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https://github.com/yoimiya-kokomi/miao-plugin.git
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fix: 伤害计算Bug
This commit is contained in:
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commit
66b26d58b2
@ -82,13 +82,13 @@ export async function AbyssSummary (e) {
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msg.push({
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msg.push({
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title: '少于',
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title: '少于',
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value: (Math.max(0.1, 100 - percent * 100)).toFixed(1),
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value: (Math.max(0.1, 100 - percent * 100)).toFixed(1),
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name: name
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name
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})
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})
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} else {
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} else {
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msg.push({
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msg.push({
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title: '超过',
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title: '超过',
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value: (Math.min(99.9, percent * 100)).toFixed(1),
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value: (Math.min(99.9, percent * 100)).toFixed(1),
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name: name
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name
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})
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})
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}
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}
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}
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}
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@ -83,5 +83,5 @@ export const usefulAttr = {
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闲云: { hp: 0, atk: 100, def: 0, cpct: 100, cdmg: 100, mastery: 0, dmg: 100, phy: 0, recharge: 75, heal: 100 },
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闲云: { hp: 0, atk: 100, def: 0, cpct: 100, cdmg: 100, mastery: 0, dmg: 100, phy: 0, recharge: 75, heal: 100 },
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嘉明: { hp: 0, atk: 75, def: 0, cpct: 100, cdmg: 100, mastery: 75, dmg: 100, phy: 0, recharge: 55, heal: 0 },
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嘉明: { hp: 0, atk: 75, def: 0, cpct: 100, cdmg: 100, mastery: 75, dmg: 100, phy: 0, recharge: 55, heal: 0 },
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千织: { hp: 0, atk: 50, def: 75, cpct: 100, cdmg: 100, mastery: 0, dmg: 100, phy: 0, recharge: 55, heal: 0 },
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千织: { hp: 0, atk: 50, def: 75, cpct: 100, cdmg: 100, mastery: 0, dmg: 100, phy: 0, recharge: 55, heal: 0 },
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阿蕾奇诺: { hp: 0, atk: 75, def: 0, cpct: 100, cdmg: 100, mastery: 75, dmg: 100, phy: 0, recharge: 35, heal: 0 }
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阿蕾奇诺: { hp: 0, atk: 75, def: 0, cpct: 100, cdmg: 100, mastery: 75, dmg: 100, phy: 0, recharge: 55, heal: 0 }
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}
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}
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@ -357,7 +357,7 @@ const buffs = {
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title: '触发提高普攻[aPlus]伤害',
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title: '触发提高普攻[aPlus]伤害',
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sort: 9,
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sort: 9,
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data: {
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data: {
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aPlus: ({ attr }) => (attr.atk.base + attr.atk.plus + attr.atk.pct * attr.atk.base / 100) * 0.35
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aPlus: ({ attr }) => attr.atk * 0.35
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}
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}
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}
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}
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},
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},
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@ -487,7 +487,7 @@ const buffs = {
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},
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},
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谐律异想断章: {
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谐律异想断章: {
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2: attr('atkPct', 18 ),
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2: attr('atkPct', 18),
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4: {
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4: {
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title: '生命之契的数值提升或降低时,角色造成的伤害提升[dmg]%',
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title: '生命之契的数值提升或降低时,角色造成的伤害提升[dmg]%',
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data: {
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data: {
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@ -497,7 +497,7 @@ const buffs = {
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},
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},
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未竟的遐思: {
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未竟的遐思: {
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2: attr('atkPct', 18 ),
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2: attr('atkPct', 18),
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4: {
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4: {
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title: '存在处于燃烧状态下的敌人时,伤害提升[dmg]%',
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title: '存在处于燃烧状态下的敌人时,伤害提升[dmg]%',
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data: {
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data: {
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@ -1433,7 +1433,7 @@
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"10000096": {
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"10000096": {
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"id": 10000096,
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"id": 10000096,
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"name": "阿蕾奇诺",
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"name": "阿蕾奇诺",
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"abbr": "阿蕾奇诺",
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"abbr": "仆人",
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"star": 5,
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"star": 5,
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"elem": "pyro",
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"elem": "pyro",
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"weapon": "polearm",
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"weapon": "polearm",
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@ -1,14 +1,14 @@
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export const details = [{
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export const details = [{
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title: 'Q提供普攻基础伤害',
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title: 'Q提供普攻基础伤害',
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dmg: ({ talent, attr, calc }) => {
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dmg: ({ talent, attr }) => {
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return {
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return {
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avg: (talent.q['伤害值提升'] / 100 + 0.115) * calc(attr.def)
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avg: (talent.q['伤害值提升'] / 100 + 0.115) * attr.def
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}
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}
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}
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}
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}, {
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}, {
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title: '二段蓄力E伤害',
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title: '二段蓄力E伤害',
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dmg: ({ talent, attr, calc }, { basic }) => {
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dmg: ({ talent, attr }, { basic }) => {
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let ret = talent.e['二段蓄力伤害'] * calc(attr.def) / 100 + (attr.e.plus || 0)
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let ret = talent.e['二段蓄力伤害'] / 100 * attr.def
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return basic(ret, 'e')
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return basic(ret, 'e')
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}
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}
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}]
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}]
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@ -19,8 +19,8 @@ export const buffs = [{
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title: '云堇被动:队伍存在4元素类型角色时,Q提供的普攻伤害提高[_q]',
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title: '云堇被动:队伍存在4元素类型角色时,Q提供的普攻伤害提高[_q]',
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sort: 9,
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sort: 9,
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data: {
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data: {
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_q: ({ attr, calc }) => {
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_q: ({ attr }) => {
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return calc(attr.def) * 0.115
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return attr.def * 0.115
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}
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}
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}
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}
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}]
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}]
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@ -3,20 +3,20 @@ export const details = [{
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dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e')
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dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e')
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}, {
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}, {
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title: '三岩Q伤害',
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title: '三岩Q伤害',
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dmg: ({ talent, attr, calc }, { basic }) => {
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dmg: ({ talent, attr }, { basic }) => {
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let ret = talent.q['技能伤害'] * calc(attr.def) / 100 + attr.q.plus * 1
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let ret = talent.q['技能伤害'] / 100 * attr.def
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return basic(ret, 'q')
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return basic(ret, 'q')
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}
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}
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}, {
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}, {
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title: '三岩Q每跳伤害',
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title: '三岩Q每跳伤害',
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dmg: ({ talent, attr, calc }, { basic }) => {
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dmg: ({ talent, attr }, { basic }) => {
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let ret = talent.q['岩晶崩破伤害'] * calc(attr.def) / 100 + attr.q.plus * 1
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let ret = talent.q['岩晶崩破伤害'] / 100 * attr.def
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return basic(ret, 'q')
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return basic(ret, 'q')
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}
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}
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}, {
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}, {
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title: 'Q每跳治疗',
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title: 'Q每跳治疗',
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cons: 4,
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cons: 4,
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dmg: ({ attr, calc }, { heal }) => heal(0.5 * calc(attr.def))
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dmg: ({ attr }, { heal }) => heal(0.5 * attr.def)
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}]
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}]
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export const mainAttr = 'atk,def,cpct,cdmg'
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export const mainAttr = 'atk,def,cpct,cdmg'
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@ -27,6 +27,13 @@ export const buffs = [{
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defPlus: ({ talent }) => talent.e['防御力提升'] * 1,
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defPlus: ({ talent }) => talent.e['防御力提升'] * 1,
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dmg: 15
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dmg: 15
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}
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}
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}, {
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title: '天赋-报恩之守:基于防御力,提高E伤害[ePlus],提高Q伤害[qPlus]',
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sort: 9,
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data: {
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ePlus: ({ attr }) => 1.56 * attr.def,
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qPlus: ({ attr }) => 0.156 * attr.def
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}
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}, {
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}, {
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title: '五郎被动:释放E后防御力提高25%',
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title: '五郎被动:释放E后防御力提高25%',
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data: {
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data: {
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@ -1,3 +1,5 @@
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import { Format } from '#miao'
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export const details = [{
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export const details = [{
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title: 'E伤害',
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title: 'E伤害',
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dmg: ({ talent }, dmg) => dmg(talent.e['基础伤害'], 'e')
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dmg: ({ talent }, dmg) => dmg(talent.e['基础伤害'], 'e')
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@ -8,6 +10,21 @@ export const details = [{
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title: 'Q每跳伤害',
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title: 'Q每跳伤害',
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params: { q: true },
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params: { q: true },
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dmg: ({ talent }, dmg) => dmg(talent.q['闪雷伤害'], 'q')
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dmg: ({ talent }, dmg) => dmg(talent.q['闪雷伤害'], 'q')
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}, {
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title: 'E弹反护盾量',
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dmg: ({ talent, attr }, { shield }) => shield(talent.e['护盾吸收量2'][0] / 100 * attr.hp + talent.e['护盾吸收量2'][1])
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}, {
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title: 'Q护盾量',
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check: ({ cons }) => cons >= 1,
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dmg: ({ attr }, { shield }) => shield(0.16 * attr.hp)
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}, {
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title: 'Q伤害减免',
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dmg: ({ talent }) => {
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return {
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avg: Format.percent(talent.q['伤害减免'] / 100),
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type: 'text'
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}
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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 mainAttr = 'atk,cpct,cdmg'
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@ -11,10 +11,11 @@ export const details = [{
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dmg: ({ talent, calc, attr, cons }, { basic }) => {
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dmg: ({ talent, calc, attr, cons }, { basic }) => {
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let pct = talent.e['剑舞步/旋舞步一段伤害2'][0] * 1 + talent.e['剑舞步/旋舞步二段伤害2'][0] * 1
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let pct = talent.e['剑舞步/旋舞步一段伤害2'][0] * 1 + talent.e['剑舞步/旋舞步二段伤害2'][0] * 1
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let ret1 = basic(calc(attr.hp) * pct / 100, 'e')
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let ret1 = basic(calc(attr.hp) * pct / 100, 'e')
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let dynamicDmg = 0
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if (cons >= 1) {
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if (cons >= 1) {
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attr.e.dmg += 65
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dynamicDmg = 65
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}
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}
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let ret2 = basic(calc(attr.hp) * talent.e['水月/水轮伤害2'][0] / 100, 'e')
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let ret2 = basic(calc(attr.hp) * talent.e['水月/水轮伤害2'][0] / 100, 'e', false, { dynamicDmg })
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return {
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return {
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dmg: ret1.dmg + ret2.dmg,
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dmg: ret1.dmg + ret2.dmg,
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avg: ret2.avg + ret2.avg
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avg: ret2.avg + ret2.avg
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@ -15,10 +15,11 @@ export const details = [{
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dmg: ({ talent, calc, attr, cons }, { basic }) => {
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dmg: ({ talent, calc, attr, cons }, { basic }) => {
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let pct = talent.e['剑舞步/旋舞步一段伤害2'][0] * 1 + talent.e['剑舞步/旋舞步二段伤害2'][0] * 1
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let pct = talent.e['剑舞步/旋舞步一段伤害2'][0] * 1 + talent.e['剑舞步/旋舞步二段伤害2'][0] * 1
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let ret1 = basic(calc(attr.hp) * pct / 100, 'e')
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let ret1 = basic(calc(attr.hp) * pct / 100, 'e')
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let dynamicDmg = 0
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if (cons >= 1) {
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if (cons >= 1) {
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attr.e.dmg += 65
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dynamicDmg = 65
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}
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}
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let ret2 = basic(calc(attr.hp) * talent.e['水月/水轮伤害2'][0] / 100, 'e')
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let ret2 = basic(calc(attr.hp) * talent.e['水月/水轮伤害2'][0] / 100, 'e', false, { dynamicDmg })
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return {
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return {
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dmg: ret1.dmg + ret2.dmg,
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dmg: ret1.dmg + ret2.dmg,
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avg: ret2.avg + ret2.avg
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avg: ret2.avg + ret2.avg
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@ -16,8 +16,8 @@ export const buffs = [{
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title: '蝶引来生:开E获得[atkPlus]点攻击力加成',
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title: '蝶引来生:开E获得[atkPlus]点攻击力加成',
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sort: 9,
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sort: 9,
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data: {
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data: {
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atkPlus: ({ talent, attr, calc }) => {
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atkPlus: ({ talent, attr }) => {
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return Math.min(talent.e['攻击力提高'] * calc(attr.hp) / 100, attr.atk.base * 4)
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return Math.min(talent.e['攻击力提高'] * attr.hp / 100, attr.atk.base * 4)
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}
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}
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}
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}
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}, {
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}, {
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@ -1,62 +1,61 @@
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export const details = [{
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export const details = [{
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title: '半血开E重击',
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title: '半血开E重击',
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params: { team: false },
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params: { team: false },
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dmg: ({ talent }, dmg) => dmg(talent.a['重击伤害'], 'a2')
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dmg: ({ talent }, dmg) => dmg(talent.a['重击伤害'], 'a2')
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}, {
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}, {
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title: '半血开E重击蒸发',
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title: '半血开E重击蒸发',
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params: { team: false },
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params: { team: false },
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dmg: ({ talent }, dmg) => dmg(talent.a['重击伤害'], 'a2', 'vaporize')
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dmg: ({ talent }, dmg) => dmg(talent.a['重击伤害'], 'a2', 'vaporize')
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}, {
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}, {
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title: '胡桃双水半血重击蒸发',
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title: '胡桃双水半血重击蒸发',
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params: { team: true},
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params: { team: true },
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dmg: ({ talent }, dmg) => dmg(talent.a['重击伤害'], 'a2', 'vaporize')
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dmg: ({ talent }, dmg) => dmg(talent.a['重击伤害'], 'a2', 'vaporize')
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}, {
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}, {
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title: '半血开E后Q蒸发',
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title: '半血开E后Q蒸发',
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params: { team: false },
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params: { team: false },
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dmg: ({ talent }, dmg) => dmg(talent.q['低血量时技能伤害'], 'q', 'vaporize')
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dmg: ({ talent }, dmg) => dmg(talent.q['低血量时技能伤害'], 'q', 'vaporize')
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}, {
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}, {
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title: '胡桃双水半血Q蒸发',
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title: '胡桃双水半血Q蒸发',
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params: { team: true},
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params: { team: true },
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dmg: ({ talent }, dmg) => dmg(talent.q['低血量时技能伤害'], 'q', 'vaporize')
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dmg: ({ talent }, dmg) => dmg(talent.q['低血量时技能伤害'], 'q', 'vaporize')
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}]
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}]
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export const defDmgIdx = 2
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export const defDmgIdx = 2
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export const mainAttr = 'hp,atk,cpct,cdmg,mastery'
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export const mainAttr = 'hp,atk,cpct,cdmg,mastery'
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export const defParams = {
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export const defParams = {
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team: true
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team: true
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}
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export const buffs = [{
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check: ({ params }) => params.team === true,
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title: '双水共鸣:获得[hpPct]%生命值',
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data: {
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hpPct: 25
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}
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}
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}, {
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export const buffs = [{
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title: '蝶引来生:开E获得[atkPlus]点攻击力加成',
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check: ({ params }) => params.team === true,
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sort: 9,
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title: '双水共鸣:获得[hpPct]%生命值',
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data: {
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data: {
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atkPlus: ({ talent, attr }) => {
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hpPct: 25
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return Math.min(talent.e['攻击力提高'] * attr.hp / 100, attr.atk.base * 4)
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}
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}
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},{
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}
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title: '蝶引来生:开E获得[atkPlus]点攻击力加成',
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}, {
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sort: 9,
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title: '胡桃被动:半血获得33%火伤加成',
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data: {
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data: {
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atkPlus: ({ talent, attr, calc }) => {
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dmg: 33
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return Math.min(talent.e['攻击力提高'] * calc(attr.hp) / 100, attr.atk.base * 4)
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}
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}
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}, {
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}
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check: ({ params }) => params.team === true,
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}, {
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title: '夜兰:获得平均[dmg]%增伤',
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title: '胡桃被动:半血获得33%火伤加成',
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data: {
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data: {
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dmg: 35
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dmg: 33
|
}
|
||||||
}
|
}, {
|
||||||
},{
|
check: ({ params }) => params.team === true,
|
||||||
check: ({ params }) => params.team === true,
|
title: '钟离:降低敌人[kx]%全抗',
|
||||||
title: '夜兰:获得平均[dmg]%增伤',
|
data: {
|
||||||
data: {
|
kx: 20
|
||||||
dmg: 35
|
}
|
||||||
}
|
}, 'vaporize']
|
||||||
},{
|
|
||||||
check: ({ params }) => params.team === true,
|
|
||||||
title: '钟离:降低敌人[kx]%全抗',
|
|
||||||
data: {
|
|
||||||
kx: 20
|
|
||||||
}
|
|
||||||
},'vaporize']
|
|
||||||
|
|
||||||
|
@ -1,7 +1,7 @@
|
|||||||
{
|
{
|
||||||
"id": 10000096,
|
"id": 10000096,
|
||||||
"name": "阿蕾奇诺",
|
"name": "阿蕾奇诺",
|
||||||
"abbr": "阿蕾奇诺",
|
"abbr": "仆人",
|
||||||
"title": "孤暝厄月",
|
"title": "孤暝厄月",
|
||||||
"star": 5,
|
"star": 5,
|
||||||
"elem": "pyro",
|
"elem": "pyro",
|
||||||
@ -429,8 +429,8 @@
|
|||||||
"name": "厄月将升",
|
"name": "厄月将升",
|
||||||
"desc": [
|
"desc": [
|
||||||
"阿蕾奇诺振舞厄月血火之翼,回收并清除周围的血偿勒令,造成火元素范围伤害,并在此后清除元素战技「万相化灰」的冷却时间及为自己恢复生命值,回复量基于她的生命之契数值与攻击力。",
|
"阿蕾奇诺振舞厄月血火之翼,回收并清除周围的血偿勒令,造成火元素范围伤害,并在此后清除元素战技「万相化灰」的冷却时间及为自己恢复生命值,回复量基于她的生命之契数值与攻击力。",
|
||||||
"<i>就提瓦特常识来说,满月以外的月相皆是仅炼金术与占星术会用到的厄运隐喻。",
|
"<i>就提瓦特常识来说,满月以外的月相皆是仅炼金术与占星术会用到的厄运隐喻。</i>",
|
||||||
"她梦中曾数次梦见的这一轮赤色之月,是噩兆吗?是,不过悲惨命运是属于激怒她的那些人的。</i>"
|
"<i>她梦中曾数次梦见的这一轮赤色之月,是噩兆吗?是,不过悲惨命运是属于激怒她的那些人的。</i>"
|
||||||
],
|
],
|
||||||
"tables": [
|
"tables": [
|
||||||
{
|
{
|
||||||
|
@ -5,7 +5,7 @@ export const details = [{
|
|||||||
}, {
|
}, {
|
||||||
title: 'E刹那之花伤害',
|
title: 'E刹那之花伤害',
|
||||||
dmg: ({ talent, attr }, { basic }) => {
|
dmg: ({ talent, attr }, { basic }) => {
|
||||||
let ret = talent.e['刹那之花伤害'] * attr.def / 100 + attr.e.plus
|
let ret = talent.e['刹那之花伤害'] * attr.def / 100
|
||||||
return basic(ret, 'e')
|
return basic(ret, 'e')
|
||||||
}
|
}
|
||||||
}, {
|
}, {
|
||||||
@ -14,7 +14,7 @@ export const details = [{
|
|||||||
half: true
|
half: true
|
||||||
},
|
},
|
||||||
dmg: ({ talent, attr }, { basic }) => {
|
dmg: ({ talent, attr }, { basic }) => {
|
||||||
let ret = talent.e['刹那之花伤害'] * attr.def / 100 + attr.e.plus
|
let ret = talent.e['刹那之花伤害'] * attr.def / 100
|
||||||
return basic(ret, 'e')
|
return basic(ret, 'e')
|
||||||
}
|
}
|
||||||
}, {
|
}, {
|
||||||
|
@ -4,7 +4,7 @@ export default function (step, staticStep) {
|
|||||||
title: '元素战技造成的伤害值提高[ePlus]',
|
title: '元素战技造成的伤害值提高[ePlus]',
|
||||||
sort: 9,
|
sort: 9,
|
||||||
data: {
|
data: {
|
||||||
ePlus: ({ attr, calc, refine }) => calc(attr.def) * step(40)[refine] / 100
|
ePlus: ({ attr, refine }) => attr.def * step(40)[refine] / 100
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
腐殖之剑: {
|
腐殖之剑: {
|
||||||
@ -248,7 +248,7 @@ export default function (step, staticStep) {
|
|||||||
hpPct: step(14 * 2)
|
hpPct: step(14 * 2)
|
||||||
}
|
}
|
||||||
}],
|
}],
|
||||||
有乐御簾切: [staticStep('defPct', 20),{
|
有乐御簾切: [staticStep('defPct', 20), {
|
||||||
title: '附近的角色在场上造成岩元素伤害后,普通攻击伤害提升[aDmg]%,元素战伤害提升[eDmg]%;',
|
title: '附近的角色在场上造成岩元素伤害后,普通攻击伤害提升[aDmg]%,元素战伤害提升[eDmg]%;',
|
||||||
refine: {
|
refine: {
|
||||||
aDmg: step(16 * 2),
|
aDmg: step(16 * 2),
|
||||||
|
Loading…
Reference in New Issue
Block a user