let step = function (start, step = 0) { if (!step) { step = start / 4 } let ret = [] for (let idx = 0; idx <= 5; idx++) { ret.push(start + step * idx) } return ret } let polearm = { 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', 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: { title: '角色生命低于50%时额外获得[atkPlus]攻击力', 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 } } }, 薙草之稻光: [{ title: '元素爆发12秒内元素充能提高[rechargePlus]%', sort: 0, refine: { rechargePlus: [30, 35, 40, 45, 50] } }, { title: '攻击力基于元素充能提升[atkPct]%', sort: 10, 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前台提供[atkPct]%攻击力加成', refine: { dmg: step(12), atkPct: step(3.2 * 6) } }, 贯月矢: { title: '拾取苏生之叶的角色攻击力提升[atkPct]%', refine: { atkPct: step(16) } } } let catalyst = { 翡玉法球: { check: ({ element }) => element === '水', title: '触发蒸发、感电、冰冻或水元素扩散反应后的12秒内,攻击力提高[atkPct]%', refine: { atkPct: step(20) } }, 魔导绪论: { check: ({ element }) => ['水', '雷'].includes(element), title: '对处于水元素或雷元素影响下的敌人,造成的伤害提高[dmg]%', refine: { dmg: step(12) } }, 甲级宝珏: { title: '击败敌人后攻击力提升[atkPct]%', refine: { atkPct: step(12, 2) } }, 黑岩绯玉: { title: '击败敌人后,满层攻击力提升[atkPct]%', buffCount: 3, refine: { atkPct: step(12) } }, 万国诸海图谱: { title: '触发元素反应后,满层提高[dmg]%的元素伤害', buffCount: 2, refine: { dmg: step(8) } }, 宗室秘法录: { title: '3层状态下提高暴击率[cpct]%', buffCount: 3, refine: { cpct: step(8) } }, 匣里日月: { title: '普攻提高元素战技与爆发伤害[eDmg]%,元素战技与爆发提高普攻伤害[aDmg]%', refine: { aDmg: step(20), eDmg: step(20), qDmg: step(20) } }, 流浪乐章: { title: '咏叹调下全元素伤害提升[dmg]%', refine: { dmg: step(48, 12) } }, 暗巷的酒与诗: { title: '冲刺后攻击力提升[atkPct]%', refine: { atkPct: step(20) } }, 嘟嘟可故事集: { title: '普攻提高重击伤害[a2Dmg]%,重击提高攻击力[atkPct]%', refine: { a2Dmg: step(16), atkPct: step(8) } }, 白辰之环: { title: '与雷元素反应后提高元素反应加成[dmg]%', refine: { dmg: step(10, 2.5) } }, 证誓之明瞳: { title: '施放元素战技后,元素充能效率提升[recharge]%', refine: { recharge: step(24) } }, 四风原典: { title: '满层获得[dmg]%的元素伤害加成', buffCount: 4, refine: { dmg: step(8) } }, 天空之卷: { title: '元素伤害加成提升[dmg]%', refine: { dmg: step(12) } }, 尘世之锁: [{ title: '护盾强效提升[shield]%', refine: { shield: step(20) } }, { title: '护盾+满层情况下攻击力提高[atkPct]%', buffCount: 10, refine: { atkPct: step(4), shield: step(20) } }], 不灭月华: { title: '治疗加成提高[_heal]%,普攻伤害增加[aPlus]', refine: { _heal: step(10, 2.5) }, data: { aPlus: ({ attr, calc, refine }) => calc(attr.hp) * step(1, 0.5)[refine] / 100 } }, 神乐之真意: { title: '满层提高元素战技伤害[eDmg]%,元素伤害提高[dmg]%', refine: { eDmg: [12 * 3, 15 * 3, 18 * 3, 21 * 3, 24 * 3], dmg: step(12) } }, 盈满之实: { title: '满层提高元素精通[mastery],攻击力降低[_atkPct]%', buffCount: 5, refine: { mastery: step(24, 3), _atkPct: step(5, 0), atkPct: step(-5, 0) } } } let bow = { 鸦羽弓: { check: ({ element }) => ['水', '火'].includes(element), title: '对处于水或火元素影响下的敌人,造成的伤害提高[dmg]%', refine: { dmg: step(12) } }, 神射手之誓: { title: '针对要害造成的伤害提升[a2Dmg]%', refine: { a2Dmg: step(24) } }, 弹弓: { title: '普攻与重击的箭矢0.3秒内击中敌人,伤害增加[a2Dmg]%', refine: { aDmg: step(36, 6), a2Dmg: step(36, 6) } }, 绝弦: { title: '元素战技与元素爆发的伤害提高[eDmg]%', refine: { eDmg: step(24), qDmg: step(24) } }, 暗巷猎手: { title: '满层提高[dmg]%伤害', refine: { dmg: step(20) } }, 黑岩战弓: { title: '击败敌人后,攻击力满层提升[atkPct]%', buffCount: 3, refine: { atkPct: step(12) } }, 钢轮弓: { title: '普通攻击与重击命中时,满层提升[atkPct]%', buffCount: 4, refine: { atkPct: step(4) } }, 试作澹月: { title: '重击命中要害提高[atkPct]%攻击力', refine: { atkPct: step(36) } }, 宗室长弓: { title: '3层提高暴击率[cpct]%', buffCount: 3, refine: { cpct: step(8) } }, 弓藏: { title: '普攻造成的伤害提升[aDmg]%', refine: { aDmg: step(40) } }, 风花之颂: { title: '施放元素战技时攻击力提升[atkPct]%', refine: { atkPct: step(16) } }, 幽夜华尔兹: { title: 'Buff下普攻及元素战技造成的伤害提升[aDmg]%', refine: { aDmg: step(20), eDmg: step(20) } }, 破魔之弓: { title: '满能量下普攻伤害提高[aDmg]%,重击伤害提高[a2Dmg]%', buffCount: 2, refine: { aDmg: step(16), a2Dmg: step(12) } }, 掠食者: { check: ({ element }) => element === '冰', title: '满Buff普攻与重击伤害提高[aDmg]%,埃洛伊攻击力提升66', refine: { aDmg: [20], atkPlus: 66 } }, 曚云之月: { title: '满层元素爆发伤害提高[qDmg]%', refine: { qDmg: step(40) } }, 冬极白星: [{ title: '元素战技与元素爆发伤害提高[eDmg]%', refine: { eDmg: step(12), qDmg: step(12) } }, { title: '满Buff下提高攻击力[atkPct]%', refine: { atkPct: step(48, 12) } }], 飞雷之弦振: [{ title: '满Buff下提高普攻伤害[aDmg]%', refine: { aDmg: step(40) } }], 终末嗟叹之诗: [{ title: '元素精通提高[_mastery]', sort: 0, refine: { _mastery: step(60) } }, { title: 'Buff下提高元素精通[mastery],攻击力[atkPct]%', sort: 0, refine: { mastery: step(100), atkPct: step(20) } }], 阿莫斯之弓: [{ title: '普攻与重击伤害提高[a2Dmg]%', refine: { aDmg: step(12), a2Dmg: step(12) } }, { title: '5段Buff重击伤害提高[a2Dmg]%', buffCount: 5, refine: { aDmg: step(8), a2Dmg: step(8) } }], 若水: { title: '生命值提高[_hpPct]%,伤害提高[dmg]%', refine: { _hpPct: step(16), dmg: step(20) } }, 陨龙之梦: { title: '护盾+满Buff提高攻击力[atkPct]%', buffCount: 10, refine: { atkPct: step(4) } }, 落霞: { title: '二层状态下提高伤害[dmg]%', refine: { dmg: step(10, 2.5) } }, 猎人之径: { title: '元素伤害提高[dmg]%,重击造成的伤害值提高[a2Plus]', sort: 5, data: { dmg: ({ refine }) => step(12)[refine], a2Plus: ({ attr, calc, refine }) => calc(attr.mastery) * step(160)[refine] / 100 } }, 王下近侍: { title: '施放元素战技或元素爆发时精通提高[mastery]', refine: { mastery: step(60, 20) } } } let sword = { 辰砂之纺锤: { title: '元素战技造成的伤害值提高[ePlus]', data: { ePlus: ({ attr, calc, refine }) => calc(attr.def) * step(40)[refine] / 100 } }, 腐殖之剑: { title: '元素战技的伤害增加[eDmg]%,暴击率提高[eCpct]%', refine: { eDmg: step(16), eCpct: step(6) } }, 降临之剑: { title: '旅行者攻击力提高[atkPlus]', data: { atkPlus: 66 } }, 黑剑: { title: '普攻与重击的造成的伤害提升[aDmg]%', refine: { aDmg: step(20), a2Dmg: step(20) } }, 暗巷闪光: { title: '角色造成的伤害提升[dmg]%', refine: { dmg: step(12), phy: step(12) } }, 宗室长剑: { title: '3层Buff下,暴击率提高[cpct]%', buffCount: 3, refine: { cpct: step(8) } }, 试作斩岩: { title: '满Buff提高攻击力及防御力[atkPct]%', buffCount: 4, refine: { atkPct: step(4), defPct: step(4) } }, 匣里龙吟: { check: ({ element }) => ['火', '雷'].includes(element), title: '对处于火元素或雷元素影响下的敌人,造成的伤害提高[dmg]%', refine: { dmg: step(20, 4), phy: step(20, 4) } }, 铁蜂刺: { title: '满Buff伤害提高[dmg]%', buffCount: 2, refine: { dmg: step(6), phy: step(6) } }, 黑岩长剑: { title: '满Buff攻击力提高[atkPct]%', buffCount: 3, refine: { atkPct: step(12) } }, 飞天御剑: { title: '施放元素爆发后,提高[atkPct]%的攻击力', refine: { atkPct: step(12) } }, 黎明神剑: { title: '生命值高于90%时,暴击率提升[cpct]%', refine: { cpct: step(14) } }, 暗铁剑: { check: ({ element }) => element === '雷', title: '触发雷元素相关反应后攻击力提高[atkPct]%', refine: { atkPct: step(20) } }, 冷刃: { check: ({ element }) => ['水', '冰'].includes(element), title: '对处于水或冰元素影响的敌人伤害提高[dmg]%', refine: { dmg: step(12), phy: step(12) } }, 笼钓瓶一心: { title: '触发效果时攻击力提升[atkPct]%', refine: { atkPct: step(15) } }, 波乱月白经津: [{ title: '元素伤害加成[dmg]%', refine: { dmg: step(12) } }, { title: '满层提高普攻[aDmg]%', buffCount: 2, refine: { aDmg: step(20) } }], 雾切之回光: [{ title: '元素伤害加成[dmg]%', refine: { dmg: step(12) } }, { title: '满层获得伤害加成[dmg]%', refine: { dmg: step(28) } }], 苍古自由之誓: { title: '触发Buff后提高普攻重击与下落攻击[aDmg]%,攻击力提升[atkPct]%', refine: { aDmg: step(16), a2Dmg: step(16), a3Dmg: step(16), atkPct: step(20) } }, 磐岩结绿: [{ title: '基于生命值上限提高攻击力[atkPlus]', data: { atkPlus: ({ attr, calc, refine }) => calc(attr.hp) * step(1.2)[refine] / 100 } }], 斫峰之刃: [{ title: '护盾强效提升[shield]%', refine: { shield: step(20) } }, { title: '满Buff提高攻击力[atkPct]%', buffCount: 5, refine: { atkPct: step(4) } }], 天空之刃: [{ title: '普攻与重击的伤害值提高[aPlus]', data: { aPlus: ({ attr, calc, refine }) => calc(attr.atk) * step(20)[refine] / 100, a2Plus: ({ attr, calc, refine }) => calc(attr.atk) * step(20)[refine] / 100 } }], 风鹰剑: { title: '攻击力提高[_atkPct]%', refine: { _atkPct: step(20) } }, 原木刀: { title: '拾取种识之叶的角色元素精通提升[mastery]', refine: { mastery: step(60) } } } let claymore = { 沐浴龙血的剑: { check: ({ element }) => ['火', '雷'].includes(element), title: '对处于火元素或雷元素影响下的敌人,造成的伤害提高[dmg]%', refine: { dmg: step(12), phy: step(12) } }, 铁影阔剑: { title: '生命值低于70%时,提高[a2Dmg]%重击伤害', refine: { a2Dmg: step(30, 5) } }, 飞天大御剑: { title: '满层提高攻击力[atkPct]%', buffCount: 4, refine: { atkPct: step(6, 1) } }, 黑岩斩刀: { title: '击败敌人满Buff下攻击力提升[atkPct]%', buffCount: 3, refine: { atkPct: step(12) } }, 千岩古剑: { title: '四璃月角色提升攻击力[atkPct]%及暴击率[cpct]%', buffCount: 4, refine: { atkPct: step(3, 1), cpct: step(3, 1) } }, 雨裁: { check: ({ element }) => ['水', '雷'].includes(element), title: '对处于水元素或雷元素影响下的敌人,造成的伤害提高[dmg]%', refine: { dmg: step(20, 4), phy: step(20, 4) } }, 宗室大剑: { title: '3层Buff提高暴击率[cpct]%', buffCount: 3, refine: { cpct: step(8) } }, 螭骨剑: { title: '满Buff提高伤害[dmg]%', buffCount: 5, refine: { dmg: step(6, 1), phy: step(6, 1) } }, 钟剑: { title: '角色处于护盾庇护下时,造成的伤害提升[dmg]%', refine: { dmg: step(12), phy: step(12) } }, 白影剑: { title: '满Buff提升攻击力及防御力[atkPct]%', buffCount: 4, refine: { atkPct: step(6), defPct: step(6) } }, 桂木斩长正: { title: '元素战技造成的伤害提升[eDmg]%', refine: { eDmg: step(6) } }, 衔珠海皇: { title: '元素爆发造成的伤害提升[qDmg]%', refine: { qDmg: step(12) } }, 恶王丸: { title: '满层元素爆发造成的伤害提升[qDmg]%', refine: { qDmg: step(40) } }, 天空之傲: { title: '造成伤害提高[dmg]%', refine: { dmg: step(8), phy: step(8) } }, 狼的末路: { title: '攻击命中生命值低于30%的敌人时,攻击力提升[atkPct]%', refine: { atkPct: step(40) } }, 无工之剑: [{ title: '护盾强效提高[shield]%', refine: { shield: step(20) } }, { title: '满Buff护盾下攻击力提高[atkPct]%', buffCount: 10, refine: { atkPct: step(4) } }], 松籁响起之时: { title: 'Buff状态下提高攻击力[atkPct]%', refine: { atkPct: step(20) } }, 赤角石溃杵: { title: '普通攻击与重击造成的伤害值提高[aPlus]', data: { aPlus: ({ attr, calc, refine }) => calc(attr.def) * step(40)[refine] / 100, a2Plus: ({ attr, calc, refine }) => calc(attr.def) * step(40)[refine] / 100 } }, 森林王器: { title: '拾取种识之叶的角色元素精通提升[mastery]', refine: { mastery: step(60) } } } export const weapons = { ...polearm, ...catalyst, ...bow, ...sword, ...claymore }