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修正追加攻击伤害计算增益判断
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6 changed files with 17 additions and 13 deletions
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@ -25,8 +25,10 @@ export interface skill {
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* 当出现“X"(造成的伤害)被视为“Y”(伤害)时,可使用该参数指定Y的类型。
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* - 存在重定向时,range须全匹配,redirect向后覆盖
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* - 不存在重定向时,range向后覆盖
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*
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* 当为数组类型时(多类型共存),满足数组内其一类型即可,判断规则同上
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*/
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redirect?: string
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redirect?: string | string[]
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/** 角色面板伤害统计中是否隐藏显示 */
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isHide?: boolean
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/** 禁用伤害计算cache */
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@ -411,7 +413,7 @@ export class Calculator {
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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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* @param isRatio 是否支持buff.value为数值/字符串/数组类型且<1时按初始数值百分比提高处理
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*/
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get(type: buff['type'], initial: number, skill: skill, usefulBuffs: buff[] = this.buffM.buffs, isRatio = false): number {
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return this.props[type] ??= this.buffM._filter(usefulBuffs, {
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