def make_values(self, a_card): if a_card.skill: return ( """<td> <div class="icon {0}"></div> </td>""" ).format(E(enums.skill_class(a_card.skill.skill_type))) else: return """<td></td>"""
def icon_ex(card_id, is_lowbw=0, collapsible=0, classes=""): rec = starlight.data.card(card_id) if not rec: btext = "(?) bug:{0}".format(card_id) ish = """<div class="profile {1}"> <div class="icon icon_unknown"></div> <div class="profile_text {0}"><b>Mysterious Kashikoi Person</b><br>{btext}</div> </div>""".format("hides_under_mobile" if collapsible else "", classes, btext=btext) return """<a class="noline">{ish}</a>""".format(ish=ish) else: if not is_lowbw: link = "/char/{rec.chara_id}#c_{rec.id}_head".format(rec=rec) else: link = "/card/{rec.id}".format(rec=rec) btext = "({0}) {1}".format( enums.rarity(rec.rarity), tlable(rec.title, write=0) if rec.title_flag else "") ish = """<div class="profile {4}"> <div class="icon icon_{rec.id} msprites {1}_sm {2}_sm"></div> <div class="profile_text {3}"><b>{0}</b><br>{btext}</div> </div>""".format( tornado.escape.xhtml_escape(rec.chara.conventional), enums.stat_dot(rec.best_stat), enums.skill_class(rec.skill.skill_type) if rec.skill else "none", "hides_under_mobile" if collapsible else "", classes, rec=rec, btext=btext) return """<a href="{link}" class="noline">{ish}</a>""".format( rec=rec, ish=ish, link=link)
def icon_ex(card_id, is_lowbw=0, collapsible=0): rec = starlight.data.card(card_id) if not rec: btext = "(?) bug:{0}".format(card_id) ish = """<div class="profile"> <div class="icon icon_unknown"></div> <div class="profile_text {0}"><b>Mysterious Kashikoi Person</b><br>{btext}</div> </div>""".format("hides_under_mobile" if collapsible else "", btext=btext) return """<a class="noline">{ish}</a>""".format(ish=ish) else: if not is_lowbw: link = "/char/{rec.chara_id}#c_{rec.id}_head".format(rec=rec) else: link = "/card/{rec.id}".format(rec=rec) btext = "({0}) {1}".format(enums.rarity(rec.rarity), tlable(rec.title, write=0) if rec.title_flag else "") ish = """<div class="profile"> <div class="icon icon_{rec.id} msprites m{1} {2}"></div> <div class="profile_text {3}"><b>{0}</b><br>{btext}</div> </div>""".format(tornado.escape.xhtml_escape(rec.chara.name),#chara.conventional enums.stat_dot(rec.best_stat), "m" + enums.skill_class(rec.skill.skill_type) if rec.skill else "", "hides_under_mobile" if collapsible else "", rec=rec, btext=btext) return """<a href="{link}" class="noline">{ish}</a>""".format(rec=rec, ish=ish, link=link)
lambda card: enums.attribute(card.attribute) + "_kc") rarity = filter_t("Card Rarity", (option_t("SSR", "ssr_kc"), option_t("SR", "sr_kc"), option_t("R", "r_kc"), option_t("N", "n_kc")), lambda card: enums.floor_rarity(card.rarity) + "_kc") skill_type = filter_t( "Skill Type", (option_t("Perf. Lock*", "s_pl"), option_t( "C. Guard", "s_cprot"), option_t("Combo Bonus", "s_combobonus"), option_t("Score Bonus", "s_scorebonus"), option_t("Healer", "s_heal"), option_t("H. Guard", "s_life"), option_t("Overload", "s_overload"), option_t("All-Round", "s_allround"), option_t("Concen.", "s_perfelegant"), option_t("Skill Boost", "s_sb"), option_t("Focus", "s_focus")), lambda card: enums.skill_class(card.skill.skill_type) if card.skill else None) high_stat = filter_t( "High stat", (option_t("Vocal", "m_vo_kc"), option_t("Visual", "m_vi_kc"), option_t("Dance", "m_da_kc"), option_t("Balanced", "m_ba_kc")), lambda card: enums.stat_dot(card.best_stat) + "_kc") ls_target_type = filter_t( "Target Type", (option_t("All", "ca_all"), option_t("Cute", "ca_cute"), option_t("Passion", "ca_passion"), option_t("Cool", "ca_cool")), lambda card: enums.lskill_effective_target(card.lead_skill.target_attribute) if card.lead_skill else None)
skill_type = filter_t("特技类型", ( option_t("强判", "s_pl"), option_t("不断连", "s_cprot"), option_t("C分", "s_combobonus"), option_t("P分", "s_scorebonus"), option_t("奶妈", "s_heal"), option_t("血盾", "s_life"), option_t("过载", "s_overload"), option_t("全才", "s_allround"), option_t("专注", "s_perfelegant"), option_t("技能增强", "s_sb"), option_t("集中/协调", "s_focus"), option_t("生命闪耀", "s_cbonus_based_life"), option_t("返场", "s_mimic"), option_t("三色协同", "s_synergy")), lambda card: enums.skill_class(card.skill.skill_type) if card.skill else None) high_stat = filter_t("偏高数值", ( option_t("Vocal", "m_vo_kc"), option_t("Visual", "m_vi_kc"), option_t("Dance", "m_da_kc"), option_t("均衡", "m_ba_kc")), lambda card: enums.stat_dot(card.best_stat) + "_kc") ls_target_type = filter_t("对象属性", ( option_t("所有", "ca_all"), option_t("Cute", "ca_cute"), option_t("Passion", "ca_passion"), option_t("Cool", "ca_cool")), lambda card: enums.lskill_effective_target(card.lead_skill.target_attribute) if card.lead_skill else None)
rarity = filter_t("Card Rarity", ( option_t("SSR", "ssr_kc"), option_t("SR", "sr_kc"), option_t("R", "r_kc"), option_t("N", "n_kc")), lambda card: enums.floor_rarity(card.rarity) + "_kc") skill_type = filter_t("Skill Type", ( option_t("Perf. Lock*", "s_pl"), option_t("C. Guard", "s_cprot"), option_t("Combo Bonus", "s_combobonus"), option_t("Score Bonus", "s_scorebonus"), option_t("Healer", "s_heal"), option_t("H. Guard", "s_life"), option_t("Overload", "s_overload")), lambda card: enums.skill_class(card.skill.skill_type) if card.skill else None) high_stat = filter_t("High stat", ( option_t("Vocal", "m_vo_kc"), option_t("Visual", "m_vi_kc"), option_t("Dance", "m_da_kc"), option_t("Balanced", "m_ba_kc")), lambda card: enums.stat_dot(card.best_stat) + "_kc") ls_target_type = filter_t("Target Type", ( option_t("All", "ca_all"), option_t("Cute", "ca_cute"), option_t("Passion", "ca_passion"), option_t("Cool", "ca_cool")), lambda card: enums.lskill_effective_target(card.lead_skill.target_attribute) if card.lead_skill else None)