mirror of
https://github.com/yoimiya-kokomi/miao-plugin.git
synced 2024-11-25 09:27:34 +00:00
109 lines
3.2 KiB
JavaScript
109 lines
3.2 KiB
JavaScript
export default function (staticIdx, keyIdx) {
|
||
return {
|
||
于夜色中: [
|
||
staticIdx(1, 'cpct'),
|
||
(tables) => {
|
||
return {
|
||
title: '[_count]层Buff提高普攻与战技伤害[aDmg]%,终结技的暴击伤害[qCdmg]%',
|
||
data: {
|
||
_count: ({ attr, calc }) => Math.min(6, Math.floor((calc(attr.speed) - 100) / 10)) + '',
|
||
aDmg: ({ attr, calc }) => Math.min(6, Math.floor((calc(attr.speed) - 100) / 10)) * tables[2],
|
||
eDmg: ({ attr, calc }) => Math.min(6, Math.floor((calc(attr.speed) - 100) / 10)) * tables[2],
|
||
qCdmg: ({ attr, calc }) => Math.min(6, Math.floor((calc(attr.speed) - 100) / 10)) * tables[3]
|
||
}
|
||
}
|
||
}],
|
||
唯有沉默: [
|
||
staticIdx(1, 'atkPct'),
|
||
keyIdx('场上目标小于等于2时,暴击率提高[cpct]%', 'cpct', 2)
|
||
],
|
||
如泥酣眠: [
|
||
staticIdx(1, 'cdmg')
|
||
],
|
||
星海巡航: [
|
||
staticIdx(1, 'cpct'),
|
||
keyIdx('对生命值小于50%的敌人暴击率提高[cpct]%,消灭敌方目标后,攻击力提高[atkPct]%', { cpct: 2, atkPct: 3 })
|
||
],
|
||
春水初生: [
|
||
keyIdx('进入战斗提高速度[speedPct]%,伤害[dmg]%', { speedPct: 1, dmg: 2 })
|
||
],
|
||
'点个关注吧!': [(tables) => {
|
||
return {
|
||
title: '满能量提高普攻和战技伤害[aDmg]%',
|
||
data: {
|
||
aDmg: tables[1] * 2,
|
||
eDmg: tables[1] * 2
|
||
}
|
||
}
|
||
}],
|
||
相抗: [
|
||
keyIdx('消灭敌方目标后,速度提高[speedPct]%', 'speedPct', 1)
|
||
],
|
||
离弦: [
|
||
keyIdx('消灭敌方目标后,攻击力[atkPct]%', 'atkPct', 1)
|
||
],
|
||
论剑: [(tables) => {
|
||
return {
|
||
title: '连续击中5次同一个目标,伤害提高[dmg]%',
|
||
data: {
|
||
dmg: tables[1] * 5
|
||
}
|
||
}
|
||
}],
|
||
重返幽冥: [
|
||
staticIdx(1, 'cpct')
|
||
],
|
||
锋镝: [
|
||
keyIdx('战斗开始时暴击率提高[cpct]%', 'cpct', 1)
|
||
],
|
||
'烦恼着,幸福着': [
|
||
staticIdx(1, 'cpct'),
|
||
keyIdx('追加攻击造成的伤害提高[tDmg]%', 'tDmg', 2),
|
||
(tables) => {
|
||
return {
|
||
title: '2层Buff时,造成的暴击伤害提高[cdmg]%',
|
||
data: {
|
||
cdmg: tables[3] * 2
|
||
}
|
||
}
|
||
}
|
||
],
|
||
纯粹思维的洗礼: [
|
||
staticIdx(1, 'cdmg'),
|
||
(tables) => {
|
||
return {
|
||
title: '3层Buff提升装备者暴击伤害[cdmg]%',
|
||
data: {
|
||
cdmg: tables[2] * 3
|
||
}
|
||
}
|
||
},
|
||
keyIdx('释放终结技后,造成伤害提高[dmg]%,追加攻击无视目标防御力[tIgnore]%', { dmg: 3, tIgnore: 4 })
|
||
],
|
||
最后的赢家: [
|
||
staticIdx(1, 'atkPct'),
|
||
(tables) => {
|
||
return {
|
||
title: '4层Buff提升装备者暴击伤害[cdmg]%',
|
||
data: {
|
||
cdmg: tables[2] * 4
|
||
}
|
||
}
|
||
}
|
||
],
|
||
驶向第二次生命: [
|
||
staticIdx(1, 'stance'),
|
||
keyIdx('造成的击破伤害无视目标[breakIgnore]%的防御力', 'breakIgnore', 2),
|
||
(tables) => {
|
||
return {
|
||
title: '速度提高[speedPct]%',
|
||
check: ({ attr }) => attr.stance >= 150,
|
||
data: {
|
||
speedPct: tables[3]
|
||
}
|
||
}
|
||
}
|
||
]
|
||
}
|
||
}
|