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Genshin_panel #2
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Thanks for the issue. I'm working on it, but my English is not good enough to write very expressive documentation, and some weapon/character/artifacts name might be awkward. |
and that readme is quite outdated, because I'm not expecting someone will be using it, 🤣 |
the document can be viewed here: https://wormtql.gitbook.io/genshin-panel-doc/ |
I see! Yeah I'm using it haha |
cureEffect: healing bonus |
Hi,
Thanks for explaining to me on the effect names! May I ask if I need to
manually enter the aBonus/bBonus/eBonus/qBonus? If yes, how do I do that?
If no, did I do something wrong? I tried to create a 4 piece shimenawa
reminiscence set but it still says 0 for all aBonus bBonus and airBonus.
Thanks,
On Sat, Jul 17, 2021 at 3:04 PM wormtql ***@***.***> wrote:
cureEffect: healing bonus
curedEffect: incoming healing bonus
bCritical: charged attack critical
airCritical: plunging attack critical
bBonus: charged attack bonus
airBonus: plunging attack bonus
bonus: bonus without specific skill/talent
aSpeed: normal attack speed
bSpeed: charged attack speed
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let art1 = new genshin.ArtifactBuilder()
.setName("shimenawaReminiscence")
.position("flower")
.mainTag("lifeStatic", 4780)
.tag("critical", 0.066)
.tag("criticalDamage", 0.241)
.tag("attackStatic", 16)
.tag("defendStatic", 19)
.build()
let art2 = new genshin.ArtifactBuilder()
.setName("shimenawaReminiscence")
.position("feather")
.mainTag("attackStatic", 311)
.tag("critical", 0.062)
.tag("criticalDamage", 0.249)
.tag("recharge", 0.065)
.tag("defendStatic", 35)
.build()
let art3 = new genshin.ArtifactBuilder()
.setName("shimenawaReminiscence")
.position("sand")
.mainTag("recharge", 0.518)
.tag("attackPercentage", 0.105)
.tag("criticalDamage", 0.14)
.tag("attackStatic", 16)
.tag("defendStatic", 53)
.build()
let art4 = new genshin.ArtifactBuilder()
.setName("shimenawaReminiscence")
.position("cup")
.mainTag("fireBonus", 0.466)
.tag("critical", 0.031)
.tag("criticalDamage", 0.194)
.tag("attackPercentage", 0.152)
.tag("defendStatic", 42)
.build()
let art5 = new genshin.ArtifactBuilder()
.setName("shimenawaReminiscence")
.position("head")
.mainTag("criticalDamage", 0.622)
.tag("critical", 0.058)
.tag("elementalMastery", 40)
.tag("attackStatic", 39)
.tag("defendStatic", 37)
.build()
|
The effect of shimenawaReminiscence is quite dynamic, in game you don't always have the bonus, to reflect this, let config = {
configShimenawaReminiscence: {
rate: 1, // full bonus
}
}
let attribute = new genshin.AttributeBuilder()
.character(character).weapon(weapon)
.artifactsConfig(config)
.build(); |
By default all this kind of dynamic effects are not counted. |
Is there a way to make it such that all artifacts effects (those dynamic ones) are always activated in attribute? Is there any list of configs? |
No, you have to provide full configs to activate all effects, you can view all config items in https://github.com/wormtql/genshin_panel/blob/main/src/artifact/param.ts#L35 |
By provide full configs to activate all effects, do you mean that if I provide the full config each time I build, it will always assume the artifact effect (the corresponding one I'm using in the build) is active? Or will it activate ALL effects at the same time (even if I am not using the set)? Also, sorry to bother you about this! But could you explain the linked file? Don't quite get how it works |
It will only activate the one that is in your build. It's a typescript interface describing the "shape" of the config object, each key represents an artifact set name, and the value represents it's configuration. I suppose you can read js code, it's better to read ts documentations. I believe it's quite straight forward. |
I see, thank you so much! Also may I know if you are okay with me using this panel in my app? It won't be commercialized! |
Of course you can use it. |
Could you provide a minimal program to reproduce this error? |
Sorry I found the error! It was the artifact set names that have " 's " in it, resulting in a mismatch. I've fixed it! But now I have an error where if I retrieve the artifact data from localStorage, it isn't saved as 'Artifact' but as just an Object, resulting in an error as shown below. I suspect it is due to the fact that the Artifact object's functions are removed when I save and retrieve it from localstorage. Not really able to provide a minimal program as it is mostly interlinked, but I could provide the 2 page's code |
You'll have to build again using localStorage data |
I'll give it a try, thanks! |
Hi, would you happen to be willing to add more english documentation? I'm trying to implement this in a damage calculator but running into some issues because I'm not sure how the calculation works and the names of certain artifact/character/weapons?
Thank you!
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