Merge pull request #88 from UCPr251/main

新增星见雅伤害计算等
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bietiaop 2025-01-01 22:05:27 +08:00 committed by GitHub
commit da16687863
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GPG key ID: B5690EEEBB952194
10 changed files with 325 additions and 71 deletions

1
.gitignore vendored
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@ -9,3 +9,4 @@ data/**/*.*
resources/images/**/*.*
resources/data/**/*.*
resources/map/*.js

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@ -315,22 +315,23 @@ export class ZZZAvatarInfo {
* set_detail: Record<string, number>;
* }} */
get damage_basic_properties() {
const basic_properties = this.basic_properties;
const base_detail = {
hp: Number(this.basic_properties.hpmax.final),
attack: Number(this.basic_properties.attack.final),
defence: Number(this.basic_properties.def.final),
ImpactRatio: Number(this.basic_properties.breakstun.final),
hp: Number(basic_properties.hpmax.final),
attack: Number(basic_properties.attack.final),
defence: Number(basic_properties.def.final),
ImpactRatio: Number(basic_properties.breakstun.final),
CriticalChanceBase:
Number(this.basic_properties.crit.final.replace('%', '')) / 100,
Number(basic_properties.crit.final.replace('%', '')) / 100,
CriticalDamageBase:
Number(this.basic_properties.critdam.final.replace('%', '')) / 100,
Number(basic_properties.critdam.final.replace('%', '')) / 100,
ElementAbnormalPower: Number(
this.basic_properties.elementabnormalpower.final
basic_properties.elementabnormalpower.final
),
ElementMystery: Number(this.basic_properties.elementmystery.final),
ElementMystery: Number(basic_properties.elementmystery.final),
PenRatioBase:
Number(this.basic_properties.penratio.final.replace('%', '')) / 100,
SpGetRatio: Number(this.basic_properties.sprecover.final),
Number(basic_properties.penratio.final.replace('%', '')) / 100,
SpGetRatio: Number(basic_properties.sprecover.final),
};
/** 穿
* 穿透值23203
@ -378,9 +379,7 @@ export class ZZZAvatarInfo {
return [];
}
/** 处理基础数据 */
let base_detail = this.damage_basic_properties.base_detail;
let bonus_detail = this.damage_basic_properties.bonus_detail;
let set_detail = this.damage_basic_properties.set_detail;
let { base_detail, bonus_detail, set_detail } = this.damage_basic_properties;
/** 处理驱动盘套装加成 */
let set_detailkeys = Object.keys(set_detail);
@ -394,12 +393,12 @@ export class ZZZAvatarInfo {
bonus_detail
);
}
logger.debug('bonus_detail', bonus_detail);
logger.debug('+套装bonus_detail', bonus_detail);
/** 处理音频加成 */
if (this.weapon)
bonus_detail = weapon_ability(this.weapon, base_detail, bonus_detail);
logger.debug('bonus_detail', bonus_detail);
logger.debug('+音频bonus_detail', bonus_detail);
/** 处理角色加成 */
const damagelist = avatar_ability(this, base_detail, bonus_detail);

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@ -16,6 +16,7 @@ const skilldict = getMapData('SkillData');
export const avatar_ability = (data, base_detail, bonus_detail) => {
const damagelist = [];
switch (data.id) {
// 艾莲
case 1191: {
/** 处理命座加成 */
if (data.rank >= 1) {
@ -194,9 +195,9 @@ export const avatar_ability = (data, base_detail, bonus_detail) => {
value: damagelist6,
};
damagelist.push(damage6);
logger.debug('伤害', damagelist);
break;
}
// 朱鸢
case 1241: {
/** 处理命座加成 */
if (data.rank >= 2) {
@ -352,6 +353,7 @@ export const avatar_ability = (data, base_detail, bonus_detail) => {
damagelist.push(damage5);
break;
}
// 11号
case 1041: {
/** 处理命座加成 */
if (data.rank >= 2) {
@ -380,8 +382,8 @@ export const avatar_ability = (data, base_detail, bonus_detail) => {
/** 计算伤害 */
/** 计算普攻伤害 */
const skill_multiplier1 = getskilllevelnum(data.id,data.skills,'A','A');
const damagelist1 = calculate_damage(base_detail,bonus_detail,'A','A','Fire',skill_multiplier1,data.level);
const skill_multiplier1 = getskilllevelnum(data.id, data.skills, 'A', 'A');
const damagelist1 = calculate_damage(base_detail, bonus_detail, 'A', 'A', 'Fire', skill_multiplier1, data.level);
const damage1 = {
title: '普通攻击:火力镇压',
value: damagelist1,
@ -389,8 +391,8 @@ export const avatar_ability = (data, base_detail, bonus_detail) => {
damagelist.push(damage1);
/** 计算冲刺伤害 */
const skill_multiplier2 = getskilllevelnum(data.id,data.skills,'C','C');
const damagelist2 = calculate_damage(base_detail,bonus_detail,'C','C','Fire',skill_multiplier2,data.level);
const skill_multiplier2 = getskilllevelnum(data.id, data.skills, 'C', 'C');
const damagelist2 = calculate_damage(base_detail, bonus_detail, 'C', 'C', 'Fire', skill_multiplier2, data.level);
const damage2 = {
title: '闪避反击:逆火',
value: damagelist2,
@ -398,8 +400,8 @@ export const avatar_ability = (data, base_detail, bonus_detail) => {
damagelist.push(damage2);
/** 计算强化特殊技伤害 */
const skill_multiplier3 = getskilllevelnum(data.id,data.skills,'E','E');
let damagelist3 = calculate_damage(base_detail,bonus_detail,'E','E','Fire',skill_multiplier3,data.level);
const skill_multiplier3 = getskilllevelnum(data.id, data.skills, 'E', 'E');
let damagelist3 = calculate_damage(base_detail, bonus_detail, 'E', 'E', 'Fire', skill_multiplier3, data.level);
const damage3 = {
title: '强化特殊技:盛燃烈火',
value: damagelist3,
@ -407,8 +409,8 @@ export const avatar_ability = (data, base_detail, bonus_detail) => {
damagelist.push(damage3);
/** 计算连携技伤害 */
const skill_multiplier4 = getskilllevelnum(data.id,data.skills,'L','L');
const damagelist4 = calculate_damage(base_detail,bonus_detail,'L','L','Fire',skill_multiplier4,data.level);
const skill_multiplier4 = getskilllevelnum(data.id, data.skills, 'L', 'L');
const damagelist4 = calculate_damage(base_detail, bonus_detail, 'L', 'L', 'Fire', skill_multiplier4, data.level);
const damage4 = {
title: '连携技:昂扬烈焰',
value: damagelist4,
@ -416,8 +418,8 @@ export const avatar_ability = (data, base_detail, bonus_detail) => {
damagelist.push(damage4);
/** 计算终结技伤害 */
const skill_multiplier5 = getskilllevelnum(data.id,data.skills,'R','R');
const damagelist5 = calculate_damage(base_detail,bonus_detail,'R','R','Fire',skill_multiplier5,data.level);
const skill_multiplier5 = getskilllevelnum(data.id, data.skills, 'R', 'R');
const damagelist5 = calculate_damage(base_detail, bonus_detail, 'R', 'R', 'Fire', skill_multiplier5, data.level);
const damage5 = {
title: '终结技:轰鸣烈焰',
value: damagelist5,
@ -425,6 +427,7 @@ export const avatar_ability = (data, base_detail, bonus_detail) => {
damagelist.push(damage5);
break;
}
// 青衣
case 1251: {
/** 处理命座加成 */
if (data.rank >= 1) {
@ -454,7 +457,7 @@ export const avatar_ability = (data, base_detail, bonus_detail) => {
if (ImpactRatio >= 220) {
let AttackDelta = _.get(bonus_detail, 'AttackDelta', 0);
bonus_detail['AttackDelta'] = AttackDelta + 600;
}else{
} else {
let AttackDelta = _.get(bonus_detail, 'AttackDelta', 0);
bonus_detail['AttackDelta'] = (AttackDelta - 120) * 6;
}
@ -462,8 +465,8 @@ export const avatar_ability = (data, base_detail, bonus_detail) => {
/** 计算伤害 */
/** 计算普攻伤害 */
const skill_multiplier1 = getskilllevelnum(data.id,data.skills,'A','A');
const damagelist1 = calculate_damage(base_detail,bonus_detail,'A','A','Electric',skill_multiplier1,data.level);
const skill_multiplier1 = getskilllevelnum(data.id, data.skills, 'A', 'A');
const damagelist1 = calculate_damage(base_detail, bonus_detail, 'A', 'A', 'Electric', skill_multiplier1, data.level);
const damage1 = {
title: '普通攻击:醉花月云转',
value: damagelist1,
@ -471,8 +474,8 @@ export const avatar_ability = (data, base_detail, bonus_detail) => {
damagelist.push(damage1);
/** 计算冲刺伤害 */
const skill_multiplier2 = getskilllevelnum(data.id,data.skills,'C','C');
const damagelist2 = calculate_damage(base_detail,bonus_detail,'C','C','Electric',skill_multiplier2,data.level);
const skill_multiplier2 = getskilllevelnum(data.id, data.skills, 'C', 'C');
const damagelist2 = calculate_damage(base_detail, bonus_detail, 'C', 'C', 'Electric', skill_multiplier2, data.level);
const damage2 = {
title: '闪避反击:意不尽',
value: damagelist2,
@ -480,8 +483,8 @@ export const avatar_ability = (data, base_detail, bonus_detail) => {
damagelist.push(damage2);
/** 计算强化特殊技伤害 */
const skill_multiplier3 = getskilllevelnum(data.id,data.skills,'E','E');
let damagelist3 = calculate_damage(base_detail,bonus_detail,'E','E','Ether',skill_multiplier3,data.level);
const skill_multiplier3 = getskilllevelnum(data.id, data.skills, 'E', 'E');
let damagelist3 = calculate_damage(base_detail, bonus_detail, 'E', 'E', 'Ether', skill_multiplier3, data.level);
const damage3 = {
title: '强化特殊技:月上海棠',
value: damagelist3,
@ -489,8 +492,8 @@ export const avatar_ability = (data, base_detail, bonus_detail) => {
damagelist.push(damage3);
/** 计算连携技伤害 */
const skill_multiplier4 = getskilllevelnum(data.id,data.skills,'L','L');
const damagelist4 = calculate_damage(base_detail,bonus_detail,'L','L','Electric',skill_multiplier4,data.level);
const skill_multiplier4 = getskilllevelnum(data.id, data.skills, 'L', 'L');
const damagelist4 = calculate_damage(base_detail, bonus_detail, 'L', 'L', 'Electric', skill_multiplier4, data.level);
const damage4 = {
title: '连携技:太平令',
value: damagelist4,
@ -498,8 +501,8 @@ export const avatar_ability = (data, base_detail, bonus_detail) => {
damagelist.push(damage4);
/** 计算终结技伤害 */
const skill_multiplier5 = getskilllevelnum(data.id,data.skills,'R','R');
const damagelist5 = calculate_damage(base_detail,bonus_detail,'R','R','Electric',skill_multiplier5,data.level);
const skill_multiplier5 = getskilllevelnum(data.id, data.skills, 'R', 'R');
const damagelist5 = calculate_damage(base_detail, bonus_detail, 'R', 'R', 'Electric', skill_multiplier5, data.level);
const damage5 = {
title: '终结技:八声甘州',
value: damagelist5,
@ -507,6 +510,7 @@ export const avatar_ability = (data, base_detail, bonus_detail) => {
damagelist.push(damage5);
break;
}
// 猫又
case 1021: {
/** 处理命座加成 */
if (data.rank >= 1) {
@ -532,8 +536,8 @@ export const avatar_ability = (data, base_detail, bonus_detail) => {
/** 计算伤害 */
/** 计算普攻伤害 */
const skill_multiplier1 = getskilllevelnum(data.id,data.skills,'A','A');
const damagelist1 = calculate_damage(base_detail,bonus_detail,'A','A','Physical',skill_multiplier1,data.level);
const skill_multiplier1 = getskilllevelnum(data.id, data.skills, 'A', 'A');
const damagelist1 = calculate_damage(base_detail, bonus_detail, 'A', 'A', 'Physical', skill_multiplier1, data.level);
const damage1 = {
title: '普通攻击:猫猫爪刺',
value: damagelist1,
@ -541,8 +545,8 @@ export const avatar_ability = (data, base_detail, bonus_detail) => {
damagelist.push(damage1);
/** 计算冲刺伤害 */
const skill_multiplier2 = getskilllevelnum(data.id,data.skills,'C','C');
const damagelist2 = calculate_damage(base_detail,bonus_detail,'C','C','Physical',skill_multiplier2,data.level);
const skill_multiplier2 = getskilllevelnum(data.id, data.skills, 'C', 'C');
const damagelist2 = calculate_damage(base_detail, bonus_detail, 'C', 'C', 'Physical', skill_multiplier2, data.level);
const damage2 = {
title: '闪避反击:虚影双刺',
value: damagelist2,
@ -550,8 +554,8 @@ export const avatar_ability = (data, base_detail, bonus_detail) => {
damagelist.push(damage2);
/** 计算强化特殊技伤害 */
const skill_multiplier3 = getskilllevelnum(data.id,data.skills,'E','E');
let damagelist3 = calculate_damage(base_detail,bonus_detail,'E','E','Physical',skill_multiplier3,data.level);
const skill_multiplier3 = getskilllevelnum(data.id, data.skills, 'E', 'E');
let damagelist3 = calculate_damage(base_detail, bonus_detail, 'E', 'E', 'Physical', skill_multiplier3, data.level);
const damage3 = {
title: '强化特殊技:超~凶奇袭!',
value: damagelist3,
@ -559,8 +563,8 @@ export const avatar_ability = (data, base_detail, bonus_detail) => {
damagelist.push(damage3);
/** 计算连携技伤害 */
const skill_multiplier4 = getskilllevelnum(data.id,data.skills,'L','L');
const damagelist4 = calculate_damage(base_detail,bonus_detail,'L','L','Physical',skill_multiplier4,data.level);
const skill_multiplier4 = getskilllevelnum(data.id, data.skills, 'L', 'L');
const damagelist4 = calculate_damage(base_detail, bonus_detail, 'L', 'L', 'Physical', skill_multiplier4, data.level);
const damage4 = {
title: '连携技:刃爪挥击',
value: damagelist4,
@ -568,8 +572,8 @@ export const avatar_ability = (data, base_detail, bonus_detail) => {
damagelist.push(damage4);
/** 计算终结技伤害 */
const skill_multiplier5 = getskilllevelnum(data.id,data.skills,'R','R');
const damagelist5 = calculate_damage(base_detail,bonus_detail,'R','R','Physical',skill_multiplier5,data.level);
const skill_multiplier5 = getskilllevelnum(data.id, data.skills, 'R', 'R');
const damagelist5 = calculate_damage(base_detail, bonus_detail, 'R', 'R', 'Physical', skill_multiplier5, data.level);
const damage5 = {
title: '终结技:刃爪强袭',
value: damagelist5,
@ -577,6 +581,7 @@ export const avatar_ability = (data, base_detail, bonus_detail) => {
damagelist.push(damage5);
break;
}
// 安东
case 1111: {
/** 处理命座加成 */
if (data.rank >= 4) {
@ -594,12 +599,12 @@ export const avatar_ability = (data, base_detail, bonus_detail) => {
/** 获取天赋等级与加成倍率 */
const TF = getskilllevelnum(data.id, data.skills, 'T', 'T');
const TF2 = getskilllevelnum(data.id, data.skills, 'T', 'T2');
let A_DmgAdd = _.get(bonus_detail, 'A_DmgAdd', 0);
bonus_detail['A_DmgAdd'] = A_DmgAdd + TF2;
let C_DmgAdd = _.get(bonus_detail, 'C_DmgAdd', 0);
bonus_detail['C_DmgAdd'] = C_DmgAdd + TF2;
let E_DmgAdd = _.get(bonus_detail, 'E_DmgAdd', 0);
bonus_detail['E_DmgAdd'] = E_DmgAdd + TF;
let L_DmgAdd = _.get(bonus_detail, 'L_DmgAdd', 0);
@ -609,8 +614,8 @@ export const avatar_ability = (data, base_detail, bonus_detail) => {
/** 计算伤害 */
/** 计算普攻伤害 */
const skill_multiplier1 = getskilllevelnum(data.id,data.skills,'A','A');
const damagelist1 = calculate_damage(base_detail,bonus_detail,'A','A','Electric',skill_multiplier1,data.level);
const skill_multiplier1 = getskilllevelnum(data.id, data.skills, 'A', 'A');
const damagelist1 = calculate_damage(base_detail, bonus_detail, 'A', 'A', 'Electric', skill_multiplier1, data.level);
const damage1 = {
title: '普通攻击:热血上工操',
value: damagelist1,
@ -618,8 +623,8 @@ export const avatar_ability = (data, base_detail, bonus_detail) => {
damagelist.push(damage1);
/** 计算冲刺伤害 */
const skill_multiplier2 = getskilllevelnum(data.id,data.skills,'C','C');
const damagelist2 = calculate_damage(base_detail,bonus_detail,'C','C','Electric',skill_multiplier2,data.level);
const skill_multiplier2 = getskilllevelnum(data.id, data.skills, 'C', 'C');
const damagelist2 = calculate_damage(base_detail, bonus_detail, 'C', 'C', 'Electric', skill_multiplier2, data.level);
const damage2 = {
title: '闪避反击:过载钻击',
value: damagelist2,
@ -627,8 +632,8 @@ export const avatar_ability = (data, base_detail, bonus_detail) => {
damagelist.push(damage2);
/** 计算强化特殊技伤害 */
const skill_multiplier3 = getskilllevelnum(data.id,data.skills,'E','E');
let damagelist3 = calculate_damage(base_detail,bonus_detail,'E','E','Electric',skill_multiplier3,data.level);
const skill_multiplier3 = getskilllevelnum(data.id, data.skills, 'E', 'E');
let damagelist3 = calculate_damage(base_detail, bonus_detail, 'E', 'E', 'Electric', skill_multiplier3, data.level);
const damage3 = {
title: '特殊技:爆发钻击',
value: damagelist3,
@ -636,8 +641,8 @@ export const avatar_ability = (data, base_detail, bonus_detail) => {
damagelist.push(damage3);
/** 计算连携技伤害 */
const skill_multiplier4 = getskilllevelnum(data.id,data.skills,'L','L');
const damagelist4 = calculate_damage(base_detail,bonus_detail,'L','L','Electric',skill_multiplier4,data.level);
const skill_multiplier4 = getskilllevelnum(data.id, data.skills, 'L', 'L');
const damagelist4 = calculate_damage(base_detail, bonus_detail, 'L', 'L', 'Electric', skill_multiplier4, data.level);
const damage4 = {
title: '连携技:转转转!',
value: damagelist4,
@ -645,8 +650,8 @@ export const avatar_ability = (data, base_detail, bonus_detail) => {
damagelist.push(damage4);
/** 计算终结技伤害 */
const skill_multiplier5 = getskilllevelnum(data.id,data.skills,'R','R');
const damagelist5 = calculate_damage(base_detail,bonus_detail,'R','R','Electric',skill_multiplier5,data.level);
const skill_multiplier5 = getskilllevelnum(data.id, data.skills, 'R', 'R');
const damagelist5 = calculate_damage(base_detail, bonus_detail, 'R', 'R', 'Electric', skill_multiplier5, data.level);
const damage5 = {
title: '终结技:转转转转转!',
value: damagelist5,
@ -654,8 +659,128 @@ export const avatar_ability = (data, base_detail, bonus_detail) => {
damagelist.push(damage5);
break;
}
// 星见雅
case 1091: {
/** 处理命座加成 */
if (data.rank >= 1) {
const AUP_IgnoreDefence = _.get(bonus_detail, 'AUP_IgnoreDefence', 0)
bonus_detail['AUP_IgnoreDefence'] = AUP_IgnoreDefence + 0.36
}
if (data.rank >= 2) {
const A_DmgAdd = _.get(bonus_detail, 'A_DmgAdd', 0)
bonus_detail['A_DmgAdd'] = A_DmgAdd + 0.30
const C_DmgAdd = _.get(bonus_detail, 'C_DmgAdd', 0)
bonus_detail['C_DmgAdd'] = C_DmgAdd + 0.30
const CriticalChanceBase = _.get(bonus_detail, 'CriticalChanceBase', 0)
bonus_detail['CriticalChanceBase'] = CriticalChanceBase + 0.15
}
if (data.rank >= 4) {
const TP_DmgAdd = _.get(bonus_detail, 'TP_DmgAdd', 0)
bonus_detail['TP_DmgAdd'] = TP_DmgAdd + 0.3
}
if (data.rank >= 6) {
const AUP_DmgAdd = _.get(bonus_detail, 'AUP_DmgAdd', 0)
bonus_detail['AUP_DmgAdd'] = AUP_DmgAdd + 0.3
}
/** 处理天赋加成 */
/** 获取天赋等级与加成倍率 */
const AUP_DmgAdd = _.get(bonus_detail, 'AUP_DmgAdd', 0)
bonus_detail['AUP_DmgAdd'] = AUP_DmgAdd + 0.6
const AUP_ResistancePenetration = _.get(bonus_detail, 'AUP_ResistancePenetration', 0)
bonus_detail['AUP_ResistancePenetration'] = AUP_ResistancePenetration + 0.3 // 紊乱无视冰抗
const R_DmgAdd = _.get(bonus_detail, 'R_DmgAdd', 0) // 终结技30%冰伤加成
bonus_detail['R_DmgAdd'] = R_DmgAdd + 0.3
logger.debug('最终bonus_detail', bonus_detail)
/** 计算伤害 */
/** 计算普攻伤害 */
const A_multiplier = getskilllevelnum(data.id, data.skills, 'A', 'A')
const A_damage = calculate_damage(base_detail, bonus_detail, 'A', 'A', 'Ice', A_multiplier, data.level)
damagelist.push({
title: '普通攻击:风花五段',
value: A_damage,
})
/** 计算闪避反击伤害 */
const C_multiplier = getskilllevelnum(data.id, data.skills, 'C', 'C')
const C_damage = calculate_damage(base_detail, bonus_detail, 'C', 'C', 'Ice', C_multiplier, data.level)
damagelist.push({
title: '闪避反击:寒雀',
value: C_damage,
})
/** 计算霜灼·破伤害 */
const TP_multiplier = getskilllevelnum(data.id, data.skills, 'T', 'TP')
const TP_damage = calculate_damage(base_detail, bonus_detail, 'TP', 'TP', 'Ice', TP_multiplier, data.level)
damagelist.push({
title: '霜灼·破',
value: TP_damage,
})
/** 计算蓄力攻击伤害 */
const AUP1_multiplier = getskilllevelnum(data.id, data.skills, 'A', 'AUP1')
const AUP1_damage = calculate_damage(base_detail, bonus_detail, 'AUP', 'AUP1', 'Ice', AUP1_multiplier, data.level)
damagelist.push({
title: '蓄力攻击:一段蓄',
value: AUP1_damage,
})
const AUP2_multiplier = getskilllevelnum(data.id, data.skills, 'A', 'AUP2')
const AUP2_damage = calculate_damage(base_detail, bonus_detail, 'AUP', 'AUP2', 'Ice', AUP2_multiplier, data.level)
if (data.rank >= 6) { // 6命累加蓄力伤害
AUP2_damage['cd'] += AUP1_damage['cd']
AUP2_damage['qw'] += AUP1_damage['qw']
}
damagelist.push({
title: '蓄力攻击:二段蓄',
value: AUP2_damage,
})
const AUP3_multiplier = getskilllevelnum(data.id, data.skills, 'A', 'AUP3')
const AUP3_damage = calculate_damage(base_detail, bonus_detail, 'AUP', 'AUP3', 'Ice', AUP3_multiplier, data.level)
if (data.rank >= 6) {
AUP3_damage['cd'] += AUP2_damage['cd']
AUP3_damage['qw'] += AUP2_damage['qw']
}
damagelist.push({
title: '蓄力攻击:三段蓄',
value: AUP3_damage,
})
/** 计算特殊技伤害 */
const E_multiplier = getskilllevelnum(data.id, data.skills, 'E', 'EF')
const E_damage = calculate_damage(base_detail, bonus_detail, 'EUP', 'EF', 'Ice', E_multiplier, data.level)
damagelist.push({
title: '强化特殊技:飞雪',
value: E_damage,
})
const EZ_multiplier = getskilllevelnum(data.id, data.skills, 'E', 'EF2')
const EZ_damage = calculate_damage(base_detail, bonus_detail, 'EUP', 'EF2', 'Ice', EZ_multiplier, data.level)
damagelist.push({
title: '强化特殊技:飞雪(二段)',
value: EZ_damage,
})
/** 计算连携技伤害 */
const RL_multiplier = getskilllevelnum(data.id, data.skills, 'R', 'RL')
const RL_damage = calculate_damage(base_detail, bonus_detail, 'RL', 'RL', 'Ice', RL_multiplier, data.level)
damagelist.push({
title: '连携技:春临',
value: RL_damage,
})
/** 计算终结技伤害 */
const R_multiplier = getskilllevelnum(data.id, data.skills, 'R', 'R')
const R_damage = calculate_damage(base_detail, bonus_detail, 'R', 'R', 'Ice', R_multiplier, data.level)
damagelist.push({
title: '终结技:名残雪',
value: R_damage,
})
break
}
}
return damagelist;
logger.debug(logger.green(data.name_mi18n + '伤害:'), damagelist)
return damagelist
};
export const getskilllevelnum = (avatarId, skills, skilltype, skillname) => {

View file

@ -11,6 +11,16 @@ import { ZZZAvatarInfo } from '../avatar.js';
*/
export const relice_ability = (set_id, set_num, base_detail, bonus_detail) => {
switch (set_id) {
case '32700':
if (set_num >= 4) {
let CriticalDamageBase = _.get(bonus_detail, 'CriticalDamageBase', 0);
bonus_detail['CriticalDamageBase'] = CriticalDamageBase + 0.3;
let CriticalChanceBase = _.get(bonus_detail, 'CriticalChanceBase', 0);
bonus_detail['CriticalChanceBase'] = CriticalChanceBase + 0.12;
logger.debug('32700,4,CriticalDamageBase');
logger.debug('32700,4,CriticalChanceBase');
}
break;
case '31100':
if (set_num >= 4) {
let R_DmgAdd = _.get(bonus_detail, 'R_DmgAdd', 0);

View file

@ -12,12 +12,28 @@ export const calculate_damage = (
const merged_attr = merge_attribute(base_detail, bonus_detail);
logger.debug('merged_attr', merged_attr);
logger.debug(logger.green(skill_type + `${add_skill_type})伤害乘区计算:`));
const attack = merged_attr.attack;
logger.debug('攻击区', attack);
const defence_multiplier = get_defence_multiplier(merged_attr, level);
logger.debug('技能倍率', skill_multiplier);
const defence_multiplier = get_defence_multiplier(
merged_attr,
level,
skill_type,
add_skill_type,
);
logger.debug('防御区', defence_multiplier);
const resistance_area = get_resistance_area(
merged_attr,
skill_type,
add_skill_type,
avatar_element
);
logger.debug('抗性区', resistance_area);
const injury_area = get_injury_area(
merged_attr,
skill_type,
@ -57,25 +73,26 @@ export const calculate_damage = (
attack *
skill_multiplier *
defence_multiplier *
resistance_area *
injury_area *
damage_ratio *
critical_damage_base *
1.2 *
1.5;
1.0; // 失衡易伤不计
const damage_qw =
attack *
skill_multiplier *
defence_multiplier *
resistance_area *
injury_area *
damage_ratio *
qiwang_damage *
1.2 *
1.5;
1.0;
const damagelist = {
cd: damage_cd,
qw: damage_qw,
};
logger.debug('最终伤害', damagelist);
return damagelist;
};
@ -152,6 +169,27 @@ export const get_damage_ratio = (
return damage_ratio + 1;
};
export const get_resistance_area = (
merged_attr,
skill_type,
add_skill_type,
avatar_element
) => {
let resistance_area = 1.2
for (const attr in merged_attr) {
if (attr.search('_ResistancePenetration') != -1) {
const attr_name = attr.split('_ResistancePenetration')[0]
if (
[skill_type, add_skill_type, 'All', avatar_element].includes(attr_name)
) {
logger.debug(attr + '对' + attr_name + '有' + merged_attr[attr] + '减抗')
resistance_area += merged_attr[attr]
}
}
}
return resistance_area
}
export const get_injury_area = (
merged_attr,
skill_type,
@ -185,13 +223,32 @@ export const get_injury_area = (
return injury_area;
};
export const get_defence_multiplier = (merged_attr, level) => {
export const get_defence_multiplier = (
merged_attr,
level,
skill_type,
add_skill_type
) => {
/** 计算防御基础值 */
const defadd = 0.155 * (level * level) + 3.12 * level + 46.95;
/** 计算降防 */
let ignore_defence = 1.0;
const merged_attrkey = Object.keys(merged_attr);
for (const attr of merged_attrkey) {
if (attr.search('_IgnoreDefence') != -1) {
const attr_name = attr.split('_IgnoreDefence')[0];
if (
[skill_type, add_skill_type, 'All'].includes(attr_name)
) {
logger.debug(
attr + '对' + attr_name + '有' + merged_attr[attr] + '无视防御'
);
ignore_defence -= merged_attr[attr];
}
}
}
if (merged_attr.ignore_defence) {
ignore_defence = 1 - merged_attr.ignore_defence;
ignore_defence -= merged_attr.ignore_defence;
}
/** 计算穿透率 */
let penratio = 1.0;
@ -212,7 +269,7 @@ export const merge_attribute = (base_detail, bonus_detail) => {
for (const merged of bonus_detailkey) {
if (
merged.search('Attack') != -1 ||
merged.search('Defence') != -1 ||
(merged.search('Defence') != -1 && merged.search('IgnoreDefence') === -1) ||
merged.search('HP') != -1
) {
continue;

View file

@ -13,6 +13,14 @@ const weapon_effect = getMapData('weapon_effect');
export const weapon_ability = (equipment, base_detail, bonus_detail) => {
let equipid = equipment.id
switch (equipid) {
case 14109:{
let CriticalDamageBase = _.get(bonus_detail, 'CriticalDamageBase', 0);
bonus_detail['CriticalDamageBase'] = CriticalDamageBase + weapon_effect[equipment.id]['Param']['CriticalDamageBase'][equipment.star - 1];
let IceDmgAdd = _.get(bonus_detail, 'Ice_DmgAdd', 0);
bonus_detail['Ice_DmgAdd'] = IceDmgAdd + weapon_effect[equipment.id]['Param']['IceDmgAdd'][equipment.star - 1];
break;
}
case 14119:{
let IceDmgAdd = _.get(bonus_detail, 'Ice_DmgAdd', 0);
bonus_detail['Ice_DmgAdd'] = IceDmgAdd + weapon_effect[equipment.id]['Param']['IceDmgAdd'][equipment.star - 1];

View file

@ -4,6 +4,7 @@
"1031": "Ether",
"1041": "Fire",
"1061": "Physical",
"1071": "Physical",
"1081": "Physical",
"1091": "Ice",
"1101": "Fire",
@ -13,6 +14,7 @@
"1141": "Ice",
"1151": "Fire",
"1161": "Electric",
"1171": "Fire",
"1181": "Electric",
"1191": "Ice",
"1201": "Ether",
@ -20,6 +22,7 @@
"1221": "Ether",
"1241": "Ether",
"1251": "Electric",
"1261": "Physical",
"1271": "Electric",
"1281": "Physical"
}

View file

@ -16,7 +16,7 @@
18.908,20.627,22.346,24.065,25.784,27.503,29.222,30.941,32.66,34.379,36.098,37.817,39.536,41.255,42.974,44.693
],
"RL": [
7.946,8.669,9.392,10.115,10.838,11.561,12.284,13.007,13.73,14.453,15.176,15.898,16.622,17.345,18.068,18.791
7.946,8.669,9.392,10.115,10.838,11.561,12.284,13.007,13.73,14.453,15.176,15.899,16.622,17.345,18.068,18.791
],
"T": [
0.5, 0.583, 0.666, 0.75, 0.833, 0.916, 1
@ -124,5 +124,37 @@
"T2": [
0.2, 0.233, 0.266, 0.3, 0.333, 0.366, 0.4
]
},
"1091": {
"A": [
1.29,1.408,1.526,1.644,1.762,1.88,1.998,2.116,2.234,2.352,2.47,2.588,2.706,2.824,2.942,3.06
],
"C": [
2.459,2.683,2.907,3.131,3.355,3.579,3.803,4.027,4.251,4.475,4.699,4.923,5.147,5.371,5.595,5.819
],
"AUP1": [
4.547,4.961,5.375,5.789,6.203,6.617,7.031,7.445,7.859,8.273,8.687,9.101,9.515,9.929,10.343,10.757
],
"AUP2": [
8.581,9.362,10.143,10.924,11.705,12.486,13.267,14.048,14.829,15.61,16.391,17.172,17.953,18.734,19.515,20.296
],
"AUP3": [
21.411,23.358,25.305,27.252,29.199,31.146,33.093,35.04,36.987,38.934,40.881,42.828,44.775,46.722,48.669,50.616
],
"EF": [
3.934,4.293,4.652,5.011,5.37,5.729,6.088,6.447,6.806,7.165,7.524,7.883,8.242,8.601,8.96,9.319
],
"EF2": [
4.83,5.272,5.712,6.152,6.592,7.032,7.472,7.912,8.352,8.792,9.232,9.672,10.112,10.552,10.992,11.432
],
"R": [
23.88,26.051,28.222,30.393,32.564,34.735,36.906,39.077,41.248,43.419,45.59,47.761,49.932,52.103,54.274,56.445
],
"RL": [
6.28,6.853,7.426,7.999,8.572,9.145,9.718,10.291,10.864,11.437,12.01,12.583,13.156,13.729,14.302,14.875
],
"TP": [
7.5,8.75,10,11.25,12.5,13.75,15
]
}
}

View file

@ -1,4 +1,22 @@
{
"14109": {
"Param": {
"CriticalDamageBase": [
0.5,
0.57,
0.65,
0.72,
0.8
],
"IceDmgAdd": [
0.2,
0.23,
0.26,
0.29,
0.32
]
}
},
"14119": {
"Param": {
"IceDmgAdd": [

View file

@ -210,7 +210,8 @@
{{/each}}
</div>
{{if charData?.damages && charData?.damages?.length}}
{{set damages = charData?.damages}}
{{if damages && damages?.length}}
<div class="title damage-title">
<% include(sys.specialTitle, {en: 'DAMAGE' , cn: '伤害统计' }) %>
</div>
@ -220,7 +221,7 @@
<div class="dmg-td">暴击伤害</div>
<div class="dmg-td">期望伤害</div>
</div>
{{each charData.damages damage}}
{{each damages damage}}
<div class="dmg-tr">
<div class="dmg-td no-zzz-font">{{damage.title}}</div>
<div class="dmg-td">{{damage.value.cd.toFixed(0)}}</div>