增加刻晴超激化计算

This commit is contained in:
Kokomi 2022-11-17 02:39:20 +08:00
parent 6589fef63c
commit c5d49d032d
6 changed files with 50 additions and 20 deletions

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@ -3,7 +3,7 @@
* 喵喵设置中增加排名限制门槛,支持限制 有16个角色数据/包含御三家角色 才能参与排名防止被非群成员uid刷榜
* `#雷神面板`圣遗物支持展示强化次数
* 增加命令`#刷新排名`,获取群成员面板数据,刷新当前排名 **@munnks**
* `#雷神排名` 使用个人作为排行头像展示(首次使用可使用`#刷新排名`以更新uid信息
* `#雷神排名` 使用个人头像作为排行头像展示(首次使用可使用`#刷新排名`以更新uid信息
# 2.0.1~2.0.8

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@ -1,7 +1,7 @@
/*
* 伤害计算 - 计算伤害
* */
import { eleBaseDmg } from './DmgCalcMeta.js'
import { eleBaseDmg, erTitle } from './DmgCalcMeta.js'
import DmgMastery from './DmgMastery.js'
let DmgCalc = {
@ -67,7 +67,7 @@ let DmgCalc = {
// 抗性区
let kx = attr.kx
if (ele === 'swirl'/* || (ele === 'phy' && (attr.element === '雷' || attr.element === '冰'))*/) {
if (ele === 'swirl') {
kx = attr.fykx
}
kx = 10 - (kx || 0)
@ -148,6 +148,10 @@ let DmgCalc = {
let { calc } = ds
let dmgFn = function (pctNum = 0, talent = false, ele = false, basicNum = 0, mode = 'talent') {
if (ele) {
ele = erTitle[ele] || ele
}
console.log(ele)
return DmgCalc.calcRet({ pctNum, talent, ele, basicNum, mode }, data)
}

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@ -1,3 +1,5 @@
import lodash from 'lodash'
export const eleMap = {
anemo: '风',
cryo: '冰',
@ -10,20 +12,25 @@ export const eleMap = {
// 元素反应类型及基数
export const erType = {
vaporize: { type: 'pct', num: ({ element }) => element === '水' ? 2 : 1.5 }, // 蒸发
melt: { type: 'pct', num: ({ element }) => element === '火' ? 2 : 1.5 }, // 融化
burning: { type: 'fusion', num: () => 1 }, // 燃烧
superConduct: { type: 'fusion', num: () => 2 }, // 超导
swirl: { type: 'fusion', num: () => 2.4 }, // 扩散
electroCharged: { type: 'fusion', num: () => 4.8 }, // 感电
shatter: { type: 'fusion', num: () => 6 }, // 碎冰
overloaded: { type: 'fusion', num: () => 8 }, // 超载
bloom: { type: 'fusion', num: () => 8 }, // 绽放
burgeon: { type: 'fusion', num: () => 12 }, // 烈绽放
hyperBloom: { type: 'fusion', num: () => 12 }, // 超绽放
aggravate: { type: 'bonus', num: () => 4.6 }, // 超激化
spread: { type: 'bonus', num: () => 5.0 } // 蔓激化
vaporize: { type: 'pct', num: ({ element }) => element === '水' ? 2 : 1.5, title: '蒸发' },
melt: { type: 'pct', num: ({ element }) => element === '火' ? 2 : 1.5, title: '融化' },
burning: { type: 'fusion', num: () => 1, title: '燃烧' },
superConduct: { type: 'fusion', num: () => 2, title: '超导' },
swirl: { type: 'fusion', num: () => 2.4, title: '扩散' },
electroCharged: { type: 'fusion', num: () => 4.8, title: '感电' },
shatter: { type: 'fusion', num: () => 6, title: '碎冰' },
overloaded: { type: 'fusion', num: () => 8, title: '超载' },
bloom: { type: 'fusion', num: () => 8, title: '绽放' },
burgeon: { type: 'fusion', num: () => 12, title: '烈绽放' },
hyperBloom: { type: 'fusion', num: () => 12, title: '超绽放' },
aggravate: { type: 'bonus', num: () => 4.6, title: '超激化' },
spread: { type: 'bonus', num: () => 5.0, title: '蔓激化' }
}
let erTmp = {}
lodash.forEach(erType, (er, key) => {
erTmp[er.title] = key
})
export const erTitle = erTmp
export const attrMap = {
atk: { type: 'pct', val: 5.83, title: '大攻击', text: '5.8%' },

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@ -1,6 +1,6 @@
export default function ({ attr, rule, def }) {
// 激化精通璃月雷神,具体数值待定
if (attr.mastery > 80) {
if (attr.mastery > 40) {
return rule('刻晴-精通', { atk: 75, cpct: 100, cdmg: 100, mastery: 75, dmg: 100 })
}
return def({ atk: 75, cpct: 100, cdmg: 100, dmg: 100, phy: 100 })

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@ -8,9 +8,22 @@ export const details = [{
title: 'Q总伤害',
params: { q: 1 },
dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害'] + talent.q['连斩伤害'] + talent.q['最后一击伤害'], 'q')
}, {
title: 'Q总伤害·超激化',
params: { q: 1 },
dmg: ({ talent }, dmg) => {
let t1j = dmg(talent.q['技能伤害'], 'q', '超激化')
let t2j = dmg(talent.q['连斩伤害'] / 8, 'q', '超激化')
let t2 = dmg(talent.q['连斩伤害'] / 8, 'q')
let t3j = dmg(talent.q['最后一击伤害'], 'q', '超激化')
return {
dmg: t1j.dmg + t2j.dmg * 2 + t2.dmg * 6 + t3j.dmg,
avg: t1j.avg + t2j.avg * 2 + t2.avg * 6 + t3j.avg
}
}
}]
export const defDmgIdx = 2
export const defDmgIdx = 3
export const mainAttr = 'atk,cpct,cdmg'
export const buffs = [{

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@ -8,7 +8,7 @@ export const details = [{
}, {
title: 'E络命丝蒸发',
dmg: ({ talent, attr, calc }, { basic }) => basic(calc(attr.hp) * talent.e['技能伤害'] / 100, 'e', 'vaporize')
dmg: ({ talent, attr, calc }, { basic }) => basic(calc(attr.hp) * talent.e['技能伤害'] / 100, 'e', '蒸发')
}, {
title: 'Q协同单段伤害',
@ -16,9 +16,15 @@ export const details = [{
dmg: ({ talent, attr, calc, cons }, { basic }) => {
return basic(calc(attr.hp) * (talent.q['玄掷玲珑伤害'] / 3 / 100), 'q')
}
}, {
title: 'Q协同单段蒸发',
params: { q: true },
dmg: ({ talent, attr, calc, cons }, { basic }) => {
return basic(calc(attr.hp) * (talent.q['玄掷玲珑伤害'] / 3 / 100), 'q', '蒸发')
}
}]
export const defDmgIdx = 2
export const defDmgIdx = 4
export const mainAttr = 'hp,cpct,cdmg'
export const buffs = [{