feat: 使用预处理特效伤害数组

This commit is contained in:
2026-07-06 02:02:05 +08:00
parent 91eed49d28
commit 34dfb3f217
6 changed files with 515 additions and 469 deletions
+7 -5
View File
@@ -167,7 +167,7 @@ class CalcEquipMixin(CharacterBase):
apply_uppercase_attrs(self, suit)
if func is not None and oathEffect is None:
# print(f'套装 {suit.name} 生效')
func(self)
func(self, suit.effectDamage)
if max_point_suit != max_point_oath_suit:
self.charOathSkillId = '1'
oathSkillEffect = []
@@ -187,7 +187,9 @@ class CalcEquipMixin(CharacterBase):
# 誓约套装效果生效
apply_uppercase_attrs(self, oathSuit)
if skill is not None:
oathSkillEffect.append(skill)
base_suit = next((x for x in suitList if x.suitId == oathSuit.suitId), None)
base_effect_damage = [] if base_suit is None else base_suit.effectDamage
oathSkillEffect.append((skill, base_effect_damage + skill.effectDamage))
# 誓约技能效果生效
apply_uppercase_attrs(self, skill)
self.oathSkillInfo.append(skill)
@@ -205,11 +207,11 @@ class CalcEquipMixin(CharacterBase):
'skills': [{'id': skill.id, 'skillId': i.skillId, 'name': i.name, 'imageUrl': i.imageUrl, 'enable': i.skillId == '1' or max_point_oath_suit == max_point_suit} for i in skills],
# 'value': oathSuit.value,
}
for skill in oathSkillEffect:
for skill, effectDamage in oathSkillEffect:
func = equs.funs.execture(f'oath_skill_{skill.id}')
if func is not None:
# print(f'誓约技能 {skill.id} 生效')
func(self)
func(self, effectDamage)
# 太初积分以上,每超过70点数增加1%技能攻击力
if self.max_point >= 2550:
skillAttack = (self.max_point - 2550) // 70 * 0.02
@@ -235,7 +237,7 @@ class CalcEquipMixin(CharacterBase):
if fun is None:
continue
apply_uppercase_attrs(self, equ)
fun(self)
fun(self, equ.effectDamage)
fun = effects.execture(f'enchant_{enchat}')
if fun is not None:
fun(self)
+43 -6
View File
@@ -20,6 +20,46 @@ def parse_to_int_list(info: str, default: Sequence[int] = (0,)) -> list[int]:
return list(default) if not info else [int(i) for i in info.split(',')]
def extract_effect_damage(text: str | None) -> list[float]:
if not text:
return []
matches: list[tuple[int, int, str]] = []
patterns = [
r'(?:伤害量|攻击力)\s*[::]?\s*([\d,]+)%',
r'(?<!技能)伤害\s*[::]\s*([\d,]+)%',
r'造成\s*([\d,]+)%\s*的伤害',
]
for pattern in patterns:
for match in re.finditer(pattern, text):
matches.append((match.start(), match.end(), match.group(1)))
in_damage_info = False
offset = 0
for line in text.splitlines(keepends=True):
if '伤害量信息' in line:
in_damage_info = True
offset += len(line)
continue
if in_damage_info and not line.strip():
in_damage_info = False
offset += len(line)
continue
if in_damage_info:
for match in re.finditer(r'[::]\s*([\d,]+)%', line):
matches.append((offset + match.start(), offset + match.end(), match.group(1)))
offset += len(line)
result: list[float] = []
seen: list[tuple[int, int]] = []
for start, end, value in sorted(matches, key=lambda item: item[0]):
if any(start < seen_end and end > seen_start for seen_start, seen_end in seen):
continue
seen.append((start, end))
result.append(float(value.replace(',', '')))
return result
class Equ:
id: str
name: str
@@ -130,8 +170,7 @@ class Equipments:
setattr(item, attr, value)
equ_dict = {k: v for k, v in item.__dict__.items() if not k.startswith('_')}
equ_dict['max_adaptation'] = max_adaptation
effect_damage = re.findall(r'(?:伤害量|攻击力) : ([\d,]+)%', equ_dict.get('detail', '') if equ_dict.get('detail', '') else '')
equ_dict['effectDamage'] = [float(i.replace(',', '')) for i in effect_damage] if effect_damage else []
equ_dict['effectDamage'] = extract_effect_damage(equ_dict.get('detail'))
equ = Equ(**equ_dict)
self.equs.append(equ)
self.equ_dict[equ.id] = equ
@@ -175,8 +214,7 @@ class Equipments:
suit['Attack'] = 0 if i - 1 >= len(attacks) else attacks[i - 1]
buffers = parse_to_number_list(suit['Buffer'], [0])
suit['Buffer'] = 0 if i - 1 >= len(buffers) else buffers[i - 1]
effect_damage = re.findall(r'(?:伤害量|攻击力) : ([\d,]+)%', suit.get('value', '') if suit.get('value', '') else '')
suit['effectDamage'] = [float(i.replace(',', '')) for i in effect_damage] if effect_damage else []
suit['effectDamage'] = extract_effect_damage(suit.get('value'))
suit_obj = Suit(**suit)
self.suits.append(suit_obj)
self.suit_dict.setdefault(str(suit['suitId']), []).append(suit_obj)
@@ -262,8 +300,7 @@ class Equipments:
buffers = parse_to_number_list(skill['Buffer'], [0])
skill['Buffer'] = 0 if i - 1 >= len(buffers) else buffers[i - 1]
skill['level'] = i
effect_damage = re.findall(r'(?:伤害量|攻击力) : ([\d,]+)%', skill.get('value', '') if skill.get('value', '') else '')
skill['effectDamage'] = [float(i.replace(',', '')) for i in effect_damage] if effect_damage else []
skill['effectDamage'] = extract_effect_damage(skill.get('value'))
skill_obj = OathSuitSkill(**skill)
skill_list.append(skill_obj)
@@ -0,0 +1,4 @@
def effect_damage(values: list[float], index: int, fallback: float) -> float:
if index < len(values):
return values[index]
return fallback
+99 -98
View File
@@ -1,5 +1,6 @@
from core.basic.equipment import EquEffect
from core.abstract.character import CharacterProperty
from .effect_damage import effect_damage
from .register import register
# region 武器
@@ -87,7 +88,7 @@ def equ_6(char: CharacterProperty,effectDamage: list[float] = []):
name='无影之剑',
icon='/equipment/icon/weapon/swordman/sswd/00227.png',
cd=15,
data=54120,
data=effect_damage(effectDamage, 0, 54120),
)
)
pass
@@ -111,7 +112,7 @@ def equ_7(char: CharacterProperty,effectDamage: list[float] = []):
name='无影之剑',
icon='/equipment/icon/weapon/swordman/sswd/00228.png',
cd=15,
data=81180,
data=effect_damage(effectDamage, 0, 81180),
)
)
pass
@@ -135,7 +136,7 @@ def equ_8(char: CharacterProperty,effectDamage: list[float] = []):
name='无影之剑',
icon='/equipment/icon/weapon/swordman/sswd/00229.png',
cd=10,
data=108240,
data=effect_damage(effectDamage, 0, 108240),
)
)
pass
@@ -232,7 +233,7 @@ def equ_14(char: CharacterProperty,effectDamage: list[float] = []):
- 冷却时间60秒
rarity: 传说
"""
char.equ_effect.append(EquEffect(name='寒光掠影', icon='/equipment/skill/4.png', cd=60, data=222200))
char.equ_effect.append(EquEffect(name='寒光掠影', icon='/equipment/skill/4.png', cd=60, data=effect_damage(effectDamage, 0, 222200)))
pass
@@ -247,7 +248,7 @@ def equ_15(char: CharacterProperty,effectDamage: list[float] = []):
- 冷却时间60秒
rarity: 史诗
"""
char.equ_effect.append(EquEffect(name='寒光掠影', icon='/equipment/skill/4.png', cd=60, data=444400))
char.equ_effect.append(EquEffect(name='寒光掠影', icon='/equipment/skill/4.png', cd=60, data=effect_damage(effectDamage, 0, 444400)))
pass
@@ -262,7 +263,7 @@ def equ_16(char: CharacterProperty,effectDamage: list[float] = []):
- 冷却时间60秒
rarity: 太初
"""
char.equ_effect.append(EquEffect(name='寒光掠影', icon='/equipment/skill/4.png', cd=60, data=666600))
char.equ_effect.append(EquEffect(name='寒光掠影', icon='/equipment/skill/4.png', cd=60, data=effect_damage(effectDamage, 0, 666600)))
pass
@@ -864,7 +865,7 @@ def equ_55(char: CharacterProperty,effectDamage: list[float] = []):
name='绯红爆炸',
icon='/equipment/icon/weapon/fighter/gauntlet/00246.png',
cd=10,
data=140250,
data=effect_damage(effectDamage, 0, 140250),
)
)
pass
@@ -888,7 +889,7 @@ def equ_56(char: CharacterProperty,effectDamage: list[float] = []):
name='绯红爆炸',
icon='/equipment/icon/weapon/fighter/gauntlet/00247.png',
cd=10,
data=140250,
data=effect_damage(effectDamage, 0, 140250),
)
)
pass
@@ -958,7 +959,7 @@ def equ_62(char: CharacterProperty,effectDamage: list[float] = []):
rarity: 传说
"""
char.SetStatus(SpeedM=0.1, SpeedA=0.1, SpeedR=0.1)
char.equ_effect.append(EquEffect(name='悲伤魔珠', icon='/equipment/skill/38.png', cd=30, data=4950))
char.equ_effect.append(EquEffect(name='悲伤魔珠', icon='/equipment/skill/38.png', cd=30, data=effect_damage(effectDamage, 0, 4950)))
pass
@@ -977,7 +978,7 @@ def equ_63(char: CharacterProperty,effectDamage: list[float] = []):
rarity: 史诗
"""
char.SetStatus(SpeedM=0.2, SpeedA=0.2, SpeedR=0.2)
char.equ_effect.append(EquEffect(name='悲伤魔珠', icon='/equipment/skill/38.png', cd=15, data=4950))
char.equ_effect.append(EquEffect(name='悲伤魔珠', icon='/equipment/skill/38.png', cd=15, data=effect_damage(effectDamage, 0, 4950)))
pass
@@ -1003,13 +1004,13 @@ def equ_64(char: CharacterProperty,effectDamage: list[float] = []):
rarity: 太初
"""
char.SetStatus(SpeedM=0.25, SpeedA=0.25, SpeedR=0.25)
char.equ_effect.append(EquEffect(name='悲伤魔珠', icon='/equipment/skill/38.png', cd=10, data=4950))
char.equ_effect.append(EquEffect(name='悲伤魔珠', icon='/equipment/skill/38.png', cd=10, data=effect_damage(effectDamage, 0, 4950)))
char.equ_effect.append(
EquEffect(
name='永恒怨望',
icon='/equipment/icon/weapon/fighter/claw/00237.png',
cd=5,
data=23250,
data=effect_damage(effectDamage, 1, 23250),
)
)
pass
@@ -1116,7 +1117,7 @@ def equ_71(char: CharacterProperty,effectDamage: list[float] = []):
name='冲击波',
icon='/equipment/icon/weapon/fighter/bglove/00208.png',
cd=1,
data=7860,
data=effect_damage(effectDamage, 0, 7860),
)
)
pass
@@ -1138,7 +1139,7 @@ def equ_72(char: CharacterProperty,effectDamage: list[float] = []):
name='冲击波',
icon='/equipment/icon/weapon/fighter/bglove/00209.png',
cd=1,
data=7860,
data=effect_damage(effectDamage, 0, 7860),
)
)
pass
@@ -1505,7 +1506,7 @@ def equ_94(char: CharacterProperty,effectDamage: list[float] = []):
- 冷却时间1秒
rarity: 传说
"""
char.equ_effect.append(EquEffect(name='冰封的火焰之躯', icon='/equipment/skill/26.png', cd=1, data=8420))
char.equ_effect.append(EquEffect(name='冰封的火焰之躯', icon='/equipment/skill/26.png', cd=1, data=effect_damage(effectDamage, 0, 8420)))
if char.buffer:
char.AddSkillLv(1, 100, 2)
char.BuffSkill.lv += 3
@@ -1530,8 +1531,8 @@ def equ_95(char: CharacterProperty,effectDamage: list[float] = []):
- 冷却时间1秒
rarity: 史诗
"""
char.equ_effect.append(EquEffect(name='冰弩', icon='/equipment/skill/26.png', cd=1, data=8420))
char.equ_effect.append(EquEffect(name='火弩', icon='/equipment/skill/26.png', cd=1, data=8420))
char.equ_effect.append(EquEffect(name='冰弩', icon='/equipment/skill/26.png', cd=1, data=effect_damage(effectDamage, 0, 8420)))
char.equ_effect.append(EquEffect(name='火弩', icon='/equipment/skill/26.png', cd=1, data=effect_damage(effectDamage, 1, 8420)))
if char.buffer:
char.AddSkillLv(1, 100, 2)
char.BuffSkill.lv += 3
@@ -1558,9 +1559,9 @@ def equ_96(char: CharacterProperty,effectDamage: list[float] = []):
- 冷却时间1秒
rarity: 太初
"""
char.equ_effect.append(EquEffect(name='冰弩', icon='/equipment/skill/26.png', cd=1, data=8420))
char.equ_effect.append(EquEffect(name='火弩', icon='/equipment/skill/26.png', cd=1, data=8420))
char.equ_effect.append(EquEffect(name='箭雨', icon='/equipment/skill/26.png', cd=20, data=112200))
char.equ_effect.append(EquEffect(name='冰弩', icon='/equipment/skill/26.png', cd=1, data=effect_damage(effectDamage, 0, 8420)))
char.equ_effect.append(EquEffect(name='火弩', icon='/equipment/skill/26.png', cd=1, data=effect_damage(effectDamage, 1, 8420)))
char.equ_effect.append(EquEffect(name='箭雨', icon='/equipment/skill/26.png', cd=20, data=effect_damage(effectDamage, 2, 112200)))
if char.buffer:
char.AddSkillLv(1, 100, 2)
char.BuffSkill.lv += 3
@@ -1716,7 +1717,7 @@ def equ_104(char: CharacterProperty,effectDamage: list[float] = []):
name='燃烧',
icon='/equipment/icon/weapon/gunner/musket/00234.png',
cd=0.2,
data=530,
data=effect_damage(effectDamage, 0, 530),
)
)
if char.buffer:
@@ -1829,7 +1830,7 @@ def equ_111(char: CharacterProperty,effectDamage: list[float] = []):
rarity: 史诗
"""
char.SetSkillCD(1, 100, 0.2)
char.equ_effect.append(EquEffect(name='自动爆炸', icon='/equipment/skill/33.png', cd=10, data=70150))
char.equ_effect.append(EquEffect(name='自动爆炸', icon='/equipment/skill/33.png', cd=10, data=effect_damage(effectDamage, 0, 70150)))
char.SetStatus(EquEffectRatio=0.1)
if char.buffer:
char.AddSkillLv(1, 100, 2)
@@ -1855,7 +1856,7 @@ def equ_112(char: CharacterProperty,effectDamage: list[float] = []):
rarity: 太初
"""
char.SetSkillCD(1, 100, 0.2)
char.equ_effect.append(EquEffect(name='自动爆炸', icon='/equipment/skill/33.png', cd=10, data=140250))
char.equ_effect.append(EquEffect(name='自动爆炸', icon='/equipment/skill/33.png', cd=10, data=effect_damage(effectDamage, 0, 140250)))
char.SetStatus(EquEffectRatio=0.1)
if char.buffer:
char.AddSkillLv(1, 100, 2)
@@ -1941,7 +1942,7 @@ def equ_118(char: CharacterProperty,effectDamage: list[float] = []):
- 可取消技能释放(觉醒技能除外)
rarity: 传说
"""
char.equ_effect.append(EquEffect(name='发射巨炮', icon='/equipment/skill/41.png', cd=60, data=222200))
char.equ_effect.append(EquEffect(name='发射巨炮', icon='/equipment/skill/41.png', cd=60, data=effect_damage(effectDamage, 0, 222200)))
if char.buffer:
char.AddSkillLv(1, 100, 2)
char.BuffSkill.lv += 3
@@ -1962,7 +1963,7 @@ def equ_119(char: CharacterProperty,effectDamage: list[float] = []):
- 可取消技能释放(觉醒技能除外)
rarity: 史诗
"""
char.equ_effect.append(EquEffect(name='发射巨炮', icon='/equipment/skill/41.png', cd=60, data=444400))
char.equ_effect.append(EquEffect(name='发射巨炮', icon='/equipment/skill/41.png', cd=60, data=effect_damage(effectDamage, 0, 444400)))
if char.buffer:
char.AddSkillLv(1, 100, 2)
char.BuffSkill.lv += 3
@@ -1983,7 +1984,7 @@ def equ_120(char: CharacterProperty,effectDamage: list[float] = []):
- 可取消技能释放(觉醒技能除外)
rarity: 太初
"""
char.equ_effect.append(EquEffect(name='发射巨炮', icon='/equipment/skill/41.png', cd=60, data=666600))
char.equ_effect.append(EquEffect(name='发射巨炮', icon='/equipment/skill/41.png', cd=60, data=effect_damage(effectDamage, 0, 666600)))
if char.buffer:
char.AddSkillLv(1, 100, 2)
char.BuffSkill.lv += 3
@@ -2192,7 +2193,7 @@ def equ_134(char: CharacterProperty,effectDamage: list[float] = []):
name='羊袭',
icon='/equipment/icon/weapon/mage/rod/00282.png',
cd=0.5,
data=4235,
data=effect_damage(effectDamage, 0, 4235),
)
)
pass
@@ -2221,7 +2222,7 @@ def equ_135(char: CharacterProperty,effectDamage: list[float] = []):
name='羊袭',
icon='/equipment/icon/weapon/mage/rod/00283.png',
cd=0.5,
data=7040,
data=effect_damage(effectDamage, 0, 7040),
)
)
pass
@@ -2250,7 +2251,7 @@ def equ_136(char: CharacterProperty,effectDamage: list[float] = []):
name='绵羊云',
icon='/equipment/icon/weapon/mage/rod/00284.png',
cd=2,
data=39270,
data=effect_damage(effectDamage, 0, 39270),
)
)
pass
@@ -2391,7 +2392,7 @@ def equ_144(char: CharacterProperty,effectDamage: list[float] = []):
char.AwakeSkill.lv += 4
char.SetSkillCD(1, 100, 0.2)
char.SetStatus(SpeedA=0.3, SpeedM=0.3, SpeedR=0.3)
char.equ_effect.append(EquEffect(name='闪电', icon='/equipment/skill/35.png', cd=3, data=1100))
char.equ_effect.append(EquEffect(name='闪电', icon='/equipment/skill/35.png', cd=3, data=effect_damage(effectDamage, 0, 1100)))
pass
@@ -2491,7 +2492,7 @@ def equ_150(char: CharacterProperty,effectDamage: list[float] = []):
char.BuffSkill.lv += 3
char.AwakeSkill.lv += 4
char.SetSkillCD(1, 100, 0.2)
char.equ_effect.append(EquEffect(name='绝对零度', icon='/equipment/skill/31.png', cd=60, data=222200))
char.equ_effect.append(EquEffect(name='绝对零度', icon='/equipment/skill/31.png', cd=60, data=effect_damage(effectDamage, 0, 222200)))
pass
@@ -2511,7 +2512,7 @@ def equ_151(char: CharacterProperty,effectDamage: list[float] = []):
char.BuffSkill.lv += 3
char.AwakeSkill.lv += 4
char.SetSkillCD(1, 100, 0.2)
char.equ_effect.append(EquEffect(name='绝对零度', icon='/equipment/skill/31.png', cd=60, data=444400))
char.equ_effect.append(EquEffect(name='绝对零度', icon='/equipment/skill/31.png', cd=60, data=effect_damage(effectDamage, 0, 444400)))
pass
@@ -2531,7 +2532,7 @@ def equ_152(char: CharacterProperty,effectDamage: list[float] = []):
char.BuffSkill.lv += 3
char.AwakeSkill.lv += 4
char.SetSkillCD(1, 100, 0.2)
char.equ_effect.append(EquEffect(name='绝对零度', icon='/equipment/skill/31.png', cd=60, data=666600))
char.equ_effect.append(EquEffect(name='绝对零度', icon='/equipment/skill/31.png', cd=60, data=effect_damage(effectDamage, 0, 666600)))
pass
@@ -2781,7 +2782,7 @@ def equ_166(char: CharacterProperty,effectDamage: list[float] = []):
char.BuffSkill.lv += 3
char.AwakeSkill.lv += 4
char.SetSkillCD(1, 100, 0.2)
char.equ_effect.append(EquEffect(name='神之惩罚', icon='/equipment/skill/42.png', cd=30, data=84150))
char.equ_effect.append(EquEffect(name='神之惩罚', icon='/equipment/skill/42.png', cd=30, data=effect_damage(effectDamage, 0, 84150)))
pass
@@ -2801,7 +2802,7 @@ def equ_167(char: CharacterProperty,effectDamage: list[float] = []):
char.BuffSkill.lv += 3
char.AwakeSkill.lv += 4
char.SetSkillCD(1, 100, 0.2)
char.equ_effect.append(EquEffect(name='神之惩罚', icon='/equipment/skill/42.png', cd=30, data=84150 * 2))
char.equ_effect.append(EquEffect(name='神之惩罚', icon='/equipment/skill/42.png', cd=30, data=effect_damage(effectDamage, 0, 84150) * 2))
pass
@@ -2821,7 +2822,7 @@ def equ_168(char: CharacterProperty,effectDamage: list[float] = []):
char.BuffSkill.lv += 3
char.AwakeSkill.lv += 4
char.SetSkillCD(1, 100, 0.2)
char.equ_effect.append(EquEffect(name='神之惩罚', icon='/equipment/skill/42.png', cd=30, data=84150 * 3))
char.equ_effect.append(EquEffect(name='神之惩罚', icon='/equipment/skill/42.png', cd=30, data=effect_damage(effectDamage, 0, 84150) * 3))
pass
@@ -3062,7 +3063,7 @@ def equ_182(char: CharacterProperty,effectDamage: list[float] = []):
name='流星念珠',
icon='/equipment/icon/weapon/priest/rosary/00196.png',
cd=10,
data=28050,
data=effect_damage(effectDamage, 0, 28050),
)
)
char.SetStatus(SpeedM=0.15, SpeedA=0.15, SpeedR=0.15)
@@ -3089,7 +3090,7 @@ def equ_183(char: CharacterProperty,effectDamage: list[float] = []):
name='流星念珠',
icon='/equipment/icon/weapon/priest/rosary/00197.png',
cd=5,
data=28050,
data=effect_damage(effectDamage, 0, 28050),
)
)
char.SetStatus(SpeedM=0.15, SpeedA=0.15, SpeedR=0.15)
@@ -3116,7 +3117,7 @@ def equ_184(char: CharacterProperty,effectDamage: list[float] = []):
name='流星念珠',
icon='/equipment/icon/weapon/priest/rosary/00198.png',
cd=20,
data=224400,
data=effect_damage(effectDamage, 0, 224400),
)
)
if char.buffer:
@@ -3214,7 +3215,7 @@ def equ_190(char: CharacterProperty,effectDamage: list[float] = []):
- 可取消技能释放(觉醒技能除外)
rarity: 传说
"""
char.equ_effect.append(EquEffect(name='行星破坏', icon='/equipment/skill/40.png', cd=60, data=222200))
char.equ_effect.append(EquEffect(name='行星破坏', icon='/equipment/skill/40.png', cd=60, data=effect_damage(effectDamage, 0, 222200)))
if char.buffer:
char.AddSkillLv(1, 100, 2)
char.BuffSkill.lv += 3
@@ -3235,7 +3236,7 @@ def equ_191(char: CharacterProperty,effectDamage: list[float] = []):
- 可取消技能释放(觉醒技能除外)
rarity: 史诗
"""
char.equ_effect.append(EquEffect(name='行星破坏', icon='/equipment/skill/40.png', cd=60, data=444400))
char.equ_effect.append(EquEffect(name='行星破坏', icon='/equipment/skill/40.png', cd=60, data=effect_damage(effectDamage, 0, 444400)))
if char.buffer:
char.AddSkillLv(1, 100, 2)
char.BuffSkill.lv += 3
@@ -3256,7 +3257,7 @@ def equ_192(char: CharacterProperty,effectDamage: list[float] = []):
- 可取消技能释放(觉醒技能除外)
rarity: 太初
"""
char.equ_effect.append(EquEffect(name='行星破坏', icon='/equipment/skill/40.png', cd=60, data=666600))
char.equ_effect.append(EquEffect(name='行星破坏', icon='/equipment/skill/40.png', cd=60, data=effect_damage(effectDamage, 0, 666600)))
if char.buffer:
char.AddSkillLv(1, 100, 2)
char.BuffSkill.lv += 3
@@ -3352,7 +3353,7 @@ def equ_198(char: CharacterProperty,effectDamage: list[float] = []):
name='威严怒击',
icon='/equipment/icon/weapon/priest/totem/00280.png',
cd=3,
data=16830,
data=effect_damage(effectDamage, 0, 16830),
)
)
if char.buffer:
@@ -3383,7 +3384,7 @@ def equ_199(char: CharacterProperty,effectDamage: list[float] = []):
name='威严怒击',
icon='/equipment/icon/weapon/priest/totem/00281.png',
cd=3,
data=25300,
data=effect_damage(effectDamage, 0, 25300),
)
)
char.equ_effect.append(
@@ -3391,7 +3392,7 @@ def equ_199(char: CharacterProperty,effectDamage: list[float] = []):
name='威严猛击',
icon='/equipment/icon/weapon/priest/totem/00281.png',
cd=5,
data=23000,
data=effect_damage(effectDamage, 1, 23000),
)
)
char.SetSkillCD(1, 100, 0.2)
@@ -3426,7 +3427,7 @@ def equ_200(char: CharacterProperty,effectDamage: list[float] = []):
name='威严怒击',
icon='/equipment/icon/weapon/priest/totem/00282.png',
cd=3,
data=16830,
data=effect_damage(effectDamage, 0, 16830),
)
)
char.equ_effect.append(
@@ -3434,7 +3435,7 @@ def equ_200(char: CharacterProperty,effectDamage: list[float] = []):
name='威严猛击',
icon='/equipment/icon/weapon/priest/totem/00282.png',
cd=5,
data=25300,
data=effect_damage(effectDamage, 1, 25300),
)
)
char.equ_effect.append(
@@ -3442,7 +3443,7 @@ def equ_200(char: CharacterProperty,effectDamage: list[float] = []):
name='威严痛击',
icon='/equipment/icon/weapon/priest/totem/00282.png',
cd=20,
data=112200,
data=effect_damage(effectDamage, 2, 112200),
)
)
char.SetSkillCD(1, 100, 0.2)
@@ -3665,7 +3666,7 @@ def equ_214(char: CharacterProperty,effectDamage: list[float] = []):
name='永劫地狱火',
icon='/equipment/icon/weapon/thief/twinswd/00246.png',
cd=1,
data=10300,
data=effect_damage(effectDamage, 0, 10300),
)
)
char.SetStatus(EquEffectRatio=0.12)
@@ -3692,7 +3693,7 @@ def equ_215(char: CharacterProperty,effectDamage: list[float] = []):
name='永劫地狱火',
icon='/equipment/icon/weapon/thief/twinswd/00247.png',
cd=1,
data=11440 * 1.2,
data=effect_damage(effectDamage, 0, 11440) * 1.2,
)
)
char.SetStatus(EquEffectRatio=0.12)
@@ -3720,7 +3721,7 @@ def equ_216(char: CharacterProperty,effectDamage: list[float] = []):
name='永劫地狱火',
icon='/equipment/icon/weapon/thief/twinswd/00248.png',
cd=1,
data=13730,
data=effect_damage(effectDamage, 0, 13730),
)
)
char.equ_effect.append(
@@ -3728,7 +3729,7 @@ def equ_216(char: CharacterProperty,effectDamage: list[float] = []):
name='覆灭地狱火',
icon='/equipment/icon/weapon/thief/twinswd/00248.png',
cd=5,
data=17160,
data=effect_damage(effectDamage, 1, 17160),
)
)
char.SetStatus(EquEffectRatio=0.12)
@@ -3823,7 +3824,7 @@ def equ_222(char: CharacterProperty,effectDamage: list[float] = []):
name='恐惧',
icon='/equipment/icon/weapon/thief/wand/00269.png',
cd=0.2,
data=2200,
data=effect_damage(effectDamage, 0, 2200),
)
)
pass
@@ -3846,7 +3847,7 @@ def equ_223(char: CharacterProperty,effectDamage: list[float] = []):
name='恐惧',
icon='/equipment/icon/weapon/thief/wand/00270.png',
cd=0.2,
data=2200,
data=effect_damage(effectDamage, 0, 2200),
)
)
if char.equ_options.get('5', 0) == 0:
@@ -3875,10 +3876,10 @@ def equ_224(char: CharacterProperty,effectDamage: list[float] = []):
name='恐惧',
icon='/equipment/icon/weapon/thief/wand/00271.png',
cd=0.2,
data=2200,
data=effect_damage(effectDamage, 0, 2200),
)
)
char.equ_effect.append(EquEffect(name='冥河之钥', icon='/equipment/skill/55.png', cd=20, data=56100))
char.equ_effect.append(EquEffect(name='冥河之钥', icon='/equipment/skill/55.png', cd=20, data=effect_damage(effectDamage, 1, 56100)))
if char.equ_options.get('5', 0) == 0:
char.SetStatus(SkillAttack=0.1)
elif char.equ_options.get('5', 0) == 2:
@@ -4192,7 +4193,7 @@ def equ_246(char: CharacterProperty,effectDamage: list[float] = []):
- 可取消技能释放(觉醒技能除外)
rarity: 传说
"""
char.equ_effect.append(EquEffect(name='墨龙偃月斩', icon='/equipment/skill/61.png', cd=60, data=222200))
char.equ_effect.append(EquEffect(name='墨龙偃月斩', icon='/equipment/skill/61.png', cd=60, data=effect_damage(effectDamage, 0, 222200)))
pass
@@ -4207,7 +4208,7 @@ def equ_247(char: CharacterProperty,effectDamage: list[float] = []):
- 可取消技能释放(觉醒技能除外)
rarity: 史诗
"""
char.equ_effect.append(EquEffect(name='墨龙偃月斩', icon='/equipment/skill/61.png', cd=60, data=444400))
char.equ_effect.append(EquEffect(name='墨龙偃月斩', icon='/equipment/skill/61.png', cd=60, data=effect_damage(effectDamage, 0, 444400)))
pass
@@ -4222,7 +4223,7 @@ def equ_248(char: CharacterProperty,effectDamage: list[float] = []):
- 可取消技能释放(觉醒技能除外)
rarity: 太初
"""
char.equ_effect.append(EquEffect(name='墨龙偃月斩', icon='/equipment/skill/61.png', cd=60, data=666600))
char.equ_effect.append(EquEffect(name='墨龙偃月斩', icon='/equipment/skill/61.png', cd=60, data=effect_damage(effectDamage, 0, 666600)))
pass
@@ -4312,7 +4313,7 @@ def equ_254(char: CharacterProperty,effectDamage: list[float] = []):
name='星光盛宴',
icon='/equipment/icon/weapon/demoniclancer/beamspear/00177.png',
cd=30,
data=84150,
data=effect_damage(effectDamage, 0, 84150),
)
)
char.SetStatus(EquEffectRatio=0.1)
@@ -4341,7 +4342,7 @@ def equ_255(char: CharacterProperty,effectDamage: list[float] = []):
name='星光盛宴',
icon='/equipment/icon/weapon/demoniclancer/beamspear/00178.png',
cd=30,
data=84150,
data=effect_damage(effectDamage, 0, 84150),
)
)
char.SetStatus(EquEffectRatio=0.1)
@@ -4370,7 +4371,7 @@ def equ_256(char: CharacterProperty,effectDamage: list[float] = []):
name='星光盛宴',
icon='/equipment/icon/weapon/demoniclancer/beamspear/00179.png',
cd=30,
data=84150,
data=effect_damage(effectDamage, 0, 84150),
)
)
char.SetStatus(EquEffectRatio=0.1)
@@ -4493,7 +4494,7 @@ def equ_263(char: CharacterProperty,effectDamage: list[float] = []):
name='暗灭之矛',
icon='/equipment/icon/weapon/demoniclancer/javelin/00167.png',
cd=20,
data=56100,
data=effect_damage(effectDamage, 0, 56100),
)
)
pass
@@ -4522,7 +4523,7 @@ def equ_264(char: CharacterProperty,effectDamage: list[float] = []):
name='暗灭之矛',
icon='/equipment/icon/weapon/demoniclancer/javelin/00184.png',
cd=20,
data=56100 + 1100 * 6,
data=effect_damage(effectDamage, 0, 56100) + effect_damage(effectDamage, 1, 1100) * 6,
)
)
pass
@@ -4715,7 +4716,7 @@ def equ_278(char: CharacterProperty,effectDamage: list[float] = []):
name='满月',
icon='/equipment/icon/weapon/gunblader/lblade/00194.png',
cd=20,
data=133500,
data=effect_damage(effectDamage, 0, 133500),
)
)
char.SetStatus(SpeedM=0.15, SpeedA=0.15, SpeedR=0.15)
@@ -4738,7 +4739,7 @@ def equ_279(char: CharacterProperty,effectDamage: list[float] = []):
name='满月',
icon='/equipment/icon/weapon/gunblader/lblade/00195.png',
cd=20,
data=267000,
data=effect_damage(effectDamage, 0, 267000),
)
)
char.SetStatus(SpeedM=0.2, SpeedA=0.2, SpeedR=0.2)
@@ -4762,7 +4763,7 @@ def equ_280(char: CharacterProperty,effectDamage: list[float] = []):
name='满月',
icon='/equipment/icon/weapon/gunblader/lblade/00196.png',
cd=20,
data=355000,
data=effect_damage(effectDamage, 0, 355000),
)
)
char.SetStatus(SpeedM=0.3, SpeedA=0.3, SpeedR=0.3)
@@ -4860,9 +4861,9 @@ def equ_286(char: CharacterProperty,effectDamage: list[float] = []):
rarity: 传说
"""
char.SetSkillCD(cd=0.2)
char.equ_effect.append(EquEffect(name='狂戮掠夺', icon='/equipment/skill/43.png', cd=10, data=2800))
char.equ_effect.append(EquEffect(name='狂戮掠夺', icon='/equipment/skill/43.png', cd=10, data=effect_damage(effectDamage, 0, 2800)))
# TODO
char.equ_effect.append(EquEffect(name='戮影之舞', icon='/equipment/skill/43.png', cd=10, data=12600))
char.equ_effect.append(EquEffect(name='戮影之舞', icon='/equipment/skill/43.png', cd=10, data=effect_damage(effectDamage, 1, 12600)))
char.SetStatus(EquEffectRatio=0.1)
pass
@@ -4889,9 +4890,9 @@ def equ_287(char: CharacterProperty,effectDamage: list[float] = []):
rarity: 史诗
"""
char.SetSkillCD(cd=0.2)
char.equ_effect.append(EquEffect(name='狂戮掠夺', icon='/equipment/skill/43.png', cd=10, data=2800))
char.equ_effect.append(EquEffect(name='狂戮掠夺', icon='/equipment/skill/43.png', cd=10, data=effect_damage(effectDamage, 0, 2800)))
# TODO
char.equ_effect.append(EquEffect(name='戮影之舞', icon='/equipment/skill/43.png', cd=10, data=12600))
char.equ_effect.append(EquEffect(name='戮影之舞', icon='/equipment/skill/43.png', cd=10, data=effect_damage(effectDamage, 1, 12600)))
char.SetStatus(EquEffectRatio=0.1)
pass
@@ -4918,9 +4919,9 @@ def equ_288(char: CharacterProperty,effectDamage: list[float] = []):
rarity: 太初
"""
char.SetSkillCD(cd=0.2)
char.equ_effect.append(EquEffect(name='狂戮掠夺', icon='/equipment/skill/43.png', cd=10, data=2800))
char.equ_effect.append(EquEffect(name='狂戮掠夺', icon='/equipment/skill/43.png', cd=10, data=effect_damage(effectDamage, 0, 2800)))
# TODO
char.equ_effect.append(EquEffect(name='戮影之舞', icon='/equipment/skill/43.png', cd=10, data=12600))
char.equ_effect.append(EquEffect(name='戮影之舞', icon='/equipment/skill/43.png', cd=10, data=effect_damage(effectDamage, 1, 12600)))
char.SetStatus(EquEffectRatio=0.1)
pass
@@ -5004,7 +5005,7 @@ def equ_294(char: CharacterProperty,effectDamage: list[float] = []):
name='超频源力[5次]',
icon='/equipment/icon/weapon/gunblader/coreswd/00163.png',
cd=40,
data=4950,
data=effect_damage(effectDamage, 0, 4950),
)
)
pass
@@ -5031,7 +5032,7 @@ def equ_295(char: CharacterProperty,effectDamage: list[float] = []):
name='超频源力[5次]',
icon='/equipment/icon/weapon/gunblader/coreswd/00164.png',
cd=40,
data=4950,
data=effect_damage(effectDamage, 0, 4950),
)
)
char.equ_effect.append(
@@ -5039,7 +5040,7 @@ def equ_295(char: CharacterProperty,effectDamage: list[float] = []):
name='超频源力[20次]',
icon='/equipment/icon/weapon/gunblader/coreswd/00164.png',
cd=40,
data=38500,
data=effect_damage(effectDamage, 1, 38500),
)
)
pass
@@ -5067,7 +5068,7 @@ def equ_296(char: CharacterProperty,effectDamage: list[float] = []):
name='超频源力[5次]',
icon='/equipment/icon/weapon/gunblader/coreswd/00165.png',
cd=40,
data=4950,
data=effect_damage(effectDamage, 0, 4950),
)
)
char.equ_effect.append(
@@ -5075,7 +5076,7 @@ def equ_296(char: CharacterProperty,effectDamage: list[float] = []):
name='超频源力[20次]',
icon='/equipment/icon/weapon/gunblader/coreswd/00165.png',
cd=40,
data=38500,
data=effect_damage(effectDamage, 1, 38500),
)
)
char.equ_effect.append(
@@ -5083,7 +5084,7 @@ def equ_296(char: CharacterProperty,effectDamage: list[float] = []):
name='超频源力[100次]',
icon='/equipment/icon/weapon/gunblader/coreswd/00165.png',
cd=40,
data=291500,
data=effect_damage(effectDamage, 2, 291500),
)
)
pass
@@ -5929,7 +5930,7 @@ def equ_905(char: CharacterProperty,effectDamage: list[float] = []):
name='怨灵召唤',
icon=char.charEquipInfo['武器'].equInfo.imageUrl,
cd=30,
data=420750,
data=effect_damage(effectDamage, 0, 420750),
)
)
pass
@@ -6016,7 +6017,7 @@ def equ_909(char: CharacterProperty,effectDamage: list[float] = []):
name='次元斩',
icon=char.charEquipInfo['武器'].equInfo.imageUrl,
cd=60,
data=666600,
data=effect_damage(effectDamage, 0, 666600),
)
)
pass
@@ -6056,7 +6057,7 @@ def equ_911(char: CharacterProperty,effectDamage: list[float] = []):
name='切割',
icon=char.charEquipInfo['武器'].equInfo.imageUrl,
cd=60,
data=666600,
data=effect_damage(effectDamage, 0, 666600),
)
)
pass
@@ -6181,7 +6182,7 @@ def equ_917(char: CharacterProperty,effectDamage: list[float] = []):
name='泉涌追击',
icon=char.charEquipInfo['武器'].equInfo.imageUrl,
cd=15,
data=2800,
data=effect_damage(effectDamage, 0, 2800),
)
)
char.SetStatus(SpeedM=0.2, SpeedA=0.2, SpeedR=0.2)
@@ -6433,7 +6434,7 @@ def equ_929(char: CharacterProperty,effectDamage: list[float] = []):
name='愤怒跃击',
icon=char.charEquipInfo['武器'].equInfo.imageUrl,
cd=15,
data=2800,
data=effect_damage(effectDamage, 0, 2800),
)
)
pass
@@ -6512,7 +6513,7 @@ def equ_933(char: CharacterProperty,effectDamage: list[float] = []):
name='开吃',
icon=char.charEquipInfo['武器'].equInfo.imageUrl,
cd=3,
data=42075,
data=effect_damage(effectDamage, 0, 42075),
)
)
pass
@@ -6693,7 +6694,7 @@ def equ_943(char: CharacterProperty,effectDamage: list[float] = []):
name='尖牙的恩惠',
icon=char.charEquipInfo['武器'].equInfo.imageUrl,
cd=1,
data=7860,
data=effect_damage(effectDamage, 0, 7860),
)
)
pass
@@ -6851,7 +6852,7 @@ def equ_951(char: CharacterProperty,effectDamage: list[float] = []):
name='充满怨恨的獠牙',
icon=char.charEquipInfo['武器'].equInfo.imageUrl,
cd=60,
data=666600,
data=effect_damage(effectDamage, 0, 666600),
)
)
pass
@@ -6983,7 +6984,7 @@ def equ_957(char: CharacterProperty,effectDamage: list[float] = []):
name='刀刃旋风',
icon=char.charEquipInfo['武器'].equInfo.imageUrl,
cd=25,
data=249500,
data=effect_damage(effectDamage, 0, 249500),
)
)
char.SetStatus(SpeedM=0.2, SpeedA=0.2, SpeedR=0.2)
@@ -7094,7 +7095,7 @@ def equ_963(char: CharacterProperty,effectDamage: list[float] = []):
name='束缚之链',
icon=char.charEquipInfo['武器'].equInfo.imageUrl,
cd=10,
data=112200,
data=effect_damage(effectDamage, 0, 112200),
)
)
pass
@@ -7178,7 +7179,7 @@ def equ_967(char: CharacterProperty,effectDamage: list[float] = []):
name='斩破次元',
icon=char.charEquipInfo['武器'].equInfo.imageUrl,
cd=60,
data=666600,
data=effect_damage(effectDamage, 0, 666600),
)
)
pass
@@ -7217,7 +7218,7 @@ def equ_969(char: CharacterProperty,effectDamage: list[float] = []):
name='你要去哪儿',
icon=char.charEquipInfo['武器'].equInfo.imageUrl,
cd=15,
data=2800,
data=effect_damage(effectDamage, 0, 2800),
)
)
pass
@@ -7356,7 +7357,7 @@ def equ_975(char: CharacterProperty,effectDamage: list[float] = []):
name='污染之息',
icon=char.charEquipInfo['武器'].equInfo.imageUrl,
cd=60,
data=666600,
data=effect_damage(effectDamage, 0, 666600),
)
)
pass
@@ -7399,7 +7400,7 @@ def equ_977(char: CharacterProperty,effectDamage: list[float] = []):
name='死亡旋律',
icon=char.charEquipInfo['武器'].equInfo.imageUrl,
cd=60,
data=666600,
data=effect_damage(effectDamage, 0, 666600),
)
)
pass
@@ -7441,7 +7442,7 @@ def equ_979(char: CharacterProperty,effectDamage: list[float] = []):
name='孤独的狙击手',
icon=char.charEquipInfo['武器'].equInfo.imageUrl,
cd=60,
data=666600,
data=effect_damage(effectDamage, 0, 666600),
)
)
pass
@@ -7484,7 +7485,7 @@ def equ_981(char: CharacterProperty,effectDamage: list[float] = []):
name='扭曲',
icon=char.charEquipInfo['武器'].equInfo.imageUrl,
cd=60,
data=666600,
data=effect_damage(effectDamage, 0, 666600),
)
)
pass
@@ -7525,7 +7526,7 @@ def equ_983(char: CharacterProperty,effectDamage: list[float] = []):
name='亵渎之羽',
icon=char.charEquipInfo['武器'].equInfo.imageUrl,
cd=60,
data=666600,
data=effect_damage(effectDamage, 0, 666600),
)
)
pass
@@ -7588,7 +7589,7 @@ def equ_1058(char: CharacterProperty,effectDamage: list[float] = []):
name='因果律崩溃',
icon=char.charEquipInfo['武器'].equInfo.imageUrl,
cd=60,
data=741150,
data=effect_damage(effectDamage, 0, 741150),
)
)
pass
@@ -14870,7 +14871,7 @@ def equ_2000(char: CharacterProperty,effectDamage: list[float] = []):
name='地震波',
icon='/equipment/icon/special/magicstone/00417.png',
cd=30,
data=90900 * effect,
data=effect_damage(effectDamage, 0, 90900) * effect,
)
)
if char.buffer:
File diff suppressed because it is too large Load Diff
+59 -58
View File
@@ -1,5 +1,6 @@
from core.abstract.character import CharacterProperty
from core.basic.equipment import EquEffect
from .effect_damage import effect_damage
from .register import register
# region 潜影暗袭
@@ -72,7 +73,7 @@ def suit_27(char: CharacterProperty,effectDamage: list[float] = []):
# level: 1
# value: 召唤精灵一起战斗。 [火灵安珀] 每2秒施放一次火花:伤害量19,200% 每3秒恢复1%的生命值 [停止攻击开关][装备主动技能] 控制精灵们的攻击。 - 攻击中止/继续攻击 - 冷却时间1秒
# rarity: 神器
char.equ_effect.append(EquEffect(name='火灵安珀', icon='/equipment/skill/29.png', cd=2, data=19200))
char.equ_effect.append(EquEffect(name='火灵安珀', icon='/equipment/skill/29.png', cd=2, data=effect_damage(effectDamage, 0, 19200)))
pass
@@ -82,9 +83,9 @@ def suit_32(char: CharacterProperty,effectDamage: list[float] = []):
# level: 1
# value: 召唤精灵一起战斗。 [火灵安珀] 每2秒施放一次火花:伤害量19,200% 每3秒恢复1%的生命值 [水灵阿库娅] 每3秒施放一次水弹:伤害量24,000% 每3秒恢复1%的魔法值 [停止攻击开关][装备主动技能]控制精灵们的攻击。 - 攻击中止/继续攻击 - 冷却时间1秒 [元素释放][装备主动技能] 对精灵下达协同攻击指令。 - 消耗150精灵之魂 - 攻击时,精灵之魂 +10(冷却时间1秒) - 被击时,精灵之魂 -5(冷却时间1秒) - 元素释放伤害量:102700%
# rarity: 传说
char.equ_effect.append(EquEffect(name='火灵安珀', icon='/equipment/skill/29.png', cd=2, data=19200))
char.equ_effect.append(EquEffect(name='水灵阿库娅', icon='/equipment/skill/29.png', cd=3, data=24000))
char.equ_effect.append(EquEffect(name='元素释放', icon='/equipment/skill/29.png', cd=15, data=102700))
char.equ_effect.append(EquEffect(name='火灵安珀', icon='/equipment/skill/29.png', cd=2, data=effect_damage(effectDamage, 0, 19200)))
char.equ_effect.append(EquEffect(name='水灵阿库娅', icon='/equipment/skill/29.png', cd=3, data=effect_damage(effectDamage, 1, 24000)))
char.equ_effect.append(EquEffect(name='元素释放', icon='/equipment/skill/29.png', cd=15, data=effect_damage(effectDamage, 2, 102700)))
pass
@@ -94,11 +95,11 @@ def suit_37(char: CharacterProperty,effectDamage: list[float] = []):
# level: 1
# value: 召唤精灵一起战斗。 [火灵安珀] 每2秒施放一次火花:伤害量19,200% 每3秒恢复1%的生命值 [水灵阿库娅] 每3秒施放一次水弹:伤害量24,000% 每3秒恢复1%的魔法值 [风灵希尔珂] 每2秒施放一次刀风:伤害量20,500% 移动速度 +15% [停止攻击开关][装备主动技能] 控制精灵们的攻击。 - 攻击中止/继续攻击 - 冷却时间1秒 [元素释放][装备主动技能] 对精灵下达协同攻击指令。 - 消耗150精灵之魂 - 攻击时,精灵之魂 +10(冷却时间1秒) - 被击时,精灵之魂 -5(冷却时间1秒) - 元素释放伤害量:158200%
# rarity: 史诗
char.equ_effect.append(EquEffect(name='火灵安珀', icon='/equipment/skill/29.png', cd=2, data=19200))
char.equ_effect.append(EquEffect(name='水灵阿库娅', icon='/equipment/skill/29.png', cd=3, data=24000))
char.equ_effect.append(EquEffect(name='风灵希尔珂', icon='/equipment/skill/29.png', cd=2, data=20500))
char.equ_effect.append(EquEffect(name='火灵安珀', icon='/equipment/skill/29.png', cd=2, data=effect_damage(effectDamage, 0, 19200)))
char.equ_effect.append(EquEffect(name='水灵阿库娅', icon='/equipment/skill/29.png', cd=3, data=effect_damage(effectDamage, 1, 24000)))
char.equ_effect.append(EquEffect(name='风灵希尔珂', icon='/equipment/skill/29.png', cd=2, data=effect_damage(effectDamage, 2, 20500)))
char.SetStatus(SpeedM=0.15)
char.equ_effect.append(EquEffect(name='元素释放', icon='/equipment/skill/29.png', cd=15, data=158200))
char.equ_effect.append(EquEffect(name='元素释放', icon='/equipment/skill/29.png', cd=15, data=effect_damage(effectDamage, 3, 158200)))
pass
@@ -108,12 +109,12 @@ def suit_42(char: CharacterProperty,effectDamage: list[float] = []):
# level: 1
# value: 召唤精灵一起战斗。 [火灵安珀] 每2秒施放一次火花:伤害量19,200% 每3秒恢复1%的生命值 [水灵阿库娅] 每3秒施放一次水弹:伤害量24,000% 每3秒恢复1%的魔法值 [风灵希尔珂] 每2秒施放一次刀风:伤害量20500% 移动速度 +15% [精灵女王提泰妮娅] 每5秒发动毁灭弹或毁灭斩击。 - 伤害量67500% [停止攻击开关][装备主动技能] 控制精灵们的攻击。 - 攻击中止/继续攻击 - 冷却时间1秒 [元素释放][装备主动技能] 对精灵下达协同攻击指令。 - 消耗150精灵之魂 - 攻击时,精灵之魂 +10(冷却时间1秒) - 被击时,精灵之魂 -5(冷却时间1秒) - 元素释放伤害量:241700% [太初的记忆] 套装积分达到2550后,每增加70点套装积分,可以获得以下效果。 - 技能伤害 增加 1% - 增益量 +100
# rarity: 太初
char.equ_effect.append(EquEffect(name='火灵安珀', icon='/equipment/skill/29.png', cd=2, data=27560))
char.equ_effect.append(EquEffect(name='水灵阿库娅', icon='/equipment/skill/29.png', cd=3, data=34320))
char.equ_effect.append(EquEffect(name='风灵希尔珂', icon='/equipment/skill/29.png', cd=2, data=29380))
char.equ_effect.append(EquEffect(name='火灵安珀', icon='/equipment/skill/29.png', cd=2, data=effect_damage(effectDamage, 0, 27560)))
char.equ_effect.append(EquEffect(name='水灵阿库娅', icon='/equipment/skill/29.png', cd=3, data=effect_damage(effectDamage, 1, 34320)))
char.equ_effect.append(EquEffect(name='风灵希尔珂', icon='/equipment/skill/29.png', cd=2, data=effect_damage(effectDamage, 2, 29380)))
char.SetStatus(SpeedM=0.15)
char.equ_effect.append(EquEffect(name='元素释放', icon='/equipment/skill/29.png', cd=10, data=346450))
char.equ_effect.append(EquEffect(name='精灵女王提泰妮娅', icon='/equipment/skill/29.png', cd=5, data=96590))
char.equ_effect.append(EquEffect(name='元素释放', icon='/equipment/skill/29.png', cd=10, data=effect_damage(effectDamage, 3, 346450)))
char.equ_effect.append(EquEffect(name='精灵女王提泰妮娅', icon='/equipment/skill/29.png', cd=5, data=effect_damage(effectDamage, 4, 96590)))
pass
@@ -189,13 +190,13 @@ def suit_58(char: CharacterProperty,effectDamage: list[float] = []):
char.SetStatus(Buffer=750 * min((reinforce - 110) // 11, 2))
if reinforce < 88:
char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=17000))
char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=effect_damage(effectDamage, 0, 17000)))
elif reinforce < 110:
char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=18700))
char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=effect_damage(effectDamage, 1, 18700)))
elif reinforce < 132:
char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=21250))
char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=effect_damage(effectDamage, 2, 21250)))
else:
char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=25500))
char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=effect_damage(effectDamage, 3, 25500)))
pass
@@ -223,13 +224,13 @@ def suit_63(char: CharacterProperty,effectDamage: list[float] = []):
char.SetStatus(Buffer=1500 * min((reinforce - 110) // 11, 2))
if reinforce < 88:
char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=17000))
char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=effect_damage(effectDamage, 0, 17000)))
elif reinforce < 110:
char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=18700))
char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=effect_damage(effectDamage, 1, 18700)))
elif reinforce < 132:
char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=21250))
char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=effect_damage(effectDamage, 2, 21250)))
else:
char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=25500))
char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=effect_damage(effectDamage, 3, 25500)))
pass
@@ -263,7 +264,7 @@ def suit_74(char: CharacterProperty,effectDamage: list[float] = []):
# value: 通过释放龙之力来增强自己。 [虬龙之火] 无色小晶块消耗量减少2个。 - 不会减少到少于1个 所有速度 +10% [蛟龙腾霄] 攻击时,蛟龙腾霄。 (冷却时间10秒) * 蛟龙腾霄伤害量:14,400%
# rarity: 传说
char.SetStatus(SpeedA=0.1, SpeedM=0.1, SpeedR=0.1)
char.equ_effect.append(EquEffect(name='龙之胜战', icon='/equipment/suit/1.png', cd=10, data=14400))
char.equ_effect.append(EquEffect(name='龙之胜战', icon='/equipment/suit/1.png', cd=10, data=effect_damage(effectDamage, 0, 14400)))
pass
@@ -275,16 +276,16 @@ def suit_79(char: CharacterProperty,effectDamage: list[float] = []):
# rarity: 史诗
if char.equ_options.get('1', 0) == 1:
char.SetStatus(SpeedA=0.1, SpeedM=0.1, SpeedR=0.1)
char.equ_effect.append(EquEffect(name='烛龙腾霄', icon='/equipment/suit/1.png', cd=10, data=14400))
char.equ_effect.append(EquEffect(name='烛龙腾霄', icon='/equipment/suit/1.png', cd=10, data=effect_damage(effectDamage, 0, 14400)))
elif char.equ_options.get('1', 0) == 0:
char.SetStatus(SpeedA=0.3, SpeedM=0.3, SpeedR=0.3)
char.SetStatus(SkillAttack=0.03)
char.equ_effect.append(EquEffect(name='白龙强袭', icon='/equipment/suit/1.png', cd=3, data=10980))
char.equ_effect.append(EquEffect(name='白龙强袭', icon='/equipment/suit/1.png', cd=3, data=effect_damage(effectDamage, 1, 10980)))
elif char.equ_options.get('1', 0) == 2:
char.SetStatus(SpeedA=0.2, SpeedM=0.2, SpeedR=0.2)
char.SetStatus(SkillAttack=0.015)
char.equ_effect.append(EquEffect(name='白龙强袭', icon='/equipment/suit/1.png', cd=3, data=10980))
char.equ_effect.append(EquEffect(name='烛龙腾霄', icon='/equipment/suit/1.png', cd=10, data=14400))
char.equ_effect.append(EquEffect(name='白龙强袭', icon='/equipment/suit/1.png', cd=3, data=effect_damage(effectDamage, 1, 10980)))
char.equ_effect.append(EquEffect(name='烛龙腾霄', icon='/equipment/suit/1.png', cd=10, data=effect_damage(effectDamage, 0, 14400)))
pass
@@ -296,13 +297,13 @@ def suit_84(char: CharacterProperty,effectDamage: list[float] = []):
# rarity: 太初
if char.equ_options.get('1', 0) == 1:
char.SetStatus(SpeedA=0.1, SpeedM=0.1, SpeedR=0.1)
char.equ_effect.append(EquEffect(name='应龙腾霄', icon='/equipment/suit/1.png', cd=10, data=18250))
char.equ_effect.append(EquEffect(name='应龙腾霄', icon='/equipment/suit/1.png', cd=10, data=effect_damage(effectDamage, 0, 18250)))
elif char.equ_options.get('1', 0) == 0:
char.SetStatus(SpeedA=0.3, SpeedM=0.3, SpeedR=0.3)
char.SetStatus(SkillAttack=0.03)
char.equ_effect.append(EquEffect(name='白龙强袭', icon='/equipment/suit/1.png', cd=3, data=13900))
char.equ_effect.append(EquEffect(name='黑龙横扫', icon='/equipment/suit/1.png', cd=4, data=12950))
char.equ_effect.append(EquEffect(name='应龙腾霄', icon='/equipment/suit/1.png', cd=10, data=18250))
char.equ_effect.append(EquEffect(name='白龙强袭', icon='/equipment/suit/1.png', cd=3, data=effect_damage(effectDamage, 1, 13900)))
char.equ_effect.append(EquEffect(name='黑龙横扫', icon='/equipment/suit/1.png', cd=4, data=effect_damage(effectDamage, 2, 12950)))
char.equ_effect.append(EquEffect(name='应龙腾霄', icon='/equipment/suit/1.png', cd=10, data=effect_damage(effectDamage, 0, 18250)))
pass
@@ -497,7 +498,7 @@ def suit_142(char: CharacterProperty,effectDamage: list[float] = []):
for item in char.skills:
if item.learnLv == 100:
cd = item.getSkillCD()
char.equ_effect.append(EquEffect(name='能量释放', icon='/equipment/suit/4.png', cd=cd, data=331000))
char.equ_effect.append(EquEffect(name='能量释放', icon='/equipment/suit/4.png', cd=cd, data=effect_damage(effectDamage, 0, 331000)))
pass
@@ -519,7 +520,7 @@ def suit_147(char: CharacterProperty,effectDamage: list[float] = []):
for item in char.skills:
if item.learnLv == 100:
cd = item.getSkillCD()
char.equ_effect.append(EquEffect(name='能量释放', icon='/equipment/suit/4.png', cd=cd, data=607200))
char.equ_effect.append(EquEffect(name='能量释放', icon='/equipment/suit/4.png', cd=cd, data=effect_damage(effectDamage, 0, 607200)))
pass
@@ -542,7 +543,7 @@ def suit_153(char: CharacterProperty,effectDamage: list[float] = []):
# level: 1
# value: 利用无可违背的自然之力,对敌人造成巨大伤害。 [无可违背的自然 - 干预] 攻击时引发自然爆炸攻击敌人。 (冷却时间5秒) - 自然燃烧伤害12750%
# rarity: 神器
char.equ_effect.append(EquEffect(name='自燃爆炸', icon='/equipment/suit/6.png', cd=5, data=12750))
char.equ_effect.append(EquEffect(name='自燃爆炸', icon='/equipment/suit/6.png', cd=5, data=effect_damage(effectDamage, 0, 12750)))
pass
@@ -552,7 +553,7 @@ def suit_158(char: CharacterProperty,effectDamage: list[float] = []):
# level: 1
# value: 利用无可违背的自然之力,对敌人造成巨大伤害。 所有速度 +5% [无可违背的自然 - 干预] 攻击时产生小型旋风,攻击小范围的敌人,并吸附敌人。 (冷却时间5秒) - 小型旋风伤害33300%
# rarity: 传说
char.equ_effect.append(EquEffect(name='小型旋风', icon='/equipment/suit/6.png', cd=5, data=33300))
char.equ_effect.append(EquEffect(name='小型旋风', icon='/equipment/suit/6.png', cd=5, data=effect_damage(effectDamage, 0, 33300)))
pass
@@ -562,7 +563,7 @@ def suit_163(char: CharacterProperty,effectDamage: list[float] = []):
# level: 1
# value: 利用无可违背的自然之力,对敌人造成巨大伤害。 所有速度 +5% 所有技能范围 +5% [无可违背的自然 - 干预] 攻击时引发落雷,攻击并吸附大范围敌人。 (冷却时间5秒) - 落雷伤害55500%
# rarity: 史诗
char.equ_effect.append(EquEffect(name='落雷', icon='/equipment/suit/6.png', cd=5, data=55500))
char.equ_effect.append(EquEffect(name='落雷', icon='/equipment/suit/6.png', cd=5, data=effect_damage(effectDamage, 0, 55500)))
char.SetStatus(SpeedM=0.05, SpeedA=0.05, SpeedR=0.05)
pass
@@ -573,8 +574,8 @@ def suit_168(char: CharacterProperty,effectDamage: list[float] = []):
# level: 1
# value: 利用无可违背的自然之力,对敌人造成巨大伤害。 所有速度 +10% 技能范围 +10% [无可违背的自然- 灾变] 攻击时引发暴风雪,攻击地图上的所有敌人。(冷却时间5秒) - 暴风雪伤害量 77700% [狂澜怒涛][装备主动技能] 发动狂澜怒涛,攻击地图上的所有敌人。 - 狂澜怒涛伤害量241500% - 冷却时间:60秒 [太初的记忆] 套装积分达到2550后,每增加70点套装积分,可以获得以下效果。 - 技能伤害 增加 1% - 增益量 +100
# rarity: 太初
char.equ_effect.append(EquEffect(name='狂澜怒涛', icon='/equipment/skill/54.png', cd=60, data=305500))
char.equ_effect.append(EquEffect(name='暴风雪', icon='/equipment/suit/6.png', cd=5, data=98350))
char.equ_effect.append(EquEffect(name='狂澜怒涛', icon='/equipment/skill/54.png', cd=60, data=effect_damage(effectDamage, 0, 305500)))
char.equ_effect.append(EquEffect(name='暴风雪', icon='/equipment/suit/6.png', cd=5, data=effect_damage(effectDamage, 1, 98350)))
char.SetStatus(SpeedM=0.1, SpeedA=0.1, SpeedR=0.1)
pass
@@ -598,7 +599,7 @@ def suit_174(char: CharacterProperty,effectDamage: list[float] = []):
# level: 1
# value: 可以借用来自女武神的力量,获得全新的力量。 [破阵][装备发动属性] 与女武神融合,向前方突进。 - 正面突破伤害:10200% - 冷却时间8秒
# rarity: 神器
char.equ_effect.append(EquEffect(name='突破', icon='/equipment/skill/0.png', cd=8, data=10200))
char.equ_effect.append(EquEffect(name='突破', icon='/equipment/skill/0.png', cd=8, data=effect_damage(effectDamage, 0, 10200)))
pass
@@ -608,8 +609,8 @@ def suit_179(char: CharacterProperty,effectDamage: list[float] = []):
# level: 1
# value: 可以借用来自女武神的力量,获得全新的力量。 [突破][装备发动属性] 与女武神融合,向前方突进。 - 正面突破伤害:10200% - 冷却时间8秒 [审判][装备发动属性] 与女武神融合,移动到最强的敌人后方进行攻击。 - 审判伤害:19000% - 追击范围:800px - 冷却时间:15秒
# rarity: 传说
char.equ_effect.append(EquEffect(name='突破', icon='/equipment/skill/0.png', cd=8, data=10200))
char.equ_effect.append(EquEffect(name='审判', icon='/equipment/skill/1.png', cd=15, data=19000))
char.equ_effect.append(EquEffect(name='突破', icon='/equipment/skill/0.png', cd=8, data=effect_damage(effectDamage, 0, 10200)))
char.equ_effect.append(EquEffect(name='审判', icon='/equipment/skill/1.png', cd=15, data=effect_damage(effectDamage, 1, 19000)))
pass
@@ -619,9 +620,9 @@ def suit_184(char: CharacterProperty,effectDamage: list[float] = []):
# level: 1
# value: 可以借用来自女武神的力量,获得全新的力量。 [突破][装备发动属性] 与女武神融合,向前方突进。 - 正面突破伤害:10200% - 冷却时间8秒 [审判][装备发动属性] 与女武神融合,移动到最强的敌人后方进行攻击。 - 审判伤害:19000% - 追击范围:800px - 冷却时间:15秒 施放无色小晶块技能时,获得“女武神的意志”。(最多8个) [天罚] 充满“女武神意志”后发动攻击,可召唤女武神,对四周敌人施以天罚。 - 天罚伤害:200400% - 冷却时间20秒
# rarity: 史诗
char.equ_effect.append(EquEffect(name='突破', icon='/equipment/skill/0.png', cd=8, data=10200))
char.equ_effect.append(EquEffect(name='审判', icon='/equipment/skill/1.png', cd=15, data=19000))
char.equ_effect.append(EquEffect(name='天罚', icon='/equipment/suit/7.png', cd=20, data=200400))
char.equ_effect.append(EquEffect(name='突破', icon='/equipment/skill/0.png', cd=8, data=effect_damage(effectDamage, 0, 10200)))
char.equ_effect.append(EquEffect(name='审判', icon='/equipment/skill/1.png', cd=15, data=effect_damage(effectDamage, 1, 19000)))
char.equ_effect.append(EquEffect(name='天罚', icon='/equipment/suit/7.png', cd=20, data=effect_damage(effectDamage, 2, 200400)))
pass
@@ -631,10 +632,10 @@ def suit_189(char: CharacterProperty,effectDamage: list[float] = []):
# level: 1
# value: 可以借用来自女武神的力量,获得全新的力量。 [突破][装备发动属性] 与女武神融合,向前方突进。 - 正面突破伤害:10200% - 冷却时间8秒 [审判][装备发动属性] 与女武神融合,移动到最强的敌人后方进行攻击。 - 审判伤害:19000% - 追击范围:800px - 冷却时间:15秒 [降临][装备主动技能] 发挥女武神真正的力量,降临世间。 - 降临伤害量:329400% - 冷却时间:140秒 施放无色小晶块技能时,可以获得“女武神意志”。(最多8个) [天罚] 充满“女武神意志”后发动攻击,可召唤女武神,对四周敌人施以天罚。 - 天罚伤害:233500% - 冷却时间:20秒 [太初的记忆] 套装积分达到2550后,每增加70点套装积分,可以获得以下效果。 - 技能伤害 增加 1% - 增益量 +100
# rarity: 太初
char.equ_effect.append(EquEffect(name='突破', icon='/equipment/skill/0.png', cd=8, data=10200))
char.equ_effect.append(EquEffect(name='审判', icon='/equipment/skill/1.png', cd=15, data=19000))
char.equ_effect.append(EquEffect(name='降临', icon='/equipment/skill/3.png', cd=140, data=329400))
char.equ_effect.append(EquEffect(name='天罚', icon='/equipment/suit/7.png', cd=20, data=233500))
char.equ_effect.append(EquEffect(name='突破', icon='/equipment/skill/0.png', cd=8, data=effect_damage(effectDamage, 0, 10200)))
char.equ_effect.append(EquEffect(name='审判', icon='/equipment/skill/1.png', cd=15, data=effect_damage(effectDamage, 1, 19000)))
char.equ_effect.append(EquEffect(name='降临', icon='/equipment/skill/3.png', cd=140, data=effect_damage(effectDamage, 2, 329400)))
char.equ_effect.append(EquEffect(name='天罚', icon='/equipment/suit/7.png', cd=20, data=effect_damage(effectDamage, 3, 233500)))
pass
@@ -714,7 +715,7 @@ def suit_216(char: CharacterProperty,effectDamage: list[float] = []):
char.SetStatus(SkillAttack=0.074)
else:
char.SetStatus(SkillAttack=0.08, SpeedA=0.1, SpeedM=0.1, SpeedR=0.1)
char.equ_effect.append(EquEffect(name='酣畅狩猎', icon='/equipment/skill/15.png', cd=10, data=3825))
char.equ_effect.append(EquEffect(name='酣畅狩猎', icon='/equipment/skill/15.png', cd=10, data=effect_damage(effectDamage, 0, 3825)))
pass
@@ -728,7 +729,7 @@ def suit_221(char: CharacterProperty,effectDamage: list[float] = []):
char.SetStatus(SkillAttack=0.144)
else:
char.SetStatus(SkillAttack=0.08, SpeedA=0.15, SpeedM=0.15, SpeedR=0.15)
char.equ_effect.append(EquEffect(name='酣畅狩猎', icon='/equipment/skill/15.png', cd=10, data=5738))
char.equ_effect.append(EquEffect(name='酣畅狩猎', icon='/equipment/skill/15.png', cd=10, data=effect_damage(effectDamage, 0, 5738)))
pass
@@ -742,7 +743,7 @@ def suit_226(char: CharacterProperty,effectDamage: list[float] = []):
char.SetStatus(SkillAttack=0.144)
else:
char.SetStatus(SkillAttack=0.08, SpeedA=0.2, SpeedM=0.0, SpeedR=0.0)
char.equ_effect.append(EquEffect(name='酣畅狩猎', icon='/equipment/skill/15.png', cd=30, data=6750))
char.equ_effect.append(EquEffect(name='酣畅狩猎', icon='/equipment/skill/15.png', cd=30, data=effect_damage(effectDamage, 0, 6750)))
pass
@@ -779,9 +780,9 @@ def suit_237(char: CharacterProperty,effectDamage: list[float] = []):
# value: 操控魔攻核攻击敌人。 [魔攻核] 进入地下城时,召唤普通模式魔攻核。 [命令:转换][装备主动技能] 转换魔攻核的攻击模式。 - 普通模式/追击模式 - 冷却时间:5秒 [魔攻核:普通模式] 每秒发射魔力波动。 - 魔力波动伤害量:19200% - 魔力波动范围:150px [魔攻核:追击模式] 追击最强的敌人,每秒发射魔力波动。 - 魔力波动伤害量:13714% - 魔力波动范围:150px
# rarity: 神器
if char.equ_options.get('4', 0) == 0:
char.equ_effect.append(EquEffect(name='普通模式', icon='/equipment/skill/57.png', cd=1, data=19200))
char.equ_effect.append(EquEffect(name='普通模式', icon='/equipment/skill/57.png', cd=1, data=effect_damage(effectDamage, 0, 19200)))
else:
char.equ_effect.append(EquEffect(name='追击模式', icon='/equipment/skill/57.png', cd=1, data=13714))
char.equ_effect.append(EquEffect(name='追击模式', icon='/equipment/skill/57.png', cd=1, data=effect_damage(effectDamage, 1, 13714)))
pass
@@ -792,10 +793,10 @@ def suit_242(char: CharacterProperty,effectDamage: list[float] = []):
# value: 操控魔攻核攻击敌人。 [魔攻核] 进入地下城时, 召唤普通模式魔攻核。 [命令 : 转换] [装备主动技能] 转换魔攻核的攻击模式。 - 普通模式 / 追击模式 - 删除[追踪印记] - 冷却时间 : 5秒 [魔攻核 : 普通模式] 每秒发射魔力波动。 - 魔力波动伤害量 : 35000% - 魔力波动范围 : 150px - 移动速度 +25% - 进入霸体状态 [魔攻核 : 追击模式] 追击最强的敌人, 每秒发射魔力波动。 - 魔力波动伤害量 : 21000% - 魔力波动范围 : 150px - 对追踪目标赋予[追踪印记] [魔攻弹 : 追击模式] 攻击时, 对赋予[追踪印记]的敌人发射魔力飞弹。 - 魔力飞弹伤害量 : 7000% - 冷却时间 : 1秒
# rarity: 传说
if char.equ_options.get('4', 0) == 0:
char.equ_effect.append(EquEffect(name='普通模式', icon='/equipment/skill/57.png', cd=1, data=35000))
char.equ_effect.append(EquEffect(name='普通模式', icon='/equipment/skill/57.png', cd=1, data=effect_damage(effectDamage, 0, 35000)))
char.SetStatus(SpeedM=0.25)
else:
char.equ_effect.append(EquEffect(name='追击模式', icon='/equipment/skill/57.png', cd=1, data=21000 + 7000))
char.equ_effect.append(EquEffect(name='追击模式', icon='/equipment/skill/57.png', cd=1, data=effect_damage(effectDamage, 1, 21000) + effect_damage(effectDamage, 2, 7000)))
pass
@@ -806,10 +807,10 @@ def suit_247(char: CharacterProperty,effectDamage: list[float] = []):
# value: 操控魔攻核攻击敌人。 [魔攻核] 进入地下城时, 召唤普通模式魔攻核。 [命令 : 转换] [装备主动技能] 转换魔攻核的攻击模式。 - 普通模式 / 追击模式 - 删除[追踪印记] - 冷却时间 : 5秒 [魔攻核 : 普通模式] 每秒发射魔力波动。 - 魔力波动伤害量 : 52500% - 魔力波动范围 : 200px - 移动速度 +25% - 进入霸体状态 [魔攻核 : 追击模式] 追击最强的敌人, 每秒发射魔力波动。 - 魔力波动伤害量 : 31000% - 魔力波动范围 : 200px - 对追踪目标赋予[追踪印记] [魔攻弹 : 追击模式] 攻击时, 对赋予[追踪印记]的敌人发射魔力飞弹。 - 魔力飞弹伤害量 : 11000% - 冷却时间 : 1秒
# rarity: 史诗
if char.equ_options.get('4', 0) == 0:
char.equ_effect.append(EquEffect(name='普通模式', icon='/equipment/skill/57.png', cd=1, data=52500))
char.equ_effect.append(EquEffect(name='普通模式', icon='/equipment/skill/57.png', cd=1, data=effect_damage(effectDamage, 0, 52500)))
char.SetStatus(SpeedM=0.25)
else:
char.equ_effect.append(EquEffect(name='追击模式', icon='/equipment/skill/57.png', cd=1, data=31000 + 11000))
char.equ_effect.append(EquEffect(name='追击模式', icon='/equipment/skill/57.png', cd=1, data=effect_damage(effectDamage, 1, 31000) + effect_damage(effectDamage, 2, 11000)))
pass
@@ -820,10 +821,10 @@ def suit_252(char: CharacterProperty,effectDamage: list[float] = []):
# value: 操控魔攻核攻击敌人。 [魔攻核] 进入地下城时, 召唤普通模式魔攻核。 [命令 : 转换] [装备主动技能] 转换魔攻核的攻击模式。 - 普通模式 / 追击模式 - 删除[追踪印记] - 冷却时间 : 5秒 [魔攻核 : 普通模式] 每秒发射魔力波动。 - 魔力波动伤害量 : 67000% - 魔力波动范围 : 300px - 移动速度 +25% - 进入霸体状态 - 所受物理/魔法伤害 -10% [魔攻核 : 追击模式] 追击最强的敌人, 每秒发射魔力波动。 - 魔力波动伤害量 : 40000% - 魔力波动范围 : 200px - 对追踪目标赋予[追踪印记] [魔攻弹 : 追击模式] 攻击时, 对赋予[追踪印记]的敌人发射魔力飞弹。 - 魔力飞弹伤害量 : 13600% - 冷却时间 : 1秒 [太初的记忆] 套装积分达到2550后,每增加70点套装积分,可以获得以下效果。 - 技能伤害 增加 1% - 增益量 +100
# rarity: 太初
if char.equ_options.get('4', 0) == 0:
char.equ_effect.append(EquEffect(name='普通模式', icon='/equipment/skill/57.png', cd=1, data=92125))
char.equ_effect.append(EquEffect(name='普通模式', icon='/equipment/skill/57.png', cd=1, data=effect_damage(effectDamage, 0, 92125)))
char.SetStatus(SpeedM=0.25)
else:
char.equ_effect.append(EquEffect(name='追击模式', icon='/equipment/skill/57.png', cd=1, data=55000 + 18700))
char.equ_effect.append(EquEffect(name='追击模式', icon='/equipment/skill/57.png', cd=1, data=effect_damage(effectDamage, 1, 55000) + effect_damage(effectDamage, 2, 18700)))
pass