miao-plugin/resources/meta/weapons/calc.js
yoimiya-kokomi 3267a68a3b * #更新角色面板 功能恢复
* 调整部分角色的评分词条权重值
* 修复小攻击、小防御、小生命有效词条未被正确高亮的问题
2022-06-11 22:10:53 +08:00

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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)
}
}
};
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)
}
}
};
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]",
refine: {
mastery: step(60)
}
}, {
title: "Buff下提高元素精通[mastery],攻击力[atkPct]%",
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)
}
}
};
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)
}
},
"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)
}
},
};
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
},
}
};
export const weapons = { ...polearm, ...catalyst, ...bow, ...sword, ...claymore };