export default function (step, staticStep) { return { 白缨枪: { title: '白缨枪普通攻击伤害提高[aDmg]%', refine: { aDmg: step(24) } }, 黑岩刺枪: { title: '黑岩刺枪满层攻击力加成[atkPct]%', data: { atkPct: ({ refine }) => step(12)[refine] * 3 } }, 决斗之枪: { title: '身边敌人少于2个时,获得[atkPct]%的攻击力提升', refine: { atkPct: step(24) } }, 匣里灭辰: { check: ({ element }) => ['水', '火'].includes(element), title: '对于水或火元素影响的敌人造成伤害提高[dmg]%', refine: { dmg: step(20, 4), phy: step(20, 4) } }, 千岩长枪: { title: '四璃月队伍提高[atkPct]%攻击力及[cpct]%的暴击率提高', buffCount: 4, refine: { atkPct: [7, 8, 9, 10, 11], cpct: [3, 4, 5, 6, 7] } }, 试作星镰: { title: '释放元素战技后,2层Buff普攻与重击造成伤害提高[aDmg]%', buffCount: 2, refine: { aDmg: step(8), a2Dmg: step(8) } }, 宗室猎枪: { title: '3层Buff暴击提高[cpct]%', buffCount: 3, refine: { cpct: step(8) } }, 喜多院十文字: { title: '元素战技伤害提升[eDmg]%', refine: { eDmg: step(6) } }, '「渔获」': { title: '元素爆发造成伤害提高[qDmg]%,元素爆发的暴击率提高[qCpct]%', refine: { qDmg: step(16), qCpct: step(6) } }, 断浪长鳍: { title: '满层元素爆发伤害提高[qDmg]%', refine: { qDmg: step(40) } }, 贯虹之槊: [{ title: '护盾满层状态提高攻击力[atkPct]%', buffCount: 10, refine: { atkPct: step(4) } }, { title: '护盾强效提高[shield]%', refine: { shield: step(20) } }], 和璞鸢: { title: '满层攻击力提高[atkPct]%,伤害提升[dmg]%', refine: { atkPct: [3.2 * 7, 3.9 * 7, 4.6 * 7, 5.3 * 7, 6 * 7], dmg: step(12), phy: step(12) } }, 护摩之杖: [staticStep('hpPct', 20), { title: '角色生命低于50%时额外获得[atkPlus]攻击力', sort: 9, data: { atkPlus: ({ attr, refine, calc }) => { let totalHp = calc(attr.hp) return totalHp * ([0.8, 1, 1.2, 1.4, 1.6][refine] + [1, 1.2, 1.4, 1.6, 1.8][refine]) / 100 } } }], 天空之脊: staticStep('cpct', 8), 薙草之稻光: [{ title: '元素爆发12秒内元素充能提高[rechargePlus]%', refine: { rechargePlus: [30, 35, 40, 45, 50] } }, { title: '基于元素充能提升攻击力[atkPct]%', sort: 4, data: { atkPct: ({ attr, refine }) => { let recharge = attr.recharge.base + attr.recharge.plus - 100 return Math.min(recharge * step(28)[refine] / 100, [80, 90, 100, 110, 120][refine]) } } }], 息灾: { title: '获得[dmg]%元素伤害加成,满Buff提供[atkPct]%攻击力加成', data: { dmg: ({ refine }) => step(12)[refine], atkPct: ({ refine, params }) => step(3.2 * 6)[refine] * (params.off_field === true ? 2 : 1) } }, 贯月矢: { title: '拾取苏生之叶的角色攻击力提升[atkPct]%', refine: { atkPct: step(16) } }, 赤沙之杖: { title: '赤沙之杖被动:基于元素精通获得攻击力[_atk1],3层Buff提高攻击力[_atk2]', sort: 6, data: { _atk1: ({ attr, calc, refine }) => step(52)[refine] * calc(attr.mastery) / 100, _atk2: ({ attr, calc, refine }) => step(28 * 3)[refine] * calc(attr.mastery) / 100, atkPlus: ({ attr, calc, refine }) => step(52 + 28 * 3)[refine] * calc(attr.mastery) / 100 } }, 赤月之形: { title: '生命之契大于等于生命上限30%,造成的伤害提升[dmg]%', refine: { dmg: step(36, 12) } }, 风信之锋: { title: '触发元素反应提升攻击力[atkPct]%, 精通[mastery]', refine: { atkPct: step(12), mastery: step(48) } }, 峡湾长歌: { title: '队伍中存在至少三种不同元素类型的角色时,元素精通提升[mastery]点', refine: { mastery: step(120) } }, 勘探钻机: { title: '满层下,提高[atkPct]%攻击力与[dmg]%所有元素伤害加成', refine: { atkPct: [3 * 3, 4 * 3, 5 * 3, 6 * 3, 7 * 3], dmg: [7 * 3, 8.5 * 3, 10 * 3, 11.5 * 3, 13 * 3] } }, 柔灯挽歌: [staticStep('atkPct', 15), { title: '对处于燃烧状态的敌人造成伤害提升[dmg]%', data: { dmg: ({ refine }) => step(18, 5)[refine] * 2 } }], 公义的酬报: false, 虹的行迹: { title: '施放元素战技时,防御力提升[defPct]%', refine: { defPct: step(16) } } } }