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#角色面板 伤害计算增加 宵宫、公子
#调整角色面板的文件格式及尺寸,优化显示效果及图像尺寸
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CHANGELOG.md
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CHANGELOG.md
@ -1,12 +1,18 @@
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# 1.2.0
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# 1.2.1
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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
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* 可通过 `#怪物等级85` 命令设定怪物等级,以获得更准确的计算结果
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* 计算伤害为满Buff情况,后续会出更详细的Buff及计算展示
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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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* 可通过 `#怪物等级85` 命令设定怪物等级,以获得更准确的计算结果
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* 计算伤害为满Buff情况,后续会出更详细的Buff及计算展示
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# 1.2.0
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* `#获取游戏角色详情`命令在服务侧增加基于UID的天频度限制
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* 增加 `#喵喵更新` 功能
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* 感谢 @碎月 @清秋 的代码支持
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* 若更新成功会重启Yunzai,需要Yunzai以 npm run start 模式启动
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* 尚未经充分测试,请有一定容错能力的勇士尝试
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* 增加`#喵喵版本`命令查询版本信息
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# 1.1.0
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* 增加`#喵喵帮助`用于查看帮助命令
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* 增加`#喵喵设置`用于设置喵喵相关功能
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@ -673,8 +673,8 @@ export async function renderProfile(e, char, render) {
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usefulTitles,
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usefulMark,
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talentMap: { a: "普攻", e: "战技", q: "爆发" },
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cfgScale: Cfg.scale(1.5)
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}, "png");
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cfgScale: Cfg.scale(1.8)
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});
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if (base64) {
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e.reply(segment.image(`base64://${base64}`));
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}
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@ -75,12 +75,15 @@ let Calc = {
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lodash.forEach("a,a2,a3,e,q".split(","), (key) => {
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ret[key] = {
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pct: 0, // 倍率加成
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def: 0, // 防御降低
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ignore: 0, // 无视防御
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multi: 0, // 独立倍率乘区加成
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plus: 0, // 伤害值提高
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dmg: 0, // 伤害提高
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cpct: 0,// 暴击提高
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cdmg: 0 //爆伤提高
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cdmg: 0, //爆伤提高
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def: 0, // 防御降低
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ignore: 0, // 无视防御
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}
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})
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@ -94,6 +97,8 @@ let Calc = {
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ret.element = eleMap[avatar.element];
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ret.refine = (avatar.weapon.affix_level * 1 - 1) || 0;
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ret.multi = 0;
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ret.zf = 0;
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ret.rh = 0;
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@ -121,7 +126,8 @@ let Calc = {
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lodash.forEach(val.split("/"), (v, idx) => {
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let valNum = 0;
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lodash.forEach(v.split("+"), (v) => {
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valNum += v.replace("%", "").trim() * 1;
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v = v.split("*")
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valNum += v[0].replace("%", "").trim() * (v[1] || 1);
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})
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valArr.push(valNum);
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});
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@ -191,7 +197,7 @@ let Calc = {
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title = title.replace(`[${key}]`, Format.comma(val, 1));
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// 技能提高
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let tRet = /^(a|a2|a3|e|q)(Def|Ignore|Dmg|Plus|Pct|Cpct|Cdmg)$/.exec(key);
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let tRet = /^(a|a2|a3|e|q)(Def|Ignore|Dmg|Plus|Pct|Cpct|Cdmg|Multi)$/.exec(key);
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if (tRet) {
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attr[tRet[1]][tRet[2].toLowerCase()] += val * 1 || 0;
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return;
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@ -328,6 +334,10 @@ let Calc = {
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// 攻击区
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let atkNum = (atk.base + atk.plus + atk.base * atk.pct / 100);
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// 倍率独立乘区
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let multiNum = attr.multi / 100;
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// 增伤区
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let dmgNum = (1 + dmg.base / 100 + dmg.plus / 100);
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@ -352,6 +362,7 @@ let Calc = {
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cdmgNum += ds.cdmg / 100;
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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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}
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// 防御区
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@ -378,12 +389,12 @@ 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 * dmgNum * (1 + cdmgNum) * defNum * kNum * eleNum,
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avg: atkNum * pctNum * dmgNum * (1 + cpctNum * cdmgNum) * defNum * kNum * eleNum
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}
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if (global.debugView === "web-debug") {
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// console.log(attr, { atkNum, pctNum, dmgNum, cpctNum, cdmgNum, defNum, eleNum }, 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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}
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console.log(attr, { atkNum, pctNum, multiNum, dmgNum, cpctNum, cdmgNum, defNum, eleNum, kNum }, ret)
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return ret;
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};
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@ -8,13 +8,10 @@ let logs = {};
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let changelogs = [];
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let currentVersion;
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let isNew = 1;
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let lastVersion = await redis.get("miao:last-version");
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try {
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if (fs.existsSync(_logPath)) {
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logs = fs.readFileSync(_logPath, "utf8") || "";
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logs = logs.split("\n");
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lodash.forEach(logs, (line) => {
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if (isNew === -1) {
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return false;
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@ -25,18 +22,13 @@ try {
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if (!currentVersion) {
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currentVersion = v;
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}
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if (v === lastVersion) {
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isNew = 0;
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} else if (isNew === 0) {
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isNew = -1;
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}
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isNew--;
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return;
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}
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if (isNew > -1) {
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changelogs.push(line);
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}
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});
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redis.set("miao:last-version", currentVersion, { EX: 3600 * 24 * 300 });
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}
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} catch (e) {
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// do nth
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34
resources/meta/character/宵宫/calc.js
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34
resources/meta/character/宵宫/calc.js
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export const details = [{
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title: "开E后首段普攻",
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params: { num: 1},
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dmg: ({ talent }, dmg) => dmg(talent.a['一段伤害'], 'a')
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}, {
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title: "开E满Buff普攻尾箭",
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params: { num: 10 },
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dmg: ({ talent }, dmg) => dmg(talent.a['五段伤害'], 'a')
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}, {
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title: "开E满Buff尾箭蒸发",
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params: { num: 10},
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dmg: ({ talent }, dmg) => dmg(talent.a['五段伤害'], 'a', 'zf')
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}];
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export const buffs = [{
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title: "宵宫E:开启后额外提升普通[aMulti]%伤害",
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data: {
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aMulti: ({ talent }) => talent.e["炽焰箭伤害"] - 100
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}
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}, {
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title: "宵宫被动:袖火百景图10层提高20%火伤加成",
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data: {
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dmg: ({ params }) => params.num ? params.num * 2 : 20
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}
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}, {
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title: "命座2:宵宫造成暴击后获得25%火伤加成",
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cons: 2,
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data: {
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dmg: ({ params }) => params.num > 1 ? 25 : 0
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}
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}, {
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title: "元素精通:蒸发融化伤害提高[zf]%",
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mastery: "zf,rh"
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}];
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resources/meta/character/达达利亚/calc.js
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12
resources/meta/character/达达利亚/calc.js
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export const details = [{
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title: "开E后重击",
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dmg: ({ talent }, dmg) => dmg(talent.e['重击伤害'], 'a2')
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},{
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title: "断流·斩 伤害",
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dmg: ({ talent }, dmg) => dmg(talent.e['断流·斩 伤害'], 'e')
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},{
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title: "开E后Q伤害",
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dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害·近战'], 'q')
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}];
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export const buffs = [];
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"护摩之杖": {
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title: "角色生命低于50%时额外获得[atkPlus]攻击力",
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data: {
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atkPlus: ({ attr, refine,calc }) => {
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atkPlus: ({ attr, refine, calc }) => {
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let totalHp = calc(attr.hp);
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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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}
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@ -342,11 +342,6 @@ let bow = {
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}
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}],
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"飞雷之弦振": [{
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title: "攻击力提高[atkPct]%",
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refine: {
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atkPckt: [20, 25, 30, 35, 40]
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}
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}, {
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title: "满Buff下提高普攻伤害[aDmg]%",
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refine: {
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aDmg: [40, 50, 60, 70, 80]
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