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This commit is contained in:
@@ -388,7 +388,7 @@ class Character(CharacterProperty):
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if min <= skill.learnLv <= max and (skill.type == 'active' or skill.damage) and skill.learnLv not in exclude:
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skill.cdRecover += cd
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def SetSkillRation(self, min=1, max=100, ratio=0, type=-1) -> None:
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def SetSkillRation(self, min=1, max=100, ratio=1, type=-1) -> None:
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"""设置技能倍率
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0 修改技能面板 1 不修改技能面板
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type: -1 全部, 0 被动, 1 主动
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@@ -566,7 +566,7 @@ class Skill23(PassiveSkill):
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# 目标技能攻击范围增加 : {value1}%
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data1 = get_data(f'{prefix}/{uuid}', 1)
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associate = [ {"data":data0,"type":"*skillRation"}]
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associate = [ {"data":data0,"type":"*skillDamage"}]
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# G型火焰爆弹
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# gunblader/trouble_shooter/9bff7f2559e003766fee2853dca00631
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@@ -862,7 +862,7 @@ class Skill29(PassiveSkill):
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# 物理暴击率增加 : {value1}%
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data1 = get_data(f'{prefix}/{uuid}', 1)
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associate = [ {"data":data0,"type":"*skillRation"}]
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associate = [ {"data":data0,"type":"*skillDamage"}]
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# G型烬灭榴弹
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# gunblader/trouble_shooter/1dad88963abdc96b091fcab185a8820d
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@@ -250,8 +250,8 @@ class Skill25(PassiveSkill):
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data5 = get_data(f'{prefix}/{uuid}', 5)
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associate = [
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{'data': data3, 'type': '*skillRation'},
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{'data': data4, 'type': '*skillRation'}
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{'data': data3, 'type': '*skillDamage'},
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{'data': data4, 'type': '*skillDamage'}
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]
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# 手雷精通
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@@ -275,7 +275,7 @@ class Skill26(PassiveSkill):
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data0 = get_data(f'{prefix}/{uuid}', 0)
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associate = [
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{'type': '*skillRation', 'data': data0, 'skills': ['G-14手雷','G-35L感电手雷','G-18C冰冻手雷']},
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{'type': '*skillDamage', 'data': data0, 'skills': ['G-14手雷','G-35L感电手雷','G-18C冰冻手雷']},
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]
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@@ -817,7 +817,7 @@ class Skill40(PassiveSkill):
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data0 = get_data(f'{prefix}/{uuid}', 0)
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# 过电流持续时间 : {value1}秒
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data1 = get_data(f'{prefix}/{uuid}', 1)
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associate = [{'type': '*skillRation', 'data': data0}]
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associate = [{'type': '*skillDamage', 'data': data0}]
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# EMP磁暴
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# gunner_female/spitfire_female/2c9d9a36c8401bddff6cdb80fab8dc24
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@@ -992,7 +992,7 @@ class Skill44(PassiveSkill):
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# 基本攻击力和技能攻击力增加率 : {value0}%
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data0 = get_data(f'{prefix}/{uuid}', 0)
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associate = [{'type': '*skillRation', 'data': data0}]
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associate = [{'type': '*skillDamage', 'data': data0}]
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# 开火
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# gunner_female/spitfire_female/9ceb0c55f40f1fc0fe0fcc65c8fee3a0
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@@ -1152,7 +1152,7 @@ class Skill48(PassiveSkill):
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# 强化手雷攻击力 : 手雷攻击力的{value2}%
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data2 = get_data(f'{prefix}/{uuid}', 2)
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associate = [{'type': '*skillRation', 'data': data0}]
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associate = [{'type': '*skillDamage', 'data': data0}]
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# 空袭战略
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# gunner_female/spitfire_female/c591d1827cfbe224031c704e21d07932
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@@ -127,7 +127,7 @@ class Skill7(PassiveSkill):
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data0 = [0, 10, 20, 30, 40, 50, 60, 70, 80, 90, 100, 110, 120, 130, 140, 150, 160, 170, 180, 190, 200]# noqa: E501
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associate = [
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{'type': '*skillRation', 'data': data0, 'skills': ['G-14手雷','G-35L感电手雷','G-18C冰冻手雷']},
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{'type': '*skillDamage', 'data': data0, 'skills': ['G-14手雷','G-35L感电手雷','G-18C冰冻手雷']},
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]
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# 兵器研究 병기 숙련
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@@ -471,15 +471,15 @@ class Skill25(PassiveSkill):
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if mode == '失败':
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self.hit0 = 1
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self.hit1 = self.hit2 = 0
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self.skillRation *= self.powerFail
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self.skillDamage *= self.powerFail
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elif mode == '成功':
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self.hit1 = 1
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self.hit0 = self.hit2 = 0
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self.skillRation *= self.powerSuccess
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self.skillDamage *= self.powerSuccess
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elif mode == '大成功':
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self.hit2 = 1
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self.hit0 = self.hit1 = 0
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self.skillRation *= self.powerSuccess
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self.skillDamage *= self.powerSuccess
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# 改良魔法星弹
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# mage_female/witch/7cf17936a039b418660424125dc968d7
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@@ -533,7 +533,7 @@ class Skill26(ActiveSkill):
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powerFail = 1.0
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def setMode(self, mode):
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self.skillRation *= self.powerSuccess
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self.skillDamage *= self.powerSuccess
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# 魔法秀
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@@ -781,19 +781,19 @@ class Skill33(ActiveSkill):
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if mode == '失败':
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self.hit4 = 36
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self.hit1 = self.hit5 = self.hit6 = 0
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self.skillRation *= self.powerFail
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self.skillDamage *= self.powerFail
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...
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elif mode == '成功':
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self.hit5 = 36
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self.hit1 = self.hit4 = self.hit6 = 0
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self.skillRation *= self.powerSuccess
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self.skillDamage *= self.powerSuccess
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...
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elif mode == '大成功':
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# 测试为6 描述为5
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self.hit1 = 6
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self.hit6 = 36
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self.hit4 = self.hit5 = 0
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self.skillRation *= self.powerSuccess
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self.skillDamage *= self.powerSuccess
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...
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# 熔岩药瓶
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@@ -872,13 +872,13 @@ class Skill34(ActiveSkill):
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if mode == '失败':
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self.hit4 = 1
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self.hit1 = self.hit2 = 0
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self.skillRation *= self.powerFail
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self.skillDamage *= self.powerFail
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...
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elif mode == '大成功':
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self.hit1 = 6
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self.hit2 = 11
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self.hit4 = 0
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self.skillRation *= self.powerSuccess
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self.skillDamage *= self.powerSuccess
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...
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# 苍蝇拍 : 魔法禁锢
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@@ -1105,14 +1105,16 @@ class Skill38(ActiveSkill):
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powerFail = 1.0
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def setMode(self, mode):
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if self.vp == 2:
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mode = "设置型"
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if mode == "设置型":
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self.hit6 = self.hit13 = 14
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self.hit10 = 1
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self.skillRation *= self.powerSuccess
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self.skillDamage *= self.powerSuccess
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elif mode == "乘骑型":
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self.hit6 = self.hit13 = 22
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self.hit10 = 1
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self.skillRation *= self.powerSuccess
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self.skillDamage *= self.powerSuccess
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def vp_1(self):
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"""
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@@ -1195,15 +1197,15 @@ class Skill39(ActiveSkill):
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if mode == "失败":
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self.hit0 = 1
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self.hit1 = self.hit2 = 0
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self.skillRation *= self.powerFail
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self.skillDamage *= self.powerFail
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elif mode == "成功":
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self.hit1 = 1
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self.hit0 = self.hit2 = 0
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self.skillRation *= self.powerSuccess
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self.skillDamage *= self.powerSuccess
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elif mode == "大成功":
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self.hit2 = 1
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self.hit0 = self.hit1 = 0
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self.skillRation *= self.powerSuccess
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self.skillDamage *= self.powerSuccess
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def vp_1(self):
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"""
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@@ -1307,16 +1309,16 @@ class Skill40(ActiveSkill):
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if mode == "失败":
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self.hit6 = 13
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self.hit8 = self.hit15 = self.hit17 = 0
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self.skillRation *= self.powerFail
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self.skillDamage *= self.powerFail
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elif mode == "成功":
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self.hit8 = 28
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self.hit6 = self.hit15 = self.hit17 = 0
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self.skillRation *= self.powerSuccess
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self.skillDamage *= self.powerSuccess
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elif mode == "大成功":
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self.hit15 = 48
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self.hit17 = 1
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self.hit6 = self.hit8 = 0
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self.skillRation *= self.powerSuccess
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self.skillDamage *= self.powerSuccess
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def vp_1(self):
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"""
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@@ -1445,13 +1447,13 @@ class Skill42(ActiveSkill):
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self.hit2 = 9
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self.hit4 = 1
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self.hit8 = self.hit9 = self.hit11 = 0
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self.skillRation *= self.powerFail
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self.skillDamage *= self.powerFail
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elif mode == "大成功":
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self.hit8 = 1
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self.hit9 = 47
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self.hit11 = 3
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self.hit2 = self.hit4 = 0
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self.skillRation *= self.powerSuccess
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self.skillDamage *= self.powerSuccess
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def vp_1(self):
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"""
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@@ -1705,7 +1707,7 @@ class Skill46(ActiveSkill):
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powerFail = 1.0
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def setMode(self, mode):
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self.skillRation *= self.powerSuccess
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self.skillDamage *= self.powerSuccess
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def vp_1(self):
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"""
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@@ -229,7 +229,7 @@ class Skill25(ActiveSkill):
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data6 = get_data(f'{prefix}/{uuid}', 6)
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associate = [
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{"data": data4, "type": '*skillRation'},
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{"data": data4, "type": '*skillDamage'},
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{'data': data5, 'type': '*cdReduce', 'exceptSkills': ['魔狱血刹', '血魔 · 弑天', '血魔极道 : 灭世']}
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]
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@@ -972,7 +972,7 @@ class Skill44(PassiveSkill):
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# 基本攻击力和技能攻击力增加率 : {value0}%
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data0 = get_data(f'{prefix}/{uuid}', 0)
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associate = [{"data": data0,"type": '*skillRation'}]
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associate = [{"data": data0,"type": '*skillDamage'}]
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# 浴血之怒
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# swordman_male/berserker/8ec9da6f808889b63adf2680fbf1f331
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@@ -1173,7 +1173,7 @@ class Skill49(PassiveSkill):
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# 基本攻击力和转职技能攻击力增加率 : {value0}%
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data0 = get_data(f'{prefix}/{uuid}', 0)
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associate = [{"data": data0,"type": '*skillRation'}]
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associate = [{"data": data0,"type": '*skillDamage'}]
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# 血魔极道 : 灭世
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# swordman_male/berserker/d59c9840f65381bde8487757f1753c71
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@@ -507,7 +507,7 @@ class Skill29(ActiveSkill):
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def setMode(self, mode):
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if mode == "自爆":
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self.skillRation *= 1.2
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self.skillDamage *= 1.2
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# 复苏者之怨
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# thief/necro/c27418ae613c647527200a7ca17d97fd
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@@ -1674,7 +1674,7 @@ def equ_102(char: CharacterProperty):
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"""
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for skill in char.skills:
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if skill.learnLv == 45 and skill.damage:
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skill.skillRation *= 1.15
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skill.skillDamage *= 1.15
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if skill.damage and skill.cube > 0:
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skill.skillDamage *= 1.25
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if char.buffer:
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@@ -1701,7 +1701,7 @@ def equ_103(char: CharacterProperty):
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"""
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for skill in char.skills:
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if skill.learnLv == 45 and skill.damage:
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skill.skillRation *= 1.15
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skill.skillDamage *= 1.15
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if skill.damage and skill.cube > 0:
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skill.skillDamage *= 1.25
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if skill.damage and skill.cube == 0:
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@@ -1732,7 +1732,7 @@ def equ_104(char: CharacterProperty):
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"""
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for skill in char.skills:
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if skill.learnLv == 45 and skill.damage:
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skill.skillRation *= 1.15
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skill.skillDamage *= 1.15
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if skill.damage and skill.cube > 0:
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skill.skillDamage *= 1.30
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if skill.damage and skill.cube == 0:
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@@ -6402,7 +6402,7 @@ def equ_923(char: CharacterProperty):
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char.SetStatus(EquEffectRatio=0.265)
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for skill in char.skills:
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if skill.learnLv <= 30 and skill.damage:
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skill.skillRation *= 1.30
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skill.skillDamage *= 1.30
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if skill.damage and skill.learnLv >= 35:
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skill.skillDamage *= 1.25
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pass
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@@ -3867,7 +3867,7 @@ def stone_1002(char: CharacterProperty):
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char.SetStatus(SkillAttack=0.055)
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for skill in char.skills:
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if skill.learnLv in [50, 85, 100]:
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skill.skillRation *= 1.11
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skill.skillDamage *= 1.11
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skill.cdRecover += 0.15
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pass
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@@ -3959,7 +3959,7 @@ def stone_1007(char: CharacterProperty):
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char.SetStatus(SkillAttack=0.055)
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for skill in char.skills:
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if skill.learnLv in [50, 85, 100]:
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skill.skillRation *= 1.11
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skill.skillDamage *= 1.11
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skill.cdRecover += 0.15
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pass
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@@ -4014,7 +4014,7 @@ def stone_1010(char: CharacterProperty):
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char.SetStatus(SkillAttack=0.055)
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for skill in char.skills:
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if skill.learnLv in [50, 85, 100]:
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skill.skillRation *= 1.08
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skill.skillDamage *= 1.08
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skill.cdRecover += 0.15
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pass
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@@ -4048,7 +4048,7 @@ def stone_1012(char: CharacterProperty):
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char.SetStatus(SkillAttack=0.055)
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for skill in char.skills:
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if skill.learnLv in [50, 85, 100]:
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skill.skillRation *= 1.08
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skill.skillDamage *= 1.08
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skill.cdRecover += 0.15
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pass
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@@ -4068,7 +4068,7 @@ def stone_1013(char: CharacterProperty):
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char.SetStatus(SkillAttack=0.055)
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for skill in char.skills:
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if skill.learnLv in [50, 85, 100]:
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skill.skillRation *= 1.08
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skill.skillDamage *= 1.08
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skill.cdRecover += 0.15
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pass
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@@ -4102,7 +4102,7 @@ def stone_1015(char: CharacterProperty):
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char.SetStatus(SkillAttack=0.015)
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for skill in char.skills:
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if skill.learnLv == 85:
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skill.skillRation *= 1.30
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skill.skillDamage *= 1.30
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skill.cdRecover += 1.00
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pass
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