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xulai1001 committed Jul 13, 2023
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2 changes: 1 addition & 1 deletion _data/config.yml
Original file line number Diff line number Diff line change
Expand Up @@ -36,4 +36,4 @@ css:

modules:
- /assets/js/common.js
- /resources/akdata.js?ver=230708
- /resources/akdata.js?ver=230714
66 changes: 52 additions & 14 deletions _docs/dps.js
Original file line number Diff line number Diff line change
Expand Up @@ -134,36 +134,68 @@ function load() {
<th>防御力</th>
<th>法术抗性</th>
<th>数量</th>
<th>
元素抗性
<i class="fas fa-info-circle pull-right" data-toggle="tooltip" data-placement="right"
title="对【累积】元素损伤的抗性,一般为0"></i>
</th>
<th>
元素伤害抗性
<i class="fas fa-info-circle pull-right" data-toggle="tooltip" data-placement="right"
title="对元素损伤爆发造成的【元素伤害】的抗性,一般为0"></i>
</th>
<th>
减伤%
<i class="fas fa-info-circle pull-right" data-toggle="tooltip" data-placement="right"
title="乘算,百分比减少所有伤害,一般为0"></i>
</th>
</tr>
<tr>
<td data-th="防御"><input type="text" class="dps__enemy-def" value="0" style="width: 80%"></td>
<td data-th="法抗"><input type="text" class="dps__enemy-mr" value="0" style="width: 80%"></td>
<td data-th="数量"><input type="text" class="dps__enemy-count" value="1" style="width: 80%"></td>
<td data-th="元素抗性"><input type="text" class="dps__enemy-er" value="0" style="width: 80%"></td>
<td data-th="元素伤害抗性"><input type="text" class="dps__enemy-edr" value="0" style="width: 80%"></td>
<td data-th="减伤%"><input type="text" class="dps__enemy-dr" value="0" style="width: 80%"></td>
</tr>
</tbody>
</table>
</div>
<div class="card">
<div class="card-header">
<div class="card-title mb-0">团辅(输入整数)</div>
<div class="card-title mb-0">团辅(详见选项内说明)</div>
</div>
<table class="table dps dps_responsive" style="table-layout:fixed;">
<tbody>
<tr>
<th>攻击力(+x)</th>
<th>攻击力(+x%)</th>
<th>攻速(+x)</th>
<th>技力恢复(+x%)</th>
<th>原本攻击力变化<br>(合约Tag/保全装备 +x%)</th>
<th>伤害倍率<br>(damage_scale + x%)</th>
<th>攻击力/最终加算
<i class="fas fa-info-circle pull-right" data-toggle="tooltip" data-placement="right"
title="加算的攻击力,如:吟游者"></i>
</th>
<th>攻击力%/直接乘算
<i class="fas fa-info-circle pull-right" data-toggle="tooltip" data-placement="right"
title="乘算后相加的攻击力百分比,如:华法琳"></i>
</th>
<th>攻速/加算</th>
<th>技力%/直接乘算
<i class="fas fa-info-circle pull-right" data-toggle="tooltip" data-placement="right"
title="乘算后相加的技力百分比,如:白面鸮"></i>
</th>
<th>攻击力/直接加算
<i class="fas fa-info-circle pull-right" data-toggle="tooltip" data-placement="right"
title="直接加基础攻击力"></i>
</th>
<th>增伤%/最终乘算
<i class="fas fa-info-circle pull-right" data-toggle="tooltip" data-placement="right"
title="连乘区,包括增伤、脆弱和法术脆弱,仅能增强物理、法术、真伤;不能增加元素伤害"></i></th>
</tr>
<tr>
<td data-th="攻击力(+x)"><input type="text" class="dps__buff-atk" value="0" style="width: 90%" ></td>
<td data-th="攻击力(+x%)"><input type="text" class="dps__buff-atkpct" value="0" style="width: 90%" ></td>
<td data-th="攻速(+x)"><input type="text" class="dps__buff-ats" value="0" style="width: 90%"></td>
<td data-th="技力恢复(+x%)"><input type="text" class="dps__buff-cdr" value="0" style="width: 90%"></td>
<td data-th="原本攻击力(+x%)"><input type="text" class="dps__buff-batk" value="0" style="width: 90%"></td>
<td data-th="伤害倍率(+x%)"><input type="text" class="dps__buff-scale" value="0" style="width: 90%"></td>
<td><input type="text" class="dps__buff-atk" value="0" style="width: 90%" ></td>
<td><input type="text" class="dps__buff-atkpct" value="0" style="width: 90%" ></td>
<td><input type="text" class="dps__buff-ats" value="0" style="width: 90%"></td>
<td><input type="text" class="dps__buff-cdr" value="0" style="width: 90%"></td>
<td><input type="text" class="dps__buff-batk" value="0" style="width: 90%"></td>
<td><input type="text" class="dps__buff-scale" value="0" style="width: 90%"></td>
</tr>
</tbody>
</table>
Expand Down Expand Up @@ -263,6 +295,7 @@ function load() {
$('.dps__skill, .dps__skilllevel, .dps__potentialrank, .dps__favor').change(chooseSkill);
$('.dps__enemy-def, .dps__enemy-mr, .dps__enemy-count, .dps__enemy-hp').change(calculateAll);
$('.dps__buff-atk, .dps__buff-atkpct, .dps__buff-ats, .dps__buff-cdr, .dps__buff-batk, .dps__buff-scale').change(calculateAll);
$('.dps__enemy-er, .dps__enemy-edr, .dps__enemy-dr').change(calculateAll);

$('.dps__results').click(showDetail);
$('.dps__explain').click(showExplain);
Expand Down Expand Up @@ -400,6 +433,8 @@ function showDamage() {
<th>法术</th>
<th>治疗</th>
<th width="100px">真伤/护盾</th>
<th>元素伤害</th>
<th>元素损伤</th>
</tr>
<tr>
<th>普攻</th>
Expand Down Expand Up @@ -429,7 +464,7 @@ function showDamage() {
let d = dps[row];
let row_html = $(`.damage tr:nth-child(${row+2})`);

let pool = [0, 1, 2, 3].map(x => Math.round(d.damagePool[x] + d.extraDamagePool[x]), 0);
let pool = [0, 1, 2, 3, 5, 6].map(x => Math.round(d.damagePool[x] + d.extraDamagePool[x]), 0);
pool[3] += d.damagePool[4] + d.extraDamagePool[4];

let data = [Math.round(d.atk), `${d.attackTime.toFixed(3)}s<br>${Math.round(d.attackTime * 30)}帧`, Math.round(d.dur.hitCount), d.dur.duration.toFixed(2), ...pool];
Expand Down Expand Up @@ -815,6 +850,9 @@ function calculate(index) {
count: $('.dps__enemy-count').val(),
// hp: ~~$('.dps__enemy-hp').val(),
hp: 0,
epResistance: $('.dps__enemy-er').val(),
epDamageResistance: $('.dps__enemy-edr').val(),
dr: $('.dps__enemy-dr').val()
};
let raidBuff = {
atk: parseFloat($('.dps__buff-atk').val()),
Expand Down
11 changes: 6 additions & 5 deletions _docs/mastery.js
Original file line number Diff line number Diff line change
Expand Up @@ -130,7 +130,7 @@ function buildVueModel() {
equipList: [],
equip_hint: "",
calculating: false,
pivotStageId: 0,
pivotStageId: 2,
stageKeys: [0, ...Object.keys(Stages)]
};
}
Expand Down Expand Up @@ -202,7 +202,7 @@ function load() {
<div class="card mb-2 col-12">
<div class="card-header">
<div class="card-title">
专精收益(以精2 1级 7级技能为基准计算){{ equip_hint }}
<span class="float-left pt-1">专精收益 // {{ equip_hint }}</span>
<span class="float-right">
<input type="radio" id="btn_avg" value="dps" v-model="chartKey">
<label for="btn_avg" style="margin: 5px">平均dps/hps</label>
Expand All @@ -211,7 +211,8 @@ function load() {
<input type="radio" id="btn_total" value="s_dmg" v-model="chartKey">
<label for="btn_total" style="margin: 5px">技能总伤害/治疗</label>
</span>
<span class="float-right" style="padding-right: 50px">
<span class="float-right" style="padding-right: 80px">
选择模组:
<template v-for="e in equipList">
<input type="radio" :id="'btn_' + e.id" :value="e.id" v-model="equipId">
<label :for="'btn_' + e.id" style="margin: 5px">{{ e.name }}</label>
Expand All @@ -223,7 +224,7 @@ function load() {
</div>
<div class="card mb-2 col-12">
<div class="card-header">
<div class="card-title mb-0">专精提升率对比</div>
<div class="card-title mb-0">专精提升率对比(提示:在上面图选择模组和比较项目,下面选择分母)</div>
</div>
<div class="toolbar mb-2" role="toolbar">
<span class="ml-2">选择比较基准练度</span>
Expand Down Expand Up @@ -332,7 +333,7 @@ function load() {
}
this.updateLevelingTable();
let uptime = checkSpecs(this.charId, "mod_update_time", "mastery");
this.equip_hint = (uptime ? `模组升级收益已更新: ${uptime}` : "(模组升级收益暂未更新)");
this.equip_hint = (uptime ? `模组更新时间: ${uptime}` : "(模组暂未更新)");
if (!this.equipId) this.equip_hint = "";
}
},
Expand Down
46 changes: 33 additions & 13 deletions _docs/relic.js
Original file line number Diff line number Diff line change
Expand Up @@ -24,7 +24,11 @@ var DisplayType = {
RECRUIT_TICKET: "招募券",
ACTIVE_TOOL: "战术道具",
CUSTOM_TICKET: "净化券",
LOCKED_TREASURE: "上锁的宝箱"
LOCKED_TREASURE: "上锁的宝箱",
TOTEM: "密文板",
TOTEM_UPPER: "布局",
TOTEM_LOWER: "本因",
VISION: "抗干扰"
};

function makeList(which=1) {
Expand All @@ -34,6 +38,7 @@ function makeList(which=1) {
let relicBlackboard = rogue.relics;
let rogueItems = rogue.items;
let relics = {};
let modules = AKDATA.Data.roguelike_topic_table.modules[`rogue_${which}`];

// join
Object.values(rogueItems).forEach(item => {
Expand All @@ -60,17 +65,29 @@ function makeList(which=1) {
let list = pmBase.component.create({
type: 'list',
columns: [ "编号", {header:'道具',width:'12%'}, {header:'类别',width:'8%'},
{header:'价值',width:'8%'}, "效果/描述", "解锁方式", {header:'数值',width:'15%'} ],
list: Object.values(relics).orderby(x=>rank(x)).map( item=> [
item.orderId || "-",
(item.orderId ? `<img class="figure" loading="lazy" src="/akdata/assets/images/relic/${which}/${item.orderId}.png" /><br>` : "")
+ "<strong>" + item.name + "</strong>",
DisplayType[item.type],
item.value || "-",
item.usage + "<br><i><small>" + (item.description || "") + "</small></i>",
item.unlockCondDesc || "-",
JSON.stringify(item.blackboard, null, 2)
]),
{header:'价值',width:'8%'}, {header:"效果/描述",width:"30%"}, {header:"解锁方式", width: "25%"}, {header:'数值',width:'15%'} ],
list: Object.values(relics).orderby(x=>rank(x)).map( item=> {
let listView = [
item.orderId || "-",
(item.orderId ? `<img class="figure" loading="lazy" src="/akdata/assets/images/relic/${which}/${item.orderId}.png" /><br>` : "")
+ "<strong>" + item.name + "</strong>",
DisplayType[item.type] || item.type,
item.value || "-",
item.usage + "<br><i><small>" + (item.description || "") + "</small></i>",
item.unlockCondDesc || "-",
JSON.stringify(item.blackboard, null, 2)
];
if (item.type == "TOTEM") {
let totemBuffs = modules.totemBuff.totemBuffDatas[item.id];
let color = totemBuffs.color.toLowerCase();
listView[2] += `<br><i><small>${DisplayType[item.subType]}<small></i>`;
listView[4] = totemBuffs.archiveDesc.replace("(", "<br>(")
+ `<br><span style="font-style: italic; font-size: 80%; font-weight: 300; color: ${color}">
${totemBuffs.rhythm}
</span>`;
}
return listView;
}),
sortable: true,
card: true,
});
Expand All @@ -87,8 +104,11 @@ function load() {
},{
text: '水月与深蓝之树',
content: makeList(2),
},{
text: '探索者的银凇止境',
content: makeList(3),
}],
active: 1
active: 2
});

pmBase.content.build({
Expand Down
17 changes: 17 additions & 0 deletions _docs/whatsnew.md
Original file line number Diff line number Diff line change
Expand Up @@ -6,6 +6,23 @@ category: 帮助与支持
icon: cloud-upload
layout: text-page
---
## 23.07.14
- [update] 凛视
- [relic] 增加了【探索者的银凇止境】收藏品和密文板内容,图片今后更新
- [update] 加入了元素伤害相关的计算

说明:
【元素伤害】为元素爆发后,对HP的伤害,对应【元素抗性 epResistance】
【元素损伤】为对元素槽(EP)的伤害,对应【元素损伤抗性 epDamageResistance】
由于元素爆发有固定冷却时间,期间受到的元素损伤也无效,只能通过模拟方式计算一段时间内的元素爆发次数;
目前计算器【不考虑】加入该功能,作为代替,给每个技能设置固定的元素爆发次数,以估算造成的伤害;结果仅供参考。
- [dps] 敌人属性中增加【元素抗性】【元素损伤抗性】【减伤】,注意减伤目前设置为减少全部伤害,包括真伤和元素,不包含元素损伤
- [dps] 修改了团辅选项的文字描述和Tooltip说明,使其更准确。注意【增伤%】不能增加元素伤害
- [mastery] Issue #23 微调了专精页面的次级标题位置;专精对比图表默认以【满级】为分母作图
- [fix] 回滚了Issue #27 1级模组覆盖天赋的设置。对1级模组是否覆盖天赋增加了额外标记
- [fix] 继续修复暴击判断。现在提丰3正常了

## 23.07.07
- [update] 提丰、寒檀;投锋、提丰、寒檀、傀影、赫拉格模组
- [note] 提丰的说明
Expand Down
4 changes: 2 additions & 2 deletions resources/akdata.js
Original file line number Diff line number Diff line change
Expand Up @@ -9,11 +9,11 @@ const useCache = true;
const cacheBeginTime = new Date(2019, 12, 10).getTime();

window.AKDATA = {
akdata: "230708", // jsdelivr tag version
akdata: "230714", // jsdelivr tag version

Data: {},

new_op: [ "char_2012_typhon", "char_341_sntlla" ],
new_op: [ "char_2012_typhon", "char_341_sntlla", "char_4102_threye" ],
todo_list: [],

professionNames: {
Expand Down
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