feat:添加装备改版

This commit is contained in:
2025-07-26 16:32:06 +08:00
parent 0340b3d920
commit 19046f7b23
15 changed files with 812 additions and 557 deletions
+16 -16
View File
@@ -131,7 +131,7 @@ class Character(CharacterProperty):
"""装备效果列表""" """装备效果列表"""
equ_options: dict[str, int] = {} equ_options: dict[str, int] = {}
"""装备选项列表""" """装备选项列表"""
EquEffectRatio = 1 EquEffectRatio = 1.0
"""装备效果倍率""" """装备效果倍率"""
max_point = 0 max_point = 0
"""套装效果点数""" """套装效果点数"""
@@ -252,19 +252,7 @@ class Character(CharacterProperty):
三攻=0, 三攻=0,
技攻=0, 技攻=0,
全属强=0, 全属强=0,
火强=0,
冰强=0,
光强=0,
暗强=0,
全属抗=0, 全属抗=0,
火属性抗性=0,
冰属性抗性=0,
光属性抗性=0,
暗属性抗性=0,
火属性攻击=False,
冰属性攻击=False,
光属性攻击=False,
暗属性攻击=False,
移动速度=0, 移动速度=0,
攻击速度=0, 攻击速度=0,
施放速度=0, 施放速度=0,
@@ -313,6 +301,18 @@ class Character(CharacterProperty):
'Spirit', 'Spirit',
'Vitality', 'Vitality',
'EquEffectRatio', 'EquEffectRatio',
'火强',
'冰强',
'光强',
'暗强',
'火属性抗性',
'冰属性抗性',
'光属性抗性',
'暗属性抗性',
'火属性攻击',
'冰属性攻击',
'光属性攻击',
'暗属性攻击',
], ],
Any, Any,
], ],
@@ -330,8 +330,8 @@ class Character(CharacterProperty):
self.PAtkI *= kwargs.get('PAtkI', 1.0) self.PAtkI *= kwargs.get('PAtkI', 1.0)
for elem in ['火', '冰', '光', '暗']: for elem in ['火', '冰', '光', '暗']:
self.ElementA[elem] = kwargs.get(f'{elem}属性攻击', False) or kwargs.get('ElementA', {}).get(elem, False) or self.ElementA[elem] self.ElementA[elem] = kwargs.get(f'{elem}属性攻击', False) or kwargs.get('ElementA', {}).get(elem, False) or self.ElementA[elem]
self.ElementDB[elem] += kwargs.get(f'{elem}强', 0) + kwargs.get('ElementDB', {}).get(elem, 0) + kwargs.get('全属强', 0) self.ElementDB[elem] += kwargs.get(f'{elem}强', 0) + kwargs.get('ElementDB', {}).get(elem, 0) + 全属强
self.ElementR[elem] += kwargs.get(f'{elem}抗', 0) + kwargs.get('ElementR', {}).get(elem, 0) + kwargs.get('全属抗', 0) self.ElementR[elem] += kwargs.get(f'{elem}抗', 0) + kwargs.get('ElementR', {}).get(elem, 0) + 全属抗
self.CriticalM += kwargs.get('CriticalM', 0) + 魔暴 self.CriticalM += kwargs.get('CriticalM', 0) + 魔暴
self.CriticalP += kwargs.get('CriticalP', 0) + 物暴 self.CriticalP += kwargs.get('CriticalP', 0) + 物暴
self.SkillAttack *= (1 + 技攻) * (1 + kwargs.get('SkillAttack', 0)) self.SkillAttack *= (1 + 技攻) * (1 + kwargs.get('SkillAttack', 0))
@@ -346,7 +346,7 @@ class Character(CharacterProperty):
self.AttackP += 攻击强化P + kwargs.get('AttackP', 0.0) self.AttackP += 攻击强化P + kwargs.get('AttackP', 0.0)
self.Buffer += 增益量 + kwargs.get('Buffer', 0) self.Buffer += 增益量 + kwargs.get('Buffer', 0)
self.BufferP += 增益量P + kwargs.get('BufferP', 0) self.BufferP += 增益量P + kwargs.get('BufferP', 0)
self.EquEffectRatio *= 1 + kwargs.get('EquEffectRatio', 0.0) self.EquEffectRatio += kwargs.get('EquEffectRatio', 0.0)
pass pass
def AddElementDB(self, element: str, value: float, type: int = 0) -> None: def AddElementDB(self, element: str, value: float, type: int = 0) -> None:
@@ -983,7 +983,7 @@ class Skill32(ActiveSkill):
# 集束长枪的攻击力 : {value0}% # 集束长枪的攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0) data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 20*2 hit0 = 20
# 集束长枪的发射数量 : {value1}个 # 集束长枪的发射数量 : {value1}个
data1 = get_data(f'{prefix}/{uuid}', 1) data1 = get_data(f'{prefix}/{uuid}', 1)
# 最多发射次数 : {value2}次 # 最多发射次数 : {value2}次
@@ -631,7 +631,7 @@ class Skill38(PassiveSkill):
] ]
if self.vp == 2: if self.vp == 2:
self.associate.append({"data":[0] + [-100]*self.maxLv,"skills":["伏虎霸王拳"],"type":"*cdRatio"}) self.associate.append({"data":[0] + [-100]*self.maxLv,"skills":["伏虎霸王拳"],"type":"*cdRatio"})
self.associate.append({"type":"*skillRation","data":[0] + [100]*self.maxLv,"skills":["伏虎霸王拳"]}) self.associate.append({"type":"*skillRation","data":[0] + [200]*self.maxLv,"skills":["伏虎霸王拳"]})
return super().effect(old, new) return super().effect(old, new)
@@ -262,7 +262,7 @@ class Skill25(ActiveSkill):
associate = [ associate = [
{"data": data4, "type": '*skillRation'}, {"data": data4, "type": '*skillRation'},
{'data': data5, 'type': '*cdReduce', 'exceptSkills': ['魔狱血刹', '血魔·弑天', '血魔 : 极道灭世']} {'data': data5, 'type': '*cdReduce', 'exceptSkills': ['魔狱血刹', '血魔 · 弑天', '血魔极道 : 灭世"']}
] ]
# 死亡抗拒 # 死亡抗拒
+1 -1
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@@ -526,7 +526,7 @@ class Skill26(PassiveSkill):
associate = [ associate = [
{"type":"$*PAtkP","data":data0}, {"type":"$*PAtkP","data":data0},
{"type":"$*cdReduce","data":data1,"exceptSkills":[]}, {"type":"*cdReduce","data":data1,"exceptSkills":[]},
{"type":"+maxLayer","data":data2,"ratio":1,"skills":["终结追击"]}, {"type":"+maxLayer","data":data2,"ratio":1,"skills":["终结追击"]},
] ]
File diff suppressed because it is too large Load Diff
+133 -9
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@@ -1138,10 +1138,12 @@ def stone_121(char: CharacterProperty):
# DCALC_REMOVE: stone_121 - 欲望:灵魂映照之花 # DCALC_REMOVE: stone_121 - 欲望:灵魂映照之花
# 技能伤害 +7% # 技能伤害 +7%
# 技能冷却时间 -4%(觉醒时间除外) # 技能冷却时间 -4%(觉醒时间除外)
# 特效伤害 +2%
# 所有速度 +4% # 所有速度 +4%
# rarity: 神器 # rarity: 神器
char.SetStatus(SkillAttack=0.07, SpeedA=0.04, SpeedM=0.04, SpeedR=0.04) char.SetStatus(SkillAttack=0.07, SpeedA=0.04, SpeedM=0.04, SpeedR=0.04)
char.SetSkillCD(1, 100, 0.04) char.SetSkillCD(1, 100, 0.04)
char.SetStatus(EquEffectRatio=0.02)
pass pass
@@ -1150,10 +1152,12 @@ def stone_122(char: CharacterProperty):
# DCALC_REMOVE: stone_122 - 欲望:灵魂高洁之姿 # DCALC_REMOVE: stone_122 - 欲望:灵魂高洁之姿
# 技能伤害 +7% # 技能伤害 +7%
# 技能冷却时间 -4%(觉醒时间除外) # 技能冷却时间 -4%(觉醒时间除外)
# 特效伤害 +2%
# 所有速度 +4% # 所有速度 +4%
# rarity: 神器 # rarity: 神器
char.SetStatus(SkillAttack=0.07, SpeedA=0.04, SpeedM=0.04, SpeedR=0.04) char.SetStatus(SkillAttack=0.07, SpeedA=0.04, SpeedM=0.04, SpeedR=0.04)
char.SetSkillCD(1, 100, 0.04) char.SetSkillCD(1, 100, 0.04)
char.SetStatus(EquEffectRatio=0.02)
pass pass
@@ -1162,10 +1166,12 @@ def stone_123(char: CharacterProperty):
# DCALC_REMOVE: stone_123 - 欲望:灵魂相伴之顾 # DCALC_REMOVE: stone_123 - 欲望:灵魂相伴之顾
# 技能伤害 +7% # 技能伤害 +7%
# 技能冷却时间 -4%(觉醒时间除外) # 技能冷却时间 -4%(觉醒时间除外)
# 特效伤害 +2%
# 所有速度 +4% # 所有速度 +4%
# rarity: 神器 # rarity: 神器
char.SetStatus(SkillAttack=0.07, SpeedA=0.04, SpeedM=0.04, SpeedR=0.04) char.SetStatus(SkillAttack=0.07, SpeedA=0.04, SpeedM=0.04, SpeedR=0.04)
char.SetSkillCD(1, 100, 0.04) char.SetSkillCD(1, 100, 0.04)
char.SetStatus(EquEffectRatio=0.02)
pass pass
@@ -1174,10 +1180,12 @@ def stone_124(char: CharacterProperty):
# DCALC_REMOVE: stone_124 - 欲望:灵魂流连之盼 # DCALC_REMOVE: stone_124 - 欲望:灵魂流连之盼
# 技能伤害 +7% # 技能伤害 +7%
# 技能冷却时间 -4%(觉醒时间除外) # 技能冷却时间 -4%(觉醒时间除外)
# 特效伤害 +2%
# 所有速度 +4% # 所有速度 +4%
# rarity: 神器 # rarity: 神器
char.SetStatus(SkillAttack=0.07, SpeedA=0.04, SpeedM=0.04, SpeedR=0.04) char.SetStatus(SkillAttack=0.07, SpeedA=0.04, SpeedM=0.04, SpeedR=0.04)
char.SetSkillCD(1, 100, 0.04) char.SetSkillCD(1, 100, 0.04)
char.SetStatus(EquEffectRatio=0.02)
pass pass
@@ -1186,10 +1194,12 @@ def stone_125(char: CharacterProperty):
# DCALC_REMOVE: stone_125 - 欲望:灵魂浸润之雅 # DCALC_REMOVE: stone_125 - 欲望:灵魂浸润之雅
# 技能伤害 +7% # 技能伤害 +7%
# 技能冷却时间 -4%(觉醒时间除外) # 技能冷却时间 -4%(觉醒时间除外)
# 特效伤害 +2%
# 所有速度 +4% # 所有速度 +4%
# rarity: 神器 # rarity: 神器
char.SetStatus(SkillAttack=0.07, SpeedA=0.04, SpeedM=0.04, SpeedR=0.04) char.SetStatus(SkillAttack=0.07, SpeedA=0.04, SpeedM=0.04, SpeedR=0.04)
char.SetSkillCD(1, 100, 0.04) char.SetSkillCD(1, 100, 0.04)
char.SetStatus(EquEffectRatio=0.02)
pass pass
@@ -1198,10 +1208,12 @@ def stone_126(char: CharacterProperty):
# DCALC_REMOVE: stone_126 - 欲望:枯萎凋零之魂 # DCALC_REMOVE: stone_126 - 欲望:枯萎凋零之魂
# 技能伤害 +11% # 技能伤害 +11%
# 技能冷却时间 -4%(觉醒时间除外) # 技能冷却时间 -4%(觉醒时间除外)
# 特效伤害 +2%
# 所有速度 +8% # 所有速度 +8%
# rarity: 史诗 # rarity: 史诗
char.SetStatus(SkillAttack=0.11, SpeedA=0.08, SpeedM=0.08, SpeedR=0.08) char.SetStatus(SkillAttack=0.11, SpeedA=0.08, SpeedM=0.08, SpeedR=0.08)
char.SetSkillCD(1, 100, 0.04) char.SetSkillCD(1, 100, 0.04)
char.SetStatus(EquEffectRatio=0.02)
pass pass
@@ -1210,10 +1222,12 @@ def stone_127(char: CharacterProperty):
# DCALC_REMOVE: stone_127 - 欲望:颓然堕尘之魄 # DCALC_REMOVE: stone_127 - 欲望:颓然堕尘之魄
# 技能伤害 +11% # 技能伤害 +11%
# 技能冷却时间 -4%(觉醒时间除外) # 技能冷却时间 -4%(觉醒时间除外)
# 特效伤害 +2%
# 所有速度 +8% # 所有速度 +8%
# rarity: 史诗 # rarity: 史诗
char.SetStatus(SkillAttack=0.11, SpeedA=0.08, SpeedM=0.08, SpeedR=0.08) char.SetStatus(SkillAttack=0.11, SpeedA=0.08, SpeedM=0.08, SpeedR=0.08)
char.SetSkillCD(1, 100, 0.04) char.SetSkillCD(1, 100, 0.04)
char.SetStatus(EquEffectRatio=0.02)
pass pass
@@ -1222,10 +1236,12 @@ def stone_128(char: CharacterProperty):
# DCALC_REMOVE: stone_128 - 欲望:无法挽留之离 # DCALC_REMOVE: stone_128 - 欲望:无法挽留之离
# 技能伤害 +11% # 技能伤害 +11%
# 技能冷却时间 -4%(觉醒时间除外) # 技能冷却时间 -4%(觉醒时间除外)
# 特效伤害 +2%
# 所有速度 +8% # 所有速度 +8%
# rarity: 史诗 # rarity: 史诗
char.SetStatus(SkillAttack=0.11, SpeedA=0.08, SpeedM=0.08, SpeedR=0.08) char.SetStatus(SkillAttack=0.11, SpeedA=0.08, SpeedM=0.08, SpeedR=0.08)
char.SetSkillCD(1, 100, 0.04) char.SetSkillCD(1, 100, 0.04)
char.SetStatus(EquEffectRatio=0.02)
pass pass
@@ -1234,10 +1250,12 @@ def stone_129(char: CharacterProperty):
# DCALC_REMOVE: stone_129 - 欲望:失神迷离之散 # DCALC_REMOVE: stone_129 - 欲望:失神迷离之散
# 技能伤害 +11% # 技能伤害 +11%
# 技能冷却时间 -4%(觉醒时间除外) # 技能冷却时间 -4%(觉醒时间除外)
# 特效伤害 +2%
# 所有速度 +8% # 所有速度 +8%
# rarity: 史诗 # rarity: 史诗
char.SetStatus(SkillAttack=0.11, SpeedA=0.08, SpeedM=0.08, SpeedR=0.08) char.SetStatus(SkillAttack=0.11, SpeedA=0.08, SpeedM=0.08, SpeedR=0.08)
char.SetSkillCD(1, 100, 0.04) char.SetSkillCD(1, 100, 0.04)
char.SetStatus(EquEffectRatio=0.02)
pass pass
@@ -1246,10 +1264,12 @@ def stone_130(char: CharacterProperty):
# DCALC_REMOVE: stone_130 - 欲望:神恩永断之绝 # DCALC_REMOVE: stone_130 - 欲望:神恩永断之绝
# 技能伤害 +11% # 技能伤害 +11%
# 技能冷却时间 -4%(觉醒时间除外) # 技能冷却时间 -4%(觉醒时间除外)
# 特效伤害 +2%
# 所有速度 +8% # 所有速度 +8%
# rarity: 史诗 # rarity: 史诗
char.SetStatus(SkillAttack=0.11, SpeedA=0.08, SpeedM=0.08, SpeedR=0.08) char.SetStatus(SkillAttack=0.11, SpeedA=0.08, SpeedM=0.08, SpeedR=0.08)
char.SetSkillCD(1, 100, 0.04) char.SetSkillCD(1, 100, 0.04)
char.SetStatus(EquEffectRatio=0.02)
pass pass
@@ -1262,10 +1282,12 @@ def stone_131(char: CharacterProperty):
# DCALC_REMOVE: stone_131 - 背叛:隐情揭露 # DCALC_REMOVE: stone_131 - 背叛:隐情揭露
# 技能伤害 +7% # 技能伤害 +7%
# 技能冷却时间 -4%(觉醒时间除外) # 技能冷却时间 -4%(觉醒时间除外)
# 特效伤害 +2%
# 技能范围 +4% # 技能范围 +4%
# rarity: 神器 # rarity: 神器
char.SetStatus(SkillAttack=0.07) char.SetStatus(SkillAttack=0.07)
char.SetSkillCD(1, 100, 0.04) char.SetSkillCD(1, 100, 0.04)
char.SetStatus(EquEffectRatio=0.02)
pass pass
@@ -1274,10 +1296,12 @@ def stone_132(char: CharacterProperty):
# DCALC_REMOVE: stone_132 - 背叛:欲望蔓延 # DCALC_REMOVE: stone_132 - 背叛:欲望蔓延
# 技能伤害 +7% # 技能伤害 +7%
# 技能冷却时间 -4%(觉醒时间除外) # 技能冷却时间 -4%(觉醒时间除外)
# 特效伤害 +2%
# 技能范围 +4% # 技能范围 +4%
# rarity: 神器 # rarity: 神器
char.SetStatus(SkillAttack=0.07) char.SetStatus(SkillAttack=0.07)
char.SetSkillCD(1, 100, 0.04) char.SetSkillCD(1, 100, 0.04)
char.SetStatus(EquEffectRatio=0.02)
pass pass
@@ -1286,10 +1310,12 @@ def stone_133(char: CharacterProperty):
# DCALC_REMOVE: stone_133 - 背叛:信任崩坏 # DCALC_REMOVE: stone_133 - 背叛:信任崩坏
# 技能伤害 +7% # 技能伤害 +7%
# 技能冷却时间 -4%(觉醒时间除外) # 技能冷却时间 -4%(觉醒时间除外)
# 特效伤害 +2%
# 技能范围 +4% # 技能范围 +4%
# rarity: 神器 # rarity: 神器
char.SetStatus(SkillAttack=0.07) char.SetStatus(SkillAttack=0.07)
char.SetSkillCD(1, 100, 0.04) char.SetSkillCD(1, 100, 0.04)
char.SetStatus(EquEffectRatio=0.02)
pass pass
@@ -1298,10 +1324,12 @@ def stone_134(char: CharacterProperty):
# DCALC_REMOVE: stone_134 - 背叛:噩梦难逃 # DCALC_REMOVE: stone_134 - 背叛:噩梦难逃
# 技能伤害 +7% # 技能伤害 +7%
# 技能冷却时间 -4%(觉醒时间除外) # 技能冷却时间 -4%(觉醒时间除外)
# 特效伤害 +2%
# 技能范围 +4% # 技能范围 +4%
# rarity: 神器 # rarity: 神器
char.SetStatus(SkillAttack=0.07) char.SetStatus(SkillAttack=0.07)
char.SetSkillCD(1, 100, 0.04) char.SetSkillCD(1, 100, 0.04)
char.SetStatus(EquEffectRatio=0.02)
pass pass
@@ -1310,10 +1338,12 @@ def stone_135(char: CharacterProperty):
# DCALC_REMOVE: stone_135 - 背叛:迷途彷徨 # DCALC_REMOVE: stone_135 - 背叛:迷途彷徨
# 技能伤害 +7% # 技能伤害 +7%
# 技能冷却时间 -4%(觉醒时间除外) # 技能冷却时间 -4%(觉醒时间除外)
# 特效伤害 +2%
# 技能范围 +4% # 技能范围 +4%
# rarity: 神器 # rarity: 神器
char.SetStatus(SkillAttack=0.07) char.SetStatus(SkillAttack=0.07)
char.SetSkillCD(1, 100, 0.04) char.SetSkillCD(1, 100, 0.04)
char.SetStatus(EquEffectRatio=0.02)
pass pass
@@ -1322,10 +1352,12 @@ def stone_136(char: CharacterProperty):
# DCALC_REMOVE: stone_136 - 背叛:指向凡人的愤怒 # DCALC_REMOVE: stone_136 - 背叛:指向凡人的愤怒
# 技能伤害 +11% # 技能伤害 +11%
# 技能冷却时间 -4%(觉醒时间除外) # 技能冷却时间 -4%(觉醒时间除外)
# 特效伤害 +2%
# 技能范围 +8% # 技能范围 +8%
# rarity: 史诗 # rarity: 史诗
char.SetStatus(SkillAttack=0.11) char.SetStatus(SkillAttack=0.11)
char.SetSkillCD(1, 100, 0.04) char.SetSkillCD(1, 100, 0.04)
char.SetStatus(EquEffectRatio=0.02)
pass pass
@@ -1334,10 +1366,12 @@ def stone_137(char: CharacterProperty):
# DCALC_REMOVE: stone_137 - 背叛:堕落邪神的欲望 # DCALC_REMOVE: stone_137 - 背叛:堕落邪神的欲望
# 技能伤害 +11% # 技能伤害 +11%
# 技能冷却时间 -4%(觉醒时间除外) # 技能冷却时间 -4%(觉醒时间除外)
# 特效伤害 +2%
# 技能范围 +8% # 技能范围 +8%
# rarity: 史诗 # rarity: 史诗
char.SetStatus(SkillAttack=0.11) char.SetStatus(SkillAttack=0.11)
char.SetSkillCD(1, 100, 0.04) char.SetSkillCD(1, 100, 0.04)
char.SetStatus(EquEffectRatio=0.02)
pass pass
@@ -1346,10 +1380,12 @@ def stone_138(char: CharacterProperty):
# DCALC_REMOVE: stone_138 - 背叛:毁信导致的悲剧 # DCALC_REMOVE: stone_138 - 背叛:毁信导致的悲剧
# 技能伤害 +11% # 技能伤害 +11%
# 技能冷却时间 -4%(觉醒时间除外) # 技能冷却时间 -4%(觉醒时间除外)
# 特效伤害 +2%
# 技能范围 +8% # 技能范围 +8%
# rarity: 史诗 # rarity: 史诗
char.SetStatus(SkillAttack=0.11) char.SetStatus(SkillAttack=0.11)
char.SetSkillCD(1, 100, 0.04) char.SetSkillCD(1, 100, 0.04)
char.SetStatus(EquEffectRatio=0.02)
pass pass
@@ -1358,10 +1394,12 @@ def stone_139(char: CharacterProperty):
# DCALC_REMOVE: stone_139 - 背叛:永世沉沦的噩梦 # DCALC_REMOVE: stone_139 - 背叛:永世沉沦的噩梦
# 技能伤害 +11% # 技能伤害 +11%
# 技能冷却时间 -4%(觉醒时间除外) # 技能冷却时间 -4%(觉醒时间除外)
# 特效伤害 +2%
# 技能范围 +8% # 技能范围 +8%
# rarity: 史诗 # rarity: 史诗
char.SetStatus(SkillAttack=0.11) char.SetStatus(SkillAttack=0.11)
char.SetSkillCD(1, 100, 0.04) char.SetSkillCD(1, 100, 0.04)
char.SetStatus(EquEffectRatio=0.02)
pass pass
@@ -1370,10 +1408,12 @@ def stone_140(char: CharacterProperty):
# DCALC_REMOVE: stone_140 - 背叛:最后一舞的缠绵 # DCALC_REMOVE: stone_140 - 背叛:最后一舞的缠绵
# 技能伤害 +11% # 技能伤害 +11%
# 技能冷却时间 -4%(觉醒时间除外) # 技能冷却时间 -4%(觉醒时间除外)
# 特效伤害 +2%
# 技能范围 +8% # 技能范围 +8%
# rarity: 史诗 # rarity: 史诗
char.SetStatus(SkillAttack=0.11) char.SetStatus(SkillAttack=0.11)
char.SetSkillCD(1, 100, 0.04) char.SetSkillCD(1, 100, 0.04)
char.SetStatus(EquEffectRatio=0.02)
pass pass
@@ -1386,10 +1426,12 @@ def stone_141(char: CharacterProperty):
# DCALC_REMOVE: stone_141 - 容辉:丰饶的过往 # DCALC_REMOVE: stone_141 - 容辉:丰饶的过往
# 技能伤害 +7% # 技能伤害 +7%
# 技能冷却时间 -4%(觉醒时间除外) # 技能冷却时间 -4%(觉醒时间除外)
# 特效伤害 +2%
# 所受物理/魔法伤害 -3% # 所受物理/魔法伤害 -3%
# rarity: 神器 # rarity: 神器
char.SetStatus(SkillAttack=0.07) char.SetStatus(SkillAttack=0.07)
char.SetSkillCD(1, 100, 0.04) char.SetSkillCD(1, 100, 0.04)
char.SetStatus(EquEffectRatio=0.02)
pass pass
@@ -1398,10 +1440,12 @@ def stone_142(char: CharacterProperty):
# DCALC_REMOVE: stone_142 - 容辉:从容的过往 # DCALC_REMOVE: stone_142 - 容辉:从容的过往
# 技能伤害 +7% # 技能伤害 +7%
# 技能冷却时间 -4%(觉醒时间除外) # 技能冷却时间 -4%(觉醒时间除外)
# 特效伤害 +2%
# 所受物理/魔法伤害 -3% # 所受物理/魔法伤害 -3%
# rarity: 神器 # rarity: 神器
char.SetStatus(SkillAttack=0.07) char.SetStatus(SkillAttack=0.07)
char.SetSkillCD(1, 100, 0.04) char.SetSkillCD(1, 100, 0.04)
char.SetStatus(EquEffectRatio=0.02)
pass pass
@@ -1410,10 +1454,12 @@ def stone_143(char: CharacterProperty):
# DCALC_REMOVE: stone_143 - 容辉:光明的过往 # DCALC_REMOVE: stone_143 - 容辉:光明的过往
# 技能伤害 +7% # 技能伤害 +7%
# 技能冷却时间 -4%(觉醒时间除外) # 技能冷却时间 -4%(觉醒时间除外)
# 特效伤害 +2%
# 所受物理/魔法伤害 -3% # 所受物理/魔法伤害 -3%
# rarity: 神器 # rarity: 神器
char.SetStatus(SkillAttack=0.07) char.SetStatus(SkillAttack=0.07)
char.SetSkillCD(1, 100, 0.04) char.SetSkillCD(1, 100, 0.04)
char.SetStatus(EquEffectRatio=0.02)
pass pass
@@ -1422,10 +1468,12 @@ def stone_144(char: CharacterProperty):
# DCALC_REMOVE: stone_144 - 容辉:慈爱的过往 # DCALC_REMOVE: stone_144 - 容辉:慈爱的过往
# 技能伤害 +7% # 技能伤害 +7%
# 技能冷却时间 -4%(觉醒时间除外) # 技能冷却时间 -4%(觉醒时间除外)
# 特效伤害 +2%
# 所受物理/魔法伤害 -3% # 所受物理/魔法伤害 -3%
# rarity: 神器 # rarity: 神器
char.SetStatus(SkillAttack=0.07) char.SetStatus(SkillAttack=0.07)
char.SetSkillCD(1, 100, 0.04) char.SetSkillCD(1, 100, 0.04)
char.SetStatus(EquEffectRatio=0.02)
pass pass
@@ -1434,10 +1482,12 @@ def stone_145(char: CharacterProperty):
# DCALC_REMOVE: stone_145 - 容辉:美丽的过往 # DCALC_REMOVE: stone_145 - 容辉:美丽的过往
# 技能伤害 +7% # 技能伤害 +7%
# 技能冷却时间 -4%(觉醒时间除外) # 技能冷却时间 -4%(觉醒时间除外)
# 特效伤害 +2%
# 所受物理/魔法伤害 -3% # 所受物理/魔法伤害 -3%
# rarity: 神器 # rarity: 神器
char.SetStatus(SkillAttack=0.07) char.SetStatus(SkillAttack=0.07)
char.SetSkillCD(1, 100, 0.04) char.SetSkillCD(1, 100, 0.04)
char.SetStatus(EquEffectRatio=0.02)
pass pass
@@ -1446,11 +1496,13 @@ def stone_146(char: CharacterProperty):
# DCALC_REMOVE: stone_146 - 容辉:支离破碎的丰饶 # DCALC_REMOVE: stone_146 - 容辉:支离破碎的丰饶
# 技能伤害 +11% # 技能伤害 +11%
# 技能冷却时间 -4%(觉醒时间除外) # 技能冷却时间 -4%(觉醒时间除外)
# 特效伤害 +2%
# 所受物理/魔法伤害 -3% # 所受物理/魔法伤害 -3%
# 伤害型异常状态抗性 +4% # 伤害型异常状态抗性 -4%
# rarity: 史诗 # rarity: 史诗
char.SetStatus(SkillAttack=0.11) char.SetStatus(SkillAttack=0.11)
char.SetSkillCD(1, 100, 0.04) char.SetSkillCD(1, 100, 0.04)
char.SetStatus(EquEffectRatio=0.02)
pass pass
@@ -1459,11 +1511,13 @@ def stone_147(char: CharacterProperty):
# DCALC_REMOVE: stone_147 - 容辉:患得患失的偏执 # DCALC_REMOVE: stone_147 - 容辉:患得患失的偏执
# 技能伤害 +11% # 技能伤害 +11%
# 技能冷却时间 -4%(觉醒时间除外) # 技能冷却时间 -4%(觉醒时间除外)
# 特效伤害 +2%
# 所受物理/魔法伤害 -3% # 所受物理/魔法伤害 -3%
# 伤害型异常状态抗性 +4% # 伤害型异常状态抗性 -4%
# rarity: 史诗 # rarity: 史诗
char.SetStatus(SkillAttack=0.11) char.SetStatus(SkillAttack=0.11)
char.SetSkillCD(1, 100, 0.04) char.SetSkillCD(1, 100, 0.04)
char.SetStatus(EquEffectRatio=0.02)
pass pass
@@ -1472,11 +1526,13 @@ def stone_148(char: CharacterProperty):
# DCALC_REMOVE: stone_148 - 容辉:愤怒引来的黑暗 # DCALC_REMOVE: stone_148 - 容辉:愤怒引来的黑暗
# 技能伤害 +11% # 技能伤害 +11%
# 技能冷却时间 -4%(觉醒时间除外) # 技能冷却时间 -4%(觉醒时间除外)
# 特效伤害 +2%
# 所受物理/魔法伤害 -3% # 所受物理/魔法伤害 -3%
# 伤害型异常状态抗性 +4% # 伤害型异常状态抗性 -4%
# rarity: 史诗 # rarity: 史诗
char.SetStatus(SkillAttack=0.11) char.SetStatus(SkillAttack=0.11)
char.SetSkillCD(1, 100, 0.04) char.SetSkillCD(1, 100, 0.04)
char.SetStatus(EquEffectRatio=0.02)
pass pass
@@ -1485,11 +1541,13 @@ def stone_149(char: CharacterProperty):
# DCALC_REMOVE: stone_149 - 容辉:心怀憎恶的诅咒 # DCALC_REMOVE: stone_149 - 容辉:心怀憎恶的诅咒
# 技能伤害 +11% # 技能伤害 +11%
# 技能冷却时间 -4%(觉醒时间除外) # 技能冷却时间 -4%(觉醒时间除外)
# 特效伤害 +2%
# 所受物理/魔法伤害 -3% # 所受物理/魔法伤害 -3%
# 伤害型异常状态抗性 +4% # 伤害型异常状态抗性 -4%
# rarity: 史诗 # rarity: 史诗
char.SetStatus(SkillAttack=0.11) char.SetStatus(SkillAttack=0.11)
char.SetSkillCD(1, 100, 0.04) char.SetSkillCD(1, 100, 0.04)
char.SetStatus(EquEffectRatio=0.02)
pass pass
@@ -1498,11 +1556,13 @@ def stone_150(char: CharacterProperty):
# DCALC_REMOVE: stone_150 - 容辉:金玉其外的优雅 # DCALC_REMOVE: stone_150 - 容辉:金玉其外的优雅
# 技能伤害 +11% # 技能伤害 +11%
# 技能冷却时间 -4%(觉醒时间除外) # 技能冷却时间 -4%(觉醒时间除外)
# 特效伤害 +2%
# 所受物理/魔法伤害 -3% # 所受物理/魔法伤害 -3%
# 伤害型异常状态抗性 +4% # 伤害型异常状态抗性 -4%
# rarity: 史诗 # rarity: 史诗
char.SetStatus(SkillAttack=0.11) char.SetStatus(SkillAttack=0.11)
char.SetSkillCD(1, 100, 0.04) char.SetSkillCD(1, 100, 0.04)
char.SetStatus(EquEffectRatio=0.02)
pass pass
@@ -3045,9 +3105,11 @@ def stone_309(char: CharacterProperty):
# DCALC_REMOVE: stone_309 - 创造:变化的空间 # DCALC_REMOVE: stone_309 - 创造:变化的空间
# 技能伤害 +4% # 技能伤害 +4%
# 技能冷却时间 -20%(觉醒技能除外) # 技能冷却时间 -20%(觉醒技能除外)
# 特效伤害 +10%
# rarity: 神器 # rarity: 神器
char.SetStatus(SkillAttack=0.04) char.SetStatus(SkillAttack=0.04)
char.SetSkillCD(cd=0.2) char.SetSkillCD(cd=0.2)
char.SetStatus(EquEffectRatio=0.1)
pass pass
@@ -3056,9 +3118,11 @@ def stone_310(char: CharacterProperty):
# DCALC_REMOVE: stone_310 - 创造:错乱的空间 # DCALC_REMOVE: stone_310 - 创造:错乱的空间
# 技能伤害 +8.5% # 技能伤害 +8.5%
# 技能冷却时间 -20%(觉醒技能除外) # 技能冷却时间 -20%(觉醒技能除外)
# 特效伤害 +10%
# rarity: 史诗 # rarity: 史诗
char.SetStatus(SkillAttack=0.085) char.SetStatus(SkillAttack=0.085)
char.SetSkillCD(cd=0.2) char.SetSkillCD(cd=0.2)
char.SetStatus(EquEffectRatio=0.1)
pass pass
@@ -3066,11 +3130,13 @@ def stone_310(char: CharacterProperty):
def stone_311(char: CharacterProperty): def stone_311(char: CharacterProperty):
# DCALC_REMOVE: stone_311 - 创造:快进的时间 # DCALC_REMOVE: stone_311 - 创造:快进的时间
# 技能伤害 +3.5% # 技能伤害 +3.5%
# 特效伤害 +11%
# 释放技能时,有10%的几率初始化已使用技能的冷却时间。(觉醒技能除外) # 释放技能时,有10%的几率初始化已使用技能的冷却时间。(觉醒技能除外)
# - 相同技能间存在10秒冷却时间 # - 相同技能间存在10秒冷却时间
# 释放冷却时间超过1秒的技能时,有1%的几率使1个技能的冷却时间初始化。(辅助职业除外) # 释放冷却时间超过1秒的技能时,有1%的几率使1个技能的冷却时间初始化。(辅助职业除外)
# rarity: 神器 # rarity: 神器
char.SetStatus(SkillAttack=0.035) char.SetStatus(SkillAttack=0.035)
char.SetStatus(EquEffectRatio=0.11)
pass pass
@@ -3078,11 +3144,13 @@ def stone_311(char: CharacterProperty):
def stone_312(char: CharacterProperty): def stone_312(char: CharacterProperty):
# DCALC_REMOVE: stone_312 - 创造:扭曲的时间 # DCALC_REMOVE: stone_312 - 创造:扭曲的时间
# 技能伤害 +8% # 技能伤害 +8%
# 特效伤害 +11%
# 释放技能时,有10%的几率初始化已使用技能的冷却时间。(觉醒技能除外) # 释放技能时,有10%的几率初始化已使用技能的冷却时间。(觉醒技能除外)
# - 相同技能间存在10秒冷却时间 # - 相同技能间存在10秒冷却时间
# 释放冷却时间超过1秒的技能时,有1%的几率使1个技能的冷却时间初始化。(辅助职业除外) # 释放冷却时间超过1秒的技能时,有1%的几率使1个技能的冷却时间初始化。(辅助职业除外)
# rarity: 史诗 # rarity: 史诗
char.SetStatus(SkillAttack=0.08) char.SetStatus(SkillAttack=0.08)
char.SetStatus(EquEffectRatio=0.11)
pass pass
@@ -3096,10 +3164,10 @@ def stone_313(char: CharacterProperty):
# 技能伤害 +4.5% # 技能伤害 +4.5%
# 气候之力引发灾害攻击敌人。 # 气候之力引发灾害攻击敌人。
# - 灾害伤害量:453600% # - 灾害伤害量:453600%
# - 冷却时间:40秒 # - 冷却时间:25秒
# rarity: 神器 # rarity: 神器
char.SetStatus(SkillAttack=0.045) char.SetStatus(SkillAttack=0.045)
char.equ_effect.append(EquEffect(name='无知:时降雷霆', data=453600, cd=40, icon='/equipment/icon/amalgamationstone/00375.png')) char.equ_effect.append(EquEffect(name='无知:时降雷霆', data=453600, cd=25, icon='/equipment/icon/amalgamationstone/00375.png'))
pass pass
@@ -3109,10 +3177,10 @@ def stone_314(char: CharacterProperty):
# 技能伤害 +9% # 技能伤害 +9%
# 气候之力引发灾害攻击敌人。 # 气候之力引发灾害攻击敌人。
# - 灾害伤害量:453600% # - 灾害伤害量:453600%
# - 冷却时间:40秒 # - 冷却时间:25秒
# rarity: 史诗 # rarity: 史诗
char.SetStatus(SkillAttack=0.09) char.SetStatus(SkillAttack=0.09)
char.equ_effect.append(EquEffect(name='无知:灾祸无常', data=453600, cd=40, icon='/equipment/icon/amalgamationstone/00378.png')) char.equ_effect.append(EquEffect(name='无知:灾祸无常', data=453600, cd=25, icon='/equipment/icon/amalgamationstone/00378.png'))
pass pass
@@ -3187,10 +3255,12 @@ def stone_319(char: CharacterProperty):
def stone_320(char: CharacterProperty): def stone_320(char: CharacterProperty):
# DCALC_REMOVE: stone_320 - 设计:初型辅助模块 35 # DCALC_REMOVE: stone_320 - 设计:初型辅助模块 35
# 技能伤害 +12.5% # 技能伤害 +12.5%
# 特效伤害 +1%
# 35级主动技能攻击力 +7% # 35级主动技能攻击力 +7%
# rarity: 神器 # rarity: 神器
char.SetStatus(SkillAttack=0.125) char.SetStatus(SkillAttack=0.125)
char.SetSkillRation(35,35,0.07) char.SetSkillRation(35,35,0.07)
char.SetStatus(EquEffectRatio=0.01)
pass pass
@@ -3198,10 +3268,12 @@ def stone_320(char: CharacterProperty):
def stone_321(char: CharacterProperty): def stone_321(char: CharacterProperty):
# DCALC_REMOVE: stone_321 - 设计:初型辅助模块 40 # DCALC_REMOVE: stone_321 - 设计:初型辅助模块 40
# 技能伤害 +12.5% # 技能伤害 +12.5%
# 特效伤害 +1%
# 40级主动技能攻击力 +7% # 40级主动技能攻击力 +7%
# rarity: 神器 # rarity: 神器
char.SetStatus(SkillAttack=0.125) char.SetStatus(SkillAttack=0.125)
char.SetSkillRation(40,40,0.07) char.SetSkillRation(40,40,0.07)
char.SetStatus(EquEffectRatio=0.01)
pass pass
@@ -3209,10 +3281,12 @@ def stone_321(char: CharacterProperty):
def stone_322(char: CharacterProperty): def stone_322(char: CharacterProperty):
# DCALC_REMOVE: stone_322 - 设计:初型辅助模块 45 # DCALC_REMOVE: stone_322 - 设计:初型辅助模块 45
# 技能伤害 +12.5% # 技能伤害 +12.5%
# 特效伤害 +1%
# 45级主动技能攻击力 +7% # 45级主动技能攻击力 +7%
# rarity: 神器 # rarity: 神器
char.SetStatus(SkillAttack=0.125) char.SetStatus(SkillAttack=0.125)
char.SetSkillRation(45,45,0.07) char.SetSkillRation(45,45,0.07)
char.SetStatus(EquEffectRatio=0.01)
pass pass
@@ -3220,10 +3294,12 @@ def stone_322(char: CharacterProperty):
def stone_323(char: CharacterProperty): def stone_323(char: CharacterProperty):
# DCALC_REMOVE: stone_323 - 设计:初型辅助模块 60 # DCALC_REMOVE: stone_323 - 设计:初型辅助模块 60
# 技能伤害 +12.5% # 技能伤害 +12.5%
# 特效伤害 +1%
# 60级主动技能攻击力 +7% # 60级主动技能攻击力 +7%
# rarity: 神器 # rarity: 神器
char.SetStatus(SkillAttack=0.125) char.SetStatus(SkillAttack=0.125)
char.SetSkillRation(60,60,0.07) char.SetSkillRation(60,60,0.07)
char.SetStatus(EquEffectRatio=0.01)
pass pass
@@ -3231,10 +3307,12 @@ def stone_323(char: CharacterProperty):
def stone_324(char: CharacterProperty): def stone_324(char: CharacterProperty):
# DCALC_REMOVE: stone_324 - 设计:初型辅助模块 70 # DCALC_REMOVE: stone_324 - 设计:初型辅助模块 70
# 技能伤害 +12.5% # 技能伤害 +12.5%
# 特效伤害 +1%
# 70级主动技能攻击力 +7% # 70级主动技能攻击力 +7%
# rarity: 神器 # rarity: 神器
char.SetStatus(SkillAttack=0.125) char.SetStatus(SkillAttack=0.125)
char.SetSkillRation(70,70,0.07) char.SetSkillRation(70,70,0.07)
char.SetStatus(EquEffectRatio=0.01)
pass pass
@@ -3242,10 +3320,12 @@ def stone_324(char: CharacterProperty):
def stone_325(char: CharacterProperty): def stone_325(char: CharacterProperty):
# DCALC_REMOVE: stone_325 - 设计:初型辅助模块 75 # DCALC_REMOVE: stone_325 - 设计:初型辅助模块 75
# 技能伤害 +12.5% # 技能伤害 +12.5%
# 特效伤害 +1%
# 75级主动技能攻击力 +7% # 75级主动技能攻击力 +7%
# rarity: 神器 # rarity: 神器
char.SetStatus(SkillAttack=0.125) char.SetStatus(SkillAttack=0.125)
char.SetSkillRation(75,75,0.07) char.SetSkillRation(75,75,0.07)
char.SetStatus(EquEffectRatio=0.01)
pass pass
@@ -3253,10 +3333,12 @@ def stone_325(char: CharacterProperty):
def stone_326(char: CharacterProperty): def stone_326(char: CharacterProperty):
# DCALC_REMOVE: stone_326 - 设计:初型辅助模块 80 # DCALC_REMOVE: stone_326 - 设计:初型辅助模块 80
# 技能伤害 +12.5% # 技能伤害 +12.5%
# 特效伤害 +1%
# 80级主动技能攻击力 +7% # 80级主动技能攻击力 +7%
# rarity: 神器 # rarity: 神器
char.SetStatus(SkillAttack=0.125) char.SetStatus(SkillAttack=0.125)
char.SetSkillRation(80,80,0.07) char.SetSkillRation(80,80,0.07)
char.SetStatus(EquEffectRatio=0.01)
pass pass
@@ -3274,11 +3356,13 @@ def stone_327(char: CharacterProperty):
def stone_328(char: CharacterProperty): def stone_328(char: CharacterProperty):
# DCALC_REMOVE: stone_328 - 设计:初型辅助模块 35 # DCALC_REMOVE: stone_328 - 设计:初型辅助模块 35
# 技能伤害 +17% # 技能伤害 +17%
# 特效伤害 +1.5%
# 35级主动技能攻击力 +12% # 35级主动技能攻击力 +12%
# 35级技能范围 +12% # 35级技能范围 +12%
# rarity: 史诗 # rarity: 史诗
char.SetStatus(SkillAttack=0.17) char.SetStatus(SkillAttack=0.17)
char.SetSkillRation(35,35,0.12) char.SetSkillRation(35,35,0.12)
char.SetStatus(EquEffectRatio=0.015)
pass pass
@@ -3286,11 +3370,13 @@ def stone_328(char: CharacterProperty):
def stone_329(char: CharacterProperty): def stone_329(char: CharacterProperty):
# DCALC_REMOVE: stone_329 - 设计:初型辅助模块 40 # DCALC_REMOVE: stone_329 - 设计:初型辅助模块 40
# 技能伤害 +17% # 技能伤害 +17%
# 特效伤害 +1.5%
# 40级主动技能攻击力 +12% # 40级主动技能攻击力 +12%
# 40级技能范围 +12% # 40级技能范围 +12%
# rarity: 史诗 # rarity: 史诗
char.SetStatus(SkillAttack=0.17) char.SetStatus(SkillAttack=0.17)
char.SetSkillRation(40,40,0.12) char.SetSkillRation(40,40,0.12)
char.SetStatus(EquEffectRatio=0.015)
pass pass
@@ -3298,11 +3384,13 @@ def stone_329(char: CharacterProperty):
def stone_330(char: CharacterProperty): def stone_330(char: CharacterProperty):
# DCALC_REMOVE: stone_330 - 设计:初型辅助模块 45 # DCALC_REMOVE: stone_330 - 设计:初型辅助模块 45
# 技能伤害 +17% # 技能伤害 +17%
# 特效伤害 +1.5%
# 45级主动技能攻击力 +12% # 45级主动技能攻击力 +12%
# 45级技能范围 +12% # 45级技能范围 +12%
# rarity: 史诗 # rarity: 史诗
char.SetStatus(SkillAttack=0.17) char.SetStatus(SkillAttack=0.17)
char.SetSkillRation(45,45,0.12) char.SetSkillRation(45,45,0.12)
char.SetStatus(EquEffectRatio=0.015)
pass pass
@@ -3310,22 +3398,26 @@ def stone_330(char: CharacterProperty):
def stone_331(char: CharacterProperty): def stone_331(char: CharacterProperty):
# DCALC_REMOVE: stone_331 - 设计:初型辅助模块 60 # DCALC_REMOVE: stone_331 - 设计:初型辅助模块 60
# 技能伤害 +17% # 技能伤害 +17%
# 特效伤害 +1.5%
# 60级主动技能攻击力 +12% # 60级主动技能攻击力 +12%
# 60级技能范围 +12% # 60级技能范围 +12%
# rarity: 史诗 # rarity: 史诗
char.SetStatus(SkillAttack=0.17) char.SetStatus(SkillAttack=0.17)
char.SetSkillRation(60,60,0.12) char.SetSkillRation(60,60,0.12)
char.SetStatus(EquEffectRatio=0.015)
@register @register
def stone_332(char: CharacterProperty): def stone_332(char: CharacterProperty):
# DCALC_REMOVE: stone_332 - 设计:初型辅助模块 70 # DCALC_REMOVE: stone_332 - 设计:初型辅助模块 70
# 技能伤害 +17% # 技能伤害 +17%
# 特效伤害 +1.5%
# 70级主动技能攻击力 +12% # 70级主动技能攻击力 +12%
# 70级技能范围 +12% # 70级技能范围 +12%
# rarity: 史诗 # rarity: 史诗
char.SetStatus(SkillAttack=0.17) char.SetStatus(SkillAttack=0.17)
char.SetSkillRation(70,70,0.12) char.SetSkillRation(70,70,0.12)
char.SetStatus(EquEffectRatio=0.015)
pass pass
@@ -3333,11 +3425,13 @@ def stone_332(char: CharacterProperty):
def stone_333(char: CharacterProperty): def stone_333(char: CharacterProperty):
# DCALC_REMOVE: stone_333 - 设计:初型辅助模块 75 # DCALC_REMOVE: stone_333 - 设计:初型辅助模块 75
# 技能伤害 +17% # 技能伤害 +17%
# 特效伤害 +1.5%
# 75级主动技能攻击力 +12% # 75级主动技能攻击力 +12%
# 75级技能范围 +12% # 75级技能范围 +12%
# rarity: 史诗 # rarity: 史诗
char.SetStatus(SkillAttack=0.17) char.SetStatus(SkillAttack=0.17)
char.SetSkillRation(75,75,0.12) char.SetSkillRation(75,75,0.12)
char.SetStatus(EquEffectRatio=0.015)
pass pass
@@ -3345,11 +3439,13 @@ def stone_333(char: CharacterProperty):
def stone_334(char: CharacterProperty): def stone_334(char: CharacterProperty):
# DCALC_REMOVE: stone_334 - 设计:初型辅助模块 80 # DCALC_REMOVE: stone_334 - 设计:初型辅助模块 80
# 技能伤害 +17% # 技能伤害 +17%
# 特效伤害 +1.5%
# 80级主动技能攻击力 +12% # 80级主动技能攻击力 +12%
# 80级技能范围 +12% # 80级技能范围 +12%
# rarity: 史诗 # rarity: 史诗
char.SetStatus(SkillAttack=0.17) char.SetStatus(SkillAttack=0.17)
char.SetSkillRation(80,80,0.12) char.SetSkillRation(80,80,0.12)
char.SetStatus(EquEffectRatio=0.015)
pass pass
@@ -3366,6 +3462,7 @@ def stone_335(char: CharacterProperty):
def stone_336(char: CharacterProperty): def stone_336(char: CharacterProperty):
# DCALC_REMOVE: stone_336 - 设计:初型附加模块 35 # DCALC_REMOVE: stone_336 - 设计:初型附加模块 35
# 技能伤害 +12.5% # 技能伤害 +12.5%
# 特效伤害 +1%
# 35级主动技能攻击力 +7% # 35级主动技能攻击力 +7%
# rarity: 神器 # rarity: 神器
stone_320(char) stone_320(char)
@@ -3376,6 +3473,7 @@ def stone_336(char: CharacterProperty):
def stone_337(char: CharacterProperty): def stone_337(char: CharacterProperty):
# DCALC_REMOVE: stone_337 - 设计:初型附加模块 40 # DCALC_REMOVE: stone_337 - 设计:初型附加模块 40
# 技能伤害 +12.5% # 技能伤害 +12.5%
# 特效伤害 +1%
# 40级主动技能攻击力 +7% # 40级主动技能攻击力 +7%
# rarity: 神器 # rarity: 神器
stone_321(char) stone_321(char)
@@ -3386,6 +3484,7 @@ def stone_337(char: CharacterProperty):
def stone_338(char: CharacterProperty): def stone_338(char: CharacterProperty):
# DCALC_REMOVE: stone_338 - 设计:初型附加模块 45 # DCALC_REMOVE: stone_338 - 设计:初型附加模块 45
# 技能伤害 +12.5% # 技能伤害 +12.5%
# 特效伤害 +1%
# 45级主动技能攻击力 +7% # 45级主动技能攻击力 +7%
# rarity: 神器 # rarity: 神器
stone_322(char) stone_322(char)
@@ -3396,6 +3495,7 @@ def stone_338(char: CharacterProperty):
def stone_339(char: CharacterProperty): def stone_339(char: CharacterProperty):
# DCALC_REMOVE: stone_339 - 设计:初型附加模块 60 # DCALC_REMOVE: stone_339 - 设计:初型附加模块 60
# 技能伤害 +12.5% # 技能伤害 +12.5%
# 特效伤害 +1%
# 60级主动技能攻击力 +7% # 60级主动技能攻击力 +7%
# rarity: 神器 # rarity: 神器
stone_323(char) stone_323(char)
@@ -3406,6 +3506,7 @@ def stone_339(char: CharacterProperty):
def stone_340(char: CharacterProperty): def stone_340(char: CharacterProperty):
# DCALC_REMOVE: stone_340 - 设计:初型附加模块 70 # DCALC_REMOVE: stone_340 - 设计:初型附加模块 70
# 技能伤害 +12.5% # 技能伤害 +12.5%
# 特效伤害 +1%
# 70级主动技能攻击力 +7% # 70级主动技能攻击力 +7%
# rarity: 神器 # rarity: 神器
stone_324(char) stone_324(char)
@@ -3416,6 +3517,7 @@ def stone_340(char: CharacterProperty):
def stone_341(char: CharacterProperty): def stone_341(char: CharacterProperty):
# DCALC_REMOVE: stone_341 - 设计:初型附加模块 75 # DCALC_REMOVE: stone_341 - 设计:初型附加模块 75
# 技能伤害 +12.5% # 技能伤害 +12.5%
# 特效伤害 +1%
# 75级主动技能攻击力 +7% # 75级主动技能攻击力 +7%
# rarity: 神器 # rarity: 神器
stone_325(char) stone_325(char)
@@ -3426,6 +3528,7 @@ def stone_341(char: CharacterProperty):
def stone_342(char: CharacterProperty): def stone_342(char: CharacterProperty):
# DCALC_REMOVE: stone_342 - 设计:初型附加模块 80 # DCALC_REMOVE: stone_342 - 设计:初型附加模块 80
# 技能伤害 +12.5% # 技能伤害 +12.5%
# 特效伤害 +1%
# 80级主动技能攻击力 +7% # 80级主动技能攻击力 +7%
# rarity: 神器 # rarity: 神器
stone_326(char) stone_326(char)
@@ -3446,6 +3549,7 @@ def stone_343(char: CharacterProperty):
def stone_344(char: CharacterProperty): def stone_344(char: CharacterProperty):
# DCALC_REMOVE: stone_344 - 设计:初型附加模块 35 # DCALC_REMOVE: stone_344 - 设计:初型附加模块 35
# 技能伤害 +17% # 技能伤害 +17%
# 特效伤害 +1.5%
# 35级主动技能攻击力 +12% # 35级主动技能攻击力 +12%
# 35级技能范围 +12% # 35级技能范围 +12%
# rarity: 史诗 # rarity: 史诗
@@ -3457,6 +3561,7 @@ def stone_344(char: CharacterProperty):
def stone_345(char: CharacterProperty): def stone_345(char: CharacterProperty):
# DCALC_REMOVE: stone_345 - 设计:初型附加模块 40 # DCALC_REMOVE: stone_345 - 设计:初型附加模块 40
# 技能伤害 +17% # 技能伤害 +17%
# 特效伤害 +1.5%
# 40级主动技能攻击力 +12% # 40级主动技能攻击力 +12%
# 40级技能范围 +12% # 40级技能范围 +12%
# rarity: 史诗 # rarity: 史诗
@@ -3468,6 +3573,7 @@ def stone_345(char: CharacterProperty):
def stone_346(char: CharacterProperty): def stone_346(char: CharacterProperty):
# DCALC_REMOVE: stone_346 - 设计:初型附加模块 45 # DCALC_REMOVE: stone_346 - 设计:初型附加模块 45
# 技能伤害 +17% # 技能伤害 +17%
# 特效伤害 +1.5%
# 45级主动技能攻击力 +12% # 45级主动技能攻击力 +12%
# 45级技能范围 +12% # 45级技能范围 +12%
# rarity: 史诗 # rarity: 史诗
@@ -3479,6 +3585,7 @@ def stone_346(char: CharacterProperty):
def stone_347(char: CharacterProperty): def stone_347(char: CharacterProperty):
# DCALC_REMOVE: stone_347 - 设计:初型附加模块 60 # DCALC_REMOVE: stone_347 - 设计:初型附加模块 60
# 技能伤害 +17% # 技能伤害 +17%
# 特效伤害 +1.5%
# 60级主动技能攻击力 +12% # 60级主动技能攻击力 +12%
# 60级技能范围 +12% # 60级技能范围 +12%
# rarity: 史诗 # rarity: 史诗
@@ -3490,6 +3597,7 @@ def stone_347(char: CharacterProperty):
def stone_348(char: CharacterProperty): def stone_348(char: CharacterProperty):
# DCALC_REMOVE: stone_348 - 设计:初型附加模块 70 # DCALC_REMOVE: stone_348 - 设计:初型附加模块 70
# 技能伤害 +17% # 技能伤害 +17%
# 特效伤害 +1.5%
# 70级主动技能攻击力 +12% # 70级主动技能攻击力 +12%
# 70级技能范围 +12% # 70级技能范围 +12%
# rarity: 史诗 # rarity: 史诗
@@ -3501,6 +3609,7 @@ def stone_348(char: CharacterProperty):
def stone_349(char: CharacterProperty): def stone_349(char: CharacterProperty):
# DCALC_REMOVE: stone_349 - 设计:初型附加模块 75 # DCALC_REMOVE: stone_349 - 设计:初型附加模块 75
# 技能伤害 +17% # 技能伤害 +17%
# 特效伤害 +1.5%
# 75级主动技能攻击力 +12% # 75级主动技能攻击力 +12%
# 75级技能范围 +12% # 75级技能范围 +12%
# rarity: 史诗 # rarity: 史诗
@@ -3512,6 +3621,7 @@ def stone_349(char: CharacterProperty):
def stone_350(char: CharacterProperty): def stone_350(char: CharacterProperty):
# DCALC_REMOVE: stone_350 - 设计:初型附加模块 80 # DCALC_REMOVE: stone_350 - 设计:初型附加模块 80
# 技能伤害 +17% # 技能伤害 +17%
# 特效伤害 +1.5%
# 80级主动技能攻击力 +12% # 80级主动技能攻击力 +12%
# 80级技能范围 +12% # 80级技能范围 +12%
# rarity: 史诗 # rarity: 史诗
@@ -3532,6 +3642,7 @@ def stone_351(char: CharacterProperty):
def stone_352(char: CharacterProperty): def stone_352(char: CharacterProperty):
# DCALC_REMOVE: stone_352 - 设计:初型信号模块 35 # DCALC_REMOVE: stone_352 - 设计:初型信号模块 35
# 技能伤害 +12.5% # 技能伤害 +12.5%
# 特效伤害 +1%
# 35级主动技能攻击力 +7% # 35级主动技能攻击力 +7%
# rarity: 神器 # rarity: 神器
stone_320(char) stone_320(char)
@@ -3542,6 +3653,7 @@ def stone_352(char: CharacterProperty):
def stone_353(char: CharacterProperty): def stone_353(char: CharacterProperty):
# DCALC_REMOVE: stone_353 - 设计:初型信号模块 40 # DCALC_REMOVE: stone_353 - 设计:初型信号模块 40
# 技能伤害 +12.5% # 技能伤害 +12.5%
# 特效伤害 +1%
# 40级主动技能攻击力 +7% # 40级主动技能攻击力 +7%
# rarity: 神器 # rarity: 神器
stone_321(char) stone_321(char)
@@ -3552,6 +3664,7 @@ def stone_353(char: CharacterProperty):
def stone_354(char: CharacterProperty): def stone_354(char: CharacterProperty):
# DCALC_REMOVE: stone_354 - 设计:初型信号模块 45 # DCALC_REMOVE: stone_354 - 设计:初型信号模块 45
# 技能伤害 +12.5% # 技能伤害 +12.5%
# 特效伤害 +1%
# 45级主动技能攻击力 +7% # 45级主动技能攻击力 +7%
# rarity: 神器 # rarity: 神器
stone_322(char) stone_322(char)
@@ -3562,6 +3675,7 @@ def stone_354(char: CharacterProperty):
def stone_355(char: CharacterProperty): def stone_355(char: CharacterProperty):
# DCALC_REMOVE: stone_355 - 设计:初型信号模块 60 # DCALC_REMOVE: stone_355 - 设计:初型信号模块 60
# 技能伤害 +12.5% # 技能伤害 +12.5%
# 特效伤害 +1%
# 60级主动技能攻击力 +7% # 60级主动技能攻击力 +7%
# rarity: 神器 # rarity: 神器
stone_323(char) stone_323(char)
@@ -3572,6 +3686,7 @@ def stone_355(char: CharacterProperty):
def stone_356(char: CharacterProperty): def stone_356(char: CharacterProperty):
# DCALC_REMOVE: stone_356 - 设计:初型信号模块 70 # DCALC_REMOVE: stone_356 - 设计:初型信号模块 70
# 技能伤害 +12.5% # 技能伤害 +12.5%
# 特效伤害 +1%
# 70级主动技能攻击力 +7% # 70级主动技能攻击力 +7%
# rarity: 神器 # rarity: 神器
stone_324(char) stone_324(char)
@@ -3582,6 +3697,7 @@ def stone_356(char: CharacterProperty):
def stone_357(char: CharacterProperty): def stone_357(char: CharacterProperty):
# DCALC_REMOVE: stone_357 - 设计:初型信号模块 75 # DCALC_REMOVE: stone_357 - 设计:初型信号模块 75
# 技能伤害 +12.5% # 技能伤害 +12.5%
# 特效伤害 +1%
# 75级主动技能攻击力 +7% # 75级主动技能攻击力 +7%
# rarity: 神器 # rarity: 神器
stone_325(char) stone_325(char)
@@ -3592,6 +3708,7 @@ def stone_357(char: CharacterProperty):
def stone_358(char: CharacterProperty): def stone_358(char: CharacterProperty):
# DCALC_REMOVE: stone_358 - 设计:初型信号模块 80 # DCALC_REMOVE: stone_358 - 设计:初型信号模块 80
# 技能伤害 +12.5% # 技能伤害 +12.5%
# 特效伤害 +1%
# 80级主动技能攻击力 +7% # 80级主动技能攻击力 +7%
# rarity: 神器 # rarity: 神器
stone_326(char) stone_326(char)
@@ -3612,6 +3729,7 @@ def stone_359(char: CharacterProperty):
def stone_360(char: CharacterProperty): def stone_360(char: CharacterProperty):
# DCALC_REMOVE: stone_360 - 设计:初型信号模块 35 # DCALC_REMOVE: stone_360 - 设计:初型信号模块 35
# 技能伤害 +17% # 技能伤害 +17%
# 特效伤害 +1.5%
# 35级主动技能攻击力 +12% # 35级主动技能攻击力 +12%
# 35级技能范围 +12% # 35级技能范围 +12%
# rarity: 史诗 # rarity: 史诗
@@ -3623,6 +3741,7 @@ def stone_360(char: CharacterProperty):
def stone_361(char: CharacterProperty): def stone_361(char: CharacterProperty):
# DCALC_REMOVE: stone_361 - 设计:初型信号模块 40 # DCALC_REMOVE: stone_361 - 设计:初型信号模块 40
# 技能伤害 +17% # 技能伤害 +17%
# 特效伤害 +1.5%
# 40级主动技能攻击力 +12% # 40级主动技能攻击力 +12%
# 40级技能范围 +12% # 40级技能范围 +12%
# rarity: 史诗 # rarity: 史诗
@@ -3634,6 +3753,7 @@ def stone_361(char: CharacterProperty):
def stone_362(char: CharacterProperty): def stone_362(char: CharacterProperty):
# DCALC_REMOVE: stone_362 - 设计:初型信号模块 45 # DCALC_REMOVE: stone_362 - 设计:初型信号模块 45
# 技能伤害 +17% # 技能伤害 +17%
# 特效伤害 +1.5%
# 45级主动技能攻击力 +12% # 45级主动技能攻击力 +12%
# 45级技能范围 +12% # 45级技能范围 +12%
# rarity: 史诗 # rarity: 史诗
@@ -3645,6 +3765,7 @@ def stone_362(char: CharacterProperty):
def stone_363(char: CharacterProperty): def stone_363(char: CharacterProperty):
# DCALC_REMOVE: stone_363 - 设计:初型信号模块 60 # DCALC_REMOVE: stone_363 - 设计:初型信号模块 60
# 技能伤害 +17% # 技能伤害 +17%
# 特效伤害 +1.5%
# 60级主动技能攻击力 +12% # 60级主动技能攻击力 +12%
# 60级技能范围 +12% # 60级技能范围 +12%
# rarity: 史诗 # rarity: 史诗
@@ -3656,6 +3777,7 @@ def stone_363(char: CharacterProperty):
def stone_364(char: CharacterProperty): def stone_364(char: CharacterProperty):
# DCALC_REMOVE: stone_364 - 设计:初型信号模块 70 # DCALC_REMOVE: stone_364 - 设计:初型信号模块 70
# 技能伤害 +17% # 技能伤害 +17%
# 特效伤害 +1.5%
# 70级主动技能攻击力 +12% # 70级主动技能攻击力 +12%
# 70级技能范围 +12% # 70级技能范围 +12%
# rarity: 史诗 # rarity: 史诗
@@ -3667,6 +3789,7 @@ def stone_364(char: CharacterProperty):
def stone_365(char: CharacterProperty): def stone_365(char: CharacterProperty):
# DCALC_REMOVE: stone_365 - 设计:初型信号模块 75 # DCALC_REMOVE: stone_365 - 设计:初型信号模块 75
# 技能伤害 +17% # 技能伤害 +17%
# 特效伤害 +1.5%
# 75级主动技能攻击力 +12% # 75级主动技能攻击力 +12%
# 75级技能范围 +12% # 75级技能范围 +12%
# rarity: 史诗 # rarity: 史诗
@@ -3678,6 +3801,7 @@ def stone_365(char: CharacterProperty):
def stone_366(char: CharacterProperty): def stone_366(char: CharacterProperty):
# DCALC_REMOVE: stone_366 - 设计:初型信号模块 80 # DCALC_REMOVE: stone_366 - 设计:初型信号模块 80
# 技能伤害 +17% # 技能伤害 +17%
# 特效伤害 +1.5%
# 80级主动技能攻击力 +12% # 80级主动技能攻击力 +12%
# 80级技能范围 +12% # 80级技能范围 +12%
# rarity: 史诗 # rarity: 史诗
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+5 -1
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@@ -18,7 +18,11 @@ def sundry_0(char: CharacterProperty, *args):
lv = medal_lv[args[1]] lv = medal_lv[args[1]]
char.SetStatus(攻击强化=lv[0]*0.1, 增益量=lv[1]) char.SetStatus(攻击强化=lv[0]*0.1, 增益量=lv[1])
# 宝石 基础 三速 3% 所有属强 7 # 宝石 基础 三速 3% 所有属强 7
char.SetStatus(三速=0.03, 全属强=7) char.SetStatus(三速=0.03)
char.AddElementDB('火', 7)
char.AddElementDB('冰', 7)
char.AddElementDB('光', 7)
char.AddElementDB('暗', 7)
medal_gems_quality = [(224, 27, 46), (403, 49, 58), (701, 85, 72),(1140, 138, 88), (1753, 212, 106)] medal_gems_quality = [(224, 27, 46), (403, 49, 58), (701, 85, 72),(1140, 138, 88), (1753, 212, 106)]
for i in args[2]: for i in args[2]:
gems_quality = medal_gems_quality[i] gems_quality = medal_gems_quality[i]
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@@ -34,24 +34,22 @@
class="flex flex-col items-start my-1px" class="flex flex-col items-start my-1px"
style="white-space: pre-wrap; line-height: 15px" style="white-space: pre-wrap; line-height: 15px"
> >
<div class="text-#908150" v-html="mainAttr"></div> <div class="text-#908150 py-4px" v-html="mainAttr"></div>
</div> </div>
<!-- 装备属性 --> <!-- 装备属性 -->
<div class="divide"></div> <div class="divide"></div>
<div <div
class="flex flex-col items-start my-1px" class="flex flex-col items-start my-1px whitespace-pre-wrap leading-15px"
style="white-space: pre-wrap; line-height: 15px"
> >
<div class="text-#DED29A" v-html="detail"></div> <div class="text-#DED29A py-4px whitespace-pre-wrap" v-html="detail"></div>
</div> </div>
<template v-if="bufferDetail"> <template v-if="bufferDetail">
<div class="divide"></div> <div class="divide"></div>
<div <div
class="flex flex-col items-start my-1px" class="flex flex-col items-start my-1px whitespace-pre-wrap leading-15px"
style="white-space: pre-wrap; line-height: 15px"
> >
<div class="text-#A48B2E mb-10px">辅助职业专属属性</div> <div class="text-#A48B2E mb-10px pt-4px">辅助职业专属属性</div>
<div class="text-#DED29A" v-html="bufferDetail"></div> <div class="text-#DED29A pb-10px whitespace-pre-wrap" v-html="bufferDetail"></div>
</div> </div>
</template> </template>
</div> </div>
@@ -114,5 +112,6 @@ const bufferDetail = computed(() => {
<style lang="scss" scoped> <style lang="scss" scoped>
.divide { .divide {
border-top: 1px solid rgba(243, 244, 246, 0.3); border-top: 1px solid rgba(243, 244, 246, 0.3);
margin: 2px 0;
} }
</style> </style>
@@ -34,10 +34,9 @@
<!-- 装备属性 --> <!-- 装备属性 -->
<div class="divide"></div> <div class="divide"></div>
<div <div
class="flex flex-col items-start my-1px" class="flex flex-col items-start my-1px whitespace-pre-wrap leading-15px"
style="white-space: pre-wrap; line-height: 15px"
> >
<div class="text-#DED29A" v-html="detail"></div> <div class="text-#DED29A py-4px whitespace-pre-wrap" v-html="detail"></div>
</div> </div>
</div> </div>
</div> </div>
@@ -76,5 +75,6 @@ const detail = computed(() =>
<style lang="scss" scoped> <style lang="scss" scoped>
.divide { .divide {
border-top: 1px solid rgba(243, 244, 246, 0.3); border-top: 1px solid rgba(243, 244, 246, 0.3);
margin: 2px 0;
} }
</style> </style>
@@ -117,7 +117,7 @@ export default defineComponent({
{renderList(skills(index).value, (item) => ( {renderList(skills(index).value, (item) => (
<> <>
<CalcOption value={item.id.toString()}> <CalcOption value={item.id.toString()}>
<img src={getImageURL(item.icon)} alt={item.name} /> <img class="mt-2px" src={getImageURL(item.icon)} alt={item.name} />
</CalcOption> </CalcOption>
</> </>
))} ))}
@@ -133,7 +133,7 @@ export default defineComponent({
{renderList(skills(index).value, (item) => ( {renderList(skills(index).value, (item) => (
<> <>
<CalcOption value={item.id.toString()}> <CalcOption value={item.id.toString()}>
<img src={getImageURL(item.icon)} alt={item.name} /> <img class="mt-2px" src={getImageURL(item.icon)} alt={item.name} />
</CalcOption> </CalcOption>
</> </>
))} ))}
@@ -26,6 +26,7 @@ export default defineComponent({
const currentUsedVP = computed(() => { const currentUsedVP = computed(() => {
return Object.keys(lvInfo.value) return Object.keys(lvInfo.value)
.filter((a) => skills.value.find((skill) => skill.id.toString() === a))
.map((a) => lvInfo.value[a].vp) .map((a) => lvInfo.value[a].vp)
.filter((a) => !!a && a > 0).length .filter((a) => !!a && a > 0).length
}) })
+2 -2
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@@ -28,7 +28,7 @@
></SkillTree> ></SkillTree>
</div> </div>
<div v-if="tab === 1" class="flex flex-col overflow-y-hidden h-full"> <div v-if="tab === 1" class="flex flex-col overflow-y-hidden h-full">
<div class="item-head" 角色等级>技能进化</div> <div class="item-head" 角色等级>技能突破</div>
<SkillUP <SkillUP
class="flex-1" class="flex-1"
:skills="infoStore.skills" :skills="infoStore.skills"
@@ -36,7 +36,7 @@
v-model:bindAwake="configStore.config.bindAwake" v-model:bindAwake="configStore.config.bindAwake"
:buffer="infoStore.infos?.buffer" :buffer="infoStore.infos?.buffer"
></SkillUP> ></SkillUP>
<div class="item-head" 角色等级>技能突破</div> <div class="item-head" 角色等级>技能进化</div>
<div class="flex-1 overflow-y-auto w-full"> <div class="flex-1 overflow-y-auto w-full">
<SkillVP <SkillVP
:skills="infoStore.skills" :skills="infoStore.skills"