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https://github.com/ZZZure/ZZZ-Plugin.git
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新增月城柳伤害计算等
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parent
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commit
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5 changed files with 293 additions and 162 deletions
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@ -56,6 +56,8 @@ export class Calculator {
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}
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if (!skill.banCache && this.damageCache[skill.type])
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return this.damageCache[skill.type];
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if (skill.check && !skill.check({ avatar: this.avatar, buffM: this.buffM, calc: this }))
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return;
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logger.debug(`${logger.green(skill.type)}${skill.name}伤害计算:`);
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if (skill.dmg) {
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const dmg = skill.dmg(this);
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@ -68,74 +70,63 @@ export class Calculator {
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element: skill.element,
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range: skill.redirect ? [skill.type, skill.redirect] : [skill.type]
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}, this);
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const detail = {};
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if (skill.before)
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skill.before({ skill, avatar: this.avatar, usefulBuffs, calc: this });
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let Multiplier = 0;
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skill.before({ avatar: this.avatar, calc: this, detail, skill, usefulBuffs, });
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const isAnomaly = typeof anomalyEnum[skill.type] === 'number';
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if (skill.fixedMultiplier)
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Multiplier = skill.fixedMultiplier;
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else if (isAnomaly) {
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Multiplier = (skill.type === '紊乱' ?
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this.get_DiscoverMultiplier(skill) :
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this.get_AnomalyMultiplier(skill, usefulBuffs, skill.name.includes('每') ? 1 : 0)) || 0;
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if (!detail.BasicArea) {
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if (!detail.Multiplier) {
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if (skill.fixedMultiplier) {
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detail.Multiplier = skill.fixedMultiplier;
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}
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else if (isAnomaly) {
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detail.Multiplier = (skill.type === '紊乱' ?
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this.get_DiscoverMultiplier(skill) :
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this.get_AnomalyMultiplier(skill, usefulBuffs, skill.name.includes('每') ? 1 : 0)) || 0;
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}
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else {
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if (skill.skillMultiplier)
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detail.Multiplier = skill.skillMultiplier[this.get_SkillLevel(skill.type[0]) - 1];
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else
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detail.Multiplier = this.get_Multiplier(skill.type);
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}
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const ExtraMultiplier = this.get_ExtraMultiplier(skill, usefulBuffs);
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detail.Multiplier += ExtraMultiplier;
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if (!detail.Multiplier)
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return logger.warn('技能倍率缺失:', skill);
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if (ExtraMultiplier)
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logger.debug(`最终倍率:${detail.Multiplier}`);
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}
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detail.ATK ??= this.get_ATK(skill, usefulBuffs);
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}
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else {
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if (skill.skillMultiplier)
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Multiplier = skill.skillMultiplier[this.get_SkillLevel(skill.type[0]) - 1];
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else
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Multiplier = this.get_Multiplier(skill.type);
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}
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const ExtraMultiplier = this.get_ExtraMultiplier(skill, usefulBuffs);
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Multiplier += ExtraMultiplier;
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if (!Multiplier)
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return logger.warn('技能倍率缺失:', skill);
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if (ExtraMultiplier)
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logger.debug(`最终倍率:${Multiplier}`);
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const ATK = this.get_ATK(skill, usefulBuffs);
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let CRITRate = 0, CRITDMG = 0, AnomalyCRITRate = 0, AnomalyCRITDMG = 0;
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let AnomalyProficiencyArea = 0, AnomalyBoostArea = 0, LevelArea = 0;
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let CriticalArea = 0;
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detail.BasicArea ??= detail.ATK * detail.Multiplier;
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logger.debug(`基础伤害区:${detail.BasicArea}`);
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if (isAnomaly) {
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AnomalyProficiencyArea = this.get_AnomalyProficiencyArea(skill, usefulBuffs);
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AnomalyBoostArea = this.get_AnomalyBoostArea(skill, usefulBuffs);
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LevelArea = this.get_LevelArea();
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AnomalyCRITRate = this.get_AnomalyCRITRate(skill, usefulBuffs);
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AnomalyCRITDMG = this.get_AnomalyCRITDMG(skill, usefulBuffs);
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CriticalArea = 1 + AnomalyCRITRate * (AnomalyCRITDMG - 1);
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detail.AnomalyProficiencyArea ??= this.get_AnomalyProficiencyArea(skill, usefulBuffs);
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detail.AnomalyBoostArea ??= this.get_AnomalyBoostArea(skill, usefulBuffs);
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detail.LevelArea ??= this.get_LevelArea();
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detail.AnomalyCRITRate ??= this.get_AnomalyCRITRate(skill, usefulBuffs);
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detail.AnomalyCRITDMG ??= this.get_AnomalyCRITDMG(skill, usefulBuffs);
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detail.CriticalArea ??= 1 + detail.AnomalyCRITRate * (detail.AnomalyCRITDMG - 1);
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}
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else {
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CRITRate = this.get_CRITRate(skill, usefulBuffs);
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CRITDMG = this.get_CRITDMG(skill, usefulBuffs);
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CriticalArea = 1 + CRITRate * (CRITDMG - 1);
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detail.CRITRate ??= this.get_CRITRate(skill, usefulBuffs);
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detail.CRITDMG ??= this.get_CRITDMG(skill, usefulBuffs);
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detail.CriticalArea ??= 1 + detail.CRITRate * (detail.CRITDMG - 1);
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}
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logger.debug(`暴击期望:${CriticalArea}`);
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const BoostArea = this.get_BoostArea(skill, usefulBuffs);
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const VulnerabilityArea = this.get_VulnerabilityArea(skill, usefulBuffs);
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const ResistanceArea = this.get_ResistanceArea(skill, usefulBuffs);
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const DefenceArea = this.get_DefenceArea(skill, usefulBuffs);
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logger.debug(`暴击期望:${detail.CriticalArea}`);
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detail.BoostArea ??= this.get_BoostArea(skill, usefulBuffs);
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detail.VulnerabilityArea ??= this.get_VulnerabilityArea(skill, usefulBuffs);
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detail.ResistanceArea ??= this.get_ResistanceArea(skill, usefulBuffs);
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detail.DefenceArea ??= this.get_DefenceArea(skill, usefulBuffs);
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const { BasicArea, CRITDMG, CriticalArea, BoostArea, VulnerabilityArea, ResistanceArea, DefenceArea, AnomalyProficiencyArea, LevelArea, AnomalyBoostArea, AnomalyCRITRate, AnomalyCRITDMG } = detail;
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const result = isAnomaly ?
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{
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critDMG: AnomalyCRITRate ? ATK * Multiplier * AnomalyCRITDMG * BoostArea * VulnerabilityArea * ResistanceArea * DefenceArea * AnomalyProficiencyArea * LevelArea * AnomalyBoostArea : 0,
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expectDMG: ATK * Multiplier * CriticalArea * BoostArea * VulnerabilityArea * ResistanceArea * DefenceArea * AnomalyProficiencyArea * LevelArea * AnomalyBoostArea
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critDMG: AnomalyCRITRate ? BasicArea * AnomalyCRITDMG * BoostArea * VulnerabilityArea * ResistanceArea * DefenceArea * AnomalyProficiencyArea * LevelArea * AnomalyBoostArea : 0,
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expectDMG: BasicArea * CriticalArea * BoostArea * VulnerabilityArea * ResistanceArea * DefenceArea * AnomalyProficiencyArea * LevelArea * AnomalyBoostArea
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} : {
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critDMG: ATK * Multiplier * CRITDMG * BoostArea * VulnerabilityArea * ResistanceArea * DefenceArea,
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expectDMG: ATK * Multiplier * CriticalArea * BoostArea * VulnerabilityArea * ResistanceArea * DefenceArea
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};
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const detail = {
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Multiplier,
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ATK,
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CRITRate,
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CRITDMG,
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CriticalArea,
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BoostArea,
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VulnerabilityArea,
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ResistanceArea,
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DefenceArea,
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AnomalyCRITRate,
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AnomalyCRITDMG,
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AnomalyProficiencyArea,
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AnomalyBoostArea,
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LevelArea
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critDMG: BasicArea * CRITDMG * BoostArea * VulnerabilityArea * ResistanceArea * DefenceArea,
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expectDMG: BasicArea * CriticalArea * BoostArea * VulnerabilityArea * ResistanceArea * DefenceArea
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};
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const damage = { skill, detail, result };
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if (skill.after) {
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@ -199,17 +190,17 @@ export class Calculator {
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*/
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get_Multiplier(type) {
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const skillLevel = this.get_SkillLevel(type[0]);
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logger.debug(`等级:${skillLevel}`);
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logger.debug(`${type[0]}等级:${skillLevel}`);
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const Multiplier = charData[this.avatar.id].skill[type]?.[skillLevel - 1];
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logger.debug(`倍率:${Multiplier}`);
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logger.debug(`技能倍率:${Multiplier}`);
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return Multiplier;
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}
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get_AnomalyData(skill) {
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get_AnomalyData(type) {
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let a = AnomalyData.filter(({ element_type }) => element_type === this.avatar.element_type);
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if (skill.type === '紊乱')
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if (type === '紊乱')
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a = a.filter(({ discover }) => discover);
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else
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a = a.filter(({ name, multiplier }) => name === skill.type && multiplier);
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a = a.filter(({ name, multiplier }) => name === type && multiplier);
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if (a.length === 1)
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return a[0];
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a = a.filter(({ sub_element_type }) => sub_element_type === this.avatar.sub_element_type);
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@ -217,7 +208,7 @@ export class Calculator {
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}
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/** 获取属性异常倍率 */
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get_AnomalyMultiplier(skill, usefulBuffs, times = 0) {
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const anomalyData = this.get_AnomalyData(skill);
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const anomalyData = this.get_AnomalyData(skill.type);
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if (!anomalyData)
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return;
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let Multiplier = anomalyData.multiplier;
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@ -231,7 +222,7 @@ export class Calculator {
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}
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/** 获取紊乱倍率 */
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get_DiscoverMultiplier(skill) {
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const anomalyData = this.get_AnomalyData(skill);
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const anomalyData = this.get_AnomalyData(skill.type);
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if (!anomalyData)
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return;
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const AnomalyDuration = this.get_AnomalyDuration({
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@ -28,21 +28,28 @@ export interface skill {
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redirect?: string
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/** 禁用伤害计算cache */
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banCache?: boolean
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/** 是否计算该技能 */
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check?: (({ avatar, buffM, calc }: {
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avatar: ZZZAvatarInfo
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buffM: BuffManager
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calc: Calculator
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}) => boolean)
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/** 自定义计算逻辑 */
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dmg?: (calc: Calculator) => damage
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/** 额外处理 */
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before?: ({ skill, avatar, usefulBuffs, calc }: {
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before?: ({ avatar, calc, usefulBuffs, detail, skill }: {
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avatar: ZZZAvatarInfo
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calc: Calculator
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detail: damage['detail']
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usefulBuffs: buff[]
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/** 技能自身 */
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skill: skill
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avatar: ZZZAvatarInfo
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usefulBuffs: buff[]
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calc: Calculator
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}) => void
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after?: ({ avatar, damage, calc, usefulBuffs }: {
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after?: ({ avatar, calc, usefulBuffs, damage }: {
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avatar: ZZZAvatarInfo
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damage: damage
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calc: Calculator
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usefulBuffs: buff[]
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damage: damage
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}) => void
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}
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@ -55,6 +62,8 @@ export interface damage {
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Multiplier: number
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/** 攻击力 */
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ATK: number
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/** 基础伤害区 */
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BasicArea: number
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/** 暴击率 */
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CRITRate: number
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/** 暴伤伤害 */
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@ -186,6 +195,7 @@ export class Calculator {
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return this.calc_skill(MySkill)
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}
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if (!skill.banCache && this.damageCache[skill.type]) return this.damageCache[skill.type]
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if (skill.check && !skill.check({ avatar: this.avatar, buffM: this.buffM, calc: this })) return
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logger.debug(`${logger.green(skill.type)}${skill.name}伤害计算:`)
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if (skill.dmg) {
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const dmg = skill.dmg(this)
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@ -198,69 +208,61 @@ export class Calculator {
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element: skill.element,
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range: skill.redirect ? [skill.type, skill.redirect] : [skill.type]
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}, this)
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if (skill.before) skill.before({ skill, avatar: this.avatar, usefulBuffs, calc: this })
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let Multiplier = 0
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const detail = {} as damage['detail']
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if (skill.before) skill.before({ avatar: this.avatar, calc: this, detail, skill, usefulBuffs, })
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const isAnomaly = typeof anomalyEnum[skill.type as anomaly] === 'number'
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if (skill.fixedMultiplier) Multiplier = skill.fixedMultiplier
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else if (isAnomaly) {
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Multiplier = (
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skill.type === '紊乱' ?
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this.get_DiscoverMultiplier(skill) :
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this.get_AnomalyMultiplier(skill, usefulBuffs, skill.name.includes('每') ? 1 : 0)
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) || 0
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} else {
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if (skill.skillMultiplier) Multiplier = skill.skillMultiplier[this.get_SkillLevel(skill.type[0]) - 1]
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else Multiplier = this.get_Multiplier(skill.type)
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if (!detail.BasicArea) {
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if (!detail.Multiplier) {
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if (skill.fixedMultiplier) {
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detail.Multiplier = skill.fixedMultiplier
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} else if (isAnomaly) {
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detail.Multiplier = (
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skill.type === '紊乱' ?
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this.get_DiscoverMultiplier(skill) :
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this.get_AnomalyMultiplier(skill, usefulBuffs, skill.name.includes('每') ? 1 : 0)
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) || 0
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} else {
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if (skill.skillMultiplier) detail.Multiplier = skill.skillMultiplier[this.get_SkillLevel(skill.type[0]) - 1]
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else detail.Multiplier = this.get_Multiplier(skill.type)
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}
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const ExtraMultiplier = this.get_ExtraMultiplier(skill, usefulBuffs)
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detail.Multiplier += ExtraMultiplier
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if (!detail.Multiplier) return logger.warn('技能倍率缺失:', skill)
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if (ExtraMultiplier) logger.debug(`最终倍率:${detail.Multiplier}`)
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}
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detail.ATK ??= this.get_ATK(skill, usefulBuffs)
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}
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const ExtraMultiplier = this.get_ExtraMultiplier(skill, usefulBuffs)
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Multiplier += ExtraMultiplier
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if (!Multiplier) return logger.warn('技能倍率缺失:', skill)
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if (ExtraMultiplier) logger.debug(`最终倍率:${Multiplier}`)
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const ATK = this.get_ATK(skill, usefulBuffs)
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let CRITRate = 0, CRITDMG = 0, AnomalyCRITRate = 0, AnomalyCRITDMG = 0
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let AnomalyProficiencyArea = 0, AnomalyBoostArea = 0, LevelArea = 0
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let CriticalArea = 0
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detail.BasicArea ??= detail.ATK * detail.Multiplier
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logger.debug(`基础伤害区:${detail.BasicArea}`)
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if (isAnomaly) {
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AnomalyProficiencyArea = this.get_AnomalyProficiencyArea(skill, usefulBuffs)
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AnomalyBoostArea = this.get_AnomalyBoostArea(skill, usefulBuffs)
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LevelArea = this.get_LevelArea()
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AnomalyCRITRate = this.get_AnomalyCRITRate(skill, usefulBuffs)
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AnomalyCRITDMG = this.get_AnomalyCRITDMG(skill, usefulBuffs)
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CriticalArea = 1 + AnomalyCRITRate * (AnomalyCRITDMG - 1)
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detail.AnomalyProficiencyArea ??= this.get_AnomalyProficiencyArea(skill, usefulBuffs)
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detail.AnomalyBoostArea ??= this.get_AnomalyBoostArea(skill, usefulBuffs)
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detail.LevelArea ??= this.get_LevelArea()
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detail.AnomalyCRITRate ??= this.get_AnomalyCRITRate(skill, usefulBuffs)
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detail.AnomalyCRITDMG ??= this.get_AnomalyCRITDMG(skill, usefulBuffs)
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detail.CriticalArea ??= 1 + detail.AnomalyCRITRate * (detail.AnomalyCRITDMG - 1)
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} else {
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CRITRate = this.get_CRITRate(skill, usefulBuffs)
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CRITDMG = this.get_CRITDMG(skill, usefulBuffs)
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CriticalArea = 1 + CRITRate * (CRITDMG - 1)
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detail.CRITRate ??= this.get_CRITRate(skill, usefulBuffs)
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detail.CRITDMG ??= this.get_CRITDMG(skill, usefulBuffs)
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detail.CriticalArea ??= 1 + detail.CRITRate * (detail.CRITDMG - 1)
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}
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logger.debug(`暴击期望:${CriticalArea}`)
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const BoostArea = this.get_BoostArea(skill, usefulBuffs)
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const VulnerabilityArea = this.get_VulnerabilityArea(skill, usefulBuffs)
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const ResistanceArea = this.get_ResistanceArea(skill, usefulBuffs)
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const DefenceArea = this.get_DefenceArea(skill, usefulBuffs)
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logger.debug(`暴击期望:${detail.CriticalArea}`)
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detail.BoostArea ??= this.get_BoostArea(skill, usefulBuffs)
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detail.VulnerabilityArea ??= this.get_VulnerabilityArea(skill, usefulBuffs)
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detail.ResistanceArea ??= this.get_ResistanceArea(skill, usefulBuffs)
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detail.DefenceArea ??= this.get_DefenceArea(skill, usefulBuffs)
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const {
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BasicArea, CRITDMG, CriticalArea, BoostArea, VulnerabilityArea, ResistanceArea, DefenceArea,
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AnomalyProficiencyArea, LevelArea, AnomalyBoostArea, AnomalyCRITRate, AnomalyCRITDMG
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} = detail
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const result: damage['result'] = isAnomaly ?
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{
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critDMG: AnomalyCRITRate ? ATK * Multiplier * AnomalyCRITDMG * BoostArea * VulnerabilityArea * ResistanceArea * DefenceArea * AnomalyProficiencyArea * LevelArea * AnomalyBoostArea : 0,
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expectDMG: ATK * Multiplier * CriticalArea * BoostArea * VulnerabilityArea * ResistanceArea * DefenceArea * AnomalyProficiencyArea * LevelArea * AnomalyBoostArea
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critDMG: AnomalyCRITRate ? BasicArea * AnomalyCRITDMG * BoostArea * VulnerabilityArea * ResistanceArea * DefenceArea * AnomalyProficiencyArea * LevelArea * AnomalyBoostArea : 0,
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expectDMG: BasicArea * CriticalArea * BoostArea * VulnerabilityArea * ResistanceArea * DefenceArea * AnomalyProficiencyArea * LevelArea * AnomalyBoostArea
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} : {
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critDMG: ATK * Multiplier * CRITDMG * BoostArea * VulnerabilityArea * ResistanceArea * DefenceArea,
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expectDMG: ATK * Multiplier * CriticalArea * BoostArea * VulnerabilityArea * ResistanceArea * DefenceArea
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critDMG: BasicArea * CRITDMG * BoostArea * VulnerabilityArea * ResistanceArea * DefenceArea,
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expectDMG: BasicArea * CriticalArea * BoostArea * VulnerabilityArea * ResistanceArea * DefenceArea
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}
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const detail: damage['detail'] = {
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Multiplier,
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ATK,
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CRITRate,
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CRITDMG,
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CriticalArea,
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BoostArea,
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VulnerabilityArea,
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ResistanceArea,
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DefenceArea,
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AnomalyCRITRate,
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AnomalyCRITDMG,
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AnomalyProficiencyArea,
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AnomalyBoostArea,
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LevelArea
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}
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const damage: damage = { skill, detail, result }
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if (skill.after) {
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damage.add = (d) => {
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@ -330,16 +332,16 @@ export class Calculator {
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*/
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get_Multiplier(type: string) {
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const skillLevel = this.get_SkillLevel(type[0])
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logger.debug(`等级:${skillLevel}`)
|
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logger.debug(`${type[0]}等级:${skillLevel}`)
|
||||
const Multiplier = charData[this.avatar.id].skill[type]?.[skillLevel - 1]
|
||||
logger.debug(`倍率:${Multiplier}`)
|
||||
logger.debug(`技能倍率:${Multiplier}`)
|
||||
return Multiplier
|
||||
}
|
||||
|
||||
get_AnomalyData(skill: skill) {
|
||||
get_AnomalyData(type: skill['type']) {
|
||||
let a = AnomalyData.filter(({ element_type }) => element_type === this.avatar.element_type)
|
||||
if (skill.type === '紊乱') a = a.filter(({ discover }) => discover)
|
||||
else a = a.filter(({ name, multiplier }) => name === skill.type && multiplier)
|
||||
if (type === '紊乱') a = a.filter(({ discover }) => discover)
|
||||
else a = a.filter(({ name, multiplier }) => name === type && multiplier)
|
||||
if (a.length === 1) return a[0]
|
||||
a = a.filter(({ sub_element_type }) => sub_element_type === this.avatar.sub_element_type)
|
||||
return a[0]
|
||||
|
|
@ -347,7 +349,7 @@ export class Calculator {
|
|||
|
||||
/** 获取属性异常倍率 */
|
||||
get_AnomalyMultiplier(skill: skill, usefulBuffs: buff[], times = 0) {
|
||||
const anomalyData = this.get_AnomalyData(skill)
|
||||
const anomalyData = this.get_AnomalyData(skill.type)
|
||||
if (!anomalyData) return
|
||||
let Multiplier = anomalyData.multiplier
|
||||
if (anomalyData.duration && anomalyData.interval) {
|
||||
|
|
@ -361,7 +363,7 @@ export class Calculator {
|
|||
|
||||
/** 获取紊乱倍率 */
|
||||
get_DiscoverMultiplier(skill: skill) {
|
||||
const anomalyData = this.get_AnomalyData(skill)
|
||||
const anomalyData = this.get_AnomalyData(skill.type)
|
||||
if (!anomalyData) return
|
||||
const AnomalyDuration = this.get_AnomalyDuration({
|
||||
...skill,
|
||||
|
|
|
|||
106
model/damage/character/月城柳/calc.js
Normal file
106
model/damage/character/月城柳/calc.js
Normal file
|
|
@ -0,0 +1,106 @@
|
|||
/** @type {import('../../BuffManager.ts').BuffManager['buffs']} */
|
||||
export const buffs = [
|
||||
{
|
||||
name: '1影',
|
||||
type: '异常精通',
|
||||
value: 80
|
||||
},
|
||||
{
|
||||
name: '2影',
|
||||
type: '倍率',
|
||||
value: 0.05,
|
||||
isForever: true,
|
||||
range: ['强化E极性紊乱']
|
||||
},
|
||||
{
|
||||
name: '2影',
|
||||
type: '倍率',
|
||||
value: 0.3,
|
||||
range: ['强化E极性紊乱']
|
||||
},
|
||||
{
|
||||
name: '4影',
|
||||
type: '穿透率',
|
||||
value: 0.16
|
||||
},
|
||||
{
|
||||
name: '6影',
|
||||
type: '增伤',
|
||||
value: 0.2,
|
||||
range: ['EQ']
|
||||
},
|
||||
{
|
||||
name: '6影',
|
||||
type: '倍率',
|
||||
value: 0.3,
|
||||
range: ['强化E极性紊乱']
|
||||
},
|
||||
{
|
||||
name: '核心被动:月蚀',
|
||||
type: '倍率',
|
||||
value: 'T1',
|
||||
range: ['紊乱']
|
||||
},
|
||||
{
|
||||
name: '核心被动:月蚀',
|
||||
type: '增伤',
|
||||
value: 'T2',
|
||||
element: 'Electric'
|
||||
},
|
||||
{
|
||||
name: '技能:普攻上弦',
|
||||
type: '增伤',
|
||||
value: 0.1,
|
||||
element: 'Electric'
|
||||
},
|
||||
{
|
||||
name: '技能:普攻下弦',
|
||||
type: '穿透率',
|
||||
value: 0.1
|
||||
}
|
||||
]
|
||||
|
||||
/** @type {import('../../Calculator.ts').Calculator['skills']} */
|
||||
export const skills = [
|
||||
{ name: '感电每次', type: '感电' },
|
||||
{ name: '紊乱', type: '紊乱' },
|
||||
{ name: '普攻:上弦五段', type: 'APS5' },
|
||||
{ name: '普攻:下弦五段', type: 'APX5' },
|
||||
{ name: '闪避反击:疾反', type: 'CF' },
|
||||
{ name: '强化特殊技:月华流转0', type: 'EQ0', isHide: true },
|
||||
{
|
||||
name: '强化特殊技:月华流转',
|
||||
type: 'EQ',
|
||||
after: ({ damage }) => damage.add('EQ0')
|
||||
},
|
||||
{
|
||||
name: '强化E极性紊乱',
|
||||
type: '紊乱',
|
||||
banCache: true,
|
||||
before: ({ calc, detail }) => {
|
||||
const skill = { type: '紊乱' }
|
||||
const DiscoverMultiplier = calc.get_DiscoverMultiplier(skill)
|
||||
const n = calc.get('倍率', 0.15, { type: '强化E极性紊乱' })
|
||||
const ATK = calc.get_ATK(skill)
|
||||
const AnomalyProficiency = calc.get_AnomalyProficiency(skill)
|
||||
const skillMultiplier = calc.get_Multiplier('E极性紊乱')
|
||||
detail.BasicArea = DiscoverMultiplier * ATK * n + AnomalyProficiency * skillMultiplier
|
||||
}
|
||||
},
|
||||
{ name: '连携技:星月相随', type: 'RL' },
|
||||
{ name: '终结技:雷影天华', type: 'RZ' },
|
||||
{
|
||||
name: '终结技极性紊乱',
|
||||
type: '紊乱',
|
||||
banCache: true,
|
||||
before: ({ calc, detail }) => {
|
||||
const skill = { type: '紊乱' }
|
||||
const DiscoverMultiplier = calc.get_DiscoverMultiplier(skill)
|
||||
const n = calc.get('倍率', 0.15, { type: '终结技极性紊乱' })
|
||||
const ATK = calc.get_ATK(skill)
|
||||
const AnomalyProficiency = calc.get_AnomalyProficiency(skill)
|
||||
const skillMultiplier = calc.get_Multiplier('R极性紊乱')
|
||||
detail.BasicArea = DiscoverMultiplier * ATK * n + AnomalyProficiency * skillMultiplier
|
||||
}
|
||||
}
|
||||
]
|
||||
39
model/damage/character/月城柳/data.json
Normal file
39
model/damage/character/月城柳/data.json
Normal file
|
|
@ -0,0 +1,39 @@
|
|||
{
|
||||
"skill": {
|
||||
"APS5": [
|
||||
2.369,2.585,2.801,3.017,3.233,3.449,3.665,3.881,4.097,4.313,4.529,4.745,4.961,5.177,5.393,5.609
|
||||
],
|
||||
"APX5": [
|
||||
2.718,2.966,3.214,3.462,3.71,3.958,4.206,4.454,4.702,4.95,5.198,5.446,5.694,5.942,6.19,6.438
|
||||
],
|
||||
"CF": [
|
||||
2.316,2.527,2.738,2.949,3.16,3.371,3.582,3.793,4.004,4.215,4.426,4.637,4.848,5.059,5.27,5.481
|
||||
],
|
||||
"EQ0": [
|
||||
1.638,1.787,1.936,2.085,2.234,2.383,2.532,2.681,2.83,2.979,3.128,3.277,3.426,3.575,3.724,3.873
|
||||
],
|
||||
"EQ": [
|
||||
3.778,4.122,4.466,4.81,5.154,5.498,5.842,6.186,6.53,6.874,7.218,7.562,7.906,8.25,8.594,8.938
|
||||
],
|
||||
"E极性紊乱": [
|
||||
7.25,9.5,11.75,14,16.25,18.5,20.75,23,25.25,27.5,29.75,32,34.25,36.5,38.75,41
|
||||
],
|
||||
"RL": [
|
||||
5.931,6.471,7.011,7.551,8.091,8.631,9.171,9.711,10.251,10.791,11.331,11.871,12.411,12.951,13.491,14.31
|
||||
],
|
||||
"RZ": [
|
||||
5.931,6.471,7.011,7.551,8.091,8.631,9.171,9.711,10.251,10.791,11.331,11.871,12.411,12.951,13.491,14.31
|
||||
],
|
||||
"R极性紊乱": [
|
||||
7.25,9.5,11.75,14,16.25,18.5,20.75,23,25.25,27.5,29.75,32,34.25,36.5,38.75,41
|
||||
]
|
||||
},
|
||||
"buff": {
|
||||
"T1": [
|
||||
1.25,1.45,1.66,1.88,2.08,2.30,2.50
|
||||
],
|
||||
"T2": [
|
||||
0.1,0.116,0.133,0.15,0.166,0.183,0.2
|
||||
]
|
||||
}
|
||||
}
|
||||
|
|
@ -68,35 +68,28 @@ export const skills = [
|
|||
type: 'EQS',
|
||||
after: ({ damage }) => damage.x(0.5)
|
||||
},
|
||||
{
|
||||
name: '6影强化E双份额外余烬秒伤',
|
||||
type: 'YY',
|
||||
fixedMultiplier: 1.2,
|
||||
check: ({ avatar }) => avatar.rank >= 6
|
||||
},
|
||||
{
|
||||
name: '6影强化E双份额外灼烧',
|
||||
type: 'Y灼烧',
|
||||
check: ({ avatar }) => avatar.rank >= 6,
|
||||
dmg: (calc) => {
|
||||
const dmg = calc.calc_skill({
|
||||
name: '灼烧每段',
|
||||
element: 'Fire',
|
||||
banCache: true,
|
||||
type: '灼烧',
|
||||
after: ({ damage }) => damage.x(18)
|
||||
})
|
||||
dmg.skill.name = '6影强化E双份额外灼烧'
|
||||
return dmg
|
||||
}
|
||||
},
|
||||
{ name: '连携技:燃油熔焰', type: 'RL' },
|
||||
{ name: '终结技:纵享盛焰', type: 'RZ' }
|
||||
]
|
||||
|
||||
/**
|
||||
* @param {import('../../BuffManager.ts').BuffManager} buffM
|
||||
* @param {import('../../Calculator.ts').Calculator} calc
|
||||
* @param {import('../../../avatar.js').ZZZAvatarInfo} avatar
|
||||
*/
|
||||
export function calc(buffM, calc, avatar) {
|
||||
if (avatar.rank >= 6) {
|
||||
calc.new({
|
||||
name: '6影强化E双份额外余烬秒伤',
|
||||
type: 'YY',
|
||||
fixedMultiplier: 1.2
|
||||
})
|
||||
calc.new({
|
||||
name: '6影强化E双份额外灼烧',
|
||||
type: 'Y灼烧',
|
||||
dmg: (calc) => {
|
||||
const dmg = calc.calc_skill({
|
||||
name: '灼烧每段',
|
||||
element: 'Fire',
|
||||
type: '灼烧',
|
||||
after: ({ damage }) => damage.x(18)
|
||||
})
|
||||
dmg.skill.name = '6影强化E双份额外灼烧'
|
||||
return dmg
|
||||
}
|
||||
})
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue