{{extend elemLayout}} {{block 'css'}} {{/block}} {{set weapon = data.weapon}} {{set dataSource = data.dataSource}} {{set talentMap = game === 'sr' ? {a: '普攻', e: '战技', t:'天赋', q: '爆发'} : {a: '普攻', e: '战技', q: '爆发'} }} {{set {imgs, costumeSplash} = data }} {{set imgs = imgs || {} }} {{set gameHash = game === 'gs' ? '#':'*' }} {{block 'main'}}
{{data.name}}
UID {{uid}} - Lv.{{data.level}} {{data.cons}}命
{{if mode !== 'weapon'}}
{{each talentMap tName key}} {{set talent = data.talent[key] || {} }}
{{talent.level}}
{{/each}}
    {{set attrMap = game === 'sr' ? { hp:'生命值',atk:'攻击力',def:'防御力',speed:'速度',cpct:'暴击率',cdmg:'暴击伤害',dmg:'伤害加成',stance:'击破特效',effPct:'效果命中' }:{ hp:'生命值',atk:'攻击力',def:'防御力',mastery:'元素精通',cpct:'暴击率',cdmg:'暴击伤害',recharge:'元素充能',dmg:'伤害加成' } }} {{set cw = artisDetail?.charWeight || {} }} {{each attrMap title key}}
  • {{title}}
    {{if cw[key]}} {{cw[key]}} {{/if}}
    {{attr[key]}}
    {{attr[key+'Base']}} +{{attr[key+'Plus']}}
  • {{/each}}
{{else}}
{{weapon.name}}
Lv.{{weapon.leve || weapon.level}} 精{{weapon.affix}}
{{/if}}
{{set cons = [1,2,3,4,5,6]}} {{each cons idx}}
{{/each}}
{{if data.dataSource}} 数据源:{{ {change:"面板变换"}[data.dataSource]||data.dataSource }} {{/if}} {{if data.updateTime}} {{data.updateTime}} {{/if}}
{{if changeProfile}}
{{/if}}
{{if game === 'sr'}}
{{weapon.name}} Lv.{{weapon.level}} 叠影{{weapon.affix}}阶
{{set a = weapon.attrs}}
生命{{a.hp}}
攻击{{a.atk}}
防御{{a.def}}
{{@weapon.desc?.desc}}
{{/if}} {{if mode === "profile"}} {{set ad = artisDetail}}
{{ if game === 'gs' }}
{{weapon.name}}
Lv.{{weapon.leve || weapon.level}} 精{{weapon.affix}}
评分规则:{{ad.classTitle}}
{{ad.markClass}}圣遗物评级
{{ad.mark}}圣遗物总分
{{/if}} {{each ad.artis ds idx}}
{{if ds && ds.name && ds.main && ds.main.key && ds.main.key!="undefined"}}
+{{ds.level}}
{{ds.abbr || ds.name}} {{ds.mark}}分 - {{ds.markClass}}
  • {{artisKeyTitle[ds.main?.key]}}+{{ds.main.value}}
  • {{each ds.attrs attr}} {{if attr && attr.key}}
  • {{if attr.eff}}{{attr.eff || ''}}{{/if}}{{if attr.upNum}}{{/if}}{{artisKeyTitle[attr.key] || attr.key}} +{{attr.value}}
  • {{/if}} {{/each}}
{{/if}}
{{/each}}
{{/if}}
{{ set {dmgRet, dmgCfg, enemyLv, enemyName, dmgMsg, dmgData} = dmgCalc }}
{{if game === 'gs'}} {{if mode === "profile"}}
{{/if}} {{else}}
{{/if}} {{if dmgData?.length > 0}}
伤害计算目标为{{enemyLv}}级{{enemyName||'小宝'}}{{if game==='gs'}},如需调整等级可使用 #敌人等级{{enemyLv}} 来进行设置{{/if}}
#
伤害类型
暴击伤害
期望伤害
{{each dmgData dmg idx}}
{{idx+1}}
{{dmg.title}}
{{if !dmg.dmg || dmg.dmg === "NaN"}}
{{dmg.avg}}{{dmg.unit}}
{{else}}
{{dmg.dmg}}{{dmg.unit}}
{{dmg.avg}}{{dmg.unit}}
{{/if}}
{{/each}}
{{/if}}
{{if mode === "dmg"}} {{if dmgCfg && dmgCfg.attr && dmgCfg.attr.length>0 && dmgRet}}
词条伤害计算{{gameHash}}{{data.abbr}}伤害{{dmgCfg.userIdx+1}}: 当前计算为[{{dmgCfg.title}}]
词条变化
{{each dmgCfg.attr attr}}
{{attr?.title}} +{{attr?.text}}
{{/each}}
{{each dmgRet row rowIdx}}
{{dmgCfg.attr[rowIdx].title}} -{{dmgCfg.attr[rowIdx].text}}
{{each row cell colIdx}} {{if cell.type === "na"}}
- {{dmgCfg.basicRet.avg}}{{(dmgCfg.basicRet.dmg&&dmgCfg.basicRet.dmg!="NaN")?`/${dmgCfg.basicRet.dmg}`:''}}
{{else}}
{{cell.val}} {{cell.avg}}{{cell.dmg!="NaN"?`/${cell.dmg}`:''}}
{{/if}} {{/each}}
{{/each}}
{{/if}}
Buff列表部分Buff的触发条件以及层数可能影响实际伤害结果
{{each dmgMsg msg}}
{{msg[0]}}
{{msg[1]}}
{{/each}}
{{/if}}
{{/block}}