feature:%XX伤害

This commit is contained in:
UCPr 2025-05-02 18:01:04 +08:00
parent 83ca22c3b8
commit 9b7e609f6a
35 changed files with 1849 additions and 114 deletions

71
apps/damage.js Normal file
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@ -0,0 +1,71 @@
import { getPanelOrigin, formatPanelData } from '../lib/avatar.js'
import { avatar_calc } from '../model/damage/avatar.js'
import { rulePrefix } from '../lib/common.js'
import { ZZZPlugin } from '../lib/plugin.js'
import settings from '../lib/settings.js'
export class Damage extends ZZZPlugin {
constructor() {
super({
name: '[ZZZ-Plugin]Damage',
dsc: 'zzzdamage',
event: 'message',
priority: settings.getConfig('priority')?.panel ?? 70,
rule: [
{
reg: `${rulePrefix}(.+)伤害\\d*$`,
fnc: 'charDamagePanel'
}
]
})
}
async charDamagePanel() {
const uid = await this.getUID()
if (!uid) {
return this.reply('UID为空')
}
const reg = new RegExp(`${rulePrefix}(.+)伤害(\\d*)$`)
const match = this.e.msg.match(reg)
if (!match) return false
const name = match[4]
const data = getPanelOrigin(uid, name)
if (!data) {
return this.reply(`未找到角色${name}的面板信息,请先刷新面板`)
}
const parsedData = formatPanelData(data)
const calc = avatar_calc(parsedData)
const damages = parsedData._damages = calc?.calc()
if (!calc || !damages?.length) return this.reply(`暂无角色${name}的伤害计算`)
let skillIndex = match[5] && match[5] - 1
if (skillIndex && skillIndex > damages.length)
skillIndex = damages.length - 1
else if (skillIndex < 0)
skillIndex = 0
const differences = calc.calc_differences(damages[skillIndex]?.skill)
if (skillIndex === '') {
const _s_ = differences[0]?.[0].damage.skill
skillIndex = ((_s_ && damages.findIndex(({ skill }) => skill.name === _s_.name && skill.type === _s_.type) + 1) || damages.length) - 1
}
const damage = damages[skillIndex]
const skill = damage.skill
await parsedData.get_detail_assets()
const finalData = {
uid,
charData: parsedData,
command: `%${parsedData.name_mi18n}伤害${skillIndex + 1}`,
damage,
damages,
differences,
skill: {
...skill,
index: skillIndex
}
}
const image = await this.render('panel/damage.html', finalData, { retType: 'base64' })
const res = await this.reply(image)
if (res?.message_id && parsedData.role_icon)
await redis.set(`ZZZ:PANEL:IMAGE:${res.message_id}`, parsedData.role_icon, { EX: 3600 * 3 })
}
}

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@ -31,7 +31,7 @@ const helpData = [
desc: '查看玩家的角色和邦布列表',
needCK: true,
needSK: false,
commands: ['card', '卡片', '个人信息'],
commands: ['card', '卡片', '角色','个人信息'],
},
{
title: '便签',

View file

@ -65,16 +65,39 @@ export const idToName = id => {
};
/**
* 获取属性字简称
* 获取属性2字简称
* @param {string | number} id 属性id
* @returns {string | null}
* @returns {string}
*/
export const idToShortName = id => {
export const idToShortName2 = id => {
const result = propertyData[id];
if (!result) return null;
if (!result) return '';
return result[2];
};
/**
* 获取属性2~3字简称
* @param {string | number} id 属性id
* @returns {string}
*/
export const idToShortName3 = id => {
const result = propertyData[id];
if (!result) return '';
return result[3];
};
/**
* 获取属性2~3字简称
* @param {string | number} id 属性id
* @returns {string}
*/
export const nameToShortName3 = propName => {
for (const id in propertyData) {
if (propertyData[id]?.[1] === propName) return propertyData[id][3];
};
return propName;
};
/**
* 属性名转id
* @param {string} propName 属性名
@ -82,6 +105,6 @@ export const idToShortName = id => {
export const nameToId = (propName) => {
for (const id in propertyData) {
if (propertyData[id]?.[1] === propName) return Number(id);
}
};
return null;
};

View file

@ -5,8 +5,8 @@ import {
getSquareAvatar,
} from '../lib/download.js';
import { baseValueData, formatScoreWeight, scoreWeight } from '../lib/score.js';
import { avatar_ability, scoreFnc } from './damage/avatar.js';
import { idToShortName } from '../lib/convert/property.js';
import { avatar_calc, scoreFnc } from './damage/avatar.js';
import { idToShortName2 } from '../lib/convert/property.js';
import { imageResourcesPath } from '../lib/path.js';
import { Equip, Weapon } from './equip.js';
import { Property } from './property.js';
@ -352,9 +352,10 @@ export class ZZZAvatarInfo {
}
}
/** @type {import("./damage/Calculator.ts").damage} */
/** @type {import("./damage/Calculator.ts").damage[]} */
get damages() {
return avatar_ability(this);
if (this._damages) return this._damages;
return this._damages = avatar_calc(this)?.calc();
}
/** @type {number|boolean} */
@ -449,7 +450,7 @@ export class ZZZAvatarInfo {
const propID = property.property_id
stats[propID] ??= {
id: propID,
name: idToShortName(propID),
name: idToShortName2(propID),
weight: this.scoreWeight[propID] || 0,
value: '0',
count: 0

View file

@ -1,13 +1,27 @@
import { getMapData } from '../../utils/file.js';
import { elementEnum, anomalyEnum } from './BuffManager.js';
import * as prop from '../../lib/convert/property.js';
import { getMapData } from '../../utils/file.js';
import { charData } from './avatar.js';
import _ from 'lodash';
const elementType2element = (elementType) => elementEnum[[0, 1, 2, 3, -1, 4][elementType - 200]];
const baseValueData = {
"生命值百分比": [0.03, '3.0%'],
"生命值": [112, '112'],
"攻击力百分比": [0.03, '3.0%'],
"攻击力": [19, '19'],
"防御力百分比": [0.048, '4.8%'],
"防御力": [15, '15'],
"暴击率": [0.024, '2.4%'],
"暴击伤害": [0.048, '4.8%'],
"穿透值": [9, '9'],
"异常精通": [9, '9']
};
const AnomalyData = getMapData('AnomalyData');
export class Calculator {
buffM;
avatar;
skills = [];
usefulBuffs = [];
cache = Object.create(null);
props = {};
skill;
@ -68,6 +82,7 @@ export class Calculator {
logger.debug(`${logger.green(skill.type)}${skill.name}伤害计算:`);
if (skill.dmg) {
const dmg = skill.dmg(this);
dmg.skill ||= skill;
logger.debug('自定义计算最终伤害:', dmg.result);
return dmg;
}
@ -114,15 +129,18 @@ export class Calculator {
areas.AnomalyProficiencyArea ??= this.get_AnomalyProficiencyArea(skill, usefulBuffs);
areas.AnomalyBoostArea ??= this.get_AnomalyBoostArea(skill, usefulBuffs);
areas.LevelArea ??= this.get_LevelArea();
props.异常暴击率 = this.get_AnomalyCRITRate(skill, usefulBuffs);
props.异常暴击伤害 = this.get_AnomalyCRITDMG(skill, usefulBuffs);
if (skill.type !== '紊乱') {
props.异常暴击率 ??= this.get_AnomalyCRITRate(skill, usefulBuffs);
props.异常暴击伤害 ??= this.get_AnomalyCRITDMG(skill, usefulBuffs);
areas.CriticalArea ??= 1 + props.异常暴击率 * (props.异常暴击伤害 - 1);
}
}
else {
props.暴击率 = this.get_CRITRate(skill, usefulBuffs);
props.暴击伤害 = this.get_CRITDMG(skill, usefulBuffs);
props.暴击率 ??= this.get_CRITRate(skill, usefulBuffs);
props.暴击伤害 ??= this.get_CRITDMG(skill, usefulBuffs);
areas.CriticalArea ??= 1 + props.暴击率 * (props.暴击伤害 - 1);
}
areas.CriticalArea ??= 1;
logger.debug(`暴击期望:${areas.CriticalArea}`);
areas.BoostArea ??= this.get_BoostArea(skill, usefulBuffs);
areas.VulnerabilityArea ??= this.get_VulnerabilityArea(skill, usefulBuffs);
@ -138,7 +156,8 @@ export class Calculator {
critDMG: BasicArea * 暴击伤害 * BoostArea * VulnerabilityArea * ResistanceArea * DefenceArea,
expectDMG: BasicArea * CriticalArea * BoostArea * VulnerabilityArea * ResistanceArea * DefenceArea
};
const damage = { skill, props, areas, result };
const damage = { skill, usefulBuffs: _.sortBy(this.usefulBuffs, ['type', 'value']).reverse(), props, areas, result };
this.usefulBuffs = [];
if (skill.after) {
damage.add = (d) => {
if (typeof d === 'string')
@ -158,6 +177,7 @@ export class Calculator {
damage.fnc(v => v * n);
};
skill.after({ avatar: this.avatar, calc: this, usefulBuffs, skill, damage });
delete damage.add, delete damage.fnc, delete damage.x;
}
logger.debug('最终伤害:', result);
if (!skill.banCache)
@ -175,6 +195,86 @@ export class Calculator {
}
}).filter(v => v && v.result?.expectDMG && !v.skill?.isHide);
}
calc_differences(skill, types) {
if (!skill) {
skill = this.skills.find((skill) => skill.isMain)
|| this.calc().sort((a, b) => b.result.expectDMG - a.result.expectDMG)[0]?.skill;
}
if (!types || !types.length) {
types = Object.entries(this.avatar.scoreWeight)
.reduce((acc, [id, weight]) => {
if (weight > 0) {
const type = prop.idToName(id);
if (type && baseValueData[type]) {
acc.push({ type, weight });
}
}
return acc;
}, [])
.slice(0, 7)
.sort((a, b) => b.weight - a.weight)
.map(({ type }) => type);
}
const base = {};
types.forEach(type => base[type] = type.includes('百分比') ? this.avatar.base_properties[type.includes('攻击力') ? 'ATK' : type.includes('生命值') ? 'HP' : 'DEF'] * baseValueData[type][0] : baseValueData[type][0]);
logger.debug(logger.red('词条变化值:'), base);
const buffs = types.map(t => ({
name: t,
shortName: prop.nameToShortName3(t),
type: t.replace('百分比', ''),
value: base[t],
valueBase: baseValueData[t][1]
}));
return this._calc_differences(skill, buffs);
}
_calc_differences(skill, buffs) {
if (typeof skill === 'string') {
const MySkill = this.skills.find(s => s.type === skill);
if (!MySkill)
return [];
return this._calc_differences(MySkill, buffs);
}
const oriDamage = this.calc_skill(skill);
const result = [];
for (const i_del in buffs) {
result[i_del] = [];
const data_del = buffs[i_del];
const { type: type_del, name: name_del = type_del, value: value_del } = data_del;
logger.debug(logger.blue(`差异计算:${name_del}`));
this.buffM.buffs.push({
name: logger.green(`差异计算:${name_del}`),
type: type_del,
value: ({ calc }) => -calc.calc_value(value_del)
});
for (const i_add in buffs) {
const data_add = buffs[i_add];
data_add.name ??= data_add.type;
const { type: type_add, name: name_add = type_add, value: value_add } = data_add;
const data = result[i_del][i_add] = {
add: data_add,
del: data_del,
damage: oriDamage,
difference: 0
};
if (name_del === name_add)
continue;
logger.debug(logger.yellow(`差异计算:${name_del}->${name_add}`));
this.cache = Object.create(null);
this.buffM.buffs.push({
name: logger.green(`差异计算:${name_del}->${name_add}`),
type: type_add,
value: value_add
});
const newDamage = this.calc_skill(skill);
this.buffM.buffs.pop();
data.damage = newDamage;
data.difference = newDamage.result.expectDMG - oriDamage.result.expectDMG;
logger.debug(logger.magenta(`差异计算:${name_del}->${name_add} 伤害变化:${data.difference}`));
}
this.buffM.buffs.pop();
}
return result;
}
default(param, value) {
if (typeof param === 'object') {
this.defaultSkill = param;
@ -271,14 +371,16 @@ export class Calculator {
}, this).reduce((previousValue, buff) => {
const { value } = buff;
let add = 0;
if (isRatio && typeof value === 'number' && value < 1) {
if (isRatio && typeof value === 'number' && Math.abs(value) < 1) {
add = value * initial;
}
else {
add = this.calc_value(value, buff);
if (add < 1 && isRatio && (typeof value === 'string' || Array.isArray(value)))
if (Math.abs(add) < 1 && isRatio && (typeof value === 'string' || Array.isArray(value)))
add *= initial;
}
if (!this.usefulBuffs.find(b => b.name === buff.name && b.type === buff.type && add === buff.value))
this.usefulBuffs.push({ ...buff, value: add });
logger.debug(`\tBuff${buff.name}${buff.range || '全类型'}增加${add}${buff.element || ''}${type}`);
return previousValue + add;
}, initial);
@ -317,7 +419,8 @@ export class Calculator {
return VulnerabilityArea;
}
get_ResistanceArea(skill, usefulBuffs) {
const ResistanceArea = this.get('无视抗性', 1 + this.enemy.resistance, skill, usefulBuffs);
let ResistanceArea = this.get('无视抗性', 1 + this.enemy.resistance, skill, usefulBuffs);
ResistanceArea = Math.min(2, ResistanceArea);
logger.debug(`抗性区:${ResistanceArea}`);
return ResistanceArea;
}

View file

@ -1,7 +1,8 @@
import type { BuffManager, anomaly, buff, buffType, element } from './BuffManager.ts'
import type { ZZZAvatarInfo } from '../avatar.js'
import { getMapData } from '../../utils/file.js'
import { elementEnum, anomalyEnum } from './BuffManager.js'
import * as prop from '../../lib/convert/property.js'
import { getMapData } from '../../utils/file.js'
import { charData } from './avatar.js'
import _ from 'lodash'
@ -29,6 +30,8 @@ export interface skill {
*
*/
redirect?: string | string[] | anomaly[] | "追加攻击"[]
/** 是否为主要技能。`true`时%XX伤害 默认计算该技能 */
isMain?: boolean
/** 角色面板伤害统计中是否隐藏显示 */
isHide?: boolean
/** 禁用伤害计算cache */
@ -41,14 +44,19 @@ export interface skill {
}) => boolean)
/** 自定义计算逻辑 */
dmg?: (calc: Calculator) => damage
/** 伤害计算前调用,可自由定义各属性等 */
/**
*
*
*/
before?: ({ avatar, calc, usefulBuffs, skill, props, areas }: {
avatar: ZZZAvatarInfo
calc: Calculator
usefulBuffs: buff[]
/** 技能自身 */
skill: skill
/** 属性数据。设置后不会更改 */
props: damage['props']
/** 乘区数据。设置后不会更改 */
areas: damage['areas']
}) => void
/** 伤害计算后调用,可对结果进行修改等 */
@ -65,6 +73,8 @@ export interface skill {
export interface damage {
/** 技能类型 */
skill: skill
/** 有益Buffs */
usefulBuffs: buff[]
/** 技能属性 */
props?: skill['props']
/** 各乘区数据 */
@ -102,6 +112,21 @@ export interface damage {
const elementType2element = (elementType: number) => elementEnum[[0, 1, 2, 3, -1, 4][elementType - 200]] as element
const baseValueData = {
"生命值百分比": [0.03, '3.0%'],
"生命值": [112, '112'],
"攻击力百分比": [0.03, '3.0%'],
"攻击力": [19, '19'],
"防御力百分比": [0.048, '4.8%'],
"防御力": [15, '15'],
"暴击率": [0.024, '2.4%'],
"暴击伤害": [0.048, '4.8%'],
"穿透值": [9, '9'],
"异常精通": [9, '9']
} as const
type statKeys = keyof typeof baseValueData
const AnomalyData = getMapData('AnomalyData') as {
name: string,
element: element,
@ -129,6 +154,7 @@ export class Calculator {
readonly buffM: BuffManager
readonly avatar: ZZZAvatarInfo
readonly skills: skill[] = []
private usefulBuffs: buff[] = []
private cache: { [type: string]: damage } = Object.create(null)
private props: Exclude<damage['props'], undefined> = {}
/** 当前正在计算的技能 */
@ -206,6 +232,7 @@ export class Calculator {
logger.debug(`${logger.green(skill.type)}${skill.name}伤害计算:`)
if (skill.dmg) {
const dmg = skill.dmg(this)
dmg.skill ||= skill
logger.debug('自定义计算最终伤害:', dmg.result)
return dmg
}
@ -248,14 +275,17 @@ export class Calculator {
areas.AnomalyProficiencyArea ??= this.get_AnomalyProficiencyArea(skill, usefulBuffs)
areas.AnomalyBoostArea ??= this.get_AnomalyBoostArea(skill, usefulBuffs)
areas.LevelArea ??= this.get_LevelArea()
props. = this.get_AnomalyCRITRate(skill, usefulBuffs)
props. = this.get_AnomalyCRITDMG(skill, usefulBuffs)
if (skill.type !== '紊乱') { // 紊乱暂无异常暴击区
props. ??= this.get_AnomalyCRITRate(skill, usefulBuffs)
props. ??= this.get_AnomalyCRITDMG(skill, usefulBuffs)
areas.CriticalArea ??= 1 + props.! * (props.! - 1)
}
} else {
props. = this.get_CRITRate(skill, usefulBuffs)
props. = this.get_CRITDMG(skill, usefulBuffs)
props. ??= this.get_CRITRate(skill, usefulBuffs)
props. ??= this.get_CRITDMG(skill, usefulBuffs)
areas.CriticalArea ??= 1 + props.! * (props.! - 1)
}
areas.CriticalArea ??= 1
logger.debug(`暴击期望:${areas.CriticalArea}`)
areas.BoostArea ??= this.get_BoostArea(skill, usefulBuffs)
areas.VulnerabilityArea ??= this.get_VulnerabilityArea(skill, usefulBuffs)
@ -274,7 +304,8 @@ export class Calculator {
critDMG: BasicArea * ! * BoostArea * VulnerabilityArea * ResistanceArea * DefenceArea,
expectDMG: BasicArea * CriticalArea * BoostArea * VulnerabilityArea * ResistanceArea * DefenceArea
}
const damage: damage = { skill, props, areas, result }
const damage: damage = { skill, usefulBuffs: _.sortBy(this.usefulBuffs, ['type', 'value']).reverse(), props, areas, result }
this.usefulBuffs = []
if (skill.after) {
damage.add = (d) => {
if (typeof d === 'string') d = this.calc_skill(d)
@ -292,6 +323,7 @@ export class Calculator {
damage.fnc!(v => v * n)
}
skill.after({ avatar: this.avatar, calc: this, usefulBuffs, skill, damage })
delete damage.add, delete damage.fnc, delete damage.x
}
logger.debug('最终伤害:', result)
if (!skill.banCache) this.cache[skill.type] = damage
@ -310,6 +342,113 @@ export class Calculator {
}).filter(v => v && v.result?.expectDMG && !v.skill?.isHide) as damage[]
}
/**
*
* @param types
*/
calc_differences(skill?: skill, types?: statKeys[]) {
if (!skill) {
skill = this.skills.find((skill) => skill.isMain) // 主技能
|| this.calc().sort((a, b) => b.result.expectDMG - a.result.expectDMG)[0]?.skill // 伤害最高技能
}
// 未指定types时筛选评分权重大于0的词条进行差异计算
if (!types || !types.length) {
types = Object.entries(this.avatar.scoreWeight)
.reduce((acc: { type: statKeys, weight: number }[], [id, weight]) => {
if (weight > 0) {
const type = prop.idToName(id) as statKeys
if (type && baseValueData[type]) {
acc.push({ type, weight })
}
}
return acc
}, [])
.slice(0, 7) // 默认最多7个
.sort((a, b) => b.weight - a.weight) // 按权重从大到小排序
.map(({ type }) => type)
}
const base: { [type: string]: number } = {}
types.forEach(type => base[type] = type.includes('百分比') ? this.avatar.base_properties[
type.includes('攻击力') ? 'ATK' : type.includes('生命值') ? 'HP' : 'DEF'
] * baseValueData[type][0] : baseValueData[type][0])
logger.debug(logger.red('词条变化值:'), base)
const buffs = types.map(t => ({
name: t,
shortName: prop.nameToShortName3(t),
type: t.replace('百分比', '') as buff['type'],
value: base[t],
valueBase: baseValueData[t][1]
}))
return this._calc_differences(skill, buffs)
}
/* 计算已注册技能差异 */
_calc_differences<B extends { name: skill['type'], type: buff['type'], value: buff['value'] }>(
skill: string,
buffs: B[]
): { add: B, del: B, damage: damage, difference: number }[][]
/* 计算技能差异 */
_calc_differences<B extends { name: string, type: buff['type'], value: buff['value'] }>(
skill: skill,
buffs: B[]
): { add: B, del: B, damage: damage, difference: number }[][]
/**
* buff形式两两组合进行差异计算
* @param buffs buffs
* @returns `buffs.length维`
*/
_calc_differences<B extends { name: string, type: buff['type'], value: buff['value'] }>(
skill: skill['type'] | skill,
buffs: B[]
): { add: B, del: B, damage: damage, difference: number }[][] {
if (typeof skill === 'string') {
const MySkill = this.skills.find(s => s.type === skill)
if (!MySkill) return []
return this._calc_differences(MySkill, buffs)
}
const oriDamage = this.calc_skill(skill)
const result: { del: B, add: B, damage: damage, difference: number }[][] = []
for (const i_del in buffs) {
result[i_del] = []
const data_del = buffs[i_del]
const { type: type_del, name: name_del = type_del, value: value_del } = data_del
logger.debug(logger.blue(`差异计算:${name_del}`))
// @ts-ignore
this.buffM.buffs.push({
name: logger.green(`差异计算:${name_del}`),
type: type_del,
value: ({ calc }) => -calc.calc_value(value_del) // 转为负值
})
for (const i_add in buffs) {
const data_add = buffs[i_add]
data_add.name ??= data_add.type
const { type: type_add, name: name_add = type_add, value: value_add } = data_add
const data = result[i_del][i_add] = {
add: data_add,
del: data_del,
damage: oriDamage,
difference: 0
}
if (name_del === name_add) continue
logger.debug(logger.yellow(`差异计算:${name_del}->${name_add}`))
this.cache = Object.create(null)
// @ts-ignore
this.buffM.buffs.push({
name: logger.green(`差异计算:${name_del}->${name_add}`),
type: type_add,
value: value_add
})
const newDamage = this.calc_skill(skill)
this.buffM.buffs.pop()
data.damage = newDamage
data.difference = newDamage.result.expectDMG - oriDamage.result.expectDMG
logger.debug(logger.magenta(`差异计算:${name_del}->${name_add} 伤害变化:${data.difference}`))
}
this.buffM.buffs.pop()
}
return result
}
/**
* buff参数的默认值
* @param obj
@ -414,7 +553,7 @@ export class Calculator {
/**
*
* @param isRatio buff.value为数值//<1时按初始数值百分比提高处理
* @param isRatio buff.value为数值//<1时按 **`初始数值`** 百分比提高处理
*/
get(type: buff['type'], initial: number, skill: skill, usefulBuffs: buff[] = this.buffM.buffs, isRatio = false): number {
return this.props[type] ??= this.buffM._filter(usefulBuffs, {
@ -425,13 +564,15 @@ export class Calculator {
}, this).reduce((previousValue, buff) => {
const { value } = buff
let add = 0
if (isRatio && typeof value === 'number' && value < 1) { // 值小于1时认为是百分比
if (isRatio && typeof value === 'number' && Math.abs(value) < 1) { // 绝对值小于1时认为是百分比
add = value * initial
} else {
add = this.calc_value(value, buff)
if (add < 1 && isRatio && (typeof value === 'string' || Array.isArray(value)))
if (Math.abs(add) < 1 && isRatio && (typeof value === 'string' || Array.isArray(value)))
add *= initial
}
if (!this.usefulBuffs.find(b => b.name === buff.name && b.type === buff.type && add === buff.value))
this.usefulBuffs.push({ ...buff, value: add })
logger.debug(`\tBuff${buff.name}${buff.range || '全类型'}增加${add}${buff.element || ''}${type}`)
return previousValue + add
}, initial)
@ -484,7 +625,8 @@ export class Calculator {
/** 抗性区 */
get_ResistanceArea(skill: skill, usefulBuffs: buff[]) {
const ResistanceArea = this.get('无视抗性', 1 + this.enemy.resistance, skill, usefulBuffs)
let ResistanceArea = this.get('无视抗性', 1 + this.enemy.resistance, skill, usefulBuffs)
ResistanceArea = Math.min(2, ResistanceArea)
logger.debug(`抗性区:${ResistanceArea}`)
return ResistanceArea
}

View file

@ -104,10 +104,10 @@ async function importFile(type, name, isWatch = false) {
}
}
await init();
export function avatar_ability(avatar) {
export function avatar_calc(avatar) {
const m = calcFnc.character[avatar.id];
if (!m)
return [];
return;
const buffM = new BuffManager(avatar);
const calc = new Calculator(buffM);
logger.debug('initial_properties', avatar.initial_properties);
@ -120,7 +120,7 @@ export function avatar_ability(avatar) {
if (m.calc)
m.calc(buffM, calc, avatar);
logger.debug(`Buff*${buffM.buffs.length}`, buffM.buffs);
return calc.calc();
return calc;
}
export function weapon_buff(weapon, buffM) {
const name = weapon?.name;

View file

@ -137,10 +137,10 @@ async function importFile(type: 'weapon' | 'set', name: string, isWatch = false)
await init()
/** 角色计算 */
export function avatar_ability(avatar: ZZZAvatarInfo) {
/** 角色计算实例 */
export function avatar_calc(avatar: ZZZAvatarInfo) {
const m = calcFnc.character[avatar.id]
if (!m) return []
if (!m) return
const buffM = new BuffManager(avatar)
const calc = new Calculator(buffM)
logger.debug('initial_properties', avatar.initial_properties)
@ -150,7 +150,7 @@ export function avatar_ability(avatar: ZZZAvatarInfo) {
if (m.skills) calc.new(m.skills)
if (m.calc) m.calc(buffM, calc, avatar)
logger.debug(`Buff*${buffM.buffs.length}`, buffM.buffs)
return calc.calc()
return calc
}
/** 武器加成 */

View file

@ -30,7 +30,11 @@ export const buffs = [
/** @type {import('../../Calculator.ts').Calculator['skills']} */
export const skills = [
{ name: '灼烧', type: '灼烧' },
{ name: '普攻:火力镇压四段', type: 'AQ4' },
{
name: '普攻:火力镇压四段',
isMain: true,
type: 'AQ4'
},
{ name: '闪避反击:逆火', type: 'CF' },
{ name: '强化特殊技:盛燃烈火', type: 'EQ' },
{ name: '连携技:昂扬烈焰', type: 'RL' },

View file

@ -37,6 +37,7 @@ export const skills = [
name: '普攻:协奏狙杀·冥狱',
type: 'AXQ',
redirect: ['AXQ', '追加攻击'],
isMain: true,
after: ({ damage }) => damage.add('AXQ0')
},
{ name: '闪避反击:极魂罚', type: 'CF' },

View file

@ -54,7 +54,7 @@ export const skills = [
type: 'EQ',
after: ({ damage }) => damage.add('EQ0')
},
{ name: '连携技:月辉丝·绊', type: 'RL' },
{ name: '连携技:月辉丝·绊', isMain: true, type: 'RL' },
{ name: '终结技:月辉丝·弦音', type: 'RZ' },
{
name: '6影月辉丝·弦',

View file

@ -35,7 +35,12 @@ export const skills = [
isHide: true,
after: ({ damage }) => damage.x(2)
},
{ name: '强化特殊技:小心裙角', type: 'EQ', after: ({ damage }) => damage.add('EQ0') },
{
name: '强化特殊技:小心裙角',
type: 'EQ',
isMain: true,
after: ({ damage }) => damage.add('EQ0')
},
{ name: '连携技:抱歉…', type: 'RL' },
{ name: '终结技:非、非常抱歉!', type: 'RZ' }
]

View file

@ -36,7 +36,7 @@ export const skills = [
{ name: '感电每次', type: '感电' },
{ name: '普攻:穿云五段', type: 'AP5' },
{ name: '普攻:落羽', type: 'AX' },
{ name: '冲刺攻击:飞弦·斩', type: 'CCQ3' },
{ name: '冲刺攻击:飞弦·斩', isMain: true, type: 'CCQ3' },
{ name: '强化特殊技:地网', type: 'EQ' },
{ name: '连携技:会·离', type: 'RL' },
{ name: '终结技:残心', type: 'RZ' }

View file

@ -80,6 +80,7 @@
// calc.new({
// name: '蓄力攻击:三段蓄',
// type: 'AX3',
// isMain: true,
// after: ({ avatar, damage }) => avatar.rank >= 6 && damage.add('AX2')
// })
// calc.new({ name: '强化特殊技:飞雪', type: 'EQ1' })
@ -164,6 +165,7 @@ export const skills = [
{
name: '蓄力攻击:三段蓄',
type: 'AX3',
isMain: true,
after: ({ avatar, damage }) => avatar.rank >= 6 && damage.add('AX2')
},
{ name: '强化特殊技:飞雪', type: 'EQ1' },

View file

@ -76,6 +76,7 @@ export const skills = [
{
name: '强化E极性紊乱',
type: '紊乱',
isMain: true,
banCache: true,
before: ({ calc, areas }) => {
const skill = { type: '紊乱' }

View file

@ -41,6 +41,7 @@ export const skills = [
{
name: '强化特殊技:全弹连射',
type: 'EQ',
isMain: true,
after: ({ damage }) => damage.add('EQ2')
},
{ name: '连携技:歼灭模式', type: 'RL' },

View file

@ -27,7 +27,7 @@ export const buffs = [
{
name: '核心被动:燃油特调',
type: '增伤',
value: ({ calc }) => Math.min(30, Math.floor(calc.get_AnomalyProficiency() / 10)) * 0.01,
value: ({ calc }) => Math.min(30, calc.get_AnomalyProficiency() / 10) * 0.01,
isForever: true,
range: ['TY', 'Y6Y']
},
@ -46,6 +46,7 @@ export const skills = [
{
name: '核心被动:余烬',
type: 'TY',
isMain: true,
redirect: 'L'
},
// { name: '普攻:炽焰直调式五段', type: 'AP5' },

View file

@ -16,7 +16,7 @@ export const buffs = [
/** @type {import('../../Calculator.ts').Calculator['skills']} */
export const skills = [
{ name: '感电每次', type: '感电' },
{ name: '紊乱', type: '紊乱' },
{ name: '紊乱', isMain: true, type: '紊乱' },
{ name: '闪避反击:违章处罚', type: 'CF' },
{
name: '强化特殊技:超规工程清障',

View file

@ -39,6 +39,7 @@ export const skills = [
{
name: '特殊技:噬爪·噩梦袭影',
type: 'EPLP',
isMain: true,
redirect: ['EPLP', '追加攻击']
},
{

View file

@ -16,7 +16,7 @@ export const buffs = [
/** @type {import('../../Calculator.ts').Calculator['skills']} */
export const skills = [
{ name: '强击', type: '强击' },
{ name: '强击', isMain: true, type: '强击' },
{ name: '普攻:准备发车四段', type: 'AP4' },
{ name: '闪避反击:动力漂移', type: 'CF' },
{ name: '强化特殊技:引擎转(每圈)', type: 'EQZ' },

View file

@ -32,7 +32,7 @@ export const buffs = [
/** @type {import('../../Calculator.ts').Calculator['skills']} */
export const skills = [
{ name: '强击', type: '强击' },
{ name: '普攻:猫猫爪刺四段', type: 'AP4' },
{ name: '普攻:猫猫爪刺四段', isMain: true, type: 'AP4' },
{ name: '闪避反击:虚影双刺', type: 'CF' },
{ name: '强化特殊技:超~凶奇袭!', type: 'EQ' },
{ name: '连携技:刃爪挥击', type: 'RL' },

View file

@ -70,7 +70,7 @@ export const buffs = [
/** @type {import('../../Calculator.ts').Calculator['skills']} */
export const skills = [
{ name: '强击', type: '强击' },
{ name: '强击', isMain: true, type: '强击' },
{ name: '紊乱', type: '紊乱' },
{ name: '普攻:跳步刃舞六段(狂热)', type: 'AP6' },
{ name: '普攻萨霍夫跳0', type: 'AX0', isHide: true },

View file

@ -56,7 +56,7 @@ export const skills = [
},
{ name: '普攻:间奏/终曲每[震音]', type: 'AQ', before },
{ name: '特殊技:《风铃与旧约》', type: 'EP', before },
{ name: '和弦追加[震音]', type: 'EQZ', before },
{ name: '和弦追加[震音]', isMain: true, type: 'EQZ', before },
{ name: '天赋追加[震音]', type: 'EZ', before },
{
name: '追加[音簇]*3',

View file

@ -11,7 +11,6 @@ export const buffs = [
value: 0.6,
range: ['EQ']
},
{
name: '6影',
type: '穿透率',
@ -40,7 +39,11 @@ export const buffs = [
/** @type {import('../../Calculator.ts').Calculator['skills']} */
export const skills = [
{ name: '碎冰', type: '碎冰' },
{ name: '普攻:急冻修剪法三段', type: 'AQ3' },
{
name: '普攻:急冻修剪法三段',
isMain: true,
type: 'AQ3'
},
{ name: '闪避反击:暗礁', type: 'CF' },
{ name: '冲刺攻击:寒潮', type: 'CCP' },
{

View file

@ -18,7 +18,7 @@ export const skills = [
{ name: '蓄力普攻:五段一级', type: 'AX51' },
{ name: '蓄力普攻:五段二级', type: 'AX52' },
{ name: '闪避反击:保持清洁', type: 'CF' },
{ name: '蓄力强化特殊技:狂猎时刻', type: 'EQX' },
{ name: '蓄力强化特殊技:狂猎时刻', isMain: true, type: 'EQX' },
{ name: '连携技:遵命', type: 'RL' },
{ name: '终结技:不辱使命', type: 'RZ' }
]

View file

@ -41,15 +41,18 @@ export const buffs = [
element: ['Fire', 'Ice'],
value: ({ calc }) => {
const Impact = calc.get_Impact()
const step = 0.0125 + Math.max(0, Math.floor((Impact - 170) / 10) * 25 / 10000)
const step = 0.0125 + Math.max(0, (Impact - 170) / 10 * 25 / 10000)
return Math.min(0.75, step * 20)
},
is: {
team: true
}
}
]
/** @type {import('../../Calculator.ts').Calculator['skills']} */
export const skills = [
{ name: '普攻:强力终结一击', type: 'AQ5Q' },
{ name: '普攻:强力终结一击', isMain: true, type: 'AQ5Q' },
{ name: '闪避反击:烈闪', type: 'CF' },
{ name: '快速支援:烈闪-守', type: 'LK' },
{ name: '强化EV式日轮升拳-全冲程', type: 'EQ1' },

View file

@ -49,6 +49,7 @@ export const skills = [
name: '特殊技:苍光',
type: 'EPC',
redirect: ['EPC', '追加攻击'],
isMain: true,
after: ({ damage }) => damage.add('EPC0')
},
{

View file

@ -62,7 +62,7 @@ export const skills = [
},
{ name: '闪避反击:獠牙折转!', type: 'CF' },
{ name: '强化特殊技:全垒打短按', type: 'EQP' },
{ name: '强化特殊技:全垒打长按', type: 'EQX' },
{ name: '强化特殊技:全垒打长按', isMain: true, type: 'EQX' },
{
name: '连携技:大满贯!',
type: 'RL',

View file

@ -1,21 +1,21 @@
{
"11102": ["HPRatio", "生命值百分比", "生命"],
"11103": ["HP", "生命值", "生命"],
"12102": ["ATKRatio", "攻击力百分比", "攻击"],
"12103": ["ATK", "攻击力", "攻击"],
"12202": ["Impact", "冲击力", "冲击"],
"13102": ["DEFRatio", "防御力百分比", "防御"],
"13103": ["DEF", "防御力", "防御"],
"20103": ["CRITRate", "暴击率", "暴击"],
"21103": ["CRITDMG", "暴击伤害", "暴伤"],
"23103": ["PenRatio", "穿透率", "穿透"],
"23203": ["Pen", "穿透值", "穿透"],
"30502": ["EnergyRegen", "能量回复", "回能"],
"31203": ["AnomalyProficiency", "异常精通", "精通"],
"31402": ["AnomalyMastery", "异常掌控", "掌控"],
"31503": ["PhysicalDMGBonus", "物理属性伤害提高", "物伤"],
"31603": ["FireDMGBonus", "火属性伤害提高", "火伤"],
"31703": ["IceDMGBonus", "冰属性伤害提高", "冰伤"],
"31803": ["ElectricDMGBonus", "电属性伤害提高", "电伤"],
"31903": ["EtherDMGBonus", "以太属性伤害提高", "以伤"]
"11102": ["HPRatio", "生命值百分比", "生命", "大生命"],
"11103": ["HP", "生命值", "生命", "小生命"],
"12102": ["ATKRatio", "攻击力百分比", "攻击", "大攻击"],
"12103": ["ATK", "攻击力", "攻击", "小攻击"],
"12202": ["Impact", "冲击力", "冲击", "冲击力"],
"13102": ["DEFRatio", "防御力百分比", "防御", "大防御"],
"13103": ["DEF", "防御力", "防御", "小防御"],
"20103": ["CRITRate", "暴击率", "暴击", "暴击率"],
"21103": ["CRITDMG", "暴击伤害", "暴伤", "暴伤"],
"23103": ["PenRatio", "穿透率", "穿透", "穿透率"],
"23203": ["Pen", "穿透值", "穿透", "穿透值"],
"30502": ["EnergyRegen", "能量回复", "回能", "回能"],
"31203": ["AnomalyProficiency", "异常精通", "精通", "精通"],
"31402": ["AnomalyMastery", "异常掌控", "掌控", "掌控"],
"31503": ["PhysicalDMGBonus", "物理属性伤害提高", "物伤", "物伤"],
"31603": ["FireDMGBonus", "火属性伤害提高", "火伤", "火伤"],
"31703": ["IceDMGBonus", "冰属性伤害提高", "冰伤", "冰伤"],
"31803": ["ElectricDMGBonus", "电属性伤害提高", "电伤", "电伤"],
"31903": ["EtherDMGBonus", "以太属性伤害提高", "以伤", "以太伤"]
}

View file

@ -255,30 +255,6 @@
.card .basic .info .char_info .addition .role_ranks.r6 span:nth-child(6) {
opacity: 1 !important;
}
.card .basic .info .char_info .addition .role_ranks span:nth-child(7) {
background-image: url("./images/ranks/7.png");
}
.card .basic .info .char_info .addition .role_ranks.r7 span:nth-child(1) {
opacity: 1 !important;
}
.card .basic .info .char_info .addition .role_ranks.r7 span:nth-child(2) {
opacity: 1 !important;
}
.card .basic .info .char_info .addition .role_ranks.r7 span:nth-child(3) {
opacity: 1 !important;
}
.card .basic .info .char_info .addition .role_ranks.r7 span:nth-child(4) {
opacity: 1 !important;
}
.card .basic .info .char_info .addition .role_ranks.r7 span:nth-child(5) {
opacity: 1 !important;
}
.card .basic .info .char_info .addition .role_ranks.r7 span:nth-child(6) {
opacity: 1 !important;
}
.card .basic .info .char_info .addition .role_ranks.r7 span:nth-child(7) {
opacity: 1 !important;
}
.card .basic .info .property_info {
background-color: rgb(47, 47, 47);
border-left: 0.1em solid rgb(0, 0, 0);
@ -854,7 +830,7 @@
padding-top: 1.2em;
}
.card .damagelist {
margin: 0 2em;
margin: 0 1.2em;
margin-top: 1em;
text-align: center;
display: grid;
@ -866,12 +842,10 @@
}
.card .damagelist .dmg-tr {
display: grid;
grid-template-columns: 1.5fr 1fr 1fr;
grid-template-columns: 0.25fr 1.6fr 1fr 1fr;
border-bottom: 0.1em solid rgba(255, 255, 255, 0.2);
}
.card .damagelist .dmg-tr:first-child {
border-top: 0.2em solid rgba(255, 255, 255, 0.2);
border-bottom: 0.2em solid rgba(255, 255, 255, 0.2);
font-size: 1.1em;
background: rgba(0, 0, 0, 0.2);
text-shadow: 0 0 0.2em rgba(0, 0, 0, 0.6);
@ -881,13 +855,28 @@
text-align: center !important;
background: none !important;
}
.card .damagelist .dmg-tr:nth-child(even) {
background-color: rgba(255, 255, 255, 0.12);
}
.card .damagelist .dmg-tr:last-child {
border-bottom: none;
}
.card .damagelist .info-tr {
font-size: 0.8em !important;
display: grid !important;
grid-template-columns: 1fr !important;
padding: 0.3em !important;
color: #bbb !important;
}
.card .damagelist .info-tr span {
color: #fff !important;
}
.card .damagelist .dmg-td {
padding: 0.5em 0.5em;
font-size: 0.9em;
border-right: 0.1em solid rgba(255, 255, 255, 0.2);
}
.card .damagelist .dmg-td:first-child {
text-align: left;
.card .damagelist .dmg-td:nth-child(2) {
background: rgba(0, 0, 0, 0.2);
color: rgb(206, 190, 149);
}

View file

@ -243,17 +243,23 @@
</div>
<div class="damagelist">
<div class="dmg-tr titlebar no-zzz-font">
<div class="dmg-td">类型</div>
<div class="td dmg-td">%</div>
<div class="dmg-td">技能类型</div>
<div class="dmg-td">暴击伤害</div>
<div class="dmg-td">期望伤害</div>
</div>
{{each damages damage}}
{{each damages damage,index}}
<div class="dmg-tr">
<div class="dmg-td">{{index+1}}</div>
<div class="dmg-td no-zzz-font">{{damage.skill.name}}</div>
<div class="dmg-td">{{damage.result.critDMG.toFixed(0)}}</div>
<div class="dmg-td">{{damage.result.expectDMG.toFixed(0)}}</div>
</div>
{{/each}}
<div class="tr dmg-tr info-tr no-zzz-font">
<div>伤害计算默认取有弱点、角色等级、1级基础防御力为50的敌方数据且不考虑失衡易伤区</div>
<div>可通过<span>%{{charData.name_mi18n}}伤害+序号</span>查看指定技能伤害详情 如<span>%{{charData.name_mi18n}}伤害1</span></div>
</div>
</div>
{{/if}}
</div>

View file

@ -160,7 +160,7 @@
opacity: 0.4;
}
@for $i from 1 through 7 {
@for $i from 1 through 6 {
span:nth-child(#{$i}) {
background-image: url('./images/ranks/#{$i}.png');
}
@ -843,7 +843,7 @@
}
.damagelist {
margin: 0 2em;
margin: 0 1.2em;
margin-top: 1em;
text-align: center;
display: grid;
@ -855,12 +855,10 @@
.dmg-tr {
display: grid;
grid-template-columns: 1.5fr 1fr 1fr;
grid-template-columns: 0.25fr 1.6fr 1fr 1fr;
border-bottom: 0.1em solid rgba(255, 255, 255, 0.2);
&:first-child {
border-top: 0.2em solid rgba(255, 255, 255, 0.2);
border-bottom: 0.2em solid rgba(255, 255, 255, 0.2);
font-size: 1.1em;
background: rgba(0, 0, 0, 0.2);
text-shadow: 0 0 0.2em rgba(0, 0, 0, 0.6);
@ -870,14 +868,32 @@
background: none !important;
}
}
&:nth-child(even) {
background-color: rgba(255, 255, 255, 0.12);
}
&:last-child {
border-bottom: none;
}
}
.info-tr {
font-size: 0.8em !important;
display: grid !important;
grid-template-columns: 1fr !important;
padding: 0.3em !important;
color: #bbb !important;
span {
color: #fff !important;
}
}
.dmg-td {
padding: 0.5em 0.5em;
font-size: 0.9em;
border-right: 0.1em solid rgba(255, 255, 255, 0.2);
&:first-child {
text-align: left;
&:nth-child(2) {
background: rgba(0, 0, 0, 0.2);
color: rgb(206, 190, 149);
}

557
resources/panel/damage.css Normal file
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@ -0,0 +1,557 @@
@charset "UTF-8";
.damage {
padding-top: 0.8em;
overflow: hidden;
position: relative;
/* 伤害统计 */
/* 乘区数据 */
/* buff统计 */
/* 差异计算 */
}
.damage .uid {
font-size: 0.6em;
text-align: center;
position: absolute;
border-image-source: url("./images/CurseBG08.png");
border-image-slice: 30 60 30 60 fill;
border-image-width: 0.5em 1em 0.5em 1em;
border-image-outset: 0em 0em 0em 0em;
border-image-repeat: stretch stretch;
padding: 0.5em 1.2em;
font-size: 1em;
top: 0.5em;
left: 0.5em;
color: rgb(255, 255, 255);
stroke: 0.05em rgba(0, 0, 0, 0.6);
-webkit-text-stroke: 0.05em rgba(0, 0, 0, 0.6);
z-index: 1;
}
.damage .star {
width: 5.5em;
height: 1.5em;
}
.damage .star.star0 {
background-size: cover;
background-repeat: no-repeat;
background-position: center;
background-image: url("./images/star/0.png");
}
.damage .star.star1 {
background-size: cover;
background-repeat: no-repeat;
background-position: center;
background-image: url("./images/star/1.png");
}
.damage .star.star2 {
background-size: cover;
background-repeat: no-repeat;
background-position: center;
background-image: url("./images/star/2.png");
}
.damage .star.star3 {
background-size: cover;
background-repeat: no-repeat;
background-position: center;
background-image: url("./images/star/3.png");
}
.damage .star.star4 {
background-size: cover;
background-repeat: no-repeat;
background-position: center;
background-image: url("./images/star/4.png");
}
.damage .star.star5 {
background-size: cover;
background-repeat: no-repeat;
background-position: center;
background-image: url("./images/star/5.png");
}
.damage .basic {
display: flex;
align-items: stretch;
overflow: hidden;
}
.damage .basic .char {
width: 55%;
position: relative;
flex-grow: 1;
}
.damage .basic .char .avatar {
height: 100%;
padding-top: 1em;
overflow: hidden;
}
.damage .basic .char .avatar img {
width: 100%;
height: 100%;
object-fit: cover;
object-position: top center;
position: absolute;
}
.damage .basic .char .skills {
position: absolute;
width: 120%;
height: 3.5em;
background: url("./images/skill_bg.png");
background-size: contain;
background-repeat: no-repeat;
background-position: center;
bottom: 3em;
right: -1.6em;
display: flex;
align-items: flex-end;
padding-left: 2.5em;
padding-bottom: 0.2em;
}
.damage .basic .char .skills .skill {
width: 1.4em;
aspect-ratio: 1;
margin-right: 1.38em;
display: flex;
justify-content: center;
align-items: center;
}
.damage .basic .info {
width: 45%;
flex-grow: 0;
flex-shrink: 0;
font-size: 1.2em;
position: relative;
z-index: 2;
}
.damage .basic .info .char_info {
width: 140%;
position: relative;
right: 20%;
padding: 0.3em 0.2em;
padding-right: 20%;
padding-left: 8%;
border-image-slice: 0 30 0 40 fill;
border-image-width: 0em 1.5em 0em 2em;
border-image-outset: 0 0 0 0;
border-image-repeat: stretch stretch;
border-image-source: url("./images/CurseBG04.png");
filter: drop-shadow(0 0 0.1em rgb(0, 0, 0));
}
.damage .basic .info .char_info .base {
display: flex;
align-items: center;
gap: 0.2em;
overflow: hidden;
}
.damage .basic .info .char_info .base .rank {
width: 1.2em;
flex-grow: 0;
flex-shrink: 0;
}
.damage .basic .info .char_info .base .property {
width: 1em;
flex-grow: 0;
flex-shrink: 0;
}
.damage .basic .info .char_info .base .name {
overflow: hidden;
text-overflow: ellipsis;
white-space: nowrap;
}
.damage .basic .info .char_info .addition {
display: flex;
align-items: center;
font-size: 0.7em;
gap: 0.2em;
padding-left: 1em;
}
.damage .basic .info .char_info .addition .level {
background-color: #000;
padding: 0em 0.7em;
border-radius: 1em;
}
.damage .basic .info .char_info .addition .role_ranks {
display: flex;
gap: 0.1em;
}
.damage .basic .info .char_info .addition .role_ranks span {
width: 1.2em;
aspect-ratio: 1;
border-radius: 1em;
background-size: contain;
background-repeat: no-repeat;
background-position: center;
opacity: 0.4;
}
.damage .basic .info .char_info .addition .role_ranks span:nth-child(1) {
background-image: url("./images/ranks/1.png");
}
.damage .basic .info .char_info .addition .role_ranks.r1 span:nth-child(1) {
opacity: 1 !important;
}
.damage .basic .info .char_info .addition .role_ranks span:nth-child(2) {
background-image: url("./images/ranks/2.png");
}
.damage .basic .info .char_info .addition .role_ranks.r2 span:nth-child(1) {
opacity: 1 !important;
}
.damage .basic .info .char_info .addition .role_ranks.r2 span:nth-child(2) {
opacity: 1 !important;
}
.damage .basic .info .char_info .addition .role_ranks span:nth-child(3) {
background-image: url("./images/ranks/3.png");
}
.damage .basic .info .char_info .addition .role_ranks.r3 span:nth-child(1) {
opacity: 1 !important;
}
.damage .basic .info .char_info .addition .role_ranks.r3 span:nth-child(2) {
opacity: 1 !important;
}
.damage .basic .info .char_info .addition .role_ranks.r3 span:nth-child(3) {
opacity: 1 !important;
}
.damage .basic .info .char_info .addition .role_ranks span:nth-child(4) {
background-image: url("./images/ranks/4.png");
}
.damage .basic .info .char_info .addition .role_ranks.r4 span:nth-child(1) {
opacity: 1 !important;
}
.damage .basic .info .char_info .addition .role_ranks.r4 span:nth-child(2) {
opacity: 1 !important;
}
.damage .basic .info .char_info .addition .role_ranks.r4 span:nth-child(3) {
opacity: 1 !important;
}
.damage .basic .info .char_info .addition .role_ranks.r4 span:nth-child(4) {
opacity: 1 !important;
}
.damage .basic .info .char_info .addition .role_ranks span:nth-child(5) {
background-image: url("./images/ranks/5.png");
}
.damage .basic .info .char_info .addition .role_ranks.r5 span:nth-child(1) {
opacity: 1 !important;
}
.damage .basic .info .char_info .addition .role_ranks.r5 span:nth-child(2) {
opacity: 1 !important;
}
.damage .basic .info .char_info .addition .role_ranks.r5 span:nth-child(3) {
opacity: 1 !important;
}
.damage .basic .info .char_info .addition .role_ranks.r5 span:nth-child(4) {
opacity: 1 !important;
}
.damage .basic .info .char_info .addition .role_ranks.r5 span:nth-child(5) {
opacity: 1 !important;
}
.damage .basic .info .char_info .addition .role_ranks span:nth-child(6) {
background-image: url("./images/ranks/6.png");
}
.damage .basic .info .char_info .addition .role_ranks.r6 span:nth-child(1) {
opacity: 1 !important;
}
.damage .basic .info .char_info .addition .role_ranks.r6 span:nth-child(2) {
opacity: 1 !important;
}
.damage .basic .info .char_info .addition .role_ranks.r6 span:nth-child(3) {
opacity: 1 !important;
}
.damage .basic .info .char_info .addition .role_ranks.r6 span:nth-child(4) {
opacity: 1 !important;
}
.damage .basic .info .char_info .addition .role_ranks.r6 span:nth-child(5) {
opacity: 1 !important;
}
.damage .basic .info .char_info .addition .role_ranks.r6 span:nth-child(6) {
opacity: 1 !important;
}
.damage .basic .info .property_info {
background-color: rgb(47, 47, 47);
border-left: 0.1em solid rgb(0, 0, 0);
padding-top: 0.2em;
background: url("./images/BgFrame01.png") center/150% no-repeat;
}
.damage .basic .info .property_info .title {
font-size: 0.6em;
}
.damage .basic .info .property_info .title .special-title {
margin-bottom: 0;
padding-bottom: 0;
}
.damage .basic .info .property_info .list {
display: flex;
flex-direction: column;
gap: 0.2em;
padding-bottom: 0.2em;
}
.damage .basic .info .property_info .list .properties {
display: flex;
align-items: center;
gap: 0.4em;
padding: 0.05em 1em 0em 0.05em;
}
.damage .basic .info .property_info .list .properties:nth-child(odd) {
background-color: rgba(221, 224, 221, 0.25);
}
.damage .basic .info .property_info .list .properties .prop-icon {
width: 1em;
flex-grow: 0;
flex-shrink: 0;
margin: 0 0.4em;
}
.damage .basic .info .property_info .list .properties .label {
flex-grow: 1;
flex-shrink: 1;
font-size: 0.65em;
color: rgb(166, 166, 166);
overflow: hidden;
text-overflow: ellipsis;
white-space: nowrap;
}
.damage .basic .info .property_info .list .properties .label.yellow {
color: rgb(247, 199, 54);
}
.damage .basic .info .property_info .list .properties .label.blue {
color: rgb(65, 147, 237);
}
.damage .basic .info .property_info .list .properties .label.white {
color: rgb(233, 233, 233);
}
.damage .basic .info .property_info .list .properties .value {
flex-grow: 0;
flex-shrink: 0;
font-size: 0.8em;
}
.damage .basic .info .weapon_info {
border-image-slice: 118 0 68 43 fill;
border-image-width: 4.5em 0em 2.7em 1.7em;
border-image-outset: 0em 0em 0em 0em;
border-image-repeat: stretch stretch;
border-image-source: url("./images/weapon_bg.png");
margin-top: -0.8em;
width: 115%;
margin-left: -15%;
font-size: 0.8em;
padding: 2em 1.2em;
padding-bottom: 3em;
position: relative;
overflow: hidden;
}
.damage .basic .info .weapon_info .info {
width: 100%;
position: relative;
z-index: 2;
}
.damage .basic .info .weapon_info .info .base {
width: 100%;
display: flex;
align-items: center;
gap: 0.5em;
}
.damage .basic .info .weapon_info .info .base .rarity-icon {
width: 2em;
}
.damage .basic .info .weapon_info .info .base .name {
text-shadow: 0 0 0.2em rgb(0, 0, 0);
}
.damage .basic .info .weapon_info .info .main {
display: flex;
flex-direction: column;
justify-content: stretch;
width: max-content;
}
.damage .basic .info .weapon_info .info .main .addition {
font-size: 0.8em;
display: flex;
align-items: center;
gap: 0.4em;
}
.damage .basic .info .weapon_info .info .main .addition .level {
-webkit-clip-path: polygon(0.2em 0%, calc(100% - 0.2em) 0%, 100% 0.2em, 100% calc(100% - 0.2em), calc(100% - 0.2em) 100%, 0.2em 100%, 0% calc(100% - 0.2em), 0% 0.2em);
clip-path: polygon(0.2em 0%, calc(100% - 0.2em) 0%, 100% 0.2em, 100% calc(100% - 0.2em), calc(100% - 0.2em) 100%, 0.2em 100%, 0% calc(100% - 0.2em), 0% 0.2em);
padding: 0 0.4em;
font-size: 0.9em;
display: flex;
justify-content: center;
align-items: center;
color: rgb(43, 38, 40);
margin: 0.1em 0;
background-color: rgb(243, 203, 69);
}
.damage .basic .info .weapon_info .info .main .properties {
display: flex;
align-items: center;
background-color: rgb(65, 147, 237);
gap: 0.2em;
padding: 0 0.5em;
border-radius: 1em;
margin: 0.2em 0;
}
.damage .basic .info .weapon_info .info .main .properties.sub {
background-color: rgb(0, 0, 0);
}
.damage .basic .info .weapon_info .info .main .properties .prop-icon {
width: 1em;
flex-grow: 0;
flex-shrink: 0;
}
.damage .basic .info .weapon_info .info .main .properties .label {
flex-grow: 1;
flex-shrink: 1;
font-size: 0.7em;
color: rgb(222, 222, 222);
overflow: hidden;
text-overflow: ellipsis;
white-space: nowrap;
}
.damage .basic .info .weapon_info .icon {
position: absolute;
top: 1.2em;
right: 0;
z-index: 1;
height: 70%;
margin-right: -1em;
}
.damage .basic .info .weapon_info .icon img {
height: 100%;
}
.damage .damage-data {
border-image-source: url("./images/BgFrame01.png");
border-image-slice: 200 100 70 280 fill;
border-image-width: 2em 1em 0.7em 2.8em;
border-image-outset: 2em 1em 0.7em 2.8em;
border-image-repeat: stretch stretch;
padding-bottom: 3.3em;
margin-top: -1.4em;
position: relative;
z-index: 5;
}
.damage .title:nth-child(n+2) {
padding-top: 0.5em;
}
.damage .data-list {
margin: 0 1.2em;
text-align: center;
backdrop-filter: blur(0.2em);
border-radius: 0.5em;
overflow: hidden;
box-shadow: 0 0 3em rgba(0, 0, 0, 0.6);
border: 0.1em solid rgba(255, 255, 255, 0.3);
}
.damage .data-list .tr {
display: grid;
border-bottom: 0.1em solid rgba(255, 255, 255, 0.3);
}
.damage .data-list .tr:first-child {
font-size: 1.1em;
background: rgba(0, 0, 0, 0.2);
text-shadow: 0 0 0.2em rgba(0, 0, 0, 0.6);
color: rgb(206, 190, 149);
}
.damage .data-list .tr:last-child {
border-bottom: none;
}
.damage .data-list .tr:nth-child(even) {
background-color: rgba(255, 255, 255, 0.12);
}
.damage .data-list .td {
padding: 0.5em 0.5em;
font-size: 0.9em;
border-right: 0.1em solid rgba(255, 255, 255, 0.3);
}
.damage .data-list .td:last-child {
border-right: none;
}
.damage .data-list .info-tr {
font-size: 0.8em !important;
display: grid !important;
grid-template-columns: 1fr !important;
padding: 0.3em !important;
color: #bbb !important;
}
.damage .data-list .info-tr span {
color: #fff !important;
}
.damage .damage-list .dmg-tr {
grid-template-columns: 0.25fr 1.6fr 1fr 1fr;
}
.damage .damage-list .dmg-tr.current {
background: rgb(120, 104, 73);
}
.damage .damage-list .dmg-tr.current .dmg-td:nth-child(2) {
color: rgb(251, 198, 65) !important;
font-weight: bold !important;
}
.damage .damage-list .dmg-td:nth-child(2) {
background: rgba(0, 0, 0, 0.2);
color: rgb(206, 190, 149);
}
.damage .area-list .area-tr {
grid-template-columns: 1fr 1fr 1fr 1fr 1fr 1fr;
}
.damage .area-list .area-tr:nth-child(odd) {
font-size: 1.1em;
background: rgba(0, 0, 0, 0.2);
text-shadow: 0 0 0.2em rgba(0, 0, 0, 0.6);
color: rgb(206, 190, 149);
}
.damage .area-list .area-tr.anomaly {
grid-template-columns: 1fr 1fr 1fr;
}
.damage .buff-list .buff-tr {
grid-template-columns: 0.7fr 5fr 3fr 2fr;
}
.damage .buff-list .buff-td:nth-child(2) {
background: rgba(0, 0, 0, 0.2);
color: rgb(206, 190, 149);
}
.damage .difference-list .difference-tr.d2 {
grid-template-columns: repeat(3, 1fr);
}
.damage .difference-list .difference-tr.d3 {
grid-template-columns: repeat(4, 1fr);
}
.damage .difference-list .difference-tr.d4 {
grid-template-columns: repeat(5, 1fr);
}
.damage .difference-list .difference-tr.d5 {
grid-template-columns: repeat(6, 1fr);
}
.damage .difference-list .difference-tr.d6 {
grid-template-columns: repeat(7, 1fr);
}
.damage .difference-list .difference-tr.d7 {
grid-template-columns: repeat(8, 1fr);
}
.damage .difference-list .difference-tr.d8 {
grid-template-columns: repeat(9, 1fr);
}
.damage .difference-list .difference-tr.d9 {
grid-template-columns: repeat(10, 1fr);
}
.damage .difference-list .difference-td {
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
}
.damage .difference-list .difference-td span {
font-size: 0.8em;
color: #bbb;
}
.damage .difference-list .difference-td.zero {
background-color: #222;
}
.damage .difference-list .difference-td:first-child {
background: rgba(0, 0, 0, 0.2);
color: rgb(206, 190, 149);
}
.damage .difference-list .difference-td.positive {
background-color: rgb(82, 38, 32);
}
.damage .difference-list .difference-td.negative {
background-color: rgb(22, 65, 33);
}
.copyright {
margin-top: -3.3em;
position: relative;
z-index: 5;
}
/*# sourceMappingURL=damage.css.map */

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{{extend defaultLayout}}
{{block 'css'}}
<link rel="stylesheet" href="{{@sys.currentPath}}/damage.css">
{{/block}}
{{block 'main'}}
<div class="damage">
<div class="uid">UID {{uid}}</div>
<div class="basic">
<div class="char">
<div class="avatar">
<img src="{{charData.role_icon}}" alt="">
</div>
<div class="skills">
<div class="skill">{{charData.skills[0].level}}</div>
<div class="skill">{{charData.skills[2].level}}</div>
<div class="skill">{{charData.skills[5].level}}</div>
<div class="skill">{{charData.skills[1].level}}</div>
<div class="skill">{{charData.skills[3].level}}</div>
<div class="skill">{{charData.skills[4].level}}</div>
</div>
</div>
<div class="info">
<div class="char_info">
<div class="base">
<div class="rank rank-icon {{charData.rarity}}"></div>
<div class="property {{charData.element_str}}"></div>
<div class="name">{{charData.full_name_mi18n}}</div>
</div>
<div class="addition">
<div class="level">Lv.{{charData.level}}</div>
<div class="role_ranks r{{charData.rank}}">
<span></span><span></span><span></span><span></span><span></span><span></span>
</div>
</div>
</div>
<div class="property_info">
<div class="title">
<% include(sys.specialTitle, {en: 'PROPERTY' , cn: '属性' , count: 6 }) %>
</div>
{{set basic_properties = charData.basic_properties}}
<div class="list">
<div class="properties">
<div class="prop-icon hpmax"></div>
<div class="label {{charData.get_label(11102)}}">生命值</div>
<div class="value">{{basic_properties.hpmax.final}}</div>
</div>
<div class="properties">
<div class="prop-icon attack"></div>
<div class="label {{charData.get_label(12102)}}">攻击力</div>
<div class="value">{{basic_properties.attack.final}}</div>
</div>
<div class="properties">
<div class="prop-icon def"></div>
<div class="label {{charData.get_label(13102)}}">防御力</div>
<div class="value">{{basic_properties.def.final}}</div>
</div>
<div class="properties">
<div class="prop-icon breakstun"></div>
<div class="label {{charData.get_label(12202)}}">冲击力</div>
<div class="value">{{basic_properties.breakstun.final}}</div>
</div>
<div class="properties">
<div class="prop-icon crit"></div>
<div class="label {{charData.get_label(20103)}}">暴击率</div>
<div class="value">{{basic_properties.crit.final}}</div>
</div>
<div class="properties">
<div class="prop-icon critdam"></div>
<div class="label {{charData.get_label(21103)}}">暴击伤害</div>
<div class="value">{{basic_properties.critdam.final}}</div>
</div>
<div class="properties">
<div class="prop-icon elementabnormalpower"></div>
<div class="label {{charData.get_label(31402)}}">异常掌控</div>
<div class="value">{{basic_properties.elementabnormalpower.final}}</div>
</div>
<div class="properties">
<div class="prop-icon elementmystery"></div>
<div class="label {{charData.get_label(31203)}}">异常精通</div>
<div class="value">{{basic_properties.elementmystery.final}}</div>
</div>
<div class="properties">
<div class="prop-icon penratio"></div>
<div class="label {{charData.get_label(23103)}}">穿透率</div>
<div class="value">{{basic_properties.penratio.final}}</div>
</div>
<div class="properties">
<div class="prop-icon sprecover"></div>
<div class="label {{charData.get_label(30502)}}">能量回复</div>
<div class="value">{{basic_properties.sprecover.final}}</div>
</div>
</div>
</div>
<div class="weapon_info">
{{if charData.weapon}}
<div class="info">
<div class="base">
<div class="rarity-icon {{charData.weapon.rarity}}"></div>
<div class="name">{{charData.weapon.name}}</div>
</div>
<div class="main">
<div class="addition">
<div class="star star{{charData.weapon.star}}"></div>
<div class="level">Lv.{{charData.weapon.level}}</div>
</div>
{{each charData.weapon.main_properties prop}}
<div class="properties">
<div class="prop-icon {{prop.classname}}"></div>
<div class="label">{{prop.property_name}}</div>
<div class="value">{{prop.base}}</div>
</div>
{{/each}}
{{each charData.weapon.properties prop}}
<div class="properties sub">
<div class="prop-icon {{prop.classname}}"></div>
<div class="label">{{prop.property_name}}</div>
<div class="value">{{prop.base}}</div>
</div>
{{/each}}
</div>
</div>
<div class="icon">
<img src="{{charData.weapon.square_icon}}" alt="">
</div>
{{else}}
<div class="info empty">
<div class="base">
<div class="rarity-icon"></div>
<div class="name"></div>
</div>
</div>
{{/if}}
</div>
</div>
</div>
<div class="damage-data">
<div class="title">
<% include(sys.specialTitle, {en: 'DAMAGE' , cn: '伤害统计' }) %>
</div>
<div class="data-list damage-list">
<div class="tr dmg-tr titlebar no-zzz-font">
<div class="td dmg-td">%</div>
<div class="td dmg-td">技能类型</div>
<div class="td dmg-td">暴击伤害</div>
<div class="td dmg-td">期望伤害</div>
</div>
{{each damages d,index}}
{{if index == skill.index}}
<div class="tr dmg-tr current">
{{else}}
<div class="tr dmg-tr">
{{/if}}
<div class="td dmg-td">{{index+1}}</div>
<div class="td dmg-td no-zzz-font">{{d.skill.name}}</div>
<div class="td dmg-td">{{d.result.critDMG.toFixed(0)}}</div>
<div class="td dmg-td">{{d.result.expectDMG.toFixed(0)}}</div>
</div>
{{/each}}
<div class="tr dmg-tr info-tr no-zzz-font">
<div>伤害计算默认取有弱点、角色等级、1级基础防御力为50的敌方数据且不考虑失衡易伤区</div>
<div>当前指令:<span>{{command}}</span></div>
<div>下列计算以 <span>{{damage.skill.name}}</span> 为计算目标</div>
<div>可通过 <span>%{{charData.name_mi18n}}伤害123</span> 切换需要查看的伤害计算</div>
</div>
</div>
<div class="title">
<% include(sys.specialTitle, {en: 'AREA' , cn: '乘区数据' }) %>
</div>
<div class="data-list area-list">
{{set areas = damage.areas}}
<div class="tr area-tr titlebar no-zzz-font">
<div class="td area-td">基础区</div>
<div class="td area-td">暴击区</div>
<div class="td area-td">增伤区</div>
<div class="td area-td">易伤区</div>
<div class="td area-td">抗性区</div>
<div class="td area-td">防御区</div>
</div>
<div class="tr area-tr titlebar">
<div class="td area-td">{{(areas.BasicArea || 1).toFixed(0)}}</div>
<div class="td area-td">{{(areas.CriticalArea || 1).toFixed(2)}}</div>
<div class="td area-td">{{(areas.BoostArea || 1).toFixed(2)}}</div>
<div class="td area-td">{{(areas.VulnerabilityArea || 1).toFixed(2)}}</div>
<div class="td area-td">{{(areas.ResistanceArea || 1).toFixed(2)}}</div>
<div class="td area-td">{{(areas.DefenceArea || 1).toFixed(4)}}</div>
</div>
{{if areas.AnomalyProficiencyArea}}
<div class="tr area-tr anomaly titlebar no-zzz-font">
<div class="td area-td">异常精通区</div>
<div class="td area-td">异常增伤区</div>
<div class="td area-td">等级区</div>
</div>
<div class="tr area-tr anomaly titlebar">
<div class="td area-td">{{(areas.AnomalyProficiencyArea || 1).toFixed(2)}}</div>
<div class="td area-td">{{(areas.AnomalyBoostArea || 1).toFixed(2)}}</div>
<div class="td area-td">{{(areas.LevelArea || 1).toFixed(2)}}</div>
</div>
{{/if}}
<div class="tr area-tr info-tr no-zzz-font">
<div>注:一个技能可能分为多个出伤部分分别计算累加,此时该数据仅为一部分的乘区,下同</div>
</div>
</div>
<div class="title">
<% include(sys.specialTitle, {en: 'BUFF' , cn: 'Buff统计' }) %>
</div>
<div class="data-list buff-list">
<div class="tr buff-tr titlebar no-zzz-font">
<div class="td buff-td">%</div>
<div class="td buff-td">名称</div>
<div class="td buff-td">增益类型</div>
<div class="td buff-td">增益值</div>
</div>
{{each damage.usefulBuffs buff,index}}
<div class="tr buff-tr titlebar">
<div class="td buff-td">{{index+1}}</div>
<div class="td buff-td no-zzz-font">{{buff.name}}</div>
<div class="td buff-td no-zzz-font">{{buff.type}}</div>
<div class="td buff-td">{{buff.value % 1 == 0 ? buff.value < 2 ? buff.value.toFixed(2) : buff.value : buff.value.toFixed(2)}}</div>
</div>
{{/each}}
</div>
{{if differences.length > 1}}
<div class="title">
<% include(sys.specialTitle, {en: 'STAT' , cn: '词条差异计算' }) %>
</div>
<div class="data-list difference-list">
<div class="tr difference-tr d{{differences.length}}">
<div class="td difference-td no-zzz-font">词条变化</div>
{{each differences[0] d}}
<div class="td difference-td no-zzz-font">
{{d.add.shortName}}
<span>+{{d.add.valueBase}}</span>
</div>
{{/each}}
</div>
{{each differences diff}}
<div class="tr difference-tr d{{differences.length}}">
<div class="td difference-td no-zzz-font">
{{diff[0].del.shortName}}
<span>-{{diff[0].del.valueBase}}</span>
</div>
{{each diff d}}
<div class="td difference-td no-zzz-font {{d.difference > 0 ? 'positive' : d.difference < 0 ? 'negative' : 'zero'}}">{{d.difference > 0 ? '+' + d.difference.toFixed(0) : d.difference.toFixed(0)}}</div>
{{/each}}
</div>
{{/each}}
<div class="tr difference-tr info-tr no-zzz-font">
<div>反映在上述buff作用下置换<span>单位词条</span>后的<span>{{skill.name}}</span>期望伤害变化</div>
<div><span>横轴</span>表示<span>增加</span>的单位词条,<span>纵轴</span>表示<span>减少</span>的单位词条,对应坐标即为<span>期望伤害变化</span></div>
</div>
</div>
{{/if}}
</div>
</div>
{{/block}}

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resources/panel/damage.scss Normal file
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.damage {
padding-top: 0.8em;
overflow: hidden;
position: relative;
.uid {
font-size: 0.6em;
text-align: center;
position: absolute;
border-image-source: url('./images/CurseBG08.png');
border-image-slice: 30 60 30 60 fill;
border-image-width: 0.5em 1em 0.5em 1em;
border-image-outset: 0em 0em 0em 0em;
border-image-repeat: stretch stretch;
padding: 0.5em 1.2em;
font-size: 1em;
top: 0.5em;
left: 0.5em;
color: rgb(255, 255, 255);
stroke: 0.05em rgba(0, 0, 0, 0.6);
-webkit-text-stroke: 0.05em rgba(0, 0, 0, 0.6);
z-index: 1;
}
.star {
width: 5.5em;
height: 1.5em;
@for $i from 0 through 5 {
&.star#{$i} {
background-size: cover;
background-repeat: no-repeat;
background-position: center;
background-image: url('./images/star/#{$i}.png');
}
}
}
.basic {
display: flex;
align-items: stretch;
overflow: hidden;
.char {
width: 55%;
position: relative;
flex-grow: 1;
.avatar {
height: 100%;
padding-top: 1em;
overflow: hidden;
img {
width: 100%;
height: 100%;
object-fit: cover;
object-position: top center;
position: absolute;
}
}
.skills {
position: absolute;
width: 120%;
height: 3.5em;
background: url('./images/skill_bg.png');
background-size: contain;
background-repeat: no-repeat;
background-position: center;
bottom: 3em;
right: -1.6em;
display: flex;
align-items: flex-end;
padding-left: 2.5em;
padding-bottom: 0.2em;
.skill {
width: 1.4em;
aspect-ratio: 1;
margin-right: 1.38em;
display: flex;
justify-content: center;
align-items: center;
}
}
}
.info {
width: 45%;
flex-grow: 0;
flex-shrink: 0;
font-size: 1.2em;
position: relative;
z-index: 2;
.char_info {
width: 140%;
position: relative;
right: 20%;
padding: 0.3em 0.2em;
padding-right: 20%;
padding-left: 8%;
border-image-slice: 0 30 0 40 fill;
border-image-width: 0em 1.5em 0em 2em;
border-image-outset: 0 0 0 0;
border-image-repeat: stretch stretch;
border-image-source: url('./images/CurseBG04.png');
filter: drop-shadow(0 0 0.1em rgb(0, 0, 0));
.base {
display: flex;
align-items: center;
gap: 0.2em;
overflow: hidden;
.rank {
width: 1.2em;
flex-grow: 0;
flex-shrink: 0;
}
.property {
width: 1em;
flex-grow: 0;
flex-shrink: 0;
}
.name {
overflow: hidden;
text-overflow: ellipsis;
white-space: nowrap;
}
}
.addition {
display: flex;
align-items: center;
font-size: 0.7em;
gap: 0.2em;
padding-left: 1em;
.level {
background-color: #000;
padding: 0em 0.7em;
border-radius: 1em;
}
.role_ranks {
display: flex;
gap: 0.1em;
span {
width: 1.2em;
aspect-ratio: 1;
border-radius: 1em;
background-size: contain;
background-repeat: no-repeat;
background-position: center;
opacity: 0.4;
}
@for $i from 1 through 6 {
span:nth-child(#{$i}) {
background-image: url('./images/ranks/#{$i}.png');
}
&.r#{$i} {
@for $j from 1 through $i {
span:nth-child(#{$j}) {
opacity: 1 !important;
}
}
}
}
}
}
}
.property_info {
background-color: rgb(47, 47, 47);
border-left: 0.1em solid rgb(0, 0, 0);
padding-top: 0.2em;
background: url('./images/BgFrame01.png') center / 150% no-repeat;
.title {
font-size: 0.6em;
.special-title {
margin-bottom: 0;
padding-bottom: 0;
}
}
.list {
display: flex;
flex-direction: column;
gap: 0.2em;
padding-bottom: 0.2em;
.properties {
display: flex;
align-items: center;
gap: 0.4em;
padding: 0.05em 1em 0em 0.05em;
&:nth-child(odd) {
background-color: rgba(221, 224, 221, 0.25);
}
.prop-icon {
width: 1em;
flex-grow: 0;
flex-shrink: 0;
margin: 0 0.4em;
}
.label {
flex-grow: 1;
flex-shrink: 1;
font-size: 0.65em;
color: rgb(166, 166, 166);
overflow: hidden;
text-overflow: ellipsis;
white-space: nowrap;
&.yellow {
color: rgb(247, 199, 54);
}
&.blue {
color: rgb(65, 147, 237);
}
&.white {
color: rgb(233, 233, 233);
}
}
.value {
flex-grow: 0;
flex-shrink: 0;
font-size: 0.8em;
}
}
}
}
.weapon_info {
border-image-slice: 118 0 68 43 fill;
border-image-width: 4.5em 0em 2.7em 1.7em;
border-image-outset: 0em 0em 0em 0em;
border-image-repeat: stretch stretch;
border-image-source: url('./images/weapon_bg.png');
margin-top: -0.8em;
width: 115%;
margin-left: -15%;
font-size: 0.8em;
padding: 2em 1.2em;
padding-bottom: 3em;
position: relative;
overflow: hidden;
.info {
width: 100%;
position: relative;
z-index: 2;
.base {
width: 100%;
display: flex;
align-items: center;
gap: 0.5em;
.rarity-icon {
width: 2em;
}
.name {
text-shadow: 0 0 0.2em rgb(0, 0, 0);
}
}
.main {
display: flex;
flex-direction: column;
justify-content: stretch;
width: max-content;
.addition {
font-size: 0.8em;
display: flex;
align-items: center;
gap: 0.4em;
.level {
$label-width: 0.2em;
-webkit-clip-path: polygon(
$label-width 0%,
calc(100% - $label-width) 0%,
100% $label-width,
100% calc(100% - $label-width),
calc(100% - $label-width) 100%,
$label-width 100%,
0% calc(100% - $label-width),
0% $label-width
);
clip-path: polygon(
$label-width 0%,
calc(100% - $label-width) 0%,
100% $label-width,
100% calc(100% - $label-width),
calc(100% - $label-width) 100%,
$label-width 100%,
0% calc(100% - $label-width),
0% $label-width
);
padding: 0 0.4em;
font-size: 0.9em;
display: flex;
justify-content: center;
align-items: center;
color: rgb(43, 38, 40);
margin: 0.1em 0;
background-color: rgb(243, 203, 69);
}
}
.properties {
display: flex;
align-items: center;
background-color: rgb(65, 147, 237);
gap: 0.2em;
padding: 0 0.5em;
border-radius: 1em;
margin: 0.2em 0;
&.sub {
background-color: rgb(0, 0, 0);
}
.prop-icon {
width: 1em;
flex-grow: 0;
flex-shrink: 0;
}
.label {
flex-grow: 1;
flex-shrink: 1;
font-size: 0.7em;
color: rgb(222, 222, 222);
overflow: hidden;
text-overflow: ellipsis;
white-space: nowrap;
}
}
}
}
.icon {
position: absolute;
top: 1.2em;
right: 0;
z-index: 1;
height: 70%;
margin-right: -1em;
img {
height: 100%;
}
}
}
}
}
.damage-data {
border-image-source: url('./images/BgFrame01.png');
border-image-slice: 200 100 70 280 fill;
border-image-width: 2em 1em 0.7em 2.8em;
border-image-outset: 2em 1em 0.7em 2.8em;
border-image-repeat: stretch stretch;
padding-bottom: 3.3em;
margin-top: -1.4em;
position: relative;
z-index: 5;
}
.title:nth-child(n+2) {
padding-top: 0.5em;
}
.data-list {
margin: 0 1.2em;
text-align: center;
backdrop-filter: blur(0.2em);
border-radius: 0.5em;
overflow: hidden;
box-shadow: 0 0 3em rgba(0, 0, 0, 0.6);
border: 0.1em solid rgba(255, 255, 255, 0.3);
.tr {
display: grid;
border-bottom: 0.1em solid rgba(255, 255, 255, 0.3);
&:first-child {
font-size: 1.1em;
background: rgba(0, 0, 0, 0.2);
text-shadow: 0 0 0.2em rgba(0, 0, 0, 0.6);
color: rgb(206, 190, 149);
}
&:last-child {
border-bottom: none;
}
&:nth-child(even) {
background-color: rgba(255, 255, 255, 0.12);
}
}
.td {
padding: 0.5em 0.5em;
font-size: 0.9em;
border-right: 0.1em solid rgba(255, 255, 255, 0.3);
&:last-child {
border-right: none;
}
}
.info-tr {
font-size: 0.8em !important;
display: grid !important;
grid-template-columns: 1fr !important;
padding: 0.3em !important;
color: #bbb !important;
span {
color: #fff !important;
}
}
}
/* 伤害统计 */
.damage-list {
.dmg-tr {
grid-template-columns: 0.25fr 1.6fr 1fr 1fr;
&.current {
background: rgb(120, 104, 73);
.dmg-td:nth-child(2) {
color: rgb(251, 198, 65) !important;
font-weight: bold !important;
}
}
}
.dmg-td {
&:nth-child(2) {
background: rgba(0, 0, 0, 0.2);
color: rgb(206, 190, 149);
}
}
}
/* 乘区数据 */
.area-list {
.area-tr {
grid-template-columns: 1fr 1fr 1fr 1fr 1fr 1fr;
&:nth-child(odd) {
font-size: 1.1em;
background: rgba(0, 0, 0, 0.2);
text-shadow: 0 0 0.2em rgba(0, 0, 0, 0.6);
color: rgb(206, 190, 149);
}
&.anomaly {
grid-template-columns: 1fr 1fr 1fr;
}
}
.area-td {
}
}
/* buff统计 */
.buff-list {
.buff-tr {
grid-template-columns: 0.7fr 5fr 3fr 2fr;
}
.buff-td {
&:nth-child(2) {
background: rgba(0, 0, 0, 0.2);
color: rgb(206, 190, 149);
}
}
}
/* 差异计算 */
.difference-list {
.difference-tr {
@for $i from 2 through 9 {
&.d#{$i} {
grid-template-columns: repeat($i + 1, 1fr);
}
}
}
.difference-td {
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
span {
font-size: 0.8em;
color: #bbb;
}
&.zero {
background-color: #222;
}
&:first-child {
background: rgba(0, 0, 0, 0.2);
color: rgb(206, 190, 149);
}
&.positive {
background-color: rgb(82, 38, 32);
}
&.negative {
background-color: rgb(22, 65, 33);
}
}
}
}
.copyright {
margin-top: -3.3em;
position: relative;
z-index: 5;
}