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https://github.com/yoimiya-kokomi/miao-plugin.git
synced 2024-11-21 22:48:13 +00:00
修正星铁面板圣遗物展示问题
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@ -80,8 +80,7 @@ const ProfileList = {
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await player.refresh({ profile: true })
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}
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if (!player.hasProfile) {
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console.log(player.game)
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e.reply(`本地暂无uid${uid}的面板数据...`)
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e.reply(`本地暂无uid${uid}[${player.game}]的面板数据...`)
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return true
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}
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let profiles = player.getProfiles()
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@ -38,6 +38,7 @@ export const hutaoApi = {
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export const homoApi = {
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url: 'https://api.mihomo.me/sr_info',
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userAgent: 'Miao-Plugin/3.1',
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listApi: ({ url, uid, diyCfg }) => {
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return `${url}/${uid}`
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}
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@ -80,6 +80,7 @@ export default class AvatarArtis extends Base {
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let attr = artiObj.getAttrData(ds.mainId, attrIds, arti.level, arti.star, idx)
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if (attr) {
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arti.mainId = ds.mainId
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arti.attrIds = attrIds
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arti.main = attr.main || arti.main || {}
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arti.attrs = attr.attrs || arti.attrs || {}
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} else {
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@ -1,11 +1,11 @@
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export const details = [{
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title: 'A普攻伤害',
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title: '普攻伤害',
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dmg: ({ talent }, dmg) => dmg(talent.a['技能伤害'], 'a')
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}, {
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title: 'E战技主目标伤害',
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title: '战技主目标伤害',
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dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e')
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}, {
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title: 'Q终结技伤害',
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title: '终结技伤害',
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dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害'], 'q')
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}, {
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title: '减速目标终结技伤害',
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@ -4,14 +4,14 @@ export const details = [{
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title: '普攻伤害',
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dmg: ({ talent }, dmg) => dmg(talent.a['技能伤害'], 'a')
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}, {
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title: 'E赐福提高攻击力上限',
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title: '赐福提高攻击力上限',
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dmg: ({ attr, calc, talent }) => {
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return {
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avg: calc(attr.atk) * talent.e['攻击力上限']
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}
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}
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}, {
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title: 'Q伤害提高',
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title: '终结技伤害提高',
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dmg: ({ talent }) => {
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return {
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avg: Format.percent(talent.q['伤害提高']),
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@ -1,14 +1,14 @@
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export const details = [{
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title: 'A普攻伤害',
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title: '普攻伤害',
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dmg: ({ talent }, dmg) => dmg(talent.a['技能伤害'], 'a')
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}, {
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title: 'E战技伤害',
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title: '战技伤害',
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dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e')
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}, {
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title: 'E反击伤害',
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title: '反击伤害',
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dmg: ({ talent }, dmg) => dmg(talent.e['反击伤害'], 'e')
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}, {
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title: 'Q反击伤害',
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title: '反击伤害',
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dmg: ({ talent }, dmg) => dmg(talent.q['伤害倍率提高'] + talent.t['反击伤害'], 't')
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}]
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@ -1,11 +1,11 @@
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export const details = [{
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title: 'A普攻伤害',
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title: '普攻伤害',
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dmg: ({ talent }, dmg) => dmg(talent.a['技能伤害'], 'a')
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}, {
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title: 'E战技主目标伤害',
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title: '战技主目标伤害',
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dmg: ({ talent }, dmg) => dmg(talent.e['主目标伤害'], 'e')
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}, {
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title: 'Q终结技伤害',
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title: '终结技伤害',
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dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害'], 'q')
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}, {
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title: '天赋追击伤害',
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@ -4,7 +4,7 @@ export const details = [{
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title: '普攻伤害',
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dmg: ({ talent }, dmg) => dmg(talent.a['技能伤害'], 'a')
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}, {
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title: 'E-Buff加伤',
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title: '战技Buff加伤',
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dmg: ({ talent }) => {
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return {
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avg: Format.percent(talent.e['伤害提高']),
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@ -12,7 +12,7 @@ export const details = [{
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}
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}
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}, {
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title: 'Q-Buff攻击力提高',
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title: '终结技Buff攻击力提高',
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dmg: ({ talent }) => {
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return {
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avg: Format.percent(talent.q['攻击力提高']),
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@ -20,7 +20,7 @@ export const details = [{
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}
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}
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}, {
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title: 'Q-Buff爆伤提高',
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title: '终结技Buff爆伤提高',
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dmg: ({ attr, calc, talent }) => {
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return {
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avg: Format.percent(calc(attr.cdmg) * talent.q['百分比暴伤'] / 100 + talent.q['固定暴伤']),
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@ -1,11 +1,11 @@
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export const details = [{
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title: 'A普攻伤害',
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title: '普攻伤害',
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dmg: ({ talent }, dmg) => dmg(talent.a['技能伤害'], 'a')
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}, {
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title: 'E战技伤害',
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title: '战技伤害',
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dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e')
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}, {
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title: 'Q终结技伤害',
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title: '终结技伤害',
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dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害'], 'q')
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}]
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@ -1,11 +1,11 @@
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export const details = [{
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title: 'A普攻伤害',
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title: '普攻伤害',
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dmg: ({ talent }, dmg) => dmg(talent.a['技能伤害'], 'a')
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}, {
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title: 'E战技伤害',
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title: '战技伤害',
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dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e')
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}, {
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title: 'Q终结技伤害',
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title: '终结技伤害',
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dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害'], 'q')
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}]
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@ -18,7 +18,7 @@ export const buffs = [{
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cdmg: ({ talent }) => talent.t['爆伤提高'] * 100
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}
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}, {
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title: '彦卿Q:释放终结技提高60%暴击率,智剑连心提高爆伤[qCdmg]%',
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title: '终结技:释放终结技提高60%暴击率,智剑连心提高爆伤[qCdmg]%',
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data: {
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qCpct: 60,
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qCdmg: ({ talent }) => talent.q['暴伤提高'] * 100
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@ -1,11 +1,11 @@
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export const details = [{
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title: 'A普攻伤害',
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title: '普攻伤害',
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dmg: ({ talent }, dmg) => dmg(talent.a['技能伤害'], 'a')
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}, {
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title: 'E战技伤害',
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title: '战技伤害',
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dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e')
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}, {
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title: 'Q终结技伤害',
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title: '终结技伤害',
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dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害'], 'q')
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}, {
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title: '10层神君单体伤害',
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@ -5,7 +5,7 @@ export const details = [{
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title: '战技伤害',
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dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e')
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}, {
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title: 'Q护盾量',
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title: '终结技护盾量',
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dmg: ({ attr, calc, talent }, { shield }) => shield(calc(attr.def) * talent.q['百分比防御力'] + talent.q['固定数值'])
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}, {
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title: '秘技护盾量',
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@ -2,10 +2,10 @@ export const details = [{
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title: '普攻伤害',
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dmg: ({ talent }, dmg) => dmg(talent.a['技能伤害'], 'a')
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}, {
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title: 'E战技主目标伤害',
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title: '战技主目标伤害',
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dmg: ({ talent }, dmg) => dmg(talent.e['技能伤害'], 'e')
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}, {
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title: 'Q终结技伤害',
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title: '终结技伤害',
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dmg: ({ talent }, dmg) => dmg(talent.q['技能伤害'], 'q')
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}, {
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title: '天赋附加伤害',
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title: '普攻伤害',
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dmg: ({ talent }, dmg) => dmg(talent.a['技能伤害'], 'a')
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}, {
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title: 'E主目标生命恢复',
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title: '战技主目标生命恢复',
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dmg: ({ calc, attr, talent }, { heal }) => heal(calc(attr.hp) * talent.e['百分比生命'] + talent.e['固定值'])
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}, {
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title: 'Q生命恢复',
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title: '终结技生命恢复',
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dmg: ({ calc, attr, talent }, { heal }) => heal(calc(attr.hp) * talent.q['百分比生命'] + talent.q['固定值'])
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}, {
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title: '天赋生息恢复',
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@ -34,7 +34,6 @@ let loadBuffs = async function () {
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lodash.forEach(key, (idx, k) => {
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data[k] = tables[idx]
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})
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console.log(data)
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return {
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title,
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data
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