初步增加群伤害排名统计功能

This commit is contained in:
Kokomi 2022-11-09 06:04:08 +08:00
parent 7fcbe22c3d
commit 78d0c0b856
28 changed files with 188 additions and 32 deletions

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@ -0,0 +1,25 @@
import { Character, ProfileRank } from '../../models/index.js'
import { renderProfile } from './ProfileDetail.js'
export async function groupMaxProfile (e) {
let groupId = e.group_id
if (!groupId) {
return false
}
let msg = e.original_msg || e.msg
if (!/(最强|最高|最高分|最牛|第一)/.test(msg)) {
return false
}
let mode = /(分|圣遗物|评分|ACE)/.test(msg) ? 'mark' : 'dmg'
let name = msg.replace(/(#|最强|最高分|第一|最高|最牛|圣遗物|评分|群|面板|面版|详情)/g, '')
let char = Character.get(name)
if (!char) {
return false
}
let uid = await ProfileRank.getGroupMaxUid(groupId, char.id, mode)
if (uid) {
e.uid = uid
return await renderProfile(e, char)
}
}

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@ -6,6 +6,7 @@ import { renderProfile } from './character/ProfileDetail.js'
import { profileStat } from './character/ProfileStat.js' import { profileStat } from './character/ProfileStat.js'
import { profileList } from './character/ProfileList.js' import { profileList } from './character/ProfileList.js'
import { enemyLv } from './character/ProfileUtils.js' import { enemyLv } from './character/ProfileUtils.js'
import { groupMaxProfile } from './character/ProfileRank.js'
let app = App.init({ let app = App.init({
id: 'profile', id: 'profile',
@ -16,6 +17,11 @@ app.reg('profile-detail', profileDetail, {
name: '角色面板' name: '角色面板'
}) })
app.reg('group-profile', groupMaxProfile, {
rule: /^#?(群|群内)?(最强|最高|最高分|最牛|第一)+.+/,
name: '群内最强'
})
app.reg('artis-list', profileArtisList, { app.reg('artis-list', profileArtisList, {
rule: /^#圣遗物列表\s*(\d{9})?$/, rule: /^#圣遗物列表\s*(\d{9})?$/,
name: '面板圣遗物列表' name: '面板圣遗物列表'
@ -66,6 +72,10 @@ export async function profileDetail (e) {
msg = msg.replace('面版', '面板') msg = msg.replace('面版', '面板')
let dmgRet = /伤害(\d?)$/.exec(name) let dmgRet = /伤害(\d?)$/.exec(name)
let dmgIdx = 0 let dmgIdx = 0
if (/(最强|最高|最高分|最牛|第一)/.test(msg)) {
mode = /(分|圣遗物|评分|ACE)/.test(msg) ? 'rank-mark' : 'rank-dmg'
name = name.replace(/(最强|最高分|第一|最高|最牛|圣遗物|评分|群)/g, '')
}
if (/(详情|详细|面板|面版)\s*$/.test(msg) && !/更新|录入|输入/.test(msg)) { if (/(详情|详细|面板|面版)\s*$/.test(msg) && !/更新|录入|输入/.test(msg)) {
mode = 'profile' mode = 'profile'
name = name.replace(/(详情|详细|面板)/, '').trim() name = name.replace(/(详情|详细|面板)/, '').trim()

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@ -146,6 +146,10 @@ export default class ProfileData extends Base {
return {} return {}
} }
get hasDmg () {
return this.hasData && !!ProfileDmg.dmgRulePath(this.name)
}
// 计算当前profileData的伤害信息 // 计算当前profileData的伤害信息
async calcDmg ({ enemyLv = 91, mode = 'profile', dmgIdx = 0 }) { async calcDmg ({ enemyLv = 91, mode = 'profile', dmgIdx = 0 }) {
if (!this.dmg) { if (!this.dmg) {

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@ -17,6 +17,15 @@ export default class ProfileDmg extends Base {
} }
} }
static dmgRulePath (name) {
const _path = process.cwd()
let path = `${_path}/plugins/miao-plugin/resources/meta/character/${name}/calc.js`
if (fs.existsSync(path)) {
return path
}
return false
}
// 获取天赋数据 // 获取天赋数据
talent () { talent () {
let char = this.char let char = this.char
@ -65,16 +74,16 @@ export default class ProfileDmg extends Base {
} }
async getCalcRule () { async getCalcRule () {
const _path = process.cwd() const cfgPath = ProfileDmg.dmgRulePath(this.char?.name)
const cfgPath = `${_path}/plugins/miao-plugin/resources/meta/character/${this.char?.name}/calc.js`
let cfg = {} let cfg = {}
if (fs.existsSync(cfgPath)) { if (cfgPath) {
cfg = await import(`file://${cfgPath}`) cfg = await import(`file://${cfgPath}`)
return { return {
details: cfg.details || false, // 计算详情 details: cfg.details || false, // 计算详情
buffs: cfg.buffs || [], // 角色buff buffs: cfg.buffs || [], // 角色buff
defParams: cfg.defParams || {}, // 默认参数,一般为空 defParams: cfg.defParams || {}, // 默认参数,一般为空
defDmgIdx: cfg.defDmgIdx || -1, // 默认详情index defDmgIdx: cfg.defDmgIdx || -1, // 默认详情index
defDmgKey: cfg.defDmgKey || '',
mainAttr: cfg.mainAttr || 'atk,cpct,cdmg', // 伤害属性 mainAttr: cfg.mainAttr || 'atk,cpct,cdmg', // 伤害属性
enemyName: cfg.enemyName || '小宝' // 敌人名称 enemyName: cfg.enemyName || '小宝' // 敌人名称
} }
@ -92,7 +101,7 @@ export default class ProfileDmg extends Base {
if (!charCalcData) { if (!charCalcData) {
return false return false
} }
let { buffs, details, defParams, mainAttr, defDmgIdx, enemyName } = charCalcData let { buffs, details, defParams, mainAttr, defDmgIdx, defDmgKey, enemyName } = charCalcData
let talent = this.talent() let talent = this.talent()
@ -115,7 +124,21 @@ export default class ProfileDmg extends Base {
let dmgRet = [] let dmgRet = []
let dmgDetail = {} let dmgDetail = {}
if (mode === 'single') {
dmgIdx = defDmgIdx > -1 ? defDmgIdx : 0
}
lodash.forEach(details, (detail, detailSysIdx) => { lodash.forEach(details, (detail, detailSysIdx) => {
if (mode === 'single') {
if (defDmgKey) {
if (detail.dmgKey !== defDmgKey) {
return true
}
} else if (detailSysIdx !== dmgIdx) {
return true
}
}
if (lodash.isFunction(detail)) { if (lodash.isFunction(detail)) {
let { attr } = DmgAttr.calcAttr({ originalAttr, buffs, meta }) let { attr } = DmgAttr.calcAttr({ originalAttr, buffs, meta })
let ds = lodash.merge({ talent }, DmgAttr.getDs(attr, meta)) let ds = lodash.merge({ talent }, DmgAttr.getDs(attr, meta))
@ -196,6 +219,10 @@ export default class ProfileDmg extends Base {
}) })
} }
if (mode === 'single') {
return ret[0]
}
return { return {
ret, ret,
msg, msg,

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@ -20,26 +20,51 @@ export default class ProfileRank {
if (!profile.hasData) { if (!profile.hasData) {
return false return false
} }
const key = this.key(profile, 'mark') let ret = {}
let rank = await redis.zRevRank(key, this.uid) const markKey = this.key(profile, 'mark')
if (!lodash.isNumber(rank) || force) { let markRank = await redis.zRevRank(markKey, this.uid)
if (!lodash.isNumber(markRank) || force) {
let mark = profile.getArtisMark(false) let mark = profile.getArtisMark(false)
if (mark) { if (mark) {
await redis.zAdd(key, { score: mark._mark, value: this.uid }) await redis.zAdd(markKey, { score: mark._mark, value: this.uid })
rank = await redis.zRevRank(key, this.uid) markRank = await redis.zRevRank(markKey, this.uid)
} }
} }
if (lodash.isNumber(rank)) { if (lodash.isNumber(markRank)) {
let count = await redis.zCard(key) let markCount = await redis.zCard(markKey)
let mark = await redis.zScore(key, this.uid) ret.markRank = markRank + 1
return { ret.markCount = markCount
rank: rank + 1, }
count, if (profile.hasDmg) {
value: Format.comma(mark, 1), const dmgKey = this.key(profile, 'dmg')
_value: mark, let dmgRank = await redis.zRevRank(dmgKey, this.uid)
pct: Format.percent(Math.max(0.01, Math.min(0.999, (count - rank) / count))) if (!lodash.isNumber(dmgRank) || force) {
let dmg = await profile.calcDmg({ mode: 'single' })
if (dmg) {
await redis.zAdd(dmgKey, { score: dmg.avg, value: this.uid })
dmgRank = await redis.zRevRank(dmgKey, this.uid)
} }
} }
if (lodash.isNumber(dmgRank)) {
let dmgCount = await redis.zCard(dmgKey)
ret.dmgRank = dmgRank + 1
ret.dmgCount = dmgCount
}
}
if (lodash.isEmpty(ret)) {
return false return false
} }
if (!ret.dmgRank || ret.markRank < ret.dmgRank) {
ret.rank = ret.markRank
ret.rankType = 'mark'
} else {
ret.rank = ret.dmgRank
ret.rankType = 'dmg'
}
return ret
}
static async getGroupMaxUid (groupId, charId, type = 'mark') {
return await redis.zRange(`miao:rank:${groupId}:${type}:${charId}`, -1, -1)
}
} }

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@ -47,7 +47,7 @@ body,
} }
.char-item .group-rank { .char-item .group-rank {
position: absolute; position: absolute;
background: url('./imgs/rank-bg.png') left top no-repeat; background: url('./imgs/dmg-rank-bg.png') left top no-repeat;
background-size: auto 100%; background-size: auto 100%;
left: 0; left: 0;
top: 0; top: 0;
@ -55,6 +55,9 @@ body,
width: 74px; width: 74px;
height: 74px; height: 74px;
} }
.char-item .group-rank.rank-type-mark {
background-image: url('./imgs/mark-rank-bg.png');
}
.char-item .group-rank span { .char-item .group-rank span {
position: absolute; position: absolute;
font-size: 12px; font-size: 12px;
@ -117,7 +120,20 @@ body,
border-radius: 50%; border-radius: 50%;
margin-right: 3px; margin-right: 3px;
} }
.no-rank .group-rank { .group-rank-icon {
width: 16px;
height: 16px;
background: url("./imgs/mark-icon.png");
background-size: auto 100%;
display: inline-block;
vertical-align: middle;
margin-right: 2px;
}
.group-rank-icon.mark-icon {
background-position: 100% 0;
}
.no-rank .group-rank,
.no-rank .group-rank-tip {
display: none; display: none;
} }
/*# sourceMappingURL=profile-list.css.map */ /*# sourceMappingURL=profile-list.css.map */

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@ -27,7 +27,7 @@
{{if char.groupRank}} {{if char.groupRank}}
{{set gr = char.groupRank}} {{set gr = char.groupRank}}
{{set rank = gr.rank > 9 ? 10:(gr.rank <=3 ? gr.rank : 4)}} {{set rank = gr.rank > 9 ? 10:(gr.rank <=3 ? gr.rank : 4)}}
<div class="group-rank rank-{{rank}}"> <div class="group-rank rank-{{rank}} rank-type-gr.type">
<span>{{gr.rank}}</span> <span>{{gr.rank}}</span>
</div> </div>
{{/if}} {{/if}}
@ -38,7 +38,10 @@
{{if hasNew}} {{if hasNew}}
<span class="new-tip">本次更新角色</span> <span class="new-tip">本次更新角色</span>
{{else}} {{else}}
<span></span> <span class="group-rank-tip">群内排名:
<i class="group-rank-icon dmg-icon"></i>综合练度
<i class="group-rank-icon mark-icon"></i>圣遗物评分
</span>
{{/if}} {{/if}}
<span class="serv">当前更新服务:{{servName}}</span> <span class="serv">当前更新服务:{{servName}}</span>
</div> </div>

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@ -56,7 +56,7 @@ body, .container {
.group-rank { .group-rank {
position: absolute; position: absolute;
background: url('./imgs/rank-bg.png') left top no-repeat; background: url('./imgs/dmg-rank-bg.png') left top no-repeat;
background-size: auto 100%; background-size: auto 100%;
left: 0; left: 0;
top: 0; top: 0;
@ -64,6 +64,10 @@ body, .container {
width: 74px; width: 74px;
height: 74px; height: 74px;
&.rank-type-mark {
background-image: url('./imgs/mark-rank-bg.png');
}
span { span {
position: absolute; position: absolute;
font-size: 12px; font-size: 12px;
@ -141,6 +145,21 @@ body, .container {
} }
} }
.no-rank .group-rank { .group-rank-icon {
width: 16px;
height: 16px;
background: url("./imgs/mark-icon.png");
background-size: auto 100%;
display: inline-block;
vertical-align: middle;
margin-right: 2px;
&.mark-icon {
background-position: 100% 0;
}
}
.no-rank .group-rank,
.no-rank .group-rank-tip {
display: none; display: none;
} }

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@ -41,6 +41,7 @@ export const details = [{
} }
}] }]
export const defDmgIdx = 3
export const mainAttr = 'atk,cpct,cdmg' export const mainAttr = 'atk,cpct,cdmg'
export const enemyName = '魔偶/女士/雷神' export const enemyName = '魔偶/女士/雷神'

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@ -1,9 +1,11 @@
export const details = [{ export const details = [{
check: ({ cons }) => cons < 2, check: ({ cons }) => cons < 2,
dmgKey: 'e',
title: '叄阶杀生樱伤害', title: '叄阶杀生樱伤害',
dmg: ({ talent, attr }, dmg) => dmg(talent.e['杀生樱伤害·叁阶'], 'e') dmg: ({ talent, attr }, dmg) => dmg(talent.e['杀生樱伤害·叁阶'], 'e')
}, { }, {
check: ({ cons }) => cons >= 2, check: ({ cons }) => cons >= 2,
dmgKey: 'e',
title: '肆阶杀生樱伤害', title: '肆阶杀生樱伤害',
dmg: ({ talent, attr }, dmg) => dmg(talent.e['杀生樱伤害·肆阶'], 'e') dmg: ({ talent, attr }, dmg) => dmg(talent.e['杀生樱伤害·肆阶'], 'e')
}, { }, {
@ -15,6 +17,7 @@ export const details = [{
}] }]
export const mainAttr = 'atk,cpct,cdmg,mastery' export const mainAttr = 'atk,cpct,cdmg,mastery'
export const defDmgKey = 'e'
export const buffs = [{ export const buffs = [{
title: '被动天赋:基于元素精通提高杀生樱伤害[eDmg]%', title: '被动天赋:基于元素精通提高杀生樱伤害[eDmg]%',

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@ -10,6 +10,7 @@ export const details = [{
dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害'] + talent.q['连斩伤害'] + talent.q['最后一击伤害'], 'q') dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害'] + talent.q['连斩伤害'] + talent.q['最后一击伤害'], 'q')
}] }]
export const defDmgIdx = 2
export const mainAttr = 'atk,cpct,cdmg' export const mainAttr = 'atk,cpct,cdmg'
export const buffs = [{ export const buffs = [{

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@ -11,6 +11,7 @@ export const details = [{
dmg: ({ talent }, dmg) => dmg(talent.q['轰轰火花伤害'], 'q') dmg: ({ talent }, dmg) => dmg(talent.q['轰轰火花伤害'], 'q')
}] }]
export const defDmgIdx = 1
export const mainAttr = 'atk,cpct,cdmg,mastery' export const mainAttr = 'atk,cpct,cdmg,mastery'
export const buffs = [{ export const buffs = [{

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@ -18,6 +18,7 @@ export const details = [{
} }
}] }]
export const defDmgIdx = 2
export const mainAttr = 'hp,cpct,cdmg' export const mainAttr = 'hp,cpct,cdmg'
export const buffs = [{ export const buffs = [{

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@ -12,6 +12,7 @@ export const details = [{
dmg: ({ talent }, dmg) => dmg(talent.a['五段伤害'], 'a', 'vaporize') dmg: ({ talent }, dmg) => dmg(talent.a['五段伤害'], 'a', 'vaporize')
}] }]
export const defDmgIdx = 2
export const mainAttr = 'atk,cpct,cdmg,mastery' export const mainAttr = 'atk,cpct,cdmg,mastery'
export const buffs = [{ export const buffs = [{

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@ -4,6 +4,7 @@ export const details = [{
}, { }, {
title: 'Q单段伤害', title: 'Q单段伤害',
params: { q: true }, params: { q: true },
dmgKey: 'q',
dmg: ({ talent }, dmg) => dmg(talent.q['持续伤害'], 'q') dmg: ({ talent }, dmg) => dmg(talent.q['持续伤害'], 'q')
}, { }, {
title: 'Q含转化单段', title: 'Q含转化单段',
@ -22,6 +23,7 @@ export const details = [{
dmg: ({}, { reaction }) => reaction('swirl') dmg: ({}, { reaction }) => reaction('swirl')
}] }]
export const defDmgKey = 'q'
export const mainAttr = 'atk,cpct,cdmg,mastery' export const mainAttr = 'atk,cpct,cdmg,mastery'
export const buffs = [{ export const buffs = [{

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@ -10,7 +10,8 @@ export const details = [{
title: 'E伤害', title: 'E伤害',
dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e') dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e')
}] }]
export const defDmgIdx = 1
export const mainAttr = 'atk,cpct,cdmg,mastery'
export const buffs = [{ export const buffs = [{
title: '烟绯被动重击消耗4枚丹火印增加20%火伤', title: '烟绯被动重击消耗4枚丹火印增加20%火伤',
cons: 6, cons: 6,

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@ -3,15 +3,19 @@ import lodash from 'lodash'
export const details = [{ export const details = [{
check: ({ cons }) => cons < 2, check: ({ cons }) => cons < 2,
title: '水母每跳治疗', title: '水母每跳治疗',
dmgKey: 'q',
dmg: ({ attr, talent, calc }, { heal }) => { dmg: ({ attr, talent, calc }, { heal }) => {
let t = talent.e['治疗量2']; let hp = calc(attr.hp) let t = talent.e['治疗量2'];
let hp = calc(attr.hp)
return heal(hp * t[0] / 100 + t[1] * 1) return heal(hp * t[0] / 100 + t[1] * 1)
} }
}, { }, {
cons: 2, cons: 2,
title: '半血水母每跳治疗', title: '半血水母每跳治疗',
dmgKey: 'q',
dmg: ({ attr, talent, calc }, { heal }) => { dmg: ({ attr, talent, calc }, { heal }) => {
let t = talent.e['治疗量2']; let hp = calc(attr.hp) let t = talent.e['治疗量2'];
let hp = calc(attr.hp)
return heal(hp * t[0] / 100 + t[1] * 1 + hp * 0.045) return heal(hp * t[0] / 100 + t[1] * 1 + hp * 0.045)
} }
}, { }, {
@ -37,7 +41,7 @@ export const details = [{
return ret return ret
} }
}] }]
export const defDmgKey = 'q'
export const defDmgIdx = 2 export const defDmgIdx = 2
export const mainAttr = 'hp,atk' export const mainAttr = 'hp,atk'

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@ -7,6 +7,7 @@ export const details = [{
dmg: ({ talent }, dmg) => dmg(talent.q['爆发伤害'], 'q') dmg: ({ talent }, dmg) => dmg(talent.q['爆发伤害'], 'q')
}, { }, {
title: 'Q爆发治疗', title: 'Q爆发治疗',
dmgKey: 'qHeal',
dmg: ({ talent, calc, attr }, { heal }) => dmg: ({ talent, calc, attr }, { heal }) =>
heal(talent.q['领域发动治疗量2'][0] * calc(attr.atk) / 100 + talent.q['领域发动治疗量2'][1] * 1) heal(talent.q['领域发动治疗量2'][0] * calc(attr.atk) / 100 + talent.q['领域发动治疗量2'][1] * 1)
}, { }, {
@ -16,6 +17,7 @@ export const details = [{
}] }]
export const mainAttr = 'atk,cpct,cdmg' export const mainAttr = 'atk,cpct,cdmg'
export const defDmgKey = 'qHeal'
export const buffs = [{ export const buffs = [{
cons: 1, cons: 1,

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@ -6,10 +6,12 @@ export const details = [{
dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e') dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e')
}, { }, {
title: '神里流·霜灭 单段伤害', title: '神里流·霜灭 单段伤害',
dmgKey: 'q',
dmg: ({ talent }, dmg) => dmg(talent.q['切割伤害'], 'q') dmg: ({ talent }, dmg) => dmg(talent.q['切割伤害'], 'q')
}] }]
export const mainAttr = 'atk,cpct,cdmg' export const mainAttr = 'atk,cpct,cdmg'
export const defDmgKey = 'q'
export const buffs = [{ export const buffs = [{
passive: 1, passive: 1,

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@ -40,6 +40,7 @@ export const details = [{
} }
}] }]
export const defDmgIdx = 4
export const mainAttr = 'atk,mastery,cpct,cdmg' export const mainAttr = 'atk,mastery,cpct,cdmg'
export const buffs = [{ export const buffs = [{

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@ -10,11 +10,13 @@ export const details = [{
heal(talent.e['持续治疗量2'][0] * calc(attr.hp) / 100 + talent.e['持续治疗量2'][1] * 1) heal(talent.e['持续治疗量2'][0] * calc(attr.hp) / 100 + talent.e['持续治疗量2'][1] * 1)
}, { }, {
title: 'Q治疗量', title: 'Q治疗量',
dmgKey: 'qHeal',
dmg: ({ talent, attr, calc }, { heal }) => dmg: ({ talent, attr, calc }, { heal }) =>
heal(talent.q['治疗量2'][0] * calc(attr.hp) / 100 + talent.q['治疗量2'][1] * 1) heal(talent.q['治疗量2'][0] * calc(attr.hp) / 100 + talent.q['治疗量2'][1] * 1)
}] }]
export const defDmgIdx = 1 export const defDmgIdx = 1
export const defDmgKey = 'qHeal'
export const mainAttr = 'atk,hp,cpct,cdmg,mastery' export const mainAttr = 'atk,hp,cpct,cdmg,mastery'
export const buffs = [{ export const buffs = [{

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@ -23,6 +23,7 @@ export const details = [{
dmg: ({ talent }, dmg) => dmg(100, 'e') dmg: ({ talent }, dmg) => dmg(100, 'e')
}] }]
export const defDmgIdx = 2
export const mainAttr = 'atk,cpct,cdmg,mastery' export const mainAttr = 'atk,cpct,cdmg,mastery'
export const buffs = [{ export const buffs = [{
@ -38,7 +39,7 @@ export const buffs = [{
dmg: 50 dmg: 50
} }
}, { }, {
title: '赛诺被动末途真眼状态提升E 35%伤害,发射渡荒之造成100%攻击力伤害', title: '赛诺被动末途真眼状态提升E 35%伤害,发射渡荒之造成100%攻击力伤害',
data: { data: {
ePlus: ({ params }) => [3, 4].includes(params.q) ? 35 : 0 ePlus: ({ params }) => [3, 4].includes(params.q) ? 35 : 0
} }

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@ -3,6 +3,7 @@ export const details = [{
dmg: ({ talent }, dmg) => dmg(talent.e['三段伤害'], 'e') dmg: ({ talent }, dmg) => dmg(talent.e['三段伤害'], 'e')
}, { }, {
title: 'E三段蒸发', title: 'E三段蒸发',
dmgKey: 'e',
dmg: ({ talent }, dmg) => dmg(talent.e['三段伤害'], 'e', 'vaporize') dmg: ({ talent }, dmg) => dmg(talent.e['三段伤害'], 'e', 'vaporize')
}, { }, {
title: 'Q爆发伤害', title: 'Q爆发伤害',
@ -15,6 +16,7 @@ export const details = [{
}] }]
export const defParams = { monv: 3 } export const defParams = { monv: 3 }
export const defDmgKey = 'e'
export const mainAttr = 'atk,cpct,cdmg,mastery' export const mainAttr = 'atk,cpct,cdmg,mastery'
export const buffs = [{ export const buffs = [{

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@ -9,9 +9,11 @@ export const details = [{
dmg: ({ talent }, dmg) => dmg(talent.q['旋火轮伤害'], 'q') dmg: ({ talent }, dmg) => dmg(talent.q['旋火轮伤害'], 'q')
}, { }, {
title: '旋火轮单次蒸发', title: '旋火轮单次蒸发',
dmgKey: 'q',
dmg: ({ talent }, dmg) => dmg(talent.q['旋火轮伤害'], 'q', 'vaporize') dmg: ({ talent }, dmg) => dmg(talent.q['旋火轮伤害'], 'q', 'vaporize')
}] }]
export const defDmgKey = 'q'
export const mainAttr = 'atk,cpct,cdmg' export const mainAttr = 'atk,cpct,cdmg'
export const buffs = [{ export const buffs = [{