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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Aluxes 2024-04-13 18:20:19 +08:00
parent 07673d2f99
commit c95efa90fe
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8 changed files with 22 additions and 8 deletions

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@ -94,7 +94,7 @@ app.reg({
refreshTalent: { refreshTalent: {
name: '强制刷新天赋', name: '强制刷新天赋',
fn: ProfileStat.refreshTalent, fn: ProfileStat.refreshTalent,
rule: /^#(星铁|原神)?(强制)?(刷新|更新)(所有|角色)*(天赋|技能)$/ rule: /^#(星铁|原神)?(强制)?(刷新|更新)(所有|角色)*(天赋|技能|行迹)$/
}, },
profileHelp: { profileHelp: {

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@ -155,6 +155,13 @@ const ProfileChange = {
txt = txt.replace(consRet[0], '') txt = txt.replace(consRet[0], '')
} }
// 行迹树匹配
let treeRet = /满行迹/.exec(txt)
if (!isGs && treeRet) {
char.trees = ['101', '102', '103', '201', '202', '203', '204', '205', '206', '207', '208', '209', '210']
txt = txt.replace(treeRet[0], '')
}
// 天赋匹配 // 天赋匹配
let talentRet = (isGs let talentRet = (isGs
? /(?:天赋|技能|行迹)((?:[1][0-5]|[1-9])[ ,]?)((?:[1][0-5]|[1-9])[ ,]?)([1][0-5]|[1-9])/ ? /(?:天赋|技能|行迹)((?:[1][0-5]|[1-9])[ ,]?)((?:[1][0-5]|[1-9])[ ,]?)([1][0-5]|[1-9])/
@ -246,7 +253,7 @@ const ProfileChange = {
dataSource: 'change', dataSource: 'change',
_source: 'change', _source: 'change',
promote, promote,
trees: lodash.extend([], source.trees) trees: lodash.extend([], Data.def(dc.trees, source.trees))
}, char.game) }, char.game)
// 设置武器 // 设置武器

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@ -24,7 +24,7 @@ const ProfileStat = {
if (refreshCount && !e.isSr) { if (refreshCount && !e.isSr) {
e.reply(`角色天赋更新成功,共${refreshCount}个角色\n你现在可以通过【#练度统计】【#天赋统计】来查看角色信息了...`) e.reply(`角色天赋更新成功,共${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...`)
} else if (e.isSr) { } else if (e.isSr) {
e.reply(`角色天赋更新成功,共${refreshCount}个角色\n你现在可以通过【*练度统计】来查看角色信息了...`) e.reply(`角色行迹更新成功,共${refreshCount}个角色\n你现在可以通过【*练度统计】来查看角色信息了...`)
} else { } else {
e.reply('角色天赋未能更新...') e.reply('角色天赋未能更新...')
} }

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@ -8,7 +8,7 @@ import DmgCalc from './dmg/DmgCalc.js'
import { MiaoError, Meta, Common } from '#miao' import { MiaoError, Meta, Common } from '#miao'
export default class ProfileDmg extends Base { export default class ProfileDmg extends Base {
constructor (profile = {}, game = 'gs') { constructor(profile = {}, game = 'gs') {
super() super()
this.profile = profile this.profile = profile
this.game = game this.game = game
@ -136,7 +136,9 @@ export default class ProfileDmg extends Base {
let { id, weapon, attr, artis } = profile let { id, weapon, attr, artis } = profile
defParams = defParams || {} defDmgKey = lodash.isFunction(defDmgKey) ? defDmgKey(meta) : defDmgKey
defDmgIdx = lodash.isFunction(defDmgIdx) ? defDmgIdx(meta) : defDmgIdx
defParams = lodash.isFunction(defParams) ? defParams(meta) : defParams || {}
let originalAttr = DmgAttr.getAttr({ id, weapon, attr, char: this.char, game, sp }) let originalAttr = DmgAttr.getAttr({ id, weapon, attr, char: this.char, game, sp })
@ -176,7 +178,7 @@ export default class ProfileDmg extends Base {
let ds = lodash.merge({ talent }, DmgAttr.getDs(attr, meta)) let ds = lodash.merge({ talent }, DmgAttr.getDs(attr, meta))
detail = detail({ ...ds, attr, profile }) detail = detail({ ...ds, attr, profile })
} }
let params = lodash.merge({}, defParams, detail?.params || {}) let params = lodash.merge({}, defParams, lodash.isFunction(detail?.params) ? detail?.params(meta) : detail?.params || {})
let { attr, msg } = DmgAttr.calcAttr({ originalAttr, buffs, artis, meta, params, talent: detail.talent || '', game }) let { attr, msg } = DmgAttr.calcAttr({ originalAttr, buffs, artis, meta, params, talent: detail.talent || '', game })
if (detail.isStatic) { if (detail.isStatic) {
return return

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@ -135,7 +135,7 @@ export default {
}] }]
}, },
筑城者的贝洛伯格: { 筑城者的贝洛伯格: {
2: [attr('defPct', 12), { 2: [attr('defPct', 15), {
title: '效果命中大于50%时提高防御力15%', title: '效果命中大于50%时提高防御力15%',
check: ({ calc, attr }) => calc(attr.effPct) > 50, check: ({ calc, attr }) => calc(attr.effPct) > 50,
data: { data: {

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@ -751,6 +751,7 @@
"id": 1211, "id": 1211,
"key": "bailu", "key": "bailu",
"name": "白露", "name": "白露",
"star": 5,
"elem": "雷", "elem": "雷",
"weapon": "丰饶", "weapon": "丰饶",
"sp": 100, "sp": 100,

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@ -21,6 +21,7 @@ export const details = [{
export const mainAttr = 'cpct,cdmg,def' export const mainAttr = 'cpct,cdmg,def'
export const defDmgIdx = 1 export const defDmgIdx = 1
export const defParams = ({ cons }) => cons < 4 ? { tArtisBuffCount: 4 } : { tArtisBuffCount: 5.5 }
export const buffs = [{ export const buffs = [{
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]%', 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 = [{
}, { }, {
title: '终结技伤害·对单', title: '终结技伤害·对单',
params: { q: true }, params: { q: true },
dmg: ({ talent }, dmg) => dmg(talent.q['单体伤害'] + 1.5, 'q') dmg: ({ talent, trees }, dmg) => {
let extraTd = trees['103'] ? 1.5 : 0
return dmg(talent.q['单体伤害'] + extraTd, 'q')
}
}, { }, {
title: '终结技伤害·对无花目标', title: '终结技伤害·对无花目标',
params: { q: true }, params: { q: true },