mirror of
https://github.com/yoimiya-kokomi/miao-plugin.git
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Merge branch 'pr_76'
# Conflicts: # resources/meta-gs/weapon/sword/calc.js
This commit is contained in:
commit
81245647b6
@ -185,7 +185,7 @@ let DmgAttr = {
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if (lodash.isFunction(val)) {
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if (lodash.isFunction(val)) {
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val = val(ds)
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val = val(ds)
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}
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}
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if (!val) {
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if (!val && val !== 0) {
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return
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return
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}
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}
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36
resources/meta-gs/character/千织/calc.js
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36
resources/meta-gs/character/千织/calc.js
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@ -0,0 +1,36 @@
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export const details = [{
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title: 'E后普攻一段',
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dmg: ({ talent }, dmg) => dmg(talent.a['一段伤害'], 'a')
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},{
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title: 'E突刺伤害',
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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')
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},{
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title: 'E人偶伤害',
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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')
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},{
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title: '2命人偶切斩伤害',
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check: ({ cons }) => cons >= 2,
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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')
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},{
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title: 'Q伤害',
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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')
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}]
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export const defDmgIdx = 2
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export const mainAttr = 'atk,def,cpct,cdmg,dmg'
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export const buffs = [{
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title: '千织天赋:队伍中角色创造岩造物时,获得[dmg]%岩伤加成',
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data: {
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dmg: 20
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}
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},{
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title: '千织6命:普攻造成的伤害提升[aPlus]',
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sort: 9,
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cons: 6,
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data: {
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aPlus: ({ attr }) => attr.def * 235 / 100
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}
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}]
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export const createdBy = 'liangshi'
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80
resources/meta-gs/character/千织/calc_auto.js
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80
resources/meta-gs/character/千织/calc_auto.js
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@ -0,0 +1,80 @@
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export const details = [{
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title: 'E后普攻一段',
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dmg: ({ talent }, dmg) => dmg(talent.a['一段伤害'], 'a')
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},{
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title: 'E突刺伤害',
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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')
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},{
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title: 'E人偶伤害',
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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')
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},{
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title: '2命人偶切斩伤害',
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check: ({ cons }) => cons >= 2,
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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')
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},{
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title: 'Q伤害',
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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')
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},{
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title: '一五千钟 E切后台10斩2协',
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check: ({ cons }) => cons < 4,
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params: { team: true },
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dmg: ({ talent, attr, cons }, { basic }) => {
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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')
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let e2 = basic(talent.e['袖伤害2'][0] * attr.atk / 100 + talent.e['袖伤害2'][1] * attr.def/ 100 , 'e')
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return {
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dmg: e1.dmg * 3 + e2.dmg * 10,
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avg: e1.avg * 3 + e2.avg * 10
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}
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}
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},{
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title: '一五千钟 E切后台10斩2协3绢',
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check: ({ cons }) => cons >= 4,
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params: { team: true },
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dmg: ({ talent, attr, cons }, { basic }) => {
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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')
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let e2 = basic(talent.e['袖伤害2'][0] * attr.atk / 100 + talent.e['袖伤害2'][1] * attr.def / 100, 'e')
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return {
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dmg: e1.dmg * 3 + e2.dmg * 10 + e2.dmg * 3 * 1.7,
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avg: e1.avg * 3 + e2.avg * 10 + e2.avg * 3 * 1.7
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}
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}
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}]
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export const defDmgIdx = 2
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export const mainAttr = 'atk,def,cpct,cdmg,dmg'
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export const buffs = [{
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title: '千织天赋:队伍中角色创造岩造物时,获得[dmg]%岩伤加成',
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data: {
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dmg: 20
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}
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},{
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title: '千织6命:普攻造成的伤害提升[aPlus]',
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sort: 9,
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cons: 6,
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data: {
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aPlus: ({ attr }) => attr.def * 235 / 100
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}
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},{
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check: ({ params }) => params.team === true,
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title: '6命五郎:增加[defPct]%防御力,增加[cdmg]%暴击伤害',
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data: {
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cdmg: 40,
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defPct: 25
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}
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},{
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check: ({ params }) => params.team === true,
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title: '钟离:降低敌人[kx]%全抗',
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data: {
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kx: 20
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}
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},{
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check: ({ params }) => params.team === true,
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title: '坚定之岩:造成的伤害提升[dmg]%,降低敌人[kx]%岩元素抗性',
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data: {
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dmg: 15,
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kx: 20
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}
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}]
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export const createdBy = 'liangshi'
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@ -52,7 +52,7 @@ export const buffs = [{
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cons: 6,
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cons: 6,
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data: {
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data: {
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buffCount: ({ params }) => params.btt,
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buffCount: ({ params }) => params.btt,
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a3Cdmg: ({ params }) => 15 + Math.floor(params.btt / 2) * 20 + Math.floor(params.btt / 3) * 35
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a3Cdmg: ({ params }) => (5 / 3) * Math.pow(params.btt, 3) - (5 / 2) * Math.pow(params.btt, 2) + (95 / 6) * params.btt
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}
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}
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}]
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}]
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@ -209,7 +209,7 @@ export default function (step, staticStep) {
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鹤鸣余音: [{
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鹤鸣余音: [{
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title: '下落攻击命中敌人后,下落攻击造成的伤害提高[a3Dmg]%',
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title: '下落攻击命中敌人后,下落攻击造成的伤害提高[a3Dmg]%',
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refine: {
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refine: {
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a3Dmg: step(28)
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a3Dmg: step(28, 13)
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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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@ -27,7 +27,7 @@ export const descFix = {
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西福斯的月光: '每10秒基于精通的$[0]提升充能效率,并基于该提升的30%为其他角色提升充能效率,持续12秒。处于后台时也能触发,多件同名武器可叠加。',
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西福斯的月光: '每10秒基于精通的$[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。',
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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$[0]。状态持续10秒,每15秒至多一次;敌人被击败时清除CD。',
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东花坊时雨: '攻击命中敌人后,为命中的一名敌人施加状态,对该状态敌人造成的伤害提升$[0]。状态持续10秒,每15秒至多一次;敌人被击败时清除CD。',
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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。',
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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。',
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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$[2]点攻击力,持续12秒。',
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海渊终曲: '施放战技时,攻击力提升$[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。',
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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$[0]攻击力的伤害。每12秒至多一次。',
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水仙十字之剑: '装备者不具备「始基力」时:普攻、重击、下落攻击命中时,释放芒性或荒性的能量冲击,造成$[0]攻击力的伤害。每12秒至多一次。',
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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$[2]。',
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有乐御簾切: '普通攻击伤害提升$[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) {
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hpPct: step(14 * 2)
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hpPct: step(14 * 2)
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}
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}
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}],
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}],
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有乐御簾切: [staticStep('defPct', 20), {
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有乐御簾切: [staticStep('defPct', 20),{
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title: '普通攻击伤害提高[aDmg]%,元素战技伤害提高[eDmg]%',
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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]%;',
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refine: {
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refine: {
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aDmg: step(16 * 2),
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aDmg: step(16 * 2),
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eDmg: step(24 * 2)
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eDmg: step(24 * 2)
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@ -93,9 +93,9 @@ export default {
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宝命长存的莳者: {
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宝命长存的莳者: {
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2: attr('hpPct', 12),
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2: attr('hpPct', 12),
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4: {
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4: {
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title: '消耗生命2层提高暴击率12%',
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title: '消耗生命2层提高暴击率16%',
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data: {
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data: {
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cpct: 12
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cpct: 16
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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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@ -63,9 +63,9 @@ export default function (staticIdx, keyIdx) {
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staticIdx(1, 'cdmg'),
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staticIdx(1, 'cdmg'),
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(tables) => {
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(tables) => {
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return {
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return {
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title: '根据装备者的能量上限提高伤害[dmg]%',
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title: '根据装备者的能量上限提高伤害[qDmg]%',
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data: {
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data: {
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dmg: ({ attr }) => tables[2] * Math.min(attr.sp, 180)
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qDmg: ({ attr }) => tables[2] * Math.min(attr.sp, 180)
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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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