ysd支持鹿野院平藏,增加枫原万叶、鹿野院平藏伤害计算

This commit is contained in:
CMHopeSunshine 2022-07-13 14:42:34 +08:00
parent 983dc4b204
commit dc91d2793b
11 changed files with 695 additions and 112 deletions

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@ -35,13 +35,17 @@ def udc(dm: float,
:return: 伤害
"""
if crit[0] > 1:
damage = dm * (1 + crit[1]) * (1 + db) * resistance_coefficient(rcb, rcd) * defense_coefficient(sl, el, dcr, dci) * r
damage = dm * (1 + crit[1]) * (1 + db) * resistance_coefficient(rcb, rcd) * defense_coefficient(sl, el, dcr,
dci) * r
return [str(int(damage)), str(int(damage))]
elif crit[0] <= 0:
damage = dm * (1 + db) * resistance_coefficient(rcb, rcd) * defense_coefficient(sl, el, dcr, dci) * r
return [str(int(damage)), ]
else:
damage = dm * (1 + crit[0] * crit[1]) * (1 + db) * resistance_coefficient(rcb, rcd) * defense_coefficient(sl, el, dcr, dci) * r
damage = dm * (1 + crit[0] * crit[1]) * (1 + db) * resistance_coefficient(rcb, rcd) * defense_coefficient(sl,
el,
dcr,
dci) * r
return [str(int(damage)), str(int(damage / (1 + crit[0] * crit[1]) * (1 + crit[1])))]
@ -61,7 +65,7 @@ def resistance_coefficient(base_resistance: float = 0.1, reduction_rate: float =
return 1 - (resistance / 2)
def defense_coefficient(self_level: int = 90, enemy_level: int = 90, reduction_rate: float = 0, ignore: float = 0):
def defense_coefficient(self_level: int = 90, enemy_level: int = -1, reduction_rate: float = 0, ignore: float = 0):
"""
计算防御力系数
:param self_level: 角色自身等级
@ -70,6 +74,8 @@ def defense_coefficient(self_level: int = 90, enemy_level: int = 90, reduction_r
:param ignore: 无视防御系数
:return: 防御力系数
"""
if enemy_level == -1:
enemy_level = self_level
return (self_level + 100) / ((self_level + 100) + (enemy_level + 100) * (1 - reduction_rate) * (1 - ignore))
@ -85,6 +91,9 @@ def growth_reaction(mastery: int = 0, base_coefficient: float = 1.5, extra_coeff
return base_coefficient * (1 + mastery_increase + extra_coefficient)
upheaval_value = load_json(path=Path(__file__).parent.parent.parent / 'utils' / 'json_data' / 'upheaval.json')
def upheaval_reaction(level: int, type: str, mastery: int = 0, extra_coefficient: float = 0, resistance: float = 0.9):
"""
计算剧变反应的伤害
@ -105,7 +114,7 @@ def upheaval_reaction(level: int, type: str, mastery: int = 0, extra_coefficient
base_ratio = 4
else:
base_ratio = 4.8
base_coefficient = 723 # 暂缺全等级剧变反应的系数先写90级的
base_coefficient = upheaval_value[level - 1]
mastery_increase = (16 * mastery) / (mastery + 2000)
return base_coefficient * base_ratio * (1 + mastery_increase + extra_coefficient) * resistance
@ -435,6 +444,8 @@ def common_fix(data: dict):
attr['伤害加成'][1] += 0.225
data['伤害描述'].append('魔女满层')
attr['蒸发系数'] = 0.15
elif suit[0][0] == '翠绿之影':
attr['扩散系数'] = 0.6
elif suit[0][0] == '渡过烈火的贤人':
for i, k in enumerate(attr['伤害加成']):
attr['伤害加成'][i] = k + 0.5
@ -503,7 +514,8 @@ def get_damage_multipiler(data: dict) -> dict:
}
if data['名称'] == '胡桃':
dm = {'B:l70-增伤-*': (0.33, '半血以下',)}
dm['B:l1-攻击力'] = (float(skill_data['蝶引来生']['数值']['攻击力提高'][level_e].replace('%生命值上限', '')) / 100.0 * (data['属性']['基础生命'] + data['属性']['额外生命']), '开E后')
dm['B:l1-攻击力'] = (float(skill_data['蝶引来生']['数值']['攻击力提高'][level_e].replace('%生命值上限', '')) / 100.0 * (
data['属性']['基础生命'] + data['属性']['额外生命']), '开E后')
dm['AZ-e火:裸重击'] = float(skill_data['普通攻击·往生秘传枪法']['数值']['重击伤害'][level_a].replace('%', '')) / 100.0
dm['AZ-e火-r蒸发1.5:重击蒸发'] = float(skill_data['普通攻击·往生秘传枪法']['数值']['重击伤害'][level_a].replace('%', '')) / 100.0
dm['E-e火-r蒸发1.5:雪梅香蒸发'] = float(skill_data['蝶引来生']['数值']['血梅香伤害'][level_e].replace('%', '')) / 100.0
@ -612,7 +624,8 @@ def get_damage_multipiler(data: dict) -> dict:
dm['B:l70-增伤-E'] = (0.2,)
dm['B:c4-增伤-*'] = (0.25, '四命满层')
dm['B:c1-减抗-*'] = (0.15,)
dm['AZ-e冰:霜华矢'] = (float(skill_data['普通攻击·流天射术']['数值']['霜华矢命中伤害'][level_a].replace('%', '')) / 100.0, float(skill_data['普通攻击·流天射术']['数值']['霜华矢·霜华绽发伤害'][level_a].replace('%', '')) / 100.0)
dm['AZ-e冰:霜华矢'] = (float(skill_data['普通攻击·流天射术']['数值']['霜华矢命中伤害'][level_a].replace('%', '')) / 100.0,
float(skill_data['普通攻击·流天射术']['数值']['霜华矢·霜华绽发伤害'][level_a].replace('%', '')) / 100.0)
dm['AZ-r融化1.5-e冰:霜华矢融化'] = dm['AZ-e冰:霜华矢']
dm['E-e冰:元素战技'] = float(skill_data['山泽麟迹']['数值']['技能伤害'][level_e].replace('%', '')) / 100.0
dm['Q-e冰:冰棱伤害'] = float(skill_data['降众天华']['数值']['冰棱伤害'][level_q].replace('%', '')) / 100.0
@ -625,7 +638,8 @@ def get_damage_multipiler(data: dict) -> dict:
'B:l1-减抗-*': (float(skill_data['冰潮的涡旋']['数值']['物理抗性降低'][level_e].replace('%', '')) / 100.0,),
'A:普攻第一段': float(skill_data['普通攻击·西风剑术·宗室']['数值']['一段伤害'][level_a].replace('%', '')) / 100.0,
'E-e冰:战技长按': float(skill_data['冰潮的涡旋']['数值']['长按伤害'][level_e].replace('%', '')) / 100.0,
f'Q:光降之剑{n}': float(skill_data['凝浪之光剑']['数值']['光降之剑基础伤害'][level_q].replace('%', '')) / 100.0 + float(skill_data['凝浪之光剑']['数值']['每层能量伤害'][level_e].replace('%', '')) / 100.0 * n,
f'Q:光降之剑{n}': float(skill_data['凝浪之光剑']['数值']['光降之剑基础伤害'][level_q].replace('%', '')) / 100.0 + float(
skill_data['凝浪之光剑']['数值']['每层能量伤害'][level_e].replace('%', '')) / 100.0 * n,
}
if data['名称'] == '达达利亚':
e = skill_data['魔王武装·狂澜']['数值']['重击伤害'][level_e].split('+')
@ -652,7 +666,8 @@ def get_damage_multipiler(data: dict) -> dict:
return {
'B:l70-增伤-*': (0.12, '穿屏增伤'),
'AZ-e岩:重击': float(skill_data['普通攻击·千金掷']['数值']['重击伤害'][level_a].replace('%', '')) / 100.0,
'AZ-e岩:星璇伤害': float(skill_data['普通攻击·千金掷']['数值']['星璇伤害'][level_a].replace('%', '').replace('每个', '')) / 100.0,
'AZ-e岩:星璇伤害': float(
skill_data['普通攻击·千金掷']['数值']['星璇伤害'][level_a].replace('%', '').replace('每个', '')) / 100.0,
'E-e岩:璇玑屏': float(skill_data['璇玑屏']['数值']['技能伤害'][level_e].replace('%', '')) / 100.0,
'Q-e岩:大招每段': float(skill_data['天权崩玉']['数值']['每颗宝石伤害'][level_q].replace('%', '').replace('每个', '')) / 100.0,
}
@ -665,7 +680,8 @@ def get_damage_multipiler(data: dict) -> dict:
if data['名称'] == '北斗':
return {
'B:c6-减抗-*': (0.15, '六命减抗'),
'E-e雷:完美弹反': float(skill_data['捉浪']['数值']['基础伤害'][level_e].replace('%', '')) / 100.0 + 2 * float(skill_data['捉浪']['数值']['每层伤害提升'][level_e].replace('%', '')) / 100.0,
'E-e雷:完美弹反': float(skill_data['捉浪']['数值']['基础伤害'][level_e].replace('%', '')) / 100.0 + 2 * float(
skill_data['捉浪']['数值']['每层伤害提升'][level_e].replace('%', '')) / 100.0,
'Q-e雷:斫雷每段': float(skill_data['斫雷']['数值']['闪电伤害'][level_q].replace('%', '')) / 100.0
}
if data['名称'] == '诺艾尔':
@ -673,17 +689,22 @@ def get_damage_multipiler(data: dict) -> dict:
e = skill_data['护心铠']['数值']['吸收量'][level_e].split('+')
ez = skill_data['护心铠']['数值']['治疗量'][level_e].split('+')
return {
'B:l1-攻击力': ((float(skill_data['大扫除']['数值']['攻击力提高'][level_q].replace('%防御力', '')) / 100.0 + extra) * defense, ),
'B:l1-攻击力': (
(float(skill_data['大扫除']['数值']['攻击力提高'][level_q].replace('%防御力', '')) / 100.0 + extra) * defense,),
'A-e岩:普攻第一段': float(skill_data['普通攻击·西风剑术·女仆']['数值']['一段伤害'][level_a].replace('%', '')) / 100.0,
'T:Q攻击力提高:': int((float(skill_data['大扫除']['数值']['攻击力提高'][level_q].replace('%防御力', '')) / 100.0 + extra) * defense),
'T:Q攻击力提高:': int(
(float(skill_data['大扫除']['数值']['攻击力提高'][level_q].replace('%防御力', '')) / 100.0 + extra) * defense),
'T:E盾值': int(float(e[0].replace('%防御力', '')) / 100.0 * defense + float(e[1])),
'T:普攻治疗量/概率': str(int((float(ez[0].replace('%防御力', '')) / 100.0 * defense + float(ez[1])) * (1 + data['属性']['治疗加成']))) + '/' + skill_data['护心铠']['数值']['治疗触发几率'][level_e]
'T:普攻治疗量/概率': str(int((float(ez[0].replace('%防御力', '')) / 100.0 * defense + float(ez[1])) * (
1 + data['属性']['治疗加成']))) + '/' + skill_data['护心铠']['数值']['治疗触发几率'][level_e]
}
if data['名称'] == '神里绫人':
n = 2 if data['等级'] >= 50 else 0
return {
'B:c1-增伤-A': (0.4, '一命增伤'),
'B:l1-额外倍率-A': (float(skill_data['神里流·镜花']['数值']['浪闪伤害值提高'][level_e].replace('%最大生命值/层', '')) / 100.0 * n * (data['属性']['基础生命'] + data['属性']['额外生命']), ),
'B:l1-额外倍率-A': (
float(skill_data['神里流·镜花']['数值']['浪闪伤害值提高'][level_e].replace('%最大生命值/层', '')) / 100.0 * n * (
data['属性']['基础生命'] + data['属性']['额外生命']),),
'B:l1-增伤-A': (float(skill_data['神里流·水囿']['数值']['普通攻击伤害提升'][level_q].replace('%', '')) / 100.0,),
'A-e水:瞬水剑第一段': float(skill_data['神里流·镜花']['数值']['一段瞬水剑伤害'][level_e].replace('%', '')) / 100.0,
'Q-e水:大招每下': float(skill_data['神里流·水囿']['数值']['水花剑伤害'][level_q].replace('%', '')) / 100.0
@ -693,7 +714,8 @@ def get_damage_multipiler(data: dict) -> dict:
'B:d': ['开启大招'],
'B:l70-额外倍率-AZ': (0.35 * (data['属性']['基础防御'] + data['属性']['额外防御']),),
'B:c6-暴击伤害-AZ': (0.7,),
'B:l1-攻击力': (float(skill_data['最恶鬼王·一斗轰临!!']['数值']['攻击力提高'][level_q].replace('%防御力', '')) / 100.0 * (data['属性']['基础防御'] + data['属性']['额外防御']), ),
'B:l1-攻击力': (float(skill_data['最恶鬼王·一斗轰临!!']['数值']['攻击力提高'][level_q].replace('%防御力', '')) / 100.0 * (
data['属性']['基础防御'] + data['属性']['额外防御']),),
'AZ-e岩:荒泷逆袈裟连斩': float(skill_data['普通攻击·喧哗屋传说']['数值']['荒泷逆袈裟连斩伤害'][level_a].replace('%', '')) / 100.0,
'E-e岩:赤牛发破': float(skill_data['魔杀绝技·赤牛发破!']['数值']['技能伤害'][level_e].replace('%', '')) / 100.0,
}
@ -701,7 +723,9 @@ def get_damage_multipiler(data: dict) -> dict:
return {
'B:l50-增伤-*': (0.2, '被动一满层'),
'B:c2-增伤-*': (0.25, '二命触发'),
'A-e火-n2:普攻第一段': float(skill_data['焰硝庭火舞']['数值']['炽焰箭伤害'][level_e].replace('%普通攻击伤害', '')) / 100.0 * float(skill_data['普通攻击·烟火打扬']['数值']['一段伤害'][level_a].replace('%*2', '')) / 100.0,
'A-e火-n2:普攻第一段': float(
skill_data['焰硝庭火舞']['数值']['炽焰箭伤害'][level_e].replace('%普通攻击伤害', '')) / 100.0 * float(
skill_data['普通攻击·烟火打扬']['数值']['一段伤害'][level_a].replace('%*2', '')) / 100.0,
'A-e火-r蒸发1.5:普攻第三段蒸发': (float(
skill_data['焰硝庭火舞']['数值']['炽焰箭伤害'][level_e].replace('%普通攻击伤害', '')) / 100.0) * float(
skill_data['普通攻击·烟火打扬']['数值']['三段伤害'][level_a].replace('%', '')) / 100.0,
@ -729,6 +753,31 @@ def get_damage_multipiler(data: dict) -> dict:
'E伤害提升': float(skill_data['海人化羽']['数值']['化海月伤害提升'][level_q].replace('%生命值上限', '')) / 100.0,
'大招治疗量': skill_data['海人化羽']['数值']['命中治疗量'][level_q].split('+')
}
if data['名称'] == '枫原万叶':
data['属性']['元素精通'] += 200 if len(data['命座']) >= 2 else 0
up = data['属性']['扩散系数'] if '扩散系数' in data['属性'] else 0
return {
'B:d': ['技能仅计算风伤部分'],
'B:c6-增伤-AX': (data['属性']['元素精通'] * 0.002, ),
'AX-e风:E后高空下落': float(skill_data['普通攻击·我流剑术']['数值']['低空/高空坠地冲击伤害'][level_a].split('/')[1].replace('%', '')) / 100.0,
'E-e风:E点按伤害': float(skill_data['千早振']['数值']['点按技能伤害'][level_e].replace('%', '')) / 100.0,
'Q-e风:大招斩击': float(skill_data['万叶之一刀']['数值']['斩击伤害'][level_q].replace('%', '')) / 100.0,
'Q-e风:大招持续': float(skill_data['万叶之一刀']['数值']['持续伤害'][level_q].replace('%', '')) / 100.0,
# '大招附加': float(skill_data['万叶之一刀']['数值']['附加元素伤害'][level_q].replace('%', '')) / 100.0,
'T:扩散伤害': int(upheaval_reaction(data['等级'], '扩散', data['属性']['元素精通'], up))
}
if data['名称'] == '鹿野院平藏':
e = skill_data['勠心拳']['数值']
data['属性']['元素精通'] += 80 if data['等级'] >= 70 else 0
up = data['属性']['扩散系数'] if '扩散系数' in data['属性'] else 0
return {
'B:c6-暴击率-E': (0.16, ),
'B:c6-暴击伤害-E': (0.32,),
'AZ-e风:重击': float(skill_data['普通攻击·不动流格斗术']['数值']['重击伤害'][level_a].replace('%', '')) / 100.0,
'E-e风:满层勠心拳': (float(e['技能伤害'][level_e].replace('%', '')) + 4 * float(e['变格伤害提升'][level_e].replace('%/层', '')) + float(e['正论伤害提升'][level_e].replace('%', ''))) / 100.0,
'Q-e风:聚风蹴真空弹': float(skill_data['聚风蹴']['数值']['不动流·真空弹伤害'][level_q].replace('%', '')) / 100.0,
'T:扩散伤害': int(upheaval_reaction(data['等级'], '扩散', data['属性']['元素精通'], up))
}
def draw_dmg_pic(dmg: Dict[str, Union[tuple, list]]):

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@ -80,7 +80,6 @@ def get_role_dmg(data: dict):
return draw_dmg_pic(dmg_data) if dmg_data else None
# def get_dmg_data(dm, attack, cr, cd, db, level_role, va, ve, vq, data):
def get_dmg_data(data, dm, va, ve, vq):
dmg_data = {}
element_type = ['物理', '', '', '', '', '', '', '']

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@ -27,10 +27,10 @@ def get_font(size, font='hywh.ttf'):
async def draw_role_card(uid, data):
bg_card = load_image(res_path / 'player_card2' / f'背景_{data["元素"]}.png', mode='RGBA')
try:
# try:
dmg_img = get_role_dmg(data)
except Exception:
dmg_img = None
# except Exception:
# dmg_img = None
if dmg_img:
bg = Image.new('RGBA', (1080, 1920 + dmg_img.size[1] + 20), (0, 0, 0, 0))
bg_card_center = bg_card.crop((0, 730, 1080, 1377)).resize((1080, dmg_img.size[1] + 667))

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@ -50,11 +50,6 @@ class PlayerInfo:
role_info['元素'] = role_element[role_name]
role_info['天赋'] = []
if 'talentIdList' in data:
if len(data['talentIdList']) >= 3:
data['skillLevelMap'][list(data['skillLevelMap'].keys())[ra_score['Talent'][role_name][0]]] += 3
if len(data['talentIdList']) >= 5:
data['skillLevelMap'][list(data['skillLevelMap'].keys())[ra_score['Talent'][role_name][1]]] += 3
for skill in data['skillLevelMap']:
skill_detail = {'名称': role_skill['Name'][skill], '等级': data['skillLevelMap'][skill],
'图标': role_skill['Icon'][skill]}
@ -72,6 +67,10 @@ class PlayerInfo:
role_info['命座'] = []
if 'talentIdList' in data:
if len(data['talentIdList']) >= 3:
data['skillLevelMap'][list(data['skillLevelMap'].keys())[ra_score['Talent'][role_name][0]]] += 3
if len(data['talentIdList']) >= 5:
data['skillLevelMap'][list(data['skillLevelMap'].keys())[ra_score['Talent'][role_name][1]]] += 3
for talent in data['talentIdList']:
talent_detail = {'名称': role_talent['Name'][str(talent)], '图标': role_talent['Icon'][str(talent)]}
role_info['命座'].append(talent_detail)
@ -249,6 +248,8 @@ def get_expect_score(effective: dict):
total = 0
if len(effective.keys()) == 2:
average = 15 / 5
elif effective.keys() == '西风':
average = 17 / 5
elif len(effective.keys()) == 3:
average = 24 / 5
elif len(effective.keys()) == 4:

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@ -47,5 +47,6 @@
"申鹤": "冰",
"云堇": "岩",
"久岐忍": "雷",
"神里绫人": "水"
"神里绫人": "水",
"鹿野院平藏": "风"
}

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@ -241,6 +241,9 @@
"10582": "野干役咒·杀生樱",
"10583": "元素战技(空中)",
"10585": "大密法·天狐显真",
"10591": "普通攻击·不动流格斗术",
"10592": "勠心拳",
"10595": "聚风蹴",
"10602": "雷影剑",
"10605": "雷轰电转",
"10606": "普通攻击·潜形隐曜弓",
@ -654,6 +657,9 @@
"10582": "Skill_S_Yae_01",
"10583": "",
"10585": "Skill_E_Yae_01",
"10591": "Skill_A_01",
"10592": "Skill_S_Heizo_01",
"10595": "Skill_E_Heizo_01",
"10602": "Skill_S_PlayerElectric_01",
"10605": "Skill_E_PlayerElectric_01",
"10606": "Skill_A_02",

View File

@ -276,6 +276,12 @@
"584": "绯樱引雷章",
"585": "暴恶嗤笑面",
"586": "大杀生咒禁",
"591": "称名少年事件簿",
"592": "殊解诸因探案集",
"593": "暗文隐语谜题册",
"594": "虚言假说百物语",
"595": "禁室密所大图鉴",
"596": "奇想天开捕物帐",
"601": "与谋者,以局入局",
"602": "入彀者,多多益善",
"603": "晃盅者,琼畟药骰",
@ -590,7 +596,13 @@
"584": "UI_Talent_S_Yae_03",
"585": "UI_Talent_U_Yae_02",
"586": "UI_Talent_S_Yae_04",
"601": "UI_Talent_S_Yelan_01",
"591": "UI_Talent_S_Heizo_01",
"592": "UI_Talent_S_Heizo_02",
"593": "UI_Talent_U_Heizo_01",
"594": "UI_Talent_S_Heizo_03",
"595": "UI_Talent_U_Heizo_02",
"596": "UI_Talent_S_Heizo_01",
"601": "UI_Talent_S_Yelan_04",
"602": "UI_Talent_S_Yelan_02",
"603": "UI_Talent_U_Yelan_01",
"604": "UI_Talent_S_Yelan_03",

View File

@ -21669,5 +21669,415 @@
"夜兰的情报生涯里,有一次值得铭记的特殊经历,兼具了失败与成功。\n说失败是因为在那次行动中她损失了一只名为「幽奇腕阑」的祖传玉镯。\n玉镯内印有家族术法可以传递简单的讯息。但这类小型法器需要成对使用互为照应如今剩下一只仅能当作装饰。\n而说成功是因为对手同样没能在她那里讨得好处。这位对手来头却也相当不小乃是当今愚人众执行官第九席——「富人」。\n「富人」暗中布下的一条隐蔽商路被夜兰渗透货物遭到拦截。其中最为珍稀的一件藏品也被夜兰当作玉镯的赔偿拿走了。\n古有异种魔兽取其皮毛制成大氅能值千金且因数量稀少总是有价无市。\n魔兽实力强大虽已于数百年前死去遗骨残骸却经年不腐皮毛更有异香阵阵。\n这件本欲呈给女皇的献礼却被夜兰中途截走。\n不仅如此夜兰还拒绝了至冬人为陛下精心选择的款式。\n她直接取下兽皮混以璃月苧麻自制了一件新式带袖霞帔。\n一连串的事件说大可大说小也可小。无非二字得失。\n得到失去失去得到一如夜兰的人生。\n而她毫不介意乐在其中。",
"夜兰不总是独自行动。许久以前,她身边也有肝胆相照的同僚。\n有那么一小部分人出于各种原因选择与夜兰一同潜入黑暗。\n但在那时夜兰还没有完全认清——诡计、诱饵、陷阱…光靠她擅长的这些事未必就能应对一切。\n自制力强的敌人不会吃下诱饵狡诈奸猾的敌人不会落入阴谋实力骇人的敌人不会为陷阱所困。\n因而他们付出代价。相继有人消失在前行的路上虽说选择这条路的人早已有此觉悟…\n但在某次深渊调查任务结束夜兰身边再无一人时她终于还是停下了长久地停步。\n直到某天凝光亲自寻到了她栖身的木屋。\n「这么久不回璃月港应是遇到什么事了罢。若想退出倒也情有可原。」\n凝光立在门外神态并不轻松谈吐却仍自在。\n「但无妨。用人不疑我愿意相信你是在这里寻找出路。退与进本都是路。」\n门内一片死寂无人回应。许久才听见一句回答从背后传来——\n「你我都犯了一个错误。我们所做的事不应波及普通人。」\n「普通人」\n凝光才想到什么只见一束靛青色光芒破空飞来堪堪悬在她脑后。\n箭矢控制得极有分寸很快化作玉珠似的水滴散落落地前便散作华光。\n凝光回头见夜兰自远处走来手中提着一张弓指尖还滴着血。\n一个弓手定是全力日夜磨练才会十指带血。\n但凝光同样明白夜兰这般个性定是遭遇了非常人能遇的挫折下定了非常人能做的决心才会重新闭关习武。\n似是要给凝光一个答案夜兰张弓搭箭瞄准远处山头。\n一箭既出如飞雷似白虹有贯天之势。霎那间山间泉水翻涌躁动被无形的力量呼唤着化作数道水箭盘旋而上。\n数箭交错汇于半空顷刻炸出一片水幕犹如夏夜骤雨。\n雨后却无飞蝶或虹彩仅有一道泛着淡彩的光柱降落到夜兰手中。\n照凝光的话说这「神之眼」恰是信号意为「自今日起诸事交由不普通的夜兰阁下」。"
]
},
"鹿野院平藏": {
"name": "鹿野院平藏",
"title": "心潮乂安",
"region": "稻妻",
"sex": "男",
"star": "4",
"type": "常驻UP",
"element": "风",
"weapon": "法器",
"date": "2022年07月13日",
"tag": "聚怪、自身伤害提升、精通加成、冲刺消耗减少",
"birthday": "7月24日",
"mission": "邀约事件·鹿野院平藏",
"introduce": "天领奉行的天才少年侦探,直觉敏锐,心思玲珑。",
"destiny_name": "幼鹿座",
"destiny": {
"称名少年事件簿": "鹿野院平藏登场后的5秒内普通攻击的攻击速度提升15%并获得1层勠心拳的「变格」效果该效果每10秒最多触发一次。",
"殊解诸因探案集": "聚风蹴产生的缉拿风穴的牵引效果获得提升并将持续时间延长至1秒。",
"暗文隐语谜题册": "勠心拳的技能等级提高3级。至多提升至15级。",
"虚言假说百物语": "在一次聚风蹴中「聚风真眼」在第一次爆发后将为鹿野院平藏恢复9点元素能量此后每次爆发都将分别为鹿野院平藏额外恢复1.5点元素能量一次聚风蹴至多通过这种方式为鹿野院平藏恢复13.5点元素能量。",
"禁室密所大图鉴": "聚风蹴的技能等级提高3级。至多提升至15级。",
"奇想天开捕物帐": "施放勠心拳时每层「变格」都将为本次勠心拳提升4%暴击率。拥有「正论」时本次勠心拳的暴击伤害将提升32%。"
},
"attribute": {
"hp": {
"1": "894",
"20": "2296",
"40": "4438",
"50": "5651",
"60": "7021",
"70": "8233",
"80": "9445",
"90": "10657"
},
"atk": {
"1": "19",
"20": "48",
"40": "94",
"50": "119",
"60": "148",
"70": "174",
"80": "200",
"90": "225"
},
"def": {
"1": "57",
"20": "147",
"40": "285",
"50": "363",
"60": "451",
"70": "528",
"80": "606",
"90": "684"
},
"attribute": "风元素伤害加成",
"attributes": {
"1": "0%",
"20": "0%",
"40": "0%",
"50": "6%",
"60": "12%",
"70": "12%",
"80": "18%",
"90": "24%"
}
},
"skill": {
"普通攻击·不动流格斗术": {
"描述": "普通攻击·不动流格斗术\n以强风加持的招式与敌人格斗进行至多五段的攻击造成风元素伤害。\n重击\n消耗一定体力使出扬尘踢造成风元素伤害。\n下落攻击\n\n凝聚强风的力量从空中下坠冲击地面攻击下落路径上的敌人并在落地时造成风元素范围伤害。",
"数值": {
"一段伤害": [
"37.5%",
"40.3%",
"43.1%",
"46.8%",
"49.7%",
"52.5%",
"56.2%",
"60.0%",
"63.7%",
"67.5%",
"71.2%",
"",
"",
"",
""
],
"二段伤害": [
"36.9%",
"39.6%",
"42.4%",
"46.1%",
"48.8%",
"51.6%",
"55.3%",
"59.0%",
"62.7%",
"66.3%",
"70.0%",
"",
"",
"",
""
],
"三段伤害": [
"51.1%",
"54.9%",
"58.7%",
"63.8%",
"67.7%",
"71.5%",
"76.6%",
"81.7%",
"86.8%",
"91.9%",
"97.0%",
"",
"",
"",
""
],
"四段伤害": [
"14.8%+16.3%+19.2%",
"15.9%+17.5%+20.7%",
"17.0%+18.7%+22.1%",
"18.5%+20.3%+24.0%",
"19.6%+21.6%+25.5%",
"20.7%+22.8%+26.9%",
"22.2%+24.4%+28.8%",
"23.7%+26.0%+30.8%",
"25.1%+27.6%+32.7%",
"26.6%+29.3%+34.6%",
"28.1%+30.9%+36.5%",
"",
"",
"",
""
],
"五段伤害": [
"61.5%",
"66.1%",
"70.7%",
"76.8%",
"81.4%",
"86.0%",
"92.2%",
"98.3%",
"104.5%",
"110.6%",
"116.8%",
"",
"",
"",
""
],
"重击伤害": [
"73%",
"78%",
"84%",
"91%",
"96%",
"102%",
"110%",
"117%",
"124%",
"131%",
"139%",
"",
"",
"",
""
],
"重击体力消耗": [
"25.0点",
"25.0点",
"25.0点",
"25.0点",
"25.0点",
"25.0点",
"25.0点",
"25.0点",
"25.0点",
"25.0点",
"25.0点",
"",
"",
"",
""
],
"下坠期间伤害": [
"56.8%",
"61.5%",
"66.1%",
"72.7%",
"77.3%",
"82.6%",
"89.9%",
"97.1%",
"104.4%",
"112.3%",
"120.3%",
"",
"",
"",
""
],
"低空/高空坠地冲击伤害": [
"114%/142%",
"123%/153%",
"132%/165%",
"145%/182%",
"155%/193%",
"165%/206%",
"180%/224%",
"194%/243%",
"209%/261%",
"225%/281%",
"241%/300%",
"",
"",
"",
""
]
}
},
"勠心拳": {
"描述": "点按\n驱使疾风向前打出勠心拳造成风元素伤害。\n长按\n积蓄力量以施展更为强大的拳势。蓄力期间将持续获得能提升勠心拳威力的「变格」效果松开技能或蓄力结束时会向前打出勠心拳造成风元素伤害。\n变格\n提升下一次勠心拳造成的伤害至多叠加4层。拥有4层「变格」时将产生「正论」效果使下一次勠心拳造成的伤害将进一步提高并拥有更大的影响范围。\n\n看似只是简单的蓄力冲拳但是包含了平藏想要令罪人们乖乖认罪忏悔的心意。",
"数值": {
"技能伤害": [
"227.5%",
"224.6%",
"261.7%",
"284.4%",
"301.5%",
"318.5%",
"341.3%",
"364.0%",
"386.8%",
"409.5%",
"432.3%",
"455.0%",
"483.5%",
"",
""
],
"变格伤害提升": [
"56.9%/层",
"61.2%/层",
"65.4%/层",
"71.1%/层",
"75.4%/层",
"79.6%/层",
"85.3%/层",
"91.0%/层",
"96.7%/层",
"102.4%/层",
"108.1%/层",
"113.8%/层",
"120.9%/层",
"",
""
],
"正论伤害提升": [
"113.8%",
"122.3%",
"130.8%",
"142.2%",
"150.7%",
"159.3%",
"170.6%",
"182.0%",
"193.4%",
"204.8%",
"216.1%",
"227.5%",
"241.7%",
"",
""
],
"变格持续时间": [
"60.0秒",
"60.0秒",
"60.0秒",
"60.0秒",
"60.0秒",
"60.0秒",
"60.0秒",
"60.0秒",
"60.0秒",
"60.0秒",
"60.0秒",
"60.0秒",
"60.0秒",
"60.0秒",
"60.0秒"
],
"冷却时间": [
"10.0秒",
"10.0秒",
"10.0秒",
"10.0秒",
"10.0秒",
"10.0秒",
"10.0秒",
"10.0秒",
"10.0秒",
"10.0秒",
"10.0秒",
"10.0秒",
"10.0秒",
"10.0秒",
"10.0秒"
]
}
},
"聚风蹴": {
"描述": "腾跃至空中,向敌人踢出不动流·真空弹,在命中时炸裂,产生缉拿风穴,牵引附近的物体与敌人,造成风元素范围伤害。\n不动流·真空弹命中处于水元素/火元素/冰元素/雷元素附着下的敌人时,会为这些敌人施加「聚风真眼」效果,该效果会在片刻后爆发消失,并造成对应元素属性的范围伤害。\n不动流·真空弹至多对4名命中的敌人施加「聚风真眼」敌人无法同时处于多种元素属性的「聚风真眼」状态下。\n\n将风元素聚集一处并踢出的独特招式往往能在罪人暴露、四处逃窜之时稳当踢中其后背。",
"数值": {
"不动流·真空弹伤害": [
"314.7%",
"338.3%",
"361.9%",
"393.4%",
"417.0%",
"440.6%",
"472.0%",
"503.5%",
"535.0%",
"566.4%",
"597.9%",
"629.4%",
"668.7%",
"",
""
],
"聚风真眼伤害": [
"21.5%",
"23.1%",
"24.7%",
"26.8%",
"28.4%",
"30.0%",
"32.2%",
"34.3%",
"36.5%",
"38.6%",
"40.8%",
"42.9%",
"45.6%",
"",
""
],
"冷却时间": [
"12.0秒",
"12.0秒",
"12.0秒",
"12.0秒",
"12.0秒",
"12.0秒",
"12.0秒",
"12.0秒",
"12.0秒",
"12.0秒",
"12.0秒",
"12.0秒",
"12.0秒",
"12.0秒",
"12.0秒"
],
"元素能量": [
"40",
"40",
"40",
"40",
"40",
"40",
"40",
"40",
"40",
"40",
"40",
"40",
"40",
"40",
"40"
]
}
},
"反论稽古": "鹿野院平藏在场上触发扩散反应时将获得1层勠心拳的「变格」效果该效果每0.1秒至多触发一次。",
"因由勘破": "勠心拳命中敌人后队伍中所有角色不包括鹿野院平藏自己的元素精通提升80点持续10秒。",
"在罪之先": "队伍中自己的角色冲刺消耗的体力降低20%。无法与效果完全相同的固有天赋叠加。"
},
"cv": {
"cn": "林景",
"jp": "井口祐一",
"kr": "郑义陈",
"en": "凯伊冉·里根"
},
"food": "料理未知",
"story": [
"",
"",
"",
"",
"",
"",
"",
""
]
}
}

View File

@ -519,6 +519,14 @@
"元素精通": 1,
"元素充能效率": 1
}
},
"鹿野院平藏": {
"常规": {
"暴击率": 1,
"暴击伤害": 1,
"攻击力": 1,
"元素精通": 1
}
}
},
"Talent": {
@ -729,6 +737,10 @@
"久岐忍": [
1,
2
],
"鹿野院平藏": [
1,
2
]
}
}

View File

@ -79,5 +79,6 @@
"磐岩结绿": "绿剑",
"护摩之杖": "护摩",
"波乱月白经津": "波乱",
"若水": "若水"
"若水": "若水",
"鹿野院平藏": "平藏"
}

View File

@ -0,0 +1,92 @@
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