补全星铁至2.1版本的角色伤害计算

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Aluxes 2024-04-15 00:03:29 +08:00
parent 3835f84bd5
commit 5a8b8081ed
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12 changed files with 524 additions and 6 deletions

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@ -20,6 +20,7 @@ export const usefulAttr = {
镜流: { hp: 0, atk: 75, def: 0, speed: 100, cpct: 100, cdmg: 100, stance: 0, heal: 0, recharge: 50, effPct: 0, effDef: 0, dmg: 100 }, 镜流: { hp: 0, atk: 75, def: 0, speed: 100, cpct: 100, cdmg: 100, stance: 0, heal: 0, recharge: 50, effPct: 0, effDef: 0, dmg: 100 },
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 }, 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 }, 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 },
驭空: { hp: 50, atk: 75, def: 50, speed: 100, cpct: 100, cdmg: 100, stance: 0, heal: 0, recharge: 100, 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 }, '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 },
卢卡: { hp: 0, atk: 100, def: 0, speed: 100, cpct: 0, cdmg: 0, stance: 75, heal: 0, recharge: 50, effPct: 75, effDef: 0, dmg: 100 }, 卢卡: { hp: 0, atk: 100, def: 0, speed: 100, cpct: 0, cdmg: 0, stance: 75, heal: 0, recharge: 50, effPct: 75, 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 }, 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 },
@ -42,7 +43,7 @@ export const usefulAttr = {
黑塔: { hp: 0, atk: 75, def: 0, speed: 75, cpct: 100, cdmg: 100, stance: 0, heal: 0, recharge: 50, effPct: 0, effDef: 0, dmg: 100 }, 黑塔: { hp: 0, atk: 75, def: 0, speed: 75, cpct: 100, cdmg: 100, stance: 0, heal: 0, recharge: 50, effPct: 0, effDef: 0, dmg: 100 },
希露瓦: { hp: 0, atk: 75, def: 0, speed: 75, cpct: 100, cdmg: 100, stance: 0, heal: 0, recharge: 50, effPct: 0, effDef: 0, dmg: 100 }, 希露瓦: { hp: 0, atk: 75, def: 0, speed: 75, cpct: 100, cdmg: 100, stance: 0, heal: 0, recharge: 50, effPct: 0, effDef: 0, dmg: 100 },
娜塔莎: { hp: 100, atk: 0, def: 50, speed: 75, cpct: 0, cdmg: 0, stance: 0, heal: 100, recharge: 75, effPct: 0, effDef: 50, dmg: 0 }, 娜塔莎: { hp: 100, atk: 0, def: 50, speed: 75, cpct: 0, cdmg: 0, stance: 0, heal: 100, recharge: 75, effPct: 0, effDef: 50, dmg: 0 },
佩拉: { hp: 0, atk: 75, def: 0, speed: 100, cpct: 100, cdmg: 100, stance: 0, heal: 0, recharge: 50, effPct: 100, effDef: 0, dmg: 100 }, 佩拉: { hp: 75, atk: 0, def: 75, speed: 100, cpct: 0, cdmg: 0, stance: 0, heal: 0, recharge: 100, effPct: 100, effDef: 50, dmg: 0 },
桑博: { hp: 0, atk: 75, def: 0, speed: 100, cpct: 100, cdmg: 100, stance: 0, heal: 0, recharge: 50, effPct: 100, effDef: 0, dmg: 100 }, 桑博: { hp: 0, atk: 75, def: 0, speed: 100, cpct: 100, cdmg: 100, stance: 0, heal: 0, recharge: 50, effPct: 100, effDef: 0, dmg: 100 },
虎克: { hp: 0, atk: 75, def: 0, speed: 75, cpct: 100, cdmg: 100, stance: 0, heal: 0, recharge: 50, effPct: 0, effDef: 0, dmg: 100 }, 虎克: { hp: 0, atk: 75, def: 0, speed: 75, cpct: 100, cdmg: 100, stance: 0, heal: 0, recharge: 50, effPct: 0, effDef: 0, dmg: 100 },
青雀: { hp: 0, atk: 75, def: 0, speed: 75, cpct: 100, cdmg: 100, stance: 0, heal: 0, recharge: 50, effPct: 0, effDef: 0, dmg: 100 }, 青雀: { hp: 0, atk: 75, def: 0, speed: 75, cpct: 100, cdmg: 100, stance: 0, heal: 0, recharge: 50, effPct: 0, effDef: 0, dmg: 100 },

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@ -0,0 +1,62 @@
import { Format } from '#miao'
export const details = [{
title: '普攻伤害',
dmg: ({ talent }, dmg) => dmg(talent.a['技能伤害'], 'a')
}, {
title: '战技伤害',
dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e')
}, {
title: '终结技伤害',
dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害'], 'q')
}, {
title: '终结技降低防御',
dmg: ({ talent }) => {
return {
avg: Format.percent(talent.q['防御力降低']),
type: 'text'
}
}
}]
export const defDmgIdx = 2
export const mainAttr = 'atk,cpct,cdmg'
export const buffs = [{
title: '终结技:【通解】状态下敌方目标防御力降低[enemyDef]%',
data: {
enemyDef: ({ talent }) => talent.q['防御力降低'] * 100
}
}, {
title: '行迹-痛击:对处于负面效果的敌方目标造成伤害提高[dmg]%',
tree: 1,
data: {
dmg: 20
}
}, {
title: '行迹-秘策:效果命中提高[effPct]%',
tree: 2,
data: {
effPct: 10
}
}, {
title: '行迹-追歼:施放战技解除增益效果后,下一次攻击造成伤害提高[dmg]%',
tree: 3,
data: {
dmg: 20
}
}, {
title: '佩拉2命施放战技解除增益效果后速度提高[speedPct]%',
cons: 2,
data: {
speedPct: 10
}
}, {
title: '佩拉4命释放战技时使敌方目标冰抗性降低[kx]%',
cons: 4,
data: {
kx: 12
}
}]
export const createdBy = 'Aluxes'

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@ -0,0 +1,40 @@
export const details = [{
title: '普攻伤害',
dmg: ({ talent }, dmg) => dmg(talent.a['技能伤害'], 'a')
}, {
title: '强化普攻伤害',
dmg: ({ talent }, dmg) => dmg(talent.a2['直冲拳每段伤害'] * 3 + talent.a2['碎天拳伤害'], 'a')
}, {
title: '战技伤害',
dmg: ({ talent }, dmg) => dmg(talent.e['单体伤害'], 'e')
}, {
title: '战技持续伤害',
dmg: ({ talent }, dmg) => dmg(talent.e['持续伤害'], 'dot', 'skillDot')
}, {
title: '终结技伤害',
dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害'], 'q')
}]
export const defDmgIdx = 3
export const mainAttr = 'atk,cpct,cdmg'
export const buffs = [{
title: '终结技:使敌方受到的伤害提高[enemydmg]%',
data: {
enemydmg: ({ talent }) => talent.q['伤害提高'] * 100
}
}, {
title: '卢卡1命对处于裂伤状态的敌人造成伤害提高[dmg]%',
cons: 1,
data: {
dmg: 15
}
}, {
title: '卢卡4命4层【斗志】使攻击力提高[atkPct]%',
cons: 4,
data: {
atkPct: 20
}
}]
export const createdBy = 'Aluxes'

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@ -0,0 +1,64 @@
import { Format } from '#miao'
export const details = [{
title: '普攻伤害',
dmg: ({ talent }, dmg) => dmg(talent.a['技能伤害'], 'a')
}, {
title: '战技伤害',
dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e')
}, {
title: '终结技提高单体速度',
dmg: ({ talent }) => {
return {
avg: Format.percent(talent.q['速度提升']),
type: 'text'
}
}
}, {
title: '终结技提高单体攻击力',
dmg: ({ talent }) => {
return {
avg: Format.percent(talent.q['速度提升']),
type: 'text'
}
}
}, {
title: '天赋提高AEQ伤害',
dmg: ({ talent, cons }) => {
let extraTd = cons < 6 ? 0 : 0.1
return {
avg: Format.percent(talent.t['伤害提高'] + extraTd),
type: 'text'
}
}
}]
export const defDmgIdx = 1
export const mainAttr = 'atk,cpct,cdmg,dmg'
export const buffs = [{
title: '天赋-罚恶:对战技标记的敌人造成的普攻、战技、终结技伤害提高[_dmg]%',
data: {
_dmg: ({ talent }) => talent.t['伤害提高'] * 100,
aDmg: ({ talent }) => talent.t['伤害提高'] * 100,
eDmg: ({ talent }) => talent.t['伤害提高'] * 100,
qDmg: ({ talent }) => talent.t['伤害提高'] * 100
}
}, {
title: '寒鸦2命释放战技后速度提高[speedPct]%',
cons: 2,
data: {
speedPct: 20
}
}, {
title: '寒鸦6命天赋的伤害提高效果额外提高[_dmg]%',
cons: 6,
data: {
_dmg: 10,
aDmg: 10,
eDmg: 10,
qDmg: 10
}
}]
export const createdBy = 'Aluxes'

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@ -0,0 +1,60 @@
export const details = [{
title: '普攻伤害',
dmg: ({ talent }, dmg) => dmg(talent.a['技能伤害'], 'a')
}, {
title: '战技伤害',
dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e')
}, {
title: '战技+剑势伤害',
dmg: ({ talent }, dmg) => {
let eDmg = dmg(talent.e['技能伤害'], 'e')
let ePlusDmg = dmg.dynamic(talent.e['附加伤害'], 'e', { dynamicDmg: 20 })
return {
dmg: eDmg.dmg + ePlusDmg.dmg,
avg: eDmg.avg + ePlusDmg.avg
}
}
}, {
title: '终结技伤害',
dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害'], 'q')
}, {
title: '终结技后满剑势战技伤害',
dmg: ({ talent }, dmg) => {
let eDmg = dmg(talent.e['技能伤害'], 'e')
let ePlusDmg = dmg.dynamic(talent.e['附加伤害'], 'e', { dynamicDmg: 20 })
return {
dmg: eDmg.dmg + ePlusDmg.dmg * 2,
avg: eDmg.avg + ePlusDmg.avg * 2
}
}
}]
export const mainAttr = 'atk,cpct,cdmg'
export const defDmgIdx = 4
export const buffs = [{
title: '天赋-游刃若水:敌方弱点被击破后,素裳速度提高[speedPct]%',
data: {
speedPct: ({ talent }) => talent.t['速度提高'] * 100
}
}, {
title: '行迹-逐寇10层Buff提升【剑势】造成的伤害[_dmg]%',
tree: 1,
data: {
_dmg: 20
}
}, {
title: '素裳4命击破特攻提高[stance]%',
cons: 4,
data: {
stance: 40
}
}, {
title: '素裳6命天赋的加速效果额外提高[speedPct]%',
cons: 6,
data: {
speedPct: ({ talent }) => talent.t['速度提高'] * 100
}
}]
export const createdBy = 'Aluxes'

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@ -0,0 +1,38 @@
export const details = [{
title: '普攻伤害',
dmg: ({ talent }, dmg) => dmg(talent.a['技能伤害'], 'a')
}, {
title: '战技伤害',
dmg: ({ talent }, dmg) => dmg(talent.e['单体伤害'], 'e')
}, {
title: '强化战技伤害·主目标',
dmg: ({ talent }, dmg) => dmg(talent.e2['技能伤害'], 'e')
}, {
title: '强化战技伤害·副目标',
dmg: ({ talent }, dmg) => dmg(talent.e2['相邻目标伤害'], 'e')
}, {
title: '终结技伤害',
dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害'], 'q')
}, {
title: '战技持续伤害',
dmg: ({ talent }, dmg) => dmg(talent.e['持续伤害'], 'dot', 'skillDot')
}]
export const defDmgIdx = 2
export const mainAttr = 'atk,cpct,cdmg,dmg'
export const buffs = [{
title: '虎克1命强化战技造成的伤害提高[eDmg]%',
cons: 1,
data: {
eDmg: 20
}
}, {
title: '虎克6命对灼烧状态下的地方目标造成的伤害提高[dmg]%',
cons: 6,
data: {
dmg: 20
}
}]
export const createdBy = 'Aluxes'

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@ -95,7 +95,7 @@
] ]
}, },
"2": { "2": {
"name": "相邻目标伤害", "name": "持续伤害",
"isSame": false, "isSame": false,
"values": [ "values": [
0.25, 0.25,
@ -193,7 +193,7 @@
"desc": "对指定敌方单体造成等同于虎克<nobr>$1[i]%</nobr>攻击力的<span>火</span>属性伤害,同时有<nobr>100.0%</nobr>的<u>基础概率</u>使其陷入灼烧状态,持续<nobr>2</nobr>回合。此外对其相邻目标造成等同于虎克<nobr>$2[i]%</nobr>攻击力的<span>火</span>属性伤害。<br />灼烧状态下,敌方目标每回合开始时受到等同于虎克<nobr>$3[i]%</nobr>攻击力的<span>火</span>属性持续伤害。", "desc": "对指定敌方单体造成等同于虎克<nobr>$1[i]%</nobr>攻击力的<span>火</span>属性伤害,同时有<nobr>100.0%</nobr>的<u>基础概率</u>使其陷入灼烧状态,持续<nobr>2</nobr>回合。此外对其相邻目标造成等同于虎克<nobr>$2[i]%</nobr>攻击力的<span>火</span>属性伤害。<br />灼烧状态下,敌方目标每回合开始时受到等同于虎克<nobr>$3[i]%</nobr>攻击力的<span>火</span>属性持续伤害。",
"tables": { "tables": {
"1": { "1": {
"name": "TODO", "name": "技能伤害",
"isSame": false, "isSame": false,
"values": [ "values": [
1.4, 1.4,
@ -214,7 +214,7 @@
] ]
}, },
"2": { "2": {
"name": "TODO", "name": "相邻目标伤害",
"isSame": false, "isSame": false,
"values": [ "values": [
0.4, 0.4,
@ -235,7 +235,7 @@
] ]
}, },
"3": { "3": {
"name": "TODO", "name": "持续伤害",
"isSame": false, "isSame": false,
"values": [ "values": [
0.25, 0.25,

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@ -0,0 +1,37 @@
export const details = [{
title: '普攻伤害',
dmg: ({ talent }, dmg) => dmg(talent.a['技能伤害'], 'a')
}, {
title: '战技伤害',
dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e')
}, {
title: '终结技伤害·主目标',
dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害'], 'q')
}, {
title: '终结技伤害·副目标',
dmg: ({ talent, cons }, dmg) => cons < 6 ? dmg(talent.q['相邻目标伤害'], 'q') : dmg(talent.q['技能伤害'], 'q')
}]
export const mainAttr = 'atk,cpct,cdmg,dmg'
export const defDmgIdx = 2
export const buffs = [{
title: '天赋-至痛至怒:根据当前损失生命值百分比获得伤害加成,使造成伤害提高[dmg]%',
data: {
dmg: ({ talent }) => talent.t['伤害提高'] * 100
}
}, {
title: '阿兰1命当前生命百分比小于等于50%时,战技造成的伤害提高[eDmg]%',
cons: 1,
data: {
eDmg: 10
}
}, {
title: '阿兰6命当前生命百分比小于等于50%时,终结技造成的伤害提高[qDmg]%,且对相邻目标造成与主目标相同的伤害倍率',
cons: 6,
data: {
qDmg: 20
}
}]
export const createdBy = 'Aluxes'

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@ -0,0 +1,53 @@
export const details = [{
title: '普攻伤害',
dmg: ({ talent }, dmg) => dmg(talent.a['技能伤害'], 'a')
}, {
title: '战技伤害·主目标',
dmg: ({ talent }, dmg) => dmg(talent.e['单体伤害'], 'e')
}, {
title: '战技伤害·副目标',
dmg: ({ talent }, dmg) => dmg(talent.e['相邻目标伤害'], 'e')
}, {
title: '终结技伤害',
dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害'], 'q')
}, {
title: '追击伤害',
dmg: ({ talent }, dmg) => dmg(talent.t['追加攻击单次伤害'] * 3, 't')
}]
export const mainAttr = 'atk,cpct,cdmg,stance'
export const defDmgIdx = 4
export const buffs = [{
title: '终结技-天罚贯身:终结技伤害提高[qDmg]%',
data: {
qDmg: ({ talent }) => talent.q['伤害提高上限'] * 100
}
}, {
title: '行迹-预兆机杼:基于击破特攻,提高造成的伤害[dmg]%',
tree: 1,
sort: 9,
data: {
dmg: ({ attr }) => Math.min(attr.stance, 240)
}
}, {
title: '行迹-摧锋轴承对韧性大于等于其自身上限50%的敌人,释放终结技造成的伤害提高[qDmg]%',
tree: 2,
data: {
qDmg: 10
}
}, {
title: '雪衣1命天赋的追加攻击造成的伤害提高[tDmg]%',
cons: 1,
data: {
tDmg: 40
}
}, {
title: '雪衣4命施放终结技时击破特攻提高[stance]%,持续多个回合',
cons: 4,
data: {
stance: 40
}
}]
export const createdBy = 'Aluxes'

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@ -0,0 +1,94 @@
export const details = [{
title: '普攻伤害',
dmg: ({ talent }, dmg) => dmg(talent.a['门前清·伤害'], 'a')
}, {
title: '0层E暗杠·强化普攻主目标伤害',
params: {
eBuffCount: 0,
hiddenHand: true
},
dmg: ({ talent }, dmg) => dmg(talent.a2['杠·伤害'], 'a')
}, {
title: '0层E暗杠·强化普攻副目标伤害',
params: {
eBuffCount: 0,
hiddenHand: true
},
dmg: ({ talent }, dmg) => dmg(talent.a2['杠·相邻目标伤害'], 'a')
}, {
title: '4层E暗杠·强化普攻主目标伤害',
params: {
eBuffCount: 4,
hiddenHand: true
},
dmg: ({ talent }, dmg) => dmg(talent.a2['杠·伤害'], 'a')
}, {
title: '4层E暗杠·强化普攻副目标伤害',
params: {
eBuffCount: 4,
hiddenHand: true
},
dmg: ({ talent }, dmg) => dmg(talent.a2['杠·相邻目标伤害'], 'a')
}, {
title: '终结技伤害',
dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害'], 'q')
}, {
title: '4层E暗杠·终结技伤害',
params: {
eBuffCount: 4,
hiddenHand: true
},
dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害'], 'q')
}, {
title: '4层E不求人·强化普攻主目标伤害',
cons: 4,
params: {
eBuffCount: 4,
tAttack: true
},
dmg: ({ talent }, dmg) => dmg(talent.a2['杠·伤害'], 't')
}]
export const mainAttr = 'atk,cpct,cdmg'
export const defDmgIdx = 3
export const buffs = [{
title: '战技Buff[_eBuffCount]层Buff使自身造成的伤害提高[dmg]%',
check: ({ params }) => params.eBuffCount,
data: {
_eBuffCount: ({ params }) => params.eBuffCount,
dmg: ({ params, talent }) => talent.e['伤害提高'] * 100 * params.eBuffCount
}
}, {
title: '天赋-帝垣琼玉持有4张相同花色的牌时进入【暗杠】状态自身攻击力提高[atkPct]%',
check: ({ params }) => params.hiddenHand,
data: {
atkPct: ({ talent }) => talent.t['攻击力提高'] * 100
}
}, {
title: '行迹-听牌:[_eBuffCount]层战技使自身造成的伤害提高效果额外提高[dmg]%',
tree: 2,
check: ({ params }) => params.eBuffCount,
data: {
_eBuffCount: ({ params }) => params.eBuffCount,
dmg: ({ params }) => 10 * params.eBuffCount
}
}, {
title: '行迹-抢杠:速度提高[speedPct]%',
tree: 3,
data: {
speedPct: 10
}
}, {
title: '青雀1命终结技造成的伤害提高[qDmg]%',
cons: 1,
data: {
qDmg: 10
}
}, {
title: '青雀4命【不求人】状态下释放普攻后额外进行一次追加攻击',
check: ({ params }) => params.tAttack,
cons: 4
}]
export const createdBy = 'Aluxes'

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@ -0,0 +1,69 @@
import { Format } from '#miao'
export const details = [{
title: '普攻伤害',
dmg: ({ talent }, dmg) => dmg(talent.a['技能伤害'], 'a')
}, {
title: '战技提升攻击力',
dmg: ({ talent }) => {
return {
avg: Format.percent(talent.e['攻击力提高']),
type: 'text'
}
}
}, {
title: '终结技提升暴击率',
dmg: ({ talent }) => {
return {
avg: Format.percent(talent.q['暴击率提高']),
type: 'text'
}
}
}, {
title: '终结技提升暴击伤害',
dmg: ({ talent }) => {
return {
avg: Format.percent(talent.q['暴击伤害提高']),
type: 'text'
}
}
}, {
title: '终结技伤害',
dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害'], 'q')
}]
export const mainAttr = 'atk,cpct,cdmg'
export const defDmgIdx = 2
export const buffs = [{
title: '战技-天阙鸣弦:攻击力提高[atkPct]%',
data: {
atkPct: ({ talent }) => talent.e['攻击力提高'] * 100
}
}, {
title: '终结技-贯云饮羽:暴击率提高[cpct]%,暴击伤害提高[cdmg]%',
data: {
cpct: ({ talent }) => talent.q['暴击率提高'] * 100,
cdmg: ({ talent }) => talent.q['暴击伤害提高'] * 100
}
}, {
title: '行迹-迟彝:造成虚数伤害提高[dmg]%',
tree: 1,
data: {
dmg: 12
}
}, {
title: '驭空1命速度提高[speedPct]%',
cons: 1,
data: {
speedPct: 10
}
}, {
title: '驭空4命造成伤害提高[dmg]%',
cons: 4,
data: {
dmg: 30
}
}]
export const createdBy = 'Aluxes'

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@ -4,7 +4,7 @@ export default function (staticIdx, keyIdx) {
keyIdx('对陷入负面效果的敌人伤害提高[dmg]%,释放战技的功力提高[atkPct]%', { dmg: 1, atkPct: 3 }) keyIdx('对陷入负面效果的敌人伤害提高[dmg]%,释放战技的功力提高[atkPct]%', { dmg: 1, atkPct: 3 })
], ],
决心如汗珠般闪耀: [ 决心如汗珠般闪耀: [
keyIdx('攻陷状态敌方防御力降低[ignore]%', 'ignore', 2) keyIdx('攻陷状态敌方防御力降低[enemyDef]%', 'enemyDef', 2)
], ],
匿影: [], 匿影: [],
后会有期: [], 后会有期: [],