mirror of
https://github.com/ZZZure/ZZZ-Plugin.git
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尝试添加[艾莲]伤害计算
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117
model/damage/avatar.js
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117
model/damage/avatar.js
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import { getMapData } from '../../utils/file.js';
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import { calculate_damage } from './role.js';
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const skilldict = getMapData('SkillData');
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export const get_let_value = async (let_list, name) => {
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if (let_list[name]) {
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return let_list[name]
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}
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return 0
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}
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export const Avatar = async (data, base_detail, bonus_detail) => {
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let damagelist = []
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if (data.id == 1191){
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/** 处理命座加成 */
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if (data.rank >= 1){
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let CriticalChanceBase = await get_let_value(bonus_detail, 'CriticalChanceBase');
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bonus_detail['CriticalChanceBase'] = CriticalChanceBase + 0.12;
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}
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if (data.rank >= 2){
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let EUP_DmgAdd = await get_let_value(bonus_detail, 'EUP_DmgAdd');
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bonus_detail['EUP_DmgAdd'] = EUP_DmgAdd + 0.6;
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}
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if (data.rank >= 6){
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let PenRatio = await get_let_value(bonus_detail, 'PenRatioBase');
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bonus_detail['PenRatioBase'] = PenRatio + 0.2;
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let C_DmgAdd = await get_let_value(bonus_detail, 'C_DmgAdd');
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bonus_detail['C_DmgAdd'] = C_DmgAdd + 2.5;
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}
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/** 处理天赋加成 */
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/** 获取天赋等级与加成倍率 */
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let CDB = await getskilllevelnum(data.id, data.skills, 'T', 'T')
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let C_CriticalDamageBase = await get_let_value(bonus_detail, 'C_CriticalDamageBase');
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bonus_detail['C_CriticalDamageBase'] = C_CriticalDamageBase + CDB;
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let A_CriticalDamageBase = await get_let_value(bonus_detail, 'A_CriticalDamageBase');
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bonus_detail['A_CriticalDamageBase'] = A_CriticalDamageBase + CDB;
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let IceDmgAdd = await get_let_value(bonus_detail, 'Ice_DmgAdd');
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bonus_detail['Ice_DmgAdd'] = IceDmgAdd + 0.3;
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/** 计算伤害 */
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/** 计算普攻伤害 */
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let skill_multiplier1 = await getskilllevelnum(data.id, data.skills, 'A', 'A')
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let damagelist1 = await calculate_damage(base_detail, bonus_detail, "A", "A", "Ice", skill_multiplier1, data.level)
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let damage1 = {
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title: '普通攻击:急冻修剪法',
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value: damagelist1
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}
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damagelist.push(damage1)
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/** 计算冲刺伤害 */
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let skill_multiplier2 = await getskilllevelnum(data.id, data.skills, 'C', 'C')
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let damagelist2 = await calculate_damage(base_detail, bonus_detail, "C", "C", "Ice", skill_multiplier2, data.level)
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let damage2 = {
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title: '冲刺攻击:冰渊潜袭',
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value: damagelist2
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}
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damagelist.push(damage2)
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/** 计算特殊技伤害 */
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let skill_multiplier3 = await getskilllevelnum(data.id, data.skills, 'E', 'EH')
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let damagelist3 = await calculate_damage(base_detail, bonus_detail, "E", "EH", "Ice", skill_multiplier3, data.level)
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let damage3 = {
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title: '强化特殊技:横扫',
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value: damagelist3
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}
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damagelist.push(damage3)
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let skill_multiplier4 = await getskilllevelnum(data.id, data.skills, 'E', 'ES')
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let damagelist4 = await calculate_damage(base_detail, bonus_detail, "E", "ES", "Ice", skill_multiplier4, data.level)
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let damage4 = {
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title: '强化特殊技:鲨卷风',
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value: damagelist4
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}
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damagelist.push(damage4)
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/** 计算连携技伤害 */
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let skill_multiplier5 = await getskilllevelnum(data.id, data.skills, 'R', 'RL')
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let damagelist5 = await calculate_damage(base_detail, bonus_detail, "RL", "RL", "Ice", skill_multiplier5, data.level)
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let damage5 = {
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title: '连携技:雪崩',
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value: damagelist5
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}
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damagelist.push(damage5)
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/** 计算终结技伤害 */
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let skill_multiplier6 = await getskilllevelnum(data.id, data.skills, 'R', 'R')
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let damagelist6 = await calculate_damage(base_detail, bonus_detail, "R", "R", "Ice", skill_multiplier6, data.level)
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let damage6 = {
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title: '连携技:雪崩',
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value: damagelist6
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}
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damagelist.push(damage6)
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logger.debug('伤害', damagelist);
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}
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return damagelist;
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};
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export const avatar_ability = async (data, base_detail, bonus_detail) => {
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const damagelist = await Avatar(data, base_detail, bonus_detail);
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return damagelist;
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}
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export const getskilllevelnum = async (avatarId, skills, skilltype, skillname) => {
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let skill_typeid = 0
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if (skilltype == 'A') skill_typeid = 0;
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else if(skilltype == 'C') skill_typeid = 2;
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else if(skilltype == 'E') skill_typeid = 1;
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else if(skilltype == 'R') skill_typeid = 3;
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else if(skilltype == 'L') skill_typeid = 6;
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else if(skilltype == 'T') skill_typeid = 5;
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let skilllevel = Number(skills.find(property => property.skill_type === skill_typeid)?.level || 1) - 1;
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return skilldict[avatarId][skillname][skilllevel];
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}
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93
model/damage/base.js
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93
model/damage/base.js
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import { getMapData } from '../../utils/file.js';
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import { relice_ability } from './relice.js';
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import { weapon_ability } from './weapon.js';
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import { avatar_ability } from './avatar.js';
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const propertyData = getMapData('Property2Name');
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const elementData = getMapData('Avatarid2Element');
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/**
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* 获取某个角色的伤害
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* @param {ZZZAvatarInfo} data
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* @returns {Promise<damagelist | null>}
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logger.debug(xxx)
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*/
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export const getDamage = async (data) => {
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/** 处理基础数据 */
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const retuan_detail = await get_base_info(data.properties,data.equip);
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let base_detail = retuan_detail['base_detail'];
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let bonus_detail = retuan_detail['bonus_detail'];
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let set_detail = retuan_detail['set_detail'];
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/** 处理驱动盘套装加成 */
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let set_detailkeys = Object.keys(set_detail)
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for (const set_id of set_detailkeys){
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let set_num = Number(set_detail[set_id])
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if (set_num >= 2)(
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bonus_detail = await relice_ability(set_id, set_num, base_detail, bonus_detail)
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)
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}
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logger.debug('bonus_detail', bonus_detail);
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/** 处理音频加成 */
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bonus_detail = await weapon_ability(data.weapon, base_detail, bonus_detail)
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logger.debug('bonus_detail', bonus_detail);
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/** 处理角色加成 */
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let damagelist = await avatar_ability(data, base_detail, bonus_detail)
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return damagelist
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};
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/**
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* 获取某个角色面包数据
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* @param {ZZZAvatarInfo} properties_l
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* @param {ZZZAvatarInfo} equip
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* @returns base_detail
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*/
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export const get_base_info = async (properties_l, equip) => {
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let retuan_detail = {}
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let base_detail = {}
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base_detail['hp'] = Number(properties_l.find(property => property.property_name === '生命值').final);
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base_detail['attack'] = Number(properties_l.find(property => property.property_name === '攻击力').final);
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base_detail['defence'] = Number(properties_l.find(property => property.property_name === '防御力').final);
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base_detail['ImpactRatio'] = Number(properties_l.find(property => property.property_name === '冲击力').final);
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base_detail['CriticalChanceBase'] = Number(properties_l.find(property => property.property_name === '暴击率').final.replace('%', ''))/100;
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base_detail['CriticalDamageBase'] = Number(properties_l.find(property => property.property_name === '暴击伤害').final.replace('%', ''))/100;
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base_detail['ElementAbnormalPower'] = Number(properties_l.find(property => property.property_name === '异常掌控').final);
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base_detail['ElementMystery'] = Number(properties_l.find(property => property.property_name === '异常精通').final);
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base_detail['PenRatioBase'] = Number(properties_l.find(property => property.property_name === '穿透率').final.replace('%', ''))/100;
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base_detail['SpGetRatio'] = Number(properties_l.find(property => property.property_name === '能量自动回复').final);
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logger.debug('base_detail', base_detail);
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retuan_detail['base_detail'] = base_detail
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/** 计算伤害加成与穿透值
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* 穿透值23203
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* 伤害加成31503-31703
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*/
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let bonus_detail = {}
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/** 计算套装数量 */
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let set_detail = {}
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for (let equip_detail of equip){
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bonus_detail['PenDelta'] = await get_let_value(bonus_detail, 'PenDelta') + Number(equip_detail.properties.find(property => property.property_id === 23203)?.base || 0);
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if (equip_detail.equipment_type == 5){
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let propname = propertyData[String(equip_detail.main_properties[0].property_id)][1];
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if (propname.includes('属性伤害提高')) {
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let propenname = propertyData[String(equip_detail.main_properties[0].property_id)][0];
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bonus_detail[propenname] = await get_let_value(bonus_detail, propenname) + Number(equip_detail.main_properties[0].base.replace('%', ''))/100;
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}
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}
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let suit_id = String(equip_detail.equip_suit.suit_id)
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set_detail[suit_id] = await get_let_value(set_detail, suit_id) + 1
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}
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logger.debug('bonus_detail', bonus_detail);
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retuan_detail['bonus_detail'] = bonus_detail
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logger.debug('set_detail', set_detail);
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retuan_detail['set_detail'] = set_detail
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return retuan_detail;
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}
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export const get_let_value = async (let_list, name) => {
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if (let_list[name]) {
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return let_list[name]
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}
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return 0
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}
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38
model/damage/relice.js
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38
model/damage/relice.js
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export const get_let_value = async (let_list, name) => {
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if (let_list[name]) {
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return let_list[name]
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}
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return 0
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}
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export const Relic = async (set_id, set_num, base_detail, bonus_detail) => {
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if (set_id == '31100'){
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if (set_num >= 4){
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let R_DmgAdd = await get_let_value(bonus_detail, 'R_DmgAdd');
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bonus_detail['R_DmgAdd'] = R_DmgAdd + 0.2;
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let AttackAddedRatio = await get_let_value(bonus_detail, 'AttackAddedRatio');
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bonus_detail['AttackAddedRatio'] = AttackAddedRatio + 0.15;
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logger.debug('relicGetter,4,R_DmgAdd');
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}
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}else if(set_id == '32500'){
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if (set_num >= 2){
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let IceDmgAdd = await get_let_value(bonus_detail, 'Ice_DmgAdd');
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bonus_detail['Ice_DmgAdd'] = IceDmgAdd + 0.1;
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logger.debug('32500,2,Ice_DmgAdd');
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}
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if (set_num >= 4){
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let A_DmgAdd = await get_let_value(bonus_detail, 'A_DmgAdd');
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bonus_detail['A_DmgAdd'] = A_DmgAdd + 0.4;
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let C_DmgAdd = await get_let_value(bonus_detail, 'C_DmgAdd');
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bonus_detail['C_DmgAdd'] = C_DmgAdd + 0.4;
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logger.debug('32500,4,A_DmgAdd');
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logger.debug('32500,4,C_DmgAdd');
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}
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}
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return bonus_detail;
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}
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export const relice_ability = async (set_id, set_num, base_detail, bonus_detail) => {
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bonus_detail = await Relic(set_id, set_num, base_detail, bonus_detail);
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return bonus_detail;
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}
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143
model/damage/role.js
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143
model/damage/role.js
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export const get_let_value = async (let_list, name) => {
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if (let_list[name]) {
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return let_list[name]
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}
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return 0
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}
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export const calculate_damage = async (base_detail, bonus_detail, skill_type, add_skill_type, avatar_element, skill_multiplier, level) => {
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let merged_attr = await merge_attribute(base_detail, bonus_detail)
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logger.debug('merged_attr', merged_attr);
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let attack = merged_attr.attack
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logger.debug('攻击区', attack);
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let defence_multiplier = await get_defence_multiplier(merged_attr, level);
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logger.debug('防御区', defence_multiplier);
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let injury_area = await get_injury_area(merged_attr, skill_type, add_skill_type, avatar_element);
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logger.debug('增伤区', injury_area);
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let damage_ratio = await get_damage_ratio(merged_attr, skill_type, add_skill_type, avatar_element);
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logger.debug('易伤区', damage_ratio);
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let critical_damage_base = await get_critical_damage_base(merged_attr, skill_type, add_skill_type, avatar_element);
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logger.debug('爆伤区', critical_damage_base);
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let critical_chance_base = await get_critical_chance_base(merged_attr, skill_type, add_skill_type, avatar_element);
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logger.debug('暴击区', critical_chance_base);
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let qiwang_damage = critical_chance_base * critical_damage_base
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logger.debug('暴击期望', qiwang_damage);
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let damagelist = {}
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let damage_cd = attack * skill_multiplier * defence_multiplier * injury_area * damage_ratio * critical_damage_base * 1.2 * 1.5
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let damage_qw = attack * skill_multiplier * defence_multiplier * injury_area * damage_ratio * qiwang_damage * 1.2 * 1.5
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damagelist['cd'] = damage_cd
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damagelist['qw'] = damage_qw
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return damagelist
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};
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export const get_critical_chance_base = async (merged_attr, skill_type, add_skill_type, avatar_element) => {
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let critical_chance_base = await get_let_value(merged_attr, 'CriticalChanceBase')
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let merged_attrkey = Object.keys(merged_attr)
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for (const attr of merged_attrkey){
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if (attr.search('_CriticalChanceBase') != -1) {
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let attr_name = attr.split('_CriticalChanceBase')[0]
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if ([skill_type, add_skill_type, 'All', avatar_element].includes(attr_name)) {
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logger.debug(attr + '对' + attr_name + '有' + merged_attr[attr] + '暴击加成')
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critical_chance_base = critical_chance_base + merged_attr[attr]
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}
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}
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}
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critical_chance_base = Math.min(1, critical_chance_base)
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return critical_chance_base
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}
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export const get_critical_damage_base = async (merged_attr, skill_type, add_skill_type, avatar_element) => {
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let critical_damage_base = await get_let_value(merged_attr, 'CriticalDamageBase')
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let merged_attrkey = Object.keys(merged_attr)
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for (const attr of merged_attrkey){
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if (attr.search('_CriticalDamageBase') != -1) {
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let attr_name = attr.split('_CriticalDamageBase')[0]
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if ([skill_type, add_skill_type, 'All', avatar_element].includes(attr_name)) {
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logger.debug(attr + '对' + attr_name + '有' + merged_attr[attr] + '爆伤加成')
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critical_damage_base = critical_damage_base + merged_attr[attr]
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}
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}
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}
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return critical_damage_base + 1
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}
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export const get_damage_ratio = async (merged_attr, skill_type, add_skill_type, avatar_element) => {
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let damage_ratio = await get_let_value(merged_attr, 'DmgRatio')
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let merged_attrkey = Object.keys(merged_attr)
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for (const attr of merged_attrkey){
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if (attr.search('_DmgRatio') != -1) {
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let attr_name = attr.split('_DmgRatio')[0]
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if ([skill_type, add_skill_type, 'All', avatar_element].includes(attr_name)) {
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logger.debug(attr + '对' + attr_name + '有' + merged_attr[attr] + '易伤加成')
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damage_ratio = damage_ratio + merged_attr[attr]
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}
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}
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}
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return damage_ratio + 1
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}
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export const get_injury_area = async (merged_attr, skill_type, add_skill_type, avatar_element) => {
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let injury_area = 1.0
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let merged_attrkey = Object.keys(merged_attr)
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for (const attr of merged_attrkey){
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if (attr.search('_DmgAdd') != -1) {
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let attr_name = attr.split('_DmgAdd')[0]
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if ([skill_type, add_skill_type, 'All', avatar_element].includes(attr_name)) {
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logger.debug(attr + '对' + attr_name + '有' + merged_attr[attr] + '增伤')
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injury_area = injury_area + merged_attr[attr]
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}
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}
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}
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return injury_area
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}
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export const get_defence_multiplier = async (merged_attr, level) => {
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/** 计算防御基础值 */
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let defadd = (0.155 * (level * level)) + (3.12 * level) + 46.95
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/** 计算降防 */
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let ignore_defence = 1.0
|
||||
if (merged_attr.ignore_defence) {
|
||||
ignore_defence = 1 - merged_attr.ignore_defence
|
||||
}
|
||||
/** 计算穿透率 */
|
||||
let penratio = 1.0
|
||||
if (merged_attr.PenRatioBase) {
|
||||
penratio = 1 - merged_attr.PenRatioBase
|
||||
}
|
||||
/** 计算穿透值 */
|
||||
let pendelta = await get_let_value(merged_attr, 'PenDelta')
|
||||
/** 计算防御乘区 */
|
||||
let defence_multiplier = defadd / (defadd + ((defadd * ignore_defence) * penratio - pendelta))
|
||||
return defence_multiplier
|
||||
|
||||
}
|
||||
|
||||
export const merge_attribute = async (base_detail, bonus_detail) => {
|
||||
let merged_attr = {}
|
||||
let bonus_detailkey = Object.keys(bonus_detail)
|
||||
for (const merged of bonus_detailkey){
|
||||
if (merged.search('Attack') != -1 || merged.search('Defence') != -1 || merged.search('HP') != -1) {
|
||||
continue
|
||||
} else if (merged.search('Base') != -1) {
|
||||
merged_attr[merged] = await get_let_value(base_detail, merged) + await get_let_value(bonus_detail, merged)
|
||||
} else {
|
||||
merged_attr[merged] = await get_let_value(bonus_detail, merged)
|
||||
}
|
||||
}
|
||||
merged_attr['hp'] = await get_let_value(bonus_detail, 'HPDelta') + await get_let_value(base_detail, 'hp') * (await get_let_value(bonus_detail, 'HPAddedRatio') + 1)
|
||||
merged_attr['attack'] = await get_let_value(bonus_detail, 'AttackDelta') + await get_let_value(base_detail, 'attack') * (await get_let_value(bonus_detail, 'AttackAddedRatio') + 1)
|
||||
merged_attr['defence'] = await get_let_value(bonus_detail, 'DefenceDelta') + await get_let_value(base_detail, 'defence') * (await get_let_value(bonus_detail, 'DefenceAddedRatio') + 1)
|
||||
merged_attr['CriticalChanceBase'] = await get_let_value(bonus_detail, 'CriticalChanceBase') + await get_let_value(base_detail, 'CriticalChanceBase')
|
||||
merged_attr['CriticalDamageBase'] = await get_let_value(bonus_detail, 'CriticalDamageBase') + await get_let_value(base_detail, 'CriticalDamageBase')
|
||||
merged_attr['PenRatioBase'] = await get_let_value(bonus_detail, 'PenRatioBase') + await get_let_value(base_detail, 'PenRatioBase')
|
||||
return merged_attr
|
||||
}
|
||||
|
||||
26
model/damage/weapon.js
Normal file
26
model/damage/weapon.js
Normal file
|
|
@ -0,0 +1,26 @@
|
|||
import { getMapData } from '../../utils/file.js';
|
||||
const weapon_effect = getMapData('weapon_effect');
|
||||
|
||||
export const get_let_value = async (let_list, name) => {
|
||||
if (let_list[name]) {
|
||||
return let_list[name]
|
||||
}
|
||||
return 0
|
||||
}
|
||||
|
||||
export const Weapon = async (equipment, base_detail, bonus_detail) => {
|
||||
if (equipment.id == 14119){
|
||||
let IceDmgAdd = await get_let_value(bonus_detail, 'Ice_DmgAdd');
|
||||
bonus_detail['Ice_DmgAdd'] = IceDmgAdd + weapon_effect['14119']['Param']['IceDmgAdd'][equipment.star - 1];
|
||||
logger.debug('14119,IceDmgAdd');
|
||||
|
||||
let CriticalChanceBase = await get_let_value(bonus_detail, 'CriticalChanceBase');
|
||||
bonus_detail['CriticalChanceBase'] = CriticalChanceBase + weapon_effect['14119']['Param']['CriticalChanceBase'][equipment.star - 1];
|
||||
}
|
||||
return bonus_detail;
|
||||
};
|
||||
|
||||
export const weapon_ability = async (equipment, base_detail, bonus_detail) => {
|
||||
bonus_detail = await Weapon(equipment, base_detail, bonus_detail);
|
||||
return bonus_detail;
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue