miao-plugin/resources/meta-gs/artifact/calc.js

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const attr = function (key, val, elem = '', unit = '%') {
const keyMap = {
hp: '生命值',
hpPlus: '生命值',
atk: '攻击力',
def: '防御力',
cpct: '暴击率',
dmg: '元素伤害',
phy: '物理伤害',
shield: '护盾强效',
heal: '治疗',
mastery: '元素精通'
}
let ret = {
title: `${keyMap[key]}提高${val}${unit}`,
isStatic: true,
data: {}
}
ret.data[key] = val
if (elem) {
ret.elem = elem
}
return ret
}
const buffs = {
行者之心: {
2: attr('atkPct', 18),
4: {
title: '重击的暴击率提高30%',
data: {
a2Cpct: 30
}
}
},
勇士之心: {
2: attr('atkPct', 18),
4: {
title: '对生命值高于50%的敌人造成的伤害增加30%',
data: {
dmg: 30
}
}
},
守护之心: {
2: attr('defPct', 30)
},
奇迹: {},
战狂: {
2: attr('cpct', 12),
4: {
title: '生命值低于70%时暴击率提升24%',
data: {
cpct: 24
}
}
},
武人: {
2: {
title: '普攻与重击造成的伤害提高15%',
data: {
aDmg: 15,
a2Dmg: 15
}
},
4: {
title: '施放元素战技后的8秒内普攻和重击伤害提升25%',
data: {
aDmg: 25,
a2Dmg: 25
}
}
},
教官: {
2: attr('mastery', 80),
4: {
title: '触发元素反应后队伍中所有角色的元素精通提高120点',
data: {
mastery: 120,
masteryInc: 120
}
}
},
赌徒: {
2: {
title: '元素战技造成的伤害提升20%',
data: {
eDmg: 20
}
}
},
流放者: {
2: attr('recharge', 20)
},
冒险家: {
2: attr('hpPlus', 1000, '', '点')
},
幸运儿: {
2: attr('defPlus', 100, '', '点')
},
学士: {
2: attr('recharge', 20)
},
// TODO 此处是受治疗
游医: {
2: attr('heal', 20)
},
冰风迷途的勇士: {
2: attr('dmg', 15, '冰'),
4: {
check: ({ element, mastery }) => element === '冰' && mastery != 'melt',
title: '攻击处于冰元素影响下的敌人时暴击率提高20%',
data: {
cpct: 20
}
}
},
平息鸣雷的尊者: {
4: {
check: ({ element }) => element === '雷',
title: '对处于雷元素影响下的敌人造成的伤害提升35%',
data: {
dmg: 35
}
}
},
渡过烈火的贤人: {
4: {
check: ({ element }) => element === '火',
title: '对处于火元素影响下的敌人造成的伤害提升35%',
data: {
dmg: 35
}
}
},
被怜爱的少女: {
2: attr('heal', 15),
4: {
title: '施放元素战技或元素爆发后受治疗效果加成提高20%',
data: {
healInc: 20
}
}
},
角斗士的终幕礼: {
2: attr('atkPct', 18),
4: {
check: ({ weaponTypeName }) => ['单手剑', '双手剑', '长柄武器'].includes(weaponTypeName),
title: '角色普通攻击造成的伤害提高35%',
data: {
aDmg: 35
}
}
},
翠绿之影: {
2: attr('dmg', 15, '风'),
4: {
title: '扩散反应造成的伤害提升60%降低对应元素抗性40%',
data: {
swirl: 60,
fykx: 40
}
}
},
流浪大地的乐团: {
2: attr('mastery', 80),
4: {
check: ({ weaponTypeName }) => ['法器', '弓'].includes(weaponTypeName),
title: '角色重击造成的伤害提高35%',
data: {
a2Dmg: 35
}
}
},
如雷的盛怒: {
2: attr('dmg', 15, '雷'),
4: {
title: '超载、感电、超导反应造成的伤害提升40%超激化反应带来的伤害提升提高20%',
data: {
overloaded: 40,
electroCharged: 40,
superConduct: 40,
aggravate: 20
}
}
},
炽烈的炎之魔女: {
2: attr('dmg', 15, '火'),
4: {
check: ({ element }) => element === '火',
title: '蒸发、融化伤害提高15%[buffCount]层额外提高[dmg]%火元素伤害加成超载、燃烧、烈绽放反应造成的伤害提升40%',
data: {
vaporize: 15,
melt: 15,
overloaded: 40,
burning: 40,
burgeon: 40,
dmg: ({ params }) => (params.monv || 1) * 7.5,
buffCount: ({ params }) => params.monv || 1
}
}
},
昔日宗室之仪: {
2: {
title: '元素爆发造成的伤害提升20%',
data: {
qDmg: 20
}
},
4: {
title: '施放元素爆发后攻击力提升20%',
check: ({ currentTalent }) => !currentTalent || currentTalent === 'q',
data: {
atkPct: 20
}
}
},
染血的骑士道: {
2: attr('phy', 25),
4: {
title: '击败敌人后的10秒内重击造成的伤害提升50%',
data: {
a2Dmg: 50
}
}
},
悠古的磐岩: {
2: attr('dmg', 15, '岩'),
4: {
title: '获得元素反应晶片对应元素伤害提高35%',
data: {
dmg: 35
}
}
},
逆飞的流星: {
2: attr('shield', 35),
4: {
title: '处于护盾庇护下时获得40%普攻和重击伤害加成',
data: {
aDmg: 40,
a2Dmg: 40
}
}
},
沉沦之心: {
2: attr('dmg', 15, '水'),
4: {
title: '施放元素战技后普攻与重击伤害提高30%',
data: {
aDmg: 30,
a2Dmg: 30
}
}
},
千岩牢固: {
2: attr('hpPct', 20),
4: {
title: '元素战技命中敌人后,攻击力提升[atkPct]%,护盾强效提升[shield]%',
data: {
atkPct: 20,
shield: 30
}
}
},
苍白之火: {
2: attr('phy', 25),
4: {
title: '2层提高18%攻击力物理伤害额外提高25%',
data: {
atkPct: 18,
phy: 25
}
}
},
追忆之注连: {
2: attr('atkPct', 18),
4: {
title: '施放元素战技后普通攻击、重击、下落攻击造成的伤害提高50%',
data: {
aDmg: 50,
a2Dmg: 50,
a3Dmg: 50
}
}
},
绝缘之旗印: {
2: attr('recharge', 20),
4: {
title: '基于元素充能效率提高元素爆发[qDmg]%伤害',
sort: 4,
data: {
qDmg: ({ attr }) => Math.min(75, (attr.recharge.base + attr.recharge.plus) * 0.25)
}
}
},
华馆梦醒形骸记: {
2: attr('defPct', 30),
4: {
title: '满层获得24%防御及24%岩伤加成',
data: {
defPct: 24,
dmg: 24
}
}
},
海染砗磲: {
2: attr('heal', 15)
},
辰砂往生录: {
2: attr('atkPct', 18),
4: {
title: '满层提高48%攻击力',
data: {
atkPct: 48
}
}
},
来歆余响: {
2: attr('atkPct', 18),
4: {
title: '触发提高普攻[aPlus]伤害',
sort: 9,
data: {
aPlus: ({ attr }) => attr.atk * 0.35
}
}
},
深林的记忆: {
2: attr('dmg', 15, '草'),
4: {
title: '元素战技或元素爆发命中敌人后使命中目标的草元素抗性降低30%',
check: ({ element }) => element === '草',
data: {
kx: 30
}
}
},
饰金之梦: {
2: attr('mastery', 80),
4: {
title: '队伍存在[mArtisDiffCount]个不同元素类型角色,[sameCount]个相同类型角色,精通提高[mastery],攻击力提高[atkPct]%',
data: {
mArtisDiffCount: ({ params }) => params.mArtisDiffCount || 3,
sameCount: ({ params }) => 3 - (params.mArtisDiffCount || 3),
mastery: ({ params }) => (params.mArtisDiffCount || 3) * 50,
atkPct: ({ params }) => (3 - (params.mArtisDiffCount || 3)) * 14
}
}
},
沙上楼阁史话: {
2: attr('dmg', 15, '风'),
4: {
title: '重击命中敌人后普攻重击与下落攻击伤害提升40',
data: {
aDmg: 40,
a2Dmg: 40,
a3Dmg: 40
}
}
},
乐园遗落之花: {
2: attr('mastery', 80),
4: {
title: '满层提高绽放、超绽放、烈绽放反应造成的伤害提升80%',
data: {
bloom: 80,
burgeon: 80,
hyperBloom: 80
}
}
},
水仙之梦: {
2: attr('dmg', 15, '水'),
4: {
title: '3层Buff下提高攻击力25%水伤15%',
data: {
atkPct: 25,
dmg: 15
}
}
},
花海甘露之光: {
2: attr('hpPct', 20),
4: {
title: '5层Buff下提高元素战技与元素爆发伤害50%',
data: {
eDmg: 50,
qDmg: 50
}
}
},
逐影猎人: {
2: {
title: '普通攻击与重击造成的伤害提高15%',
data: {
aDmg: 15,
a2Dmg: 15
}
},
4: {
title: '3层Buff下提高暴击率36%',
data: {
cpct: 36
}
}
},
黄金剧团: {
2: {
title: '元素战技造成的伤害提升20%',
data: {
eDmg: 20
}
},
4: {
title: '满层时元素战技造成的伤害提升50%',
data: {
eDmg: 50
}
}
},
昔时之歌: {
2: attr('heal', 15),
4: {
title: '触发后普通攻击、重击、下落攻击、元素战技与元素爆发伤害提高1200',
sort: 9,
data: {
aPlus: 1200,
a2Plus: 1200,
a3Plus: 1200,
ePlus: 1200,
qPlus: 1200
}
}
},
回声之林夜话: {
2: attr('atkPct', 18),
4: {
check: ({ element }) => element === '岩',
title: '施放元素战技后岩元素伤害加成提升50%',
data: {
dmg: 50
}
}
},
谐律异想断章: {
2: attr('atkPct', 18),
4: {
title: '生命之契的数值提升或降低时,角色造成的伤害提升[dmg]%',
data: {
dmg: 18 * 3
}
}
},
未竟的遐思: {
2: attr('atkPct', 18),
4: {
title: '存在处于燃烧状态下的敌人时,伤害提升[dmg]%',
data: {
dmg: 10 * 5
}
}
}
}
export default buffs