优化角色评分计算;评分权重预定义模板规则,多流派选择 close #144 #145; fix #146

This commit is contained in:
UCPr 2025-09-08 16:06:49 +08:00
parent e9ca415922
commit bc3c641928
10 changed files with 640 additions and 575 deletions

View file

@ -31,6 +31,14 @@ export const IDToCharSprite = id => {
return data?.['sprite_id']
}
/**
* 角色数据
* @param {string | number} id
*/
export const IDToCharData = id => {
return PartnerId2Data[id] || null
}
/**
* @param {string} name
* @returns {number | null}

View file

@ -1,46 +1,37 @@
import { getMapData } from '../utils/file.js';
import { charNameToID } from './convert/char.js';
import { IDToCharData } from './convert/char.js';
import { nameToId } from './convert/property.js';
/** @type {{ [propID: string]: number }} */
export const baseValueData = getMapData('EquipBaseValue');
const equipScore = getMapData('EquipScore');
/** @type {{ [charID: string]: { [propID: string]: number } }} */
export const scoreWeight = {};
const elementType2propId = (elementType) => [31503, 31603, 31703, 31803, , 31903][elementType - 200];
/**
* 将权重数据格式化为ID格式权重数据并处理小词条
* @returns {{ [propID: string]: number }}
* 将权重数据格式化为ID格式权重数据
* @returns {{ rules?: string[], [propID: string]: number }}
*/
export function formatScoreWeight(oriScoreWeight) {
export function formatScoreWeight(oriScoreWeight, charID) {
if (!oriScoreWeight) return false;
if (Array.isArray(oriScoreWeight)) return oriScoreWeight;
if (typeof oriScoreWeight !== 'object') return false;
const weight = {};
for (const propName in oriScoreWeight) {
if (!oriScoreWeight[propName] && oriScoreWeight[propName] !== 0)
continue;
const propID = +propName || nameToId(propName);
let propID;
if (charID && propName === '属性伤害加成') {
propID = elementType2propId(IDToCharData(charID)?.ElementType);
} else {
propID = +propName || nameToId(propName);
}
if (!propID)
continue;
weight[propID] = oriScoreWeight[propName];
};
/** 小生命、小攻击、小防御映射为大生命、大攻击、大防御的1/3 */
for (const [small, big] of [[11103, 11102], [12103, 12102], [13103, 13102]]) {
if (weight[big]) {
weight[small] ??= weight[big] / 3;
};
};
return weight;
}
for (const charName in equipScore) {
// 兼容原ID格式
const charID = +charName || charNameToID(charName);
if (!charID)
continue;
scoreWeight[charID] = formatScoreWeight(equipScore[charName]);
};
/**
* 获取词条强化次数
* @param {string} propertyID 属性id

View file

@ -4,12 +4,13 @@ import {
getSmallSquareAvatar,
getSquareAvatar,
} from '../lib/download.js';
import { baseValueData, formatScoreWeight, scoreWeight } from '../lib/score.js';
import { avatar_calc, scoreFnc } from './damage/avatar.js';
import { idToShortName2 } from '../lib/convert/property.js';
import { imageResourcesPath } from '../lib/path.js';
import { avatar_calc } from './damage/avatar.js';
import { baseValueData } from '../lib/score.js';
import { Equip, Weapon } from './equip.js';
import { Property } from './property.js';
import Score from './damage/Score.js'
import { Skill } from './skill.js';
import path from 'path';
import _ from 'lodash';
@ -262,9 +263,9 @@ export class ZZZAvatarInfo {
this.isNew = isNew;
/** @type {number} 等级级别(取十位数字)*/
this.level_rank = Math.floor(this.level / 10);
const weight = scoreFnc[this.id] && scoreFnc[this.id](this);
this.weightRule = weight?.[0] || '默认';
this.scoreWeight = _.defaults(formatScoreWeight(weight?.[1]) || {}, scoreWeight[this.id]);
const weight = Score.getFinalWeight(this);
this.weightRule = weight[0];
this.scoreWeight = weight[1];
for (const equip of this.equip) {
equip.get_score(this.scoreWeight);
}

View file

@ -14,7 +14,7 @@
5. 保存并重启
示例图:
示例图(“冰属性伤害加成”可简写为“属性伤害加成”)
<p align="center">
<img width=800 src="https://s2.loli.net/2025/06/01/aTyPoZ4gi89MqRC.jpg" title="词条权重自定义基础步骤">
@ -24,7 +24,31 @@
> 将崽底层日志模式切换为**debug**模式,可在控制台查看评分计算详细过程;且会自动监听现有评分计算文件实时热更新。可按需开启
在函数体中,可根据玩家角色数据**动态选用**不同的权重方案。参考[爱丽丝评分规则](./character/爱丽丝/score.js)
在函数体中,可根据玩家角色数据**动态选用**不同的权重方案。示例(原爱丽丝直伤流规则):
```js
/** @type {import('../../avatar.ts')['scoreFnc'][string]} */
export default function (avatar) {
const { CRITRate, CRITDMG, AnomalyProficiency } = avatar.initial_properties
// (暴击率 * 2 + 爆伤 >= 200%) 且 (异常精通 < 300) 时转为直伤流规则
if (CRITRate * 2 + CRITDMG >= 2 && AnomalyProficiency < 300) {
return ['直伤流', {
"生命值百分比": 0,
"攻击力百分比": 0.75,
"防御力百分比": 0,
"冲击力": 0,
"暴击率": 1,
"暴击伤害": 1,
"穿透率": 1,
"穿透值": 0.25,
"能量自动回复": 0,
"异常精通": 0.5,
"异常掌控": 0,
"属性伤害加成": 1
}]
}
}
```
- 函数参数:[ZZZAvatarInfo](../avatar.js#L173)(角色数据)
@ -38,7 +62,9 @@
> 注意:直接修改插件所属文件,将会导致后续该文件更新冲突。若你不清楚如何解决冲突,请使用[方法一](#方法一预设方法推荐)
打开插件默认词条权重文件直接修改相应权重保存即可,重启生效
默认权重使用**权重模板**规则编写,详见[预定义权重规则](./Score.ts#L208):选择第一个符合条件的规则,若皆不符合则选择第一个有效规则
打开插件默认词条权重文件直接修改相应数据保存即可,重启生效
文件路径:[ZZZ-plugin/resources/map/EquipScore.json](../../resources/map/EquipScore.json)

View file

@ -1,12 +1,25 @@
import { baseValueData, formatScoreWeight } from '../../lib/score.js';
import { idToName } from '../../lib/convert/property.js';
import { baseValueData } from '../../lib/score.js';
import { aliasToID } from '../../lib/convert/char.js';
import { getMapData } from '../../utils/file.js';
import { scoreFnc } from './avatar.js';
var rarity;
(function (rarity) {
rarity[rarity["S"] = 0] = "S";
rarity[rarity["A"] = 1] = "A";
rarity[rarity["B"] = 2] = "B";
})(rarity || (rarity = {}));
const equipScore = getMapData('EquipScore');
for (const charName in equipScore) {
const charID = +charName || aliasToID(charName);
if (!charID) {
logger.warn(`驱动盘评分:未找到角色${charName}的角色ID`);
delete equipScore[charName];
continue;
}
equipScore[charID] = equipScore[charName];
delete equipScore[charName];
}
const mainStats = getMapData('EquipMainStats');
const subStats = Object.keys(baseValueData).map(Number);
export default class Score {
@ -92,4 +105,250 @@ export default class Score {
return 0;
}
}
static getFinalWeight(avatar) {
let def_weight = equipScore[avatar.id];
if (!def_weight && !scoreFnc[avatar.id]) {
switch (avatar.avatar_profession) {
case 1:
def_weight = ['主C·双爆'];
break;
case 2:
def_weight = ['冲击·双爆', '冲击·攻击'];
break;
case 3:
def_weight = ['主C·异常', '辅助·异常'];
break;
case 4:
case 5:
def_weight = ['辅助·双爆', '辅助·异常'];
break;
case 6:
def_weight = ['命破·双爆'];
break;
}
}
const delRules = (rules) => {
if (rules.length === 1) {
rule_name = rules[0];
final_weight = predefinedWeights[rules[0]]?.value;
}
else {
for (const name of rules) {
if (predefinedWeights[name]?.rule(avatar)) {
rule_name = name;
final_weight = predefinedWeights[name].value;
break;
}
}
if (!final_weight) {
for (const name of rules) {
if (predefinedWeights[name]) {
rule_name = name;
final_weight = predefinedWeights[name].value;
break;
}
}
}
}
final_weight = { ...final_weight };
};
let rule_name = '默认', final_weight;
if (Array.isArray(def_weight)) {
delRules(def_weight);
}
else if (def_weight.rules) {
const { rules, ...rest } = def_weight;
delRules(rules);
if (Object.keys(rest).length) {
rule_name += '·改';
Object.assign(final_weight, rest);
}
}
else {
final_weight = def_weight;
}
final_weight = formatScoreWeight(final_weight, avatar.id);
const calc_weight = scoreFnc[avatar.id] && scoreFnc[avatar.id](avatar);
if (calc_weight) {
rule_name = calc_weight[0];
final_weight = { ...final_weight, ...formatScoreWeight(calc_weight[1], avatar.id) };
}
for (const [small, big, name] of [[11103, 11102, 'HP'], [12103, 12102, 'ATK'], [13103, 13102, 'DEF']]) {
if (final_weight[big]) {
final_weight[small] ??= +(baseValueData[small] * 100 / (baseValueData[big] * avatar.base_properties[name]) * final_weight[big]).toFixed(2);
}
}
return [rule_name, final_weight];
}
}
const predefinedWeights = {
主C·双爆: {
rule: (avatar) => {
const { ATK, CRITRate, CRITDMG, AnomalyMastery, AnomalyProficiency } = avatar.initial_properties;
return ATK > 2400 && CRITRate * 2 + CRITDMG >= 2.2 && AnomalyMastery < 150 && AnomalyProficiency < 200;
},
value: {
"生命值百分比": 0,
"攻击力百分比": 0.75,
"防御力百分比": 0,
"冲击力": 0,
"暴击率": 1,
"暴击伤害": 1,
"穿透率": 1,
"穿透值": 0.25,
"能量自动回复": 0,
"异常精通": 0,
"异常掌控": 0,
"属性伤害加成": 1
}
},
主C·异常: {
rule: (avatar) => {
const { ATK, CRITRate, CRITDMG, AnomalyMastery, AnomalyProficiency } = avatar.initial_properties;
if (CRITRate * 2 + CRITDMG >= 2)
return false;
if (ATK < 2400)
return false;
if (AnomalyMastery >= 180 && AnomalyProficiency >= 200)
return true;
if (AnomalyMastery >= 120 && AnomalyProficiency >= 300)
return true;
if (AnomalyMastery >= 150 && AnomalyProficiency >= 250)
return true;
return false;
},
value: {
"生命值百分比": 0,
"攻击力百分比": 0.75,
"防御力百分比": 0,
"冲击力": 0,
"暴击率": 0,
"暴击伤害": 0,
"穿透率": 1,
"穿透值": 0.25,
"能量自动回复": 0,
"异常精通": 1,
"异常掌控": 1,
"属性伤害加成": 1
}
},
命破·双爆: {
rule: (avatar) => {
return true;
},
value: {
"生命值百分比": 0,
"攻击力百分比": 0.25,
"防御力百分比": 0,
"冲击力": 0,
"暴击率": 1,
"暴击伤害": 1,
"穿透率": 0,
"穿透值": 0,
"能量自动回复": 0,
"异常精通": 0,
"异常掌控": 0,
"属性伤害加成": 1
}
},
辅助·双爆: {
rule: (avatar) => {
const { CRITRate, CRITDMG, AnomalyProficiency } = avatar.initial_properties;
return CRITRate * 2 + CRITDMG >= 1.5 && AnomalyProficiency < 200;
},
value: {
"生命值百分比": 0,
"攻击力百分比": 0.75,
"防御力百分比": 0,
"冲击力": 0,
"暴击率": 1,
"暴击伤害": 1,
"穿透率": 0.75,
"穿透值": 0.25,
"能量自动回复": 1,
"异常精通": 0,
"异常掌控": 0,
"属性伤害加成": 1
}
},
辅助·攻击: {
rule: (avatar) => {
const { CRITRate, CRITDMG } = avatar.initial_properties;
return CRITRate * 2 + CRITDMG >= 1.5;
},
value: {
"生命值百分比": 0,
"攻击力百分比": 1,
"防御力百分比": 0,
"冲击力": 0,
"暴击率": 1,
"暴击伤害": 0.75,
"穿透率": 0.75,
"穿透值": 0.25,
"能量自动回复": 1,
"异常精通": 0,
"异常掌控": 0,
"属性伤害加成": 1
}
},
辅助·异常: {
rule: (avatar) => {
const { CRITRate, CRITDMG, AnomalyProficiency } = avatar.initial_properties;
return CRITRate * 2 + CRITDMG < 2 && AnomalyProficiency >= 200;
},
value: {
"生命值百分比": 0,
"攻击力百分比": 0.75,
"防御力百分比": 0,
"冲击力": 0,
"暴击率": 0,
"暴击伤害": 0,
"穿透率": 0.75,
"穿透值": 0.25,
"能量自动回复": 1,
"异常精通": 1,
"异常掌控": 1,
"属性伤害加成": 1
}
},
冲击·双爆: {
rule: (avatar) => {
const { CRITRate, CRITDMG } = avatar.initial_properties;
return CRITRate * 2 + CRITDMG >= 1.5;
},
value: {
"生命值百分比": 0,
"攻击力百分比": 0.75,
"防御力百分比": 0,
"冲击力": 1,
"暴击率": 1,
"暴击伤害": 1,
"穿透率": 0.75,
"穿透值": 0.25,
"能量自动回复": 0,
"异常精通": 0,
"异常掌控": 0,
"属性伤害加成": 1
}
},
冲击·攻击: {
rule: (avatar) => {
const { ATK, CRITRate, CRITDMG } = avatar.initial_properties;
return ATK > 2000 && CRITRate * 2 + CRITDMG >= 1;
},
value: {
"生命值百分比": 0,
"攻击力百分比": 1,
"防御力百分比": 0,
"冲击力": 1,
"暴击率": 1,
"暴击伤害": 0.75,
"穿透率": 0.75,
"穿透值": 0.25,
"能量自动回复": 0,
"异常精通": 0,
"异常掌控": 0,
"属性伤害加成": 1
}
},
};

View file

@ -1,11 +1,27 @@
import type { ZZZAvatarInfo } from '../avatar.js'
import type { Equip } from '../equip.js'
import type { scoreWeight } from '../../lib/score.js'
import { baseValueData, formatScoreWeight } from '../../lib/score.js'
import { idToName } from '../../lib/convert/property.js'
import { baseValueData } from '../../lib/score.js'
import { aliasToID } from '../../lib/convert/char.js'
import { getMapData } from '../../utils/file.js'
import { scoreFnc } from './avatar.js'
enum rarity { S, A, B }
type Weight = { [propID: string]: number }
//@ts-expect-error
const equipScore = getMapData('EquipScore') as { [charID: string]: string[] | { rules?: string[], [propID: string]: number } }
for (const charName in equipScore) {
const charID = +charName || aliasToID(charName)
if (!charID) {
logger.warn(`驱动盘评分:未找到角色${charName}的角色ID`)
delete equipScore[charName]
continue
}
equipScore[charID] = equipScore[charName]
delete equipScore[charName]
}
/** 主词条可能属性 */
const mainStats = getMapData('EquipMainStats') as { [partition: string]: number[] }
/** 副词条可能属性 */
@ -14,12 +30,12 @@ const subStats = Object.keys(baseValueData).map(Number)
export default class Score {
protected equip: Equip
/** 词条权重 */
protected weight: typeof scoreWeight[string]
protected weight: Weight
/** 驱动盘n号位 */
protected partition: number
/** 用户主词条 */
protected userMainStat: number
constructor(equip: Equip, weight: Score['weight']) {
constructor(equip: Equip, weight: Weight) {
this.equip = equip
this.weight = weight
this.partition = this.equip.equipment_type
@ -101,7 +117,7 @@ export default class Score {
return score
}
static main(equip: Equip, weight: Score['weight']) {
static main(equip: Equip, weight: Weight) {
try {
return new Score(equip, weight).get_score()
} catch (err) {
@ -110,4 +126,253 @@ export default class Score {
}
}
static getFinalWeight(avatar: ZZZAvatarInfo): [name: string, Weight] {
let def_weight = equipScore[avatar.id]
// 无预设权重且无计算函数(新角色),选择相应基本规则
if (!def_weight && !scoreFnc[avatar.id]) {
switch (avatar.avatar_profession) {
case 1: // 强攻
def_weight = ['主C·双爆']
break
case 2: // 击破
def_weight = ['冲击·双爆', '冲击·攻击']
break
case 3: // 异常
def_weight = ['主C·异常', '辅助·异常']
break
case 4: // 支援
case 5: // 防护
def_weight = ['辅助·双爆', '辅助·异常']
break
case 6: // 命破
def_weight = ['命破·双爆']
break
}
}
/** 选择第一个符合条件的规则,若皆不符合则选择第一个有效规则 */
const delRules = (rules: string[]) => {
if (rules.length === 1) {
rule_name = rules[0]
final_weight = predefinedWeights[rules[0]]?.value
} else {
for (const name of rules) {
if (predefinedWeights[name]?.rule(avatar)) {
rule_name = name
final_weight = predefinedWeights[name].value
break
}
}
if (!final_weight) {
for (const name of rules) {
if (predefinedWeights[name]) {
rule_name = name
final_weight = predefinedWeights[name].value
break
}
}
}
}
final_weight = { ...final_weight }
}
let rule_name = '默认', final_weight: Weight | undefined
if (Array.isArray(def_weight)) {
delRules(def_weight)
} else if (def_weight.rules) {
const { rules, ...rest } = def_weight
delRules(rules)
if (Object.keys(rest).length) {
rule_name += '·改'
Object.assign(final_weight!, rest)
}
} else {
final_weight = def_weight
}
// console.log(avatar.name_mi18n, 'default_final_weight', final_weight)
final_weight = formatScoreWeight(final_weight, avatar.id)
const calc_weight = scoreFnc[avatar.id] && scoreFnc[avatar.id](avatar)
if (calc_weight) {
rule_name = calc_weight[0]
final_weight = { ...final_weight, ...formatScoreWeight(calc_weight[1], avatar.id) }
}
// 小生命、小攻击、小防御动态映射为大生命、大攻击、大防御相对于基础属性的等效权重
for (const [small, big, name] of [[11103, 11102, 'HP'], [12103, 12102, 'ATK'], [13103, 13102, 'DEF']] as const) {
if (final_weight[big]) {
final_weight[small] ??= +(baseValueData[small] * 100 / (baseValueData[big] * avatar.base_properties[name]) * final_weight[big]).toFixed(2)
}
}
// console.log(avatar.name_mi18n, rule_name, final_weight)
return [rule_name, final_weight]
}
}
/** 预定义权重规则 */
const predefinedWeights: Record<string, {
rule: (avatar: ZZZAvatarInfo) => boolean,
value: Record<string, number>
}> = {
C·: {
rule: (avatar) => {
const { ATK, CRITRate, CRITDMG, AnomalyMastery, AnomalyProficiency } = avatar.initial_properties
return ATK > 2400 && CRITRate * 2 + CRITDMG >= 2.2 && AnomalyMastery < 150 && AnomalyProficiency < 200
},
value: {
"生命值百分比": 0,
"攻击力百分比": 0.75,
"防御力百分比": 0,
"冲击力": 0,
"暴击率": 1,
"暴击伤害": 1,
"穿透率": 1,
"穿透值": 0.25,
"能量自动回复": 0,
"异常精通": 0,
"异常掌控": 0,
"属性伤害加成": 1
}
},
C·: {
rule: (avatar) => {
const { ATK, CRITRate, CRITDMG, AnomalyMastery, AnomalyProficiency } = avatar.initial_properties
if (CRITRate * 2 + CRITDMG >= 2) return false
if (ATK < 2400) return false
if (AnomalyMastery >= 180 && AnomalyProficiency >= 200) return true
if (AnomalyMastery >= 120 && AnomalyProficiency >= 300) return true
if (AnomalyMastery >= 150 && AnomalyProficiency >= 250) return true
return false
},
value: {
"生命值百分比": 0,
"攻击力百分比": 0.75,
"防御力百分比": 0,
"冲击力": 0,
"暴击率": 0,
"暴击伤害": 0,
"穿透率": 1,
"穿透值": 0.25,
"能量自动回复": 0,
"异常精通": 1,
"异常掌控": 1,
"属性伤害加成": 1
}
},
·: {
rule: (avatar) => {
return true
},
value: {
"生命值百分比": 0,
"攻击力百分比": 0.25,
"防御力百分比": 0,
"冲击力": 0,
"暴击率": 1,
"暴击伤害": 1,
"穿透率": 0,
"穿透值": 0,
"能量自动回复": 0,
"异常精通": 0,
"异常掌控": 0,
"属性伤害加成": 1
}
},
·: {
rule: (avatar) => {
const { CRITRate, CRITDMG, AnomalyProficiency } = avatar.initial_properties
return CRITRate * 2 + CRITDMG >= 1.5 && AnomalyProficiency < 200
},
value: {
"生命值百分比": 0,
"攻击力百分比": 0.75,
"防御力百分比": 0,
"冲击力": 0,
"暴击率": 1,
"暴击伤害": 1,
"穿透率": 0.75,
"穿透值": 0.25,
"能量自动回复": 1,
"异常精通": 0,
"异常掌控": 0,
"属性伤害加成": 1
}
},
·: {
rule: (avatar) => {
const { CRITRate, CRITDMG } = avatar.initial_properties
return CRITRate * 2 + CRITDMG >= 1.5
},
value: {
"生命值百分比": 0,
"攻击力百分比": 1,
"防御力百分比": 0,
"冲击力": 0,
"暴击率": 1,
"暴击伤害": 0.75,
"穿透率": 0.75,
"穿透值": 0.25,
"能量自动回复": 1,
"异常精通": 0,
"异常掌控": 0,
"属性伤害加成": 1
}
},
·: {
rule: (avatar) => {
const { CRITRate, CRITDMG, AnomalyProficiency } = avatar.initial_properties
return CRITRate * 2 + CRITDMG < 2 && AnomalyProficiency >= 200
},
value: {
"生命值百分比": 0,
"攻击力百分比": 0.75,
"防御力百分比": 0,
"冲击力": 0,
"暴击率": 0,
"暴击伤害": 0,
"穿透率": 0.75,
"穿透值": 0.25,
"能量自动回复": 1,
"异常精通": 1,
"异常掌控": 1,
"属性伤害加成": 1
}
},
·: {
rule: (avatar) => {
const { CRITRate, CRITDMG } = avatar.initial_properties
return CRITRate * 2 + CRITDMG >= 1.5
},
value: {
"生命值百分比": 0,
"攻击力百分比": 0.75,
"防御力百分比": 0,
"冲击力": 1,
"暴击率": 1,
"暴击伤害": 1,
"穿透率": 0.75,
"穿透值": 0.25,
"能量自动回复": 0,
"异常精通": 0,
"异常掌控": 0,
"属性伤害加成": 1
}
},
·: {
rule: (avatar) => {
const { ATK, CRITRate, CRITDMG } = avatar.initial_properties
return ATK > 2000 && CRITRate * 2 + CRITDMG >= 1
},
value: {
"生命值百分比": 0,
"攻击力百分比": 1,
"防御力百分比": 0,
"冲击力": 1,
"暴击率": 1,
"暴击伤害": 0.75,
"穿透率": 0.75,
"穿透值": 0.25,
"能量自动回复": 0,
"异常精通": 0,
"异常掌控": 0,
"属性伤害加成": 1
}
},
}

View file

@ -12,6 +12,6 @@ export default function (avatar) {
"能量自动回复": 0,
"异常精通": 0,
"异常掌控": 0,
"属性伤害加成": 1
"属性伤害加成": 1
}]
}

View file

@ -1,6 +1,6 @@
{
"11103": 112,
"11102": 3,
"11103": 112,
"12102": 3,
"12103": 19,
"13102": 4.8,

View file

@ -1,550 +1,65 @@
{
"哲": {},
"铃": {},
"安比": {
"生命值百分比": 0,
"攻击力百分比": 0.75,
"防御力百分比": 0,
"冲击力": 1,
"暴击率": 1,
"暴击伤害": 1,
"穿透率": 0.75,
"穿透值": 0.25,
"能量自动回复": 0.5,
"异常精通": 0,
"异常掌控": 0,
"电属性伤害加成": 1
},
"猫又": {
"生命值百分比": 0,
"攻击力百分比": 0.75,
"防御力百分比": 0,
"冲击力": 0,
"暴击率": 1,
"暴击伤害": 1,
"穿透率": 1,
"穿透值": 0.25,
"能量自动回复": 0,
"异常精通": 0,
"异常掌控": 0,
"物理属性伤害加成": 1
},
"妮可": {
"生命值百分比": 0,
"攻击力百分比": 0.75,
"防御力百分比": 0,
"冲击力": 0,
"暴击率": 0,
"暴击伤害": 0,
"穿透率": 0.75,
"穿透值": 0.25,
"能量自动回复": 1,
"异常精通": 1,
"异常掌控": 1,
"以太属性伤害加成": 1
},
"「11号」": {
"生命值百分比": 0,
"攻击力百分比": 0.75,
"防御力百分比": 0,
"冲击力": 0,
"暴击率": 1,
"暴击伤害": 1,
"穿透率": 1,
"穿透值": 0.25,
"能量自动回复": 0,
"异常精通": 0,
"异常掌控": 0,
"火属性伤害加成": 1
},
"可琳": {
"生命值百分比": 0,
"攻击力百分比": 0.75,
"防御力百分比": 0,
"冲击力": 0,
"暴击率": 1,
"暴击伤害": 1,
"穿透率": 1,
"穿透值": 0.25,
"能量自动回复": 0.5,
"异常精通": 0,
"异常掌控": 0,
"物理属性伤害加成": 1
},
"凯撒": {
"生命值百分比": 0,
"攻击力百分比": 0.75,
"防御力百分比": 0,
"冲击力": 1,
"暴击率": 1,
"暴击伤害": 1,
"穿透率": 0.75,
"穿透值": 0.25,
"能量自动回复": 0.5,
"异常精通": 0,
"异常掌控": 0,
"物理属性伤害加成": 1
},
"比利": {
"生命值百分比": 0,
"攻击力百分比": 0.75,
"防御力百分比": 0,
"冲击力": 0,
"暴击率": 1,
"暴击伤害": 1,
"穿透率": 1,
"穿透值": 0.25,
"能量自动回复": 0,
"异常精通": 0,
"异常掌控": 0,
"物理属性伤害加成": 1
},
"雅": {
"生命值百分比": 0,
"攻击力百分比": 0.75,
"防御力百分比": 0,
"冲击力": 0,
"暴击率": 1,
"暴击伤害": 1,
"穿透率": 1,
"穿透值": 0.25,
"能量自动回复": 0,
"异常精通": 0.5,
"异常掌控": 0.5,
"冰属性伤害加成": 1
},
"珂蕾妲": {
"生命值百分比": 0,
"攻击力百分比": 0.75,
"防御力百分比": 0,
"冲击力": 1,
"暴击率": 1,
"暴击伤害": 1,
"穿透率": 0.5,
"穿透值": 0.25,
"能量自动回复": 0.5,
"异常精通": 0,
"异常掌控": 0,
"火属性伤害加成": 1
},
"安东": {
"生命值百分比": 0,
"攻击力百分比": 0.75,
"防御力百分比": 0,
"冲击力": 0,
"暴击率": 1,
"暴击伤害": 1,
"穿透率": 0.75,
"穿透值": 0.25,
"能量自动回复": 1,
"异常精通": 1,
"异常掌控": 1,
"电属性伤害加成": 1
"安比": ["冲击·双爆"],
"猫又": ["主C·双爆"],
"妮可": ["辅助·双爆", "辅助·异常"],
"「11号」": ["主C·双爆"],
"可琳": ["主C·双爆"],
"凯撒": ["冲击·双爆"],
"比利": ["主C·双爆"],
"星见雅": {
"rules": ["主C·双爆"],
"异常精通": 0.3,
"异常掌控": 0.75
},
"珂蕾妲": ["冲击·双爆"],
"安东": ["主C·双爆"],
"本": {
"生命值百分比": 0,
"攻击力百分比": 0.5,
"防御力百分比": 1,
"冲击力": 0,
"暴击率": 0.75,
"暴击伤害": 0.75,
"穿透率": 0.75,
"穿透值": 0.25,
"能量自动回复": 0.5,
"异常精通": 0,
"异常掌控": 0,
"火属性伤害加成": 1
},
"苍角": {
"生命值百分比": 0,
"攻击力百分比": 1,
"防御力百分比": 0,
"冲击力": 0,
"暴击率": 0.75,
"暴击伤害": 0.75,
"穿透率": 0.75,
"穿透值": 0.25,
"能量自动回复": 1,
"异常精通": 0,
"异常掌控": 0,
"冰属性伤害加成": 1
},
"莱卡恩": {
"生命值百分比": 0,
"攻击力百分比": 0.75,
"防御力百分比": 0,
"冲击力": 1,
"暴击率": 1,
"暴击伤害": 1,
"穿透率": 0.75,
"穿透值": 0.25,
"能量自动回复": 0.5,
"异常精通": 0,
"异常掌控": 0,
"冰属性伤害加成": 1
},
"露西": {
"生命值百分比": 0,
"攻击力百分比": 1,
"防御力百分比": 0,
"冲击力": 0,
"暴击率": 0.75,
"暴击伤害": 0.75,
"穿透率": 0.75,
"穿透值": 0.25,
"能量自动回复": 1,
"异常精通": 0,
"异常掌控": 0,
"火属性伤害加成": 1
},
"莱特": {
"生命值百分比": 0,
"攻击力百分比": 0.75,
"防御力百分比": 0,
"冲击力": 1,
"暴击率": 1,
"暴击伤害": 1,
"穿透率": 0.75,
"穿透值": 0.25,
"能量自动回复": 0.5,
"异常精通": 0,
"异常掌控": 0,
"火属性伤害加成": 1
},
"柏妮思": {
"生命值百分比": 0,
"攻击力百分比": 0.75,
"防御力百分比": 0,
"冲击力": 0,
"暴击率": 0.75,
"暴击伤害": 0.75,
"穿透率": 0.75,
"穿透值": 0.25,
"能量自动回复": 1,
"异常精通": 1,
"异常掌控": 1,
"火属性伤害加成": 1
},
"格莉丝": {
"生命值百分比": 0,
"攻击力百分比": 0.75,
"防御力百分比": 0,
"冲击力": 0,
"暴击率": 0,
"暴击伤害": 0,
"穿透率": 0.75,
"穿透值": 0.25,
"能量自动回复": 0.5,
"异常精通": 1,
"异常掌控": 1,
"电属性伤害加成": 1
},
"艾莲": {
"生命值百分比": 0,
"攻击力百分比": 0.75,
"防御力百分比": 0,
"冲击力": 0,
"暴击率": 1,
"暴击伤害": 1,
"穿透率": 1,
"穿透值": 0.25,
"能量自动回复": 0,
"异常精通": 0,
"异常掌控": 0,
"冰属性伤害加成": 1
},
"悠真": {
"生命值百分比": 0,
"攻击力百分比": 0.75,
"防御力百分比": 0,
"冲击力": 0,
"暴击率": 1,
"暴击伤害": 1,
"穿透率": 1,
"穿透值": 0.25,
"能量自动回复": 0,
"异常精通": 0,
"异常掌控": 0,
"电属性伤害加成": 1
"rules": ["辅助·双爆"],
"防御力百分比": 1
},
"苍角": ["辅助·攻击"],
"莱卡恩": ["冲击·双爆"],
"露西": ["辅助·攻击"],
"莱特": ["冲击·双爆"],
"柏妮思": ["辅助·异常", "辅助·双爆"],
"格莉丝": ["辅助·异常"],
"艾莲": ["主C·双爆"],
"悠真": ["主C·双爆"],
"丽娜": {
"生命值百分比": 0,
"攻击力百分比": 0.75,
"防御力百分比": 0,
"冲击力": 0,
"暴击率": 0,
"暴击伤害": 0,
"穿透率": 1,
"穿透值": 0.25,
"能量自动回复": 1,
"异常精通": 1,
"异常掌控": 0.75,
"电属性伤害加成": 0.75
},
"柳": {
"生命值百分比": 0,
"攻击力百分比": 0.75,
"防御力百分比": 0,
"冲击力": 0,
"暴击率": 0,
"暴击伤害": 0,
"穿透率": 0.75,
"穿透值": 0.25,
"能量自动回复": 0.5,
"异常精通": 1,
"异常掌控": 1,
"电属性伤害加成": 0.75
},
"朱鸢": {
"生命值百分比": 0,
"攻击力百分比": 0.75,
"防御力百分比": 0,
"冲击力": 0,
"暴击率": 1,
"暴击伤害": 1,
"穿透率": 1,
"穿透值": 0.25,
"能量自动回复": 0,
"异常精通": 0,
"异常掌控": 0,
"以太属性伤害加成": 1
},
"青衣": {
"生命值百分比": 0,
"攻击力百分比": 0.75,
"防御力百分比": 0,
"冲击力": 1,
"暴击率": 1,
"暴击伤害": 1,
"穿透率": 0.75,
"穿透值": 0.25,
"能量自动回复": 0,
"异常精通": 0,
"异常掌控": 0,
"电属性伤害加成": 1
},
"简": {
"生命值百分比": 0,
"攻击力百分比": 0.75,
"防御力百分比": 0,
"冲击力": 0,
"暴击率": 0,
"暴击伤害": 0,
"穿透率": 1,
"穿透值": 0.25,
"能量自动回复": 0.5,
"异常精通": 1,
"异常掌控": 1,
"物理属性伤害加成": 1
"rules": ["辅助·异常"],
"穿透率": 1
},
"柳": ["辅助·异常"],
"朱鸢": ["主C·双爆"],
"青衣": ["冲击·双爆"],
"简": ["主C·异常"],
"赛斯": {
"生命值百分比": 0,
"攻击力百分比": 1,
"防御力百分比": 0,
"冲击力": 0,
"暴击率": 0,
"暴击伤害": 0,
"穿透率": 0.75,
"穿透值": 0.25,
"能量自动回复": 1,
"异常精通": 0.75,
"异常掌控": 1,
"电属性伤害加成": 1
},
"派派": {
"生命值百分比": 0,
"攻击力百分比": 0.75,
"防御力百分比": 0,
"冲击力": 0,
"暴击率": 0,
"暴击伤害": 0,
"穿透率": 1,
"穿透值": 0.25,
"能量自动回复": 0.5,
"异常精通": 1,
"异常掌控": 1,
"物理属性伤害加成": 1
"rules": ["辅助·双爆", "辅助·异常"],
"攻击力百分比": 1
},
"派派": ["主C·异常"],
"耀嘉音": {
"生命值百分比": 0,
"攻击力百分比": 1,
"防御力百分比": 0,
"冲击力": 0,
"暴击率": 0.75,
"暴击伤害": 0.75,
"穿透率": 0.5,
"穿透值": 0.25,
"能量自动回复": 1,
"异常精通": 0.25,
"异常掌控": 0,
"以太属性伤害加成": 0.5
},
"伊芙琳": {
"生命值百分比": 0,
"攻击力百分比": 0.75,
"防御力百分比": 0,
"冲击力": 0,
"暴击率": 1,
"暴击伤害": 1,
"穿透率": 1,
"穿透值": 0.25,
"能量自动回复": 0,
"异常精通": 0,
"异常掌控": 0,
"火属性伤害加成": 1
},
"波可娜": {
"生命值百分比": 0,
"攻击力百分比": 0.75,
"防御力百分比": 0,
"冲击力": 1,
"暴击率": 1,
"暴击伤害": 1,
"穿透率": 0.75,
"穿透值": 0.25,
"能量自动回复": 0.5,
"异常精通": 0,
"异常掌控": 0,
"物理属性伤害加成": 1
},
"零号·安比": {
"生命值百分比": 0,
"攻击力百分比": 0.75,
"防御力百分比": 0,
"冲击力": 0,
"暴击率": 1,
"暴击伤害": 1,
"穿透率": 1,
"穿透值": 0.25,
"能量自动回复": 0,
"异常精通": 0,
"异常掌控": 0,
"电属性伤害加成": 1
},
"「扳机」": {
"生命值百分比": 0,
"攻击力百分比": 0.75,
"防御力百分比": 0,
"冲击力": 1,
"暴击率": 1,
"暴击伤害": 1,
"穿透率": 0.75,
"穿透值": 0.25,
"能量自动回复": 0.5,
"异常精通": 0,
"异常掌控": 0,
"电属性伤害加成": 1
},
"薇薇安": {
"生命值百分比": 0,
"攻击力百分比": 0.75,
"防御力百分比": 0,
"冲击力": 0,
"暴击率": 0,
"暴击伤害": 0,
"穿透率": 0.75,
"穿透值": 0.25,
"能量自动回复": 1,
"异常精通": 1,
"异常掌控": 1,
"以太属性伤害加成": 1
},
"雨果": {
"生命值百分比": 0,
"攻击力百分比": 0.75,
"防御力百分比": 0,
"冲击力": 0,
"暴击率": 1,
"暴击伤害": 1,
"穿透率": 1,
"穿透值": 0.25,
"能量自动回复": 0,
"异常精通": 0,
"异常掌控": 0,
"冰属性伤害加成": 1
"rules": ["辅助·攻击", "辅助·异常"],
"攻击力百分比": 1
},
"伊芙琳": ["主C·双爆"],
"波可娜": ["冲击·双爆"],
"零号·安比": ["主C·双爆"],
"「扳机」": ["冲击·双爆"],
"薇薇安": ["辅助·异常"],
"雨果": ["主C·双爆"],
"仪玄": {
"生命值百分比": 0.5,
"攻击力百分比": 0.25,
"防御力百分比": 0,
"冲击力": 0,
"暴击率": 1,
"暴击伤害": 1,
"穿透率": 0,
"穿透值": 0,
"能量自动回复": 0,
"异常精通": 0,
"异常掌控": 0,
"以太属性伤害加成": 1
},
"潘引壶": {
"生命值百分比": 0,
"攻击力百分比": 1,
"防御力百分比": 0,
"冲击力": 0,
"暴击率": 0.75,
"暴击伤害": 0.75,
"穿透率": 0.75,
"穿透值": 0.25,
"能量自动回复": 1,
"异常精通": 0,
"异常掌控": 0,
"物理属性伤害加成": 1
},
"橘福福": {
"生命值百分比": 0,
"攻击力百分比": 1,
"防御力百分比": 0,
"冲击力": 1,
"暴击率": 1,
"暴击伤害": 0.75,
"穿透率": 0.75,
"穿透值": 0.25,
"能量自动回复": 0.5,
"异常精通": 0,
"异常掌控": 0,
"火属性伤害加成": 1
},
"rules": ["命破·双爆"],
"生命值百分比": 0.5
},
"潘引壶": ["辅助·攻击"],
"橘福福": ["冲击·攻击"],
"浮波柚叶": {
"生命值百分比": 0,
"攻击力百分比": 1,
"防御力百分比": 0,
"冲击力": 0,
"暴击率": 0,
"暴击伤害": 0,
"穿透率": 0.5,
"穿透值": 0.25,
"能量自动回复": 1,
"异常精通": 0.75,
"异常掌控": 1,
"物理属性伤害加成": 0.5
},
"爱丽丝": {
"生命值百分比": 0,
"攻击力百分比": 0.75,
"防御力百分比": 0,
"冲击力": 0,
"暴击率": 0,
"暴击伤害": 0,
"穿透率": 0.75,
"穿透值": 0.25,
"能量自动回复": 0.5,
"异常精通": 1,
"异常掌控": 1,
"物理属性伤害加成": 1
},
"席德": {
"生命值百分比": 0,
"攻击力百分比": 1,
"防御力百分比": 0,
"冲击力": 0,
"暴击率": 1,
"暴击伤害": 1,
"穿透率": 1,
"穿透值": 0.25,
"能量自动回复": 0,
"异常精通": 0,
"异常掌控": 0,
"电属性伤害加成": 1
}
}
"rules": ["辅助·异常", "辅助·双爆"],
"攻击力百分比": 1
},
"爱丽丝": ["主C·异常", "主C·双爆"],
"席德": ["主C·双爆"]
}

View file

@ -221,7 +221,7 @@
<div class="properties">
<div class="prop-icon {{prop.classname}}"></div>
{{if prop.base_score !== false}}
<div class="label yellow hit{{prop.base_score * 100 - (prop.base_score * 100 % 25)}}">
<div class="label yellow hit{{(prop.base_score * 100 - (prop.base_score * 100 % 25)).toFixed(0)}}">
{{else}}
<div class="label yellow">
{{/if}}