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🐛 修复魈、申鹤
伤害计算
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@ -519,7 +519,7 @@ def get_damage_multipiler(data: dict) -> dict:
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if data['名称'] == '魈':
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a = skill_data['普通攻击·卷积微尘']['数值']['低空/高空坠地冲击伤害'][level_a].split('/')
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return {
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'B:l1-增伤-AX': float(skill_data['靖妖傩舞']['数值']['普通攻击/重击/下落攻击伤害提升'][level_q].replace('%', '')) / 100,
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'B:l1-增伤-AX': (float(skill_data['靖妖傩舞']['数值']['普通攻击/重击/下落攻击伤害提升'][level_q].replace('%', '')) / 100, ),
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'E-e风:风轮两立': float(skill_data['风轮两立']['数值']['技能伤害'][level_e].replace('%', '')) / 100.0,
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'AX-e风:低空下落首戳': float(a[0].replace('%', '')) / 100,
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'AX-e风:高空下落首戳': float(a[1].replace('%', '')) / 100,
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@ -51,7 +51,7 @@ def get_role_dmg(data: dict):
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extra_energy = (data['属性']['元素充能效率'] - 1) * 0.6 if level_role >= 70 else 0
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dmg_data['梦想一心能量'] = (str(round(dm['梦想一心能量'] * (1 + extra_energy) * 5, 1)),)
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elif data['名称'] == '申鹤':
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dmg_data['冰翎加成'] = str(int(dm['冰翎'] * attack))
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dmg_data['冰翎加成'] = (str(int(dm['冰翎'] * attack)),)
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db[-1] += 0.15 if level_role >= 40 else 0
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vq['增伤'] += 0.15 if level_role >= 70 else 0
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dmg_data['战技长按'] = udc(dm['e长按'] * attack, (cr + ve['暴击率'], cd), db[-1] + ve['增伤'], level_role, rcd=dm['大招减抗'])
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