Code Monkey home page Code Monkey logo

starrailres's Issues

Aventurine's Skill Icons are Wrong

In StarRailRes

This is /icon/skill/1304_skill.png
skill
This is /icon/skill/1304_ultimate.png
ultimate
This is wrong, it should be the other way around.

In Honkai Star Rail Wiki

image

In Mihomo API

This also causes the API to return the wrong icons:

{
      "id": "130402",
      "name": "繁荣基石",
      "level": 9,
      "max_level": 15,
      "type": "BPSkill",
      "type_text": "战技",
      "effect": "Defence",
      "effect_text": "防御",
      "icon": "icon/skill/1304_skill.png"
},
{
      "id": "130403",
      "name": "轮盘勋爵",
      "level": 5,
      "max_level": 15,
      "type": "Ultra",
      "type_text": "终结技",
      "effect": "SingleAttack",
      "effect_text": "单攻",
      "icon": "icon/skill/1304_ultimate.png"
}

How do I get params

What are the values of the fields "affix", "ratio", "percent", etc. obtained from in properties.json?thanks

Adding a new type of light cone preview

Is it possible to add a preview image of light cone as on the lower-right corner of Characters UI?
Light cone preview
For this preview varies for each light cone, it's a hard work for us to do this manually.
Or maybe it's okay to return an additional value indicating the y-offset, e.g. for 在蓝天下(as shown above), it's approximately 40%, instead of returning an image like above.

Mixed up relics with API

Hello,

I have a small issue regarding the API, it can randomly happen that relics get mixed up.
Usually, the order is as follows:

  • Helmet
  • Gloves
  • Chest
  • Boots
  • Orb
  • Link rope

But sometimes I might have this order, for example:

  • Gloves
  • Chest
  • Boots
  • Orb
  • Link rope
  • Helmet

The order is relatively important to me because it completely disrupts a build analysis I'm doing on the site.
Would it be possible to add a property of helmet, gloves, chest, boots, orb, cord to the equipped piece? Detecting the glove and helmet property would be easy as the main stats never change.

The rendering on the site :
image

relic rarity icons

image
i cant seem to find the relic rarity indicators that appear on the relic display, would it be possible to add them? (example is the orange circle in the above image)

character_preview 的素材怎么没中心对齐?

至少阮梅这张的头有些偏上了。
这些图是不是仓库主自己用脚本裁剪的?还是游戏里面现成的素材?
如果是游戏里面现成的素材的话,每次版本更新之后所有的现成的素材也请都全部同步一遍(因为官方可能会有修正)。

image

Use of 'p' instead of 'i' to indicate percentage values

All data parameters as of right now are indicated by a #1[i] for an integer value or a #1[f] value for indicating floating point placeholders of parameters. However this causes problems as even percentage values are indicated as #1[i] which indicates it to be an integer.

My suggestion is to use the character 'p' to indicated percentage values for example

Deals Ice DMG equal to #1[i]% of March 7th's ATK to a single enemy.
The placeholder #1[i] here indicates it's an integer even though it is actually a percentage value. This can be replaced with a 'p' to indicated this is a percentage value.

Deals Ice DMG equal to #1[p]% of March 7th's ATK to a single enemy.

Note: I do understand that this can be achieved by using Regex as each placeholder ends with a % if it is a percentage values, but having it indicated in the data itself would save a lot of computation power.

Basic guide usage

Hi! thx for this very complete data! I was looking on it, and I thought would be very useful, if per file we can know how to fully interpret the actual forma.

Just to pick some examples, character_skill_trees has the promotion materials for each skill, while to know to which skill the skill tree belongs seems to be saved in [skill_tree_id][level_up_skills][id], which is the skill id. What could be "promote" still can't find a clear interpretation.

Know how the data ids are connected, and interpretation would be great, thx!

Misc description for Acheron Eidolons

hello, I just wanted to note that a description is missing for Acheron (ID: 130801) in french character_ranks.json file.
This concerns the index_min and index_new folder.

Thanks in advance for the little addition.

image

Add level requirement in characters traces

Some traces need an specific level to unlock, is possible to add some property to refer that?

Example: skill tree 1002210 from Dan Heng, need the character have level 80 to unlock.

I didn't check all the skills, but in this case, the property "promotion" in "levels" at first index has value 0.

Conditional params

Hey @mobyw, I opened another thread as you instructed.

About your example, can you give more details?

I was looking at this example (DHIL signature LC).

"1": { "SkillID": 23015, "SkillName": { "Hash": 703818376 }, "SkillDesc": { "Hash": 1374581526 }, "Level": 1, "AbilityName": "Ability23015", "ParamList": [ { "Value": 0.18 }, { "Value": 2 }, { "Value": 2 }, { "Value": 0.18 }, { "Value": 0.06 } ], "AbilityProperty": [ { "PropertyType": "CriticalChanceBase", "Value": { "Value": 0.18 } } ] }

It has 3 dynamic values, the max stack, the energy regen and the additional ATK%

On the EquipmemtAbility.json I found these:

"MEquip_23015_Sub": { "MaxLayer": 3, "LayerAddWhenStack": { "IsDynamic": false, "FixedValue": { "Value": 1 } }, "_CallbackList": [ { "Event": "OnStack", "CallbackConfig": [ { "$type": "RPG.GameCore.SetDynamicValueByModifierValue", "ReadTargetType": { "$type": "RPG.GameCore.TargetAlias", "Alias": "ModifierOwnerEntity" }, "ValueType": "Layer", "Multiplier": { "IsDynamic": false, "FixedValue": { "Value": 1 } }, "DynamicKey": "_Layer" }, { "$type": "RPG.GameCore.StackProperty", "TargetType": { "$type": "RPG.GameCore.TargetAlias", "Alias": "ModifierOwnerEntity" }, "Property": "AttackAddedRatio", "PropertyValue": { "IsDynamic": true, "PostfixExpr": { "OpCodes": "AQABAQQK", "FixedValues": [], "DynamicHashes": [ -1315444205, 1912601768 ] } } }, { "$type": "RPG.GameCore.StackProperty", "TargetType": { "$type": "RPG.GameCore.TargetAlias", "Alias": "ModifierOwnerEntity" }, "Property": "SPRatioBase", "PropertyValue": { "IsDynamic": true, "PostfixExpr": { "OpCodes": "AQABAQQK", "FixedValues": [], "DynamicHashes": [ 265093437, 1912601768 ] } } } ] } ], "Stacking": "ReplaceByCaster", "DynamicValues": { "Values": { "1912601768": {} } } }

But their ReadInfo is like this:

"-1970381737": { "ReadInfo": { "Type": "SkillTreeParam", "Str": "" } }, "615861046": { "ReadInfo": { "Type": "SkillRank", "Str": "" } }, "-1315444205": { "ReadInfo": { "Type": "BattleEvent", "Str": "" } }, "265093437": { "ReadInfo": { "Type": 8, "Str": "" } }
Maybe this is a bad example and I didn't find their connection, but then I found this on StatusConfig.json

"40230151": { "StatusID": 40230151, "ModifierName": "MEquip_23015_Sub", "StatusName": { "Hash": 1020414610 }, "StatusType": "Buff", "StatusDesc": { "Hash": 112084872 }, "StatusIconPath": "SpriteOutput/BuffIcon/Inlevel/IconBuffAttackUp.png", "StatusIconPathHighSize": "", "StatusEffect": { "Hash": 371857150 }, "CanDispel": true, "ReadParamList": [ "#SkillEquip_P4_AttackAddedRatio", "#SkillEquip_P5_SPRatio", "#SkillEquip_P3_MaxLayer" ] }

I tought I was goind somewhere, but then I checked an harder example, DHIL E1.
In AvatarStatusConfig I found this:

"10012133": { "StatusID": 10012133, "ModifierName": "MAvatar_DanHengIL_00_AllDamageTypeAddedRatio", "StatusName": { "Hash": -1409722473 }, "StatusType": "Buff", "StatusDesc": { "Hash": -881384327 }, "StatusIconPath": "SpriteOutput/BuffIcon/Inlevel/IconBuffAttackUpElement.png", "StatusIconPathHighSize": "", "StatusEffect": { "Hash": 371857150 }, "CanDispel": true, "ReadParamList": [ "MDF_PropertyValue", "MDF_MaxLayer" ] }

When I went to check MAvatar_DanHengIL_00_AllDamageTypeAddedRatio, I got stuck. Maybe their ReadInfo is elsewhere.

On a completely different topic, do you know if there's data from the leak?

Also, about the generating scripts, that would be much appreciated.

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.