miao-plugin/resources/meta/weapons/calc.js

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let step = function (start, step = 0) {
if (!step) {
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step = start / 4
}
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let ret = []
for (let idx = 0; idx <= 5; idx++) {
ret.push(start + step * idx)
}
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return ret
}
let polearm = {
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白缨枪: {
title: '白缨枪普通攻击伤害提高[aDmg]%',
refine: { aDmg: step(24) }
},
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黑岩刺枪: {
title: '黑岩刺枪满层攻击力加成[atkPct]%',
data: {
atkPct: ({ refine }) => step(12)[refine] * 3
}
},
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决斗之枪: {
title: '身边敌人少于2个时获得[atkPct]%的攻击力提升',
refine: {
atkPct: step(24)
}
},
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匣里灭辰: {
check: ({ element }) => ['水', '火'].includes(element),
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title: '对于水或火元素影响的敌人造成伤害提高[dmg]%',
refine: {
dmg: step(20, 4),
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phy: step(20, 4)
}
},
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千岩长枪: {
title: '四璃月队伍提高[atkPct]%攻击力及[cpct]%的暴击率提高',
refine: {
atkPct: [7, 8, 9, 10, 11],
cpct: [3, 4, 5, 6, 7]
}
},
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试作星镰: {
title: '释放元素战技后2层Buff普攻与重击造成伤害提高[aDmg]%',
buffCount: 2,
refine: {
aDmg: step(8),
a2Dmg: step(8)
}
},
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宗室猎枪: {
title: '3层Buff暴击提高[cpct]%',
buffCount: 3,
refine: {
cpct: step(8)
}
},
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喜多院十文字: {
title: '元素战技伤害提升[eDmg]%',
refine: {
eDmg: step(6)
}
},
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'「渔获」': {
title: '元素爆发造成伤害提高[qDmg]%,元素爆发的暴击率提高[qCpct]%',
refine: {
qDmg: step(16),
qCpct: step(6)
}
},
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断浪长鳍: {
title: '满层元素爆发伤害提高[qDmg]%',
refine: { qDmg: step(40) }
},
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贯虹之槊: [{
title: '护盾满层状态提高攻击力[atkPct]%',
buffCount: 10,
refine: {
atkPct: step(4)
}
}, {
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title: '护盾强效提高[shield]%',
refine: {
shield: step(20)
}
}],
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和璞鸢: {
title: '满层攻击力提高[atkPct]%,伤害提升[dmg]%',
refine: {
atkPct: [3.2 * 7, 3.9 * 7, 4.6 * 7, 5.3 * 7, 6 * 7],
dmg: step(12),
phy: step(12)
}
},
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护摩之杖: {
title: '角色生命低于50%时额外获得[atkPlus]攻击力',
data: {
atkPlus: ({ attr, refine, calc }) => {
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let totalHp = calc(attr.hp)
return totalHp * ([0.8, 1, 1.2, 1.4, 1.6][refine] + [1, 1.2, 1.4, 1.6, 1.8][refine]) / 100
}
}
},
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薙草之稻光: [{
title: '元素爆发12秒内元素充能提高[rechargePlus]%',
sort: 0,
refine: {
rechargePlus: [30, 35, 40, 45, 50]
}
}, {
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title: '攻击力基于元素充能提升[atkPct]%',
sort: 10,
data: {
atkPct: ({ attr, refine }) => {
let recharge = attr.recharge.base + attr.recharge.plus - 100
return Math.min(recharge * step(28)[refine] / 100, [80, 90, 100, 110, 120][refine])
}
}
}],
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息灾: {
title: '获得[dmg]%元素伤害加成满Buff前台提供[atkPct]%攻击力加成',
refine: {
dmg: step(12),
atkPct: step(3.2 * 6)
}
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},
贯月矢: {
title: '拾取苏生之叶的角色攻击力提升[atkPct]%',
refine: {
atkPct: step(16)
}
}
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}
let catalyst = {
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翡玉法球: {
check: ({ element }) => element === '水',
title: '触发蒸发、感电、冰冻或水元素扩散反应后的12秒内攻击力提高[atkPct]%',
refine: {
atkPct: step(20)
}
},
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魔导绪论: {
check: ({ element }) => ['水', '雷'].includes(element),
title: '对处于水元素或雷元素影响下的敌人,造成的伤害提高[dmg]%',
refine: {
dmg: step(12)
}
},
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甲级宝珏: {
title: '击败敌人后攻击力提升[atkPct]%',
refine: {
atkPct: step(12, 2)
}
},
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黑岩绯玉: {
title: '击败敌人后,满层攻击力提升[atkPct]%',
buffCount: 3,
refine: {
atkPct: step(12)
}
},
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万国诸海图谱: {
title: '触发元素反应后,满层提高[dmg]%的元素伤害',
buffCount: 2,
refine: {
dmg: step(8)
}
},
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宗室秘法录: {
title: '3层状态下提高暴击率[cpct]%',
buffCount: 3,
refine: {
cpct: step(8)
}
},
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匣里日月: {
title: '普攻提高元素战技与爆发伤害[eDmg]%,元素战技与爆发提高普攻伤害[aDmg]%',
refine: {
aDmg: step(20),
eDmg: step(20),
qDmg: step(20)
}
},
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流浪乐章: {
title: '咏叹调下全元素伤害提升[dmg]%',
refine: {
dmg: step(48, 12)
}
},
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暗巷的酒与诗: {
title: '冲刺后攻击力提升[atkPct]%',
refine: {
atkPct: step(20)
}
},
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嘟嘟可故事集: {
title: '普攻提高重击伤害[a2Dmg]%,重击提高攻击力[atkPct]%',
refine: {
a2Dmg: step(16),
atkPct: step(8)
}
},
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白辰之环: {
title: '与雷元素反应后提高元素反应加成[dmg]%',
refine: {
dmg: step(10, 2.5)
}
},
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证誓之明瞳: {
title: '施放元素战技后,元素充能效率提升[recharge]%',
refine: {
recharge: step(24)
}
},
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四风原典: {
title: '满层获得[dmg]%的元素伤害加成',
buffCount: 4,
refine: {
dmg: step(8)
}
},
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天空之卷: {
title: '元素伤害加成提升[dmg]%',
refine: {
dmg: step(12)
}
},
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尘世之锁: [{
title: '护盾强效提升[shield]%',
refine: {
shield: step(20)
}
}, {
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title: '护盾+满层情况下攻击力提高[atkPct]%',
buffCount: 10,
refine: {
atkPct: step(4),
shield: step(20)
}
}],
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不灭月华: {
title: '治疗加成提高[_heal]%,普攻伤害增加[aPlus]',
refine: {
_heal: step(10, 2.5)
},
data: {
aPlus: ({ attr, calc, refine }) => calc(attr.hp) * step(1, 0.5)[refine] / 100
}
},
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神乐之真意: {
title: '满层提高元素战技伤害[eDmg]%,元素伤害提高[dmg]%',
refine: {
eDmg: [12 * 3, 15 * 3, 18 * 3, 21 * 3, 24 * 3],
dmg: step(12)
}
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},
盈满之实: {
title: '满层提高元素精通[mastery],攻击力降低[_atkPct]%',
buffCount: 5,
refine: {
mastery: step(24, 3),
_atkPct: step(5, 0),
atkPct: step(-5, 0)
}
}
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}
let bow = {
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鸦羽弓: {
check: ({ element }) => ['水', '火'].includes(element),
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title: '对处于水或火元素影响下的敌人,造成的伤害提高[dmg]%',
refine: {
dmg: step(12)
}
},
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神射手之誓: {
title: '针对要害造成的伤害提升[a2Dmg]%',
refine: {
a2Dmg: step(24)
}
},
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弹弓: {
title: '普攻与重击的箭矢0.3秒内击中敌人,伤害增加[a2Dmg]%',
refine: {
aDmg: step(36, 6),
a2Dmg: step(36, 6)
}
},
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绝弦: {
title: '元素战技与元素爆发的伤害提高[eDmg]%',
refine: {
eDmg: step(24),
qDmg: step(24)
}
},
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暗巷猎手: {
title: '满层提高[dmg]%伤害',
refine: {
dmg: step(20)
}
},
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黑岩战弓: {
title: '击败敌人后,攻击力满层提升[atkPct]%',
buffCount: 3,
refine: {
atkPct: step(12)
}
},
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钢轮弓: {
title: '普通攻击与重击命中时,满层提升[atkPct]%',
buffCount: 4,
refine: {
atkPct: step(4)
}
},
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试作澹月: {
title: '重击命中要害提高[atkPct]%攻击力',
refine: {
atkPct: step(36)
}
},
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宗室长弓: {
title: '3层提高暴击率[cpct]%',
buffCount: 3,
refine: {
cpct: step(8)
}
},
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弓藏: {
title: '普攻造成的伤害提升[aDmg]%',
refine: {
aDmg: step(40)
}
},
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风花之颂: {
title: '施放元素战技时攻击力提升[atkPct]%',
refine: {
atkPct: step(16)
}
},
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幽夜华尔兹: {
title: 'Buff下普攻及元素战技造成的伤害提升[aDmg]%',
refine: {
aDmg: step(20),
eDmg: step(20)
}
},
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破魔之弓: {
title: '满能量下普攻伤害提高[aDmg]%,重击伤害提高[a2Dmg]%',
buffCount: 2,
refine: {
aDmg: step(16),
a2Dmg: step(12)
}
},
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掠食者: {
check: ({ element }) => element === '冰',
title: '满Buff普攻与重击伤害提高[aDmg]%埃洛伊攻击力提升66',
refine: {
aDmg: [20],
atkPlus: 66
}
},
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曚云之月: {
title: '满层元素爆发伤害提高[qDmg]%',
refine: {
qDmg: step(40)
}
},
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冬极白星: [{
title: '元素战技与元素爆发伤害提高[eDmg]%',
refine: {
eDmg: step(12),
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qDmg: step(12)
}
}, {
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title: '满Buff下提高攻击力[atkPct]%',
refine: {
atkPct: step(48, 12)
}
}],
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飞雷之弦振: [{
title: '满Buff下提高普攻伤害[aDmg]%',
refine: {
aDmg: step(40)
}
}],
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终末嗟叹之诗: [{
title: '元素精通提高[_mastery]',
sort: 0,
refine: {
_mastery: step(60)
}
}, {
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title: 'Buff下提高元素精通[mastery],攻击力[atkPct]%',
sort: 0,
refine: {
mastery: step(100),
atkPct: step(20)
}
}],
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阿莫斯之弓: [{
title: '普攻与重击伤害提高[a2Dmg]%',
refine: {
aDmg: step(12),
a2Dmg: step(12)
}
}, {
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title: '5段Buff重击伤害提高[a2Dmg]%',
buffCount: 5,
refine: {
aDmg: step(8),
a2Dmg: step(8)
}
}],
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若水: {
title: '生命值提高[_hpPct]%,伤害提高[dmg]%',
refine: {
_hpPct: step(16),
dmg: step(20)
}
},
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陨龙之梦: {
title: '护盾+满Buff提高攻击力[atkPct]%',
buffCount: 10,
refine: {
atkPct: step(4)
}
},
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落霞: {
title: '二层状态下提高伤害[dmg]%',
refine: {
dmg: step(10, 2.5)
}
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},
猎人之径: {
title: '元素伤害提高[dmg]%,重击造成的伤害值提高[a2Plus]',
sort: 5,
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data: {
dmg: ({ refine }) => step(12)[refine],
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a2Plus: ({ attr, calc, refine }) => calc(attr.mastery) * step(160)[refine] / 100
}
},
王下近侍: {
title: '施放元素战技或元素爆发时精通提高[mastery]',
refine: {
mastery: step(60, 20)
}
}
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}
let sword = {
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辰砂之纺锤: {
title: '元素战技造成的伤害值提高[ePlus]',
data: {
ePlus: ({ attr, calc, refine }) => calc(attr.def) * step(40)[refine] / 100
}
},
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腐殖之剑: {
title: '元素战技的伤害增加[eDmg]%,暴击率提高[eCpct]%',
refine: {
eDmg: step(16),
eCpct: step(6)
}
},
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降临之剑: {
title: '旅行者攻击力提高[atkPlus]',
data: {
atkPlus: 66
}
},
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黑剑: {
title: '普攻与重击的造成的伤害提升[aDmg]%',
refine: {
aDmg: step(20),
a2Dmg: step(20)
}
},
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暗巷闪光: {
title: '角色造成的伤害提升[dmg]%',
refine: {
dmg: step(12),
phy: step(12)
}
},
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宗室长剑: {
title: '3层Buff下暴击率提高[cpct]%',
buffCount: 3,
refine: {
cpct: step(8)
}
},
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试作斩岩: {
title: '满Buff提高攻击力及防御力[atkPct]%',
buffCount: 4,
refine: {
atkPct: step(4),
defPct: step(4)
}
},
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匣里龙吟: {
check: ({ element }) => ['火', '雷'].includes(element),
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title: '对处于火元素或雷元素影响下的敌人,造成的伤害提高[dmg]%',
refine: {
dmg: step(20, 4),
phy: step(20, 4)
}
},
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铁蜂刺: {
title: '满Buff伤害提高[dmg]%',
buffCount: 2,
refine: {
dmg: step(6),
phy: step(6)
}
},
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黑岩长剑: {
title: '满Buff攻击力提高[atkPct]%',
buffCount: 3,
refine: {
atkPct: step(12)
}
},
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飞天御剑: {
title: '施放元素爆发后,提高[atkPct]%的攻击力',
refine: {
atkPct: step(12)
}
},
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黎明神剑: {
title: '生命值高于90%时,暴击率提升[cpct]%',
refine: {
cpct: step(14)
}
},
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暗铁剑: {
check: ({ element }) => element === '雷',
title: '触发雷元素相关反应后攻击力提高[atkPct]%',
refine: {
atkPct: step(20)
}
},
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冷刃: {
check: ({ element }) => ['水', '冰'].includes(element),
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title: '对处于水或冰元素影响的敌人伤害提高[dmg]%',
refine: {
dmg: step(12),
phy: step(12)
}
},
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笼钓瓶一心: {
title: '触发效果时攻击力提升[atkPct]%',
refine: {
atkPct: step(15)
}
},
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波乱月白经津: [{
title: '元素伤害加成[dmg]%',
refine: {
dmg: step(12)
}
}, {
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title: '满层提高普攻[aDmg]%',
buffCount: 2,
refine: {
aDmg: step(20)
}
}],
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雾切之回光: [{
title: '元素伤害加成[dmg]%',
refine: {
dmg: step(12)
}
}, {
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title: '满层获得伤害加成[dmg]%',
refine: {
dmg: step(28)
}
}],
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苍古自由之誓: {
title: '触发Buff后提高普攻重击与下落攻击[aDmg]%,攻击力提升[atkPct]%',
refine: {
aDmg: step(16),
a2Dmg: step(16),
a3Dmg: step(16),
atkPct: step(20)
}
},
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磐岩结绿: [{
title: '基于生命值上限提高攻击力[atkPlus]',
data: {
atkPlus: ({ attr, calc, refine }) => calc(attr.hp) * step(1.2)[refine] / 100
}
}],
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斫峰之刃: [{
title: '护盾强效提升[shield]%',
refine: {
shield: step(20)
}
}, {
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title: '满Buff提高攻击力[atkPct]%',
buffCount: 5,
refine: {
atkPct: step(4)
}
}],
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天空之刃: [{
title: '普攻与重击的伤害值提高[aPlus]',
data: {
aPlus: ({ attr, calc, refine }) => calc(attr.atk) * step(20)[refine] / 100,
a2Plus: ({ attr, calc, refine }) => calc(attr.atk) * step(20)[refine] / 100
}
}],
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风鹰剑: {
title: '攻击力提高[_atkPct]%',
refine: {
_atkPct: step(20)
}
},
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原木刀: {
title: '拾取种识之叶的角色元素精通提升[mastery]',
refine: {
mastery: step(60)
}
}
}
let claymore = {
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沐浴龙血的剑: {
check: ({ element }) => ['火', '雷'].includes(element),
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title: '对处于火元素或雷元素影响下的敌人,造成的伤害提高[dmg]%',
refine: {
dmg: step(12),
phy: step(12)
}
},
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铁影阔剑: {
title: '生命值低于70%时,提高[a2Dmg]%重击伤害',
refine: {
a2Dmg: step(30, 5)
}
},
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飞天大御剑: {
title: '满层提高攻击力[atkPct]%',
buffCount: 4,
refine: {
atkPct: step(6, 1)
}
},
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黑岩斩刀: {
title: '击败敌人满Buff下攻击力提升[atkPct]%',
buffCount: 3,
refine: {
atkPct: step(12)
}
},
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千岩古剑: {
title: '四璃月角色提升攻击力[atkPct]%及暴击率[cpct]%',
buffCount: 4,
refine: {
atkPct: step(3, 1),
cpct: step(3, 1)
}
},
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雨裁: {
check: ({ element }) => ['水', '雷'].includes(element),
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title: '对处于水元素或雷元素影响下的敌人,造成的伤害提高[dmg]%',
refine: {
dmg: step(20, 4),
phy: step(20, 4)
}
},
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宗室大剑: {
title: '3层Buff提高暴击率[cpct]%',
buffCount: 3,
refine: {
cpct: step(8)
}
},
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螭骨剑: {
title: '满Buff提高伤害[dmg]%',
buffCount: 5,
refine: {
dmg: step(6, 1),
phy: step(6, 1)
}
},
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钟剑: {
title: '角色处于护盾庇护下时,造成的伤害提升[dmg]%',
refine: {
dmg: step(12),
phy: step(12)
}
},
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白影剑: {
title: '满Buff提升攻击力及防御力[atkPct]%',
buffCount: 4,
refine: {
atkPct: step(6),
defPct: step(6)
}
},
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桂木斩长正: {
title: '元素战技造成的伤害提升[eDmg]%',
refine: {
eDmg: step(6)
}
},
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衔珠海皇: {
title: '元素爆发造成的伤害提升[qDmg]%',
refine: {
qDmg: step(12)
}
},
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恶王丸: {
title: '满层元素爆发造成的伤害提升[qDmg]%',
refine: {
qDmg: step(40)
}
},
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天空之傲: {
title: '造成伤害提高[dmg]%',
refine: {
dmg: step(8),
phy: step(8)
}
},
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狼的末路: {
title: '攻击命中生命值低于30%的敌人时,攻击力提升[atkPct]%',
refine: {
atkPct: step(40)
}
},
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无工之剑: [{
title: '护盾强效提高[shield]%',
refine: {
shield: step(20)
}
}, {
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title: '满Buff护盾下攻击力提高[atkPct]%',
buffCount: 10,
refine: {
atkPct: step(4)
}
}],
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松籁响起之时: {
title: 'Buff状态下提高攻击力[atkPct]%',
refine: {
atkPct: step(20)
}
},
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赤角石溃杵: {
title: '普通攻击与重击造成的伤害值提高[aPlus]',
data: {
aPlus: ({ attr, calc, refine }) => calc(attr.def) * step(40)[refine] / 100,
a2Plus: ({ attr, calc, refine }) => calc(attr.def) * step(40)[refine] / 100
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}
},
森林王器: {
title: '拾取种识之叶的角色元素精通提升[mastery]',
refine: {
mastery: step(60)
}
}
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}
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export const weapons = { ...polearm, ...catalyst, ...bow, ...sword, ...claymore }