genshin_panel
Version:
genshin panel calculator
119 lines (118 loc) • 3.56 kB
TypeScript
declare type Constraint = (attribute: Attribute) => void;
export default class Attribute {
cureEffect: number;
curedEffect: number;
lifeBasic: number;
lifeStatic: number;
lifePercentage: number;
attackBasic: number;
attackStatic: number;
attackPercentage: number;
defendBasic: number;
defendStatic: number;
defendPercentage: number;
critical: number;
bCritical: number;
eCritical: number;
qCritical: number;
airCritical: number;
criticalDamage: number;
thunderCriticalDamage: number;
fireCriticalDamage: number;
waterCriticalDamage: number;
iceCriticalDamage: number;
windCriticalDamage: number;
rockCriticalDamage: number;
grassCriticalDamage: number;
physicalCriticalDamage: number;
thunderRes: number;
fireRes: number;
waterRes: number;
iceRes: number;
windRes: number;
rockRes: number;
grassRes: number;
elementalMastery: number;
recharge: number;
thunderBonus: number;
fireBonus: number;
waterBonus: number;
iceBonus: number;
windBonus: number;
rockBonus: number;
grassBonus: number;
physicalBonus: number;
aBonus: number;
bBonus: number;
eBonus: number;
qBonus: number;
airBonus: number;
bonus: number;
thunderTime: number;
fireTime: number;
waterTime: number;
iceTime: number;
windTime: number;
rockTime: number;
grassTime: number;
shield: number;
aSpeed: number;
bSpeed: number;
overloadEnhance: number;
burningEnhance: number;
electroEnhance: number;
superconductEnhance: number;
swirlThunderEnhance: number;
swirlFireEnhance: number;
swirlWaterEnhance: number;
swirlIceEnhance: number;
swirlEnhance: number;
vaporizeEnhance: number;
meltEnhance: number;
moveSpeed: number;
lifeRatio: number;
defendRatio: number;
atkRatio: number;
aLifeRatio: number;
aDefRatio: number;
aAtkRatio: number;
bLifeRatio: number;
bDefRatio: number;
bAtkRatio: number;
airLifeRatio: number;
airDefRatio: number;
airAtkRatio: number;
eLifeRatio: number;
eDefRatio: number;
eAtkRatio: number;
qLifeRatio: number;
qDefRatio: number;
qAtkRatio: number;
enemyThunderDown: number;
enemyFireDown: number;
enemyWaterDown: number;
enemyIceDown: number;
enemyWindDown: number;
enemyRockDown: number;
enemyGrassDown: number;
enemyPhysicalDown: number;
enemyDefDown: number;
private _lazyList;
getBaseDamage(skill: string, atkRatio?: number, defRatio?: number, hpRatio?: number): number;
getNormalAttackBaseDamage(atkRatio: number, defRatio?: number, hpRatio?: number): number;
getChargedAttackBaseDamage(atkRatio: number, defRatio?: number, hpRatio?: number): number;
getPlungingAttackBaseDamage(atkRatio: number, defRatio?: number, hpRatio?: number): number;
getElementalSkillBaseDamage(atkRatio: number, defRatio?: number, hpRatio?: number): number;
getElementalBurstBaseDamage(atkRatio: number, defRatio?: number, hpRatio?: number): number;
attack(): number;
atkLift(value: number): void;
life(): number;
lifeLift(value: number): void;
defend(): number;
defLift(value: number): void;
crit(value: number): void;
elementalBonus(value: number): void;
addLazy(f: Constraint): void;
applyLazy(): void;
}
export {};