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#角色面板
伤害计算新增刻晴、阿贝多、香菱
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CHANGELOG.md
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CHANGELOG.md
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# 1.4.1
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* `#角色面板` 伤害计算新增部分角色
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* 目前支持:雷神、胡桃、魈、神子、甘雨、宵宫、公子、绫人、绫华、心海、钟离、刻晴、阿贝多、香菱
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# 1.4.0
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* 增加 `#深渊配队` 功能
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* 根据当前账号的角色练度及本期深渊出场数据,推荐较匹配的配队方案
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* 深渊出场数据来自胡桃API,为SnapGenshin用户自主上传的深渊挑战记录,感谢SG团队
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* 配队方案仅供参考
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* 根据当前账号的角色练度及本期深渊出场数据,推荐较匹配的配队方案
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* 深渊出场数据来自胡桃API,为SnapGenshin用户自主上传的深渊挑战记录,感谢SG团队
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* 配队方案仅供参考
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* `#角色面板` 伤害计算新增部分角色
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* 目前支持:雷神、胡桃、魈、神子、甘雨、宵宫、公子、绫人、绫华、心海、钟离
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* `#角色面板` 一些功能升级与调整
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* 支持对治疗量、护盾量的计算与展示
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* 修复冰融化、少女4等buff等buff遗漏或错误导致的伤害计算偏差
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* 支持对治疗量、护盾量的计算与展示
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* 修复冰融化、少女4等buff等buff遗漏或错误导致的伤害计算偏差
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* `#老婆` 功能支持对jpeg格式的图片格式识别
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# 1.3.0
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@ -326,7 +326,7 @@ let Calc = {
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let { calc } = ds;
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let dmgFn = function (pctNum = 0, talent = false, ele = false, mode = "talent") {
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let dmgFn = function (pctNum = 0, talent = false, ele = false, basicNum = 0, mode = "talent") {
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let { atk, dmg, cdmg, cpct } = attr;
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// 攻击区
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let atkNum = calc(atk);
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@ -403,8 +403,8 @@ let Calc = {
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let ret = {};
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if (mode === "basic") {
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ret = {
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dmg: pctNum * dmgNum * (1 + cdmgNum) * defNum * kNum * eleNum,
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avg: pctNum * dmgNum * (1 + cpctNum * cdmgNum) * defNum * kNum * eleNum
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dmg: basicNum * dmgNum * (1 + cdmgNum) * defNum * kNum * eleNum,
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avg: basicNum * dmgNum * (1 + cpctNum * cdmgNum) * defNum * kNum * eleNum
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}
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} else {
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// 计算最终伤害
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@ -421,8 +421,8 @@ let Calc = {
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return ret;
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};
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dmgFn.basic = function (pctNum = 0, talent = false, ele = false) {
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return dmgFn(pctNum, talent, ele, "basic");
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dmgFn.basic = function (basicNum = 0, talent = false, ele = false) {
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return dmgFn(0, talent, ele, basicNum, "basic");
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}
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dmgFn.heal = function (num) {
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@ -154,9 +154,11 @@ let idSort = {};
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lodash.forEach(charPosIdx, (chars, pos) => {
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chars = chars.split(",");
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lodash.forEach(chars, (name, idx) => {
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let id = YunzaiApps.mysInfo['roleIdToName'](name);
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if (id) {
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idSort[id] = pos * 100 + idx;
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if (global.YunzaiApps) {
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let id = YunzaiApps.mysInfo['roleIdToName'](name);
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if (id) {
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idSort[id] = pos * 100 + idx;
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}
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}
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})
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})
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44
resources/meta/character/阿贝多/calc.js
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resources/meta/character/阿贝多/calc.js
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export const details = [{
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title: "E阳华伤害",
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talent: "e",
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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刹那之花伤害",
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dmg: ({ talent, attr, calc }, { basic }) => {
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let ret = talent.e['刹那之花伤害'] * calc(attr.def) / 100 + attr.e.plus;
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return basic(ret, 'e');
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}
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}, {
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title: "E刹那之花(打半血)",
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params: {
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half: true
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},
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dmg: ({ talent, attr, calc }, { basic }) => {
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let ret = talent.e['刹那之花伤害'] * calc(attr.def) / 100 + attr.e.plus;
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return basic(ret, 'e');
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}
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}, {
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title: "Q总伤害",
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check: ({ cons }) => cons < 2,
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params: { buff: 0 },
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dmg: ({ talent }, dmg) => dmg(talent.q['爆发伤害'] + talent.q['生灭之花伤害'] * 7, 'q')
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}, {
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title: "满BuffQ总伤害",
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cons: 2,
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dmg: ({ talent }, dmg) => dmg(talent.q['爆发伤害'] + talent.q['生灭之花伤害'] * 7, 'q')
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}];
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export const mainAttr = "def,atk,cpct,cdmg";
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export const buffs = [{
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title: "阿贝多被动:刹那之花对生命值低于50%的敌人造成的伤害提高25%",
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data: {
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eDmg: ({ params }) => params.half ? 25 : 0
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}
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}, {
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title: "阿贝多2命:4每层Buff提高Q [qPlus]伤害",
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cons: 2,
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data: {
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qPlus: ({ params, attr, calc }) => params.buff === 0 ? 0 : calc(attr.def) * 1.2
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}
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}]
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resources/meta/character/香菱/calc.js
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resources/meta/character/香菱/calc.js
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export const details = [{
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title: "锅巴单口伤害",
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dmg: ({ talent }, dmg) => dmg(talent.e['喷火伤害'], 'e')
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}, {
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title: "锅巴单口蒸发",
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dmg: ({ talent }, dmg) => dmg(talent.e['喷火伤害'], 'e', 'zf')
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}, {
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title: "旋火轮单次伤害",
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showDetail: true,
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dmg: ({ talent, }, dmg) => dmg(talent.q['旋火轮伤害'], 'q')
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}, {
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title: "旋火轮单次蒸发",
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dmg: ({ talent, }, dmg) => dmg(talent.q['旋火轮伤害'], 'q', 'zf')
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}];
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export const mainAttr = "atk,cpct,cdmg";
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export const buffs = [{
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cons: 1,
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title: "香菱1命:锅巴降低敌人火抗15",
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data: {
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kx: 15
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}
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}, {
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title: "元素精通:蒸发融化伤害提高[zf]%",
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mastery: "zf,rh"
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}]
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dmg: step(12)
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}
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},
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"天空之脊": {
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title: "暴击率提升[_cpct]%",
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refine: {
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_cpct: step(8)
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}
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},
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"护摩之杖": {
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title: "角色生命低于50%时额外获得[atkPlus]攻击力",
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data: {
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@ -396,12 +390,7 @@ let bow = {
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a2Dmg: step(8)
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}
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}],
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"天空之翼": {
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title: "暴击伤害提高20%",
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refine: {
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//cdmg: step(20)
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}
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},
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"若水": {
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title: "生命值提高[hpPct]%,伤害提高[dmg]%",
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refine: {
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}
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}],
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"天空之刃": [{
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title: "暴击率提高[_cpct]%",
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refine: {
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_cpct: step(4)
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}
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}, {
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title: "普攻与重击的伤害值提高[aPlus]",
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data: {
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aPlus: ({ attr, calc, refine }) => calc(attr.atk) * step(20)[refine] / 100,
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