const attr = function (key, val, elem = '', unit = '%') { const keyMap = { hp: '生命值', hpPlus: '生命值', atk: '攻击力', def: '防御力', cpct: '暴击率', dmg: '元素伤害', phy: '物理伤害', shield: '护盾强效', heal: '治疗', mastery: '元素精通' } let ret = { title: `${keyMap[key]}提高${val}${unit}`, isStatic: true, data: {} } ret.data[key] = val if (elem) { ret.elem = elem } return ret } const buffs = { 行者之心: { 2: attr('atkPct', 18), 4: { title: '重击的暴击率提高30%', data: { a2Cpct: 30 } } }, 勇士之心: { 2: attr('atkPct', 18), 4: { title: '对生命值高于50%的敌人,造成的伤害增加30%', data: { dmg: 30 } } }, 守护之心: { 2: attr('defPct', 30) }, 奇迹: {}, 战狂: { 2: attr('cpct', 12), 4: { title: '生命值低于70%时,暴击率提升24%', data: { cpct: 24 } } }, 武人: { 2: { title: '普攻与重击造成的伤害提高15%', data: { aDmg: 15, a2Dmg: 15 } }, 4: { title: '施放元素战技后的8秒内,普攻和重击伤害提升25%', data: { aDmg: 25, a2Dmg: 25 } } }, 教官: { 2: attr('mastery', 80), 4: { title: '触发元素反应后,队伍中所有角色的元素精通提高120点', data: { mastery: 120, masteryInc: 120 } } }, 赌徒: { 2: { title: '元素战技造成的伤害提升20%', data: { eDmg: 20 } } }, 流放者: { 2: attr('recharge', 20) }, 冒险家: { 2: attr('hpPlus', 1000, '', '点') }, 幸运儿: { 2: attr('defPlus', 100, '', '点') }, 学士: { 2: attr('recharge', 20) }, // TODO 此处是受治疗 游医: { 2: attr('heal', 20) }, 冰风迷途的勇士: { 2: attr('dmg', 15, '冰'), 4: { check: ({ element }) => element === '冰', title: '攻击处于冰元素影响下的敌人时,暴击率提高20%', data: { cpct: 20 } } }, 平息鸣雷的尊者: { 4: { check: ({ element }) => element === '雷', title: '对处于雷元素影响下的敌人造成的伤害提升35%', data: { dmg: 35 } } }, 渡过烈火的贤人: { 4: { check: ({ element }) => element === '火', title: '对处于火元素影响下的敌人造成的伤害提升35%', data: { dmg: 35 } } }, 被怜爱的少女: { 2: attr('heal', 15), 4: { title: '施放元素战技或元素爆发后,受治疗效果加成提高20%', data: { healInc: 20 } } }, 角斗士的终幕礼: { 2: attr('atkPct', 18), 4: { check: ({ weaponTypeName }) => ['单手剑', '双手剑', '长柄武器'].includes(weaponTypeName), title: '角色普通攻击造成的伤害提高35%', data: { aDmg: 35 } } }, 翠绿之影: { 2: attr('dmg', 15, '风'), 4: { title: '扩散反应造成的伤害提升60%,降低对应元素抗性40%', data: { swirl: 60, fykx: 40 } } }, 流浪大地的乐团: { 2: attr('mastery', 80), 4: { check: ({ weaponTypeName }) => ['法器', '弓'].includes(weaponTypeName), title: '角色重击造成的伤害提高35%', data: { a2Dmg: 35 } } }, 如雷的盛怒: { 2: attr('dmg', 15, '雷'), 4: { title: '超载、感电、超导反应造成的伤害提升40%,超激化反应带来的伤害提升提高20%', data: { overloaded: 40, electroCharged: 40, superConduct: 40, aggravate: 20 } } }, 炽烈的炎之魔女: { 2: attr('dmg', 15, '火'), 4: { check: ({ element }) => element === '火', title: '蒸发、融化伤害提高15%,[buffCount]层额外提高[dmg]%火元素伤害加成,超载、燃烧、烈绽放反应造成的伤害提升40%', data: { vaporize: 15, melt: 15, overloaded: 40, burning: 40, burgeon: 40, dmg: ({ params }) => (params.monv || 1) * 7.5, buffCount: ({ params }) => params.monv || 1 } } }, 昔日宗室之仪: { 2: { title: '元素爆发造成的伤害提升20%', data: { qDmg: 20 } }, 4: { title: '施放元素爆发后,攻击力提升20%', check: ({ currentTalent }) => !currentTalent || currentTalent === 'q', data: { atkPct: 20 } } }, 染血的骑士道: { 2: attr('phy', 25), 4: { title: '击败敌人后的10秒内,重击造成的伤害提升50%', data: { a2Dmg: 50 } } }, 悠古的磐岩: { 2: attr('dmg', 15, '岩'), 4: { title: '获得元素反应晶片,对应元素伤害提高35%', data: { dmg: 35 } } }, 逆飞的流星: { 2: attr('shield', 35), 4: { title: '处于护盾庇护下时,获得40%普攻和重击伤害加成', data: { aDmg: 40, a2Dmg: 40 } } }, 沉沦之心: { 2: attr('dmg', 15, '水'), 4: { title: '施放元素战技后,普攻与重击伤害提高30%', data: { aDmg: 30, a2Dmg: 30 } } }, 千岩牢固: { 2: attr('hpPct', 20), 4: { title: '元素战技命中敌人后,攻击力提升[atkPct]%,护盾强效提升[shield]%', data: { atkPct: 20, shield: 30 } } }, 苍白之火: { 2: attr('phy', 25), 4: { title: '2层提高18%攻击力,物理伤害额外提高25%', data: { atkPct: 18, phy: 25 } } }, 追忆之注连: { 2: attr('atkPct', 18), 4: { title: '施放元素战技后,普通攻击、重击、下落攻击造成的伤害提高50%', data: { aDmg: 50, a2Dmg: 50, a3Dmg: 50 } } }, 绝缘之旗印: { 2: attr('recharge', 20), 4: { title: '基于元素充能效率提高元素爆发[qDmg]%伤害', sort: 4, data: { qDmg: ({ attr }) => Math.min(75, (attr.recharge.base + attr.recharge.plus) * 0.25) } } }, 华馆梦醒形骸记: { 2: attr('defPct', 30), 4: { title: '满层获得24%防御及24%岩伤加成', data: { defPct: 24, dmg: 24 } } }, 海染砗磲: { 2: attr('heal', 15) }, 辰砂往生录: { 2: attr('atkPct', 18), 4: { title: '满层提高48%攻击力', data: { atkPct: 48 } } }, 来歆余响: { 2: attr('atkPct', 18), 4: { title: '触发提高普攻[aPlus]伤害', sort: 9, data: { aPlus: ({ attr }) => attr.atk * 0.35 } } }, 深林的记忆: { 2: attr('dmg', 15, '草'), 4: { title: '元素战技或元素爆发命中敌人后,使命中目标的草元素抗性降低30%', check: ({ element }) => element === '草', data: { kx: 30 } } }, 饰金之梦: { 2: attr('mastery', 80), 4: { title: '队伍存在[mArtisDiffCount]个不同元素类型角色,[sameCount]个相同类型角色,精通提高[mastery],攻击力提高[atkPct]%', data: { mArtisDiffCount: ({ params }) => params.mArtisDiffCount || 3, sameCount: ({ params }) => 3 - (params.mArtisDiffCount || 3), mastery: ({ params }) => (params.mArtisDiffCount || 3) * 50, atkPct: ({ params }) => (3 - (params.mArtisDiffCount || 3)) * 14 } } }, 沙上楼阁史话: { 2: attr('dmg', 15, '风'), 4: { title: '重击命中敌人后,普攻重击与下落攻击伤害提升40', data: { aDmg: 40, a2Dmg: 40, a3Dmg: 40 } } }, 乐园遗落之花: { 2: attr('mastery', 80), 4: { title: '满层提高绽放、超绽放、烈绽放反应造成的伤害提升80%', data: { bloom: 80, burgeon: 80, hyperBloom: 80 } } }, 水仙之梦: { 2: attr('dmg', 15, '水'), 4: { title: '3层Buff下提高攻击力25%,水伤15%', data: { atkPct: 25, dmg: 15 } } }, 花海甘露之光: { 2: attr('hpPct', 20), 4: { title: '5层Buff下提高元素战技与元素爆发伤害50%', data: { eDmg: 50, qDmg: 50 } } }, 逐影猎人: { 2: { title: '普通攻击与重击造成的伤害提高15%', data: { aDmg: 15, a2Dmg: 15 } }, 4: { title: '3层Buff下提高暴击率36%', data: { cpct: 36 } } }, 黄金剧团: { 2: { title: '元素战技造成的伤害提升20%', data: { eDmg: 20 } }, 4: { title: '满层时元素战技造成的伤害提升50%', data: { eDmg: 50 } } }, 昔时之歌: { 2: attr('heal', 15), 4: { title: '触发后,普通攻击、重击、下落攻击、元素战技与元素爆发伤害提高1200', sort: 9, data: { aPlus: 1200, a2Plus: 1200, a3Plus: 1200, ePlus: 1200, qPlus: 1200 } } }, 回声之林夜话: { 2: attr('atkPct', 18), 4: { check: ({ element }) => element === '岩', title: '施放元素战技后,岩元素伤害加成提升50%', data: { dmg: 50 } } }, 谐律异想断章: { 2: attr('atkPct', 18), 4: { title: '生命之契的数值提升或降低时,角色造成的伤害提升[dmg]%', data: { dmg: 18 * 3 } } }, 未竟的遐思: { 2: attr('atkPct', 18), 4: { title: '存在处于燃烧状态下的敌人时,伤害提升[dmg]%', data: { dmg: 10 * 5 } } } } export default buffs