Merge branch 'pr_76'

# Conflicts:
#	resources/meta-gs/weapon/sword/calc.js
This commit is contained in:
Kokomi 2024-03-12 02:00:04 +08:00
commit 81245647b6
9 changed files with 126 additions and 10 deletions

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@ -185,7 +185,7 @@ let DmgAttr = {
if (lodash.isFunction(val)) {
val = val(ds)
}
if (!val) {
if (!val && val !== 0) {
return
}

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@ -0,0 +1,36 @@
export const details = [{
title: 'E后普攻一段',
dmg: ({ talent }, dmg) => dmg(talent.a['一段伤害'], 'a')
},{
title: 'E突刺伤害',
dmg: ({ talent, attr }, { basic }) => basic(talent.e['上挑攻击伤害2'][0] * attr.atk / 100 + talent.e['上挑攻击伤害2'][1] * attr.def / 100 , 'e')
},{
title: 'E人偶伤害',
dmg: ({ talent, attr }, { basic }) => basic(talent.e['袖伤害2'][0] * attr.atk / 100 + talent.e['袖伤害2'][1] * attr.def / 100 , 'e')
},{
title: '2命人偶切斩伤害',
check: ({ cons }) => cons >= 2,
dmg: ({ talent, attr }, { basic }) => basic( ( talent.e['袖伤害2'][0] * attr.atk / 100 + talent.e['袖伤害2'][1] * attr.def / 100 ) * 1.7 , 'e')
},{
title: 'Q伤害',
dmg: ({ talent, attr }, { basic }) => basic(talent.q['技能伤害2'][0] * attr.atk / 100 + talent.q['技能伤害2'][1] * attr.def / 100 , 'q')
}]
export const defDmgIdx = 2
export const mainAttr = 'atk,def,cpct,cdmg,dmg'
export const buffs = [{
title: '千织天赋:队伍中角色创造岩造物时,获得[dmg]%岩伤加成',
data: {
dmg: 20
}
},{
title: '千织6命普攻造成的伤害提升[aPlus]',
sort: 9,
cons: 6,
data: {
aPlus: ({ attr }) => attr.def * 235 / 100
}
}]
export const createdBy = 'liangshi'

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@ -0,0 +1,80 @@
export const details = [{
title: 'E后普攻一段',
dmg: ({ talent }, dmg) => dmg(talent.a['一段伤害'], 'a')
},{
title: 'E突刺伤害',
dmg: ({ talent, attr }, { basic }) => basic(talent.e['上挑攻击伤害2'][0] * attr.atk / 100 + talent.e['上挑攻击伤害2'][1] * attr.def / 100 , 'e')
},{
title: 'E人偶伤害',
dmg: ({ talent, attr }, { basic }) => basic(talent.e['袖伤害2'][0] * attr.atk / 100 + talent.e['袖伤害2'][1] * attr.def / 100 , 'e')
},{
title: '2命人偶切斩伤害',
check: ({ cons }) => cons >= 2,
dmg: ({ talent, attr }, { basic }) => basic( ( talent.e['袖伤害2'][0] * attr.atk / 100 + talent.e['袖伤害2'][1] * attr.def / 100 ) * 1.7 , 'e')
},{
title: 'Q伤害',
dmg: ({ talent, attr }, { basic }) => basic(talent.q['技能伤害2'][0] * attr.atk / 100 + talent.q['技能伤害2'][1] * attr.def / 100 , 'q')
},{
title: '一五千钟 E切后台10斩2协',
check: ({ cons }) => cons < 4,
params: { team: true },
dmg: ({ talent, attr, cons }, { basic }) => {
let e1 = basic(talent.e['上挑攻击伤害2'][0] * attr.atk / 100 + talent.e['上挑攻击伤害2'][1] * attr.def/ 100 , 'e')
let e2 = basic(talent.e['袖伤害2'][0] * attr.atk / 100 + talent.e['袖伤害2'][1] * attr.def/ 100 , 'e')
return {
dmg: e1.dmg * 3 + e2.dmg * 10,
avg: e1.avg * 3 + e2.avg * 10
}
}
},{
title: '一五千钟 E切后台10斩2协3绢',
check: ({ cons }) => cons >= 4,
params: { team: true },
dmg: ({ talent, attr, cons }, { basic }) => {
let e1 = basic(talent.e['上挑攻击伤害2'][0] * attr.atk / 100 + talent.e['上挑攻击伤害2'][1] * attr.def / 100, 'e')
let e2 = basic(talent.e['袖伤害2'][0] * attr.atk / 100 + talent.e['袖伤害2'][1] * attr.def / 100, 'e')
return {
dmg: e1.dmg * 3 + e2.dmg * 10 + e2.dmg * 3 * 1.7,
avg: e1.avg * 3 + e2.avg * 10 + e2.avg * 3 * 1.7
}
}
}]
export const defDmgIdx = 2
export const mainAttr = 'atk,def,cpct,cdmg,dmg'
export const buffs = [{
title: '千织天赋:队伍中角色创造岩造物时,获得[dmg]%岩伤加成',
data: {
dmg: 20
}
},{
title: '千织6命普攻造成的伤害提升[aPlus]',
sort: 9,
cons: 6,
data: {
aPlus: ({ attr }) => attr.def * 235 / 100
}
},{
check: ({ params }) => params.team === true,
title: '6命五郎增加[defPct]%防御力,增加[cdmg]%暴击伤害',
data: {
cdmg: 40,
defPct: 25
}
},{
check: ({ params }) => params.team === true,
title: '钟离:降低敌人[kx]%全抗',
data: {
kx: 20
}
},{
check: ({ params }) => params.team === true,
title: '坚定之岩:造成的伤害提升[dmg]%,降低敌人[kx]%岩元素抗性',
data: {
dmg: 15,
kx: 20
}
}]
export const createdBy = 'liangshi'

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@ -52,7 +52,7 @@ export const buffs = [{
cons: 6,
data: {
buffCount: ({ params }) => params.btt,
a3Cdmg: ({ params }) => 15 + Math.floor(params.btt / 2) * 20 + Math.floor(params.btt / 3) * 35
a3Cdmg: ({ params }) => (5 / 3) * Math.pow(params.btt, 3) - (5 / 2) * Math.pow(params.btt, 2) + (95 / 6) * params.btt
}
}]

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@ -209,7 +209,7 @@ export default function (step, staticStep) {
鹤鸣余音: [{
title: '下落攻击命中敌人后,下落攻击造成的伤害提高[a3Dmg]%',
refine: {
a3Dmg: step(28)
a3Dmg: step(28, 13)
}
}]
}

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@ -27,7 +27,7 @@ export const descFix = {
西福斯的月光: '每10秒基于精通的$[0]提升充能效率并基于该提升的30%为其他角色提升充能效率持续12秒。处于后台时也能触发多件同名武器可叠加。',
东花坊时雨: '攻击命中敌人后,为命中的一名敌人施加状态,对该状态敌人造成的伤害提升$[0]。状态持续10秒每15秒至多一次敌人被击败时清除CD。',
船坞长剑: '受到或进行治疗时获得标记最多3层处于后台也能获得。施放战技或爆发时消耗标记每枚标记提高$[0]点精通,恢复$[1]点能量。每15秒至多一次。',
海渊终曲: '施放战技时,攻击力提升$[0]持续12秒获得24%生命值上限的生命之契,吸收治疗满后移除。基于清除值的$[1]提升至多$[2]点攻击力持续12秒。',
海渊终曲: '施放战技时,攻击力提升$[0]持续12秒获得25%生命值上限的生命之契,吸收治疗满后移除。基于清除值的$[1]提升至多$[2]点攻击力持续12秒。',
水仙十字之剑: '装备者不具备「始基力」时:普攻、重击、下落攻击命中时,释放芒性或荒性的能量冲击,造成$[0]攻击力的伤害。每12秒至多一次。',
有乐御簾切: '普通攻击伤害提升$[0],元素战技伤害提升$[1]队伍中角色造成岩元素伤害后提升效果翻倍持续15秒。此外装备者防御力提升$[2]。',

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@ -248,8 +248,8 @@ export default function (step, staticStep) {
hpPct: step(14 * 2)
}
}],
有乐御簾切: [staticStep('defPct', 20), {
title: '普通攻击伤害提高[aDmg]%,元素战技伤害提高[eDmg]%',
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]%',
refine: {
aDmg: step(16 * 2),
eDmg: step(24 * 2)

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@ -93,9 +93,9 @@ export default {
宝命长存的莳者: {
2: attr('hpPct', 12),
4: {
title: '消耗生命2层提高暴击率12%',
title: '消耗生命2层提高暴击率16%',
data: {
cpct: 12
cpct: 16
}
}
},

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@ -63,9 +63,9 @@ export default function (staticIdx, keyIdx) {
staticIdx(1, 'cdmg'),
(tables) => {
return {
title: '根据装备者的能量上限提高伤害[dmg]%',
title: '根据装备者的能量上限提高伤害[qDmg]%',
data: {
dmg: ({ attr }) => tables[2] * Math.min(attr.sp, 180)
qDmg: ({ attr }) => tables[2] * Math.min(attr.sp, 180)
}
}
}