GenshinData-1/myscripts/collateWeapon.js
theBowja f8f1ac65e8 ggg
2022-05-29 16:40:05 -04:00

125 lines
4.5 KiB
JavaScript

const xweapon = getExcel('WeaponExcelConfigData');
const xrefine = getExcel('EquipAffixExcelConfigData');
const moraNameTextMapHash = getExcel('MaterialExcelConfigData').find(ele => ele.Id === 202).NameTextMapHash;
const xmat = getExcel('MaterialExcelConfigData');
const xplayableWeapon = xweapon.filter(obj => {
if(obj.RankLevel >= 3 && obj.SkillAffix[0] === 0) return false;
if(obj.SkillAffix[1] !== 0) { console.log('danger'); return false };
const name = getLanguage('EN')[obj.NameTextMapHash];
if(name === '') return false;
else if(name === 'The Flagstaff' || name === 'Quartz' || name === 'Ebony Bow' || name === 'Amber Bead') return false;
return true;
});
function collateWeapon(lang) {
const language = getLanguage(lang);
const xsubstat = getExcel('WeaponPromoteExcelConfigData');
let myweapon = xplayableWeapon.reduce((accum, obj) => {
let data = {};
let filename = makeFileName(getLanguage('EN')[obj.NameTextMapHash]);
if(accum[filename] !== undefined) console.log(filename+' IS NOT UNIQUE');
data.name = language[obj.NameTextMapHash];
data.description = sanitizeDescription(language[obj.DescTextMapHash]);
data.weapontype = language[weaponTextMapHash[obj.WeaponType]];
data.rarity = ''+obj.RankLevel;
if(obj.WeaponProp[0].PropType !== 'FIGHT_PROP_BASE_ATTACK') console.log(obj,'weapon did not find base atk');
data.baseatk = obj.WeaponProp.find(obj => obj.PropType === 'FIGHT_PROP_BASE_ATTACK').InitValue;
let substat = obj.WeaponProp[1].PropType;
if(substat !== undefined) {
data.substat = language[xmanualtext.find(ele => ele.TextMapId === substat).TextMapContentTextMapHash];
let subvalue = obj.WeaponProp[1].InitValue;
data.subvalue = subvalue;
}
if(obj.SkillAffix[0] !== 0) {
let affixId = obj.SkillAffix[0] * 10;
for(let offset = 0; offset < 5; offset++) {
let ref = xrefine.find(ele => ele.AffixId === affixId+offset);
if(ref === undefined) break;
if(offset === 0) data.effectname = language[ref.NameTextMapHash];
let effect = language[ref.DescTextMapHash];
effect = effect.replaceAll('{NON_BREAK_SPACE}', ' ');
effect = effect.replace(/<\/color>s/g, 's<\/color>');
if(filename === 'swordofdescension' || filename === 'predator') { // has extra color
effect = effect.replace(/<color=#.*?>/i, '').replace(/<\/color>/i, '');
effect = effect.replace(/<color=#.*?>/i, '').replace(/<\/color>/i, '');
}
effect = effect.replace(/<color=#.*?>/gi, '{').replace(/<\/color>/gi, '}');
effect = effect.split(/{|}/);
data['r'+(offset+1)] = [];
data['effect'] = sanitizeDescription(effect.reduce((accum, ele, i) => {
if(i % 2 === 0) {
return accum + ele;
} else if(ele.includes('#')) {
return accum + `{${ele}}`;
} else {
data['r'+(offset+1)].push(ele);
return accum + `{${(i-1)/2}}`;
}
}, ''));
}
}
// get the promotion costs
let costs = {};
for(let i = 1; i <= (obj.RankLevel <= 2 ? 4 : 6); i++) {
// 1 and 2 star weapons only have 4 ascensions instead of 6
let apromo = xsubstat.find(ele => ele.WeaponPromoteId === obj.WeaponPromoteId && ele.PromoteLevel === i);
costs['ascend'+i] = [{
name: language[moraNameTextMapHash],
count: apromo.CoinCost
}];
for(let items of apromo.CostItems) {
if(items.Id === undefined) continue;
costs['ascend'+i].push({
name: language[xmat.find(ele => ele.Id === items.Id).NameTextMapHash],
count: items.Count
})
}
}
data.costs = costs;
// INFORMATION TO CALCULATE STATS AT EACH LEVEL
let stats = { base: {}, curve: {} };
stats.base.attack = obj.WeaponProp[0].InitValue;
stats.base.specialized = obj.WeaponProp[1].InitValue || 0;
stats.curve.attack = obj.WeaponProp[0].Type;
stats.curve.specialized = obj.WeaponProp[1].Type;
stats.specialized = substat;
stats.promotion = xsubstat.reduce((accum, ele) => {
if(ele.WeaponPromoteId !== obj.WeaponPromoteId) return accum;
let promotelevel = ele.PromoteLevel || 0;
accum[promotelevel] = {
maxlevel: ele.UnlockMaxLevel,
attack: ele.AddProps.find(ele => ele.PropType === 'FIGHT_PROP_BASE_ATTACK').Value || 0
};
let special = ele.AddProps.find(ele => ele.PropType === substat);//.Value;
if(special) special = special.Value;
if(special !== undefined) {
console.log('WEAPON SPECIAL SUBSTAT FOUND: ' + obj.Id)
accum[promotelevel].specialized = special;
}
return accum;
}, [])
data.stats = stats;
data.icon = obj.Icon;
data.awakenicon = obj.AwakenIcon;
accum[filename] = data;
return accum;
}, {});
return myweapon;
}
module.exports = collateWeapon;