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@@ -3452,7 +3452,8 @@ def stone_295(char: CharacterProperty):
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技能伤害+12.5%
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技能范围+20%
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"""
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char.SetStatus(SkillAttak=0.125)
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print("~~~~~~~~")
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char.SetStatus(SkillAttack=0.125)
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pass
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@@ -3464,7 +3465,7 @@ def stone_296(char: CharacterProperty):
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技能伤害+14.5%
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技能范围+25%
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"""
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char.SetStatus(SkillAttak=0.145)
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char.SetStatus(SkillAttack=0.145)
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pass
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@@ -3476,7 +3477,7 @@ def stone_297(char: CharacterProperty):
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技能伤害+15%
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所有速度+15%
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"""
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char.SetStatus(SkillAttak=0.15,SpeedA=0.15,SpeedM=0.15,SpeedR=0.15)
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char.SetStatus(SkillAttack=0.15,SpeedA=0.15,SpeedM=0.15,SpeedR=0.15)
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pass
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@@ -3488,7 +3489,7 @@ def stone_298(char: CharacterProperty):
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技能伤害+17%
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所有速度+25%
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"""
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char.SetStatus(SkillAttak=0.17,SpeedA=0.25,SpeedM=0.25,SpeedR=0.25)
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char.SetStatus(SkillAttack=0.17,SpeedA=0.25,SpeedM=0.25,SpeedR=0.25)
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pass
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@@ -3500,7 +3501,7 @@ def stone_299(char: CharacterProperty):
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技能伤害+15%
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500px范围内的队员所受物理/魔法伤害-10%
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"""
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char.SetStatus(SkillAttak=0.15)
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char.SetStatus(SkillAttack=0.15)
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pass
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@@ -3512,7 +3513,7 @@ def stone_300(char: CharacterProperty):
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技能伤害+17%
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800px范围内的队员所受物理/魔法伤害-15%
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"""
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char.SetStatus(SkillAttak=0.17)
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char.SetStatus(SkillAttack=0.17)
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pass
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@@ -3530,11 +3531,11 @@ def stone_301(char: CharacterProperty):
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融合的装备强化/增幅从10开始每增加1时,技能伤害+1%(最多叠加2次)
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融合的装备强化/增幅从10开始每增加1时,增益量+150(最多叠加2次)
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"""
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char.SetStatus(SkillAttak=0.125)
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char.SetStatus(SkillAttack=0.125)
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reinforce = char.charEquipInfo['手镯'].reinforce
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if reinforce > 10:
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value = min(reinforce - 10, 2)
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char.SetStatus(SkillAttak=0.01 * value,Buff=150 * value)
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char.SetStatus(SkillAttack=0.01 * value,Buff=150 * value)
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pass
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@@ -3548,11 +3549,11 @@ def stone_302(char: CharacterProperty):
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融合的装备强化/增幅从10开始每增加1时,技能伤害+1%(最多叠加2次)
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融合的装备强化/增幅从10开始每增加1时,增益量+150(最多叠加2次)
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"""
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char.SetStatus(SkillAttak=0.145)
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char.SetStatus(SkillAttack=0.145)
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reinforce = char.charEquipInfo['手镯'].reinforce
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if reinforce > 10:
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value = min(reinforce - 10, 2)
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char.SetStatus(SkillAttak=0.01 * value,Buff=150 * value)
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char.SetStatus(SkillAttack=0.01 * value,Buff=150 * value)
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pass
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@@ -3566,11 +3567,11 @@ def stone_303(char: CharacterProperty):
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融合的装备强化/增幅从10开始每增加1时,技能伤害+1%(最多叠加2次)
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融合的装备强化/增幅从10开始每增加1时,增益量+150(最多叠加2次)
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"""
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char.SetStatus(SkillAttak=0.15,SpeedA=0.05,SpeedM=0.05,SpeedR=0.05)
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char.SetStatus(SkillAttack=0.15,SpeedA=0.05,SpeedM=0.05,SpeedR=0.05)
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reinforce = char.charEquipInfo['戒指'].reinforce
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if reinforce > 10:
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value = min(reinforce - 10, 2)
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char.SetStatus(SkillAttak=0.01 * value,Buff=150 * value)
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char.SetStatus(SkillAttack=0.01 * value,Buff=150 * value)
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pass
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@@ -3584,11 +3585,11 @@ def stone_304(char: CharacterProperty):
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融合的装备强化/增幅从10开始每增加1时,技能伤害+1%(最多叠加2次)
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融合的装备强化/增幅从10开始每增加1时,增益量+150(最多叠加2次)
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"""
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char.SetStatus(SkillAttak=0.17,SpeedA=0.07,SpeedM=0.07,SpeedR=0.07)
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char.SetStatus(SkillAttack=0.17,SpeedA=0.07,SpeedM=0.07,SpeedR=0.07)
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reinforce = char.charEquipInfo['戒指'].reinforce
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if reinforce > 10:
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value = min(reinforce - 10, 2)
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char.SetStatus(SkillAttak=0.01 * value,Buff=150 * value)
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char.SetStatus(SkillAttack=0.01 * value,Buff=150 * value)
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pass
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@@ -3602,11 +3603,11 @@ def stone_305(char: CharacterProperty):
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融合的装备强化/增幅从10开始每增加1时,技能伤害+1%(最多叠加2次)
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融合的装备强化/增幅从10开始每增加1时,增益量+150(最多叠加2次)
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"""
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char.SetStatus(SkillAttak=0.15)
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char.SetStatus(SkillAttack=0.15)
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reinforce = char.charEquipInfo['项链'].reinforce
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if reinforce > 10:
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value = min(reinforce - 10, 2)
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char.SetStatus(SkillAttak=0.01 * value,Buff=150 * value)
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char.SetStatus(SkillAttack=0.01 * value,Buff=150 * value)
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pass
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@@ -3620,11 +3621,11 @@ def stone_306(char: CharacterProperty):
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融合的装备强化/增幅从10开始每增加1时,技能伤害+1%(最多叠加2次)
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融合的装备强化/增幅从10开始每增加1时,增益量+150(最多叠加2次)
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"""
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char.SetStatus(SkillAttak=0.17)
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char.SetStatus(SkillAttack=0.17)
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reinforce = char.charEquipInfo['项链'].reinforce
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if reinforce > 10:
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value = min(reinforce - 10, 2)
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char.SetStatus(SkillAttak=0.01 * value,Buff=150 * value)
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char.SetStatus(SkillAttack=0.01 * value,Buff=150 * value)
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pass
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@@ -3640,7 +3641,7 @@ def stone_307(char: CharacterProperty):
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技能伤害+11%
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特效伤害+10%
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"""
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char.SetStatus(SkillAttak=0.11,EquEffectRatio=0.1)
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char.SetStatus(SkillAttack=0.11,EquEffectRatio=0.1)
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pass
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@@ -3652,7 +3653,7 @@ def stone_308(char: CharacterProperty):
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技能伤害+12%
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特效伤害+15%
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"""
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char.SetStatus(SkillAttak=0.12,EquEffectRatio=0.15)
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char.SetStatus(SkillAttack=0.12,EquEffectRatio=0.15)
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pass
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@@ -3664,7 +3665,7 @@ def stone_309(char: CharacterProperty):
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技能伤害+4%
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技能冷却时间-20%(觉醒技能除外)
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"""
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char.SetStatus(SkillAttak=0.04)
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char.SetStatus(SkillAttack=0.04)
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char.SetSkillCD(cd=0.2)
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pass
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@@ -3677,7 +3678,7 @@ def stone_310(char: CharacterProperty):
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技能伤害+6%
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技能冷却时间-20%(觉醒技能除外)
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"""
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char.SetStatus(SkillAttak=0.06)
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char.SetStatus(SkillAttack=0.06)
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char.SetSkillCD(cd=0.2)
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pass
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@@ -3692,7 +3693,7 @@ def stone_311(char: CharacterProperty):
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-相同技能间存在10秒冷却时间
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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)
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"""
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char.SetStatus(SkillAttak=0.035)
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char.SetStatus(SkillAttack=0.035)
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pass
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@@ -3706,7 +3707,7 @@ def stone_312(char: CharacterProperty):
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-相同技能间存在10秒冷却时间
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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)
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"""
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char.SetStatus(SkillAttak=0.055)
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char.SetStatus(SkillAttack=0.055)
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pass
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@@ -3724,7 +3725,7 @@ def stone_313(char: CharacterProperty):
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-灾害伤害量:453600%
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-冷却时间:40秒
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"""
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char.SetStatus(SkillAttak=0.045)
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char.SetStatus(SkillAttack=0.045)
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char.equ_effect.append(EquEffect(name='无知:时降雷霆', data=453600, cd=40, icon='/equipment/icon/amalgamationstone/00375.png'))
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pass
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@@ -3739,7 +3740,7 @@ def stone_314(char: CharacterProperty):
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-灾害伤害量:453600%
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-冷却时间:40秒
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"""
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char.SetStatus(SkillAttak=0.065)
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char.SetStatus(SkillAttack=0.065)
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char.equ_effect.append(EquEffect(name='无知:灾祸无常', data=453600, cd=40, icon='/equipment/icon/amalgamationstone/00378.png'))
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pass
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@@ -3754,7 +3755,7 @@ def stone_315(char: CharacterProperty):
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-为目标提供恢复
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-每秒恢复0.5%的生命值/魔法值
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"""
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char.SetStatus(SkillAttak=0.15)
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char.SetStatus(SkillAttack=0.15)
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pass
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@@ -3775,7 +3776,7 @@ def stone_316(char: CharacterProperty):
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-恢复30%的生命值/魔法值
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-消失的庇佑于30秒后复原
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"""
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char.SetStatus(SkillAttak=0.17)
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char.SetStatus(SkillAttack=0.17)
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pass
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@@ -3789,7 +3790,7 @@ def stone_317(char: CharacterProperty):
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- 按照装备、消耗品、恢复技能提供的生命值恢复量的10%,恢复保护罩。
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- 持续恢复的技能除外
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"""
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char.SetStatus(SkillAttak=0.15)
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char.SetStatus(SkillAttack=0.15)
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pass
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@@ -3804,7 +3805,7 @@ def stone_318(char: CharacterProperty):
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- 按照装备、消耗品、恢复技能提供的生命值恢复量的10%,恢复保护罩。
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- 持续恢复的技能除外
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"""
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char.SetStatus(SkillAttak=0.17)
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char.SetStatus(SkillAttack=0.17)
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pass
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