miao-plugin/resources/meta-sr/weapon/巡猎/calc.js

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export default function (staticIdx, keyIdx) {
return {
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于夜色中: [
staticIdx(1, 'cpct'),
(tables) => {
return {
title: `[_count]层Buff提高普攻与战技伤害[aDmg]%,终结技的暴击伤害[qCdmg]%`,
data: {
_count: ({ attr, calc }) => Math.min(6, Math.floor((calc(attr.speed) - 100) / 10)) + '',
aDmg: ({ attr, calc }) => Math.min(6, Math.floor((calc(attr.speed) - 100) / 10)) * tables[2],
eDmg: ({ attr, calc }) => Math.min(6, Math.floor((calc(attr.speed) - 100) / 10)) * tables[2],
qCdmg: ({ attr, calc }) => Math.min(6, Math.floor((calc(attr.speed) - 100) / 10)) * tables[3]
}
}
}],
唯有沉默: [
staticIdx(1, 'atkPct'),
keyIdx('场上目标小于等于2时暴击率提高[cpct]%', 'cpct', 2)
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],
如泥酣眠: [
staticIdx(1, 'cdmg')
],
星海巡航: [
staticIdx(1, 'cpct'),
keyIdx('对生命值小于50%的敌人暴击率提高[cpct]%,消灭敌方目标后,攻击力提高[atkPct]%', { cpct: 2, atkPct: 3 })
],
春水初生: [
keyIdx('进入战斗提高速度[speedPct]%,伤害[dmg]%', { speedPct: 1, dmg: 2 })
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],
'点个关注吧!': [(tables) => {
return {
title: '满能量提高普攻和战技伤害[aDmg]%',
data: {
aDmg: tables[1] * 2,
eDmg: tables[1] * 2
}
}
}],
相抗: [
keyIdx('消灭敌方目标后,速度提高[speedPct]%', 'speedPct', 1)
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],
离弦: [
keyIdx('消灭敌方目标后,攻击力[atkPct]%', 'atkPct', 1)
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],
论剑: [(tables) => {
return {
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title: '连续击中5次同一个目标伤害提高[dmg]%',
data: {
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dmg: tables[1] * 5
}
}
}],
重返幽冥: [
staticIdx(1, 'cpct')
],
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锋镝: [
keyIdx('战斗开始时暴击率提高[cpct]%', 'cpct', 1)
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]
}
}