Merge branch 'master' of gitee.com:yoimiya-kokomi/miao-plugin

This commit is contained in:
Kokomi 2023-09-24 03:57:03 +08:00
commit 4dfe0039e4
47 changed files with 326 additions and 82 deletions

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@ -71,20 +71,19 @@ export const characters = {
10000074: ['莱依拉', 'Layla', '莱依菈', '来依菈', '来依拉'],
10000075: ['流浪者', 'Wanderer', '散兵', '国崩', '雷电国崩', '大炮', '雷电大炮', '雷大炮', '伞兵', '斯卡拉姆齐'],
10000076: ['珐露珊', 'Faruzan', '法露珊', '法璐珊', '法露姗', '法璐姗', '珐露姗', '珐璐姗', '百岁珊', '百岁山', '前辈', '仙贝'],
10000077: ['瑶瑶', '遥遥', '萝卜', '月桂'],
10000078: ['艾尔海森', '海哥', '埃尔海森', '海森', '海参', '书记官'],
10000079: ['迪希雅', '迪希亚', '迪希娅', '迪西雅', '迪西亚'],
10000080: ['米卡', '鹦鹉', '凤头', '凤头鹦鹉'],
10000081: ['卡维', '艾尔海森室友'],
10000082: ['白术', '长生'],
10000077: ['瑶瑶', 'Yaoyao', '遥遥', '萝卜', '月桂'],
10000078: ['艾尔海森', 'Alhaitham', '海哥', '埃尔海森', '海森', '海参', '书记官'],
10000079: ['迪希雅', 'Dehya', '迪希亚', '迪希娅', '迪西雅', '迪西亚'],
10000080: ['米卡', 'Mika', '鹦鹉', '凤头', '凤头鹦鹉'],
10000081: ['卡维', 'Kaveh', '艾尔海森室友'],
10000082: ['白术', 'Baizhu', '长生'],
// 4.0
10000083: ['琳妮特', '林妮特', '林尼特', '琳尼特', '女魔术师', '魔术猫', '魔术喵', '登登'],
10000084: ['林尼', '林妮', '琳尼', '琳妮', '男魔术师', '魔术师'],
10000085: ['菲米尼', '非米尼', '潜水员'],
10000086: ['莱欧斯利', '枫丹桑博'],
10000087: ['那维莱特', '水龙王', '水龙', '审判官', '海獭'],
10000083: ['琳妮特', 'Lynette', '林妮特', '林尼特', '琳尼特', '女魔术师', '魔术猫', '魔术喵', '登登'],
10000084: ['林尼', 'Lyney', '林妮', '琳尼', '琳妮', '男魔术师', '魔术师'],
10000085: ['菲米尼', 'Freminet', '非米尼', '潜水员'],
10000086: ['莱欧斯利', 'Wriothesley', '莱欧', '枫丹桑博'],
10000087: ['那维莱特', 'Neuvillette', '那维', '水龙王', '水龙', '审判官', '海獭'],
// 自定义角色
paimon: ['派蒙', '应急食物', '应急食品', '吉祥物', '宠物', '外置器官', '会说话的动物', '矮堇瓜', '飞行矮堇瓜', '最好的伙伴'],

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@ -4,7 +4,7 @@
import lodash from 'lodash'
import Base from './Base.js'
import { abbr, artiMap, artiSetMap, calc as artisBuffs } from '../resources/meta/artifact/index.js'
import { artiMap as artiMapSR, artisBuffs as artisBuffsSR, artiSetMap as artiSetMapSR } from '../resources/meta-sr/artifact/index.js'
import { abbr as abbrSR, artiMap as artiMapSR, artisBuffs as artisBuffsSR, artiSetMap as artiSetMapSR } from '../resources/meta-sr/artifact/index.js'
import { Artifact } from './index.js'
@ -30,12 +30,12 @@ class ArtifactSet extends Base {
}
get img () {
let arti = Artifact.get(this.sets[1])
let arti = Artifact.get(this.sets[1] || this.sets[5], this.game)
return arti ? arti.img : ''
}
get abbr () {
return abbr[this.name] || this.name
return this.game === 'gs' ? (abbr[this.name] || this.name) : (abbrSR[this.name] || this.name)
}
static getByArti (name) {

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@ -302,8 +302,8 @@ export default class AvatarArtis extends Base {
names,
imgs,
abbrs: [...abbrs, ...abbrs2],
name: (abbrs.length > 1 || abbrs2[0]?.length > 7) ? abbrs.join('+') : abbrs2[0],
sName: abbrs.join('+')
name: (abbrs.length > 1 || abbrs2[0]?.length > 7) ? abbrs.slice(0, 2).join('+') : abbrs2[0],
sName: abbrs.slice(0, 2).join('+')
}
}

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@ -260,6 +260,18 @@ body {
top: 0;
margin-left: -14px;
}
.talent-icon.talent-destiny:after {
content: "";
display: block;
width: 37px;
height: 37px;
background: url("../character/imgs/destiny.webp") no-repeat;
background-size: contain;
position: absolute;
left: 50%;
top: 0;
margin-left: -14px;
}
.char-talents {
display: flex;
width: 300px;

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@ -30,7 +30,8 @@
<div class="talent-item">
<div class="talent-icon
{{talent.level > talent.original ? `talent-plus`:``}}
{{talent.original >= 10 ? `talent-crown`:``}}">
{{talent.original >= 10 && game === 'gs' ? `talent-crown`:``}}
{{talent.original >= 10 && game === 'sr' ? `talent-destiny`:``}}">
<div class="talent-icon-img"
style="background-image:url({{_res_path}}{{imgs[key]}})"></div>
<strong>{{talent.level}}</strong>

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@ -310,6 +310,19 @@ body {
top: 0;
margin-left: -14px;
}
&.talent-destiny:after {
content: "";
display: block;
width: 37px;
height: 37px;
background: url("../character/imgs/destiny.webp") no-repeat;
background-size: contain;
position: absolute;
left: 50%;
top: 0;
margin-left: -14px;
}
}
.char-talents {

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@ -197,6 +197,18 @@ body {
top: -2px;
margin-left: -9px;
}
.char-talent .talent-icon.talent-destiny:after {
content: "";
display: block;
width: 22px;
height: 22px;
background: url("../character/imgs/destiny.webp") no-repeat;
background-size: contain;
position: absolute;
left: 50%;
top: -2px;
margin-left: -9px;
}
.char-item {
vertical-align: middle;
height: 50px;

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@ -86,7 +86,8 @@
<div class="talent-item">
<div class="talent-icon
{{talent.level > talent.original ? `talent-plus`:``}}
{{talent.original >= 10 ? `talent-crown`:``}}">
{{talent.original >= 10 && game === 'gs' ? `talent-crown`:``}}
{{talent.original >= 10 && game === 'sr' ? `talent-destiny`:``}}">
<div class="talent-icon-img"
style="background-image:url({{_res_path}}{{ds.imgs[key]}})"></div>
<span>{{talent.level}}</span>
@ -116,9 +117,11 @@
{{set aImgs = ds?.artisSet?.imgs || []}}
<div class="char-item char-artis class-{{mark?.markClass||'D'}}">
<div
class="item artis item-icon avatar-artis {{aImgs.length>0?'star5':'no-artis'}} artis{{aImgs.length}}">
{{each aImgs img}}
<div class="img" style="background-image:url({{_res_path}}{{img}})"></div>
class="item artis item-icon avatar-artis {{aImgs.length>0?'star5':'no-artis'}} artis{{aImgs.length>2 ? 2 : aImgs.length}}">
{{each aImgs img idx}}
{{if idx < 2}}
<div class="img" style="background-image:url({{_res_path}}{{img}})"></div>
{{/if}}
{{/each}}
{{if aImgs.length === 0}}
<span class="img no-artis"></span>

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@ -222,6 +222,19 @@ body {
top: -2px;
margin-left: -9px;
}
&.talent-destiny:after {
content: "";
display: block;
width: 22px;
height: 22px;
background: url("../character/imgs/destiny.webp") no-repeat;
background-size: contain;
position: absolute;
left: 50%;
top: -2px;
margin-left: -9px;
}
}
}

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@ -3,6 +3,7 @@
* 如character/${name}/artis.js下有角色自定义规则优先使用自定义
*/
export const usefulAttr = {
玲可: { hp: 100, atk: 0, def: 50, speed: 100, cpct: 0, cdmg: 0, stance: 0, heal: 100, recharge: 75, effPct: 0, effDef: 50, dmg: 0 },
符玄: { hp: 100, atk: 0, def: 50, speed: 100, cpct: 100, cdmg: 100, stance: 0, heal: 0, recharge: 50, effPct: 0, effDef: 50, dmg: 100 },
'丹恒•饮月': { hp: 0, atk: 75, def: 0, speed: 100, cpct: 100, cdmg: 100, stance: 0, heal: 0, recharge: 50, effPct: 0, effDef: 0, dmg: 100 },
卡芙卡: { hp: 0, atk: 100, def: 0, speed: 100, cpct: 0, cdmg: 0, stance: 50, heal: 0, recharge: 50, effPct: 75, effDef: 0, dmg: 100 },

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@ -1,6 +1,5 @@
import lodash from 'lodash'
import { Format } from '#miao'
import { attrPct, basicNum } from '../../meta/artifact/index.js'
export const mainAttr = {
3: 'atk,def,hp,cpct,cdmg,heal,effPct'.split(','),
@ -50,7 +49,6 @@ lodash.forEach(attrMap, (attr, key) => {
// 设置展示文字
attr.text = Format[attr.format](attr.value, 2)
})
export { attrMap }
@ -78,8 +76,33 @@ export const abbr = {
塔利亚的裸皮电线: '塔利亚的电线',
翁瓦克的诞生之岛: '翁瓦克的诞生岛',
翁瓦克的环岛海岸: '翁瓦克的海岸',
泰科铵的镭射球场:'泰科铵的球场',
泰科铵的弧光赛道:'泰科铵的赛道',
伊须磨洲的残船鲸落:'伊须磨洲的鲸落',
伊须磨洲的坼裂缆索:'伊须磨洲的缆索'
}
泰科铵的镭射球场: '泰科铵的球场',
泰科铵的弧光赛道: '泰科铵的赛道',
伊须磨洲的残船鲸落: '伊须磨洲的鲸落',
伊须磨洲的坼裂缆索: '伊须磨洲的缆索',
盗匪荒漠的废土客: '虚数套',
繁星璀璨的天才: '繁星',
激奏雷电的乐队: '雷套',
熔岩锻铸的火匠: '火套',
晨昏交界的翔鹰: '风套',
野穗伴行的快枪手: '快枪手',
密林卧雪的猎人: '冰套',
流星追迹的怪盗: '怪盗',
街头出身的拳王: '拳王',
云无留迹的过客: '过客',
戍卫风雪的铁卫: '铁卫',
净庭教宗的圣骑士: '圣骑士',
筑城者的贝洛伯格: '筑城者',
星体差分机: '差分机',
停转的萨尔索图: '停转',
不老者的仙舟: '仙舟',
盗贼公国塔利亚: '盗贼',
泛银河商业公司: '泛银河',
太空封印站: '太空',
生命的翁瓦克: '翁瓦克',
繁星竞技场: '竞技场',
折断的龙骨: '龙骨',
宝命长存的莳者: '莳者',
骇域漫游的信使: '信使'
}

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@ -12,6 +12,7 @@ export const details = [{
dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害'] + talent.q['减速目标q伤害倍率提高'], 'q')
}]
export const defDmgIdx = 2
export const mainAttr = 'atk,cpct,cdmg'
export const buffs = [{

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@ -20,6 +20,7 @@ export const details = [{
}
}]
export const defDmgIdx = 1
export const mainAttr = 'atk,cpct,cdmg'
export const buffs = [{

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@ -32,7 +32,7 @@ export const details = [{
}
}]
export const mainAttr = 'atk,cpct,cdmg,speed'
export const mainAttr = 'atk,cpct,cdmg'
export const defDmgIdx = 3
export const buffs = [{

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@ -12,6 +12,7 @@ export const details = [{
dmg: ({ talent }, dmg) => dmg(talent.t['技能伤害'], 't')
}]
export const defDmgIdx = 2
export const mainAttr = 'atk,cpct,cdmg,speed'
export const buffs = [{

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@ -9,6 +9,7 @@ export const details = [{
dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害'], 'q')
}]
export const defDmgIdx = 2
export const mainAttr = 'atk,cpct,cdmg,speed'
export const buffs = [{

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@ -12,6 +12,7 @@ export const details = [{
dmg: ({ talent }, dmg) => dmg(talent.t['技能伤害'] * 10, 'a3')
}]
export const defDmgIdx = 3
export const mainAttr = 'atk,cpct,cdmg,speed'
export const buffs = [{

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@ -9,9 +9,10 @@ export const details = [{
dmg: ({ attr, calc, talent }, { shield }) => shield(calc(attr.def) * talent.q['百分比防御力'] + talent.q['固定数值'])
}, {
title: '秘技护盾量',
dmg: ({ attr, calc, talent }, { shield }) => shield(calc(attr.def) * 0.24 + 150)
dmg: ({ attr, calc }, { shield }) => shield(calc(attr.def) * 0.24 + 150)
}]
export const defDmgIdx = 2
export const mainAttr = 'atk,cpct,cdmg,def'
export const buffs = [{

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@ -30,7 +30,7 @@ export const details = [{
}
}]
export const defDmgIdx = 1
export const defDmgIdx = 4
export const mainAttr = 'atk,cpct,cdmg'
export const buffs = [{

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@ -0,0 +1,42 @@
export const details = [{
title: '普攻伤害',
dmg: ({ talent, calc, attr }, { basic }) => basic(talent.a['技能伤害'] * calc(attr.hp), 'a')
}, {
title: '战技提高生命上限值',
dmg: ({ talent, calc, attr, cons }) => {
const c6Plus = cons >= 6 ? 0.06 : 0
const hpPctData = talent.e['生命提高·百分比生命'] + c6Plus
return {
avg: calc(attr.hp) * hpPctData + talent.e['生命提高·固定值']
}
}
}, {
title: '战技生命回复',
dmg: ({ talent, calc, attr }, { heal }) => heal(calc(attr.hp) * talent.e['治疗·百分比'] + talent.e['治疗·固定值'])
}, {
title: '终结技生命回复',
dmg: ({ talent, calc, attr }, { heal }) => heal(calc(attr.hp) * talent.q['治疗·百分比生命'] + talent.q['治疗·固定值'])
}, {
title: '天赋持续回复',
dmg: ({ talent, calc, attr }, { heal }) => heal(calc(attr.hp) * talent.t['治疗·百分比生命'] + talent.t['治疗·固定值'])
}, {
title: '天赋额外回复',
dmg: ({ talent, calc, attr }, { heal }) => heal(calc(attr.hp) * talent.t['额外治疗·百分比生命'] + talent.t['额外治疗·固定值'])
}]
export const mainAttr = 'cpct,cdmg,hp'
export const defDmgIdx = 2
export const buffs = [{
title: '玲可1命为生命值百分比<=50%的目标提供治疗时,治疗量提高[heal]%',
cons: 1,
data: {
heal: 20
}
}, {
title: '玲可6命战技提供的生命上限提高效果额外提高,提高[_hpPlus]',
cons: 6,
data: {
_hpPlus: ({ calc, attr }) => calc(attr.hp) * 0.06
}
}]

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@ -75,7 +75,7 @@
"desc": "为指定我方单体附上【求生反应】,提高等同于玲可<nobr>$1[i]%</nobr>生命上限+<nobr>$2[i]</nobr>的生命上限,若该目标为「毁灭」或「存护」命途,被敌方攻击的概率大幅提高,【求生反应】持续<nobr>2</nobr>回合。<br />使该目标回复等同于玲可<nobr>$3[i]%</nobr>生命上限+<nobr>$4[i]</nobr>的生命值。",
"tables": {
"1": {
"name": "治疗·百分比生命",
"name": "生命提高·百分比生命",
"isSame": false,
"values": [
0.05,
@ -96,7 +96,7 @@
]
},
"2": {
"name": "治疗·固定值",
"name": "生命提高·固定值",
"isSame": false,
"values": [
50,
@ -117,7 +117,7 @@
]
},
"3": {
"name": "毁灭存护治疗·百分比",
"name": "治疗·百分比",
"isSame": false,
"values": [
0.08,
@ -138,7 +138,7 @@
]
},
"4": {
"name": "毁灭存护治疗·固定值",
"name": "治疗·固定值",
"isSame": false,
"values": [
80,

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@ -12,6 +12,7 @@ export const details = [{
dmg: ({ talent }, dmg) => dmg(talent.t['附加伤害'], 't')
}]
export const defDmgIdx = 1
export const mainAttr = 'atk,cpct,cdmg'
export const buffs = [{

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@ -19,7 +19,8 @@ export const details = [{
}
}]
export const mainAttr = 'atk,cpct,cdmg,effPct'
export const defDmgIdx = 2
export const mainAttr = 'atk,cpct,cdmg'
export const buffs = [{
title: '银狼天赋:防御力缺陷降低敌方防御力[enemyDef]%',

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@ -49,6 +49,10 @@ export default function (staticIdx, keyIdx) {
}
}
}
],
孤独的疗愈: [
staticIdx(1, 'stance'),
keyIdx('装备者造成的持续伤害提高[dotDmg]%', 'dotDmg', 2)
]
}
}

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@ -69,5 +69,6 @@ export const usefulAttr = {
卡维: { hp: 0, atk: 75, def: 0, cpct: 100, cdmg: 100, mastery: 75, dmg: 100, phy: 0, recharge: 75, heal: 0 },
绮良良: { hp: 100, atk: 75, def: 0, cpct: 100, cdmg: 100, mastery: 0, dmg: 100, phy: 0, recharge: 0, heal: 0 },
林尼: { hp: 0, atk: 75, def: 0, cpct: 100, cdmg: 100, mastery: 0, dmg: 100, phy: 0, recharge: 55, heal: 0 },
琳妮特: { hp: 0, atk: 75, def: 0, cpct: 100, cdmg: 100, mastery: 0, dmg: 100, phy: 0, recharge: 55, heal: 0 }
琳妮特: { hp: 0, atk: 75, def: 0, cpct: 100, cdmg: 100, mastery: 0, dmg: 100, phy: 0, recharge: 55, heal: 0 },
菲米尼: { hp: 0, atk: 75, def: 0, cpct: 100, cdmg: 100, mastery: 0, dmg: 100, phy: 100, recharge: 55, heal: 0 }
}

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@ -12,7 +12,9 @@
"desc": "异国面容的剑斗士,西风骑士团的头脑派人物。",
"cncv": "孙晔",
"jpcv": "鸟海浩辅",
"costume": false,
"costume": [
201501
],
"ver": 1,
"baseAttr": {
"hp": 11636,

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@ -12,7 +12,9 @@
"desc": "西风骑士团禁闭室的常客,蒙德的爆破大师。人称「逃跑的太阳」。",
"cncv": "花玲",
"jpcv": "久野美咲",
"costume": false,
"costume": [
202901
],
"ver": 1,
"baseAttr": {
"hp": 10287,

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@ -1,10 +1,12 @@
export const details = [{
title: '满层E护盾量',
dmg: ({ attr, calc, talent }, { shield }) =>
shield(calc(attr.hp) * talent.e['护盾基础吸收量2'][0] / 100 + talent.e['护盾基础吸收量2'][1])
dmg: ({ attr, calc, talent, cons }, { shield }) => {
const sheildPlus = cons >= 1 ? 1.2 : 1
return shield((calc(attr.hp) * talent.e['护盾基础吸收量2'][0] / 100 + talent.e['护盾基础吸收量2'][1]) * sheildPlus)
}
}, {
title: 'E飞星单伤害',
dmg: ({ attr, talent }, dmg) => dmg(talent.e['飞星伤害'], 'e')
dmg: ({ talent }, dmg) => dmg(talent.e['飞星伤害'], 'e')
}, {
title: 'Q星光弹伤害',
dmg: ({ attr, calc, talent }, { basic }) => basic(calc(attr.hp) * talent.q['星光弹伤害'] / 100)
@ -16,7 +18,7 @@ export const buffs = [{
title: '莱依拉1命安眠帷幕护盾的伤害吸收量提高20%',
cons: 1,
data: {
shield: 20
_shield: 20
}
}, {
title: '莱依拉6命飞星与星光弹造成的伤害提升40%',

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@ -223,8 +223,8 @@
"<h3>寒烈的惩裁</h3>",
"·提高莱欧斯利的抗打断能力;",
"·生命值高于50%时强化「普通攻击·迅烈倾霜拳」的斥逐拳使其造成的伤害提升命中敌人时莱欧斯利将损失一定的生命值每0.1秒至多因此损失一次生命值。",
"<i>「过去的裁罚已成定局,未来的选择犹在掌握。」",
"「若是不愿命运被一时的罪恶吞尽,还请珍重此刻的光阴。」</i>"
"<i>「过去的裁罚已成定局,未来的选择犹在掌握。」</i>",
"<i>「若是不愿命运被一时的罪恶吞尽,还请珍重此刻的光阴。」</i>"
],
"tables": [
{

View File

@ -0,0 +1,80 @@
let normalEDmg = false
export const details = [{
title: '普攻首段伤害',
dmg: ({ talent }, dmg) => dmg(talent.a['一段伤害'], 'a', 'phy')
}, {
title: 'E伤害',
dmg: ({ talent }, dmg) => {
normalEDmg = dmg(talent.e['上挑攻击伤害'], 'e')
return normalEDmg
}
}, {
title: '0阶E伤害',
params: { e: true },
dmg: ({ talent }, dmg) => dmg(talent.e['零阶高压粉碎伤害'], 'e')
}, {
title: '4阶E伤害',
params: { e: true },
dmg: ({ talent }, dmg) => dmg(talent.e['四阶高压粉碎伤害'], 'e', 'phy')
}, {
title: 'Q伤害',
dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害'], 'q')
}, {
title: 'Q状态·冰伤流4轮EEA总伤害',
check: ({ calc, attr }) => calc(attr.dmg) >= 46,
dmgKey: 'q',
params: { e: true },
dmg: ({ talent }, dmg) => {
let e2Dmg = dmg(talent.e['零阶高压粉碎伤害'], 'e')
let a1Dmg = dmg(talent.a['一段伤害'], 'a', 'phy')
return {
dmg: (normalEDmg.dmg + e2Dmg.dmg + a1Dmg.dmg) * 4,
avg: (normalEDmg.avg + e2Dmg.avg + a1Dmg.avg) * 4
}
}
}, {
title: 'Q状态·物理流3轮EAAAA总伤害',
check: ({ calc, attr }) => calc(attr.dmg) < 46,
dmgKey: 'q',
params: { e: true },
dmg: ({ talent }, dmg) => {
let a1Dmg = dmg(talent.a['一段伤害'], 'a', 'phy')
let a2Dmg = dmg(talent.a['二段伤害'], 'a', 'phy')
let e2Dmg = dmg(talent.e['四阶高压粉碎伤害'], 'e', 'phy')
return {
dmg: (normalEDmg.dmg + a1Dmg.dmg * 2 + a2Dmg.dmg + e2Dmg.dmg) * 3,
avg: (normalEDmg.avg + a1Dmg.avg * 2 + a2Dmg.avg + e2Dmg.avg) * 3
}
}
}]
export const defDmgKey = 'q'
export const mainAttr = 'atk,cpct,cdmg'
export const buffs = [{
title: '天赋-并流式冷凝机关:触发碎冰反应后,使浮冰增压·高压粉碎造成的伤害提高[eDmg]%',
check: ({ params }) => params.e === true,
data: {
eDmg: 40
}
}, {
title: '菲米尼1命浮冰增压·高压粉碎的暴击率提高15%',
check: ({ params }) => params.e === true,
cons: 1,
data: {
eCpct: 15
}
}, {
title: '菲米尼4命触发冰冻、碎冰、超导反应后满层Buff提升攻击力[atkPct]%',
cons: 4,
data: {
atkPct: 18
}
}, {
title: '菲米尼6命触发冰冻、碎冰、超导反应后满层Buff提升暴击伤害[cdmg]%',
cons: 6,
data: {
cdmg: 36
}
}]

View File

@ -487,7 +487,7 @@
"处于潜猎模式状态下时,菲米尼的抗打断能力提升,元素战技「浮冰增压」获得如下强化:",
"·冷却时间缩短70%",
"·进行普通攻击时额外提升一阶佩伊刻计的压力阶级并使普通攻击释放的霜寒造成的伤害为原本的200%。",
"<h3>效果将在菲米尼退场时解除。</h3>",
"效果将在菲米尼退场时解除。",
"<i>「现在…不需要什么多余的杂音了。」</i>"
],
"tables": [

View File

@ -3,8 +3,11 @@ export const details = [{
dmg: ({ talent }, dmg) => dmg(talent.e['猫爪伤害'] * 5, 'e')
}, {
title: '长按E护盾量',
dmg: ({ talent, attr, calc }, { shield }) =>
shield(talent.e['护盾基础吸收量2'][0] * calc(attr.hp) / 100 + talent.e['护盾基础吸收量2'][1] * 1)
dmg: ({ talent, attr, calc, cons }, { shield }) => {
const sheildPlus = cons >= 2 ? 1.15 : 1
return shield((talent.e['护盾基础吸收量2'][0] * calc(attr.hp) / 100 + talent.e['护盾基础吸收量2'][1] * 1) * 1.75 * sheildPlus)
}
}, ({ cons }) => {
return {
title: `${cons === 6 ? '半血' : ''}Q每跳治疗`,
@ -19,14 +22,14 @@ export const mainAttr = 'atk,hp,cpct,cdmg'
export const buffs = [{
title: '迪奥娜天赋长按E获得75%护盾吸收量加成',
data: {
shield: 75
_shield: 75
}
}, {
title: '迪奥娜2命猫爪冻冻造成的伤害提高15%护盾吸收量提高15%',
cons: 2,
data: {
eDmg: 15,
shield: 15
_shield: 15
}
}, {
title: '迪奥娜6命生命值低于50%时受治疗加成提升30%',

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@ -12,7 +12,6 @@ export const details = [{
dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害'], 'q')
}]
export const defDmgIdx = 2
export const mainAttr = 'hp,atk,cpct,cdmg'
export const buffs = [{

View File

@ -240,15 +240,15 @@ export default function (step, staticStep) {
}],
烈阳之嗣: {
title: '对于灼心状态下的敌人造成的伤害提升[dmg]%',
refine:{
refine: {
dmg: step(28)
}
},
测距规: {
title: '满层下,提高[atkPct]%攻击力与[dmg]%所有元素伤害加成',
refine: {
atkPct: step(3 * 3),
dmg: step(7 * 3)
atkPct: [3 * 3, 4 * 3, 5 * 3, 6 * 3, 7 * 3],
dmg: [7 * 3, 8.5 * 3, 10 * 3, 11.5 * 3, 13 * 3]
}
},
静谧之曲: {

View File

@ -93,10 +93,10 @@ export default function (step, staticStep) {
dmg: step(12)
}
},
尘世之锁: [{
title: '护盾强效提升[shield]%',
尘世之锁: [staticStep('shield', 20), {
title: '护盾强效提升[_shield]%',
refine: {
shield: step(20)
_shield: step(20)
}
}, {
title: '护盾+满层情况下攻击力提高[atkPct]%',
@ -165,16 +165,16 @@ export default function (step, staticStep) {
dmg: step(8)
}
}],
金流监督: [{
title: '攻击力提升[atkPlus]%',
金流监督: [staticStep('atkPlus', 16), {
title: '攻击力提升[_atkPlus]%',
refine: {
atkPlus: step(12)
_atkPlus: step(16)
}
}, {
title: '满层下,普通攻击造成的伤害提升[aDmg]%,重击造成的伤害提升[a2Dmg]%',
refine: {
aDmg: step(14 * 3),
a2Dmg: step(12 * 3)
aDmg: step(16 * 3),
a2Dmg: step(14 * 3)
}
}],
遗祀玉珑: [staticStep('hpPct', 16), {
@ -183,6 +183,24 @@ export default function (step, staticStep) {
_hpPct: step(32),
mastery: step(40)
}
}],
万世流涌大典: [staticStep('hpPct', 16), {
title: '生命值提升[_hpPct]%',
refile: {
_hpPct: step(16)
}
}, {
title: '满层下,重击造成的伤害提升[a2Dmg]%',
refine: {
a2Dmg: [14 * 3, 18 * 3, 22 * 3, 26 * 3, 30 * 3]
}
}],
无垠蔚蓝之歌: [{
title: '满层下,普通攻击造成的伤害提升[aDmg]%,重击造成的伤害提升[a2Dmg]%',
data: {
aDmg: step(8 * 3),
a2Dmg: step(6 * 3)
}
}]
}
}

View File

@ -55,11 +55,11 @@
"32%"
],
"1": [
"12%",
"16%",
"20%",
"24%",
"28%"
"14%",
"18%",
"22%",
"26%",
"30%"
],
"2": [
"8",

View File

@ -48,26 +48,26 @@
"text": "攻击力提升$[0]。当前生命值提升或降低时,普通攻击造成的伤害提升$[1],重击造成的伤害提升$[2]。该效果持续4秒至多叠加3层每0.3秒至多触发一次处于叠加3层的状态下时攻击速度提升$[3]。",
"datas": {
"0": [
"12%",
"15%",
"18%",
"21%",
"24%"
"16%",
"20%",
"24%",
"28%",
"32%"
],
"1": [
"16%",
"20%",
"24%",
"28%",
"32%"
],
"2": [
"14%",
"17.5%",
"21%",
"24.5%",
"28%"
],
"2": [
"12%",
"15%",
"18%",
"21%",
"24%"
],
"3": [
"8%",
"10%",

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@ -171,6 +171,12 @@ export default function (step, staticStep) {
refine: {
dmg: step(12)
}
}],
便携动力锯: [{
title: '满层时,元素精通提升[mastery]点',
data: {
mastery: step(40 * 3)
}
}]
}
}

View File

@ -148,8 +148,8 @@ export default function (step, staticStep) {
勘探钻机: {
title: '满层下,提高[atkPct]%攻击力与[dmg]%所有元素伤害加成',
refine: {
atkPct: step(3 * 3),
dmg: step(7 * 3)
atkPct: [3 * 3, 4 * 3, 5 * 3, 6 * 3, 7 * 3],
dmg: [7 * 3, 8.5 * 3, 10 * 3, 11.5 * 3, 13 * 3]
}
},
公义的酬报: false