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import { Entry, Quality, EquipBase, Equip } from './bean';
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import { qualitys, entry_initor, extra_entry_num } from './constant';
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const extraEntrys = ['atk', 'crit', 'critDmg', 'hp', 'def', 'bloc'];
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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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const coefficient = { shabby: 0.6, ordinary: 0.9, artifact: 1.3, epic: 1.6, unique: 1.8, colorful: 1.8 };
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export const neckColorfulCategorys = [];
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export const neckUniqueCategorys = [
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{
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name: 'demonSlayer',
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icon: 'U_neck01.png',
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entry: [
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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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{ type: 'atk', valCoefficient: 1.0 },
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{ type: 'hp', valCoefficient: 0.8 },
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{ type: 'def', valCoefficient: 0.9 },
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],
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},
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{
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name: 'darkDragon',
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icon: 'U_neck02.png',
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entry: [
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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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{ type: 'critDmg', valCoefficient: 1.5 },
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{ type: 'crit', valCoefficient: 0.5 },
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{ type: 'hp', valCoefficient: 0.8 },
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],
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},
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{
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name: 'single',
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icon: 'U_neck03.png',
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entry: [
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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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{ type: 'critDmg', valCoefficient: 1.5 },
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{ type: 'bloc', valCoefficient: 0.7 },
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{ type: 'hp', valCoefficient: 0.7 },
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],
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},
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{
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name: 'demons',
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icon: 'U_neck04.png',
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entry: [
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{ type: 'critDmg', valCoefficient: 1.6 },
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{ type: 'atk', valCoefficient: 1.6 },
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],
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},
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{
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name: 'ipaya',
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icon: 'U_neck05.png',
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entry: [
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{ type: 'bloc', valCoefficient: 0.9 },
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{ type: 'def', valCoefficient: 0.9 },
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{ type: 'hp', valCoefficient: 1.3 },
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],
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},
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];
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export const neckCategorys = [
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{
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name: 'crusade',
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icon: 'Ac_1.png',
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entry: [
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{ type: 'def', valCoefficient: 0.9 },
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{ type: 'hp', valCoefficient: 0.5 },
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{ type: 'bloc', valCoefficient: 0.6 },
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],
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},
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{
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name: 'gintamaEyes',
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icon: 'Ac_5.png',
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entry: [
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{ type: 'crit', valCoefficient: 1.1 },
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{ type: 'hp', valCoefficient: 0.5 },
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{ type: 'atk', valCoefficient: 0.6 },
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],
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},
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{
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name: 'iceDragon',
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icon: 'Ac_7.png',
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entry: [
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{ type: 'crit', valCoefficient: 0.75 },
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{ type: 'critDmg', valCoefficient: 0.5 },
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{ type: 'hp', valCoefficient: 0.5 },
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],
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},
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];
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export const initialNeck = () => {
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const type = 'neck';
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const qualityBean = new Quality(qualitys[0], coefficient[qualitys[0]]);
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const base = new EquipBase('initial', 'Ac_3.png', [new Entry('atk', 1, '+1', 1, 1)]);
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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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const extraEntry = [new Entry('crit', 10, '+10%', 10, 10)];
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return new Equip(type, 1, qualityBean, base, extraEntry);
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};
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export const createNeck = (quality, lv) => {
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const type = 'neck';
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const qualityBean = new Quality(quality, coefficient[quality]);
|
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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const category = getCategory(quality);
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const base = createBase(quality, lv, category);
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const extraEntry = new Array();
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const extraEntryNum = extra_entry_num[quality];
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for (let i = 0; i < extraEntryNum; i++) {
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extraEntry.push(neckExtraEntry(quality, lv));
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}
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return new Equip(type, lv, qualityBean, base, extraEntry);
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};
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export const neckExtraEntry = (quality, lv) => {
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const type = extraEntrys[Math.floor(Math.random() * extraEntrys.length)];
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const initor = entry_initor[type];
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const qualityCoefficient = coefficient[quality];
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const entry = initor(lv, qualityCoefficient);
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return entry;
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};
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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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const createBase = (quality, lv, category) => {
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const entry = new Array();
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category.entry.forEach((item) => {
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const initor = entry_initor[item.type];
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const qualityCoefficient = coefficient[quality];
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entry.push(initor(lv, qualityCoefficient, item.valCoefficient));
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});
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return new EquipBase(category.name, category.icon, entry);
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};
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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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const getCategory = (quality) => {
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let categorys = neckCategorys;
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switch (quality) {
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case qualitys[4]:
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categorys = neckUniqueCategorys;
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break;
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case qualitys[5]:
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categorys = neckColorfulCategorys;
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break;
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}
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return categorys[Math.floor(Math.random() * categorys.length)];
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};
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const neckSample = (quality, category): Equip => {
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const type = 'neck';
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const lv = 100;
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const qualityBean = new Quality(quality, coefficient[quality]);
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const base = createBase(quality, lv, category);
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const extraEntry = new Array();
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return new Equip(type, lv, qualityBean, base, extraEntry);
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};
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const neckSamples = {
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colorful: new Array(),
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unique: new Array(),
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epic: new Array(),
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artifact: new Array(),
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};
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neckColorfulCategorys.forEach((item) => {
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neckSamples.colorful.push(neckSample('colorful', item));
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});
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neckUniqueCategorys.forEach((item) => {
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neckSamples.unique.push(neckSample('unique', item));
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});
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neckCategorys.forEach((item) => {
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neckSamples.epic.push(neckSample('epic', item));
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neckSamples.artifact.push(neckSample('artifact', item));
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});
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export { neckSamples };
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