miao-plugin/resources/meta-sr/weapon/巡猎/calc.js
2024-09-19 22:37:43 +08:00

131 lines
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JavaScript
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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]
}
}
}
],
黑夜如影随行: [
staticIdx(1, 'stance'),
(tables) => {
return {
title: '进入战斗或造成击破伤害后,速度提高[speedPct]%',
data: {
speedPct: tables[2]
}
}
}
],
'我将,巡征追猎': [
staticIdx(1, 'cpct'),
(tables) => {
return {
title: '2层Buff使装备者造成的终结技伤害无视目标[qIgnore]%防御力',
data: {
qIgnore: tables[2] * 2
}
}
}
]
}
}