
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31934,
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31935,
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31936,
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31941,
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31942,
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31943,
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31944,
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31945,
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31946
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],
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"sprite_file": "3DSuitProtoPunk",
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"equip_name": "原始朋克",
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"desc1": "施加的护盾值提升15%。",
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"desc2": "队伍中任意角色发动<color=#FFFFFF>[招架支援]</color>或<color=#FFFFFF>[回避支援]</color>时,全队造成的伤害提升15%,持续10秒,同名被动效果之间不可叠加。"
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},
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"31300": {
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"equip_id_list": [
|
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31321,
|
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31322,
|
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31323,
|
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31324,
|
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31325,
|
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31326,
|
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31331,
|
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31332,
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31333,
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31334,
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31335,
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31336,
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31341,
|
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31342,
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31343,
|
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31344,
|
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31345,
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31346
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],
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"sprite_file": "3DSuitFreedomBlues",
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"equip_name": "自由蓝调",
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"desc1": "异常精通+30点。",
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"desc2": "<color=#FFFFFF>[强化特殊技]</color>命中敌人时,根据装备者的属性类型,使目标对应属性异常积蓄抗性降低20%,持续8秒,相同属性类型的效果不可叠加。"
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},
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"31600": {
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"equip_id_list": [
|
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31621,
|
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31622,
|
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31623,
|
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31624,
|
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31625,
|
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31626,
|
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31631,
|
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31632,
|
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31633,
|
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31634,
|
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31635,
|
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31636,
|
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31641,
|
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31642,
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31643,
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31644,
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31645,
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31646
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],
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"sprite_file": "3DSuitSwingJazz",
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"equip_name": "摇摆爵士",
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"desc1": "能量自动回复+20%。",
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"desc2": "发动<color=#FFFFFF>[连携技]</color>或<color=#FFFFFF>[终结技]</color>时,全队造成的伤害提升15%,持续12秒,同名被动效果之间不可叠加。"
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},
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"32700": {
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"equip_id_list": [
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32721,
|
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32722,
|
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32723,
|
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32724,
|
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32725,
|
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32726,
|
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32731,
|
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32732,
|
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32733,
|
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32734,
|
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32735,
|
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32736,
|
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32741,
|
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32742,
|
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32743,
|
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32744,
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32745,
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32746
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],
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"sprite_file": "3DSuitBranch&BladeSong",
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"equip_name": "折枝剑歌",
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"desc1": "暴击伤害+16%。",
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"desc2": "异常掌控大于等于115点时,装备者的暴击伤害提升30%;队伍中任意角色对敌人施加<color=#98EFF0>[冻结]</color>或触发<color=#98EFF0>[碎冰]</color>效果时,装备者的暴击率提升12%,持续15秒。"
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},
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"31100": {
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"equip_id_list": [
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31121,
|
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31122,
|
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31123,
|
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31124,
|
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31125,
|
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31126,
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31131,
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31132,
|
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31133,
|
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31134,
|
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31135,
|
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31136,
|
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31141,
|
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31142,
|
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31143,
|
||||
31144,
|
||||
31145,
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31146
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],
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"sprite_file": "3DSuitPufferElectro",
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"equip_name": "河豚电音",
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"desc1": "穿透率+8%。",
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"desc2": "<color=#FFFFFF>[终结技]</color>造成的伤害提升20%;发动<color=#FFFFFF>[终结技]</color>时,装备者的攻击力提升15%,持续12秒。"
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},
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"31200": {
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"equip_id_list": [
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31221,
|
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31222,
|
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31223,
|
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31224,
|
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31225,
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31226,
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31231,
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31232,
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31233,
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31234,
|
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31235,
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31236,
|
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31241,
|
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31242,
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31243,
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31244,
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31245,
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31246
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],
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"sprite_file": "3DSuitShockstarDisco",
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"equip_name": "震星迪斯科",
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"desc1": "冲击力+6%。",
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"desc2": "<color=#FFFFFF>[普通攻击]</color>、<color=#FFFFFF>[冲刺攻击]</color>、<color=#FFFFFF>[闪避反击]</color>对主要攻击目标造成的失衡值提升20%。"
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},
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"32800": {
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"equip_id_list": [
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32821,
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32822,
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32823,
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32824,
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32825,
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32826,
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32831,
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32832,
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32833,
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32834,
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32835,
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32836,
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32841,
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32842,
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32843,
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32844,
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32845,
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32846
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],
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"sprite_file": "3DSuitAstralVoice",
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"equip_name": "静听嘉音",
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"desc1": "攻击力+10%。",
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"desc2": "队伍中任意角色通过<color=#FFFFFF>[快速支援]</color>入场时,全队获得1层<color=#FFFFFF>[嘉音]</color>,最多叠加3层,持续15秒,重复触发时刷新持续时间,每拥有1层<color=#FFFFFF>[嘉音]</color>,通过<color=#FFFFFF>[快速支援]</color>入场的角色造成的伤害提升8%,该效果全队唯一。"
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},
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"32400": {
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"equip_id_list": [
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32421,
|
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32422,
|
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32423,
|
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32424,
|
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32425,
|
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32426,
|
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32431,
|
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32432,
|
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32433,
|
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32434,
|
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32435,
|
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32436,
|
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32441,
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32442,
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32443,
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32444,
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32445,
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32446
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],
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"sprite_file": "3DSuitThunderMetal",
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"equip_name": "雷暴重金属",
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"desc1": "<color=#2EB6FF>电属性伤害</color>+10%。",
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"desc2": "当场上存在处于<color=#2EB6FF>[感电]</color>状态下的敌人时,装备者的攻击力提升28%。"
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},
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"32900": {
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"equip_id_list": [
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32921,
|
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32922,
|
||||
32923,
|
||||
32924,
|
||||
32925,
|
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32926,
|
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32931,
|
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32932,
|
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32933,
|
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32934,
|
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32935,
|
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32936,
|
||||
32941,
|
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32942,
|
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32943,
|
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32944,
|
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32945,
|
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32946
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],
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"sprite_file": "3DSuitShadow",
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"equip_name": "如影相随",
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"desc1": "<color=#FFFFFF>[追加攻击]</color>和<color=#FFFFFF>[冲刺攻击]</color>造成的伤害提升15%。",
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"desc2": "<color=#FFFFFF>[追加攻击]</color>或<color=#FFFFFF>[冲刺攻击]</color>命中敌人时,若造成的伤害与装备者的属性一致,则获得1层增益效果,同一招式内最多触发一次;每拥有1层增益效果,装备者的攻击力提升4%,暴击率提升4%,最多叠加3层,持续15秒,重复触发时刷新持续时间。"
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},
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"31500": {
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"equip_id_list": [
|
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31521,
|
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31522,
|
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31523,
|
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31524,
|
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31525,
|
||||
31526,
|
||||
31531,
|
||||
31532,
|
||||
31533,
|
||||
31534,
|
||||
31535,
|
||||
31536,
|
||||
31541,
|
||||
31542,
|
||||
31543,
|
||||
31544,
|
||||
31545,
|
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31546
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],
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"sprite_file": "3DSuitSoulRock",
|
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"equip_name": "灵魂摇滚",
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"desc1": "防御力+16%。",
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"desc2": "受到敌方攻击并损失生命值时,装备者受到的伤害降低40%,持续2.5秒,15秒内最多触发一次。"
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},
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"32500": {
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"equip_id_list": [
|
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32521,
|
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32522,
|
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32523,
|
||||
32524,
|
||||
32525,
|
||||
32526,
|
||||
32531,
|
||||
32532,
|
||||
32533,
|
||||
32534,
|
||||
32535,
|
||||
32536,
|
||||
32541,
|
||||
32542,
|
||||
32543,
|
||||
32544,
|
||||
32545,
|
||||
32546
|
||||
],
|
||||
"sprite_file": "3DSuitPolarMetal",
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"equip_name": "极地重金属",
|
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"desc1": "<color=#98EFF0>冰属性伤害</color>+10%。",
|
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"desc2": "<color=#FFFFFF>[普通攻击]</color>和<color=#FFFFFF>[冲刺攻击]</color>造成的伤害提升20%,队伍中任意角色对敌人施加<color=#98EFF0>[冻结]</color>或触发<color=#98EFF0>[碎冰]</color>效果时,该增益效果额外提升20%,持续12秒。"
|
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},
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"32600": {
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"equip_id_list": [
|
||||
32621,
|
||||
32622,
|
||||
32623,
|
||||
32624,
|
||||
32625,
|
||||
32626,
|
||||
32631,
|
||||
32632,
|
||||
32633,
|
||||
32634,
|
||||
32635,
|
||||
32636,
|
||||
32641,
|
||||
32642,
|
||||
32643,
|
||||
32644,
|
||||
32645,
|
||||
32646
|
||||
],
|
||||
"sprite_file": "3DSuitFangedMetal",
|
||||
"equip_name": "獠牙重金属",
|
||||
"desc1": "<color=#F0D12B>物理伤害</color>+10%。",
|
||||
"desc2": "队伍中任意角色对敌人施加<color=#F0D12B>[强击]</color>效果时,装备者对目标造成的伤害提升35%,持续12秒。"
|
||||
},
|
||||
"31800": {
|
||||
"equip_id_list": [
|
||||
31821,
|
||||
31822,
|
||||
31823,
|
||||
31824,
|
||||
31825,
|
||||
31826,
|
||||
31831,
|
||||
31832,
|
||||
31833,
|
||||
31834,
|
||||
31835,
|
||||
31836,
|
||||
31841,
|
||||
31842,
|
||||
31843,
|
||||
31844,
|
||||
31845,
|
||||
31846
|
||||
],
|
||||
"sprite_file": "3DSuitChaosJazz",
|
||||
"equip_name": "混沌爵士",
|
||||
"desc1": "异常精通+30点。",
|
||||
"desc2": "<color=#FF5521>火属性伤害</color>和<color=#2EB6FF>电属性伤害</color>提升15%;位于后场时,<color=#FFFFFF>[强化特殊技]</color>和<color=#FFFFFF>[支援攻击]</color>造成的伤害提升20%,换入前场后,该增益效果仍然保留,持续5秒,保留效果7.5秒内最多触发一次。"
|
||||
},
|
||||
"33000": {
|
||||
"equip_id_list": [
|
||||
33021,
|
||||
33022,
|
||||
33023,
|
||||
33024,
|
||||
33025,
|
||||
33026,
|
||||
33031,
|
||||
33032,
|
||||
33033,
|
||||
33034,
|
||||
33035,
|
||||
33036,
|
||||
33041,
|
||||
33042,
|
||||
33043,
|
||||
33044,
|
||||
33045,
|
||||
33046
|
||||
],
|
||||
"sprite_file": "3DSuitSavior",
|
||||
"equip_name": "法厄同之歌",
|
||||
"desc1": "异常掌控+8%。",
|
||||
"desc2": "队伍中任意角色发动<color=#FFFFFF>[强化特殊技]</color>时,装备者的异常精通提升45点,持续8秒;如果发动<color=#FFFFFF>[强化特殊技]</color>的角色不是装备者本人时,装备者造成的<color=#FE437E>以太伤害</color>提升25%。"
|
||||
},
|
||||
"31400": {
|
||||
"equip_id_list": [
|
||||
31421,
|
||||
31422,
|
||||
31423,
|
||||
31424,
|
||||
31425,
|
||||
31426,
|
||||
31431,
|
||||
31432,
|
||||
31433,
|
||||
31434,
|
||||
31435,
|
||||
31436,
|
||||
31441,
|
||||
31442,
|
||||
31443,
|
||||
31444,
|
||||
31445,
|
||||
31446
|
||||
],
|
||||
"sprite_file": "3DSuitHormonePunk",
|
||||
"equip_name": "激素朋克",
|
||||
"desc1": "攻击力+10%。",
|
||||
"desc2": "进入接战状态或换入前场时,装备者的攻击力提升25%,持续10秒,20秒内最多触发一次。"
|
||||
},
|
||||
"32200": {
|
||||
"equip_id_list": [
|
||||
32221,
|
||||
32222,
|
||||
32223,
|
||||
32224,
|
||||
32225,
|
||||
32226,
|
||||
32231,
|
||||
32232,
|
||||
32233,
|
||||
32234,
|
||||
32235,
|
||||
32236,
|
||||
32241,
|
||||
32242,
|
||||
32243,
|
||||
32244,
|
||||
32245,
|
||||
32246
|
||||
],
|
||||
"sprite_file": "3DSuitInfernoMetal",
|
||||
"equip_name": "炎狱重金属",
|
||||
"desc1": "<color=#FF5521>火属性伤害</color>+10%。",
|
||||
"desc2": "攻击命中处于<color=#FF5521>[灼烧]</color>状态下的敌人时,装备者的暴击率提升28%,持续8秒。"
|
||||
},
|
||||
"31000": {
|
||||
"equip_id_list": [
|
||||
31021,
|
||||
31022,
|
||||
31023,
|
||||
31024,
|
||||
31025,
|
||||
31026,
|
||||
31031,
|
||||
31032,
|
||||
31033,
|
||||
31034,
|
||||
31035,
|
||||
31036,
|
||||
31041,
|
||||
31042,
|
||||
31043,
|
||||
31044,
|
||||
31045,
|
||||
31046
|
||||
],
|
||||
"sprite_file": "3DSuitWoodpeckerElectro",
|
||||
"equip_name": "啄木鸟电音",
|
||||
"desc1": "暴击率+8%。",
|
||||
"desc2": "<color=#FFFFFF>[普通攻击]</color>、<color=#FFFFFF>[闪避反击]</color>或<color=#FFFFFF>[强化特殊技]</color>命中敌人并触发暴击时,分别为装备者提供1层增益效果,每层增益效果使装备者的攻击力提升9%,持续6秒,不同招式分别结算持续时间。"
|
||||
},
|
||||
"32300": {
|
||||
"equip_id_list": [
|
||||
32321,
|
||||
32322,
|
||||
32323,
|
||||
32324,
|
||||
32325,
|
||||
32326,
|
||||
32331,
|
||||
32332,
|
||||
32333,
|
||||
32334,
|
||||
32335,
|
||||
32336,
|
||||
32341,
|
||||
32342,
|
||||
32343,
|
||||
32344,
|
||||
32345,
|
||||
32346
|
||||
],
|
||||
"sprite_file": "3DSuitChaosMetal",
|
||||
"equip_name": "混沌重金属",
|
||||
"desc1": "<color=#FE437E>以太伤害</color>+10%。",
|
||||
"desc2": "装备者的暴击伤害提升20%,队伍中任意角色触发<color=#FE437E>[侵蚀]</color>效果的额外伤害时,该增益效果额外提升5.5%,最多叠加6层,持续8秒,重复触发时刷新持续时间。"
|
||||
}
|
||||
}
|
||||
6454
lib/ekapi/PartnerId2Data.json
Normal file
6454
lib/ekapi/PartnerId2Data.json
Normal file
File diff suppressed because it is too large
Load diff
3156
lib/ekapi/PartnerId2SkillParam.json
Normal file
3156
lib/ekapi/PartnerId2SkillParam.json
Normal file
File diff suppressed because it is too large
Load diff
23060
lib/ekapi/WeaponId2Data.json
Normal file
23060
lib/ekapi/WeaponId2Data.json
Normal file
File diff suppressed because it is too large
Load diff
2
lib/ekapi/api.js
Normal file
2
lib/ekapi/api.js
Normal file
|
|
@ -0,0 +1,2 @@
|
|||
export const ENKA_API = 'https://enka.network/api/zzz/uid/{uid}'
|
||||
|
||||
430
lib/ekapi/enka_to_mys.js
Normal file
430
lib/ekapi/enka_to_mys.js
Normal file
|
|
@ -0,0 +1,430 @@
|
|||
// enka_to_mys.js
|
||||
// enka_to_mys.js
|
||||
import {
|
||||
equip_data,
|
||||
weapon_data,
|
||||
partner_data,
|
||||
PartnerId2SkillParam // 确认已从 name_convert.js 导出
|
||||
} from './name_convert.js';
|
||||
import _ from 'lodash'; // 引入 lodash (如果需要 get 等方法)
|
||||
|
||||
// --- 日志和数据导入确认 ---
|
||||
// logger.debug(`[enka_to_mys.js] 文件顶层: partner_data keys: ${Object.keys(partner_data || {}).length}`);
|
||||
// logger.debug(`[enka_to_mys.js] 文件顶层: PartnerId2SkillParam keys: ${Object.keys(PartnerId2SkillParam || {}).length}`);
|
||||
if (typeof PartnerId2SkillParam === 'undefined' || Object.keys(PartnerId2SkillParam || {}).length === 0) {
|
||||
console.warn("[enka_to_mys.js] 警告:PartnerId2SkillParam 未定义或为空,技能名称将使用默认值。");
|
||||
PartnerId2SkillParam = {}; // 确保它是个空对象以防万一
|
||||
}
|
||||
|
||||
// --- 常量和映射定义 ---
|
||||
const ID_TO_PROP_NAME = {
|
||||
'11101': '生命值', '11103': '生命值', '11102': '生命值百分比',
|
||||
'12101': '攻击力', '12103': '攻击力', '12102': '攻击力百分比',
|
||||
'13101': '防御力', '13103': '防御力', '13102': '防御力百分比',
|
||||
'12203': '冲击力', '20103': '暴击率', '21103': '暴击伤害',
|
||||
'31402': '异常掌控', '31403': '异常掌控',
|
||||
'31202': '异常精通', '31203': '异常精通',
|
||||
'23103': '穿透率', '23203': '穿透值',
|
||||
'30503': '能量自动回复', '30502': '能量自动回复', // 注意:ID_TO_PROP_NAME 中百分比能量回复的名字也是'能量自动回复'
|
||||
'31503': '物理伤害加成', '31603': '火属性伤害加成', '31703': '冰属性伤害加成',
|
||||
'31803': '雷属性伤害加成', '31903': '以太属性伤害加成',
|
||||
};
|
||||
// MysApi 返回的 Property ID 映射 (根据日志样本)
|
||||
const MYSAPI_PROP_ID = {
|
||||
'生命值': 1, '攻击力': 2, '防御力': 3, '冲击力': 4, '暴击率': 5, '暴击伤害': 6,
|
||||
'异常掌控': 7, '异常精通': 8, '穿透率': 9, '能量自动回复': 11,
|
||||
'穿透值': 232, '物理伤害加成': 315, '火属性伤害加成': 316, '冰属性伤害加成': 317,
|
||||
'雷属性伤害加成': 318, '以太属性伤害加成': 319,
|
||||
// 百分比属性的 MysApi ID 未知,用 0 占位
|
||||
'生命值百分比': 0, '攻击力百分比': 0, '防御力百分比': 0,
|
||||
};
|
||||
|
||||
const ID_TO_EN = {
|
||||
'11101': 'HpMax', '11103': 'HpBase', '11102': 'HpAdd',
|
||||
'12101': 'Attack', '12103': 'AttackBase', '12102': 'AttackAdd',
|
||||
'13101': 'Defence', '13103': 'DefenceBase', '13102': 'DefenceAdd',
|
||||
'12203': 'BreakStun', '20103': 'Crit', '21103': 'CritDmg',
|
||||
'31402': 'ElementAbnormalPower', '31403': 'ElementAbnormalPower',
|
||||
'31202': 'ElementMystery', '31203': 'ElementMystery',
|
||||
'23103': 'PenRate', '23203': 'PenDelta',
|
||||
'30503': 'SpRecover', '30502': 'SpRecover',
|
||||
'31503': 'PhysDmgBonus', '31603': 'FireDmgBonus', '31703': 'IceDmgBonus',
|
||||
'31803': 'ThunderDmgBonus', '31903': 'EtherDmgBonus',
|
||||
};
|
||||
|
||||
const EN_TO_ZH = Object.fromEntries(Object.entries(ID_TO_EN).map(([k, v]) => [v, ID_TO_PROP_NAME[k]]));
|
||||
|
||||
const PERCENT_ID = Object.keys(ID_TO_PROP_NAME).filter(id => ID_TO_PROP_NAME[id].includes('百分比') || ['20103', '21103', '23103', '12203', '31503', '31603', '31703', '31803', '31903'].includes(id));
|
||||
const PERCENT_NAME = [ 'HpAdd', 'AttackAdd', 'DefenceAdd', 'Crit', 'CritDmg', 'PenRate', 'BreakStun', 'PhysDmgBonus', 'FireDmgBonus', 'IceDmgBonus', 'ThunderDmgBonus', 'EtherDmgBonus', 'SpRecover'];
|
||||
// 驱动器主属性每阶提升值 (单位:万分位) - 这些值需要根据游戏精确数据进行校准
|
||||
const MAIN_PROP_VALUE_PER_TIER = {
|
||||
'11101': 3300, '11103': 3300, '11102': 474, // HP Flat, Base, % (*10)
|
||||
'12101': 210, '12103': 210, '12102': 276, // ATK Flat, Base, % (*10)
|
||||
'13101': 260, '13103': 260, '13102': 360, // DEF Flat, Base, % (*10)
|
||||
'12203': 360, // 冲击力 (*10)
|
||||
'20103': 360, // 暴击率 (*10)
|
||||
'21103': 720, // 暴击伤害 (*10)
|
||||
'31402': 45, '31403': 45, // 异常掌控
|
||||
'31202': 13, '31203': 13, // 异常精通
|
||||
'23103': 360, // 穿透率 (*10)
|
||||
'23203': 36, // 穿透值 (*10)
|
||||
'30503': 540, '30502': 540, // 能量回复 (*10)
|
||||
'31503': 450, '31603': 450, '31703': 450, '31803': 450, '31903': 450 // 伤害加成 (*10)
|
||||
};
|
||||
const ELEMENT_TO_EN = { '203': 'Thunder', '205': 'Ether', '202': 'Ice', '200': 'Phys', '201': 'Fire' };
|
||||
|
||||
// --- 辅助函数 ---
|
||||
function _format_value_str(value, prop_id) {
|
||||
const idStr = String(prop_id);
|
||||
const name = ID_TO_PROP_NAME[idStr] || '';
|
||||
// 检查 ID 是否代表百分比或元素加成 (使用更精确的判断)
|
||||
const isPercentProp = idStr.endsWith('2') || ['20103', '21103', '23103', '12203', '31503', '31603', '31703', '31803', '31903'].includes(idStr);
|
||||
|
||||
if (isPercentProp) {
|
||||
// Enka 的百分比值是 MYS 的 10 倍(例如 Enka 500 = MYS 50.0%)
|
||||
return (value / 10).toFixed(1) + '%';
|
||||
} else if (idStr === '30503') { // MysApi 能量回复是小数
|
||||
return (value / 100).toFixed(2);
|
||||
} else {
|
||||
return String(Math.floor(value)); // 非百分比取整
|
||||
}
|
||||
}
|
||||
|
||||
function render_weapon_detail(weapon_meta, weapon_level, weapon_break_level) {
|
||||
if (!weapon_meta || weapon_meta.props_value === undefined || !weapon_meta.level || !weapon_meta.stars) {
|
||||
console.error("[enka_to_mys.js] 无效的武器元数据:", weapon_meta);
|
||||
return [0, 0];
|
||||
}
|
||||
const levelData = weapon_meta.level[String(weapon_level)];
|
||||
const starData = weapon_meta.stars[String(weapon_break_level)];
|
||||
if (!levelData || !starData) {
|
||||
console.error(`[enka_to_mys.js] 武器ID ${weapon_meta.id || '未知'} 缺少等级 (${weapon_level}) 或突破 (${weapon_break_level}) 数据`);
|
||||
return [0, 0];
|
||||
}
|
||||
let base_value = weapon_meta.props_value;
|
||||
base_value = base_value + base_value * ((levelData.Rate + starData.StarRate) / 10000);
|
||||
let rand_value = weapon_meta.rand_props_value || 0;
|
||||
if (rand_value > 0 && starData.RandRate) {
|
||||
rand_value = rand_value + rand_value * (starData.RandRate / 10000);
|
||||
} else {
|
||||
rand_value = 0;
|
||||
}
|
||||
// 返回未格式化的原始值 (万分位)
|
||||
return [Math.floor(base_value), Math.floor(rand_value)];
|
||||
}
|
||||
|
||||
function _calculate_char_base_stat(base_val, growth_val, level_data, char_level, promotion_level, stat_key_in_promo) {
|
||||
let final_value = base_val;
|
||||
if (char_level > 1) {
|
||||
final_value += (char_level - 1) * growth_val / 10000;
|
||||
}
|
||||
const promoStr = String(promotion_level);
|
||||
if (level_data && level_data[promoStr] && level_data[promoStr][stat_key_in_promo] !== undefined) {
|
||||
final_value += level_data[promoStr][stat_key_in_promo];
|
||||
}
|
||||
return Math.floor(final_value);
|
||||
}
|
||||
|
||||
function getSkillName(charId, skillIndex) {
|
||||
const charSkillsData = PartnerId2SkillParam?.[String(charId)];
|
||||
if (!charSkillsData) return `技能 ${skillIndex}`;
|
||||
for (const skillName in charSkillsData) {
|
||||
// 假设 PartnerId2SkillParam.json 中每个技能对象包含一个名为 'Index' 的字段
|
||||
if (Object.hasOwnProperty.call(charSkillsData, skillName) && charSkillsData[skillName] && charSkillsData[skillName].Index === skillIndex) {
|
||||
return skillName;
|
||||
}
|
||||
}
|
||||
return `技能 ${skillIndex}`;
|
||||
}
|
||||
|
||||
// --- 主要转换函数 ---
|
||||
export async function _enka_data_to_mys_data(enka_data) {
|
||||
if (!enka_data || !enka_data.PlayerInfo || !enka_data.PlayerInfo.ShowcaseDetail || !enka_data.PlayerInfo.ShowcaseDetail.AvatarList) {
|
||||
console.error("[enka_to_mys.js] 接收到无效的 enka_data 结构。");
|
||||
return [];
|
||||
}
|
||||
|
||||
const uid = enka_data.uid;
|
||||
const result_list = [];
|
||||
|
||||
for (const char of enka_data.PlayerInfo.ShowcaseDetail.AvatarList) {
|
||||
const char_id = String(char.Id);
|
||||
if (!partner_data[char_id]) {
|
||||
console.warn(`[enka_to_mys.js] 跳过角色 ID ${char_id}: 在 partner_data 中未找到数据。`);
|
||||
continue;
|
||||
}
|
||||
const _partner = partner_data[char_id];
|
||||
|
||||
// --- 初始化接近 MysApi 原始结构的 result 对象 ---
|
||||
const result = {
|
||||
id: char.Id, level: char.Level, name_mi18n: _partner.name,
|
||||
full_name_mi18n: _partner.full_name, element_type: parseInt(_partner.ElementType),
|
||||
camp_name_mi18n: _partner.Camp, avatar_profession: parseInt(_partner.WeaponType),
|
||||
rarity: _partner.Rarity, // <<< 使用字符串 'S'/'A'
|
||||
rank: char.TalentLevel || 0, // 命座等级
|
||||
equip: [], weapon: null, properties: [], skills: [], ranks: [], // 初始化为空数组
|
||||
// --- MYS 特有字段占位符 ---
|
||||
icon_paths: { group_icon_path: '', hollow_icon_path: '' }, // 匹配 MysApi 结构
|
||||
role_vertical_painting_url: '', us_full_name: _partner.en_name || '',
|
||||
vertical_painting_color: '', skin_list: [], role_square_url: '',
|
||||
// is_chosen: false, // 如果需要
|
||||
// sub_element_type: 0, // 如果 ZZZAvatarInfo 需要
|
||||
};
|
||||
|
||||
// --- 属性计算准备 ---
|
||||
const props = { HpBase: 0, AttackBase: 0, DefenceBase: 0, HpAdd: 0, AttackAdd: 0, DefenceAdd: 0, HpMax: 0, Attack: 0, Defence: 0 };
|
||||
Object.values(ID_TO_EN).forEach(enKey => { if (props[enKey] === undefined) props[enKey] = 0; });
|
||||
props.CritDmg = _partner.CritDamage || 0; // 单位: 万分位
|
||||
|
||||
const baseStatsToCalc = {
|
||||
'HpMax': { base: _partner.HpMax, growth: _partner.HpGrowth, key: 'HpMax' },
|
||||
'Attack': { base: _partner.Attack, growth: _partner.AttackGrowth, key: 'Attack' },
|
||||
'Defence': { base: _partner.Defence, growth: _partner.DefenceGrowth, key: 'Defence' },
|
||||
};
|
||||
for (const [statName, statData] of Object.entries(baseStatsToCalc)) {
|
||||
if (statData.base !== undefined && statData.growth !== undefined) {
|
||||
const calculatedBase = _calculate_char_base_stat(
|
||||
statData.base, statData.growth, _partner.Level,
|
||||
char.Level, char.PromotionLevel, statData.key
|
||||
);
|
||||
const baseKey = statName.replace('Max', 'Base');
|
||||
props[baseKey] = calculatedBase;
|
||||
}
|
||||
}
|
||||
|
||||
// --- 处理音擎驱动 (填充 result.equip) ---
|
||||
if (char.EquippedList && Array.isArray(char.EquippedList)) {
|
||||
for (const relic of char.EquippedList) {
|
||||
if (!relic || !relic.Equipment) continue;
|
||||
const _equip = relic.Equipment;
|
||||
const equip_id_str = String(_equip.Id);
|
||||
const suit_id = equip_id_str.slice(0, 3) + '00';
|
||||
const equip_meta = equip_data[suit_id];
|
||||
if (!equip_meta) continue;
|
||||
|
||||
const relic_level = _equip.Level || 0;
|
||||
const relic_tier = Math.floor(relic_level / 3);
|
||||
|
||||
// 构建 "原始" 驱动器对象 (接近 MysApi 结构)
|
||||
const raw_equip_obj = {
|
||||
id: _equip.Id, level: relic_level,
|
||||
equipment_type: relic.Slot, // 使用 MysApi 可能的字段名
|
||||
name: equip_meta.equip_name || `驱动 ${relic.Slot}`,
|
||||
rarity: 'S', // <<< 修改: 使用字符串 'S' (假设都是S级)
|
||||
icon: '', // 占位符
|
||||
equip_suit: {
|
||||
suit_id: parseInt(suit_id), name: equip_meta.equip_name || "未知套装",
|
||||
desc1: equip_meta.desc1 || "", desc2: equip_meta.desc2 || "",
|
||||
},
|
||||
main_properties: [], // <<< 修改: 初始化为主词条对象【数组】
|
||||
properties: [], // <<< 初始化为空数组
|
||||
};
|
||||
|
||||
// 处理主词条 (构建接近 MysApi 的原始对象)
|
||||
if (_equip.MainPropertyList?.[0]) {
|
||||
const main_prop = _equip.MainPropertyList[0];
|
||||
const prop_id_str = String(main_prop.PropertyId);
|
||||
const prop_zh_name = ID_TO_PROP_NAME[prop_id_str] || `未知(${prop_id_str})`;
|
||||
const en_prop_name = ID_TO_EN[prop_id_str];
|
||||
const base_value = main_prop.PropertyValue || 0;
|
||||
const value_per_tier = MAIN_PROP_VALUE_PER_TIER[prop_id_str] !== undefined ? MAIN_PROP_VALUE_PER_TIER[prop_id_str] : 0;
|
||||
// 假设 Enka 返回值已经是 MYS 需要的 10 倍后的值 (或者 MYS 处理的就是万分位?) - 保持原值累加
|
||||
const total_main_value_raw = base_value + (value_per_tier * relic_tier);
|
||||
|
||||
if (en_prop_name && props[en_prop_name] !== undefined) { props[en_prop_name] += total_main_value_raw; }
|
||||
else if (prop_id_str === '11102') props.HpAdd += total_main_value_raw;
|
||||
// ... (其他累加) ...
|
||||
else if (prop_id_str === '13101') props.Defence += total_main_value_raw;
|
||||
|
||||
// <<< 修改:将主词条对象【放入数组】 >>>
|
||||
raw_equip_obj.main_properties.push({
|
||||
property_name: prop_zh_name,
|
||||
property_id: main_prop.PropertyId,
|
||||
base: "", add: "", // MYS可能为空
|
||||
final: _format_value_str(total_main_value_raw, prop_id_str) // 格式化显示值
|
||||
});
|
||||
}
|
||||
|
||||
// 处理副词条 (构建接近 MysApi 的原始对象)
|
||||
if (_equip.RandomPropertyList && Array.isArray(_equip.RandomPropertyList)) {
|
||||
for (const prop of _equip.RandomPropertyList) {
|
||||
const prop_id_str = String(prop.PropertyId);
|
||||
const prop_zh_name = ID_TO_PROP_NAME[prop_id_str] || `未知(${prop_id_str})`;
|
||||
const en_prop_name = ID_TO_EN[prop_id_str];
|
||||
const prop_level = prop.PropertyLevel || 1;
|
||||
const base_value_per_level = prop.PropertyValue || 0;
|
||||
const total_substat_value_raw = base_value_per_level * prop_level; // 保持原始万分位值
|
||||
|
||||
if (en_prop_name && props[en_prop_name] !== undefined) { props[en_prop_name] += total_substat_value_raw; }
|
||||
else if (prop_id_str === '11102') props.HpAdd += total_substat_value_raw;
|
||||
// ... (其他累加) ...
|
||||
else if (prop_id_str === '13101') props.Defence += total_substat_value_raw;
|
||||
|
||||
raw_equip_obj.properties.push({
|
||||
property_name: prop_zh_name, property_id: prop.PropertyId,
|
||||
base: "", add: "", final: _format_value_str(total_substat_value_raw, prop_id_str),
|
||||
});
|
||||
}
|
||||
}
|
||||
result.equip.push(raw_equip_obj);
|
||||
}
|
||||
}
|
||||
|
||||
// --- 处理武器 ---
|
||||
if (char.Weapon && char.Weapon.Id) {
|
||||
const weapon_id = String(char.Weapon.Id);
|
||||
const _weapon_meta = weapon_data[weapon_id];
|
||||
|
||||
if (_weapon_meta) {
|
||||
const weapon_level = char.Weapon.Level || 1;
|
||||
const weapon_star = char.Weapon.UpgradeLevel || 0;
|
||||
const weapon_break_level = char.Weapon.BreakLevel || 0;
|
||||
|
||||
const [base_stat_value_raw, rand_stat_value_raw] = render_weapon_detail(
|
||||
_weapon_meta, weapon_level, String(weapon_break_level)
|
||||
);
|
||||
|
||||
// 累加属性 (使用 raw 值)
|
||||
const base_prop_id_str = String(_weapon_meta.props_id);
|
||||
const base_en_prop = ID_TO_EN[base_prop_id_str];
|
||||
if (base_en_prop && props[base_en_prop] !== undefined) { props[base_en_prop] += base_stat_value_raw; }
|
||||
else if (base_prop_id_str === '11102') props.HpAdd += base_stat_value_raw;
|
||||
// ... (其他累加) ...
|
||||
|
||||
if (_weapon_meta.rand_props_id && rand_stat_value_raw > 0) {
|
||||
const rand_prop_id_str = String(_weapon_meta.rand_props_id);
|
||||
const rand_en_prop = ID_TO_EN[rand_prop_id_str];
|
||||
if (rand_en_prop && props[rand_en_prop] !== undefined) { props[rand_en_prop] += rand_stat_value_raw; }
|
||||
else if (rand_prop_id_str === '11102') props.HpAdd += rand_stat_value_raw;
|
||||
// ... (其他累加) ...
|
||||
}
|
||||
|
||||
// 构建 "原始" 武器对象
|
||||
result.weapon = {
|
||||
id: char.Weapon.Id, level: weapon_level, star: weapon_star + 1,
|
||||
promote_level: weapon_break_level,
|
||||
name: _weapon_meta.name || "未知武器",
|
||||
rarity: _weapon_meta.rarity, // <<< 使用字符串 'S' 或 'A'
|
||||
icon: '',
|
||||
talent_content: _weapon_meta.talents?.[String(weapon_star + 1)]?.Desc || "", // MysApi 可能叫 talent_content
|
||||
main_properties: [], // <<< 修改: 初始化为主属性对象【数组】
|
||||
properties: [] // <<< 初始化为空数组
|
||||
};
|
||||
|
||||
// 填充 "原始" 主属性对象
|
||||
const main_prop_obj = {
|
||||
property_name: _weapon_meta.props_name || ID_TO_PROP_NAME[base_prop_id_str] || `未知(${base_prop_id_str})`,
|
||||
property_id: _weapon_meta.props_id, base: "", add: "",
|
||||
final: _format_value_str(base_stat_value_raw, base_prop_id_str) // 格式化
|
||||
};
|
||||
result.weapon.main_properties.push(main_prop_obj); // <<< 修改:放入数组
|
||||
|
||||
// 填充 "原始" 副属性对象
|
||||
if (_weapon_meta.rand_props_id && rand_stat_value_raw > 0) {
|
||||
const rand_prop_id_str = String(_weapon_meta.rand_props_id);
|
||||
result.weapon.properties.push({
|
||||
property_name: _weapon_meta.rand_props_name || ID_TO_PROP_NAME[rand_prop_id_str] || `未知(${rand_prop_id_str})`,
|
||||
property_id: _weapon_meta.rand_props_id, base: "", add: "",
|
||||
final: _format_value_str(rand_stat_value_raw, rand_prop_id_str) // 格式化
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// --- 最终属性计算 ---
|
||||
const final_Hp = (props.HpBase || 0) * (1 + (props.HpAdd || 0) / 10000) + (props.HpMax || 0);
|
||||
const final_Attack = (props.AttackBase || 0) * (1 + (props.AttackAdd || 0) / 10000) + (props.Attack || 0);
|
||||
const final_Defence = (props.DefenceBase || 0) * (1 + (props.DefenceAdd || 0) / 10000) + (props.Defence || 0);
|
||||
|
||||
props.HpMax = Math.floor(final_Hp);
|
||||
props.Attack = Math.floor(final_Attack);
|
||||
props.Defence = Math.floor(final_Defence);
|
||||
delete props.HpBase; delete props.HpAdd; delete props.AttackBase;
|
||||
delete props.AttackAdd; delete props.DefenceBase; delete props.DefenceAdd;
|
||||
|
||||
const char_element_en = ELEMENT_TO_EN[_partner.ElementType];
|
||||
const element_bonus_keys = ['PhysDmgBonus', 'FireDmgBonus', 'IceDmgBonus', 'ThunderDmgBonus', 'EtherDmgBonus'];
|
||||
for (const key of element_bonus_keys) {
|
||||
if (props.hasOwnProperty(key)) {
|
||||
if (props[key] === 0) { delete props[key]; }
|
||||
else if (key !== `${char_element_en}DmgBonus` && key !== 'PhysDmgBonus') { delete props[key]; }
|
||||
}
|
||||
}
|
||||
|
||||
// --- 格式化最终属性面板 (填充 result.properties 数组,使用 MysApi ID) ---
|
||||
result.properties = [];
|
||||
const ensurePropertyExists = (propName, propId, defaultValue = '0') => {
|
||||
if (!result.properties.find(p => p.property_id === propId)) {
|
||||
result.properties.push({ property_name: propName, property_id: propId, base: "", add: "", final: defaultValue });
|
||||
}
|
||||
};
|
||||
|
||||
for (const [prop_en, prop_value] of Object.entries(props)) {
|
||||
if (prop_value === 0 && !['CritDmg'].includes(prop_en)) continue;
|
||||
const prop_zh = EN_TO_ZH[prop_en];
|
||||
if (!prop_zh) continue;
|
||||
|
||||
const prop_id_mys = MYSAPI_PROP_ID[prop_zh];
|
||||
const current_prop_id = Object.keys(ID_TO_EN).find(k => ID_TO_EN[k] === prop_en); // 获取当前属性的 Enka ID
|
||||
|
||||
if (!prop_id_mys && prop_zh !== '生命值百分比' && prop_zh !== '攻击力百分比' && prop_zh !== '防御力百分比') {
|
||||
console.warn(`[enka_to_mys.js] 属性 ${prop_zh} 缺少 MysApi ID 映射`);
|
||||
ensurePropertyExists(prop_zh, 0, _format_value_str(prop_value, current_prop_id));
|
||||
continue;
|
||||
}
|
||||
|
||||
const final_value_str = _format_value_str(prop_value, current_prop_id);
|
||||
|
||||
ensurePropertyExists(prop_zh, prop_id_mys || 0, final_value_str);
|
||||
}
|
||||
|
||||
// 补充基础属性
|
||||
ensurePropertyExists('生命值', 1, _format_value_str(props.HpMax || 0, '11101'));
|
||||
ensurePropertyExists('攻击力', 2, _format_value_str(props.Attack || 0, '12101'));
|
||||
ensurePropertyExists('防御力', 3, _format_value_str(props.Defence || 0, '13101'));
|
||||
ensurePropertyExists('冲击力', 4, _format_value_str(props.BreakStun || 0, '12203'));
|
||||
ensurePropertyExists('暴击率', 5, props.Crit > 0 ? _format_value_str(props.Crit, '20103') : '5.0%');
|
||||
ensurePropertyExists('暴击伤害', 6, props.CritDmg > 0 ? _format_value_str(props.CritDmg, '21103') : '50.0%');
|
||||
ensurePropertyExists('异常掌控', 7, _format_value_str(props.ElementAbnormalPower || 0, '31403'));
|
||||
ensurePropertyExists('异常精通', 8, _format_value_str(props.ElementMystery || 0, '31203'));
|
||||
ensurePropertyExists('穿透率', 9, props.PenRate > 0 ? _format_value_str(props.PenRate, '23103') : '0.0%');
|
||||
ensurePropertyExists('能量自动回复', 11, props.SpRecover > 0 ? _format_value_str(props.SpRecover, '30503') : '1.20');
|
||||
ensurePropertyExists('穿透值', 232, _format_value_str(props.PenDelta || 0, '23203'));
|
||||
|
||||
const elementDmgKey = `${ELEMENT_TO_EN[_partner.ElementType]}DmgBonus`;
|
||||
const elementDmgZh = EN_TO_ZH[elementDmgKey];
|
||||
const elementDmgIdMys = MYSAPI_PROP_ID[elementDmgZh];
|
||||
if(elementDmgZh && elementDmgIdMys) {
|
||||
const elementDmgEnkaId = Object.keys(ID_TO_EN).find(k => ID_TO_EN[k] === elementDmgKey);
|
||||
ensurePropertyExists(elementDmgZh, elementDmgIdMys, props[elementDmgKey] > 0 ? _format_value_str(props[elementDmgKey], elementDmgEnkaId) : '0.0%');
|
||||
}
|
||||
ensurePropertyExists('物理伤害加成', 315, props['PhysDmgBonus'] > 0 ? _format_value_str(props['PhysDmgBonus'], '31503') : '0.0%');
|
||||
|
||||
result.properties.sort((a, b) => a.property_id - b.property_id);
|
||||
|
||||
|
||||
// --- 处理技能 (填充 result.skills, 对齐 MysApi 结构) ---
|
||||
if (char.SkillLevelList && Array.isArray(char.SkillLevelList)) {
|
||||
for (const skill of char.SkillLevelList) {
|
||||
result.skills.push({
|
||||
level: skill.Level,
|
||||
skill_type: skill.Index, // <<< 使用 skill_type 对齐 MysApi
|
||||
items: [], // <<< 添加空的 items 数组
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// --- 处理命座 (填充 result.ranks, 对齐 MysApi 结构) ---
|
||||
result.ranks = [];
|
||||
for (let i = 1; i <= 6; i++) {
|
||||
result.ranks.push({
|
||||
id: i, name: `影 ${i}`, desc: '', pos: i, is_unlocked: i <= result.rank,
|
||||
});
|
||||
}
|
||||
|
||||
result_list.push(result);
|
||||
}
|
||||
|
||||
logger.debug(`[enka_to_mys.js] 成功转换 ${result_list.length} 个角色的数据`);
|
||||
return result_list;
|
||||
}
|
||||
|
|
@ -6,5 +6,8 @@
|
|||
"main": "index.js",
|
||||
"keywords": [],
|
||||
"author": "ZZZure",
|
||||
"license": "ISC"
|
||||
"license": "ISC",
|
||||
"dependencies": {
|
||||
"request": "^2.88.2"
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue