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补全星铁至2.1版本的角色伤害计算
This commit is contained in:
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@ -20,6 +20,7 @@ export const usefulAttr = {
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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 },
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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 },
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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 },
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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 },
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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 },
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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 },
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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 },
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'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 },
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'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 },
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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 },
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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 },
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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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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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@ -42,7 +43,7 @@ export const usefulAttr = {
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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 },
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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 },
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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 },
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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 },
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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 },
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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 },
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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 },
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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 },
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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 },
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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 },
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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 },
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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 },
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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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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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62
resources/meta-sr/character/佩拉/calc.js
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62
resources/meta-sr/character/佩拉/calc.js
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import { Format } from '#miao'
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export const details = [{
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title: '普攻伤害',
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dmg: ({ talent }, dmg) => dmg(talent.a['技能伤害'], 'a')
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}, {
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title: '战技伤害',
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dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e')
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}, {
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title: '终结技伤害',
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dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害'], 'q')
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}, {
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title: '终结技降低防御',
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dmg: ({ talent }) => {
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return {
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avg: Format.percent(talent.q['防御力降低']),
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type: 'text'
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}
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}
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}]
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export const defDmgIdx = 2
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export const mainAttr = 'atk,cpct,cdmg'
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export const buffs = [{
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title: '终结技:【通解】状态下敌方目标防御力降低[enemyDef]%',
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data: {
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enemyDef: ({ talent }) => talent.q['防御力降低'] * 100
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}
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}, {
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title: '行迹-痛击:对处于负面效果的敌方目标造成伤害提高[dmg]%',
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tree: 1,
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data: {
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dmg: 20
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}
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}, {
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title: '行迹-秘策:效果命中提高[effPct]%',
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tree: 2,
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data: {
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effPct: 10
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}
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}, {
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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]%',
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tree: 3,
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data: {
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dmg: 20
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}
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}, {
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title: '佩拉2命:施放战技解除增益效果后,速度提高[speedPct]%',
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cons: 2,
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data: {
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speedPct: 10
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}
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}, {
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title: '佩拉4命:释放战技时,使敌方目标冰抗性降低[kx]%',
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cons: 4,
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data: {
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kx: 12
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}
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}]
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export const createdBy = 'Aluxes'
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40
resources/meta-sr/character/卢卡/calc.js
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40
resources/meta-sr/character/卢卡/calc.js
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export const details = [{
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title: '普攻伤害',
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dmg: ({ talent }, dmg) => dmg(talent.a['技能伤害'], 'a')
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}, {
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title: '强化普攻伤害',
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dmg: ({ talent }, dmg) => dmg(talent.a2['直冲拳每段伤害'] * 3 + talent.a2['碎天拳伤害'], 'a')
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}, {
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title: '战技伤害',
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dmg: ({ talent }, dmg) => dmg(talent.e['单体伤害'], 'e')
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}, {
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title: '战技持续伤害',
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dmg: ({ talent }, dmg) => dmg(talent.e['持续伤害'], 'dot', 'skillDot')
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}, {
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title: '终结技伤害',
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dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害'], 'q')
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}]
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export const defDmgIdx = 3
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export const mainAttr = 'atk,cpct,cdmg'
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export const buffs = [{
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title: '终结技:使敌方受到的伤害提高[enemydmg]%',
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data: {
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enemydmg: ({ talent }) => talent.q['伤害提高'] * 100
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}
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}, {
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title: '卢卡1命:对处于裂伤状态的敌人造成伤害提高[dmg]%',
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cons: 1,
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data: {
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dmg: 15
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}
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}, {
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title: '卢卡4命:4层【斗志】使攻击力提高[atkPct]%',
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cons: 4,
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data: {
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atkPct: 20
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}
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}]
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export const createdBy = 'Aluxes'
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64
resources/meta-sr/character/寒鸦/calc.js
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64
resources/meta-sr/character/寒鸦/calc.js
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import { Format } from '#miao'
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export const details = [{
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title: '普攻伤害',
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dmg: ({ talent }, dmg) => dmg(talent.a['技能伤害'], 'a')
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}, {
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title: '战技伤害',
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dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e')
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}, {
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title: '终结技提高单体速度',
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dmg: ({ talent }) => {
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return {
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avg: Format.percent(talent.q['速度提升']),
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type: 'text'
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}
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}
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}, {
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title: '终结技提高单体攻击力',
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dmg: ({ talent }) => {
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return {
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avg: Format.percent(talent.q['速度提升']),
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type: 'text'
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}
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}
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}, {
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title: '天赋提高AEQ伤害',
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dmg: ({ talent, cons }) => {
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let extraTd = cons < 6 ? 0 : 0.1
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return {
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avg: Format.percent(talent.t['伤害提高'] + extraTd),
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type: 'text'
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}
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}
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}]
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export const defDmgIdx = 1
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export const mainAttr = 'atk,cpct,cdmg,dmg'
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export const buffs = [{
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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]%',
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data: {
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_dmg: ({ talent }) => talent.t['伤害提高'] * 100,
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aDmg: ({ talent }) => talent.t['伤害提高'] * 100,
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eDmg: ({ talent }) => talent.t['伤害提高'] * 100,
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qDmg: ({ talent }) => talent.t['伤害提高'] * 100
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}
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}, {
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title: '寒鸦2命:释放战技后,速度提高[speedPct]%',
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cons: 2,
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data: {
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speedPct: 20
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}
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}, {
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title: '寒鸦6命:天赋的伤害提高效果额外提高[_dmg]%',
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cons: 6,
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data: {
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_dmg: 10,
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aDmg: 10,
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eDmg: 10,
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qDmg: 10
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}
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}]
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export const createdBy = 'Aluxes'
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60
resources/meta-sr/character/素裳/calc.js
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60
resources/meta-sr/character/素裳/calc.js
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export const details = [{
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title: '普攻伤害',
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dmg: ({ talent }, dmg) => dmg(talent.a['技能伤害'], 'a')
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}, {
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title: '战技伤害',
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dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e')
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}, {
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title: '战技+剑势伤害',
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dmg: ({ talent }, dmg) => {
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let eDmg = dmg(talent.e['技能伤害'], 'e')
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let ePlusDmg = dmg.dynamic(talent.e['附加伤害'], 'e', { dynamicDmg: 20 })
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return {
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dmg: eDmg.dmg + ePlusDmg.dmg,
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avg: eDmg.avg + ePlusDmg.avg
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}
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}
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}, {
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title: '终结技伤害',
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dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害'], 'q')
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}, {
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title: '终结技后满剑势战技伤害',
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dmg: ({ talent }, dmg) => {
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let eDmg = dmg(talent.e['技能伤害'], 'e')
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let ePlusDmg = dmg.dynamic(talent.e['附加伤害'], 'e', { dynamicDmg: 20 })
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return {
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dmg: eDmg.dmg + ePlusDmg.dmg * 2,
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avg: eDmg.avg + ePlusDmg.avg * 2
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}
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}
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}]
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export const mainAttr = 'atk,cpct,cdmg'
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export const defDmgIdx = 4
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export const buffs = [{
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title: '天赋-游刃若水:敌方弱点被击破后,素裳速度提高[speedPct]%',
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data: {
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speedPct: ({ talent }) => talent.t['速度提高'] * 100
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}
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}, {
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title: '行迹-逐寇:10层Buff提升【剑势】造成的伤害[_dmg]%',
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tree: 1,
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data: {
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_dmg: 20
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}
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}, {
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title: '素裳4命:击破特攻提高[stance]%',
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cons: 4,
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data: {
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stance: 40
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}
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}, {
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title: '素裳6命:天赋的加速效果额外提高[speedPct]%',
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cons: 6,
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data: {
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speedPct: ({ talent }) => talent.t['速度提高'] * 100
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}
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}]
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export const createdBy = 'Aluxes'
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38
resources/meta-sr/character/虎克/calc.js
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38
resources/meta-sr/character/虎克/calc.js
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export const details = [{
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title: '普攻伤害',
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dmg: ({ talent }, dmg) => dmg(talent.a['技能伤害'], 'a')
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}, {
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title: '战技伤害',
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dmg: ({ talent }, dmg) => dmg(talent.e['单体伤害'], 'e')
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}, {
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title: '强化战技伤害·主目标',
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dmg: ({ talent }, dmg) => dmg(talent.e2['技能伤害'], 'e')
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}, {
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title: '强化战技伤害·副目标',
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dmg: ({ talent }, dmg) => dmg(talent.e2['相邻目标伤害'], 'e')
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}, {
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title: '终结技伤害',
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dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害'], 'q')
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}, {
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title: '战技持续伤害',
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dmg: ({ talent }, dmg) => dmg(talent.e['持续伤害'], 'dot', 'skillDot')
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}]
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export const defDmgIdx = 2
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||||||
|
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'
|
@ -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,
|
||||||
|
37
resources/meta-sr/character/阿兰/calc.js
Normal file
37
resources/meta-sr/character/阿兰/calc.js
Normal file
@ -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'
|
53
resources/meta-sr/character/雪衣/calc.js
Normal file
53
resources/meta-sr/character/雪衣/calc.js
Normal file
@ -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'
|
94
resources/meta-sr/character/青雀/calc.js
Normal file
94
resources/meta-sr/character/青雀/calc.js
Normal file
@ -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'
|
69
resources/meta-sr/character/驭空/calc.js
Normal file
69
resources/meta-sr/character/驭空/calc.js
Normal file
@ -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'
|
@ -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: [],
|
||||||
|
Loading…
Reference in New Issue
Block a user