mar-7th / starrailres Goto Github PK
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Home Page: https://march7th.xyz/en/resource
License: GNU Affero General Public License v3.0
Honkai: Star Rail Resources
Home Page: https://march7th.xyz/en/resource
License: GNU Affero General Public License v3.0
This is /icon/skill/1304_skill.png
This is /icon/skill/1304_ultimate.png
This is wrong, it should be the other way around.
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"
}
What are the values of the fields "affix", "ratio", "percent", etc. obtained from in properties.json?thanks
Is it possible to add a preview image of light cone as on the lower-right corner of Characters UI?
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.
Hi, would it be possible to include the 'Param' properties from Dimbreath's AvatarRankConfig.json in your own 'character_ranks' file?
Thanks in advance
Hello,
I have a small issue regarding the API, it can randomly happen that relics get mixed up.
Usually, the order is as follows:
But sometimes I might have this order, for example:
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.
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.
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!
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.
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.
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