update
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@@ -1025,7 +1025,6 @@ class Skill31(ActiveSkill):
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rangeLv = 2
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# cd = 6
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# 投掷CD
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# TOCHEK-STONE:基础 CD:Stone 为 2.9 秒,dcalc 为 3 秒;核对被动、VP、形态后的最终冷却。
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cd = 3
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mp = [50, 420]
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uuid = '38612d8f2561edc2eb68d5057a837bfa'
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@@ -1199,7 +1198,6 @@ class Skill35(ActiveSkill):
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rangeLv = 2
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# cd = 6
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# 投掷cd
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# TOCHEK-STONE:基础 CD:Stone 为 3.9 秒,dcalc 为 4 秒;核对被动、VP、形态后的最终冷却。
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cd = 4
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mp = [50, 420]
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uuid = 'bc11d28c04e01923a093d65752c55516'
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@@ -1831,12 +1829,10 @@ class Skill45(ActiveSkill):
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# 打击攻击力 : {value0}%
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data0 = get_data(f'{prefix}/{uuid}', 0)
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# TOCHEK-STONE:对应两段静态 hit:Stone 为 5,dcalc 为 4;尚需排除形态、VP 与倍率补偿。
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hit0 = 4
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hit0 = 5
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# 出血攻击力 : {value1}%
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data1 = get_data(f'{prefix}/{uuid}', 1)
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# TOCHEK-STONE:对应两段静态 hit:Stone 为 5,dcalc 为 4;尚需排除形态、VP 与倍率补偿。
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hit1 = 4
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hit1 = 5
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# 出血持续时间 : {value2}秒
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data2 = get_data(f'{prefix}/{uuid}', 2)
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# 拉拽最小触发距离 : {value3}px
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@@ -296,7 +296,6 @@ class Skill10(ActiveSkill):
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maxLv = 20
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position = 4
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rangeLv = 3
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# TOCHEK-STONE:基础 CD:Stone 为 12 秒,dcalc 为 7 秒;核对被动、VP、形态后的最终冷却。
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cd = 7
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mp = [6, 84]
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uuid = 'f2fb27162beb0b87a7cb9af7900e95f2'
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@@ -743,7 +742,6 @@ class Skill23(ActiveSkill):
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# 持续时间 : {value0}秒
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data0 = get_data(f'{prefix}/{uuid}', 0)
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# 属性攻击力增加率 : {value1}%
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# TOCHEK-STONE:Stone 对 data1 使用固定 21 的 actual,无 game_bug;dcalc 读取原 data1,核对属性攻击力倍率。
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data1 = get_data(f'{prefix}/{uuid}', 1)
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# 魔法攻击力增加率 : {value2}%
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data2 = get_data(f'{prefix}/{uuid}', 2)
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