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伤害计算展示createdBy
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@ -5,7 +5,7 @@ import { Character } from './index.js'
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import DmgBuffs from './dmg/DmgBuffs.js'
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import DmgAttr from './dmg/DmgAttr.js'
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import DmgCalc from './dmg/DmgCalc.js'
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import { MiaoError, Meta } from '#miao'
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import { MiaoError, Meta, Common } from '#miao'
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export default class ProfileDmg extends Base {
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constructor (profile = {}, game = 'gs') {
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@ -20,10 +20,18 @@ export default class ProfileDmg extends Base {
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static dmgRulePath (name, game = 'gs') {
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const _path = process.cwd()
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for (let file of ['calc_user', 'calc_auto', 'calc']) {
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let path = `${_path}/plugins/miao-plugin/resources/meta-${game}/character/${name}/${file}.js`
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let dmgFile = [
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{ file: 'calc_user', name: '自定义伤害' },
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{ file: 'calc_auto', name: '组团伤害', test: () => Common.cfg('teamCalc') },
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{ file: 'calc', name: '喵喵' }
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]
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for (let ds of dmgFile) {
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let path = `${_path}/plugins/miao-plugin/resources/meta-${game}/character/${name}/${ds.file}.js`
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if (ds.test && !ds.test()) {
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continue
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}
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if (fs.existsSync(path)) {
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return path
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return { path, createdBy: ds.name }
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}
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}
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return false
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@ -79,8 +87,12 @@ export default class ProfileDmg extends Base {
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const cfgPath = ProfileDmg.dmgRulePath(this.char?.name, this.char?.game)
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let cfg = {}
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if (cfgPath) {
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cfg = await import(`file://${cfgPath}`)
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cfg = await import(`file://${cfgPath.path}`)
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// 文件中定义了createBy的话,优先进行展示
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let createdBy = cfg.createdBy || cfgPath.createdBy || '喵喵'
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createdBy = createdBy.slice(0, 15)
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return {
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createdBy,
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details: cfg.details || false, // 计算详情
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buffs: cfg.buffs || [], // 角色buff
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defParams: cfg.defParams || {}, // 默认参数,一般为空
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@ -105,7 +117,7 @@ export default class ProfileDmg extends Base {
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if (!charCalcData) {
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return false
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}
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let { buffs, details, defParams, mainAttr, defDmgIdx, defDmgKey, enemyName } = charCalcData
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let { createdBy, buffs, details, defParams, mainAttr, defDmgIdx, defDmgKey, enemyName } = charCalcData
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let talent = this.talent()
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@ -260,7 +272,8 @@ export default class ProfileDmg extends Base {
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dmgRet,
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enemyName,
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dmgCfg: dmgDetail,
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enemyLv
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enemyLv,
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createdBy
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}
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}
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}
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@ -19,7 +19,7 @@ body {
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}
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.basic {
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position: relative;
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margin: 0 -15px 10px -10px;
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margin: 0 -15px 15px -10px;
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}
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.basic:after {
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content: "";
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@ -324,7 +324,11 @@ body {
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margin: 10px 0;
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width: 100%;
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}
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.dmg-mode .dmg-list .cont-footer {
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.dmg-created-by {
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padding-left: 5px;
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float: right;
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}
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.dmg-mode .not-dmg-mode {
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display: none;
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}
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.cont-title {
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@ -383,10 +387,12 @@ body {
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.dmg-cont .tr .th {
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color: #d3bc8e;
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padding-right: 15px;
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padding-left: 5px;
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text-align: right;
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background: rgba(0, 0, 0, 0.4);
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min-width: 100px;
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font-size: 15px;
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white-space: nowrap;
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}
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.profile-mode .dmg-idx {
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display: none !important;
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@ -236,7 +236,7 @@
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{{/if}}
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{{each ad.artis ds idx}}
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<div class="item arti">
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<div class="item arti arti-class-{{ds.markClass}}">
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{{if ds && ds.name && ds.main && ds.main.key && ds.main.key!="undefined"}}
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<div class="arti-icon">
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<div class="img" style="background-image:url({{_res_path}}{{ds.img}})"></div>
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@ -268,12 +268,13 @@
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<!-- 【 伤害表格 】 -->
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{{ set {dmgRet, dmgCfg, enemyLv, enemyName, dmgMsg, dmgData} = dmgCalc }}
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{{ set {dmgRet, dmgCfg, enemyLv, enemyName, dmgMsg, dmgData, createdBy} = dmgCalc }}
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<div>
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{{if dmgData?.length > 0}}
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<div class="dmg-cont dmg-list cont">
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<div class="cont-title">
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伤害计算<span>目标为{{enemyLv}}级{{enemyName||'小宝'}}{{if game==='gs'}},如需调整等级可使用 #敌人等级{{enemyLv}} 来进行设置{{/if}}</span>
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伤害计算
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<span class="not-dmg-mode dmg-desc">使用<strong>{{gameHash}}{{data.abbr}}伤害</strong>命令可以查看伤害详情</span>
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</div>
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<div class="cont-table">
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<div class="tr thead">
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@ -297,7 +298,11 @@
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{{/each}}
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</div>
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<div class="cont-footer dmg-desc">
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使用命令<strong>{{gameHash}}{{data.abbr}}伤害</strong>可以查看伤害详情,使用命令<strong>#角色面板帮助</strong>可查看帮助说明
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<span>目标为{{enemyLv}}级{{enemyName||'小宝'}}{{if game==='gs'}},使用<strong>#敌人等级{{enemyLv}}</strong>命令可指定等级{{/if}}</span>
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{{if createdBy}}
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<!-- 优先展示calc.js中 返回的createdBy字段,用于展示伤害计算作者-->
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<span class="dmg-created-by">伤害计算来源:<strong>{{createdBy}}</strong></span>
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{{/if}}
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</div>
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</div>
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{{/if}}
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@ -18,7 +18,7 @@ body {
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.basic {
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position: relative;
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margin: 0 -15px 10px -10px;
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margin: 0 -15px 15px -10px;
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}
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.basic:after {
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@ -388,7 +388,12 @@ body {
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width: 100%;
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}
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.dmg-mode .dmg-list .cont-footer {
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.dmg-created-by {
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padding-left: 5px;
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float: right;
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}
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.dmg-mode .not-dmg-mode {
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display: none;
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}
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@ -461,10 +466,12 @@ body {
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.th {
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color: #d3bc8e;
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padding-right: 15px;
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padding-left: 5px;
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text-align: right;
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background: rgba(0, 0, 0, .4);
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min-width: 100px;
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font-size: 15px;
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white-space: nowrap;
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}
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}
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@ -533,6 +540,15 @@ body {
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box-shadow: 0 0 1px 0 #ccc, 2px 2px 4px 0 rgba(50, 50, 50, .8);
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overflow: hidden;
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&.item {
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&.arti-class-ACE,
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&.arti-class-MAX {
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.head {
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}
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}
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}
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.arti-icon {
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width: 60px;
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@ -75,5 +75,6 @@ export const usefulAttr = {
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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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那维莱特: { hp: 100, atk: 0, def: 0, cpct: 100, cdmg: 100, mastery: 75, dmg: 100, phy: 0, recharge: 75, heal: 0 },
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莱欧斯利: { hp: 0, atk: 75, def: 0, cpct: 100, cdmg: 100, mastery: 75, dmg: 100, phy: 0, recharge: 55, heal: 0 }
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莱欧斯利: { hp: 0, atk: 75, def: 0, cpct: 100, cdmg: 100, mastery: 75, dmg: 100, phy: 0, recharge: 55, heal: 0 },
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芙宁娜: { hp: 100, atk: 0, def: 0, cpct: 100, cdmg: 100, mastery: 75, dmg: 100, phy: 0, recharge: 75, heal: 100 },
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}
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@ -39,6 +39,7 @@ export const descFix = {
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贯月矢: '触发草元素反应后,每20秒产生至多存在10秒的种识之叶,后台也能触发。拾取提升攻击力<nobr>32%</nobr>,持续12秒。',
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护摩之杖: '生命值提升$[0]。<br />获得$[1]生命值上限的攻击力提升,生命值低于50%时,进一步获得$[2]生命值上限的攻击力提升。',
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薙草之稻光: '攻击力获得提升,提升程度相当于充能效率超出100%部分的$[0],至多提升$[1]。<br/>施放爆发后的12秒内,充能效率提升$[2]。',
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"「渔获」":'元素爆发的伤害提升$[0]<br />元素爆发的暴击率提升$[1]',
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// 弓
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终末嗟叹之诗: '精通提高$[0]点;战技或爆发命中敌人时,获得追思之符,后台也能触发。4枚时消耗所有追思之符:精通提高$[1]点,攻击力提升$[2],持续12秒。',
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