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* . * . * 武器效果说明 * 武器别名 * 4.6评分 * 圣遗物别名 * 4.6武器计算 * 4.6圣遗物计算 * 阿蕾奇诺组队计算 * add resources/meta-gs/character/阿蕾奇诺/calc_aout.. * 阿蕾奇诺计算
164 lines
4.6 KiB
JavaScript
164 lines
4.6 KiB
JavaScript
export default function (step, staticStep) {
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return {
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白缨枪: {
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title: '白缨枪普通攻击伤害提高[aDmg]%',
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refine: { aDmg: step(24) }
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},
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黑岩刺枪: {
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title: '黑岩刺枪满层攻击力加成[atkPct]%',
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data: {
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atkPct: ({ refine }) => step(12)[refine] * 3
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}
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},
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决斗之枪: {
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title: '身边敌人少于2个时,获得[atkPct]%的攻击力提升',
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refine: {
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atkPct: step(24)
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}
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},
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匣里灭辰: {
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check: ({ element }) => ['水', '火'].includes(element),
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title: '对于水或火元素影响的敌人造成伤害提高[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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千岩长枪: {
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title: '四璃月队伍提高[atkPct]%攻击力及[cpct]%的暴击率提高',
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buffCount: 4,
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refine: {
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atkPct: [7, 8, 9, 10, 11],
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cpct: [3, 4, 5, 6, 7]
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}
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},
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试作星镰: {
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title: '释放元素战技后,2层Buff普攻与重击造成伤害提高[aDmg]%',
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buffCount: 2,
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refine: {
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aDmg: step(8),
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a2Dmg: step(8)
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}
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},
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宗室猎枪: {
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title: '3层Buff暴击提高[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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喜多院十文字: {
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title: '元素战技伤害提升[eDmg]%',
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refine: {
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eDmg: step(6)
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}
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},
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'「渔获」': {
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title: '元素爆发造成伤害提高[qDmg]%,元素爆发的暴击率提高[qCpct]%',
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refine: {
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qDmg: step(16),
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qCpct: step(6)
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}
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},
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断浪长鳍: {
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title: '满层元素爆发伤害提高[qDmg]%',
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refine: { qDmg: step(40) }
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},
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贯虹之槊: [{
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title: '护盾满层状态提高攻击力[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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title: '护盾强效提高[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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和璞鸢: {
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title: '满层攻击力提高[atkPct]%,伤害提升[dmg]%',
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refine: {
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atkPct: [3.2 * 7, 3.9 * 7, 4.6 * 7, 5.3 * 7, 6 * 7],
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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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护摩之杖: [staticStep('hpPct', 20), {
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title: '角色生命低于50%时额外获得[atkPlus]攻击力',
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sort: 9,
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data: {
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atkPlus: ({ attr, refine, calc }) => {
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let totalHp = calc(attr.hp)
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return totalHp * ([0.8, 1, 1.2, 1.4, 1.6][refine] + [1, 1.2, 1.4, 1.6, 1.8][refine]) / 100
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}
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}
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}],
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天空之脊: staticStep('cpct', 8),
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薙草之稻光: [{
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title: '元素爆发12秒内元素充能提高[rechargePlus]%',
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refine: {
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rechargePlus: [30, 35, 40, 45, 50]
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}
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}, {
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title: '基于元素充能提升攻击力[atkPct]%',
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sort: 4,
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data: {
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atkPct: ({ attr, refine }) => {
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let recharge = attr.recharge.base + attr.recharge.plus - 100
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return Math.min(recharge * step(28)[refine] / 100, [80, 90, 100, 110, 120][refine])
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}
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}
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}],
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息灾: {
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title: '获得[dmg]%元素伤害加成,满Buff前台提供[atkPct]%攻击力加成',
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refine: {
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dmg: step(12),
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atkPct: step(3.2 * 6)
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}
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},
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贯月矢: {
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title: '拾取苏生之叶的角色攻击力提升[atkPct]%',
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refine: {
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atkPct: step(16)
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}
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},
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赤沙之杖: {
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title: '赤沙之杖被动:基于元素精通获得攻击力[_atk1],3层Buff提高攻击力[_atk2]',
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sort: 6,
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data: {
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_atk1: ({ attr, calc, refine }) => step(52)[refine] * calc(attr.mastery) / 100,
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_atk2: ({ attr, calc, refine }) => step(28 * 3)[refine] * calc(attr.mastery) / 100,
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atkPlus: ({ attr, calc, refine }) => step(52 + 28 * 3)[refine] * calc(attr.mastery) / 100
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}
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},
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赤月之形: {
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title: '生命之契大于等于生命上限30%,造成的伤害提升[dmg]%',
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refine: {
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dmg: step(36, 12)
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}
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},
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风信之锋: {
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title: '触发元素反应提升攻击力[atkPct]%, 精通[mastery]',
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refine: {
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atkPct: step(12),
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mastery: step(48)
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}
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},
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峡湾长歌: {
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title: '队伍中存在至少三种不同元素类型的角色时,元素精通提升[mastery]点',
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refine: {
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mastery: step(120)
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}
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},
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勘探钻机: {
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title: '满层下,提高[atkPct]%攻击力与[dmg]%所有元素伤害加成',
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refine: {
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atkPct: [3 * 3, 4 * 3, 5 * 3, 6 * 3, 7 * 3],
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dmg: [7 * 3, 8.5 * 3, 10 * 3, 11.5 * 3, 13 * 3]
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}
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},
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公义的酬报: false
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}
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}
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