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feat(pkuxkx): 优化 HP 摘要,响应式布局适配窄屏并减少不必要的刷屏
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Original file line number | Diff line number | Diff line change |
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@@ -324,6 +324,7 @@ hp -neili 格式: | |
#local color {<168>}; | ||
#local combat {}; | ||
#local safety {}; | ||
#local width {@prompt.ScreenWidth{}}; | ||
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#if { $char[HP][气血百分比] < 30 || $char[HP][精神百分比] < 70 } { | ||
#local safety {危险}; | ||
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@@ -362,66 +363,79 @@ hp -neili 格式: | |
#else { | ||
#local 每秒气血变化 {}; | ||
}; | ||
#format 气血 {气血: %s%s/%s} | ||
{@__char_hp_colorit__{$char[HP][气血百分比]}} {${每秒气血变化}} | ||
{@__char_hp_colorit__{$char[HP][气血健康度]}}; | ||
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#local 每秒精神变化 {@speedo.GetSpeed{当前精神}}; | ||
#if { ${每秒精神变化} > 0 } { | ||
#local 每秒精神变化 {(<128>${每秒精神变化}<298>)}; | ||
}; | ||
#elseif { ${每秒精神变化} < 0 } { | ||
#local 每秒精神变化 {(<118>${每秒精神变化}<298>)}; | ||
}; | ||
#else { | ||
#local 每秒精神变化 {}; | ||
#local 内力 {}; | ||
#if { $width >= 50 || $char[HP][当前内力] > $char[HP][上次内力] } { | ||
#local 每秒内力变化 {@speedo.GetSpeed{当前内力}}; | ||
#if { ${每秒内力变化} > 0 } { | ||
#local 每秒内力变化 {(<128>${每秒内力变化}<298>)}; | ||
}; | ||
#elseif { ${每秒内力变化} < 0 } { | ||
#local 每秒内力变化 {(<118>${每秒内力变化}<298>)}; | ||
}; | ||
#else { | ||
#local 每秒内力变化 {}; | ||
}; | ||
#format 内力 { 内力: %s%s} {@__char_hp_colorit__{$char[HP][内力百分比]}} {${每秒内力变化}}; | ||
}; | ||
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#local 每秒内力变化 {@speedo.GetSpeed{当前内力}}; | ||
#if { ${每秒内力变化} > 0 } { | ||
#local 每秒内力变化 {(<128>${每秒内力变化}<298>)}; | ||
}; | ||
#elseif { ${每秒内力变化} < 0 } { | ||
#local 每秒内力变化 {(<118>${每秒内力变化}<298>)}; | ||
}; | ||
#else { | ||
#local 每秒内力变化 {}; | ||
#local 精神 {}; | ||
#if { $width >= 80 } { | ||
#local 每秒精神变化 {@speedo.GetSpeed{当前精神}}; | ||
#if { ${每秒精神变化} > 0 } { | ||
#local 每秒精神变化 {(<128>${每秒精神变化}<298>)}; | ||
}; | ||
#elseif { ${每秒精神变化} < 0 } { | ||
#local 每秒精神变化 {(<118>${每秒精神变化}<298>)}; | ||
}; | ||
#else { | ||
#local 每秒精神变化 {}; | ||
}; | ||
#format 精神 { 精神: %s%s/%s} | ||
{@__char_hp_colorit__{$char[HP][精神百分比]}} {${每秒精神变化}} | ||
{@__char_hp_colorit__{$char[HP][精神健康度]}}; | ||
}; | ||
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#local 每秒精力变化 {@speedo.GetSpeed{当前精力}}; | ||
#if { ${每秒精力变化} > 0 } { | ||
#local 每秒精力变化 {(<128>${每秒精力变化}<298>)}; | ||
}; | ||
#elseif { ${每秒精力变化} < 0 } { | ||
#local 每秒精力变化 {(<118>${每秒精力变化}<298>)}; | ||
}; | ||
#else { | ||
#local 每秒精力变化 {}; | ||
#local 精力 {}; | ||
#if { ($width >= 100 && [email protected]{}) || $char[HP][当前精力] > $char[HP][上次精力] || $char[HP][精力百分比] < 30 } { | ||
#local 每秒精力变化 {@speedo.GetSpeed{当前精力}}; | ||
#if { ${每秒精力变化} > 0 } { | ||
#local 每秒精力变化 {(<128>${每秒精力变化}<298>)}; | ||
}; | ||
#elseif { ${每秒精力变化} < 0 } { | ||
#local 每秒精力变化 {(<118>${每秒精力变化}<298>)}; | ||
}; | ||
#else { | ||
#local 每秒精力变化 {}; | ||
}; | ||
#format 精力 { 精力: %s%s} {@__char_hp_colorit__{$char[HP][精力百分比]}} {${每秒精力变化}}; | ||
}; | ||
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#nop 气血恢复的数值展示为每分钟可以恢复的最大血量的倍数(以百分比形式); | ||
#local {气血恢复} {@math.Int{@math.Eval{$char[STATUS][气血恢复] * 100 * 60 / $char[HP][最大气血]}}}; | ||
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#nop 气血治疗的数值展示为每分钟可以治疗的最大血量的倍数(以百分比形式); | ||
#local {气血治疗} {@math.Int{@math.Eval{$char[STATUS][气血治疗] * 100 * 60 / $char[HP][最大气血]}}}; | ||
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#local summarize {}; | ||
#if { "$char[HP][战斗中]" == "true" } { | ||
#format summarize {<099>$color〔HP摘要〕<298>气血: %s%s/%s 内力: %s%s 回气: %s/%s 精神: %s%s/%s 食水: %s/%s$combat<099>} | ||
{@__char_hp_colorit__{$char[HP][气血百分比]}} {${每秒气血变化}} {@__char_hp_colorit__{$char[HP][气血健康度]}} | ||
{@__char_hp_colorit__{$char[HP][内力百分比]}} {${每秒内力变化}} | ||
{@__char_hp_colorit__{${气血恢复}}} {@__char_hp_colorit__{${气血治疗}}} | ||
{@__char_hp_colorit__{$char[HP][精神百分比]}} {${每秒精神变化}} {@__char_hp_colorit__{$char[HP][精神健康度]}} | ||
{$char[HP][食物]} {$char[HP][饮水]} | ||
#local 回气 {}; | ||
#if { $width >= 110 || @char.InCombat{} } { | ||
#nop 气血恢复的数值展示为每分钟可以恢复的最大血量的倍数(以百分比形式); | ||
#local {气血恢复} {@math.Int{@math.Eval{$char[STATUS][气血恢复] * 100 * 60 / $char[HP][最大气血]}}}; | ||
#nop 气血治疗的数值展示为每分钟可以治疗的最大血量的倍数(以百分比形式); | ||
#local {气血治疗} {@math.Int{@math.Eval{$char[STATUS][气血治疗] * 100 * 60 / $char[HP][最大气血]}}}; | ||
#format {回气} { 回气: %s/%s} {@__char_hp_colorit__{${气血恢复}}} {@__char_hp_colorit__{${气血治疗}}}; | ||
}; | ||
#else { | ||
#local jingli {@if{$chat[HP][精力百分比] < 30;{@__char_hp_colorit__{$char[HP][精力百分比]} ${每秒精力变化}}}}; | ||
#format summarize {<099>$color〔HP摘要〕<298>气血: %s%s/%s 内力: %s%s 回气: %s/%s 精神: %s%s/%s $jingli食水: %s/%s(%s/%s)$combat<099>} | ||
{@__char_hp_colorit__{$char[HP][气血百分比]}} {${每秒气血变化}} {@__char_hp_colorit__{$char[HP][气血健康度]}} | ||
{@__char_hp_colorit__{$char[HP][内力百分比]}} {${每秒内力变化}} | ||
{@__char_hp_colorit__{${气血恢复}}} {@__char_hp_colorit__{${气血治疗}}} | ||
{@__char_hp_colorit__{$char[HP][精神百分比]}} {${每秒精神变化}} {@__char_hp_colorit__{$char[HP][精神健康度]}} | ||
{$char[HP][食物]} {$char[HP][饮水]} | ||
{@speedo.GetSpeed{食物;60}} {@speedo.GetSpeed{饮水;60}}; | ||
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#local 食水 {}; | ||
#if { $width >= 110 } { | ||
#if { @char.InCombat{} } { | ||
#format {食水} { 食水: %s/%s} {$char[HP][食物]} {$char[HP][饮水]}; | ||
}; | ||
#else { | ||
#format {食水} { 食水: %s/%s(%s/%s)} | ||
{$char[HP][食物]} {$char[HP][饮水]} | ||
{@speedo.GetSpeed{食物;60}} {@speedo.GetSpeed{饮水;60}}; | ||
}; | ||
}; | ||
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#local summarize {<099>$color〔HP摘要〕<298>${气血}${内力}${回气}${精神}${精力}${食水}$combat<099>}; | ||
#showme $summarize; | ||
}; | ||
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@@ -435,7 +449,7 @@ hp -neili 格式: | |
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#func {__char_hp_colorit__} { | ||
#local percent {@math.Int{@defaultNum{%1;0}}}; | ||
#return {@util.Grade{$percent;<218>;15;<118>;30;<238>;60;<138>;90;<128>;101;<168>}$percent%<298>}; | ||
#return {@util.Grade{$percent;<218>;15;<118>;30;<238>;60;<138>;90;<128>;101;<168>}$percent%%<298>}; | ||
}; | ||
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#alias {char.GetHP} { | ||
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@@ -514,7 +528,7 @@ hp -neili 格式: | |
// #@ char.InCombat | ||
// 如果角色正处于战斗中,则返回真,否则返回假。无参数。 | ||
// }; | ||
#func {char.IsIdle} { | ||
#func {char.InCombat} { | ||
#if { "$char[HP][战斗中]" == "true" } { | ||
#return 1; | ||
}; | ||
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