星铁面板属性计算包含圣遗物及武器效果

This commit is contained in:
Kokomi 2023-05-20 21:51:44 +08:00
parent 1dddda52f7
commit 31a06ca8e5
89 changed files with 1097 additions and 861 deletions

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@ -14,7 +14,6 @@ let app = App.init({
}) })
app.reg({ app.reg({
profileList: { profileList: {
name: '面板角色列表', name: '面板角色列表',
desc: '查看当前已获取面板数据的角色列表', desc: '查看当前已获取面板数据的角色列表',

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@ -40,9 +40,6 @@ let ProfileDetail = {
msg = msg.replace(uidRet[0], '') msg = msg.replace(uidRet[0], '')
} }
if (/星铁/.test(msg)) {
e.isSr = true
}
let name = msg.replace(/#|老婆|老公|星铁|原神/g, '').trim() let name = msg.replace(/#|老婆|老公|星铁|原神/g, '').trim()
msg = msg.replace('面版', '面板') msg = msg.replace('面版', '面板')
let dmgRet = /(?:伤害|武器)(\d?)$/.exec(name) let dmgRet = /(?:伤害|武器)(\d?)$/.exec(name)
@ -75,6 +72,9 @@ let ProfileDetail = {
if (!char) { if (!char) {
return false return false
} }
if (/星铁/.test(msg) || char.isSr) {
e.isSr = true
}
let uid = e.uid || await getTargetUid(e) let uid = e.uid || await getTargetUid(e)
if (!uid) { if (!uid) {
@ -147,8 +147,6 @@ let ProfileDetail = {
if (a.phy > a.dmg) { if (a.phy > a.dmg) {
key2 = 'phy' key2 = 'phy'
} }
} else {
key2 = Format.elem(char.elem, '', 'sr')
} }
} }
attr[key] = fn(a[key2]) attr[key] = fn(a[key2])
@ -161,7 +159,6 @@ let ProfileDetail = {
let wCfg = {} let wCfg = {}
if (mode === 'weapon') { if (mode === 'weapon') {
wCfg = weapon.calcAttr(w.level, w.promote) wCfg = weapon.calcAttr(w.level, w.promote)
wCfg.info = weapon.getAffixInfo(weapon.affix)
wCfg.weapons = await ProfileWeapon.calc(profile) wCfg.weapons = await ProfileWeapon.calc(profile)
} }

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@ -74,8 +74,13 @@ const Elem = {
}) })
}, },
isElem (elem = '') { isElem (elem = '', game = 'gs') {
return !!elemMap[elem] return !!(game === 'gs' ? elemMap : elemMapSR)[elem]
},
sameElem (key1, key2, game = 'gs') {
let map = (game === 'gs' ? elemMap : elemMapSR)
return map[key1] === map[key2]
} }
} }
export default Elem export default Elem

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@ -126,7 +126,6 @@ class Artifact extends Base {
lodash.forEach(attrData, (ds) => { lodash.forEach(attrData, (ds) => {
let _ds = ds let _ds = ds
if (lodash.isString(ds)) { if (lodash.isString(ds)) {
console.log('str subids', ds)
let [id, count, step] = ds.split(',') let [id, count, step] = ds.split(',')
ds = { id, count, step } ds = { id, count, step }
} }

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@ -3,19 +3,27 @@
* */ * */
import Base from './Base.js' import Base from './Base.js'
import { abbr, artiMap, artiSetMap } from '../resources/meta/artifact/index.js' import { abbr, artiMap, artiSetMap } from '../resources/meta/artifact/index.js'
import { artiMap as artiMapSR, artiSetMap as artiSetMapSR } from '../resources/meta-sr/artifact/index.js'
import { Artifact } from './index.js' import { Artifact } from './index.js'
class ArtifactSet extends Base { class ArtifactSet extends Base {
constructor (name) { constructor (name, game = 'gs') {
super() super()
let cache = this._getCache(`arti-set:${name}`) let cache = this._getCache(`arti-set:${game}:${name}`)
if (cache) { if (cache) {
return cache return cache
} }
let data = artiSetMap[name] let data = (game === 'gs' ? artiSetMap : artiSetMapSR)[name]
if (!data) { if (!data) {
if (artiSetMapSR[name]) {
data = artiSetMapSR[name]
game = 'sr'
} else {
return false return false
} }
}
this.game = game
this.meta = data this.meta = data
return this._cache() return this._cache()
} }
@ -33,24 +41,22 @@ class ArtifactSet extends Base {
if (artiMap[name]) { if (artiMap[name]) {
return ArtifactSet.get(artiMap[name].set) return ArtifactSet.get(artiMap[name].set)
} }
if (artiMapSR[name]) {
return ArtifactSet.get(artiMap[name].set, 'sr')
}
return false return false
} }
static get (name) { static get (name) {
if (artiSetMap[name]) { if (artiSetMap[name]) {
return new ArtifactSet(name) return new ArtifactSet(name, 'gs')
}
if (artiSetMapSR[name]) {
return new ArtifactSet(name, 'sr')
} }
return false return false
} }
getArtiName (idx = 1) {
return this.sets[idx]
}
getArti (idx = 1) {
return Artifact.get(this.getArtiName(idx))
}
static getArtiNameBySet (set, idx = 1) { static getArtiNameBySet (set, idx = 1) {
let artiSet = ArtifactSet.get(set) let artiSet = ArtifactSet.get(set)
if (artiSet) { if (artiSet) {
@ -58,6 +64,14 @@ class ArtifactSet extends Base {
} }
return '' return ''
} }
getArtiName (idx = 1) {
return this.sets[idx]
}
getArti (idx = 1) {
return Artifact.get(this.getArtiName(idx))
}
} }
export default ArtifactSet export default ArtifactSet

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@ -34,9 +34,9 @@ export default class AvatarArtis extends Base {
return ArtisMark.hasAttr(this.artis) return ArtisMark.hasAttr(this.artis)
} }
static _eachArtisSet (sets, fn) { static _eachArtisSet (sets, fn, game = 'gs') {
lodash.forEach(sets || [], (v, k) => { lodash.forEach(sets || [], (v, k) => {
let artisSet = ArtifactSet.get(k) let artisSet = ArtifactSet.get(k, game)
if (artisSet) { if (artisSet) {
if (v >= 4) { if (v >= 4) {
fn(artisSet, 2) fn(artisSet, 2)
@ -306,6 +306,6 @@ export default class AvatarArtis extends Base {
} }
eachArtisSet (fn) { eachArtisSet (fn) {
AvatarArtis._eachArtisSet(this.sets, fn) AvatarArtis._eachArtisSet(this.sets, fn, this.game)
} }
} }

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@ -12,17 +12,18 @@ let attrReg = {
} }
class ProfileAttr extends Base { class ProfileAttr extends Base {
constructor (data = null, game = 'gs') { constructor (char, data = null) {
super() super()
this.game = game this.char = char
this.game = char.game
this.init(data, this.game) this.init(data, this.game)
} }
static create (data = null, game = 'gs') { static create (char, data = null) {
return new ProfileAttr(data, game) return new ProfileAttr(char, data)
} }
init (data, game = 'gs') { init (data) {
// 基础属性 // 基础属性
this._attr = {} this._attr = {}
this._base = {} this._base = {}
@ -36,16 +37,7 @@ class ProfileAttr extends Base {
} }
base[key] = 0 base[key] = 0
}) })
if (game === 'sr') {
Format.eachElem((key) => {
attr[key] = {
base: 0,
plus: 0,
pct: 0
}
base[key] = 0
}, game)
}
if (data) { if (data) {
this.setAttr(data, true) this.setAttr(data, true)
} }
@ -83,6 +75,13 @@ class ProfileAttr extends Base {
addAttr (key, val, isBase = false) { addAttr (key, val, isBase = false) {
let attr = this._attr let attr = this._attr
let base = this._base let base = this._base
if (this.isSr && Format.isElem(key, this.game)) {
if (Format.sameElem(this.char.elem, key, this.game)) {
key = 'dmg'
}
}
if (baseAttr[this.game].includes(key)) { if (baseAttr[this.game].includes(key)) {
attr[key].plus += val * 1 attr[key].plus += val * 1
if (isBase) { if (isBase) {
@ -121,7 +120,13 @@ class ProfileAttr extends Base {
}) })
} }
lodash.forEach(data, (val, key) => { lodash.forEach(data, (val, key) => {
if (this.isSr && Format.isElem(key, this.game)) {
if (this.char.elem === Format.elem(key, '', this.game)) {
this.addAttr('dmg', val)
}
} else {
this.addAttr(key, val) this.addAttr(key, val)
}
}) })
} }

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@ -1,7 +1,11 @@
import Base from './Base.js' import Base from './Base.js'
import { Data, Format } from '#miao' import { Data, Format } from '#miao'
import { weaponData, weaponAbbr, weaponAlias, weaponType, weaponSet } from '../resources/meta/weapon/index.js' import { weaponData, weaponAbbr, weaponAlias, weaponType, weaponSet, weaponBuffs } from '../resources/meta/weapon/index.js'
import { weaponData as weaponDataSR, weaponAlias as weaponAliasSR } from '../resources/meta-sr/weapon/index.js' import {
weaponData as weaponDataSR,
weaponAlias as weaponAliasSR,
weaponBuffs as weaponBuffsSR
} from '../resources/meta-sr/weapon/index.js'
import lodash from 'lodash' import lodash from 'lodash'
@ -168,24 +172,7 @@ class Weapon extends Base {
} }
} }
getAffixInfo (affix) { // 获取精炼描述
let d = this.getDetail()
let ad = this.detail.affixData
let txt = ad.text
lodash.forEach(ad.datas, (ds, idx) => {
txt = txt.replace(`$[${idx}]`, ds[affix - 1])
})
return {
name: d.name,
star: d.star,
desc: d.desc,
imgs: this.imgs,
affix,
affixTitle: d.affixTitle,
affixDetail: txt
}
}
getAffixDesc (affix = 1) { getAffixDesc (affix = 1) {
let skill = this.detail.skill let skill = this.detail.skill
let { name, desc, tables } = skill let { name, desc, tables } = skill
@ -194,7 +181,7 @@ class Weapon extends Base {
while ((ret = reg.exec(desc)) !== null) { while ((ret = reg.exec(desc)) !== null) {
let idx = ret[1] let idx = ret[1]
let pct = ret[2] let pct = ret[2]
let value = tables[idx - 1][affix - 1] let value = tables?.[idx]?.[affix - 1]
if (pct === '%') { if (pct === '%') {
value = Format.percent(value) value = Format.percent(value)
} }
@ -205,6 +192,38 @@ class Weapon extends Base {
desc desc
} }
} }
getWeaponBuffs (affix, isStatic = true) {
let { isSr, detail } = this
let wBuffs = (isSr ? weaponBuffsSR : weaponBuffs)
let buffs = wBuffs[this.id] || wBuffs[this.name]
if (!buffs) {
return false
}
let ret = []
if (lodash.isPlainObject(buffs)) {
buffs = [buffs]
}
lodash.forEach(buffs, (ds) => {
if (!!ds.isStatic !== !!isStatic) {
return true
}
if (isSr) {
if (!ds.idx || !ds.key) return true
let value = detail?.skill?.tables?.[ds.idx]
if (!value) return true
if (!value[affix - 1]) return true
let tmp = {}
tmp[ds.key] = value[affix - 1]
ret.push({
isStatic: true,
data: tmp
})
}
})
return ret
}
} }
export default Weapon export default Weapon

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@ -7,7 +7,9 @@ let MiaoData = {
setAvatar (player, ds) { setAvatar (player, ds) {
let char = Character.get(ds.id) let char = Character.get(ds.id)
let avatar = player.getAvatar(ds.id, true) let avatar = player.getAvatar(ds.id, true)
if (!char) {
return false
}
if (player.isSr) { if (player.isSr) {
avatar.setAvatar({ avatar.setAvatar({
...ds, ...ds,

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@ -6,6 +6,7 @@
import { Weapon, ProfileAttr } from '../index.js' import { Weapon, ProfileAttr } from '../index.js'
import { Format } from '#miao' import { Format } from '#miao'
import { calc as artisBuffs } from '../../resources/meta/artifact/index.js' import { calc as artisBuffs } from '../../resources/meta/artifact/index.js'
import { artisBuffs as artisBuffsSR } from '../../resources/meta-sr/artifact/index.js'
import { weaponBuffs } from '../../resources/meta/weapon/index.js' import { weaponBuffs } from '../../resources/meta/weapon/index.js'
import lodash from 'lodash' import lodash from 'lodash'
@ -57,7 +58,7 @@ class AttrCalc {
* @returns {{}} * @returns {{}}
*/ */
calc () { calc () {
this.attr = ProfileAttr.create({}, this.game) this.attr = ProfileAttr.create(this.char, {})
if (this.isGs) { if (this.isGs) {
this.addAttr('recharge', 100, true) this.addAttr('recharge', 100, true)
this.addAttr('cpct', 5, true) this.addAttr('cpct', 5, true)
@ -99,7 +100,11 @@ class AttrCalc {
lodash.forEach(trees || [], (tid) => { lodash.forEach(trees || [], (tid) => {
let tCfg = tree[tid] let tCfg = tree[tid]
if (tCfg) { if (tCfg) {
self.addAttr(tCfg.key, tCfg.value) let key = tCfg.key
if (['atk', 'hp', 'def'].includes(key)) {
key = key + 'Pct'
}
self.addAttr(key, tCfg.value)
} }
}) })
return return
@ -159,15 +164,27 @@ class AttrCalc {
let wCalcRet = weapon.calcAttr(wData.level, wData.promote) let wCalcRet = weapon.calcAttr(wData.level, wData.promote)
let self = this let self = this
let buffs = weapon.getWeaponBuffs(wData.affix, true)
if (this.isSr) { if (this.isSr) {
// 星铁面板属性 // 星铁面板属性
lodash.forEach(wCalcRet, (v, k) => { lodash.forEach(wCalcRet, (v, k) => {
k = k + (['hp', 'atk', 'def'].includes(k) ? 'Base' : '') k = k + (['hp', 'atk', 'def'].includes(k) ? 'Base' : '')
self.addAttr(k, v, true) self.addAttr(k, v, true)
}) })
// 检查武器类型
if (weapon.type === this.char.weapon) {
// todo sr&gs 统一
let wBuffs = weapon.getWeaponBuffs(wData.affix, true)
lodash.forEach(wBuffs, (buff) => {
lodash.forEach(buff.data || [], (v, k) => {
self.addAttr(k, v)
})
})
}
return return
} }
// 原神属性
if (wCalcRet) { if (wCalcRet) {
this.addAttr('atkBase', wCalcRet.atkBase) this.addAttr('atkBase', wCalcRet.atkBase)
this.addAttr(wCalcRet.attr?.key, wCalcRet.attr?.value) this.addAttr(wCalcRet.attr?.key, wCalcRet.attr?.value)
@ -202,9 +219,10 @@ class AttrCalc {
this.calcArtisAttr(ds, this.char) this.calcArtisAttr(ds, this.char)
}) })
}) })
let artiBuffsMap = this.isSr ? artisBuffsSR : artisBuffs
// 计算圣遗物静态加成 // 计算圣遗物静态加成
artis.eachArtisSet((set, num) => { artis.eachArtisSet((set, num) => {
let buff = artisBuffs[set.name] && artisBuffs[set.name][num] let buff = (artiBuffsMap[set.name] && artiBuffsMap[set.name][num]) || artiBuffsMap[set.name + num]
if (!buff || !buff.isStatic) { if (!buff || !buff.isStatic) {
return true return true
} }

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@ -113,7 +113,7 @@
{{if game === 'sr'}} {{if game === 'sr'}}
<div class="cont"> <div class="cont">
<div class="cont-footer dmg-desc"> <div class="cont-footer dmg-desc">
<strong>面板数据尚未完全计算全部Buff面板不准确</strong> <strong>伤害计算、圣遗物评分及词条数功能尚未完成...</strong>
</div> </div>
</div> </div>

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@ -0,0 +1,33 @@
let attr = (key, val) => {
let data = {}
data[key] = val
return {
isStatic: true,
data
}
}
export default {
云无留迹的过客2: attr('heal', 10),
野穗伴行的快枪手2: attr('atkPct', 12),
野穗伴行的快枪手4: [attr('speed', 6), attr('aDmg', 10)],
净庭教宗的圣骑士2: attr('defPct', 15),
净庭教宗的圣骑士4: attr('shield', 20),
密林卧雪的猎人2: attr('ice', 10),
街头出身的拳王2: attr('phy', 10),
熔岩锻铸的火匠2: attr('fire', 10),
繁星璀璨的天才2: attr('quantum', 10),
激奏雷电的乐队2: attr('elec', 10),
晨昏交界的翔鹰2: attr('wind', 10),
流星追迹的怪盗2: attr('stance', 16),
流星追迹的怪盗4: attr('stance', 16),
盗匪荒漠的废土客2: attr('imaginary', 10),
太空封印站2: attr('atkPct', 12),
不老者的仙舟2: attr('hpPct', 12),
泛银河商业公司2: attr('effPct', 12),
筑城者的贝洛伯格2: attr('defPct', 12),
星体差分机2: attr('cdmg', 16),
停转的萨尔索图2: attr('cpct', 8),
盗贼公国塔利亚2: attr('stance', 16),
生命的翁瓦克2: attr('recharge', 5)
}

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@ -1,12 +1,21 @@
import { Data } from '#miao' import { Data } from '#miao'
import lodash from 'lodash' import lodash from 'lodash'
import artisBuffs from './calc.js'
let data = Data.readJSON('/resources/meta-sr/artifact/data.json', 'miao') let data = Data.readJSON('/resources/meta-sr/artifact/data.json', 'miao')
let meta = Data.readJSON('/resources/meta-sr/artifact/meta.json', 'miao') let meta = Data.readJSON('/resources/meta-sr/artifact/meta.json', 'miao')
let artiMap = {} let artiMap = {}
let idMap = {} let idMap = {}
let artiSetMap = {}
lodash.forEach(data, (setData) => { lodash.forEach(data, (setData) => {
let artiSet = {
name: setData.name,
effect: setData.skill,
sets: {}
}
artiSetMap[setData.name] = artiSet
lodash.forEach(setData.idxs, (ds, idx) => { lodash.forEach(setData.idxs, (ds, idx) => {
artiMap[ds.name] = { artiMap[ds.name] = {
...ds, ...ds,
@ -18,7 +27,8 @@ lodash.forEach(data, (setData) => {
lodash.forEach(ds.ids, (star, id) => { lodash.forEach(ds.ids, (star, id) => {
idMap[id] = artiMap[ds.name] idMap[id] = artiMap[ds.name]
}) })
artiSet.sets[idx] = ds.name
}) })
}) })
export const metaData = meta export const metaData = meta
export { artiMap, idMap } export { artiMap, idMap, artisBuffs, artiSetMap }

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@ -1,6 +1,9 @@
import { Data } from '#miao' import { Data } from '#miao'
import lodash from 'lodash' import lodash from 'lodash'
const types = '存护,丰饶,毁灭,同谐,虚无,巡猎,智识'.split(',')
let data = Data.readJSON('/resources/meta-sr/weapon/data.json', 'miao') let data = Data.readJSON('/resources/meta-sr/weapon/data.json', 'miao')
let aliasMap = {} let aliasMap = {}
@ -11,3 +14,27 @@ lodash.forEach(data, (ds) => {
export const weaponAlias = aliasMap export const weaponAlias = aliasMap
export const weaponData = data export const weaponData = data
const weaponBuffs = {}
let loadBuffs = async function () {
for (let type of types) {
let calc = await Data.importDefault(`/resources/meta-sr/weapon/${type}/calc.js`, 'miao')
if (lodash.isFunction(calc)) {
calc = calc((idx, key) => {
return {
isStatic: true,
idx,
key
}
})
}
lodash.forEach(calc, (ds, key) => {
let id = aliasMap[key]
weaponBuffs[id] = ds
})
}
}
await loadBuffs()
export { weaponBuffs }

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@ -0,0 +1,13 @@
export default function (staticIdx) {
return {
一场术后对话: [staticIdx(1, 'recharge')],
同一种心情: [staticIdx(1, 'heal')],
嘉果: [],
时节不居: [staticIdx(1, 'hpPct'), staticIdx(2, 'heal')],
暖夜不会漫长: [staticIdx(1, 'hpPct')],
此时恰好: [staticIdx(1, 'effDef')],
物穰: [],
等价交换: [],
蕃息: []
}
}

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@ -114,21 +114,21 @@
"id": 21000, "id": 21000,
"name": "互相治愈", "name": "互相治愈",
"desc": "使装备者的能量恢复效率提高<nobr>$1[i]%</nobr>,并在施放终结技时治疗量提高<nobr>$2[i]%</nobr>。", "desc": "使装备者的能量恢复效率提高<nobr>$1[i]%</nobr>,并在施放终结技时治疗量提高<nobr>$2[i]%</nobr>。",
"tables": [ "tables": {
[ "1": [
0.08, 8,
0.1, 10,
0.12, 12,
0.14, 14.000000000000002,
0.16 16
], ],
[ "2": [
0.12, 12,
0.15, 15,
0.18, 18,
0.21, 21,
0.24 24
]
] ]
} }
} }
}

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@ -114,21 +114,21 @@
"id": 21007, "id": 21007,
"name": "救治与维修", "name": "救治与维修",
"desc": "使装备者的治疗量提高<nobr>$1[i]%</nobr>,并在施放战技时为我方全体恢复<nobr>$2[i]</nobr>点能量。", "desc": "使装备者的治疗量提高<nobr>$1[i]%</nobr>,并在施放战技时为我方全体恢复<nobr>$2[i]</nobr>点能量。",
"tables": [ "tables": {
[ "1": [
0.1, 10,
0.125, 12.5,
0.15, 15,
0.175, 17.5,
0.2 20
], ],
[ "2": [
2, 2,
2.5, 2.5,
3, 3,
3.5, 3.5,
4 4
] ]
] }
} }
} }

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@ -114,14 +114,14 @@
"id": 20008, "id": 20008,
"name": "甘美", "name": "甘美",
"desc": "战斗开始时,立即为我方全体恢复<nobr>$1[i]</nobr>点能量。", "desc": "战斗开始时,立即为我方全体恢复<nobr>$1[i]</nobr>点能量。",
"tables": [ "tables": {
[ "1": [
6, 6,
7.5, 7.5,
9, 9,
10.5, 10.5,
12 12
] ]
] }
} }
} }

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@ -114,28 +114,28 @@
"id": 23013, "id": 23013,
"name": "日有四时", "name": "日有四时",
"desc": "使装备者生命上限提高<nobr>$1[i]%</nobr>,治疗量提高<nobr>$2[i]%</nobr>。当装备者对我方目标提供治疗时,记录治疗量。当任意我方目标施放攻击后,根据记录治疗量的<nobr>$3[i]%</nobr>对随机1个受到攻击的敌方目标造成基于装备者属性的附加伤害。该伤害不受加成影响每回合最多结算1次。", "desc": "使装备者生命上限提高<nobr>$1[i]%</nobr>,治疗量提高<nobr>$2[i]%</nobr>。当装备者对我方目标提供治疗时,记录治疗量。当任意我方目标施放攻击后,根据记录治疗量的<nobr>$3[i]%</nobr>对随机1个受到攻击的敌方目标造成基于装备者属性的附加伤害。该伤害不受加成影响每回合最多结算1次。",
"tables": [ "tables": {
[ "1": [
0.18, 18,
0.21, 21,
0.24, 24,
0.27, 27,
0.3 30
], ],
[ "2": [
0.12, 12,
0.14, 14.000000000000002,
0.16, 16,
0.18, 18,
0.2 20
], ],
[ "3": [
0.36, 36,
0.42, 42,
0.48, 48,
0.54, 54,
0.6 60
]
] ]
} }
} }
}

View File

@ -114,21 +114,21 @@
"id": 21028, "id": 21028,
"name": "小小灯火", "name": "小小灯火",
"desc": "使装备者的生命上限提高<nobr>$1[i]%</nobr>。施放普攻或战技后,为我方全体回复等同于各自生命上限<nobr>$2[f1]%</nobr>的生命值。", "desc": "使装备者的生命上限提高<nobr>$1[i]%</nobr>。施放普攻或战技后,为我方全体回复等同于各自生命上限<nobr>$2[f1]%</nobr>的生命值。",
"tables": [ "tables": {
[ "1": [
0.16, 16,
0.2, 20,
0.24, 24,
0.28, 28.000000000000004,
0.32 32
], ],
[ "2": [
0.02, 2,
0.025, 2.5,
0.03, 3,
0.035, 3.5000000000000004,
0.04 4
]
] ]
} }
} }
}

View File

@ -114,28 +114,28 @@
"id": 21014, "id": 21014,
"name": "折射的视线", "name": "折射的视线",
"desc": "使装备者的效果抵抗提高<nobr>$1[i]%</nobr>,并使装备者的治疗量提高,提高数值等同于效果抵抗的<nobr>$2[i]%</nobr>,最多使治疗量提高<nobr>$3[i]%</nobr>。", "desc": "使装备者的效果抵抗提高<nobr>$1[i]%</nobr>,并使装备者的治疗量提高,提高数值等同于效果抵抗的<nobr>$2[i]%</nobr>,最多使治疗量提高<nobr>$3[i]%</nobr>。",
"tables": [ "tables": {
[ "1": [
0.16, 16,
0.2, 20,
0.24, 24,
0.28, 28.000000000000004,
0.32 32
], ],
[ "2": [
0.33, 33,
0.36, 36,
0.39, 39,
0.42, 42,
0.45 45
], ],
[ "3": [
0.15, 15,
0.18, 18,
0.21, 21,
0.24, 24,
0.27 27
]
] ]
} }
} }
}

View File

@ -114,14 +114,14 @@
"id": 20001, "id": 20001,
"name": "繁盛", "name": "繁盛",
"desc": "装备者施放战技和终结技时,治疗量提高<nobr>$1[i]%</nobr>。", "desc": "装备者施放战技和终结技时,治疗量提高<nobr>$1[i]%</nobr>。",
"tables": [ "tables": {
[ "1": [
0.12, 12,
0.15, 15,
0.18, 18,
0.21, 21,
0.24 24
]
] ]
} }
} }
}

View File

@ -114,14 +114,14 @@
"id": 21021, "id": 21021,
"name": "酣适", "name": "酣适",
"desc": "当装备者的回合开始时随机为1个当前能量百分比小于<nobr>50.0%</nobr>的我方其他目标恢复<nobr>$1[i]</nobr>点能量。", "desc": "当装备者的回合开始时随机为1个当前能量百分比小于<nobr>50.0%</nobr>的我方其他目标恢复<nobr>$1[i]</nobr>点能量。",
"tables": [ "tables": {
[ "1": [
8, 8,
10, 10,
12, 12,
14, 14,
16 16
] ]
] }
} }
} }

View File

@ -114,14 +114,14 @@
"id": 20015, "id": 20015,
"name": "丰饶民", "name": "丰饶民",
"desc": "当装备者施放普攻后,使下一次行动提前<nobr>$1[i]%</nobr>。", "desc": "当装备者施放普攻后,使下一次行动提前<nobr>$1[i]%</nobr>。",
"tables": [ "tables": {
[ "1": [
0.12, 12,
0.14, 14.000000000000002,
0.16, 16,
0.18, 18,
0.2 20
]
] ]
} }
} }
}

View File

@ -0,0 +1,13 @@
export default function (staticIdx) {
return {
与行星相会: [],
但战斗还未结束: [staticIdx(1, 'recharge')],
'舞!舞!舞!': [],
记忆中的模样: [staticIdx(1, 'stance')],
调和: [],
轮契: [],
过往未来: [],
镂月裁云之意: [],
齐颂: []
}
}

View File

@ -114,14 +114,14 @@
"id": 21011, "id": 21011,
"name": "启程", "name": "启程",
"desc": "进入战斗后,当我方目标造成与装备者相同属性的伤害时,造成的伤害提高<nobr>$1[i]%</nobr>。", "desc": "进入战斗后,当我方目标造成与装备者相同属性的伤害时,造成的伤害提高<nobr>$1[i]%</nobr>。",
"tables": [ "tables": {
[ "1": [
0.12, 12,
0.15, 15,
0.18, 18,
0.21, 21,
0.24 24
]
] ]
} }
} }
}

View File

@ -114,21 +114,21 @@
"id": 23003, "id": 23003,
"name": "继承人", "name": "继承人",
"desc": "使装备者的能量恢复效率提高<nobr>$1[i]%</nobr>并在对我方目标施放终结技时恢复1个战技点。该效果每施放2次终结技可触发1次。当装备者施放战技后使下一个行动的我方其他目标造成的伤害提高<nobr>$2[i]%</nobr>,持续<nobr>1</nobr>回合。", "desc": "使装备者的能量恢复效率提高<nobr>$1[i]%</nobr>并在对我方目标施放终结技时恢复1个战技点。该效果每施放2次终结技可触发1次。当装备者施放战技后使下一个行动的我方其他目标造成的伤害提高<nobr>$2[i]%</nobr>,持续<nobr>1</nobr>回合。",
"tables": [ "tables": {
[ "1": [
0.1, 10,
0.12, 12,
0.14, 14.000000000000002,
0.16, 16,
0.18 18
], ],
[ "2": [
0.3, 30,
0.35, 35,
0.4, 40,
0.45, 45,
0.5 50
]
] ]
} }
} }
}

View File

@ -114,14 +114,14 @@
"id": 21018, "id": 21018,
"name": "停不下来啦!", "name": "停不下来啦!",
"desc": "当装备者施放终结技后,我方全体行动提前<nobr>$1[i]%</nobr>。", "desc": "当装备者施放终结技后,我方全体行动提前<nobr>$1[i]%</nobr>。",
"tables": [ "tables": {
[ "1": [
0.16, 16,
0.18, 18,
0.2, 20,
0.22, 22,
0.24 24
]
] ]
} }
} }
}

View File

@ -114,21 +114,21 @@
"id": 21004, "id": 21004,
"name": "老相片", "name": "老相片",
"desc": "使装备者的击破特攻提高<nobr>$1[i]%</nobr>。装备者施放攻击后,额外恢复<nobr>$2[i]</nobr>点能量,该效果单个回合内不可重复触发。", "desc": "使装备者的击破特攻提高<nobr>$1[i]%</nobr>。装备者施放攻击后,额外恢复<nobr>$2[i]</nobr>点能量,该效果单个回合内不可重复触发。",
"tables": [ "tables": {
[ "1": [
0.28, 28.000000000000004,
0.35, 35,
0.42, 42,
0.49, 49,
0.56 56.00000000000001
], ],
[ "2": [
4, 4,
5, 5,
6, 6,
7, 7,
8 8
] ]
] }
} }
} }

View File

@ -114,14 +114,14 @@
"id": 20019, "id": 20019,
"name": "家族", "name": "家族",
"desc": "进入战斗时,我方全体速度提高<nobr>$1[i]</nobr>,持续<nobr>1</nobr>回合。", "desc": "进入战斗时,我方全体速度提高<nobr>$1[i]</nobr>,持续<nobr>1</nobr>回合。",
"tables": [ "tables": {
[ "1": [
12, 12,
14, 14,
16, 16,
18, 18,
20 20
] ]
] }
} }
} }

View File

@ -114,14 +114,14 @@
"id": 20012, "id": 20012,
"name": "速决", "name": "速决",
"desc": "使装备者施放攻击或受到攻击后,额外恢复<nobr>$1[i]</nobr>点能量,该效果单个回合内不可重复触发。", "desc": "使装备者施放攻击或受到攻击后,额外恢复<nobr>$1[i]</nobr>点能量,该效果单个回合内不可重复触发。",
"tables": [ "tables": {
[ "1": [
4, 4,
5, 5,
6, 6,
7, 7,
8 8
] ]
] }
} }
} }

View File

@ -114,14 +114,14 @@
"id": 21025, "id": 21025,
"name": "旧日纸鸢", "name": "旧日纸鸢",
"desc": "当装备者施放战技后,使下一个行动的我方其他目标造成的伤害提高<nobr>$1[i]%</nobr>,持续<nobr>1</nobr>回合。", "desc": "当装备者施放战技后,使下一个行动的我方其他目标造成的伤害提高<nobr>$1[i]%</nobr>,持续<nobr>1</nobr>回合。",
"tables": [ "tables": {
[ "1": [
0.16, 16,
0.2, 20,
0.24, 24,
0.28, 28.000000000000004,
0.32 32
]
] ]
} }
} }
}

View File

@ -114,28 +114,28 @@
"id": 21032, "id": 21032,
"name": "秘密", "name": "秘密",
"desc": "在战斗开始时以及当装备者回合开始时随机生效1个效果。该效果生效时替换上次的效果且本次不会与上次重复。效果包含使我方全体攻击力提高<nobr>$1[i]%</nobr>;使我方全体暴击伤害提高<nobr>$2[i]%</nobr>;使我方全体能量恢复效率提高<nobr>$3[i]%</nobr>。同类效果无法叠加,在装备者陷入无法战斗状态时解除。", "desc": "在战斗开始时以及当装备者回合开始时随机生效1个效果。该效果生效时替换上次的效果且本次不会与上次重复。效果包含使我方全体攻击力提高<nobr>$1[i]%</nobr>;使我方全体暴击伤害提高<nobr>$2[i]%</nobr>;使我方全体能量恢复效率提高<nobr>$3[i]%</nobr>。同类效果无法叠加,在装备者陷入无法战斗状态时解除。",
"tables": [ "tables": {
[ "1": [
0.1, 10,
0.125, 12.5,
0.15, 15,
0.175, 17.5,
0.2 20
], ],
[ "2": [
0.12, 12,
0.15, 15,
0.18, 18,
0.21, 21,
0.24 24
], ],
[ "3": [
0.06, 6,
0.075, 7.5,
0.09, 9,
0.105, 10.5,
0.12 12
]
] ]
} }
} }
}

View File

@ -114,14 +114,14 @@
"id": 20005, "id": 20005,
"name": "协力", "name": "协力",
"desc": "进入战斗后,使我方全体的攻击力提高<nobr>$1[i]%</nobr>。同类技能无法重复生效。", "desc": "进入战斗后,使我方全体的攻击力提高<nobr>$1[i]%</nobr>。同类技能无法重复生效。",
"tables": [ "tables": {
[ "1": [
0.08, 8,
0.09, 9,
0.1, 10,
0.11, 11,
0.12 12
]
] ]
} }
} }
}

View File

@ -0,0 +1,14 @@
export default function (staticIdx) {
return {
余生的第一天: [staticIdx(1, 'defPct')],
制胜的瞬间: [staticIdx(1, 'defPct'), staticIdx(1, 'effPct')],
宇宙市场趋势: [staticIdx(1, 'defPct')],
开疆: [staticIdx(1, 'stance')],
戍御: [],
我们是地火: [],
朗道的选择: [],
琥珀: [staticIdx(1, 'defPct')],
记忆的质料: [staticIdx(1, 'effDef')],
'这就是我啦!': [staticIdx(1, 'defPct')]
}
}

View File

@ -114,21 +114,21 @@
"id": 21002, "id": 21002,
"name": "此刻定格", "name": "此刻定格",
"desc": "使装备者的防御力提高<nobr>$1[i]%</nobr>。进入战斗后,使我方全体的伤害抗性提高<nobr>$2[i]%</nobr>。同类技能无法重复生效。", "desc": "使装备者的防御力提高<nobr>$1[i]%</nobr>。进入战斗后,使我方全体的伤害抗性提高<nobr>$2[i]%</nobr>。同类技能无法重复生效。",
"tables": [ "tables": {
[ "1": [
0.16, 16,
0.18, 18,
0.2, 20,
0.22, 22,
0.24 24
], ],
[ "2": [
0.08, 8,
0.09, 9,
0.1, 10,
0.11, 11,
0.12 12
]
] ]
} }
} }
}

View File

@ -114,28 +114,28 @@
"id": 23005, "id": 23005,
"name": "决断", "name": "决断",
"desc": "使装备者的防御力提高<nobr>$1[i]%</nobr>,效果命中提高<nobr>$2[i]%</nobr>,同时使自身受到攻击的概率提高。当装备者受到攻击后,防御力额外提高<nobr>$3[i]%</nobr>,持续到自身回合结束。", "desc": "使装备者的防御力提高<nobr>$1[i]%</nobr>,效果命中提高<nobr>$2[i]%</nobr>,同时使自身受到攻击的概率提高。当装备者受到攻击后,防御力额外提高<nobr>$3[i]%</nobr>,持续到自身回合结束。",
"tables": [ "tables": {
[ "1": [
0.24, 24,
0.28, 28.000000000000004,
0.32, 32,
0.36, 36,
0.4 40
], ],
[ "2": [
0.24, 24,
0.28, 28.000000000000004,
0.32, 32,
0.36, 36,
0.4 40
], ],
[ "3": [
0.24, 24,
0.28, 28.000000000000004,
0.32, 32,
0.36, 36,
0.4 40
]
] ]
} }
} }
}

View File

@ -114,28 +114,28 @@
"id": 21016, "id": 21016,
"name": "新一轮洗牌", "name": "新一轮洗牌",
"desc": "使装备者的防御力提高<nobr>$1[i]%</nobr>。当装备者受到攻击后,有<nobr>$2[i]%</nobr>的基础概率使敌方目标陷入灼烧状态,每回合造成等同于装备者<nobr>$3[i]%</nobr>防御力的持续伤害,持续<nobr>2</nobr>回合。", "desc": "使装备者的防御力提高<nobr>$1[i]%</nobr>。当装备者受到攻击后,有<nobr>$2[i]%</nobr>的基础概率使敌方目标陷入灼烧状态,每回合造成等同于装备者<nobr>$3[i]%</nobr>防御力的持续伤害,持续<nobr>2</nobr>回合。",
"tables": [ "tables": {
[ "1": [
0.16, 16,
0.2, 20,
0.24, 24,
0.28, 28.000000000000004,
0.32 32
], ],
[ "2": [
1, 100,
1.05, 105,
1.1, 110.00000000000001,
1.15, 114.99999999999999,
1.2 120
], ],
[ "3": [
0.4, 40,
0.5, 50,
0.6, 60,
0.7, 70,
0.8 80
]
] ]
} }
} }
}

View File

@ -114,14 +114,14 @@
"id": 20017, "id": 20017,
"name": "公司", "name": "公司",
"desc": "当装备者击破敌方目标的弱点时,回复等同于自身生命上限<nobr>$1[i]%</nobr>的生命值。", "desc": "当装备者击破敌方目标的弱点时,回复等同于自身生命上限<nobr>$1[i]%</nobr>的生命值。",
"tables": [ "tables": {
[ "1": [
0.12, 12,
0.14, 14.000000000000002,
0.16, 16,
0.18, 18,
0.2 20
]
] ]
} }
} }
}

View File

@ -114,14 +114,14 @@
"id": 20010, "id": 20010,
"name": "兴复", "name": "兴复",
"desc": "使装备者施放终结技时,回复等同于自身生命上限<nobr>$1[i]%</nobr>的生命值。", "desc": "使装备者施放终结技时,回复等同于自身生命上限<nobr>$1[i]%</nobr>的生命值。",
"tables": [ "tables": {
[ "1": [
0.18, 18,
0.21, 21,
0.24, 24,
0.27, 27,
0.3 30
]
] ]
} }
} }
}

View File

@ -114,21 +114,21 @@
"id": 21023, "id": 21023,
"name": "泪中人", "name": "泪中人",
"desc": "战斗开始时,使我方全体受到的伤害降低<nobr>$1[i]%</nobr>,持续<nobr>5</nobr>回合。同时立即为我方全体回复等同于各自已损失生命值<nobr>$2[i]%</nobr>的生命值。", "desc": "战斗开始时,使我方全体受到的伤害降低<nobr>$1[i]%</nobr>,持续<nobr>5</nobr>回合。同时立即为我方全体回复等同于各自已损失生命值<nobr>$2[i]%</nobr>的生命值。",
"tables": [ "tables": {
[ "1": [
0.08, 8,
0.1, 10,
0.12, 12,
0.14, 14.000000000000002,
0.16 16
], ],
[ "2": [
0.3, 30,
0.35, 35,
0.4, 40,
0.45, 45,
0.5 50
]
] ]
} }
} }
}

View File

@ -114,14 +114,14 @@
"id": 21009, "id": 21009,
"name": "时光如梭", "name": "时光如梭",
"desc": "使装备者受到攻击的概率提高,同时受到的伤害降低<nobr>$1[i]%</nobr>。", "desc": "使装备者受到攻击的概率提高,同时受到的伤害降低<nobr>$1[i]%</nobr>。",
"tables": [ "tables": {
[ "1": [
0.16, 16,
0.18, 18,
0.2, 20,
0.22, 22,
0.24 24
]
] ]
} }
} }
}

View File

@ -114,21 +114,21 @@
"id": 20003, "id": 20003,
"name": "静滞", "name": "静滞",
"desc": "使装备者的防御力提高<nobr>$1[i]%</nobr>。当装备者当前生命值百分比小于<nobr>50.0%</nobr>时,其防御力额外提高<nobr>$2[i]%</nobr>。", "desc": "使装备者的防御力提高<nobr>$1[i]%</nobr>。当装备者当前生命值百分比小于<nobr>50.0%</nobr>时,其防御力额外提高<nobr>$2[i]%</nobr>。",
"tables": [ "tables": {
[ "1": [
0.16, 16,
0.2, 20,
0.24, 24,
0.28, 28.000000000000004,
0.32 32
], ],
[ "2": [
0.16, 16,
0.2, 20,
0.24, 24,
0.28, 28.000000000000004,
0.32 32
]
] ]
} }
} }
}

View File

@ -114,28 +114,28 @@
"id": 24002, "id": 24002,
"name": "珍存", "name": "珍存",
"desc": "使装备者的效果抵抗提高<nobr>$1[i]%</nobr>当装备者受到攻击后如果自身未持有护盾则获得1个等同于装备者<nobr>$2[i]%</nobr>生命上限的护盾,持续<nobr>2</nobr>回合。该效果每<nobr>3</nobr>回合只能触发1次。如果装备者持有护盾则使自身受到的伤害降低<nobr>$3[i]%</nobr>。", "desc": "使装备者的效果抵抗提高<nobr>$1[i]%</nobr>当装备者受到攻击后如果自身未持有护盾则获得1个等同于装备者<nobr>$2[i]%</nobr>生命上限的护盾,持续<nobr>2</nobr>回合。该效果每<nobr>3</nobr>回合只能触发1次。如果装备者持有护盾则使自身受到的伤害降低<nobr>$3[i]%</nobr>。",
"tables": [ "tables": {
[ "1": [
0.08, 8,
0.1, 10,
0.12, 12,
0.14, 14.000000000000002,
0.16 16
], ],
[ "2": [
0.16, 16,
0.2, 20,
0.24, 24,
0.28, 28.000000000000004,
0.32 32
], ],
[ "3": [
0.12, 12,
0.15, 15,
0.18, 18,
0.21, 21,
0.24 24
]
] ]
} }
} }
}

View File

@ -114,21 +114,21 @@
"id": 21030, "id": 21030,
"name": "新篇章", "name": "新篇章",
"desc": "使装备者防御力提高<nobr>$1[i]%</nobr>。使装备者施放终结技时造成的伤害值提高,提高数值等同于装备者防御力的<nobr>$2[i]%</nobr>该效果对每个敌方目标仅生效1次。", "desc": "使装备者防御力提高<nobr>$1[i]%</nobr>。使装备者施放终结技时造成的伤害值提高,提高数值等同于装备者防御力的<nobr>$2[i]%</nobr>该效果对每个敌方目标仅生效1次。",
"tables": [ "tables": {
[ "1": [
0.16, 16,
0.2, 20,
0.24, 24,
0.28, 28.000000000000004,
0.32 32
], ],
[ "2": [
0.6, 60,
0.75, 75,
0.9, 90,
1.05, 105,
1.2 120
]
] ]
} }
} }
}

View File

@ -0,0 +1,27 @@
export default function (staticIdx) {
return {
于夜色中: [staticIdx(1, 'cpct'), ({ attr, tables }) => {
let buffCount = Math.min(6, Math.floor((attr.speed - 100) / 10))
let dmg = tables[2] * buffCount
let cdmg = tables[3] * buffCount
return {
title: `${buffCount}层Buff提高普攻与战技伤害[aDmg]%,终结技的暴击伤害[qCdmg]%`,
data: {
aDmg: dmg,
eDmg: dmg,
qCdmg: cdmg
}
}
}],
唯有沉默: [staticIdx(1, 'atkPct')],
如泥酣眠: [staticIdx(1, 'cdmg')],
星海巡航: [staticIdx(1, 'cpct')],
春水初生: [],
'点个关注吧!': [],
相抗: [],
离弦: [],
论剑: [],
重返幽冥: [staticIdx(1, 'cpct')],
锋镝: []
}
}

View File

@ -114,28 +114,28 @@
"id": 23001, "id": 23001,
"name": "花与蝶", "name": "花与蝶",
"desc": "使装备者的暴击率提高<nobr>$1[i]%</nobr>。当装备者在战斗中速度大于<nobr>100</nobr>时,每超过<nobr>10</nobr>点,普攻和战技造成的伤害提高<nobr>$2[i]%</nobr>,同时终结技的暴击伤害提高<nobr>$3[i]%</nobr>,该效果可叠加<nobr>6</nobr>层。", "desc": "使装备者的暴击率提高<nobr>$1[i]%</nobr>。当装备者在战斗中速度大于<nobr>100</nobr>时,每超过<nobr>10</nobr>点,普攻和战技造成的伤害提高<nobr>$2[i]%</nobr>,同时终结技的暴击伤害提高<nobr>$3[i]%</nobr>,该效果可叠加<nobr>6</nobr>层。",
"tables": [ "tables": {
[ "1": [
0.18, 18,
0.21, 21,
0.24, 24,
0.27, 27,
0.3 30
], ],
[ "2": [
0.06, 6,
0.07, 7.000000000000001,
0.08, 8,
0.09, 9,
0.1 10
], ],
[ "3": [
0.12, 12,
0.14, 14.000000000000002,
0.16, 16,
0.18, 18,
0.2 20
]
] ]
} }
} }
}

View File

@ -114,21 +114,21 @@
"id": 21003, "id": 21003,
"name": "记录", "name": "记录",
"desc": "使装备者的攻击力提高<nobr>$1[i]%</nobr>。当场上的敌方目标数量小于等于2时装备者的暴击率提高<nobr>$2[i]%</nobr>。", "desc": "使装备者的攻击力提高<nobr>$1[i]%</nobr>。当场上的敌方目标数量小于等于2时装备者的暴击率提高<nobr>$2[i]%</nobr>。",
"tables": [ "tables": {
[ "1": [
0.16, 16,
0.2, 20,
0.24, 24,
0.28, 28.000000000000004,
0.32 32
], ],
[ "2": [
0.12, 12,
0.15, 15,
0.18, 18,
0.21, 21,
0.24 24
]
] ]
} }
} }
}

View File

@ -114,21 +114,21 @@
"id": 23012, "id": 23012,
"name": "美梦", "name": "美梦",
"desc": "使装备者的暴击伤害提高<nobr>$1[i]%</nobr>。当装备者的普攻或战技伤害未造成暴击时,使自身暴击率提高<nobr>$2[i]%</nobr>,持续<nobr>1</nobr>回合。该效果每<nobr>3</nobr>回合可以触发1次。", "desc": "使装备者的暴击伤害提高<nobr>$1[i]%</nobr>。当装备者的普攻或战技伤害未造成暴击时,使自身暴击率提高<nobr>$2[i]%</nobr>,持续<nobr>1</nobr>回合。该效果每<nobr>3</nobr>回合可以触发1次。",
"tables": [ "tables": {
[ "1": [
0.3, 30,
0.35, 35,
0.4, 40,
0.45, 45,
0.5 50
], ],
[ "2": [
0.36, 36,
0.42, 42,
0.48, 48,
0.54, 54,
0.6 60
]
] ]
} }
} }
}

View File

@ -114,28 +114,28 @@
"id": 24001, "id": 24001,
"name": "猎逐", "name": "猎逐",
"desc": "使装备者的暴击率提高<nobr>$1[i]%</nobr>,装备者对生命值百分比小于等于<nobr>50.0%</nobr>的敌方目标暴击率额外提高<nobr>$2[i]%</nobr>。当装备者消灭敌方目标后,攻击力提高<nobr>$3[i]%</nobr>,持续<nobr>2</nobr>回合。", "desc": "使装备者的暴击率提高<nobr>$1[i]%</nobr>,装备者对生命值百分比小于等于<nobr>50.0%</nobr>的敌方目标暴击率额外提高<nobr>$2[i]%</nobr>。当装备者消灭敌方目标后,攻击力提高<nobr>$3[i]%</nobr>,持续<nobr>2</nobr>回合。",
"tables": [ "tables": {
[ "1": [
0.08, 8,
0.1, 10,
0.12, 12,
0.14, 14.000000000000002,
0.16 16
], ],
[ "2": [
0.08, 8,
0.1, 10,
0.12, 12,
0.14, 14.000000000000002,
0.16 16
], ],
[ "3": [
0.2, 20,
0.25, 25,
0.3, 30,
0.35, 35,
0.4 40
]
] ]
} }
} }
}

View File

@ -114,21 +114,21 @@
"id": 21024, "id": 21024,
"name": "驱散余寒", "name": "驱散余寒",
"desc": "进入战斗后,使装备者速度提高<nobr>$1[i]%</nobr>,造成的伤害提高<nobr>$2[i]%</nobr>。当装备者受到伤害后该效果失效,下个回合结束时该效果恢复。", "desc": "进入战斗后,使装备者速度提高<nobr>$1[i]%</nobr>,造成的伤害提高<nobr>$2[i]%</nobr>。当装备者受到伤害后该效果失效,下个回合结束时该效果恢复。",
"tables": [ "tables": {
[ "1": [
0.08, 8,
0.09, 9,
0.1, 10,
0.11, 11,
0.12 12
], ],
[ "2": [
0.12, 12,
0.15, 15,
0.18, 18,
0.21, 21,
0.24 24
]
] ]
} }
} }
}

View File

@ -114,21 +114,21 @@
"id": 21017, "id": 21017,
"name": "不赞不许走!", "name": "不赞不许走!",
"desc": "使装备者普攻和战技造成的伤害提高<nobr>$1[i]%</nobr>,当装备者的当前能量值等于其能量上限时,该效果额外提高<nobr>$2[i]%</nobr>。", "desc": "使装备者普攻和战技造成的伤害提高<nobr>$1[i]%</nobr>,当装备者的当前能量值等于其能量上限时,该效果额外提高<nobr>$2[i]%</nobr>。",
"tables": [ "tables": {
[ "1": [
0.24, 24,
0.3, 30,
0.36, 36,
0.42, 42,
0.48 48
], ],
[ "2": [
0.24, 24,
0.3, 30,
0.36, 36,
0.42, 42,
0.48 48
]
] ]
} }
} }
}

View File

@ -114,14 +114,14 @@
"id": 20014, "id": 20014,
"name": "联盟", "name": "联盟",
"desc": "使装备者在消灭敌方目标后,速度提高<nobr>$1[i]%</nobr>,持续<nobr>2</nobr>回合。", "desc": "使装备者在消灭敌方目标后,速度提高<nobr>$1[i]%</nobr>,持续<nobr>2</nobr>回合。",
"tables": [ "tables": {
[ "1": [
0.1, 10,
0.12, 12,
0.14, 14.000000000000002,
0.16, 16,
0.18 18
]
] ]
} }
} }
}

View File

@ -114,14 +114,14 @@
"id": 20007, "id": 20007,
"name": "鸣角", "name": "鸣角",
"desc": "使装备者消灭敌方目标后,攻击力提高<nobr>$1[i]%</nobr>,持续<nobr>3</nobr>回合。", "desc": "使装备者消灭敌方目标后,攻击力提高<nobr>$1[i]%</nobr>,持续<nobr>3</nobr>回合。",
"tables": [ "tables": {
[ "1": [
0.24, 24,
0.3, 30,
0.36, 36,
0.42, 42,
0.48 48
]
] ]
} }
} }
}

View File

@ -114,14 +114,14 @@
"id": 21010, "id": 21010,
"name": "各自的答案", "name": "各自的答案",
"desc": "当装备者多次击中同一敌方目标时,每次造成的伤害提高<nobr>$1[i]%</nobr>,该效果最多叠加<nobr>5</nobr>层。若攻击目标发生变化,立即解除当前的增益效果。", "desc": "当装备者多次击中同一敌方目标时,每次造成的伤害提高<nobr>$1[i]%</nobr>,该效果最多叠加<nobr>5</nobr>层。若攻击目标发生变化,立即解除当前的增益效果。",
"tables": [ "tables": {
[ "1": [
0.08, 8,
0.1, 10,
0.12, 12,
0.14, 14.000000000000002,
0.16 16
]
] ]
} }
} }
}

View File

@ -114,21 +114,21 @@
"id": 21031, "id": 21031,
"name": "汹涌", "name": "汹涌",
"desc": "使装备者暴击率提高<nobr>$1[i]%</nobr>。暴击后有<nobr>$2[i]%</nobr>的固定概率解除被攻击敌方目标所持有的1个增益效果该效果每次攻击只可触发1次。", "desc": "使装备者暴击率提高<nobr>$1[i]%</nobr>。暴击后有<nobr>$2[i]%</nobr>的固定概率解除被攻击敌方目标所持有的1个增益效果该效果每次攻击只可触发1次。",
"tables": [ "tables": {
[ "1": [
0.12, 12,
0.15, 15,
0.18, 18,
0.21, 21,
0.24 24
], ],
[ "2": [
0.16, 16,
0.2, 20,
0.24, 24,
0.28, 28.000000000000004,
0.32 32
]
] ]
} }
} }
}

View File

@ -114,14 +114,14 @@
"id": 20000, "id": 20000,
"name": "危机", "name": "危机",
"desc": "战斗开始时,使装备者的暴击率提高<nobr>$1[i]%</nobr>,持续<nobr>3</nobr>回合。", "desc": "战斗开始时,使装备者的暴击率提高<nobr>$1[i]%</nobr>,持续<nobr>3</nobr>回合。",
"tables": [ "tables": {
[ "1": [
0.12, 12,
0.15, 15,
0.18, 18,
0.21, 21,
0.24 24
]
] ]
} }
} }
}

View File

@ -0,0 +1,14 @@
export default function (staticIdx) {
return {
'「我」的诞生': [],
今日亦是和平的一日: [],
别让世界静下来: [staticIdx(1, 'recharge')],
天才们的休憩: [staticIdx(1, 'atkPct')],
拂晓之前: [staticIdx(1, 'cdmg')],
早餐的仪式感: [staticIdx(1, 'dmg')],
智库: [],
灵钥: [],
睿见: [],
银河铁道之夜: [],
}
}

View File

@ -114,21 +114,21 @@
"id": 21006, "id": 21006,
"name": "画像少女", "name": "画像少女",
"desc": "使装备者追加攻击造成的伤害提高<nobr>$1[i]%</nobr>。若该敌方目标当前生命值百分比小于等于<nobr>50.0%</nobr>,则追加攻击造成的伤害额外提高<nobr>$2[i]%</nobr>。", "desc": "使装备者追加攻击造成的伤害提高<nobr>$1[i]%</nobr>。若该敌方目标当前生命值百分比小于等于<nobr>50.0%</nobr>,则追加攻击造成的伤害额外提高<nobr>$2[i]%</nobr>。",
"tables": [ "tables": {
[ "1": [
0.24, 24,
0.3, 30,
0.36, 36,
0.42, 42,
0.48 48
], ],
[ "2": [
0.24, 24,
0.3, 30,
0.36, 36,
0.42, 42,
0.48 48
]
] ]
} }
} }
}

View File

@ -114,6 +114,6 @@
"id": 21034, "id": 21034,
"name": "风雨将至", "name": "风雨将至",
"desc": "进入战斗后,根据装备者的能量上限,提高装备者造成的伤害:每点能量提高<nobr>#1[f2]%</nobr>,最多计入<nobr>160</nobr>点。", "desc": "进入战斗后,根据装备者的能量上限,提高装备者造成的伤害:每点能量提高<nobr>#1[f2]%</nobr>,最多计入<nobr>160</nobr>点。",
"tables": [] "tables": {}
} }
} }

View File

@ -114,21 +114,21 @@
"id": 21013, "id": 21013,
"name": "声音的力量", "name": "声音的力量",
"desc": "使装备者进入战斗时立即恢复<nobr>$1[i]</nobr>点能量,同时使其终结技造成的伤害提高<nobr>$2[i]%</nobr>。", "desc": "使装备者进入战斗时立即恢复<nobr>$1[i]</nobr>点能量,同时使其终结技造成的伤害提高<nobr>$2[i]%</nobr>。",
"tables": [ "tables": {
[ "1": [
20, 20,
23, 23,
26, 26,
29, 29,
32 32
], ],
[ "2": [
0.32, 32,
0.4, 40,
0.48, 48,
0.56, 56.00000000000001,
0.64 64
]
] ]
} }
} }
}

View File

@ -114,21 +114,21 @@
"id": 21020, "id": 21020,
"name": "各得其所", "name": "各得其所",
"desc": "使装备者攻击力提高<nobr>$1[i]%</nobr>,当装备者消灭敌方目标后,暴击伤害提高<nobr>$2[i]%</nobr>,持续<nobr>3</nobr>回合。", "desc": "使装备者攻击力提高<nobr>$1[i]%</nobr>,当装备者消灭敌方目标后,暴击伤害提高<nobr>$2[i]%</nobr>,持续<nobr>3</nobr>回合。",
"tables": [ "tables": {
[ "1": [
0.16, 16,
0.2, 20,
0.24, 24,
0.28, 28.000000000000004,
0.32 32
], ],
[ "2": [
0.24, 24,
0.3, 30,
0.36, 36,
0.42, 42,
0.48 48
]
] ]
} }
} }
}

View File

@ -114,28 +114,28 @@
"id": 23010, "id": 23010,
"name": "长夜", "name": "长夜",
"desc": "使装备者暴击伤害提高<nobr>$1[i]%</nobr>。使装备者战技和终结技造成的伤害提高<nobr>$2[i]%</nobr>。当装备者施放战技或终结技后,获得【梦身】效果。触发追加攻击时,消耗【梦身】,使追加攻击造成的伤害提高<nobr>$3[i]%</nobr>。", "desc": "使装备者暴击伤害提高<nobr>$1[i]%</nobr>。使装备者战技和终结技造成的伤害提高<nobr>$2[i]%</nobr>。当装备者施放战技或终结技后,获得【梦身】效果。触发追加攻击时,消耗【梦身】,使追加攻击造成的伤害提高<nobr>$3[i]%</nobr>。",
"tables": [ "tables": {
[ "1": [
0.36, 36,
0.42, 42,
0.48, 48,
0.54, 54,
0.6 60
], ],
[ "2": [
0.18, 18,
0.21, 21,
0.24, 24,
0.27, 27,
0.3 30
], ],
[ "3": [
0.48, 48,
0.56, 56.00000000000001,
0.64, 64,
0.72, 72,
0.8 80
]
] ]
} }
} }
}

View File

@ -114,21 +114,21 @@
"id": 21027, "id": 21027,
"name": "各就其位", "name": "各就其位",
"desc": "使装备者造成伤害提高<nobr>$1[i]%</nobr>。每消灭1个敌方目标装备者的攻击力提高<nobr>$2[i]%</nobr>,该效果最多叠加<nobr>3</nobr>层。", "desc": "使装备者造成伤害提高<nobr>$1[i]%</nobr>。每消灭1个敌方目标装备者的攻击力提高<nobr>$2[i]%</nobr>,该效果最多叠加<nobr>3</nobr>层。",
"tables": [ "tables": {
[ "1": [
0.12, 12,
0.15, 15,
0.18, 18,
0.21, 21,
0.24 24
], ],
[ "2": [
0.04, 4,
0.05, 5,
0.06, 6,
0.07, 7.000000000000001,
0.08 8
]
] ]
} }
} }
}

View File

@ -114,14 +114,14 @@
"id": 20006, "id": 20006,
"name": "博识", "name": "博识",
"desc": "使装备者终结技造成的伤害提高<nobr>$1[i]%</nobr>。", "desc": "使装备者终结技造成的伤害提高<nobr>$1[i]%</nobr>。",
"tables": [ "tables": {
[ "1": [
0.28, 28.000000000000004,
0.35, 35,
0.42, 42,
0.49, 49,
0.56 56.00000000000001
]
] ]
} }
} }
}

View File

@ -114,14 +114,14 @@
"id": 20013, "id": 20013,
"name": "顿悟", "name": "顿悟",
"desc": "使装备者施放战技后额外恢复<nobr>$1[i]</nobr>点能量,该效果单个回合内不可重复触发。", "desc": "使装备者施放战技后额外恢复<nobr>$1[i]</nobr>点能量,该效果单个回合内不可重复触发。",
"tables": [ "tables": {
[ "1": [
8, 8,
9, 9,
10, 10,
11, 11,
12 12
] ]
] }
} }
} }

View File

@ -114,14 +114,14 @@
"id": 20020, "id": 20020,
"name": "天才", "name": "天才",
"desc": "当装备者施放终结技时,攻击力提高<nobr>$1[i]%</nobr>,持续<nobr>2</nobr>回合。", "desc": "当装备者施放终结技时,攻击力提高<nobr>$1[i]%</nobr>,持续<nobr>2</nobr>回合。",
"tables": [ "tables": {
[ "1": [
0.24, 24,
0.3, 30,
0.36, 36,
0.42, 42,
0.48 48
]
] ]
} }
} }
}

View File

@ -114,21 +114,21 @@
"id": 23000, "id": 23000,
"name": "流星群", "name": "流星群",
"desc": "场上每有1个敌方目标使装备者的攻击力提高<nobr>$1[f1]%</nobr>该效果最多叠加5层。当有敌方目标的弱点被击破时装备者造成的伤害提高<nobr>$2[i]%</nobr>持续1回合。", "desc": "场上每有1个敌方目标使装备者的攻击力提高<nobr>$1[f1]%</nobr>该效果最多叠加5层。当有敌方目标的弱点被击破时装备者造成的伤害提高<nobr>$2[i]%</nobr>持续1回合。",
"tables": [ "tables": {
[ "1": [
0.09, 9,
0.105, 10.5,
0.12, 12,
0.135, 13.5,
0.15 15
], ],
[ "2": [
0.3, 30,
0.35, 35,
0.4, 40,
0.45, 45,
0.5 50
]
] ]
} }
} }
}

View File

@ -0,0 +1,14 @@
export default function (staticIdx) {
return {
乐圮: [],
俱殁: [],
在蓝天下: [staticIdx(1, 'atkPct')],
天倾: [],
无可取代的东西: [staticIdx(1, 'atkPct')],
无处可逃: [staticIdx(1, 'atkPct')],
'汪!散步时间!': [staticIdx(1, 'atkPct')],
秘密誓心: [staticIdx(1, 'dmg')],
记一位星神的陨落: [],
鼹鼠党欢迎你: []
}
}

View File

@ -114,14 +114,14 @@
"id": 20009, "id": 20009,
"name": "诛讨", "name": "诛讨",
"desc": "使装备者对当前生命值百分比大于<nobr>50.0%</nobr>的敌方目标造成的伤害提高<nobr>$1[i]%</nobr>。", "desc": "使装备者对当前生命值百分比大于<nobr>50.0%</nobr>的敌方目标造成的伤害提高<nobr>$1[i]%</nobr>。",
"tables": [ "tables": {
[ "1": [
0.2, 20,
0.25, 25,
0.3, 30,
0.35, 35,
0.4 40
]
] ]
} }
} }
}

View File

@ -114,14 +114,14 @@
"id": 20016, "id": 20016,
"name": "军团", "name": "军团",
"desc": "装备者当前生命值百分比小于<nobr>80.0%</nobr>时,暴击率提高<nobr>$1[i]%</nobr>。", "desc": "装备者当前生命值百分比小于<nobr>80.0%</nobr>时,暴击率提高<nobr>$1[i]%</nobr>。",
"tables": [ "tables": {
[ "1": [
0.12, 12,
0.15, 15,
0.18, 18,
0.21, 21,
0.24 24
]
] ]
} }
} }
}

View File

@ -114,21 +114,21 @@
"id": 21019, "id": 21019,
"name": "暖阳麦浪", "name": "暖阳麦浪",
"desc": "使装备者攻击力提高<nobr>$1[i]%</nobr>,当装备者消灭敌方目标后,暴击率提高<nobr>$2[i]%</nobr>,持续<nobr>3</nobr>回合。", "desc": "使装备者攻击力提高<nobr>$1[i]%</nobr>,当装备者消灭敌方目标后,暴击率提高<nobr>$2[i]%</nobr>,持续<nobr>3</nobr>回合。",
"tables": [ "tables": {
[ "1": [
0.16, 16,
0.2, 20,
0.24, 24,
0.28, 28.000000000000004,
0.32 32
], ],
[ "2": [
0.12, 12,
0.15, 15,
0.18, 18,
0.21, 21,
0.24 24
]
] ]
} }
} }
}

View File

@ -114,14 +114,14 @@
"id": 20002, "id": 20002,
"name": "破灭", "name": "破灭",
"desc": "使装备者普攻和战技造成的伤害提高<nobr>$1[i]%</nobr>。", "desc": "使装备者普攻和战技造成的伤害提高<nobr>$1[i]%</nobr>。",
"tables": [ "tables": {
[ "1": [
0.2, 20,
0.25, 25,
0.3, 30,
0.35, 35,
0.4 40
]
] ]
} }
} }
}

View File

@ -114,28 +114,28 @@
"id": 23002, "id": 23002,
"name": "家人", "name": "家人",
"desc": "使装备者的攻击力提高<nobr>$1[i]%</nobr>。当装备者消灭敌方目标或受到攻击后,立即回复等同于装备者攻击力<nobr>$2[i]%</nobr>的生命值,同时造成的伤害提高<nobr>$3[i]%</nobr>持续到自身下个回合结束。该效果不可叠加每回合只可触发1次。", "desc": "使装备者的攻击力提高<nobr>$1[i]%</nobr>。当装备者消灭敌方目标或受到攻击后,立即回复等同于装备者攻击力<nobr>$2[i]%</nobr>的生命值,同时造成的伤害提高<nobr>$3[i]%</nobr>持续到自身下个回合结束。该效果不可叠加每回合只可触发1次。",
"tables": [ "tables": {
[ "1": [
0.24, 24,
0.28, 28.000000000000004,
0.32, 32,
0.36, 36,
0.4 40
], ],
[ "2": [
0.08, 8,
0.09, 9,
0.1, 10,
0.11, 11,
0.12 12
], ],
[ "3": [
0.24, 24,
0.28, 28.000000000000004,
0.32, 32,
0.36, 36,
0.4 40
]
] ]
} }
} }
}

View File

@ -114,21 +114,21 @@
"id": 21033, "id": 21033,
"name": "绝境", "name": "绝境",
"desc": "使装备者的攻击力提高<nobr>$1[i]%</nobr>。当装备者消灭敌方目标时,回复等同于自身<nobr>$2[i]%</nobr>攻击力的生命值。", "desc": "使装备者的攻击力提高<nobr>$1[i]%</nobr>。当装备者消灭敌方目标时,回复等同于自身<nobr>$2[i]%</nobr>攻击力的生命值。",
"tables": [ "tables": {
[ "1": [
0.24, 24,
0.3, 30,
0.36, 36,
0.42, 42,
0.48 48
], ],
[ "2": [
0.12, 12,
0.15, 15,
0.18, 18,
0.21, 21,
0.24 24
]
] ]
} }
} }
}

View File

@ -114,21 +114,21 @@
"id": 21026, "id": 21026,
"name": "快溜", "name": "快溜",
"desc": "使装备者的攻击力提高<nobr>$1[i]%</nobr>,对处于灼烧或裂伤状态的敌方目标造成的伤害提高<nobr>$2[i]%</nobr>,该效果对持续伤害也会生效。", "desc": "使装备者的攻击力提高<nobr>$1[i]%</nobr>,对处于灼烧或裂伤状态的敌方目标造成的伤害提高<nobr>$2[i]%</nobr>,该效果对持续伤害也会生效。",
"tables": [ "tables": {
[ "1": [
0.1, 10,
0.125, 12.5,
0.15, 15,
0.175, 17.5,
0.2 20
], ],
[ "2": [
0.16, 16,
0.2, 20,
0.24, 24,
0.28, 28.000000000000004,
0.32 32
]
] ]
} }
} }
}

View File

@ -114,21 +114,21 @@
"id": 21012, "id": 21012,
"name": "竭力而为", "name": "竭力而为",
"desc": "使装备者造成的伤害提高<nobr>$1[i]%</nobr>,同时对当前生命值百分比高于装备者自身当前生命值百分比的敌方目标造成的伤害额外提高<nobr>$2[i]%</nobr>。", "desc": "使装备者造成的伤害提高<nobr>$1[i]%</nobr>,同时对当前生命值百分比高于装备者自身当前生命值百分比的敌方目标造成的伤害额外提高<nobr>$2[i]%</nobr>。",
"tables": [ "tables": {
[ "1": [
0.2, 20,
0.25, 25,
0.3, 30,
0.35, 35,
0.4 40
], ],
[ "2": [
0.2, 20,
0.25, 25,
0.3, 30,
0.35, 35,
0.4 40
]
] ]
} }
} }
}

View File

@ -114,21 +114,21 @@
"id": 24000, "id": 24000,
"name": "扑火", "name": "扑火",
"desc": "当装备者施放攻击时,使装备者本场战斗中的攻击力提高<nobr>$1[i]%</nobr>,该效果最多叠加<nobr>4</nobr>层。当装备者击破敌方目标弱点后,造成的伤害提高<nobr>$2[i]%</nobr>,持续<nobr>2</nobr>回合。", "desc": "当装备者施放攻击时,使装备者本场战斗中的攻击力提高<nobr>$1[i]%</nobr>,该效果最多叠加<nobr>4</nobr>层。当装备者击破敌方目标弱点后,造成的伤害提高<nobr>$2[i]%</nobr>,持续<nobr>2</nobr>回合。",
"tables": [ "tables": {
[ "1": [
0.08, 8,
0.1, 10,
0.12, 12,
0.14, 14.000000000000002,
0.16 16
], ],
[ "2": [
0.12, 12,
0.15, 15,
0.18, 18,
0.21, 21,
0.24 24
]
] ]
} }
} }
}

View File

@ -114,14 +114,14 @@
"id": 21005, "id": 21005,
"name": "奇妙冒险", "name": "奇妙冒险",
"desc": "装备者施放普攻、战技或终结技攻击敌方目标后,分别获取一层【淘气值】。每层使装备者的攻击力提高<nobr>$1[i]%</nobr>。", "desc": "装备者施放普攻、战技或终结技攻击敌方目标后,分别获取一层【淘气值】。每层使装备者的攻击力提高<nobr>$1[i]%</nobr>。",
"tables": [ "tables": {
[ "1": [
0.12, 12,
0.15, 15,
0.18, 18,
0.21, 21,
0.24 24
]
] ]
} }
} }
}

View File

@ -0,0 +1,13 @@
export default function (staticIdx) {
return {
以世界之名: [],
决心如汗珠般闪耀: [],
匿影: [],
后会有期: [],
幽邃: [],
延长记号: [staticIdx(1, 'stance')],
晚安与睡颜: [],
渊环: [staticIdx(1, 'dmg')],
猎物的视线: [staticIdx(1, 'effPct')]
}
}

View File

@ -114,28 +114,28 @@
"id": 23004, "id": 23004,
"name": "传承者", "name": "传承者",
"desc": "使装备者对陷入负面效果的敌方目标造成的伤害提高<nobr>$1[i]%</nobr>。当装备者施放战技时,装备者此次攻击的效果命中提高<nobr>$2[i]%</nobr>,攻击力提高<nobr>$3[i]%</nobr>。", "desc": "使装备者对陷入负面效果的敌方目标造成的伤害提高<nobr>$1[i]%</nobr>。当装备者施放战技时,装备者此次攻击的效果命中提高<nobr>$2[i]%</nobr>,攻击力提高<nobr>$3[i]%</nobr>。",
"tables": [ "tables": {
[ "1": [
0.24, 24,
0.28, 28.000000000000004,
0.32, 32,
0.36, 36,
0.4 40
], ],
[ "2": [
0.18, 18,
0.21, 21,
0.24, 24,
0.27, 27,
0.3 30
], ],
[ "3": [
0.24, 24,
0.28, 28.000000000000004,
0.32, 32,
0.36, 36,
0.4 40
]
] ]
} }
} }
}

View File

@ -114,21 +114,21 @@
"id": 21015, "id": 21015,
"name": "回眸", "name": "回眸",
"desc": "当装备者击中敌方目标时,如果该目标不处于【攻陷】状态,则有<nobr>$1[i]%</nobr>的基础概率使其陷入【攻陷】状态。【攻陷】状态下的敌方目标防御力降低<nobr>$2[i]%</nobr>,持续<nobr>1</nobr>回合。", "desc": "当装备者击中敌方目标时,如果该目标不处于【攻陷】状态,则有<nobr>$1[i]%</nobr>的基础概率使其陷入【攻陷】状态。【攻陷】状态下的敌方目标防御力降低<nobr>$2[i]%</nobr>,持续<nobr>1</nobr>回合。",
"tables": [ "tables": {
[ "1": [
0.6, 60,
0.7, 70,
0.8, 80,
0.9, 90,
1 100
], ],
[ "2": [
0.12, 12,
0.13, 13,
0.14, 14.000000000000002,
0.15, 15,
0.16 16
]
] ]
} }
} }
}

View File

@ -114,14 +114,14 @@
"id": 20018, "id": 20018,
"name": "机关", "name": "机关",
"desc": "施放战技后,使装备者的下一次普攻对敌方目标造成等同于自身<nobr>$1[i]%</nobr>攻击力的附加伤害。", "desc": "施放战技后,使装备者的下一次普攻对敌方目标造成等同于自身<nobr>$1[i]%</nobr>攻击力的附加伤害。",
"tables": [ "tables": {
[ "1": [
0.6, 60,
0.75, 75,
0.9, 90,
1.05, 105,
1.2 120
]
] ]
} }
} }
}

View File

@ -114,14 +114,14 @@
"id": 21029, "id": 21029,
"name": "交手如交谈", "name": "交手如交谈",
"desc": "装备者施放普攻或战技后对随机1个受到攻击的敌方目标造成等同于自身<nobr>$1[i]%</nobr>攻击力的附加伤害。", "desc": "装备者施放普攻或战技后对随机1个受到攻击的敌方目标造成等同于自身<nobr>$1[i]%</nobr>攻击力的附加伤害。",
"tables": [ "tables": {
[ "1": [
0.48, 48,
0.6, 60,
0.72, 72,
0.84, 84,
0.96 96
]
] ]
} }
} }
}

View File

@ -114,14 +114,14 @@
"id": 20004, "id": 20004,
"name": "沉沦", "name": "沉沦",
"desc": "战斗开始时,使装备者的效果命中提高<nobr>$1[i]%</nobr>,持续<nobr>3</nobr>回合。", "desc": "战斗开始时,使装备者的效果命中提高<nobr>$1[i]%</nobr>,持续<nobr>3</nobr>回合。",
"tables": [ "tables": {
[ "1": [
0.2, 20,
0.25, 25,
0.3, 30,
0.35, 35,
0.4 40
]
] ]
} }
} }
}

View File

@ -114,21 +114,21 @@
"id": 21022, "id": 21022,
"name": "休止符", "name": "休止符",
"desc": "使装备者的击破特攻提高<nobr>$1[i]%</nobr>,对处于触电或<span>风</span>化状态的敌方目标造成的伤害提高<nobr>$2[i]%</nobr>,该效果对持续伤害也会生效。", "desc": "使装备者的击破特攻提高<nobr>$1[i]%</nobr>,对处于触电或<span>风</span>化状态的敌方目标造成的伤害提高<nobr>$2[i]%</nobr>,该效果对持续伤害也会生效。",
"tables": [ "tables": {
[ "1": [
0.16, 16,
0.2, 20,
0.24, 24,
0.28, 28.000000000000004,
0.32 32
], ],
[ "2": [
0.16, 16,
0.2, 20,
0.24, 24,
0.28, 28.000000000000004,
0.32 32
]
] ]
} }
} }
}

View File

@ -114,14 +114,14 @@
"id": 21001, "id": 21001,
"name": "劳碌者", "name": "劳碌者",
"desc": "敌方目标每承受1个负面效果装备者对其造成的伤害提高<nobr>$1[i]%</nobr>,最多叠加<nobr>3</nobr>层。该效果对持续伤害也会生效。", "desc": "敌方目标每承受1个负面效果装备者对其造成的伤害提高<nobr>$1[i]%</nobr>,最多叠加<nobr>3</nobr>层。该效果对持续伤害也会生效。",
"tables": [ "tables": {
[ "1": [
0.12, 12,
0.15, 15,
0.18, 18,
0.21, 21,
0.24 24
]
] ]
} }
} }
}

View File

@ -114,14 +114,14 @@
"id": 20011, "id": 20011,
"name": "追逼", "name": "追逼",
"desc": "使装备者对减速状态下的敌方目标造成的伤害提高<nobr>$1[i]%</nobr>。", "desc": "使装备者对减速状态下的敌方目标造成的伤害提高<nobr>$1[i]%</nobr>。",
"tables": [ "tables": {
[ "1": [
0.24, 24,
0.3, 30,
0.36, 36,
0.42, 42,
0.48 48
]
] ]
} }
} }
}

View File

@ -114,21 +114,21 @@
"id": 21008, "id": 21008,
"name": "自信", "name": "自信",
"desc": "使装备者的效果命中提高<nobr>$1[i]%</nobr>,同时造成的持续伤害提高<nobr>$2[i]%</nobr>。", "desc": "使装备者的效果命中提高<nobr>$1[i]%</nobr>,同时造成的持续伤害提高<nobr>$2[i]%</nobr>。",
"tables": [ "tables": {
[ "1": [
0.2, 20,
0.25, 25,
0.3, 30,
0.35, 35,
0.4 40
], ],
[ "2": [
0.24, 24,
0.3, 30,
0.36, 36,
0.42, 42,
0.48 48
]
] ]
} }
} }
}