Merge branch 'master' of gitee.com:yoimiya-kokomi/miao-plugin

This commit is contained in:
Kokomi 2023-10-18 04:22:15 +08:00
commit e954051f66
5 changed files with 44 additions and 30 deletions

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@ -52,7 +52,7 @@ const ProfileChange = {
arti3: '衣,衣服,甲,躯干,',
arti4: '鞋,靴,鞋子,靴子,脚,脚部',
arti5: '球,位面球',
artis6: '绳,线,链接绳,连接绳',
arti6: '绳,线,链接绳,连接绳',
weapon: '武器,光锥'
}
let keyTitleMap = {}

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@ -16,12 +16,12 @@ export const details = [{
title: '10层神君单体伤害',
check: ({ cons }) => cons >= 6,
dmgKey: 't',
dmg: ({ talent }, dmg) => {
dmg: ({ talent }, { dynamic }) => {
const dynamicEnemyDmg = 12
let t1dmg = dmg(talent.t['技能伤害'], 't')
let t2dmg = dmg(talent.t['技能伤害'], 't', { dynamicEnemyDmg })
let t3dmg = dmg(talent.t['技能伤害'], 't', { dynamicEnemyDmg: dynamicEnemyDmg * 2 })
let t4dmg = dmg(talent.t['技能伤害'], 't', { dynamicEnemyDmg: dynamicEnemyDmg * 3 })
let t1dmg = dynamic(talent.t['技能伤害'], 't')
let t2dmg = dynamic(talent.t['技能伤害'], 't', { dynamicEnemyDmg })
let t3dmg = dynamic(talent.t['技能伤害'], 't', { dynamicEnemyDmg: dynamicEnemyDmg * 2 })
let t4dmg = dynamic(talent.t['技能伤害'], 't', { dynamicEnemyDmg: dynamicEnemyDmg * 3 })
return {
dmg: t1dmg.dmg + t2dmg.dmg + t3dmg.dmg + t4dmg.dmg * 7,
avg: t1dmg.avg + t2dmg.avg + t3dmg.avg + t4dmg.avg * 7

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@ -40,7 +40,7 @@ export const buffs = [{
cons: 1,
check: ({ params }) => params.strength === true || params.q === true,
data: {
cdmg: 20
cdmg: 24
}
}, {
title: '镜流2命释放终结技后下一次强化战技的伤害提高[eDmg]%',

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@ -1,9 +1,3 @@
let eDmg = false
let eAggrDmg = false
let eAllDmg = false
let ePlusDmg = false
let ePlusAggrDmg = false
export const details = [{
title: 'Q状态·普攻首段',
dmg: ({ talent }, dmg) => dmg(talent.q['一段伤害'], 'a')
@ -13,19 +7,16 @@ export const details = [{
}, {
title: 'Q状态·强化E伤害',
params: { showEBuff: true, eBuff: true },
dmg: ({ talent }, dmg) => {
eDmg = dmg(talent.e['冥祭伤害'], 'e')
eAggrDmg = dmg(talent.e['冥祭伤害'], 'e', 'aggravate')
return eDmg
}
dmg: ({ talent }, dmg) => dmg(talent.e['冥祭伤害'], 'e')
}, {
title: 'Q状态·QTE总伤害',
params: { showEBuff: true },
dmg: ({ attr, calc }, { basic }) => {
dmg: ({ attr, calc, talent }, { basic, dynamic }) => {
const em = calc(attr.mastery)
const atk = calc(attr.atk)
const ePlustd = 1.00 * atk + em * 2.5
ePlusDmg = basic(ePlustd, 'e')
let eDmg = dynamic(talent.e['冥祭伤害'], 'e', { dynamicDmg: 35 })
let ePlusDmg = basic(ePlustd, 'e')
return {
dmg: eDmg.dmg + ePlusDmg.dmg * 3,
avg: eDmg.avg + ePlusDmg.avg * 3
@ -34,23 +25,35 @@ export const details = [{
}, {
title: 'Q状态·QTE超激化总伤害',
params: { showEBuff: true },
dmg: ({ attr, calc }, { basic }) => {
dmg: ({ attr, calc, talent }, { basic, dynamic }) => {
const em = calc(attr.mastery)
const atk = calc(attr.atk)
const ePlustd = 1.00 * atk + em * 2.5
ePlusAggrDmg = basic(ePlustd, 'e', 'aggravate')
eAllDmg = {
let eAggrDmg = dynamic(talent.e['冥祭伤害'], 'e', { dynamicDmg: 35 }, 'aggravate')
let ePlusDmg = basic(ePlustd, 'e')
let ePlusAggrDmg = basic(ePlustd, 'e', 'aggravate')
return {
dmg: eAggrDmg.dmg + ePlusAggrDmg.dmg + ePlusDmg.dmg * 2,
avg: eAggrDmg.avg + ePlusAggrDmg.avg + ePlusDmg.avg * 2
}
return eAllDmg
}
}, {
check: ({ cons }) => cons < 6,
dmgKey: 'q',
title: 'Q状态·一轮普攻5A+QTE超激化总伤害',
params: { showEBuff: true },
dmg: ({ talent }, dmg) => {
dmg: ({ attr, calc, talent }, dmg) => {
const em = calc(attr.mastery)
const atk = calc(attr.atk)
const ePlustd = 1.00 * atk + em * 2.5
let eAggrDmg = dmg.dynamic(talent.e['冥祭伤害'], 'e', { dynamicDmg: 35 }, 'aggravate')
let ePlusDmg = dmg.basic(ePlustd, 'e')
let ePlusAggrDmg = dmg.basic(ePlustd, 'e', 'aggravate')
let eAllDmg = {
dmg: eAggrDmg.dmg + ePlusAggrDmg.dmg + ePlusDmg.dmg * 2,
avg: eAggrDmg.avg + ePlusAggrDmg.avg + ePlusDmg.avg * 2
}
let a1Aggrdmg = dmg(talent.q['一段伤害'], 'a', 'aggravate')
let a2dmg = dmg(talent.q['二段伤害'], 'a')
let a3dmg = dmg(talent.q['三段伤害'], 'a')
@ -67,7 +70,18 @@ export const details = [{
dmgKey: 'q',
title: 'Q状态·一轮普攻5A+QTE超激化总伤害消耗4层豺祭',
params: { showEBuff: true },
dmg: ({ talent }, dmg) => {
dmg: ({ attr, calc, talent }, dmg) => {
const em = calc(attr.mastery)
const atk = calc(attr.atk)
const ePlustd = 1.00 * atk + em * 2.5
let eAggrDmg = dmg.dynamic(talent.e['冥祭伤害'], 'e', { dynamicDmg: 35 }, 'aggravate')
let ePlusDmg = dmg.basic(ePlustd, 'e')
let ePlusAggrDmg = dmg.basic(ePlustd, 'e', 'aggravate')
let eAllDmg = {
dmg: eAggrDmg.dmg + ePlusAggrDmg.dmg + ePlusDmg.dmg * 2,
avg: eAggrDmg.avg + ePlusAggrDmg.avg + ePlusDmg.avg * 2
}
let a1Aggrdmg = dmg(talent.q['一段伤害'], 'a', 'aggravate')
let a2dmg = dmg(talent.q['二段伤害'], 'a')
let a3dmg = dmg(talent.q['三段伤害'], 'a')
@ -97,12 +111,12 @@ export const buffs = [{
}
}, {
check: ({ params }) => params.showEBuff === true,
title: '赛诺被动末途真眼状态提升秘仪·律渊渡魂35%伤害发射渡荒之雷造成100%攻击力伤害',
title: '天赋-落羽的裁择末途真眼状态提升秘仪·律渊渡魂35%伤害发射渡荒之雷造成100%攻击力伤害',
data: {
eDmg: ({ params }) => params.eBuff ? 35 : 0
}
}, {
title: '赛诺被动:基于元素精通提升普攻[aPlus]点伤害值,渡荒之雷提升[_ePlus]伤害值',
title: '天赋-九弓的执命:基于元素精通提升普攻[aPlus]点伤害值,渡荒之雷提升[_ePlus]伤害值',
sort: 9,
data: {
aPlus: ({ attr, calc }) => calc(attr.mastery) * 1.5,

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@ -4,11 +4,11 @@ export * from './pool.js'
export const chestInfo = {
common: {
title: '普通宝箱',
max: 2819
max: 2821
},
exquisite: {
title: '精致宝箱',
max: 1967
max: 1969
},
precious: {
title: '珍贵宝箱',