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import { callPlayerAttribute, conisOfsell, getArrayEmptyIdx, callEuqipTipsLocation } from '@/tool';
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import { reborn_point_coefficients, reborn_arrts, i18n } from '@/config';
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const { t } = i18n;
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export const call_player_attribute = (state) => {
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N多功能新增与调整
1.新增装备属性:伤害加成,伤害减免,暴击避免,爆伤减免,移动速度,转生属性副本行进速度更改为移动速度
2.新增装备类型:饰品,裤子,鞋子,护腕
3.新增装备品质:多彩,多彩品质装备拥有独特的主被动技能
4.新增部分多彩品质装备(暂无产出途径)
5.调整战斗逻辑,适配新增属性和技能
6.调整护甲减伤比例(调低)
7.调整格挡属性数值(调低)
8.调整暴击率和暴击伤害数值随装备等级线性增长(1级为原来一半,100级与原来相等)
9.调整转生点对移动速度的加成(调低)
10.新增装备图标资源
11.装备图鉴显示方式调整
3 weeks ago
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callPlayerAttribute(state.playerAttribute, state.rebornAttribute);
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};
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export const set_player_equips = (state, equips) => {
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if (equips && equips.length > 0) {
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equips.forEach((equip) => {
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if (equip) {
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const type = equip.type;
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state.playerAttribute[type] = equip;
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}
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});
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call_player_attribute(state);
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}
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};
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export const takeOffEquip = (state, type) => {
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const idx = getArrayEmptyIdx(state.grid);
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if (idx != -1) {
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state.grid[idx] = state.playerAttribute[type];
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state.playerAttribute[type] = null;
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call_player_attribute(state);
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}
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};
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export const set_sys_info = (state, data) => {
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state.sysInfo.push(data);
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var time = +new Date();
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var date = new Date(time + 8 * 3600 * 1000); // 增加8小时
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state.sysInfo[state.sysInfo.length - 1].time = date.toJSON().substr(11, 8).replace('T', ' ');
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N多功能新增与调整
1.新增装备属性:伤害加成,伤害减免,暴击避免,爆伤减免,移动速度,转生属性副本行进速度更改为移动速度
2.新增装备类型:饰品,裤子,鞋子,护腕
3.新增装备品质:多彩,多彩品质装备拥有独特的主被动技能
4.新增部分多彩品质装备(暂无产出途径)
5.调整战斗逻辑,适配新增属性和技能
6.调整护甲减伤比例(调低)
7.调整格挡属性数值(调低)
8.调整暴击率和暴击伤害数值随装备等级线性增长(1级为原来一半,100级与原来相等)
9.调整转生点对移动速度的加成(调低)
10.新增装备图标资源
11.装备图鉴显示方式调整
3 weeks ago
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if (state.sysInfo.length > 300) {
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state.sysInfo.shift();
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}
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};
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export const show_equip_tip = (state, data) => {
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state.equipTip.equip = data.equip;
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state.equipTip.compare = data.compare || false;
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const styles = callEuqipTipsLocation(data.e, state.mobile);
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state.equipTip.tipsStyle = styles[0];
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state.equipTip.tipsStyle2 = styles[1];
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state.equipTip.tipsShow = true;
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};
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export const close_equip_tip = (state) => {
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state.equipTip.tipsShow = false;
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};
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export const clear_sys_info = (state, data) => {
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state.sysInfo.splice(1, state.sysInfo.length);
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};
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export const add_player_coins = (state, coins) => {
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state.playerAttribute.coins += parseInt(coins);
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};
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export const set_player_coins = (state, coins) => {
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state.playerAttribute.coins = parseInt(coins);
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};
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export const set_backpack = (state, grid) => {
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state.grid = grid;
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};
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export const set_auto_sell = (state, conf) => {
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state.autoSell = conf;
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};
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export const add_bootys = (state, bootys) => {
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const coins = bootys.coins;
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add_player_coins(state, coins);
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const equips = bootys.equips;
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set_sys_info(state, { msg: t('getCoins') + coins, type: 'booty', equips: equips });
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equips.forEach((equip) => {
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const idx = getArrayEmptyIdx(state.grid);
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if (state.autoSell.includes(equip.quality.quality) || idx == -1) {
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const coins = conisOfsell(equip);
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add_player_coins(state, coins);
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set_sys_info(state, { msg: t('autoSell.2') + t('getCoins') + coins, type: 'booty' });
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return;
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} else {
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state.grid[idx] = equip;
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}
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});
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};
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export const set_shop = (state, shop) => {
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state.shop = shop;
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};
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export const set_player_lv = (state, data) => {
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data = parseInt(data) || 1;
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data = data < 1 ? 1 : data;
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state.playerAttribute.lv = data;
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state.playerAttribute.attribute.lv = data;
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};
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export const set_player_layer = (state, data) => {
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data = parseInt(data);
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data = data < 1 ? 1 : data;
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state.playerAttribute.layer = data;
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};
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export const set_reborn_points = (state, rebornPoints) => {
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state.rebornPoints = rebornPoints;
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const rebornAttribute = {};
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reborn_arrts.forEach((attr) => {
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rebornAttribute[attr] = rebornPoints[attr] * reborn_point_coefficients[attr];
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});
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state.rebornAttribute = rebornAttribute;
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call_player_attribute(state);
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};
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export const add_player_curhp = (state, hp) => {
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hp = Math.ceil(hp);
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const attr = state.playerAttribute.attribute;
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let curHp = attr.curHp + hp;
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curHp > attr.hp && (curHp = attr.hp);
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curHp < 0 && (curHp = 0);
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state.playerAttribute.attribute.curHp = curHp;
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};
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