mirror of
https://github.com/yoimiya-kokomi/miao-plugin.git
synced 2024-11-16 04:35:42 +00:00
增加部分星铁角色的伤害计算
This commit is contained in:
parent
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commit
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@ -1,12 +1,14 @@
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import lodash from 'lodash'
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import { getTargetUid, getProfileRefresh } from './ProfileCommon.js'
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import ProfileList from './ProfileList.js'
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import { Cfg, Common, Format } from '#miao'
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import { Cfg, Common, Data, Format } from '#miao'
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import { MysApi, ProfileRank, ProfileArtis, Character, Weapon } from '#miao.models'
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import ProfileChange from './ProfileChange.js'
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import { profileArtis } from './ProfileArtis.js'
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import { ProfileWeapon } from './ProfileWeapon.js'
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let { diyCfg } = await Data.importCfg('profile')
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// 查看当前角色
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let ProfileDetail = {
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async detail (e) {
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@ -204,6 +206,9 @@ let ProfileDetail = {
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},
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async getProfileDmgCalc ({ profile, enemyLv, mode, params }) {
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if (profile.isSr && !diyCfg.srDmg) {
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return false
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}
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let dmgMsg = []
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let dmgData = []
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let dmgCalc = await profile.calcDmg({
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@ -213,8 +218,10 @@ let ProfileDetail = {
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})
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if (dmgCalc && dmgCalc.ret) {
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lodash.forEach(dmgCalc.ret, (ds) => {
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ds.dmg = Format.comma(ds.dmg, 0)
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ds.avg = Format.comma(ds.avg, 0)
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if (ds.type !== 'text') {
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ds.dmg = Format.comma(ds.dmg, 0)
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ds.avg = Format.comma(ds.avg, 0)
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}
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dmgData.push(ds)
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})
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lodash.forEach(dmgCalc.msg, (msg) => {
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@ -7,7 +7,7 @@
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import fetch from 'node-fetch'
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import { Data } from '#miao'
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const host = 'http://miaoapi.cn/api/hutao'
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const host = 'http://49.232.91.210/api/hutao'
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function getApi (api) {
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return `${host}?api=${api}`
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@ -96,7 +96,7 @@ let Cal = {
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}
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})
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}
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let miaoApi = 'http://miaoapi.cn/api/calendar'
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let miaoApi = 'http://49.232.91.210/api/calendar'
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try {
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request2 = await fetch(miaoApi)
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let data = await request2.json()
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@ -7,7 +7,7 @@ export const miaoApi = {
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listApi: ({ url, uid, diyCfg, game = 'gs' }) => {
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let qq = /\d{5,12}/.test(diyCfg.qq) ? diyCfg.qq : 'none'
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let token = diyCfg.token
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url = url || 'http://miaoapi.cn/'
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url = url || 'http://49.232.91.210/'
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return `${url}profile/data?uid=${uid}&qq=${qq}&token=${token}&version=2&game=${game}`
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}
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}
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@ -154,6 +154,11 @@ let DmgAttr = {
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return
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}
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}
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if (buff.tree) {
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if (!ds.trees[`10${buff.tree}`]) {
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return
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}
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}
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let title = buff.title
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@ -18,7 +18,8 @@ let DmgCalc = {
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attr, // 属性
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level, // 面板数据
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enemyLv, // 敌人等级
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showDetail = false // 是否展示详情
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showDetail = false, // 是否展示详情
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game
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} = data
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let calc = ds.calc
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@ -64,20 +65,27 @@ let DmgCalc = {
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// 防御区
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let defNum = (level + 100) / ((level + 100) + (enemyLv + 100) * (1 - enemyDef) * (1 - enemyIgnore))
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if (game === 'sr') {
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defNum = (200 + level * 10) / ((200 + level * 10) + (200 + enemyLv * 10) * (1 - enemyDef) * (1 - enemyIgnore))
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}
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// 抗性区
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let kx = attr.kx
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if (ele === 'swirl') {
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kx = attr.fykx
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}
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kx = 10 - (kx || 0)
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let kNum = 0.9
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if (kx >= 75) {
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kNum = 1 / (1 + 3 * kx / 100)
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} else if (kx >= 0) {
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kNum = (100 - kx) / 100
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if (game === 'sr') {
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kNum = (1 + (kx / 100)) * 0.9
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} else {
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kNum = 1 - kx / 200
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if (ele === 'swirl') {
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kx = attr.fykx
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}
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kx = 10 - (kx || 0)
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if (kx >= 75) {
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kNum = 1 / (1 + 3 * kx / 100)
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} else if (kx >= 0) {
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kNum = (100 - kx) / 100
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} else {
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kNum = 1 - kx / 200
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}
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}
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cpctNum = Math.max(0, Math.min(1, cpctNum))
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@ -212,13 +212,13 @@
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<div class="title dmg-idx">#</div>
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<div class="title dmg-title">伤害类型</div>
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<div>暴击伤害</div>
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<div>平均伤害(计算暴击率)</div>
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<div>期望伤害</div>
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</div>
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{{each dmgData dmg idx}}
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<div class="dmg tr">
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<div class="title dmg-idx">{{idx+1}}</div>
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<div class="title dmg-title">{{dmg.title}}</div>
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{{if dmg.dmg === "NaN"}}
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{{if !dmg.dmg || dmg.dmg === "NaN"}}
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<div class="value value-full">{{dmg.avg}}{{dmg.unit}}</div>
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<div class="value value-none"></div>
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{{else}}
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@ -263,7 +263,7 @@
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{{if cell.type === "na"}}
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<div class="td na">
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<strong>-</strong>
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<span>{{dmgCfg.basicRet.avg}}{{dmgCfg.basicRet.dmg!="NaN"?`/${dmgCfg.basicRet.dmg}`:''}}</span>
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<span>{{dmgCfg.basicRet.avg}}{{(dmgCfg.basicRet.dmg&&dmgCfg.basicRet.dmg!="NaN")?`/${dmgCfg.basicRet.dmg}`:''}}</span>
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</div>
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{{else}}
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<div class="td {{cell.type}}">
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39
resources/meta-sr/character/丹恒/calc.js
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39
resources/meta-sr/character/丹恒/calc.js
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@ -0,0 +1,39 @@
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export const details = [{
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title: 'A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: 'E战技主目标伤害',
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dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e')
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}, {
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title: 'Q终结技伤害',
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dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害'], 'q')
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}, {
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title: '减速目标终结技伤害',
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dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害'] + talent.q['减速目标q伤害倍率提高'], 'q')
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}]
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export const mainAttr = 'atk,cpct,cdmg'
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export const buffs = [{
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title: '丹恒天赋:丹恒成为我方技能的目标时提高抗性穿透[kx]%',
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data: {
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kx: ({ talent }) => talent.t['风抗性穿透']
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}
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}, {
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title: '丹恒秘技:使用秘技提高40%攻击力',
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data: {
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atkPct: 40
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}
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}, {
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title: '丹恒1命:击中目标生命值大于50%,暴击率提高12%',
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cons: 1,
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data: {
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cpct: 12
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}
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}, {
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title: '行迹-罡风:普攻对减速状态下的敌方目标造成的伤害提高40%',
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tree: 3,
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data: {
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aDmg: 40
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}
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}]
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31
resources/meta-sr/character/停云/calc.js
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31
resources/meta-sr/character/停云/calc.js
Normal file
@ -0,0 +1,31 @@
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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: 'E赐福提高攻击力上限',
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dmg: ({ attr, calc, talent }) => {
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return {
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avg: calc(attr.atk) * talent.e['攻击力上限']
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}
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}
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}, {
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title: 'Q伤害提高',
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dmg: ({ talent }) => {
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return {
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avg: Format.percent(talent.q['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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export const mainAttr = 'atk,cpct,cdmg'
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export const buffs = [{
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title: '行迹-止厄:普攻造成的伤害提高40%',
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tree: 2,
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data: {
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aDmg: 40
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}
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}]
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29
resources/meta-sr/character/克拉拉/calc.js
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29
resources/meta-sr/character/克拉拉/calc.js
Normal file
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export const details = [{
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title: 'A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: 'E战技伤害',
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dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e')
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}, {
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title: 'E反击伤害',
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dmg: ({ talent }, dmg) => dmg(talent.e['反击伤害'], 'e')
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}, {
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title: 'Q反击伤害',
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dmg: ({ talent }, dmg) => dmg(talent.q['伤害倍率提高'] + talent.t['反击伤害'], 't')
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}]
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export const mainAttr = 'atk,cpct,cdmg,speed'
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export const buffs = [{
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title: '克拉拉2命:施放终结技后攻击力提高30%',
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cons: 2,
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data: {
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atkPct: 30
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}
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}, {
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title: '行迹-复仇:史瓦罗的反击造成的伤害提高30%',
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tree: 3,
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data: {
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tDmg: 30
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}
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}]
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46
resources/meta-sr/character/姬子/calc.js
Normal file
46
resources/meta-sr/character/姬子/calc.js
Normal file
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export const details = [{
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title: 'A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: 'E战技主目标伤害',
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dmg: ({ talent }, dmg) => dmg(talent.e['主目标伤害'], 'e')
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}, {
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title: 'Q终结技伤害',
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dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害'], 'q')
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}, {
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title: '天赋追击伤害',
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dmg: ({ talent }, dmg) => dmg(talent.t['技能伤害'], 't')
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}]
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export const mainAttr = 'atk,cpct,cdmg,speed'
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export const buffs = [{
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title: '姬子秘技:释放领域使敌方受到伤害提高10%',
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data: {
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dmg: 10
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}
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}, {
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title: '姬子1命:对生命小于50%的敌人伤害提高15%',
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cons: 1,
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data: {
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dmg: 15
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}
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}, {
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title: '希儿2命:释放战技后,2层Buff速度提高50%',
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cons: 2,
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data: {
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speedPct: 50
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}
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}, {
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title: '行迹-灼热:战技对灼烧状态下的敌方目标造成的伤害提高20%',
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tree: 2,
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data: {
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eDmg: 20
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}
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}, {
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title: '行迹-道标:生命值大于80%时提高暴击率15%',
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tree: 3,
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data: {
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cpct: 15
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}
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}]
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40
resources/meta-sr/character/布洛妮娅/calc.js
Normal file
40
resources/meta-sr/character/布洛妮娅/calc.js
Normal file
@ -0,0 +1,40 @@
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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: 'E-Buff加伤',
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dmg: ({ talent }) => {
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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: 'Q-Buff攻击力提高',
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dmg: ({ talent }) => {
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return {
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avg: Format.percent(talent.q['攻击力提高']),
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type: 'text'
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}
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}
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}, {
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title: 'Q-Buff爆伤提高',
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dmg: ({ attr, calc, talent }) => {
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return {
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avg: Format.percent(calc(attr.cdmg) * talent.q['百分比暴伤'] / 100 + talent.q['固定暴伤']),
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type: 'text'
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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 buffs = [{
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title: '行迹-军势:布洛妮娅在场时,我方全体造成的伤害提高10%',
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check: ({ trees }) => trees[103],
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data: {
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dmg: 10
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}
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}]
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@ -1,11 +1,11 @@
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export const details = [{
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title: '普攻伤害',
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title: 'A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: '战技伤害',
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title: 'E战技伤害',
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dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e')
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}, {
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title: '终结技伤害',
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title: 'Q终结技伤害',
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dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害'], 'q')
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}]
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@ -35,8 +35,8 @@ export const buffs = [{
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speedPct: 50
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}
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}, {
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title: '夜行:抗性穿透提高20',
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check: ({ trees }) => trees[101],
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title: '行迹-夜行:抗性穿透提高20',
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tree: 2,
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data: {
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kx: 20
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}
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38
resources/meta-sr/character/彦卿/calc.js
Normal file
38
resources/meta-sr/character/彦卿/calc.js
Normal file
@ -0,0 +1,38 @@
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export const details = [{
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title: 'A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: 'E战技伤害',
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dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e')
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}, {
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title: 'Q终结技伤害',
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dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害'], 'q')
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}]
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export const mainAttr = 'atk,cpct,cdmg'
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export const buffs = [{
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title: '彦卿天赋:智剑连心提高[cpct]%暴击率和[cdmg]%爆伤',
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data: {
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cpct: ({ talent }) => talent.t['暴击率提高'] * 100,
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cdmg: ({ talent }) => talent.t['爆伤提高'] * 100
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}
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}, {
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title: '彦卿Q:释放终结技提高60%暴击率,智剑连心提高爆伤[qCdmg]%',
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data: {
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qCpct: 60,
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qCdmg: ({ talent }) => talent.q['暴伤提高'] * 100
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}
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}, {
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title: '彦卿4命:生命值大于80%时提高12%的冰抗穿透',
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cons: 4,
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data: {
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kx: 12
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}
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}, {
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title: '行迹-轻吕:触发暴击时,速度提高10%',
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tree: 3,
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data: {
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speedPct: 10
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}
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}]
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@ -197,7 +197,7 @@
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]
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},
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{
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"name": "技能伤害",
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"name": "追加攻击概率",
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"isSame": false,
|
||||
"values": [
|
||||
0.5,
|
||||
|
23
resources/meta-sr/character/杰帕德/calc.js
Normal file
23
resources/meta-sr/character/杰帕德/calc.js
Normal file
@ -0,0 +1,23 @@
|
||||
export const details = [{
|
||||
title: '普攻伤害',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.a['技能伤害'], 'a')
|
||||
}, {
|
||||
title: '战技伤害',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e')
|
||||
}, {
|
||||
title: 'Q护盾量',
|
||||
dmg: ({ attr, calc, talent }, { shield }) => shield(calc(attr.def) * talent.q['百分比防御力'] + talent.q['固定数值'])
|
||||
}, {
|
||||
title: '秘技护盾量',
|
||||
dmg: ({ attr, calc, talent }, { shield }) => shield(calc(attr.def) * 0.24 + 150)
|
||||
}]
|
||||
|
||||
export const mainAttr = 'atk,cpct,cdmg,def'
|
||||
|
||||
export const buffs = [{
|
||||
title: '行迹-战意:基于防御值提高攻击力[atkPlus]',
|
||||
tree: 3,
|
||||
data: {
|
||||
atkPlus: ({ calc, attr }) => calc(attr.def) * 0.35
|
||||
}
|
||||
}]
|
30
resources/meta-sr/character/瓦尔特/calc.js
Normal file
30
resources/meta-sr/character/瓦尔特/calc.js
Normal file
@ -0,0 +1,30 @@
|
||||
export const details = [{
|
||||
title: '普攻伤害',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.a['技能伤害'], 'a')
|
||||
}, {
|
||||
title: 'E战技主目标伤害',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e')
|
||||
}, {
|
||||
title: 'Q终结技伤害',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害'], 'q')
|
||||
}, {
|
||||
title: '天赋附加伤害',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.t['附加伤害'], 't')
|
||||
}]
|
||||
|
||||
export const mainAttr = 'atk,cpct,cdmg'
|
||||
|
||||
export const buffs = [{
|
||||
title: '行迹-惩戒:施放终结技提高敌人受到伤害12%',
|
||||
tree: 1,
|
||||
data: {
|
||||
dmg: 12
|
||||
}
|
||||
},
|
||||
{
|
||||
title: '行迹-裁决:弱点击破的敌方目标造成的伤害提高20%',
|
||||
tree: 3,
|
||||
data: {
|
||||
dmg: 20
|
||||
}
|
||||
}]
|
35
resources/meta-sr/character/白露/calc.js
Normal file
35
resources/meta-sr/character/白露/calc.js
Normal file
@ -0,0 +1,35 @@
|
||||
export const details = [{
|
||||
title: '普攻伤害',
|
||||
dmg: ({ talent }, dmg) => dmg(talent.a['技能伤害'], 'a')
|
||||
}, {
|
||||
title: 'E主目标生命恢复',
|
||||
dmg: ({ calc, attr, talent }, { heal }) => heal(calc(attr.hp) * talent.e['百分比生命'] + talent.e['固定值'])
|
||||
}, {
|
||||
title: 'Q生命恢复',
|
||||
dmg: ({ calc, attr, talent }, { heal }) => heal(calc(attr.hp) * talent.q['百分比生命'] + talent.q['固定值'])
|
||||
}, {
|
||||
title: '天赋生息恢复',
|
||||
dmg: ({ calc, attr, talent }, { heal }) => heal(calc(attr.hp) * talent.t['生息·百分比生命'] + talent.t['生息·固定值'])
|
||||
}]
|
||||
|
||||
export const mainAttr = 'atk,cpct,cdmg,hp'
|
||||
|
||||
export const buffs = [{
|
||||
title: '白露2命:释放终结技后治疗提高15%',
|
||||
cons: 2,
|
||||
data: {
|
||||
heal: 15
|
||||
}
|
||||
}, {
|
||||
title: '希儿2命:释放战技后,2层Buff速度提高50%',
|
||||
cons: 2,
|
||||
data: {
|
||||
speedPct: 50
|
||||
}
|
||||
}, {
|
||||
title: '行迹-夜行:抗性穿透提高20',
|
||||
tree: 2,
|
||||
data: {
|
||||
kx: 20
|
||||
}
|
||||
}]
|
@ -27,11 +27,24 @@ let loadBuffs = async function () {
|
||||
idx,
|
||||
key
|
||||
}
|
||||
}, (idx, key, title) => {
|
||||
return {
|
||||
title,
|
||||
idx,
|
||||
key
|
||||
}, (title, key, idx) => {
|
||||
if (arguments.length === 2) {
|
||||
return (tables) => {
|
||||
let data = {}
|
||||
lodash.forEach(key, (idx, k) => {
|
||||
data[k] = tables[idx]
|
||||
})
|
||||
return {
|
||||
title,
|
||||
data
|
||||
}
|
||||
}
|
||||
} else {
|
||||
return {
|
||||
title,
|
||||
idx,
|
||||
key
|
||||
}
|
||||
}
|
||||
})
|
||||
}
|
||||
|
@ -1,12 +1,34 @@
|
||||
export default function (staticIdx) {
|
||||
export default function (staticIdx, keyIdx) {
|
||||
return {
|
||||
一场术后对话: [staticIdx(1, 'recharge')],
|
||||
同一种心情: [staticIdx(1, 'heal')],
|
||||
一场术后对话: [
|
||||
staticIdx(1, 'recharge'),
|
||||
keyIdx('释放终结技时的治疗量提高[qHeal]%', 'qHeal', 2)
|
||||
],
|
||||
同一种心情: [
|
||||
staticIdx(1, 'heal')
|
||||
],
|
||||
嘉果: [],
|
||||
时节不居: [staticIdx(1, 'hpPct'), staticIdx(2, 'heal')],
|
||||
暖夜不会漫长: [staticIdx(1, 'hpPct')],
|
||||
此时恰好: [staticIdx(1, 'effDef')],
|
||||
物穰: [],
|
||||
时节不居: [
|
||||
staticIdx(1, 'hpPct'),
|
||||
staticIdx(2, 'heal')
|
||||
],
|
||||
暖夜不会漫长: [
|
||||
staticIdx(1, 'hpPct')
|
||||
],
|
||||
此时恰好: [
|
||||
staticIdx(1, 'effDef'),
|
||||
(tables) => {
|
||||
return {
|
||||
title: '基于效果抵抗,提高质量量[heal]%',
|
||||
data: {
|
||||
heal: ({ attr, calc }) => Math.min(tables[3], calc(attr.effDef) * tables[2] / 100)
|
||||
}
|
||||
}
|
||||
}
|
||||
],
|
||||
物穰: [
|
||||
keyIdx('释放战技与终结技时,治疗量提高[eHeal]%', { eHeal: 1, qHeal: 1 })
|
||||
],
|
||||
等价交换: [],
|
||||
蕃息: []
|
||||
}
|
||||
|
@ -1,13 +1,23 @@
|
||||
export default function (staticIdx) {
|
||||
export default function (staticIdx, keyIdx) {
|
||||
return {
|
||||
与行星相会: [],
|
||||
但战斗还未结束: [staticIdx(1, 'recharge')],
|
||||
但战斗还未结束: [
|
||||
staticIdx(1, 'recharge')
|
||||
],
|
||||
'舞!舞!舞!': [],
|
||||
记忆中的模样: [staticIdx(1, 'stance')],
|
||||
调和: [],
|
||||
记忆中的模样: [
|
||||
staticIdx(1, 'stance')
|
||||
],
|
||||
调和: [
|
||||
keyIdx('进入战斗提高速度[speed]', 'speed', 1)
|
||||
],
|
||||
轮契: [],
|
||||
过往未来: [],
|
||||
镂月裁云之意: [],
|
||||
齐颂: []
|
||||
镂月裁云之意: [
|
||||
keyIdx('攻击Buff下提高攻击力[atkPct]%', 'atkPct', 1)
|
||||
],
|
||||
齐颂: [
|
||||
keyIdx('进入战斗后,攻击力提高[atkPct]%', 'atkPct', 1)
|
||||
]
|
||||
}
|
||||
}
|
@ -1,14 +1,37 @@
|
||||
export default function (staticIdx) {
|
||||
export default function (staticIdx, keyIdx) {
|
||||
return {
|
||||
余生的第一天: [staticIdx(1, 'defPct')],
|
||||
制胜的瞬间: [staticIdx(1, 'defPct'), staticIdx(1, 'effPct')],
|
||||
宇宙市场趋势: [staticIdx(1, 'defPct')],
|
||||
开疆: [staticIdx(1, 'stance')],
|
||||
余生的第一天: [
|
||||
staticIdx(1, 'defPct')
|
||||
],
|
||||
制胜的瞬间: [
|
||||
staticIdx(1, 'defPct'),
|
||||
staticIdx(2, 'effPct'),
|
||||
keyIdx('受到攻击时,防御力提高[defPct]%', 'defPct', 3)
|
||||
],
|
||||
宇宙市场趋势: [
|
||||
staticIdx(1, 'defPct')
|
||||
],
|
||||
开疆: [],
|
||||
戍御: [],
|
||||
我们是地火: [],
|
||||
朗道的选择: [],
|
||||
琥珀: [staticIdx(1, 'defPct')],
|
||||
记忆的质料: [staticIdx(1, 'effDef')],
|
||||
'这就是我啦!': [staticIdx(1, 'defPct')]
|
||||
琥珀: [
|
||||
staticIdx(1, 'defPct'),
|
||||
keyIdx('生命值小于50%时,防御力提高[defPct]%', 'defPct', 2)
|
||||
],
|
||||
记忆的质料: [
|
||||
staticIdx(1, 'effDef')
|
||||
],
|
||||
'这就是我啦!': [
|
||||
staticIdx(1, 'defPct'),
|
||||
(tables) => {
|
||||
return {
|
||||
title: '基于防御力提高终结技伤害值[qInc]',
|
||||
data: {
|
||||
qInc: ({ calc, attr }) => calc(attr.def) * tables[2] / 100
|
||||
}
|
||||
}
|
||||
}
|
||||
]
|
||||
}
|
||||
}
|
@ -15,25 +15,18 @@ export default function (staticIdx, keyIdx) {
|
||||
}],
|
||||
唯有沉默: [
|
||||
staticIdx(1, 'atkPct'),
|
||||
keyIdx(2, 'cpct', '场上目标小于等于2时,暴击率提高[cpct]%')
|
||||
keyIdx('场上目标小于等于2时,暴击率提高[cpct]%', 'cpct', 2)
|
||||
],
|
||||
如泥酣眠: [
|
||||
staticIdx(1, 'cdmg')
|
||||
],
|
||||
星海巡航: [
|
||||
staticIdx(1, 'cpct'),
|
||||
keyIdx(2, 'cpct', '对生命值小于50%的敌人暴击率提高[cpct]%'),
|
||||
keyIdx(3, 'atkPct', '消灭敌方目标后,攻击力提高[atkPct]%')
|
||||
keyIdx('对生命值小于50%的敌人暴击率提高[cpct]%,消灭敌方目标后,攻击力提高[atkPct]%', { cpct: 2, atkPct: 3 })
|
||||
],
|
||||
春水初生: [
|
||||
keyIdx('进入战斗提高速度[speedPct]%,伤害[dmg]%', { speedPct: 1, dmg: 2 })
|
||||
],
|
||||
春水初生: [(tables) => {
|
||||
return {
|
||||
title: '进入战斗提高速度[speedPct]%,伤害[dmg]%',
|
||||
data: {
|
||||
speedPct: tables[1],
|
||||
dmg: tables[2]
|
||||
}
|
||||
}
|
||||
}],
|
||||
'点个关注吧!': [(tables) => {
|
||||
return {
|
||||
title: '满能量提高普攻和战技伤害[aDmg]%',
|
||||
@ -44,10 +37,10 @@ export default function (staticIdx, keyIdx) {
|
||||
}
|
||||
}],
|
||||
相抗: [
|
||||
keyIdx(1, 'speedPct', '消灭敌方目标后,速度提高[speedPct]%')
|
||||
keyIdx('消灭敌方目标后,速度提高[speedPct]%', 'speedPct', 1)
|
||||
],
|
||||
离弦: [
|
||||
keyIdx(1, 'atkPct', '消灭敌方目标后,攻击力[atkPct]%')
|
||||
keyIdx('消灭敌方目标后,攻击力[atkPct]%', 'atkPct', 1)
|
||||
],
|
||||
论剑: [(tables) => {
|
||||
return {
|
||||
@ -57,9 +50,11 @@ export default function (staticIdx, keyIdx) {
|
||||
}
|
||||
}
|
||||
}],
|
||||
重返幽冥: [staticIdx(1, 'cpct')],
|
||||
重返幽冥: [
|
||||
staticIdx(1, 'cpct')
|
||||
],
|
||||
锋镝: [
|
||||
keyIdx(1, 'cpct', '战斗开始时暴击率提高[cpct]%')
|
||||
keyIdx('战斗开始时暴击率提高[cpct]%', 'cpct', 1)
|
||||
]
|
||||
}
|
||||
}
|
@ -1,7 +1,16 @@
|
||||
export default function (staticIdx) {
|
||||
export default function (staticIdx, keyIdx) {
|
||||
return {
|
||||
'「我」的诞生': [],
|
||||
今日亦是和平的一日: [],
|
||||
'「我」的诞生': [
|
||||
keyIdx(1, 'a3Dmg', '追加攻击伤害提高[a3Dmg]%')
|
||||
],
|
||||
今日亦是和平的一日: (tables) => {
|
||||
return {
|
||||
title: '根据能量上限提高数据',
|
||||
data: {
|
||||
dmg: () => tables
|
||||
}
|
||||
}
|
||||
},
|
||||
别让世界静下来: [staticIdx(1, 'recharge')],
|
||||
天才们的休憩: [staticIdx(1, 'atkPct')],
|
||||
拂晓之前: [staticIdx(1, 'cdmg')],
|
||||
@ -9,6 +18,6 @@ export default function (staticIdx) {
|
||||
智库: [],
|
||||
灵钥: [],
|
||||
睿见: [],
|
||||
银河铁道之夜: [],
|
||||
银河铁道之夜: []
|
||||
}
|
||||
}
|
@ -113,7 +113,15 @@
|
||||
"skill": {
|
||||
"id": 21034,
|
||||
"name": "风雨将至",
|
||||
"desc": "进入战斗后,根据装备者的能量上限,提高装备者造成的伤害:每点能量提高<nobr>#1[f2]%</nobr>,最多计入<nobr>160</nobr>点。",
|
||||
"tables": {}
|
||||
"desc": "进入战斗后,根据装备者的能量上限,提高装备者造成的伤害:每点能量提高<nobr>$1[f2]%</nobr>,最多计入<nobr>160</nobr>点。",
|
||||
"tables": {
|
||||
"1": [
|
||||
0.19999999,
|
||||
0.25000002,
|
||||
0.29999998,
|
||||
0.35000000000000003,
|
||||
0.39999997000000004
|
||||
]
|
||||
}
|
||||
}
|
||||
}
|
@ -1,14 +1,49 @@
|
||||
export default function (staticIdx) {
|
||||
export default function (staticIdx, keyIdx) {
|
||||
return {
|
||||
乐圮: [],
|
||||
俱殁: [],
|
||||
在蓝天下: [staticIdx(1, 'atkPct')],
|
||||
天倾: [],
|
||||
无可取代的东西: [staticIdx(1, 'atkPct')],
|
||||
无处可逃: [staticIdx(1, 'atkPct')],
|
||||
'汪!散步时间!': [staticIdx(1, 'atkPct')],
|
||||
秘密誓心: [staticIdx(1, 'dmg')],
|
||||
记一位星神的陨落: [],
|
||||
鼹鼠党欢迎你: []
|
||||
乐圮: [
|
||||
keyIdx('对生命值大于50%的伤害提高[dmg]%', 'dmg', 1)
|
||||
],
|
||||
俱殁: [
|
||||
keyIdx('生命值大于80%时提高暴击率[cpct]%', 'cpct', 1)
|
||||
],
|
||||
在蓝天下: [
|
||||
staticIdx(1, 'atkPct'),
|
||||
keyIdx('消灭敌方目标后暴击率提高[cpct]%', 'cpct', 2)
|
||||
],
|
||||
天倾: [
|
||||
keyIdx('普攻和战技伤害提高[aDmg]%', { aDmg: 1, eDmg: 1 })
|
||||
],
|
||||
无可取代的东西: [
|
||||
staticIdx(1, 'atkPct'),
|
||||
keyIdx('受到攻击时提高造成伤害[dmg]%', 'dmg', 3)
|
||||
],
|
||||
无处可逃: [
|
||||
staticIdx(1, 'atkPct')
|
||||
],
|
||||
'汪!散步时间!': [
|
||||
staticIdx(1, 'atkPct'),
|
||||
keyIdx('对烧灼或裂伤状态的敌人伤害提高[dmg]%', 'dmg', 2)
|
||||
],
|
||||
秘密誓心: [
|
||||
staticIdx(1, 'dmg'),
|
||||
keyIdx('对生命百分比高于角色的敌人的伤害提高[dmg]%', 'dmg', 2)
|
||||
],
|
||||
记一位星神的陨落: [(tables) => {
|
||||
return {
|
||||
title: '4层Buff提高攻击力[atkPct]%,击破弱点后造成的伤害提高[dmg]%',
|
||||
data: {
|
||||
atkPct: tables[1] * 4,
|
||||
dmg: tables[2]
|
||||
}
|
||||
}
|
||||
}],
|
||||
鼹鼠党欢迎你: [(tables) => {
|
||||
return {
|
||||
title: '3层Buff提高攻击力[atkPct]%',
|
||||
data: {
|
||||
atkPct: tables[1] * 3
|
||||
}
|
||||
}
|
||||
}]
|
||||
}
|
||||
}
|
@ -1,13 +1,35 @@
|
||||
export default function (staticIdx) {
|
||||
export default function (staticIdx, keyIdx) {
|
||||
return {
|
||||
以世界之名: [],
|
||||
决心如汗珠般闪耀: [],
|
||||
以世界之名: [
|
||||
keyIdx('对陷入负面效果的敌人伤害提高[dmg]%,释放战技的功力提高[atkPct]%', { dmg: 1, atkPct: 3 })
|
||||
],
|
||||
决心如汗珠般闪耀: [
|
||||
keyIdx('攻陷状态敌方防御力降低[ignore]%', 'ignore', 2)
|
||||
],
|
||||
匿影: [],
|
||||
后会有期: [],
|
||||
幽邃: [],
|
||||
延长记号: [staticIdx(1, 'stance')],
|
||||
晚安与睡颜: [],
|
||||
渊环: [staticIdx(1, 'dmg')],
|
||||
猎物的视线: [staticIdx(1, 'effPct')]
|
||||
幽邃: [
|
||||
keyIdx('使装备者的效果命中提高[effPct]%', 'effPct', 1)
|
||||
],
|
||||
延长记号: [
|
||||
staticIdx(1, 'stance'),
|
||||
keyIdx('对触电或风化状态的地方目标伤害提高[dmg]%', 'dmg', 2)
|
||||
],
|
||||
晚安与睡颜: [
|
||||
(tables) => {
|
||||
return {
|
||||
title: '3层Buff提高伤害[dmg]%',
|
||||
data: {
|
||||
dmg: tables[1] * 3
|
||||
}
|
||||
}
|
||||
}
|
||||
],
|
||||
渊环: [
|
||||
keyIdx('对减速状态的目标伤害提高[dmg]%', 'dmg', 1)
|
||||
],
|
||||
猎物的视线: [
|
||||
staticIdx(1, 'effPct')
|
||||
]
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user