mirror of
https://github.com/yoimiya-kokomi/miao-plugin.git
synced 2024-11-22 23:51:39 +00:00
260 lines
6.6 KiB
JavaScript
260 lines
6.6 KiB
JavaScript
export default function (step, staticStep) {
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return {
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辰砂之纺锤: {
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title: '元素战技造成的伤害值提高[ePlus]',
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sort: 9,
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data: {
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ePlus: ({ attr, calc, refine }) => calc(attr.def) * step(40)[refine] / 100
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}
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},
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腐殖之剑: {
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title: '元素战技的伤害增加[eDmg]%,暴击率提高[eCpct]%',
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refine: {
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eDmg: step(16),
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eCpct: step(6)
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}
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},
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降临之剑: {
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title: '旅行者攻击力提高[atkPlus]',
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data: {
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atkPlus: 66
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}
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},
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黑剑: {
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title: '普攻与重击的造成的伤害提升[aDmg]%',
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refine: {
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aDmg: step(20),
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a2Dmg: step(20)
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}
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},
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暗巷闪光: {
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title: '角色造成的伤害提升[dmg]%',
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refine: {
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dmg: step(12),
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phy: step(12)
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}
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},
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宗室长剑: {
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title: '3层Buff下,暴击率提高[cpct]%',
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buffCount: 3,
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refine: {
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cpct: step(8)
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}
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},
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试作斩岩: {
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title: '满Buff提高攻击力及防御力[atkPct]%',
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buffCount: 4,
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refine: {
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atkPct: step(4),
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defPct: step(4)
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}
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},
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匣里龙吟: {
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check: ({ element }) => ['火', '雷'].includes(element),
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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]%',
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refine: {
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dmg: step(20, 4),
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phy: step(20, 4)
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}
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},
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铁蜂刺: {
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title: '满Buff伤害提高[dmg]%',
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buffCount: 2,
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refine: {
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dmg: step(6),
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phy: step(6)
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}
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},
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黑岩长剑: {
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title: '满Buff攻击力提高[atkPct]%',
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buffCount: 3,
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refine: {
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atkPct: step(12)
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}
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},
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飞天御剑: {
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title: '施放元素爆发后,提高[atkPct]%的攻击力',
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refine: {
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atkPct: step(12)
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}
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},
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黎明神剑: {
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title: '生命值高于90%时,暴击率提升[cpct]%',
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refine: {
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cpct: step(14)
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}
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},
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暗铁剑: {
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check: ({ element }) => element === '雷',
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title: '触发雷元素相关反应后攻击力提高[atkPct]%',
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refine: {
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atkPct: step(20)
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}
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},
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冷刃: {
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check: ({ element }) => ['水', '冰'].includes(element),
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title: '对处于水或冰元素影响的敌人伤害提高[dmg]%',
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refine: {
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dmg: step(12),
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phy: step(12)
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}
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},
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笼钓瓶一心: {
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title: '触发效果时攻击力提升[atkPct]%',
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refine: {
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atkPct: step(15)
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}
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},
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西福斯的月光: {
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title: '基于元素精通,提升[recharge]%元素充能效率',
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sort: 6,
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data: {
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recharge: ({ attr, calc, refine }) => calc(attr.mastery) * step(0.036)[refine]
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}
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},
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波乱月白经津: [{
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title: '元素伤害加成[dmg]%',
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refine: {
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dmg: step(12)
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}
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}, {
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title: '满层提高普攻[aDmg]%',
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buffCount: 2,
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refine: {
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aDmg: step(20)
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}
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}],
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雾切之回光: [{
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title: '元素伤害加成[dmg]%',
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refine: {
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dmg: step(12)
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}
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}, {
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title: '满层获得伤害加成[dmg]%',
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refine: {
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dmg: step(28)
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}
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}],
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苍古自由之誓: [{
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title: '造成的伤害提高[dmg]%',
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refine: {
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dmg: step(10)
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}
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}, {
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title: '触发Buff后提高普攻重击与下落攻击[aDmg]%,攻击力提升[atkPct]%',
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refine: {
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aDmg: step(16),
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a2Dmg: step(16),
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a3Dmg: step(16),
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atkPct: step(20)
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}
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}],
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磐岩结绿: [staticStep('hpPct', 20), {
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title: '基于生命值上限提高攻击力[atkPlus]',
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sort: 9,
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data: {
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atkPlus: ({ attr, calc, refine }) => calc(attr.hp) * step(1.2)[refine] / 100
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}
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}],
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裁叶萃光: [staticStep('cpct', 4), {
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title: '普攻与元素战技造成的伤害值提高[aPlus]',
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sort: 9,
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data: {
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aPlus: ({ attr, calc, refine }) => calc(attr.mastery) * step(120)[refine] / 100,
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ePlus: ({ attr, calc, refine }) => calc(attr.mastery) * step(120)[refine] / 100
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}
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}],
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斫峰之刃: [{
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title: '护盾强效提升[shield]%',
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refine: {
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shield: step(20)
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}
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}, {
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title: '满Buff提高攻击力[atkPct]%',
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buffCount: 10,
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refine: {
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atkPct: step(4)
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}
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}],
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天空之刃: [staticStep('cpct', 4), {
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title: '暴击提高[_cpct]%',
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refine: {
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_cpct: step(4)
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}
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}],
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风鹰剑: [staticStep('atkPct', 20), {
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title: '攻击力提高[_atkPct]%',
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refine: {
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_atkPct: step(20)
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}
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}],
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原木刀: {
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title: '拾取种识之叶的角色元素精通提升[mastery]',
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refine: {
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mastery: step(60)
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}
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},
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圣显之钥: [staticStep('hpPct', 20), {
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title: '基于生命提升元素精通,满层提升[mastery]',
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sort: 5,
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data: {
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mastery: ({ attr, calc, refine }) => step(0.36 + 0.2)[refine] * calc(attr.hp) / 100
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}
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}],
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灰河渡手: {
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title: '元素战技暴击率提升[eCpct]%;此外,施放元素战技后的5秒内,元素充能效率提升[rechargePlus]%',
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refine: {
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eCpct: step(8),
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rechargePlus: [16, 20, 24, 28, 32]
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}
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},
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海渊终曲: {
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title: '释放元素战技攻击力提升[atkPct]%,生命之契提升[atkPlus]点攻击力',
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sort: 9,
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data: {
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atkPlus: ({ attr, calc, refine }) => Math.min(Math.floor(calc(attr.hp) * 0.25 * step(0.24)[refine] / 10, step(150)))
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},
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refine: {
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atkPct: step(12)
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}
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},
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船坞长剑: {
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title: '满层提高[mastery]点元素精通',
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refine: {
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mastery: step(40 * 3)
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}
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},
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狼牙: [{
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title: '元素战技与元素爆发造成的伤害提升[eDmg]%',
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refine: {
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eDmg: step(16),
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qDmg: step(16)
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}
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}, {
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title: '满层下,元素战技与元素爆发命中敌人,其暴击率提升[eCpct]%',
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refine: {
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eCpct: step(8),
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qCpct: step(8)
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}
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}],
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静水流涌之辉: [{
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title: '生命值变化时,3层Buff战技伤害提高[eDmg]%',
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refine: {
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eDmg: step(8 * 3)
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}
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}, {
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title: '其他角色生命值变化时,2层Buff提高生命上限[hpPct]%',
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refine: {
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hpPct: step(14 * 2)
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}
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}],
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有乐御簾切: [staticStep('defPct', 20),{
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title: '附近的角色在场上造成岩元素伤害后,普通攻击伤害提升[aDmg]%,元素战伤害提升[eDmg]%;',
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refine: {
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aDmg: step(16 * 2),
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eDmg: step(24 * 2)
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}
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}]
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}
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}
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