update
This commit is contained in:
@@ -289,8 +289,7 @@ class Skill9(ActiveSkill):
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maxLv = 70
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position = 2
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rangeLv = 2
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# TOCHEK-STONE:基础 CD:Stone 为 5 秒,dcalc 为 10 秒;Stone 页面展示原值一半,回收利用 15% 另计。
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cd = 10 #5
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cd = 5
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mp = [28, 165]
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uuid = "05a07505ea102d31540afdb1fbec491f"
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hasVP = False
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@@ -464,8 +463,7 @@ class Skill15(ActiveSkill):
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maxLv = 70
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position = 4
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rangeLv = 2
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# TOCHEK-STONE:基础 CD:Stone 为 5 秒,dcalc 为 10 秒;Stone 页面展示原值一半,回收利用 15% 另计。
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cd = 10
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cd = 5
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mp = [45, 267]
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uuid = "3f4ddb4df24a9f78c7778568e80107dd"
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hasVP = False
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@@ -485,7 +483,6 @@ class Skill15(ActiveSkill):
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# 华丽回收
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# archer/chimera/438e291ec31b6b831b0c8e33ff41f138
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# b9cb48777665de22c006fabaf9a560b3/438e291ec31b6b831b0c8e33ff41f138
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# TOCHEK-STONE:基础类:Stone 为 PassiveSkill,dcalc 为 ActiveSkill;确认面板、关联与计算行为是否等价。
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class Skill16(ActiveSkill):
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"""
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利用奇美拉的遗物变形魔方来“回收利用”武器。 回收时可对周围的敌人造成伤害。\n
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@@ -583,8 +580,7 @@ class Skill19(ActiveSkill):
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maxLv = 70
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position = 2
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rangeLv = 2
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# TOCHEK-STONE:基础 CD:Stone 为 9 秒,dcalc 为 18 秒;Stone 页面展示原值一半,回收利用 15% 另计。
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cd = 18 #9
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cd = 9
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mp = [87, 516]
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uuid = "683ecd07d9b89dbe9afee8570a3a828d"
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hasVP = False
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@@ -677,8 +673,7 @@ class Skill22(ActiveSkill):
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maxLv = 70
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position = 3
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rangeLv = 2
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# TOCHEK-STONE:基础 CD:Stone 为 7.5 秒,dcalc 为 15 秒;Stone 页面展示原值一半,回收利用 15% 另计。
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cd = 15 #7.5
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cd = 7.5
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mp = [64, 379]
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uuid = "04c7b4361ca81f041e868169ff044252"
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hasVP = False
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@@ -743,8 +738,7 @@ class Skill24(ActiveSkill):
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maxLv = 70
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position = 4
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rangeLv = 2
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# TOCHEK-STONE:基础 CD:Stone 为 15 秒,dcalc 为 30 秒;Stone 页面展示原值一半,回收利用 15% 另计。
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cd = 30 #15
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cd = 15
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mp = [175, 1036]
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uuid = "e862146efac2fce3de3a12f038f4116b"
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hasVP = False
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@@ -917,8 +911,7 @@ class Skill27(ActiveSkill):
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position = 4
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rangeLv = 2
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cube = 1
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# TOCHEK-STONE:基础 CD:Stone 为 20 秒,dcalc 为 40 秒;Stone 页面展示原值一半,回收利用 15% 另计。
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cd = 40 #20
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cd = 20
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mp = [283, 1672]
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uuid = "61c8cb33dd20b4ff335e8deed70d3d9c"
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hasVP = True
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@@ -977,8 +970,7 @@ class Skill28(ActiveSkill):
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position = 3
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rangeLv = 2
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cube = 2
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# TOCHEK-STONE:基础 CD:Stone 为 45 秒,dcalc 为 90 秒;Stone 页面展示原值一半,回收利用 15% 另计。
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cd = 90 #45
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cd = 45
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mp = [490, 2900]
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uuid = "38c485cc41f46a7959ae4336325aa45c"
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hasVP = True
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@@ -1148,8 +1140,7 @@ class Skill32(ActiveSkill):
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position = 3
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rangeLv = 2
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cube = 3
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# TOCHEK-STONE:基础 CD:Stone 为 40 秒,dcalc 为 80 秒;Stone 页面展示原值一半,回收利用 15% 另计。
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cd = 80 #40
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cd = 40
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mp = [214, 959]
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uuid = "b39ccc3dadab9d94569430e39cdf7d60"
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hasVP = True
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@@ -1227,8 +1218,7 @@ class Skill34(ActiveSkill):
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position = 1
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rangeLv = 2
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cube = 3
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# TOCHEK-STONE:基础 CD:Stone 为 40 秒,dcalc 为 80 秒;Stone 页面展示原值一半,回收利用 15% 另计。
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cd = 80 #40
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cd = 40
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mp = [989, 4441]
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uuid = "0dbdeaf846356f8b9380f8fbb8e97377"
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hasVP = True
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@@ -1287,8 +1277,7 @@ class Skill35(ActiveSkill):
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position = 1
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rangeLv = 2
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cube = 5
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# TOCHEK-STONE:基础 CD:Stone 为 45 秒,dcalc 为 90 秒;Stone 页面展示原值一半,回收利用 15% 另计。
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cd = 90
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cd = 45
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mp = [1239, 5566]
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uuid = "56fca6cff74d828e92301a40cd2148b9"
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hasVP = True
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@@ -495,7 +495,6 @@ class Skill15(PassiveBufferSkill):
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# 魔力音波速度增加持续时间 : {value4}秒
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data4 = get_data(f'{prefix}/{uuid}', 4)
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# 魔力音波攻击力 : {value5} x {value6}
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# TOCHEK-STONE:Stone 对 data5 使用 1 级来源值 actual,无 game_bug;dcalc 直接读取 data5,核对成长是否等价。
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data5 = get_data(f'{prefix}/{uuid}', 5)
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data6 = get_data(f'{prefix}/{uuid}', 6)
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# 每消耗1格神兽力,魔力音波攻击力增加率 : {value7}%
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@@ -1437,13 +1437,11 @@ class Skill38(ActiveSkill):
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# 移动距离上限 : {value0}px
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data0 = get_data(f'{prefix}/{uuid}', 0)
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# 利刃风车多段攻击攻击力 : {value1}% X {value2}
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# TOCHEK-STONE:Stone 的 data1 原值为占位符,actual 为 Lv1=3616、每级+3616×7/69;dcalc 直接读取 data1。
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# 利刃风车多段攻击攻击力 : {value1}% X {value2}。
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data1 = get_data(f'{prefix}/{uuid}', 1)
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hit1 = 11
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data2 = get_data(f'{prefix}/{uuid}', 2)
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# 利刃风车爆炸攻击力 : {value3}%
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# TOCHEK-STONE:Stone 的 data3 原值为占位符,actual 为 Lv1=76570、每级+76570×7/69;dcalc 直接读取 data3。
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data3 = get_data(f'{prefix}/{uuid}', 3)
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hit3 = 1
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# [范围信息]
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@@ -8,7 +8,6 @@ prefix = "demonic_lancer/skirmisher/cn/skillDetail"
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# 刺击
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# demonic_lancer/skirmisher/9dda3f4a849dba1a288dd65e116860f2
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# 3deb7be5f01953ac8b1ecaa1e25e0420/9dda3f4a849dba1a288dd65e116860f2
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# TOCHEK-STONE:技能集合:dcalc 有 4 个 Stone 当前职业文件未建模的技能 ID;逐项确认计算范围,不据此认定错误。
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class Skill0(ActiveSkill):
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"""
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向前方进行普通的刺击。 用枪头击打敌人时,可以造成更多的伤害。\n
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@@ -1235,10 +1234,6 @@ class Skill32(ActiveSkill):
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# 压制力 (4人队伍) : {value11}秒 ({value12}秒)
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data11 = get_data(f'{prefix}/{uuid}', 11)
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data12 = get_data(f'{prefix}/{uuid}', 12)
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# [流云幻灭]追加效果
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# - 斗气长枪攻击力 +10%
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# TOCHEK-STONE:dcalc 有额外 1.1 倍,Stone 当前规则没有;核对版本和 VP 条件。
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skillRation = 1.1
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# 风火燎原
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# demonic_lancer/skirmisher/3d8f3d438405d79f8d3ed68072674d1e
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@@ -8,7 +8,6 @@ prefix = "demonic_lancer/vanguard/cn/skillDetail"
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# 刺击
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# demonic_lancer/vanguard/9dda3f4a849dba1a288dd65e116860f2
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# 3deb7be5f01953ac8b1ecaa1e25e0420/9dda3f4a849dba1a288dd65e116860f2
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# TOCHEK-STONE:技能集合:dcalc 有 6 个 Stone 当前职业文件未建模的技能 ID;逐项确认计算范围,不据此认定错误。
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class Skill0(ActiveSkill):
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"""
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向前方进行普通的刺击。 用枪头击打敌人时,可以造成更多的伤害。\n
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@@ -537,16 +536,13 @@ class Skill17(ActiveSkill):
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# 后跳中使用时冷却时间 : {value0}秒
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data0 = get_data(f'{prefix}/{uuid}', 0)
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# 接平x第一下
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# TOCHEK-STONE:Stone 无对应伤害原字段,下斩 actual 固定 423.82;dcalc 用 data1 计算,核对系数。
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data1 = [(i * 1.091 * 1.051) for i in [0, 289.33]]
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data1 = [(i * 1.0) for i in [0, 423.82]]
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hit1 = 1
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# 接平x第二下
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# TOCHEK-STONE:Stone 无对应伤害原字段,横斩 actual 固定 501.72;dcalc 用 data2 计算,核对系数。
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data2 = [(i * 1.091 * 1.051) for i in [0, 399.60]]
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# 接平x第二下。
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data2 = [(i * 1.0) for i in [0, 501.72]]
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hit2 = 0
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# 接平x第三下
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# TOCHEK-STONE:Stone 无对应伤害原字段,强力横斩 actual 固定 618.36;dcalc 用 data3 计算,核对系数。
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data3 = [(i * 1.091 * 1.051) for i in [0, 429.59]]
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data3 = [(i * 1.0) for i in [0, 618.36]]
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hit3 = 0
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mode = ['下斩', '横斩', '强力横斩']
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@@ -724,7 +720,6 @@ class Skill22(ActiveSkill):
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# 战戟猛攻
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# demonic_lancer/vanguard/92360eab6e1f378902018eca681ac629
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# 3deb7be5f01953ac8b1ecaa1e25e0420/92360eab6e1f378902018eca681ac629
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# TOCHEK-STONE:基础类:Stone 为 PassiveSkill,dcalc 为 ActiveSkill;确认面板、关联与计算行为是否等价。
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class Skill23(ActiveSkill):
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"""
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突破极限,其他技能命中敌人后可以强制中断并施放[战戟猛攻],发动强力一击。(觉醒技能除外)\n
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@@ -477,7 +477,7 @@ class Skill15(ActiveSkill):
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# 沙尘攻击力 : {value0}%
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data0 = get_data(f'{prefix}/{uuid}', 0)
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hit0 = 2
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hit0 = 1
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# [失明效果]
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# 失明几率 : {value1}%
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data1 = get_data(f'{prefix}/{uuid}', 1)
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@@ -490,7 +490,7 @@ class Skill15(ActiveSkill):
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# [发动涂毒时附加中毒攻击力]
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# 沙尘命中时中毒攻击力 : {value5}%
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data5 = get_data(f'{prefix}/{uuid}', 5)
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hit5 = 2
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hit5 = 1
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# [范围信息]
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# 沙尘大小比率 : {value6}%
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data6 = get_data(f'{prefix}/{uuid}', 6)
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@@ -877,6 +877,13 @@ class Skill25(ActiveSkill):
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# [爆碎砖袭]爆炸范围增加率 : {value6}%
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data6 = get_data(f'{prefix}/{uuid}', 6)
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associate = [
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{"skills": ["街头风暴"],"data": [0] + [50] * maxLv , "type": "=hit0", 'ratio': 1},
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{"skills": ["街头风暴"],"data": [0] + [50] * maxLv , "type": "=hit8", 'ratio': 1},
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{"skills": ["抛沙"],"data": [0] + [2] * maxLv , "type": "=hit0", 'ratio': 1},
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{"skills": ["抛沙"],"data": [0] + [2] * maxLv , "type": "=hit5", 'ratio': 1}
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]
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# 毒影针
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# fighter_female/brawler_female/38612d8f2561edc2eb68d5057a837bfa
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# a7a059ebe9e6054c0644b40ef316d6e9/38612d8f2561edc2eb68d5057a837bfa
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@@ -1511,7 +1518,6 @@ class Skill38(ActiveSkill):
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# 生活用品攻击力 : {value0}%
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data0 = get_data(f'{prefix}/{uuid}', 0)
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# TOCHEK-STONE:两段 hit:Stone 均为 50,dcalc 均为 25;先确认投掷模式一致。
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hit0 = 25
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# 生活用品多段攻击次数 : {value1}次
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data1 = get_data(f'{prefix}/{uuid}', 1)
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@@ -1532,7 +1538,6 @@ class Skill38(ActiveSkill):
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# - [发动涂毒时附加中毒攻击力] -
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# 生活用品攻击时中毒攻击力 : {value8}%
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data8 = get_data(f'{prefix}/{uuid}', 8)
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# TOCHEK-STONE:两段 hit:Stone 均为 50,dcalc 均为 25;先确认投掷模式一致。
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hit8 = 25
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# 炸药爆炸攻击时中毒攻击力 : {value9}%
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data9 = get_data(f'{prefix}/{uuid}', 9)
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@@ -640,7 +640,6 @@ class Skill20(ActiveSkill):
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maxLv = 70
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position = 3
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rangeLv = 2
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# TOCHEK-STONE:基础 CD:Stone 为 8.47 秒,dcalc 为 8.5 秒;核对被动、VP、形态后的最终冷却。
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cd = 8.5
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mp = [30, 336]
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uuid = "c27418ae613c647527200a7ca17d97fd"
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@@ -710,7 +710,6 @@ class Skill22(ActiveSkill):
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# 基本攻击力和技能攻击力增加率 : {value2}%
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data2 = get_data(f'{prefix}/{uuid}', 2)
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# 属性攻击力增加率 : {value3}%
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# TOCHEK-STONE:Stone 对 data3 使用固定 21 的 actual,无 game_bug;dcalc 读取原 data3,核对换装倍率。
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data3 = get_data(f'{prefix}/{uuid}', 3)
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# 气玉弹
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@@ -1484,7 +1483,6 @@ class Skill41(ActiveSkill):
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# 小狂龙爆炸攻击力 : {value0}%
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data0 = get_data(f'{prefix}/{uuid}', 0)
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# TOCHEK-STONE:静态 hit:Stone 为 5,dcalc 为 6;尚需排除形态、VP 与倍率补偿。
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hit0 = 6
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# 最后一击巨大狂龙爆炸攻击力 : {value1}%
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data1 = get_data(f'{prefix}/{uuid}', 1)
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@@ -1144,8 +1144,7 @@ class Skill33(ActiveSkill):
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# 连续踢击攻击力 : {value0}%
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data0 = get_data(f'{prefix}/{uuid}', 0)
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# TOCHEK-STONE:静态 hit:Stone 为 16,dcalc 为 10;尚需排除形态、VP 与倍率补偿。
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hit0 = 10
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hit0 = 16
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# 连续踢击多段攻击次数 : {value1}次
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data1 = get_data(f'{prefix}/{uuid}', 1)
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# 抽打攻击力 : {value2}%
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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)
|
||||
# 拉拽最小触发距离 : {value3}px
|
||||
|
||||
@@ -296,7 +296,6 @@ class Skill10(ActiveSkill):
|
||||
maxLv = 20
|
||||
position = 4
|
||||
rangeLv = 3
|
||||
# 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。
|
||||
cd = 7
|
||||
mp = [6, 84]
|
||||
uuid = 'f2fb27162beb0b87a7cb9af7900e95f2'
|
||||
@@ -743,7 +742,6 @@ class Skill23(ActiveSkill):
|
||||
# 持续时间 : {value0}秒
|
||||
data0 = get_data(f'{prefix}/{uuid}', 0)
|
||||
# 属性攻击力增加率 : {value1}%
|
||||
# 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。
|
||||
data1 = get_data(f'{prefix}/{uuid}', 1)
|
||||
# 魔法攻击力增加率 : {value2}%
|
||||
data2 = get_data(f'{prefix}/{uuid}', 2)
|
||||
|
||||
@@ -50,7 +50,6 @@ class Skill1(ActiveSkill):
|
||||
maxLv = 70
|
||||
position = 2
|
||||
rangeLv = 2
|
||||
# TOCHEK-STONE:基础 CD:Stone 为 2 秒,dcalc 为 5 秒;核对被动、VP、形态后的最终冷却。
|
||||
cd = 5
|
||||
mp = [6, 40]
|
||||
uuid = '92360eab6e1f378902018eca681ac629'
|
||||
@@ -225,7 +224,6 @@ class Skill7(ActiveSkill):
|
||||
maxLv = 70
|
||||
position = 2
|
||||
rangeLv = 2
|
||||
# TOCHEK-STONE:基础 CD:Stone 为 3 秒,dcalc 为 4 秒;核对被动、VP、形态后的最终冷却。
|
||||
cd = 4
|
||||
mp = [20, 200]
|
||||
uuid = '1fadde0eece18649caddbca7bd58cc2f'
|
||||
@@ -322,7 +320,6 @@ class Skill10(ActiveSkill):
|
||||
maxLv = 70
|
||||
position = 2
|
||||
rangeLv = 2
|
||||
# TOCHEK-STONE:基础 CD:Stone 为 3 秒,dcalc 为 4.5 秒;核对被动、VP、形态后的最终冷却。
|
||||
cd = 4.5
|
||||
mp = [12, 125]
|
||||
uuid = 'd0cdaca82892e54097f22a1f60817048'
|
||||
@@ -441,7 +438,6 @@ class Skill14(ActiveSkill):
|
||||
maxLv = 70
|
||||
position = 8
|
||||
rangeLv = 2
|
||||
# TOCHEK-STONE:基础 CD:Stone 为 5 秒,dcalc 为 6 秒;核对被动、VP、形态后的最终冷却。
|
||||
cd = 6
|
||||
mp = [12, 500]
|
||||
uuid = '9dda3f4a849dba1a288dd65e116860f2'
|
||||
@@ -539,7 +535,6 @@ class Skill17(ActiveSkill):
|
||||
maxLv = 70
|
||||
position = 0
|
||||
rangeLv = 2
|
||||
# TOCHEK-STONE:基础 CD:Stone 为 25 秒,dcalc 为 10 秒;核对被动、VP、形态后的最终冷却。
|
||||
cd = 10
|
||||
mp = [23, 241]
|
||||
uuid = '0232c151ef3731c2dede51931a374723'
|
||||
@@ -1146,7 +1141,6 @@ class Skill32(ActiveSkill):
|
||||
# 压制力 (4人队伍) : {value1}秒 ({value2}秒)
|
||||
data1 = get_data(f'{prefix}/{uuid}', 1)
|
||||
data2 = get_data(f'{prefix}/{uuid}', 2)
|
||||
# TOCHEK-STONE:对应段 power:Stone 为 1,dcalc 为 1.1;核对旧版额外 10% 是否应移除。
|
||||
power0 = 1.1 # 以前记录的10%增加
|
||||
|
||||
# 终极锁定
|
||||
|
||||
@@ -474,7 +474,6 @@ class Skill15(ActiveSkill):
|
||||
maxLv = 1
|
||||
position = 6
|
||||
rangeLv = 2
|
||||
# TOCHEK-STONE:基础 CD:Stone 为 4 秒,dcalc 为 5 秒;核对被动、VP、形态后的最终冷却。
|
||||
cd = 5
|
||||
mp = [150, 150]
|
||||
uuid = 'ade01c1d6afc8a05055225045e89fe49'
|
||||
@@ -1152,8 +1151,6 @@ class Skill31(ActiveSkill):
|
||||
# 压制力 (4人队伍) : {value4}秒 ({value5}秒)
|
||||
data4 = get_data(f'{prefix}/{uuid}', 4)
|
||||
data5 = get_data(f'{prefix}/{uuid}', 5)
|
||||
# TOCHEK-STONE:首段 power:Stone 为 1,dcalc 为 1.15;核对旧版额外 15% 是否应移除。
|
||||
power0 = 1.15
|
||||
|
||||
# 完美击球
|
||||
# gunblader/trouble_shooter/27bade584bb42fef68148d3a0b72bace
|
||||
@@ -1515,7 +1512,10 @@ class Skill38(PassiveSkill):
|
||||
# [广域散射]射击范围增加率 : {value1}%
|
||||
data1 = get_data(f'{prefix}/{uuid}', 1)
|
||||
|
||||
associate = [{'data': data0, 'type': '*skillDamage'}]
|
||||
associate = [
|
||||
{'data': data0, 'type': '*skillDamage'},
|
||||
{'type': '+cd', 'data': [0] + [-1] * maxLv, 'skills': ['矫捷翻滚'], 'ratio': 1},
|
||||
]
|
||||
|
||||
# 铁腕爆弹
|
||||
# gunblader/trouble_shooter/9dc8438e4572d39243c97da31c113acc
|
||||
|
||||
@@ -294,7 +294,6 @@ class Skill9(ActiveSkill):
|
||||
# 重火器拔击
|
||||
# gunner_female/launcher_female/1dad88963abdc96b091fcab185a8820d
|
||||
# 944b9aab492c15a8474f96947ceeb9e4/1dad88963abdc96b091fcab185a8820d
|
||||
# TOCHEK-STONE:基础类:Stone 为 PassiveSkill,dcalc 为 ActiveSkill;确认面板、关联与计算行为是否等价。
|
||||
class Skill10(ActiveSkill):
|
||||
"""
|
||||
使重火器的拔出动作出现攻击判定,命中敌人后可以将敌人击退。\n
|
||||
@@ -587,8 +586,7 @@ class Skill19(ActiveSkill):
|
||||
data1 = get_data(f'{prefix}/{uuid}', 1)
|
||||
# 喷火攻击力 : {value2}%
|
||||
data2 = get_data(f'{prefix}/{uuid}', 2)
|
||||
# TOCHEK-STONE:对应段 hit:Stone 为 15,dcalc 为 8;核对持续喷射次数与最终倍率。
|
||||
hit2 = 8
|
||||
hit2 = 15
|
||||
# 敌人僵直时间增加率 : {value3}%
|
||||
data3 = get_data(f'{prefix}/{uuid}', 3)
|
||||
# 移动速度比率 : {value4}%
|
||||
@@ -1083,7 +1081,6 @@ class Skill34(ActiveSkill):
|
||||
vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501
|
||||
|
||||
# 爆弹攻击力 : {value0}%
|
||||
# TOCHEK-STONE:对应段 Stone 为 8×0.6,dcalc 为 8×1;说明写有攻击力减少 40%,核对计算分支。
|
||||
data0 = get_data(f'{prefix}/{uuid}', 0)
|
||||
hit0 = 8
|
||||
# 爆弹攻击次数 : {value1}次
|
||||
@@ -1096,6 +1093,13 @@ class Skill34(ActiveSkill):
|
||||
# 爆炸大小扩大率 : {value4}%
|
||||
data4 = get_data(f'{prefix}/{uuid}', 4)
|
||||
|
||||
|
||||
def setMode(self, mode):
|
||||
pre = self.char.GetSkillByName('重武装改造')
|
||||
if pre.lv > 0 and self.vp == 0:
|
||||
self.cd = 20 * 0.6
|
||||
self.skillDamage *= 0.6
|
||||
|
||||
def vp_1(self):
|
||||
"""
|
||||
[FM-92榴弹]\n
|
||||
|
||||
@@ -478,7 +478,6 @@ class Skill15(PassiveBufferSkill):
|
||||
# 技能冷却时间减少率 : {value5}%
|
||||
data5 = get_data(f'{prefix}/{uuid}', 5)
|
||||
# 激光攻击力 : {value6} X {value7}
|
||||
# TOCHEK-STONE:Stone 对 data6 使用 1 级来源值 actual,无 game_bug;dcalc 读取原 data6,核对等级成长。
|
||||
data6 = get_data(f'{prefix}/{uuid}', 6)
|
||||
data7 = get_data(f'{prefix}/{uuid}', 7)
|
||||
# 使用[军械强化 (进阶)]时的追加轰炸次数 : {value8}次
|
||||
|
||||
@@ -600,8 +600,7 @@ class Skill19(ActiveSkill):
|
||||
|
||||
# 子弹攻击力 : {value0}%
|
||||
data0 = get_data(f'{prefix}/{uuid}', 0)
|
||||
# TOCHEK-STONE:单段 hit:Stone 为 1,dcalc 为 2;核对当前版本实际段数。
|
||||
hit0 = 2
|
||||
hit0 = 1
|
||||
# 暴击增加 : {value1}%
|
||||
data1 = get_data(f'{prefix}/{uuid}', 1)
|
||||
# 穿刺力增加率 : {value2}%
|
||||
|
||||
@@ -1124,6 +1124,7 @@ class Skill34(ActiveSkill):
|
||||
# TOCHEK-STONE:Stone actual=data0÷3.5,且标记 game_bug;游戏显示与实际行为分别核对。
|
||||
data0 = get_data(f'{prefix}/{uuid}', 0)
|
||||
hit0 = 1
|
||||
power0 = 1 / 3.5
|
||||
# 子弹增益效果持续时间 : {value1}秒
|
||||
data1 = get_data(f'{prefix}/{uuid}', 1)
|
||||
# [范围信息]
|
||||
|
||||
@@ -7,7 +7,6 @@ prefix = "gunner_male/assault/cn/skillDetail"
|
||||
# 膝撞
|
||||
# gunner_male/assault/717f1e2104fe4b796f800352fa143ecc
|
||||
# afdf3b989339de478e85b614d274d1ef/717f1e2104fe4b796f800352fa143ecc
|
||||
# TOCHEK-STONE:技能集合:dcalc 有 19 个 Stone 当前职业文件未建模的技能 ID;逐项确认计算范围,不据此认定错误。
|
||||
class Skill0(ActiveSkill):
|
||||
"""
|
||||
向敌人发出强威力的膝撞并使其浮空,发动的瞬间存在霸体判定。\n
|
||||
@@ -315,7 +314,6 @@ class Skill10(ActiveSkill):
|
||||
cellPos = (5,2)
|
||||
position = 5
|
||||
rangeLv = 2
|
||||
# TOCHEK-STONE:基础 CD:Stone 为 5 秒,dcalc 为 6 秒;核对被动、VP、形态后的最终冷却。
|
||||
cd = 6
|
||||
mp = [17, 178]
|
||||
uuid = "e1003c1bd2566829cfed17bb4ce8d460"
|
||||
@@ -1088,7 +1086,6 @@ class Skill33(ActiveSkill):
|
||||
|
||||
def setMode(self, mode):
|
||||
if mode == 'AT-SO步行者':
|
||||
# TOCHEK-STONE:Stone VP2 保留搭乘与步行两种形态,dcalc 有形态门控;核对同一 VP2 输入和 Excel。
|
||||
if self.vp == 2:
|
||||
self.skillRation *= 0
|
||||
self.cdReduce *= 1 - 0.3
|
||||
|
||||
@@ -256,7 +256,6 @@ class Skill8(ActiveSkill):
|
||||
|
||||
# 攻击力 : {value0}%
|
||||
data0 = get_data(f'{prefix}/{uuid}', 0)
|
||||
# TOCHEK-STONE:Stone hit=2、actual=data0×2;dcalc hit=1。Stone 仅 actual、无 game_bug,先查 SkillData 转换与显示值。
|
||||
hit0 = 1
|
||||
# 持续时间 : {value1}秒
|
||||
data1 = get_data(f'{prefix}/{uuid}', 1)
|
||||
|
||||
@@ -1016,7 +1016,6 @@ class Skill30(ActiveSkill):
|
||||
"""
|
||||
...
|
||||
|
||||
# TOCHEK-STONE:Stone VP2 标记 game_bug、无 actual;核对 VP2 倍率与游戏行为。
|
||||
def vp_2(self):
|
||||
"""
|
||||
[怒海冲击]\n
|
||||
@@ -1026,6 +1025,7 @@ class Skill30(ActiveSkill):
|
||||
[舰炮飞踢]、 [无畏登舰]、 [枪锚踢击]、 [怒海冲击]、 [战栗轰击]\n
|
||||
"""
|
||||
# 游戏内存在bug
|
||||
self.skillDamage *= 1.8
|
||||
...
|
||||
|
||||
# 气卷万涛
|
||||
|
||||
@@ -594,7 +594,6 @@ class Skill19(ActiveSkill):
|
||||
maxLv = 1
|
||||
position = 1
|
||||
rangeLv = 2
|
||||
# TOCHEK-STONE:基础 CD:Stone 为 4 秒,dcalc 为 5 秒;核对被动、VP、形态后的最终冷却。
|
||||
cd = 5
|
||||
mp = [30, 30]
|
||||
uuid = '4c5271b0ecce120d7fc113f377fae76f'
|
||||
@@ -655,7 +654,6 @@ class Skill21(ActiveSkill):
|
||||
maxLv = 70
|
||||
position = 1
|
||||
rangeLv = 2
|
||||
# TOCHEK-STONE:基础 CD:Stone 为 4 秒,dcalc 为 5 秒;核对被动、VP、形态后的最终冷却。
|
||||
cd = 5
|
||||
mp = [30, 252]
|
||||
uuid = 'dde3b443bd5e61d90c34e5ee771e2c28'
|
||||
@@ -1263,7 +1261,6 @@ class Skill34(ActiveSkill):
|
||||
# 魔龙之力
|
||||
# knight/dragon_knight/96bd070daacc6c1b81d9f24e6d77f48a
|
||||
# 0ee8fa5dc525c1a1f23fc6911e921e4a/96bd070daacc6c1b81d9f24e6d77f48a
|
||||
# TOCHEK-STONE:基础类:Stone 为 PassiveSkill,dcalc 为 ActiveSkill;确认面板、关联与计算行为是否等价。
|
||||
class Skill35(ActiveSkill):
|
||||
"""
|
||||
释放体内流淌的魔龙之力。\n
|
||||
@@ -1551,7 +1548,10 @@ class Skill39(PassiveSkill):
|
||||
# [超级跳跃]后霸体持续时间 : {value2}秒
|
||||
data2 = get_data(f'{prefix}/{uuid}', 2)
|
||||
|
||||
associate = [{'data': data1}]
|
||||
associate = [
|
||||
{'data': data1},
|
||||
{'type': '+cd', 'data': [0] + [-1] * maxLv, 'skills': ['龙翼', '龙翼突袭'], 'ratio': 1},
|
||||
]
|
||||
|
||||
# 魔龙星落
|
||||
# knight/dragon_knight/05ee4433394678e5014c67dafee798ff
|
||||
|
||||
@@ -36,7 +36,6 @@ class SummonSkill(ActiveSkill):
|
||||
# 魔法星弹
|
||||
# mage_female/summoner/45442bbbe33540b4deeec29437dae70c
|
||||
# 3909d0b188e9c95311399f776e331da5/45442bbbe33540b4deeec29437dae70c
|
||||
# TOCHEK-STONE:技能集合:dcalc 有 31 个 Stone 当前职业文件未建模的技能 ID;逐项确认计算范围,不据此认定错误。
|
||||
class Skill0(ActiveSkill):
|
||||
"""
|
||||
向前方敌人发射魔法星弹,可以用方向键调整魔法星弹的飞行方向。\n
|
||||
@@ -634,7 +633,6 @@ class Skill16(ActiveSkill):
|
||||
maxLv = 70
|
||||
position = 4
|
||||
rangeLv = 3
|
||||
# TOCHEK-STONE:基础 CD:Stone 为 3 秒,dcalc 为 1 秒;核对被动、VP、形态后的最终冷却。
|
||||
cd = 1
|
||||
mp = [15, 154]
|
||||
uuid = '3d8f3d438405d79f8d3ed68072674d1e'
|
||||
@@ -1520,7 +1518,7 @@ class Skill38(PassiveSkill):
|
||||
# [鞭挞]增益效果持续时间增加 : {value0}秒
|
||||
data0 = get_data(f'{prefix}/{uuid}', 0)
|
||||
|
||||
associate = [{'data': data0, 'type': '+cd', 'skills': ['鞭挞'], 'ratio': 1}]
|
||||
associate = [{'data': [0] + [2] * maxLv, 'type': '+cd', 'skills': ['鞭挞'], 'ratio': 1}]
|
||||
|
||||
# 契约召唤 : 袄索
|
||||
# mage_female/summoner/e4c354a89c337310aeb7041d5e742828
|
||||
|
||||
@@ -2406,7 +2406,6 @@ class Skill48(ActiveSkill):
|
||||
# 魔道学助手
|
||||
# mage_female/witch/bda6ddc3adc54328a759a6203b68eeea
|
||||
# 3909d0b188e9c95311399f776e331da5/bda6ddc3adc54328a759a6203b68eeea
|
||||
# TOCHEK-STONE:基础类:Stone 为 PassiveSkill,dcalc 为 ActiveSkill;确认面板、关联与计算行为是否等价。
|
||||
class Skill49(ActiveSkill):
|
||||
"""
|
||||
魔道学者经过长时间的研究,结合魔道学和法米利尔的能量制作了人造生命体——何蒙库鲁兹并将其当做自己的助手,大大增强特定技能的效果。\n
|
||||
|
||||
@@ -726,7 +726,6 @@ class Skill23(ActiveSkill):
|
||||
data1 = get_data(f'{prefix}/{uuid}', 1)
|
||||
# [学习冰凝之魂后]
|
||||
# 大型长枪攻击力 : {value2}%
|
||||
# TOCHEK-STONE:Stone 对 data2 使用 actual=data2×2,无 game_bug;dcalc 读取原 data2,核对最终段伤害。
|
||||
data2 = get_data(f'{prefix}/{uuid}', 2)
|
||||
hit2 = 8
|
||||
# 大型长枪多段攻击次数 : {value3}次
|
||||
|
||||
@@ -765,7 +765,6 @@ class Skill24(ActiveSkill):
|
||||
# 神焰伤害持续时间 : {value2}秒
|
||||
data2 = get_data(f'{prefix}/{uuid}', 2)
|
||||
# 施放时攻击力 : {value3}%
|
||||
# TOCHEK-STONE:Stone 对 data3 使用 1 级来源值 actual,无 game_bug;dcalc 读取原 data3,核对等级成长。
|
||||
data3 = get_data(f'{prefix}/{uuid}', 3)
|
||||
hit3 = 1
|
||||
# 除[火焰精华]之外的基本攻击和转职技能攻击力增加率 : {value4}%
|
||||
|
||||
@@ -724,7 +724,6 @@ class Skill22(ActiveSkill):
|
||||
data11 = get_data(f'{prefix}/{uuid}', 11)
|
||||
# [消耗罪业层数时获得效果]
|
||||
# [通用] - 技能攻击力增加率 : {value12}%
|
||||
# TOCHEK-STONE:Stone 对 data12 使用固定 7% actual(SkillData 为 2%),无 game_bug;dcalc 读取原 data12,核对倍率。
|
||||
data12 = get_data(f'{prefix}/{uuid}', 12)
|
||||
# [欲望之手] - 罪业层数消耗量 : {value13}
|
||||
data13 = get_data(f'{prefix}/{uuid}', 13)
|
||||
@@ -1393,7 +1392,6 @@ class Skill35(ActiveSkill):
|
||||
# 智慧起源 : 原罪结晶
|
||||
# priest_female/mistress/e5c09f9132a48dc1d695968592cc5878
|
||||
# 0c1b401bb09241570d364420b3ba3fd7/e5c09f9132a48dc1d695968592cc5878
|
||||
# TOCHEK-STONE:基础类:Stone 为 PassiveSkill,dcalc 为 ActiveSkill;确认面板、关联与计算行为是否等价。
|
||||
class Skill36(ActiveSkill):
|
||||
"""
|
||||
领悟宇宙初始的智慧,增加基本攻击力和技能攻击力,并增加[原罪释放·净化]变身时间,魔化状态下攻击时,对周围进行光环攻击。\n
|
||||
|
||||
@@ -1027,7 +1027,6 @@ class Skill29(ActiveSkill):
|
||||
# 神龙如意珠
|
||||
# priest_female/sorceress/6e33d47e6622ce03b6defdd912140270
|
||||
# 0c1b401bb09241570d364420b3ba3fd7/6e33d47e6622ce03b6defdd912140270
|
||||
# TOCHEK-STONE:基础类:Stone 为 PassiveSkill,dcalc 为 ActiveSkill;确认面板、关联与计算行为是否等价。
|
||||
class Skill30(ActiveSkill):
|
||||
"""
|
||||
吸收神龙的力量,攻击时造成额外的魔法伤害,并增加驱魔师的基本攻击和所有技能攻击力。\n
|
||||
|
||||
@@ -1462,8 +1462,7 @@ class Skill39(ActiveBufferSkill):
|
||||
position = 6
|
||||
rangeLv = 5
|
||||
cube = 5
|
||||
# TOCHEK-STONE:基础 CD:Stone 为 135 秒,dcalc 为 160 秒;核对被动、VP、形态后的最终冷却。
|
||||
cd = 160
|
||||
cd = 135
|
||||
mp = [1200, 10080]
|
||||
uuid = "dcb31a63ef58954f44ff2070c42a9a98"
|
||||
hasVP = False
|
||||
|
||||
@@ -249,8 +249,7 @@ class Skill8(ActiveSkill):
|
||||
|
||||
# 攻击力 : {value0}%
|
||||
data0 = get_data(f'{prefix}/{uuid}', 0)
|
||||
# TOCHEK-STONE:对应段 hit:Stone 为 6,dcalc 为 3;核对是否另有二次计数。
|
||||
hit0 = 3
|
||||
hit0 = 3 * 2
|
||||
# 剑气多段攻击次数 : {value1}次
|
||||
data1 = get_data(f'{prefix}/{uuid}', 1)
|
||||
# 剑气发射次数 : 2次
|
||||
@@ -763,8 +762,7 @@ class Skill25(ActiveSkill):
|
||||
|
||||
# 攻击力 : {value0}% X {value1}次
|
||||
data0 = get_data(f'{prefix}/{uuid}', 0)
|
||||
# TOCHEK-STONE:对应段 hit:Stone 为 9,dcalc 为 2;核对施放形态与最终总倍率。
|
||||
hit0 = 2
|
||||
hit0 = 9
|
||||
data1 = get_data(f'{prefix}/{uuid}', 1)
|
||||
# [范围信息]
|
||||
# 以面对方向为基准
|
||||
@@ -901,8 +899,7 @@ class Skill29(ActiveSkill):
|
||||
|
||||
# 斩击攻击力 : {value0}% X {value1}次
|
||||
data0 = get_data(f'{prefix}/{uuid}', 0)
|
||||
# TOCHEK-STONE:对应段 hit:Stone 为 2,dcalc 为 4;核对施放形态与最终总倍率。
|
||||
hit0 = 4
|
||||
hit0 = 2
|
||||
data1 = get_data(f'{prefix}/{uuid}', 1)
|
||||
# [范围信息]
|
||||
# 斩击大小比率 : {value2}%
|
||||
@@ -1205,7 +1202,6 @@ class Skill36(ActiveSkill):
|
||||
position = 5
|
||||
rangeLv = 5
|
||||
cube = 5
|
||||
# TOCHEK-STONE:基础 CD:Stone 为 145 秒,dcalc 为 135 秒;核对被动、VP、形态后的最终冷却。
|
||||
cd = 135
|
||||
mp = [900, 7559]
|
||||
uuid = 'b3659936a9a74c4ed6f7faf07cca1f9e'
|
||||
@@ -1492,7 +1488,6 @@ class Skill42(ActiveSkill):
|
||||
position = 5
|
||||
rangeLv = 5
|
||||
cube = 10
|
||||
# TOCHEK-STONE:基础 CD:Stone 为 180 秒,dcalc 为 170 秒;核对被动、VP、形态后的最终冷却。
|
||||
cd = 170
|
||||
mp = [2500, 5000]
|
||||
uuid = '0fbb8de70002ad34f046c94c2cb3e863'
|
||||
|
||||
@@ -800,7 +800,6 @@ class Skill24(PassiveSkill):
|
||||
data5 = get_data(f'{prefix}/{uuid}', 5)
|
||||
# [使用驭剑术时]
|
||||
# 强制中断技能时,技能攻击力增加率 : {value6}%
|
||||
# TOCHEK-STONE:Stone 对 data6 使用 actual:Lv1=29、每级+0.5,无 game_bug;dcalc 读取原 data6,核对倍率。
|
||||
data6 = get_data(f'{prefix}/{uuid}', 6)
|
||||
# [驭剑术]强制中断技能时,冷却时间减少率 : {value7}%
|
||||
data7 = get_data(f'{prefix}/{uuid}', 7)
|
||||
@@ -811,7 +810,7 @@ class Skill24(PassiveSkill):
|
||||
{'type': '$*PAtkP', 'data': data0, 'weapon': ['太刀']},
|
||||
{'type': '*skillDamage', 'data': data1, 'skills': ['帝国剑术'], 'weapon': ['太刀']},
|
||||
{'type': '*skillDamage', 'data': data2, 'skills': ['魔剑降临'], 'weapon': ['太刀']},
|
||||
{'type': '*skillDamage', 'data': data6, 'weapon': ['太刀']},
|
||||
{'type': '*skillDamage', 'data': [0] + [29 + 0.5 * i for i in range(maxLv)], 'weapon': ['太刀']},
|
||||
{'type': '*cdRatio', 'data': data7, 'weapon': ['太刀']},
|
||||
{'type': '+hit0', 'data': data8, 'skills': ['瞬影三绝斩'], 'weapon': ['太刀'], 'ratio': 1},
|
||||
{'type': '+hit3', 'data': data8, 'skills': ['瞬影三绝斩'], 'weapon': ['太刀'], 'ratio': 1},
|
||||
@@ -1157,7 +1156,6 @@ class Skill33(ActiveSkill):
|
||||
# 魔剑奥义
|
||||
# swordman_female/sword_master/bb34e8854a93fd250347a1c64119f7ab
|
||||
# 1645c45aabb008c98406b3a16447040d/bb34e8854a93fd250347a1c64119f7ab
|
||||
# TOCHEK-STONE:基础类:Stone 为 PassiveSkill,dcalc 为 ActiveSkill;确认面板、关联与计算行为是否等价。
|
||||
class Skill34(ActiveSkill):
|
||||
"""
|
||||
除基本攻击、 [浮空击]以及增益/减益类技能之外,使用其它技能攻击敌人时,有一定几率触发魔剑的属性效果。\n
|
||||
|
||||
@@ -852,7 +852,6 @@ class Skill28(ActiveSkill):
|
||||
maxLv = 70
|
||||
position = 2
|
||||
rangeLv = 2
|
||||
# TOCHEK-STONE:基础 CD:Stone 为 5 秒,dcalc 为 6 秒;核对被动、VP、形态后的最终冷却。
|
||||
cd = 6
|
||||
mp = [40, 300]
|
||||
uuid = "8572675ec6a1f50b6eff6a867376c2de"
|
||||
@@ -1744,7 +1743,8 @@ class Skill46(PassiveSkill):
|
||||
data3 = get_data(f'{prefix}/{uuid}', 3)
|
||||
|
||||
associate = [
|
||||
{"data":data0,"type":"*skillDamage"}
|
||||
{"data":data0,"type":"*skillDamage"},
|
||||
{'type': '+cd', 'data': [0] + [-1] * maxLv, 'skills': ['一花渡江'], 'ratio': 1},
|
||||
]
|
||||
|
||||
# 轻云出月风静夜
|
||||
|
||||
@@ -1908,7 +1908,6 @@ class Skill43(ActiveSkill):
|
||||
# 雷神之息
|
||||
# swordman_male/asura/949849d5791944973d60af7e2a7eefb0
|
||||
# 41f1cdc2ff58bb5fdc287be0db2a8df3/949849d5791944973d60af7e2a7eefb0
|
||||
# TOCHEK-STONE:基础类:Stone 为 PassiveSkill,dcalc 为 ActiveSkill;确认面板、关联与计算行为是否等价。
|
||||
class Skill44(ActiveSkill):
|
||||
"""
|
||||
降下蕴含雷神气息的落雷,每隔一段时间攻击周围的敌人。\n
|
||||
|
||||
@@ -9,7 +9,6 @@ prefix = "swordman_male/ghostblade/cn/skillDetail"
|
||||
# 鬼斩
|
||||
# swordman_male/ghostblade/eb71e1d82d92c7e1d40500a0dcd77aa6
|
||||
# 41f1cdc2ff58bb5fdc287be0db2a8df3/eb71e1d82d92c7e1d40500a0dcd77aa6
|
||||
# TOCHEK-STONE:技能集合:dcalc 有 19 个 Stone 当前职业文件未建模的技能 ID;逐项确认计算范围,不据此认定错误。
|
||||
class Skill0(ActiveSkill):
|
||||
"""
|
||||
把鬼神召唤到武器上,并向前方敌人发出强威力的暗属性斩击。\n
|
||||
@@ -484,7 +483,6 @@ class Skill15(ActiveSkill):
|
||||
cellPos = (8,4)
|
||||
position = 8
|
||||
rangeLv = 2
|
||||
# TOCHEK-STONE:基础 CD:Stone 为 5 秒,dcalc 为 6 秒;核对被动、VP、形态后的最终冷却。
|
||||
cd = 6
|
||||
mp = [12, 120]
|
||||
uuid = "f2fb27162beb0b87a7cb9af7900e95f2"
|
||||
@@ -691,7 +689,6 @@ class Skill20(ActiveSkill):
|
||||
maxLv = 70
|
||||
position = 2
|
||||
rangeLv = 2
|
||||
# TOCHEK-STONE:基础 CD:Stone 为 5 秒,dcalc 为 6 秒;核对被动、VP、形态后的最终冷却。
|
||||
cd = 6
|
||||
mp = [20, 210]
|
||||
uuid = "38805520deffc10fac2e8f881ab7682b"
|
||||
@@ -1033,7 +1030,6 @@ class Skill30(ActiveSkill):
|
||||
# 鬼连击 : 极
|
||||
# swordman_male/ghostblade/ebff277c02cc8b54c32635cd0d25f6f3
|
||||
# 41f1cdc2ff58bb5fdc287be0db2a8df3/ebff277c02cc8b54c32635cd0d25f6f3
|
||||
# TOCHEK-STONE:基础类:Stone 为 PassiveSkill,dcalc 为 ActiveSkill;确认面板、关联与计算行为是否等价。
|
||||
class Skill31(ActiveSkill):
|
||||
"""
|
||||
学习后,鬼连击的最后一击后追加一次交叉斩击。\n
|
||||
@@ -1496,7 +1492,7 @@ class Skill40(PassiveSkill):
|
||||
|
||||
associate = [
|
||||
{"type":"*skillDamage","data":data0},
|
||||
{"type":"+cd","data":[0] + [-1]*maxLv,"skills":["鬼步"],"ratio":1},
|
||||
{"type":"+cd","data":[0] + [-1]*maxLv,"skills":["鬼步","三段刃"],"ratio":1},
|
||||
]
|
||||
|
||||
# 幻鬼 : 大回天
|
||||
|
||||
@@ -760,7 +760,6 @@ class Skill19(PassiveSkill):
|
||||
# 太刀精通
|
||||
# swordman_male/weapon_master/8f73f243041c2d27739fe7696f02bf9b
|
||||
# 41f1cdc2ff58bb5fdc287be0db2a8df3/8f73f243041c2d27739fe7696f02bf9b
|
||||
# TOCHEK-STONE:基础类:Stone 为 PassiveSkill,dcalc 为 ActiveSkill;确认面板、关联与计算行为是否等价。
|
||||
class Skill20(ActiveSkill):
|
||||
"""
|
||||
装备太刀系武器时,增加攻击力和命中率。\n
|
||||
|
||||
@@ -69,8 +69,7 @@ class Skill1(ActiveSkill):
|
||||
|
||||
# 攻击力 : {value0}%
|
||||
data0 = get_data(f'{prefix}/{uuid}', 0)
|
||||
# TOCHEK-STONE:静态 hit:Stone 为 2,dcalc 为 1;尚需排除形态、VP 与倍率补偿。
|
||||
hit0 = 1
|
||||
hit0 = 2
|
||||
# 苦无投掷个数 : {value1}个
|
||||
data1 = get_data(f'{prefix}/{uuid}', 1)
|
||||
# 僵直时间增加率 : {value2}%
|
||||
@@ -1587,7 +1586,6 @@ class Skill39(PassiveSkill):
|
||||
# 毕方之印
|
||||
# thief/kunoichi/2c9d9a36c8401bddff6cdb80fab8dc24
|
||||
# ddc49e9ad1ff72a00b53c6cff5b1e920/2c9d9a36c8401bddff6cdb80fab8dc24
|
||||
# TOCHEK-STONE:基础类:Stone 为 PassiveSkill,dcalc 为 ActiveSkill;确认面板、关联与计算行为是否等价。
|
||||
class Skill40(ActiveSkill):
|
||||
"""
|
||||
引燃毕方之炎周围敌人的灵魂并产生爆炸,增加属性攻击力和魔法暴击率。\n
|
||||
|
||||
@@ -1521,7 +1521,6 @@ class Skill37(ActiveSkill):
|
||||
# 死亡风暴
|
||||
# thief/rogue/c77a417c43de80c4ce32c1ed405d174a
|
||||
# ddc49e9ad1ff72a00b53c6cff5b1e920/c77a417c43de80c4ce32c1ed405d174a
|
||||
# TOCHEK-STONE:基础类:Stone 为 PassiveSkill,dcalc 为 ActiveSkill;确认面板、关联与计算行为是否等价。
|
||||
class Skill38(ActiveSkill):
|
||||
"""
|
||||
施放[剑刃风暴]时,由风暴中心向外呈环形投掷匕首。\n
|
||||
@@ -2088,8 +2087,7 @@ class Skill48(ActiveSkill):
|
||||
|
||||
# 星光多段攻击力 : {value0}%
|
||||
data0 = get_data(f'{prefix}/{uuid}', 0)
|
||||
# TOCHEK-STONE:静态 hit:Stone 为 8,dcalc 为 7;尚需排除形态、VP 与倍率补偿。
|
||||
hit0 = 7
|
||||
hit0 = 8 # 存在波动 7~8
|
||||
# 爆炸攻击力 : {value1}%
|
||||
data1 = get_data(f'{prefix}/{uuid}', 1)
|
||||
hit1 = 1
|
||||
|
||||
+1
-1
Submodule backend/openapi updated: ccd3262eba...f234c1a547
Reference in New Issue
Block a user