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https://github.com/yoimiya-kokomi/miao-plugin.git
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更新星铁2.2数据及知更鸟伤害计算
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@ -40,7 +40,7 @@ let DmgAttr = {
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})
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// 技能属性记录
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lodash.forEach((game === 'gs' ? 'a,a2,a3,e,q' : 'a,a2,a3,e,e2,q,q2,t,dot').split(','), (key) => {
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lodash.forEach((game === 'gs' ? 'a,a2,a3,e,q' : 'a,a2,a3,e,e2,q,q2,t,dot,break').split(','), (key) => {
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ret[key] = ret[key] || {
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pct: 0, // 倍率加成
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multi: 0, // 独立倍率乘区加成,宵宫E等
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@ -192,7 +192,7 @@ let DmgAttr = {
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title = title.replace(`[${key}]`, Format.comma(val, 1))
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// 技能提高
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let tRet = /^(a|a2|a3|e|q|t|dot)(Def|Ignore|Dmg|Enemydmg|Plus|Pct|Cpct|Cdmg|Multi)$/.exec(key)
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let tRet = /^(a|a2|a3|e|q|t|dot|break)(Def|Ignore|Dmg|Enemydmg|Plus|Pct|Cpct|Cdmg|Multi)$/.exec(key)
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if (tRet) {
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attr[tRet[1]][tRet[2].toLowerCase()] += val * 1 || 0
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return
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@ -129,7 +129,6 @@ let DmgCalc = {
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eleBase = isEle ? 1 + attr[ele] / 100 + DmgMastery.getMultiple(ele, calc(attr.mastery)) : 1
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}
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let breakDotBase = 1
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let stanceNum = 1
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if (game === 'sr') {
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switch (ele) {
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@ -222,6 +221,7 @@ let DmgCalc = {
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case 'quantumBreak':
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case 'imaginaryBreak':
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case 'iceBreak': {
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let breakDotBase = 1
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breakDotBase *= breakBaseDmg[level]
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ret = {
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avg: breakDotBase * eleNum * stanceNum * enemydmgNum * defNum * kNum * dmgReduceNum
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@ -265,6 +265,29 @@ let DmgCalc = {
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}
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dmgFn.reaction = function (ele = false, talent = 'fy') {
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switch (ele) {
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// 击破持续伤害
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case 'shock':
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case 'burn':
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case 'windShear':
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case 'bleed': {
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talent = 'dot'
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break
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}
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// 击破伤害
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case 'lightningBreak':
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case 'fireBreak':
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case 'windBreak':
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case 'physicalBreak':
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case 'quantumBreak':
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case 'imaginaryBreak':
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case 'iceBreak': {
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talent = 'break'
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break
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}
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default:
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break
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}
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return dmgFn(0, talent, ele, 0, 'basic')
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}
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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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知更鸟: { hp: 75, atk: 100, def: 75, speed: 50, cpct: 0, cdmg: 0, stance: 0, heal: 0, recharge: 100, effPct: 0, effDef: 50, dmg: 0 },
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砂金: { hp: 0, atk: 0, def: 100, speed: 100, cpct: 100, cdmg: 100, stance: 0, heal: 0, recharge: 75, effPct: 0, effDef: 50, dmg: 100 },
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加拉赫: { hp: 75, atk: 0, def: 75, speed: 100, cpct: 0, cdmg: 0, stance: 100, heal: 100, recharge: 75, effPct: 0, effDef: 50, dmg: 0 },
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黄泉: { hp: 0, atk: 100, def: 0, speed: 75, cpct: 100, cdmg: 100, stance: 0, heal: 0, recharge: 0, effPct: 0, effDef: 0, dmg: 100 },
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@ -38,11 +38,13 @@ export const alias = {
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寒鸦: '寒冷乌鸦',
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真理医生: '义父,拉帝奥,拉吊,教授,真理',
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黑天鹅: '天鹅',
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米沙: '米莎',
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米沙: '米莎,米哈伊尔',
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花火: '',
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黄泉: '',
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加拉赫: '',
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砂金: '卡卡瓦夏,沙金'
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砂金: '卡卡瓦夏,沙金',
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知更鸟: '鸟妹',
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波提欧: ''
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}
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export const abbr = {
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80
resources/meta-sr/character/知更鸟/calc.js
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80
resources/meta-sr/character/知更鸟/calc.js
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@ -0,0 +1,80 @@
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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: '战技提升全体伤害',
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dmg: ({ talent }, dmg) => {
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return {
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avg: Format.percent(talent.e['伤害提高']),
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type: 'text'
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}
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}
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}, {
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title: '终结技提升全体攻击力',
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dmg: ({ talent, attr }, dmg) => {
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return {
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avg: talent.q['攻击力提高百分比'] * attr.atk + talent.q['攻击力提高固定值']
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}
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}
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}, {
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title: '终结技附加伤害',
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params: { q: true },
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dmg: ({ talent, cons }, dmg) => {
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// 暴击伤害固定为150%(6命时为600%),且伤害必定暴击
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let cdmgNum = cons < 6 ? 1.5 : 6
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let { avg } = dmg(talent.q['附加伤害'], '')
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return {
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avg: avg * (1 + cdmgNum)
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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 = 3
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export const buffs = [{
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title: '天赋-调性合颂:我方全体暴击伤害提高[cdmg]%',
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data: {
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cdmg: ({ talent }) => talent.t['暴伤提高'] * 100
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}
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}, {
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title: '战技Buff:我方全体伤害提高[dmg]%',
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data: {
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dmg: ({ talent }) => talent.e['伤害提高'] * 100
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}
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}, {
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title: '终结技Buff:我方全体攻击力提高[atkPlus]',
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check: ({ params }) => params.q === true,
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sort: 9,
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data: {
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atkPlus: ({ talent, attr }) => talent.q['攻击力提高百分比'] * attr.atk + talent.q['攻击力提高固定值']
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}
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}, {
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title: '知更鸟1命:我方全体全属性抗性穿透提高[kx]%',
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check: ({ params }) => params.q === true,
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cons: 1,
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data: {
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kx: 24
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}
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}, {
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title: '知更鸟2命:我方全体速度提高[speedPct]%',
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check: ({ params }) => params.q === true,
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cons: 2,
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data: {
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speedPct: 16
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}
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}, {
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title: '知更鸟4命:我方全体效果抵抗提高[effDef]%',
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cons: 4,
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data: {
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effDef: 50
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}
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}, {
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title: '知更鸟6命:终结技造成的附加伤害的暴击伤害额外提高450%',
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check: ({ params }) => params.q === true,
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cons: 6
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}]
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export const createdBy = 'Aluxes'
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@ -2,6 +2,7 @@ export const abbr = {
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// 巡猎
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'烦恼着,幸福着': '烦恼着幸福着',
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纯粹思维的洗礼: '纯粹思维',
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驶向第二次生命: '驶向二次生命',
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// 丰饶
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// 毁灭
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'汪!散步时间!': '散步时间',
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@ -18,6 +19,7 @@ export const abbr = {
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'舞!舞!舞!': '舞舞舞',
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但战斗还未结束: '战斗还未结束',
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美梦小镇大冒险: '美梦小镇',
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为了明日的旅途: '明日的旅途',
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// 智识
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别让世界静下来: '别让世界静下',
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今日亦是和平的一日: '今日亦是和平',
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@ -40,6 +42,7 @@ export const aliasCfg = {
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星海巡航: '星海,巡航',
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纯粹思维的洗礼: '纯粹思维',
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最后的赢家: '最后赢家',
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驶向第二次生命: '第二次生命,驶向二次生命',
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// 丰饶
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物穰: '',
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@ -106,6 +109,7 @@ export const aliasCfg = {
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重塑时光之忆: '重塑时光',
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好戏开演: '',
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行于流逝的岸: '行于流逝,流逝的岸',
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无边曼舞: '',
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// 同谐
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齐颂: '',
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@ -120,6 +124,8 @@ export const aliasCfg = {
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镜中故我: '',
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游戏尘寰: '游戏尘环',
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美梦小镇大冒险: '美梦小镇',
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为了明日的旅途: '明日的旅途,为了明日旅途',
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夜色流光溢彩: '夜色流光,流光溢彩',
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// 智识
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智库: '',
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@ -38,6 +38,23 @@ export default function (staticIdx, keyIdx) {
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}
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}
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}
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],
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为了明日的旅途: [
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staticIdx(1, 'atkPct'),
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keyIdx('装备者释放终结技后,造成的伤害提高[dmg]%', 'dmg', 2)
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],
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夜色流光溢彩: [
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(tables) => {
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return {
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title: '5层【歌咏】使装备者能量恢复效率提高[recharge]%,释放终结技后,装备者攻击力提高[atkPct]%,我方全体造成伤害提高[dmg]%',
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data: {
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recharge: tables[1] * 5,
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atkPct: tables[2],
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dmg: tables[3]
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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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}
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}
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}
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],
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驶向第二次生命: [
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staticIdx(1, 'stance'),
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keyIdx('造成的击破伤害无视目标[breakIgnore]%的防御力', 'breakIgnore', 2),
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(tables) => {
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return {
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title: '速度提高[speedPct]%',
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check: ({ attr }) => attr.stance >= 150,
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data: {
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speedPct: tables[3]
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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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@ -96,6 +96,10 @@ export default function (staticIdx, keyIdx) {
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}
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}
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}
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],
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无边曼舞: [
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staticIdx(1, 'cpct'),
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keyIdx('对处于防御降低或减速状态下的敌人暴击伤害提高[cdmg]%', 'cdmg', 2)
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]
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}
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}
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