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https://github.com/yoimiya-kokomi/miao-plugin.git
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星铁面板替换支持点满行迹,如*黄泉面板换满行迹
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@ -94,7 +94,7 @@ app.reg({
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refreshTalent: {
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name: '强制刷新天赋',
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fn: ProfileStat.refreshTalent,
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rule: /^#(星铁|原神)?(强制)?(刷新|更新)(所有|角色)*(天赋|技能)$/
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rule: /^#(星铁|原神)?(强制)?(刷新|更新)(所有|角色)*(天赋|技能|行迹)$/
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},
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profileHelp: {
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@ -155,6 +155,13 @@ const ProfileChange = {
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txt = txt.replace(consRet[0], '')
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}
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// 行迹树匹配
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let treeRet = /满行迹/.exec(txt)
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if (!isGs && treeRet) {
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char.trees = ['101', '102', '103', '201', '202', '203', '204', '205', '206', '207', '208', '209', '210']
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txt = txt.replace(treeRet[0], '')
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}
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// 天赋匹配
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let talentRet = (isGs
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? /(?:天赋|技能|行迹)((?:[1][0-5]|[1-9])[ ,]?)((?:[1][0-5]|[1-9])[ ,]?)([1][0-5]|[1-9])/
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@ -246,7 +253,7 @@ const ProfileChange = {
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dataSource: 'change',
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_source: 'change',
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promote,
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trees: lodash.extend([], source.trees)
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trees: lodash.extend([], Data.def(dc.trees, source.trees))
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}, char.game)
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// 设置武器
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@ -24,7 +24,7 @@ const ProfileStat = {
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if (refreshCount && !e.isSr) {
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e.reply(`角色天赋更新成功,共${refreshCount}个角色\n你现在可以通过【#练度统计】【#天赋统计】来查看角色信息了...`)
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} else if (e.isSr) {
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e.reply(`角色天赋更新成功,共${refreshCount}个角色\n你现在可以通过【*练度统计】来查看角色信息了...`)
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e.reply(`角色行迹更新成功,共${refreshCount}个角色\n你现在可以通过【*练度统计】来查看角色信息了...`)
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} else {
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e.reply('角色天赋未能更新...')
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}
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@ -8,7 +8,7 @@ import DmgCalc from './dmg/DmgCalc.js'
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import { MiaoError, Meta, Common } from '#miao'
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export default class ProfileDmg extends Base {
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constructor (profile = {}, game = 'gs') {
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constructor(profile = {}, game = 'gs') {
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super()
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this.profile = profile
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this.game = game
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@ -136,7 +136,9 @@ export default class ProfileDmg extends Base {
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let { id, weapon, attr, artis } = profile
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defParams = defParams || {}
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defDmgKey = lodash.isFunction(defDmgKey) ? defDmgKey(meta) : defDmgKey
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defDmgIdx = lodash.isFunction(defDmgIdx) ? defDmgIdx(meta) : defDmgIdx
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defParams = lodash.isFunction(defParams) ? defParams(meta) : defParams || {}
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let originalAttr = DmgAttr.getAttr({ id, weapon, attr, char: this.char, game, sp })
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@ -176,7 +178,7 @@ export default class ProfileDmg extends Base {
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let ds = lodash.merge({ talent }, DmgAttr.getDs(attr, meta))
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detail = detail({ ...ds, attr, profile })
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}
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let params = lodash.merge({}, defParams, detail?.params || {})
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let params = lodash.merge({}, defParams, lodash.isFunction(detail?.params) ? detail?.params(meta) : detail?.params || {})
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let { attr, msg } = DmgAttr.calcAttr({ originalAttr, buffs, artis, meta, params, talent: detail.talent || '', game })
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if (detail.isStatic) {
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return
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@ -135,7 +135,7 @@ export default {
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}]
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},
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筑城者的贝洛伯格: {
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2: [attr('defPct', 12), {
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2: [attr('defPct', 15), {
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title: '效果命中大于50%时,提高防御力15%',
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check: ({ calc, attr }) => calc(attr.effPct) > 50,
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data: {
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@ -751,6 +751,7 @@
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"id": 1211,
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"key": "bailu",
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"name": "白露",
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"star": 5,
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"elem": "雷",
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"weapon": "丰饶",
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"sp": 100,
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@ -21,6 +21,7 @@ export const details = [{
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export const mainAttr = 'cpct,cdmg,def'
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export const defDmgIdx = 1
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export const defParams = ({ cons }) => cons < 4 ? { tArtisBuffCount: 4 } : { tArtisBuffCount: 5.5 }
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export const buffs = [{
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title: '终结技-惊惶:击中【惊惶】状态下的敌方目标时,造成的暴击伤害提高[cdmg]%',
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@ -16,7 +16,10 @@ export const details = [{
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}, {
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title: '终结技伤害·对单',
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params: { q: true },
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dmg: ({ talent }, dmg) => dmg(talent.q['单体伤害'] + 1.5, 'q')
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dmg: ({ talent, trees }, dmg) => {
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let extraTd = trees['103'] ? 1.5 : 0
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return dmg(talent.q['单体伤害'] + extraTd, 'q')
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}
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}, {
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title: '终结技伤害·对无花目标',
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params: { q: true },
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