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#角色面板 伤害计算增加 绫人、绫华
一些bug及细节调整
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@ -1,14 +1,14 @@
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# 1.2.2
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* `#角色面板` 增加伤害计算功能
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* 目前支持角色:雷神、胡桃、魈、神子、甘雨、宵宫、公子
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* 目前支持角色:雷神、胡桃、魈、神子、甘雨、宵宫、公子、绫人、绫华
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* `#角色面板` 功能升级
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* 优化无角色面板数据时的引导
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* 优化返回的图像格式及分辨率,平衡响应速度及显示效果
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* 增加 `#圣遗物列表` 命令,对已经获取面板的所有角色圣遗物进行评分,并展示高评分的圣遗物列表
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* 增加 `#面板角色列表` 命令,查看已经获取面板的角色列表
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* 增加 `#胡桃面板更新` 命令,获取单个角色面板数据,每天可更新5次
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* 更改 `#全部面板更新` 命令,获取角色展柜全部8个角色,每天可更新3次
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* 增加 `#角色面板列表` 命令,查看已经获取面板的角色列表
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* 增加 `#更新胡桃面板` 命令,获取单个角色面板数据,每天可更新5次
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* 更改 `#更新全部面板` 命令,获取角色展柜全部8个角色,每天可更新3次
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# 1.2.0
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@ -65,13 +65,14 @@ export async function character(e, { render, User }) {
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let mode = 'card';
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let name = msg.replace(/#|老婆|老公|[1|2|5][0-9]{8}/g, "").trim();
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if (/(详情|详细|面板|面版)$/.test(msg)) {
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if (/(详情|详细|面板|面版)$/.test(msg) && !/更新/.test(msg)) {
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mode = 'profile';
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name = name.replace(/(详情|详细|面板|面版)/, "").trim();
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} else if (/(详情|详细|面板|面版)更新/.test(msg)) {
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} else if (/(详情|详细|面板|面版)更新$/.test(msg) || (/更新/.test(msg) && /(详情|详细|面板|面版)$/.test(msg))) {
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mode = "refresh";
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name = name.replace(/(详情|详细|面板|面版)更新/, "").trim();
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name = name.replace(/详情|详细|面板|面版|更新/g, "").trim();
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}
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let char = Character.get(name);
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if (!char) {
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@ -582,8 +583,8 @@ export async function renderProfile(e, char, render) {
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let profile = Profile.get(uid, char.id);
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if (!profile) {
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e.reply(`请先发送 #${char.name}面板更新\n来获取${char.name}的面板详情`);
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e.reply(segment.image(`file://${process.cwd()}/plugins/miao-plugin/resources/character/imgs/help.jpg`))
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e.reply(`请先发送 #更新${char.name}面板\n来获取${char.name}的面板详情`);
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await profileHelp(e);
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return true;
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}
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@ -695,6 +696,7 @@ export async function renderProfile(e, char, render) {
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return true;
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}
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/* #敌人等级 */
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export async function enemyLv(e) {
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let selfUser = await e.checkAuth({
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auth: "self"
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@ -703,9 +705,9 @@ export async function enemyLv(e) {
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if (!selfUser || !e.msg) {
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return true;
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}
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let ret = /敌人等级\s*(\d{1,3})\s*$/.exec(e.msg);
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if (ret && ret[1]) {
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let lv = ret[1] * 1;
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let ret = /(敌人|怪物)等级\s*(\d{1,3})\s*$/.exec(e.msg);
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if (ret && ret[2]) {
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let lv = ret[2] * 1;
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await selfUser.setCfg("char.enemyLv", lv);
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@ -763,6 +765,12 @@ export async function getArtis(e, { render }) {
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}
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});
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if (artis.length === 0) {
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e.reply("请先获取角色面板数据后再查看圣遗物列表...");
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await profileHelp(e);
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return true;
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}
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artis = lodash.sortBy(artis, "_mark");
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artis = artis.reverse();
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artis = artis.slice(0, 20);
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@ -793,15 +801,23 @@ export async function getProfileAll(e) {
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let uid = MysApi.selfUser.uid;
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let profiles = Profile.getAll(uid) || {};
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if (profiles.length === 0) {
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e.reply("尚未获取任何角色数据");
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} else {
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let chars = [];
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lodash.forEach(profiles, (ds) => {
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ds.name && chars.push(ds.name)
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});
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e.reply("当前已获取面板角色: " + chars.join(", "));
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}
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return true;
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let chars = [];
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lodash.forEach(profiles || [], (ds) => {
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ds.name && chars.push(ds.name)
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});
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if (chars.length === 0) {
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e.reply("尚未获取任何角色数据");
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await profileHelp(e);
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return true;
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}
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e.reply("当前已获取面板角色: " + chars.join(", "));
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return true;
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}
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export async function profileHelp(e) {
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e.reply(segment.image(`file://${process.cwd()}/plugins/miao-plugin/resources/character/imgs/help.jpg`))
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return true;
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}
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@ -354,6 +354,8 @@ let Calc = {
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pctNum = pctNum / 100;
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let plusNum = 0;
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if (talent && attr[talent]) {
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let ds = attr[talent];
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pctNum += ds.pct / 100;
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@ -363,6 +365,7 @@ let Calc = {
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enemyDef += ds.def / 100;
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enemyIgnore += ds.ignore / 100;
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multiNum += ds.multi / 100;
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plusNum += ds.plus;
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}
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// 防御区
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@ -390,11 +393,11 @@ let Calc = {
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// 计算最终伤害
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let ret = {
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dmg: atkNum * pctNum * (1 + multiNum) * dmgNum * (1 + cdmgNum) * defNum * kNum * eleNum,
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avg: atkNum * pctNum * (1 + multiNum) * dmgNum * (1 + cpctNum * cdmgNum) * defNum * kNum * eleNum
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dmg: (atkNum * pctNum * (1 + multiNum) + plusNum) * dmgNum * (1 + cdmgNum) * defNum * kNum * eleNum,
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avg: (atkNum * pctNum * (1 + multiNum) + plusNum) * dmgNum * (1 + cpctNum * cdmgNum) * defNum * kNum * eleNum
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}
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// console.log(attr, { atkNum, pctNum, multiNum, dmgNum, cpctNum, cdmgNum, defNum, eleNum, kNum }, ret)
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// console.log(attr, { atkNum, pctNum, multiNum, plusNum, dmgNum, cpctNum, cdmgNum, defNum, eleNum, kNum }, ret)
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return ret;
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};
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26
index.js
26
index.js
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import { character, getProfile, wife, wifeReg, enemyLv, getArtis, getProfileAll } from "./apps/character.js";
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import {
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character,
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getProfile,
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wife,
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wifeReg,
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enemyLv,
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getArtis,
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getProfileAll,
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profileHelp
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} from "./apps/character.js";
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import { consStat, abyssPct } from "./apps/stat.js";
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import { wiki } from "./apps/wiki.js";
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import { help, versionInfo } from "./apps/help.js";
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@ -21,13 +30,14 @@ export {
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getProfile,
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enemyLv,
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getArtis,
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getProfileAll
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getProfileAll,
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profileHelp
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};
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let rule = {
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character: {
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reg: "^#(喵喵)?(.*)(详情|详细|面板|面版)?(更新)?$",
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reg: "^#(喵喵)?(更新)?(.*)(详情|详细|面板|面版)?(更新)?$",
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describe: "【#角色】角色详情",
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},
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getArtis: {
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describe: "【#角色】圣遗物列表",
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},
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getProfileAll: {
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reg: "#面板角色列表",
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reg: "#(面板角色|角色面板)列表",
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describe: "【#角色】查看当前已获取面板数据的角色列表",
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},
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profileHelp: {
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reg: "#角色面板帮助",
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describe: "【#角色】查看当前已获取面板数据的角色列表",
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},
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wife: {
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@ -59,11 +73,11 @@ let rule = {
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describe: "【#帮助】 #喵喵帮助",
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},
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getProfile: {
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reg: "^#(全部面板更新|获取游戏角色详情)$",
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reg: "^#(全部面板更新|更新全部面板|获取游戏角色详情)$",
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describe: "【#角色】 获取游戏橱窗详情数据",
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},
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enemyLv: {
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reg: "^#敌人等级\\s*\\d{1,3}\\s*$",
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reg: "^#(敌人|怪物)等级\\s*\\d{1,3}\\s*$",
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describe: "【#角色】 设置伤害计算中目标敌人的等级",
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},
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versionInfo: {
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35
resources/meta/character/神里绫人/calc.js
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35
resources/meta/character/神里绫人/calc.js
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export const details = [{
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title: "E后瞬水剑三段伤害",
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dmg: ({ talent }, dmg) => dmg(talent.e['三段瞬水剑伤害'], 'a')
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}, {
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title: "E后瞬水剑三段蒸发",
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dmg: ({ talent }, dmg) => dmg(talent.e['三段瞬水剑伤害'], 'a', 'zf')
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}, {
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title: "神里流·水囿每段伤害",
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params: { q: 1 },
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dmg: ({ talent }, dmg) => dmg(talent.q['水花剑伤害'], 'q')
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}];
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export const buffs = [{
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cons: 2,
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title: "绫人2命:3层浪闪以上时提高50%生命值",
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data: {
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hpPct: ({ params }) => params.q ? 0 : 50
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}
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}, {
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check: ({ cons }) => cons < 2,
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title: "4层浪闪提高瞬水剑伤害[aPlus]",
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data: {
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aPlus: ({ attr, calc, talent }) => calc(attr.hp) * talent.e['浪闪伤害值提高'] / 100 * 4
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}
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}, {
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cons: 2,
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title: "5层浪闪提高瞬水剑伤害[aPlus]",
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data: {
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aPlus: ({ attr, calc, talent }) => calc(attr.hp) * talent.e['浪闪伤害值提高'][0] / 100 * 5
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}
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}, {
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title: "元素精通:蒸发伤害提高[zf]%",
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mastery: "zf"
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}];
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38
resources/meta/character/神里绫华/calc.js
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38
resources/meta/character/神里绫华/calc.js
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export const details = [{
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title: "霰步E后重击总伤害",
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dmg: ({ talent }, dmg) => dmg(talent.a['重击伤害'], 'a2')
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}, {
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title: "神里流·冰华 伤害",
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dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e')
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}, {
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title: "神里流·霜灭 单段伤害",
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dmg: ({ talent }, dmg) => dmg(talent.q['切割伤害'], 'q')
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}];
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export const buffs = [{
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passive: 1,
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title: "神里被动:释放E后普攻与重击伤害提高30%",
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data: {
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aDmg: 30,
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a2Dmg: 30
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}
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}, {
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passive: 2,
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title: "神里被动:霰步命中敌人获得18%冰伤加成",
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data: {
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dmg: 18
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}
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}, {
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cons: 4,
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title: "神里4命:元素爆发后敌人防御力降低30%",
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data: {
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qDef: 30
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}
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}, {
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cons: 6,
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title: "神里6命:每10秒重击伤害提高[a2Dmg]%",
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data: {
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a2Dmg: 298
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}
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}];
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let step = function (start, step = 0) {
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if (!step) {
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step = start / 4;
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}
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let ret = [];
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for (let idx = 0; idx <= 5; idx++) {
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ret.push(start + step * idx)
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}
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return ret;
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}
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let polearm = {
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"白缨枪": {
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title: "白缨枪普通攻击伤害提高[aDmg]%",
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refine: { aDmg: [24, 30, 36, 42, 48] }
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refine: { aDmg: step(24) }
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},
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"黑岩刺枪": {
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title: "黑岩刺枪满层攻击力加成[atkPct]%",
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data: {
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atkPct: ({ refine }) => [12, 15, 18, 21, 24][refine] * 3
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atkPct: ({ refine }) => step(12)[refine] * 3
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}
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},
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"决斗之枪": {
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title: "身边敌人少于2个时,获得[atkPct]%的攻击力提升",
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refine: {
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atkPct: [24, 30, 36, 42, 48]
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atkPct: step(24)
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}
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},
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"匣里灭辰": {
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check: ({ element }) => ['水', '火'].includes(element),
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title: "对于水或或元素影响的敌人造成伤害提高[dmg]%",
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refine: {
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dmg: [20, 24, 28, 32, 36]
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dmg: step(20, 4)
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}
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},
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"千岩长枪": {
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@ -33,52 +45,52 @@ let polearm = {
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title: "释放元素战技后,2层Buff普攻与重击造成伤害提高[aDmg]%",
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buffCount: 2,
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refine: {
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aDmg: [8, 10, 12, 14, 16],
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a2Dmg: [8, 10, 12, 14, 16]
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aDmg: step(8),
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a2Dmg: step(8)
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}
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},
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"宗室猎枪": {
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title: "3层Buff暴击提高[cpct]%",
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buffCount: 3,
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refine: {
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cpct: [8, 10, 12, 14, 16]
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cpct: step(8)
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}
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},
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"喜多院十文字": {
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title: "元素战技伤害提升[eDmg]%",
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refine: {
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eDmg: [6, 7.5, 9, 10.5, 12]
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eDmg: step(6)
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}
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},
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"「渔获」": {
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title: "元素爆发造成伤害提高[qDmg]%,元素爆发的暴击率提高[qCpct]%",
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refine: {
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qDmg: [16, 20, 24, 28, 32],
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qCpct: [6, 7.5, 9, 10.5, 12]
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qDmg: step(16),
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qCpct: step(6)
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}
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},
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"断浪长鳍": {
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title: "满层元素爆发伤害提高[qDmg]%",
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refine: { qDmg: [40, 50, 60, 70, 80] }
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refine: { qDmg: step(40) }
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},
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"贯虹之槊": {
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title: "护盾满层状态提高攻击力[atkPct]%",
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buffCount: 10,
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refine: {
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atkPct: [4, 5, 6, 7, 8]
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atkPct: step(4)
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}
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},
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"和璞鸢": {
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title: "满层攻击力提高[atkPct]%,伤害提升[dmg]%",
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refine: {
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atkPct: [3.2 * 7, 3.9 * 7, 4.6 * 7, 5.3 * 7, 6 * 7],
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dmg: [12, 15, 18, 21, 24]
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dmg: step(12)
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}
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},
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"天空之脊": {
|
||||
title: "暴击率提升[cpct]%",
|
||||
refine: {
|
||||
cpct: [8, 10, 12, 14, 16]
|
||||
cpct: step(8)
|
||||
}
|
||||
},
|
||||
"护摩之杖": {
|
||||
@ -102,7 +114,7 @@ let polearm = {
|
||||
data: {
|
||||
atkPct: ({ attr, refine }) => {
|
||||
let recharge = attr.recharge.base + attr.recharge.plus - 100
|
||||
return Math.min(recharge * [28, 35, 42, 49, 56][refine] / 100, [80, 90, 100, 110, 120][refine])
|
||||
return Math.min(recharge * step(28)[refine] / 100, [80, 90, 100, 110, 120][refine])
|
||||
}
|
||||
}
|
||||
}]
|
||||
@ -113,106 +125,106 @@ let catalyst = {
|
||||
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: [20, 25, 30, 35, 40]
|
||||
atkPct: step(20)
|
||||
}
|
||||
},
|
||||
"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: [12, 15, 18, 21, 24]
|
||||
dmg: step(12)
|
||||
}
|
||||
},
|
||||
"甲级宝珏": {
|
||||
title: "击败敌人后攻击力提升[atkPct]%",
|
||||
refine: {
|
||||
atkPct: [12, 14, 16, 18, 20]
|
||||
atkPct: step(12, 2)
|
||||
}
|
||||
},
|
||||
"黑岩绯玉": {
|
||||
title: "击败敌人后,满层攻击力提升[atkPct]%",
|
||||
buffCount: 3,
|
||||
refine: {
|
||||
atkPct: [12, 15, 18, 21, 24]
|
||||
atkPct: step(12)
|
||||
}
|
||||
},
|
||||
"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: [8, 10, 12, 14, 16]
|
||||
dmg: step(8)
|
||||
}
|
||||
},
|
||||
"宗室秘法录": {
|
||||
title: "3层状态下提高暴击率[cpct]%",
|
||||
buffCount: 3,
|
||||
refine: {
|
||||
cpct: [8, 10, 12, 14, 16]
|
||||
cpct: step(8)
|
||||
}
|
||||
},
|
||||
"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: [20, 25, 30, 35, 40],
|
||||
eDmg: [20, 25, 30, 35, 40],
|
||||
qDmg: [20, 25, 30, 35, 40]
|
||||
aDmg: step(20),
|
||||
eDmg: step(20),
|
||||
qDmg: step(20)
|
||||
}
|
||||
},
|
||||
"流浪乐章": {
|
||||
title: "咏叹调下全元素伤害提升[dmg]%",
|
||||
refine: {
|
||||
dmg: [48, 60, 72, 84, 96]
|
||||
dmg: step(48, 12)
|
||||
}
|
||||
},
|
||||
"暗巷的酒与诗": {
|
||||
title: "冲刺后攻击力提升[atkPct]%",
|
||||
refine: {
|
||||
atkPct: [20, 25, 30, 35, 40]
|
||||
atkPct: step(20)
|
||||
}
|
||||
},
|
||||
"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: [16, 20, 24, 28, 32],
|
||||
atkPct: [8, 10, 12, 14, 16]
|
||||
a2Dmg: step(16),
|
||||
atkPct: step(8)
|
||||
}
|
||||
},
|
||||
"白辰之环": {
|
||||
title: "与雷元素反应后提高元素反应加成[dmg]%",
|
||||
refine: {
|
||||
dmg: [10, 12.5, 15, 17.5, 20]
|
||||
dmg: step(10, 2.5)
|
||||
}
|
||||
},
|
||||
"证誓之明瞳": {
|
||||
title: "施放元素战技后,元素充能效率提升[recharge]%",
|
||||
refine: {
|
||||
recharge: [24, 30, 36, 42, 48]
|
||||
recharge: step(24)
|
||||
}
|
||||
},
|
||||
"四风原典": {
|
||||
title: "满层获得[dmg]%的元素伤害加成",
|
||||
buffCount: 4,
|
||||
refine: {
|
||||
dmg: [8, 10, 12, 14, 16]
|
||||
dmg: step(8)
|
||||
}
|
||||
},
|
||||
"天空之卷": {
|
||||
title: "元素伤害加成提升[dmg]%",
|
||||
refine: {
|
||||
dmg: [12, 15, 18, 21, 24]
|
||||
dmg: step(12)
|
||||
}
|
||||
},
|
||||
"尘世之锁": {
|
||||
title: "护盾+满层情况下攻击力提高[atkPct]%",
|
||||
buffCount: 10,
|
||||
refine: {
|
||||
atkPct: [4, 5, 6, 7, 8]
|
||||
atkPct: step(4)
|
||||
}
|
||||
},
|
||||
"不灭月华": {
|
||||
title: "治疗加成提高[heal]%,普攻伤害增加[aPlus]",
|
||||
refine: {
|
||||
heal: [10, 12.5, 15, 17.5, 20]
|
||||
heal: step(10, 2.5)
|
||||
},
|
||||
data: {
|
||||
aPlus: ({ attr, calc }) => calc(attr.hp) / 100
|
||||
@ -222,7 +234,7 @@ let catalyst = {
|
||||
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: [12, 15, 18, 21, 24]
|
||||
dmg: step(12)
|
||||
}
|
||||
}
|
||||
};
|
||||
@ -232,87 +244,87 @@ let bow = {
|
||||
check: ({ element }) => ['水', '火'].includes(element),
|
||||
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: [12, 15, 18, 21, 24]
|
||||
dmg: step(12)
|
||||
}
|
||||
},
|
||||
"神射手之誓": {
|
||||
title: "针对要害造成的伤害提升[a2Dmg]%",
|
||||
refine: {
|
||||
a2Dmg: [24, 30, 36, 42, 48]
|
||||
a2Dmg: step(24)
|
||||
}
|
||||
},
|
||||
"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: [36, 42, 48, 54, 60],
|
||||
a2Dmg: [36, 42, 48, 54, 60]
|
||||
aDmg: step(36, 6),
|
||||
a2Dmg: step(36, 6)
|
||||
}
|
||||
},
|
||||
"绝弦": {
|
||||
title: "元素战技与元素爆发的伤害提高[eDmg]%",
|
||||
refine: {
|
||||
eDmg: [24, 30, 36, 42, 48],
|
||||
qDmg: [24, 30, 36, 42, 48]
|
||||
eDmg: step(24),
|
||||
qDmg: step(24)
|
||||
}
|
||||
},
|
||||
"暗巷猎手": {
|
||||
title: "满层提高[dmg]%伤害",
|
||||
refine: {
|
||||
dmg: [20, 25, 30, 35, 40]
|
||||
dmg: step(20)
|
||||
}
|
||||
},
|
||||
"黑岩战弓": {
|
||||
title: "击败敌人后,攻击力满层提升[atkPct]%",
|
||||
buffCount: 3,
|
||||
refine: {
|
||||
atkPct: [12, 15, 18, 21, 24]
|
||||
atkPct: step(12)
|
||||
}
|
||||
},
|
||||
"钢轮弓": {
|
||||
title: "普通攻击与重击命中时,满层提升[atkPct]%",
|
||||
buffCount: 4,
|
||||
refine: {
|
||||
atkPct: [4, 5, 6, 7, 8]
|
||||
atkPct: step(4)
|
||||
}
|
||||
},
|
||||
"试作澹月": {
|
||||
title: "重击命中要害提高[atkPct]%攻击力",
|
||||
refine: {
|
||||
atkPct: [36, 45, 54, 63, 72]
|
||||
atkPct: step(36)
|
||||
}
|
||||
},
|
||||
"宗室长弓": {
|
||||
title: "3层提高暴击率[cpct]%",
|
||||
buffCount: 3,
|
||||
refine: {
|
||||
cpct: [8, 10, 12, 14, 16]
|
||||
cpct: step(8)
|
||||
}
|
||||
},
|
||||
"弓藏": {
|
||||
title: "普攻造成的伤害提升[aDmg]%",
|
||||
refine: {
|
||||
aDmg: [40, 50, 60, 70, 80]
|
||||
aDmg: step(40)
|
||||
}
|
||||
},
|
||||
"风花之颂": {
|
||||
title: "施放元素战技时攻击力提升[atkPct]%",
|
||||
refine: {
|
||||
atkPct: [16, 20, 24, 28, 32]
|
||||
atkPct: step(16)
|
||||
}
|
||||
},
|
||||
"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: [20, 25, 30, 35, 40],
|
||||
eDmg: [20, 25, 30, 35, 40]
|
||||
aDmg: step(20),
|
||||
eDmg: step(20)
|
||||
}
|
||||
},
|
||||
"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: [16, 20, 24, 28, 32],
|
||||
a2Dmg: [12, 15, 18, 21, 24]
|
||||
aDmg: step(16),
|
||||
a2Dmg: step(12)
|
||||
}
|
||||
},
|
||||
"掠食者": {
|
||||
@ -326,79 +338,248 @@ let bow = {
|
||||
"曚云之月": {
|
||||
title: "满层元素爆发伤害提高[qDmg]%",
|
||||
refine: {
|
||||
qDmg: [40, 50, 60, 70, 80]
|
||||
qDmg: step(40)
|
||||
}
|
||||
},
|
||||
"冬极白星": [{
|
||||
title: "元素战技与元素爆发伤害提高[eDmg]%",
|
||||
refine: {
|
||||
eDmg: [12, 15, 18, 21, 24],
|
||||
qDmg: [12, 15, 18, 21, 24],
|
||||
eDmg: step(12),
|
||||
qDmg: step(12),
|
||||
}
|
||||
}, {
|
||||
title: "满Buff下提高攻击力[atkPct]%",
|
||||
refine: {
|
||||
atkPct: [48, 60, 72, 84, 96]
|
||||
atkPct: step(48, 12)
|
||||
}
|
||||
}],
|
||||
"飞雷之弦振": [{
|
||||
title: "满Buff下提高普攻伤害[aDmg]%",
|
||||
refine: {
|
||||
aDmg: [40, 50, 60, 70, 80]
|
||||
aDmg: step(40)
|
||||
}
|
||||
}],
|
||||
"终末嗟叹之诗": [{
|
||||
title: "元素精通提高[mastery]",
|
||||
refine: {
|
||||
mastery: [60, 75, 90, 105, 120]
|
||||
mastery: step(60)
|
||||
}
|
||||
}, {
|
||||
title: "Buff下提高元素精通[mastery],攻击力[atkPct]%",
|
||||
refine: {
|
||||
mastery: [100, 125, 150, 175, 200],
|
||||
atkPct: [20, 25, 30, 35, 40]
|
||||
mastery: step(100),
|
||||
atkPct: step(20)
|
||||
}
|
||||
}],
|
||||
"阿莫斯之弓": [{
|
||||
title: "普攻与重击伤害提高[a2Dmg]%",
|
||||
refine: {
|
||||
aDmg: [12, 15, 18, 21, 24],
|
||||
a2Dmg: [12, 15, 18, 21, 24]
|
||||
aDmg: step(12),
|
||||
a2Dmg: step(12)
|
||||
}
|
||||
}, {
|
||||
title: "5段Buff重击伤害提高[a2Dmg]%",
|
||||
buffCount: 5,
|
||||
refine: {
|
||||
aDmg: [8, 10, 12, 14, 16],
|
||||
a2Dmg: [8, 10, 12, 14, 16]
|
||||
aDmg: step(8),
|
||||
a2Dmg: step(8)
|
||||
}
|
||||
}],
|
||||
"天空之翼": {
|
||||
title: "暴击伤害提高[cdmg]%",
|
||||
refine: {
|
||||
cdmg: [20, 25, 30, 35, 40]
|
||||
cdmg: step(20)
|
||||
}
|
||||
},
|
||||
"若水": {
|
||||
title: "生命值提高[hpPct]%,伤害提高[dmg]%",
|
||||
refine: {
|
||||
hpPct: [16, 20, 24, 28, 32],
|
||||
dmg: [20, 25, 30, 35, 40]
|
||||
hpPct: step(16),
|
||||
dmg: step(20)
|
||||
}
|
||||
},
|
||||
"陨龙之梦": {
|
||||
title: "护盾+满Buff提高攻击力[atkPct]%",
|
||||
buffCount: 10,
|
||||
refine: {
|
||||
atkPct: [4, 5, 6, 7, 8]
|
||||
atkPct: step(4)
|
||||
}
|
||||
},
|
||||
"落霞": {
|
||||
title: "二层状态下提高伤害[dmg]%",
|
||||
refine: {
|
||||
dmg: [10, 12.5, 15, 17.5, 20]
|
||||
dmg: step(10, 2.5)
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
export const weapons = { ...polearm, ...catalyst, ...bow };
|
||||
let sword = {
|
||||
"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
|
||||
}
|
||||
},
|
||||
"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)
|
||||
}
|
||||
},
|
||||
"降临之剑": {
|
||||
title: "旅行者攻击力提高[atkPlus]",
|
||||
data: {
|
||||
atkPlus: 66
|
||||
}
|
||||
},
|
||||
"黑剑": {
|
||||
title: "普攻与重击的造成的伤害提升[aDmg]%",
|
||||
refine: {
|
||||
aDmg: step(20),
|
||||
a2Dmg: step(20)
|
||||
}
|
||||
},
|
||||
"暗巷闪光": {
|
||||
title: "角色造成的伤害提升[dmg]%",
|
||||
refine: {
|
||||
dmg: step(12)
|
||||
}
|
||||
},
|
||||
"宗室长剑": {
|
||||
title: "3层Buff下,暴击率提高[cpct]%",
|
||||
buffCount: 3,
|
||||
refine: {
|
||||
cpct: step(8)
|
||||
}
|
||||
},
|
||||
"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)
|
||||
}
|
||||
},
|
||||
"匣里龙吟": {
|
||||
check: ({ element }) => ['火', '雷'].includes(element),
|
||||
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)
|
||||
}
|
||||
},
|
||||
"铁蜂刺": {
|
||||
title: "满Buff伤害提高[dmg]%",
|
||||
buffCount: 2,
|
||||
refine: {
|
||||
dmg: step(6)
|
||||
}
|
||||
},
|
||||
"黑岩长剑": {
|
||||
title: "满Buff攻击力提高[atkPct]%",
|
||||
buffCount: 3,
|
||||
refine: {
|
||||
atkPct: step(12)
|
||||
}
|
||||
},
|
||||
"飞天御剑": {
|
||||
title: "施放元素爆发后,提高[atkPct]%的攻击力",
|
||||
refine: {
|
||||
atkPct: step(12)
|
||||
}
|
||||
},
|
||||
"黎明神剑": {
|
||||
title: "生命值高于90%时,暴击率提升[cpct]%",
|
||||
refine: {
|
||||
cpct: step(14)
|
||||
}
|
||||
},
|
||||
"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)
|
||||
}
|
||||
},
|
||||
"冷刃": {
|
||||
check: ({ element }) => ['水', '冰'].includes(element),
|
||||
title: "对处于水或冰元素影响的敌人伤害提高[dmg]%",
|
||||
refine: {
|
||||
dmg: step(12)
|
||||
}
|
||||
},
|
||||
"波乱月白经津": [{
|
||||
title: "元素伤害加成[dmg]%",
|
||||
refine: {
|
||||
dmg: step(12)
|
||||
}
|
||||
}, {
|
||||
title: "满层提高普攻[aDmg]%",
|
||||
buffCount: 2,
|
||||
refine: {
|
||||
aDmg: step(20)
|
||||
}
|
||||
}],
|
||||
"雾切之回光": [{
|
||||
title: "元素伤害加成[dmg]%",
|
||||
refine: {
|
||||
dmg: step(12)
|
||||
}
|
||||
}, {
|
||||
title: "满层获得伤害加成[dmg]%",
|
||||
refine: {
|
||||
dmg: step(28)
|
||||
}
|
||||
}],
|
||||
"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)
|
||||
}
|
||||
},
|
||||
"磐岩结绿": [{
|
||||
title: "基于生命值上限提高攻击力[atkPlus]",
|
||||
data: {
|
||||
atkPlus: ({ attr, calc, refine }) => {
|
||||
console.log('panyan', calc(attr.hp), step(1.2)[refine]);
|
||||
return calc(attr.hp) * step(1.2)[refine] / 100
|
||||
}
|
||||
}
|
||||
}],
|
||||
"斫峰之刃": [{
|
||||
title: "护盾强效提升[shild]%",
|
||||
refine: {
|
||||
shild: step(20)
|
||||
}
|
||||
}, {
|
||||
title: "满Buff提高攻击力[atkPct]%",
|
||||
buffCount: 5,
|
||||
refine: {
|
||||
atkPct: step(4)
|
||||
}
|
||||
}],
|
||||
"天空之刃": [{
|
||||
title: "暴击率提高[cpct]%",
|
||||
refine: {
|
||||
cpct: step(4)
|
||||
}
|
||||
}, {
|
||||
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
|
||||
}
|
||||
}],
|
||||
"风鹰剑": {
|
||||
title: "攻击力提高[atkPct]%",
|
||||
refine: {
|
||||
atkPct: step(20)
|
||||
}
|
||||
},
|
||||
|
||||
}
|
||||
|
||||
export const weapons = { ...polearm, ...catalyst, ...bow, ...sword };
|
Loading…
Reference in New Issue
Block a user