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完全重构伤害计算;支持异常伤害计算;支持所有武器、套装计算;新增悠真计算等
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99 changed files with 4243 additions and 1615 deletions
406
model/damage/Calculator.js
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406
model/damage/Calculator.js
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import { getMapData } from '../../utils/file.js';
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import { elementEnum, anomalyEnum } from './BuffManager.js';
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import { charData } from './avatar.js';
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import _ from 'lodash';
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const elementType2element = (elementType) => elementEnum[[0, 1, 2, 3, -1, 4][elementType - 200]];
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const AnomalyData = getMapData('AnomalyData');
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export class Calculator {
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buffM;
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avatar;
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skills = [];
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cache = {};
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damageCache = {};
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defaultSkill = {};
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enemy;
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constructor(buffM) {
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this.buffM = buffM;
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this.avatar = this.buffM.avatar;
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this.enemy = {
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level: this.avatar.level,
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basicDEF: 50,
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resistance: 0.2
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};
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}
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get initial_properties() {
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return this.avatar.initial_properties;
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}
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defEnemy(param, value) {
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if (typeof param === 'string' && value !== undefined) {
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this.enemy[param] = value;
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}
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else if (typeof param === 'object') {
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_.merge(this.enemy, param);
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}
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}
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new(skill) {
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if (Array.isArray(skill)) {
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skill.forEach(s => this.new(s));
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return this.skills;
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}
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skill = _.merge({
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...this.defaultSkill
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}, skill);
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if (!skill.element)
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skill.element = elementType2element(this.avatar.element_type);
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if (!skill.name || !skill.type)
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return logger.warn('无效skill:', skill);
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this.skills.push(skill);
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return this.skills;
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}
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calc_skill(skill) {
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if (typeof skill === 'string') {
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const MySkill = this.skills.find(s => s.type === skill);
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if (!MySkill)
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return;
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return this.calc_skill(MySkill);
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}
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if (this.damageCache[skill.type])
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return this.damageCache[skill.type];
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logger.debug(`${logger.green(skill.type)}伤害计算:`);
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this.cache = {};
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if (skill.dmg)
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return skill.dmg(this);
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/** 缩小筛选范围 */
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const usefulBuffs = this.buffM.filter({
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element: skill.element,
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range: [skill.type]
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}, this);
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if (skill.before)
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skill.before({ avatar: this.avatar, usefulBuffs, calc: this });
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let Multiplier = 0;
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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, usefulBuffs) :
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this.get_AnomalyMultiplier(skill, usefulBuffs)) || 0;
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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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if (!Multiplier)
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return logger.warn('技能倍率缺失:', skill);
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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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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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}
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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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}
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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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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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} : {
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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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};
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const damage = { skill, detail, result };
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if (skill.after) {
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damage.add = (d) => {
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if (typeof d === 'string')
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d = this.calc_skill(d);
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logger.debug('追加伤害:' + d.skill.name, d.result);
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damage.result.expectDMG += d.result.expectDMG;
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damage.result.critDMG += d.result.critDMG;
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};
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skill.after({ avatar: this.avatar, damage, calc: this, usefulBuffs });
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}
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logger.debug('最终伤害:', result);
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this.damageCache[skill.type] = damage;
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return damage;
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}
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calc() {
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return this.skills.map(skill => this.calc_skill(skill)).filter(v => v && !v.skill?.isHide);
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}
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default(param, value) {
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if (typeof param === 'object') {
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this.defaultSkill = param;
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}
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else {
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if (value === undefined)
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delete this.defaultSkill[param];
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else
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this.defaultSkill[param] = value;
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}
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}
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/**
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* 获取技能等级
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* @param baseType 技能基类 'A', 'E', 'C', 'R', 'T', 'L'
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*/
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get_SkillLevel(baseType) {
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const id = ['A', 'E', 'C', 'R', , 'T', 'L'].indexOf(baseType);
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if (id === -1)
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return 1;
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return Number(this.avatar.skills.find(({ skill_type }) => skill_type === id)?.level || 1);
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}
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/**
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* 获取技能倍率
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* @param type 参见技能命名标准
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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:${skillLevel}`);
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const Multiplier = charData[this.avatar.id].skill[type]?.[skillLevel - 1];
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logger.debug(`倍率:${Multiplier}`);
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return Multiplier;
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}
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get_AnomalyData(skill) {
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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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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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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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return a[0];
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}
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/** 获取属性异常倍率 */
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get_AnomalyMultiplier(skill, usefulBuffs, anomalyData) {
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anomalyData ||= this.get_AnomalyData(skill);
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if (!anomalyData)
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return;
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let Multiplier = anomalyData.multiplier;
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if (anomalyData.duration && anomalyData.interval) {
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const AnomalyDuration = this.get_AnomalyDuration(skill, usefulBuffs, anomalyData.duration);
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const times = Math.floor((AnomalyDuration * 10) / (anomalyData.interval * 10));
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Multiplier = anomalyData.multiplier * times;
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}
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logger.debug(`倍率:${Multiplier}`);
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return Multiplier;
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}
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/** 获取紊乱倍率 */
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get_DiscoverMultiplier(skill, usefulBuffs, anomalyData) {
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anomalyData ||= this.get_AnomalyData(skill);
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if (!anomalyData)
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return;
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const AnomalyDuration = this.get_AnomalyDuration(skill, usefulBuffs, anomalyData.duration);
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const times = Math.floor((AnomalyDuration * 10) / (anomalyData.interval * 10));
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const discover = anomalyData.discover;
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const Multiplier = discover.fixed_multiplier + times * discover.multiplier;
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logger.debug(`${anomalyData.name}紊乱 倍率:${Multiplier}`);
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return Multiplier;
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}
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calc_value(value, buff) {
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switch (typeof value) {
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case 'number': return value;
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case 'function': return +value({ avatar: this.avatar, buffM: this.buffM, calc: this }) || 0;
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case 'string': return charData[this.avatar.id].buff?.[value]?.[this.get_SkillLevel(value[0]) - 1] || 0;
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case 'object': {
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if (!Array.isArray(value) || !buff)
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return 0;
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switch (buff.source) {
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case 'Weapon': return value[this.avatar.weapon.star - 1] || 0;
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case 'Talent':
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case 'Addition': return value[this.get_SkillLevel('T') - 1] || 0;
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}
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}
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default: return 0;
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}
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}
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/**
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* 获取局内属性原始值
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* @param isRatio 是否支持buff.value为数值类型且<1时按初始数值百分比提高处理
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*/
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get(type, initial, skill, usefulBuffs = this.buffM.buffs, isRatio = false) {
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return this.cache[type] ??= this.buffM._filter(usefulBuffs, {
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element: skill?.element,
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range: [skill?.type],
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type
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}, this).reduce((previousValue, buff) => {
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const { value } = buff;
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let add = 0;
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if (isRatio && typeof value === 'number' && value < 1) { // 值小于1时,认为是百分比
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add = value * initial;
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}
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else {
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add = this.calc_value(value, buff);
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if (add < 1 && isRatio && Array.isArray(value))
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add *= initial;
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}
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logger.debug(`\tBuff:${buff.name}对${buff.range || '全类型'}增加${add}${buff.element || ''}${type}`);
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return previousValue + add;
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}, initial);
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}
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/** 攻击力 */
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get_ATK(skill, usefulBuffs) {
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let ATK = this.get('攻击力', this.initial_properties.ATK, skill, usefulBuffs, true);
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ATK = Math.max(0, Math.min(ATK, 10000));
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logger.debug(`攻击力:${ATK}`);
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return ATK;
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}
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/** 暴击率 */
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get_CRITRate(skill, usefulBuffs) {
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let CRITRate = this.get('暴击率', this.initial_properties.CRITRate, skill, usefulBuffs);
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CRITRate = Math.max(0, Math.min(CRITRate, 1));
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logger.debug(`暴击率:${CRITRate}`);
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return CRITRate;
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}
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/** 暴击伤害 */
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get_CRITDMG(skill, usefulBuffs) {
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let CRITDMG = this.get('暴击伤害', this.initial_properties.CRITDMG + 1, skill, usefulBuffs);
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CRITDMG = Math.max(0, Math.min(CRITDMG, 5));
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logger.debug(`暴击伤害:${CRITDMG}`);
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return CRITDMG;
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}
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/** 增伤区 */
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get_BoostArea(skill, usefulBuffs) {
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const BoostArea = this.get('增伤', 1, skill, usefulBuffs);
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logger.debug(`增伤区:${BoostArea}`);
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return BoostArea;
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}
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/** 易伤区 */
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get_VulnerabilityArea(skill, usefulBuffs) {
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const VulnerabilityArea = this.get('易伤', 1, skill, usefulBuffs);
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logger.debug(`易伤区:${VulnerabilityArea}`);
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return VulnerabilityArea;
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}
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/** 抗性区 */
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get_ResistanceArea(skill, usefulBuffs) {
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const ResistanceArea = this.get('无视抗性', 1 + this.enemy.resistance, skill, usefulBuffs);
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logger.debug(`抗性区:${ResistanceArea}`);
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return ResistanceArea;
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}
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/** 穿透值 */
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get_Pen(skill, usefulBuffs) {
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let Pen = this.get('穿透值', this.initial_properties.Pen, skill, usefulBuffs);
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Pen = Math.max(0, Math.min(Pen, 1000));
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logger.debug(`穿透值:${Pen}`);
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return Pen;
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}
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/** 穿透率 */
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get_PenRatio(skill, usefulBuffs) {
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let PenRatio = this.get('穿透率', this.initial_properties.PenRatio, skill, usefulBuffs);
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PenRatio = Math.max(0, Math.min(PenRatio, 2));
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logger.debug(`穿透率:${PenRatio}`);
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return PenRatio;
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}
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/** 防御区 */
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get_DefenceArea(skill, usefulBuffs) {
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const get_base = (level) => Math.floor(0.1551 * Math.min(60, level) ** 2 + 3.141 * Math.min(60, level) + 47.2039);
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/** 等级基数 */
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const base = get_base(this.avatar.level);
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/** 基础防御 */
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const DEF = this.enemy.basicDEF / 50 * get_base(this.enemy.level);
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const ignore_defence = this.get('无视防御', 0, skill, usefulBuffs);
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const Pen = this.get_Pen(skill, usefulBuffs);
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const PenRatio = this.get_PenRatio(skill, usefulBuffs);
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/** 防御 */
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const defence = DEF * (1 - ignore_defence);
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/** 有效防御 */
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const effective_defence = Math.max(0, defence * (1 - PenRatio) - Pen);
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const DefenceArea = base / (effective_defence + base);
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logger.debug(`防御区:${DefenceArea}`);
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return DefenceArea;
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}
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/** 等级区 */
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get_LevelArea(level = this.avatar.level) {
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const LevelArea = +(1 + 1 / 59 * (level - 1)).toFixed(4);
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logger.debug(`等级区:${LevelArea}`);
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return LevelArea;
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}
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/** 异常精通 */
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get_AnomalyProficiency(skill, usefulBuffs) {
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let AnomalyProficiency = this.get('异常精通', this.initial_properties.AnomalyProficiency, skill, usefulBuffs);
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AnomalyProficiency = Math.max(0, Math.min(AnomalyProficiency, 1000));
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logger.debug(`异常精通:${AnomalyProficiency}`);
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return AnomalyProficiency;
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}
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/** 异常精通区 */
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get_AnomalyProficiencyArea(skill, usefulBuffs) {
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const AnomalyProficiency = this.get_AnomalyProficiency(skill, usefulBuffs);
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const AnomalyProficiencyArea = AnomalyProficiency / 100;
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logger.debug(`异常精通区:${AnomalyProficiencyArea}`);
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return AnomalyProficiencyArea;
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}
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/** 异常增伤区 */
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get_AnomalyBoostArea(skill, usefulBuffs) {
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const AnomalyBoostArea = this.get('异常增伤', 1, skill, usefulBuffs);
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logger.debug(`异常增伤区:${AnomalyBoostArea}`);
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return AnomalyBoostArea;
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}
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/** 异常暴击率 */
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get_AnomalyCRITRate(skill, usefulBuffs) {
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let AnomalyCRITRate = this.get('异常暴击率', 0, skill, usefulBuffs);
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AnomalyCRITRate = Math.max(0, Math.min(AnomalyCRITRate, 1));
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logger.debug(`异常暴击率:${AnomalyCRITRate}`);
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return AnomalyCRITRate;
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}
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/** 异常暴击伤害 */
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get_AnomalyCRITDMG(skill, usefulBuffs) {
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let AnomalyCRITDMG = this.get('异常暴击伤害', 1, skill, usefulBuffs);
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AnomalyCRITDMG = Math.max(0, Math.min(AnomalyCRITDMG, 5));
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logger.debug(`异常暴击伤害:${AnomalyCRITDMG}`);
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return AnomalyCRITDMG;
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}
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/** 异常持续时间 */
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get_AnomalyDuration(skill, usefulBuffs, duration = 0) {
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const AnomalyDuration = +this.get('异常持续时间', duration, skill, usefulBuffs).toFixed(1);
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logger.debug(`异常持续时间:${AnomalyDuration}`);
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return AnomalyDuration;
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}
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/** 生命值 */
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get_HP(skill, usefulBuffs) {
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let HP = this.get('生命值', this.initial_properties.HP, skill, usefulBuffs, true);
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HP = Math.max(0, Math.min(HP, 100000));
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logger.debug(`生命值:${HP}`);
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return HP;
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}
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/** 防御力 */
|
||||
get_DEF(skill, usefulBuffs) {
|
||||
let DEF = this.get('防御力', this.initial_properties.DEF, skill, usefulBuffs, true);
|
||||
DEF = Math.max(0, Math.min(DEF, 1000));
|
||||
logger.debug(`防御力:${DEF}`);
|
||||
return DEF;
|
||||
}
|
||||
/** 冲击力 */
|
||||
get_Impact(skill, usefulBuffs) {
|
||||
let Impact = this.get('冲击力', this.initial_properties.Impact, skill, usefulBuffs, true);
|
||||
Impact = Math.max(0, Math.min(Impact, 1000));
|
||||
logger.debug(`冲击力:${Impact}`);
|
||||
return Impact;
|
||||
}
|
||||
/** 异常掌控 */
|
||||
get_AnomalyMastery(skill, usefulBuffs) {
|
||||
let AnomalyMastery = this.get('异常掌控', this.initial_properties.AnomalyMastery, skill, usefulBuffs, true);
|
||||
AnomalyMastery = Math.max(0, Math.min(AnomalyMastery, 1000));
|
||||
logger.debug(`异常掌控:${AnomalyMastery}`);
|
||||
return AnomalyMastery;
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue