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更新菲米尼、玲可伤害计算
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@ -3,6 +3,7 @@
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* 如character/${name}/artis.js下有角色自定义规则优先使用自定义
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*/
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export const usefulAttr = {
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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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'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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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
resources/meta-sr/character/玲可/calc.js
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42
resources/meta-sr/character/玲可/calc.js
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@ -0,0 +1,42 @@
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export const details = [{
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title: '普攻伤害',
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dmg: ({ talent, calc, attr }, { basic }) => basic(talent.a['技能伤害'] * calc(attr.hp), 'a')
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}, {
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title: '战技提高生命上限值',
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dmg: ({ talent, calc, attr, cons }) => {
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const c6Plus = cons >= 6 ? 0.06 : 0
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const hpPctData = talent.e['生命提高·百分比生命'] + c6Plus
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return {
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avg: calc(attr.hp) * hpPctData + talent.e['生命提高·固定值']
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}
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}
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}, {
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title: '战技生命回复',
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dmg: ({ talent, calc, attr }, { heal }) => heal(calc(attr.hp) * talent.e['治疗·百分比'] + talent.e['治疗·固定值'])
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}, {
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title: '终结技生命回复',
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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'])
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}, {
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title: '天赋持续回复',
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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'])
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}, {
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title: '天赋额外回复',
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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'])
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}]
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export const mainAttr = 'cpct,cdmg,hp'
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export const defDmgIdx = 2
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export const buffs = [{
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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]%',
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cons: 1,
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data: {
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heal: 20
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}
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}, {
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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]',
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cons: 6,
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data: {
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_hpPlus: ({ calc, attr }) => calc(attr.hp) * 0.06
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}
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}]
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@ -75,7 +75,7 @@
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"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。",
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"tables": {
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"1": {
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"name": "治疗·百分比生命",
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"name": "生命提高·百分比生命",
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"isSame": false,
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"values": [
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0.05,
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@ -96,7 +96,7 @@
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]
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},
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"2": {
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"name": "治疗·固定值",
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"name": "生命提高·固定值",
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"isSame": false,
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"values": [
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50,
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@ -117,7 +117,7 @@
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]
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},
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"3": {
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"name": "毁灭存护治疗·百分比",
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"name": "治疗·百分比",
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"isSame": false,
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"values": [
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0.08,
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@ -138,7 +138,7 @@
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]
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},
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"4": {
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"name": "毁灭存护治疗·固定值",
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"name": "治疗·固定值",
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"isSame": false,
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"values": [
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80,
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@ -69,5 +69,6 @@ export const usefulAttr = {
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卡维: { hp: 0, atk: 75, def: 0, cpct: 100, cdmg: 100, mastery: 75, dmg: 100, phy: 0, recharge: 75, heal: 0 },
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绮良良: { hp: 100, atk: 75, def: 0, cpct: 100, cdmg: 100, mastery: 0, dmg: 100, phy: 0, recharge: 0, heal: 0 },
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林尼: { hp: 0, atk: 75, def: 0, cpct: 100, cdmg: 100, mastery: 0, dmg: 100, phy: 0, recharge: 55, heal: 0 },
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琳妮特: { hp: 0, atk: 75, def: 0, cpct: 100, cdmg: 100, mastery: 0, dmg: 100, phy: 0, recharge: 55, heal: 0 }
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琳妮特: { hp: 0, atk: 75, def: 0, cpct: 100, cdmg: 100, mastery: 0, dmg: 100, phy: 0, recharge: 55, heal: 0 },
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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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}
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80
resources/meta/character/菲米尼/calc.js
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80
resources/meta/character/菲米尼/calc.js
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let normalEDmg = false
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export const details = [{
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title: '普攻首段伤害',
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dmg: ({ talent }, dmg) => dmg(talent.a['一段伤害'], 'a', 'phy')
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}, {
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title: 'E伤害',
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dmg: ({ talent }, dmg) => {
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normalEDmg = dmg(talent.e['上挑攻击伤害'], 'e')
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return normalEDmg
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}
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}, {
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title: '0阶E伤害',
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params: { e: true },
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dmg: ({ talent }, dmg) => dmg(talent.e['零阶高压粉碎伤害'], 'e')
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}, {
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title: '4阶E伤害',
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params: { e: true },
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dmg: ({ talent }, dmg) => dmg(talent.e['四阶高压粉碎伤害'], 'e', 'phy')
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}, {
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title: 'Q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: 'Q状态·冰伤流4轮EEA总伤害',
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check: ({ calc, attr }) => calc(attr.dmg) >= 46,
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dmgKey: 'q',
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params: { e: true },
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dmg: ({ talent }, dmg) => {
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let e2Dmg = dmg(talent.e['零阶高压粉碎伤害'], 'e')
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let a1Dmg = dmg(talent.a['一段伤害'], 'a', 'phy')
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return {
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dmg: (normalEDmg.dmg + e2Dmg.dmg + a1Dmg.dmg) * 4,
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avg: (normalEDmg.avg + e2Dmg.avg + a1Dmg.avg) * 4
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}
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}
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}, {
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title: 'Q状态·物理流3轮EAAAA总伤害',
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check: ({ calc, attr }) => calc(attr.dmg) < 46,
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dmgKey: 'q',
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params: { e: true },
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dmg: ({ talent }, dmg) => {
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let a1Dmg = dmg(talent.a['一段伤害'], 'a', 'phy')
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let a2Dmg = dmg(talent.a['二段伤害'], 'a', 'phy')
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let e2Dmg = dmg(talent.e['四阶高压粉碎伤害'], 'e', 'phy')
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return {
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dmg: (normalEDmg.dmg + a1Dmg.dmg * 2 + a2Dmg.dmg + e2Dmg.dmg) * 3,
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avg: (normalEDmg.avg + a1Dmg.avg * 2 + a2Dmg.avg + e2Dmg.avg) * 3
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}
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}
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}]
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export const defDmgKey = 'q'
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export const mainAttr = 'atk,cpct,cdmg'
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export const buffs = [{
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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]%',
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check: ({ params }) => params.e === true,
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data: {
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eDmg: 40
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}
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}, {
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title: '菲米尼1命:浮冰增压·高压粉碎的暴击率提高15%',
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check: ({ params }) => params.e === true,
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cons: 1,
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data: {
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eCpct: 15
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}
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}, {
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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]%',
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cons: 4,
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data: {
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atkPct: 18
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}
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}, {
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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]%',
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cons: 6,
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data: {
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cdmg: 36
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}
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}]
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"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:",
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"·冷却时间缩短70%;",
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"·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%。",
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"<h3>效果将在菲米尼退场时解除。</h3>",
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"效果将在菲米尼退场时解除。",
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"<i>「现在…不需要什么多余的杂音了。」</i>"
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],
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"tables": [
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