增加部分星铁角色的伤害计算

This commit is contained in:
Kokomi 2023-05-23 03:19:45 +08:00
parent e490426fd8
commit 9f45ecea2d
27 changed files with 560 additions and 92 deletions

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@ -1,12 +1,14 @@
import lodash from 'lodash'
import { getTargetUid, getProfileRefresh } from './ProfileCommon.js'
import ProfileList from './ProfileList.js'
import { Cfg, Common, Format } from '#miao'
import { Cfg, Common, Data, Format } from '#miao'
import { MysApi, ProfileRank, ProfileArtis, Character, Weapon } from '#miao.models'
import ProfileChange from './ProfileChange.js'
import { profileArtis } from './ProfileArtis.js'
import { ProfileWeapon } from './ProfileWeapon.js'
let { diyCfg } = await Data.importCfg('profile')
// 查看当前角色
let ProfileDetail = {
async detail (e) {
@ -204,6 +206,9 @@ let ProfileDetail = {
},
async getProfileDmgCalc ({ profile, enemyLv, mode, params }) {
if (profile.isSr && !diyCfg.srDmg) {
return false
}
let dmgMsg = []
let dmgData = []
let dmgCalc = await profile.calcDmg({
@ -213,8 +218,10 @@ let ProfileDetail = {
})
if (dmgCalc && dmgCalc.ret) {
lodash.forEach(dmgCalc.ret, (ds) => {
ds.dmg = Format.comma(ds.dmg, 0)
ds.avg = Format.comma(ds.avg, 0)
if (ds.type !== 'text') {
ds.dmg = Format.comma(ds.dmg, 0)
ds.avg = Format.comma(ds.avg, 0)
}
dmgData.push(ds)
})
lodash.forEach(dmgCalc.msg, (msg) => {

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@ -7,7 +7,7 @@
import fetch from 'node-fetch'
import { Data } from '#miao'
const host = 'http://miaoapi.cn/api/hutao'
const host = 'http://49.232.91.210/api/hutao'
function getApi (api) {
return `${host}?api=${api}`

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@ -96,7 +96,7 @@ let Cal = {
}
})
}
let miaoApi = 'http://miaoapi.cn/api/calendar'
let miaoApi = 'http://49.232.91.210/api/calendar'
try {
request2 = await fetch(miaoApi)
let data = await request2.json()

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@ -7,7 +7,7 @@ export const miaoApi = {
listApi: ({ url, uid, diyCfg, game = 'gs' }) => {
let qq = /\d{5,12}/.test(diyCfg.qq) ? diyCfg.qq : 'none'
let token = diyCfg.token
url = url || 'http://miaoapi.cn/'
url = url || 'http://49.232.91.210/'
return `${url}profile/data?uid=${uid}&qq=${qq}&token=${token}&version=2&game=${game}`
}
}

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@ -154,6 +154,11 @@ let DmgAttr = {
return
}
}
if (buff.tree) {
if (!ds.trees[`10${buff.tree}`]) {
return
}
}
let title = buff.title

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@ -18,7 +18,8 @@ let DmgCalc = {
attr, // 属性
level, // 面板数据
enemyLv, // 敌人等级
showDetail = false // 是否展示详情
showDetail = false, // 是否展示详情
game
} = data
let calc = ds.calc
@ -64,20 +65,27 @@ let DmgCalc = {
// 防御区
let defNum = (level + 100) / ((level + 100) + (enemyLv + 100) * (1 - enemyDef) * (1 - enemyIgnore))
if (game === 'sr') {
defNum = (200 + level * 10) / ((200 + level * 10) + (200 + enemyLv * 10) * (1 - enemyDef) * (1 - enemyIgnore))
}
// 抗性区
let kx = attr.kx
if (ele === 'swirl') {
kx = attr.fykx
}
kx = 10 - (kx || 0)
let kNum = 0.9
if (kx >= 75) {
kNum = 1 / (1 + 3 * kx / 100)
} else if (kx >= 0) {
kNum = (100 - kx) / 100
if (game === 'sr') {
kNum = (1 + (kx / 100)) * 0.9
} else {
kNum = 1 - kx / 200
if (ele === 'swirl') {
kx = attr.fykx
}
kx = 10 - (kx || 0)
if (kx >= 75) {
kNum = 1 / (1 + 3 * kx / 100)
} else if (kx >= 0) {
kNum = (100 - kx) / 100
} else {
kNum = 1 - kx / 200
}
}
cpctNum = Math.max(0, Math.min(1, cpctNum))

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@ -212,13 +212,13 @@
<div class="title dmg-idx">#</div>
<div class="title dmg-title">伤害类型</div>
<div>暴击伤害</div>
<div>平均伤害(计算暴击率)</div>
<div>期望伤害</div>
</div>
{{each dmgData dmg idx}}
<div class="dmg tr">
<div class="title dmg-idx">{{idx+1}}</div>
<div class="title dmg-title">{{dmg.title}}</div>
{{if dmg.dmg === "NaN"}}
{{if !dmg.dmg || dmg.dmg === "NaN"}}
<div class="value value-full">{{dmg.avg}}{{dmg.unit}}</div>
<div class="value value-none"></div>
{{else}}
@ -263,7 +263,7 @@
{{if cell.type === "na"}}
<div class="td na">
<strong>-</strong>
<span>{{dmgCfg.basicRet.avg}}{{dmgCfg.basicRet.dmg!="NaN"?`/${dmgCfg.basicRet.dmg}`:''}}</span>
<span>{{dmgCfg.basicRet.avg}}{{(dmgCfg.basicRet.dmg&&dmgCfg.basicRet.dmg!="NaN")?`/${dmgCfg.basicRet.dmg}`:''}}</span>
</div>
{{else}}
<div class="td {{cell.type}}">

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@ -0,0 +1,39 @@
export const details = [{
title: 'A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: '减速目标终结技伤害',
dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害'] + talent.q['减速目标q伤害倍率提高'], 'q')
}]
export const mainAttr = 'atk,cpct,cdmg'
export const buffs = [{
title: '丹恒天赋:丹恒成为我方技能的目标时提高抗性穿透[kx]%',
data: {
kx: ({ talent }) => talent.t['风抗性穿透']
}
}, {
title: '丹恒秘技使用秘技提高40%攻击力',
data: {
atkPct: 40
}
}, {
title: '丹恒1命击中目标生命值大于50%暴击率提高12%',
cons: 1,
data: {
cpct: 12
}
}, {
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%',
tree: 3,
data: {
aDmg: 40
}
}]

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@ -0,0 +1,31 @@
import { Format } from '#miao'
export const details = [{
title: '普攻伤害',
dmg: ({ talent }, dmg) => dmg(talent.a['技能伤害'], 'a')
}, {
title: 'E赐福提高攻击力上限',
dmg: ({ attr, calc, talent }) => {
return {
avg: calc(attr.atk) * talent.e['攻击力上限']
}
}
}, {
title: 'Q伤害提高',
dmg: ({ talent }) => {
return {
avg: Format.percent(talent.q['伤害提高']),
type: 'text'
}
}
}]
export const mainAttr = 'atk,cpct,cdmg'
export const buffs = [{
title: '行迹-止厄普攻造成的伤害提高40%',
tree: 2,
data: {
aDmg: 40
}
}]

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@ -0,0 +1,29 @@
export const details = [{
title: 'A普攻伤害',
dmg: ({ talent }, dmg) => dmg(talent.a['技能伤害'], 'a')
}, {
title: 'E战技伤害',
dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e')
}, {
title: 'E反击伤害',
dmg: ({ talent }, dmg) => dmg(talent.e['反击伤害'], 'e')
}, {
title: 'Q反击伤害',
dmg: ({ talent }, dmg) => dmg(talent.q['伤害倍率提高'] + talent.t['反击伤害'], 't')
}]
export const mainAttr = 'atk,cpct,cdmg,speed'
export const buffs = [{
title: '克拉拉2命施放终结技后攻击力提高30%',
cons: 2,
data: {
atkPct: 30
}
}, {
title: '行迹-复仇史瓦罗的反击造成的伤害提高30%',
tree: 3,
data: {
tDmg: 30
}
}]

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@ -0,0 +1,46 @@
export const details = [{
title: 'A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['主目标伤害'], 'e')
}, {
title: 'Q终结技伤害',
dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害'], 'q')
}, {
title: '天赋追击伤害',
dmg: ({ talent }, dmg) => dmg(talent.t['技能伤害'], 't')
}]
export const mainAttr = 'atk,cpct,cdmg,speed'
export const buffs = [{
title: '姬子秘技释放领域使敌方受到伤害提高10%',
data: {
dmg: 10
}
}, {
title: '姬子1命对生命小于50%的敌人伤害提高15%',
cons: 1,
data: {
dmg: 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-灼热战技对灼烧状态下的敌方目标造成的伤害提高20%',
tree: 2,
data: {
eDmg: 20
}
}, {
title: '行迹-道标生命值大于80%时提高暴击率15%',
tree: 3,
data: {
cpct: 15
}
}]

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@ -0,0 +1,40 @@
import { Format } from '#miao'
export const details = [{
title: '普攻伤害',
dmg: ({ talent }, dmg) => dmg(talent.a['技能伤害'], 'a')
}, {
title: 'E-Buff加伤',
dmg: ({ talent }) => {
return {
avg: Format.percent(talent.e['伤害提高']),
type: 'text'
}
}
}, {
title: 'Q-Buff攻击力提高',
dmg: ({ talent }) => {
return {
avg: Format.percent(talent.q['攻击力提高']),
type: 'text'
}
}
}, {
title: 'Q-Buff爆伤提高',
dmg: ({ attr, calc, talent }) => {
return {
avg: Format.percent(calc(attr.cdmg) * talent.q['百分比暴伤'] / 100 + talent.q['固定暴伤']),
type: 'text'
}
}
}]
export const mainAttr = 'atk,cpct,cdmg'
export const buffs = [{
title: '行迹-军势布洛妮娅在场时我方全体造成的伤害提高10%',
check: ({ trees }) => trees[103],
data: {
dmg: 10
}
}]

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@ -1,11 +1,11 @@
export const details = [{
title: '普攻伤害',
title: 'A普攻伤害',
dmg: ({ talent }, dmg) => dmg(talent.a['技能伤害'], 'a')
}, {
title: '战技伤害',
title: 'E战技伤害',
dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e')
}, {
title: '终结技伤害',
title: 'Q终结技伤害',
dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害'], 'q')
}]
@ -35,8 +35,8 @@ export const buffs = [{
speedPct: 50
}
}, {
title: '夜行抗性穿透提高20',
check: ({ trees }) => trees[101],
title: '行迹-夜行抗性穿透提高20',
tree: 2,
data: {
kx: 20
}

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@ -0,0 +1,38 @@
export const details = [{
title: 'A普攻伤害',
dmg: ({ talent }, dmg) => dmg(talent.a['技能伤害'], 'a')
}, {
title: 'E战技伤害',
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')
}]
export const mainAttr = 'atk,cpct,cdmg'
export const buffs = [{
title: '彦卿天赋:智剑连心提高[cpct]%暴击率和[cdmg]%爆伤',
data: {
cpct: ({ talent }) => talent.t['暴击率提高'] * 100,
cdmg: ({ talent }) => talent.t['爆伤提高'] * 100
}
}, {
title: '彦卿Q释放终结技提高60%暴击率,智剑连心提高爆伤[qCdmg]%',
data: {
qCpct: 60,
qCdmg: ({ talent }) => talent.q['暴伤提高'] * 100
}
}, {
title: '彦卿4命生命值大于80%时提高12%的冰抗穿透',
cons: 4,
data: {
kx: 12
}
}, {
title: '行迹-轻吕触发暴击时速度提高10%',
tree: 3,
data: {
speedPct: 10
}
}]

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@ -197,7 +197,7 @@
]
},
{
"name": "技能伤害",
"name": "追加攻击概率",
"isSame": false,
"values": [
0.5,

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@ -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
}
}]

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@ -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
}
}]

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@ -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
}
}]

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@ -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
}
}
})
}

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@ -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: []
}

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@ -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)
]
}
}

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@ -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
}
}
}
]
}
}

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@ -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)
]
}
}

View File

@ -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: []
}
}

View File

@ -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
]
}
}
}

View File

@ -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
}
}
}]
}
}

View File

@ -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')
]
}
}