feat:优化职业技能关联实现

This commit was merged in pull request #11.
This commit is contained in:
2026-10-13 18:19:20 +08:00
parent 927866d366
commit 66ff3ff63b
175 changed files with 14299 additions and 440 deletions
+45 -4
View File
@@ -9,6 +9,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.archer.chimera import ChimeraSkillRef as Ref
prefix = "archer/chimera/cn/skillDetail"
@@ -22,6 +23,7 @@ class Skill0(ActiveSkill):
攻击时,有霸体判定; 转职为缪斯或奇美拉后,技能类型变为独立攻击力。\n
"""
name = "凌跃一击"
ref = Ref.CRACKARROW
cellPos = (6,1)
learnLv = 1
masterLv = 10
@@ -64,6 +66,7 @@ class Skill1(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -87,6 +90,7 @@ class Skill2(PassiveSkill):
决斗场中,增益/减益技能、 被动技能的技能攻击力增加效果对[基础精通]无影响。\n
"""
name = "基础精通"
ref = Ref.BASICATTACKUP
cellPos = (1,0)
learnLv = 1
masterLv = 115
@@ -109,7 +113,7 @@ class Skill2(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{"type":"*skillDamage","data":[i-100 if i>0 else 0 for i in data0],"skills":["华丽回收"]}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=['华丽回收']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=[Ref.SEPARATE]),
]
# 受身蹲伏
@@ -120,6 +124,7 @@ class Skill3(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -149,6 +154,7 @@ class Skill4(PassiveSkill):
奇美拉似乎被他人的说教影响了,其技能和部分台词将变得更加乖巧。\n
"""
name = "肃静!"
ref = Ref.BEQUIET
cellPos = (5,1)
learnLv = 1
masterLv = 1
@@ -174,6 +180,7 @@ class Skill5(PassiveSkill):
每种类型的“回收利用”武器在地图上最多存在6个,超出数量时,最早出现的“回收利用”武器将消失。\n
"""
name = "回收利用"
ref = Ref.RECYCLE
cellPos = (1,1)
learnLv = 1
masterLv = 1
@@ -195,7 +202,7 @@ class Skill5(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [ {"type":"*cdRatio","data":data0,"skills":['投掷匕首', '首足连击', '空翻刃袭', '利剑四重奏', '土星环', '环形毒液', '狂锯旋斧', '刺猬困境', '王冠粉碎者', '巨镰斯诺克', '环阿拉德狂飙']}, ]
associate = [
SkillEffect(attribute=SkillAttribute.CD_RATIO, value=1 - Percent(LevelTable(data0)), skills=['投掷匕首', '首足连击', '空翻刃袭', '利剑四重奏', '土星环', '环形毒液', '狂锯旋斧', '刺猬困境', '王冠粉碎者', '巨镰斯诺克', '环阿拉德狂飙']),
SkillEffect(attribute=SkillAttribute.CD_RATIO, value=1 - Percent(LevelTable(data0)), skills=[Ref.ORTHODOX, Ref.VTOZERO, Ref.LINEARDAGGER, Ref.FOURTHFORCE, Ref.SATURN, Ref.CENTRIFUGALVENOM, Ref.GRINDER, Ref.HEDGEHOGDILEMMA, Ref.CROWNSHREDDER, Ref.BOUNCETABLE, Ref.AIR]),
]
# 技能连招
@@ -218,6 +225,7 @@ class Skill6(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -240,6 +248,7 @@ class Skill7(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -264,6 +273,7 @@ class Skill8(ActiveSkill):
转职为缪斯或奇美拉时,技能类型变为独立攻击力。\n
"""
name = "全力挥击"
ref = Ref.FULLSWING
cellPos = (7,2)
learnLv = 5
masterLv = 60
@@ -299,6 +309,7 @@ class Skill9(ActiveSkill):
投掷后,匕首会击中敌人身体或插入地面,并可“回收利用”。\n
"""
name = "投掷匕首"
ref = Ref.ORTHODOX
cellPos = (2,2)
learnLv = 5
masterLv = 60
@@ -330,6 +341,7 @@ class Skill10(ActiveSkill):
转职为妖护使时,可以在空中施放。\n
"""
name = "翻月翔击"
ref = Ref.RISINGMOON
cellPos = (8,3)
learnLv = 10
masterLv = 60
@@ -361,6 +373,7 @@ class Skill11(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -388,6 +401,7 @@ class Skill12(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -417,6 +431,7 @@ class Skill13(ActiveSkill):
学习[败果之慧]技能后,施放技能时会处于无敌状态。\n
"""
name = "瞬影"
ref = Ref.CEEEE
cellPos = (5,3)
learnLv = 10
masterLv = 60
@@ -450,6 +465,7 @@ class Skill14(PassiveSkill):
施放[瞬影]技能前,如果先按方向键,则不会向“回收利用”武器所在方向移动,而是向指定方向移动并清除敌人。\n
"""
name = "瞬影清除"
ref = Ref.CEEEECLEAN
learnLv = 10
masterLv = 1
maxLv = 1
@@ -473,6 +489,7 @@ class Skill15(ActiveSkill):
第二次投掷的斧头将用力砸向地面,并可“回收利用”。\n
"""
name = "首足连击"
ref = Ref.VTOZERO
cellPos = (4,4)
learnLv = 15
masterLv = 60
@@ -505,6 +522,7 @@ class Skill16(ActiveSkill):
攻击力会受[基础精通]的影响,但无法获得[双重螺旋]技能的异常状态附加伤害效果。\n
"""
name = "华丽回收"
ref = Ref.SEPARATE
cellPos = (1,4)
learnLv = 15
masterLv = 1
@@ -531,6 +549,7 @@ class Skill17(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -555,6 +574,7 @@ class Skill18(ActiveSkill):
再次施放技能,可切换异常状态效果; 进入地下城时,最后选择的异常状态效果将自动生效。\n
"""
name = "双重螺旋"
ref = Ref.DOUBLEHELIX
cellPos = (1,5)
learnLv = 20
masterLv = 10
@@ -582,7 +602,7 @@ class Skill18(ActiveSkill):
# ]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0))),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), except_skills=['华丽回收']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), except_skills=[Ref.SEPARATE]),
]
# 空翻刃袭
@@ -595,6 +615,7 @@ class Skill19(ActiveSkill):
最先投掷的匕首会击中敌人身体或插入地面,并可“回收利用”。\n
"""
name = "空翻刃袭"
ref = Ref.LINEARDAGGER
cellPos = (2,5)
learnLv = 20
masterLv = 60
@@ -627,6 +648,7 @@ class Skill20(ActiveSkill):
举起嵌合弓进入防御姿态,降低所受的伤害。 施放技能后短时间内,若防御成功,可格挡敌人的攻击,免除自身所受伤害并进行反击。 反击成功后,进入短暂无敌状态。\n
"""
name = "喷毒"
ref = Ref.REPULSOR
cellPos = (5,6)
learnLv = 25
masterLv = 10
@@ -658,6 +680,7 @@ class Skill21(ActiveSkill): #不用
启动神秘的遗物——变形魔方,解锁充满变数的战斗模式,提升基本攻击力、 技能攻击力和物理暴击率。\n
"""
name = "唯物主义魔方"
ref = Ref.CUBEOFMATERIALISM
cellPos = (7,6)
learnLv = 25
masterLv = 10
@@ -688,6 +711,7 @@ class Skill22(ActiveSkill):
最先射出的利剑会击中敌人身体或插入地面,并可“回收利用”。\n
"""
name = "利剑四重奏"
ref = Ref.FOURTHFORCE
cellPos = (3,6)
learnLv = 25
masterLv = 60
@@ -721,6 +745,7 @@ class Skill23(PassiveSkill):
[外形和结构能轻松复刻,但性能却没那么简单! 得指定向量,这可是非常繁琐的工作。 而且,克隆品的维持时间非常短,所以用于印钞是不现实的。]\n
"""
name = "遗物之力 · 克隆"
ref = Ref.LEGACYOFCOPY
cellPos = (6,6)
learnLv = 25
masterLv = 10
@@ -757,6 +782,7 @@ class Skill24(ActiveSkill):
施放[瞬影]过程中,可以预输入[土星环]技能。 预输入成功时,可以配合[瞬影]技能的斩击动作施放[土星环]。\n
"""
name = "土星环"
ref = Ref.SATURN
cellPos = (4,7)
learnLv = 30
masterLv = 60
@@ -784,6 +810,7 @@ class Skill25(ActiveSkill):
对于无法抓取的敌人,踩住刺入的剑,借助旋转力将其纵向劈开,造成伤害,同样相当残忍。\n
"""
name = "碎心连刺"
ref = Ref.HALFLESH
cellPos = (5,8)
learnLv = 35
masterLv = 60
@@ -863,7 +890,7 @@ class Skill25(ActiveSkill):
# self.associate = [{"data":[0]+[-26]*self.maxLv,"skills":["瞬影"]}]
# return super().effect(old, new)
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([0] + [-26] * maxLv)), skills=['瞬影'], when=Equals(Read(SkillAttribute.VP), 2)),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([0] + [-26] * maxLv)), skills=[Ref.CEEEE], when=Equals(Read(SkillAttribute.VP), 2)),
]
# 环形毒液
@@ -876,6 +903,7 @@ class Skill26(ActiveSkill):
在施放技能位置稍前方所投掷的匕首可“回收利用”,若匕首命中敌人,将附着于其身上。\n
"""
name = "环形毒液"
ref = Ref.CENTRIFUGALVENOM
cellPos = (2,8)
learnLv = 35
masterLv = 60
@@ -933,6 +961,7 @@ class Skill27(ActiveSkill):
耗尽旋转次数的斧头会落在地面,并可“回收利用”。\n
"""
name = "狂锯旋斧"
ref = Ref.GRINDER
cellPos = (4,9)
learnLv = 40
masterLv = 60
@@ -992,6 +1021,7 @@ class Skill28(ActiveSkill):
手中直接发射的剑命中敌人后,可“回收利用”; 若未命中,剑将插进地面。\n
"""
name = "刺猬困境"
ref = Ref.HEDGEHOGDILEMMA
cellPos = (3,10)
learnLv = 45
masterLv = 60
@@ -1051,6 +1081,7 @@ class Skill29(PassiveSkill):
[巨大化效果可以增加质量和密度,真厉害! 但遗憾的是,结构复杂的生物没办法享受这个能力。]\n
"""
name = "遗物之力 · 巨大化"
ref = Ref.LEGACYOFGROWTH
cellPos = (6,11)
learnLv = 48
masterLv = 40
@@ -1081,6 +1112,7 @@ class Skill30(ActiveSkill):
将斧头投掷向墙壁,借助反作用力飞向高空,随后将斧头巨大化,使其砸向地面,粉碎敌人的头颅。\n
"""
name = "重力加速度"
ref = Ref.NINEPOINTEIGHT
cellPos = (4,11)
learnLv = 50
masterLv = 40
@@ -1110,6 +1142,7 @@ class Skill31(ActiveSkill):
施放技能后,每隔一定时间填充施放次数。\n
"""
name = "废物清理"
ref = Ref.SORTING
cellPos = (4,12)
learnLv = 60
masterLv = 40
@@ -1166,6 +1199,7 @@ class Skill32(ActiveSkill):
可在最后坠落的剑所在位置进行“回收利用”。\n
"""
name = "王冠粉碎者"
ref = Ref.CROWNSHREDDER
cellPos = (3,13)
learnLv = 70
masterLv = 40
@@ -1215,6 +1249,7 @@ class Skill33(PassiveSkill):
[虽然我也不清楚具体原理,但只要是我能理解的结构,通通都能变形,甚至连成分都能改变! 变形魔方为什么会有这种力量? 简直太可怕了!]\n
"""
name = "遗物奥义 · 变形"
ref = Ref.REALIZATIONANDHANGING
cellPos = (6,13)
learnLv = 75
masterLv = 40
@@ -1248,6 +1283,7 @@ class Skill34(ActiveSkill):
命中敌人身体的长兵器,可“回收利用”; 若未命中,长兵器则会插在地面。\n
"""
name = "巨镰斯诺克"
ref = Ref.BOUNCETABLE
cellPos = (1,13)
learnLv = 75
masterLv = 40
@@ -1307,6 +1343,7 @@ class Skill35(ActiveSkill):
最后一击时,根据齿轮经过的路径 (概率决定),附加灼伤、 冰冻、 感电异常状态。\n
"""
name = "环阿拉德狂飙"
ref = Ref.AIR
cellPos = (1,14)
learnLv = 80
masterLv = 40
@@ -1420,6 +1457,7 @@ class Skill36(ActiveSkill):
若附近没有可追踪的目标,则无法施放此技能。\n
"""
name = "幻爆天使之翼"
ref = Ref.ISRAFIL
cellPos = (2,14)
learnLv = 85
masterLv = 40
@@ -1453,6 +1491,7 @@ class Skill37(PassiveSkill):
[土星环] : 在施放[瞬影]过程中,可预输入该技能指令。 预输入成功后,发动[瞬影]的斩击动作,可同时投掷旋转的斧头。\n
"""
name = "败果之慧"
ref = Ref.FRUITOFFAIL
cellPos = (6,15)
learnLv = 95
masterLv = 40
@@ -1482,6 +1521,7 @@ class Skill38(ActiveSkill):
经常丢三落四的聆风·奇美拉在倒悬时,会掉落自己的随身物品以及“回收利用”的匕首、 剑、 斧头、 长兵器各1个。\n
"""
name = "颠倒之浩劫"
ref = Ref.HAVOC
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -1512,6 +1552,7 @@ class Skill39(ActiveSkill):
最致命的攻击,便是出其不意的突袭。 聆风·奇美拉先用斧头使敌人眩晕 (控制),再用弓穿刺敌人身体。 随后踩住弓身,借助弓的张力施展强力一击。 攻击后,立即借助遗物——变形魔方的力量,发射巨大化的剑,彻底消灭敌人。\n
"""
name = "熵变 : 非线性跳跃"
ref = Ref.UNLINEARENTROPYSKIP
cellPos = (5,16)
learnLv = 100
masterLv = 40
+48 -4
View File
@@ -13,6 +13,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.archer.hunter import HunterSkillRef as Ref
class HunterAttribute(ProfessionAttribute):
@@ -64,6 +65,7 @@ class Skill0(HunterActiveSkill):
"""
name = '凌跃一击'
ref = Ref.CRACKARROW
cellPos = (4,1)
learnLv = 1
masterLv = 10
@@ -110,6 +112,7 @@ class Skill1(PassiveSkill):
"""
name = '狩猎之瞳'
ref = Ref.HAWKEYE
cellPos = (2,1)
learnLv = 1
masterLv = 1
@@ -138,6 +141,7 @@ class Skill2(PassiveSkill):
"""
name = '强攻弩掌握'
ref = Ref.CROSSSHOOTER
cellPos = (3,1)
learnLv = 1
masterLv = 1
@@ -155,7 +159,7 @@ class Skill2(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'data': data0, 'type': '*cdReduce', 'exceptSkills': ['联合作战 : 围猎', '完美瞄准', '联合作战 : 最终一役']}]
associate = [
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data0)), except_skills=['联合作战 : 围猎', '完美瞄准', '联合作战 : 最终一役']),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data0)), except_skills=[Ref.JOINTROUNDUP, Ref.PERFECTAIMING, Ref.JOINTDEMOLISHER]),
]
# 帕伊卡 : 奇袭
@@ -169,6 +173,7 @@ class Skill3(HunterActiveSkill):
"""
name = '帕伊卡 : 奇袭'
ref = Ref.FALKEQUICKPECKING
cellPos = (7,1)
learnLv = 1
masterLv = 60
@@ -201,6 +206,7 @@ class Skill4(HunterActiveSkill):
"""
name = '迅猛速射'
ref = Ref.RAPIDSHOT
cellPos = (6,1)
learnLv = 1
masterLv = 60
@@ -232,6 +238,7 @@ class Skill5(HunterActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -256,6 +263,7 @@ class Skill6(PassiveSkill):
"""
name = '基础精通'
ref = Ref.BASICATTACKUP
cellPos = (1,0)
learnLv = 1
masterLv = 115
@@ -278,7 +286,7 @@ class Skill6(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'type': '*skillDamage', 'data': [i - 100 if i > 0 else 0 for i in data0], 'skills': ['急速扳机']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=['急速扳机']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=[Ref.FASTTRIGGER]),
]
# 受身蹲伏
@@ -289,6 +297,7 @@ class Skill7(HunterActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -330,6 +339,7 @@ class Skill8(HunterActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -352,6 +362,7 @@ class Skill9(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -377,6 +388,7 @@ class Skill10(HunterActiveSkill):
"""
name = '全力挥击'
ref = Ref.FULLSWING
cellPos = (4,2)
learnLv = 5
masterLv = 60
@@ -415,6 +427,7 @@ class Skill11(HunterActiveSkill):
"""
name = '推进装置'
ref = Ref.BOOSTGEAR
cellPos = (3,2)
learnLv = 5
masterLv = 1
@@ -440,6 +453,7 @@ class Skill12(HunterActiveSkill):
"""
name = '引爆发射'
ref = Ref.BOMBSHOOTER
cellPos = (5,2)
learnLv = 5
masterLv = 60
@@ -479,6 +493,7 @@ class Skill13(HunterActiveSkill):
"""
name = '翻月翔击'
ref = Ref.RISINGMOON
cellPos = (4,3)
learnLv = 10
masterLv = 60
@@ -509,6 +524,7 @@ class Skill14(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -536,6 +552,7 @@ class Skill15(HunterActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -568,6 +585,7 @@ class Skill16(PassiveSkill):
"""
name = '猎物识别'
ref = Ref.DISTINGUISHPREY
cellPos = (2,4)
learnLv = 15
masterLv = 10
@@ -607,6 +625,7 @@ class Skill17(HunterActiveSkill):
"""
name = '帕伊卡 : 刃羽'
ref = Ref.FALKEBLADEFEATHER
cellPos = (7,4)
learnLv = 15
masterLv = 60
@@ -641,6 +660,7 @@ class Skill18(HunterActiveSkill):
"""
name = '炽热喷涌'
ref = Ref.SPRINKLER
cellPos = (6,4)
learnLv = 15
masterLv = 60
@@ -673,6 +693,7 @@ class Skill19(HunterActiveSkill):
"""
name = '急速扳机'
ref = Ref.FASTTRIGGER
cellPos = (4,5)
learnLv = 20
masterLv = 1
@@ -714,6 +735,7 @@ class Skill20(HunterActiveSkill):
"""
name = '高压喷射'
ref = Ref.HIGHPRESSURE
cellPos = (3,5)
learnLv = 20
masterLv = 60
@@ -749,6 +771,7 @@ class Skill21(PassiveSkill):
"""
name = '暴击'
ref = Ref.PHYSICALCRITICALHITUP
cellPos = (5,0)
learnLv = 20
masterLv = 10
@@ -773,6 +796,7 @@ class Skill22(PassiveSkill):
"""
name = '强攻弩精通'
ref = Ref.CROSSSHOOTERMASTERY
cellPos = (2,6)
learnLv = 25
masterLv = 10
@@ -809,6 +833,7 @@ class Skill23(HunterActiveSkill):
"""
name = '重型穿甲箭'
ref = Ref.MASSIVEPIERCER
cellPos = (5,6)
learnLv = 25
masterLv = 60
@@ -847,6 +872,7 @@ class Skill24(HunterActiveSkill):
"""
name = '狩猎开始'
ref = Ref.STARTHUNT
cellPos = (2,7)
learnLv = 30
masterLv = 10
@@ -877,6 +903,7 @@ class Skill25(HunterActiveSkill):
"""
name = '帕伊卡 : 迷惑之舞'
ref = Ref.FALKECONFUSINGMOVE
cellPos = (7,7)
learnLv = 30
masterLv = 60
@@ -917,6 +944,7 @@ class Skill26(HunterActiveSkill):
"""
name = '霰弹之箭'
ref = Ref.WARNINGSHOTGUN
cellPos = (4,7)
learnLv = 30
masterLv = 60
@@ -952,6 +980,7 @@ class Skill27(PassiveSkill):
"""
name = '二重助推'
ref = Ref.SECONDBOOST
cellPos = (5,8)
learnLv = 35
masterLv = 1
@@ -972,7 +1001,7 @@ class Skill27(PassiveSkill):
# {'type': '*skillDamage', 'data': data0, 'skills': ['重型穿甲箭']},
# ]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), skills=['重型穿甲箭']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), skills=[Ref.MASSIVEPIERCER]),
]
# [重型穿甲箭]弩箭速度增加量 : 25%
@@ -987,6 +1016,7 @@ class Skill28(HunterActiveSkill):
"""
name = '光爆箭'
ref = Ref.FLARE
cellPos = (4,8)
learnLv = 35
masterLv = 60
@@ -1043,7 +1073,7 @@ class Skill28(HunterActiveSkill):
# self.associate = [{'type': '*skillRation', 'data': [0] + [-20] * self.maxLv, 'skills': ['霰弹之箭']}]
# return super().effect(old, new)
associate = [
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-20] * maxLv)), skills=['霰弹之箭'], when=Equals(Read(SkillAttribute.VP), 2)),
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-20] * maxLv)), skills=[Ref.WARNINGSHOTGUN], when=Equals(Read(SkillAttribute.VP), 2)),
]
# 帕伊卡 : 困兽之网
@@ -1060,6 +1090,7 @@ class Skill29(HunterActiveSkill):
"""
name = '帕伊卡 : 困兽之网'
ref = Ref.FALKEWEBDROP
cellPos = (7,9)
learnLv = 40
masterLv = 60
@@ -1121,6 +1152,7 @@ class Skill30(HunterActiveSkill):
"""
name = '箭雨'
ref = Ref.BOLTRAIN
cellPos = (6,9)
learnLv = 40
masterLv = 60
@@ -1180,6 +1212,7 @@ class Skill31(HunterActiveSkill):
"""
name = '三弓弩箭'
ref = Ref.THREEINABED
cellPos = (5,10)
learnLv = 45
masterLv = 60
@@ -1254,6 +1287,7 @@ class Skill32(PassiveSkill):
"""
name = '帕伊卡锐眼'
ref = Ref.DONTLOSEFALKE
cellPos = (2,11)
learnLv = 48
masterLv = 40
@@ -1290,6 +1324,7 @@ class Skill33(HunterActiveSkill):
"""
name = '联合作战 : 围猎'
ref = Ref.JOINTROUNDUP
cellPos = (5,11)
learnLv = 50
masterLv = 40
@@ -1330,6 +1365,7 @@ class Skill34(HunterActiveSkill):
"""
name = '联合作战 : 空中轰炸'
ref = Ref.JOINTCARPETBOMBING
cellPos = (4,12)
learnLv = 60
masterLv = 40
@@ -1408,6 +1444,7 @@ class Skill35(HunterActiveSkill):
"""
name = '帕伊卡 : 翼之刀锋'
ref = Ref.FALKEWINGCUTTER
cellPos = (7,13)
learnLv = 70
masterLv = 40
@@ -1468,6 +1505,7 @@ class Skill36(PassiveSkill):
"""
name = '装置升级'
ref = Ref.GEARUPGRADE
cellPos = (2,13)
learnLv = 75
masterLv = 40
@@ -1500,6 +1538,7 @@ class Skill37(HunterActiveSkill):
"""
name = '终结穿刺'
ref = Ref.FDPIERCER
cellPos = (6,13)
learnLv = 75
masterLv = 40
@@ -1574,6 +1613,7 @@ class Skill38(HunterActiveSkill):
"""
name = '帕伊卡 : 索敌集束弹'
ref = Ref.FALKECHASINGKLER
cellPos = (7,14)
learnLv = 80
masterLv = 40
@@ -1640,6 +1680,7 @@ class Skill39(HunterActiveSkill):
"""
name = '完美瞄准'
ref = Ref.PERFECTAIMING
cellPos = (5,14)
learnLv = 85
masterLv = 40
@@ -1675,6 +1716,7 @@ class Skill40(PassiveSkill):
"""
name = '追猎者勋章'
ref = Ref.MEDALOFVETERANHUNTER
cellPos = (4,15)
learnLv = 95
masterLv = 40
@@ -1706,6 +1748,7 @@ class Skill41(HunterActiveSkill):
"""
name = '联合作战 : 扭转战局'
ref = Ref.JOINTTURNINGPOINT
cellPos = (6,15)
learnLv = 95
masterLv = 40
@@ -1744,6 +1787,7 @@ class Skill42(HunterActiveSkill):
"""
name = '联合作战 : 最终一役'
ref = Ref.JOINTDEMOLISHER
cellPos = (5,16)
learnLv = 100
masterLv = 40
+47
View File
@@ -7,6 +7,7 @@ from core.basic.skill_effect_types import (
LevelTable,
Operation,
)
from core.character.refs.archer.muse import MuseSkillRef as Ref
prefix = "archer/muse/cn/skillDetail"
@@ -20,6 +21,7 @@ class Skill0(ActiveSkill):
攻击时,有霸体判定; 转职为缪斯或奇美拉后,技能类型变为独立攻击力。\n
"""
name = "凌跃一击"
ref = Ref.CRACKARROW
learnLv = 1
masterLv = 10
maxLv = 20
@@ -62,6 +64,7 @@ class Skill1(ActiveSkill):
弓弦的震动在地面产生音波,对范围内的敌人造成多段伤害,并逐渐聚拢到中央。\n
"""
name = "热场调音"
ref = Ref.WARMINGUP
learnLv = 1
masterLv = 60
maxLv = 70
@@ -93,6 +96,7 @@ class Skill2(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -116,6 +120,7 @@ class Skill3(PassiveSkill):
决斗场中,增益/减益技能、 被动技能的技能攻击力增加效果对[基础精通]无影响。\n
"""
name = "基础精通"
ref = Ref.BASICATTACKUP
learnLv = 1
masterLv = 115
maxLv = 200
@@ -143,6 +148,7 @@ class Skill4(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -184,6 +190,7 @@ class Skill5(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -206,6 +213,7 @@ class Skill6(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -230,6 +238,7 @@ class Skill7(ActiveSkill):
转职为缪斯或奇美拉时,技能类型变为独立攻击力。\n
"""
name = "全力挥击"
ref = Ref.FULLSWING
learnLv = 5
masterLv = 60
maxLv = 70
@@ -262,6 +271,7 @@ class Skill8(ActiveSkill):
用力拉动神弦弓的外弦后松开,向前方发射魔力,魔力以均衡器的形状显现,对前方的敌人造成伤害。\n
"""
name = "激活均衡器"
ref = Ref.ACTIVEEQUALIZER
learnLv = 5
masterLv = 60
maxLv = 70
@@ -297,6 +307,7 @@ class Skill9(ActiveSkill):
转职为妖护使时,可以在空中施放。\n
"""
name = "翻月翔击"
ref = Ref.RISINGMOON
learnLv = 10
masterLv = 60
maxLv = 70
@@ -323,6 +334,7 @@ class Skill10(ActiveBufferSkill):
竖起神弦弓弹奏一小段旋律,向四周扩散开的旋律可以恢复自身和周围队友的生命值。\n
"""
name = "夜与梦"
ref = Ref.NIGHTANDDREAM
learnLv = 10
masterLv = 60
maxLv = 70
@@ -353,6 +365,7 @@ class Skill11(ActiveSkill):
可在空中施放; 未按方向键时,在当前位置直接落地。\n
"""
name = "闪亮首秀"
ref = Ref.HOTDEBUT
learnLv = 10
masterLv = 1
maxLv = 11
@@ -389,6 +402,7 @@ class Skill12(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -416,6 +430,7 @@ class Skill13(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -444,6 +459,7 @@ class Skill14(PassiveSkill):
装备神弦弓以外的武器时,音律的丰富程度受限,无法施放以演奏为基础的技能。\n
"""
name = "悦耳音律"
ref = Ref.FEASTOFSOUND
learnLv = 15
masterLv = 1
maxLv = 11
@@ -477,6 +493,7 @@ class Skill15(PassiveBufferSkill):
[当然了! 我的音乐里可是有许多奥秘,要不要听一听?]\n
"""
name = "多彩感性"
ref = Ref.SENSATION
learnLv = 15
masterLv = 60
maxLv = 70
@@ -544,6 +561,7 @@ class Skill16(ActiveSkill):
该功能可以在缪斯施放乐谱技能期间随时使用。\n
"""
name = "乐力全开 : 力"
ref = Ref.EFFECTORONPOWER
learnLv = 15
masterLv = 1
maxLv = 1
@@ -572,6 +590,7 @@ class Skill17(PassiveSkill):
演奏期间,可以强制中断演奏并施放觉醒技能。\n
"""
name = "幸福时光"
ref = Ref.FEELHAPPY
learnLv = 15
masterLv = 10
maxLv = 20
@@ -607,6 +626,7 @@ class Skill18(ActiveSkill):
施放[乐力全开]技能时,技能图标变为4分音符(♩),可用于演奏乐谱。\n
"""
name = "音波冲击"
ref = Ref.CULTURESHOCK
learnLv = 15
masterLv = 60
maxLv = 70
@@ -652,6 +672,7 @@ class Skill19(ActiveSkill):
该功能可以在缪斯施放乐谱技能期间随时使用。\n
"""
name = "乐力全开 : 律"
ref = Ref.EFFECTORONGROOVE
learnLv = 20
masterLv = 1
maxLv = 1
@@ -680,6 +701,7 @@ class Skill20(PassiveSkill):
演奏期间,可以强制中断演奏并施放觉醒技能。\n
"""
name = "情绪调动"
ref = Ref.REFRESH
learnLv = 20
masterLv = 1
maxLv = 11
@@ -709,6 +731,7 @@ class Skill21(ActiveBufferSkill):
该效果无法和光明骑士 (男) 的[守护徽章],光明骑士 (女) 的[守护祝福],小魔女的[小魔女的偏爱]、 协战师的[装甲强化]重复适用。\n
"""
name = "主角登场"
ref = Ref.MAINSTAR
learnLv = 20
masterLv = 10
maxLv = 20
@@ -755,6 +778,7 @@ class Skill22(ActiveSkill):
施放[乐力全开]系列技能时,技能图标变为8分音符(♪)。\n
"""
name = "街头演出"
ref = Ref.BUSKING
learnLv = 20
masterLv = 60
maxLv = 70
@@ -791,6 +815,7 @@ class Skill23(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -816,6 +841,7 @@ class Skill24(ActiveSkill):
可以强制中断该技能的施放后僵直并立即施放[震感频谱]、 [乐章再现]。\n
"""
name = "动感音符"
ref = Ref.VIVID
learnLv = 25
masterLv = 60
maxLv = 70
@@ -853,6 +879,7 @@ class Skill25(ActiveBufferSkill):
该效果无法和光明骑士 (男) 的[荣誉祝福]、 光明骑士 (女) 的[勇气祝福]、 小魔女的[禁术吟咏]、 协战师的[军械强化]重复适用。\n
"""
name = "可爱节拍"
ref = Ref.LOVELYTEMPO
learnLv = 30
masterLv = 10
maxLv = 50
@@ -904,6 +931,7 @@ class Skill26(ActiveSkill):
施放[乐力全开]技能时,技能图标变为16分音符(♬),可用于演奏乐谱。\n
"""
name = "震感频谱"
ref = Ref.POPPINGSPECTRUM
learnLv = 30
masterLv = 60
maxLv = 70
@@ -942,6 +970,7 @@ class Skill27(PassiveSkill):
演奏期间,可以强制中断演奏并施放觉醒技能。\n
"""
name = "自由律动"
ref = Ref.FEELRUBATO
learnLv = 30
masterLv = 10
maxLv = 20
@@ -976,6 +1005,7 @@ class Skill28(ActiveSkill):
施放[乐力全开]技能时,技能图标变为4分音符(♩)。\n
"""
name = "乐章再现"
ref = Ref.DACAPO
learnLv = 35
masterLv = 60
maxLv = 70
@@ -1038,6 +1068,7 @@ class Skill29(ActiveSkill):
光球凝聚魔力期间,对近处敌人产生吸附效果。\n
"""
name = "音力增强"
ref = Ref.POWERFORTE
learnLv = 40
masterLv = 60
maxLv = 70
@@ -1098,6 +1129,7 @@ class Skill30(PassiveBufferSkill):
演奏期间,可以强制中断演奏并施放觉醒技能。\n
"""
name = "燃情狂想曲"
ref = Ref.ADRENALINRHAPSODY
learnLv = 40
masterLv = 1
maxLv = 1
@@ -1138,6 +1170,7 @@ class Skill31(ActiveSkill):
施放[乐力全开]系列技能时,技能图标变为8分音符(♪)。\n
"""
name = "缪斯之声"
ref = Ref.SOUNDOFMUSE
learnLv = 45
masterLv = 60
maxLv = 70
@@ -1207,6 +1240,7 @@ class Skill32(PassiveSkill):
演奏期间,可以强制中断演奏并施放觉醒技能。\n
"""
name = "甜蜜柔歌"
ref = Ref.SWEETCANTABILE
learnLv = 45
masterLv = 10
maxLv = 20
@@ -1240,6 +1274,7 @@ class Skill33(PassiveBufferSkill):
[这个舞台是属于大家的!]\n
"""
name = "明星气场"
ref = Ref.POPULARITY
learnLv = 48
masterLv = 40
maxLv = 50
@@ -1292,6 +1327,7 @@ class Skill34(ActiveBufferSkill):
该效果无法与光明骑士 (男) 的[天启之光]、 光明骑士 (女) 的[圣光天启]、 小魔女的[开幕!人偶剧场]、 协战师的[强袭策略 : 区域肃清]重复适用。\n
"""
name = "梦想的舞台"
ref = Ref.ONTHESTAGE
learnLv = 50
masterLv = 40
maxLv = 50
@@ -1337,6 +1373,7 @@ class Skill35(ActiveBufferSkill):
向前方发送布置舞台的信号,幕后人员收到信号后,会把音乐会专用的扩音器投放在指定位置,落下的扩音器引发冲击波,并因为无法承受落地冲击而爆炸,对更大范围造成巨大伤害。\n
"""
name = "调音放送"
ref = Ref.DROPTHEBEAT
learnLv = 60
masterLv = 40
maxLv = 50
@@ -1406,6 +1443,7 @@ class Skill36(ActiveBufferSkill):
死亡状态下仍可用复活币复活,但适用中的增益效果消失。\n
"""
name = "独家演奏"
ref = Ref.FANSERVICE
learnLv = 60
masterLv = 1
maxLv = 11
@@ -1439,6 +1477,7 @@ class Skill37(ActiveSkill):
施放[乐力全开]系列技能时,技能图标变为16分音符(♬)。\n
"""
name = "闪耀旋律"
ref = Ref.DAZZLINGSCENE
learnLv = 70
masterLv = 40
maxLv = 50
@@ -1504,6 +1543,7 @@ class Skill38(PassiveBufferSkill):
[“曾有人批判她的音乐过于实验性,但现在,她证明了她的音乐和表演名副其实,是神界潮流趋势的代表。” --评论家洛克·夏勒]\n
"""
name = "崭新曲风"
ref = Ref.BRANDNEW
learnLv = 75
masterLv = 40
maxLv = 50
@@ -1540,6 +1580,7 @@ class Skill39(ActiveSkill):
施放[街头演出]、 [缪斯之声]技能期间,可以施放该技能,此时扩音器会飞到空中照明。\n
"""
name = "巨星登场"
ref = Ref.SPECIALOPENING
learnLv = 75
masterLv = 40
maxLv = 50
@@ -1609,6 +1650,7 @@ class Skill40(PassiveSkill):
演奏期间,可以强制中断演奏并施放觉醒技能。\n
"""
name = "音量顶峰"
ref = Ref.LUCKYCRESCENDO
learnLv = 75
masterLv = 10
maxLv = 20
@@ -1642,6 +1684,7 @@ class Skill41(ActiveSkill):
爆炸发生后,棱镜中残留的魔力会继续维持霸体护甲效果。 当魔力完全耗尽时,棱镜消失,霸体护甲效果结束。\n
"""
name = "辉光变奏"
ref = Ref.VARIATIONOFLIGHT
learnLv = 80
masterLv = 40
maxLv = 50
@@ -1713,6 +1756,7 @@ class Skill42(ActiveSkill):
聚光灯照亮了今天的主角——时律之音,伴随着宣告演出开始的五彩焰火,周围也变得明亮起来。\n
"""
name = "开场 : 唯我璀璨"
ref = Ref.INTROSHINEONME
learnLv = 85
masterLv = 40
maxLv = 50
@@ -1756,6 +1800,7 @@ class Skill43(PassiveBufferSkill):
[愿聆听和享受此曲的大家成为一体!]\n
"""
name = "和茉霓之歌"
ref = Ref.EPISODEOFHARMONY
learnLv = 95
masterLv = 40
maxLv = 50
@@ -1792,6 +1837,7 @@ class Skill44(ActiveSkill):
舞台持续时间内,增加舞台上队友的物理、 魔法防御力。 缪斯增加神兽力恢复量,并在施放乐力全开系列技能期间,附加霸体效果。\n
"""
name = "梦幻三重奏"
ref = Ref.DREAMINGTRILOGY
learnLv = 95
masterLv = 40
maxLv = 50
@@ -1841,6 +1887,7 @@ class Skill45(ActiveBufferSkill):
若所选的技能还在冷却中,则无法施放三次觉醒技能。\n
"""
name = "终曲 : 霓虹蝶梦"
ref = Ref.FINALESPECIALSTORY
learnLv = 100
masterLv = 40
maxLv = 50
+49 -6
View File
@@ -17,6 +17,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.archer.traveler import TravelerSkillRef as Ref
class TravelerAttribute(ProfessionAttribute):
@@ -56,6 +57,7 @@ class Skill0(PassiveSkill):
"""
name = '附件 : 迷雾装置'
ref = Ref.MISTGEAR
cellPos = (4,1)
learnLv = 1
masterLv = 1
@@ -79,6 +81,7 @@ class Skill1(ActiveSkill):
"""
name = '凌跃一击'
ref = Ref.CRACKARROW
cellPos = (5,1)
learnLv = 1
masterLv = 10
@@ -123,6 +126,7 @@ class Skill2(ActiveSkill):
"""
name = '迷雾爆裂'
ref = Ref.MISTBURST
cellPos = (6,1)
learnLv = 1
masterLv = 60
@@ -154,6 +158,7 @@ class Skill3(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -178,6 +183,7 @@ class Skill4(PassiveSkill):
"""
name = '基础精通'
ref = Ref.BASICATTACKUP
cellPos = (1,0)
learnLv = 1
masterLv = 115
@@ -200,7 +206,7 @@ class Skill4(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'type': '*skillDamage', 'data': [i - 100 if i > 0 else 0 for i in data0], 'skills': ['迷雾箭雨']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=['迷雾箭雨']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=[Ref.MISTCROWD]),
]
# 受身蹲伏
@@ -211,6 +217,7 @@ class Skill5(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -252,6 +259,7 @@ class Skill6(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -274,6 +282,7 @@ class Skill7(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -298,6 +307,7 @@ class Skill8(ActiveSkill):
"""
name = '绝技袭击'
ref = Ref.ACROBATICRAID
cellPos = (3,2)
learnLv = 5
masterLv = 60
@@ -329,6 +339,7 @@ class Skill9(ActiveSkill):
"""
name = '全力挥击'
ref = Ref.FULLSWING
cellPos = (1,2)
learnLv = 5
masterLv = 60
@@ -364,6 +375,7 @@ class Skill10(ActiveSkill):
"""
name = '高速机动'
ref = Ref.QUICKMOVE
cellPos = (4,2)
learnLv = 5
masterLv = 1
@@ -395,6 +407,7 @@ class Skill11(ActiveSkill):
"""
name = '翻月翔击'
ref = Ref.RISINGMOON
cellPos = (4,3)
learnLv = 10
masterLv = 60
@@ -425,6 +438,7 @@ class Skill12(ActiveSkill):
"""
name = '营火'
ref = Ref.CAMPFIRE
cellPos = (6,3)
learnLv = 10
masterLv = 1
@@ -476,6 +490,7 @@ class Skill13(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -503,6 +518,7 @@ class Skill14(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -531,6 +547,7 @@ class Skill15(ActiveSkill):
"""
name = '迷雾箭雨'
ref = Ref.MISTCROWD
cellPos = (2,4)
learnLv = 15
masterLv = 1
@@ -564,6 +581,7 @@ class Skill16(ActiveSkill):
"""
name = '驱虫烈火'
ref = Ref.INSECTFIRE
cellPos = (6,5)
learnLv = 20
masterLv = 60
@@ -604,6 +622,7 @@ class Skill17(PassiveSkill):
"""
name = '玄机弓精通'
ref = Ref.BOWMASTERY
cellPos = (5,5)
learnLv = 20
masterLv = 10
@@ -635,6 +654,7 @@ class Skill18(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -659,6 +679,7 @@ class Skill19(ActiveSkill):
"""
name = '三重加速'
ref = Ref.TRIPLEAXEL
cellPos = (3,6)
learnLv = 25
masterLv = 60
@@ -698,6 +719,7 @@ class Skill20(ActiveSkill):
"""
name = '斗志昂扬'
ref = Ref.EXCITING
cellPos = (5,6)
learnLv = 25
masterLv = 10
@@ -727,6 +749,7 @@ class Skill21(ActiveSkill):
"""
name = '细雨'
ref = Ref.DRIZZLE
cellPos = (7,7)
learnLv = 30
masterLv = 60
@@ -760,6 +783,7 @@ class Skill22(ActiveSkill):
"""
name = '急流'
ref = Ref.JETSTREAM
cellPos = (2,7)
learnLv = 30
masterLv = 60
@@ -801,6 +825,7 @@ class Skill23(ActiveSkill):
"""
name = '旅人的直觉'
ref = Ref.INTUITION
cellPos = (5,8)
learnLv = 35
masterLv = 10
@@ -839,6 +864,7 @@ class Skill24(ActiveSkill):
"""
name = '高原雾花'
ref = Ref.GYPSOPHILA
cellPos = (4,8)
learnLv = 35
masterLv = 60
@@ -895,6 +921,7 @@ class Skill25(ActiveSkill):
"""
name = '装置驱动'
ref = Ref.GEARDRIVE
cellPos = (6,8)
learnLv = 35
masterLv = 60
@@ -949,6 +976,7 @@ class Skill26(ActiveSkill):
"""
name = '装载 : 猛击'
ref = Ref.SETUPATTACK
cellPos = (8,9)
learnLv = 40
masterLv = 1
@@ -972,7 +1000,7 @@ class Skill26(ActiveSkill):
# 迁移前实现(保留对照):
# associate = [{'data': data0, 'type': '=travelerDamage', 'skills': ['装置驱动', '浓雾暴雨', '登跃飞锚', '神雾兵仗·妖旋风', '流雾疾风', '装载 : 烟花漫天', '装置驱动·星云', '神雾兵仗·流星']}]
associate = [
SkillEffect(attribute=TravelerAttribute.TRAVELER_DAMAGE, operation=Operation.ASSIGN, value=LevelTable(data0), skills=['装置驱动', '浓雾暴雨', '登跃飞锚', '神雾兵仗·妖旋风', '流雾疾风', '装载 : 烟花漫天', '装置驱动·星云', '神雾兵仗·流星'], missing_target=MissingTargetPolicy.SKIP),
SkillEffect(attribute=TravelerAttribute.TRAVELER_DAMAGE, operation=Operation.ASSIGN, value=LevelTable(data0), skills=[Ref.GEARDRIVE, Ref.MISTHEAVYRAIN, Ref.SCRAMBLEANCHOR, Ref.SETUPRAGE, Ref.HAZESTORM, Ref.SETUPFIRE, '装置驱动·星云', Ref.STARARROW], missing_target=MissingTargetPolicy.SKIP),
]
# 浓雾暴雨
@@ -985,6 +1013,7 @@ class Skill27(TravelerActiveSkill):
"""
name = '浓雾暴雨'
ref = Ref.MISTHEAVYRAIN
cellPos = (7,9)
learnLv = 40
masterLv = 60
@@ -1038,6 +1067,7 @@ class Skill28(TravelerActiveSkill):
"""
name = '神雾兵仗·流星'
ref = Ref.STARARROW
cellPos = (5,10)
learnLv = 45
masterLv = 60
@@ -1131,6 +1161,7 @@ class Skill29(PassiveSkill):
"""
name = '野外生存'
ref = Ref.SURVIVAL
cellPos = (4,11)
learnLv = 48
masterLv = 40
@@ -1164,6 +1195,7 @@ class Skill30(ActiveSkill):
"""
name = '旷野火炎'
ref = Ref.WILDFIRE
cellPos = (5,11)
learnLv = 50
masterLv = 40
@@ -1204,6 +1236,7 @@ class Skill31(PassiveSkill):
"""
name = '装载 : 闪攻'
ref = Ref.SETUPCOOLTIME
cellPos = (8,12)
learnLv = 60
masterLv = 1
@@ -1223,7 +1256,7 @@ class Skill31(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'data': data0, 'type': '=travelerCDR', 'skills': ['装置驱动', '浓雾暴雨', '登跃飞锚', '神雾兵仗·妖旋风', '流雾疾风', '装载 : 烟花漫天', '装置驱动·星云', '神雾兵仗·流星']}]
associate = [
SkillEffect(attribute=TravelerAttribute.TRAVELER_CDR, operation=Operation.ASSIGN, value=LevelTable(data0), skills=['装置驱动', '浓雾暴雨', '登跃飞锚', '神雾兵仗·妖旋风', '流雾疾风', '装载 : 烟花漫天', '装置驱动·星云', '神雾兵仗·流星'], missing_target=MissingTargetPolicy.SKIP),
SkillEffect(attribute=TravelerAttribute.TRAVELER_CDR, operation=Operation.ASSIGN, value=LevelTable(data0), skills=[Ref.GEARDRIVE, Ref.MISTHEAVYRAIN, Ref.SCRAMBLEANCHOR, Ref.SETUPRAGE, Ref.HAZESTORM, Ref.SETUPFIRE, '装置驱动·星云', Ref.STARARROW], missing_target=MissingTargetPolicy.SKIP),
]
# 登跃飞锚
@@ -1238,6 +1271,7 @@ class Skill32(TravelerActiveSkill):
"""
name = '登跃飞锚'
ref = Ref.SCRAMBLEANCHOR
cellPos = (2,12)
learnLv = 60
masterLv = 40
@@ -1299,6 +1333,7 @@ class Skill33(TravelerActiveSkill):
"""
name = '神雾兵仗·妖旋风'
ref = Ref.SETUPRAGE
cellPos = (8,13)
learnLv = 70
masterLv = 40
@@ -1366,7 +1401,7 @@ class Skill33(TravelerActiveSkill):
# self.associate = [{'type': '*skillRation', 'data': [0] + [-17] * self.maxLv, 'skills': ['绝技袭击']}]
# return super().effect(old, new)
associate = [
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-17] * maxLv)), skills=['绝技袭击'], when=Equals(Read(SkillAttribute.VP), 2)),
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-17] * maxLv)), skills=[Ref.ACROBATICRAID], when=Equals(Read(SkillAttribute.VP), 2)),
]
# 流浪之星的纹章
@@ -1380,6 +1415,7 @@ class Skill34(PassiveSkill):
"""
name = '流浪之星的纹章'
ref = Ref.TRAVELINGSTAR
cellPos = (4,13)
learnLv = 75
masterLv = 40
@@ -1405,7 +1441,7 @@ class Skill34(PassiveSkill):
# return super().effect(old, new)
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0))),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data1)), skills=['神雾兵仗·流星'], when=Not(All([GreaterThan(Read(SkillAttribute.LEVEL, '自动操作模式'), 0), Not(Equals(Read(SkillAttribute.VP, '神雾兵仗·流星'), 2))]))),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data1)), skills=[Ref.STARARROW], when=Not(All([GreaterThan(Read(SkillAttribute.LEVEL, Ref.AUTOMOVEMENT), 0), Not(Equals(Read(SkillAttribute.VP, Ref.STARARROW), 2))]))),
]
# 流雾疾风
@@ -1418,6 +1454,7 @@ class Skill35(TravelerActiveSkill):
"""
name = '流雾疾风'
ref = Ref.HAZESTORM
cellPos = (5,13)
learnLv = 75
masterLv = 40
@@ -1469,6 +1506,7 @@ class Skill36(PassiveSkill):
"""
name = '自动操作模式'
ref = Ref.AUTOMOVEMENT
cellPos = (3,13)
learnLv = 75
masterLv = 1
@@ -1493,6 +1531,7 @@ class Skill37(TravelerActiveSkill):
"""
name = '装载 : 烟花漫天'
ref = Ref.SETUPFIRE
cellPos = (8,14)
learnLv = 80
masterLv = 40
@@ -1550,7 +1589,7 @@ class Skill37(TravelerActiveSkill):
# self.associate = [{'type': '*skillRation', 'data': [0] + [-26.6] * self.maxLv, 'skills': ['装置驱动']}]
# return super().effect(old, new)
associate = [
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-26.6] * maxLv)), skills=['装置驱动'], when=Equals(Read(SkillAttribute.VP), 2)),
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-26.6] * maxLv)), skills=[Ref.GEARDRIVE], when=Equals(Read(SkillAttribute.VP), 2)),
]
# 神雾兵仗·北极星
@@ -1566,6 +1605,7 @@ class Skill38(ActiveSkill):
"""
name = '神雾兵仗·北极星'
ref = Ref.POLARIS
cellPos = (5,14)
learnLv = 85
masterLv = 40
@@ -1611,6 +1651,7 @@ class Skill39(TravelerActiveSkill):
"""
name = '星辰装置'
ref = Ref.GEAROFSTELLA
cellPos = (4,15)
learnLv = 95
masterLv = 40
@@ -1647,6 +1688,7 @@ class Skill40(ActiveSkill):
"""
name = '装置驱动 : 星云'
ref = Ref.NEBULA
cellPos = (6,15)
learnLv = 95
masterLv = 40
@@ -1687,6 +1729,7 @@ class Skill41(ActiveSkill):
"""
name = '神雾星仗·人马座星云'
ref = Ref.SAGITTARIUS
cellPos = (5,16)
learnLv = 100
masterLv = 40
+44 -1
View File
@@ -7,6 +7,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.archer.vigilante import VigilanteSkillRef as Ref
prefix = "archer/vigilante/cn/skillDetail"
@@ -22,6 +23,7 @@ class Skill0(ActiveSkill):
"""
name = '凌跃一击'
ref = Ref.CRACKARROW
cellPos = (3,1)
learnLv = 1
masterLv = 10
@@ -78,6 +80,7 @@ class Skill1(PassiveSkill):
"""
name = '超越两界'
ref = Ref.ONBOUNDARYLINE
cellPos = (1,1)
learnLv = 1
masterLv = 1
@@ -102,6 +105,7 @@ class Skill2(ActiveSkill):
"""
name = '妖兽化'
ref = Ref.CHANGELING
cellPos = (5,1)
learnLv = 1
masterLv = 1
@@ -127,6 +131,7 @@ class Skill3(ActiveSkill):
"""
name = '妖痕抓击'
ref = Ref.CLAWTATTOO
cellPos = (4,1)
learnLv = 1
masterLv = 60
@@ -156,6 +161,7 @@ class Skill4(ActiveSkill):
"""
name = '后跳'
ref = Ref.BACKSTEP
cellPos = (3,0)
learnLv = 1
masterLv = 1
@@ -179,6 +185,7 @@ class Skill5(PassiveSkill):
"""
name = '基础精通'
ref = Ref.BASICATTACKUP
cellPos = (1,0)
learnLv = 1
masterLv = 115
@@ -201,7 +208,7 @@ class Skill5(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'type': '*skillDamage', 'data': [i - 100 if i > 0 else 0 for i in data0], 'skills': ['妖爪']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=['妖爪']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=[Ref.MONSTERCLAW]),
]
# 受身蹲伏
@@ -213,6 +220,7 @@ class Skill6(ActiveSkill):
"""
name = '受身蹲伏'
ref = Ref.QUICKSTANDING
cellPos = (2,0)
learnLv = 1
masterLv = 1
@@ -253,6 +261,7 @@ class Skill7(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -276,6 +285,7 @@ class Skill8(PassiveSkill):
"""
name = '防具精通'
ref = Ref.ARMORMASTERYETC
cellPos = (0,1)
learnLv = 1
masterLv = 1
@@ -299,6 +309,7 @@ class Skill9(ActiveSkill):
"""
name = '全力挥击'
ref = Ref.FULLSWING
cellPos = (3,2)
learnLv = 5
masterLv = 60
@@ -334,6 +345,7 @@ class Skill10(ActiveSkill):
"""
name = '切割之影'
ref = Ref.CUTTINGSHADOW
cellPos = (7,2)
learnLv = 5
masterLv = 60
@@ -373,6 +385,7 @@ class Skill11(ActiveSkill):
"""
name = '翻月翔击'
ref = Ref.RISINGMOON
cellPos = (2,3)
learnLv = 10
masterLv = 60
@@ -403,6 +416,7 @@ class Skill12(ActiveSkill):
"""
name = '见面礼'
ref = Ref.HARSHHELLO
cellPos = (3,3)
learnLv = 10
masterLv = 60
@@ -437,6 +451,7 @@ class Skill13(ActiveSkill):
"""
name = '拒绝屏障'
ref = Ref.REJECTION
cellPos = (6,3)
learnLv = 10
masterLv = 5
@@ -467,6 +482,7 @@ class Skill14(PassiveSkill):
"""
name = '强化 - 后跳'
ref = Ref.ESCAPEBACKSTEP
cellPos = (4,0)
learnLv = 10
masterLv = 1
@@ -494,6 +510,7 @@ class Skill15(ActiveSkill):
"""
name = '跃翔'
ref = Ref.JUMPPOWERUP
cellPos = (6,0)
learnLv = 10
masterLv = 1
@@ -523,6 +540,7 @@ class Skill16(ActiveSkill):
"""
name = '妖爪'
ref = Ref.MONSTERCLAW
cellPos = (5,4)
learnLv = 15
masterLv = 1
@@ -571,6 +589,7 @@ class Skill17(ActiveSkill):
"""
name = '捕猎箭'
ref = Ref.RELATIVEKILLER
cellPos = (3,5)
learnLv = 20
masterLv = 60
@@ -609,6 +628,7 @@ class Skill18(ActiveSkill):
"""
name = '苦痛送行'
ref = Ref.PAINBRINGER
cellPos = (7,5)
learnLv = 20
masterLv = 60
@@ -645,6 +665,7 @@ class Skill19(PassiveSkill):
"""
name = '特殊体质'
ref = Ref.UNIQUEBODY
cellPos = (1,5)
learnLv = 20
masterLv = 10
@@ -678,6 +699,7 @@ class Skill20(PassiveSkill):
"""
name = '暴击'
ref = Ref.PHYSICALCRITICALHITUP
cellPos = (5,0)
learnLv = 20
masterLv = 10
@@ -702,6 +724,7 @@ class Skill21(ActiveSkill):
"""
name = '威慑低吼'
ref = Ref.HISS
cellPos = (5,6)
learnLv = 25
masterLv = 10
@@ -730,6 +753,7 @@ class Skill22(ActiveSkill):
"""
name = '破颜击'
ref = Ref.SLASHFACE
cellPos = (2,6)
learnLv = 25
masterLv = 60
@@ -767,6 +791,7 @@ class Skill23(ActiveSkill):
"""
name = '妖刺结阵'
ref = Ref.NECKPUNCHER
cellPos = (6,6)
learnLv = 25
masterLv = 60
@@ -807,6 +832,7 @@ class Skill24(ActiveSkill):
"""
name = '利爪锋芒'
ref = Ref.TAKEOUTCLAW
cellPos = (4,7)
learnLv = 30
masterLv = 60
@@ -840,6 +866,7 @@ class Skill25(ActiveSkill):
"""
name = '巡猎终结'
ref = Ref.CHECKDEATH
cellPos = (3,7)
learnLv = 30
masterLv = 60
@@ -877,6 +904,7 @@ class Skill26(ActiveSkill):
"""
name = '御蛇'
ref = Ref.CHASINGSNAKE
cellPos = (4,8)
learnLv = 35
masterLv = 60
@@ -939,6 +967,7 @@ class Skill27(ActiveSkill):
"""
name = '幻妖之噬'
ref = Ref.DEVOURER
cellPos = (7,8)
learnLv = 35
masterLv = 60
@@ -1011,6 +1040,7 @@ class Skill28(PassiveSkill):
"""
name = '野性愈烈'
ref = Ref.GIVENWILD
cellPos = (1,8)
learnLv = 35
masterLv = 10
@@ -1047,6 +1077,7 @@ class Skill29(ActiveSkill):
"""
name = '狂妖风暴'
ref = Ref.MONSTERWIND
cellPos = (3,9)
learnLv = 40
masterLv = 60
@@ -1116,6 +1147,7 @@ class Skill30(ActiveSkill):
"""
name = '凶兽噬咬'
ref = Ref.CRUELSLAUGHTER
cellPos = (7,10)
learnLv = 45
masterLv = 60
@@ -1191,6 +1223,7 @@ class Skill31(PassiveSkill):
"""
name = '野息狂放'
ref = Ref.DESIREBREATH
cellPos = (1,11)
learnLv = 48
masterLv = 40
@@ -1224,6 +1257,7 @@ class Skill32(ActiveSkill):
"""
name = '鲜活宴场'
ref = Ref.PARTYOFSACRIFICE
cellPos = (5,11)
learnLv = 50
masterLv = 40
@@ -1259,6 +1293,7 @@ class Skill33(ActiveSkill):
"""
name = '妖蛇暴雨'
ref = Ref.NOISYMONSTER
cellPos = (4,12)
learnLv = 60
masterLv = 40
@@ -1319,6 +1354,7 @@ class Skill34(ActiveSkill):
"""
name = '盛怒狂潮'
ref = Ref.RAMPAGE
cellPos = (7,13)
learnLv = 70
masterLv = 40
@@ -1388,6 +1424,7 @@ class Skill35(PassiveSkill):
"""
name = '妖人合一'
ref = Ref.SELFAGREEMENT
cellPos = (1,13)
learnLv = 75
masterLv = 40
@@ -1419,6 +1456,7 @@ class Skill36(ActiveSkill):
"""
name = '卸骨'
ref = Ref.DEBONING
cellPos = (2,13)
learnLv = 75
masterLv = 40
@@ -1483,6 +1521,7 @@ class Skill37(ActiveSkill):
"""
name = '妖芒之茧'
ref = Ref.PEACEPIERCER
cellPos = (6,14)
learnLv = 80
masterLv = 40
@@ -1546,6 +1585,7 @@ class Skill38(ActiveSkill):
"""
name = '妖潮狂袭'
ref = Ref.OUTBUST
cellPos = (5,14)
learnLv = 85
masterLv = 40
@@ -1593,6 +1633,7 @@ class Skill39(PassiveSkill):
"""
name = '万物巅峰'
ref = Ref.PINNACLEOFALLTHINGS
cellPos = (1,15)
learnLv = 95
masterLv = 40
@@ -1628,6 +1669,7 @@ class Skill40(ActiveSkill):
"""
name = '神妖之爪'
ref = Ref.GODMONSTERCLAW
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -1700,6 +1742,7 @@ class Skill41(ActiveSkill):
"""
name = '极夜·妖刃千散'
ref = Ref.ETERNALNIGHT
cellPos = (5,16)
learnLv = 100
masterLv = 30
@@ -12,6 +12,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.demonic_lancer.dragoon import DragoonSkillRef as Ref
prefix = "demonic_lancer/dragoon/cn/skillDetail"
@@ -26,6 +27,7 @@ class Skill0(ActiveSkill):
"""
name = '刺击'
ref = Ref.QUICKPUNTO
cellPos = (2,1)
learnLv = 1
masterLv = 60
@@ -65,6 +67,7 @@ class Skill1(ActiveSkill):
"""
name = '枪挑'
ref = Ref.HELMSHOT
cellPos = (8,1)
learnLv = 1
masterLv = 10
@@ -91,6 +94,7 @@ class Skill2(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -115,6 +119,7 @@ class Skill3(PassiveSkill):
"""
name = '基础精通'
ref = Ref.BASICATTACKUP
cellPos = (1,0)
learnLv = 1
masterLv = 115
@@ -137,7 +142,7 @@ class Skill3(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'type': '*skillDamage', 'data': [i - 100 if i > 0 else 0 for i in data0], 'skills': ['猎杀枪']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=['猎杀枪']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=[Ref.SERVERNTLANCE]),
]
# 受身蹲伏
@@ -148,6 +153,7 @@ class Skill4(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -189,6 +195,7 @@ class Skill5(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -211,6 +218,7 @@ class Skill6(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -236,6 +244,7 @@ class Skill7(ActiveSkill):
"""
name = '回旋钩'
ref = Ref.HOOKANDTHROW
cellPos = (9,2)
learnLv = 5
masterLv = 60
@@ -276,6 +285,7 @@ class Skill8(ActiveSkill):
"""
name = '格挡反击'
ref = Ref.INDURE
cellPos = (8,3)
learnLv = 10
masterLv = 5
@@ -304,6 +314,7 @@ class Skill9(ActiveSkill):
"""
name = '落凤枪'
ref = Ref.PARATROOPER
cellPos = (3,3)
learnLv = 10
masterLv = 60
@@ -336,6 +347,7 @@ class Skill10(ActiveSkill):
"""
name = '横扫'
ref = Ref.SIDESLASH
cellPos = (0,3)
learnLv = 10
masterLv = 60
@@ -363,6 +375,7 @@ class Skill11(ActiveSkill):
"""
name = '魔枪发射'
ref = Ref.PARTISANSHOOT
cellPos = (5,3)
learnLv = 10
masterLv = 60
@@ -393,6 +406,7 @@ class Skill12(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -420,6 +434,7 @@ class Skill13(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -446,6 +461,7 @@ class Skill14(ActiveSkill):
"""
name = '连环枪'
ref = Ref.SURROUNDBREAK
cellPos = (1,4)
learnLv = 15
masterLv = 60
@@ -484,6 +500,7 @@ class Skill15(ActiveSkill):
"""
name = '扫堂枪'
ref = Ref.DEMONICANKLECUT
cellPos = (0,4)
learnLv = 15
masterLv = 60
@@ -510,6 +527,7 @@ class Skill16(PassiveSkill):
"""
name = '狩猎技艺'
ref = Ref.HUNTERSMOVESET
cellPos = (5,4)
learnLv = 15
masterLv = 1
@@ -531,6 +549,7 @@ class Skill17(PassiveSkill):
"""
name = '光枪精通'
ref = Ref.PARTISANMASTERY
cellPos = (9,4)
learnLv = 15
masterLv = 10
@@ -572,6 +591,7 @@ class Skill18(ActiveSkill):
"""
name = '猎杀枪'
ref = Ref.SERVERNTLANCE
cellPos = (7,4)
learnLv = 15
masterLv = 1
@@ -613,6 +633,7 @@ class Skill19(ActiveSkill):
"""
name = '隐鼠之袭'
ref = Ref.MOLEHUNT
cellPos = (2,4)
learnLv = 15
masterLv = 60
@@ -644,6 +665,7 @@ class Skill20(ActiveSkill):
"""
name = '光焰飞枪'
ref = Ref.NEEDLER
cellPos = (4,5)
learnLv = 20
masterLv = 60
@@ -675,6 +697,7 @@ class Skill21(PassiveSkill):
"""
name = '狩猎本能'
ref = Ref.ENCHANTPARTISAN
cellPos = (8,5)
learnLv = 20
masterLv = 10
@@ -705,6 +728,7 @@ class Skill22(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -728,6 +752,7 @@ class Skill23(ActiveSkill):
"""
name = '能量萃取'
ref = Ref.MANAEXTRACT
cellPos = (6,6)
learnLv = 25
masterLv = 10
@@ -761,6 +786,7 @@ class Skill24(ActiveSkill):
"""
name = '猎杀枪 : 掠食'
ref = Ref.SERVERNTLANCEASSULT
cellPos = (7,6)
learnLv = 25
masterLv = 60
@@ -809,6 +835,7 @@ class Skill25(ActiveSkill):
"""
name = '蛮横冲撞'
ref = Ref.BUFFALOFALL
cellPos = (4,6)
learnLv = 25
masterLv = 60
@@ -848,6 +875,7 @@ class Skill26(ActiveSkill):
"""
name = '光焰枪'
ref = Ref.STRINGWING
cellPos = (5,7)
learnLv = 30
masterLv = 60
@@ -882,6 +910,7 @@ class Skill27(ActiveSkill):
"""
name = '猎杀枪 : 穿心'
ref = Ref.DRILLINGNECK
cellPos = (7,7)
learnLv = 30
masterLv = 60
@@ -916,6 +945,7 @@ class Skill28(ActiveSkill):
"""
name = '利刃收割'
ref = Ref.BURNLOCUST
cellPos = (3,8)
learnLv = 35
masterLv = 60
@@ -992,6 +1022,7 @@ class Skill29(ActiveSkill):
"""
name = '光焰囚杀'
ref = Ref.LAMBFENCE
cellPos = (4,8)
learnLv = 35
masterLv = 60
@@ -1046,6 +1077,7 @@ class Skill30(ActiveSkill):
"""
name = '鹰坠'
ref = Ref.PENETRATEHEAD
cellPos = (2,9)
learnLv = 40
masterLv = 60
@@ -1107,6 +1139,7 @@ class Skill31(ActiveSkill):
"""
name = '龙鳞碎割'
ref = Ref.SCALEGRINDER
cellPos = (4,10)
learnLv = 45
masterLv = 60
@@ -1166,6 +1199,7 @@ class Skill32(PassiveSkill):
"""
name = '枪魂感知'
ref = Ref.AFTERSENSATION
cellPos = (3,11)
learnLv = 48
masterLv = 40
@@ -1185,7 +1219,7 @@ class Skill32(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'data': [-i for i in data0], 'type': '+cd', 'skills': ['猎杀枪'], 'ratio': 1}, {'data': data1, 'type': '*skillDamage'}]
associate = [
SkillEffect(attribute=SkillAttribute.CD, operation=Operation.ADD, value=LevelTable([-i for i in data0]), skills=['猎杀枪']),
SkillEffect(attribute=SkillAttribute.CD, operation=Operation.ADD, value=LevelTable([-i for i in data0]), skills=[Ref.SERVERNTLANCE]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1))),
]
@@ -1200,6 +1234,7 @@ class Skill33(ActiveSkill):
"""
name = '逐云灭龙杀'
ref = Ref.DRAGONSLAYER
cellPos = (5,11)
learnLv = 50
masterLv = 40
@@ -1241,6 +1276,7 @@ class Skill34(ActiveSkill):
"""
name = '天龙破'
ref = Ref.PARTISANSKEWER
cellPos = (4,12)
learnLv = 60
masterLv = 40
@@ -1292,7 +1328,7 @@ class Skill34(ActiveSkill):
# self.associate = [{'type': '*skillRation', 'data': [0] + [-26] * self.maxLv, 'skills': ['猎杀枪 : 穿心', '猎杀枪 : 掠食']}]
# return super().effect(old, new)
associate = [
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-26] * maxLv)), skills=['猎杀枪 : 穿心', '猎杀枪 : 掠食'], when=Equals(Read(SkillAttribute.VP), 2)),
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-26] * maxLv)), skills=[Ref.DRILLINGNECK, Ref.SERVERNTLANCEASSULT], when=Equals(Read(SkillAttribute.VP), 2)),
]
# 地龙狩
@@ -1306,6 +1342,7 @@ class Skill35(ActiveSkill):
"""
name = '地龙狩'
ref = Ref.EARTHWORMHUNT
cellPos = (2,13)
learnLv = 70
masterLv = 40
@@ -1354,7 +1391,7 @@ class Skill35(ActiveSkill):
# self.associate = [{'type': '*skillRation', 'data': [0] + [-23] * self.maxLv, 'skills': ['光焰枪']}]
# return super().effect(old, new)
associate = [
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-23] * maxLv)), skills=['光焰枪'], when=Equals(Read(SkillAttribute.VP), 2)),
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-23] * maxLv)), skills=[Ref.STRINGWING], when=Equals(Read(SkillAttribute.VP), 2)),
]
# 狩猎之心
@@ -1367,6 +1404,7 @@ class Skill36(PassiveSkill):
"""
name = '狩猎之心'
ref = Ref.FORCEOFSOURCE
cellPos = (6,13)
learnLv = 75
masterLv = 40
@@ -1403,6 +1441,7 @@ class Skill37(ActiveSkill):
"""
name = '凌空之狩'
ref = Ref.AVENHUNTING
cellPos = (4,13)
learnLv = 75
masterLv = 40
@@ -1450,7 +1489,7 @@ class Skill37(ActiveSkill):
# self.associate = [{'type': '*skillRation', 'data': [0] + [-27] * self.maxLv, 'skills': ['利刃收割']}]
# return super().effect(old, new)
associate = [
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-27] * maxLv)), skills=['利刃收割'], when=Equals(Read(SkillAttribute.VP), 1)),
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-27] * maxLv)), skills=[Ref.BURNLOCUST], when=Equals(Read(SkillAttribute.VP), 1)),
]
# 无尽毁灭
@@ -1464,6 +1503,7 @@ class Skill38(ActiveSkill):
"""
name = '无尽毁灭'
ref = Ref.GRINDERJET
cellPos = (3,14)
learnLv = 80
masterLv = 40
@@ -1525,6 +1565,7 @@ class Skill39(ActiveSkill):
"""
name = '绝命猎杀 : 死亡穿刺'
ref = Ref.DEATHCHARGE
cellPos = (5,14)
learnLv = 85
masterLv = 40
@@ -1563,6 +1604,7 @@ class Skill40(PassiveSkill):
"""
name = '狩魔之魂'
ref = Ref.KERAVNOS
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -1594,6 +1636,7 @@ class Skill41(ActiveSkill):
"""
name = '瞬光猎杀枪'
ref = Ref.INSIDIOUSPIKE
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -1631,6 +1674,7 @@ class Skill42(ActiveSkill):
"""
name = '红月·狂狩盛宴'
ref = Ref.HUNTINGOFREDMOON
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -10,6 +10,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.demonic_lancer.impaler import ImpalerSkillRef as Ref
prefix = "demonic_lancer/impaler/cn/skillDetail"
@@ -23,6 +24,7 @@ class Skill0(ActiveSkill):
近距离攻击和枪头攻击不会同时命中敌人,相应的判定重叠时,优先判定为枪头攻击。\n
"""
name = "刺击"
ref = Ref.QUICKPUNTO
learnLv = 1
masterLv = 60
maxLv = 70
@@ -51,6 +53,7 @@ class Skill1(ActiveSkill):
从下往上挑击,使敌人浮空。\n
"""
name = "枪挑"
ref = Ref.HELMSHOT
learnLv = 1
masterLv = 10
maxLv = 20
@@ -77,6 +80,7 @@ class Skill2(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -101,6 +105,7 @@ class Skill3(PassiveSkill):
"""
name = '基础精通'
ref = Ref.BASICATTACKUP
cellPos = (1,0)
learnLv = 1
masterLv = 115
@@ -128,6 +133,7 @@ class Skill4(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -169,6 +175,7 @@ class Skill5(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -191,6 +198,7 @@ class Skill6(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -215,6 +223,7 @@ class Skill7(ActiveSkill):
对无法抓取的敌人不适用控制效果。\n
"""
name = "回旋钩"
ref = Ref.HOOKANDTHROW
learnLv = 5
masterLv = 60
maxLv = 70
@@ -246,6 +255,7 @@ class Skill8(ActiveSkill):
被推开一定距离后,按下X键可以进行反击。\n
"""
name = "格挡反击"
ref = Ref.INDURE
learnLv = 10
masterLv = 5
maxLv = 10
@@ -272,6 +282,7 @@ class Skill9(ActiveSkill):
从空中快速地斜向落地,刺向敌人。\n
"""
name = "落凤枪"
ref = Ref.PARATROOPER
learnLv = 10
masterLv = 60
maxLv = 70
@@ -301,6 +312,7 @@ class Skill10(ActiveSkill):
向前方快速横斩,击飞敌人。\n
"""
name = "横扫"
ref = Ref.SIDESLASH
learnLv = 10
masterLv = 60
maxLv = 70
@@ -327,6 +339,7 @@ class Skill11(ActiveSkill):
"""
name = '魔枪发射'
ref = Ref.PARTISANSHOOT
cellPos = (5,3)
learnLv = 10
masterLv = 60
@@ -357,6 +370,7 @@ class Skill12(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -384,6 +398,7 @@ class Skill13(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -409,6 +424,7 @@ class Skill14(ActiveSkill):
使用长枪进行连续攻击。 命中敌人时按下技能键,即刻发动下一次攻击。\n
"""
name = "连环枪"
ref = Ref.SURROUNDBREAK
learnLv = 15
masterLv = 60
maxLv = 70
@@ -442,6 +458,7 @@ class Skill15(ActiveSkill):
攻击敌人足部,使之倒地。\n
"""
name = "扫堂枪"
ref = Ref.DEMONICANKLECUT
learnLv = 15
masterLv = 60
maxLv = 70
@@ -473,6 +490,7 @@ class Skill16(PassiveSkill):
"""
name = '暗蚀'
ref = Ref.ENCROACH
cellPos = (7,4)
learnLv = 15
masterLv = 10
@@ -530,30 +548,30 @@ class Skill16(PassiveSkill):
# ]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0))),
SkillEffect(attribute=Power(0), value=1 + Percent(LevelTable(data1)), skills=['双重投射']),
SkillEffect(attribute=Power(0), value=1 + Percent(LevelTable(data1)), skills=['暗矛投射']),
SkillEffect(attribute=Power(0), value=1 + Percent(LevelTable(data1)), skills=['绝望枪']),
SkillEffect(attribute=Power(0), value=1 + Percent(LevelTable(data1)), skills=['连锁侵蚀']),
SkillEffect(attribute=Power(1), value=1 + Percent(LevelTable(data1)), skills=['连锁侵蚀']),
SkillEffect(attribute=Power(0), value=1 + Percent(LevelTable(data1)), skills=['暗蚀螺旋枪']),
SkillEffect(attribute=Power(2), value=1 + Percent(LevelTable(data1)), skills=['暗蚀螺旋枪']),
SkillEffect(attribute=Power(0), value=1 + Percent(LevelTable(data1)), skills=['坠蚀之雨']),
SkillEffect(attribute=Power(0), value=1 + Percent(LevelTable(data1)), skills=['暗蚀爆雷杀']),
SkillEffect(attribute=Power(1), value=1 + Percent(LevelTable(data1)), skills=['暗蚀爆雷杀']),
SkillEffect(attribute=Power(2), value=1 + Percent(LevelTable(data1)), skills=['暗蚀爆雷杀']),
SkillEffect(attribute=Power(2), value=1 + Percent(LevelTable(data1)), skills=['无尽侵蚀 : 缚魂']),
SkillEffect(attribute=Power(0), value=1 + Percent(LevelTable(data1)), skills=['黑蚀酷刑']),
SkillEffect(attribute=Power(1), value=1 + Percent(LevelTable(data1)), skills=['黑蚀酷刑']),
SkillEffect(attribute=Power(3), value=1 + Percent(LevelTable(data1)), skills=['黑蚀酷刑']),
SkillEffect(attribute=Power(0), value=1 + Percent(LevelTable(data1)), skills=['冥夜裂空']),
SkillEffect(attribute=Power(0), value=1 + Percent(LevelTable(data1)), skills=['冥蚀脉冲']),
SkillEffect(attribute=Power(1), value=1 + Percent(LevelTable(data1)), skills=['冥蚀脉冲']),
SkillEffect(attribute=Power(3), value=1 + Percent(LevelTable(data1)), skills=['冥蚀脉冲']),
SkillEffect(attribute=Power(1), value=1 + Percent(LevelTable(data1)), skills=['幽影暗蚀 : 寂灭']),
SkillEffect(attribute=Power(0), value=1 + Percent(LevelTable(data1)), skills=['虚空碎灭']),
SkillEffect(attribute=Power(1), value=1 + Percent(LevelTable(data1)), skills=['虚空碎灭']),
SkillEffect(attribute=Power(3), value=1 + Percent(LevelTable(data1)), skills=['虚空碎灭']),
SkillEffect(attribute=Power(2), value=1 + Percent(LevelTable(data1)), skills=['暗·渊灭禁绝']),
SkillEffect(attribute=Power(0), value=1 + Percent(LevelTable(data1)), skills=[Ref.DOUBLETHROW]),
SkillEffect(attribute=Power(0), value=1 + Percent(LevelTable(data1)), skills=[Ref.HELIXSPEAR]),
SkillEffect(attribute=Power(0), value=1 + Percent(LevelTable(data1)), skills=[Ref.DEATHSPEAR]),
SkillEffect(attribute=Power(0), value=1 + Percent(LevelTable(data1)), skills=[Ref.DIFFUSION]),
SkillEffect(attribute=Power(1), value=1 + Percent(LevelTable(data1)), skills=[Ref.DIFFUSION]),
SkillEffect(attribute=Power(0), value=1 + Percent(LevelTable(data1)), skills=[Ref.SPIRALRUSH]),
SkillEffect(attribute=Power(2), value=1 + Percent(LevelTable(data1)), skills=[Ref.SPIRALRUSH]),
SkillEffect(attribute=Power(0), value=1 + Percent(LevelTable(data1)), skills=[Ref.DARKSTAR]),
SkillEffect(attribute=Power(0), value=1 + Percent(LevelTable(data1)), skills=[Ref.DARKEXPLOSIONOFMEAT]),
SkillEffect(attribute=Power(1), value=1 + Percent(LevelTable(data1)), skills=[Ref.DARKEXPLOSIONOFMEAT]),
SkillEffect(attribute=Power(2), value=1 + Percent(LevelTable(data1)), skills=[Ref.DARKEXPLOSIONOFMEAT]),
SkillEffect(attribute=Power(2), value=1 + Percent(LevelTable(data1)), skills=[Ref.DARKSPEARSUCCESSIVETHROWING]),
SkillEffect(attribute=Power(0), value=1 + Percent(LevelTable(data1)), skills=[Ref.VIOLENTPIERCE]),
SkillEffect(attribute=Power(1), value=1 + Percent(LevelTable(data1)), skills=[Ref.VIOLENTPIERCE]),
SkillEffect(attribute=Power(3), value=1 + Percent(LevelTable(data1)), skills=[Ref.VIOLENTPIERCE]),
SkillEffect(attribute=Power(0), value=1 + Percent(LevelTable(data1)), skills=[Ref.FALLINGDEATH]),
SkillEffect(attribute=Power(0), value=1 + Percent(LevelTable(data1)), skills=[Ref.DARKIMPULSE]),
SkillEffect(attribute=Power(1), value=1 + Percent(LevelTable(data1)), skills=[Ref.DARKIMPULSE]),
SkillEffect(attribute=Power(3), value=1 + Percent(LevelTable(data1)), skills=[Ref.DARKIMPULSE]),
SkillEffect(attribute=Power(1), value=1 + Percent(LevelTable(data1)), skills=[Ref.DESTROYLIGHT]),
SkillEffect(attribute=Power(0), value=1 + Percent(LevelTable(data1)), skills=[Ref.ABYSSALINVANDER]),
SkillEffect(attribute=Power(1), value=1 + Percent(LevelTable(data1)), skills=[Ref.ABYSSALINVANDER]),
SkillEffect(attribute=Power(3), value=1 + Percent(LevelTable(data1)), skills=[Ref.ABYSSALINVANDER]),
SkillEffect(attribute=Power(2), value=1 + Percent(LevelTable(data1)), skills=[Ref.DARKDESTROYOFSPEAR]),
]
# 帝国枪术
@@ -573,6 +591,7 @@ class Skill17(PassiveSkill):
"""
name = '帝国枪术'
ref = Ref.SPEARMANSHIP
cellPos = (8,4)
learnLv = 15
masterLv = 1
@@ -600,6 +619,7 @@ class Skill18(ActiveSkill):
"""
name = '双重投射'
ref = Ref.DOUBLETHROW
cellPos = (4,4)
learnLv = 15
masterLv = 60
@@ -639,6 +659,7 @@ class Skill19(ActiveSkill):
"""
name = '侵蚀之矛'
ref = Ref.DARKAMBITION
cellPos = (2,4)
learnLv = 15
masterLv = 60
@@ -675,6 +696,7 @@ class Skill20(ActiveSkill):
"""
name = '暗矛投射'
ref = Ref.HELIXSPEAR
cellPos = (5,5)
learnLv = 20
masterLv = 60
@@ -708,6 +730,7 @@ class Skill21(PassiveSkill):
"""
name = '暗矛精通'
ref = Ref.DARKJAVELINMASTERY
cellPos = (7,5)
learnLv = 20
masterLv = 20
@@ -742,6 +765,7 @@ class Skill22(PassiveSkill):
"""
name = '暴击'
ref = Ref.PHYSICALCRITICALHITUP
cellPos = (5,0)
learnLv = 20
masterLv = 10
@@ -765,6 +789,7 @@ class Skill23(ActiveSkill):
"""
name = '黑暗化身'
ref = Ref.DARKNESS
cellPos = (8,6)
learnLv = 25
masterLv = 10
@@ -801,6 +826,7 @@ class Skill24(ActiveSkill):
"""
name = '暗矛贯穿'
ref = Ref.PIERCINGDRIVE
cellPos = (6,6)
learnLv = 25
masterLv = 60
@@ -841,6 +867,7 @@ class Skill25(ActiveSkill):
"""
name = '黑暗枪雨'
ref = Ref.DESPAIR
cellPos = (2,6)
learnLv = 25
masterLv = 60
@@ -877,6 +904,7 @@ class Skill26(ActiveSkill):
"""
name = '黑蚀葬礼'
ref = Ref.DARKBURIAL
cellPos = (3,7)
learnLv = 30
masterLv = 60
@@ -916,6 +944,7 @@ class Skill27(ActiveSkill):
"""
name = '绝望枪'
ref = Ref.DEATHSPEAR
cellPos = (4,7)
learnLv = 30
masterLv = 60
@@ -948,6 +977,7 @@ class Skill28(PassiveSkill):
"""
name = '暗枪突破'
ref = Ref.DEMONICLANCERECKLESS
cellPos = (1,7)
learnLv = 30
masterLv = 1
@@ -987,6 +1017,7 @@ class Skill29(ActiveSkill):
"""
name = '连锁侵蚀'
ref = Ref.DIFFUSION
cellPos = (7,8)
learnLv = 35
masterLv = 60
@@ -1058,6 +1089,7 @@ class Skill30(ActiveSkill):
"""
name = '暗蚀螺旋枪'
ref = Ref.SPIRALRUSH
cellPos = (5,8)
learnLv = 35
masterLv = 60
@@ -1121,6 +1153,7 @@ class Skill31(ActiveSkill):
"""
name = '坠蚀之雨'
ref = Ref.DARKSTAR
cellPos = (4,9)
learnLv = 40
masterLv = 60
@@ -1185,6 +1218,7 @@ class Skill32(ActiveSkill):
"""
name = '暗蚀爆雷杀'
ref = Ref.DARKEXPLOSIONOFMEAT
cellPos = (6,10)
learnLv = 45
masterLv = 60
@@ -1247,6 +1281,7 @@ class Skill33(PassiveSkill):
"""
name = '黑暗支配者'
ref = Ref.RULEROFDARKNESS
cellPos = (4,11)
learnLv = 48
masterLv = 40
@@ -1281,6 +1316,7 @@ class Skill34(ActiveSkill):
"""
name = '无尽侵蚀 : 缚魂'
ref = Ref.DARKSPEARSUCCESSIVETHROWING
cellPos = (5,11)
learnLv = 50
masterLv = 40
@@ -1318,6 +1354,7 @@ class Skill35(ActiveSkill):
"""
name = '暗影蚀魂'
ref = Ref.DARKDIVISION
cellPos = (2,12)
learnLv = 60
masterLv = 40
@@ -1385,6 +1422,7 @@ class Skill36(ActiveSkill):
"""
name = '黑蚀酷刑'
ref = Ref.VIOLENTPIERCE
cellPos = (7,13)
learnLv = 70
masterLv = 40
@@ -1458,6 +1496,7 @@ class Skill37(PassiveSkill):
"""
name = '黑暗本源'
ref = Ref.DARKNESSONTHEABYSS
cellPos = (3,13)
learnLv = 75
masterLv = 40
@@ -1502,6 +1541,7 @@ class Skill38(ActiveSkill):
"""
name = '冥夜裂空'
ref = Ref.FALLINGDEATH
cellPos = (5,13)
learnLv = 75
masterLv = 40
@@ -1566,6 +1606,7 @@ class Skill39(ActiveSkill):
"""
name = '冥蚀脉冲'
ref = Ref.DARKIMPULSE
cellPos = (4,14)
learnLv = 80
masterLv = 40
@@ -1639,6 +1680,7 @@ class Skill40(ActiveSkill):
"""
name = '幽影暗蚀 : 寂灭'
ref = Ref.DESTROYLIGHT
cellPos = (6,14)
learnLv = 85
masterLv = 40
@@ -1678,6 +1720,7 @@ class Skill41(PassiveSkill):
"""
name = '暗源之蚀'
ref = Ref.SKULKINGDARKNESS
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -1717,6 +1760,7 @@ class Skill42(ActiveSkill):
"""
name = '虚空碎灭'
ref = Ref.ABYSSALINVANDER
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -1765,6 +1809,7 @@ class Skill43(ActiveSkill):
"""
name = '暗·渊灭禁绝'
ref = Ref.DARKDESTROYOFSPEAR
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -9,6 +9,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.demonic_lancer.skirmisher import SkirmisherSkillRef as Ref
prefix = "demonic_lancer/skirmisher/cn/skillDetail"
@@ -23,6 +24,7 @@ class Skill0(ActiveSkill):
"""
name = '刺击'
ref = Ref.QUICKPUNTO
cellPos = (3,1)
learnLv = 1
masterLv = 60
@@ -62,6 +64,7 @@ class Skill1(ActiveSkill):
"""
name = '枪挑'
ref = Ref.HELMSHOT
cellPos = (5,1)
learnLv = 1
masterLv = 10
@@ -88,6 +91,7 @@ class Skill2(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -112,6 +116,7 @@ class Skill3(PassiveSkill):
"""
name = '基础精通'
ref = Ref.BASICATTACKUP
cellPos = (1,0)
learnLv = 1
masterLv = 115
@@ -139,6 +144,7 @@ class Skill4(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -180,6 +186,7 @@ class Skill5(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -202,6 +209,7 @@ class Skill6(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -227,6 +235,7 @@ class Skill7(ActiveSkill):
"""
name = '回旋钩'
ref = Ref.HOOKANDTHROW
cellPos = (4,2)
learnLv = 5
masterLv = 60
@@ -268,6 +277,7 @@ class Skill8(ActiveSkill):
"""
name = '格挡反击'
ref = Ref.INDURE
cellPos = (2,3)
learnLv = 10
masterLv = 5
@@ -296,6 +306,7 @@ class Skill9(ActiveSkill):
"""
name = '落凤枪'
ref = Ref.PARATROOPER
cellPos = (7,3)
learnLv = 10
masterLv = 60
@@ -328,6 +339,7 @@ class Skill10(ActiveSkill):
"""
name = '横扫'
ref = Ref.SIDESLASH
cellPos = (0,3)
learnLv = 10
masterLv = 60
@@ -355,6 +367,7 @@ class Skill11(ActiveSkill):
"""
name = '魔枪发射'
ref = Ref.PARTISANSHOOT
cellPos = (3,3)
learnLv = 10
masterLv = 60
@@ -385,6 +398,7 @@ class Skill12(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -412,6 +426,7 @@ class Skill13(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -438,6 +453,7 @@ class Skill14(ActiveSkill):
"""
name = '连环枪'
ref = Ref.SURROUNDBREAK
cellPos = (7,4)
learnLv = 15
masterLv = 60
@@ -477,6 +493,7 @@ class Skill15(PassiveSkill):
"""
name = '长枪精通'
ref = Ref.SPEARMASTERY
cellPos = (1,4)
learnLv = 15
masterLv = 20
@@ -505,7 +522,7 @@ class Skill15(PassiveSkill):
# ]
associate = [
CharacterEffect(attribute=CharacterAttribute.P_ATK_P, value=1 + Percent(LevelTable(data0))),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data1)), except_skills=['流云幻灭', '极影无形杀', '问鼎·千军破云']),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data1)), except_skills=[Ref.AURAFORCEJAVELIN, Ref.EXTREMESKILLARTS, Ref.MIRAGEHALLUCINATION]),
]
# 行云诀
@@ -523,6 +540,7 @@ class Skill16(ActiveSkill):
"""
name = '行云诀'
ref = Ref.MIRAGE
cellPos = (5,3)
learnLv = 15
masterLv = 1
@@ -550,6 +568,7 @@ class Skill17(ActiveSkill):
"""
name = '行云 : 风'
ref = Ref.SWIRLINGSPEAR
cellPos = (5,4)
learnLv = 15
masterLv = 60
@@ -586,6 +605,7 @@ class Skill18(ActiveSkill):
"""
name = '扫堂枪'
ref = Ref.DEMONICANKLECUT
cellPos = (3,4)
learnLv = 15
masterLv = 60
@@ -613,6 +633,7 @@ class Skill19(ActiveSkill):
"""
name = '无双枪术'
ref = Ref.AURALANCE
cellPos = (7,5)
learnLv = 20
masterLv = 10
@@ -640,6 +661,7 @@ class Skill20(ActiveSkill):
"""
name = '双重刺击'
ref = Ref.TWINPUNTO
cellPos = (3,5)
learnLv = 20
masterLv = 60
@@ -694,6 +716,7 @@ class Skill21(ActiveSkill):
"""
name = '行云 : 疾'
ref = Ref.GROUNDSEEKER
cellPos = (5,5)
learnLv = 20
masterLv = 60
@@ -726,6 +749,7 @@ class Skill22(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -754,6 +778,7 @@ class Skill23(ActiveSkill):
"""
name = '行云 : 落'
ref = Ref.RISINGLANCER
cellPos = (5,6)
learnLv = 25
masterLv = 60
@@ -790,6 +815,7 @@ class Skill24(ActiveSkill):
"""
name = '旋风枪'
ref = Ref.STURM
cellPos = (1,6)
learnLv = 25
masterLv = 60
@@ -824,6 +850,7 @@ class Skill25(PassiveSkill):
"""
name = '行云 : 沐'
ref = Ref.MIRAGEBOOST
cellPos = (7,6)
learnLv = 25
masterLv = 10
@@ -854,6 +881,7 @@ class Skill26(ActiveSkill):
"""
name = '无畏波动枪'
ref = Ref.CHAINLANCE
cellPos = (3,7)
learnLv = 30
masterLv = 60
@@ -909,6 +937,7 @@ class Skill27(ActiveSkill):
"""
name = '升龙破空枪'
ref = Ref.SKYTOOTH
cellPos = (7,8)
learnLv = 35
masterLv = 60
@@ -966,6 +995,7 @@ class Skill28(ActiveSkill):
"""
name = '螺旋波动枪'
ref = Ref.ROUNDSLASH
cellPos = (5,8)
learnLv = 35
masterLv = 60
@@ -1025,6 +1055,7 @@ class Skill29(ActiveSkill):
"""
name = '狂龙怒啸'
ref = Ref.MESOCYCLONE
cellPos = (1,9)
learnLv = 40
masterLv = 60
@@ -1082,6 +1113,7 @@ class Skill30(ActiveSkill):
"""
name = '夺命雷霆枪'
ref = Ref.PINPOINTSLASH
cellPos = (3,10)
learnLv = 45
masterLv = 60
@@ -1162,6 +1194,7 @@ class Skill31(PassiveSkill):
"""
name = '行云 : 启'
ref = Ref.MIRAGESTREAM
cellPos = (4,11)
learnLv = 48
masterLv = 40
@@ -1193,11 +1226,11 @@ class Skill31(PassiveSkill):
# {'data': data4, 'type': '*skillDamage', 'exceptSkills': ['行云 : 风', '行云 : 疾', '行云 : 落']},
# ]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), skills=['行云 : 风']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=['行云 : 疾']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data2)), skills=['行云 : 落']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data3)), skills=['连环枪']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data4)), except_skills=['行云 : 风', '行云 : 疾', '行云 : 落']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), skills=[Ref.SWIRLINGSPEAR]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=[Ref.GROUNDSEEKER]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data2)), skills=[Ref.RISINGLANCER]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data3)), skills=[Ref.SURROUNDBREAK]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data4)), except_skills=[Ref.SWIRLINGSPEAR, Ref.GROUNDSEEKER, Ref.RISINGLANCER]),
]
# 流云幻灭
@@ -1209,6 +1242,7 @@ class Skill32(ActiveSkill):
"""
name = '流云幻灭'
ref = Ref.AURAFORCEJAVELIN
cellPos = (5,11)
learnLv = 50
masterLv = 40
@@ -1272,6 +1306,7 @@ class Skill33(ActiveSkill):
"""
name = '风火燎原'
ref = Ref.ROLLINGVULKAN
cellPos = (3,12)
learnLv = 60
masterLv = 40
@@ -1330,6 +1365,7 @@ class Skill34(ActiveSkill):
"""
name = '三一斩月'
ref = Ref.CRESCENT
cellPos = (4,13)
learnLv = 70
masterLv = 40
@@ -1398,6 +1434,7 @@ class Skill35(PassiveSkill):
"""
name = '行云 : 冥'
ref = Ref.FORMLESSSPEARMAN
cellPos = (6,13)
learnLv = 75
masterLv = 40
@@ -1435,9 +1472,9 @@ class Skill35(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'data': data2, 'type': '*skillDamage', 'skills': ['行云 : 风', '行云 : 疾', '行云 : 落']}, {'data': data3, 'type': '*skillDamage', 'skills': ['刺击', '双重刺击']}, {'data': data4, 'type': '*skillDamage', 'exceptSkills': ['行云 : 风', '行云 : 疾', '行云 : 落', '刺击', '双重刺击']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data2)), skills=['行云 : 风', '行云 : 疾', '行云 : 落']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data3)), skills=['刺击', '双重刺击']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data4)), except_skills=['行云 : 风', '行云 : 疾', '行云 : 落', '刺击', '双重刺击']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data2)), skills=[Ref.SWIRLINGSPEAR, Ref.GROUNDSEEKER, Ref.RISINGLANCER]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data3)), skills=[Ref.QUICKPUNTO, Ref.TWINPUNTO]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data4)), except_skills=[Ref.SWIRLINGSPEAR, Ref.GROUNDSEEKER, Ref.RISINGLANCER, Ref.QUICKPUNTO, Ref.TWINPUNTO]),
]
# 无双突刺
@@ -1451,6 +1488,7 @@ class Skill36(ActiveSkill):
"""
name = '无双突刺'
ref = Ref.TASERDRIVE
cellPos = (3,13)
learnLv = 75
masterLv = 40
@@ -1519,6 +1557,7 @@ class Skill37(ActiveSkill):
"""
name = '流光无影闪'
ref = Ref.MYSTFLARE
cellPos = (2,14)
learnLv = 80
masterLv = 40
@@ -1574,6 +1613,7 @@ class Skill38(ActiveSkill):
"""
name = '极影无形杀'
ref = Ref.EXTREMESKILLARTS
cellPos = (5,14)
learnLv = 85
masterLv = 40
@@ -1621,6 +1661,7 @@ class Skill39(PassiveSkill):
"""
name = '一身是胆'
ref = Ref.FEARLESSATTITUDE
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -1650,6 +1691,7 @@ class Skill40(ActiveSkill):
"""
name = '双龙流云灭'
ref = Ref.LINEARMIRAGEATTACK
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -1691,6 +1733,7 @@ class Skill41(ActiveSkill):
"""
name = '问鼎·千军破云'
ref = Ref.MIRAGEHALLUCINATION
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -10,6 +10,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.demonic_lancer.vanguard import VanguardSkillRef as Ref
prefix = "demonic_lancer/vanguard/cn/skillDetail"
@@ -24,6 +25,7 @@ class Skill0(ActiveSkill):
"""
name = '刺击'
ref = Ref.QUICKPUNTO
cellPos = (3,1)
learnLv = 1
masterLv = 60
@@ -65,6 +67,7 @@ class Skill1(ActiveSkill):
"""
name = '枪挑'
ref = Ref.HELMSHOT
cellPos = (5,1)
learnLv = 1
masterLv = 10
@@ -91,6 +94,7 @@ class Skill2(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -115,6 +119,7 @@ class Skill3(PassiveSkill):
"""
name = '基础精通'
ref = Ref.BASICATTACKUP
cellPos = (1,0)
learnLv = 1
masterLv = 115
@@ -137,7 +142,7 @@ class Skill3(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'type': '*skillDamage', 'data': [i - 100 if i > 0 else 0 for i in data0], 'skills': ['霸王戟']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=['霸王戟']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=[Ref.SMASH]),
]
# 受身蹲伏
@@ -148,6 +153,7 @@ class Skill4(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -189,6 +195,7 @@ class Skill5(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -211,6 +218,7 @@ class Skill6(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -236,6 +244,7 @@ class Skill7(ActiveSkill):
"""
name = '回旋钩'
ref = Ref.HOOKANDTHROW
cellPos = (4,2)
learnLv = 5
masterLv = 60
@@ -277,6 +286,7 @@ class Skill8(ActiveSkill):
"""
name = '格挡反击'
ref = Ref.INDURE
cellPos = (7,3)
learnLv = 10
masterLv = 5
@@ -305,6 +315,7 @@ class Skill9(ActiveSkill):
"""
name = '落凤枪'
ref = Ref.PARATROOPER
cellPos = (5,3)
learnLv = 10
masterLv = 60
@@ -337,6 +348,7 @@ class Skill10(ActiveSkill):
"""
name = '横扫'
ref = Ref.SIDESLASH
cellPos = (3,3)
learnLv = 10
masterLv = 60
@@ -364,6 +376,7 @@ class Skill11(ActiveSkill):
"""
name = '魔枪发射'
ref = Ref.PARTISANSHOOT
cellPos = (1,3)
learnLv = 10
masterLv = 60
@@ -394,6 +407,7 @@ class Skill12(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -421,6 +435,7 @@ class Skill13(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -447,6 +462,7 @@ class Skill14(ActiveSkill):
"""
name = '连环枪'
ref = Ref.SURROUNDBREAK
cellPos = (8,4)
learnLv = 15
masterLv = 60
@@ -485,6 +501,7 @@ class Skill15(PassiveSkill):
"""
name = '狂暴战戟'
ref = Ref.CLEAVE
cellPos = (0,4)
learnLv = 15
masterLv = 1
@@ -507,6 +524,7 @@ class Skill16(ActiveSkill):
"""
name = '扫堂枪'
ref = Ref.DEMONICANKLECUT
cellPos = (4,4)
learnLv = 15
masterLv = 60
@@ -534,6 +552,7 @@ class Skill17(ActiveSkill):
"""
name = '霸王戟'
ref = Ref.SMASH
cellPos = (2,4)
learnLv = 15
masterLv = 1
@@ -584,6 +603,7 @@ class Skill18(PassiveSkill):
"""
name = '战戟精通'
ref = Ref.DEMONICLANCECONTROL
cellPos = (6,4)
learnLv = 15
masterLv = 10
@@ -625,6 +645,7 @@ class Skill19(ActiveSkill):
"""
name = '破军突击'
ref = Ref.HEADONCHARGE
cellPos = (5,5)
learnLv = 20
masterLv = 60
@@ -661,6 +682,7 @@ class Skill20(ActiveSkill):
"""
name = '不灭战戟'
ref = Ref.DEMONICLANCERELEASE
cellPos = (6,5)
learnLv = 20
masterLv = 10
@@ -688,6 +710,7 @@ class Skill21(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -711,6 +734,7 @@ class Skill22(ActiveSkill):
"""
name = '追魂斩'
ref = Ref.BRANDISH
cellPos = (4,6)
learnLv = 25
masterLv = 60
@@ -747,6 +771,7 @@ class Skill23(ActiveSkill):
"""
name = '战戟猛攻'
ref = Ref.IMPACTSMASH
cellPos = (2,6)
learnLv = 25
masterLv = 20
@@ -796,6 +821,7 @@ class Skill24(ActiveSkill):
"""
name = '落月斩'
ref = Ref.CRESCENTSLASH
cellPos = (5,7)
learnLv = 30
masterLv = 60
@@ -825,6 +851,7 @@ class Skill25(ActiveSkill):
"""
name = '冷血突刺'
ref = Ref.DREADBORE
cellPos = (6,8)
learnLv = 35
masterLv = 60
@@ -883,6 +910,7 @@ class Skill26(ActiveSkill):
"""
name = '破灭斩'
ref = Ref.BEHEAD
cellPos = (4,8)
learnLv = 35
masterLv = 60
@@ -933,6 +961,7 @@ class Skill27(ActiveSkill):
"""
name = '灭袭乱舞'
ref = Ref.BLADESTORM
cellPos = (5,9)
learnLv = 40
masterLv = 60
@@ -990,6 +1019,7 @@ class Skill28(ActiveSkill):
"""
name = '横扫八荒'
ref = Ref.DEVASTATE
cellPos = (4,10)
learnLv = 45
masterLv = 60
@@ -1049,6 +1079,7 @@ class Skill29(PassiveSkill):
"""
name = '战戟之魂'
ref = Ref.VETERAN
cellPos = (6,11)
learnLv = 48
masterLv = 40
@@ -1093,6 +1124,7 @@ class Skill30(ActiveSkill):
"""
name = '千魂弑'
ref = Ref.YOUDIED
cellPos = (5,11)
learnLv = 50
masterLv = 40
@@ -1126,6 +1158,7 @@ class Skill31(ActiveSkill):
"""
name = '长虹贯日'
ref = Ref.LUNGESTRIKE
cellPos = (4,12)
learnLv = 60
masterLv = 40
@@ -1185,6 +1218,7 @@ class Skill32(ActiveSkill):
"""
name = '穿云裂地斩'
ref = Ref.DOOMGLAIVE
cellPos = (4,13)
learnLv = 70
masterLv = 40
@@ -1241,6 +1275,7 @@ class Skill33(ActiveSkill):
"""
name = '破灭轮回刺'
ref = Ref.DEADLYMASSACRE
cellPos = (8,13)
learnLv = 75
masterLv = 40
@@ -1301,6 +1336,7 @@ class Skill34(PassiveSkill):
"""
name = '战神之力'
ref = Ref.DEMONICLANCEAWAKENING
cellPos = (6,13)
learnLv = 75
masterLv = 40
@@ -1332,6 +1368,7 @@ class Skill35(ActiveSkill):
"""
name = '断魂裂岩斩'
ref = Ref.BURSTSLASH
cellPos = (5,14)
learnLv = 80
masterLv = 40
@@ -1395,6 +1432,7 @@ class Skill36(ActiveSkill):
"""
name = '血战天狱'
ref = Ref.DEMONICINFERNO
cellPos = (7,14)
learnLv = 85
masterLv = 40
@@ -1432,6 +1470,7 @@ class Skill37(PassiveSkill):
"""
name = '灭天之魂'
ref = Ref.DEADLYSTEP
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -1453,7 +1492,7 @@ class Skill37(PassiveSkill):
# associate = [{'data': data0, 'type': '*skillDamage'}, {'data': [-i for i in data1], 'type': '+cd', 'skills': ['战戟猛攻'], 'ratio': 1}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0))),
SkillEffect(attribute=SkillAttribute.CD, operation=Operation.ADD, value=LevelTable([-i for i in data1]), skills=['战戟猛攻']),
SkillEffect(attribute=SkillAttribute.CD, operation=Operation.ADD, value=LevelTable([-i for i in data1]), skills=[Ref.IMPACTSMASH]),
]
# 镇狱裂地枪
@@ -1465,6 +1504,7 @@ class Skill38(ActiveSkill):
"""
name = '镇狱裂地枪'
ref = Ref.BRUTALSPLIT
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -1499,6 +1539,7 @@ class Skill39(ActiveSkill):
"""
name = '天劫·斗灭乾坤'
ref = Ref.NEVERMORE
cellPos = (5,16)
learnLv = 100
masterLv = 40
+46 -1
View File
@@ -9,6 +9,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.extra.creator import CreatorSkillRef as Ref
prefix = "extra/creator/cn/skillDetail"
@@ -33,6 +34,7 @@ class Skill0(CreatorActiveSkill):
"""
name = '烈火燎原'
ref = Ref.FIREWALL
cellPos = (0,2)
learnLv = 1
masterLv = 60
@@ -67,6 +69,7 @@ class Skill1(CreatorActiveSkill):
"""
name = '炽炎星陨'
ref = Ref.FIREMETEO
cellPos = (1,2)
learnLv = 1
masterLv = 60
@@ -100,6 +103,7 @@ class Skill2(ActiveSkill):
"""
name = '后跳'
ref = Ref.BACKSTEP
cellPos = (3,0)
learnLv = 1
masterLv = 1
@@ -123,6 +127,7 @@ class Skill3(PassiveSkill):
"""
name = '基础精通'
ref = Ref.BASICATTACKUP
cellPos = (1,0)
learnLv = 1
masterLv = 115
@@ -151,6 +156,7 @@ class Skill4(ActiveSkill):
"""
name = '受身蹲伏'
ref = Ref.QUICKSTANDING
cellPos = (2,0)
learnLv = 1
masterLv = 1
@@ -182,6 +188,7 @@ class Skill5(ActiveSkill):
"""
name = '烈炎'
ref = Ref.CREATORFLAME
cellPos = (0,1)
learnLv = 1
masterLv = 1
@@ -207,6 +214,7 @@ class Skill6(PassiveSkill):
"""
name = '防具精通'
ref = Ref.ARMORMASTERYETC
cellPos = (10,2)
learnLv = 1
masterLv = 1
@@ -230,6 +238,7 @@ class Skill7(CreatorActiveSkill):
"""
name = '冰霜之球'
ref = Ref.ICEROCK
cellPos = (2,2)
learnLv = 10
masterLv = 60
@@ -266,6 +275,7 @@ class Skill8(CreatorActiveSkill):
"""
name = '冰天震地'
ref = Ref.ICEPLATE
cellPos = (3,2)
learnLv = 10
masterLv = 60
@@ -302,6 +312,7 @@ class Skill9(PassiveSkill):
"""
name = '强化 - 后跳'
ref = Ref.ESCAPEBACKSTEP
cellPos = (4,0)
learnLv = 10
masterLv = 1
@@ -330,6 +341,7 @@ class Skill10(ActiveSkill):
"""
name = '跃翔'
ref = Ref.JUMPPOWERUP
cellPos = (6,0)
learnLv = 10
masterLv = 1
@@ -357,6 +369,7 @@ class Skill11(ActiveSkill):
"""
name = '寒冰'
ref = Ref.CREATORICE
cellPos = (2,1)
learnLv = 10
masterLv = 1
@@ -384,6 +397,7 @@ class Skill12(PassiveSkill):
"""
name = '时空之手'
ref = Ref.MGRAB
cellPos = (5,2)
learnLv = 20
masterLv = 1
@@ -414,6 +428,7 @@ class Skill13(PassiveSkill):
"""
name = '树之屏障'
ref = Ref.WOODFENCE
cellPos = (4,2)
learnLv = 20
masterLv = 1
@@ -450,6 +465,7 @@ class Skill14(PassiveSkill):
"""
name = '暴击'
ref = Ref.PHYSICALCRITICALHITUP
cellPos = (5,0)
learnLv = 20
masterLv = 10
@@ -474,6 +490,7 @@ class Skill15(ActiveSkill):
"""
name = '控制'
ref = Ref.CREATORDISTURB
cellPos = (4,1)
learnLv = 20
masterLv = 1
@@ -499,6 +516,7 @@ class Skill16(PassiveSkill):
"""
name = '幻想之境'
ref = Ref.IMAGINATION
cellPos = (1,5)
learnLv = 20
masterLv = 10
@@ -534,6 +552,7 @@ class Skill17(PassiveSkill):
"""
name = '具象强化'
ref = Ref.CREATORFORCE
cellPos = (2,5)
learnLv = 25
masterLv = 10
@@ -564,6 +583,7 @@ class Skill18(CreatorActiveSkill):
"""
name = '烈焰飓风'
ref = Ref.FIREHURRICANE
cellPos = (6,2)
learnLv = 30
masterLv = 60
@@ -622,6 +642,7 @@ class Skill19(CreatorActiveSkill):
"""
name = '极冰护盾'
ref = Ref.ICESHIELD
cellPos = (7,2)
learnLv = 30
masterLv = 60
@@ -685,6 +706,7 @@ class Skill20(ActiveSkill):
"""
name = '守护'
ref = Ref.CREATORGUARDIAN
cellPos = (6,1)
learnLv = 30
masterLv = 1
@@ -710,6 +732,7 @@ class Skill21(ActiveSkill):
"""
name = '时空增幅'
ref = Ref.AMPLIFICATION
cellPos = (0,5)
learnLv = 30
masterLv = 10
@@ -737,6 +760,7 @@ class Skill22(CreatorActiveSkill):
"""
name = '超能旋风波'
ref = Ref.WINDPRESS
cellPos = (8,2)
learnLv = 40
masterLv = 60
@@ -794,6 +818,7 @@ class Skill23(CreatorActiveSkill):
"""
name = '风暴漩涡'
ref = Ref.WINDSTORM
cellPos = (9,2)
learnLv = 40
masterLv = 60
@@ -852,6 +877,7 @@ class Skill24(ActiveSkill):
"""
name = '风暴'
ref = Ref.CREATORWIND
cellPos = (8,1)
learnLv = 40
masterLv = 1
@@ -877,6 +903,7 @@ class Skill25(PassiveSkill):
"""
name = '洞悉'
ref = Ref.UNDERSTANDING
cellPos = (3,5)
learnLv = 48
masterLv = 40
@@ -909,6 +936,7 @@ class Skill26(PassiveSkill):
"""
name = '自我觉醒'
ref = Ref.CONSCIOUSNESS
cellPos = (10,4)
learnLv = 50
masterLv = 1
@@ -947,6 +975,7 @@ class Skill27(ActiveSkill):
"""
name = '终末狂想'
ref = Ref.EXTINCTION
cellPos = (0,3)
learnLv = 50
masterLv = 1
@@ -974,6 +1003,7 @@ class Skill28(CreatorActiveSkill):
"""
name = '末日虫洞'
ref = Ref.WORMHOLE
cellPos = (0,4)
learnLv = 50
masterLv = 40
@@ -1036,6 +1066,7 @@ class Skill29(ActiveSkill):
"""
name = '构造'
ref = Ref.CREATORREVIVAL
cellPos = (1,3)
learnLv = 60
masterLv = 1
@@ -1064,6 +1095,7 @@ class Skill30(CreatorActiveSkill):
"""
name = '冰雪降临'
ref = Ref.ICEAGE
cellPos = (1,4)
learnLv = 60
masterLv = 40
@@ -1136,6 +1168,7 @@ class Skill31(ActiveSkill):
"""
name = '同调'
ref = Ref.TUNING
cellPos = (3,3)
learnLv = 70
masterLv = 1
@@ -1163,6 +1196,7 @@ class Skill32(CreatorActiveSkill):
"""
name = '时空链接'
ref = Ref.LINK
cellPos = (3,4)
learnLv = 70
masterLv = 40
@@ -1228,6 +1262,7 @@ class Skill33(PassiveSkill):
"""
name = '创世之力'
ref = Ref.THECREATION
cellPos = (4,5)
learnLv = 75
masterLv = 40
@@ -1260,6 +1295,7 @@ class Skill34(ActiveSkill):
"""
name = '虚空'
ref = Ref.CREATORDISTORTION
cellPos = (4,3)
learnLv = 80
masterLv = 1
@@ -1285,6 +1321,7 @@ class Skill35(CreatorActiveSkill):
"""
name = '时空禁制'
ref = Ref.TIMEFORWARD
cellPos = (4,4)
learnLv = 80
masterLv = 40
@@ -1352,6 +1389,7 @@ class Skill36(ActiveSkill):
"""
name = '缔造'
ref = Ref.CREATORCREATE
cellPos = (6,3)
learnLv = 85
masterLv = 1
@@ -1377,6 +1415,7 @@ class Skill37(PassiveSkill):
"""
name = '创世'
ref = Ref.CREATESPACE
cellPos = (5,4)
learnLv = 85
masterLv = 40
@@ -1439,6 +1478,7 @@ class Skill38(CreatorActiveSkill):
"""
name = '生命之树'
ref = Ref.THETREEOFSEFIROT
cellPos = (6,4)
learnLv = 85
masterLv = 1
@@ -1467,7 +1507,7 @@ class Skill38(CreatorActiveSkill):
mode = ['秒炸', '常规']
level_source = '创世'
level_source = Ref.CREATESPACE
def setMode(self, mode):
if mode == '秒炸':
@@ -1494,6 +1534,7 @@ class Skill39(PassiveSkill):
"""
name = '天工开物'
ref = Ref.ARTEFACTOFCREATION
cellPos = (6,5)
learnLv = 95
masterLv = 40
@@ -1528,6 +1569,7 @@ class Skill40(ActiveSkill):
"""
name = '创生'
ref = Ref.CREATORBIRTH
cellPos = (7,3)
learnLv = 95
masterLv = 1
@@ -1555,6 +1597,7 @@ class Skill41(CreatorActiveSkill):
"""
name = '创世之光'
ref = Ref.ORIGINALLIGHT
cellPos = (7,5)
learnLv = 95
masterLv = 40
@@ -1615,6 +1658,7 @@ class Skill43(ActiveSkill):
"""
name = '命运'
ref = Ref.CREATORDESTINY
cellPos = (8,3)
learnLv = 100
masterLv = 1
@@ -1643,6 +1687,7 @@ class Skill44(CreatorActiveSkill):
"""
name = '时之终末 : 归烬'
ref = Ref.CATASTROPHE
cellPos = (8,5)
learnLv = 100
masterLv = 40
+58 -2
View File
@@ -17,6 +17,7 @@ from core.basic.skill_effect_types import (
SkillEffect,
WeaponCategoryContains,
)
from core.character.refs.extra.dark_knight import DarkKnightSkillRef as Ref
prefix = "extra/dark_knight/cn/skillDetail"
@@ -63,6 +64,7 @@ class Skill0(DarkKnightSkill):
"""
name = '暗影斩'
ref = Ref.DARKSLASH
cellPos = (3,1)
learnLv = 1
masterLv = 60
@@ -89,6 +91,7 @@ class Skill1(DarkKnightSkill):
"""
name = '滑斩'
ref = Ref.BRIEFCUT
cellPos = (2,2)
learnLv = 1
masterLv = 60
@@ -115,6 +118,7 @@ class Skill2(DarkKnightSkill):
"""
name = '挑击'
ref = Ref.UPPER
cellPos = (2,1)
learnLv = 1
masterLv = 10
@@ -144,6 +148,7 @@ class Skill3(DarkKnightSkill):
"""
name = '跃斩'
ref = Ref.BOUNCEBLOW
cellPos = (3,2)
learnLv = 1
masterLv = 60
@@ -181,6 +186,7 @@ class Skill4(ActiveSkill):
"""
name = '后跳'
ref = Ref.BACKSTEP
cellPos = (3,0)
learnLv = 1
masterLv = 1
@@ -205,6 +211,7 @@ class Skill5(PassiveSkill):
"""
name = '基础精通'
ref = Ref.BASICATTACKUP
cellPos = (1,0)
learnLv = 1
masterLv = 115
@@ -227,7 +234,7 @@ class Skill5(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'type': '*skillDamage', 'data': [i - 100 if i > 0 else 0 for i in data0], 'skills': ['挑击']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=['挑击']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=[Ref.UPPER]),
]
# 受身蹲伏
@@ -240,6 +247,7 @@ class Skill6(ActiveSkill):
"""
name = '受身蹲伏'
ref = Ref.QUICKSTANDING
cellPos = (2,0)
learnLv = 1
masterLv = 1
@@ -272,6 +280,7 @@ class Skill7(PassiveSkill):
"""
name = '攻击类型转换'
ref = Ref.CONVERSION
cellPos = (9,1)
learnLv = 1
masterLv = 1
@@ -295,6 +304,7 @@ class Skill8(PassiveSkill):
"""
name = '防具精通'
ref = Ref.ARMORMASTERYETC
cellPos = (8,1)
learnLv = 1
masterLv = 1
@@ -318,6 +328,7 @@ class Skill9(DarkKnightSkill):
"""
name = '暗影 · 波动剑'
ref = Ref.WAVE
cellPos = (5,1)
learnLv = 5
masterLv = 60
@@ -347,6 +358,7 @@ class Skill10(DarkKnightSkill):
"""
name = '黑暗十字刃'
ref = Ref.DARKCROSS
cellPos = (4,1)
learnLv = 5
masterLv = 60
@@ -379,6 +391,7 @@ class Skill11(DarkKnightSkill):
"""
name = '暗月斩'
ref = Ref.SPINATTACK
cellPos = (2,3)
learnLv = 5
masterLv = 60
@@ -411,6 +424,7 @@ class Skill12(DarkKnightSkill):
"""
name = '冥光斩'
ref = Ref.GRANDWAVE
cellPos = (5,2)
learnLv = 10
masterLv = 60
@@ -444,6 +458,7 @@ class Skill13(DarkKnightSkill):
"""
name = '旋涡斩'
ref = Ref.VANESLASH
cellPos = (6,1)
learnLv = 10
masterLv = 60
@@ -490,6 +505,7 @@ class Skill14(DarkKnightSkill):
"""
name = '跃地斩'
ref = Ref.HOPSMASH
cellPos = (4,2)
learnLv = 10
masterLv = 60
@@ -522,6 +538,7 @@ class Skill15(DarkKnightSkill):
"""
name = '突刺'
ref = Ref.PIERCESTRIKE
cellPos = (2,4)
learnLv = 10
masterLv = 60
@@ -569,6 +586,7 @@ class Skill16(DarkKnightSkill):
"""
name = '暗影三击剑'
ref = Ref.TRIPLESTAB
cellPos = (3,3)
learnLv = 10
masterLv = 60
@@ -604,6 +622,7 @@ class Skill17(PassiveSkill):
"""
name = '强化 - 后跳'
ref = Ref.ESCAPEBACKSTEP
cellPos = (4,0)
learnLv = 10
masterLv = 1
@@ -633,6 +652,7 @@ class Skill18(ActiveSkill):
"""
name = '跃翔'
ref = Ref.JUMPPOWERUP
cellPos = (6,0)
learnLv = 10
masterLv = 1
@@ -661,6 +681,7 @@ class Skill19(PassiveSkill):
"""
name = '暗 · 光剑精通'
ref = Ref.LIGHTSWORDMASTERY
cellPos = (0,5)
learnLv = 15
masterLv = 1
@@ -705,6 +726,7 @@ class Skill20(PassiveSkill):
"""
name = '暗 · 短剑精通'
ref = Ref.SHORTSWORDMASTERY
cellPos = (0,1)
learnLv = 15
masterLv = 1
@@ -749,6 +771,7 @@ class Skill21(PassiveSkill):
"""
name = '暗 · 太刀精通'
ref = Ref.BLADEMASTERY
cellPos = (0,2)
learnLv = 15
masterLv = 1
@@ -793,6 +816,7 @@ class Skill22(PassiveSkill):
"""
name = '暗 · 巨剑精通'
ref = Ref.HEAVYSWORDMASTERY
cellPos = (0,3)
learnLv = 15
masterLv = 1
@@ -837,6 +861,7 @@ class Skill23(PassiveSkill):
"""
name = '暗 · 钝器精通'
ref = Ref.BLUNTMASTERY
cellPos = (0,4)
learnLv = 15
masterLv = 1
@@ -880,6 +905,7 @@ class Skill24(DarkKnightSkill):
"""
name = '暗劲爆发'
ref = Ref.DARKEXPLOSION
cellPos = (4,3)
learnLv = 15
masterLv = 60
@@ -916,6 +942,7 @@ class Skill25(PassiveSkill):
"""
name = '暗武奥义'
ref = Ref.WEAPONMASTERYUP
cellPos = (1,3)
learnLv = 15
masterLv = 20
@@ -930,7 +957,7 @@ class Skill25(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'type': '+lv', 'data': [i + 1 if i > 0 else i for i in range(0, maxLv + 3)], 'ratio': 1, 'skills': ['暗 · 光剑精通', '暗 · 钝器精通', '暗 · 太刀精通', '暗 · 巨剑精通', '暗 · 短剑精通']}]
associate = [
SkillEffect(attribute=SkillAttribute.LEVEL, operation=Operation.ADD, value=LevelTable([i + 1 if i > 0 else i for i in range(0, maxLv + 3)]), skills=['暗 · 光剑精通', '暗 · 钝器精通', '暗 · 太刀精通', '暗 · 巨剑精通', '暗 · 短剑精通']),
SkillEffect(attribute=SkillAttribute.LEVEL, operation=Operation.ADD, value=LevelTable([i + 1 if i > 0 else i for i in range(0, maxLv + 3)]), skills=[Ref.LIGHTSWORDMASTERY, Ref.BLUNTMASTERY, Ref.BLADEMASTERY, Ref.HEAVYSWORDMASTERY, Ref.SHORTSWORDMASTERY]),
]
@@ -943,6 +970,7 @@ class Skill26(DarkKnightSkill):
"""
name = '暗影鞭'
ref = Ref.WHIPATTACK
cellPos = (3,4)
learnLv = 20
masterLv = 60
@@ -979,6 +1007,7 @@ class Skill27(DarkKnightSkill):
"""
name = '邪影 · 波动剑'
ref = Ref.DARKWAVE
cellPos = (5,3)
learnLv = 20
masterLv = 60
@@ -1016,6 +1045,7 @@ class Skill28(PassiveSkill):
"""
name = '暴击'
ref = Ref.PHYSICALCRITICALHITUP
cellPos = (5,0)
learnLv = 20
masterLv = 10
@@ -1039,6 +1069,7 @@ class Skill29(DarkKnightSkill):
"""
name = '瞬影斩'
ref = Ref.RAPIDMOVE
cellPos = (6,2)
learnLv = 25
masterLv = 60
@@ -1069,6 +1100,7 @@ class Skill30(DarkKnightSkill):
"""
name = '灭魂封魔斩'
ref = Ref.DARKRAVE
cellPos = (4,4)
learnLv = 25
masterLv = 60
@@ -1108,6 +1140,7 @@ class Skill31(DarkKnightSkill):
"""
name = '冥魂珠'
ref = Ref.DARKBALL
cellPos = (5,4)
learnLv = 30
masterLv = 60
@@ -1146,6 +1179,7 @@ class Skill32(DarkKnightSkill):
"""
name = '暗魂之手'
ref = Ref.DARKRUST
cellPos = (6,3)
learnLv = 30
masterLv = 60
@@ -1180,6 +1214,7 @@ class Skill33(DarkKnightSkill):
"""
name = '暗影升龙击'
ref = Ref.DARKCRASHER
cellPos = (2,5)
learnLv = 30
masterLv = 60
@@ -1235,6 +1270,7 @@ class Skill34(DarkKnightSkill):
"""
name = '黑暗释放'
ref = Ref.OVERFLOW
cellPos = (8,7)
learnLv = 30
masterLv = 10
@@ -1263,6 +1299,7 @@ class Skill35(DarkKnightSkill):
"""
name = '冥魂之陨'
ref = Ref.DARKFALL
cellPos = (3,5)
learnLv = 35
masterLv = 60
@@ -1320,6 +1357,7 @@ class Skill36(DarkKnightSkill):
"""
name = '凝魂波动阵'
ref = Ref.SHOCKWAVE
cellPos = (5,5)
learnLv = 35
masterLv = 60
@@ -1364,6 +1402,7 @@ class Skill37(DarkKnightSkill):
"""
name = '破魂之刃'
ref = Ref.DARKSWORD
cellPos = (4,5)
learnLv = 35
masterLv = 60
@@ -1416,6 +1455,7 @@ class Skill38(DarkKnightSkill):
"""
name = '破魂斩'
ref = Ref.DRAWSWORD
cellPos = (6,5)
learnLv = 40
masterLv = 60
@@ -1447,6 +1487,7 @@ class Skill39(DarkKnightSkill):
"""
name = '禁魂斩'
ref = Ref.MOMENTARYSLASH
cellPos = (3,6)
learnLv = 40
masterLv = 60
@@ -1480,6 +1521,7 @@ class Skill40(DarkKnightSkill):
"""
name = '冥炎破空斩'
ref = Ref.DARKFLAMESWORD
cellPos = (2,6)
learnLv = 40
masterLv = 60
@@ -1549,6 +1591,7 @@ class Skill41(DarkKnightSkill):
"""
name = '魔影剑舞'
ref = Ref.ILLUSIONSLASH
cellPos = (6,6)
learnLv = 45
masterLv = 60
@@ -1608,6 +1651,7 @@ class Skill42(DarkKnightSkill):
"""
name = '黑暗明王阵'
ref = Ref.WAVESPIN
cellPos = (5,6)
learnLv = 45
masterLv = 60
@@ -1664,6 +1708,7 @@ class Skill43(DarkKnightSkill):
"""
name = '魔狱裂魂斩'
ref = Ref.DARKBREAK
cellPos = (4,6)
learnLv = 45
masterLv = 60
@@ -1720,6 +1765,7 @@ class Skill44(PassiveSkill):
"""
name = '时间停滞'
ref = Ref.TIMESTOP
cellPos = (0,7)
learnLv = 48
masterLv = 40
@@ -1758,6 +1804,7 @@ class Skill45(DarkKnightSkill):
"""
name = '幽魂剑'
ref = Ref.PHANTOMSWORD
cellPos = (2,7)
learnLv = 50
masterLv = 40
@@ -1814,6 +1861,7 @@ class Skill46(PassiveSkill):
"""
name = '自我觉醒'
ref = Ref.CONSCIOUSNESSDARK
cellPos = (8,6)
learnLv = 50
masterLv = 1
@@ -1852,6 +1900,7 @@ class Skill47(DarkKnightSkill):
"""
name = '暗炎冥魂波'
ref = Ref.DARKWAVEFALL
cellPos = (3,8)
learnLv = 60
masterLv = 40
@@ -1900,6 +1949,7 @@ class Skill48(DarkKnightSkill):
"""
name = '斩龙破'
ref = Ref.CHARGEEXPLOSION
cellPos = (6,9)
learnLv = 70
masterLv = 40
@@ -1958,6 +2008,7 @@ class Skill49(PassiveSkill):
"""
name = '次元融合'
ref = Ref.DIMENSIONAGREEMENT
cellPos = (0,9)
learnLv = 75
masterLv = 40
@@ -1994,6 +2045,7 @@ class Skill50(DarkKnightSkill):
"""
name = '邪影升龙斩'
ref = Ref.DARKBURST
cellPos = (5,10)
learnLv = 80
masterLv = 40
@@ -2071,6 +2123,7 @@ class Skill51(DarkKnightSkill):
"""
name = '超时空碎裂'
ref = Ref.TIMEBREAK
cellPos = (4,10)
learnLv = 85
masterLv = 40
@@ -2110,6 +2163,7 @@ class Skill52(PassiveSkill):
"""
name = '时空主宰'
ref = Ref.TIMELORD
cellPos = (4,11)
learnLv = 95
masterLv = 40
@@ -2142,6 +2196,7 @@ class Skill53(DarkKnightSkill):
"""
name = '暗黑溯回斩'
ref = Ref.DIABOLICSLASH
cellPos = (6,11)
learnLv = 95
masterLv = 40
@@ -2209,6 +2264,7 @@ class Skill55(DarkKnightSkill):
"""
name = '时之止境 : 幻灭'
ref = Ref.THEENDOFTIME
cellPos = (4,12)
learnLv = 100
masterLv = 40
@@ -14,6 +14,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.fighter_female.brawler_female import BrawlerFemaleSkillRef as Ref
class BrawlerFemaleAttribute(ProfessionAttribute):
@@ -59,6 +60,7 @@ class Skill0(ActiveSkill):
转职为柔道家后,技能类型变为独立攻击力。\n
"""
name = "上勾拳"
ref = Ref.LIFTUPPER
learnLv = 1
masterLv = 10
maxLv = 20
@@ -87,6 +89,7 @@ class Skill1(PassiveSkill):
通过对毒的修炼,减少自身受到的中毒伤害。\n
"""
name = "剧毒抵抗"
ref = Ref.POISONTOLERANCEUP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -111,6 +114,7 @@ class Skill2(PassiveSkill):
使用念气系列技能 ([念气波]、 [分身]) 时,有一定的几率使自身进入眩晕状态。\n
"""
name = "毒攻掌握"
ref = Ref.HERESYPOWERTRAINING
learnLv = 1
masterLv = 1
maxLv = 1
@@ -137,6 +141,7 @@ class Skill3(ActiveSkill):
向敌人发出强威力的踢腿,可以踢飞敌人。\n
"""
name = "前踢"
ref = Ref.SINGLEKICK
learnLv = 1
masterLv = 60
maxLv = 70
@@ -164,6 +169,7 @@ class Skill4(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -187,6 +193,7 @@ class Skill5(PassiveSkill):
在决斗场中,增益/减益技能、 被动技能的技能攻击力增加效果对[基础精通]无影响。\n
"""
name = "基础精通"
ref = Ref.BASICATTACKUP
learnLv = 1
masterLv = 115
maxLv = 200
@@ -214,6 +221,7 @@ class Skill6(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -245,6 +253,7 @@ class Skill7(PassiveSkill):
在决斗场中,无法转换攻击类型,适用技能固有的攻击类型。\n
"""
name = "攻击类型转换"
ref = Ref.CONVERSION
learnLv = 1
masterLv = 1
maxLv = 1
@@ -279,6 +288,7 @@ class Skill8(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -301,6 +311,7 @@ class Skill9(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -324,6 +335,7 @@ class Skill10(ActiveSkill):
命中时引发冲击波,对周围敌人造成伤害。\n
"""
name = "下段踢"
ref = Ref.DAMAGELOWKICK
learnLv = 5
masterLv = 60
maxLv = 70
@@ -358,6 +370,7 @@ class Skill11(ActiveSkill):
在决斗场中,转职为气功师后,增加分身的持续时间。\n
"""
name = "分身"
ref = Ref.KENSIN
learnLv = 5
masterLv = 10
maxLv = 20
@@ -389,6 +402,7 @@ class Skill12(ActiveSkill):
此外,因受抓轰炮效果,可以攻击无法抓取的敌人,这时可以大幅击退敌人进行攻击。\n
"""
name = "背摔"
ref = Ref.SUPLEX
learnLv = 5
masterLv = 60
maxLv = 70
@@ -426,6 +440,7 @@ class Skill13(ActiveSkill):
[蹲伏]姿势中按攻击键,可以用肩尖撞击敌人; 经过一定时间或按跳跃键可以中断蹲伏状态。\n
"""
name = "蹲伏"
ref = Ref.CROUCH
learnLv = 10
masterLv = 1
maxLv = 11
@@ -453,6 +468,7 @@ class Skill14(PassiveSkill):
被攻击时,有一定几率进入霸体状态。\n
"""
name = "钢筋铁骨"
ref = Ref.IRONSKIN
learnLv = 10
masterLv = 50
maxLv = 60
@@ -481,6 +497,7 @@ class Skill15(ActiveSkill):
转职为街霸后,可中断基本攻击使用。\n
"""
name = "抛沙"
ref = Ref.THROWSAND
learnLv = 10
masterLv = 60
maxLv = 70
@@ -524,6 +541,7 @@ class Skill16(ActiveSkill):
可以连续对敌人进行一定次数的踩踏,技能的冷却时间从最后一次踩踏结束落地时开始计算。\n
"""
name = "鹰踏"
ref = Ref.STOMP
learnLv = 10
masterLv = 60
maxLv = 70
@@ -555,6 +573,7 @@ class Skill17(ActiveSkill):
学习[疾风连击]后可再追加第3、 第4次攻击。\n
"""
name = "疾风追击"
ref = Ref.DASHAFTERDASH
learnLv = 10
masterLv = 60
maxLv = 70
@@ -588,6 +607,7 @@ class Skill18(ActiveSkill):
转职为柔道家后,可以强制中断基本攻击并立即施放[金刚碎],并且还可以中断[金刚碎]并立即施放[霹雳肘击]。\n
"""
name = "金刚碎"
ref = Ref.EARTHBREAK
learnLv = 10
masterLv = 60
maxLv = 70
@@ -622,6 +642,7 @@ class Skill19(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -649,6 +670,7 @@ class Skill20(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -679,6 +701,7 @@ class Skill21(ActiveSkill):
在决斗场中,攻击无法抓取的敌人时不会爆炸。\n
"""
name = "擒月炎"
ref = Ref.GRABEXPLOSION
learnLv = 15
masterLv = 60
maxLv = 70
@@ -734,6 +757,7 @@ class Skill22(ActiveSkill):
转职为气功师后,可以强制中断基本攻击动作施放,并大幅度减少冷却时间。\n
"""
name = "念气波"
ref = Ref.ENERGYBALL
learnLv = 15
masterLv = 60
maxLv = 70
@@ -775,6 +799,7 @@ class Skill23(ActiveSkill):
技能攻击适用[发动涂毒时附加中毒攻击力]; 基本攻击适用另外的中毒攻击力。\n
"""
name = "涂毒"
ref = Ref.ENCHANTPOISON
learnLv = 15
masterLv = 10
maxLv = 20
@@ -822,6 +847,7 @@ class Skill24(ActiveSkill):
可以强制中断并施放转职技能; 移动中,按反方向键施放转职技能时,向反方向攻击。\n
"""
name = "袭刺"
ref = Ref.POUNCE
learnLv = 15
masterLv = 60
maxLv = 70
@@ -872,6 +898,7 @@ class Skill25(ActiveSkill):
增加[擒月炎]、 [天罗地网]、 [毒雷引爆]、 [猛毒擒月炎]、 [爆碎砖袭]的大小比率,同时增加[毒雷引爆]的毒雷投掷距离。\n
"""
name = "双重投掷"
ref = Ref.DOUBLETHROW
learnLv = 20
masterLv = 20
maxLv = 30
@@ -908,10 +935,10 @@ class Skill25(ActiveSkill):
# {"skills": ["抛沙"],"data": [0] + [2] * maxLv , "type": "=hit5", 'ratio': 1}
# ]
associate = [
SkillEffect(attribute=Hit(0), operation=Operation.ASSIGN, value=LevelTable([0] + [50] * maxLv), skills=['街头风暴']),
SkillEffect(attribute=Hit(8), operation=Operation.ASSIGN, value=LevelTable([0] + [50] * maxLv), skills=['街头风暴']),
SkillEffect(attribute=Hit(0), operation=Operation.ASSIGN, value=LevelTable([0] + [2] * maxLv), skills=['抛沙']),
SkillEffect(attribute=Hit(5), operation=Operation.ASSIGN, value=LevelTable([0] + [2] * maxLv), skills=['抛沙']),
SkillEffect(attribute=Hit(0), operation=Operation.ASSIGN, value=LevelTable([0] + [50] * maxLv), skills=[Ref.JUNKSPIN]),
SkillEffect(attribute=Hit(8), operation=Operation.ASSIGN, value=LevelTable([0] + [50] * maxLv), skills=[Ref.JUNKSPIN]),
SkillEffect(attribute=Hit(0), operation=Operation.ASSIGN, value=LevelTable([0] + [2] * maxLv), skills=[Ref.THROWSAND]),
SkillEffect(attribute=Hit(5), operation=Operation.ASSIGN, value=LevelTable([0] + [2] * maxLv), skills=[Ref.THROWSAND]),
]
# 毒影针
@@ -924,6 +951,7 @@ class Skill26(ActiveSkill):
在决斗场内,不出现减速、 中毒状态。\n
"""
name = "毒影针"
ref = Ref.HIDDENSTING
learnLv = 20
masterLv = 60
maxLv = 70
@@ -984,6 +1012,7 @@ class Skill27(PassiveSkill):
施放[疾风追击]时,可以向敌人发出第3、 4击。\n
"""
name = "疾风连击"
ref = Ref.DASHAFTERDASHEXTENSION
learnLv = 20
masterLv = 1
maxLv = 1
@@ -1004,6 +1033,7 @@ class Skill28(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -1028,6 +1058,7 @@ class Skill29(PassiveSkill):
使用鼠标右键,可以打开/关闭出血效果。\n
"""
name = "爪精通"
ref = Ref.CLAWMASTERY
learnLv = 25
masterLv = 20
maxLv = 30
@@ -1073,6 +1104,7 @@ class Skill30(ActiveSkill):
砖块背击敌人时,使敌人眩晕的几率是原来的2倍。\n
"""
name = "砖袭"
ref = Ref.BLOCKBUSTER
learnLv = 25
masterLv = 60
maxLv = 70
@@ -1125,6 +1157,7 @@ class Skill31(ActiveSkill):
对无法抓取的敌人不适用控制效果。\n
"""
name = "伏虎霸王拳"
ref = Ref.MOUNT
learnLv = 30
masterLv = 60
maxLv = 70
@@ -1172,6 +1205,7 @@ class Skill32(ActiveSkill):
转职成为散打时,可以强制中断基本攻击动作,并立即施放该技能。\n
"""
name = "旋风腿"
ref = Ref.WHIRLWINDKICK
learnLv = 30
masterLv = 60
maxLv = 70
@@ -1201,6 +1235,7 @@ class Skill33(ActiveSkill):
在决斗场中,减少降低控制型异常状态抗性光环的范围。\n
"""
name = "挑衅"
ref = Ref.PROVOCATION
learnLv = 35
masterLv = 10
maxLv = 20
@@ -1250,6 +1285,7 @@ class Skill34(ActiveSkill):
在决斗场中,不适用霸体和强制控制效果。\n
"""
name = "天罗地网"
ref = Ref.THROWWEB
learnLv = 35
masterLv = 1
maxLv = 11
@@ -1320,6 +1356,7 @@ class Skill35(ActiveSkill):
攻击无法抓取的敌人时增加攻击力。\n
"""
name = "裂地飞沙"
ref = Ref.GROUNDKICK
learnLv = 35
masterLv = 60
maxLv = 70
@@ -1394,6 +1431,7 @@ class Skill36(PassiveSkill):
攻击处于异常状态的敌人时,根据敌人的异常状态个数增加攻击力和冲击波范围。 (最多叠加3次)\n
"""
name = "狂 · 霸王拳"
ref = Ref.CRAZYMOUNT
learnLv = 40
masterLv = 1
maxLv = 11
@@ -1436,9 +1474,9 @@ class Skill36(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'data':data2, 'type': '*power3', 'skills': ['伏虎霸王拳']},{'data': [i * 3 for i in data3], 'skills': ['伏虎霸王拳']},{'data':data9, 'type': '*power6', 'skills': ['伏虎霸王拳']}]
associate = [
SkillEffect(attribute=Power(3), value=1 + Percent(LevelTable(data2)), skills=['伏虎霸王拳']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i * 3 for i in data3])), skills=['伏虎霸王拳']),
SkillEffect(attribute=Power(6), value=1 + Percent(LevelTable(data9)), skills=['伏虎霸王拳']),
SkillEffect(attribute=Power(3), value=1 + Percent(LevelTable(data2)), skills=[Ref.MOUNT]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i * 3 for i in data3])), skills=[Ref.MOUNT]),
SkillEffect(attribute=Power(6), value=1 + Percent(LevelTable(data9)), skills=[Ref.MOUNT]),
]
def vp_1(self):
@@ -1476,6 +1514,7 @@ class Skill37(ActiveSkill):
在地下城中,可以强制中断基本攻击并施放该技能。\n
"""
name = "毒雷引爆"
ref = Ref.VENOMMINE
learnLv = 40
masterLv = 60
maxLv = 70
@@ -1546,6 +1585,7 @@ class Skill38(ActiveSkill):
在决斗场中,无法按跳跃键立即投掷炸药; 击中敌人时可以使敌人稍微浮空。\n
"""
name = "街头风暴"
ref = Ref.JUNKSPIN
learnLv = 45
masterLv = 60
maxLv = 70
@@ -1625,6 +1665,7 @@ class Skill39(PassiveSkill):
可以通过鼠标右键设置开启/关闭喷射猛毒功能。\n
"""
name = "猛毒之血"
ref = Ref.POISONMASTERY
learnLv = 48
masterLv = 40
maxLv = 50
@@ -1671,6 +1712,7 @@ class Skill40(ActiveSkill):
毒雾中,增加毒王的攻击速度和移动速度; 敌人无法看见在毒雾内移动的毒王。\n
"""
name = "死亡毒雾"
ref = Ref.POISONMIST
learnLv = 50
masterLv = 40
maxLv = 50
@@ -1723,6 +1765,7 @@ class Skill41(ActiveSkill):
攻击处于异常状态的敌人时,造成更大的伤害。 (最多叠加3次)\n
"""
name = "猛毒擒月炎"
ref = Ref.GRABEXPLOSIONEX
learnLv = 60
masterLv = 40
maxLv = 50
@@ -1809,6 +1852,7 @@ class Skill42(ActiveSkill):
前方向键 : 长距离\n
"""
name = "爆碎砖袭"
ref = Ref.BLOCKBUSTEREX
learnLv = 70
masterLv = 40
maxLv = 50
@@ -1894,6 +1938,7 @@ class Skill43(PassiveSkill):
施放时毒气扩散,探索后追击可抓取的最强敌人。\n
"""
name = "猛毒之伤"
ref = Ref.POISONSTUN
learnLv = 75
masterLv = 40
maxLv = 50
@@ -1930,6 +1975,7 @@ class Skill44(ActiveSkill):
对无法抓取的敌人不适用控制效果。\n
"""
name = "连环毒爆弹"
ref = Ref.POISONEXPLOSION
learnLv = 75
masterLv = 40
maxLv = 50
@@ -2028,6 +2074,7 @@ class Skill45(ActiveSkill):
按向下键时会在原地施放。\n
"""
name = "毒龙轰天雷"
ref = Ref.DRAGONMINE
learnLv = 80
masterLv = 40
maxLv = 50
@@ -2111,6 +2158,7 @@ class Skill46(PassiveSkill):
踢击只能对1个抓取的敌人造成伤害,爆炸会对范围内的所有敌人造成伤害。\n
"""
name = "秘制毒爆弹"
ref = Ref.POISONEXPLOSIONCUSTOM
learnLv = 80
masterLv = 1
maxLv = 1
@@ -2139,12 +2187,12 @@ class Skill46(PassiveSkill):
# {'data':data2,'type':'*power17', 'skills':['连环毒爆弹']}
# ]
associate = [
SkillEffect(attribute=Power(0), value=1 + Percent(LevelTable(data0)), skills=['连环毒爆弹']),
SkillEffect(attribute=Power(1), value=1 + Percent(LevelTable(data1)), skills=['连环毒爆弹']),
SkillEffect(attribute=Power(10), value=1 + Percent(LevelTable(data1)), skills=['连环毒爆弹']),
SkillEffect(attribute=Power(13), value=1 + Percent(LevelTable(data1)), skills=['连环毒爆弹']),
SkillEffect(attribute=Power(16), value=1 + Percent(LevelTable(data2)), skills=['连环毒爆弹']),
SkillEffect(attribute=Power(17), value=1 + Percent(LevelTable(data2)), skills=['连环毒爆弹']),
SkillEffect(attribute=Power(0), value=1 + Percent(LevelTable(data0)), skills=[Ref.POISONEXPLOSION]),
SkillEffect(attribute=Power(1), value=1 + Percent(LevelTable(data1)), skills=[Ref.POISONEXPLOSION]),
SkillEffect(attribute=Power(10), value=1 + Percent(LevelTable(data1)), skills=[Ref.POISONEXPLOSION]),
SkillEffect(attribute=Power(13), value=1 + Percent(LevelTable(data1)), skills=[Ref.POISONEXPLOSION]),
SkillEffect(attribute=Power(16), value=1 + Percent(LevelTable(data2)), skills=[Ref.POISONEXPLOSION]),
SkillEffect(attribute=Power(17), value=1 + Percent(LevelTable(data2)), skills=[Ref.POISONEXPLOSION]),
]
# 万毒噬心诀
@@ -2158,6 +2206,7 @@ class Skill47(ActiveSkill):
其他技能施放过程中可以使用[万毒噬心诀]。 使用时,会在没有准备动作及冲击波的情况下立即施放。\n
"""
name = "万毒噬心诀"
ref = Ref.POISONSNAKE
learnLv = 85
masterLv = 40
maxLv = 50
@@ -2252,6 +2301,7 @@ class Skill48(ActiveSkill):
前方向键 : 长距离\n
"""
name = "禁技 : 万毒蛇窟"
ref = Ref.SNAKECAVE
learnLv = 85
masterLv = 1
maxLv = 1
@@ -2276,7 +2326,7 @@ class Skill48(ActiveSkill):
hit2 = 8
dataType2 = EnumDamageType.ENCHANTPOISON
level_source = '万毒噬心诀'
level_source = Ref.POISONSNAKE
# 身化万毒
# fighter_female/brawler_female/78b86e64fbb74c1db1b71c50a5ac21cd
@@ -2291,6 +2341,7 @@ class Skill49(PassiveSkill):
发动[万毒噬心诀]后施放时,向前方投掷蛇形毒气。\n
"""
name = "身化万毒"
ref = Ref.POISONSPIRIT
learnLv = 95
masterLv = 40
maxLv = 50
@@ -2326,6 +2377,7 @@ class Skill50(ActiveSkill):
未命中敌人时,向地面下砸并引爆箱械。\n
"""
name = "钻心毒爆"
ref = Ref.PAINKILLER
learnLv = 95
masterLv = 40
maxLv = 50
@@ -2418,6 +2470,7 @@ class Skill51(ActiveSkill):
若关联的技能还在冷却中,则无法使用三次觉醒技能。\n
"""
name = "万毒噬心诀 : 毒龙吞天"
ref = Ref.SNAKECHAOS
learnLv = 100
masterLv = 40
maxLv = 50
@@ -2502,4 +2555,4 @@ class classChange(Character):
def load_skills(self):
super().load_skills()
self.GetSkillByName("涂毒").enchantPoisonRatio = 10.21 - 1
self.GetSkill(Ref.ENCHANTPOISON).enchantPoisonRatio = 10.21 - 1
@@ -9,6 +9,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.fighter_female.grappler_female import GrapplerFemaleSkillRef as Ref
class GrapplerFemaleAttribute(ProfessionAttribute):
@@ -28,6 +29,7 @@ class Skill0(ActiveSkill):
转职为柔道家后,技能类型变为独立攻击力。\n
"""
name = "上勾拳"
ref = Ref.LIFTUPPER
cellPos = (3,1)
learnLv = 1
masterLv = 10
@@ -56,6 +58,7 @@ class Skill1(ActiveSkill):
向敌人发出强威力的踢腿,可以踢飞敌人。\n
"""
name = "前踢"
ref = Ref.SINGLEKICK
cellPos = (5,1)
learnLv = 1
masterLv = 60
@@ -83,6 +86,7 @@ class Skill2(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -106,6 +110,7 @@ class Skill3(PassiveSkill):
在决斗场中,增益/减益技能、 被动技能的技能攻击力增加效果对[基础精通]无影响。\n
"""
name = "基础精通"
ref = Ref.BASICATTACKUP
learnLv = 1
masterLv = 115
maxLv = 200
@@ -133,6 +138,7 @@ class Skill4(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -174,6 +180,7 @@ class Skill5(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -196,6 +203,7 @@ class Skill6(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -219,6 +227,7 @@ class Skill7(ActiveSkill):
命中时引发冲击波,对周围敌人造成伤害。\n
"""
name = "下段踢"
ref = Ref.DAMAGELOWKICK
cellPos = (2,2)
learnLv = 5
masterLv = 60
@@ -254,6 +263,7 @@ class Skill8(ActiveSkill):
在决斗场中,转职为气功师后,增加分身的持续时间。\n
"""
name = "分身"
ref = Ref.KENSIN
learnLv = 5
masterLv = 10
maxLv = 20
@@ -285,6 +295,7 @@ class Skill9(ActiveSkill):
此外,因受抓轰炮效果,可以攻击无法抓取的敌人,这时可以大幅击退敌人进行攻击。\n
"""
name = "背摔"
ref = Ref.SUPLEX
cellPos = (6,2)
learnLv = 5
masterLv = 60
@@ -323,6 +334,7 @@ class Skill10(ActiveSkill):
[蹲伏]姿势中按攻击键,可以用肩尖撞击敌人; 经过一定时间或按跳跃键可以中断蹲伏状态。\n
"""
name = "蹲伏"
ref = Ref.CROUCH
cellPos = (8,3)
learnLv = 10
masterLv = 1
@@ -350,6 +362,7 @@ class Skill11(PassiveSkill):
被攻击时,有一定几率进入霸体状态。\n
"""
name = "钢筋铁骨"
ref = Ref.IRONSKIN
cellPos = (5,3)
learnLv = 10
masterLv = 50
@@ -378,6 +391,7 @@ class Skill12(ActiveSkill):
转职为街霸后,可中断基本攻击使用。\n
"""
name = "抛沙"
ref = Ref.THROWSAND
cellPos = (3,3)
learnLv = 10
masterLv = 60
@@ -419,6 +433,7 @@ class Skill13(ActiveSkill):
可以连续对敌人进行一定次数的踩踏,技能的冷却时间从最后一次踩踏结束落地时开始计算。\n
"""
name = "鹰踏"
ref = Ref.STOMP
cellPos = (7,3)
learnLv = 10
masterLv = 60
@@ -452,6 +467,7 @@ class Skill14(ActiveSkill):
学习[疾风连击]后可再追加第3、 第4次攻击。\n
"""
name = "疾风追击"
ref = Ref.DASHAFTERDASH
cellPos = (9,3)
learnLv = 10
masterLv = 60
@@ -489,6 +505,7 @@ class Skill15(ActiveSkill):
转职为柔道家后,可以强制中断基本攻击并立即施放[金刚碎],并且还可以中断[金刚碎]并立即施放[霹雳肘击]。\n
"""
name = "金刚碎"
ref = Ref.EARTHBREAK
cellPos = (1,3)
learnLv = 10
masterLv = 60
@@ -524,6 +541,7 @@ class Skill16(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -551,6 +569,7 @@ class Skill17(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -578,6 +597,7 @@ class Skill18(ActiveSkill):
转职为气功师后,可以强制中断基本攻击动作施放,并大幅度减少冷却时间。\n
"""
name = "念气波"
ref = Ref.ENERGYBALL
learnLv = 15
masterLv = 60
maxLv = 70
@@ -619,6 +639,7 @@ class Skill19(PassiveSkill):
使用[背摔]、 [抛投]、 [霹雳肘击]、 [空绞锤]、 [螺旋彗星落]、 [地狱摇篮]、 [裂石破天]、 [末日风暴]、 [死亡摇篮]、 [末日摇篮]技能时,可以增加冲击波和攻击范围。\n
"""
name = "摔技强化"
ref = Ref.SUPLEXSUBPOWERUP
cellPos = (7,4)
learnLv = 15
masterLv = 10
@@ -653,6 +674,7 @@ class Skill20(ActiveSkill):
在决斗场中,技能等级越高,抓取持续时间越长。\n
"""
name = "抛投"
ref = Ref.THROWENEMY
cellPos = (3,4)
learnLv = 15
masterLv = 60
@@ -688,6 +710,7 @@ class Skill21(ActiveSkill):
使[背摔]、 [抛投]、 [霹雳肘击]、 [空绞锤]、 [螺旋彗星落]、 [地狱摇篮]、 [裂石破天]、 [末日风暴]、 [死亡摇篮]、 [末日摇篮]、 [风暴之舞]、 [苍宇彗星落]、 [送葬舞步]的技能抓取动作出现霸体判定,并且抓取命中率变成100%,同时还增加基本攻击和抓取类技能的攻击力,效果持续一定时间。\n
"""
name = "暴力抓取"
ref = Ref.DEFINITEGRAB
cellPos = (4,4)
learnLv = 15
masterLv = 10
@@ -714,6 +737,7 @@ class Skill22(PassiveSkill):
滑行抓取敌人时,可以用方向键进行上下滑行; 技能等级越高,滑行速度越快。\n
"""
name = "滑行抓取"
ref = Ref.SLIDEGRAB
cellPos = (2,4)
learnLv = 15
masterLv = 1
@@ -739,6 +763,7 @@ class Skill23(PassiveSkill):
抓轰炮的攻击力相当于各技能的抓起攻击力总和。\n
"""
name = "抓轰炮"
ref = Ref.GRABCANNON
cellPos = (1,4)
learnLv = 15
masterLv = 1
@@ -760,6 +785,7 @@ class Skill24(PassiveSkill):
攻击力增加的技能 : [背摔]、 [抛投]、 [霹雳肘击]、 [空绞锤]、 [螺旋彗星落]、 [地狱摇篮]、 [裂石破天]、 [末日风暴]、 [死亡摇篮]、 [末日摇篮]、 [风暴之舞]、 [苍宇彗星落]、 [送葬舞步]、 [女皇时代·辉煌舞台]。\n
"""
name = "强力抱摔"
ref = Ref.BACKSUPLEX
cellPos = (6,5)
learnLv = 20
masterLv = 1
@@ -779,7 +805,7 @@ class Skill24(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{"data":data0,"skills":["背摔","抛投","霹雳肘击","空绞锤","螺旋彗星落","地狱摇篮","裂石破天","末日风暴","死亡摇篮","末日摇篮","风暴之舞","苍宇彗星落","送葬舞步","女皇时代·辉煌舞台"]}]# noqa: E501
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), skills=['背摔', '抛投', '霹雳肘击', '空绞锤', '螺旋彗星落', '地狱摇篮', '裂石破天', '末日风暴', '死亡摇篮', '末日摇篮', '风暴之舞', '苍宇彗星落', '送葬舞步', '女皇时代·辉煌舞台']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), skills=[Ref.SUPLEX, Ref.THROWENEMY, Ref.HOLDUP, Ref.LEGSUPLEX, Ref.SPIRE, Ref.SUPLEXCYCLONE, Ref.WILDCANNONSPIKE, Ref.TYPHOON, Ref.SUPLEXCYCLONEEX, Ref.ELBOWTHROW, Ref.TORBELLINO, Ref.HURRICANESUPERSUPLEX, Ref.SHININGWINGSFLAP, Ref.FINALEOFTHEQUEEN]),
]
# 折颈
@@ -792,6 +818,7 @@ class Skill25(ActiveSkill):
在决斗场中,命中时使敌人浮空并强控敌人,且技能等级越高,强控时间越长\n
"""
name = "折颈"
ref = Ref.PUNCHAFTERRETURN
cellPos = (4,5)
learnLv = 20
masterLv = 60
@@ -825,6 +852,7 @@ class Skill26(PassiveSkill):
施放[疾风追击]时,可以向敌人发出第3、 4击。\n
"""
name = "疾风连击"
ref = Ref.DASHAFTERDASHEXTENSION
cellPos = (9,5)
learnLv = 20
masterLv = 1
@@ -853,6 +881,7 @@ class Skill27(ActiveSkill):
消耗最大可使用次数后,一段时间后会自动恢复。\n
"""
name = "无情抓取"
ref = Ref.CHAINCONNECTION
cellPos = (1,5)
learnLv = 20
masterLv = 1
@@ -881,6 +910,7 @@ class Skill28(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -906,6 +936,7 @@ class Skill29(ActiveSkill):
若前冲时使用,则可以边向前滑行边蓄气。\n
"""
name = "野蛮冲撞"
ref = Ref.SHOULDERTACKLE
cellPos = (5,6)
learnLv = 25
masterLv = 60
@@ -935,6 +966,7 @@ class Skill30(ActiveSkill):
转职成为散打时,可以强制中断基本攻击动作,并立即施放该技能。\n
"""
name = "旋风腿"
ref = Ref.WHIRLWINDKICK
cellPos = (9,7)
learnLv = 30
masterLv = 60
@@ -965,6 +997,7 @@ class Skill31(ActiveSkill):
决斗场中无法在[后跳]中施放。\n
"""
name = "空绞锤"
ref = Ref.LEGSUPLEX
cellPos = (8,7)
learnLv = 30
masterLv = 60
@@ -1000,6 +1033,7 @@ class Skill32(ActiveSkill):
施放后僵直时间较长。\n
"""
name = "霹雳肘击"
ref = Ref.HOLDUP
cellPos = (6,7)
learnLv = 30
masterLv = 60
@@ -1034,6 +1068,7 @@ class Skill33(ActiveSkill):
抓轰炮发动后,在旋转中强控敌人后强力推开敌人。\n
"""
name = "螺旋彗星落"
ref = Ref.SPIRE
cellPos = (7,8)
learnLv = 35
masterLv = 60
@@ -1094,6 +1129,7 @@ class Skill34(PassiveSkill):
[空绞锤] : 被向下捶击击倒的敌人更久地躺在地上。\n
"""
name = "格斗专精"
ref = Ref.TECHNICIANGRAPPLING
cellPos = (4,8)
learnLv = 35
masterLv = 1
@@ -1119,6 +1155,7 @@ class Skill35(ActiveSkill):
[旋风腿]、 [野蛮冲撞]、 [空绞锤]、 [裂石破天]、 [旋风轰击]、 [死亡摇篮] (随机应变)、 [风暴之舞]、 [苍宇彗星落] (随机应变)、 [送葬舞步]、 [女皇时代·辉煌舞台]\n
"""
name = "霹雳冲击"
ref = Ref.JOINTSMASH
cellPos = (6,8)
learnLv = 35
masterLv = 60
@@ -1178,6 +1215,7 @@ class Skill36(ActiveSkill):
[旋风腿]、 [野蛮冲撞]、 [空绞锤]、 [裂石破天]、 [旋风轰击]、 [死亡摇篮] (随机应变)、 [风暴之舞]、 [苍宇彗星落] (随机应变)、 [送葬舞步]、 [女皇时代·辉煌舞台]\n
"""
name = "地狱摇篮"
ref = Ref.SUPLEXCYCLONE
cellPos = (7,9)
learnLv = 40
masterLv = 60
@@ -1241,6 +1279,7 @@ class Skill37(ActiveSkill):
学习后,抓取判定消失,用力锤击地面击起岩石,对范围内敌人造成大量伤害。 落地前或落地时,输入向后或下方向键,可以减少下降角度。\n
"""
name = "裂石破天"
ref = Ref.WILDCANNONSPIKE
cellPos = (8,10)
learnLv = 45
masterLv = 60
@@ -1326,6 +1365,7 @@ class Skill38(PassiveSkill):
将抓取动作提升到极致,增加暴风眼的基本攻击、 抓取类技能的攻击力、 物理暴击率、 命中率和抓取时的回避率。\n
"""
name = "抓取奥义"
ref = Ref.GRABMASTERY
cellPos = (4,11)
learnLv = 48
masterLv = 30
@@ -1363,6 +1403,7 @@ class Skill39(ActiveSkill):
旋转中连按<X>键时,增加旋转速度、 减少多段攻击间隔; 按技能键或<Z>键时,立即发动最后一击。\n
"""
name = "末日风暴"
ref = Ref.TYPHOON
cellPos = (7,11)
learnLv = 50
masterLv = 40
@@ -1404,6 +1445,7 @@ class Skill40(ActiveSkill):
空中也可施放技能,此时立即开始旋转。\n
"""
name = "旋风轰击"
ref = Ref.SPINNINGSPLASH
cellPos = (5,12)
learnLv = 60
masterLv = 40
@@ -1461,6 +1503,7 @@ class Skill41(ActiveSkill):
学习后,抓取判定消失,旋转并腾空跳起攻击敌人。 按下方向键可以在原地发动攻击力。 可以在空中使用。\n
"""
name = "死亡摇篮"
ref = Ref.SUPLEXCYCLONEEX
cellPos = (7,13)
learnLv = 70
masterLv = 40
@@ -1534,6 +1577,7 @@ class Skill42(PassiveSkill):
[背摔]、 [抛投]、 [霹雳肘击]、 [空绞锤]、 [螺旋彗星落]、 [裂石破天]、 [末日风暴]、 [死亡摇篮]、 [末日摇篮]、 [风暴之舞]、 [苍宇彗星落]、 [送葬舞步]、 [女皇时代·辉煌舞台]\n
"""
name = "极手奥义"
ref = Ref.CHAINGRAB
cellPos = (3,13)
learnLv = 75
masterLv = 40
@@ -1570,6 +1614,7 @@ class Skill43(ActiveSkill):
学习后,抓取判定删除,旋转攻击并吸附周围敌人,然后发动最后一击。\n
"""
name = "末日摇篮"
ref = Ref.ELBOWTHROW
cellPos = (4,13)
learnLv = 75
masterLv = 40
@@ -1661,6 +1706,7 @@ class Skill44(PassiveSkill):
变更的技能 : [裂石破天]、 [死亡摇篮]、 [末日摇篮]、 [苍宇彗星落]\n
"""
name = "随机应变"
ref = Ref.TURNHEEL
cellPos = (10,13)
learnLv = 75
masterLv = 1
@@ -1683,7 +1729,7 @@ class Skill44(PassiveSkill):
# {"type":"+useAdapt","skills":["裂石破天","死亡摇篮","末日摇篮","苍宇彗星落"],"data":[0,100]}
# ]
associate = [
SkillEffect(attribute=GrapplerFemaleAttribute.USE_ADAPT, operation=Operation.ADD, value=Percent(LevelTable([0, 100])), skills=['裂石破天', '死亡摇篮', '末日摇篮', '苍宇彗星落']),
SkillEffect(attribute=GrapplerFemaleAttribute.USE_ADAPT, operation=Operation.ADD, value=Percent(LevelTable([0, 100])), skills=[Ref.WILDCANNONSPIKE, Ref.SUPLEXCYCLONEEX, Ref.ELBOWTHROW, Ref.HURRICANESUPERSUPLEX]),
]
# 风暴之舞
@@ -1695,6 +1741,7 @@ class Skill45(ActiveSkill):
可以在空中使用。\n
"""
name = "风暴之舞"
ref = Ref.TORBELLINO
cellPos = (3,14)
learnLv = 80
masterLv = 40
@@ -1759,6 +1806,7 @@ class Skill46(ActiveSkill):
学习后抓取判定消失,跳起强力下砸攻击敌人。 在空中也可以施放。\n
"""
name = "苍宇彗星落"
ref = Ref.HURRICANESUPERSUPLEX
cellPos = (4,14)
learnLv = 85
masterLv = 40
@@ -1814,6 +1862,7 @@ class Skill47(ActiveSkill):
柔道家旋转攻击敌人,莱茜突进后使出金臂勾,然后露西对敌人使出飞身压。\n
"""
name = "送葬舞步"
ref = Ref.SHININGWINGSFLAP
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -1858,6 +1907,7 @@ class Skill48(PassiveSkill):
准备动作时按方向键可以调整落下角度。\n
"""
name = "光芒之翼"
ref = Ref.STABLETHEULTIMATE
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -1898,6 +1948,7 @@ class Skill49(ActiveSkill):
若关联的技能还在冷却中,则无法使用三次觉醒技能。\n
"""
name = "女皇时代·辉煌舞台"
ref = Ref.FINALEOFTHEQUEEN
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -11,6 +11,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.fighter_female.nenmaster_female import NenmasterFemaleSkillRef as Ref
prefix = "fighter_female/nenmaster_female/cn/skillDetail"
@@ -24,6 +25,7 @@ class Skill0(ActiveSkill):
转职为柔道家后,技能类型变为独立攻击力。\n
"""
name = "上勾拳"
ref = Ref.LIFTUPPER
learnLv = 1
masterLv = 10
maxLv = 20
@@ -53,6 +55,7 @@ class Skill1(PassiveSkill):
"""
name = '光之亲和'
ref = Ref.LIGHTFRIENDSHIP
cellPos = (9,1)
learnLv = 1
masterLv = 1
@@ -78,6 +81,7 @@ class Skill2(PassiveSkill):
"""
name = '念气感知'
ref = Ref.BLINDTOLERANCEUP
cellPos = (8,1)
learnLv = 1
masterLv = 1
@@ -101,6 +105,7 @@ class Skill3(ActiveSkill):
向敌人发出强威力的踢腿,可以踢飞敌人。\n
"""
name = "前踢"
ref = Ref.SINGLEKICK
learnLv = 1
masterLv = 60
maxLv = 70
@@ -127,6 +132,7 @@ class Skill4(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -151,6 +157,7 @@ class Skill5(PassiveSkill):
"""
name = '基础精通'
ref = Ref.BASICATTACKUP
cellPos = (1,0)
learnLv = 1
masterLv = 115
@@ -172,7 +179,7 @@ class Skill5(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'type': '*skillDamage', 'data': [i - 100 if i > 0 else 0 for i in data0], 'skills': ['念兽 : 龙虎啸']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=['念兽 : 龙虎啸']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=[Ref.NENMONSTERWHITETIGER]),
]
# 受身蹲伏
@@ -183,6 +190,7 @@ class Skill6(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -224,6 +232,7 @@ class Skill7(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -246,6 +255,7 @@ class Skill8(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -269,6 +279,7 @@ class Skill9(ActiveSkill):
命中时引发冲击波,对周围敌人造成伤害。\n
"""
name = "下段踢"
ref = Ref.DAMAGELOWKICK
learnLv = 5
masterLv = 60
maxLv = 70
@@ -304,6 +315,7 @@ class Skill10(ActiveSkill):
"""
name = '分身'
ref = Ref.KENSIN
cellPos = (4,2)
learnLv = 5
masterLv = 10
@@ -337,6 +349,7 @@ class Skill11(ActiveSkill):
此外,因受抓轰炮效果,可以攻击无法抓取的敌人,这时可以大幅击退敌人进行攻击。\n
"""
name = "背摔"
ref = Ref.SUPLEX
learnLv = 5
masterLv = 60
maxLv = 70
@@ -374,6 +387,7 @@ class Skill12(ActiveSkill):
[蹲伏]姿势中按攻击键,可以用肩尖撞击敌人; 经过一定时间或按跳跃键可以中断蹲伏状态。\n
"""
name = "蹲伏"
ref = Ref.CROUCH
learnLv = 10
masterLv = 1
maxLv = 11
@@ -401,6 +415,7 @@ class Skill13(PassiveSkill):
被攻击时,有一定几率进入霸体状态。\n
"""
name = "钢筋铁骨"
ref = Ref.IRONSKIN
learnLv = 10
masterLv = 50
maxLv = 60
@@ -429,6 +444,7 @@ class Skill14(ActiveSkill):
转职为街霸后,可中断基本攻击使用。\n
"""
name = "抛沙"
ref = Ref.THROWSAND
learnLv = 10
masterLv = 60
maxLv = 70
@@ -469,6 +485,7 @@ class Skill15(ActiveSkill):
可以连续对敌人进行一定次数的踩踏,技能的冷却时间从最后一次踩踏结束落地时开始计算。\n
"""
name = "鹰踏"
ref = Ref.STOMP
learnLv = 10
masterLv = 60
maxLv = 70
@@ -500,6 +517,7 @@ class Skill16(ActiveSkill):
学习[疾风连击]后可再追加第3、 第4次攻击。\n
"""
name = "疾风追击"
ref = Ref.DASHAFTERDASH
learnLv = 10
masterLv = 60
maxLv = 70
@@ -533,6 +551,7 @@ class Skill17(ActiveSkill):
转职为柔道家后,可以强制中断基本攻击并立即施放[金刚碎],并且还可以中断[金刚碎]并立即施放[霹雳肘击]。\n
"""
name = "金刚碎"
ref = Ref.EARTHBREAK
learnLv = 10
masterLv = 60
maxLv = 70
@@ -567,6 +586,7 @@ class Skill18(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -594,6 +614,7 @@ class Skill19(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -619,6 +640,7 @@ class Skill20(PassiveSkill):
将[背摔]升级为[雷霆背摔]。用[背摔]攻击敌人后会自动落下闪电追击敌人,并有一定几率使敌人进入感电状态。\n
"""
name = "雷霆背摔"
ref = Ref.THUNDERSUPLEX
learnLv = 15
masterLv = 60
maxLv = 70
@@ -653,6 +675,7 @@ class Skill21(ActiveSkill):
"""
name = '念气波'
ref = Ref.ENERGYBALL
cellPos = (2,4)
learnLv = 15
masterLv = 60
@@ -705,6 +728,7 @@ class Skill22(ActiveSkill):
"""
name = '光之兵刃'
ref = Ref.LIGHTENCHANTWEAPON
cellPos = (5,4)
learnLv = 15
masterLv = 10
@@ -736,6 +760,7 @@ class Skill23(ActiveSkill):
"""
name = '气玉弹'
ref = Ref.NENPRISON
cellPos = (3,4)
learnLv = 15
masterLv = 60
@@ -771,6 +796,7 @@ class Skill24(ActiveSkill):
"""
name = '烈日气息'
ref = Ref.LIGHTTOLERANCEUP
cellPos = (7,5)
learnLv = 20
masterLv = 10
@@ -815,6 +841,7 @@ class Skill25(PassiveSkill):
"""
name = '幻影爆碎'
ref = Ref.ILLUSIONBOMB
cellPos = (4,5)
learnLv = 20
masterLv = 60
@@ -837,8 +864,8 @@ class Skill25(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'type': '*skillDamage', 'data': data0, 'skills': ['分身'], 'ratio': 1}, {'type': '+cd', 'data': [0] + [3] * maxLv, 'skills': ['分身'], 'ratio': 1}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + LevelTable(data0), skills=['分身']),
SkillEffect(attribute=SkillAttribute.CD, operation=Operation.ADD, value=LevelTable([0] + [3] * maxLv), skills=['分身']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + LevelTable(data0), skills=[Ref.KENSIN]),
SkillEffect(attribute=SkillAttribute.CD, operation=Operation.ADD, value=LevelTable([0] + [3] * maxLv), skills=[Ref.KENSIN]),
]
# 蓄念炮
@@ -850,6 +877,7 @@ class Skill26(PassiveSkill):
"""
name = '蓄念炮'
ref = Ref.ENERGYBALLCHARGE
cellPos = (1,5)
learnLv = 20
masterLv = 1
@@ -874,7 +902,7 @@ class Skill26(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'type': '*power0', 'data': data0, 'skills': ['念气波']}]
associate = [
SkillEffect(attribute=Power(0), value=1 + Percent(LevelTable(data0)), skills=['念气波']),
SkillEffect(attribute=Power(0), value=1 + Percent(LevelTable(data0)), skills=[Ref.ENERGYBALL]),
]
# 疾风连击
@@ -885,6 +913,7 @@ class Skill27(PassiveSkill):
施放[疾风追击]时,可以向敌人发出第3、 4击。\n
"""
name = "疾风连击"
ref = Ref.DASHAFTERDASHEXTENSION
learnLv = 20
masterLv = 1
maxLv = 1
@@ -906,6 +935,7 @@ class Skill28(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -931,6 +961,7 @@ class Skill29(ActiveSkill):
"""
name = '念气罩'
ref = Ref.NENGUARD
cellPos = (2,6)
learnLv = 25
masterLv = 1
@@ -962,6 +993,7 @@ class Skill30(ActiveSkill):
"""
name = '念雷破'
ref = Ref.THUNDERRUSH
cellPos = (6,6)
learnLv = 25
masterLv = 60
@@ -997,6 +1029,7 @@ class Skill31(ActiveSkill):
"""
name = '念气环绕'
ref = Ref.SPIRALNEN
cellPos = (3,7)
learnLv = 30
masterLv = 10
@@ -1049,6 +1082,7 @@ class Skill32(ActiveSkill):
"""
name = '旋风腿'
ref = Ref.WHIRLWINDKICK
cellPos = (7,7)
learnLv = 30
masterLv = 60
@@ -1077,6 +1111,7 @@ class Skill33(ActiveSkill):
"""
name = '念兽螺旋波'
ref = Ref.SPIRALDRAGONWAVE
cellPos = (4,7)
learnLv = 30
masterLv = 60
@@ -1122,6 +1157,7 @@ class Skill34(ActiveSkill):
"""
name = '狮子吼'
ref = Ref.SAJAHU
cellPos = (6,8)
learnLv = 35
masterLv = 60
@@ -1181,6 +1217,7 @@ class Skill35(ActiveSkill):
"""
name = '螺旋念气场'
ref = Ref.KIKOUKEN
cellPos = (3,9)
learnLv = 40
masterLv = 60
@@ -1245,6 +1282,7 @@ class Skill36(ActiveSkill):
"""
name = '念兽 : 龙虎啸'
ref = Ref.NENMONSTERWHITETIGER
cellPos = (5,9)
learnLv = 40
masterLv = 10
@@ -1322,6 +1360,7 @@ class Skill37(ActiveSkill):
"""
name = '狂龙升天破'
ref = Ref.SOARINGLIGHTDRAGON
cellPos = (5,10)
learnLv = 45
masterLv = 60
@@ -1375,6 +1414,7 @@ class Skill38(PassiveSkill):
"""
name = '乱舞 · 千叶花'
ref = Ref.NENSHIELD
cellPos = (4,11)
learnLv = 48
masterLv = 40
@@ -1419,6 +1459,7 @@ class Skill39(ActiveSkill):
"""
name = '千莲怒放'
ref = Ref.NENFLOWER
cellPos = (3,11)
learnLv = 50
masterLv = 40
@@ -1469,6 +1510,7 @@ class Skill40(PassiveSkill):
"""
name = '究极念气罩'
ref = Ref.NENGUARDEX
cellPos = (2,12)
learnLv = 60
masterLv = 1
@@ -1501,6 +1543,7 @@ class Skill41(ActiveSkill):
"""
name = '奔雷掌'
ref = Ref.LIGHTDRAGONTHIRTEEN
cellPos = (5,12)
learnLv = 60
masterLv = 40
@@ -1564,6 +1607,7 @@ class Skill42(ActiveSkill):
"""
name = '狂狮怒吼'
ref = Ref.SAJAHUEX
cellPos = (6,13)
learnLv = 70
masterLv = 40
@@ -1621,7 +1665,7 @@ class Skill42(ActiveSkill):
# self.associate = [{'type': '*skillRation', 'data': [0] + [-33] * self.maxLv, 'skills': ['狮子吼']}]
# return super().effect(old, new)
associate = [
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-33] * maxLv)), skills=['狮子吼'], when=Equals(Read(SkillAttribute.VP), 2)),
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-33] * maxLv)), skills=[Ref.SAJAHU], when=Equals(Read(SkillAttribute.VP), 2)),
]
# 念花守心
@@ -1640,6 +1684,7 @@ class Skill43(PassiveSkill):
"""
name = '念花守心'
ref = Ref.FALLINGFLOWER
cellPos = (3,13)
learnLv = 75
masterLv = 40
@@ -1681,6 +1726,7 @@ class Skill44(ActiveSkill):
"""
name = '击电奔星'
ref = Ref.SAINTILLUSION
cellPos = (4,13)
learnLv = 75
masterLv = 40
@@ -1737,6 +1783,7 @@ class Skill45(ActiveSkill):
"""
name = '聚能念气炮'
ref = Ref.ABSORBENERGYBALL
cellPos = (3,14)
learnLv = 80
masterLv = 40
@@ -1791,6 +1838,7 @@ class Skill46(ActiveSkill):
"""
name = '念帝旋天破'
ref = Ref.NENOFBRILLIANCE
cellPos = (4,14)
learnLv = 85
masterLv = 40
@@ -1834,6 +1882,7 @@ class Skill47(PassiveSkill):
"""
name = '念气归元'
ref = Ref.INSTILWILLTONEN
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -1870,6 +1919,7 @@ class Skill48(ActiveSkill):
"""
name = '天雷分身步'
ref = Ref.SKYTHUNDERSTEP
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -1910,6 +1960,7 @@ class Skill49(ActiveSkill):
"""
name = '念印幻流破'
ref = Ref.DOUBLELIGHTNINGDRAGON
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -9,6 +9,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.fighter_female.striker_female import StrikerFemaleSkillRef as Ref
prefix = "fighter_female/striker_female/cn/skillDetail"
@@ -21,6 +22,7 @@ class Skill0(ActiveSkill):
转职为柔道家后,技能类型变为独立攻击力。\n
"""
name = "上勾拳"
ref = Ref.LIFTUPPER
learnLv = 1
masterLv = 10
maxLv = 20
@@ -49,6 +51,7 @@ class Skill1(ActiveSkill):
向敌人发出强威力的踢腿,可以踢飞敌人。\n
"""
name = "前踢"
ref = Ref.SINGLEKICK
learnLv = 1
masterLv = 60
maxLv = 70
@@ -75,6 +78,7 @@ class Skill2(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -98,6 +102,7 @@ class Skill3(PassiveSkill):
在决斗场中,增益/减益技能、 被动技能的技能攻击力增加效果对[基础精通]无影响。\n
"""
name = "基础精通"
ref = Ref.BASICATTACKUP
learnLv = 1
masterLv = 115
maxLv = 200
@@ -125,6 +130,7 @@ class Skill4(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -166,6 +172,7 @@ class Skill5(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -188,6 +195,7 @@ class Skill6(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -211,6 +219,7 @@ class Skill7(ActiveSkill):
命中时引发冲击波,对周围敌人造成伤害。\n
"""
name = "下段踢"
ref = Ref.DAMAGELOWKICK
cellPos = (2,2)
learnLv = 5
masterLv = 60
@@ -246,6 +255,7 @@ class Skill8(ActiveSkill):
在决斗场中,转职为气功师后,增加分身的持续时间。\n
"""
name = "分身"
ref = Ref.KENSIN
learnLv = 5
masterLv = 10
maxLv = 20
@@ -277,6 +287,7 @@ class Skill9(ActiveSkill):
此外,因受抓轰炮效果,可以攻击无法抓取的敌人,这时可以大幅击退敌人进行攻击。\n
"""
name = "背摔"
ref = Ref.SUPLEX
cellPos = (6,2)
learnLv = 5
masterLv = 60
@@ -315,6 +326,7 @@ class Skill10(ActiveSkill):
[蹲伏]姿势中按攻击键,可以用肩尖撞击敌人; 经过一定时间或按跳跃键可以中断蹲伏状态。\n
"""
name = "蹲伏"
ref = Ref.CROUCH
cellPos = (6,3)
learnLv = 10
masterLv = 1
@@ -341,6 +353,7 @@ class Skill11(PassiveSkill):
被攻击时,有一定几率进入霸体状态。\n
"""
name = "钢筋铁骨"
ref = Ref.IRONSKIN
cellPos = (5,3)
learnLv = 10
masterLv = 50
@@ -369,6 +382,7 @@ class Skill12(ActiveSkill):
转职为街霸后,可中断基本攻击使用。\n
"""
name = "抛沙"
ref = Ref.THROWSAND
cellPos = (3,3)
learnLv = 10
masterLv = 60
@@ -410,6 +424,7 @@ class Skill13(ActiveSkill):
可以连续对敌人进行一定次数的踩踏,技能的冷却时间从最后一次踩踏结束落地时开始计算。\n
"""
name = "鹰踏"
ref = Ref.STOMP
cellPos = (7,3)
learnLv = 10
masterLv = 60
@@ -442,6 +457,7 @@ class Skill14(ActiveSkill):
学习[疾风连击]后可再追加第3、 第4次攻击。\n
"""
name = "疾风追击"
ref = Ref.DASHAFTERDASH
cellPos = (9,3)
learnLv = 10
masterLv = 60
@@ -479,6 +495,7 @@ class Skill15(ActiveSkill):
转职为柔道家后,可以强制中断基本攻击并立即施放[金刚碎],并且还可以中断[金刚碎]并立即施放[霹雳肘击]。\n
"""
name = "金刚碎"
ref = Ref.EARTHBREAK
cellPos = (1,3)
learnLv = 10
masterLv = 60
@@ -514,6 +531,7 @@ class Skill16(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -541,6 +559,7 @@ class Skill17(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -568,6 +587,7 @@ class Skill18(ActiveSkill):
转职为气功师后,可以强制中断基本攻击动作施放,并大幅度减少冷却时间。\n
"""
name = "念气波"
ref = Ref.ENERGYBALL
learnLv = 15
masterLv = 60
maxLv = 70
@@ -609,6 +629,7 @@ class Skill19(PassiveSkill):
减少除[武神强踢]、 [极尽 : 霸皇断空拳]、 [陨星灭天击]之外的散打技能的冷却时间。\n
"""
name = "拳套掌握"
ref = Ref.EQUIPBOXINGGLOVE
cellPos = (1,4)
learnLv = 15
masterLv = 10
@@ -625,7 +646,7 @@ class Skill19(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{"data":data0,"type":"*cdReduce","exceptSkills":["武神强踢","极尽 : 霸皇断空拳","陨星灭天击"]}]
associate = [
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data0)), except_skills=['武神强踢', '极尽 : 霸皇断空拳', '陨星灭天击']),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data0)), except_skills=[Ref.STRONGESTLOWKICK, Ref.FINALHEAVEN, Ref.BLOWTODESTRUCTION]),
]
# 强拳
@@ -637,6 +658,7 @@ class Skill20(ActiveSkill):
在决斗场中施放时,减少攻击速度。\n
"""
name = "强拳"
ref = Ref.SLOWDOWNPOWERUP
cellPos = (5,4)
learnLv = 15
masterLv = 20
@@ -668,6 +690,7 @@ class Skill21(ActiveSkill):
三觉后,攻击命中时引发冲击波,对周围的敌人造成相同的伤害。\n
"""
name = "崩拳"
ref = Ref.DASHPUNCH
cellPos = (4,4)
learnLv = 15
masterLv = 60
@@ -703,6 +726,7 @@ class Skill22(ActiveSkill):
可以使自身增加物理/魔法防御力和体力,而且被攻击后不会倒地,但仍会受到伤害,效果持续一定时间。\n
"""
name = "霸体护甲"
ref = Ref.SUPERARMOR
cellPos = (3,5)
learnLv = 20
masterLv = 20
@@ -733,6 +757,7 @@ class Skill23(PassiveSkill):
施放[疾风追击]时,可以向敌人发出第3、 4击。\n
"""
name = "疾风连击"
ref = Ref.DASHAFTERDASHEXTENSION
cellPos = (9,5)
learnLv = 20
masterLv = 1
@@ -753,6 +778,7 @@ class Skill24(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -776,6 +802,7 @@ class Skill25(ActiveSkill):
按前方向键,可以滑行得更远进行攻击。\n
"""
name = "铁山靠"
ref = Ref.SHOULDERCHARGE
cellPos = (3,6)
learnLv = 25
masterLv = 60
@@ -809,6 +836,7 @@ class Skill26(ActiveSkill):
攻击成功时产生冲击波,对周围敌人造成伤害。\n
"""
name = "碎骨"
ref = Ref.CRASHLOWKICK
cellPos = (2,6)
learnLv = 25
masterLv = 60
@@ -854,6 +882,7 @@ class Skill27(PassiveSkill):
在决斗场中,不会增加基本攻击力和技能攻击力。\n
"""
name = "弱点感知"
ref = Ref.AIMVITALPOINT
cellPos = (5,7)
learnLv = 30
masterLv = 10
@@ -887,6 +916,7 @@ class Skill28(ActiveSkill):
转职成为散打时,可以强制中断基本攻击动作,并立即施放该技能。\n
"""
name = "旋风腿"
ref = Ref.WHIRLWINDKICK
cellPos = (7,7)
learnLv = 30
masterLv = 60
@@ -920,6 +950,7 @@ class Skill29(PassiveSkill):
在决斗场中有起始冷却时间,经过一定时间后自动激活。 技能攻击力增加率效果仅适用于柔化后使用的技能。\n
"""
name = "柔化肌肉"
ref = Ref.MUSCLESHIFT
cellPos = (3,7)
learnLv = 30
masterLv = 5
@@ -960,6 +991,7 @@ class Skill30(ActiveSkill):
决斗场增加攻击后僵直。\n
"""
name = "寸拳"
ref = Ref.CLOSEPUNCH
cellPos = (4,8)
learnLv = 35
masterLv = 60
@@ -1024,6 +1056,7 @@ class Skill31(ActiveSkill):
在决斗场中,不会吸附敌人,施放动作时进入霸体状态。\n
"""
name = "升龙拳"
ref = Ref.RISINGUPPER
cellPos = (5,8)
learnLv = 35
masterLv = 60
@@ -1085,6 +1118,7 @@ class Skill32(ActiveSkill):
无法攻击处于透明、 无敌、 伪装状态或一定高度以上的敌人。\n
"""
name = "闪电之舞"
ref = Ref.LIGHTNINGDANCE
cellPos = (2,9)
learnLv = 40
masterLv = 60
@@ -1147,6 +1181,7 @@ class Skill33(ActiveSkill):
抽打命中时引发冲击波,对周围敌人造成相同的伤害。\n
"""
name = "纷影连环踢"
ref = Ref.RANDOMKICK
cellPos = (2,10)
learnLv = 45
masterLv = 60
@@ -1213,6 +1248,7 @@ class Skill34(PassiveSkill):
增加武神的基本攻击力和技能攻击力、 移动速度。\n
"""
name = "武神步"
ref = Ref.POWERUPONDASH
cellPos = (6,11)
learnLv = 48
masterLv = 40
@@ -1245,6 +1281,7 @@ class Skill35(ActiveSkill):
可以大幅度降低武神周围敌人的攻击速度。\n
"""
name = "武神强踢"
ref = Ref.STRONGESTLOWKICK
cellPos = (2,11)
learnLv = 50
masterLv = 40
@@ -1281,6 +1318,7 @@ class Skill36(ActiveSkill):
蓄力时,可以按前/后/下方向键移动后攻击,或者在原地攻击。\n
"""
name = "破碎拳"
ref = Ref.DASHPUNCHEX
cellPos = (4,12)
learnLv = 60
masterLv = 40
@@ -1343,7 +1381,7 @@ class Skill36(ActiveSkill):
# self.associate = [{"type":"*skillRation","data":[0] + [-25]*self.maxLv,"skills":["崩拳"]}]
# return super().effect(old, new)
associate = [
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-25] * maxLv)), skills=['崩拳'], when=Equals(Read(SkillAttribute.VP), 2)),
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-25] * maxLv)), skills=[Ref.DASHPUNCH], when=Equals(Read(SkillAttribute.VP), 2)),
]
# 回天连环击
@@ -1357,6 +1395,7 @@ class Skill37(ActiveSkill):
若施放时按前方向键,则前进后发动攻击。\n
"""
name = "回天连环击"
ref = Ref.ONEELBOWCHAINHIT
cellPos = (4,13)
learnLv = 70
masterLv = 40
@@ -1436,6 +1475,7 @@ class Skill38(PassiveSkill):
增加移动速度。\n
"""
name = "神武之力"
ref = Ref.LIMITBREAK
cellPos = (3,13)
learnLv = 75
masterLv = 40
@@ -1474,6 +1514,7 @@ class Skill39(ActiveSkill):
攻击时,可利用前/后方向键前进,或在原地进行攻击。\n
"""
name = "虎啸神拳"
ref = Ref.TIGERSTRIKE
cellPos = (5,13)
learnLv = 75
masterLv = 40
@@ -1540,6 +1581,7 @@ class Skill40(ActiveSkill):
可利用前/后方向键前进,或在原地进行攻击。\n
"""
name = "无影脚"
ref = Ref.CHAINDESTRUCTION
cellPos = (3,14)
learnLv = 80
masterLv = 40
@@ -1604,6 +1646,7 @@ class Skill41(ActiveSkill):
断空拳击中敌人时产生强力冲击波,对范围内的敌人造成巨大伤害。 若断空拳未击中敌人,则产生强大风压对敌人造成伤害。\n
"""
name = "极尽 : 霸皇断空拳"
ref = Ref.FINALHEAVEN
cellPos = (4,14)
learnLv = 85
masterLv = 40
@@ -1640,6 +1683,7 @@ class Skill42(PassiveSkill):
冲击波的大小增加,对周围敌人造成与直接攻击相同的伤害。\n
"""
name = "疾风劲"
ref = Ref.NOPAINNOGAIN
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -1669,6 +1713,7 @@ class Skill43(ActiveSkill):
每次攻击成功时产生冲击波,对周围敌人造成伤害。\n
"""
name = "雷霆之舞"
ref = Ref.LIGHTNINGSHIFT
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -1707,6 +1752,7 @@ class Skill44(ActiveSkill):
若关联的技能还在冷却中,则无法使用三次觉醒技能。\n
"""
name = "陨星灭天击"
ref = Ref.BLOWTODESTRUCTION
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -14,6 +14,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.fighter_male.brawler_male import BrawlerMaleSkillRef as Ref
prefix = "fighter_male/brawler_male/cn/skillDetail"
@@ -26,6 +27,7 @@ class Skill0(ActiveSkill):
向敌人发出强威力的后踢使其浮空,施放的瞬间有霸体判定。\n
"""
name = "后踢"
ref = Ref.LIFTUPPER
learnLv = 1
masterLv = 10
maxLv = 20
@@ -55,6 +57,7 @@ class Skill1(PassiveSkill):
"""
name = '剧毒抵抗'
ref = Ref.POISONTOLERANCEUP
cellPos = (7,1)
learnLv = 1
masterLv = 1
@@ -80,6 +83,7 @@ class Skill2(PassiveSkill):
"""
name = '毒攻掌握'
ref = Ref.HERESYPOWERTRAINING
cellPos = (6,1)
learnLv = 1
masterLv = 1
@@ -106,6 +110,7 @@ class Skill3(ActiveSkill):
像锤击一样挥舞双腿踢飞敌人。\n
"""
name = "前踢"
ref = Ref.SINGLEKICK
learnLv = 1
masterLv = 60
maxLv = 70
@@ -132,6 +137,7 @@ class Skill4(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -156,6 +162,7 @@ class Skill5(PassiveSkill):
"""
name = '基础精通'
ref = Ref.BASICATTACKUP
cellPos = (1,0)
learnLv = 1
masterLv = 115
@@ -177,7 +184,7 @@ class Skill5(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'type': '*skillDamage', 'data': [i - 100 if i > 0 else 0 for i in data0], 'skills': ['罗网投掷']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=['罗网投掷']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=[Ref.THROWWEB]),
]
# 受身蹲伏
@@ -188,6 +195,7 @@ class Skill6(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -219,6 +227,7 @@ class Skill7(PassiveSkill):
在决斗场中,无法转换攻击类型,适用技能固有的攻击类型。\n
"""
name = "攻击类型转换"
ref = Ref.CONVERSION
learnLv = 1
masterLv = 1
maxLv = 1
@@ -253,6 +262,7 @@ class Skill8(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -275,6 +285,7 @@ class Skill9(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -300,6 +311,7 @@ class Skill10(ActiveSkill):
"""
name = '下段踢'
ref = Ref.DAMAGELOWKICK
cellPos = (2,2)
learnLv = 5
masterLv = 60
@@ -335,6 +347,7 @@ class Skill11(ActiveSkill):
"""
name = '分身'
ref = Ref.KENSIN
cellPos = (4,2)
learnLv = 5
masterLv = 10
@@ -367,6 +380,7 @@ class Skill12(ActiveSkill):
"""
name = '膝击'
ref = Ref.SUPLEX
cellPos = (6,2)
learnLv = 5
masterLv = 60
@@ -406,6 +420,7 @@ class Skill13(ActiveSkill):
[蹲伏]姿势中按攻击键,可以用肩尖撞击敌人; 经过一定时间或按跳跃键可以中断蹲伏状态。\n
"""
name = "蹲伏"
ref = Ref.CROUCH
learnLv = 10
masterLv = 1
maxLv = 11
@@ -433,6 +448,7 @@ class Skill14(PassiveSkill):
"""
name = '钢筋铁骨'
ref = Ref.PHYSICALDEFENSEUP
cellPos = (8,3)
learnLv = 10
masterLv = 50
@@ -461,6 +477,7 @@ class Skill15(ActiveSkill):
"""
name = '鹰踏'
ref = Ref.STOMP
cellPos = (3,3)
learnLv = 10
masterLv = 60
@@ -493,6 +510,7 @@ class Skill16(ActiveSkill):
"""
name = '疾风追击'
ref = Ref.DASHAFTERDASH
cellPos = (9,3)
learnLv = 10
masterLv = 60
@@ -527,6 +545,7 @@ class Skill17(ActiveSkill):
"""
name = '金刚碎'
ref = Ref.EARTHBREAK
cellPos = (1,3)
learnLv = 10
masterLv = 60
@@ -566,6 +585,7 @@ class Skill18(ActiveSkill):
"""
name = '瞬步'
ref = Ref.FASTDASH
cellPos = (6,3)
learnLv = 10
masterLv = 1
@@ -593,6 +613,7 @@ class Skill19(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -620,6 +641,7 @@ class Skill20(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -647,6 +669,7 @@ class Skill21(ActiveSkill):
转职为气功师后,可以强制中断基本攻击和前冲攻击动作,并立即施放该技能,同时可以学习[蓄念炮]。\n
"""
name = "念气波"
ref = Ref.ENERGYBALL
learnLv = 15
masterLv = 60
maxLv = 70
@@ -685,6 +708,7 @@ class Skill22(ActiveSkill):
"""
name = '抛沙'
ref = Ref.THROWSAND
cellPos = (3,4)
learnLv = 15
masterLv = 60
@@ -733,6 +757,7 @@ class Skill23(ActiveSkill):
"""
name = '毒瓶投掷'
ref = Ref.ENCHANTPOISON
cellPos = (2,4)
learnLv = 15
masterLv = 60
@@ -792,7 +817,7 @@ class Skill23(ActiveSkill):
def getSkillCD(self, mode=None):
if mode == '爆破污桶':
return self.char.GetSkillByName('爆破污桶').getSkillCD(mode)
return self.char.GetSkill(Ref.GLUEYFRUITEX).getSkillCD(mode)
return super().getSkillCD(mode)
# 投掷强化
@@ -815,6 +840,7 @@ class Skill24(ActiveSkill):
"""
name = '投掷强化'
ref = Ref.SMARTTHROW
cellPos = (4,4)
learnLv = 15
masterLv = 1
@@ -844,6 +870,7 @@ class Skill25(PassiveSkill):
"""
name = '自动填充'
ref = Ref.AUTOLOAD
cellPos = (0,4)
learnLv = 15
masterLv = 1
@@ -869,6 +896,7 @@ class Skill26(ActiveSkill):
"""
name = '擒月炎'
ref = Ref.GRABEXPLOSION
cellPos = (5,5)
learnLv = 20
masterLv = 60
@@ -919,6 +947,7 @@ class Skill27(ActiveSkill):
"""
name = '后街战术'
ref = Ref.DOUBLETHROW
cellPos = (3,5)
learnLv = 20
masterLv = 10
@@ -948,6 +977,7 @@ class Skill28(PassiveSkill):
施放[疾风追击]时,可以向敌人发出第2、 3击。\n
"""
name = "疾风连击"
ref = Ref.DASHAFTERDASHEXTENSION
learnLv = 20
masterLv = 1
maxLv = 1
@@ -969,6 +999,7 @@ class Skill29(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -992,6 +1023,7 @@ class Skill30(PassiveSkill):
"""
name = '爪精通'
ref = Ref.CLAWMASTERY
cellPos = (2,6)
learnLv = 25
masterLv = 20
@@ -1039,6 +1071,7 @@ class Skill31(ActiveSkill):
"""
name = '毒针投掷'
ref = Ref.HIDDENSTING
cellPos = (3,6)
learnLv = 25
masterLv = 60
@@ -1094,7 +1127,7 @@ class Skill31(ActiveSkill):
self.hit3 = 3
self.hit7 = self.hit8 = self.hit9 = self.hit10 = 0
elif mode == '强化':
if self.char.GetSkillByName('罗网投掷').vp == 2:
if self.char.GetSkill(Ref.THROWWEB).vp == 2:
self.skillRation = 0
self.hit7 = self.hit8 = 4
self.hit2 = self.hit3 = self.hit9 = self.hit10 = 0
@@ -1120,6 +1153,7 @@ class Skill32(PassiveSkill):
"""
name = '后备口袋'
ref = Ref.BACKPOCKET
cellPos = (4,6)
learnLv = 25
masterLv = 1
@@ -1143,6 +1177,7 @@ class Skill33(ActiveSkill):
"""
name = '伏虎霸王拳'
ref = Ref.MOUNT
cellPos = (5,7)
learnLv = 30
masterLv = 60
@@ -1176,6 +1211,7 @@ class Skill34(ActiveSkill):
"""
name = '旋风腿'
ref = Ref.WHIRLWINDKICK
cellPos = (8,7)
learnLv = 30
masterLv = 60
@@ -1212,6 +1248,7 @@ class Skill35(ActiveSkill):
"""
name = '砖块投掷'
ref = Ref.BLOCKBUSTER
cellPos = (4,7)
learnLv = 30
masterLv = 60
@@ -1291,6 +1328,7 @@ class Skill36(ActiveSkill):
"""
name = '挑衅'
ref = Ref.PROVOCATION
cellPos = (2,8)
learnLv = 35
masterLv = 10
@@ -1341,6 +1379,7 @@ class Skill37(ActiveSkill):
"""
name = '罗网投掷'
ref = Ref.THROWWEB
cellPos = (4,8)
learnLv = 35
masterLv = 1
@@ -1413,7 +1452,7 @@ class Skill37(ActiveSkill):
# self.associate = [{'type': '+power2', 'data': [0] + [31.3] * self.maxLv, 'skills': ['毒针投掷']}]
# return super().effect(old, new)
associate = [
SkillEffect(attribute=Power(2), operation=Operation.ADD, value=Percent(LevelTable([0] + [31.3] * maxLv)), skills=['毒针投掷'], when=Equals(Read(SkillAttribute.VP), 2)),
SkillEffect(attribute=Power(2), operation=Operation.ADD, value=Percent(LevelTable([0] + [31.3] * maxLv)), skills=[Ref.HIDDENSTING], when=Equals(Read(SkillAttribute.VP), 2)),
]
# 螺旋滑铲
@@ -1428,6 +1467,7 @@ class Skill38(ActiveSkill):
"""
name = '螺旋滑铲'
ref = Ref.GROUNDKICK
cellPos = (3,8)
learnLv = 35
masterLv = 60
@@ -1501,6 +1541,7 @@ class Skill39(PassiveSkill):
vp = 0
name = '狂 · 霸王拳'
ref = Ref.CRAZYMOUNT
cellPos = (5,9)
learnLv = 40
masterLv = 1
@@ -1551,11 +1592,11 @@ class Skill39(PassiveSkill):
# self.associate.append({'type': '*skillRation', 'data': [0] + [200] * self.maxLv, 'skills': ['伏虎霸王拳']})
# return super().effect(old, new)
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else i for i in data0])), skills=['伏虎霸王拳']),
SkillEffect(attribute=Hit(0), operation=Operation.ADD, value=Percent(LevelTable([0] + [-200] * maxLv)), skills=['伏虎霸王拳']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i * 3 for i in data3])), skills=['伏虎霸王拳']),
SkillEffect(attribute=SkillAttribute.CD_RATIO, value=1 - Percent(LevelTable([0] + [-200] * maxLv)), skills=['伏虎霸王拳'], when=Equals(Read(SkillAttribute.VP), 2)),
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [200] * maxLv)), skills=['伏虎霸王拳'], when=Equals(Read(SkillAttribute.VP), 2)),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else i for i in data0])), skills=[Ref.MOUNT]),
SkillEffect(attribute=Hit(0), operation=Operation.ADD, value=Percent(LevelTable([0] + [-200] * maxLv)), skills=[Ref.MOUNT]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i * 3 for i in data3])), skills=[Ref.MOUNT]),
SkillEffect(attribute=SkillAttribute.CD_RATIO, value=1 - Percent(LevelTable([0] + [-200] * maxLv)), skills=[Ref.MOUNT], when=Equals(Read(SkillAttribute.VP), 2)),
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [200] * maxLv)), skills=[Ref.MOUNT], when=Equals(Read(SkillAttribute.VP), 2)),
]
# 毒雷引爆
@@ -1568,6 +1609,7 @@ class Skill40(ActiveSkill):
"""
name = '毒雷引爆'
ref = Ref.VENOMMINE
cellPos = (3,9)
learnLv = 40
masterLv = 60
@@ -1632,6 +1674,7 @@ class Skill41(ActiveSkill):
"""
name = '极恶飞锁'
ref = Ref.VICIOUSLARIAT
cellPos = (8,10)
learnLv = 45
masterLv = 60
@@ -1695,6 +1738,7 @@ class Skill42(PassiveSkill):
"""
name = '千手奥义'
ref = Ref.SKILL_1000HANDS1000EYES
cellPos = (2,11)
learnLv = 48
masterLv = 40
@@ -1728,7 +1772,7 @@ class Skill42(PassiveSkill):
# ]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data5))),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data4)), skills=['抛沙', '毒瓶投掷', '毒针投掷', '砖块投掷', '罗网投掷']),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data4)), skills=[Ref.THROWSAND, Ref.ENCHANTPOISON, Ref.HIDDENSTING, Ref.BLOCKBUSTER, Ref.THROWWEB]),
]
# 天崩地裂
@@ -1740,6 +1784,7 @@ class Skill43(ActiveSkill):
"""
name = '天崩地裂'
ref = Ref.DESTROYEARTHSKYDROP
cellPos = (4,11)
learnLv = 50
masterLv = 40
@@ -1784,6 +1829,7 @@ class Skill44(ActiveSkill):
"""
name = '爆破污桶'
ref = Ref.GLUEYFRUITEX
cellPos = (5,12)
learnLv = 60
masterLv = 40
@@ -1862,6 +1908,7 @@ class Skill45(ActiveSkill):
"""
name = '千锁乱舞'
ref = Ref.CRASHCHAIN
cellPos = (4,13)
learnLv = 70
masterLv = 40
@@ -1926,6 +1973,7 @@ class Skill46(PassiveSkill):
"""
name = '诡诈之道'
ref = Ref.RULEBREAK
cellPos = (6,13)
learnLv = 75
masterLv = 40
@@ -1960,6 +2008,7 @@ class Skill47(ActiveSkill):
"""
name = '暗街夺命锁'
ref = Ref.CHAINDRIVE
cellPos = (8,13)
learnLv = 75
masterLv = 40
@@ -2035,7 +2084,7 @@ class Skill47(ActiveSkill):
# self.associate = [{'type': '*skillRation', 'data': [0] + [-30] * self.maxLv, 'skills': ['砖块投掷']}]
# return super().effect(old, new)
associate = [
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-30] * maxLv)), skills=['砖块投掷'], when=Equals(Read(SkillAttribute.VP), 2)),
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-30] * maxLv)), skills=[Ref.BLOCKBUSTER], when=Equals(Read(SkillAttribute.VP), 2)),
]
# 飞沙走石
@@ -2049,6 +2098,7 @@ class Skill48(ActiveSkill):
"""
name = '飞沙走石'
ref = Ref.RUINRAIN
cellPos = (6,14)
learnLv = 80
masterLv = 40
@@ -2118,7 +2168,7 @@ class Skill48(ActiveSkill):
# self.associate = [{'type': '*skillRation', 'data': [0] + [-40] * self.maxLv, 'skills': ['毒针投掷']}]
# return super().effect(old, new)
associate = [
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-40] * maxLv)), skills=['毒针投掷'], when=Equals(Read(SkillAttribute.VP), 2)),
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-40] * maxLv)), skills=[Ref.HIDDENSTING], when=Equals(Read(SkillAttribute.VP), 2)),
]
# 燃火轰天炮
@@ -2132,6 +2182,7 @@ class Skill49(ActiveSkill):
"""
name = '燃火轰天炮'
ref = Ref.FIREWORKS
cellPos = (8,14)
learnLv = 85
masterLv = 40
@@ -2164,7 +2215,7 @@ class Skill49(ActiveSkill):
# 迁移前实现(保留对照):
# associate = [{'type': '*skillDamage', 'data': [i * 3 if i > 0 else i for i in data3], 'skills': ['燃火轰天炮']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i * 3 if i > 0 else i for i in data3])), skills=['燃火轰天炮']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i * 3 if i > 0 else i for i in data3])), skills=[Ref.FIREWORKS]),
]
# 逆道·爆狱
@@ -2180,6 +2231,7 @@ class Skill50(ActiveSkill):
"""
name = '逆道·爆狱'
ref = Ref.ROADTOHELL
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -2250,6 +2302,7 @@ class Skill51(PassiveSkill):
"""
name = '逆道·皆允'
ref = Ref.OUTLAW
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -2287,6 +2340,7 @@ class Skill52(ActiveSkill):
"""
name = '逆道·幽链之界'
ref = Ref.BADENDING
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -9,6 +9,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.fighter_male.grappler_male import GrapplerMaleSkillRef as Ref
prefix = "fighter_male/grappler_male/cn/skillDetail"
@@ -20,6 +21,7 @@ class Skill0(ActiveSkill):
向敌人发出强威力的后踢使其浮空,施放的瞬间有霸体判定。\n
"""
name = "后踢"
ref = Ref.LIFTUPPER
cellPos = (3,1)
learnLv = 1
masterLv = 10
@@ -45,6 +47,7 @@ class Skill1(ActiveSkill):
像锤击一样挥舞双腿踢飞敌人。\n
"""
name = "前踢"
ref = Ref.SINGLEKICK
cellPos = (5,1)
learnLv = 1
masterLv = 60
@@ -70,6 +73,7 @@ class Skill2(PassiveSkill):
装备臂铠时,减少魔法值消耗量。\n
"""
name = "臂铠精通"
ref = Ref.GAUNTLETMASTERY
cellPos = (2,1)
learnLv = 1
masterLv = 1
@@ -89,7 +93,7 @@ class Skill2(PassiveSkill):
# {"data":data0,"type":"*cdReduce", 'exceptSkills': ['死亡旋律', '一字传承 : 极义震天破', '黑震流·山岳崩颓']}
# ]
associate = [
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data0)), except_skills=['死亡旋律', '一字传承 : 极义震天破', '黑震流·山岳崩颓']),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data0)), except_skills=[Ref.TYPHOON, Ref.FINALEXTREMESTRIKE, Ref.DEATHDOORDESTROY]),
]
# 后跳
@@ -100,6 +104,7 @@ class Skill3(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -123,6 +128,7 @@ class Skill4(PassiveSkill):
在决斗场中,增益/减益技能、 被动技能的技能攻击力增加效果对[基础精通]无影响。\n
"""
name = "基础精通"
ref = Ref.BASICATTACKUP
learnLv = 1
masterLv = 115
maxLv = 200
@@ -150,6 +156,7 @@ class Skill5(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -191,6 +198,7 @@ class Skill6(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -213,6 +221,7 @@ class Skill7(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -237,6 +246,7 @@ class Skill8(ActiveSkill):
被直接命中的敌人不受冲击波伤害。\n
"""
name = "下段踢"
ref = Ref.DAMAGELOWKICK
learnLv = 5
masterLv = 60
maxLv = 70
@@ -270,6 +280,7 @@ class Skill9(ActiveSkill):
转职成气功师后,可以学习[幻影爆碎]技能。\n
"""
name = "分身"
ref = Ref.KENSIN
learnLv = 5
masterLv = 10
maxLv = 20
@@ -301,6 +312,7 @@ class Skill10(ActiveSkill):
下方向键 : 把敌人扔向地面,并产生冲击波攻击周围敌人\n
"""
name = "膝击"
ref = Ref.SUPLEX
cellPos = (6,2)
learnLv = 5
masterLv = 60
@@ -339,6 +351,7 @@ class Skill11(ActiveSkill):
[蹲伏]姿势中按攻击键,可以用肩尖撞击敌人; 经过一定时间或按跳跃键可以中断蹲伏状态。\n
"""
name = "蹲伏"
ref = Ref.CROUCH
cellPos = (7,3)
learnLv = 10
masterLv = 1
@@ -363,6 +376,7 @@ class Skill12(PassiveSkill):
使自身的身体强悍如钢铁,并增加一定的物防和体力。 被击时,有一定几率使自身进入霸体状态。\n
"""
name = "钢筋铁骨"
ref = Ref.PHYSICALDEFENSEUP
cellPos = (4,3)
learnLv = 10
masterLv = 50
@@ -388,6 +402,7 @@ class Skill13(ActiveSkill):
可以连续对敌人进行一定次数的踩踏。 技能的冷却时间从最后一次踩踏结束落地时开始计算。\n
"""
name = "鹰踏"
ref = Ref.STOMP
cellPos = (3,3)
learnLv = 10
masterLv = 60
@@ -416,6 +431,7 @@ class Skill14(ActiveSkill):
该技能的基本攻击只有1次,但学习[疾风连击]后可再追加1次。\n
"""
name = "疾风追击"
ref = Ref.DASHAFTERDASH
cellPos = (8,3)
learnLv = 10
masterLv = 60
@@ -446,6 +462,7 @@ class Skill15(ActiveSkill):
可以强制中断基本攻击动作,并立即施放该技能; 攻击方式变更为肘击,且对敌人造成更多伤害; 可以强制中断施放后的僵直动作,并立即施放[霹雳旋踢]。\n
"""
name = "金刚碎"
ref = Ref.EARTHBREAK
cellPos = (1,3)
learnLv = 10
masterLv = 60
@@ -481,6 +498,7 @@ class Skill16(ActiveSkill):
撞到敌人时停止移动。\n
"""
name = "瞬步"
ref = Ref.FASTDASH
cellPos = (5,3)
learnLv = 10
masterLv = 1
@@ -506,6 +524,7 @@ class Skill17(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -533,6 +552,7 @@ class Skill18(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -560,6 +580,7 @@ class Skill19(ActiveSkill):
转职为气功师后,可以强制中断基本攻击和前冲攻击动作,并立即施放该技能,同时可以学习[蓄念炮]。\n
"""
name = "念气波"
ref = Ref.ENERGYBALL
learnLv = 15
masterLv = 60
maxLv = 70
@@ -597,6 +618,7 @@ class Skill20(ActiveSkill):
转职为街霸后,可以强制中断基本攻击并施放。\n
"""
name = "抛沙"
ref = Ref.THROWSAND
learnLv = 15
masterLv = 60
maxLv = 70
@@ -634,6 +656,7 @@ class Skill21(PassiveSkill):
发动[膝击]的最后一击、 [抛投]的下劈攻击、 [无情摔击]、 [霹雳旋踢]、 [空绞锤]、 [浮空凌云踢]、 [疾波猛坠]、 [地狱风火轮]、 [裂石破天]、 [死亡旋律]、 [武莲华]、 [黑震旋风]、 [疾风闪电]、 [黑震流·殒灭]。\n
"""
name = "摔技强化"
ref = Ref.SUPLEXSUBPOWERUP
cellPos = (5,4)
learnLv = 15
masterLv = 10
@@ -666,6 +689,7 @@ class Skill22(ActiveSkill):
下方向键 : 把敌人往下踢。\n
"""
name = "抛投"
ref = Ref.THROWENEMY
cellPos = (2,4)
learnLv = 15
masterLv = 60
@@ -710,6 +734,7 @@ class Skill23(ActiveSkill):
[膝击]、 [抛投]、 [无情摔击]、 [霹雳旋踢]、 [空绞锤]、 [浮空凌云踢]、 [地狱风火轮]、 [裂石破天]、 [死亡旋律]、 [黑震旋风]、 [疾风闪电]、 [一字传承 : 极义震天破]\n
"""
name = "暴力抓取"
ref = Ref.DEFINITEGRAB
cellPos = (3,4)
learnLv = 15
masterLv = 10
@@ -735,6 +760,7 @@ class Skill24(PassiveSkill):
在前冲状态下使用[膝击]、 [抛投]、 [浮空凌云踢]、 [地狱风火轮]、 [死亡旋律]、 [武莲华]、 [黑震旋风]技能时,可以向移动方向滑行抓取敌人\n
"""
name = "滑行抓取"
ref = Ref.SLIDEGRAB
cellPos = (7,4)
learnLv = 15
masterLv = 1
@@ -756,6 +782,7 @@ class Skill25(PassiveSkill):
在攻击的敌人周围生成冲击波,对周围敌人也造成伤害。\n
"""
name = "抓轰炮"
ref = Ref.GRABCANNON
cellPos = (0,4)
learnLv = 15
masterLv = 1
@@ -776,6 +803,7 @@ class Skill26(PassiveSkill):
同时,增加自身暴击伤害,[野蛮冲撞]、 [彗星冲击]命中敌人后,若强制中断当前攻击动作并立即施放转职技能,或预输入[一字传承 : 极义震天破]技能键、 施放[黑震流·山岳崩颓]时,额外增加暴击伤害增加量,效果持续一定时间。\n
"""
name = "连环抓取"
ref = Ref.BACKSUPLEX
cellPos = (7,5)
learnLv = 20
masterLv = 1
@@ -809,6 +837,7 @@ class Skill27(ActiveSkill):
在决斗场中,命中时使敌人浮空并进入僵直状态; 减少对领主、 稀有、 人形护甲怪物的强制控制效果。\n
"""
name = "折颈"
ref = Ref.PUNCHAFTERRETURN
cellPos = (3,5)
learnLv = 20
masterLv = 60
@@ -836,6 +865,7 @@ class Skill28(PassiveSkill):
施放[疾风追击]时,可以向敌人发出第2、 3击。\n
"""
name = "疾风连击"
ref = Ref.DASHAFTERDASHEXTENSION
cellPos = (8,5)
learnLv = 20
masterLv = 1
@@ -853,6 +883,7 @@ class Skill29(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -880,6 +911,7 @@ class Skill30(ActiveSkill):
攻击建筑型怪物时,直接伤害和间接伤害会合并计算。\n
"""
name = "野蛮冲撞"
ref = Ref.SHOULDERTACKLE
cellPos = (7,6)
learnLv = 25
masterLv = 60
@@ -917,6 +949,7 @@ class Skill31(ActiveSkill):
在决斗场中,空中抓取失败时进入冷却时间,而且不能强制使无法抓取的敌人进入僵直状态。\n
"""
name = "无情摔击"
ref = Ref.BREAKDOWN
cellPos = (5,6)
learnLv = 25
masterLv = 60
@@ -951,6 +984,7 @@ class Skill32(ActiveSkill):
转职成为散打时,才可以强制中断基本攻击动作,并立即施放该技能。\n
"""
name = "旋风腿"
ref = Ref.WHIRLWINDKICK
cellPos = (8,7)
learnLv = 30
masterLv = 60
@@ -980,6 +1014,7 @@ class Skill33(ActiveSkill):
在决斗场中,无法在[后跳]过程中施放。\n
"""
name = "空绞锤"
ref = Ref.LEGSUPLEX
cellPos = (1,7)
learnLv = 30
masterLv = 60
@@ -1013,6 +1048,7 @@ class Skill34(ActiveSkill):
在决斗场中增加施放后僵直时间。\n
"""
name = "霹雳旋踢"
ref = Ref.HOLDUP
cellPos = (2,7)
learnLv = 30
masterLv = 60
@@ -1049,6 +1085,7 @@ class Skill35(ActiveSkill):
空中施放时,发动无强制控制效果的攻击,将敌人踹落并产生冲击波。\n
"""
name = "浮空凌云踢"
ref = Ref.SPIRE
cellPos = (5,8)
learnLv = 35
masterLv = 60
@@ -1110,6 +1147,7 @@ class Skill36(ActiveSkill):
按前方向键时,可以前进更远的距离。 在空中施放时,快速急坠并攻击敌人。\n
"""
name = "疾波猛坠"
ref = Ref.MAGNUMSAULT
cellPos = (7,8)
learnLv = 35
masterLv = 60
@@ -1176,6 +1214,7 @@ class Skill37(ActiveSkill):
可以使用方向键调整敌人的落地位置。\n
"""
name = "地狱风火轮"
ref = Ref.SUPLEXCYCLONE
cellPos = (5,9)
learnLv = 40
masterLv = 60
@@ -1247,6 +1286,7 @@ class Skill38(ActiveSkill):
在决斗场中,只有在一定高度以上才能使用该技能。\n
"""
name = "裂石破天"
ref = Ref.WILDCANNONSPIKE
cellPos = (3,10)
learnLv = 45
masterLv = 60
@@ -1323,6 +1363,7 @@ class Skill39(PassiveSkill):
增加基本攻击和抓取技能攻击力。 破招抓取敌人时,适用破招时伤害增加率。\n
"""
name = "力之奥义"
ref = Ref.TYPHOONCOUNTERSTRIKE
cellPos = (5,11)
learnLv = 48
masterLv = 40
@@ -1350,6 +1391,7 @@ class Skill40(ActiveSkill):
在空中施放时,跃起后将敌人踢向地面,但无法强控敌人。\n
"""
name = "死亡旋律"
ref = Ref.TYPHOON
cellPos = (3,11)
learnLv = 50
masterLv = 40
@@ -1408,6 +1450,7 @@ class Skill41(ActiveSkill):
命中或未命中敌人时,都可以强制中断彗星冲击并立即施放[旋风腿]。\n
"""
name = "彗星冲击"
ref = Ref.CHARGESPEAREX
cellPos = (3,12)
learnLv = 60
masterLv = 40
@@ -1457,6 +1500,7 @@ class Skill42(ActiveSkill):
可用方向键指定摔敌人的方向。\n
"""
name = "武莲华"
ref = Ref.SKILL_108STAIRSEX
cellPos = (4,13)
learnLv = 70
masterLv = 40
@@ -1531,6 +1575,7 @@ class Skill43(PassiveSkill):
额外增加技能攻击力的效果不会叠加,并且增加的攻击力以最强的怪物为准。\n
"""
name = "傲天之怒"
ref = Ref.WHOISNEXT
cellPos = (5,13)
learnLv = 75
masterLv = 40
@@ -1567,6 +1612,7 @@ class Skill44(ActiveSkill):
过一段时间后,地面将会爆炸并对周围的敌人造成伤害。\n
"""
name = "黑震旋风"
ref = Ref.CYCLONECRASH
cellPos = (7,13)
learnLv = 75
masterLv = 40
@@ -1636,6 +1682,7 @@ class Skill45(ActiveSkill):
对无法抓取的敌人不适用控制效果。\n
"""
name = "疾风闪电"
ref = Ref.CHAINBRAKE
cellPos = (5,14)
learnLv = 80
masterLv = 40
@@ -1720,6 +1767,7 @@ class Skill46(ActiveSkill):
连续按攻击键可以加快进行速度。 连接使用此技能时,先使用的技能拥有反击破招效果时,[一字传承 : 极义震天破]也拥有该效果。\n
"""
name = "一字传承 : 极义震天破"
ref = Ref.FINALEXTREMESTRIKE
cellPos = (7,14)
learnLv = 85
masterLv = 40
@@ -1760,6 +1808,7 @@ class Skill47(PassiveSkill):
在[暴力抓取]状态下施放[霹雳旋踢]时,抓取动作变更为范围抓取形态,并适用[滑行抓取]。\n
"""
name = "神怡气静"
ref = Ref.IMPERTURBABLE
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -1787,6 +1836,7 @@ class Skill48(ActiveSkill):
在再次按键的时机内,按[一字传承 : 极义震天破]技能键,可以在身体冲撞的同时发动[一字传承 : 极义震天破]。\n
"""
name = "黑震流·殒灭"
ref = Ref.STONESHOWER
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -1825,6 +1875,7 @@ class Skill49(ActiveSkill):
选择[一字传承 : 极义震天破]时,可以像[一字传承 : 极义震天破]一样在其他技能的过程中预约施放。\n
"""
name = "黑震流·山岳崩颓"
ref = Ref.DEATHDOORDESTROY
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -11,6 +11,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.fighter_male.nenmaster_male import NenmasterMaleSkillRef as Ref
prefix = "fighter_male/nenmaster_male/cn/skillDetail"
@@ -23,6 +24,7 @@ class Skill0(ActiveSkill):
向敌人发出强威力的后踢使其浮空,施放的瞬间有霸体判定。\n
"""
name = "后踢"
ref = Ref.LIFTUPPER
learnLv = 1
masterLv = 10
maxLv = 20
@@ -52,6 +54,7 @@ class Skill1(PassiveSkill):
"""
name = '光之亲和'
ref = Ref.LIGHTFRIENDSHIP
cellPos = (9,1)
learnLv = 1
masterLv = 1
@@ -77,6 +80,7 @@ class Skill2(PassiveSkill):
"""
name = '念气感知'
ref = Ref.BLINDTOLERANCEUP
cellPos = (8,1)
learnLv = 1
masterLv = 1
@@ -100,6 +104,7 @@ class Skill3(ActiveSkill):
像锤击一样挥舞双腿踢飞敌人。\n
"""
name = "前踢"
ref = Ref.SINGLEKICK
learnLv = 1
masterLv = 60
maxLv = 70
@@ -126,6 +131,7 @@ class Skill4(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -150,6 +156,7 @@ class Skill5(PassiveSkill):
"""
name = '基础精通'
ref = Ref.BASICATTACKUP
cellPos = (1,0)
learnLv = 1
masterLv = 115
@@ -172,7 +179,7 @@ class Skill5(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'type': '*skillDamage', 'data': [i - 100 if i > 0 else 0 for i in data0], 'skills': ['念兽 : 龙虎啸']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=['念兽 : 龙虎啸']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=[Ref.NENMONSTERWHITETIGER]),
]
# 受身蹲伏
@@ -183,6 +190,7 @@ class Skill6(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -224,6 +232,7 @@ class Skill7(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -246,6 +255,7 @@ class Skill8(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -270,6 +280,7 @@ class Skill9(ActiveSkill):
被直接命中的敌人不受冲击波伤害。\n
"""
name = "下段踢"
ref = Ref.DAMAGELOWKICK
learnLv = 5
masterLv = 60
maxLv = 70
@@ -304,6 +315,7 @@ class Skill10(ActiveSkill):
"""
name = '分身'
ref = Ref.KENSIN
cellPos = (4,2)
learnLv = 5
masterLv = 10
@@ -340,6 +352,7 @@ class Skill11(ActiveSkill):
下方向键 : 把敌人扔向地面,并产生冲击波攻击周围敌人\n
"""
name = "膝击"
ref = Ref.SUPLEX
learnLv = 5
masterLv = 60
maxLv = 70
@@ -380,6 +393,7 @@ class Skill12(ActiveSkill):
"""
name = '蹲伏'
ref = Ref.CROUCH
cellPos = (7,3)
learnLv = 10
masterLv = 1
@@ -407,6 +421,7 @@ class Skill13(PassiveSkill):
"""
name = '钢筋铁骨'
ref = Ref.PHYSICALDEFENSEUP
cellPos = (5,3)
learnLv = 10
masterLv = 50
@@ -434,6 +449,7 @@ class Skill14(ActiveSkill):
可以连续对敌人进行一定次数的踩踏。 技能的冷却时间从最后一次踩踏结束落地时开始计算。\n
"""
name = "鹰踏"
ref = Ref.STOMP
learnLv = 10
masterLv = 60
maxLv = 70
@@ -463,6 +479,7 @@ class Skill15(ActiveSkill):
该技能的基本攻击只有1次,但学习[疾风连击]后可再追加1次。\n
"""
name = "疾风追击"
ref = Ref.DASHAFTERDASH
learnLv = 10
masterLv = 60
maxLv = 70
@@ -494,6 +511,7 @@ class Skill16(ActiveSkill):
可以强制中断基本攻击动作,并立即施放该技能; 攻击方式变更为肘击,且对敌人造成更多伤害; 可以强制中断施放后的僵直动作,并立即施放[霹雳旋踢]。\n
"""
name = "金刚碎"
ref = Ref.EARTHBREAK
learnLv = 10
masterLv = 60
maxLv = 70
@@ -530,6 +548,7 @@ class Skill17(ActiveSkill):
撞到敌人时停止移动。\n
"""
name = "瞬步"
ref = Ref.FASTDASH
learnLv = 10
masterLv = 1
maxLv = 1
@@ -557,6 +576,7 @@ class Skill18(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -584,6 +604,7 @@ class Skill19(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -611,6 +632,7 @@ class Skill20(ActiveSkill):
"""
name = '雷霆踏'
ref = Ref.THUNDERSUPLEX
cellPos = (8,4)
learnLv = 15
masterLv = 60
@@ -653,6 +675,7 @@ class Skill21(ActiveSkill):
"""
name = '念气波'
ref = Ref.ENERGYBALL
cellPos = (3,4)
learnLv = 15
masterLv = 60
@@ -687,7 +710,7 @@ class Skill21(ActiveSkill):
def setMode(self, mode):
if mode == '蓄力':
if self.char.GetSkillByName('蓄念炮').lv == 0:
if self.char.GetSkill(Ref.ENERGYBALLCHARGE).lv == 0:
self.skillRation *= 0
return
self.cd = 6.5
@@ -704,6 +727,7 @@ class Skill22(ActiveSkill):
转职为街霸后,可以强制中断基本攻击并施放。\n
"""
name = "抛沙"
ref = Ref.THROWSAND
learnLv = 15
masterLv = 60
maxLv = 70
@@ -741,6 +765,7 @@ class Skill23(ActiveSkill):
"""
name = '念气流转'
ref = Ref.LIGHTTOLERANCEUP
cellPos = (6,5)
learnLv = 20
masterLv = 10
@@ -788,6 +813,7 @@ class Skill24(ActiveSkill):
"""
name = '念气环绕'
ref = Ref.SPIRALNEN
cellPos = (2,5)
learnLv = 20
masterLv = 25
@@ -840,6 +866,7 @@ class Skill25(PassiveSkill):
"""
name = '蓄念炮'
ref = Ref.ENERGYBALLCHARGE
cellPos = (3,5)
learnLv = 20
masterLv = 1
@@ -863,7 +890,7 @@ class Skill25(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'type': '*power0', 'data': data0, 'skills': ['念气波']}]
associate = [
SkillEffect(attribute=Power(0), value=1 + Percent(LevelTable(data0)), skills=['念气波']),
SkillEffect(attribute=Power(0), value=1 + Percent(LevelTable(data0)), skills=[Ref.ENERGYBALL]),
]
# 疾风连击
@@ -874,6 +901,7 @@ class Skill26(PassiveSkill):
施放[疾风追击]时,可以向敌人发出第2、 3击。\n
"""
name = "疾风连击"
ref = Ref.DASHAFTERDASHEXTENSION
learnLv = 20
masterLv = 1
maxLv = 1
@@ -895,6 +923,7 @@ class Skill27(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -920,6 +949,7 @@ class Skill28(ActiveSkill):
"""
name = '念气罩'
ref = Ref.NENGUARD
cellPos = (5,6)
learnLv = 25
masterLv = 1
@@ -954,6 +984,7 @@ class Skill29(ActiveSkill):
"""
name = '念气环绕 : 袭'
ref = Ref.SPIRALNENSHOOT
cellPos = (2,6)
learnLv = 25
masterLv = 1
@@ -995,6 +1026,7 @@ class Skill30(ActiveSkill):
"""
name = '念雷轰'
ref = Ref.THUNDERCANNON
cellPos = (7,6)
learnLv = 25
masterLv = 60
@@ -1039,6 +1071,7 @@ class Skill31(ActiveSkill):
"""
name = '旋风腿'
ref = Ref.WHIRLWINDKICK
cellPos = (9,7)
learnLv = 30
masterLv = 60
@@ -1070,6 +1103,7 @@ class Skill32(PassiveSkill):
"""
name = '幻影爆碎'
ref = Ref.ILLUSIONBOMB
cellPos = (4,7)
learnLv = 30
masterLv = 60
@@ -1091,8 +1125,8 @@ class Skill32(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'type': '*skillDamage', 'data': data0, 'skills': ['分身'], 'ratio': 1}, {'type': '+cd', 'data': [0] + [5] * maxLv, 'skills': ['分身'], 'ratio': 1}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + LevelTable(data0), skills=['分身']),
SkillEffect(attribute=SkillAttribute.CD, operation=Operation.ADD, value=LevelTable([0] + [5] * maxLv), skills=['分身']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + LevelTable(data0), skills=[Ref.KENSIN]),
SkillEffect(attribute=SkillAttribute.CD, operation=Operation.ADD, value=LevelTable([0] + [5] * maxLv), skills=[Ref.KENSIN]),
]
# 念兽 : 龙虎啸
@@ -1111,6 +1145,7 @@ class Skill33(ActiveSkill):
"""
name = '念兽 : 龙虎啸'
ref = Ref.NENMONSTERWHITETIGER
cellPos = (6,7)
learnLv = 30
masterLv = 10
@@ -1193,6 +1228,7 @@ class Skill34(ActiveSkill):
"""
name = '念气环绕 : 御'
ref = Ref.SPIRALNENSPIN
cellPos = (2,7)
learnLv = 30
masterLv = 1
@@ -1217,7 +1253,7 @@ class Skill34(ActiveSkill):
# 迁移前实现(保留对照):
# associate = [{'type': '*power5', 'data': [i - 100 if i > 0 else i for i in data0], 'skills': ['念气环绕']}]
associate = [
SkillEffect(attribute=Power(5), value=1 + Percent(LevelTable([i - 100 if i > 0 else i for i in data0])), skills=['念气环绕']),
SkillEffect(attribute=Power(5), value=1 + Percent(LevelTable([i - 100 if i > 0 else i for i in data0])), skills=[Ref.SPIRALNEN]),
]
# 狮子吼
@@ -1230,6 +1266,7 @@ class Skill35(ActiveSkill):
"""
name = '狮子吼'
ref = Ref.SAJAHU
cellPos = (7,8)
learnLv = 35
masterLv = 60
@@ -1294,6 +1331,7 @@ class Skill36(ActiveSkill):
"""
name = '天雷虎踢'
ref = Ref.THUNDERTIGER
cellPos = (8,8)
learnLv = 35
masterLv = 60
@@ -1369,6 +1407,7 @@ class Skill37(ActiveSkill):
"""
name = '螺旋念气场'
ref = Ref.KIKOUKEN
cellPos = (5,9)
learnLv = 40
masterLv = 60
@@ -1427,6 +1466,7 @@ class Skill38(ActiveSkill):
"""
name = '念兽 : 猛虎震地'
ref = Ref.LIGHTNINGDRAGON
cellPos = (6,10)
learnLv = 45
masterLv = 60
@@ -1491,6 +1531,7 @@ class Skill39(PassiveSkill):
"""
name = '念之奥义'
ref = Ref.NENPOLE
cellPos = (4,11)
learnLv = 48
masterLv = 40
@@ -1524,6 +1565,7 @@ class Skill40(ActiveSkill):
"""
name = '念兽 : 审判之金雷虎'
ref = Ref.NENFLOWER
cellPos = (6,11)
learnLv = 50
masterLv = 40
@@ -1561,6 +1603,7 @@ class Skill41(ActiveSkill):
"""
name = '念之战矛'
ref = Ref.NENSPEAREX
cellPos = (4,12)
learnLv = 60
masterLv = 40
@@ -1630,6 +1673,7 @@ class Skill42(ActiveSkill):
"""
name = '冲云念气场'
ref = Ref.SPIRALCOLUMNEX
cellPos = (5,13)
learnLv = 70
masterLv = 40
@@ -1699,6 +1743,7 @@ class Skill43(ActiveSkill):
"""
name = '奔雷螺旋击'
ref = Ref.SPIRALEMPERORSLAP
cellPos = (7,13)
learnLv = 75
masterLv = 40
@@ -1765,6 +1810,7 @@ class Skill44(ActiveSkill):
"""
name = '风雷啸'
ref = Ref.SPIRALGALEFORCE
cellPos = (6,13)
learnLv = 75
masterLv = 40
@@ -1789,7 +1835,7 @@ class Skill44(ActiveSkill):
# associate = [{'data': data0}, {'data': data1, 'skills': ['狮子吼', '天雷虎踢', '螺旋念气场', '念兽 : 猛虎震地', '念兽 : 审判之金雷虎', '念之战矛', '冲云念气场', '奔雷螺旋击', '禅语·形灭']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0))),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=['狮子吼', '天雷虎踢', '螺旋念气场', '念兽 : 猛虎震地', '念兽 : 审判之金雷虎', '念之战矛', '冲云念气场', '奔雷螺旋击', '禅语·形灭']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=[Ref.SAJAHU, Ref.THUNDERTIGER, Ref.KIKOUKEN, Ref.LIGHTNINGDRAGON, Ref.NENFLOWER, Ref.NENSPEAREX, Ref.SPIRALCOLUMNEX, Ref.SPIRALEMPERORSLAP, Ref.GLOWINGTIGER]),
]
# [念气环绕 : 袭]、 [念气环绕 : 御]的念气球范围增加 : 50%
@@ -1804,6 +1850,7 @@ class Skill45(PassiveSkill):
"""
name = '风雷引'
ref = Ref.SPIRALINHALE
cellPos = (8,13)
learnLv = 75
masterLv = 1
@@ -1872,6 +1919,7 @@ class Skill46(ActiveSkill):
"""
name = '月辉念气破'
ref = Ref.MOONLIGHTTHEEARTH
cellPos = (6,14)
learnLv = 80
masterLv = 40
@@ -1936,6 +1984,7 @@ class Skill47(ActiveSkill):
"""
name = '月华万象'
ref = Ref.GLANCETHEHOST
cellPos = (7,14)
learnLv = 85
masterLv = 40
@@ -1977,6 +2026,7 @@ class Skill48(PassiveSkill):
"""
name = '禅意·万象'
ref = Ref.ATTAINTHENATURE
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -2011,6 +2061,7 @@ class Skill49(ActiveSkill):
"""
name = '禅语·形灭'
ref = Ref.GLOWINGTIGER
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -2048,6 +2099,7 @@ class Skill50(ActiveSkill):
"""
name = '禅念·归一'
ref = Ref.HEAVENANDEARTH
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -9,6 +9,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.fighter_male.striker_male import StrikerMaleSkillRef as Ref
prefix = "fighter_male/striker_male/cn/skillDetail"
@@ -20,6 +21,7 @@ class Skill0(ActiveSkill):
向敌人发出强威力的后踢使其浮空,施放的瞬间有霸体判定。\n
"""
name = "后踢"
ref = Ref.LIFTUPPER
learnLv = 1
masterLv = 10
maxLv = 20
@@ -48,6 +50,7 @@ class Skill1(ActiveSkill):
像锤击一样挥舞双腿踢飞敌人。\n
"""
name = "前踢"
ref = Ref.SINGLEKICK
learnLv = 1
masterLv = 60
maxLv = 70
@@ -74,6 +77,7 @@ class Skill2(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -97,6 +101,7 @@ class Skill3(PassiveSkill):
在决斗场中,增益/减益技能、 被动技能的技能攻击力增加效果对[基础精通]无影响。\n
"""
name = "基础精通"
ref = Ref.BASICATTACKUP
learnLv = 1
masterLv = 115
maxLv = 200
@@ -124,6 +129,7 @@ class Skill4(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -165,6 +171,7 @@ class Skill5(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -187,6 +194,7 @@ class Skill6(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -211,6 +219,7 @@ class Skill7(ActiveSkill):
被直接命中的敌人不受冲击波伤害。\n
"""
name = "下段踢"
ref = Ref.DAMAGELOWKICK
cellPos = (2,2)
learnLv = 5
masterLv = 60
@@ -245,6 +254,7 @@ class Skill8(ActiveSkill):
转职成气功师后,可以学习[幻影爆碎]技能。\n
"""
name = "分身"
ref = Ref.KENSIN
learnLv = 5
masterLv = 10
maxLv = 20
@@ -276,6 +286,7 @@ class Skill9(ActiveSkill):
下方向键 : 把敌人扔向地面,并产生冲击波攻击周围敌人\n
"""
name = "膝击"
ref = Ref.SUPLEX
learnLv = 5
masterLv = 60
maxLv = 70
@@ -315,6 +326,7 @@ class Skill10(ActiveSkill):
[蹲伏]姿势中按攻击键,可以用肩尖撞击敌人; 经过一定时间或按跳跃键可以中断蹲伏状态。\n
"""
name = "蹲伏"
ref = Ref.CROUCH
cellPos = (7,3)
learnLv = 10
masterLv = 1
@@ -341,6 +353,7 @@ class Skill11(PassiveSkill):
使自身的身体强悍如钢铁,并增加一定的物防和体力。 被击时,有一定几率使自身进入霸体状态。\n
"""
name = "钢筋铁骨"
ref = Ref.PHYSICALDEFENSEUP
cellPos = (4,3)
learnLv = 10
masterLv = 50
@@ -368,6 +381,7 @@ class Skill12(ActiveSkill):
可以连续对敌人进行一定次数的踩踏。 技能的冷却时间从最后一次踩踏结束落地时开始计算。\n
"""
name = "鹰踏"
ref = Ref.STOMP
cellPos = (3,3)
learnLv = 10
masterLv = 60
@@ -399,6 +413,7 @@ class Skill13(ActiveSkill):
该技能的基本攻击只有1次,但学习[疾风连击]后可再追加1次。\n
"""
name = "疾风追击"
ref = Ref.DASHAFTERDASH
cellPos = (8,3)
learnLv = 10
masterLv = 60
@@ -432,6 +447,7 @@ class Skill14(ActiveSkill):
可以强制中断基本攻击动作,并立即施放该技能; 攻击方式变更为肘击,且对敌人造成更多伤害; 可以强制中断施放后的僵直动作,并立即施放[霹雳旋踢]。\n
"""
name = "金刚碎"
ref = Ref.EARTHBREAK
learnLv = 10
masterLv = 60
maxLv = 70
@@ -468,6 +484,7 @@ class Skill15(ActiveSkill):
撞到敌人时停止移动。\n
"""
name = "瞬步"
ref = Ref.FASTDASH
cellPos = (6,3)
learnLv = 10
masterLv = 1
@@ -495,6 +512,7 @@ class Skill16(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -522,6 +540,7 @@ class Skill17(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -549,6 +568,7 @@ class Skill18(ActiveSkill):
转职为气功师后,可以强制中断基本攻击和前冲攻击动作,并立即施放该技能,同时可以学习[蓄念炮]。\n
"""
name = "念气波"
ref = Ref.ENERGYBALL
learnLv = 15
masterLv = 60
maxLv = 70
@@ -586,6 +606,7 @@ class Skill19(ActiveSkill):
转职为街霸后,可以强制中断基本攻击并施放。\n
"""
name = "抛沙"
ref = Ref.THROWSAND
learnLv = 15
masterLv = 60
maxLv = 70
@@ -621,6 +642,7 @@ class Skill20(PassiveSkill):
<12::equip_boxing_glove_explain>\n
"""
name = "拳套掌握"
ref = Ref.EQUIPBOXINGGLOVE
cellPos = (1,4)
learnLv = 15
masterLv = 10
@@ -639,7 +661,7 @@ class Skill20(PassiveSkill):
# {"data":data0,"type":"*cdReduce", 'exceptSkills': ['双重释放', '烈焰焚步', '极武霸皇踢', '焚火逐日拳']}
# ]
associate = [
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data0)), except_skills=['双重释放', '烈焰焚步', '极武霸皇踢', '焚火逐日拳']),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data0)), except_skills=[Ref.DOUBLEOPEN, Ref.FLAMELEGS, Ref.EMPERORCOMBINATION, Ref.MORTALFIST]),
]
# 强拳
@@ -650,6 +672,7 @@ class Skill21(ActiveSkill):
集中体内的能量,增加命中敌人的僵直比率和自身暴击伤害,效果持续一定时间。\n
"""
name = "强拳"
ref = Ref.SLOWDOWNPOWERUP
cellPos = (5,4)
learnLv = 15
masterLv = 20
@@ -680,6 +703,7 @@ class Skill22(ActiveSkill):
可以通过按方向键,调整方向移动施放。\n
"""
name = "肘击"
ref = Ref.DASHPUNCH
cellPos = (7,4)
learnLv = 15
masterLv = 60
@@ -712,6 +736,7 @@ class Skill23(ActiveSkill):
可以使自身增加物理/魔法防御力和体力,而且被攻击后不会倒地,但仍会受到伤害,效果持续一定时间。\n
"""
name = "霸体护甲"
ref = Ref.SUPERARMOR
cellPos = (4,5)
learnLv = 20
masterLv = 20
@@ -742,6 +767,7 @@ class Skill24(PassiveSkill):
施放[疾风追击]时,可以向敌人发出第2、 3击。\n
"""
name = "疾风连击"
ref = Ref.DASHAFTERDASHEXTENSION
cellPos = (8,5)
learnLv = 20
masterLv = 1
@@ -762,6 +788,7 @@ class Skill25(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -785,6 +812,7 @@ class Skill26(ActiveSkill):
按前方向键,可以滑行得更远进行攻击。\n
"""
name = "铁山靠"
ref = Ref.SHOULDERCHARGE
cellPos = (4,6)
learnLv = 25
masterLv = 60
@@ -819,6 +847,7 @@ class Skill27(ActiveSkill):
被直接击中的敌人不受冲击波伤害。\n
"""
name = "碎骨"
ref = Ref.CRASHLOWKICK
cellPos = (2,6)
learnLv = 25
masterLv = 60
@@ -865,6 +894,7 @@ class Skill28(PassiveSkill):
在空中可以使用[柔化肌肉]强制中断。\n
"""
name = "强袭重击"
ref = Ref.STRENGTHFIREHANDSTRIKE
cellPos = (3,5)
learnLv = 25
masterLv = 1
@@ -884,7 +914,7 @@ class Skill28(PassiveSkill):
# {"type":"*skillDamage","data":data0,"skills":["鹰踏"]},
# ]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), skills=['鹰踏']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), skills=[Ref.STOMP]),
]
# 弱点感知
@@ -895,6 +925,7 @@ class Skill29(PassiveSkill):
感知敌人的弱点,并增加自身的物理暴击率和物理命中率。\n
"""
name = "弱点感知"
ref = Ref.AIMVITALPOINT
cellPos = (5,7)
learnLv = 30
masterLv = 10
@@ -921,6 +952,7 @@ class Skill30(ActiveSkill):
转职成为散打时,才可以强制中断基本攻击动作,并立即施放该技能。\n
"""
name = "旋风腿"
ref = Ref.WHIRLWINDKICK
cellPos = (7,7)
learnLv = 30
masterLv = 60
@@ -952,6 +984,7 @@ class Skill31(PassiveSkill):
在决斗场中有起始冷却时间,起始冷却时间结束后自动激活。 技能攻击力增加率效果仅适用于柔化后使用的技能。\n
"""
name = "柔化肌肉"
ref = Ref.MUSCLESHIFT
cellPos = (4,7)
learnLv = 30
masterLv = 5
@@ -995,6 +1028,7 @@ class Skill32(PassiveSkill):
学习[闪步]后,身手变得更加灵活,[瞬步]移动过程中即使撞到敌人也不会停下。\n
"""
name = "闪步"
ref = Ref.SHINESTEP
cellPos = (6,7)
learnLv = 30
masterLv = 1
@@ -1018,6 +1052,7 @@ class Skill33(ActiveSkill):
使用[柔化肌肉]强制中断后施放时,也可以转换方向。\n
"""
name = "闪击快打"
ref = Ref.MOMENTATTACK
cellPos = (8,7)
learnLv = 30
masterLv = 60
@@ -1050,6 +1085,7 @@ class Skill34(ActiveSkill):
虽然此技能破坏力极大,但是未命中敌人时会出现极大的空隙。\n
"""
name = "冲膝"
ref = Ref.CLOSEPUNCH
cellPos = (3,8)
learnLv = 35
masterLv = 60
@@ -1108,6 +1144,7 @@ class Skill35(ActiveSkill):
在决斗场中,无法用跳跃键取消技能。\n
"""
name = "炽焰旋风腿"
ref = Ref.RISINGUPPER
cellPos = (7,8)
learnLv = 35
masterLv = 60
@@ -1167,6 +1204,7 @@ class Skill36(ActiveSkill):
在决斗场中,被[闪电之舞]击中的敌人会微微浮空并被束缚。\n
"""
name = "闪电之舞"
ref = Ref.LIGHTNINGDANCE
cellPos = (4,9)
learnLv = 40
masterLv = 60
@@ -1229,6 +1267,7 @@ class Skill37(ActiveSkill):
但是,在决斗场中无法在落地时使用[柔化肌肉]强制施放其他技能。\n
"""
name = "瞬影连环踢"
ref = Ref.RANDOMKICK
cellPos = (3,10)
learnLv = 45
masterLv = 60
@@ -1282,6 +1321,7 @@ class Skill38(PassiveSkill):
可以在已学习的技能栏中,打开/关闭[烈焰焚步]的地面伤害。\n
"""
name = "烈焰燃烧"
ref = Ref.EFFICIENTBURN
cellPos = (6,11)
learnLv = 48
masterLv = 40
@@ -1314,6 +1354,7 @@ class Skill39(ActiveSkill):
召唤地狱烈焰缠绕在双脚上; 可以减少除[烈焰焚步]、 [双重释放]、 [极武霸皇踢]、 [焚火逐日拳]以外的散打系列技能的冷却时间、 技能施放后的僵直时间,同时还可以增加敌人的僵直时间以及技能和基本攻击的攻击力。\n
"""
name = "烈焰焚步"
ref = Ref.FLAMELEGS
cellPos = (5,11)
learnLv = 50
masterLv = 40
@@ -1357,7 +1398,7 @@ class Skill39(ActiveSkill):
# {"type":"*skillDamage","data":data5},
# ]
associate = [
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data1)), except_skills=['双重释放', '烈焰焚步', '极武霸皇踢', '焚火逐日拳']),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data1)), except_skills=[Ref.DOUBLEOPEN, Ref.FLAMELEGS, Ref.EMPERORCOMBINATION, Ref.MORTALFIST]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data5))),
]
@@ -1371,6 +1412,7 @@ class Skill40(ActiveSkill):
学习后,技能等级与[烈焰焚步]同步。\n
"""
name = "双重释放"
ref = Ref.DOUBLEOPEN
cellPos = (5,12)
learnLv = 50
masterLv = 1
@@ -1390,7 +1432,7 @@ class Skill40(ActiveSkill):
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
level_source = '烈焰焚步'
level_source = Ref.FLAMELEGS
# 飞燕旋风
# fighter_male/striker_male/8e358ecf99ac9df31a6132aeafe378a9
@@ -1401,6 +1443,7 @@ class Skill41(ActiveSkill):
施放技能时,按前方向键可以向前方跳跃。\n
"""
name = "飞燕旋风"
ref = Ref.FLYINGCHAINKICK
cellPos = (7,12)
learnLv = 60
masterLv = 40
@@ -1460,6 +1503,7 @@ class Skill42(ActiveSkill):
被击中的敌人会向后飞出并倒地。\n
"""
name = "旋风碎心踢"
ref = Ref.HURRICANESPEAR
cellPos = (7,13)
learnLv = 70
masterLv = 40
@@ -1522,6 +1566,7 @@ class Skill43(ActiveSkill):
在空中可以强制中断该技能并使用[柔化肌肉]。\n
"""
name = "烈火强踢"
ref = Ref.DROPFIRE
cellPos = (6,13)
learnLv = 75
masterLv = 40
@@ -1576,6 +1621,7 @@ class Skill44(PassiveSkill):
学习后,会根据[烈火支配]的效果增加技能攻击力和基本攻击力,增加[柔化肌肉]的强制中断次数、 减少恢复时间。\n
"""
name = "烈火支配"
ref = Ref.ATFIREPOWERRELEASE
cellPos = (5,13)
learnLv = 75
masterLv = 40
@@ -1610,6 +1656,7 @@ class Skill45(ActiveSkill):
输入向前方向键时,突进距离会调整到前方。 输入向后方向键时,突进距离会调整到原地。\n
"""
name = "烈火强拳"
ref = Ref.ATOMICCANNON
cellPos = (5,14)
learnLv = 80
masterLv = 40
@@ -1662,6 +1709,7 @@ class Skill46(ActiveSkill):
以电光火石般的拳击把前方的敌人聚集到击打地点,左右轮番攻击一次,并且把全身的力量聚于腿的末端,使用穿刺前方的强力飞踢对敌人造成大量伤害。\n
"""
name = "极武霸皇踢"
ref = Ref.EMPERORCOMBINATION
cellPos = (6,14)
learnLv = 85
masterLv = 40
@@ -1700,6 +1748,7 @@ class Skill47(PassiveSkill):
[烈焰焚步] : 可以在施放其他技能的过程中双重施放,利用双重施放强化后的技能在命中敌人之前,双重施放功能处于未激活状态。\n
"""
name = "千锤百炼"
ref = Ref.LIMITBREAK
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -1729,6 +1778,7 @@ class Skill48(ActiveSkill):
双重释放激活的状态下,产生更强力的冲击波,冲击波适用双重释放攻击力。\n
"""
name = "炼狱坠星腿"
ref = Ref.MORTALASSAULT
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -1761,6 +1811,7 @@ class Skill49(ActiveSkill):
若关联的技能还在冷却中,则无法使用三次觉醒技能。\n
"""
name = "焚火逐日拳"
ref = Ref.MORTALFIST
cellPos = (5,16)
learnLv = 100
masterLv = 40
+45 -2
View File
@@ -10,6 +10,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.gunblader.agent import AgentSkillRef as Ref
prefix = "gunblader/agent/cn/skillDetail"
@@ -24,6 +25,7 @@ class Skill0(ActiveSkill):
"""
name = '弦月斩'
ref = Ref.CRESCENTMOONSLASH
cellPos = (6,1)
learnLv = 1
masterLv = 10
@@ -53,6 +55,7 @@ class Skill1(ActiveSkill):
"""
name = '穿透射击'
ref = Ref.ANGLESHOT
cellPos = (2,1)
learnLv = 1
masterLv = 60
@@ -86,6 +89,7 @@ class Skill2(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -110,6 +114,7 @@ class Skill3(PassiveSkill):
"""
name = '基础精通'
ref = Ref.BASICATTACKUP
cellPos = (1,0)
learnLv = 1
masterLv = 115
@@ -132,7 +137,7 @@ class Skill3(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'type': '*skillDamage', 'data': [i - 100 if i > 0 else 0 for i in data0], 'skills': ['斩射']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=['斩射']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=[Ref.CUTANDSHOT]),
]
# 受身蹲伏
@@ -143,6 +148,7 @@ class Skill4(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -184,6 +190,7 @@ class Skill5(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -206,6 +213,7 @@ class Skill6(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -231,6 +239,7 @@ class Skill7(ActiveSkill):
"""
name = '重劈'
ref = Ref.HOPSLASH
cellPos = (2,2)
learnLv = 5
masterLv = 60
@@ -262,6 +271,7 @@ class Skill8(ActiveSkill):
转职为战线佣兵后,增加攻击力与爆炸范围。\n
"""
name = "G型手榴弹"
ref = Ref.GBOMB
learnLv = 10
masterLv = 60
maxLv = 70
@@ -296,6 +306,7 @@ class Skill9(ActiveSkill):
"""
name = '瞬击'
ref = Ref.NECKBREAKING
cellPos = (4,3)
learnLv = 10
masterLv = 60
@@ -327,6 +338,7 @@ class Skill10(ActiveSkill):
"""
name = '浮空连击'
ref = Ref.DEADLIFT
cellPos = (2,3)
learnLv = 10
masterLv = 60
@@ -357,6 +369,7 @@ class Skill11(ActiveSkill):
装备源力剑时,无需注入源能直接发动斩击。\n
"""
name = "源光斩"
ref = Ref.BEAMSLASH
learnLv = 10
masterLv = 60
maxLv = 70
@@ -391,6 +404,7 @@ class Skill12(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -418,6 +432,7 @@ class Skill13(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -445,6 +460,7 @@ class Skill14(ActiveSkill):
"""
name = '迅步突袭'
ref = Ref.ROMANDASH
cellPos = (8,4)
learnLv = 15
masterLv = 60
@@ -472,6 +488,7 @@ class Skill15(ActiveSkill):
"""
name = '连续射击'
ref = Ref.CONTINUOUSFIRE
cellPos = (4,4)
learnLv = 15
masterLv = 60
@@ -506,6 +523,7 @@ class Skill16(PassiveSkill):
"""
name = '特工秘技'
ref = Ref.TACTICALAGENT
cellPos = (1,4)
learnLv = 15
masterLv = 10
@@ -546,6 +564,7 @@ class Skill17(ActiveSkill):
"""
name = '源能护盾'
ref = Ref.CORESHIELD
cellPos = (0,4)
learnLv = 15
masterLv = 60
@@ -594,6 +613,7 @@ class Skill18(ActiveSkill):
"""
name = '斩射'
ref = Ref.CUTANDSHOT
cellPos = (6,4)
learnLv = 15
masterLv = 1
@@ -628,6 +648,7 @@ class Skill19(PassiveSkill):
"""
name = '迅步闪避'
ref = Ref.EVASION
cellPos = (8,5)
learnLv = 20
masterLv = 1
@@ -654,6 +675,7 @@ class Skill20(ActiveSkill):
"""
name = '双弦斩'
ref = Ref.DOUBLEHALFMOONSLASH
cellPos = (6,5)
learnLv = 20
masterLv = 60
@@ -689,6 +711,7 @@ class Skill21(PassiveSkill):
"""
name = '小太刀精通'
ref = Ref.SHORTBLADEMASTERY
cellPos = (1,5)
learnLv = 20
masterLv = 10
@@ -720,6 +743,7 @@ class Skill22(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -744,6 +768,7 @@ class Skill23(ActiveSkill):
"""
name = '月光挥斩'
ref = Ref.MOONLIGHTSLASH
cellPos = (6,6)
learnLv = 25
masterLv = 60
@@ -781,6 +806,7 @@ class Skill24(ActiveSkill):
"""
name = '精准射击'
ref = Ref.SIGHTINGSHOT
cellPos = (4,7)
learnLv = 30
masterLv = 60
@@ -820,6 +846,7 @@ class Skill25(ActiveSkill):
"""
name = '追踪目标'
ref = Ref.TARGETING
cellPos = (3,7)
learnLv = 30
masterLv = 1
@@ -843,6 +870,7 @@ class Skill26(ActiveSkill):
"""
name = '特工使命'
ref = Ref.MISSIONSTART
cellPos = (1,7)
learnLv = 30
masterLv = 10
@@ -876,6 +904,7 @@ class Skill27(ActiveSkill):
"""
name = '月影秘步'
ref = Ref.DARKMOONSTEP
cellPos = (8,8)
learnLv = 35
masterLv = 60
@@ -933,6 +962,7 @@ class Skill28(ActiveSkill):
"""
name = '满月斩'
ref = Ref.FULLMOONLIGHTSLASH
cellPos = (6,8)
learnLv = 35
masterLv = 60
@@ -991,6 +1021,7 @@ class Skill29(ActiveSkill):
"""
name = '锁定射击'
ref = Ref.TARGETINGFIRE
cellPos = (4,9)
learnLv = 40
masterLv = 60
@@ -1051,6 +1082,7 @@ class Skill30(ActiveSkill):
"""
name = '枪刃旋杀'
ref = Ref.BLADEFALCON
cellPos = (7,10)
learnLv = 45
masterLv = 60
@@ -1113,6 +1145,7 @@ class Skill31(PassiveSkill):
"""
name = '使命觉悟'
ref = Ref.PINPOINT
cellPos = (4,11)
learnLv = 48
masterLv = 40
@@ -1146,6 +1179,7 @@ class Skill32(ActiveSkill):
"""
name = '毁灭绝击'
ref = Ref.KEYFIGUREASSASSINATION
cellPos = (6,11)
learnLv = 50
masterLv = 40
@@ -1179,6 +1213,7 @@ class Skill33(ActiveSkill):
"""
name = '终极锁定'
ref = Ref.CATCHTARGET
cellPos = (8,12)
learnLv = 60
masterLv = 40
@@ -1230,6 +1265,7 @@ class Skill34(ActiveSkill):
"""
name = '月相轮舞'
ref = Ref.MOONPHASE
cellPos = (8,13)
learnLv = 70
masterLv = 40
@@ -1294,6 +1330,7 @@ class Skill35(PassiveSkill):
"""
name = '冷酷敌意'
ref = Ref.COLDBLOOD
cellPos = (4,13)
learnLv = 75
masterLv = 40
@@ -1319,7 +1356,7 @@ class Skill35(PassiveSkill):
# ]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1))),
SkillEffect(attribute=SkillAttribute.CD, operation=Operation.ADD, value=LevelTable([0] + [-1] * maxLv), skills=['迅步突袭']),
SkillEffect(attribute=SkillAttribute.CD, operation=Operation.ADD, value=LevelTable([0] + [-1] * maxLv), skills=[Ref.ROMANDASH]),
]
# 月光镇魂曲
@@ -1333,6 +1370,7 @@ class Skill36(ActiveSkill):
"""
name = '月光镇魂曲'
ref = Ref.MOONLIGHTREQUIEM
cellPos = (6,13)
learnLv = 75
masterLv = 40
@@ -1395,6 +1433,7 @@ class Skill37(ActiveSkill):
"""
name = '毁灭狂欢'
ref = Ref.FUSILLADE
cellPos = (4,14)
learnLv = 80
masterLv = 40
@@ -1457,6 +1496,7 @@ class Skill38(ActiveSkill):
"""
name = '月相天陨'
ref = Ref.MOONECLIPSE
cellPos = (6,14)
learnLv = 85
masterLv = 40
@@ -1497,6 +1537,7 @@ class Skill39(PassiveSkill):
"""
name = '无瑕'
ref = Ref.PERFECTION
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -1528,6 +1569,7 @@ class Skill40(ActiveSkill):
"""
name = '夜影迷踪'
ref = Ref.DOWNUPMOON
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -1564,6 +1606,7 @@ class Skill41(ActiveSkill):
"""
name = '月夜 : 终极行动'
ref = Ref.LASTMISSION
cellPos = (5,16)
learnLv = 100
masterLv = 40
+48 -5
View File
@@ -14,6 +14,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.gunblader.hitman import HitmanSkillRef as Ref
prefix = "gunblader/hitman/cn/skillDetail"
@@ -27,6 +28,7 @@ class Skill0(ActiveSkill):
浮空力随技能等级的增加而增加。\n
"""
name = "弦月斩"
ref = Ref.CRESCENTMOONSLASH
learnLv = 1
masterLv = 10
maxLv = 20
@@ -56,6 +58,7 @@ class Skill1(ActiveSkill):
"""
name = '穿透射击'
ref = Ref.ANGLESHOT
cellPos = (2,1)
learnLv = 1
masterLv = 60
@@ -91,6 +94,7 @@ class Skill2(PassiveSkill):
"""
name = '幽灵近战术'
ref = Ref.SPECTER5
cellPos = (6,1)
learnLv = 1
masterLv = 1
@@ -111,6 +115,7 @@ class Skill3(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -135,6 +140,7 @@ class Skill4(PassiveSkill):
"""
name = '基础精通'
ref = Ref.BASICATTACKUP
cellPos = (1,0)
learnLv = 1
masterLv = 115
@@ -162,6 +168,7 @@ class Skill5(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -203,6 +210,7 @@ class Skill6(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -225,6 +233,7 @@ class Skill7(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -250,6 +259,7 @@ class Skill8(ActiveSkill):
"""
name = '重劈'
ref = Ref.HOPSLASH
cellPos = (1,2)
learnLv = 5
masterLv = 60
@@ -282,6 +292,7 @@ class Skill9(ActiveSkill):
"""
name = 'G型手榴弹'
ref = Ref.GBOMB
cellPos = (6,3)
learnLv = 10
masterLv = 60
@@ -317,6 +328,7 @@ class Skill10(ActiveSkill):
"""
name = '瞬击'
ref = Ref.NECKBREAKING
cellPos = (4,3)
learnLv = 10
masterLv = 60
@@ -348,6 +360,7 @@ class Skill11(ActiveSkill):
"""
name = '浮空连击'
ref = Ref.DEADLIFT
cellPos = (1,3)
learnLv = 10
masterLv = 60
@@ -378,6 +391,7 @@ class Skill12(ActiveSkill):
装备源力剑时,无需注入源能直接发动斩击。\n
"""
name = "源光斩"
ref = Ref.BEAMSLASH
learnLv = 10
masterLv = 60
maxLv = 70
@@ -412,6 +426,7 @@ class Skill13(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -439,6 +454,7 @@ class Skill14(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -471,6 +487,7 @@ class Skill15(ActiveSkill):
在决斗场中,被攻击和使用[受身蹲伏]时无法手动引爆。\n
"""
name = "源能护盾"
ref = Ref.CORESHIELD
learnLv = 15
masterLv = 60
maxLv = 70
@@ -518,6 +535,7 @@ class Skill16(PassiveSkill):
"""
name = '长刀精通'
ref = Ref.LONGBLADEMASTERY
cellPos = (1,4)
learnLv = 15
masterLv = 10
@@ -544,7 +562,7 @@ class Skill16(PassiveSkill):
# ]
associate = [
CharacterEffect(attribute=CharacterAttribute.P_ATK_P, value=1 + Percent(LevelTable(data0))),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data2)), except_skills=['电光飞掠', '集结·暮光之翼', '暮光密令 : 黎明决战']),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data2)), except_skills=[Ref.BLITZKRIEG, Ref.WINGSOFTWILIGHT, Ref.DAWNOFFLIGHT]),
]
# 捷影步
@@ -558,6 +576,7 @@ class Skill17(ActiveSkill):
"""
name = '捷影步'
ref = Ref.RAPIDMOVE
cellPos = (3,4)
learnLv = 15
masterLv = 60
@@ -591,6 +610,7 @@ class Skill18(ActiveSkill):
"""
name = '掩护射击'
ref = Ref.CUVERINGFIRE
cellPos = (2,4)
learnLv = 15
masterLv = 60
@@ -629,6 +649,7 @@ class Skill19(ActiveSkill):
"""
name = '剑刃突刺'
ref = Ref.SUPRISECUT
cellPos = (5,5)
learnLv = 20
masterLv = 60
@@ -670,6 +691,7 @@ class Skill20(ActiveSkill):
"""
name = '轮盘连射'
ref = Ref.DEAD6
cellPos = (4,5)
learnLv = 20
masterLv = 60
@@ -713,6 +735,7 @@ class Skill21(PassiveSkill):
"""
name = '暴击'
ref = Ref.PHYSICALCRITICALHITUP
cellPos = (5,0)
learnLv = 20
masterLv = 10
@@ -737,6 +760,7 @@ class Skill22(ActiveSkill):
"""
name = '利刃旋斩'
ref = Ref.BILLDRILL
cellPos = (5,6)
learnLv = 25
masterLv = 60
@@ -780,6 +804,7 @@ class Skill23(PassiveSkill):
"""
name = '暗刃战略'
ref = Ref.VETERANSEXPERT
cellPos = (1,6)
learnLv = 25
masterLv = 10
@@ -813,6 +838,7 @@ class Skill24(ActiveSkill):
"""
name = '潜行射击'
ref = Ref.SUDDENSTRIKE
cellPos = (3,6)
learnLv = 25
masterLv = 60
@@ -848,6 +874,7 @@ class Skill25(ActiveSkill):
"""
name = '战术指示'
ref = Ref.TACTICSCOMMAND
cellPos = (7,7)
learnLv = 30
masterLv = 10
@@ -888,6 +915,7 @@ class Skill26(ActiveSkill):
"""
name = '游弹枪袭'
ref = Ref.MASSEDFIRE
cellPos = (2,7)
learnLv = 30
masterLv = 60
@@ -926,6 +954,7 @@ class Skill27(ActiveSkill):
"""
name = '全方位射击'
ref = Ref.ALPHASTRIKE
cellPos = (2,8)
learnLv = 35
masterLv = 60
@@ -985,6 +1014,7 @@ class Skill28(ActiveSkill):
"""
name = '回旋飞剑'
ref = Ref.CARACOLE
cellPos = (3,8)
learnLv = 35
masterLv = 60
@@ -1052,6 +1082,7 @@ class Skill29(ActiveSkill):
"""
name = '枪刃乱舞'
ref = Ref.RAMPAGE
cellPos = (3,9)
learnLv = 40
masterLv = 60
@@ -1117,6 +1148,7 @@ class Skill30(ActiveSkill):
"""
name = '疾光斩'
ref = Ref.THELASTATTACK
cellPos = (5,10)
learnLv = 45
masterLv = 60
@@ -1165,6 +1197,7 @@ class Skill31(PassiveSkill):
"""
name = 'B.G枪刃改造'
ref = Ref.BGFIRETOOL
cellPos = (1,11)
learnLv = 48
masterLv = 40
@@ -1196,6 +1229,7 @@ class Skill32(ActiveSkill):
"""
name = '电光飞掠'
ref = Ref.BLITZKRIEG
cellPos = (6,11)
learnLv = 50
masterLv = 40
@@ -1240,6 +1274,7 @@ class Skill33(ActiveSkill):
"""
name = '近敌灭杀'
ref = Ref.POINTBLANK
cellPos = (4,12)
learnLv = 60
masterLv = 40
@@ -1301,6 +1336,7 @@ class Skill34(ActiveSkill):
"""
name = '大回旋坠斩'
ref = Ref.HELIXDIVE
cellPos = (3,13)
learnLv = 70
masterLv = 40
@@ -1367,7 +1403,7 @@ class Skill34(ActiveSkill):
# self.associate = [{'type': '*skillRation', 'data': [0] + [-50] * self.maxLv, 'skills': ['潜行射击']}]
# return super().effect(old, new)
associate = [
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-50] * maxLv)), skills=['潜行射击'], when=Equals(Read(SkillAttribute.VP), 2)),
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-50] * maxLv)), skills=[Ref.SUDDENSTRIKE], when=Equals(Read(SkillAttribute.VP), 2)),
]
# B.C精锐特训
@@ -1382,6 +1418,7 @@ class Skill35(PassiveSkill):
"""
name = 'B.C精锐特训'
ref = Ref.BATTLECOMMANDTRAINING
cellPos = (1,13)
learnLv = 75
masterLv = 40
@@ -1415,6 +1452,7 @@ class Skill36(ActiveSkill):
"""
name = '致命焰火'
ref = Ref.TACTICALOFFENSIVE
cellPos = (2,13)
learnLv = 75
masterLv = 40
@@ -1493,7 +1531,7 @@ class Skill36(ActiveSkill):
# self.associate = [{'type': '*skillRation', 'data': [0] + [-50] * self.maxLv, 'skills': ['潜行射击']}]
# return super().effect(old, new)
associate = [
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-50] * maxLv)), skills=['潜行射击'], when=Equals(Read(SkillAttribute.VP), 2)),
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-50] * maxLv)), skills=[Ref.SUDDENSTRIKE], when=Equals(Read(SkillAttribute.VP), 2)),
]
# 碧波瞬斩
@@ -1509,6 +1547,7 @@ class Skill37(ActiveSkill):
"""
name = '碧波瞬斩'
ref = Ref.BLUEWAVESLASH
cellPos = (5,14)
learnLv = 80
masterLv = 40
@@ -1564,6 +1603,7 @@ class Skill38(ActiveSkill):
"""
name = '集结·暮光之翼'
ref = Ref.WINGSOFTWILIGHT
cellPos = (6,14)
learnLv = 85
masterLv = 40
@@ -1610,6 +1650,7 @@ class Skill39(PassiveSkill):
"""
name = '暮光战略'
ref = Ref.DUSKTACTICS
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -1634,8 +1675,8 @@ class Skill39(PassiveSkill):
# associate = [{'data': data0, 'type': '*skillDamage'}, {'data': data1, 'type': '=hit2', 'skills': ['轮盘连射'], 'ratio': 1}, {'data': [i - 100 if i > 0 else 0 for i in data2], 'type': '*power2', 'skills': ['轮盘连射']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0))),
SkillEffect(attribute=Hit(2), operation=Operation.ASSIGN, value=LevelTable(data1), skills=['轮盘连射']),
SkillEffect(attribute=Power(2), value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data2])), skills=['轮盘连射']),
SkillEffect(attribute=Hit(2), operation=Operation.ASSIGN, value=LevelTable(data1), skills=[Ref.DEAD6]),
SkillEffect(attribute=Power(2), value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data2])), skills=[Ref.DEAD6]),
]
# 燃情协战
@@ -1650,6 +1691,7 @@ class Skill40(ActiveSkill):
"""
name = '燃情协战'
ref = Ref.CALLSIGNALCOVERING
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -1717,6 +1759,7 @@ class Skill41(ActiveSkill):
"""
name = '暮光密令 : 黎明决战'
ref = Ref.DAWNOFFLIGHT
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -9,6 +9,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.gunblader.specialist import SpecialistSkillRef as Ref
prefix = "gunblader/specialist/cn/skillDetail"
@@ -22,6 +23,7 @@ class Skill0(ActiveSkill):
浮空力随技能等级的增加而增加。\n
"""
name = "弦月斩"
ref = Ref.CRESCENTMOONSLASH
learnLv = 1
masterLv = 10
maxLv = 20
@@ -50,6 +52,7 @@ class Skill1(ActiveSkill):
子弹100%穿透目标。 转职为暗刃后,增加发射次数并应用单独的攻击力。\n
"""
name = "穿透射击"
ref = Ref.ANGLESHOT
learnLv = 1
masterLv = 60
maxLv = 70
@@ -89,6 +92,7 @@ class Skill2(PassiveSkill):
"""
name = '源能提炼'
ref = Ref.INTENSION
cellPos = (2,1)
learnLv = 1
masterLv = 1
@@ -152,6 +156,7 @@ class Skill3(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -176,6 +181,7 @@ class Skill4(PassiveSkill):
"""
name = '基础精通'
ref = Ref.BASICATTACKUP
cellPos = (1,0)
learnLv = 1
masterLv = 115
@@ -203,6 +209,7 @@ class Skill5(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -244,6 +251,7 @@ class Skill6(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -266,6 +274,7 @@ class Skill7(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -290,6 +299,7 @@ class Skill8(ActiveSkill):
向下劈砍敌人,用击打地面的剑和剑产生的冲击波的力量使敌人浮空。\n
"""
name = "重劈"
ref = Ref.HOPSLASH
learnLv = 5
masterLv = 60
maxLv = 70
@@ -319,6 +329,7 @@ class Skill9(ActiveSkill):
转职为战线佣兵后,增加攻击力与爆炸范围。\n
"""
name = "G型手榴弹"
ref = Ref.GBOMB
learnLv = 10
masterLv = 60
maxLv = 70
@@ -353,6 +364,7 @@ class Skill10(ActiveSkill):
"""
name = '瞬击'
ref = Ref.NECKBREAKING
cellPos = (6,3)
learnLv = 10
masterLv = 60
@@ -383,6 +395,7 @@ class Skill11(ActiveSkill):
第二次上挑攻击命中时使敌人浮空,有利于连接下一次攻击。\n
"""
name = "浮空连击"
ref = Ref.DEADLIFT
learnLv = 10
masterLv = 60
maxLv = 70
@@ -412,6 +425,7 @@ class Skill12(ActiveSkill):
"""
name = '源光斩'
ref = Ref.BEAMSLASH
cellPos = (2,3)
learnLv = 10
masterLv = 60
@@ -448,6 +462,7 @@ class Skill13(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -475,6 +490,7 @@ class Skill14(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -502,6 +518,7 @@ class Skill15(ActiveSkill):
"""
name = '迅步突袭'
ref = Ref.ROMANDASH
cellPos = (4,4)
learnLv = 15
masterLv = 60
@@ -535,6 +552,7 @@ class Skill16(ActiveSkill):
"""
name = '源能护盾'
ref = Ref.CORESHIELD
cellPos = (7,4)
learnLv = 15
masterLv = 60
@@ -581,6 +599,7 @@ class Skill17(ActiveSkill):
"""
name = '旋转源能波'
ref = Ref.ROTATIONWAVE
cellPos = (5,4)
learnLv = 15
masterLv = 60
@@ -618,6 +637,7 @@ class Skill18(PassiveSkill):
"""
name = '源力剑精通'
ref = Ref.COREBLADEMASTERY
cellPos = (0,5)
learnLv = 20
masterLv = 20
@@ -659,6 +679,7 @@ class Skill19(ActiveSkill):
"""
name = '镭射源能枪'
ref = Ref.TASER
cellPos = (8,5)
learnLv = 20
masterLv = 60
@@ -706,6 +727,7 @@ class Skill20(ActiveSkill):
"""
name = '源能屏障'
ref = Ref.COREBARRIER
cellPos = (7,5)
learnLv = 20
masterLv = 1
@@ -730,6 +752,7 @@ class Skill21(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -754,6 +777,7 @@ class Skill22(PassiveSkill):
"""
name = '细胞弱化'
ref = Ref.INJECTION
cellPos = (0,6)
learnLv = 25
masterLv = 1
@@ -787,6 +811,7 @@ class Skill23(ActiveSkill):
"""
name = '源能波刃'
ref = Ref.SQUARELY
cellPos = (2,6)
learnLv = 25
masterLv = 60
@@ -828,6 +853,7 @@ class Skill24(ActiveSkill):
"""
name = '能量飞鱼弹'
ref = Ref.EXOCET
cellPos = (8,6)
learnLv = 25
masterLv = 60
@@ -857,6 +883,7 @@ class Skill25(ActiveSkill):
"""
name = '脉冲斩'
ref = Ref.ELECTRICPILLAR
cellPos = (5,7)
learnLv = 30
masterLv = 60
@@ -890,6 +917,7 @@ class Skill26(ActiveSkill):
"""
name = '源能应用'
ref = Ref.COREPRAXIS
cellPos = (1,7)
learnLv = 30
masterLv = 10
@@ -927,6 +955,7 @@ class Skill27(ActiveSkill):
"""
name = '引力源光弹'
ref = Ref.ATTRACTAMMUNITION
cellPos = (8,8)
learnLv = 35
masterLv = 60
@@ -997,6 +1026,7 @@ class Skill28(ActiveSkill):
"""
name = '电磁领域'
ref = Ref.EMISSION
cellPos = (5,8)
learnLv = 35
masterLv = 60
@@ -1073,6 +1103,7 @@ class Skill29(ActiveSkill):
"""
name = '光裂斩'
ref = Ref.LIGHTNINGSLASH
cellPos = (2,9)
learnLv = 40
masterLv = 60
@@ -1136,6 +1167,7 @@ class Skill30(ActiveSkill):
"""
name = '光导裂地斩'
ref = Ref.DIVIDEEARTH
cellPos = (2,10)
learnLv = 45
masterLv = 60
@@ -1190,6 +1222,7 @@ class Skill31(PassiveSkill):
"""
name = '源能增幅'
ref = Ref.AMPLIFY
cellPos = (3,11)
learnLv = 48
masterLv = 40
@@ -1225,6 +1258,7 @@ class Skill32(ActiveSkill):
"""
name = '超能场域'
ref = Ref.BURSTFIELD
cellPos = (4,11)
learnLv = 50
masterLv = 40
@@ -1279,6 +1313,7 @@ class Skill33(ActiveSkill):
"""
name = '能量禁锢'
ref = Ref.ENERGYBOUNCE
cellPos = (7,12)
learnLv = 60
masterLv = 40
@@ -1348,6 +1383,7 @@ class Skill34(ActiveSkill):
"""
name = '离散能量波'
ref = Ref.DISPERSION
cellPos = (5,13)
learnLv = 70
masterLv = 40
@@ -1406,6 +1442,7 @@ class Skill35(PassiveSkill):
"""
name = '源力汇聚'
ref = Ref.COREPARADIGM
cellPos = (2,13)
learnLv = 75
masterLv = 40
@@ -1443,6 +1480,7 @@ class Skill36(ActiveSkill):
"""
name = '绝望圆舞'
ref = Ref.LIGHTBRANDISH
cellPos = (3,13)
learnLv = 75
masterLv = 40
@@ -1500,6 +1538,7 @@ class Skill37(ActiveSkill):
"""
name = '聚能光幕'
ref = Ref.CEAB2
cellPos = (3,14)
learnLv = 80
masterLv = 40
@@ -1571,6 +1610,7 @@ class Skill38(ActiveSkill):
"""
name = '终焉 : 超世界崩坏'
ref = Ref.EXCEED
cellPos = (4,14)
learnLv = 85
masterLv = 40
@@ -1614,6 +1654,7 @@ class Skill39(PassiveSkill):
"""
name = '奇点源核'
ref = Ref.SINGULARITYCORE
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -1651,6 +1692,7 @@ class Skill40(ActiveSkill):
"""
name = '临界源能弹'
ref = Ref.BLACKSEED
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -1704,6 +1746,7 @@ class Skill41(ActiveSkill):
"""
name = '源能场域 : 黑暗边缘'
ref = Ref.BLACKHORIZON
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -11,6 +11,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.gunblader.trouble_shooter import TroubleShooterSkillRef as Ref
prefix = "gunblader/trouble_shooter/cn/skillDetail"
@@ -25,6 +26,7 @@ class Skill0(ActiveSkill):
"""
name = '弦月斩'
ref = Ref.CRESCENTMOONSLASH
cellPos = (3,1)
learnLv = 1
masterLv = 10
@@ -54,6 +56,7 @@ class Skill1(ActiveSkill):
"""
name = '穿透射击'
ref = Ref.ANGLESHOT
cellPos = (2,1)
learnLv = 1
masterLv = 60
@@ -87,6 +90,7 @@ class Skill2(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -111,6 +115,7 @@ class Skill3(PassiveSkill):
"""
name = '基础精通'
ref = Ref.BASICATTACKUP
cellPos = (1,0)
learnLv = 1
masterLv = 115
@@ -138,6 +143,7 @@ class Skill4(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -179,6 +185,7 @@ class Skill5(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -201,6 +208,7 @@ class Skill6(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -226,6 +234,7 @@ class Skill7(ActiveSkill):
"""
name = '重劈'
ref = Ref.HOPSLASH
cellPos = (2,2)
learnLv = 5
masterLv = 60
@@ -258,6 +267,7 @@ class Skill8(ActiveSkill):
"""
name = 'G型手榴弹'
ref = Ref.GBOMB
cellPos = (8,3)
learnLv = 10
masterLv = 60
@@ -288,7 +298,7 @@ class Skill8(ActiveSkill):
# {'data': data1, 'type': '+power0', 'skills': ['G型手榴弹']},
# ]
associate = [
SkillEffect(attribute=Power(0), operation=Operation.ADD, value=Percent(LevelTable(data1)), skills=['G型手榴弹']),
SkillEffect(attribute=Power(0), operation=Operation.ADD, value=Percent(LevelTable(data1)), skills=[Ref.GBOMB]),
]
# 瞬击
@@ -301,6 +311,7 @@ class Skill9(ActiveSkill):
"""
name = '瞬击'
ref = Ref.NECKBREAKING
cellPos = (5,3)
learnLv = 10
masterLv = 60
@@ -332,6 +343,7 @@ class Skill10(ActiveSkill):
"""
name = '浮空连击'
ref = Ref.DEADLIFT
cellPos = (2,3)
learnLv = 10
masterLv = 60
@@ -363,6 +375,7 @@ class Skill11(ActiveSkill):
"""
name = '源光斩'
ref = Ref.BEAMSLASH
cellPos = (9,3)
learnLv = 10
masterLv = 60
@@ -399,6 +412,7 @@ class Skill12(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -426,6 +440,7 @@ class Skill13(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -453,6 +468,7 @@ class Skill14(PassiveSkill):
"""
name = '纯熟战技'
ref = Ref.VETERANGSBATTLE
cellPos = (2,4)
learnLv = 15
masterLv = 1
@@ -482,6 +498,7 @@ class Skill15(ActiveSkill):
"""
name = '矫捷翻滚'
ref = Ref.ROLLINGMOVE
cellPos = (6,4)
learnLv = 15
masterLv = 1
@@ -509,6 +526,7 @@ class Skill16(ActiveSkill):
"""
name = '双重散射'
ref = Ref.DOUBLEBARREL
cellPos = (4,4)
learnLv = 15
masterLv = 60
@@ -548,6 +566,7 @@ class Skill17(ActiveSkill):
"""
name = '源能护盾'
ref = Ref.CORESHIELD
cellPos = (9,4)
learnLv = 15
masterLv = 60
@@ -595,6 +614,7 @@ class Skill18(PassiveSkill):
"""
name = '重剑精通'
ref = Ref.HEAVYSWORDMASTERY
cellPos = (2,5)
learnLv = 20
masterLv = 20
@@ -634,6 +654,7 @@ class Skill19(ActiveSkill):
"""
name = '爆烈斩击'
ref = Ref.BREAKSHOT
cellPos = (4,5)
learnLv = 20
masterLv = 60
@@ -665,6 +686,7 @@ class Skill20(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -690,6 +712,7 @@ class Skill21(ActiveSkill):
"""
name = '充能特饮'
ref = Ref.THEVETERAN
cellPos = (7,6)
learnLv = 25
masterLv = 10
@@ -719,6 +742,7 @@ class Skill22(ActiveSkill):
"""
name = '剑刃爆弹'
ref = Ref.SWORDBOMB
cellPos = (6,6)
learnLv = 25
masterLv = 60
@@ -761,6 +785,7 @@ class Skill23(ActiveSkill):
"""
name = '广域散射'
ref = Ref.DIFFUSIONBUST
cellPos = (4,7)
learnLv = 30
masterLv = 60
@@ -795,6 +820,7 @@ class Skill24(PassiveSkill):
"""
name = '火药改良'
ref = Ref.GUNPOWDERMASTERY
cellPos = (2,7)
learnLv = 30
masterLv = 10
@@ -831,6 +857,7 @@ class Skill25(ActiveSkill):
"""
name = 'G型火焰爆弹'
ref = Ref.GRENADEFLAME
cellPos = (8,7)
learnLv = 30
masterLv = 60
@@ -872,6 +899,7 @@ class Skill26(ActiveSkill):
"""
name = '爆裂斩'
ref = Ref.BURNTOSLASH
cellPos = (6,8)
learnLv = 35
masterLv = 60
@@ -931,6 +959,7 @@ class Skill27(ActiveSkill):
"""
name = '爆弹罗网'
ref = Ref.OPRESSION
cellPos = (8,8)
learnLv = 35
masterLv = 60
@@ -999,6 +1028,7 @@ class Skill28(ActiveSkill):
"""
name = '裂地爆刃'
ref = Ref.DISTROUBLEQUAKE
cellPos = (6,9)
learnLv = 40
masterLv = 60
@@ -1053,6 +1083,7 @@ class Skill29(ActiveSkill):
"""
name = '惊喜大礼'
ref = Ref.SUPRISEPRESENT
cellPos = (4,10)
learnLv = 45
masterLv = 60
@@ -1113,6 +1144,7 @@ class Skill30(PassiveSkill):
"""
name = '终极火力'
ref = Ref.REINFORCEFIRE
cellPos = (7,11)
learnLv = 48
masterLv = 40
@@ -1148,6 +1180,7 @@ class Skill31(ActiveSkill):
"""
name = 'G型烬灭榴弹'
ref = Ref.GWIDOW
cellPos = (8,11)
learnLv = 50
masterLv = 40
@@ -1189,6 +1222,7 @@ class Skill32(ActiveSkill):
"""
name = '完美击球'
ref = Ref.PERFECTBATTING
cellPos = (6,12)
learnLv = 60
masterLv = 40
@@ -1253,6 +1287,7 @@ class Skill33(ActiveSkill):
"""
name = '夺命焰火'
ref = Ref.GETONFIRE
cellPos = (4,13)
learnLv = 70
masterLv = 40
@@ -1330,6 +1365,7 @@ class Skill34(PassiveSkill):
"""
name = '无法者之歌'
ref = Ref.OUTLAW
cellPos = (7,13)
learnLv = 75
masterLv = 40
@@ -1361,6 +1397,7 @@ class Skill35(ActiveSkill):
"""
name = '爆弹华尔兹'
ref = Ref.VIOLENTSMASH
cellPos = (6,13)
learnLv = 75
masterLv = 40
@@ -1423,6 +1460,7 @@ class Skill36(ActiveSkill):
"""
name = '覆灭之枪'
ref = Ref.THENINEBARREL
cellPos = (4,14)
learnLv = 80
masterLv = 40
@@ -1481,6 +1519,7 @@ class Skill37(ActiveSkill):
"""
name = '终焉 : 硝烟狂欢'
ref = Ref.INCREDIBLE
cellPos = (5,14)
learnLv = 85
masterLv = 40
@@ -1526,6 +1565,7 @@ class Skill38(PassiveSkill):
"""
name = '铁血豪情'
ref = Ref.HARDBOILED
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -1549,7 +1589,7 @@ class Skill38(PassiveSkill):
# ]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0))),
SkillEffect(attribute=SkillAttribute.CD, operation=Operation.ADD, value=LevelTable([0] + [-1] * maxLv), skills=['矫捷翻滚']),
SkillEffect(attribute=SkillAttribute.CD, operation=Operation.ADD, value=LevelTable([0] + [-1] * maxLv), skills=[Ref.ROLLINGMOVE]),
]
# 铁腕爆弹
@@ -1562,6 +1602,7 @@ class Skill39(ActiveSkill):
"""
name = '铁腕爆弹'
ref = Ref.TERMINATESLUGGER
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -1597,6 +1638,7 @@ class Skill40(ActiveSkill):
"""
name = '烽火硝烟·终末之征'
ref = Ref.CLIMAX
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -12,6 +12,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.gunner_female.launcher_female import LauncherFemaleSkillRef as Ref
prefix = "gunner_female/launcher_female/cn/skillDetail"
@@ -25,6 +26,7 @@ class Skill0(ActiveSkill):
转职为弹药专家或协战师后,技能类型变为独立攻击力。\n
"""
name = "后撩踢"
ref = Ref.AERIALKNEE
learnLv = 1
masterLv = 10
maxLv = 20
@@ -54,6 +56,7 @@ class Skill1(ActiveSkill):
转职为协战师后,技能类型变为独立攻击力。\n
"""
name = "浮空弹"
ref = Ref.LIFTSHOT
learnLv = 1
masterLv = 60
maxLv = 70
@@ -80,6 +83,7 @@ class Skill2(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -103,6 +107,7 @@ class Skill3(PassiveSkill):
在决斗场中,增益/减益技能、 被动技能的技能攻击力增加效果对[基础精通]无影响。\n
"""
name = "基础精通"
ref = Ref.BASICATTACKUP
learnLv = 1
masterLv = 115
maxLv = 200
@@ -130,6 +135,7 @@ class Skill4(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -171,6 +177,7 @@ class Skill5(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -193,6 +200,7 @@ class Skill6(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -216,6 +224,7 @@ class Skill7(ActiveSkill):
若发射中按住向上方向键,则可以向上发射。\n
"""
name = "M-137格林机枪"
ref = Ref.GATLING
cellPos = (4,2)
learnLv = 5
masterLv = 60
@@ -252,6 +261,7 @@ class Skill8(ActiveSkill):
在地下城中不会被敌人击中,在决斗场中适用独立的生命值和防御力。\n
"""
name = "RX-78追击者"
ref = Ref.ROBOTRX78
learnLv = 5
masterLv = 60
maxLv = 70
@@ -282,6 +292,7 @@ class Skill9(ActiveSkill):
攻击不死族、 恶魔、 精灵类怪物时,可以大幅度增加伤害值。\n
"""
name = "银弹"
ref = Ref.SILVERBULLET
learnLv = 5
masterLv = 20
maxLv = 30
@@ -310,6 +321,7 @@ class Skill10(ActiveSkill):
使重火器的拔出动作出现攻击判定,命中敌人后可以将敌人击退。\n
"""
name = "重火器拔击"
ref = Ref.HITONSUBWEAPON
cellPos = (3,2)
learnLv = 5
masterLv = 1
@@ -339,6 +351,7 @@ class Skill11(ActiveSkill):
转职为协战师后,技能类型变为独立攻击力。\n
"""
name = "上旋踢"
ref = Ref.WINDMILL
learnLv = 10
masterLv = 60
maxLv = 70
@@ -373,6 +386,7 @@ class Skill12(ActiveSkill):
转职为协战师时,技能类型变为独立攻击力; 仅射击2次。\n
"""
name = "钉刺射"
ref = Ref.PUNISHER
learnLv = 10
masterLv = 60
maxLv = 70
@@ -403,6 +417,7 @@ class Skill13(ActiveSkill):
对无法抓取的敌人不适用控制效果,只能造成后撩踢的攻击伤害。\n
"""
name = "炙烤"
ref = Ref.AERIALGATLING
cellPos = (4,3)
learnLv = 10
masterLv = 60
@@ -432,6 +447,7 @@ class Skill14(ActiveSkill):
在决斗场中无法强制中断。\n
"""
name = "浮空铲"
ref = Ref.HIGHANGLESLIDING
cellPos = (8,3)
learnLv = 10
masterLv = 1
@@ -459,6 +475,7 @@ class Skill15(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -486,6 +503,7 @@ class Skill16(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -511,6 +529,7 @@ class Skill17(ActiveSkill):
向敌人脚下的地面快速连续射击,溅起尘土,对敌人造成伤害。\n
"""
name = "烟尘弹"
ref = Ref.ATDUSTSHOOT
learnLv = 10
masterLv = 60
maxLv = 70
@@ -541,6 +560,7 @@ class Skill18(ActiveSkill):
转职为协战师后,技能类型变为独立攻击力。\n
"""
name = "刺踢"
ref = Ref.FASTKNEE
learnLv = 15
masterLv = 60
maxLv = 70
@@ -578,6 +598,7 @@ class Skill19(ActiveSkill):
技能等级越高,被攻击对象的僵直时间就越长。\n
"""
name = "M-3喷火器"
ref = Ref.FLAMETHROWER
cellPos = (3,4)
learnLv = 15
masterLv = 60
@@ -612,6 +633,7 @@ class Skill20(PassiveSkill):
并减少除[远古粒子炮]、 [火力全开]、 [制胜 · 最终兵器]外的其他技能的冷却时间。\n
"""
name = "重火器精通"
ref = Ref.SUBWEAPONMASTERY
cellPos = (1,4)
learnLv = 15
masterLv = 10
@@ -642,7 +664,7 @@ class Skill20(PassiveSkill):
associate = [
CharacterEffect(attribute=CharacterAttribute.P_ATK_P, value=1 + Percent(LevelTable(data2))),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data3))),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data4)), except_skills=['远古粒子炮', '火力全开', '制胜·最终兵器']),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data4)), except_skills=[Ref.ANCIENTTRIGGER, Ref.OPERATIONRAZE, Ref.DECISIVEBATTLE]),
]
# 空中射击
@@ -653,6 +675,7 @@ class Skill21(ActiveSkill):
增加跳跃攻击的空中停留时间以及跳跃射击的攻击力和射击次数上限,效果持续一定时间。\n
"""
name = "空中射击"
ref = Ref.STAYONJUMPSHOOT
learnLv = 15
masterLv = 10
maxLv = 20
@@ -685,6 +708,7 @@ class Skill22(PassiveSkill):
领悟重火器奥义,使除了1、 2、 3次觉醒技能之外的所有重火器技能各增加1级。\n
"""
name = "重火器奥义"
ref = Ref.SUBWEAPONPOWERUP
cellPos = (0,4)
learnLv = 15
masterLv = 1
@@ -725,6 +749,7 @@ class Skill23(ActiveSkill):
G-14手雷有最大填装数和填装冷却时间,按上、 下方向键后施放技能时,可以调整投掷位置。 转职成为弹药专家时,可以强制中断基本攻击动作,投掷G-14手雷。\n
"""
name = "G-14手雷"
ref = Ref.GRENADENONE
cellPos = (10,4)
learnLv = 15
masterLv = 60
@@ -760,6 +785,7 @@ class Skill24(ActiveSkill):
炮弹的速度极快,被炮弹命中的敌人会受到一定伤害; 命中敌人的炮弹会引发多次爆炸并推开敌人,最后还会使周围的敌人受到火属性物理伤害。\n
"""
name = "反坦克炮"
ref = Ref.STEYRHEAVYRIFLE
cellPos = (6,5)
learnLv = 20
masterLv = 60
@@ -802,6 +828,7 @@ class Skill25(ActiveSkill):
增加能量球飞行距离,且命中敌人时立即爆炸。 同时,冲撞伤害与爆炸伤害合并。\n
"""
name = "加农炮"
ref = Ref.CANNONBALL
cellPos = (5,5)
learnLv = 20
masterLv = 60
@@ -834,6 +861,7 @@ class Skill26(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -857,6 +885,7 @@ class Skill27(PassiveSkill):
转职为漫游枪手后,增加精通等级。\n
"""
name = "快速拔枪"
ref = Ref.FASTSHOOT
cellPos = (0,6)
learnLv = 25
masterLv = 5
@@ -883,6 +912,7 @@ class Skill28(ActiveSkill):
向敌人发射激光,使敌人受到光属性伤害; 激光的攻击范围比较狭小,但是射程极远。\n
"""
name = "激光炮"
ref = Ref.LASERRIFLE
cellPos = (8,6)
learnLv = 25
masterLv = 60
@@ -917,6 +947,7 @@ class Skill29(PassiveSkill):
激光的攻击力随充电时间增加,达到最大充电值时,可以增加攻击范围和射程,但会有很大的后坐力。\n
"""
name = "蓄电激光炮"
ref = Ref.LASERRIFLECHARGE
cellPos = (8,7)
learnLv = 25
masterLv = 1
@@ -935,7 +966,7 @@ class Skill29(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{"data":data1,"skills":["激光炮"]}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=['激光炮']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=[Ref.LASERRIFLE]),
]
# 脉冲雷达-63
@@ -946,6 +977,7 @@ class Skill30(PassiveSkill):
装备重火器雷达部件,增加物理暴击率和物理攻击力。\n
"""
name = "脉冲雷达-63"
ref = Ref.APG_63
cellPos = (1,6)
learnLv = 25
masterLv = 10
@@ -976,6 +1008,7 @@ class Skill31(ActiveSkill):
喷射中可以移动。\n
"""
name = "聚焦喷火器"
ref = Ref.FLAMETHROWERBOOST
cellPos = (3,7)
learnLv = 30
masterLv = 60
@@ -1011,6 +1044,7 @@ class Skill32(ActiveSkill):
增加基本攻击力以及所有重火器技能的命中率和攻击力,并使远距离的敌人无法判定枪炮师的位置,效果持续一定时间。\n
"""
name = "潜能爆发"
ref = Ref.SUBWEAPONSTUCKDOWN
cellPos = (5,7)
learnLv = 30
masterLv = 10
@@ -1040,6 +1074,7 @@ class Skill33(ActiveSkill):
榴弹命中敌人时,会引起爆炸并使周围敌人受到伤害。\n
"""
name = "FM-31榴弹发射器"
ref = Ref.FM31
cellPos = (6,8)
learnLv = 35
masterLv = 60
@@ -1101,6 +1136,7 @@ class Skill34(ActiveSkill):
在地面施放重火器系列技能时可以同时使用该技能。 减少40%的攻击力和冷却时间,变更为最多可施放2次再进行冷却的技能。\n
"""
name = "FM-92榴弹"
ref = Ref.LANCER
cellPos = (7,8)
learnLv = 35
masterLv = 60
@@ -1131,7 +1167,7 @@ class Skill34(ActiveSkill):
def setMode(self, mode):
pre = self.char.GetSkillByName('重武装改造')
pre = self.char.GetSkill(Ref.ALPHASUPPORT)
if pre.lv > 0 and self.vp == 0:
self.cd = 20 * 0.6
self.skillDamage *= 0.6
@@ -1171,6 +1207,7 @@ class Skill35(PassiveSkill):
将光、 火属性值中较低的属性值补正为较高的属性值。\n
"""
name = "光热反应"
ref = Ref.DUALTRIGGER
cellPos = (4,8)
learnLv = 35
masterLv = 1
@@ -1191,6 +1228,7 @@ class Skill36(ActiveSkill):
向敌人投放光属性量子爆弹,使周围敌人受到光属性伤害并有一定几率使敌人进入感电状态,可以通过方向键控制投放位置。\n
"""
name = "量子爆弹"
ref = Ref.URANIUMBOMB
cellPos = (9,9)
learnLv = 40
masterLv = 60
@@ -1267,6 +1305,7 @@ class Skill37(ActiveSkill):
技能施放中可以追加施放[激光炮]技能,[激光炮]的攻击力相当于最大充电时的攻击力。\n
"""
name = "X-2太阳神光炮"
ref = Ref.SOLARSYSTEM
cellPos = (8,10)
learnLv = 45
masterLv = 60
@@ -1339,7 +1378,7 @@ class Skill37(ActiveSkill):
# self.associate = [{"type":"*skillRation","data":[0] + [-12.5]*self.maxLv,"skills":["激光炮"]}]
# return super().effect(old, new)
associate = [
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-12.5] * maxLv)), skills=['激光炮'], when=Equals(Read(SkillAttribute.VP), 1)),
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-12.5] * maxLv)), skills=[Ref.LASERRIFLE], when=Equals(Read(SkillAttribute.VP), 1)),
]
# 超温重火器
@@ -1350,6 +1389,7 @@ class Skill38(PassiveSkill):
增加基本攻击和重火器技能的攻击力。\n
"""
name = "超温重火器"
ref = Ref.OVERHEAT
cellPos = (6,11)
learnLv = 48
masterLv = 40
@@ -1379,6 +1419,7 @@ class Skill39(ActiveSkill):
可以对龙族敌人造成更大的伤害。\n
"""
name = "远古粒子炮"
ref = Ref.ANCIENTTRIGGER
cellPos = (8,11)
learnLv = 50
masterLv = 40
@@ -1415,6 +1456,7 @@ class Skill40(ActiveSkill):
发射过程中,可以用方向键移动。\n
"""
name = "等离子放射器"
ref = Ref.PLASMABOOST
cellPos = (3,12)
learnLv = 60
masterLv = 40
@@ -1476,6 +1518,7 @@ class Skill41(ActiveSkill):
按住技能键,可以调整双重点火时机。\n
"""
name = "FM-92特殊榴弹"
ref = Ref.LANCERSW
cellPos = (7,13)
learnLv = 70
masterLv = 40
@@ -1551,6 +1594,7 @@ class Skill42(PassiveSkill):
施放时可以同时使用[激光炮]。\n
"""
name = "重武装改造"
ref = Ref.ALPHASUPPORT
cellPos = (1,13)
learnLv = 75
masterLv = 40
@@ -1582,6 +1626,7 @@ class Skill43(ActiveSkill):
发射具有子母弹功能的炸弹。 炸弹命中敌人时发生爆炸,炸弹中的小型炸弹向四方扩散,引起连锁爆炸。\n
"""
name = "集束炸弹"
ref = Ref.FSC_7
cellPos = (3,13)
learnLv = 75
masterLv = 40
@@ -1653,6 +1698,7 @@ class Skill44(ActiveSkill):
(最多射击1次)\n
"""
name = "PT-15原始型压缩炮"
ref = Ref.PT_15
cellPos = (2,14)
learnLv = 80
masterLv = 40
@@ -1709,6 +1755,7 @@ class Skill45(ActiveSkill):
召唤强袭装甲时,会产生冲击波,将周围敌人向前推开。\n
"""
name = "火力全开"
ref = Ref.OPERATIONRAZE
cellPos = (4,14)
learnLv = 85
masterLv = 40
@@ -1751,6 +1798,7 @@ class Skill46(PassiveSkill):
施放[M-3喷火器]和[聚焦喷火器]时,获得霸体护甲。\n
"""
name = "潘多拉1号"
ref = Ref.PANDORA_01
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -1783,6 +1831,7 @@ class Skill47(ActiveSkill):
喷火器发射过程中,可以用方向键移动。\n
"""
name = "UHT-03爆炎喷火器"
ref = Ref.PHLEGETHON
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -1818,6 +1867,7 @@ class Skill48(ActiveSkill):
若关联的技能还在冷却中,则无法使用三次觉醒技能。\n
"""
name = "制胜·最终兵器"
ref = Ref.DECISIVEBATTLE
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -9,6 +9,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.gunner_female.mechanic_female import MechanicFemaleSkillRef as Ref
class MechanicFemaleAttribute(ProfessionAttribute):
@@ -32,6 +33,7 @@ class Skill0(ActiveSkill):
转职为弹药专家或协战师后,技能类型变为独立攻击力。\n
"""
name = "后撩踢"
ref = Ref.AERIALKNEE
learnLv = 1
masterLv = 10
maxLv = 20
@@ -61,6 +63,7 @@ class Skill1(ActiveSkill):
转职为协战师后,技能类型变为独立攻击力。\n
"""
name = "浮空弹"
ref = Ref.LIFTSHOT
learnLv = 1
masterLv = 60
maxLv = 70
@@ -87,6 +90,7 @@ class Skill2(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -110,6 +114,7 @@ class Skill3(PassiveSkill):
在决斗场中,增益/减益技能、 被动技能的技能攻击力增加效果对[基础精通]无影响。\n
"""
name = "基础精通"
ref = Ref.BASICATTACKUP
learnLv = 1
masterLv = 115
maxLv = 200
@@ -137,6 +142,7 @@ class Skill4(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -178,6 +184,7 @@ class Skill5(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -200,6 +207,7 @@ class Skill6(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -223,6 +231,7 @@ class Skill7(ActiveSkill):
若发射中按住向上方向键,则可以向上发射。\n
"""
name = "M-137格林机枪"
ref = Ref.GATLING
learnLv = 5
masterLv = 60
maxLv = 70
@@ -259,6 +268,7 @@ class Skill8(ActiveSkill):
"""
name = 'RX-78追击者'
ref = Ref.ROBOTRX78
cellPos = (1,2)
learnLv = 5
masterLv = 60
@@ -290,6 +300,7 @@ class Skill9(ActiveSkill):
攻击不死族、 恶魔、 精灵类怪物时,可以大幅度增加伤害值。\n
"""
name = "银弹"
ref = Ref.SILVERBULLET
learnLv = 5
masterLv = 20
maxLv = 30
@@ -318,6 +329,7 @@ class Skill10(PassiveSkill):
使重火器的拔出动作出现攻击判定,命中敌人后可以将敌人击退。\n
"""
name = "重火器拔击"
ref = Ref.HITONSUBWEAPON
learnLv = 5
masterLv = 1
maxLv = 11
@@ -345,6 +357,7 @@ class Skill11(ActiveSkill):
转职为协战师后,技能类型变为独立攻击力。\n
"""
name = "上旋踢"
ref = Ref.WINDMILL
learnLv = 10
masterLv = 60
maxLv = 70
@@ -379,6 +392,7 @@ class Skill12(ActiveSkill):
转职为协战师时,技能类型变为独立攻击力; 仅射击2次。\n
"""
name = "钉刺射"
ref = Ref.PUNISHER
learnLv = 10
masterLv = 60
maxLv = 70
@@ -409,6 +423,7 @@ class Skill13(ActiveSkill):
对无法抓取的敌人不适用控制效果,只能造成后撩踢的攻击伤害。\n
"""
name = "炙烤"
ref = Ref.AERIALGATLING
learnLv = 10
masterLv = 60
maxLv = 70
@@ -437,6 +452,7 @@ class Skill14(ActiveSkill):
在决斗场中无法强制中断。\n
"""
name = "浮空铲"
ref = Ref.HIGHANGLESLIDING
learnLv = 10
masterLv = 1
maxLv = 1
@@ -464,6 +480,7 @@ class Skill15(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -491,6 +508,7 @@ class Skill16(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -516,6 +534,7 @@ class Skill17(ActiveSkill):
向敌人脚下的地面快速连续射击,溅起尘土,对敌人造成伤害。\n
"""
name = "烟尘弹"
ref = Ref.ATDUSTSHOOT
learnLv = 10
masterLv = 60
maxLv = 70
@@ -546,6 +565,7 @@ class Skill18(ActiveSkill):
转职为协战师后,技能类型变为独立攻击力。\n
"""
name = "刺踢"
ref = Ref.FASTKNEE
learnLv = 15
masterLv = 60
maxLv = 70
@@ -583,6 +603,7 @@ class Skill19(ActiveSkill):
技能等级越高,被攻击对象的僵直时间就越长。\n
"""
name = "M-3喷火器"
ref = Ref.FLAMETHROWER
learnLv = 15
masterLv = 60
maxLv = 70
@@ -620,6 +641,7 @@ class Skill20(ActiveSkill):
"""
name = 'EZ-8爆破者'
ref = Ref.ROBOTEZ8
cellPos = (4,4)
learnLv = 15
masterLv = 60
@@ -652,6 +674,7 @@ class Skill21(ActiveSkill):
增加跳跃攻击的空中停留时间以及跳跃射击的攻击力和射击次数上限,效果持续一定时间。\n
"""
name = "空中射击"
ref = Ref.STAYONJUMPSHOOT
learnLv = 15
masterLv = 10
maxLv = 20
@@ -686,6 +709,7 @@ class Skill22(ActiveSkill):
"""
name = '机械改良'
ref = Ref.ROBOTICS
cellPos = (5,4)
learnLv = 15
masterLv = 10
@@ -719,6 +743,7 @@ class Skill23(ActiveSkill):
"""
name = '机械引爆'
ref = Ref.ROBOTSEXPLOSION
cellPos = (3,4)
learnLv = 15
masterLv = 5
@@ -743,8 +768,8 @@ class Skill23(ActiveSkill):
# {'type':'*blow_power' ,'data': [i - 100 if i > 100 else i for i in data1], 'skills': ['空战机械 : 狂风']}
# ]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 100 else i for i in data1])), skills=['RX-78追击者', 'EZ-8爆破者']),
SkillEffect(attribute=MechanicFemaleAttribute.BLOW_POWER, value=1 + Percent(LevelTable([i - 100 if i > 100 else i for i in data1])), skills=['空战机械 : 狂风']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 100 else i for i in data1])), skills=[Ref.ROBOTRX78, Ref.ROBOTEZ8]),
SkillEffect(attribute=MechanicFemaleAttribute.BLOW_POWER, value=1 + Percent(LevelTable([i - 100 if i > 100 else i for i in data1])), skills=[Ref.ROBOTTEMPESTER]),
]
# G-14手雷
@@ -757,6 +782,7 @@ class Skill24(ActiveSkill):
"""
name = 'G-14手雷'
ref = Ref.GRENADENONE
cellPos = (10,4)
learnLv = 15
masterLv = 60
@@ -792,6 +818,7 @@ class Skill25(PassiveSkill):
"""
name = '机械原理'
ref = Ref.HIGHTECHNOLOGY
cellPos = (2,4)
learnLv = 15
masterLv = 1
@@ -822,6 +849,7 @@ class Skill26(PassiveSkill):
"""
name = '危机追击者'
ref = Ref.RX78OFCRISIS
cellPos = (1,5)
learnLv = 20
masterLv = 10
@@ -844,7 +872,7 @@ class Skill26(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'data': data0, 'type': '*skillDamage', 'skills': ['RX-78追击者']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), skills=['RX-78追击者']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), skills=[Ref.ROBOTRX78]),
]
# G-1科罗纳
@@ -859,6 +887,7 @@ class Skill27(ActiveSkill):
"""
name = 'G-1科罗纳'
ref = Ref.G1
cellPos = (7,5)
learnLv = 20
masterLv = 60
@@ -901,8 +930,8 @@ class Skill27(ActiveSkill):
# {'data': data7, 'type': '+ratio_g', 'skills': ['改装 : G-3捕食者']}
# ]
associate = [
SkillEffect(attribute=MechanicFemaleAttribute.G_RATIO, operation=Operation.ADD, value=Percent(LevelTable(data6)), skills=['改装 : G-2旋雷者']),
SkillEffect(attribute=MechanicFemaleAttribute.G_RATIO, operation=Operation.ADD, value=Percent(LevelTable(data7)), skills=['改装 : G-3捕食者']),
SkillEffect(attribute=MechanicFemaleAttribute.G_RATIO, operation=Operation.ADD, value=Percent(LevelTable(data6)), skills=[Ref.G2]),
SkillEffect(attribute=MechanicFemaleAttribute.G_RATIO, operation=Operation.ADD, value=Percent(LevelTable(data7)), skills=[Ref.G3]),
]
def getSkillCD(self, mode=None):
@@ -920,6 +949,7 @@ class Skill28(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -943,6 +973,7 @@ class Skill29(PassiveSkill):
转职为漫游枪手后,增加精通等级。\n
"""
name = "快速拔枪"
ref = Ref.FASTSHOOT
learnLv = 25
masterLv = 5
maxLv = 20
@@ -971,6 +1002,7 @@ class Skill30(ActiveSkill):
"""
name = 'EX-S毒蛇炮'
ref = Ref.ROBOTEXS
cellPos = (8,6)
learnLv = 25
masterLv = 60
@@ -1012,6 +1044,7 @@ class Skill31(ActiveSkill):
"""
name = '改装 : G-2旋雷者'
ref = Ref.G2
cellPos = (6,6)
learnLv = 25
masterLv = 60
@@ -1050,8 +1083,8 @@ class Skill31(ActiveSkill):
# {'data': data6, 'type': '+ratio_g', 'skills': ['改装 : G-3捕食者']}
# ]
associate = [
SkillEffect(attribute=MechanicFemaleAttribute.G_RATIO, operation=Operation.ADD, value=Percent(LevelTable(data5)), skills=['G-1科罗纳']),
SkillEffect(attribute=MechanicFemaleAttribute.G_RATIO, operation=Operation.ADD, value=Percent(LevelTable(data6)), skills=['改装 : G-3捕食者']),
SkillEffect(attribute=MechanicFemaleAttribute.G_RATIO, operation=Operation.ADD, value=Percent(LevelTable(data5)), skills=[Ref.G1]),
SkillEffect(attribute=MechanicFemaleAttribute.G_RATIO, operation=Operation.ADD, value=Percent(LevelTable(data6)), skills=[Ref.G3]),
]
def getSkillCD(self, mode=None):
@@ -1084,6 +1117,7 @@ class Skill32(PassiveSkill):
"""
name = '电能转换'
ref = Ref.TRANSFORMATION
cellPos = (2,6)
learnLv = 25
masterLv = 10
@@ -1103,7 +1137,7 @@ class Skill32(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'data': data0, 'type': '*skillDamage', 'exceptSkills': ['G-1科罗纳', '改装 : G-2旋雷者', '改装 : G-3捕食者', 'G-磁力弹']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), except_skills=['G-1科罗纳', '改装 : G-2旋雷者', '改装 : G-3捕食者', 'G-磁力弹']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), except_skills=[Ref.G1, Ref.G2, Ref.G3, Ref.GMAGNETIC]),
]
# 伪装
@@ -1117,6 +1151,7 @@ class Skill33(ActiveSkill):
"""
name = '伪装'
ref = Ref.CAMOUFLAGE
cellPos = (2,7)
learnLv = 30
masterLv = 10
@@ -1158,6 +1193,7 @@ class Skill34(ActiveSkill):
"""
name = '改装 : G-3捕食者'
ref = Ref.G3
cellPos = (6,7)
learnLv = 30
masterLv = 60
@@ -1194,8 +1230,8 @@ class Skill34(ActiveSkill):
# {'data': data5, 'type': '+ratio_g', 'skills': ['G-1科罗纳']},
# {'data': data6, 'type': '+ratio_g', 'skills': ['改装 : G-2旋雷者']}]
associate = [
SkillEffect(attribute=MechanicFemaleAttribute.G_RATIO, operation=Operation.ADD, value=Percent(LevelTable(data5)), skills=['G-1科罗纳']),
SkillEffect(attribute=MechanicFemaleAttribute.G_RATIO, operation=Operation.ADD, value=Percent(LevelTable(data6)), skills=['改装 : G-2旋雷者']),
SkillEffect(attribute=MechanicFemaleAttribute.G_RATIO, operation=Operation.ADD, value=Percent(LevelTable(data5)), skills=[Ref.G1]),
SkillEffect(attribute=MechanicFemaleAttribute.G_RATIO, operation=Operation.ADD, value=Percent(LevelTable(data6)), skills=[Ref.G2]),
]
ratio_g = 1.0
@@ -1216,6 +1252,7 @@ class Skill35(ActiveSkill):
"""
name = '机械指令'
ref = Ref.ATHOLDANDGO
cellPos = (3,7)
learnLv = 30
masterLv = 1
@@ -1243,6 +1280,7 @@ class Skill36(ActiveSkill):
"""
name = '空战机械 : 狂风'
ref = Ref.ROBOTTEMPESTER
cellPos = (2,8)
learnLv = 35
masterLv = 60
@@ -1339,6 +1377,7 @@ class Skill37(ActiveSkill):
"""
name = 'G-磁力弹'
ref = Ref.GMAGNETIC
cellPos = (7,8)
learnLv = 35
masterLv = 1
@@ -1363,7 +1402,7 @@ class Skill37(ActiveSkill):
data3 = get_data(f'{prefix}/{uuid}', 3)
def skillInfo(self, mode: str | None = None):
pre = self.char.GetSkillByName('G-1科罗纳').skillInfo()
pre = self.char.GetSkill(Ref.G1).skillInfo()
cd = self.getSkillCD(mode)
return pre[0] * 1.89, self.skillDamage, cd
@@ -1395,6 +1434,7 @@ class Skill38(ActiveSkill):
"""
name = '空投支援'
ref = Ref.MECHADROP
cellPos = (2,9)
learnLv = 40
masterLv = 60
@@ -1454,6 +1494,7 @@ class Skill39(ActiveSkill):
"""
name = '拦截机工厂'
ref = Ref.SPARROWFACTORY
cellPos = (3,10)
learnLv = 45
masterLv = 60
@@ -1490,7 +1531,7 @@ class Skill39(ActiveSkill):
data6 = get_data(f'{prefix}/{uuid}', 6)
def setMode(self, mode):
pre = self.char.GetSkillByName('光反应能量模块')
pre = self.char.GetSkill(Ref.SOLARMODULESYSTEM)
if pre is not None and pre.lv > 0:
self.hit0 = 111
self.hit1 = 6
@@ -1534,6 +1575,7 @@ class Skill40(PassiveSkill):
"""
name = '光反应能量模块'
ref = Ref.SOLARMODULESYSTEM
cellPos = (2,11)
learnLv = 45
masterLv = 1
@@ -1558,6 +1600,7 @@ class Skill41(PassiveSkill):
"""
name = 'G系扩张'
ref = Ref.GEXTENSION
cellPos = (3,11)
learnLv = 48
masterLv = 40
@@ -1595,6 +1638,7 @@ class Skill42(ActiveSkill):
"""
name = '改装 : G-0战争领主'
ref = Ref.G0
cellPos = (5,11)
learnLv = 50
masterLv = 40
@@ -1632,6 +1676,7 @@ class Skill43(ActiveSkill):
"""
name = 'HS-12等离子体发生器'
ref = Ref.HS12
cellPos = (4,12)
learnLv = 60
masterLv = 40
@@ -1690,6 +1735,7 @@ class Skill44(ActiveSkill):
"""
name = '雷行者'
ref = Ref.G4
cellPos = (6,13)
learnLv = 70
masterLv = 40
@@ -1763,6 +1809,7 @@ class Skill45(PassiveSkill):
"""
name = 'G-X主宰者'
ref = Ref.GOPERATOR
cellPos = (1,13)
learnLv = 75
masterLv = 40
@@ -1801,7 +1848,7 @@ class Skill45(PassiveSkill):
# {'data': data2},
# ]
associate = [
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data0)), except_skills=['改装 : G-0战争领主', '终结者 : 博尔特MX', 'G-X星尘天穹']),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data0)), except_skills=[Ref.G0, Ref.MECABOLT, Ref.GXSTARDUST]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data2))),
]
@@ -1819,6 +1866,7 @@ class Skill46(ActiveSkill):
"""
name = 'G-超级猎鹰'
ref = Ref.GSPFALCON
cellPos = (8,13)
learnLv = 75
masterLv = 40
@@ -1910,6 +1958,7 @@ class Skill47(ActiveSkill):
"""
name = '高压电磁场'
ref = Ref.MAGNETICFIELD
cellPos = (2,14)
learnLv = 80
masterLv = 40
@@ -1965,6 +2014,7 @@ class Skill48(ActiveSkill):
"""
name = '终结者 : 博尔特MX'
ref = Ref.MECABOLT
cellPos = (4,14)
learnLv = 85
masterLv = 40
@@ -2020,6 +2070,7 @@ class Skill49(PassiveSkill):
"""
name = '微型制导'
ref = Ref.MICROCONTROL
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -2053,6 +2104,7 @@ class Skill50(ActiveSkill):
"""
name = '超时空光耀加农炮'
ref = Ref.HYPERFLARE
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -2090,6 +2142,7 @@ class Skill51(ActiveSkill):
"""
name = 'G-X星尘天穹'
ref = Ref.GXSTARDUST
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -10,6 +10,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.gunner_female.paramedic import ParamedicSkillRef as Ref
prefix = "gunner_female/paramedic/cn/skillDetail"
@@ -23,6 +24,7 @@ class Skill0(ActiveSkill):
转职为弹药专家或协战师后,技能类型变为独立攻击力。\n
"""
name = "后撩踢"
ref = Ref.AERIALKNEE
learnLv = 1
masterLv = 10
maxLv = 20
@@ -52,6 +54,7 @@ class Skill1(ActiveSkill):
转职为协战师后,技能类型变为独立攻击力。\n
"""
name = "浮空弹"
ref = Ref.LIFTSHOT
learnLv = 1
masterLv = 60
maxLv = 70
@@ -78,6 +81,7 @@ class Skill2(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -101,6 +105,7 @@ class Skill3(PassiveSkill):
在决斗场中,增益/减益技能、 被动技能的技能攻击力增加效果对[基础精通]无影响。\n
"""
name = "基础精通"
ref = Ref.BASICATTACKUP
learnLv = 1
masterLv = 115
maxLv = 200
@@ -128,6 +133,7 @@ class Skill4(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -158,6 +164,7 @@ class Skill5(PassiveSkill):
    协战师动作均切换至战斗服[近战]模式,适用物理独立攻击力。\n
"""
name = "系统常量 · 战斗服"
ref = Ref.BATTLESUIT
cellPos = (1,1)
learnLv = 1
masterLv = 1
@@ -192,6 +199,7 @@ class Skill6(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -214,6 +222,7 @@ class Skill7(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -236,6 +245,7 @@ class Skill8(ActiveSkill):
向前方最近的敌人射击2次。\n
"""
name = "近战 · 锁定连射"
ref = Ref.KILLCONFIRM
cellPos = (9,2)
learnLv = 5
masterLv = 60
@@ -268,6 +278,7 @@ class Skill9(ActiveSkill):
转职为协战师后,技能类型变为独立攻击力。\n
"""
name = "上旋踢"
ref = Ref.WINDMILL
learnLv = 10
masterLv = 60
maxLv = 70
@@ -302,6 +313,7 @@ class Skill10(ActiveSkill):
转职为协战师时,技能类型变为独立攻击力; 仅射击2次。\n
"""
name = "钉刺射"
ref = Ref.PUNISHER
learnLv = 10
masterLv = 60
maxLv = 70
@@ -333,6 +345,7 @@ class Skill11(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -360,6 +373,7 @@ class Skill12(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -387,6 +401,7 @@ class Skill13(ActiveSkill):
转职为协战师后,技能类型变为独立攻击力。\n
"""
name = "刺踢"
ref = Ref.FASTKNEE
learnLv = 15
masterLv = 60
maxLv = 70
@@ -435,6 +450,7 @@ class Skill14(PassiveSkill):
[空袭策略 : 神兵天降]\n
"""
name = "系统常量 · 同步"
ref = Ref.SYNCHRONIZATION
cellPos = (0,4)
learnLv = 15
masterLv = 1
@@ -466,6 +482,7 @@ class Skill15(PassiveBufferSkill):
执行独立作战时,不适用属性伤害增加效果,仅适用独立作战专属效果。 施放部分技能时,向范围内敌人进行激光轰炸,造成多段伤害。 该激光轰炸受[基础精通]的影响,在使用[军械强化 (进阶)]技能时,会追加轰炸。\n
"""
name = "系统 · 战场信息"
ref = Ref.INSTALLBATTLEFIELDINFO
cellPos = (2,4)
learnLv = 15
masterLv = 60
@@ -528,6 +545,7 @@ class Skill16(ActiveBufferSkill):
    降低所受伤害、 进入霸体状态。\n
"""
name = "战服 · 强袭目标"
ref = Ref.POINTSHOOTREV
cellPos = (7,4)
learnLv = 15
masterLv = 60
@@ -565,6 +583,7 @@ class Skill17(ActiveBufferSkill):
    需要先完成该模件的战场信息分析,之后可利用医神设备在其他动作中施放。\n
"""
name = "机动强化"
ref = Ref.OVERCLOCK
cellPos = (1,4)
learnLv = 15
masterLv = 10
@@ -597,6 +616,7 @@ class Skill18(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -620,6 +640,7 @@ class Skill19(ActiveBufferSkill):
    需要先完成该模件的战场信息分析,之后可利用医神设备在其他动作中施放。\n
"""
name = "保护模件 (净化)"
ref = Ref.TREATED
cellPos = (1,5)
learnLv = 20
masterLv = 1
@@ -645,6 +666,7 @@ class Skill20(ActiveSkill):
快速突进至前方,施展上踢攻击。 成功命中敌人后追加攻击。\n
"""
name = "战服 · 机动打击"
ref = Ref.CLOSEENEMY
cellPos = (6,5)
learnLv = 20
masterLv = 60
@@ -671,6 +693,7 @@ class Skill21(ActiveSkill):
挥舞战斗服上装备的刀刃,再短距离地后撤,进行2次牵制射击。\n
"""
name = "近战 · 闪退射击"
ref = Ref.RETREATSHOOT
cellPos = (8,6)
learnLv = 25
masterLv = 60
@@ -715,6 +738,7 @@ class Skill22(ActiveBufferSkill):
该技能效果不与光明骑士 (男) 的[守护徽章]、 光明骑士 (女) 的[守护祝福]、 小魔女的[小魔女的偏爱]、 缪斯的[主角登场]技能效果叠加。\n
"""
name = "装甲强化"
ref = Ref.ENCHANTARMOR
cellPos = (0,6)
learnLv = 25
masterLv = 10
@@ -764,6 +788,7 @@ class Skill23(ActiveBufferSkill):
    该技能效果不与光明骑士 (男) 的[荣誉祝福]、 光明骑士 (女) 的[勇气祝福]、 小魔女的[禁术吟咏]、 缪斯的[可爱节拍]技能效果叠加。\n
"""
name = "军械强化"
ref = Ref.ENCHANTWEAPON
cellPos = (0,7)
learnLv = 30
masterLv = 10
@@ -811,6 +836,7 @@ class Skill24(ActiveSkill):
若在射击过程中敌人死亡,则锁定其他敌人; 若范围内不存在敌人或敌人处于无敌状态,则终止射击。\n
"""
name = "近战 · 指定射击"
ref = Ref.POINTSHOOT
cellPos = (9,7)
learnLv = 30
masterLv = 60
@@ -843,6 +869,7 @@ class Skill25(ActiveBufferSkill):
    需要先完成该模件的战场信息分析,之后可利用医神设备在其他动作中施放。\n
"""
name = "保护模件 (缓冲)"
ref = Ref.PARAMSHIELD
cellPos = (1,8)
learnLv = 35
masterLv = 60
@@ -872,6 +899,7 @@ class Skill26(ActiveSkill):
挥舞战斗服上装备的刀刃,将敌人拉至身前。 发起连续攻击后,沿直线方向返回原位。\n
"""
name = "近战 · 爆刃突袭"
ref = Ref.ZERODISTANCE
cellPos = (8,8)
learnLv = 35
masterLv = 60
@@ -940,6 +968,7 @@ class Skill27(ActiveBufferSkill):
协战师为小队提供的强化模件。 基于已收集的信息,重新定义[军械强化]效果,提供更加优化的增益。\n
"""
name = "军械强化 (进阶)"
ref = Ref.ENCHANTWEAPONOVERRIDE
cellPos = (1,9)
learnLv = 40
masterLv = 1
@@ -976,6 +1005,7 @@ class Skill28(ActiveBufferSkill):
    降低所受伤害、 进入霸体状态。\n
"""
name = "战服 · 护盾冲击"
ref = Ref.BREAKTHROUGH
cellPos = (6,9)
learnLv = 40
masterLv = 60
@@ -1039,6 +1069,7 @@ class Skill29(ActiveSkill):
    激光对敌人造成多段伤害,且激光所掠过的地面会即刻引爆,造成额外伤害。\n
"""
name = "战服 · 开拓射线"
ref = Ref.LASERBREACHING
cellPos = (7,10)
learnLv = 45
masterLv = 60
@@ -1116,6 +1147,7 @@ class Skill30(PassiveBufferSkill):
施放小队强化技能时,延长当前生效中的[军械强化]、 [装甲强化]的持续时间。\n
"""
name = "系统 · 作战应对"
ref = Ref.DEFENSESYSTEM
cellPos = (3,11)
learnLv = 48
masterLv = 40
@@ -1156,6 +1188,7 @@ class Skill31(ActiveBufferSkill):
该技能效果不与光明骑士 (男) 的[天启之光]、 光明骑士 (女) 的[圣光天启]、 小魔女的[开幕! 人偶剧场]、 缪斯的[梦想的舞台]技能效果叠加。\n
"""
name = "强袭策略 : 区域肃清"
ref = Ref.MOAS
cellPos = (4,11)
learnLv = 50
masterLv = 40
@@ -1203,6 +1236,7 @@ class Skill32(ActiveSkill):
    黄金时间内,可用复活币进行复活。\n
"""
name = "保护模件 (黄金复苏)"
ref = Ref.C_AED
cellPos = (1,12)
learnLv = 60
masterLv = 1
@@ -1233,6 +1267,7 @@ class Skill33(ActiveSkill):
无人机启动强大的力场,对敌人造成伤害。 力场存续期间,协战师免疫所有伤害。 力场被无人机回收时,将再次对敌人造成伤害。\n
"""
name = "系统 · 区域防御"
ref = Ref.DEFCON
cellPos = (2,12)
learnLv = 60
masterLv = 40
@@ -1287,6 +1322,7 @@ class Skill34(ActiveSkill):
立即从战斗服召唤6架小无人机,向前方发射直线激光。 随后协战师空翻撤至后方,回收无人机并挥舞,造成二次伤害。\n
"""
name = "战服 · 歼灭行动"
ref = Ref.EXTERMINATION
cellPos = (8,13)
learnLv = 70
masterLv = 40
@@ -1343,6 +1379,7 @@ class Skill35(PassiveBufferSkill):
    提升战勤统帅的精神、 基本攻击力和技能攻击力、 物理暴击率,并增加[保护模件 (缓冲)]的单次生成数量和最大累积上限。\n
"""
name = "系统 · 限制解除"
ref = Ref.RELEASEDEVICE
cellPos = (3,13)
learnLv = 75
masterLv = 40
@@ -1385,6 +1422,7 @@ class Skill36(ActiveSkill):
启动战斗服的超负荷极限输出程序,突进追踪前方射程范围内的所有敌人,造成高额伤害,随后回归原位。\n
"""
name = "战服 · 超限压制"
ref = Ref.SUPPRESSION
cellPos = (6,13)
learnLv = 75
masterLv = 40
@@ -1439,6 +1477,7 @@ class Skill37(ActiveSkill):
    降低所受伤害、 进入霸体状态。\n
"""
name = "战服 · 超负荷炮"
ref = Ref.OVERPOWERLASER
cellPos = (7,14)
learnLv = 80
masterLv = 40
@@ -1499,6 +1538,7 @@ class Skill38(ActiveSkill):
战勤统帅在判断小队即将全灭时,可启用的机密战术程序。 该程序需通过战勤统帅的权限启用,执行时激活自律神经系统约3秒,随后调用战斗服内置的所有兵器,发动毁天灭地的攻势。\n
"""
name = "绝境策略 : 极限歼灭"
ref = Ref.NOENEMY
cellPos = (6,14)
learnLv = 85
masterLv = 40
@@ -1536,6 +1576,7 @@ class Skill39(PassiveSkill):
    进入地下城时,重霄·协战师的战斗服外形将会改变。\n
"""
name = "系统常量 · 战斗服 (改良型)"
ref = Ref.CHOICESUIT
cellPos = (1,15)
learnLv = 95
masterLv = 1
@@ -1559,6 +1600,7 @@ class Skill40(PassiveBufferSkill):
    [近战 · 闪退射击] : 施放后立即为队员提供强化后的[保护模件 (缓冲)]效果。\n
"""
name = "系统 · 临战编程"
ref = Ref.HARDCODING
cellPos = (3,15)
learnLv = 95
masterLv = 40
@@ -1592,6 +1634,7 @@ class Skill41(ActiveSkill):
    待司令部审批期间,可格挡或闪避所有伤害。\n
"""
name = "系统 · 孤军突破"
ref = Ref.BREAKPOCKET
cellPos = (2,15)
learnLv = 95
masterLv = 40
@@ -1636,6 +1679,7 @@ class Skill42(ActiveBufferSkill):
    若关联技能还在冷却中,则无法施放三次觉醒技能。\n
"""
name = "空袭策略 : 神兵天降"
ref = Ref.HALO
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -12,6 +12,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.gunner_female.ranger_female import RangerFemaleSkillRef as Ref
prefix = "gunner_female/ranger_female/cn/skillDetail"
@@ -25,6 +26,7 @@ class Skill0(ActiveSkill):
转职为弹药专家或协战师后,技能类型变为独立攻击力。\n
"""
name = "后撩踢"
ref = Ref.AERIALKNEE
cellPos = (5,1)
learnLv = 1
masterLv = 10
@@ -54,6 +56,7 @@ class Skill1(ActiveSkill):
转职为协战师后,技能类型变为独立攻击力。\n
"""
name = "浮空弹"
ref = Ref.LIFTSHOT
cellPos = (3,1)
learnLv = 1
masterLv = 60
@@ -96,6 +99,7 @@ class Skill2(PassiveSkill):
在决斗场中特有技能的攻击力和效果均有下调。\n
"""
name = "双枪极舞刃"
ref = Ref.TWINGUNBLADE
cellPos = (8,1)
learnLv = 1
masterLv = 1
@@ -132,6 +136,7 @@ class Skill3(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -155,6 +160,7 @@ class Skill4(PassiveSkill):
在决斗场中,增益/减益技能、 被动技能的技能攻击力增加效果对[基础精通]无影响。\n
"""
name = "基础精通"
ref = Ref.BASICATTACKUP
learnLv = 1
masterLv = 115
maxLv = 200
@@ -182,6 +188,7 @@ class Skill5(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -223,6 +230,7 @@ class Skill6(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -245,6 +253,7 @@ class Skill7(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -268,6 +277,7 @@ class Skill8(ActiveSkill):
若发射中按住向上方向键,则可以向上发射。\n
"""
name = "M-137格林机枪"
ref = Ref.GATLING
learnLv = 5
masterLv = 60
maxLv = 70
@@ -303,6 +313,7 @@ class Skill9(ActiveSkill):
在地下城中不会被敌人击中,在决斗场中适用独立的生命值和防御力。\n
"""
name = "RX-78追击者"
ref = Ref.ROBOTRX78
learnLv = 5
masterLv = 60
maxLv = 70
@@ -333,6 +344,7 @@ class Skill10(ActiveSkill):
攻击不死族、 恶魔、 精灵类怪物时,可以大幅度增加伤害值。\n
"""
name = "银弹"
ref = Ref.SILVERBULLET
cellPos = (7,2)
learnLv = 5
masterLv = 20
@@ -362,6 +374,7 @@ class Skill11(PassiveSkill):
使重火器的拔出动作出现攻击判定,命中敌人后可以将敌人击退。\n
"""
name = "重火器拔击"
ref = Ref.HITONSUBWEAPON
learnLv = 5
masterLv = 1
maxLv = 11
@@ -389,6 +402,7 @@ class Skill12(ActiveSkill):
转职为协战师后,技能类型变为独立攻击力。\n
"""
name = "上旋踢"
ref = Ref.WINDMILL
cellPos = (2,3)
learnLv = 10
masterLv = 60
@@ -424,6 +438,7 @@ class Skill13(ActiveSkill):
转职为协战师时,技能类型变为独立攻击力; 仅射击2次。\n
"""
name = "钉刺射"
ref = Ref.PUNISHER
cellPos = (0,3)
learnLv = 10
masterLv = 60
@@ -456,6 +471,7 @@ class Skill14(ActiveSkill):
对无法抓取的敌人不适用控制效果,只能造成后撩踢的攻击伤害。\n
"""
name = "炙烤"
ref = Ref.AERIALGATLING
cellPos = (4,3)
learnLv = 10
masterLv = 60
@@ -485,6 +501,7 @@ class Skill15(ActiveSkill):
在决斗场中无法强制中断。\n
"""
name = "浮空铲"
ref = Ref.HIGHANGLESLIDING
cellPos = (6,3)
learnLv = 10
masterLv = 1
@@ -514,6 +531,7 @@ class Skill16(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -541,6 +559,7 @@ class Skill17(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -566,6 +585,7 @@ class Skill18(ActiveSkill):
向敌人脚下的地面快速连续射击,溅起尘土,对敌人造成伤害。\n
"""
name = "烟尘弹"
ref = Ref.ATDUSTSHOOT
cellPos = (1,3)
learnLv = 10
masterLv = 60
@@ -596,6 +616,7 @@ class Skill19(ActiveSkill):
且有极高的暴击率和穿刺力。\n
"""
name = "溃灭射击"
ref = Ref.HEADSHOT
cellPos = (3,4)
learnLv = 15
masterLv = 60
@@ -622,7 +643,7 @@ class Skill19(ActiveSkill):
# 迁移前实现(保留对照):
# associate = [{"type":"+dataplus0","data":data0,"skills":["心灵反击","溃灭回射"],"ratio":1}]# noqa: E501
associate = [
SkillEffect(attribute=ExtraData(0), operation=Operation.ADD, value=LevelTable(data0), skills=['心灵反击', '溃灭回射']),
SkillEffect(attribute=ExtraData(0), operation=Operation.ADD, value=LevelTable(data0), skills=[Ref.COUNTERSHOOT, Ref.TURNINGSHOOT]),
]
# 刺踢
@@ -635,6 +656,7 @@ class Skill20(ActiveSkill):
转职为协战师后,技能类型变为独立攻击力。\n
"""
name = "刺踢"
ref = Ref.FASTKNEE
cellPos = (5,4)
learnLv = 15
masterLv = 60
@@ -673,6 +695,7 @@ class Skill21(ActiveSkill):
技能等级越高,被攻击对象的僵直时间就越长。\n
"""
name = "M-3喷火器"
ref = Ref.FLAMETHROWER
cellPos = (9,4)
learnLv = 15
masterLv = 60
@@ -706,6 +729,7 @@ class Skill22(PassiveSkill):
增加物理攻击力和暴击率,改装升级左轮枪的膛线、 弹仓和弹夹,增加左轮枪的装弹数、 连射速度、 贯穿力、 攻击速度和移动速度,并减少填装时间。\n
"""
name = "左轮奥义"
ref = Ref.POWERUPREVOLVER
cellPos = (1,4)
learnLv = 15
masterLv = 10
@@ -749,6 +773,7 @@ class Skill23(ActiveSkill):
增加跳跃攻击的空中停留时间以及跳跃射击的攻击力和射击次数上限,效果持续一定时间。\n
"""
name = "空中射击"
ref = Ref.STAYONJUMPSHOOT
cellPos = (8,4)
learnLv = 15
masterLv = 10
@@ -783,6 +808,7 @@ class Skill24(ActiveSkill):
G-14手雷有最大填装数和填装冷却时间,按上、 下方向键后施放技能时,可以调整投掷位置。 转职成为弹药专家时,可以强制中断基本攻击动作,投掷G-14手雷。\n
"""
name = "G-14手雷"
ref = Ref.GRENADENONE
cellPos = (7,4)
learnLv = 15
masterLv = 60
@@ -817,6 +843,7 @@ class Skill25(ActiveSkill):
利用枪械进行格挡,可以减少所受敌人远程攻击的伤害。 有一定几率可以抵挡全部伤害。\n
"""
name = "远程格挡"
ref = Ref.BULLETGUARD
cellPos = (6,5)
learnLv = 20
masterLv = 10
@@ -854,6 +881,7 @@ class Skill26(PassiveSkill):
在决斗场中,技能可强制中断次数为0。\n
"""
name = "花式枪术"
ref = Ref.STYLISH
cellPos = (1,5)
learnLv = 20
masterLv = 10
@@ -893,6 +921,7 @@ class Skill27(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -916,6 +945,7 @@ class Skill28(PassiveSkill):
转职为漫游枪手后,增加精通等级。\n
"""
name = "快速拔枪"
ref = Ref.FASTSHOOT
cellPos = (7,6)
learnLv = 25
masterLv = 10
@@ -947,6 +977,7 @@ class Skill29(ActiveSkill):
在决斗场中无法眩晕敌人,但是可以解除敌人的霸体状态,且远距离击退敌人。 决斗场中也无法维持准备动作,且无法中断[心灵反击]的施放。\n
"""
name = "心灵反击"
ref = Ref.COUNTERSHOOT
cellPos = (5,6)
learnLv = 25
masterLv = 1
@@ -987,6 +1018,7 @@ class Skill30(ActiveSkill):
施放技能时,若再次输入技能快捷键,则可以将敌人推开; 若此时第二次输入技能键,则可以将推开的敌人吸附到身边。\n
"""
name = "锁链截击"
ref = Ref.CHAINSNATCH
cellPos = (1,6)
learnLv = 25
masterLv = 60
@@ -1027,6 +1059,7 @@ class Skill31(ActiveSkill):
并增加该技能的伤害; 魔法值与当前的[溃灭射击]相同。\n
"""
name = "溃灭回射"
ref = Ref.TURNINGSHOOT
cellPos = (4,7)
learnLv = 30
masterLv = 1
@@ -1056,6 +1089,7 @@ class Skill32(ActiveSkill):
被[音速劫击]命中的敌人,会受到多段攻击伤害并向前飞出。\n
"""
name = "音速劫击"
ref = Ref.AIRRAID
cellPos = (2,7)
learnLv = 30
masterLv = 60
@@ -1090,6 +1124,7 @@ class Skill33(ActiveSkill):
命中率增加效果需在施放技能后持续装备左轮枪,才能维持生效。\n
"""
name = "死亡左轮"
ref = Ref.REVOLVERCRITICALDAMAGEUP
cellPos = (6,7)
learnLv = 30
masterLv = 10
@@ -1122,6 +1157,7 @@ class Skill34(ActiveSkill):
若施放后连续按攻击键或技能快捷键,则可以更快地发射子弹; 若按跳跃键,则可以中断该技能。\n
"""
name = "枪舞"
ref = Ref.RANDOMSHOOT
cellPos = (5,8)
learnLv = 35
masterLv = 60
@@ -1189,6 +1225,7 @@ class Skill35(ActiveSkill):
在决斗场中,移动射击时不会进入霸体状态。\n
"""
name = "移动射击"
ref = Ref.WALKSHOOT
cellPos = (7,8)
learnLv = 35
masterLv = 60
@@ -1249,6 +1286,7 @@ class Skill36(ActiveSkill):
每次发射可以用方向键控制发射方向,并给该方向的多个敌人造成伤害。\n
"""
name = "多重射击"
ref = Ref.MULTIHEADSHOT
cellPos = (4,9)
learnLv = 40
masterLv = 60
@@ -1310,6 +1348,7 @@ class Skill37(ActiveSkill):
在决斗场中抓取手枪后,不会进入霸体状态。\n
"""
name = "双鹰回旋"
ref = Ref.DOUBLEGUNHAWK
cellPos = (5,10)
learnLv = 45
masterLv = 60
@@ -1384,6 +1423,7 @@ class Skill38(PassiveSkill):
- [后撩踢]、 [浮空铲]、 [上旋踢]、 [刺踢]、 [锁链截击] (体术)、 [音速劫击] (体术)、 [绯红盛宴]、 [回闪劫击]、 [死亡锁链]、 [锁链切割]、 [毁灭风暴] (射击)、 [盛放·绯红花园] (射击)\n
"""
name = "隐匿切割"
ref = Ref.VEILEDCUT
cellPos = (2,11)
learnLv = 48
masterLv = 40
@@ -1420,6 +1460,7 @@ class Skill39(ActiveSkill):
按向前方向键,可以增加最后一击前近距离。\n
"""
name = "绯红盛宴"
ref = Ref.BLOODYCARNIVAL
cellPos = (6,11)
learnLv = 50
masterLv = 40
@@ -1453,6 +1494,7 @@ class Skill40(ActiveSkill):
在空中和[上旋踢]施放过程中也可以发动该技能。\n
"""
name = "回闪劫击"
ref = Ref.AIRRAIDEX
cellPos = (3,12)
learnLv = 60
masterLv = 40
@@ -1513,6 +1555,7 @@ class Skill41(ActiveSkill):
射击时,按跳跃键可以强制中断技能。\n
"""
name = "压制射击"
ref = Ref.SUPPRESSINGFIRE
cellPos = (4,13)
learnLv = 70
masterLv = 40
@@ -1573,6 +1616,7 @@ class Skill42(PassiveSkill):
学习该技能后,增加出血状态的持续时间,并增加基本攻击力和技能攻击力。\n
"""
name = "枪刃改良"
ref = Ref.SAWBLADE
cellPos = (2,13)
learnLv = 75
masterLv = 40
@@ -1604,6 +1648,7 @@ class Skill43(ActiveSkill):
若持续时间内没有再次按技能键,则不发动射击。\n
"""
name = "死亡锁链"
ref = Ref.KILLPOINT
cellPos = (6,13)
learnLv = 75
masterLv = 40
@@ -1675,6 +1720,7 @@ class Skill44(ActiveSkill):
向前方大范围挥舞2次枪刃,将敌人拉过来之后再次强力挥割敌人。\n
"""
name = "锁链切割"
ref = Ref.CHAINDEVIDER
cellPos = (1,14)
learnLv = 80
masterLv = 40
@@ -1738,6 +1784,7 @@ class Skill45(ActiveSkill):
向周围投掷多把枪刃向前突进,同时将大范围的敌人聚集到一起给予毁灭性的强力射击。\n
"""
name = "血舞祭"
ref = Ref.BLOODNCHAIN
cellPos = (5,14)
learnLv = 85
masterLv = 40
@@ -1774,6 +1821,7 @@ class Skill46(PassiveSkill):
射击攻击力以[音速劫击]物理攻击力的一定比率适用。\n
"""
name = "锁链意志"
ref = Ref.CHAINENLIGHTEN
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -1800,7 +1848,7 @@ class Skill46(PassiveSkill):
# associate = [{"data":data0},{"data":data1,"type":"=power0","skills":["锁链截击"]}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0))),
SkillEffect(attribute=Power(0), operation=Operation.ASSIGN, value=LevelTable(data1), skills=['锁链截击']),
SkillEffect(attribute=Power(0), operation=Operation.ASSIGN, value=LevelTable(data1), skills=[Ref.CHAINSNATCH]),
]
# 毁灭风暴
@@ -1814,6 +1862,7 @@ class Skill47(ActiveSkill):
斩击过程中,按跳跃键可以中断攻击。\n
"""
name = "毁灭风暴"
ref = Ref.RUINATIONAREA
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -1870,6 +1919,7 @@ class Skill48(ActiveSkill):
若关联的技能还在冷却中,则无法使用三次觉醒技能。\n
"""
name = "盛放·绯红花园"
ref = Ref.CRIMSONGARDEN
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -10,6 +10,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.gunner_female.spitfire_female import SpitfireFemaleSkillRef as Ref
prefix = "gunner_female/spitfire_female/cn/skillDetail"
@@ -24,6 +25,7 @@ class Skill0(ActiveSkill):
转职为弹药专家或协战师后,技能类型变为独立攻击力。\n
"""
name = "后撩踢"
ref = Ref.AERIALKNEE
learnLv = 1
masterLv = 10
maxLv = 20
@@ -53,6 +55,7 @@ class Skill1(ActiveSkill):
转职为协战师后,技能类型变为独立攻击力。\n
"""
name = "浮空弹"
ref = Ref.LIFTSHOT
learnLv = 1
masterLv = 60
maxLv = 70
@@ -79,6 +82,7 @@ class Skill2(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -102,6 +106,7 @@ class Skill3(PassiveSkill):
在决斗场中,增益/减益技能、 被动技能的技能攻击力增加效果对[基础精通]无影响。\n
"""
name = "基础精通"
ref = Ref.BASICATTACKUP
learnLv = 1
masterLv = 115
maxLv = 200
@@ -129,6 +134,7 @@ class Skill4(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -160,6 +166,7 @@ class Skill5(PassiveSkill):
在决斗场中,无法转换攻击类型,适用技能固有的攻击类型。\n
"""
name = "攻击类型转换"
ref = Ref.CONVERSION
learnLv = 1
masterLv = 1
maxLv = 1
@@ -194,6 +201,7 @@ class Skill6(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -216,6 +224,7 @@ class Skill7(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -239,6 +248,7 @@ class Skill8(ActiveSkill):
若发射中按住向上方向键,则可以向上发射。\n
"""
name = "M-137格林机枪"
ref = Ref.GATLING
learnLv = 5
masterLv = 60
maxLv = 70
@@ -274,6 +284,7 @@ class Skill9(ActiveSkill):
在地下城中不会被敌人击中,在决斗场中适用独立的生命值和防御力。\n
"""
name = "RX-78追击者"
ref = Ref.ROBOTRX78
learnLv = 5
masterLv = 60
maxLv = 70
@@ -304,6 +315,7 @@ class Skill10(ActiveSkill):
攻击不死族、 恶魔、 精灵类怪物时,可以大幅度增加伤害值。\n
"""
name = "银弹"
ref = Ref.SILVERBULLET
learnLv = 5
masterLv = 20
maxLv = 30
@@ -332,6 +344,7 @@ class Skill11(PassiveSkill):
使重火器的拔出动作出现攻击判定,命中敌人后可以将敌人击退。\n
"""
name = "重火器拔击"
ref = Ref.HITONSUBWEAPON
learnLv = 5
masterLv = 1
maxLv = 11
@@ -359,6 +372,7 @@ class Skill12(ActiveSkill):
转职为协战师后,技能类型变为独立攻击力。\n
"""
name = "上旋踢"
ref = Ref.WINDMILL
learnLv = 10
masterLv = 60
maxLv = 70
@@ -393,6 +407,7 @@ class Skill13(ActiveSkill):
转职为协战师时,技能类型变为独立攻击力; 仅射击2次。\n
"""
name = "钉刺射"
ref = Ref.PUNISHER
learnLv = 10
masterLv = 60
maxLv = 70
@@ -423,6 +438,7 @@ class Skill14(ActiveSkill):
对无法抓取的敌人不适用控制效果,只能造成后撩踢的攻击伤害。\n
"""
name = "炙烤"
ref = Ref.AERIALGATLING
learnLv = 10
masterLv = 60
maxLv = 70
@@ -451,6 +467,7 @@ class Skill15(ActiveSkill):
在决斗场中无法强制中断。\n
"""
name = "浮空铲"
ref = Ref.HIGHANGLESLIDING
learnLv = 10
masterLv = 1
maxLv = 1
@@ -478,6 +495,7 @@ class Skill16(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -506,6 +524,7 @@ class Skill17(ActiveSkill):
"""
name = '跃翔'
ref = Ref.JUMPPOWERUP
cellPos = (6,0)
learnLv = 10
masterLv = 1
@@ -531,6 +550,7 @@ class Skill18(ActiveSkill):
向敌人脚下的地面快速连续射击,溅起尘土,对敌人造成伤害。\n
"""
name = "烟尘弹"
ref = Ref.ATDUSTSHOOT
learnLv = 10
masterLv = 60
maxLv = 70
@@ -567,6 +587,7 @@ class Skill19(ActiveSkill):
"""
name = '特性弹'
ref = Ref.BULLETSPECIFIC
cellPos = (4,4)
learnLv = 15
masterLv = 10
@@ -609,6 +630,7 @@ class Skill20(ActiveSkill):
转职为协战师后,技能类型变为独立攻击力。\n
"""
name = "刺踢"
ref = Ref.FASTKNEE
learnLv = 15
masterLv = 60
maxLv = 70
@@ -646,6 +668,7 @@ class Skill21(ActiveSkill):
技能等级越高,被攻击对象的僵直时间就越长。\n
"""
name = "M-3喷火器"
ref = Ref.FLAMETHROWER
learnLv = 15
masterLv = 60
maxLv = 70
@@ -693,6 +716,7 @@ class Skill22(PassiveSkill):
"""
name = '单兵推进器'
ref = Ref.NITROMOTOR
cellPos = (8,4)
learnLv = 15
masterLv = 10
@@ -722,8 +746,8 @@ class Skill22(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'data': data0, 'skills': ['交叉射击', '聚合弹', '凝固汽油弹', '超真空弹 : 切利']}, {'data': data1, 'skills': ['爆裂弹']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), skills=['交叉射击', '聚合弹', '凝固汽油弹', '超真空弹 : 切利']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=['爆裂弹']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), skills=[Ref.CROSSSHOOT, Ref.CHARGEBUSTER, Ref.NAPALMBOMB, Ref.CHELLI]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=[Ref.BULLETEXPLOSIVE]),
]
# 空中射击
@@ -735,6 +759,7 @@ class Skill23(ActiveSkill):
"""
name = '空中射击'
ref = Ref.STAYONJUMPSHOOT
cellPos = (7,4)
learnLv = 15
masterLv = 1
@@ -769,6 +794,7 @@ class Skill24(ActiveSkill):
"""
name = 'G-14手雷'
ref = Ref.GRENADENONE
cellPos = (5,4)
learnLv = 15
masterLv = 60
@@ -813,6 +839,7 @@ class Skill25(ActiveSkill):
"""
name = '超负荷装填'
ref = Ref.OVERCHARGE
cellPos = (3,4)
learnLv = 15
masterLv = 10
@@ -838,6 +865,7 @@ class Skill26(PassiveSkill):
"""
name = '弹药改良'
ref = Ref.BULLETREINFORCE
cellPos = (1,5)
learnLv = 20
masterLv = 10
@@ -878,6 +906,7 @@ class Skill27(PassiveSkill):
"""
name = '手雷精通'
ref = Ref.STRAYBULLETMASTERY
cellPos = (6,5)
learnLv = 20
masterLv = 10
@@ -901,7 +930,7 @@ class Skill27(PassiveSkill):
# ]
# return super().effect(old, new)
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0) * Read(SkillAttribute.RATIO)), skills=['G-14手雷', 'G-35L感电手雷', 'G-18C冰冻手雷']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0) * Read(SkillAttribute.RATIO)), skills=[Ref.GRENADENONE, Ref.GRENADELIGHT, Ref.GRENADEWATER]),
]
@@ -913,6 +942,7 @@ class Skill28(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -936,6 +966,7 @@ class Skill29(PassiveSkill):
"""
name = '兵器研究'
ref = Ref.WEAPONEXPERT
cellPos = (0,5)
learnLv = 20
masterLv = 10
@@ -966,7 +997,7 @@ class Skill29(PassiveSkill):
# associate = [{'data': data0, 'type': '$*PAtkI'}, {'data': data2, 'type': '*cdReduce', 'exceptSkills': ['EMP磁暴', '决战之日', '终解·制空霸权']}]
associate = [
CharacterEffect(attribute=CharacterAttribute.P_ATK_I, value=1 + Percent(LevelTable(data0))),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data2)), except_skills=['EMP磁暴', '决战之日', '终解·制空霸权']),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data2)), except_skills=[Ref.EMPSTORM, Ref.DDAY, Ref.DEFINITESOLUTION]),
]
# M18阔剑地雷
@@ -981,6 +1012,7 @@ class Skill30(ActiveSkill):
"""
name = 'M18阔剑地雷'
ref = Ref.M18CLAYMORE
cellPos = (8,5)
learnLv = 20
masterLv = 60
@@ -1022,6 +1054,7 @@ class Skill31(PassiveSkill):
"""
name = '快速拔枪'
ref = Ref.FASTSHOOT
cellPos = (9,6)
learnLv = 25
masterLv = 5
@@ -1050,6 +1083,7 @@ class Skill32(ActiveSkill):
"""
name = '交叉射击'
ref = Ref.CROSSSHOOT
cellPos = (3,6)
learnLv = 25
masterLv = 60
@@ -1088,6 +1122,7 @@ class Skill33(ActiveSkill):
"""
name = 'G-35L感电手雷'
ref = Ref.GRENADELIGHT
cellPos = (5,6)
learnLv = 25
masterLv = 60
@@ -1140,6 +1175,7 @@ class Skill34(ActiveSkill):
"""
name = '爆裂弹'
ref = Ref.BULLETEXPLOSIVE
cellPos = (4,7)
learnLv = 30
masterLv = 10
@@ -1182,6 +1218,7 @@ class Skill35(ActiveSkill):
"""
name = '贯穿弹'
ref = Ref.BULLETPENETRATE
cellPos = (2,7)
learnLv = 30
masterLv = 10
@@ -1224,6 +1261,7 @@ class Skill36(ActiveSkill):
"""
name = 'G-18C冰冻手雷'
ref = Ref.GRENADEWATER
cellPos = (6,7)
learnLv = 30
masterLv = 60
@@ -1275,6 +1313,7 @@ class Skill37(ActiveSkill):
"""
name = 'C4飞弹'
ref = Ref.C4
cellPos = (8,8)
learnLv = 35
masterLv = 60
@@ -1331,6 +1370,7 @@ class Skill38(ActiveSkill):
"""
name = '聚合弹'
ref = Ref.CHARGEBUSTER
cellPos = (3,8)
learnLv = 35
masterLv = 60
@@ -1379,6 +1419,7 @@ class Skill39(ActiveSkill):
"""
name = '凝固汽油弹'
ref = Ref.NAPALMBOMB
cellPos = (3,9)
learnLv = 40
masterLv = 60
@@ -1441,6 +1482,7 @@ class Skill40(ActiveSkill):
"""
name = '镭射狙击'
ref = Ref.LOCKONSUPPORT
cellPos = (5,10)
learnLv = 45
masterLv = 60
@@ -1500,6 +1542,7 @@ class Skill41(PassiveSkill):
"""
name = '弹药强化'
ref = Ref.WEAPONREINFORCE
cellPos = (4,11)
learnLv = 48
masterLv = 40
@@ -1530,6 +1573,7 @@ class Skill42(ActiveSkill):
"""
name = 'EMP磁暴'
ref = Ref.EMPSTORM
cellPos = (7,11)
learnLv = 50
masterLv = 40
@@ -1570,6 +1614,7 @@ class Skill43(ActiveSkill):
"""
name = 'G-61重力手雷'
ref = Ref.GRAVITYGRENADE
cellPos = (5,12)
learnLv = 60
masterLv = 40
@@ -1634,6 +1679,7 @@ class Skill44(ActiveSkill):
"""
name = '超真空弹 : 切利'
ref = Ref.CHELLI
cellPos = (3,13)
learnLv = 70
masterLv = 40
@@ -1696,6 +1742,7 @@ class Skill45(PassiveSkill):
"""
name = '制空掌握'
ref = Ref.KEYOFPROOF
cellPos = (1,13)
learnLv = 75
masterLv = 40
@@ -1726,6 +1773,7 @@ class Skill46(ActiveSkill):
"""
name = '开火'
ref = Ref.OPENFIRE
cellPos = (7,13)
learnLv = 75
masterLv = 40
@@ -1780,6 +1828,7 @@ class Skill47(ActiveSkill):
"""
name = '光子霰雷发射器'
ref = Ref.PHOTOBILIZER
cellPos = (4,14)
learnLv = 80
masterLv = 40
@@ -1839,6 +1888,7 @@ class Skill48(ActiveSkill):
"""
name = '决战之日'
ref = Ref.DDAY
cellPos = (6,14)
learnLv = 85
masterLv = 40
@@ -1869,6 +1919,7 @@ class Skill49(PassiveSkill):
"""
name = '单兵推进器-02X'
ref = Ref.N_02X
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -1894,7 +1945,7 @@ class Skill49(PassiveSkill):
# ]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0))),
SkillEffect(attribute=SkillAttribute.RATIO, value=1 + Percent(LevelTable(data1)), skills=['手雷精通']),
SkillEffect(attribute=SkillAttribute.RATIO, value=1 + Percent(LevelTable(data1)), skills=[Ref.STRAYBULLETMASTERY]),
]
# 空袭战略
@@ -1911,6 +1962,7 @@ class Skill50(ActiveSkill):
"""
name = '空袭战略'
ref = Ref.STANDBYREADY
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -1945,6 +1997,7 @@ class Skill51(ActiveSkill):
"""
name = '终解·制空霸权'
ref = Ref.DEFINITESOLUTION
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -10,6 +10,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.gunner_male.assault import AssaultSkillRef as Ref
prefix = "gunner_male/assault/cn/skillDetail"
@@ -21,6 +22,7 @@ class Skill0(ActiveSkill):
向敌人发出强威力的膝撞并使其浮空,发动的瞬间存在霸体判定。\n
"""
name = "膝撞"
ref = Ref.AERIALKNEE
learnLv = 1
masterLv = 10
maxLv = 20
@@ -49,6 +51,7 @@ class Skill1(ActiveSkill):
向敌人发射1发子弹并使其浮空。\n
"""
name = "浮空弹"
ref = Ref.LIFTSHOT
learnLv = 1
masterLv = 60
maxLv = 70
@@ -75,6 +78,7 @@ class Skill2(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -98,6 +102,7 @@ class Skill3(PassiveSkill):
在决斗场中,增益/减益技能、 被动技能的技能攻击力增加效果对[基础精通]无影响。\n
"""
name = "基础精通"
ref = Ref.BASICATTACKUP
learnLv = 1
masterLv = 115
maxLv = 200
@@ -120,7 +125,7 @@ class Skill3(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'type': '*skillDamage', 'data': [i - 100 if i > 0 else 0 for i in data0], 'skills': ['瞄准射击']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=['瞄准射击']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=[Ref.AIMSHOOT]),
]
# 受身蹲伏
@@ -131,6 +136,7 @@ class Skill4(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -171,6 +177,7 @@ class Skill5(PassiveSkill):
决斗场中,适用[心脏驱动]增益后,才能使用超频系列技能和强制中断施放后僵直。\n
"""
name = "合金改装"
ref = Ref.ALTERATION
learnLv = 1
masterLv = 1
maxLv = 1
@@ -207,6 +214,7 @@ class Skill6(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -229,6 +237,7 @@ class Skill7(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -255,6 +264,7 @@ class Skill8(ActiveSkill):
卫星射击对击范围内的所有敌人造成伤害,相比[M-137格林机枪]攻击次数减少,但破坏力更强。\n
"""
name = "M-137格林机枪"
ref = Ref.GATLING
learnLv = 5
masterLv = 60
maxLv = 70
@@ -291,6 +301,7 @@ class Skill9(ActiveSkill):
对建筑型护甲的敌人可以造成125%的伤害。\n
"""
name = "RX-78追击者"
ref = Ref.ROBOTRX78
learnLv = 5
masterLv = 60
maxLv = 70
@@ -321,6 +332,7 @@ class Skill10(ActiveSkill):
移动中途按相反方向键并发动基本攻击或转职技能时,转向后方发动攻击。\n
"""
name = "超频 : 压制"
ref = Ref.SUPPRESS
learnLv = 5
masterLv = 60
maxLv = 70
@@ -347,6 +359,7 @@ class Skill11(ActiveSkill):
前冲攻击或者倒地时按攻击键,可以发动回旋踢的同时站立。\n
"""
name = "回旋踢"
ref = Ref.WINDMILL
learnLv = 10
masterLv = 60
maxLv = 70
@@ -381,6 +394,7 @@ class Skill12(ActiveSkill):
在决斗场中,[花式枪术]附加效果不生效。\n
"""
name = "踏射"
ref = Ref.PUNISHER
learnLv = 10
masterLv = 60
maxLv = 70
@@ -410,6 +424,7 @@ class Skill13(ActiveSkill):
攻击型抓取判断 : 对霸体状态、 防御状态、 无法抓取的敌人不适用控制效果,只能造成膝撞攻击伤害。\n
"""
name = "炙烤"
ref = Ref.AERIALGATLING
learnLv = 10
masterLv = 60
maxLv = 70
@@ -438,6 +453,7 @@ class Skill14(ActiveSkill):
在决斗场中无法强制中断。\n
"""
name = "浮空铲"
ref = Ref.HIGHANGLESLIDING
learnLv = 10
masterLv = 1
maxLv = 1
@@ -465,6 +481,7 @@ class Skill15(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -492,6 +509,7 @@ class Skill16(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -519,6 +537,7 @@ class Skill17(ActiveSkill):
拔枪动作命中敌人时,可将敌人击退。\n
"""
name = "烟尘弹"
ref = Ref.DUSTSHOOT
learnLv = 10
masterLv = 60
maxLv = 70
@@ -553,6 +572,7 @@ class Skill18(ActiveSkill):
向前方敌人发出肉眼无法看清的快踢攻击,可以击退敌人并有一定几率使其进入眩晕状态。\n
"""
name = "瞬踢"
ref = Ref.FASTKNEE
learnLv = 15
masterLv = 60
maxLv = 70
@@ -588,6 +608,7 @@ class Skill19(ActiveSkill):
增加跳跃攻击的空中停留时间以及跳跃射击的攻击力和射击次数上限,效果持续一定时间。\n
"""
name = "空中射击"
ref = Ref.STAYONJUMPSHOOT
learnLv = 15
masterLv = 10
maxLv = 20
@@ -620,6 +641,7 @@ class Skill20(PassiveSkill):
增加物理攻击力。 装备自动手枪时,增加命中率。\n
"""
name = "合金战士自动手枪精通"
ref = Ref.AUTOMATICPISTOLMASTERY_ASSAULT
learnLv = 15
masterLv = 10
maxLv = 20
@@ -653,6 +675,7 @@ class Skill21(ActiveSkill):
步枪射击攻击力受[基础精通]影响。\n
"""
name = "瞄准射击"
ref = Ref.AIMSHOOT
learnLv = 15
masterLv = 1
maxLv = 1
@@ -679,7 +702,7 @@ class Skill21(ActiveSkill):
self.cdReduce *= 1 - 0.3
def getSkillCD(self,mode):
pre = self.char.GetSkillByName("雷达扫射")
pre = self.char.GetSkill(Ref.DIRECTFEEDBACK)
if pre.vp == 2:
return pre.getSkillCD(mode)
else:
@@ -693,6 +716,7 @@ class Skill22(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -716,6 +740,7 @@ class Skill23(PassiveSkill):
增加基本攻击力、 转职技能攻击力和物理暴击率。\n
"""
name = "弱点扫描"
ref = Ref.SENSIBILITY
learnLv = 20
masterLv = 10
maxLv = 20
@@ -748,6 +773,7 @@ class Skill24(ActiveSkill):
拔枪动作命中敌人时,可将敌人击退。\n
"""
name = "改装榴弹"
ref = Ref.BURSTBOMB
learnLv = 20
masterLv = 60
maxLv = 70
@@ -785,6 +811,7 @@ class Skill25(ActiveSkill):
挥动改造型自动手枪的枪托攻击敌人,命中时将敌人击退并强制控制一定时间。\n
"""
name = "枪托强击"
ref = Ref.BASHSTOCK
learnLv = 20
masterLv = 60
maxLv = 70
@@ -815,6 +842,7 @@ class Skill26(PassiveSkill):
快速拔枪攻击敌人,发动后可以增加攻击速度和普通射击的攻击力。 转职为漫游枪手后增加精通等级。\n
"""
name = "快速拔枪"
ref = Ref.FASTSHOOT
learnLv = 25
masterLv = 5
maxLv = 20
@@ -843,6 +871,7 @@ class Skill27(ActiveSkill):
合金战士发动多个所受伤害减少效果时,仅适用效果最高的1种。\n
"""
name = "超频 : 重盾保卫"
ref = Ref.BODYBUNKER
learnLv = 25
masterLv = 60
maxLv = 70
@@ -879,6 +908,7 @@ class Skill28(ActiveSkill):
增加基本攻击力和转职技能的攻击力、 攻击速度和移动速度。\n
"""
name = "心脏驱动"
ref = Ref.ACTIVATION
learnLv = 25
masterLv = 10
maxLv = 20
@@ -911,6 +941,7 @@ class Skill29(PassiveSkill):
增加[烟尘弹]的攻击力和攻击范围。\n
"""
name = "改造烟尘弹"
ref = Ref.ALTERATIONDUSTSHOOT
learnLv = 25
masterLv = 1
maxLv = 1
@@ -931,7 +962,7 @@ class Skill29(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'data': data0, 'skills': ['烟尘弹']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), skills=['烟尘弹']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), skills=[Ref.DUSTSHOOT]),
]
# 三连霰弹
@@ -943,6 +974,7 @@ class Skill30(ActiveSkill):
拔枪动作命中敌人时,可将敌人击退。\n
"""
name = "三连霰弹"
ref = Ref.TRIPLEGUNSHOT
learnLv = 30
masterLv = 60
maxLv = 70
@@ -982,6 +1014,7 @@ class Skill31(ActiveSkill):
手雷滚动到尽头时组件全部展开后引发爆炸。\n
"""
name = "磁力手雷"
ref = Ref.NEODYMIUMFUSEE
learnLv = 30
masterLv = 60
maxLv = 70
@@ -1019,6 +1052,7 @@ class Skill32(ActiveSkill):
在一定范围内击中过的敌人中,追踪并用肩部撞击其中最强大的敌人。 然后,利用后坐力向后退,并发射机械臂上装备的炮筒。\n
"""
name = "超频 : 机械冲撞"
ref = Ref.BREACHINGDOWN
learnLv = 35
masterLv = 60
maxLv = 70
@@ -1078,6 +1112,7 @@ class Skill33(ActiveSkill):
炸弹飞出后嵌入地面,引发冲击波; 然后炸弹内的弹药四溅,引发连锁爆炸。\n
"""
name = "爆裂飞踢"
ref = Ref.MCPICE
learnLv = 35
masterLv = 60
maxLv = 70
@@ -1146,6 +1181,7 @@ class Skill34(ActiveSkill):
按前方向键,可向前方跳跃。\n
"""
name = "战略轰炸"
ref = Ref.SCORCHTACTICS
learnLv = 40
masterLv = 60
maxLv = 70
@@ -1212,6 +1248,7 @@ class Skill35(ActiveSkill):
若识别敌人失败,则剩余冷却时间减少为5秒。\n
"""
name = "雷达扫射"
ref = Ref.DIRECTFEEDBACK
learnLv = 45
masterLv = 60
maxLv = 70
@@ -1280,6 +1317,7 @@ class Skill36(PassiveSkill):
增加基本攻击力、 转职技能的攻击力和物理暴击率。\n
"""
name = "机体复原"
ref = Ref.RETROFIT
learnLv = 48
masterLv = 40
maxLv = 50
@@ -1324,6 +1362,7 @@ class Skill37(ActiveSkill):
[超频 : 末世终结之战] : 充满\n
"""
name = "电弧能量释放"
ref = Ref.ARCDISCHARGE
learnLv = 48
masterLv = 1
maxLv = 1
@@ -1351,6 +1390,7 @@ class Skill38(ActiveSkill):
觉醒技能是强力超频技能,需消耗大量能量,因此无法中断施放后僵直。\n
"""
name = "超频 : 全领域攻击"
ref = Ref.DEATHFIELD
learnLv = 50
masterLv = 40
maxLv = 50
@@ -1390,6 +1430,7 @@ class Skill39(ActiveSkill):
解除强化型改造机械腿的限制,瞬间集中力量后用力踢击,引发电流冲击波。\n
"""
name = "超频 : 电流闪踢"
ref = Ref.DYNAMITEKICK
learnLv = 60
masterLv = 40
maxLv = 50
@@ -1443,6 +1484,7 @@ class Skill40(ActiveSkill):
盾牌的生命值和防御力为角色数值的一定比例。\n
"""
name = "堡垒轰击"
ref = Ref.FORTRESSBLITZ
learnLv = 70
masterLv = 40
maxLv = 50
@@ -1509,6 +1551,7 @@ class Skill41(PassiveSkill):
[焕然新生的感觉不错吧? --梅尔文]\n
"""
name = "躯体重塑"
ref = Ref.RECONSTRUCTIONBODY
learnLv = 75
masterLv = 40
maxLv = 50
@@ -1566,6 +1609,7 @@ class Skill42(ActiveSkill):
[快搭乘试试,体验感是不是好极了? --梅尔文]\n
"""
name = "AT-SO步行者"
ref = Ref.AT_SOWALKER
learnLv = 75
masterLv = 40
maxLv = 50
@@ -1669,6 +1713,7 @@ class Skill43(ActiveSkill):
停止自动射击状态下再次按技能键,解除自动射击中止指令。\n
"""
name = "步行者中止指令"
ref = Ref.WALKERATTACKSTOP
learnLv = 75
masterLv = 1
maxLv = 1
@@ -1695,6 +1740,7 @@ class Skill44(ActiveSkill):
[为可折叠的便携式,内部填入炸药附加爆炸功能,将天界的魔刹石附着在铁桩上增强破坏力,不仅可用于攻城,也可以在一般战斗中使用。 --炎神攻城炮说明书]\n
"""
name = "炎神攻城炮"
ref = Ref.RAYTHEONCIRT
learnLv = 80
masterLv = 40
maxLv = 50
@@ -1748,6 +1794,7 @@ class Skill45(ActiveSkill):
[装备上刻着梅尔文名字的首字母,可见他对这项发明引以为傲。]\n
"""
name = "超频 : 伊奎利斯-MR"
ref = Ref.EQUALISMR
learnLv = 85
masterLv = 40
maxLv = 50
@@ -1782,6 +1829,7 @@ class Skill46(PassiveSkill):
[以梅丽·法伊奥妮尔的设计为基础,由梅尔文·里克特亲自改造躯体,并利用奈恩·希格和琳赛·罗森开发的能源技术强化人工心脏,即使输出超过极限也很安全。 --摘自诺维尔组件部分记录]\n
"""
name = "诺维尔计划 : 涅槃"
ref = Ref.PROJECTNOVELPARTS
learnLv = 95
masterLv = 40
maxLv = 50
@@ -1805,7 +1853,7 @@ class Skill46(PassiveSkill):
# ]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0))),
SkillEffect(attribute=SkillAttribute.CD, operation=Operation.ADD, value=LevelTable([0] + [-1] * maxLv), skills=['超频 : 压制']),
SkillEffect(attribute=SkillAttribute.CD, operation=Operation.ADD, value=LevelTable([0] + [-1] * maxLv), skills=[Ref.SUPPRESS]),
]
# 超频 : 音速瞬杀
@@ -1821,6 +1869,7 @@ class Skill47(ActiveSkill):
[机械右臂 - 由梅尔文·里克特和佩拉·维恩合作制造,结合了机器人工学技术。]\n
"""
name = "超频 : 音速瞬杀"
ref = Ref.SONICCOLLIDE
learnLv = 95
masterLv = 40
maxLv = 50
@@ -1865,6 +1914,7 @@ class Skill48(ActiveSkill):
若关联的技能还在冷却中,则无法使用三次觉醒技能。\n
"""
name = "超频 : 末世终结之战"
ref = Ref.FINALDESPERATION
learnLv = 100
masterLv = 40
maxLv = 50
@@ -12,6 +12,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.gunner_male.launcher_male import LauncherMaleSkillRef as Ref
prefix = "gunner_male/launcher_male/cn/skillDetail"
@@ -23,6 +24,7 @@ class Skill0(ActiveSkill):
向敌人发出强威力的膝撞并使其浮空,发动的瞬间存在霸体判定。\n
"""
name = "膝撞"
ref = Ref.AERIALKNEE
learnLv = 1
masterLv = 10
maxLv = 20
@@ -51,6 +53,7 @@ class Skill1(ActiveSkill):
向敌人发射1发子弹并使其浮空。\n
"""
name = "浮空弹"
ref = Ref.LIFTSHOT
learnLv = 1
masterLv = 60
maxLv = 70
@@ -77,6 +80,7 @@ class Skill2(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -100,6 +104,7 @@ class Skill3(PassiveSkill):
在决斗场中,增益/减益技能、 被动技能的技能攻击力增加效果对[基础精通]无影响。\n
"""
name = "基础精通"
ref = Ref.BASICATTACKUP
learnLv = 1
masterLv = 115
maxLv = 200
@@ -127,6 +132,7 @@ class Skill4(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -168,6 +174,7 @@ class Skill5(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -190,6 +197,7 @@ class Skill6(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -216,6 +224,7 @@ class Skill7(ActiveSkill):
卫星射击对击范围内的所有敌人造成伤害,相比[M-137格林机枪]攻击次数减少,但破坏力更强。\n
"""
name = "M-137格林机枪"
ref = Ref.GATLING
cellPos = (4,2)
learnLv = 5
masterLv = 60
@@ -250,6 +259,7 @@ class Skill8(ActiveSkill):
对建筑型护甲的敌人可以造成125%的伤害。\n
"""
name = "RX-78追击者"
ref = Ref.ROBOTRX78
learnLv = 5
masterLv = 60
maxLv = 70
@@ -280,6 +290,7 @@ class Skill9(ActiveSkill):
攻击不死族、 恶魔、 精灵类怪物时,可以大幅度增加伤害值。\n
"""
name = "银弹"
ref = Ref.SILVERBULLET
learnLv = 5
masterLv = 20
maxLv = 30
@@ -308,6 +319,7 @@ class Skill10(PassiveSkill):
使重火器的拔出动作出现攻击判定,命中敌人后可以将敌人击退。\n
"""
name = "重火器拔击"
ref = Ref.HITONSUBWEAPON
cellPos = (3,2)
learnLv = 5
masterLv = 1
@@ -331,6 +343,7 @@ class Skill11(ActiveSkill):
前冲攻击或者倒地时按攻击键,可以发动回旋踢的同时站立。\n
"""
name = "回旋踢"
ref = Ref.WINDMILL
learnLv = 10
masterLv = 60
maxLv = 70
@@ -365,6 +378,7 @@ class Skill12(ActiveSkill):
在决斗场中,[花式枪术]附加效果不生效。\n
"""
name = "踏射"
ref = Ref.PUNISHER
learnLv = 10
masterLv = 60
maxLv = 70
@@ -394,6 +408,7 @@ class Skill13(ActiveSkill):
攻击型抓取判断 : 对霸体状态、 防御状态、 无法抓取的敌人不适用控制效果,只能造成膝撞攻击伤害。\n
"""
name = "炙烤"
ref = Ref.AERIALGATLING
learnLv = 10
masterLv = 60
maxLv = 70
@@ -423,6 +438,7 @@ class Skill14(ActiveSkill):
在决斗场中无法强制中断。\n
"""
name = "浮空铲"
ref = Ref.HIGHANGLESLIDING
cellPos = (7,3)
learnLv = 10
masterLv = 1
@@ -448,6 +464,7 @@ class Skill15(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -475,6 +492,7 @@ class Skill16(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -502,6 +520,7 @@ class Skill17(ActiveSkill):
拔枪动作命中敌人时,可将敌人击退。\n
"""
name = "烟尘弹"
ref = Ref.DUSTSHOOT
learnLv = 10
masterLv = 60
maxLv = 70
@@ -535,6 +554,7 @@ class Skill18(ActiveSkill):
向前方敌人发出肉眼无法看清的快踢攻击,可以击退敌人并有一定几率使其进入眩晕状态。\n
"""
name = "瞬踢"
ref = Ref.FASTKNEE
learnLv = 15
masterLv = 60
maxLv = 70
@@ -573,6 +593,7 @@ class Skill19(ActiveSkill):
转职成为枪炮师时,才可以强制中断基本攻击动作,并立即施放该技能,并且在发射过程中可以用方向键移动。\n
"""
name = "M-3喷火器"
ref = Ref.FLAMETHROWER
cellPos = (3,4)
learnLv = 15
masterLv = 60
@@ -607,6 +628,7 @@ class Skill20(PassiveSkill):
减少除[卫星射线]、 [毁灭射线]、 [裂核轨道炮]外的其他技能的冷却时间。\n
"""
name = "重火器精通"
ref = Ref.SUBWEAPONMASTERY
cellPos = (1,4)
learnLv = 15
masterLv = 10
@@ -635,7 +657,7 @@ class Skill20(PassiveSkill):
associate = [
CharacterEffect(attribute=CharacterAttribute.P_ATK_P, value=1 + Percent(LevelTable(data2))),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data3))),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data4)), except_skills=['卫星射线', '毁灭射线', '裂核轨道炮']),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data4)), except_skills=[Ref.SATELLITELASER, Ref.BURSTERBEAMNEW, Ref.ORBITALDISASTER]),
]
# 空中射击
@@ -646,6 +668,7 @@ class Skill21(ActiveSkill):
增加跳跃攻击的空中停留时间以及跳跃射击的攻击力和射击次数上限,效果持续一定时间。\n
"""
name = "空中射击"
ref = Ref.STAYONJUMPSHOOT
learnLv = 15
masterLv = 10
maxLv = 20
@@ -678,6 +701,7 @@ class Skill22(PassiveSkill):
领悟重火器奥义,使除了1、 2、 3次觉醒技能之外的所有重火器技能各增加1级。\n
"""
name = "重火器奥义"
ref = Ref.SUBWEAPONPOWERUP
cellPos = (0,4)
learnLv = 15
masterLv = 1
@@ -715,6 +739,7 @@ class Skill23(ActiveSkill):
G-14手雷有最大填装数和填装冷却时间,按上、 下方向键后施放技能时,可以调整投掷位置。 转职成为弹药专家时,可以强制中断基本攻击动作,投掷G-14手雷。\n
"""
name = "G-14手雷"
ref = Ref.GRENADENONE
cellPos = (10,4)
learnLv = 15
masterLv = 60
@@ -750,6 +775,7 @@ class Skill24(ActiveSkill):
穿刺弹不会爆炸,会穿透并越过路径上的所有敌人,新增向Y轴小幅度聚集周围的敌人的效果,删除诱导功能。\n
"""
name = "反坦克炮"
ref = Ref.STEYRHEAVYRIFLE
cellPos = (5,5)
learnLv = 20
masterLv = 60
@@ -794,6 +820,7 @@ class Skill25(ActiveSkill):
增加能量球飞行距离,且命中敌人时立即爆炸。 同时,冲撞攻击力与爆炸攻击力合并。\n
"""
name = "加农炮"
ref = Ref.CANNONBALL
cellPos = (1,5)
learnLv = 20
masterLv = 60
@@ -823,6 +850,7 @@ class Skill26(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -845,6 +873,7 @@ class Skill27(PassiveSkill):
快速拔枪攻击敌人,发动后可以增加攻击速度和普通射击的攻击力。 转职为漫游枪手后增加精通等级。\n
"""
name = "快速拔枪"
ref = Ref.FASTSHOOT
cellPos = (8,6)
learnLv = 25
masterLv = 5
@@ -868,6 +897,7 @@ class Skill28(ActiveSkill):
向敌人发射激光,使敌人受到光属性伤害; 激光的攻击范围比较狭小,但是射程极远。\n
"""
name = "激光炮"
ref = Ref.LASERRIFLE
cellPos = (5,6)
learnLv = 25
masterLv = 60
@@ -899,6 +929,7 @@ class Skill29(PassiveSkill):
激光的攻击力随充电时间增加,达到最大充电值时,可以增加攻击范围和射程,但会有很大的后坐力。\n
"""
name = "蓄电激光炮"
ref = Ref.LASERRIFLECHARGE
cellPos = (5,7)
learnLv = 25
masterLv = 1
@@ -916,7 +947,7 @@ class Skill29(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{"data":data1,"skills":["激光炮"]}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=['激光炮']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=[Ref.LASERRIFLE]),
]
# 超动力补给包
@@ -927,6 +958,7 @@ class Skill30(PassiveSkill):
包含高功率电池及钢化弹头的补给包,增加基本攻击力和转职技能攻击力。\n
"""
name = "超动力补给包"
ref = Ref.OVERPACK
cellPos = (2,6)
learnLv = 25
masterLv = 1
@@ -953,6 +985,7 @@ class Skill31(ActiveSkill):
喷射中可以移动。\n
"""
name = "聚焦喷火器"
ref = Ref.FLAMETHROWERBOOST
cellPos = (3,7)
learnLv = 30
masterLv = 60
@@ -985,6 +1018,7 @@ class Skill32(ActiveSkill):
在一定时间内,增加基本攻击力以及所有重火器技能的攻击力和命中率。\n
"""
name = "潜能爆发"
ref = Ref.SUBWEAPONSTUCKDOWN
cellPos = (2,7)
learnLv = 30
masterLv = 10
@@ -1011,6 +1045,7 @@ class Skill33(ActiveSkill):
使用榴弹发射器快速发射榴弹。榴弹速度很快,命中敌人时,会引起爆炸并使周围敌人受到伤害。\n
"""
name = "FM-31榴弹发射器"
ref = Ref.FM31
cellPos = (6,8)
learnLv = 35
masterLv = 60
@@ -1061,6 +1096,7 @@ class Skill34(ActiveSkill):
经过一定时间或松开技能键,刺弹炮弹会自动分离成刺状爆弹。 即使快速松开技能键,也需要经过一定时间后才能分离。\n
"""
name = "FM-92刺弹炮"
ref = Ref.STINGER
cellPos = (4,8)
learnLv = 35
masterLv = 60
@@ -1117,6 +1153,7 @@ class Skill35(PassiveSkill):
将光、 火属性值中较低的属性值补正为较高的属性值。\n
"""
name = "光热反应"
ref = Ref.DUALTRIGGER
cellPos = (2,8)
learnLv = 35
masterLv = 1
@@ -1134,6 +1171,7 @@ class Skill36(ActiveSkill):
向敌人投放光属性量子爆弹,使周围敌人受到光属性伤害并有一定几率使敌人进入感电状态,可以通过方向键控制投放位置。\n
"""
name = "量子爆弹"
ref = Ref.URANIUMBOMB
cellPos = (5,9)
learnLv = 40
masterLv = 60
@@ -1198,6 +1236,7 @@ class Skill37(ActiveSkill):
若达最大蓄气后未及时发射,则经过一定时间后将自动发射能量球。\n
"""
name = "X-1压缩量子炮"
ref = Ref.EXTRUDER
cellPos = (5,10)
learnLv = 45
masterLv = 60
@@ -1251,6 +1290,7 @@ class Skill38(PassiveSkill):
通过卫星监视系统对前方画面外的敌人进行定位,增加枪炮师的暴击率,并使前方直线上的敌人降低回避率、 增加自身暴击伤害。\n
"""
name = "卫星定位"
ref = Ref.RADARSTUCKDOWN
cellPos = (6,11)
learnLv = 48
masterLv = 40
@@ -1285,6 +1325,7 @@ class Skill39(ActiveSkill):
通过卫星发动强力的激光攻击,随后多数激光边旋转边攻击敌人,激光会自动瞄准附近的敌人。\n
"""
name = "卫星射线"
ref = Ref.SATELLITELASER
cellPos = (5,11)
learnLv = 50
masterLv = 40
@@ -1322,6 +1363,7 @@ class Skill40(ActiveSkill):
发射过程中,可以用方向键移动。\n
"""
name = "等离子放射器"
ref = Ref.PLASMABOOST
cellPos = (3,12)
learnLv = 60
masterLv = 40
@@ -1376,6 +1418,7 @@ class Skill41(ActiveSkill):
经过一段时间或松开技能键,刺弹炮弹会自动分离成刺状爆弹打击敌人。\n
"""
name = "FM-92特殊刺弹炮"
ref = Ref.STINGEREX
learnLv = 70
masterLv = 40
maxLv = 50
@@ -1437,7 +1480,7 @@ class Skill41(ActiveSkill):
# self.associate = [{"data":[0]+[-29]*self.maxLv,"skills":["FM-92刺弹炮"]}]
# return super().effect(old, new)
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([0] + [-29] * maxLv)), skills=['FM-92刺弹炮'], when=Equals(Read(SkillAttribute.VP), 2)),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([0] + [-29] * maxLv)), skills=[Ref.STINGER], when=Equals(Read(SkillAttribute.VP), 2)),
]
# 地脉震荡器
@@ -1448,6 +1491,7 @@ class Skill42(ActiveSkill):
空投地脉震荡器攻击敌人,被震荡波攻击到的敌人会被牵引至装置附近。 可通过方向键控制投放位置。\n
"""
name = "地脉震荡器"
ref = Ref.SEISMICWAVE
cellPos = (3,13)
learnLv = 75
masterLv = 40
@@ -1518,6 +1562,7 @@ class Skill43(PassiveSkill):
增加能量球飞行距离,且命中敌人时立即爆炸。 同时,冲撞伤害与爆炸伤害合并。\n
"""
name = "重火器改良"
ref = Ref.HEAVYWEAPONALTERATION
cellPos = (1,13)
learnLv = 75
masterLv = 40
@@ -1551,6 +1596,7 @@ class Skill44(ActiveSkill):
发射中子炸弹,引起剧烈爆炸。 位于发射轨迹上的敌人将被击退,未被击退的敌人会在当前位置爆炸。\n
"""
name = "中子爆弹"
ref = Ref.MSC7
cellPos = (2,14)
learnLv = 80
masterLv = 40
@@ -1605,6 +1651,7 @@ class Skill45(ActiveSkill):
跃向空中后,挥舞镭射手炮进行疯狂扫射攻击并聚集敌人,随后将2个镭射手炮融合到一起发射终极毁灭射线并在地面引发巨大的爆炸。\n
"""
name = "毁灭射线"
ref = Ref.BURSTERBEAMNEW
cellPos = (4,14)
learnLv = 85
masterLv = 40
@@ -1635,6 +1682,7 @@ class Skill46(PassiveSkill):
[反坦克炮] : 变更为采用电磁轨道炮技术的穿刺弹。 穿刺弹不会爆炸,会穿透并越过路径上的所有敌人,新增向Y轴小幅度聚集周围的敌人的效果,删除诱导功能。\n
"""
name = "连锁卫星"
ref = Ref.INTERLOCKSATELLITE
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -1662,6 +1710,7 @@ class Skill47(ActiveSkill):
飞行的火箭炮向后方击退敌人,火箭炮飞行至一定距离后爆炸。\n
"""
name = "ML-95火炮发射器"
ref = Ref.MLDRS95
learnLv = 95
masterLv = 40
maxLv = 50
@@ -1697,6 +1746,7 @@ class Skill48(ActiveSkill):
若关联的技能还在冷却中,则无法使用三次觉醒技能。\n
"""
name = "裂核轨道炮"
ref = Ref.ORBITALDISASTER
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -11,6 +11,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.gunner_male.mechanic_male import MechanicMaleSkillRef as Ref
prefix = "gunner_male/mechanic_male/cn/skillDetail"
@@ -22,6 +23,7 @@ class Skill0(ActiveSkill):
向敌人发出强威力的膝撞并使其浮空,发动的瞬间存在霸体判定。\n
"""
name = "膝撞"
ref = Ref.AERIALKNEE
learnLv = 1
masterLv = 10
maxLv = 20
@@ -50,6 +52,7 @@ class Skill1(ActiveSkill):
向敌人发射1发子弹并使其浮空。\n
"""
name = "浮空弹"
ref = Ref.LIFTSHOT
learnLv = 1
masterLv = 60
maxLv = 70
@@ -76,6 +79,7 @@ class Skill2(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -99,6 +103,7 @@ class Skill3(PassiveSkill):
在决斗场中,增益/减益技能、 被动技能的技能攻击力增加效果对[基础精通]无影响。\n
"""
name = "基础精通"
ref = Ref.BASICATTACKUP
learnLv = 1
masterLv = 115
maxLv = 200
@@ -126,6 +131,7 @@ class Skill4(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -167,6 +173,7 @@ class Skill5(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -189,6 +196,7 @@ class Skill6(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -215,6 +223,7 @@ class Skill7(ActiveSkill):
卫星射击对击范围内的所有敌人造成伤害,相比[M-137格林机枪]攻击次数减少,但破坏力更强。\n
"""
name = "M-137格林机枪"
ref = Ref.GATLING
learnLv = 5
masterLv = 60
maxLv = 70
@@ -251,6 +260,7 @@ class Skill8(ActiveSkill):
对建筑型护甲的敌人可以造成125%的伤害。\n
"""
name = "RX-78追击者"
ref = Ref.ROBOTRX78
cellPos = (2,2)
learnLv = 5
masterLv = 60
@@ -282,6 +292,7 @@ class Skill9(ActiveSkill):
攻击不死族、 恶魔、 精灵类怪物时,可以大幅度增加伤害值。\n
"""
name = "银弹"
ref = Ref.SILVERBULLET
learnLv = 5
masterLv = 20
maxLv = 30
@@ -310,6 +321,7 @@ class Skill10(PassiveSkill):
使重火器的拔出动作出现攻击判定,命中敌人后可以将敌人击退。\n
"""
name = "重火器拔击"
ref = Ref.HITONSUBWEAPON
learnLv = 5
masterLv = 1
maxLv = 11
@@ -335,6 +347,7 @@ class Skill11(ActiveSkill):
前冲攻击或者倒地时按攻击键,可以发动回旋踢的同时站立。\n
"""
name = "回旋踢"
ref = Ref.WINDMILL
learnLv = 10
masterLv = 60
maxLv = 70
@@ -369,6 +382,7 @@ class Skill12(ActiveSkill):
在决斗场中,[花式枪术]附加效果不生效。\n
"""
name = "踏射"
ref = Ref.PUNISHER
learnLv = 10
masterLv = 60
maxLv = 70
@@ -398,6 +412,7 @@ class Skill13(ActiveSkill):
攻击型抓取判断 : 对霸体状态、 防御状态、 无法抓取的敌人不适用控制效果,只能造成膝撞攻击伤害。\n
"""
name = "炙烤"
ref = Ref.AERIALGATLING
learnLv = 10
masterLv = 60
maxLv = 70
@@ -426,6 +441,7 @@ class Skill14(ActiveSkill):
在决斗场中无法强制中断。\n
"""
name = "浮空铲"
ref = Ref.HIGHANGLESLIDING
learnLv = 10
masterLv = 1
maxLv = 1
@@ -453,6 +469,7 @@ class Skill15(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -480,6 +497,7 @@ class Skill16(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -507,6 +525,7 @@ class Skill17(ActiveSkill):
拔枪动作命中敌人时,可将敌人击退。\n
"""
name = "烟尘弹"
ref = Ref.DUSTSHOOT
learnLv = 10
masterLv = 60
maxLv = 70
@@ -540,6 +559,7 @@ class Skill18(ActiveSkill):
向前方敌人发出肉眼无法看清的快踢攻击,可以击退敌人并有一定几率使其进入眩晕状态。\n
"""
name = "瞬踢"
ref = Ref.FASTKNEE
learnLv = 15
masterLv = 60
maxLv = 70
@@ -578,6 +598,7 @@ class Skill19(ActiveSkill):
转职成为枪炮师时,才可以强制中断基本攻击动作,并立即施放该技能,并且在发射过程中可以用方向键移动。\n
"""
name = "M-3喷火器"
ref = Ref.FLAMETHROWER
learnLv = 15
masterLv = 60
maxLv = 70
@@ -614,6 +635,7 @@ class Skill20(ActiveSkill):
设置机器人时,按住技能键就可以蓄气,蓄气越多机器人的爆破延迟时间就会越长。\n
"""
name = "EZ-8爆破者"
ref = Ref.ROBOTEZ8
cellPos = (6,4)
learnLv = 15
masterLv = 60
@@ -648,6 +670,7 @@ class Skill21(ActiveSkill):
增加跳跃攻击的空中停留时间以及跳跃射击的攻击力和射击次数上限,效果持续一定时间。\n
"""
name = "空中射击"
ref = Ref.STAYONJUMPSHOOT
learnLv = 15
masterLv = 10
maxLv = 20
@@ -681,6 +704,7 @@ class Skill22(ActiveSkill):
在决斗场中,同时增加机器人生命值上限。\n
"""
name = "机械改良"
ref = Ref.ROBOTICS
cellPos = (5,4)
learnLv = 15
masterLv = 10
@@ -713,6 +737,7 @@ class Skill23(ActiveSkill):
瞄准引爆时,所有机器人立即瞬移到指定位置并爆炸。 各技能分别发生爆炸,合并技能伤害造成1次打击。\n
"""
name = "机械引爆"
ref = Ref.ROBOTSEXPLOSION
cellPos = (3,4)
learnLv = 15
masterLv = 5
@@ -739,9 +764,9 @@ class Skill23(ActiveSkill):
# {"type":"+power2","data":[i-100 if i > 100 else i for i in data1],"skills":["空战机械 : 风暴"]}
# ]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 100 else i for i in data1])), skills=['RX-78追击者', 'Ez-8自爆者', 'RX-60陷阱追击者', '空投支援', 'EZ-10反击者', 'TX-45特攻队'], missing_target=MissingTargetPolicy.SKIP),
SkillEffect(attribute=Power(1), value=1 + Percent(LevelTable([i - 100 if i > 100 else i for i in data1])), skills=['拦截机工厂']),
SkillEffect(attribute=Power(2), operation=Operation.ADD, value=Percent(LevelTable([i - 100 if i > 100 else i for i in data1])), skills=['空战机械 : 风暴']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 100 else i for i in data1])), skills=[Ref.ROBOTRX78, 'Ez-8自爆者', Ref.ROBOTRX60, Ref.MECHADROP, Ref.ROBOTEZ8EX, Ref.ATEAM], missing_target=MissingTargetPolicy.SKIP),
SkillEffect(attribute=Power(1), value=1 + Percent(LevelTable([i - 100 if i > 100 else i for i in data1])), skills=[Ref.SPARROWFACTORY]),
SkillEffect(attribute=Power(2), operation=Operation.ADD, value=Percent(LevelTable([i - 100 if i > 100 else i for i in data1])), skills=[Ref.ROBOTTEMPESTER]),
]
# G-14手雷
@@ -753,6 +778,7 @@ class Skill24(ActiveSkill):
G-14手雷有最大填装数和填装冷却时间,按上、 下方向键后施放技能时,可以调整投掷位置。 转职成为弹药专家时,可以强制中断基本攻击动作,投掷G-14手雷。\n
"""
name = "G-14手雷"
ref = Ref.GRENADENONE
cellPos = (10,4)
learnLv = 15
masterLv = 60
@@ -787,6 +813,7 @@ class Skill25(PassiveSkill):
利用对机器人的深刻理解,强化其性能,增加基本攻击力和转职技能攻击力 ([G-1科罗纳]、 [G-2旋雷者]、 [G-3捕食者]除外)。\n
"""
name = "机械概论"
ref = Ref.ROBOTENGINEERING
cellPos = (1,4)
learnLv = 15
masterLv = 1
@@ -816,6 +843,7 @@ class Skill26(PassiveSkill):
出现的追击者与冷却时间无关。\n
"""
name = "嗜战追击者"
ref = Ref.RX78OFCRISIS
cellPos = (2,5)
learnLv = 20
masterLv = 10
@@ -835,7 +863,7 @@ class Skill26(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{"data":data0,"skills":["RX-78追击者"]}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), skills=['RX-78追击者']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), skills=[Ref.ROBOTRX78]),
]
# G-1科罗纳
@@ -849,6 +877,7 @@ class Skill27(ActiveSkill):
改装为其他G系列机器人后持续时间会延长,但不会超过G系列基础持续时间。\n
"""
name = "G-1科罗纳"
ref = Ref.G1
cellPos = (4,5)
learnLv = 20
masterLv = 60
@@ -886,7 +915,7 @@ class Skill27(ActiveSkill):
# 迁移前实现(保留对照):
# associate = [{"data":data7,"type":"+power0","skills":["改装 : G-2旋雷者","改装 : G-3捕食者"]}]
associate = [
SkillEffect(attribute=Power(0), operation=Operation.ADD, value=Percent(LevelTable(data7)), skills=['改装 : G-2旋雷者', '改装 : G-3捕食者']),
SkillEffect(attribute=Power(0), operation=Operation.ADD, value=Percent(LevelTable(data7)), skills=[Ref.G2, Ref.G3]),
]
def getSkillCD(self,mode=None):
@@ -900,6 +929,7 @@ class Skill28(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -922,6 +952,7 @@ class Skill29(PassiveSkill):
快速拔枪攻击敌人,发动后可以增加攻击速度和普通射击的攻击力。 转职为漫游枪手后增加精通等级。\n
"""
name = "快速拔枪"
ref = Ref.FASTSHOOT
cellPos = (0,6)
learnLv = 25
masterLv = 5
@@ -949,6 +980,7 @@ class Skill30(ActiveSkill):
召唤的机器人会在一段时间内持续向前方发射火属性子弹。\n
"""
name = "EX-S毒蛇炮"
ref = Ref.ROBOTEXS
cellPos = (8,6)
learnLv = 25
masterLv = 60
@@ -989,6 +1021,7 @@ class Skill31(ActiveSkill):
G-2旋雷者的持续时间和改装冷却时间与G-1科罗纳一致,改装后持续时间会延长,但不会超过G系列基础持续时间。\n
"""
name = "改装 : G-2旋雷者"
ref = Ref.G2
cellPos = (4,6)
learnLv = 25
masterLv = 60
@@ -1026,7 +1059,7 @@ class Skill31(ActiveSkill):
# 迁移前实现(保留对照):
# associate = [{"data":data4,"type":"+power0","skills":["G-1科罗纳","改装 : G-3捕食者"]}]
associate = [
SkillEffect(attribute=Power(0), operation=Operation.ADD, value=Percent(LevelTable(data4)), skills=['G-1科罗纳', '改装 : G-3捕食者']),
SkillEffect(attribute=Power(0), operation=Operation.ADD, value=Percent(LevelTable(data4)), skills=[Ref.G1, Ref.G3]),
]
# 方舟反应堆
@@ -1037,6 +1070,7 @@ class Skill32(PassiveSkill):
利用能量反应技术,增加基本攻击力、 技能攻击力和魔法暴击率。\n
"""
name = "方舟反应堆"
ref = Ref.ARKREACTOR
cellPos = (5,6)
learnLv = 25
masterLv = 10
@@ -1068,6 +1102,7 @@ class Skill33(ActiveSkill):
持续时间内若作出移动以外的动作,则会暂时解除伪装状态; 再次移动则又会进入伪装状态。\n
"""
name = "伪装"
ref = Ref.CAMOUFLAGE
cellPos = (3,7)
learnLv = 30
masterLv = 10
@@ -1107,6 +1142,7 @@ class Skill34(ActiveSkill):
在决斗场中,捕食者可以被攻击,生命值耗尽后,一段时间内无法进行攻击。\n
"""
name = "改装 : G-3捕食者"
ref = Ref.G3
cellPos = (4,7)
learnLv = 30
masterLv = 60
@@ -1141,7 +1177,7 @@ class Skill34(ActiveSkill):
# 迁移前实现(保留对照):
# associate = [{"data":data5,"type":"+power0","skills":["G-1科罗纳","改装 : G-2旋雷者"]}]
associate = [
SkillEffect(attribute=Power(0), operation=Operation.ADD, value=Percent(LevelTable(data5)), skills=['G-1科罗纳', '改装 : G-2旋雷者']),
SkillEffect(attribute=Power(0), operation=Operation.ADD, value=Percent(LevelTable(data5)), skills=[Ref.G1, Ref.G2]),
]
def getSkillCD(self,mode=None):
@@ -1155,6 +1191,7 @@ class Skill35(PassiveSkill):
可以使[G-1科罗纳]、 [改装 : G-2旋雷者]、 [改装 : G-3捕食者]、 [光反应能量模块]、 [盖波加之拳]、 [EX-S零式毒蛇炮]转换为火属性。\n
"""
name = "火焰电压"
ref = Ref.FIREVOLT
cellPos = (2,7)
learnLv = 30
masterLv = 1
@@ -1179,6 +1216,7 @@ class Skill36(ActiveSkill):
[改装 : G-2旋雷者]、 [光反应能量模块]、 [盖波加之拳]、 [TN-80终结者]、 [超时空行军]\n
"""
name = "机械指令"
ref = Ref.HOLDANDGO
cellPos = (7,7)
learnLv = 30
masterLv = 1
@@ -1202,6 +1240,7 @@ class Skill37(ActiveSkill):
若蓄气后施放,则在一定时间内不受[机械引爆]的影响。\n
"""
name = "RX-60陷阱追击者"
ref = Ref.ROBOTRX60
cellPos = (5,7)
learnLv = 30
masterLv = 60
@@ -1241,6 +1280,7 @@ class Skill38(ActiveSkill):
可以通过On/Off功能设置是否使用[机械引爆]。\n
"""
name = "空战机械 : 风暴"
ref = Ref.ROBOTTEMPESTER
cellPos = (7,8)
learnLv = 35
masterLv = 60
@@ -1336,6 +1376,7 @@ class Skill39(ActiveSkill):
在地下城中,不会被敌人击中。\n
"""
name = "空投支援"
ref = Ref.MECHADROP
cellPos = (4,9)
learnLv = 40
masterLv = 60
@@ -1397,6 +1438,7 @@ class Skill40(ActiveSkill):
使用[机械引爆]时,拦截机飞向一定范围内等级最高的怪物并爆炸。\n
"""
name = "拦截机工厂"
ref = Ref.SPARROWFACTORY
cellPos = (5,10)
learnLv = 45
masterLv = 60
@@ -1461,6 +1503,7 @@ class Skill41(PassiveSkill):
能量散热板蓄积能量并向前方发射,然后消失。\n
"""
name = "光反应能量模块"
ref = Ref.SOLARMODULESYSTEM
cellPos = (4,11)
learnLv = 45
masterLv = 1
@@ -1475,8 +1518,8 @@ class Skill41(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{"type":"+hit1","data":[0,-8],"ratio":1,"skills":["拦截机工厂"]},{"type":"+hit5","data":[0,1],"ratio":1,"skills":["拦截机工厂"]}]
associate = [
SkillEffect(attribute=Hit(1), operation=Operation.ADD, value=LevelTable([0, -8]), skills=['拦截机工厂']),
SkillEffect(attribute=Hit(5), operation=Operation.ADD, value=LevelTable([0, 1]), skills=['拦截机工厂']),
SkillEffect(attribute=Hit(1), operation=Operation.ADD, value=LevelTable([0, -8]), skills=[Ref.SPARROWFACTORY]),
SkillEffect(attribute=Hit(5), operation=Operation.ADD, value=LevelTable([0, 1]), skills=[Ref.SPARROWFACTORY]),
]
@@ -1489,6 +1532,7 @@ class Skill42(PassiveSkill):
斗志机器人不会受到伤害。\n
"""
name = "斗志之歌"
ref = Ref.LASTFIGHTINGSPIRIT
cellPos = (5,11)
learnLv = 48
masterLv = 40
@@ -1517,6 +1561,7 @@ class Skill43(ActiveSkill):
设置异界空间移动裂口,并从中召唤出盖波加之拳给予周围敌人强威力攻击。\n
"""
name = "盖波加之拳"
ref = Ref.GAEBOLGPUNCH
cellPos = (7,11)
learnLv = 50
masterLv = 40
@@ -1546,6 +1591,7 @@ class Skill44(ActiveSkill):
对建筑型护甲的敌人可以造成125%伤害。\n
"""
name = "EZ-10反击者"
ref = Ref.ROBOTEZ8EX
cellPos = (6,12)
learnLv = 60
masterLv = 40
@@ -1611,6 +1657,7 @@ class Skill45(ActiveSkill):
经过一段时间后,EX-S零式毒蛇炮会爆炸。\n
"""
name = "EX-S零式毒蛇炮"
ref = Ref.ROBOTEXSEX
cellPos = (8,13)
learnLv = 70
masterLv = 40
@@ -1677,6 +1724,7 @@ class Skill46(PassiveSkill):
减少除[盖波加之拳]、 [超时空行军]、 [GW-16瓦尔德斯坦]之外技能的冷却时间。\n
"""
name = "HS-1机械助手"
ref = Ref.HS1
cellPos = (1,13)
learnLv = 75
masterLv = 40
@@ -1700,7 +1748,7 @@ class Skill46(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{"type":"*cdReduce","data": data1,"exceptSkills":['盖波加之拳', '超时空行军', 'GW-16 瓦尔·德斯坦']}, {"data": data2}]
associate = [
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data1)), except_skills=['盖波加之拳', '超时空行军', 'GW-16 瓦尔·德斯坦']),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data1)), except_skills=[Ref.GAEBOLGPUNCH, Ref.HELLMARCH, 'GW-16 瓦尔·德斯坦']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data2))),
]
@@ -1715,6 +1763,7 @@ class Skill47(ActiveSkill):
不受[机械引爆]的影响。\n
"""
name = "TN-80终结者"
ref = Ref.DIMENSIONRUNNER
cellPos = (3,13)
learnLv = 75
masterLv = 40
@@ -1785,6 +1834,7 @@ class Skill48(ActiveSkill):
机械助手全部处于使用状态下,无法使用该技能。\n
"""
name = "TX-45特攻队"
ref = Ref.ATEAM
cellPos = (2,14)
learnLv = 80
masterLv = 40
@@ -1855,6 +1905,7 @@ class Skill49(ActiveSkill):
该技能不受[机械引爆]的影响。\n
"""
name = "超时空行军"
ref = Ref.HELLMARCH
cellPos = (4,14)
learnLv = 85
masterLv = 40
@@ -1890,6 +1941,7 @@ class Skill50(ActiveSkill):
根据能量消耗量增加追加爆炸伤害,若未消耗能量就结束模式,则不会发动追加爆炸。\n
"""
name = "HS-1全息机械猎手"
ref = Ref.VIRTUALRUSH
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -1928,6 +1980,7 @@ class Skill51(PassiveSkill):
[机械引爆] : 瞄准引爆时,所有机器人立即瞬移到指定位置并爆炸。 各技能分别发生爆炸,合并技能伤害造成1次打击。\n
"""
name = "索菲亚"
ref = Ref.SOPHIA
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -1960,6 +2013,7 @@ class Skill52(ActiveSkill):
若关联的技能还在冷却中,则无法使用三次觉醒技能。\n
"""
name = "GW-16瓦尔德斯坦"
ref = Ref.GW16
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -9,6 +9,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.gunner_male.ranger_male import RangerMaleSkillRef as Ref
prefix = "gunner_male/ranger_male/cn/skillDetail"
@@ -20,6 +21,7 @@ class Skill0(ActiveSkill):
向敌人发出强威力的膝撞并使其浮空,发动的瞬间存在霸体判定。\n
"""
name = "膝撞"
ref = Ref.AERIALKNEE
learnLv = 1
masterLv = 10
maxLv = 20
@@ -48,6 +50,7 @@ class Skill1(ActiveSkill):
向敌人发射1发子弹并使其浮空。\n
"""
name = "浮空弹"
ref = Ref.LIFTSHOT
learnLv = 1
masterLv = 60
maxLv = 70
@@ -74,6 +77,7 @@ class Skill2(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -97,6 +101,7 @@ class Skill3(PassiveSkill):
在决斗场中,增益/减益技能、 被动技能的技能攻击力增加效果对[基础精通]无影响。\n
"""
name = "基础精通"
ref = Ref.BASICATTACKUP
learnLv = 1
masterLv = 115
maxLv = 200
@@ -124,6 +129,7 @@ class Skill4(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -165,6 +171,7 @@ class Skill5(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -187,6 +194,7 @@ class Skill6(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -213,6 +221,7 @@ class Skill7(ActiveSkill):
卫星射击对击范围内的所有敌人造成伤害,相比[M-137格林机枪]攻击次数减少,但破坏力更强。\n
"""
name = "M-137格林机枪"
ref = Ref.GATLING
learnLv = 5
masterLv = 60
maxLv = 70
@@ -249,6 +258,7 @@ class Skill8(ActiveSkill):
对建筑型护甲的敌人可以造成125%的伤害。\n
"""
name = "RX-78追击者"
ref = Ref.ROBOTRX78
learnLv = 5
masterLv = 60
maxLv = 70
@@ -279,6 +289,7 @@ class Skill9(ActiveSkill):
攻击不死族、 恶魔、 精灵类怪物时,可以大幅度增加伤害值。\n
"""
name = "银弹"
ref = Ref.SILVERBULLET
learnLv = 5
masterLv = 20
maxLv = 30
@@ -307,6 +318,7 @@ class Skill10(PassiveSkill):
使重火器的拔出动作出现攻击判定,命中敌人后可以将敌人击退。\n
"""
name = "重火器拔击"
ref = Ref.HITONSUBWEAPON
learnLv = 5
masterLv = 1
maxLv = 11
@@ -332,6 +344,7 @@ class Skill11(ActiveSkill):
前冲攻击或者倒地时按攻击键,可以发动回旋踢的同时站立。\n
"""
name = '回旋踢'
ref = Ref.WINDMILL
cellPos = (2,3)
learnLv = 10
masterLv = 60
@@ -364,6 +377,7 @@ class Skill12(ActiveSkill):
在决斗场中,[花式枪术]附加效果不生效。\n
"""
name = '踏射'
ref = Ref.PUNISHER
cellPos = (0,3)
learnLv = 10
masterLv = 60
@@ -392,6 +406,7 @@ class Skill13(ActiveSkill):
攻击型抓取判断 : 对霸体状态、 防御状态、 无法抓取的敌人不适用控制效果,只能造成膝撞攻击伤害。\n
"""
name = "炙烤"
ref = Ref.AERIALGATLING
learnLv = 10
masterLv = 60
maxLv = 70
@@ -420,6 +435,7 @@ class Skill14(ActiveSkill):
在决斗场中无法强制中断。\n
"""
name = "浮空铲"
ref = Ref.HIGHANGLESLIDING
learnLv = 10
masterLv = 1
maxLv = 1
@@ -447,6 +463,7 @@ class Skill15(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -474,6 +491,7 @@ class Skill16(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -501,6 +519,7 @@ class Skill17(ActiveSkill):
拔枪动作命中敌人时,可将敌人击退。\n
"""
name = '烟尘弹'
ref = Ref.DUSTSHOOT
cellPos = (1,3)
learnLv = 10
masterLv = 60
@@ -534,6 +553,7 @@ class Skill18(ActiveSkill):
在决斗场中,没有学习[花式枪术]也可以在[后跳]时施放。\n
"""
name = '溃灭射击'
ref = Ref.HEADSHOT
cellPos = (3,4)
learnLv = 15
masterLv = 60
@@ -560,6 +580,7 @@ class Skill19(ActiveSkill):
向前方敌人发出肉眼无法看清的快踢攻击,可以击退敌人并有一定几率使其进入眩晕状态。\n
"""
name = '瞬踢'
ref = Ref.FASTKNEE
cellPos = (5,4)
learnLv = 15
masterLv = 60
@@ -596,6 +617,7 @@ class Skill20(ActiveSkill):
转职成为枪炮师时,才可以强制中断基本攻击动作,并立即施放该技能,并且在发射过程中可以用方向键移动。\n
"""
name = 'M-3喷火器'
ref = Ref.FLAMETHROWER
cellPos = (9,4)
learnLv = 15
masterLv = 60
@@ -630,6 +652,7 @@ class Skill21(PassiveSkill):
增加物理攻击力和暴击率,改装升级左轮枪的膛线、 弹仓和弹夹,增加左轮枪的装弹数、 连射速度、 贯穿力、 攻击速度和移动速度,并减少填装时间。\n
"""
name = '左轮奥义'
ref = Ref.POWERUPREVOLVER
cellPos = (1,4)
learnLv = 15
masterLv = 10
@@ -670,6 +693,7 @@ class Skill22(ActiveSkill):
增加跳跃攻击的空中停留时间以及跳跃射击的攻击力和射击次数上限,效果持续一定时间。\n
"""
name = '空中射击'
ref = Ref.STAYONJUMPSHOOT
cellPos = (8,4)
learnLv = 15
masterLv = 10
@@ -702,6 +726,7 @@ class Skill23(ActiveSkill):
G-14手雷有最大填装数和填装冷却时间,按上、 下方向键后施放技能时,可以调整投掷位置。 转职成为弹药专家时,可以强制中断基本攻击动作,投掷G-14手雷。\n
"""
name = 'G-14手雷'
ref = Ref.GRENADENONE
cellPos = (7,4)
learnLv = 15
masterLv = 60
@@ -736,6 +761,7 @@ class Skill24(ActiveSkill):
在决斗场中,[花式枪术]学习效果不生效。\n
"""
name = '远程格挡'
ref = Ref.BULLETGUARD
cellPos = (6,5)
learnLv = 20
masterLv = 10
@@ -780,6 +806,7 @@ class Skill25(PassiveSkill):
增加可强制中断次数。\n
"""
name = '花式枪术'
ref = Ref.STYLISH
cellPos = (1,5)
learnLv = 20
masterLv = 10
@@ -819,6 +846,7 @@ class Skill26(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -841,6 +869,7 @@ class Skill27(PassiveSkill):
快速拔枪攻击敌人,发动后可以增加攻击速度和普通射击的攻击力。 转职为漫游枪手后增加精通等级。\n
"""
name = '快速拔枪'
ref = Ref.FASTSHOOT
cellPos = (7,6)
learnLv = 25
masterLv = 10
@@ -869,6 +898,7 @@ class Skill28(ActiveSkill):
无法维持准备动作,且[花式枪术]附加效果不生效。\n
"""
name = '心灵反击'
ref = Ref.COUNTERSHOOT
cellPos = (5,6)
learnLv = 25
masterLv = 1
@@ -899,7 +929,7 @@ class Skill28(ActiveSkill):
# 解除敌人霸体状态的几率 : {value7}%
data7 = get_data(f'{prefix}/{uuid}', 7)
def skillInfo(self, mode=None):
pre = self.char.GetSkillByName('溃灭射击').skillInfo()
pre = self.char.GetSkill(Ref.HEADSHOT).skillInfo()
return pre[0] * 1.7, pre[1], self.getSkillCD()
# 浮空劫击
@@ -913,6 +943,7 @@ class Skill29(ActiveSkill):
若学习了[花式枪术],在落地前会增加空中攻击的物理暴击率和射击次数。\n
"""
name = '浮空劫击'
ref = Ref.AIRRAID
cellPos = (2,6)
learnLv = 25
masterLv = 60
@@ -947,6 +978,7 @@ class Skill30(ActiveSkill):
转身向地面进行射击,然后连续射击使弹射的子弹破裂,攻击周围的敌人。\n
"""
name = '溃灭回射'
ref = Ref.TURNINGSHOOT
cellPos = (4,7)
learnLv = 30
masterLv = 1
@@ -966,7 +998,7 @@ class Skill30(ActiveSkill):
# 学习[卓尔不群]后,子弹破裂大小比率 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3)
def skillInfo(self, mode=None):
pre = self.char.GetSkillByName('溃灭射击').skillInfo()
pre = self.char.GetSkill(Ref.HEADSHOT).skillInfo()
return pre[0] * 1.5, pre[1], self.getSkillCD()
# 死亡左轮
@@ -978,6 +1010,7 @@ class Skill31(ActiveSkill):
命中率增加效果需在施放技能后持续装备左轮枪,才能维持生效。\n
"""
name = '死亡左轮'
ref = Ref.REVOLVERCRITICALDAMAGEUP
cellPos = (6,7)
learnLv = 30
masterLv = 10
@@ -1011,6 +1044,7 @@ class Skill32(ActiveSkill):
抽打攻击命中时短暂控制敌人,然后快速对敌人进行2次射击。\n
"""
name = '三连发'
ref = Ref.TRIPLETAP
cellPos = (3,7)
learnLv = 30
masterLv = 60
@@ -1051,6 +1085,7 @@ class Skill33(ActiveSkill):
施放后快速连按攻击键或技能快捷键,可以更快地发射子弹; 按跳跃键,则可以中断技能。\n
"""
name = '乱射'
ref = Ref.RANDOMSHOOT
cellPos = (5,8)
learnLv = 35
masterLv = 60
@@ -1106,6 +1141,7 @@ class Skill34(ActiveSkill):
在决斗场中,移动射击模式下无霸体效果。\n
"""
name = '移动射击'
ref = Ref.WALKSHOOT
cellPos = (7,8)
learnLv = 35
masterLv = 60
@@ -1157,6 +1193,7 @@ class Skill35(ActiveSkill):
每次发射可以用方向键控制发射方向,并给该方向的多个敌人造成伤害。\n
"""
name = '多重射击'
ref = Ref.MULTIHEADSHOT
cellPos = (4,9)
learnLv = 40
masterLv = 60
@@ -1213,6 +1250,7 @@ class Skill36(ActiveSkill):
在决斗场中抓取手枪后,不会进入霸体状态。\n
"""
name = '双鹰回旋'
ref = Ref.DOUBLEGUNHAWK
cellPos = (4,10)
learnLv = 45
masterLv = 60
@@ -1278,6 +1316,7 @@ class Skill37(PassiveSkill):
带印记的敌人死亡或消失时,增加物理暴击率的增益效果持续一定时间。\n
"""
name = '死亡印记'
ref = Ref.MARKOFDEATH
cellPos = (2,11)
learnLv = 48
masterLv = 40
@@ -1307,6 +1346,7 @@ class Skill38(ActiveSkill):
连续按攻击键或技能快捷键,可以增加乱射速度; 按Z键可以转换方向。\n
"""
name = "疯狂射击"
ref = Ref.DESPERADO
learnLv = 50
masterLv = 40
maxLv = 50
@@ -1348,6 +1388,7 @@ class Skill39(ActiveSkill):
发动技能时,可以操作与行进方向一致的方向键调整跳跃距离。\n
"""
name = '死亡突袭'
ref = Ref.DEADLYAPPROACH
cellPos = (3,12)
learnLv = 60
masterLv = 40
@@ -1396,6 +1437,7 @@ class Skill40(ActiveSkill):
射击过程中,可以按下跳跃键中断技能的施放。\n
"""
name = '压制射击'
ref = Ref.SUPPRESSINGFIRE
cellPos = (4,13)
learnLv = 70
masterLv = 40
@@ -1450,6 +1492,7 @@ class Skill41(ActiveSkill):
快速切换数把左轮枪并以惊人的速度对前方敌人进行射击。 若施放后连续按攻击键或技能快捷键,将会以更快的速度发射更多的子弹。\n
"""
name = '疾风骤雨'
ref = Ref.FASTDRAW
cellPos = (6,13)
learnLv = 75
masterLv = 40
@@ -1509,6 +1552,7 @@ class Skill42(PassiveSkill):
增加基本攻击力和转职技能攻击力,基本攻击的最后一击变更为[溃灭射击]。 增加[溃灭射击]的攻击力、 暴击率、 穿刺力,减少[溃灭回射]的冷却时间。\n
"""
name = '射击掌握'
ref = Ref.HEADSHOTMASTERY
cellPos = (2,13)
learnLv = 75
masterLv = 40
@@ -1531,9 +1575,9 @@ class Skill42(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'data': data0, 'exceptSkills': ['溃灭射击']}, {'data': data1, 'skills': ['溃灭射击']}, {'data': data4, 'type': '*cdReduce', 'skills': ['溃灭回射']}] # noqa: E501
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), except_skills=['溃灭射击']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=['溃灭射击']),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data4)), skills=['溃灭回射']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), except_skills=[Ref.HEADSHOT]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=[Ref.HEADSHOT]),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data4)), skills=[Ref.TURNINGSHOOT]),
]
# 抹杀
@@ -1545,6 +1589,7 @@ class Skill43(ActiveSkill):
发射的子弹在岩石之间弹射,对范围内的敌人造成多次伤害。\n
"""
name = '抹杀'
ref = Ref.WIPEOUT
cellPos = (1,14)
learnLv = 80
masterLv = 40
@@ -1595,6 +1640,7 @@ class Skill44(ActiveSkill):
可以使用左右方向键控制行进方向,若施放后连续按攻击键或技能快捷键,则可以更快地移动。\n
"""
name = '第七翼动'
ref = Ref.SEVENTHFLOW
cellPos = (5,14)
learnLv = 85
masterLv = 40
@@ -1627,6 +1673,7 @@ class Skill45(PassiveSkill):
抽打攻击命中时短暂控制敌人,然后快速对敌人进行2次射击。\n
"""
name = '卓尔不群'
ref = Ref.OUTSTANDING
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -1653,6 +1700,7 @@ class Skill46(ActiveSkill):
藏身在烟雾中移动时,无法使用[花式枪术]强制中断技能,但可以按跳跃键中断攻击。\n
"""
name = '爆燃突击'
ref = Ref.ACCELATIONTRIGGER
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -1684,6 +1732,7 @@ class Skill47(ActiveSkill):
若关联的技能还在冷却中,则无法使用三次觉醒技能。\n
"""
name = '鹰眸·致命危机'
ref = Ref.DEATHCRISIS
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -9,6 +9,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.gunner_male.spitfire_male import SpitfireMaleSkillRef as Ref
prefix = "gunner_male/spitfire_male/cn/skillDetail"
@@ -25,6 +26,7 @@ class Skill0(ActiveSkill):
向敌人发出强威力的膝撞并使其浮空,发动的瞬间存在霸体判定。\n
"""
name = "膝撞"
ref = Ref.AERIALKNEE
learnLv = 1
masterLv = 10
maxLv = 20
@@ -53,6 +55,7 @@ class Skill1(ActiveSkill):
向敌人发射1发子弹并使其浮空。\n
"""
name = "浮空弹"
ref = Ref.LIFTSHOT
learnLv = 1
masterLv = 60
maxLv = 70
@@ -79,6 +82,7 @@ class Skill2(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -102,6 +106,7 @@ class Skill3(PassiveSkill):
在决斗场中,增益/减益技能、 被动技能的技能攻击力增加效果对[基础精通]无影响。\n
"""
name = "基础精通"
ref = Ref.BASICATTACKUP
learnLv = 1
masterLv = 115
maxLv = 200
@@ -129,6 +134,7 @@ class Skill4(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -160,6 +166,7 @@ class Skill5(PassiveSkill):
在决斗场中,无法转换攻击类型,适用技能固有的攻击类型。\n
"""
name = "攻击类型转换"
ref = Ref.CONVERSION
learnLv = 1
masterLv = 1
maxLv = 1
@@ -194,6 +201,7 @@ class Skill6(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -216,6 +224,7 @@ class Skill7(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -242,6 +251,7 @@ class Skill8(ActiveSkill):
卫星射击对击范围内的所有敌人造成伤害,相比[M-137格林机枪]攻击次数减少,但破坏力更强。\n
"""
name = "M-137格林机枪"
ref = Ref.GATLING
learnLv = 5
masterLv = 60
maxLv = 70
@@ -278,6 +288,7 @@ class Skill9(ActiveSkill):
对建筑型护甲的敌人可以造成125%的伤害。\n
"""
name = "RX-78追击者"
ref = Ref.ROBOTRX78
learnLv = 5
masterLv = 60
maxLv = 70
@@ -308,6 +319,7 @@ class Skill10(ActiveSkill):
攻击不死族、 恶魔、 精灵类怪物时,可以大幅度增加伤害值。\n
"""
name = "银弹"
ref = Ref.SILVERBULLET
learnLv = 5
masterLv = 20
maxLv = 30
@@ -336,6 +348,7 @@ class Skill11(PassiveSkill):
使重火器的拔出动作出现攻击判定,命中敌人后可以将敌人击退。\n
"""
name = "重火器拔击"
ref = Ref.HITONSUBWEAPON
learnLv = 5
masterLv = 1
maxLv = 11
@@ -361,6 +374,7 @@ class Skill12(ActiveSkill):
前冲攻击或者倒地时按攻击键,可以发动回旋踢的同时站立。\n
"""
name = "回旋踢"
ref = Ref.WINDMILL
learnLv = 10
masterLv = 60
maxLv = 70
@@ -395,6 +409,7 @@ class Skill13(ActiveSkill):
在决斗场中,[花式枪术]附加效果不生效。\n
"""
name = "踏射"
ref = Ref.PUNISHER
learnLv = 10
masterLv = 60
maxLv = 70
@@ -424,6 +439,7 @@ class Skill14(ActiveSkill):
攻击型抓取判断 : 对霸体状态、 防御状态、 无法抓取的敌人不适用控制效果,只能造成膝撞攻击伤害。\n
"""
name = "炙烤"
ref = Ref.AERIALGATLING
learnLv = 10
masterLv = 60
maxLv = 70
@@ -452,6 +468,7 @@ class Skill15(ActiveSkill):
在决斗场中无法强制中断。\n
"""
name = "浮空铲"
ref = Ref.HIGHANGLESLIDING
learnLv = 10
masterLv = 1
maxLv = 1
@@ -479,6 +496,7 @@ class Skill16(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -506,6 +524,7 @@ class Skill17(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -533,6 +552,7 @@ class Skill18(ActiveSkill):
拔枪动作命中敌人时,可将敌人击退。\n
"""
name = "烟尘弹"
ref = Ref.DUSTSHOOT
learnLv = 10
masterLv = 60
maxLv = 70
@@ -573,6 +593,7 @@ class Skill19(ActiveSkill):
在决斗场中,适用单独的持续时间; 灼伤异常状态触发几率变更为100%。\n
"""
name = "特性弹"
ref = Ref.BULLETSPECIFIC
cellPos = (4,4)
learnLv = 15
masterLv = 10
@@ -614,6 +635,7 @@ class Skill20(ActiveSkill):
向前方敌人发出肉眼无法看清的快踢攻击,可以击退敌人并有一定几率使其进入眩晕状态。\n
"""
name = "瞬踢"
ref = Ref.FASTKNEE
learnLv = 15
masterLv = 60
maxLv = 70
@@ -652,6 +674,7 @@ class Skill21(ActiveSkill):
转职成为枪炮师时,才可以强制中断基本攻击动作,并立即施放该技能,并且在发射过程中可以用方向键移动。\n
"""
name = "M-3喷火器"
ref = Ref.FLAMETHROWER
learnLv = 15
masterLv = 60
maxLv = 70
@@ -687,6 +710,7 @@ class Skill22(ActiveSkill):
增加跳跃攻击的空中停留时间以及跳跃射击的攻击力和射击次数上限,效果持续一定时间。\n
"""
name = "空中射击"
ref = Ref.STAYONJUMPSHOOT
cellPos = (8,4)
learnLv = 15
masterLv = 10
@@ -721,6 +745,7 @@ class Skill23(ActiveSkill):
G-14手雷有最大填装数和填装冷却时间,按上、 下方向键后施放技能时,可以调整投掷位置。 转职成为弹药专家时,可以强制中断基本攻击动作,投掷G-14手雷。\n
"""
name = "G-14手雷"
ref = Ref.GRENADENONE
cellPos = (5,4)
learnLv = 15
masterLv = 60
@@ -754,6 +779,7 @@ class Skill24(PassiveSkill):
[交叉射击]、 [聚合弹]、 [凝固汽油弹]、 [狙击手增援]、 [电磁弹 : 麦克斯韦]\n
"""
name = "弹夹改装"
ref = Ref.MAGAZINEDRUM
cellPos = (7,4)
learnLv = 15
masterLv = 10
@@ -779,8 +805,8 @@ class Skill24(PassiveSkill):
# {'data': data1, 'skills': ['爆裂弹', '贯穿弹', '狙击手增援']}
# ]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), skills=['交叉射击', '聚合弹', '凝固汽油弹', '电磁弹 : 麦克斯韦']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=['爆裂弹', '贯穿弹', '狙击手增援']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), skills=[Ref.CROSSSHOOT, Ref.CHARGEBUSTER, Ref.NAPALMBOMB, Ref.MAXWELL]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=[Ref.BULLETEXPLOSIVE, Ref.BULLETPENETRATE, Ref.RETURNEDSNIPER]),
]
# 超负荷装填
@@ -791,6 +817,7 @@ class Skill25(ActiveSkill):
在子弹中填装特殊弹药,增加基本攻击力和技能攻击力。\n
"""
name = "超负荷装填"
ref = Ref.OVERCHARGE
cellPos = (3,4)
learnLv = 15
masterLv = 10
@@ -815,6 +842,7 @@ class Skill26(PassiveSkill):
如在[超负荷装填]中选择无属性,增加基本攻击的弹速。\n
"""
name = "弹药改良"
ref = Ref.BULLETMASTERY
cellPos = (1,5)
learnLv = 20
masterLv = 10
@@ -851,6 +879,7 @@ class Skill27(PassiveSkill):
增加[G-14手雷]、 [G-35L感电手雷]、 [G-18C冰冻手雷]的攻击力。\n
"""
name = "手雷精通"
ref = Ref.STRAYBULLETMASTERY
cellPos = (6,5)
learnLv = 20
masterLv = 10
@@ -866,7 +895,7 @@ class Skill27(PassiveSkill):
# {'type': '*skillDamage', 'data': data0, 'skills': ['G-14手雷','G-35L感电手雷','G-18C冰冻手雷']},
# ]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), skills=['G-14手雷', 'G-35L感电手雷', 'G-18C冰冻手雷']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), skills=[Ref.GRENADENONE, Ref.GRENADELIGHT, Ref.GRENADEWATER]),
]
# 暴击
@@ -877,6 +906,7 @@ class Skill28(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -899,6 +929,7 @@ class Skill29(PassiveSkill):
增加物理/魔法/独立攻击力。 不受武器带来的技能冷却时间增减效果影响,减少转职后技能的冷却时间。 装备步枪、 手弩时,增加攻击速度和填装速度; 增加步枪、 手弩的集弹率和空中射击的后坐力。\n
"""
name = "兵器研究"
ref = Ref.WEAPONEXPERT
cellPos = (0,5)
learnLv = 20
masterLv = 10
@@ -945,6 +976,7 @@ class Skill30(ActiveSkill):
在前方一定距离内最强的敌人脚下设置特殊地雷,然后引爆地雷。 删除手动引爆功能,减少击退距离。 攻击次数为1次,攻击力与[M18阔剑地雷]的攻击力总和一致。\n
"""
name = "M18阔剑地雷"
ref = Ref.M18CLAYMORE
cellPos = (8,5)
learnLv = 20
masterLv = 60
@@ -985,6 +1017,7 @@ class Skill31(PassiveSkill):
快速拔枪攻击敌人,发动后可以增加攻击速度和普通射击的攻击力。 转职为漫游枪手后增加精通等级。\n
"""
name = "快速拔枪"
ref = Ref.FASTSHOOT
cellPos = (9,6)
learnLv = 25
masterLv = 5
@@ -1012,6 +1045,7 @@ class Skill32(ActiveSkill):
冷却时间增加,但多段攻击增加至5次、 攻击范围变大,并且可以获得[赤诚之心]的额外攻击力增加效果。\n
"""
name = "交叉射击"
ref = Ref.CROSSSHOOT
cellPos = (3,6)
learnLv = 25
masterLv = 60
@@ -1050,6 +1084,7 @@ class Skill33(ActiveSkill):
在决斗场中,不适用感电效果。\n
"""
name = "G-35L感电手雷"
ref = Ref.GRENADELIGHT
cellPos = (5,6)
learnLv = 25
masterLv = 60
@@ -1090,6 +1125,7 @@ class Skill34(ActiveSkill):
在决斗场中适用单独的持续时间。\n
"""
name = "爆裂弹"
ref = Ref.BULLETEXPLOSIVE
cellPos = (4,7)
learnLv = 30
masterLv = 10
@@ -1123,6 +1159,7 @@ class Skill35(ActiveSkill):
在决斗场中适用单独的持续时间。\n
"""
name = "贯穿弹"
ref = Ref.BULLETPENETRATE
cellPos = (2,7)
learnLv = 30
masterLv = 10
@@ -1160,6 +1197,7 @@ class Skill36(ActiveSkill):
G-18C冰冻手雷有最大填装数和填装冷却时间,按上、 下方向键后施放技能时,可以调整投掷位置。\n
"""
name = "G-18C冰冻手雷"
ref = Ref.GRENADEWATER
cellPos = (6,7)
learnLv = 30
masterLv = 60
@@ -1201,6 +1239,7 @@ class Skill37(ActiveSkill):
在决斗场中,即使经过一定时间C4也不会自动爆炸。\n
"""
name = "C4飞弹"
ref = Ref.C4
cellPos = (8,8)
learnLv = 35
masterLv = 60
@@ -1255,6 +1294,7 @@ class Skill38(ActiveSkill):
可以在[超负荷装填]状态下使用,射击属性为[超负荷装填]中选择的属性。\n
"""
name = "聚合弹"
ref = Ref.CHARGEBUSTER
cellPos = (3,8)
learnLv = 35
masterLv = 60
@@ -1309,6 +1349,7 @@ class Skill39(ActiveSkill):
在决斗场中,不发动霸体护甲。\n
"""
name = "凝固汽油弹"
ref = Ref.NAPALMBOMB
cellPos = (3,9)
learnLv = 40
masterLv = 60
@@ -1367,6 +1408,7 @@ class Skill40(ActiveSkill):
决斗场中,无法强制中断技能,进入普通霸体,而非建筑霸体。\n
"""
name = "狙击手增援"
ref = Ref.RETURNEDSNIPER
cellPos = (4,10)
learnLv = 45
masterLv = 60
@@ -1426,6 +1468,7 @@ class Skill41(PassiveSkill):
装备手弩时,最后一击额外发射2发。(在决斗场中无效)\n
"""
name = "弹药主宰"
ref = Ref.ADVANCEDBULLET
cellPos = (4,11)
learnLv = 48
masterLv = 40
@@ -1445,7 +1488,7 @@ class Skill41(PassiveSkill):
# ]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0))),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=['爆裂弹', '贯穿弹']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=[Ref.BULLETEXPLOSIVE, Ref.BULLETPENETRATE]),
]
# 黑玫瑰特种战队
@@ -1456,6 +1499,7 @@ class Skill42(ActiveSkill):
召唤出由四名女神枪手组成的黑玫瑰特种战队,集中火力对指定位置发动攻击。\n
"""
name = "黑玫瑰特种战队"
ref = Ref.BLACKROSE
cellPos = (7,11)
learnLv = 50
masterLv = 40
@@ -1505,6 +1549,7 @@ class Skill43(ActiveSkill):
向前方投掷重力手雷,将范围内的敌人聚集到一处后爆炸,对敌人造成伤害。\n
"""
name = "G-61重力手雷"
ref = Ref.GRAVITYGRENADE
cellPos = (5,12)
learnLv = 60
masterLv = 40
@@ -1563,6 +1608,7 @@ class Skill44(ActiveSkill):
(3) 受到磁场影响的[G-14手雷]、 [G-35L感电手雷]、 [G-18C冰冻手雷]得到强化,对磁场领域内的所有敌人造成伤害。\n
"""
name = "电磁弹 : 麦克斯韦"
ref = Ref.MAXWELL
cellPos = (3,13)
learnLv = 70
masterLv = 40
@@ -1616,6 +1662,7 @@ class Skill45(ActiveSkill):
可以在[超负荷装填]状态下使用,炮弹属性为[超负荷装填]中选择的属性。\n
"""
name = "重火力支援"
ref = Ref.DANGERCLOSE
cellPos = (1,13)
learnLv = 75
masterLv = 40
@@ -1664,6 +1711,7 @@ class Skill46(PassiveSkill):
凭借纵横战场的经验,强化自身的基本攻击力和技能攻击力。\n
"""
name = "战地功勋"
ref = Ref.WARHERO
cellPos = (7,13)
learnLv = 75
masterLv = 40
@@ -1691,6 +1739,7 @@ class Skill47(ActiveSkill):
G-38ARG系统会根据攻击属性进行响应,发动特定攻击; 造成一定次数相同属性的伤害后,G-38智能手雷会自动爆炸。\n
"""
name = "G-38智能手雷"
ref = Ref.G38ARG
learnLv = 80
masterLv = 40
maxLv = 50
@@ -1749,6 +1798,7 @@ class Skill48(ActiveSkill):
施放技能后,可以通过前后方向键控制投放位置。\n
"""
name = "超新星核爆"
ref = Ref.SUPERNOVA
cellPos = (6,14)
learnLv = 85
masterLv = 40
@@ -1788,6 +1838,7 @@ class Skill49(PassiveSkill):
[个人要服从集体或更大的整体,服从部队,服从一个团队。]\n
"""
name = "赤诚之心"
ref = Ref.ALLEGIANT
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -1807,7 +1858,7 @@ class Skill49(PassiveSkill):
# ]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0))),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=['交叉射击']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=[Ref.CROSSSHOOT]),
]
# [交叉射击]冷却时间 : 10秒
# [M18阔剑地雷]特殊地雷设置范围 : 前方350px
@@ -1821,6 +1872,7 @@ class Skill50(ActiveSkill):
操作事先设置的地雷,将其引爆,在后方待命的皇鹰特战队队员们脱下隐蔽斗篷,使用冲锋枪向前方进行射击。 紧接着分队长登场发射火箭,对敌人发动终结攻击。\n
"""
name = "皇鹰特战队"
ref = Ref.ETERNALBUSTER
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -1857,6 +1909,7 @@ class Skill51(ActiveSkill):
若关联的技能还在冷却中,则无法使用三次觉醒技能。\n
"""
name = "赤魂·风暴狙击"
ref = Ref.WILDRNESSSTORM
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -9,6 +9,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.imperialknight.breaker import BreakerSkillRef as Ref
prefix = "imperialknight/breaker/cn/skillDetail"
@@ -21,6 +22,7 @@ class Skill0(ActiveSkill):
攻击时存在霸体判定。\n
"""
name = "上撩斩"
ref = Ref.RAISEUPPERCUT
cellPos = (5,1)
learnLv = 1
masterLv = 10
@@ -46,6 +48,7 @@ class Skill1(PassiveSkill):
减少除觉醒技能以外的转职技能的冷却时间,减少施放技能时的魔法值消耗量。\n
"""
name = "帝国威严"
ref = Ref.DECKBREAKER
cellPos = (1,1)
learnLv = 1
masterLv = 1
@@ -65,7 +68,7 @@ class Skill1(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [ {"type":"*cdReduce","data":data0,"exceptSkills":['鸣镝破阵']}, ]
associate = [
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data0)), except_skills=['鸣镝破阵']),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data0)), except_skills=[Ref.OPENWARFANFARE]),
]
# 狂野横扫
@@ -76,6 +79,7 @@ class Skill2(ActiveSkill):
大幅挥动枪锚横扫,攻击前方敌人。\n
"""
name = "狂野横扫"
ref = Ref.WIDECLEAVE
cellPos = (3,1)
learnLv = 1
masterLv = 60
@@ -101,6 +105,7 @@ class Skill3(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -124,6 +129,7 @@ class Skill4(PassiveSkill):
在决斗场中,增益/减益技能、 被动技能的技能攻击力增加效果对[基础精通]无影响。\n
"""
name = "基础精通"
ref = Ref.BASICATTACKUP
cellPos = (1,0)
learnLv = 1
masterLv = 115
@@ -146,7 +152,7 @@ class Skill4(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'type': '*skillDamage', 'data': [i - 100 if i > 0 else 0 for i in data0], 'skills': ['钩爪突袭']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=['钩爪突袭']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=[Ref.HOOKSHOT]),
]
# 受身蹲伏
@@ -157,6 +163,7 @@ class Skill5(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -198,6 +205,7 @@ class Skill6(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -220,6 +228,7 @@ class Skill7(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -243,6 +252,7 @@ class Skill8(ActiveSkill):
攻击可抓取的敌人时,使敌人进入强制控制状态。\n
"""
name = "穿心刺"
ref = Ref.POINTTHRUST
cellPos = (5,2)
learnLv = 5
masterLv = 60
@@ -273,6 +283,7 @@ class Skill9(ActiveSkill):
施放过程中所受伤害减少。\n
"""
name = "舰炮飞踢"
ref = Ref.CANNONKICK
cellPos = (6,2)
learnLv = 5
masterLv = 60
@@ -300,6 +311,7 @@ class Skill10(ActiveSkill):
用迅捷的动作对前方敌人发动下劈。\n
"""
name = "破浪斩"
ref = Ref.QUICKBISECTION
cellPos = (5,3)
learnLv = 10
masterLv = 60
@@ -328,6 +340,7 @@ class Skill11(ActiveSkill):
突进过程中减少所受伤害。\n
"""
name = "无畏登舰"
ref = Ref.ROUGHBOARDING
cellPos = (6,3)
learnLv = 10
masterLv = 60
@@ -360,6 +373,7 @@ class Skill12(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -387,6 +401,7 @@ class Skill13(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -412,6 +427,7 @@ class Skill14(PassiveSkill):
对帝国的敌人绝不姑息。 增加破浪者的基本攻击力、 转职技能攻击力和物理暴击率。\n
"""
name = "无情铁律"
ref = Ref.NOQUARTER
cellPos = (1,4)
learnLv = 15
masterLv = 10
@@ -444,6 +460,7 @@ class Skill15(ActiveSkill):
施放过程中减少所受伤害。\n
"""
name = "枪锚踢击"
ref = Ref.ANCHORKICK
cellPos = (6,4)
learnLv = 15
masterLv = 60
@@ -474,6 +491,7 @@ class Skill16(ActiveSkill):
受[基础精通]的影响。\n
"""
name = "钩爪突袭"
ref = Ref.HOOKSHOT
cellPos = (4,4)
learnLv = 15
masterLv = 1
@@ -507,6 +525,7 @@ class Skill17(ActiveSkill):
增加基本攻击力和转职技能攻击力。\n
"""
name = "停航戒令"
ref = Ref.AVAST
cellPos = (2,5)
learnLv = 20
masterLv = 10
@@ -533,6 +552,7 @@ class Skill18(ActiveSkill):
可以在空中施放。\n
"""
name = "船体碎击"
ref = Ref.HULLBREACH
cellPos = (3,5)
learnLv = 20
masterLv = 60
@@ -561,6 +581,7 @@ class Skill19(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -583,6 +604,7 @@ class Skill20(ActiveSkill):
用枪锚向前方大幅横扫,将被击中的敌人聚集到一处。 枪锚扫过的地方会刮起旋风,对范围内的敌人造成伤害。\n
"""
name = "旋风扫荡"
ref = Ref.SWEEPINGSTRIKE
cellPos = (3,6)
learnLv = 25
masterLv = 60
@@ -620,6 +642,7 @@ class Skill21(PassiveSkill):
增加基本攻击力和转职技能攻击力,同时提高命中率。\n
"""
name = "海战体术"
ref = Ref.BOARDINGACTIONPRO
cellPos = (1,7)
learnLv = 30
masterLv = 10
@@ -652,6 +675,7 @@ class Skill22(ActiveSkill):
可以取消[激流勇进]施放后的僵直并施放转职技能。\n
"""
name = "激流勇进"
ref = Ref.TIDEPIERCER
cellPos = (6,7)
learnLv = 30
masterLv = 60
@@ -681,6 +705,7 @@ class Skill23(ActiveSkill):
在其他动作中施放时,可以无施放动作直接发动技能。 (觉醒技能除外)\n
"""
name = "深海召唤"
ref = Ref.DEEPWATERCALL
cellPos = (5,7)
learnLv = 30
masterLv = 60
@@ -720,6 +745,7 @@ class Skill24(ActiveSkill):
以十字形交替挥动枪锚。 第一次斩击后,在一定时间内再次按技能键可发动第二次斩击。 连续施放时,可以取消第一次斩击施放后的僵直并立即施放第二次斩击。\n
"""
name = "狂风斩"
ref = Ref.GALESLASH
cellPos = (3,8)
learnLv = 35
masterLv = 60
@@ -774,6 +800,7 @@ class Skill25(ActiveSkill):
可以在地面和空中施放。\n
"""
name = "潮汐之缚"
ref = Ref.TIDEBOUND
cellPos = (4,8)
learnLv = 35
masterLv = 60
@@ -833,7 +860,7 @@ class Skill25(ActiveSkill):
# self.associate = [{'type': '*skillRation', 'data': [0] + [-17.6] * self.maxLv, 'skills': ['钩爪突袭']}]
# return super().effect(old, new)
associate = [
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-17.6] * maxLv)), skills=['钩爪突袭'], when=Equals(Read(SkillAttribute.VP), 2)),
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-17.6] * maxLv)), skills=[Ref.HOOKSHOT], when=Equals(Read(SkillAttribute.VP), 2)),
]
# 逆浪断空
@@ -844,6 +871,7 @@ class Skill26(ActiveSkill):
连续攻击两次后,施放强力上挑斩击。\n
"""
name = "逆浪断空"
ref = Ref.RIPTIDEUPRISING
cellPos = (3,9)
learnLv = 40
masterLv = 60
@@ -897,6 +925,7 @@ class Skill27(ActiveSkill):
可以取消转职技能的施放后僵直并施放[乘风破浪],也可以取消[乘风破浪]的施放后僵直并施放转职技能。\n
"""
name = "乘风破浪"
ref = Ref.WAVEBREAKER
cellPos = (3,10)
learnLv = 45
masterLv = 60
@@ -951,6 +980,7 @@ class Skill28(PassiveSkill):
[舰炮飞踢]、 [无畏登舰]、 [枪锚踢击]、 [怒海冲击]、 [战栗轰击]\n
"""
name = "桀骜不驯"
ref = Ref.TROUBLEMAKER
cellPos = (1,11)
learnLv = 48
masterLv = 40
@@ -981,6 +1011,7 @@ class Skill29(ActiveSkill):
以锁链缠绕船首并全力砸下,在剧烈的爆炸声中吹响开战的号角。\n
"""
name = "鸣镝破阵"
ref = Ref.OPENWARFANFARE
cellPos = (5,11)
learnLv = 50
masterLv = 40
@@ -1019,6 +1050,7 @@ class Skill30(ActiveSkill):
施放过程中所受伤害减少。\n
"""
name = "怒海冲击"
ref = Ref.PIERCEIMPACT
cellPos = (6,12)
learnLv = 60
masterLv = 40
@@ -1068,6 +1100,7 @@ class Skill31(ActiveSkill):
以漩涡状挥动枪锚,吸附敌人后发动强力终结斩击。\n
"""
name = "气卷万涛"
ref = Ref.MAELSTROM
cellPos = (3,13)
learnLv = 70
masterLv = 40
@@ -1126,6 +1159,7 @@ class Skill32(PassiveSkill):
增加破浪者的基本攻击力和转职技能攻击力。\n
"""
name = "海妖之歌"
ref = Ref.IRONSONG
cellPos = (1,13)
learnLv = 75
masterLv = 40
@@ -1155,6 +1189,7 @@ class Skill33(ActiveSkill):
可通过方向键指定强袭位置。 施放过程中所受伤害减少。\n
"""
name = "战栗轰击"
ref = Ref.DREADFALLBARRAGE
cellPos = (6,13)
learnLv = 75
masterLv = 40
@@ -1214,6 +1249,7 @@ class Skill34(ActiveSkill):
按前方向键可以增加移动距离。\n
"""
name = "蛟龙惊涛"
ref = Ref.SEADRAGONTOOTH
cellPos = (3,14)
learnLv = 80
masterLv = 40
@@ -1275,6 +1311,7 @@ class Skill35(ActiveSkill):
潜水状态下施放[海神降临]时,可以将两个技能合并施放,此时两者攻击力也会合并计算。\n
"""
name = "四海游龙"
ref = Ref.SEABANE
cellPos = (5,14)
learnLv = 85
masterLv = 40
@@ -1315,6 +1352,7 @@ class Skill36(PassiveSkill):
技能施放特效变更,施放过程中所受伤害减少。\n
"""
name = "逆流而上"
ref = Ref.RIPTIDE
cellPos = (1,15)
learnLv = 95
masterLv = 40
@@ -1347,6 +1385,7 @@ class Skill37(ActiveSkill):
可以取消转职技能的施放后僵直来连接[狂澜风暴舞],也可以取消[狂澜风暴舞]的施放后僵直来连接转职技能。\n
"""
name = "狂澜风暴舞"
ref = Ref.UNBOUNDTEMPEST
cellPos = (3,15)
learnLv = 95
masterLv = 40
@@ -1383,6 +1422,7 @@ class Skill38(ActiveSkill):
可以强制中断[四海游龙]的潜水状态,并合并施放[海神降临]技能。\n
"""
name = "海神降临"
ref = Ref.SEAGODFALLDOWN
cellPos = (5,16)
learnLv = 100
masterLv = 40
+74 -14
View File
@@ -9,6 +9,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.knight.chaos import ChaosSkillRef as Ref
prefix = "knight/chaos/cn/skillDetail"
@@ -25,6 +26,7 @@ class Skill0(ActiveSkill):
只有完全掌握盾挑的人才有资格当上骑士团团长,千万不要小看这个技能。]\n
"""
name = "盾挑"
ref = Ref.UPPERSHIELD
learnLv = 1
masterLv = 10
maxLv = 20
@@ -54,6 +56,7 @@ class Skill1(ActiveSkill):
只有为了国家和君主愿意牺牲小我的人才是真正的骑士。]\n
"""
name = "强踢"
ref = Ref.LIONKICK
learnLv = 1
masterLv = 60
maxLv = 70
@@ -89,6 +92,7 @@ class Skill2(ActiveSkill):
"""
name = '盾牌转换'
ref = Ref.SHIELDCHANGE
cellPos = (9,1)
learnLv = 1
masterLv = 1
@@ -113,6 +117,7 @@ class Skill3(ActiveSkill):
"""
name = '统御 : 魔灵战士'
ref = Ref.SUMMONCHAOSSOLDIER
cellPos = (2,1)
learnLv = 1
masterLv = 1
@@ -137,6 +142,7 @@ class Skill4(ActiveSkill):
"""
name = '统御 : 魔灵法师'
ref = Ref.SUMMONDEMONMAGICIAN
cellPos = (8,1)
learnLv = 1
masterLv = 1
@@ -163,6 +169,7 @@ class Skill5(PassiveSkill):
"""
name = '亚丁的庇佑'
ref = Ref.SUMMONDEVAATEN
cellPos = (7,1)
learnLv = 1
masterLv = 1
@@ -207,6 +214,7 @@ class Skill6(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -230,6 +238,7 @@ class Skill7(PassiveSkill):
在决斗场中,增益/减益技能、 被动技能的技能攻击力增加效果对[基础精通]无影响。\n
"""
name = "基础精通"
ref = Ref.BASICATTACKUP
learnLv = 1
masterLv = 115
maxLv = 200
@@ -257,6 +266,7 @@ class Skill8(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -298,6 +308,7 @@ class Skill9(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -320,6 +331,7 @@ class Skill10(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -345,6 +357,7 @@ class Skill11(ActiveSkill):
"""
name = '盾击'
ref = Ref.SHIELDSTARK
cellPos = (4,2)
learnLv = 5
masterLv = 60
@@ -380,6 +393,7 @@ class Skill12(ActiveSkill):
[命运之轮开始旋转了。]\n
"""
name = "命运之轮"
ref = Ref.WHEELOFFORTUNE
learnLv = 5
masterLv = 60
maxLv = 70
@@ -410,6 +424,7 @@ class Skill13(PassiveSkill):
"""
name = '自动防御'
ref = Ref.PERFECTGUARD
cellPos = (9,2)
learnLv = 5
masterLv = 5
@@ -441,6 +456,7 @@ class Skill14(ActiveSkill):
"""
name = '盾牌格挡'
ref = Ref.SHIELDGUARD
cellPos = (4,3)
learnLv = 10
masterLv = 5
@@ -489,6 +505,7 @@ class Skill15(ActiveSkill):
"""
name = '致命突刺'
ref = Ref.LETHALPUNTO
cellPos = (6,3)
learnLv = 10
masterLv = 60
@@ -535,6 +552,7 @@ class Skill16(ActiveSkill):
"""
name = '跳斩'
ref = Ref.FINISH
cellPos = (9,3)
learnLv = 10
masterLv = 60
@@ -564,6 +582,7 @@ class Skill17(ActiveSkill):
"""
name = '飞跃截击'
ref = Ref.INTERCEPT
cellPos = (1,3)
learnLv = 10
masterLv = 60
@@ -596,6 +615,7 @@ class Skill18(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -623,6 +643,7 @@ class Skill19(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -652,6 +673,7 @@ class Skill20(PassiveSkill):
"""
name = '防御姿态'
ref = Ref.DEFENSIVEPOSTURE
cellPos = (4,4)
learnLv = 15
masterLv = 1
@@ -685,6 +707,7 @@ class Skill21(ActiveSkill):
"""
name = '破武之轮'
ref = Ref.DISARMING
cellPos = (9,4)
learnLv = 15
masterLv = 60
@@ -739,6 +762,7 @@ class Skill22(ActiveSkill):
"""
name = '魔灵召唤 : 波拉斯'
ref = Ref.SUMMONBORASS
cellPos = (2,4)
learnLv = 15
masterLv = 60
@@ -770,6 +794,7 @@ class Skill23(ActiveSkill):
"""
name = '魔灵召唤 : 瓦尔琪'
ref = Ref.SUMMONLUCKYWACKY
cellPos = (8,4)
learnLv = 15
masterLv = 60
@@ -800,6 +825,7 @@ class Skill24(ActiveSkill):
"""
name = '军团遣散'
ref = Ref.CLEARDEMON
cellPos = (3,4)
learnLv = 15
masterLv = 1
@@ -823,6 +849,7 @@ class Skill25(ActiveSkill):
"""
name = '军团列队'
ref = Ref.CORPSARRAY
cellPos = (6,4)
learnLv = 15
masterLv = 60
@@ -853,6 +880,7 @@ class Skill26(PassiveSkill):
"""
name = '魔灵血统'
ref = Ref.MIXEDBLOOD
cellPos = (1,4)
learnLv = 15
masterLv = 1
@@ -887,6 +915,7 @@ class Skill27(ActiveSkill):
"""
name = '魔灵随行'
ref = Ref.STOPATTACK
cellPos = (5,4)
learnLv = 15
masterLv = 1
@@ -913,6 +942,7 @@ class Skill28(PassiveSkill):
"""
name = '力量法则'
ref = Ref.RULEOFPOWER
cellPos = (1,5)
learnLv = 20
masterLv = 1
@@ -930,7 +960,7 @@ class Skill28(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'data': data0, 'type': '*skillDamage', 'skills': ['军团列队', '魔幻旋风', '毁灭突进', '翔空剑', '聚灵升空剑', '魔神百裂拳', '黑暗冲击', '午夜嘉年华', '绚丽耀光', '魔灵乱舞', '黑曜之眸 : 亚丁降临', '绽放·终章', '盛宴·恶之祭典']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), skills=['军团列队', '魔幻旋风', '毁灭突进', '翔空剑', '聚灵升空剑', '魔神百裂拳', '黑暗冲击', '午夜嘉年华', '绚丽耀光', '魔灵乱舞', '黑曜之眸 : 亚丁降临', '绽放·终章', '盛宴·恶之祭典']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), skills=[Ref.CORPSARRAY, Ref.FANCYTWIST, Ref.BATTERINGRAM, Ref.VSLASH, Ref.FINALATTACK, Ref.WONDERFULRUSH, Ref.DARKSHOCKWAVE, Ref.MIDNIGHTCARNIVAL, Ref.MASSIVEFIRE, Ref.BRAWL, Ref.ATENADVENT, Ref.GRANDFINALE, Ref.EVILFESTIVAL]),
]
# 魔灵召唤 : 狂暴布洛克
@@ -946,6 +976,7 @@ class Skill29(ActiveSkill):
"""
name = '魔灵召唤 : 狂暴布洛克'
ref = Ref.SUMMONHYSTERICWORRIER
cellPos = (2,5)
learnLv = 20
masterLv = 60
@@ -990,6 +1021,7 @@ class Skill30(ActiveSkill):
"""
name = '魔灵炸弹'
ref = Ref.SACRIFICEBOMB
cellPos = (5,5)
learnLv = 20
masterLv = 60
@@ -1053,6 +1085,7 @@ class Skill31(ActiveSkill):
"""
name = '连锁共振'
ref = Ref.RESONANCE
cellPos = (4,5)
learnLv = 20
masterLv = 1
@@ -1098,7 +1131,7 @@ class Skill31(ActiveSkill):
# 迁移前实现(保留对照):
# associate = [{'type': '*skillDamage', 'data': data7, 'skills': ['魔灵召唤 : 波拉斯', '魔灵召唤 : 狂暴布洛克', '魔灵召唤 : 假面杰森', '魔灵召唤 : 旋转小冯', '魔灵召唤 : 迪克老爹']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data7)), skills=['魔灵召唤 : 波拉斯', '魔灵召唤 : 狂暴布洛克', '魔灵召唤 : 假面杰森', '魔灵召唤 : 旋转小冯', '魔灵召唤 : 迪克老爹']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data7)), skills=[Ref.SUMMONBORASS, Ref.SUMMONHYSTERICWORRIER, Ref.SUMMONGELATINMASK, Ref.SUMMONCRAZYSPIN, Ref.SUMMONBIGDADDY]),
]
# 暴击
@@ -1109,6 +1142,7 @@ class Skill32(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -1136,6 +1170,7 @@ class Skill33(ActiveSkill):
"""
name = '魔灵召唤 : 假面杰森'
ref = Ref.SUMMONGELATINMASK
cellPos = (2,6)
learnLv = 25
masterLv = 60
@@ -1176,6 +1211,7 @@ class Skill34(ActiveSkill):
"""
name = '魔灵召唤 : 大画家芭芘'
ref = Ref.SUMMONTWINKLEARTIST
cellPos = (8,6)
learnLv = 25
masterLv = 60
@@ -1209,6 +1245,7 @@ class Skill35(ActiveSkill):
"""
name = '绝对魅力'
ref = Ref.REIGNOFTERROR
cellPos = (4,6)
learnLv = 25
masterLv = 10
@@ -1243,16 +1280,16 @@ class Skill35(ActiveSkill):
# {'type': '*ratio', 'data': data2, 'skills': ['碎灵之击']},
# ]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=['魔灵召唤 : 波拉斯', '魔灵召唤 : 瓦尔琪', '魔灵召唤 : 狂暴布洛克', '魔灵召唤 : 假面杰森', '魔灵召唤 : 大画家芭芘', '魔灵召唤 : 旋转小冯', '魔灵召唤 : 小吸血鬼夏伊', '魔灵召唤 : 大富翁鲁邦', '魔灵召唤 : 迪克老爹', '魔灵召唤 : 红心女皇艾莉莎']),
SkillEffect(attribute=Power(2), operation=Operation.ADD, value=Percent(LevelTable(data2)), skills=['魔灵炸弹']),
SkillEffect(attribute=Power(3), operation=Operation.ADD, value=Percent(LevelTable(data2)), skills=['魔灵炸弹']),
SkillEffect(attribute=Power(5), operation=Operation.ADD, value=Percent(LevelTable(data2)), skills=['魔灵炸弹']),
SkillEffect(attribute=Power(7), operation=Operation.ADD, value=Percent(LevelTable(data2)), skills=['魔灵炸弹']),
SkillEffect(attribute=Power(12), operation=Operation.ADD, value=Percent(LevelTable(data2)), skills=['魔灵炸弹']),
SkillEffect(attribute=Power(13), operation=Operation.ADD, value=Percent(LevelTable(data2)), skills=['魔灵炸弹']),
SkillEffect(attribute=Power(2), operation=Operation.ADD, value=Percent(LevelTable(data2)), skills=['毁灭突进']),
SkillEffect(attribute=Power(3), operation=Operation.ADD, value=Percent(LevelTable(data2)), skills=['毁灭突进']),
SkillEffect(attribute=SkillAttribute.RATIO, value=1 + Percent(LevelTable(data2)), skills=['碎灵之击']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=[Ref.SUMMONBORASS, Ref.SUMMONLUCKYWACKY, Ref.SUMMONHYSTERICWORRIER, Ref.SUMMONGELATINMASK, Ref.SUMMONTWINKLEARTIST, Ref.SUMMONCRAZYSPIN, Ref.SUMMONVAMPIRECHILDREN, Ref.SUMMONRAGEHAT, Ref.SUMMONBIGDADDY, Ref.SUMMONHEARTQUEEN]),
SkillEffect(attribute=Power(2), operation=Operation.ADD, value=Percent(LevelTable(data2)), skills=[Ref.SACRIFICEBOMB]),
SkillEffect(attribute=Power(3), operation=Operation.ADD, value=Percent(LevelTable(data2)), skills=[Ref.SACRIFICEBOMB]),
SkillEffect(attribute=Power(5), operation=Operation.ADD, value=Percent(LevelTable(data2)), skills=[Ref.SACRIFICEBOMB]),
SkillEffect(attribute=Power(7), operation=Operation.ADD, value=Percent(LevelTable(data2)), skills=[Ref.SACRIFICEBOMB]),
SkillEffect(attribute=Power(12), operation=Operation.ADD, value=Percent(LevelTable(data2)), skills=[Ref.SACRIFICEBOMB]),
SkillEffect(attribute=Power(13), operation=Operation.ADD, value=Percent(LevelTable(data2)), skills=[Ref.SACRIFICEBOMB]),
SkillEffect(attribute=Power(2), operation=Operation.ADD, value=Percent(LevelTable(data2)), skills=[Ref.BATTERINGRAM]),
SkillEffect(attribute=Power(3), operation=Operation.ADD, value=Percent(LevelTable(data2)), skills=[Ref.BATTERINGRAM]),
SkillEffect(attribute=SkillAttribute.RATIO, value=1 + Percent(LevelTable(data2)), skills=[Ref.GENOCIDECRUSH]),
]
# 魔幻旋风
@@ -1265,6 +1302,7 @@ class Skill36(ActiveSkill):
"""
name = '魔幻旋风'
ref = Ref.FANCYTWIST
cellPos = (6,6)
learnLv = 25
masterLv = 60
@@ -1306,6 +1344,7 @@ class Skill37(ActiveSkill):
"""
name = '魔灵召唤 : 旋转小冯'
ref = Ref.SUMMONCRAZYSPIN
cellPos = (2,7)
learnLv = 30
masterLv = 60
@@ -1343,6 +1382,7 @@ class Skill38(ActiveSkill):
"""
name = '魔灵召唤 : 小吸血鬼夏伊'
ref = Ref.SUMMONVAMPIRECHILDREN
cellPos = (8,7)
learnLv = 30
masterLv = 60
@@ -1379,6 +1419,7 @@ class Skill39(ActiveSkill):
"""
name = '思维风暴'
ref = Ref.BRAINSTORM
cellPos = (4,7)
learnLv = 30
masterLv = 10
@@ -1409,6 +1450,7 @@ class Skill40(ActiveSkill):
"""
name = '毁灭突进'
ref = Ref.BATTERINGRAM
cellPos = (6,7)
learnLv = 30
masterLv = 60
@@ -1454,6 +1496,7 @@ class Skill41(ActiveSkill):
"""
name = '魔灵召唤 : 大富翁鲁邦'
ref = Ref.SUMMONRAGEHAT
cellPos = (8,8)
learnLv = 35
masterLv = 60
@@ -1507,6 +1550,7 @@ class Skill42(ActiveSkill):
"""
name = '灵性转换'
ref = Ref.ELEMENTALCIRCLE
cellPos = (9,8)
learnLv = 35
masterLv = 1
@@ -1536,6 +1580,7 @@ class Skill43(ActiveSkill):
"""
name = '翔空剑'
ref = Ref.VSLASH
cellPos = (6,8)
learnLv = 35
masterLv = 60
@@ -1610,6 +1655,7 @@ class Skill44(ActiveSkill):
"""
name = '魔灵召唤 : 迪克老爹'
ref = Ref.SUMMONBIGDADDY
cellPos = (2,9)
learnLv = 40
masterLv = 60
@@ -1671,6 +1717,7 @@ class Skill45(ActiveSkill):
"""
name = '碎灵之击'
ref = Ref.GENOCIDECRUSH
cellPos = (5,9)
learnLv = 40
masterLv = 60
@@ -1790,6 +1837,7 @@ class Skill46(ActiveSkill):
"""
name = '魔灵召唤 : 红心女皇艾莉莎'
ref = Ref.SUMMONHEARTQUEEN
cellPos = (8,10)
learnLv = 45
masterLv = 60
@@ -1842,6 +1890,7 @@ class Skill47(ActiveSkill):
"""
name = '聚灵升空剑'
ref = Ref.FINALATTACK
cellPos = (6,10)
learnLv = 45
masterLv = 60
@@ -1907,6 +1956,7 @@ class Skill48(PassiveSkill):
"""
name = '魔能榨取'
ref = Ref.EXPLOITATION
cellPos = (5,11)
learnLv = 48
masterLv = 40
@@ -1939,6 +1989,7 @@ class Skill49(ActiveSkill):
"""
name = '魔神百裂拳'
ref = Ref.WONDERFULRUSH
cellPos = (3,11)
learnLv = 50
masterLv = 40
@@ -1983,6 +2034,7 @@ class Skill50(ActiveSkill):
"""
name = '黑暗冲击'
ref = Ref.DARKSHOCKWAVE
cellPos = (4,12)
learnLv = 60
masterLv = 40
@@ -2046,6 +2098,7 @@ class Skill51(ActiveSkill):
"""
name = '午夜嘉年华'
ref = Ref.MIDNIGHTCARNIVAL
cellPos = (8,13)
learnLv = 70
masterLv = 40
@@ -2102,6 +2155,7 @@ class Skill52(PassiveSkill):
"""
name = '亚丁之力'
ref = Ref.SUMMONATENSAVATAR
cellPos = (3,13)
learnLv = 75
masterLv = 40
@@ -2130,8 +2184,8 @@ class Skill52(PassiveSkill):
# {'data': data1, 'type': '*skillDamage', 'skills': ['魔灵召唤 : 波拉斯', '魔灵召唤 : 瓦尔琪', '魔灵召唤 : 狂暴布洛克', '魔灵召唤 : 假面杰森', '魔灵召唤 : 大画家芭芘', '魔灵召唤 : 旋转小冯', '魔灵召唤 : 小吸血鬼夏伊', '魔灵召唤 : 大富翁鲁邦', '魔灵召唤 : 迪克老爹', '魔灵召唤 : 红心女皇艾莉莎']},
# ]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), skills=['魔幻旋风', '毁灭突进', '翔空剑', '聚灵升空剑', '魔神百裂拳', '黑暗冲击', '午夜嘉年华', '绚丽耀光', '魔灵乱舞', '黑曜之眸 : 亚丁降临', '绽放·终章', '盛宴·恶之祭典']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=['魔灵召唤 : 波拉斯', '魔灵召唤 : 瓦尔琪', '魔灵召唤 : 狂暴布洛克', '魔灵召唤 : 假面杰森', '魔灵召唤 : 大画家芭芘', '魔灵召唤 : 旋转小冯', '魔灵召唤 : 小吸血鬼夏伊', '魔灵召唤 : 大富翁鲁邦', '魔灵召唤 : 迪克老爹', '魔灵召唤 : 红心女皇艾莉莎']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), skills=[Ref.FANCYTWIST, Ref.BATTERINGRAM, Ref.VSLASH, Ref.FINALATTACK, Ref.WONDERFULRUSH, Ref.DARKSHOCKWAVE, Ref.MIDNIGHTCARNIVAL, Ref.MASSIVEFIRE, Ref.BRAWL, Ref.ATENADVENT, Ref.GRANDFINALE, Ref.EVILFESTIVAL]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=[Ref.SUMMONBORASS, Ref.SUMMONLUCKYWACKY, Ref.SUMMONHYSTERICWORRIER, Ref.SUMMONGELATINMASK, Ref.SUMMONTWINKLEARTIST, Ref.SUMMONCRAZYSPIN, Ref.SUMMONVAMPIRECHILDREN, Ref.SUMMONRAGEHAT, Ref.SUMMONBIGDADDY, Ref.SUMMONHEARTQUEEN]),
]
# 绚丽耀光
@@ -2144,6 +2198,7 @@ class Skill53(ActiveSkill):
"""
name = '绚丽耀光'
ref = Ref.MASSIVEFIRE
cellPos = (7,13)
learnLv = 75
masterLv = 40
@@ -2201,6 +2256,7 @@ class Skill54(ActiveSkill):
"""
name = '魔灵乱舞'
ref = Ref.BRAWL
cellPos = (2,14)
learnLv = 80
masterLv = 40
@@ -2259,6 +2315,7 @@ class Skill55(ActiveSkill):
"""
name = '黑曜之眸 : 亚丁降临'
ref = Ref.ATENADVENT
cellPos = (4,14)
learnLv = 85
masterLv = 40
@@ -2296,6 +2353,7 @@ class Skill56(PassiveSkill):
"""
name = '黑色曜日'
ref = Ref.BLACKSUN
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -2329,6 +2387,7 @@ class Skill57(ActiveSkill):
"""
name = '绽放·终章'
ref = Ref.GRANDFINALE
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -2370,6 +2429,7 @@ class Skill58(ActiveSkill):
"""
name = '盛宴·恶之祭典'
ref = Ref.EVILFESTIVAL
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -10,6 +10,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.knight.dragon_knight import DragonKnightSkillRef as Ref
prefix = "knight/dragon_knight/cn/skillDetail"
@@ -25,6 +26,7 @@ class Skill0(ActiveSkill):
只有完全掌握盾挑的人才有资格当上骑士团团长,千万不要小看这个技能。]\n
"""
name = "盾挑"
ref = Ref.UPPERSHIELD
learnLv = 1
masterLv = 10
maxLv = 20
@@ -54,6 +56,7 @@ class Skill1(ActiveSkill):
只有为了国家和君主愿意牺牲小我的人才是真正的骑士。]\n
"""
name = "强踢"
ref = Ref.LIONKICK
learnLv = 1
masterLv = 60
maxLv = 70
@@ -88,6 +91,7 @@ class Skill2(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -111,6 +115,7 @@ class Skill3(PassiveSkill):
在决斗场中,增益/减益技能、 被动技能的技能攻击力增加效果对[基础精通]无影响。\n
"""
name = '基础精通'
ref = Ref.BASICATTACKUP
cellPos = (1,0)
learnLv = 1
masterLv = 115
@@ -131,7 +136,7 @@ class Skill3(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'type': '*skillDamage', 'data': [i - 100 if i > 0 else 0 for i in data0], 'skills': ['龙人剑术']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=['龙人剑术']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=[Ref.DRAGONTOOTH]),
]
# 受身蹲伏
@@ -142,6 +147,7 @@ class Skill4(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -183,6 +189,7 @@ class Skill5(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -205,6 +212,7 @@ class Skill6(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -229,6 +237,7 @@ class Skill7(ActiveSkill):
[厚重的盾牌本身就是一件强大的武器。 但如果你没有足够的力量的话还是放弃这个想法吧。]\n
"""
name = "盾击"
ref = Ref.SHIELDSTARK
learnLv = 5
masterLv = 60
maxLv = 70
@@ -262,6 +271,7 @@ class Skill8(ActiveSkill):
[命运之轮开始旋转了。]\n
"""
name = "命运之轮"
ref = Ref.WHEELOFFORTUNE
learnLv = 5
masterLv = 60
maxLv = 70
@@ -291,6 +301,7 @@ class Skill9(PassiveSkill):
[利剑和盾牌从来都不是骑士们杀伐的理由,因为他们知道在利剑和盾牌的后面有着他们要保护的人。]\n
"""
name = "自动防御"
ref = Ref.PERFECTGUARD
learnLv = 5
masterLv = 5
maxLv = 20
@@ -321,6 +332,7 @@ class Skill10(ActiveSkill):
如何抉择就看你自己了。]\n
"""
name = "盾牌格挡"
ref = Ref.SHIELDGUARD
learnLv = 10
masterLv = 5
maxLv = 7
@@ -357,6 +369,7 @@ class Skill11(ActiveSkill):
[原本为帝国贵族剑士所掌握的剑术。 帝国皇帝为了提升骑士团的战斗力,“奉劝”贵族们将秘传剑术传授给骑士们。 迫于压力,贵族剑士只好将一些初级剑术传授给了骑士团。]\n
"""
name = "致命突刺"
ref = Ref.LETHALPUNTO
learnLv = 10
masterLv = 60
maxLv = 70
@@ -392,6 +405,7 @@ class Skill12(ActiveSkill):
[这是骑士们在战场上寻找装死敌人时的常用技能,可以让那些丧失抵抗能力的人毫无痛苦地死去。 怜悯,也是骑士的美德之一。]\n
"""
name = '跳斩'
ref = Ref.FINISH
cellPos = (7,3)
learnLv = 10
masterLv = 60
@@ -417,6 +431,7 @@ class Skill13(ActiveSkill):
[拿着厚重的盾牌,怎么会跳得这样轻盈?]\n
"""
name = '飞跃截击'
ref = Ref.INTERCEPT
cellPos = (1,3)
learnLv = 10
masterLv = 60
@@ -447,6 +462,7 @@ class Skill14(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -474,6 +490,7 @@ class Skill15(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -502,6 +519,7 @@ class Skill16(PassiveSkill):
[进击吧! 骑士!]\n
"""
name = '防御姿态'
ref = Ref.DEFENSIVEPOSTURE
cellPos = (4,4)
learnLv = 15
masterLv = 1
@@ -529,6 +547,7 @@ class Skill17(PassiveSkill):
根据自身剩余生命值量,增加物理、 魔法防御力。\n
"""
name = '龙人血统'
ref = Ref.DRAGONIANWEAPON
cellPos = (0,4)
learnLv = 15
masterLv = 1
@@ -568,6 +587,7 @@ class Skill18(ActiveSkill):
只有达到一定高度或者在[龙翼]状态下,才能在空中施放。\n
"""
name = '龙人剑术'
ref = Ref.DRAGONTOOTH
cellPos = (3,4)
learnLv = 15
masterLv = 1
@@ -601,6 +621,7 @@ class Skill19(ActiveSkill):
按跳跃键或攻击时,停止飞行并降落。\n
"""
name = '龙翼'
ref = Ref.DRAGONWING
cellPos = (1,4)
learnLv = 15
masterLv = 1
@@ -629,6 +650,7 @@ class Skill20(ActiveSkill):
从龙盾中喷射龙形火焰,对前方敌人造成多段攻击伤害并将其击倒。\n
"""
name = '火焰吐息'
ref = Ref.FIREBREATH
cellPos = (6,4)
learnLv = 15
masterLv = 60
@@ -661,6 +683,7 @@ class Skill21(ActiveSkill):
在决斗场中,施放技能时高度不影响降落速度。\n
"""
name = '龙翼突袭'
ref = Ref.BLITZSTRIKE
cellPos = (1,5)
learnLv = 20
masterLv = 60
@@ -696,6 +719,7 @@ class Skill22(ActiveSkill):
在决斗场中,龙骑士不进入霸体状态,冲击波可以使敌人僵直。 使用[受身蹲伏]时,无法施放该技能。\n
"""
name = '龙语召唤 : 阿斯特拉'
ref = Ref.SUMMONASTR
cellPos = (7,5)
learnLv = 20
masterLv = 20
@@ -735,6 +759,7 @@ class Skill23(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -759,6 +784,7 @@ class Skill24(PassiveSkill):
在决斗场中施放[龙翼突袭]时,无霸体效果。\n
"""
name = '龙人之太刀精通'
ref = Ref.SLAYER
cellPos = (0,6)
learnLv = 25
masterLv = 1
@@ -784,6 +810,7 @@ class Skill25(ActiveSkill):
空中施放时,将斗气集中到龙角上发射,贯穿路径上所有敌人并造成伤害。 决斗场中无法在跳跃时使用。\n
"""
name = '爆破龙角'
ref = Ref.BURSTHORN
cellPos = (3,6)
learnLv = 25
masterLv = 60
@@ -825,6 +852,7 @@ class Skill26(PassiveSkill):
龙骑士被攻击时,无法施放该技能。\n
"""
name = '龙之吐息'
ref = Ref.DRAGONBREATH
cellPos = (6,6)
learnLv = 25
masterLv = 1
@@ -850,6 +878,7 @@ class Skill27(ActiveSkill):
在决斗场中,在地面施放时无法攻击倒地的敌人。\n
"""
name = '龙拳'
ref = Ref.KNUCKLEBLASTER
cellPos = (2,7)
learnLv = 30
masterLv = 60
@@ -904,6 +933,7 @@ class Skill28(ActiveSkill):
龙骑士被攻击时,无法施放该技能。\n
"""
name = '龙之撕咬'
ref = Ref.DRAGONFANG
cellPos = (7,7)
learnLv = 30
masterLv = 60
@@ -931,6 +961,7 @@ class Skill29(ActiveSkill):
增加[跳斩]、 基本攻击和转职后技能的攻击力,并通过进餐小幅增加生命值恢复量。\n
"""
name = '肉食主义'
ref = Ref.FOODFIGHTING
cellPos = (4,7)
learnLv = 30
masterLv = 10
@@ -964,6 +995,7 @@ class Skill30(ActiveSkill):
[爆破龙角]、 [龙翼穿刺]、 [龙刃无双]地面施放时、 [龙皇制裁]\n
"""
name = '飞龙斩'
ref = Ref.DRAGONSMASH
cellPos = (2,8)
learnLv = 35
masterLv = 60
@@ -1024,6 +1056,7 @@ class Skill31(ActiveSkill):
在决斗场中,攻击前无法蓄气,无法向受到龙之撕咬攻击的敌人突进,并且无法聚拢霸体状态的敌人。\n
"""
name = '龙翼穿刺'
ref = Ref.SPINNINGRAID
cellPos = (1,8)
learnLv = 35
masterLv = 60
@@ -1107,6 +1140,7 @@ class Skill32(PassiveSkill):
提高进餐效果,施放[肉食主义]时可以进一步增加暴击伤害。\n
"""
name = '大胃王'
ref = Ref.SPICE
cellPos = (4,8)
learnLv = 35
masterLv = 10
@@ -1133,6 +1167,7 @@ class Skill33(ActiveSkill):
斩击之前按上方向键,可以发动有最下段判定的上挑攻击。\n
"""
name = '龙刃无双'
ref = Ref.DRAGONKAISERSWORD
cellPos = (3,9)
learnLv = 40
masterLv = 60
@@ -1205,6 +1240,7 @@ class Skill34(ActiveSkill):
在决斗场中,空中施放该技能时,大幅减少移动速度,并且无法吸附敌人或转换方向。\n
"""
name = '魔龙之息'
ref = Ref.STORMBREATH
cellPos = (7,10)
learnLv = 45
masterLv = 60
@@ -1291,6 +1327,7 @@ class Skill35(ActiveSkill):
在决斗场中,火焰弹无僵直效果。\n
"""
name = '魔龙之力'
ref = Ref.DRAGONFORCE
cellPos = (4,11)
learnLv = 48
masterLv = 40
@@ -1334,6 +1371,7 @@ class Skill36(ActiveSkill):
只有达到一定高度或者在[龙翼]状态下,才能在空中施放该技能。\n
"""
name = '雷光嘶吼'
ref = Ref.DISASTER
cellPos = (3,11)
learnLv = 50
masterLv = 40
@@ -1369,6 +1407,7 @@ class Skill37(ActiveSkill):
只有达到一定高度或者在[龙翼]状态下,才能在空中施放该技能。\n
"""
name = '龙皇制裁'
ref = Ref.EXTERMINATE
cellPos = (2,12)
learnLv = 60
masterLv = 40
@@ -1465,6 +1504,7 @@ class Skill38(ActiveSkill):
只有达到一定高度或者在[龙翼]状态下,才能在空中施放该技能。\n
"""
name = '魔龙天翔'
ref = Ref.SKYRUSH
cellPos = (7,13)
learnLv = 70
masterLv = 40
@@ -1557,6 +1597,7 @@ class Skill39(PassiveSkill):
减少冷却时间和下降加速度,跳跃瞬间变为霸体状态。 另外,部分体术技能击中敌人时,可以强制中断技能并施放[龙翼]的变形——[超级跳跃]。 [超级跳跃]状态下可以发动空中技能。 可以强制中断的技能目录与[飞龙斩]相同。\n
"""
name = '龙神血脉'
ref = Ref.HEIR
cellPos = (4,13)
learnLv = 75
masterLv = 40
@@ -1580,7 +1621,7 @@ class Skill39(PassiveSkill):
# ]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1))),
SkillEffect(attribute=SkillAttribute.CD, operation=Operation.ADD, value=LevelTable([0] + [-1] * maxLv), skills=['龙翼', '龙翼突袭']),
SkillEffect(attribute=SkillAttribute.CD, operation=Operation.ADD, value=LevelTable([0] + [-1] * maxLv), skills=[Ref.DRAGONWING, Ref.BLITZSTRIKE]),
]
# 魔龙星落
@@ -1594,6 +1635,7 @@ class Skill40(ActiveSkill):
[龙翼突袭]、 [爆破龙角]、 [龙翼穿刺]、 [龙刃无双]地面施放时、 [龙皇制裁]、 [征战无双]击中敌人时,可以取消施放后僵直立即发动该技能。\n
"""
name = '魔龙星落'
ref = Ref.DRAGONBURST
cellPos = (6,13)
learnLv = 75
masterLv = 40
@@ -1686,6 +1728,7 @@ class Skill41(ActiveSkill):
施放[魔龙之息]过程中可以发动该技能,反过来施放该技能过程中也可以发动[魔龙之息]。 连接技能时,飞行时间更新并保留终结一击,但不会更新转换方向的冷却时间。 终结一击只能发动一次。\n
"""
name = '征战无双'
ref = Ref.PARTICIPATION
cellPos = (6,14)
learnLv = 80
masterLv = 40
@@ -1771,6 +1814,7 @@ class Skill42(ActiveSkill):
龙骑士与阿斯特拉融合,发射阿斯特拉最强攻击技——终末之光。\n
"""
name = '龙神裁决 : 终末之光'
ref = Ref.LASTLIGHT
cellPos = (4,14)
learnLv = 85
masterLv = 40
@@ -1801,6 +1845,7 @@ class Skill43(PassiveSkill):
在空中施放时,龙拳不攻击敌人,但会产生冲击波,并使命中的敌人移动到冲击波中心位置。\n
"""
name = '龙血誓约'
ref = Ref.DRAGONOATH
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -1828,6 +1873,7 @@ class Skill44(ActiveSkill):
骑坐状态下施放时,阿斯特拉聚集雷电之力并发射雷光球。 此时,增加攻击范围; [征战无双]骑坐状态下施放时,[征战无双]的下斩攻击力并入雷光球爆炸攻击力中。\n
"""
name = '龙哮雷鸣'
ref = Ref.LIGHTNINGROAR
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -1865,6 +1911,7 @@ class Skill45(ActiveSkill):
若关联的技能还在冷却中,则无法使用三次觉醒技能。\n
"""
name = '龙神君临·虚空烬灭'
ref = Ref.INFINITYNOVA
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -13,6 +13,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.knight.elven_knight import ElvenKnightSkillRef as Ref
class ElvenKnightAttribute(ProfessionAttribute):
@@ -71,6 +72,7 @@ class Skill0(ActiveSkill):
"""
name = '盾挑'
ref = Ref.UPPERSHIELD
cellPos = (3,1)
learnLv = 1
masterLv = 10
@@ -103,6 +105,7 @@ class Skill1(ActiveSkill):
"""
name = '强踢'
ref = Ref.LIONKICK
cellPos = (5,1)
learnLv = 1
masterLv = 60
@@ -141,6 +144,7 @@ class Skill2(ActiveSkill):
"""
name = '盾牌转换'
ref = Ref.SHIELDCHANGE
cellPos = (2,1)
learnLv = 1
masterLv = 1
@@ -163,6 +167,7 @@ class Skill3(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -187,6 +192,7 @@ class Skill4(PassiveSkill):
"""
name = '基础精通'
ref = Ref.BASICATTACKUP
cellPos = (1,0)
learnLv = 1
masterLv = 115
@@ -209,7 +215,7 @@ class Skill4(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'type': '*skillDamage', 'data': [i - 100 if i > 0 else 0 for i in data0], 'skills': ['骑乘召唤']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=['骑乘召唤']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=[Ref.RIDING]),
]
# 受身蹲伏
@@ -220,6 +226,7 @@ class Skill5(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -261,6 +268,7 @@ class Skill6(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -283,6 +291,7 @@ class Skill7(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -308,6 +317,7 @@ class Skill8(ActiveSkill):
"""
name = '盾击'
ref = Ref.SHIELDSTARK
cellPos = (4,2)
learnLv = 5
masterLv = 60
@@ -346,6 +356,7 @@ class Skill9(ActiveSkill):
"""
name = '命运之轮'
ref = Ref.WHEELOFFORTUNE
cellPos = (2,2)
learnLv = 5
masterLv = 60
@@ -390,6 +401,7 @@ class Skill10(PassiveSkill):
"""
name = '自动防御'
ref = Ref.PERFECTGUARD
cellPos = (9,2)
learnLv = 5
masterLv = 10
@@ -423,6 +435,7 @@ class Skill11(ActiveSkill):
"""
name = '盾牌格挡'
ref = Ref.SHIELDGUARD
cellPos = (4,3)
learnLv = 10
masterLv = 5
@@ -474,6 +487,7 @@ class Skill12(ActiveSkill):
"""
name = '致命突刺'
ref = Ref.LETHALPUNTO
cellPos = (6,3)
learnLv = 10
masterLv = 60
@@ -524,6 +538,7 @@ class Skill13(ActiveSkill):
"""
name = '跳斩'
ref = Ref.FINISH
cellPos = (8,3)
learnLv = 10
masterLv = 60
@@ -555,6 +570,7 @@ class Skill14(ActiveSkill):
"""
name = '飞跃截击'
ref = Ref.INTERCEPT
cellPos = (1,3)
learnLv = 10
masterLv = 60
@@ -589,6 +605,7 @@ class Skill15(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -616,6 +633,7 @@ class Skill16(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -645,6 +663,7 @@ class Skill17(PassiveSkill):
"""
name = '防御姿态'
ref = Ref.DEFENSIVEPOSTURE
cellPos = (4,4)
learnLv = 15
masterLv = 1
@@ -678,6 +697,7 @@ class Skill18(ActiveSkill):
"""
name = '破武之轮'
ref = Ref.DISARMING
cellPos = (5,4)
learnLv = 15
masterLv = 60
@@ -736,6 +756,7 @@ class Skill19(ActiveSkill):
"""
name = '骑乘召唤'
ref = Ref.RIDING
cellPos = (2,4)
learnLv = 15
masterLv = 1
@@ -882,6 +903,7 @@ class Skill20(ActiveSkill):
"""
name = '愤怒冲撞'
ref = Ref.ANCIENTBOAR
cellPos = (3,4)
learnLv = 15
masterLv = 60
@@ -923,6 +945,7 @@ class Skill21(PassiveSkill):
"""
name = '骑士守护'
ref = Ref.DEMENTIONMOLT
cellPos = (0,4)
learnLv = 15
masterLv = 1
@@ -955,6 +978,7 @@ class Skill22(ActiveSkill):
"""
name = '蔷薇护甲'
ref = Ref.ROSEARMOR
cellPos = (9,4)
learnLv = 15
masterLv = 20
@@ -998,6 +1022,7 @@ class Skill23(ActiveSkill):
"""
name = '战吼'
ref = Ref.WARCRY
cellPos = (7,4)
learnLv = 15
masterLv = 20
@@ -1027,6 +1052,7 @@ class Skill24(PassiveSkill):
"""
name = '骑士信念'
ref = Ref.STRONGBELIEF
cellPos = (1,4)
learnLv = 15
masterLv = 10
@@ -1050,7 +1076,7 @@ class Skill24(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'data': data0, 'type': '*cdReduce', 'exceptSkills': ['天马流星落', '暮光之灵 : 黄昏独角兽', '生命之律·神木擎天']}, {'data': data1, 'type': '$*PAtkP'}]
associate = [
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data0)), except_skills=['天马流星落', '暮光之灵 : 黄昏独角兽', '生命之律·神木擎天']),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data0)), except_skills=[Ref.CHARGE, Ref.TWILIGHTUNICORN, Ref.FANTASYOFNATURE]),
CharacterEffect(attribute=CharacterAttribute.P_ATK_P, value=1 + Percent(LevelTable(data1))),
]
@@ -1066,6 +1092,7 @@ class Skill25(ActiveSkill):
"""
name = '伟大的意志'
ref = Ref.GREATVOLITION
cellPos = (8,5)
learnLv = 20
masterLv = 1
@@ -1093,6 +1120,7 @@ class Skill26(ActiveSkill):
"""
name = '审判之盾'
ref = Ref.SENTENCE
cellPos = (5,5)
learnLv = 20
masterLv = 60
@@ -1132,6 +1160,7 @@ class Skill27(ActiveSkill):
"""
name = '守护神鹿'
ref = Ref.ANCIENTDEER
cellPos = (3,5)
learnLv = 20
masterLv = 60
@@ -1167,6 +1196,7 @@ class Skill28(PassiveSkill):
"""
name = '暴击'
ref = Ref.PHYSICALCRITICALHITUP
cellPos = (5,0)
learnLv = 20
masterLv = 10
@@ -1192,6 +1222,7 @@ class Skill29(ActiveSkill):
"""
name = '破甲冲击'
ref = Ref.OVERPOWER
cellPos = (7,6)
learnLv = 25
masterLv = 60
@@ -1228,6 +1259,7 @@ class Skill30(ActiveSkill):
"""
name = '自然守护'
ref = Ref.NATUREGUARDIAN
cellPos = (9,6)
learnLv = 25
masterLv = 20
@@ -1268,6 +1300,7 @@ class Skill31(ActiveSkill):
"""
name = '剑盾猛攻'
ref = Ref.SHIELDRUSH
cellPos = (3,7)
learnLv = 30
masterLv = 6
@@ -1324,6 +1357,7 @@ class Skill32(ActiveSkill):
"""
name = '神木刺击'
ref = Ref.SWORDOFFOREST
cellPos = (6,7)
learnLv = 30
masterLv = 60
@@ -1358,6 +1392,7 @@ class Skill33(ActiveSkill):
"""
name = '精灵之跃'
ref = Ref.ELVISHJUMP
cellPos = (7,7)
learnLv = 30
masterLv = 60
@@ -1395,6 +1430,7 @@ class Skill34(ActiveSkill):
"""
name = '一刀两断'
ref = Ref.VANGUARDSTRATSH
cellPos = (7,8)
learnLv = 35
masterLv = 60
@@ -1456,6 +1492,7 @@ class Skill35(ActiveSkill):
"""
name = '铁壁推进'
ref = Ref.PENETRATION
cellPos = (5,8)
learnLv = 35
masterLv = 60
@@ -1536,6 +1573,7 @@ class Skill36(ActiveSkill):
"""
name = '自然束缚'
ref = Ref.SHACKLESOFNATURE
cellPos = (9,8)
learnLv = 35
masterLv = 60
@@ -1590,6 +1628,7 @@ class Skill37(ActiveSkill):
"""
name = '飓风旋枪'
ref = Ref.LUNGEREVOLUTION
cellPos = (6,9)
learnLv = 40
masterLv = 60
@@ -1648,6 +1687,7 @@ class Skill38(ActiveSkill):
"""
name = '天陨断空斩'
ref = Ref.SMASH
cellPos = (3,10)
learnLv = 45
masterLv = 60
@@ -1711,7 +1751,7 @@ class Skill38(ActiveSkill):
# self.associate = [{"type":"*skillRation","data":[0] + [40]*self.maxLv,"skills":["生命审判"]}]
# return super().effect(old, new)
associate = [
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [40] * maxLv)), skills=['生命审判'], when=Equals(Read(SkillAttribute.VP), 2)),
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [40] * maxLv)), skills=[Ref.SIGNOFLIFE], when=Equals(Read(SkillAttribute.VP), 2)),
]
# 自然恩泽
@@ -1725,6 +1765,7 @@ class Skill39(PassiveSkill):
"""
name = '自然恩泽'
ref = Ref.NATUREBLESSING
cellPos = (6,11)
learnLv = 48
masterLv = 40
@@ -1755,9 +1796,9 @@ class Skill39(PassiveSkill):
# associate = [{'data': data0, 'type': '*skillDamage'}, {'data': data4, 'type': '*skillDamage', 'skills': ['天马流星落']}, {'data': data5, 'type': '*skillDamage', 'skills': ['暮光之灵 : 黄昏独角兽']}, {'data': data6, 'type': '*skillDamage', 'skills': ['生命之律·神木擎天']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0))),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data4)), skills=['天马流星落']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data5)), skills=['暮光之灵 : 黄昏独角兽']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data6)), skills=['生命之律·神木擎天']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data4)), skills=[Ref.CHARGE]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data5)), skills=[Ref.TWILIGHTUNICORN]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data6)), skills=[Ref.FANTASYOFNATURE]),
]
# 天马流星落
@@ -1771,6 +1812,7 @@ class Skill40(ActiveSkill):
"""
name = '天马流星落'
ref = Ref.CHARGE
cellPos = (3,11)
learnLv = 50
masterLv = 40
@@ -1813,6 +1855,7 @@ class Skill41(ActiveSkill):
"""
name = '生命审判'
ref = Ref.SIGNOFLIFE
cellPos = (4,12)
learnLv = 60
masterLv = 40
@@ -1868,6 +1911,7 @@ class Skill42(ActiveSkill):
"""
name = '壁垒突袭'
ref = Ref.SHIELDCHARGE
cellPos = (5,13)
learnLv = 70
masterLv = 40
@@ -1935,7 +1979,7 @@ class Skill42(ActiveSkill):
# self.associate = [{'type': '*skillRation', 'data': [0] + [-14.3] * self.maxLv, 'skills': ['愤怒冲撞']}]
# return super().effect(old, new)
associate = [
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-14.3] * maxLv)), skills=['愤怒冲撞'], when=Equals(Read(SkillAttribute.VP), 1)),
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-14.3] * maxLv)), skills=[Ref.ANCIENTBOAR], when=Equals(Read(SkillAttribute.VP), 1)),
]
# 信仰鼓舞
@@ -1948,6 +1992,7 @@ class Skill43(PassiveSkill):
"""
name = '信仰鼓舞'
ref = Ref.SHIELDOFCOURAGE
cellPos = (3,13)
learnLv = 75
masterLv = 40
@@ -1982,6 +2027,7 @@ class Skill44(ActiveSkill):
"""
name = '剑盾强袭'
ref = Ref.CHAINSTRIKE
cellPos = (4,13)
learnLv = 75
masterLv = 40
@@ -2039,6 +2085,7 @@ class Skill45(ActiveSkill):
"""
name = '自然之怒'
ref = Ref.ANGEROFNATURE
cellPos = (3,14)
learnLv = 80
masterLv = 40
@@ -2110,6 +2157,7 @@ class Skill46(ActiveSkill):
"""
name = '暮光之灵 : 黄昏独角兽'
ref = Ref.TWILIGHTUNICORN
cellPos = (4,14)
learnLv = 85
masterLv = 40
@@ -2158,6 +2206,7 @@ class Skill47(PassiveSkill):
"""
name = '生命的恩宠'
ref = Ref.GRACEOFLIFE
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -2190,6 +2239,7 @@ class Skill48(ActiveSkill):
"""
name = '荆棘之城'
ref = Ref.FORTRESSOFEUDIA
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -2225,6 +2275,7 @@ class Skill49(ActiveSkill):
"""
name = '生命之律·神木擎天'
ref = Ref.FANTASYOFNATURE
cellPos = (5,16)
learnLv = 100
masterLv = 40
+45 -1
View File
@@ -11,6 +11,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.knight.paladin import PaladinSkillRef as Ref
class PaladinAttribute(ProfessionAttribute):
@@ -33,6 +34,7 @@ class Skill0(ActiveSkill):
只有完全掌握盾挑的人才有资格当上骑士团团长,千万不要小看这个技能。]\n
"""
name = "盾挑"
ref = Ref.UPPERSHIELD
learnLv = 1
masterLv = 10
maxLv = 20
@@ -62,6 +64,7 @@ class Skill1(ActiveSkill):
只有为了国家和君主愿意牺牲小我的人才是真正的骑士。]\n
"""
name = "强踢"
ref = Ref.LIONKICK
learnLv = 1
masterLv = 60
maxLv = 70
@@ -96,6 +99,7 @@ class Skill2(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -119,6 +123,7 @@ class Skill3(PassiveSkill):
在决斗场中,增益/减益技能、 被动技能的技能攻击力增加效果对[基础精通]无影响。\n
"""
name = "基础精通"
ref = Ref.BASICATTACKUP
learnLv = 1
masterLv = 115
maxLv = 200
@@ -146,6 +151,7 @@ class Skill4(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -187,6 +193,7 @@ class Skill5(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -209,6 +216,7 @@ class Skill6(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -233,6 +241,7 @@ class Skill7(ActiveSkill):
[厚重的盾牌本身就是一件强大的武器。 但如果你没有足够的力量的话还是放弃这个想法吧。]\n
"""
name = "盾击"
ref = Ref.SHIELDSTARK
cellPos = (2,2)
learnLv = 5
masterLv = 60
@@ -268,6 +277,7 @@ class Skill8(ActiveSkill):
[命运之轮开始旋转了。]\n
"""
name = "命运之轮"
ref = Ref.WHEELOFFORTUNE
learnLv = 5
masterLv = 60
maxLv = 70
@@ -297,6 +307,7 @@ class Skill9(PassiveSkill):
[利剑和盾牌从来都不是骑士们杀伐的理由,因为他们知道在利剑和盾牌的后面有着他们要保护的人。]\n
"""
name = "自动防御"
ref = Ref.PERFECTGUARD
learnLv = 5
masterLv = 5
maxLv = 20
@@ -326,6 +337,7 @@ class Skill10(ActiveSkill):
[原本为帝国贵族剑士所掌握的剑术。 帝国皇帝为了提升骑士团的战斗力,“奉劝”贵族们将秘传剑术传授给骑士们。 迫于压力,贵族剑士只好将一些初级剑术传授给了骑士团。]\n
"""
name = "致命突刺"
ref = Ref.LETHALPUNTO
learnLv = 10
masterLv = 60
maxLv = 70
@@ -361,6 +373,7 @@ class Skill11(ActiveSkill):
[这是骑士们在战场上寻找装死敌人时的常用技能,可以让那些丧失抵抗能力的人毫无痛苦地死去。 怜悯,也是骑士的美德之一。]\n
"""
name = "跳斩"
ref = Ref.FINISH
learnLv = 10
masterLv = 60
maxLv = 70
@@ -388,6 +401,7 @@ class Skill12(ActiveSkill):
[拿着厚重的盾牌,怎么会跳得这样轻盈?]\n
"""
name = "飞跃截击"
ref = Ref.INTERCEPT
learnLv = 10
masterLv = 60
maxLv = 70
@@ -419,6 +433,7 @@ class Skill13(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -446,6 +461,7 @@ class Skill14(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -477,6 +493,7 @@ class Skill15(ActiveSkill):
而温暖的阳光照耀下来,行人很快就把围巾拿掉了。]\n
"""
name = "破武之轮"
ref = Ref.DISARMING
learnLv = 15
masterLv = 60
maxLv = 70
@@ -519,6 +536,7 @@ class Skill16(PassiveSkill):
在决斗场中,不适用前方防御和光属性赋予功能。\n
"""
name = "天使降临"
ref = Ref.SERAPHICFALL
cellPos = (0,4)
learnLv = 15
masterLv = 10
@@ -566,6 +584,7 @@ class Skill17(PassiveSkill):
(所受伤害减少效果不与[圣盾]、 [神光庇护]的伤害减少效果叠加)\n
"""
name = "天使光翼"
ref = Ref.SERAPHICFEATHER
cellPos = (1,4)
learnLv = 15
masterLv = 10
@@ -669,6 +688,7 @@ class Skill18(ActiveSkill):
[神光冲击]攻击成功时,可以获得少量天使光翼,同时被击中的敌人会进入被挑衅状态,集中攻击施放者。\n
"""
name = "神光冲击"
ref = Ref.WEEPINGWAVE
cellPos = (3,4)
learnLv = 15
masterLv = 60
@@ -702,6 +722,7 @@ class Skill19(ActiveSkill):
按向前方向键,可以向前移动并进行攻击。\n
"""
name = "神光连击"
ref = Ref.PURIFYING
cellPos = (6,4)
learnLv = 15
masterLv = 60
@@ -736,6 +757,7 @@ class Skill20(ActiveSkill):
在决斗场中,防御成功时不进入霸体状态、 不适用伤害无效功能,且圣盾持续时间上限为3秒。\n
"""
name = "圣盾"
ref = Ref.DIVINESHIELD
cellPos = (2,5)
learnLv = 20
masterLv = 10
@@ -767,6 +789,7 @@ class Skill21(ActiveSkill):
在决斗场中,突进攻击无法击退霸体状态的敌人。\n
"""
name = "圣盾突击"
ref = Ref.SHIELDBREAK
cellPos = (5,5)
learnLv = 20
masterLv = 60
@@ -794,6 +817,7 @@ class Skill22(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -822,6 +846,7 @@ class Skill23(ActiveSkill):
小型神光喷涌的攻击力以[神光喷涌]攻击力的一定比率适用。\n
"""
name = "神光喷涌"
ref = Ref.WRATH
cellPos = (4,6)
learnLv = 25
masterLv = 60
@@ -866,6 +891,7 @@ class Skill24(ActiveSkill):
爆发光之力,强化自身的基本攻击力和技能攻击力。\n
"""
name = "信仰之念"
ref = Ref.FAITHFUL
cellPos = (7,7)
learnLv = 30
masterLv = 10
@@ -892,6 +918,7 @@ class Skill25(ActiveSkill):
被击中的敌人会旋转飞出。\n
"""
name = "神光盾击"
ref = Ref.RETRIBUTION
cellPos = (3,7)
learnLv = 30
masterLv = 60
@@ -931,6 +958,7 @@ class Skill26(ActiveSkill):
被盾牌击中的敌人会砸到地面后再弹起。\n
"""
name = "烈光"
ref = Ref.DISRUPTION
cellPos = (5,7)
learnLv = 30
masterLv = 60
@@ -967,6 +995,7 @@ class Skill27(ActiveSkill):
按向前方向键,可以向前移动并进行攻击。\n
"""
name = "神光闪耀"
ref = Ref.CONFESION
cellPos = (1,8)
learnLv = 35
masterLv = 60
@@ -1019,6 +1048,7 @@ class Skill28(ActiveSkill):
按向前方向键,可以短距离向前移动并进行攻击。 最后一击前按向后方向键,可以在原地发动最后一击。\n
"""
name = "神光闪影击"
ref = Ref.FORGIVENESS
cellPos = (6,8)
learnLv = 35
masterLv = 60
@@ -1075,6 +1105,7 @@ class Skill29(ActiveSkill):
垂直掉落由光凝聚而成的惩罚之锤,引发爆炸,对范围内的敌人造成伤害。\n
"""
name = "惩罚之锤"
ref = Ref.ESTRANGEMENT
cellPos = (4,9)
learnLv = 40
masterLv = 60
@@ -1126,6 +1157,7 @@ class Skill30(ActiveSkill):
按前方向键,可以跳得更远。\n
"""
name = "神光之跃"
ref = Ref.CONCILIATION
cellPos = (6,10)
learnLv = 45
masterLv = 60
@@ -1178,6 +1210,7 @@ class Skill31(PassiveSkill):
天界之力进一步集中到帕拉丁身上,增加光盾大小和物理攻击力,并且进入地下城时可以获得一定数量的天使光翼。\n
"""
name = "荣耀之光"
ref = Ref.GLORYOFTHELIGHT
cellPos = (7,11)
learnLv = 48
masterLv = 40
@@ -1209,6 +1242,7 @@ class Skill32(ActiveSkill):
神光爆炸时,会消耗所有天使光翼,使范围内的敌人受到伤害。 技能结束时,天使光翼吸收到最大值。\n
"""
name = "信仰聚合 : 神光惩戒"
ref = Ref.PRICEOFMISTRUST
cellPos = (4,11)
learnLv = 50
masterLv = 40
@@ -1240,6 +1274,7 @@ class Skill33(ActiveSkill):
在持续时间内按跳跃键可以解除神光庇护状态。\n
"""
name = "神光庇护"
ref = Ref.DIVINESANCTUARY
cellPos = (2,12)
learnLv = 60
masterLv = 1
@@ -1291,6 +1326,7 @@ class Skill34(ActiveSkill):
释放的光束对范围内的敌人造成伤害,并使敌人进入眩晕状态。\n
"""
name = "圣盾裁决"
ref = Ref.INTEGRATION
cellPos = (5,12)
learnLv = 60
masterLv = 40
@@ -1351,6 +1387,7 @@ class Skill35(ActiveSkill):
可以利用方向键调整降落地点。\n
"""
name = "破晓之光"
ref = Ref.MANDATEOFHEAVEN
cellPos = (1,13)
learnLv = 70
masterLv = 40
@@ -1400,6 +1437,7 @@ class Skill36(PassiveSkill):
奉行伟大意志、 执行天命的破晓女神进入地下城时,获得更多天使光翼,并增加基本攻击力和技能攻击力。\n
"""
name = "戒律"
ref = Ref.COMMANDMENT
cellPos = (3,13)
learnLv = 75
masterLv = 40
@@ -1430,6 +1468,7 @@ class Skill37(ActiveSkill):
将盾牌中凝聚的光之力挥洒到周围,吸附范围内的敌人,然后挥动武器上挑攻击敌人。\n
"""
name = "神光回旋斩"
ref = Ref.OBSTRUCTION
cellPos = (6,13)
learnLv = 75
masterLv = 40
@@ -1480,6 +1519,7 @@ class Skill38(ActiveSkill):
将武器中凝聚的光之力注入地面并向四周喷涌,对敌人造成多段攻击伤害。\n
"""
name = "神圣信约"
ref = Ref.ENGAGEMENT
cellPos = (2,14)
learnLv = 80
masterLv = 40
@@ -1531,6 +1571,7 @@ class Skill39(ActiveSkill):
技能结束时,天使光翼汲取到最大值。\n
"""
name = "神圣意志 : 大天使降临"
ref = Ref.JUDGEMENTCALL
cellPos = (5,14)
learnLv = 85
masterLv = 40
@@ -1564,6 +1605,7 @@ class Skill40(PassiveSkill):
小型神光喷涌的攻击力以[神光喷涌]攻击力的一定比率适用。\n
"""
name = "超越之翼"
ref = Ref.WINGOFMETATRON
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -1592,7 +1634,7 @@ class Skill40(PassiveSkill):
# associate = [{"data":data0},{"data":data1,"type":"+powerLittle","skills":["神光喷涌"]}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0))),
SkillEffect(attribute=PaladinAttribute.LITTLE_POWER, operation=Operation.ADD, value=Percent(LevelTable(data1)), skills=['神光喷涌']),
SkillEffect(attribute=PaladinAttribute.LITTLE_POWER, operation=Operation.ADD, value=Percent(LevelTable(data1)), skills=[Ref.WRATH]),
]
# 神光耀世
@@ -1605,6 +1647,7 @@ class Skill41(ActiveSkill):
施放技能时,在装备梅丹佐的盾牌之前,天使光翼汲取到最大值。\n
"""
name = "神光耀世"
ref = Ref.TRANSCENDENCE
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -1647,6 +1690,7 @@ class Skill42(ActiveSkill):
若关联的技能还在冷却中,则无法使用三次觉醒技能。\n
"""
name = "启示录 : 末日救赎"
ref = Ref.THELASTREVELATION
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -13,6 +13,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.mage_female.battle_mage import BattleMageSkillRef as Ref
class BattleMageAttribute(ProfessionAttribute):
@@ -31,6 +32,7 @@ class Skill0(ActiveSkill):
向前方敌人发射魔法星弹,可以用方向键调整魔法星弹的飞行方向。\n
"""
name = "魔法星弹"
ref = Ref.MAGICMISSILE
learnLv = 1
masterLv = 60
maxLv = 70
@@ -63,6 +65,7 @@ class Skill1(ActiveSkill):
转职为魔道学者后,技能类型变为独立攻击力。\n
"""
name = '天击'
ref = Ref.UPPERSWING
cellPos = (4,1)
learnLv = 1
masterLv = 10
@@ -88,6 +91,7 @@ class Skill2(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -111,6 +115,7 @@ class Skill3(PassiveSkill):
在决斗场中,增益/减益技能、 被动技能的技能攻击力增加效果对[基础精通]无影响。\n
"""
name = '基础精通'
ref = Ref.BASICATTACKUP
cellPos = (1,0)
learnLv = 1
masterLv = 115
@@ -131,7 +136,7 @@ class Skill3(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'type': '*skillDamage', 'data': [i - 100 if i > 0 else 0 for i in data0], 'skills': ['炫纹']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=['炫纹']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=[Ref.CHASER]),
]
# 受身蹲伏
@@ -142,6 +147,7 @@ class Skill4(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -173,6 +179,7 @@ class Skill5(PassiveSkill):
在决斗场中,无法转换攻击类型,适用技能固有的攻击类型。\n
"""
name = "攻击类型转换"
ref = Ref.CONVERSION
learnLv = 1
masterLv = 1
maxLv = 1
@@ -207,6 +214,7 @@ class Skill6(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -229,6 +237,7 @@ class Skill7(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -251,6 +260,7 @@ class Skill8(ActiveSkill):
用武器用力击刺敌人使其进入较长时间的僵直状态。\n
"""
name = '龙牙'
ref = Ref.THRUST
cellPos = (4,2)
learnLv = 5
masterLv = 60
@@ -277,6 +287,7 @@ class Skill9(ActiveSkill):
转职为战斗法师后,可学习[魔法护盾强化],加强能力。\n
"""
name = "魔法护盾"
ref = Ref.AURASHIELD
learnLv = 5
masterLv = 10
maxLv = 20
@@ -309,6 +320,7 @@ class Skill10(ActiveSkill):
在普通决斗场根据转职而产生不同的冷却时间。\n
"""
name = '替身草人'
ref = Ref.WARPONDAMAGE
cellPos = (8,3)
learnLv = 10
masterLv = 10
@@ -356,6 +368,7 @@ class Skill11(PassiveSkill):
[魔法护盾]自动施放功能,不适用于决斗场。\n
"""
name = '魔法护盾强化'
ref = Ref.AURASHIELDMASTERY
cellPos = (6,3)
learnLv = 10
masterLv = 1
@@ -383,6 +396,7 @@ class Skill12(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -410,6 +424,7 @@ class Skill13(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -443,6 +458,7 @@ class Skill14(PassiveSkill):
- 除[炫纹]、 [超级炫纹]、 [炫纹强压]、 [炫纹簇]、 [炫纹之源 : 太古神光]外的所有转职系列技能\n
"""
name = '尼巫的战术'
ref = Ref.ENABLEFINISHATTACK
cellPos = (1,4)
learnLv = 15
masterLv = 1
@@ -475,6 +491,7 @@ class Skill15(ActiveSkill):
转职为战斗法师后,才可以强制中断当前动作,并立即施放该技能。\n
"""
name = '落花掌'
ref = Ref.HANDSTRIKE
cellPos = (3,4)
learnLv = 15
masterLv = 60
@@ -507,6 +524,7 @@ class Skill16(ActiveSkill):
驱散敌人的增益效果时,提升自身的力量和智力,每驱散1个,可以额外提升。\n
"""
name = '驱散魔法'
ref = Ref.DISENCHANT
cellPos = (9,4)
learnLv = 15
masterLv = 10
@@ -552,6 +570,7 @@ class Skill17(ActiveSkill):
对无法抓取的敌人不适用控制效果,只适用直刺攻击。\n
"""
name = '圆舞棍'
ref = Ref.POKETHROW
cellPos = (4,4)
learnLv = 15
masterLv = 60
@@ -584,6 +603,7 @@ class Skill18(PassiveSkill):
延长连击技能的时间间隔,从而提高连击成功率。\n
"""
name = '连击精通'
ref = Ref.COMBOINSTINCT
cellPos = (2,1)
learnLv = 15
masterLv = 1
@@ -609,6 +629,7 @@ class Skill19(ActiveSkill):
在决斗中,无法向没有被武器直接击中的敌人发射炫纹。\n
"""
name = '炫纹'
ref = Ref.CHASER
cellPos = (5,4)
learnLv = 15
masterLv = 1
@@ -658,6 +679,7 @@ class Skill20(PassiveSkill):
同时不再在战场上生成替身草人,而是直接生效增加移动速度和攻击速度的增益效果。\n
"""
name = '实战型替身草人'
ref = Ref.WARPONDAMAGEBM
cellPos = (8,4)
learnLv = 15
masterLv = 1
@@ -677,7 +699,7 @@ class Skill20(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'type': '+cdCut', 'skills': ['替身草人'], 'data': data3, 'ratio': 1}]
associate = [
SkillEffect(attribute=SkillAttribute.CD_CUT, operation=Operation.ADD, value=LevelTable(data3), skills=['替身草人']),
SkillEffect(attribute=SkillAttribute.CD_CUT, operation=Operation.ADD, value=LevelTable(data3), skills=[Ref.WARPONDAMAGE]),
]
# 战斗法师武器精通
@@ -695,6 +717,7 @@ class Skill21(PassiveSkill):
决斗场不适用攻击力修正功能和技能功能强化效果。\n
"""
name = '战斗法师武器精通'
ref = Ref.BATTLEMAGEWEAPONMASTERY
cellPos = (1,5)
learnLv = 20
masterLv = 20
@@ -727,7 +750,7 @@ class Skill21(PassiveSkill):
associate = [
CharacterEffect(attribute=CharacterAttribute.P_ATK_P, value=1 + Percent(LevelTable(data0))),
CharacterEffect(attribute=CharacterAttribute.P_ATK_M, value=1 + Percent(LevelTable(data0))),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data2)), except_skills=['星纹陨爆', '一骑当千碎霸', '太古星河·殒灭']),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data2)), except_skills=[Ref.QUASAREXPLOSION, Ref.AVATARFINISH, Ref.EXTICION]),
]
# 双重锤击
@@ -739,6 +762,7 @@ class Skill22(ActiveSkill):
2次攻击都会产生冲击波,并使周围的敌人受到伤害。\n
"""
name = '双重锤击'
ref = Ref.DOUBLESWING
cellPos = (4,5)
learnLv = 20
masterLv = 60
@@ -773,6 +797,7 @@ class Skill23(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -796,6 +821,7 @@ class Skill24(ActiveSkill):
在增益效果持续时间内,增加战斗法师的基本攻击力和技能攻击力。\n
"""
name = '战斗本能'
ref = Ref.GODDESSOFWAR
cellPos = (6,5)
learnLv = 20
masterLv = 1
@@ -822,6 +848,7 @@ class Skill25(ActiveSkill):
在决斗场施放时,不适用霸体效果及多段间隔时间减少效果。\n
"""
name = '炫纹爆弹'
ref = Ref.TIMERBOMB
cellPos = (5,6)
learnLv = 25
masterLv = 60
@@ -860,6 +887,7 @@ class Skill26(ActiveSkill):
大幅度挥动武器,使大范围内的所有敌人受到伤害。\n
"""
name = '碎霸'
ref = Ref.SWING
cellPos = (2,7)
learnLv = 30
masterLv = 60
@@ -892,6 +920,7 @@ class Skill27(ActiveSkill):
在决斗场中,拥有2个以上的炫纹时才能施放,打击后技能激活时间变短,被击中的对象会浮空。\n
"""
name = '超级炫纹'
ref = Ref.SUPERCHASER
cellPos = (5,7)
learnLv = 30
masterLv = 60
@@ -925,6 +954,7 @@ class Skill28(ActiveSkill):
融合的炫纹数量越多,攻击范围越大。\n
"""
name = '炫纹强压'
ref = Ref.CHASERSEXPLOSION
cellPos = (5,8)
learnLv = 35
masterLv = 60
@@ -979,6 +1009,7 @@ class Skill29(ActiveSkill):
决斗场中,如果没有造成连击,则连续直刺的速度将降低,炫纹发射的冷却时间也不会减少。\n
"""
name = '流星闪影击'
ref = Ref.RANDOMPIERCESTRIKE
cellPos = (4,8)
learnLv = 35
masterLv = 60
@@ -1042,6 +1073,7 @@ class Skill30(ActiveSkill):
在决斗场中,普通施放和蓄气中,无法进入霸体状态。只有蓄气达最大值后发动时,突进攻击才会进入霸体状态。\n
"""
name = '强袭流星打'
ref = Ref.STRENGTHHANDSTRIKE
cellPos = (3,9)
learnLv = 40
masterLv = 60
@@ -1096,6 +1128,7 @@ class Skill31(ActiveSkill):
学习[煌龙乱舞]后,删除将敌人推到刀尖部的功能,变更为用煌龙偃月刀快速连续攻击敌人的技能。\n
"""
name = '煌龙偃月'
ref = Ref.DRAGONSPEAR
cellPos = (6,10)
learnLv = 45
masterLv = 60
@@ -1184,6 +1217,7 @@ class Skill32(PassiveSkill):
施放时,连续按键将以更快的速度施放乱舞,按前方向键,将向前移动并攻击。\n
"""
name = '煌龙乱舞'
ref = Ref.DRAGONDANCE
cellPos = (7,10)
learnLv = 45
masterLv = 1
@@ -1195,7 +1229,7 @@ class Skill32(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'type': '+useChange', 'data': [0, 100], 'skills': ['煌龙偃月']}]
associate = [
SkillEffect(attribute=BattleMageAttribute.USE_CHANGE, operation=Operation.ADD, value=Percent(LevelTable([0, 100])), skills=['煌龙偃月']),
SkillEffect(attribute=BattleMageAttribute.USE_CHANGE, operation=Operation.ADD, value=Percent(LevelTable([0, 100])), skills=[Ref.DRAGONSPEAR]),
]
@@ -1208,6 +1242,7 @@ class Skill33(PassiveSkill):
增加基本攻击力和技能攻击力。 连击数越高,攻击速度、 移动速度和回避率越大。(最多可提升三个阶段)\n
"""
name = '斗神意志'
ref = Ref.COMBOMASTERY
cellPos = (1,11)
learnLv = 48
masterLv = 40
@@ -1263,6 +1298,7 @@ class Skill34(ActiveSkill):
在[使徒化身]、 [太古化身]状态下施放技能时,有单独的施放动作。\n
"""
name = '星纹陨爆'
ref = Ref.QUASAREXPLOSION
cellPos = (4,11)
learnLv = 50
masterLv = 40
@@ -1287,6 +1323,7 @@ class Skill35(ActiveSkill):
大幅挥动武器,对大范围内敌人造成巨大伤害。\n
"""
name = '闪击碎霸'
ref = Ref.SWINGEX
cellPos = (2,12)
learnLv = 60
masterLv = 40
@@ -1344,6 +1381,7 @@ class Skill36(ActiveSkill):
技能施放时按前方向键,会向前移动进行下劈。\n
"""
name = '煌龙天临'
ref = Ref.DRAGONSPEARADVENT
cellPos = (6,13)
learnLv = 70
masterLv = 40
@@ -1395,6 +1433,7 @@ class Skill37(PassiveSkill):
学习战灵潜能时,生成的炫纹形态发生变化。\n
"""
name = '战灵潜能'
ref = Ref.MULTIROLE
cellPos = (1,13)
learnLv = 75
masterLv = 40
@@ -1429,6 +1468,7 @@ class Skill38(ActiveSkill):
经过一定时间后,炫纹簇自动爆炸。\n
"""
name = '炫纹簇'
ref = Ref.CHASERCLUSTER
cellPos = (5,13)
learnLv = 75
masterLv = 40
@@ -1485,6 +1525,7 @@ class Skill39(ActiveSkill):
在[太古化身]、 [使徒化身]状态下,会大幅减少攻击前僵直。\n
"""
name = '使徒之舞'
ref = Ref.AVATARDANCE
cellPos = (7,14)
learnLv = 80
masterLv = 40
@@ -1567,6 +1608,7 @@ class Skill40(ActiveSkill):
[使徒化身]的技能等级和[一骑当千碎霸]的技能等级同步提升。\n
"""
name = "使徒化身"
ref = Ref.AVATAR
learnLv = 85
masterLv = 1
maxLv = 40
@@ -1607,6 +1649,7 @@ class Skill41(PassiveSkill):
变身过程中控制型异常状态的抗性增加量不变。\n
"""
name = '使徒封印'
ref = Ref.AVATARPASSIVE
cellPos = (1,14)
learnLv = 85
masterLv = 1
@@ -1626,6 +1669,7 @@ class Skill42(ActiveSkill):
解除[使徒化身]、 [太古化身]的变身状态,变回战斗法师。\n
"""
name = '解除变身'
ref = Ref.RETURNTOBM
cellPos = (2,14)
learnLv = 85
masterLv = 1
@@ -1646,6 +1690,7 @@ class Skill43(ActiveSkill):
若在[使徒化身]、 [太古化身]变身状态下施放技能,则维持变身状态。\n
"""
name = '一骑当千碎霸'
ref = Ref.AVATARFINISH
cellPos = (4,14)
learnLv = 85
masterLv = 40
@@ -1672,6 +1717,7 @@ class Skill44(PassiveSkill):
即使没有击中敌人,施放时会搜索周围最强的敌人并攻击。\n
"""
name = '太古之力'
ref = Ref.ARMONIA
cellPos = (3,15)
learnLv = 95
masterLv = 40
@@ -1702,6 +1748,7 @@ class Skill45(ActiveSkill):
若在普希娅变身状态下施放技能,则攻击后也维持变身状态。\n
"""
name = '炫纹之源 : 太古神光'
ref = Ref.LAYOFPRIMITIVE
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -1719,7 +1766,7 @@ class Skill45(ActiveSkill):
def skillInfo(self, lv=0):
data = super().skillInfo(lv)
sub = self.char.GetSkillByName('炫纹')
sub = self.char.GetSkill(Ref.CHASER)
subData = sub.getSkillData(sub.lv)
return data[0] + subData * 10 * sub.skillRation, data[1], data[2]
@@ -1744,6 +1791,7 @@ class Skill46(ActiveSkill):
[太古化身]的技能等级和[太古星河·殒灭]技能等级同步提升。\n
"""
name = '太古化身'
ref = Ref.PRECENCIA
cellPos = (2,16)
learnLv = 100
masterLv = 1
@@ -1787,6 +1835,7 @@ class Skill47(ActiveSkill):
若关联的技能还在冷却中,则无法使用三次觉醒技能。\n
"""
name = '太古星河·殒灭'
ref = Ref.EXTICION
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -1834,7 +1883,7 @@ class classChange(Character):
super().__init__(equVersion, __name__)
def calc_weapon(self, cur: CharacterEquipInfo):
if cur.equInfo.itemDetailType in ['矛', '棍棒'] and self.GetSkillByName('战斗法师武器精通').lv > 0:
if cur.equInfo.itemDetailType in ['矛', '棍棒'] and self.GetSkill(Ref.BATTLEMAGEWEAPONMASTERY).lv > 0:
cur.equInfo.AtkM = cur.equInfo.AtkP
# 传世武器强化系数取所有武器的最高的1.12
if '传世武器' in cur.equInfo.categorize:
@@ -11,6 +11,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.mage_female.elementalist import ElementalistSkillRef as Ref
prefix = "mage_female/elementalist/cn/skillDetail"
@@ -22,6 +23,7 @@ class Skill0(ActiveSkill):
向前方敌人发射魔法星弹,可以用方向键调整魔法星弹的飞行方向。\n
"""
name = "魔法星弹"
ref = Ref.MAGICMISSILE
learnLv = 1
masterLv = 60
maxLv = 70
@@ -55,6 +57,7 @@ class Skill1(ActiveSkill):
转职为魔道学者后,技能类型变为独立攻击力。\n
"""
name = "天击"
ref = Ref.UPPERSWING
learnLv = 1
masterLv = 10
maxLv = 20
@@ -83,6 +86,7 @@ class Skill2(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -106,6 +110,7 @@ class Skill3(PassiveSkill):
在决斗场中,增益/减益技能、 被动技能的技能攻击力增加效果对[基础精通]无影响。\n
"""
name = "基础精通"
ref = Ref.BASICATTACKUP
learnLv = 1
masterLv = 115
maxLv = 200
@@ -133,6 +138,7 @@ class Skill4(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -174,6 +180,7 @@ class Skill5(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -196,6 +203,7 @@ class Skill6(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -218,6 +226,7 @@ class Skill7(ActiveSkill):
用武器用力击刺敌人使其进入较长时间的僵直状态。\n
"""
name = "龙牙"
ref = Ref.THRUST
learnLv = 5
masterLv = 60
maxLv = 70
@@ -246,6 +255,7 @@ class Skill8(ActiveSkill):
在决斗场中,蓄气时间越长,攻击力越高。\n
"""
name = "杰克爆弹"
ref = Ref.LAUNCHJOL
learnLv = 5
masterLv = 60
maxLv = 70
@@ -286,6 +296,7 @@ class Skill9(ActiveSkill):
在决斗场中,蓄气时间越长,攻击力越高。\n
"""
name = "光电鳗"
ref = Ref.LAUNCHFLUORESCENT
learnLv = 5
masterLv = 60
maxLv = 70
@@ -325,6 +336,7 @@ class Skill10(ActiveSkill):
若掌握[心灵感应],则附加 : 棒暴击\n
"""
name = "契约召唤 : 赫德尔"
ref = Ref.SUMMONHODOR
learnLv = 5
masterLv = 60
maxLv = 70
@@ -390,6 +402,7 @@ class Skill11(ActiveSkill):
转职为战斗法师后,可学习[魔法护盾强化],加强能力。\n
"""
name = "魔法护盾"
ref = Ref.AURASHIELD
learnLv = 5
masterLv = 10
maxLv = 20
@@ -419,6 +432,7 @@ class Skill12(ActiveSkill):
对无法抓取的敌人不适用控制效果,箴言人偶不附着在敌人身上,直接爆炸; 即使附着成功也不会进入无敌状态。\n
"""
name = "别过来!"
ref = Ref.KEEPOUT
learnLv = 5
masterLv = 60
maxLv = 70
@@ -449,6 +463,7 @@ class Skill13(ActiveSkill):
在普通决斗场根据转职而产生不同的冷却时间。\n
"""
name = "替身草人"
ref = Ref.WARPONDAMAGE
learnLv = 10
masterLv = 10
maxLv = 20
@@ -498,6 +513,7 @@ class Skill14(ActiveSkill):
在决斗场中,蓄气时间越长,攻击力越高。\n
"""
name = "冰霜雪人"
ref = Ref.LAUNCHFROSTHEAD
learnLv = 10
masterLv = 60
maxLv = 70
@@ -549,6 +565,7 @@ class Skill15(ActiveSkill):
在决斗场中,蓄气时间越长,攻击力越高。\n
"""
name = "暗影夜猫"
ref = Ref.LAUNCHBLACKCAT
learnLv = 10
masterLv = 60
maxLv = 70
@@ -589,6 +606,7 @@ class Skill16(ActiveSkill):
蚀附着在鞭挞范围内的召唤兽身上时,额外增加攻击、 移动速度; 蚀附着在敌人身上时,蚕食敌人的身体,造成伤害。\n
"""
name = "鞭挞"
ref = Ref.WHIP
learnLv = 10
masterLv = 60
maxLv = 70
@@ -648,6 +666,7 @@ class Skill17(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -675,6 +694,7 @@ class Skill18(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -703,6 +723,7 @@ class Skill19(ActiveSkill):
转职为战斗法师后,才可以强制中断当前动作,并立即施放该技能。\n
"""
name = "落花掌"
ref = Ref.HANDSTRIKE
learnLv = 15
masterLv = 60
maxLv = 70
@@ -737,6 +758,7 @@ class Skill20(PassiveSkill):
在决斗场,技能的施放时间减少效果和下级元素技能的蓄气时间上限额外减少效果不生效。\n
"""
name = "魔法记忆"
ref = Ref.CASTSPEEDUP
learnLv = 15
masterLv = 1
maxLv = 11
@@ -768,6 +790,7 @@ class Skill21(ActiveSkill):
驱散敌人的增益效果时,提升自身的力量和智力,每驱散1个,可以额外提升。\n
"""
name = "驱散魔法"
ref = Ref.DISENCHANT
learnLv = 15
masterLv = 10
maxLv = 20
@@ -818,6 +841,7 @@ class Skill22(PassiveSkill):
在决斗场,移动过程中被攻击时,所受伤害增加。\n
"""
name = "移动施法"
ref = Ref.MOVEONCAST
learnLv = 15
masterLv = 1
maxLv = 11
@@ -844,6 +868,7 @@ class Skill23(PassiveSkill):
空中使用时无法进行蓄气。\n
"""
name = "空中施放 : 杰克爆弹"
ref = Ref.LAUNCHJOLONJUMP
learnLv = 15
masterLv = 1
maxLv = 1
@@ -865,6 +890,7 @@ class Skill24(ActiveSkill):
施放过程中,可以用方向键指定火柱喷出位置。\n
"""
name = "烈焰冲击"
ref = Ref.FLAMESTRIKE
learnLv = 15
masterLv = 60
maxLv = 70
@@ -900,6 +926,7 @@ class Skill25(ActiveSkill):
觉醒技能、 无施放时间的技能、 物理技能、 增益技能不适用冷却时间减少效果。\n
"""
name = "魔法秀"
ref = Ref.MAGICALTEMPOUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -927,7 +954,7 @@ class Skill25(ActiveSkill):
# 迁移前实现(保留对照):
# associate = [{"type":"*cdRatio","data":data1,"skills":['冰墙', '元素之门', '元素之幕', '元素震荡', '圣灵水晶', '烈焰冲击','天雷', '雷旋', '杰克降临', '湮灭黑洞', '极冰盛宴', '虚无之球', '光与暗的交响']}]
associate = [
SkillEffect(attribute=SkillAttribute.CD_RATIO, value=1 - (Percent(LevelTable(data1)) * Read(SkillAttribute.RATIO)), skills=['冰墙', '元素之门', '元素之幕', '元素震荡', '圣灵水晶', '烈焰冲击', '天雷', '雷旋', '杰克降临', '湮灭黑洞', '极冰盛宴', '虚无之球', '光与暗的交响']),
SkillEffect(attribute=SkillAttribute.CD_RATIO, value=1 - (Percent(LevelTable(data1)) * Read(SkillAttribute.RATIO)), skills=[Ref.WALLOFICE, Ref.THEGATE, Ref.ELEMENTALCURTAIN, Ref.ELEMENTALQUAKE, Ref.CRYSTALOFOVERMIND, Ref.FLAMESTRIKE, Ref.THUNDERCALLING, Ref.SUNBURST, Ref.HALLOWEENBUSTER, Ref.NIGHTHOLLOW, Ref.ARCTICPISTE, Ref.VOID, Ref.THUNDERRAGE]),
]
# 技能等级变化的时候,系数对应的数值变化
@@ -946,6 +973,7 @@ class Skill26(ActiveSkill):
在决斗场中,蓄气时间越长,攻击力越高。\n
"""
name = "虚无之球"
ref = Ref.VOID
learnLv = 20
masterLv = 60
maxLv = 70
@@ -987,6 +1015,7 @@ class Skill27(ActiveSkill):
被点燃的属性标志越多,增加基本攻击力和技能攻击力就越多。\n
"""
name = "元素点燃"
ref = Ref.ELEMENTALCHAIN
learnLv = 20
masterLv = 15
maxLv = 25
@@ -1022,6 +1051,7 @@ class Skill28(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -1046,6 +1076,7 @@ class Skill29(ActiveSkill):
在决斗场中,蓄气时间越长,攻击力越高。\n
"""
name = "雷旋"
ref = Ref.SUNBURST
learnLv = 25
masterLv = 60
maxLv = 70
@@ -1082,6 +1113,7 @@ class Skill30(ActiveSkill):
在决斗场中,冰墙攻击不附加减速状态。\n
"""
name = "冰墙"
ref = Ref.WALLOFICE
learnLv = 25
masterLv = 60
maxLv = 70
@@ -1123,6 +1155,7 @@ class Skill31(PassiveSkill):
并减少施放技能时的魔法值消耗量。\n
"""
name = "属性精通"
ref = Ref.ELEMENTMASTERY
learnLv = 30
masterLv = 5
maxLv = 15
@@ -1165,6 +1198,7 @@ class Skill32(ActiveSkill):
在决斗场,蓄气时间越长攻击力越高,但不会增加闪电大小,发射所有闪电后,进入冷却时间。\n
"""
name = "天雷"
ref = Ref.THUNDERCALLING
learnLv = 35
masterLv = 60
maxLv = 70
@@ -1233,6 +1267,7 @@ class Skill33(PassiveSkill):
在决斗场内,技能冷却时间变更为30秒,变更为发射相当于[天雷]发射数量攻击力增加率总和的1次闪电攻击。\n
"""
name = "天雷冲击"
ref = Ref.THUNDERSTRIKEEX
learnLv = 35
masterLv = 1
maxLv = 1
@@ -1254,8 +1289,8 @@ class Skill33(PassiveSkill):
# {"type":"*skillDamage","data":data0,"skills":["天雷"]}
# ]
associate = [
SkillEffect(attribute=SkillAttribute.CD, operation=Operation.ADD, value=LevelTable([0, 5]), skills=['天雷']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), skills=['天雷']),
SkillEffect(attribute=SkillAttribute.CD, operation=Operation.ADD, value=LevelTable([0, 5]), skills=[Ref.THUNDERCALLING]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), skills=[Ref.THUNDERCALLING]),
]
# [天雷]发射间隔减少率 : 50%
@@ -1270,6 +1305,7 @@ class Skill34(ActiveSkill):
在决斗场中蓄气后施放时,增加攻击力; 再次按技能键,无法立即爆炸。\n
"""
name = "湮灭黑洞"
ref = Ref.NIGHTHOLLOW
learnLv = 40
masterLv = 60
maxLv = 70
@@ -1341,6 +1377,7 @@ class Skill35(ActiveSkill):
在决斗场,增加寒冰柱的攻击间隔; 蓄气时间越长,攻击力越大,蓄满时减少魔法阵内敌人的移动速度; 魔法阵大小随技能等级提升而增加。\n
"""
name = "极冰盛宴"
ref = Ref.ARCTICPISTE
learnLv = 40
masterLv = 60
maxLv = 70
@@ -1414,6 +1451,7 @@ class Skill36(ActiveSkill):
在决斗场中,蓄气时间越长,攻击力越高。\n
"""
name = "杰克降临"
ref = Ref.HALLOWEENBUSTER
learnLv = 45
masterLv = 60
maxLv = 70
@@ -1474,6 +1512,7 @@ class Skill37(PassiveSkill):
魔法使用娴熟的大魔导师的魔力进一步变强,可以使用更高级的魔法,增加自身魔法攻击力和魔法暴击率。\n
"""
name = "魔力增幅"
ref = Ref.ELEMENTALWEAK
learnLv = 48
masterLv = 40
maxLv = 50
@@ -1508,6 +1547,7 @@ class Skill38(ActiveSkill):
[陨星幻灭]施放过程中按技能键或跳跃键,可以立即砸落最终结晶体、 使其爆炸,结束技能。\n
"""
name = "陨星幻灭"
ref = Ref.ELEMENTALSHOWER
learnLv = 50
masterLv = 40
maxLv = 50
@@ -1549,6 +1589,7 @@ class Skill39(ActiveSkill):
长按技能键蓄气后发动时,增加魔法阵的大小。\n
"""
name = "元素之幕"
ref = Ref.ELEMENTALCURTAIN
learnLv = 60
masterLv = 40
maxLv = 50
@@ -1610,6 +1651,7 @@ class Skill40(ActiveSkill):
长按技能键蓄气后发动时,增加元素震荡的魔法阵范围。\n
"""
name = "元素震荡"
ref = Ref.ELEMENTALQUAKE
learnLv = 70
masterLv = 40
maxLv = 50
@@ -1680,6 +1722,7 @@ class Skill41(PassiveSkill):
可以通过右键点击,设置On/Off上级元素技能附加的特殊功能。\n
"""
name = "元素奥义"
ref = Ref.ELEMENTALPOTENTIAL
learnLv = 75
masterLv = 40
maxLv = 50
@@ -1717,6 +1760,7 @@ class Skill42(ActiveSkill):
学习技能后,[元素点燃]和[魔法秀]会处于非激活状态,只能通过[圣灵符文]发动。\n
"""
name = "圣灵符文"
ref = Ref.MIGHTYRUNE
learnLv = 75
masterLv = 1
maxLv = 11
@@ -1748,8 +1792,8 @@ class Skill42(ActiveSkill):
# {"type":"+ratio","data":data2,"skills":["属性精通"]}
# ]
associate = [
SkillEffect(attribute=SkillAttribute.RATIO, operation=Operation.ADD, value=Percent(LevelTable(data0)), skills=['魔法秀']),
SkillEffect(attribute=SkillAttribute.RATIO, operation=Operation.ADD, value=Percent(LevelTable(data2)), skills=['属性精通']),
SkillEffect(attribute=SkillAttribute.RATIO, operation=Operation.ADD, value=Percent(LevelTable(data0)), skills=[Ref.MAGICALTEMPOUP]),
SkillEffect(attribute=SkillAttribute.RATIO, operation=Operation.ADD, value=Percent(LevelTable(data2)), skills=[Ref.ELEMENTMASTERY]),
]
# 圣灵水晶
@@ -1762,6 +1806,7 @@ class Skill43(ActiveSkill):
长按技能键蓄气后发动时,增加魔法阵和圣灵水晶的体积。\n
"""
name = "圣灵水晶"
ref = Ref.CRYSTALOFOVERMIND
learnLv = 75
masterLv = 40
maxLv = 50
@@ -1820,6 +1865,7 @@ class Skill44(ActiveSkill):
外门的数量越少则攻击越高。\n
"""
name = "元素之门"
ref = Ref.THEGATE
learnLv = 80
masterLv = 40
maxLv = 50
@@ -1888,6 +1934,7 @@ class Skill45(ActiveSkill):
[第六元素]的攻击属性为全属性。\n
"""
name = "第六元素"
ref = Ref.SESTOELEMENTO
learnLv = 85
masterLv = 40
maxLv = 50
@@ -1923,6 +1970,7 @@ class Skill46(PassiveSkill):
在前方生成由光和暗元素强制融合形成的球体。 球体因强制融合的排斥作用而振动,造成多段伤害后爆炸。\n
"""
name = "元素之源"
ref = Ref.ASSIMILATE
learnLv = 95
masterLv = 40
maxLv = 50
@@ -1963,6 +2011,7 @@ class Skill47(ActiveSkill):
适用所有属性攻击。\n
"""
name = "光与暗的交响"
ref = Ref.THUNDERRAGE
learnLv = 95
masterLv = 40
maxLv = 50
@@ -1999,6 +2048,7 @@ class Skill48(ActiveSkill):
若关联的技能还在冷却中,则无法使用三次觉醒技能。\n
"""
name = "宇宙寂灭 : 冰火之歌"
ref = Ref.COSMICCALAMITY
learnLv = 100
masterLv = 40
maxLv = 50
@@ -7,6 +7,7 @@ from core.basic.skill_effect_types import (
LevelTable,
Operation,
)
from core.character.refs.mage_female.enchantress import EnchantressSkillRef as Ref
prefix = "mage_female/enchantress/cn/skillDetail"
@@ -18,6 +19,7 @@ class Skill0(ActiveSkill):
向前方敌人发射魔法星弹,可以用方向键调整魔法星弹的飞行方向。\n
"""
name = "魔法星弹"
ref = Ref.MAGICMISSILE
learnLv = 1
masterLv = 60
maxLv = 70
@@ -50,6 +52,7 @@ class Skill1(ActiveSkill):
转职为魔道学者后,技能类型变为独立攻击力。\n
"""
name = "天击"
ref = Ref.UPPERSWING
learnLv = 1
masterLv = 10
maxLv = 20
@@ -78,6 +81,7 @@ class Skill2(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -101,6 +105,7 @@ class Skill3(PassiveSkill):
在决斗场中,增益/减益技能、 被动技能的技能攻击力增加效果对[基础精通]无影响。\n
"""
name = "基础精通"
ref = Ref.BASICATTACKUP
learnLv = 1
masterLv = 115
maxLv = 200
@@ -128,6 +133,7 @@ class Skill4(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -169,6 +175,7 @@ class Skill5(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -191,6 +198,7 @@ class Skill6(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -213,6 +221,7 @@ class Skill7(ActiveSkill):
用武器用力击刺敌人使其进入较长时间的僵直状态。\n
"""
name = "龙牙"
ref = Ref.THRUST
learnLv = 5
masterLv = 60
maxLv = 70
@@ -241,6 +250,7 @@ class Skill8(ActiveSkill):
在决斗场中,蓄气时间越长,攻击力越高。\n
"""
name = "杰克爆弹"
ref = Ref.LAUNCHJOL
learnLv = 5
masterLv = 60
maxLv = 70
@@ -280,6 +290,7 @@ class Skill9(ActiveSkill):
在决斗场中,蓄气时间越长,攻击力越高。\n
"""
name = "光电鳗"
ref = Ref.LAUNCHFLUORESCENT
learnLv = 5
masterLv = 60
maxLv = 70
@@ -318,6 +329,7 @@ class Skill10(ActiveSkill):
若掌握[心灵感应],则附加 : 棒暴击\n
"""
name = "契约召唤 : 赫德尔"
ref = Ref.SUMMONHODOR
learnLv = 5
masterLv = 60
maxLv = 70
@@ -383,6 +395,7 @@ class Skill11(ActiveSkill):
转职为战斗法师后,可学习[魔法护盾强化],加强能力。\n
"""
name = "魔法护盾"
ref = Ref.AURASHIELD
cellPos = (3,2)
learnLv = 5
masterLv = 10
@@ -411,6 +424,7 @@ class Skill12(ActiveSkill):
对无法抓取的敌人不适用控制效果,箴言人偶不附着在敌人身上,直接爆炸; 即使附着成功也不会进入无敌状态。\n
"""
name = "别过来!"
ref = Ref.KEEPOUT
cellPos = (8,2)
learnLv = 5
masterLv = 60
@@ -441,6 +455,7 @@ class Skill13(ActiveSkill):
在普通决斗场根据转职而产生不同的冷却时间。\n
"""
name = "替身草人"
ref = Ref.WARPONDAMAGE
cellPos = (3,3)
learnLv = 10
masterLv = 10
@@ -486,6 +501,7 @@ class Skill14(ActiveSkill):
在决斗场中,蓄气时间越长,攻击力越高。\n
"""
name = "冰霜雪人"
ref = Ref.LAUNCHFROSTHEAD
learnLv = 10
masterLv = 60
maxLv = 70
@@ -536,6 +552,7 @@ class Skill15(ActiveSkill):
在决斗场中,蓄气时间越长,攻击力越高。\n
"""
name = "暗影夜猫"
ref = Ref.LAUNCHBLACKCAT
learnLv = 10
masterLv = 60
maxLv = 70
@@ -575,6 +592,7 @@ class Skill16(ActiveSkill):
蚀附着在鞭挞范围内的召唤兽身上时,额外增加攻击、 移动速度; 蚀附着在敌人身上时,蚕食敌人的身体,造成伤害。\n
"""
name = "鞭挞"
ref = Ref.WHIP
learnLv = 10
masterLv = 60
maxLv = 70
@@ -634,6 +652,7 @@ class Skill17(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -661,6 +680,7 @@ class Skill18(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -686,6 +706,7 @@ class Skill19(ActiveSkill):
往地面注入黑魔法,生成玫瑰藤蔓向前方延伸。\n
"""
name = "玫瑰藤蔓"
ref = Ref.ROSEVINE
cellPos = (9,3)
learnLv = 10
masterLv = 60
@@ -720,6 +741,7 @@ class Skill20(ActiveSkill):
转职为战斗法师后,才可以强制中断当前动作,并立即施放该技能。\n
"""
name = "落花掌"
ref = Ref.HANDSTRIKE
learnLv = 15
masterLv = 60
maxLv = 70
@@ -753,6 +775,7 @@ class Skill21(ActiveSkill):
驱散敌人的增益效果时,提升自身的力量和智力,每驱散1个,可以额外提升。\n
"""
name = "驱散魔法"
ref = Ref.DISENCHANT
cellPos = (2,4)
learnLv = 15
masterLv = 10
@@ -798,6 +821,7 @@ class Skill22(PassiveSkill):
空中使用时无法进行蓄气。\n
"""
name = "空中施放 : 杰克爆弹"
ref = Ref.LAUNCHJOLONJUMP
learnLv = 15
masterLv = 1
maxLv = 1
@@ -821,6 +845,7 @@ class Skill23(ActiveBufferSkill):
[细心缝补]施放过程中,小魔女所受伤害减少10%,按跳跃键可以立即结束技能。\n
"""
name = "细心缝补"
ref = Ref.SEWING
cellPos = (6,4)
learnLv = 15
masterLv = 60
@@ -854,6 +879,7 @@ class Skill24(PassiveSkill):
[给我最好的。 太重? 没关系! 疯疯熊会替我拿着。]\n
"""
name = "黑魔法扫把"
ref = Ref.DARKMAGICBROOM
cellPos = (7,4)
learnLv = 15
masterLv = 1
@@ -882,6 +908,7 @@ class Skill25(PassiveBufferSkill):
[来,跟我可爱的孩子们打个招呼吧! 这是‘坏坏兔’和‘疯疯熊’。]\n
"""
name = "人偶操纵者"
ref = Ref.PUPPETEER
cellPos = (5,4)
learnLv = 15
masterLv = 60
@@ -912,6 +939,7 @@ class Skill26(ActiveSkill):
不论小魔女处于什么状态,都可以施放该技能。\n
"""
name = "疯狂乱抓"
ref = Ref.MADMADSLASH
cellPos = (4,4)
learnLv = 15
masterLv = 60
@@ -941,6 +969,7 @@ class Skill27(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -972,6 +1001,7 @@ class Skill28(ActiveBufferSkill):
爱之急救 : 生命值恢复量 +20%\n
"""
name = "小魔女的偏爱"
ref = Ref.FAVORITISM
cellPos = (6,5)
learnLv = 20
masterLv = 10
@@ -1031,6 +1061,7 @@ class Skill29(PassiveSkill):
[小魔女的好奇心对某些人来说是个悲剧。 当然她自己并不在意这个事实……]\n
"""
name = "邪恶的好奇心"
ref = Ref.WICKEDCURIOSITY
cellPos = (7,5)
learnLv = 20
masterLv = 10
@@ -1056,6 +1087,7 @@ class Skill30(ActiveSkill):
不论小魔女处于什么状态,都可以施放该技能。\n
"""
name = "疯熊火箭拳"
ref = Ref.MADSTRAIGHT
cellPos = (4,5)
learnLv = 20
masterLv = 60
@@ -1090,6 +1122,7 @@ class Skill31(PassiveSkill):
箴言人偶系列技能的“适用于敌人的效果”可以在[人偶篮子]技能中通过ON/OFF开启或关闭。\n
"""
name = "人偶篮子"
ref = Ref.DOLLBASKET
cellPos = (0,6)
learnLv = 25
masterLv = 1
@@ -1123,6 +1156,7 @@ class Skill32(ActiveSkill):
决斗场中无法叠加为2个。\n
"""
name = "火热的爱意"
ref = Ref.HOTLOVE
cellPos = (1,6)
learnLv = 25
masterLv = 40
@@ -1159,6 +1193,7 @@ class Skill33(ActiveSkill):
召唤魔力凝聚而成的荆棘藤攻击敌人,然后把敌人拉到身前。\n
"""
name = "蔷薇藤鞭"
ref = Ref.HARVESTING
cellPos = (8,6)
learnLv = 25
masterLv = 60
@@ -1192,6 +1227,7 @@ class Skill34(ActiveSkill):
只要施放范围内存在敌人,不论小魔女处于什么状态,都可以施放该技能。\n
"""
name = "疯熊守护"
ref = Ref.MADDYGUARD
cellPos = (4,7)
learnLv = 30
masterLv = 60
@@ -1229,6 +1265,7 @@ class Skill35(ActiveBufferSkill):
厄运结束或者再次施放技能更新持续时间时,副作用会解除。 小魔女自身和偏爱的对象不受副作用影响。\n
"""
name = "禁术吟咏"
ref = Ref.FORBIDDENCURSE
cellPos = (6,7)
learnLv = 30
masterLv = 10
@@ -1278,6 +1315,7 @@ class Skill36(ActiveSkill):
从地面召唤多棵荆棘,刺穿范围内的敌人,将其聚集到前方。 荆棘每次攻击都会将命中的敌人移动到小魔女前方,并使刺伤的敌人进入出血状态。\n
"""
name = "御敌之刺"
ref = Ref.REJECTTHORN
cellPos = (9,7)
learnLv = 30
masterLv = 60
@@ -1311,6 +1349,7 @@ class Skill37(ActiveSkill):
决斗场中无法吸附敌人。\n
"""
name = "疯疯熊坠击"
ref = Ref.JUMPINGBEARPRESS
cellPos = (4,8)
learnLv = 35
masterLv = 60
@@ -1371,6 +1410,7 @@ class Skill38(ActiveSkill):
决斗场中无法叠加为2个。\n
"""
name = "疯狂召唤"
ref = Ref.DESTINYPUPPET
cellPos = (1,9)
learnLv = 40
masterLv = 60
@@ -1446,6 +1486,7 @@ class Skill39(ActiveSkill):
技能持续期间再次按技能键,可以立即发动爆炸。\n
"""
name = "蔷薇囚狱"
ref = Ref.THORNVINEHOLD
cellPos = (8,9)
learnLv = 40
masterLv = 60
@@ -1513,6 +1554,7 @@ class Skill40(ActiveBufferSkill):
施放过程中,按跳跃键可以结束技能。\n
"""
name = "爱之急救"
ref = Ref.FIRSTAIDOFLOVE
cellPos = (6,9)
learnLv = 40
masterLv = 1
@@ -1549,6 +1591,7 @@ class Skill41(ActiveSkill):
施放过程中按跳跃键可以结束技能,同时使用的其他技能也会立即结束。\n
"""
name = "变大吧! 疯疯熊"
ref = Ref.MADTHEBIG
cellPos = (4,10)
learnLv = 45
masterLv = 60
@@ -1611,6 +1654,7 @@ class Skill42(ActiveSkill):
敌人靠近荆棘屋时会被小屋外的尖刺刺伤,并被击退。\n
"""
name = "林中小屋"
ref = Ref.BLACKTHORNTREE
cellPos = (1,10)
learnLv = 45
masterLv = 1
@@ -1645,6 +1689,7 @@ class Skill43(PassiveBufferSkill):
[她的微笑后面藏着什么小把戏呢?]\n
"""
name = "少女的爱"
ref = Ref.SMALLDEVIL
cellPos = (7,11)
learnLv = 48
masterLv = 40
@@ -1693,6 +1738,7 @@ class Skill44(ActiveBufferSkill):
增益效果不与光明骑士 (男/女) 的[圣光天启]、 [天启之光]、 缪斯的[梦想的舞台]、 协战师的[强袭策略 : 区域肃清]效果叠加。\n
"""
name = "开幕! 人偶剧场"
ref = Ref.MARIONETTE
cellPos = (5,11)
learnLv = 50
masterLv = 40
@@ -1735,6 +1781,7 @@ class Skill45(ActiveSkill):
连续按<X>键可以加快钉钉子的速度。\n
"""
name = "人偶戏法"
ref = Ref.HEX
cellPos = (1,12)
learnLv = 60
masterLv = 40
@@ -1795,6 +1842,7 @@ class Skill46(ActiveSkill):
施放期间,可以按跳跃键结束技能。\n
"""
name = "爱之刺痛"
ref = Ref.AFFECTIONSTING
cellPos = (9,12)
learnLv = 60
masterLv = 40
@@ -1855,6 +1903,7 @@ class Skill47(ActiveSkill):
队友在死亡状态下可以用复活币复活,但身上的效果会消失。\n
"""
name = "永恒的占据"
ref = Ref.ETERNALPOSSESSION
cellPos = (1,13)
learnLv = 70
masterLv = 1
@@ -1886,6 +1935,7 @@ class Skill48(ActiveSkill):
疯疯熊将附近的敌人吸附到身边,然后瞬间变大发出蕴含强大魔力的咆哮。\n
"""
name = "哇咔咔!"
ref = Ref.TERRIBLEROAR
cellPos = (4,13)
learnLv = 70
masterLv = 40
@@ -1952,6 +2002,7 @@ class Skill49(PassiveBufferSkill):
[你永远都是属于我的。]\n
"""
name = "冥月绽放"
ref = Ref.ROSEINDARK
cellPos = (7,13)
learnLv = 75
masterLv = 40
@@ -1997,6 +2048,7 @@ class Skill50(ActiveSkill):
召唤长满魔力荆棘藤的苦痛庭院,攻击范围内的敌人,并捆住敌人的脚,使其进入束缚状态。\n
"""
name = "苦痛庭院"
ref = Ref.PAINFULGARDEN
cellPos = (8,13)
learnLv = 75
masterLv = 40
@@ -2062,6 +2114,7 @@ class Skill51(ActiveSkill):
吐息经过的地面会变成浮动诅咒气息的诅咒地带。 队友进入诅咒地带时可以增加[禁术吟咏]和[小魔女的偏爱]的持续时间。\n
"""
name = "咆哮吧! 疯疯熊"
ref = Ref.CURSEOFTERRORBEAR
cellPos = (4,14)
learnLv = 80
masterLv = 40
@@ -2119,6 +2172,7 @@ class Skill52(ActiveSkill):
小魔女使用终极黑魔法将自身所处空间变成人偶之森的最深处的模样。 短时间后超巨大的疯疯熊登场,毁灭眼前所有的敌人。\n
"""
name = "欢迎光临人偶之森"
ref = Ref.WOODSOFPUPPET
cellPos = (5,14)
learnLv = 85
masterLv = 40
@@ -2157,6 +2211,7 @@ class Skill53(PassiveBufferSkill):
[疯熊守护]技能可通过On/Off设置是否激活防御功能。\n
"""
name = "不祥的微笑"
ref = Ref.SINISTERSMILINGEYES
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -2192,6 +2247,7 @@ class Skill54(ActiveSkill):
再次按技能键,鸟笼立即收缩后消失。\n
"""
name = "挚爱囚笼"
ref = Ref.DISPLAYLOVE
cellPos = (8,15)
learnLv = 95
masterLv = 40
@@ -2244,6 +2300,7 @@ class Skill55(ActiveBufferSkill):
若关联的技能还在冷却中,则无法使用三次觉醒技能。\n
"""
name = "终幕! 人偶剧场"
ref = Ref.LASTONEACT
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -11,6 +11,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.mage_female.summoner import SummonerSkillRef as Ref
prefix = "mage_female/summoner/cn/skillDetail"
@@ -49,6 +50,7 @@ class Skill0(ActiveSkill):
向前方敌人发射魔法星弹,可以用方向键调整魔法星弹的飞行方向。\n
"""
name = "魔法星弹"
ref = Ref.MAGICMISSILE
learnLv = 1
masterLv = 60
maxLv = 70
@@ -81,6 +83,7 @@ class Skill1(ActiveSkill):
转职为魔道学者后,技能类型变为独立攻击力。\n
"""
name = "天击"
ref = Ref.UPPERSWING
learnLv = 1
masterLv = 10
maxLv = 20
@@ -109,6 +112,7 @@ class Skill2(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -132,6 +136,7 @@ class Skill3(PassiveSkill):
在决斗场中,增益/减益技能、 被动技能的技能攻击力增加效果对[基础精通]无影响。\n
"""
name = "基础精通"
ref = Ref.BASICATTACKUP
learnLv = 1
masterLv = 115
maxLv = 200
@@ -159,6 +164,7 @@ class Skill4(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -200,6 +206,7 @@ class Skill5(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -222,6 +229,7 @@ class Skill6(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -244,6 +252,7 @@ class Skill7(ActiveSkill):
用武器用力击刺敌人使其进入较长时间的僵直状态。\n
"""
name = "龙牙"
ref = Ref.THRUST
learnLv = 5
masterLv = 60
maxLv = 70
@@ -272,6 +281,7 @@ class Skill8(ActiveSkill):
在决斗场中,蓄气时间越长,攻击力越高。\n
"""
name = "杰克爆弹"
ref = Ref.LAUNCHJOL
learnLv = 5
masterLv = 60
maxLv = 70
@@ -311,6 +321,7 @@ class Skill9(ActiveSkill):
在决斗场中,蓄气时间越长,攻击力越高。\n
"""
name = "光电鳗"
ref = Ref.LAUNCHFLUORESCENT
learnLv = 5
masterLv = 60
maxLv = 70
@@ -350,6 +361,7 @@ class Skill10(SummonSkill):
"""
name = '契约召唤 : 赫德尔'
ref = Ref.SUMMONHODOR
cellPos = (8,2)
learnLv = 5
masterLv = 60
@@ -434,6 +446,7 @@ class Skill11(ActiveSkill):
"""
name = '魔法护盾'
ref = Ref.AURASHIELD
cellPos = (10,2)
learnLv = 5
masterLv = 10
@@ -463,6 +476,7 @@ class Skill12(ActiveSkill):
"""
name = '别过来!'
ref = Ref.KEEPOUT
cellPos = (3,2)
learnLv = 5
masterLv = 60
@@ -495,6 +509,7 @@ class Skill13(ActiveSkill):
"""
name = '替身草人'
ref = Ref.WARPONDAMAGE
cellPos = (7,3)
learnLv = 10
masterLv = 10
@@ -542,6 +557,7 @@ class Skill14(ActiveSkill):
"""
name = '冰霜雪人'
ref = Ref.LAUNCHFROSTHEAD
cellPos = (9,3)
learnLv = 10
masterLv = 60
@@ -594,6 +610,7 @@ class Skill15(ActiveSkill):
"""
name = '暗影夜猫'
ref = Ref.LAUNCHBLACKCAT
cellPos = (10,3)
learnLv = 10
masterLv = 60
@@ -635,6 +652,7 @@ class Skill16(ActiveSkill):
"""
name = '鞭挞'
ref = Ref.WHIP
cellPos = (4,3)
learnLv = 10
masterLv = 60
@@ -698,6 +716,7 @@ class Skill17(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -725,6 +744,7 @@ class Skill18(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -753,6 +773,7 @@ class Skill19(ActiveSkill):
转职为战斗法师后,才可以强制中断当前动作,并立即施放该技能。\n
"""
name = "落花掌"
ref = Ref.HANDSTRIKE
learnLv = 15
masterLv = 60
maxLv = 70
@@ -786,6 +807,7 @@ class Skill20(ActiveSkill):
若召唤者死亡,则召唤出的精灵会消失。\n
"""
name = "精灵召唤 : 亚德炎"
ref = Ref.SUMMONSPIRITFIRE
learnLv = 15
masterLv = 1
maxLv = 70
@@ -820,6 +842,7 @@ class Skill21(ActiveSkill):
若召唤者死亡,则召唤出的精灵会消失。\n
"""
name = "精灵召唤 : 冰奈斯"
ref = Ref.SUMMONSPIRITWATER
learnLv = 15
masterLv = 1
maxLv = 70
@@ -861,6 +884,7 @@ class Skill22(ActiveSkill):
若召唤者死亡,则召唤出的精灵会消失。\n
"""
name = "精灵召唤 : 瑟冥特克"
ref = Ref.SUMMONSPIRITDARK
learnLv = 15
masterLv = 1
maxLv = 70
@@ -894,6 +918,7 @@ class Skill23(ActiveSkill):
若召唤者死亡,则召唤出的精灵会消失。\n
"""
name = "精灵召唤 : 雷沃斯"
ref = Ref.SUMMONSPIRITLIGHT
learnLv = 15
masterLv = 1
maxLv = 70
@@ -930,6 +955,7 @@ class Skill24(ActiveSkill):
"""
name = '驱散魔法'
ref = Ref.DISENCHANT
cellPos = (8,3)
learnLv = 15
masterLv = 10
@@ -975,6 +1001,7 @@ class Skill25(ActiveSkill):
"""
name = '召唤兽跟随'
ref = Ref.FOLLOWME
cellPos = (6,4)
learnLv = 15
masterLv = 1
@@ -1018,6 +1045,7 @@ class Skill26(PassiveSkill):
"""
name = '空中施放 : 杰克爆弹'
ref = Ref.LAUNCHJOLONJUMP
cellPos = (6,3)
learnLv = 15
masterLv = 1
@@ -1041,6 +1069,7 @@ class Skill27(PassiveSkill):
"""
name = '召唤兽强化'
ref = Ref.SUMMONMONSTERAURA
cellPos = (5,4)
learnLv = 15
masterLv = 20
@@ -1096,7 +1125,7 @@ class Skill27(PassiveSkill):
# }
# ]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data3)), skills=['契约召唤 : 赫德尔', '精灵召唤 : 亚德炎', '精灵召唤 : 冰奈斯', '精灵召唤 : 瑟冥特克', '精灵召唤 : 雷沃斯', '契约召唤 : 弗利特', '契约召唤 : 桑德尔', '精灵召唤 : 亡魂默克尔', '精灵召唤 : 极光格雷林', '精灵召唤 : 冰影阿奎利斯', '精灵召唤 : 火焰赫瑞克', '契约召唤 : 路易丝', '精灵召唤 : 伊伽贝拉', '契约召唤 : 牛头王库鲁塔', '契约召唤 : 征服者卡西利亚斯', '必杀剑·千鬼杀', '狂化黑月', '传说召唤 : 月蚀之影', '传说召唤 : 逆月者拉莫斯', '咒令 : 逆月之蚀', '至高精灵王', '魔月·德拉里昂']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data3)), skills=[Ref.SUMMONHODOR, Ref.SUMMONSPIRITFIRE, Ref.SUMMONSPIRITWATER, Ref.SUMMONSPIRITDARK, Ref.SUMMONSPIRITLIGHT, Ref.SUMMONBABYDRAGON, Ref.SUMMONSANDOR, Ref.SUMMONSPIRITDARKHIGHER, Ref.SUMMONSPIRITLIGHTHIGHER, Ref.SUMMONSPIRITWATERHIGHER, Ref.SUMMONSPIRITFIREHIGHER, Ref.SUMMONLUIS, Ref.SUMMONECHEVERRA, Ref.SUMMONKRUTA, Ref.SUMMONCASILLAS, Ref.CASILLASFINISHATTACK, Ref.BLACKLUNATIC, Ref.MOONSHADOW, Ref.SUMMONRAMOS, Ref.BUGFALL, Ref.HIGHESTECHEVERRA, Ref.DELLALIONOFPREDATION]),
]
# 伺机而动
@@ -1108,6 +1137,7 @@ class Skill28(ActiveSkill):
"""
name = '伺机而动'
ref = Ref.SUMMONMONSTERWAIT
cellPos = (8,4)
learnLv = 15
masterLv = 1
@@ -1138,6 +1168,7 @@ class Skill29(PassiveSkill):
"""
name = '心灵感应'
ref = Ref.COMMUNION
cellPos = (7,4)
learnLv = 15
masterLv = 6
@@ -1169,6 +1200,7 @@ class Skill30(ActiveSkill):
"""
name = '召唤下级精灵'
ref = Ref.SUMMONSPIRIT
cellPos = (1,3)
learnLv = 15
masterLv = 60
@@ -1193,6 +1225,7 @@ class Skill31(ActiveSkill):
"""
name = '魔法秀'
ref = Ref.MAGICALTEMPOUP
cellPos = (9,5)
learnLv = 20
masterLv = 10
@@ -1218,7 +1251,7 @@ class Skill31(ActiveSkill):
# 迁移前实现(保留对照):
# associate = [{'type': '*cdRatio', 'data': data1, 'skills': ['精灵献祭', '咒令 : 愤怒咆哮']}]
associate = [
SkillEffect(attribute=SkillAttribute.CD_RATIO, value=1 - Percent(LevelTable(data1)), skills=['精灵献祭', '咒令 : 愤怒咆哮']),
SkillEffect(attribute=SkillAttribute.CD_RATIO, value=1 - Percent(LevelTable(data1)), skills=[Ref.SACRIFICESPIRIT, Ref.REPEATEDSMASHOFRAGE]),
]
# 精灵献祭
@@ -1232,6 +1265,7 @@ class Skill32(ActiveSkill):
"""
name = '精灵献祭'
ref = Ref.SACRIFICESPIRIT
cellPos = (5,5)
learnLv = 20
masterLv = 60
@@ -1317,6 +1351,7 @@ class Skill33(SummonSkill):
"""
name = '契约召唤 : 弗利特'
ref = Ref.SUMMONBABYDRAGON
cellPos = (8,5)
learnLv = 20
masterLv = 60
@@ -1383,6 +1418,7 @@ class Skill34(ActiveSkill):
"""
name = '召唤解除'
ref = Ref.UNSUMMON
cellPos = (7,5)
learnLv = 20
masterLv = 1
@@ -1405,6 +1441,7 @@ class Skill35(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -1431,6 +1468,7 @@ class Skill36(SummonSkill):
"""
name = '契约召唤 : 桑德尔'
ref = Ref.SUMMONSANDOR
cellPos = (8,6)
learnLv = 25
masterLv = 60
@@ -1486,6 +1524,7 @@ class Skill37(ActiveSkill):
"""
name = '魔力印记'
ref = Ref.TARGETIT
cellPos = (9,6)
learnLv = 25
masterLv = 1
@@ -1523,6 +1562,7 @@ class Skill38(PassiveSkill):
"""
name = '绝对支配'
ref = Ref.DOMINIONPOWERUP
cellPos = (4,6)
learnLv = 25
masterLv = 1
@@ -1541,7 +1581,7 @@ class Skill38(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'data': [0] + [2] * maxLv, 'type': '+cd', 'skills': ['鞭挞'], 'ratio': 1}]
associate = [
SkillEffect(attribute=SkillAttribute.CD, operation=Operation.ADD, value=LevelTable([0] + [2] * maxLv), skills=['鞭挞']),
SkillEffect(attribute=SkillAttribute.CD, operation=Operation.ADD, value=LevelTable([0] + [2] * maxLv), skills=[Ref.WHIP]),
]
# 契约召唤 : 袄索
@@ -1560,6 +1600,7 @@ class Skill39(SummonSkill):
"""
name = '契约召唤 : 袄索'
ref = Ref.SUMMONAUXO
cellPos = (8,7)
learnLv = 30
masterLv = 60
@@ -1645,6 +1686,7 @@ class Skill40(SummonSkill):
"""
name = '精灵召唤 : 亡魂默克尔'
ref = Ref.SUMMONSPIRITDARKHIGHER
cellPos = (3,7)
learnLv = 30
masterLv = 60
@@ -1715,6 +1757,7 @@ class Skill41(SummonSkill):
"""
name = '精灵召唤 : 极光格雷林'
ref = Ref.SUMMONSPIRITLIGHTHIGHER
cellPos = (2,7)
learnLv = 30
masterLv = 60
@@ -1786,6 +1829,7 @@ class Skill42(SummonSkill):
"""
name = '精灵召唤 : 冰影阿奎利斯'
ref = Ref.SUMMONSPIRITWATERHIGHER
cellPos = (0,7)
learnLv = 30
masterLv = 60
@@ -1864,6 +1908,7 @@ class Skill43(SummonSkill):
"""
name = '精灵召唤 : 火焰赫瑞克'
ref = Ref.SUMMONSPIRITFIREHIGHER
cellPos = (1,7)
learnLv = 30
masterLv = 60
@@ -1936,6 +1981,7 @@ class Skill44(ActiveSkill):
"""
name = '召唤兽狂化'
ref = Ref.SUMMONMONSTERRECKLESS
cellPos = (7,7)
learnLv = 30
masterLv = 10
@@ -1971,6 +2017,7 @@ class Skill45(SummonSkill):
"""
name = '契约召唤 : 路易丝'
ref = Ref.SUMMONLUIS
cellPos = (8,8)
learnLv = 35
masterLv = 60
@@ -2077,6 +2124,7 @@ class Skill46(SummonSkill):
"""
name = '精灵召唤 : 伊伽贝拉'
ref = Ref.SUMMONECHEVERRA
cellPos = (5,9)
learnLv = 40
masterLv = 60
@@ -2158,7 +2206,7 @@ class Skill46(SummonSkill):
# 迁移前实现(保留对照):
# associate = [{'type': '*skillDamage', 'data': data13, 'skills': ['精灵召唤 : 亡魂默克尔', '精灵召唤 : 极光格雷林', '精灵召唤 : 冰影阿奎利斯', '精灵召唤 : 火焰赫瑞克']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data13)), skills=['精灵召唤 : 亡魂默克尔', '精灵召唤 : 极光格雷林', '精灵召唤 : 冰影阿奎利斯', '精灵召唤 : 火焰赫瑞克']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data13)), skills=[Ref.SUMMONSPIRITDARKHIGHER, Ref.SUMMONSPIRITLIGHTHIGHER, Ref.SUMMONSPIRITWATERHIGHER, Ref.SUMMONSPIRITFIREHIGHER]),
]
def vp_1(self):
@@ -2191,6 +2239,7 @@ class Skill47(ActiveSkill):
"""
name = '召唤兽传送'
ref = Ref.MASSTELEPORT
cellPos = (6,9)
learnLv = 40
masterLv = 1
@@ -2215,6 +2264,7 @@ class Skill48(ActiveSkill):
"""
name = '束缚印记'
ref = Ref.THROWSTICKYTRAP
cellPos = (1,10)
learnLv = 45
masterLv = 1
@@ -2277,6 +2327,7 @@ class Skill49(SummonSkill):
"""
name = '契约召唤 : 牛头王库鲁塔'
ref = Ref.SUMMONKRUTA
cellPos = (9,10)
learnLv = 45
masterLv = 60
@@ -2371,6 +2422,7 @@ class Skill50(PassiveSkill):
"""
name = '灵魂支配'
ref = Ref.UPGRADESUMMONSKILL
cellPos = (5,11)
learnLv = 48
masterLv = 40
@@ -2404,6 +2456,7 @@ class Skill51(SummonSkill):
"""
name = '契约召唤 : 征服者卡西利亚斯'
ref = Ref.SUMMONCASILLAS
cellPos = (6,11)
learnLv = 50
masterLv = 40
@@ -2469,6 +2522,7 @@ class Skill52(ActiveSkill):
"""
name = '必杀剑·千鬼杀'
ref = Ref.CASILLASFINISHATTACK
cellPos = (7,11)
learnLv = 50
masterLv = 1
@@ -2485,7 +2539,7 @@ class Skill52(ActiveSkill):
hit1 = 5
def getSkillData(self, lv: int = 0):
source = self.char.GetSkillByName('契约召唤 : 征服者卡西利亚斯')
source = self.char.GetSkill(Ref.SUMMONCASILLAS)
self.data0 = source.data9
self.data1 = source.data10
return super().getSkillData(source.lv)
@@ -2503,6 +2557,7 @@ class Skill53(ActiveSkill):
"""
name = '支配之环'
ref = Ref.RINGOFDOMINATION
cellPos = (5,12)
learnLv = 60
masterLv = 1
@@ -2530,6 +2585,7 @@ class Skill54(ActiveSkill):
"""
name = '精灵召唤 : 融合精灵海伊伦'
ref = Ref.SUMMONHEILROM
cellPos = (2,12)
learnLv = 60
masterLv = 1
@@ -2600,6 +2656,7 @@ class Skill55(ActiveSkill):
"""
name = '咒令 : 愤怒咆哮'
ref = Ref.REPEATEDSMASHOFRAGE
cellPos = (9,13)
learnLv = 70
masterLv = 40
@@ -2667,6 +2724,7 @@ class Skill56(PassiveSkill):
"""
name = '蚀月附灵'
ref = Ref.ECLIPSEHIVE
cellPos = (1,13)
learnLv = 75
masterLv = 40
@@ -2700,6 +2758,7 @@ class Skill57(ActiveSkill):
"""
name = '狂化黑月'
ref = Ref.BLACKLUNATIC
cellPos = (8,13)
learnLv = 75
masterLv = 40
@@ -2774,6 +2833,7 @@ class Skill58(ActiveSkill):
"""
name = '传说召唤 : 月蚀之影'
ref = Ref.MOONSHADOW
cellPos = (2,14)
learnLv = 80
masterLv = 40
@@ -2835,6 +2895,7 @@ class Skill59(SummonSkill):
"""
name = '传说召唤 : 逆月者拉莫斯'
ref = Ref.SUMMONRAMOS
cellPos = (4,14)
learnLv = 85
masterLv = 40
@@ -2927,6 +2988,7 @@ class Skill60(ActiveSkill):
"""
name = '咒令 : 逆月之蚀'
ref = Ref.BUGFALL
cellPos = (5,14)
learnLv = 85
masterLv = 1
@@ -2964,7 +3026,7 @@ class Skill60(ActiveSkill):
# 自身强化
skillDamage = 1.15
level_source = '传说召唤 : 逆月者拉莫斯'
level_source = Ref.SUMMONRAMOS
# 逆月
# mage_female/summoner/10834437b54f67c4c27f92eaabd59bb1
@@ -2983,6 +3045,7 @@ class Skill61(PassiveSkill):
"""
name = '逆月'
ref = Ref.POSTICUSLUNA
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -3018,6 +3081,7 @@ class Skill62(ActiveSkill):
"""
name = '至高精灵王'
ref = Ref.HIGHESTECHEVERRA
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -3058,6 +3122,7 @@ class Skill63(ActiveSkill):
"""
name = '魔月·德拉里昂'
ref = Ref.DELLALIONOFPREDATION
cellPos = (5,16)
learnLv = 100
masterLv = 40
+68 -11
View File
@@ -12,6 +12,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.mage_female.witch import WitchSkillRef as Ref
class WitchAttribute(ProfessionAttribute):
@@ -34,6 +35,7 @@ class Skill0(ActiveSkill):
"""
name = '魔法星弹'
ref = Ref.MAGICMISSILE
cellPos = (3,1)
learnLv = 1
masterLv = 60
@@ -67,6 +69,7 @@ class Skill1(ActiveSkill):
转职为魔道学者后,技能类型变为独立攻击力。\n
"""
name = "天击"
ref = Ref.UPPERSWING
learnLv = 1
masterLv = 10
maxLv = 20
@@ -95,6 +98,7 @@ class Skill2(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -119,6 +123,7 @@ class Skill3(PassiveSkill):
"""
name = '基础精通'
ref = Ref.BASICATTACKUP
cellPos = (1,0)
learnLv = 1
masterLv = 115
@@ -146,6 +151,7 @@ class Skill4(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -187,6 +193,7 @@ class Skill5(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -209,6 +216,7 @@ class Skill6(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -231,6 +239,7 @@ class Skill7(ActiveSkill):
用武器用力击刺敌人使其进入较长时间的僵直状态。\n
"""
name = "龙牙"
ref = Ref.THRUST
learnLv = 5
masterLv = 60
maxLv = 70
@@ -259,6 +268,7 @@ class Skill8(ActiveSkill):
在决斗场中,蓄气时间越长,攻击力越高。\n
"""
name = "杰克爆弹"
ref = Ref.LAUNCHJOL
learnLv = 5
masterLv = 60
maxLv = 70
@@ -298,6 +308,7 @@ class Skill9(ActiveSkill):
在决斗场中,蓄气时间越长,攻击力越高。\n
"""
name = "光电鳗"
ref = Ref.LAUNCHFLUORESCENT
learnLv = 5
masterLv = 60
maxLv = 70
@@ -336,6 +347,7 @@ class Skill10(ActiveSkill):
若掌握[心灵感应],则附加 : 棒暴击\n
"""
name = "契约召唤 : 赫德尔"
ref = Ref.SUMMONHODOR
learnLv = 5
masterLv = 60
maxLv = 70
@@ -402,6 +414,7 @@ class Skill11(ActiveSkill):
"""
name = '魔法护盾'
ref = Ref.AURASHIELD
cellPos = (9,2)
learnLv = 5
masterLv = 10
@@ -431,6 +444,7 @@ class Skill12(ActiveSkill):
对无法抓取的敌人不适用控制效果,箴言人偶不附着在敌人身上,直接爆炸; 即使附着成功也不会进入无敌状态。\n
"""
name = "别过来!"
ref = Ref.KEEPOUT
learnLv = 5
masterLv = 60
maxLv = 70
@@ -462,6 +476,7 @@ class Skill13(ActiveSkill):
"""
name = '替身草人'
ref = Ref.WARPONDAMAGE
cellPos = (8,3)
learnLv = 10
masterLv = 10
@@ -512,6 +527,7 @@ class Skill14(ActiveSkill):
"""
name = '冰霜雪人'
ref = Ref.LAUNCHFROSTHEAD
cellPos = (6,3)
learnLv = 10
masterLv = 60
@@ -564,6 +580,7 @@ class Skill15(ActiveSkill):
"""
name = '暗影夜猫'
ref = Ref.LAUNCHBLACKCAT
cellPos = (7,3)
learnLv = 10
masterLv = 60
@@ -604,6 +621,7 @@ class Skill16(ActiveSkill):
蚀附着在鞭挞范围内的召唤兽身上时,额外增加攻击、 移动速度; 蚀附着在敌人身上时,蚕食敌人的身体,造成伤害。\n
"""
name = "鞭挞"
ref = Ref.WHIP
learnLv = 10
masterLv = 60
maxLv = 70
@@ -663,6 +681,7 @@ class Skill17(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -690,6 +709,7 @@ class Skill18(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -718,6 +738,7 @@ class Skill19(ActiveSkill):
转职为战斗法师后,才可以强制中断当前动作,并立即施放该技能。\n
"""
name = "落花掌"
ref = Ref.HANDSTRIKE
learnLv = 15
masterLv = 60
maxLv = 70
@@ -752,6 +773,7 @@ class Skill20(ActiveSkill):
"""
name = '驱散魔法'
ref = Ref.DISENCHANT
cellPos = (1,4)
learnLv = 15
masterLv = 10
@@ -800,6 +822,7 @@ class Skill21(ActiveSkill):
"""
name = '远古魔法书'
ref = Ref.MPREGENRATEUP
cellPos = (8,4)
learnLv = 15
masterLv = 10
@@ -828,6 +851,7 @@ class Skill22(PassiveSkill):
"""
name = '空中施放 : 杰克爆弹'
ref = Ref.LAUNCHJOLONJUMP
cellPos = (5,4)
learnLv = 15
masterLv = 1
@@ -853,6 +877,7 @@ class Skill23(ActiveSkill):
"""
name = '挑衅人偶 : 舒露露'
ref = Ref.PROVOCATIONDOLL
cellPos = (9,4)
learnLv = 15
masterLv = 60
@@ -883,6 +908,7 @@ class Skill24(PassiveSkill):
"""
name = '亲和法米利尔'
ref = Ref.FRIENDLYFAMILIAR
cellPos = (4,4)
learnLv = 15
masterLv = 5
@@ -941,6 +967,7 @@ class Skill25(PassiveSkill):
"""
name = '扫把掌握'
ref = Ref.EQUIPBROOM
cellPos = (0,4)
learnLv = 15
masterLv = 1
@@ -972,6 +999,7 @@ class Skill26(PassiveSkill):
"""
name = '改良舒露露'
ref = Ref.IMPROVEDSHURURU
cellPos = (9,6)
learnLv = 15
masterLv = 1
@@ -1028,6 +1056,7 @@ class Skill27(ActiveSkill):
"""
name = '改良魔法星弹'
ref = Ref.ENHANCEDMAGICMISSILE
cellPos = (3,4)
learnLv = 15
masterLv = 60
@@ -1082,6 +1111,7 @@ class Skill28(ActiveSkill):
"""
name = '魔法秀'
ref = Ref.MAGICALTEMPOUP
cellPos = (0,5)
learnLv = 20
masterLv = 10
@@ -1107,7 +1137,7 @@ class Skill28(ActiveSkill):
# 迁移前实现(保留对照):
# associate = [{'type': '*cdRatio', 'data': data1, 'skills': ['改良魔法星弹', '改良舒露露', '熔岩药瓶', '魔道酸雨云', '旋转扫把', '电鳗碰撞机', '暴炎加热炉', '冰霜钻孔车', '反重力装置', '光电兔', '雪人刨冰', '糖果大作战 : 捣蛋杰克']}]
associate = [
SkillEffect(attribute=SkillAttribute.CD_RATIO, value=1 - Percent(LevelTable(data1)), skills=['改良魔法星弹', '改良舒露露', '熔岩药瓶', '魔道酸雨云', '旋转扫把', '电鳗碰撞机', '暴炎加热炉', '冰霜钻孔车', '反重力装置', '光电兔', '雪人刨冰', '糖果大作战 : 捣蛋杰克']),
SkillEffect(attribute=SkillAttribute.CD_RATIO, value=1 - Percent(LevelTable(data1)), skills=[Ref.ENHANCEDMAGICMISSILE, Ref.IMPROVEDSHURURU, Ref.LAVAPOTION, Ref.ACIDCLOUD, Ref.BROOMSPIN, Ref.FLUORECOLLIDER, Ref.HEATINGFURNACE, Ref.MEGADRILL, Ref.ANTIGRAVITYSTARTER, Ref.ELECTRICRABBIT, Ref.JACKFROSTICEWATER, Ref.JACKOHALLOWEEN]),
]
# 魔幻粉末
@@ -1122,6 +1152,7 @@ class Skill29(ActiveSkill):
"""
name = '魔幻粉末'
ref = Ref.BROOMPOWDER
cellPos = (7,5)
learnLv = 20
masterLv = 1
@@ -1161,6 +1192,7 @@ class Skill30(ActiveSkill):
"""
name = '暗影斗篷'
ref = Ref.BLACKMANTLE
cellPos = (1,5)
learnLv = 20
masterLv = 60
@@ -1200,6 +1232,7 @@ class Skill31(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -1227,6 +1260,7 @@ class Skill32(ActiveSkill):
"""
name = '变异苍蝇拍'
ref = Ref.TRANSFORMFLAPPER
cellPos = (1,6)
learnLv = 25
masterLv = 60
@@ -1278,6 +1312,7 @@ class Skill33(PassiveSkill):
"""
name = '幸运棒棒糖'
ref = Ref.SWEETCANDYBAR
cellPos = (0,6)
learnLv = 25
masterLv = 5
@@ -1316,6 +1351,7 @@ class Skill34(ActiveSkill):
"""
name = '魔道酸雨云'
ref = Ref.ACIDCLOUD
cellPos = (2,7)
learnLv = 30
masterLv = 60
@@ -1393,6 +1429,7 @@ class Skill35(ActiveSkill):
"""
name = '熔岩药瓶'
ref = Ref.LAVAPOTION
cellPos = (5,7)
learnLv = 30
masterLv = 60
@@ -1476,6 +1513,7 @@ class Skill36(PassiveSkill):
"""
name = '苍蝇拍 : 魔法禁锢'
ref = Ref.CLEARFLAPPER
cellPos = (1,7)
learnLv = 30
masterLv = 1
@@ -1501,6 +1539,7 @@ class Skill37(PassiveSkill):
"""
name = '苦涩棒棒糖'
ref = Ref.BITTERSCANDYBAR
cellPos = (0,7)
learnLv = 35
masterLv = 1
@@ -1528,9 +1567,9 @@ class Skill37(PassiveSkill):
# {'data': data3, 'type': '+powerFail', 'skills': ['冰霜钻孔车']},
# ]
associate = [
SkillEffect(attribute=WitchAttribute.FAIL_POWER, operation=Operation.ADD, value=Percent(LevelTable(data1)), skills=['熔岩药瓶']),
SkillEffect(attribute=WitchAttribute.FAIL_POWER, operation=Operation.ADD, value=Percent(LevelTable(data2)), skills=['暴炎加热炉']),
SkillEffect(attribute=WitchAttribute.FAIL_POWER, operation=Operation.ADD, value=Percent(LevelTable(data3)), skills=['冰霜钻孔车']),
SkillEffect(attribute=WitchAttribute.FAIL_POWER, operation=Operation.ADD, value=Percent(LevelTable(data1)), skills=[Ref.LAVAPOTION]),
SkillEffect(attribute=WitchAttribute.FAIL_POWER, operation=Operation.ADD, value=Percent(LevelTable(data2)), skills=[Ref.HEATINGFURNACE]),
SkillEffect(attribute=WitchAttribute.FAIL_POWER, operation=Operation.ADD, value=Percent(LevelTable(data3)), skills=[Ref.MEGADRILL]),
]
# 旋转扫把
@@ -1552,6 +1591,7 @@ class Skill38(ActiveSkill):
"""
name = '旋转扫把'
ref = Ref.BROOMSPIN
cellPos = (3,8)
learnLv = 35
masterLv = 60
@@ -1646,6 +1686,7 @@ class Skill39(ActiveSkill):
"""
name = '电鳗碰撞机'
ref = Ref.FLUORECOLLIDER
cellPos = (4,8)
learnLv = 35
masterLv = 60
@@ -1764,6 +1805,7 @@ class Skill40(ActiveSkill):
"""
name = '反重力装置'
ref = Ref.ANTIGRAVITYSTARTER
cellPos = (8,9)
learnLv = 40
masterLv = 60
@@ -1850,6 +1892,7 @@ class Skill41(ActiveSkill):
"""
name = '暴炎加热炉'
ref = Ref.HEATINGFURNACE
cellPos = (5,9)
learnLv = 40
masterLv = 60
@@ -1969,6 +2012,7 @@ class Skill42(ActiveSkill):
"""
name = '引爆试验'
ref = Ref.EMERGENCYESCAPE
cellPos = (0,9)
learnLv = 40
masterLv = 1
@@ -1996,6 +2040,7 @@ class Skill43(ActiveSkill):
"""
name = '冰霜钻孔车'
ref = Ref.MEGADRILL
cellPos = (2,10)
learnLv = 45
masterLv = 60
@@ -2115,6 +2160,7 @@ class Skill44(PassiveSkill):
"""
name = '成功预感'
ref = Ref.SUCCESSPREMONITION
cellPos = (5,11)
learnLv = 48
masterLv = 40
@@ -2157,6 +2203,7 @@ class Skill45(ActiveSkill):
"""
name = '技艺融合'
ref = Ref.FUSIONCRAFT
cellPos = (4,11)
learnLv = 50
masterLv = 40
@@ -2195,6 +2242,7 @@ class Skill46(ActiveSkill):
"""
name = '超级苍蝇拍'
ref = Ref.TRANSFORMFLAPPEREX
cellPos = (1,12)
learnLv = 60
masterLv = 40
@@ -2233,7 +2281,7 @@ class Skill46(ActiveSkill):
# self.associate = [{'data': [0] + [-17.6] * self.maxLv, 'skills': ['变异苍蝇拍']}]
# return super().effect(old, new)
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([0] + [-17.6] * maxLv)), skills=['变异苍蝇拍'], when=Equals(Read(SkillAttribute.VP), 1)),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([0] + [-17.6] * maxLv)), skills=[Ref.TRANSFORMFLAPPER], when=Equals(Read(SkillAttribute.VP), 1)),
]
def vp_1(self):
@@ -2286,6 +2334,7 @@ class Skill47(ActiveSkill):
"""
name = '光电兔'
ref = Ref.ELECTRICRABBIT
cellPos = (3,13)
learnLv = 70
masterLv = 40
@@ -2383,6 +2432,7 @@ class Skill48(ActiveSkill):
"""
name = '雪人刨冰'
ref = Ref.JACKFROSTICEWATER
cellPos = (5,13)
learnLv = 75
masterLv = 40
@@ -2474,6 +2524,7 @@ class Skill49(ActiveSkill):
# 接口缺少该技能数据
name = '魔道学助手'
ref = Ref.HOMUNCULUS
cellPos = (0,13)
learnLv = 75
masterLv = 1
@@ -2552,14 +2603,14 @@ class Skill49(ActiveSkill):
# 迁移前实现(保留对照):
# associate = [{'data': data3, 'skills': ['变异苍蝇拍', '超级苍蝇拍', '改良舒露露', '改良魔法星弹', '暗影斗篷', '技艺融合', '超级棒棒糖', '光电兔', '雪人刨冰', '乌洛波洛斯之环', '糖果大作战精怪乐园', '糖果大作战捣蛋杰克']}, {'data': data4, 'type': '+powerFail', 'skills': ['熔岩药瓶', '暴炎加热炉', '冰霜钻孔车']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data3)), skills=['变异苍蝇拍', '超级苍蝇拍', '改良舒露露', '改良魔法星弹', '暗影斗篷', '技艺融合', '超级棒棒糖', '光电兔', '雪人刨冰', '乌洛波洛斯之环', '糖果大作战精怪乐园', '糖果大作战捣蛋杰克'], missing_target=MissingTargetPolicy.SKIP),
SkillEffect(attribute=WitchAttribute.FAIL_POWER, operation=Operation.ADD, value=Percent(LevelTable(data4)), skills=['熔岩药瓶', '暴炎加热炉', '冰霜钻孔车']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data3)), skills=[Ref.TRANSFORMFLAPPER, Ref.TRANSFORMFLAPPEREX, Ref.IMPROVEDSHURURU, Ref.ENHANCEDMAGICMISSILE, Ref.BLACKMANTLE, Ref.FUSIONCRAFT, Ref.LOLLIPOPCRUSH, Ref.ELECTRICRABBIT, Ref.JACKFROSTICEWATER, Ref.UROBOROS, '糖果大作战精怪乐园', '糖果大作战捣蛋杰克'], missing_target=MissingTargetPolicy.SKIP),
SkillEffect(attribute=WitchAttribute.FAIL_POWER, operation=Operation.ADD, value=Percent(LevelTable(data4)), skills=[Ref.LAVAPOTION, Ref.HEATINGFURNACE, Ref.MEGADRILL]),
]
level_source = '贤者之石'
level_source = Ref.LAPISPHILOSOPHORUM
def getSkillData(self, lv = 0):
pre = self.char.GetSkillByName('超级苍蝇拍')
pre = self.char.GetSkill(Ref.TRANSFORMFLAPPEREX)
if pre and pre.vp == 2:
# 杰克爆弹
self.hit7 = 1 * 13 / 20
@@ -2594,6 +2645,7 @@ class Skill50(PassiveSkill):
"""
name = '贤者之石'
ref = Ref.LAPISPHILOSOPHORUM
cellPos = (1,13)
learnLv = 75
masterLv = 40
@@ -2636,8 +2688,8 @@ class Skill50(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'data': data0, 'type': '+powerSuccess', 'skills': ['改良舒露露', '改良魔法星弹', '魔道酸雨云', '电鳗碰撞机', '反重力装置', '熔岩药瓶', '暴炎加热炉']}, {'data': data8, 'skills': ['冰霜钻孔车']}]
associate = [
SkillEffect(attribute=WitchAttribute.SUCCESS_POWER, operation=Operation.ADD, value=Percent(LevelTable(data0)), skills=['改良舒露露', '改良魔法星弹', '魔道酸雨云', '电鳗碰撞机', '反重力装置', '熔岩药瓶', '暴炎加热炉']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data8)), skills=['冰霜钻孔车']),
SkillEffect(attribute=WitchAttribute.SUCCESS_POWER, operation=Operation.ADD, value=Percent(LevelTable(data0)), skills=[Ref.IMPROVEDSHURURU, Ref.ENHANCEDMAGICMISSILE, Ref.ACIDCLOUD, Ref.FLUORECOLLIDER, Ref.ANTIGRAVITYSTARTER, Ref.LAVAPOTION, Ref.HEATINGFURNACE]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data8)), skills=[Ref.MEGADRILL]),
]
# 超级棒棒糖
@@ -2656,6 +2708,7 @@ class Skill51(ActiveSkill):
"""
name = '超级棒棒糖'
ref = Ref.LOLLIPOPCRUSH
cellPos = (2,14)
learnLv = 80
masterLv = 40
@@ -2741,6 +2794,7 @@ class Skill52(ActiveSkill):
"""
name = '乌洛波洛斯之环'
ref = Ref.UROBOROS
cellPos = (4,14)
learnLv = 85
masterLv = 40
@@ -2789,6 +2843,7 @@ class Skill53(PassiveSkill):
"""
name = '粉红糖果'
ref = Ref.REDCANDY
cellPos = (1,15)
learnLv = 95
masterLv = 40
@@ -2824,6 +2879,7 @@ class Skill54(ActiveSkill):
"""
name = '糖果大作战 : 捣蛋杰克'
ref = Ref.JACKOHALLOWEEN
cellPos = (3,15)
learnLv = 95
masterLv = 40
@@ -2858,6 +2914,7 @@ class Skill55(ActiveSkill):
"""
name = '糖果大作战 : 精怪乐园'
ref = Ref.ARSMAGNA
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -9,6 +9,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.mage_male.blood_mage import BloodMageSkillRef as Ref
prefix = "mage_male/blood_mage/cn/skillDetail"
@@ -27,6 +28,7 @@ class Skill0(ActiveSkill):
"""
name = '魔法旋风'
ref = Ref.WINDSTRIKE
cellPos = (4,1)
learnLv = 1
masterLv = 10
@@ -61,6 +63,7 @@ class Skill1(ActiveSkill):
"""
name = '魔法冰球'
ref = Ref.WATERCANNON
cellPos = (7,1)
learnLv = 1
masterLv = 60
@@ -91,6 +94,7 @@ class Skill2(PassiveSkill):
"""
name = '不死之身'
ref = Ref.DIEHARD
cellPos = (0,1)
learnLv = 1
masterLv = 1
@@ -120,6 +124,7 @@ class Skill3(PassiveSkill):
"""
name = '黑暗之眼'
ref = Ref.ABYSS
cellPos = (0,2)
learnLv = 1
masterLv = 1
@@ -149,6 +154,7 @@ class Skill4(ActiveSkill):
"""
name = '赤影步'
ref = Ref.CREEPING
cellPos = (6,4)
learnLv = 1
masterLv = 1
@@ -175,6 +181,7 @@ class Skill5(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -199,6 +206,7 @@ class Skill6(PassiveSkill):
"""
name = '基础精通'
ref = Ref.BASICATTACKUP
cellPos = (1,0)
learnLv = 1
masterLv = 115
@@ -226,6 +234,7 @@ class Skill7(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -267,6 +276,7 @@ class Skill8(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -289,6 +299,7 @@ class Skill9(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -313,6 +324,7 @@ class Skill10(ActiveSkill):
转职为次元行者时,技能类型变为独立攻击力。\n
"""
name = "擒拿掌"
ref = Ref.PUSHOUT
learnLv = 5
masterLv = 60
maxLv = 70
@@ -340,6 +352,7 @@ class Skill11(ActiveSkill):
转职为元素爆破师后,减少技能冷却时间,发射[属性变换]中所选属性的魔法球。\n
"""
name = "魔球连射"
ref = Ref.MULTISHOT
learnLv = 5
masterLv = 1
maxLv = 11
@@ -372,6 +385,7 @@ class Skill12(ActiveSkill):
"""
name = '幽冥火'
ref = Ref.HOLONGLIGHT
cellPos = (9,3)
learnLv = 10
masterLv = 10
@@ -408,6 +422,7 @@ class Skill13(ActiveSkill):
持续输入按键可维持持盾状态,减少敌人远程攻击的伤害。\n
"""
name = "旋火盾"
ref = Ref.FIREPILLAR
learnLv = 10
masterLv = 60
maxLv = 70
@@ -439,6 +454,7 @@ class Skill14(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -466,6 +482,7 @@ class Skill15(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -492,6 +509,7 @@ class Skill16(ActiveSkill):
转职成为冰结师时,才可以强制中断基本攻击动作,并立即施放该技能。\n
"""
name = "冰魄剑"
ref = Ref.ICESWORD
learnLv = 15
masterLv = 60
maxLv = 70
@@ -527,6 +545,7 @@ class Skill17(ActiveSkill):
"""
name = '血蝠之袭'
ref = Ref.LILIAC
cellPos = (2,4)
learnLv = 15
masterLv = 60
@@ -563,6 +582,7 @@ class Skill18(PassiveSkill):
"""
name = '鲜血融合'
ref = Ref.BLOOD
cellPos = (0,4)
learnLv = 15
masterLv = 10
@@ -596,7 +616,7 @@ class Skill18(PassiveSkill):
# associate = [{'data': data2, 'type': '$*PAtkP'}, {'data': data3, 'type': '*cdReduce', 'skills': ['血翼突击', '鲜血长枪', '猩红狩猎', '狱血之牙', '绯红之狱', '隐行之噬', '血翼绽放', '死亡之握', '血翼蔽空']}]
associate = [
CharacterEffect(attribute=CharacterAttribute.P_ATK_P, value=1 + Percent(LevelTable(data2))),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data3)), skills=['血翼突击', '鲜血长枪', '猩红狩猎', '狱血之牙', '绯红之狱', '隐行之噬', '血翼绽放', '死亡之握', '血翼蔽空']),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data3)), skills=[Ref.BLOODWING, Ref.OFFERING, Ref.SHIKAREE, Ref.FANG, Ref.TORMENT, Ref.CORRUPTION, Ref.MARAUDER, Ref.FATALITY, Ref.BLOODSTINGER]),
]
# 鲜血之誓
@@ -609,6 +629,7 @@ class Skill19(PassiveSkill):
"""
name = '鲜血之誓'
ref = Ref.DEADHANDS
cellPos = (8,4)
learnLv = 15
masterLv = 1
@@ -644,6 +665,7 @@ class Skill20(ActiveSkill):
"""
name = '血翼突击'
ref = Ref.BLOODWING
cellPos = (4,4)
learnLv = 15
masterLv = 60
@@ -676,6 +698,7 @@ class Skill21(ActiveSkill):
"""
name = '鲜血长枪'
ref = Ref.OFFERING
cellPos = (5,5)
learnLv = 20
masterLv = 60
@@ -715,6 +738,7 @@ class Skill22(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -738,6 +762,7 @@ class Skill23(PassiveSkill):
"""
name = '血之共鸣'
ref = Ref.BLOODHONE
cellPos = (0,5)
learnLv = 20
masterLv = 1
@@ -766,6 +791,7 @@ class Skill24(ActiveSkill):
"""
name = '血蝠之舞'
ref = Ref.LILROI
cellPos = (2,6)
learnLv = 25
masterLv = 60
@@ -802,6 +828,7 @@ class Skill25(ActiveSkill):
"""
name = '猩红狩猎'
ref = Ref.SHIKAREE
cellPos = (6,6)
learnLv = 25
masterLv = 60
@@ -834,6 +861,7 @@ class Skill26(ActiveSkill):
"""
name = '赤红燃烧'
ref = Ref.BLOODBURN
cellPos = (8,6)
learnLv = 25
masterLv = 10
@@ -861,6 +889,7 @@ class Skill27(ActiveSkill):
"""
name = '狱血之犬'
ref = Ref.HELLBERUS
cellPos = (2,7)
learnLv = 30
masterLv = 60
@@ -903,6 +932,7 @@ class Skill28(ActiveSkill):
"""
name = '狱血之牙'
ref = Ref.FANG
cellPos = (5,7)
learnLv = 30
masterLv = 60
@@ -933,6 +963,7 @@ class Skill29(ActiveSkill):
"""
name = '绯红之狱'
ref = Ref.TORMENT
cellPos = (4,8)
learnLv = 35
masterLv = 60
@@ -994,6 +1025,7 @@ class Skill30(ActiveSkill):
"""
name = '噬魂囚笼'
ref = Ref.SOULSTEEL
cellPos = (2,9)
learnLv = 40
masterLv = 60
@@ -1064,6 +1096,7 @@ class Skill31(ActiveSkill):
"""
name = '隐行之噬'
ref = Ref.CORRUPTION
cellPos = (5,10)
learnLv = 45
masterLv = 60
@@ -1132,6 +1165,7 @@ class Skill32(PassiveSkill):
"""
name = '赤狱之力'
ref = Ref.ABANDON
cellPos = (3,11)
learnLv = 48
masterLv = 40
@@ -1161,6 +1195,7 @@ class Skill33(ActiveSkill):
"""
name = '伯爵之歌'
ref = Ref.TEPES
cellPos = (6,11)
learnLv = 50
masterLv = 40
@@ -1201,6 +1236,7 @@ class Skill34(ActiveSkill):
"""
name = '魔仆召唤 : 狱犬'
ref = Ref.RUMBLEDOG
cellPos = (2,12)
learnLv = 60
masterLv = 40
@@ -1262,6 +1298,7 @@ class Skill35(ActiveSkill):
"""
name = '血翼绽放'
ref = Ref.MARAUDER
cellPos = (5,13)
learnLv = 70
masterLv = 40
@@ -1317,6 +1354,7 @@ class Skill36(ActiveSkill):
"""
name = '地狱冥犬'
ref = Ref.PHANTOMBALE
cellPos = (2,13)
learnLv = 75
masterLv = 40
@@ -1380,6 +1418,7 @@ class Skill37(PassiveSkill):
"""
name = '鲜血之殇'
ref = Ref.TRUEBLOOD
cellPos = (8,13)
learnLv = 75
masterLv = 40
@@ -1412,6 +1451,7 @@ class Skill38(ActiveSkill):
"""
name = '死亡之握'
ref = Ref.FATALITY
cellPos = (4,14)
learnLv = 80
masterLv = 40
@@ -1469,6 +1509,7 @@ class Skill39(ActiveSkill):
"""
name = '血界彼岸'
ref = Ref.BLOODSTREAM
cellPos = (6,14)
learnLv = 85
masterLv = 40
@@ -1512,6 +1553,7 @@ class Skill40(PassiveSkill):
"""
name = '猩红之眼'
ref = Ref.BLOODBYSS
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -1547,6 +1589,7 @@ class Skill41(ActiveSkill):
"""
name = '血翼蔽空'
ref = Ref.BLOODSTINGER
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -1579,6 +1622,7 @@ class Skill42(ActiveSkill):
"""
name = '血域帷幕·陨灭'
ref = Ref.EXTREMITYPERISH
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -11,6 +11,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.mage_male.dimension_walker import DimensionWalkerSkillRef as Ref
prefix = "mage_male/dimension_walker/cn/skillDetail"
@@ -28,6 +29,7 @@ class Skill0(ActiveSkill):
增加攻击力,可以按<X>键进行追加操作。\n
"""
name = "魔法旋风"
ref = Ref.WINDSTRIKE
learnLv = 1
masterLv = 10
maxLv = 20
@@ -61,6 +63,7 @@ class Skill1(ActiveSkill):
在决斗场内,冰球大小随技能等级增加而增大。\n
"""
name = "魔法冰球"
ref = Ref.WATERCANNON
learnLv = 1
masterLv = 60
maxLv = 70
@@ -90,6 +93,7 @@ class Skill2(PassiveSkill):
"""
name = '不死之身'
ref = Ref.DIEHARD
cellPos = (1,1)
learnLv = 1
masterLv = 1
@@ -119,6 +123,7 @@ class Skill3(PassiveSkill):
"""
name = '黑暗之眼'
ref = Ref.ABYSS
cellPos = (2,1)
learnLv = 1
masterLv = 1
@@ -153,6 +158,7 @@ class Skill4(PassiveSkill):
"""
name = '超然感知'
ref = Ref.OVERSENSE
cellPos = (3,1)
learnLv = 1
masterLv = 1
@@ -183,6 +189,7 @@ class Skill5(ActiveSkill):
"""
name = '次元边界'
ref = Ref.EVENTHORIZEN
cellPos = (5,1)
learnLv = 1
masterLv = 1
@@ -209,6 +216,7 @@ class Skill6(PassiveSkill):
"""
name = '次元之乖离扫把精通'
ref = Ref.MYSOPHOBIA
cellPos = (7,1)
learnLv = 1
masterLv = 1
@@ -233,6 +241,7 @@ class Skill7(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -257,6 +266,7 @@ class Skill8(PassiveSkill):
"""
name = '基础精通'
ref = Ref.BASICATTACKUP
cellPos = (1,0)
learnLv = 1
masterLv = 115
@@ -279,7 +289,7 @@ class Skill8(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'type': '*skillDamage', 'data': [i - 100 if i > 0 else 0 for i in data0], 'skills': ['乖离 : 禁忌之奈雅丽']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=['乖离 : 禁忌之奈雅丽']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=[Ref.SUMMONNYARLY]),
]
# 受身蹲伏
@@ -290,6 +300,7 @@ class Skill9(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -331,6 +342,7 @@ class Skill10(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -353,6 +365,7 @@ class Skill11(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -377,6 +390,7 @@ class Skill12(ActiveSkill):
转职为次元行者时,技能类型变为独立攻击力。\n
"""
name = "擒拿掌"
ref = Ref.PUSHOUT
learnLv = 5
masterLv = 60
maxLv = 70
@@ -404,6 +418,7 @@ class Skill13(ActiveSkill):
转职为元素爆破师后,减少技能冷却时间,发射[属性变换]中所选属性的魔法球。\n
"""
name = "魔球连射"
ref = Ref.MULTISHOT
learnLv = 5
masterLv = 1
maxLv = 11
@@ -436,6 +451,7 @@ class Skill14(ActiveSkill):
"""
name = '幽冥火'
ref = Ref.HOLONGLIGHT
cellPos = (1,3)
learnLv = 10
masterLv = 10
@@ -472,6 +488,7 @@ class Skill15(ActiveSkill):
"""
name = '瞬移'
ref = Ref.TELEPORT
cellPos = (5,3)
learnLv = 10
masterLv = 1
@@ -499,6 +516,7 @@ class Skill16(ActiveSkill):
持续输入按键可维持持盾状态,减少敌人远程攻击的伤害。\n
"""
name = "旋火盾"
ref = Ref.FIREPILLAR
learnLv = 10
masterLv = 60
maxLv = 70
@@ -530,6 +548,7 @@ class Skill17(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -557,6 +576,7 @@ class Skill18(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -583,6 +603,7 @@ class Skill19(ActiveSkill):
转职成为冰结师时,才可以强制中断基本攻击动作,并立即施放该技能。\n
"""
name = "冰魄剑"
ref = Ref.ICESWORD
learnLv = 15
masterLv = 60
maxLv = 70
@@ -622,6 +643,7 @@ class Skill20(ActiveSkill):
"""
name = '次元 : 坠落'
ref = Ref.ACCIDENT
cellPos = (2,4)
learnLv = 15
masterLv = 60
@@ -681,6 +703,7 @@ class Skill21(PassiveSkill):
"""
name = '乖离 : 虚无'
ref = Ref.DIMENSIONHOLLOW
cellPos = (7,4)
learnLv = 15
masterLv = 10
@@ -701,7 +724,7 @@ class Skill21(PassiveSkill):
# {'data': data1, 'skills': ['次元 : 坠落', '次元 : 虚影', '次元 : 跃迁', '次元 : 离子束', '次元 : 万花镜', '次元 : 粒子风暴', '次元 : 时空磁场', '次元 : 粒子波', '次元 : 思维聚爆', '次元 : 奇点', '禁断之盛宴', '未明·次元崩坏', '乖离 : 禁忌之奈雅丽']},
# ]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=['次元 : 坠落', '次元 : 虚影', '次元 : 跃迁', '次元 : 离子束', '次元 : 万花镜', '次元 : 粒子风暴', '次元 : 时空磁场', '次元 : 粒子波', '次元 : 思维聚爆', '次元 : 奇点', '禁断之盛宴', '未明·次元崩坏', '乖离 : 禁忌之奈雅丽']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=[Ref.ACCIDENT, Ref.SILHOUETTE, Ref.DIMENSIONLEAP, Ref.DIMENSIONLAY, Ref.KALEDOSCOPE, Ref.DIMENSIONBOMB, Ref.CORRIDO, Ref.POSITRON, Ref.PARADIGMDITO, Ref.DFORCE, Ref.FORBIDDENPARTY, Ref.OUTERGOD, Ref.SUMMONNYARLY]),
]
# 次元扭曲装置
@@ -715,6 +738,7 @@ class Skill22(PassiveSkill):
"""
name = '次元扭曲装置'
ref = Ref.DISTORTIONACT
cellPos = (0,5)
learnLv = 20
masterLv = 10
@@ -753,6 +777,7 @@ class Skill23(ActiveSkill):
"""
name = '次元 : 虚影'
ref = Ref.SILHOUETTE
cellPos = (3,5)
learnLv = 20
masterLv = 60
@@ -792,6 +817,7 @@ class Skill24(ActiveSkill):
"""
name = '次元 : 跃迁'
ref = Ref.DIMENSIONLEAP
cellPos = (5,5)
learnLv = 20
masterLv = 60
@@ -838,6 +864,7 @@ class Skill25(ActiveSkill):
"""
name = '乖离 : 禁忌之奈雅丽'
ref = Ref.SUMMONNYARLY
cellPos = (7,5)
learnLv = 20
masterLv = 1
@@ -895,6 +922,7 @@ class Skill26(ActiveSkill):
"""
name = '奈雅丽的茶歇时间'
ref = Ref.TEATIME
cellPos = (8,5)
learnLv = 20
masterLv = 1
@@ -917,6 +945,7 @@ class Skill27(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -943,6 +972,7 @@ class Skill28(ActiveSkill):
"""
name = '次元 : 离子束'
ref = Ref.DIMENSIONLAY
cellPos = (2,6)
learnLv = 25
masterLv = 60
@@ -991,6 +1021,7 @@ class Skill29(ActiveSkill):
"""
name = '时空壁障'
ref = Ref.DELUSION
cellPos = (4,6)
learnLv = 25
masterLv = 10
@@ -1020,6 +1051,7 @@ class Skill30(PassiveSkill):
"""
name = '虚妄之火'
ref = Ref.FLAMEOFDELUSION
cellPos = (1,6)
learnLv = 25
masterLv = 1
@@ -1048,6 +1080,7 @@ class Skill31(ActiveSkill):
"""
name = '乖离 : 迷雾'
ref = Ref.CROWLINGMYST
cellPos = (7,7)
learnLv = 30
masterLv = 1
@@ -1092,6 +1125,7 @@ class Skill32(ActiveSkill):
"""
name = '次元 : 万花镜'
ref = Ref.KALEDOSCOPE
cellPos = (3,7)
learnLv = 30
masterLv = 60
@@ -1145,6 +1179,7 @@ class Skill33(ActiveSkill):
"""
name = '乖离 : 魅魔之舞'
ref = Ref.HARLEQUIN
cellPos = (8,7)
learnLv = 30
masterLv = 60
@@ -1180,6 +1215,7 @@ class Skill34(ActiveSkill):
"""
name = '次元 : 粒子风暴'
ref = Ref.DIMENSIONBOMB
cellPos = (2,8)
learnLv = 35
masterLv = 60
@@ -1264,6 +1300,7 @@ class Skill35(ActiveSkill):
"""
name = '次元 : 时空磁场'
ref = Ref.CORRIDO
cellPos = (5,8)
learnLv = 35
masterLv = 60
@@ -1334,6 +1371,7 @@ class Skill36(ActiveSkill):
"""
name = '乖离 : 异界蜂群'
ref = Ref.SWARM
cellPos = (7,9)
learnLv = 40
masterLv = 60
@@ -1405,6 +1443,7 @@ class Skill37(ActiveSkill):
"""
name = '次元 : 粒子波'
ref = Ref.POSITRON
cellPos = (2,10)
learnLv = 45
masterLv = 60
@@ -1486,6 +1525,7 @@ class Skill38(PassiveSkill):
"""
name = '虚空之力'
ref = Ref.FATE
cellPos = (1,11)
learnLv = 48
masterLv = 40
@@ -1533,6 +1573,7 @@ class Skill39(ActiveSkill):
"""
name = '乖离 : 扭曲之恐惧'
ref = Ref.HORROR
cellPos = (7,11)
learnLv = 50
masterLv = 40
@@ -1571,6 +1612,7 @@ class Skill40(ActiveSkill):
"""
name = '次元 : 思维聚爆'
ref = Ref.PARADIGMDITO
cellPos = (6,12)
learnLv = 60
masterLv = 40
@@ -1645,6 +1687,7 @@ class Skill41(ActiveSkill):
"""
name = '乖离 : 禁锢'
ref = Ref.CHEEKIT
cellPos = (8,13)
learnLv = 70
masterLv = 40
@@ -1678,7 +1721,7 @@ class Skill41(ActiveSkill):
# self.associate = [{'type': '*skillDamage', 'data': [0] + [-14] * self.maxLv, 'skills': ['乖离 : 魅魔之舞']}]
# return super().effect(old, new)
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([0] + [-14] * maxLv)), skills=['乖离 : 魅魔之舞'], when=Equals(Read(SkillAttribute.VP), 1)),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([0] + [-14] * maxLv)), skills=[Ref.HARLEQUIN], when=Equals(Read(SkillAttribute.VP), 1)),
]
def vp_1(self):
@@ -1724,6 +1767,7 @@ class Skill42(PassiveSkill):
"""
name = '混沌源能石'
ref = Ref.STH
cellPos = (1,13)
learnLv = 75
masterLv = 40
@@ -1768,6 +1812,7 @@ class Skill43(ActiveSkill):
"""
name = '次元 : 奇点'
ref = Ref.DFORCE
cellPos = (6,13)
learnLv = 75
masterLv = 40
@@ -1858,6 +1903,7 @@ class Skill44(ActiveSkill):
"""
name = '乖离 : 沉沦'
ref = Ref.ATG
cellPos = (8,14)
learnLv = 80
masterLv = 40
@@ -1931,6 +1977,7 @@ class Skill45(ActiveSkill):
"""
name = '禁断之盛宴'
ref = Ref.FORBIDDENPARTY
cellPos = (6,14)
learnLv = 85
masterLv = 40
@@ -2016,6 +2063,7 @@ class Skill46(PassiveSkill):
"""
name = '古史记忆'
ref = Ref.AKASHIC
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -2051,6 +2099,7 @@ class Skill47(ActiveSkill):
"""
name = '乖离 : 边缘之兽'
ref = Ref.HOUNDS
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -2092,6 +2141,7 @@ class Skill48(ActiveSkill):
"""
name = '未明·次元崩坏'
ref = Ref.OUTERGOD
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -9,6 +9,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.mage_male.elemental_bomber import ElementalBomberSkillRef as Ref
prefix = "mage_male/elemental_bomber/cn/skillDetail"
@@ -26,6 +27,7 @@ class Skill0(ActiveSkill):
增加攻击力,可以按<X>键进行追加操作。\n
"""
name = "魔法旋风"
ref = Ref.WINDSTRIKE
learnLv = 1
masterLv = 10
maxLv = 20
@@ -60,6 +62,7 @@ class Skill1(ActiveSkill):
"""
name = '魔法冰球'
ref = Ref.WATERCANNON
cellPos = (4,1)
learnLv = 1
masterLv = 60
@@ -90,6 +93,7 @@ class Skill2(PassiveSkill):
"""
name = '不死之身'
ref = Ref.DIEHARD
cellPos = (1,1)
learnLv = 1
masterLv = 1
@@ -119,6 +123,7 @@ class Skill3(PassiveSkill):
"""
name = '黑暗之眼'
ref = Ref.ABYSS
cellPos = (2,1)
learnLv = 1
masterLv = 1
@@ -145,6 +150,7 @@ class Skill4(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -169,6 +175,7 @@ class Skill5(PassiveSkill):
"""
name = '基础精通'
ref = Ref.BASICATTACKUP
cellPos = (1,0)
learnLv = 1
masterLv = 115
@@ -196,6 +203,7 @@ class Skill6(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -237,6 +245,7 @@ class Skill7(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -259,6 +268,7 @@ class Skill8(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -283,6 +293,7 @@ class Skill9(ActiveSkill):
转职为次元行者时,技能类型变为独立攻击力。\n
"""
name = "擒拿掌"
ref = Ref.PUSHOUT
learnLv = 5
masterLv = 60
maxLv = 70
@@ -311,6 +322,7 @@ class Skill10(ActiveSkill):
"""
name = '魔球连射'
ref = Ref.MULTISHOT
cellPos = (6,2)
learnLv = 5
masterLv = 1
@@ -345,6 +357,7 @@ class Skill11(ActiveSkill):
"""
name = '幽冥火'
ref = Ref.HOLONGLIGHT
cellPos = (2,3)
learnLv = 10
masterLv = 10
@@ -380,6 +393,7 @@ class Skill12(ActiveSkill):
向指定方向快速移动一定距离。\n
"""
name = "瞬移"
ref = Ref.TELEPORT
learnLv = 10
masterLv = 1
maxLv = 1
@@ -408,6 +422,7 @@ class Skill13(ActiveSkill):
"""
name = '旋火盾'
ref = Ref.FIREPILLAR
cellPos = (8,3)
learnLv = 10
masterLv = 60
@@ -440,6 +455,7 @@ class Skill14(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -467,6 +483,7 @@ class Skill15(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -493,6 +510,7 @@ class Skill16(ActiveSkill):
"""
name = '属性变换'
ref = Ref.ELEMENTALCHANGE
cellPos = (5,4)
learnLv = 15
masterLv = 60
@@ -523,8 +541,8 @@ class Skill16(ActiveSkill):
# {'data': data1, 'type': '+power0', 'skills': ['元素炮']},
# ]
associate = [
SkillEffect(attribute=Power(1), operation=Operation.ADD, value=Percent(LevelTable(data1)), skills=['魔球连射']),
SkillEffect(attribute=Power(0), operation=Operation.ADD, value=Percent(LevelTable(data1)), skills=['元素炮']),
SkillEffect(attribute=Power(1), operation=Operation.ADD, value=Percent(LevelTable(data1)), skills=[Ref.MULTISHOT]),
SkillEffect(attribute=Power(0), operation=Operation.ADD, value=Percent(LevelTable(data1)), skills=[Ref.MAGICCANNON]),
]
# 冰魄剑
@@ -537,6 +555,7 @@ class Skill17(ActiveSkill):
"""
name = '冰魄剑'
ref = Ref.ICESWORD
cellPos = (10,4)
learnLv = 15
masterLv = 60
@@ -575,6 +594,7 @@ class Skill18(ActiveSkill):
"""
name = '元素炮'
ref = Ref.MAGICCANNON
cellPos = (9,4)
learnLv = 15
masterLv = 1
@@ -606,6 +626,7 @@ class Skill19(PassiveSkill):
"""
name = '元素融合'
ref = Ref.ELEMENTALFUSION
cellPos = (2,4)
learnLv = 15
masterLv = 1
@@ -637,6 +658,7 @@ class Skill20(ActiveSkill):
"""
name = '冰晶坠'
ref = Ref.CRYSTALATTACK
cellPos = (3,5)
learnLv = 20
masterLv = 60
@@ -673,6 +695,7 @@ class Skill21(PassiveSkill):
"""
name = '元素之力'
ref = Ref.ELEMENTALFORCE
cellPos = (9,5)
learnLv = 20
masterLv = 1
@@ -695,7 +718,7 @@ class Skill21(PassiveSkill):
# {'data': [i * 5 for i in data1], 'skills': ['元素炮']},
# ]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i * 5 for i in data1])), skills=['元素炮']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i * 5 for i in data1])), skills=[Ref.MAGICCANNON]),
]
# 暴击
@@ -706,6 +729,7 @@ class Skill22(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -729,6 +753,7 @@ class Skill23(ActiveSkill):
"""
name = '地炎'
ref = Ref.FIREROAD
cellPos = (6,6)
learnLv = 25
masterLv = 60
@@ -762,6 +787,7 @@ class Skill24(ActiveSkill):
"""
name = '元素环绕'
ref = Ref.MAGICSHIELD
cellPos = (8,6)
learnLv = 25
masterLv = 10
@@ -798,6 +824,7 @@ class Skill25(ActiveSkill):
"""
name = '魔力燃烧'
ref = Ref.MANABURST
cellPos = (2,6)
learnLv = 25
masterLv = 20
@@ -830,6 +857,7 @@ class Skill26(PassiveSkill):
"""
name = '元素禁断'
ref = Ref.ELEMENTALBOMBING
cellPos = (7,6)
learnLv = 25
masterLv = 5
@@ -848,7 +876,7 @@ class Skill26(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'data': data1, 'type': '*cdReduce', 'exceptSkills': ['幻魔四重奏', '末日湮灭', '启源·微观宇宙']}]
associate = [
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data1)), except_skills=['幻魔四重奏', '末日湮灭', '启源·微观宇宙']),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data1)), except_skills=[Ref.ELEMENTALBUSTER, Ref.ARMAGEDDONSTRIKE, Ref.MICROUNIVERSE]),
]
# [可强制中断的技能列表]
# 掌握技能等级1时 : [元素炮]、 [冰晶坠]、 [地炎]
@@ -866,6 +894,7 @@ class Skill27(ActiveSkill):
"""
name = '雷光链'
ref = Ref.CHAINLIGHTNING
cellPos = (4,7)
learnLv = 30
masterLv = 60
@@ -900,6 +929,7 @@ class Skill28(ActiveSkill):
"""
name = '暗域扩张'
ref = Ref.DARKCHANGE
cellPos = (5,7)
learnLv = 30
masterLv = 60
@@ -933,6 +963,7 @@ class Skill29(PassiveSkill):
"""
name = '元素循环'
ref = Ref.ELEMENTUNDERSTAND
cellPos = (8,7)
learnLv = 30
masterLv = 10
@@ -966,6 +997,7 @@ class Skill30(ActiveSkill):
"""
name = '旋炎破'
ref = Ref.FLAMECIRCLE
cellPos = (6,8)
learnLv = 35
masterLv = 60
@@ -1026,6 +1058,7 @@ class Skill31(ActiveSkill):
"""
name = '冰晶之浴'
ref = Ref.ICEAREA
cellPos = (3,8)
learnLv = 35
masterLv = 60
@@ -1092,6 +1125,7 @@ class Skill32(ActiveSkill):
"""
name = '黑暗禁域'
ref = Ref.DARKNESSMANTLE
cellPos = (5,9)
learnLv = 40
masterLv = 60
@@ -1150,6 +1184,7 @@ class Skill33(ActiveSkill):
"""
name = '雷光屏障'
ref = Ref.LIGHTNINGWALL
cellPos = (4,9)
learnLv = 40
masterLv = 60
@@ -1203,6 +1238,7 @@ class Skill34(ActiveSkill):
"""
name = '元素轰炸'
ref = Ref.ELEMENTALRAIN
cellPos = (6,10)
learnLv = 45
masterLv = 60
@@ -1264,6 +1300,7 @@ class Skill35(PassiveSkill):
"""
name = '元素爆发'
ref = Ref.ELEMENTALCHAIN
cellPos = (6,11)
learnLv = 48
masterLv = 40
@@ -1297,6 +1334,7 @@ class Skill36(ActiveSkill):
"""
name = '幻魔四重奏'
ref = Ref.ELEMENTALBUSTER
cellPos = (5,11)
learnLv = 50
masterLv = 40
@@ -1327,6 +1365,7 @@ class Skill37(ActiveSkill):
"""
name = '元素浓缩球'
ref = Ref.CONCENTRATE
cellPos = (5,12)
learnLv = 60
masterLv = 40
@@ -1383,6 +1422,7 @@ class Skill38(ActiveSkill):
"""
name = '元素幻灭'
ref = Ref.ELEMENTALSTRIKEEX
cellPos = (6,13)
learnLv = 70
masterLv = 40
@@ -1447,6 +1487,7 @@ class Skill39(PassiveSkill):
"""
name = '黑瞳'
ref = Ref.DARKEYE
cellPos = (2,13)
learnLv = 75
masterLv = 40
@@ -1493,6 +1534,7 @@ class Skill40(ActiveSkill):
"""
name = '元素禁域'
ref = Ref.ELEMENTALFIELD
cellPos = (4,13)
learnLv = 75
masterLv = 40
@@ -1556,6 +1598,7 @@ class Skill41(ActiveSkill):
"""
name = '聚能魔炮'
ref = Ref.CONVERGENCECANNON
cellPos = (3,14)
learnLv = 80
masterLv = 40
@@ -1610,6 +1653,7 @@ class Skill42(ActiveSkill):
"""
name = '末日湮灭'
ref = Ref.ARMAGEDDONSTRIKE
cellPos = (5,14)
learnLv = 85
masterLv = 40
@@ -1656,6 +1700,7 @@ class Skill43(PassiveSkill):
"""
name = '异瞳'
ref = Ref.WICKEDODDEYE
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -1688,6 +1733,7 @@ class Skill44(ActiveSkill):
"""
name = '聚魔轰击'
ref = Ref.CONVERGENCEREACT
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -1720,6 +1766,7 @@ class Skill45(ActiveSkill):
"""
name = '启源·微观宇宙'
ref = Ref.MICROUNIVERSE
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -12,6 +12,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.mage_male.glacial_master import GlacialMasterSkillRef as Ref
prefix = "mage_male/glacial_master/cn/skillDetail"
@@ -29,6 +30,7 @@ class Skill0(ActiveSkill):
增加攻击力,可以按<X>键进行追加操作。\n
"""
name = "魔法旋风"
ref = Ref.WINDSTRIKE
learnLv = 1
masterLv = 10
maxLv = 20
@@ -62,6 +64,7 @@ class Skill1(ActiveSkill):
在决斗场内,冰球大小随技能等级增加而增大。\n
"""
name = "魔法冰球"
ref = Ref.WATERCANNON
learnLv = 1
masterLv = 60
maxLv = 70
@@ -91,6 +94,7 @@ class Skill2(PassiveSkill):
"""
name = '不死之身'
ref = Ref.DIEHARD
cellPos = (1,1)
learnLv = 1
masterLv = 1
@@ -120,6 +124,7 @@ class Skill3(PassiveSkill):
"""
name = '黑暗之眼'
ref = Ref.ABYSS
cellPos = (2,1)
learnLv = 1
masterLv = 1
@@ -146,6 +151,7 @@ class Skill4(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -170,6 +176,7 @@ class Skill5(PassiveSkill):
"""
name = '基础精通'
ref = Ref.BASICATTACKUP
cellPos = (1,0)
learnLv = 1
masterLv = 115
@@ -197,6 +204,7 @@ class Skill6(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -238,6 +246,7 @@ class Skill7(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -260,6 +269,7 @@ class Skill8(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -284,6 +294,7 @@ class Skill9(ActiveSkill):
转职为次元行者时,技能类型变为独立攻击力。\n
"""
name = "擒拿掌"
ref = Ref.PUSHOUT
learnLv = 5
masterLv = 60
maxLv = 70
@@ -311,6 +322,7 @@ class Skill10(ActiveSkill):
转职为元素爆破师后,减少技能冷却时间,发射[属性变换]中所选属性的魔法球。\n
"""
name = "魔球连射"
ref = Ref.MULTISHOT
learnLv = 5
masterLv = 1
maxLv = 11
@@ -342,6 +354,7 @@ class Skill11(ActiveSkill):
学习[虚妄之火]后,持续时间变更为无限,且无法发动攻击。\n
"""
name = "幽冥火"
ref = Ref.HOLONGLIGHT
learnLv = 10
masterLv = 10
maxLv = 20
@@ -378,6 +391,7 @@ class Skill12(ActiveSkill):
"""
name = '瞬移'
ref = Ref.TELEPORT
cellPos = (5,3)
learnLv = 10
masterLv = 1
@@ -405,6 +419,7 @@ class Skill13(ActiveSkill):
持续输入按键可维持持盾状态,减少敌人远程攻击的伤害。\n
"""
name = "旋火盾"
ref = Ref.FIREPILLAR
learnLv = 10
masterLv = 60
maxLv = 70
@@ -436,6 +451,7 @@ class Skill14(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -463,6 +479,7 @@ class Skill15(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -490,6 +507,7 @@ class Skill16(ActiveSkill):
"""
name = '冰魄剑'
ref = Ref.ICESWORD
cellPos = (8,4)
learnLv = 15
masterLv = 60
@@ -529,6 +547,7 @@ class Skill17(ActiveSkill):
"""
name = '冰之印'
ref = Ref.ICEELEMENTALATTACK
cellPos = (3,4)
learnLv = 15
masterLv = 1
@@ -551,6 +570,7 @@ class Skill18(PassiveSkill):
"""
name = '冰武精通'
ref = Ref.FROZENWEAPONMASTERY
cellPos = (6,4)
learnLv = 15
masterLv = 10
@@ -582,6 +602,7 @@ class Skill19(ActiveSkill):
"""
name = '寒冰连枪'
ref = Ref.FALLENBLOSSOMS
cellPos = (4,5)
learnLv = 20
masterLv = 60
@@ -621,6 +642,7 @@ class Skill20(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -646,6 +668,7 @@ class Skill21(ActiveSkill):
"""
name = '冰霜之径'
ref = Ref.ICEROAD
cellPos = (5,6)
learnLv = 25
masterLv = 10
@@ -694,6 +717,7 @@ class Skill22(PassiveSkill):
"""
name = '冰之领悟'
ref = Ref.EXPRESSION
cellPos = (7,6)
learnLv = 25
masterLv = 10
@@ -730,6 +754,7 @@ class Skill23(ActiveSkill):
"""
name = '冰魄旋枪'
ref = Ref.TURNWINDMILL
cellPos = (3,6)
learnLv = 25
masterLv = 60
@@ -775,6 +800,7 @@ class Skill24(ActiveSkill):
"""
name = '破冰飞刃'
ref = Ref.PIECEOFICE
cellPos = (4,7)
learnLv = 30
masterLv = 60
@@ -812,6 +838,7 @@ class Skill25(ActiveSkill):
"""
name = '冰魄之弓'
ref = Ref.BROKENARROW
cellPos = (2,7)
learnLv = 30
masterLv = 60
@@ -853,6 +880,7 @@ class Skill26(ActiveSkill):
"""
name = '寒冰之境'
ref = Ref.RESONANCE
cellPos = (7,7)
learnLv = 30
masterLv = 10
@@ -881,6 +909,7 @@ class Skill27(PassiveSkill):
"""
name = '水晶剑'
ref = Ref.CRYSTALBLADE
cellPos = (8,7)
learnLv = 30
masterLv = 1
@@ -901,8 +930,8 @@ class Skill27(PassiveSkill):
# {'type': '+hit1', 'data': [0] + [-1] * maxLv, 'skills': ['冰魄剑'], 'ratio': 1},
# ]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), skills=['冰魄剑']),
SkillEffect(attribute=Hit(1), operation=Operation.ADD, value=LevelTable([0] + [-1] * maxLv), skills=['冰魄剑']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), skills=[Ref.ICESWORD]),
SkillEffect(attribute=Hit(1), operation=Operation.ADD, value=LevelTable([0] + [-1] * maxLv), skills=[Ref.ICESWORD]),
]
# 冰魄锤击
@@ -919,6 +948,7 @@ class Skill28(ActiveSkill):
"""
name = '冰魄锤击'
ref = Ref.ICEBIGHAMMER
cellPos = (4,8)
learnLv = 35
masterLv = 60
@@ -974,6 +1004,7 @@ class Skill29(ActiveSkill):
"""
name = '旋冰穿刺'
ref = Ref.ICECRASH
cellPos = (2,8)
learnLv = 35
masterLv = 60
@@ -1038,6 +1069,7 @@ class Skill30(ActiveSkill):
"""
name = '极冰绽放'
ref = Ref.ICEMAN
cellPos = (4,9)
learnLv = 40
masterLv = 60
@@ -1120,6 +1152,7 @@ class Skill31(ActiveSkill):
"""
name = '冰雪风暴'
ref = Ref.BLIZZARDSTORM
cellPos = (3,10)
learnLv = 45
masterLv = 60
@@ -1184,6 +1217,7 @@ class Skill32(PassiveSkill):
"""
name = '冰舞乱击'
ref = Ref.PINPOINTRUSH
cellPos = (5,10)
learnLv = 45
masterLv = 1
@@ -1210,10 +1244,10 @@ class Skill32(PassiveSkill):
# {'type': '+hit4', 'data': [0, -1], 'skills': ['极冰绽放'], 'ratio': 1},
# ]
associate = [
SkillEffect(attribute=Power(1), value=1 + Percent(LevelTable([i - 100 if i > 0 else i for i in data0])), skills=['极冰绽放']),
SkillEffect(attribute=Hit(1), operation=Operation.ADD, value=LevelTable([0, -1]), skills=['极冰绽放']),
SkillEffect(attribute=Power(3), value=1 + Percent(LevelTable([i - 100 if i > 0 else i for i in data1])), skills=['极冰绽放']),
SkillEffect(attribute=Hit(4), operation=Operation.ADD, value=LevelTable([0, -1]), skills=['极冰绽放']),
SkillEffect(attribute=Power(1), value=1 + Percent(LevelTable([i - 100 if i > 0 else i for i in data0])), skills=[Ref.ICEMAN]),
SkillEffect(attribute=Hit(1), operation=Operation.ADD, value=LevelTable([0, -1]), skills=[Ref.ICEMAN]),
SkillEffect(attribute=Power(3), value=1 + Percent(LevelTable([i - 100 if i > 0 else i for i in data1])), skills=[Ref.ICEMAN]),
SkillEffect(attribute=Hit(4), operation=Operation.ADD, value=LevelTable([0, -1]), skills=[Ref.ICEMAN]),
]
# 冰封奥义
@@ -1226,6 +1260,7 @@ class Skill33(PassiveSkill):
"""
name = '冰封奥义'
ref = Ref.TUNDRASOUL
cellPos = (6,11)
learnLv = 48
masterLv = 40
@@ -1266,6 +1301,7 @@ class Skill34(ActiveSkill):
"""
name = '千旋冰轮破'
ref = Ref.ICECHAKRAM
cellPos = (5,11)
learnLv = 50
masterLv = 40
@@ -1303,6 +1339,7 @@ class Skill35(ActiveSkill):
"""
name = '冰凌破'
ref = Ref.ICEORBEX
cellPos = (5,12)
learnLv = 60
masterLv = 40
@@ -1366,6 +1403,7 @@ class Skill36(ActiveSkill):
"""
name = '千里冰封'
ref = Ref.ICEFIELD
cellPos = (4,13)
learnLv = 70
masterLv = 40
@@ -1434,6 +1472,7 @@ class Skill37(PassiveSkill):
"""
name = '冰之技艺'
ref = Ref.ICECRAFT
cellPos = (6,13)
learnLv = 75
masterLv = 40
@@ -1455,7 +1494,7 @@ class Skill37(PassiveSkill):
# associate = [{'type': '*skillDamage', 'data': data0}, {'type': '*skillDamage', 'data': data1, 'skills': ['冰魄剑', '寒冰连枪', '冰魄旋枪', '旋冰穿刺', '冰魄锤击', '极冰绽放', '碎冰破', '极冰猎魔斩']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0))),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=['冰魄剑', '寒冰连枪', '冰魄旋枪', '旋冰穿刺', '冰魄锤击', '极冰绽放', '碎冰破', '极冰猎魔斩']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=[Ref.ICESWORD, Ref.FALLENBLOSSOMS, Ref.TURNWINDMILL, Ref.ICECRASH, Ref.ICEBIGHAMMER, Ref.ICEMAN, Ref.SHARDMAGNUM, Ref.GLACIESEDGE]),
]
# 碎冰破
@@ -1469,6 +1508,7 @@ class Skill38(ActiveSkill):
"""
name = '碎冰破'
ref = Ref.SHARDMAGNUM
cellPos = (8,13)
learnLv = 75
masterLv = 40
@@ -1531,6 +1571,7 @@ class Skill39(ActiveSkill):
"""
name = '极冰领域'
ref = Ref.OVERFREEZEEXTENSION
cellPos = (6,14)
learnLv = 80
masterLv = 40
@@ -1591,6 +1632,7 @@ class Skill40(ActiveSkill):
"""
name = '永罪冰狱'
ref = Ref.JUDEKATHEETERNAL
cellPos = (8,14)
learnLv = 85
masterLv = 40
@@ -1634,6 +1676,7 @@ class Skill41(PassiveSkill):
"""
name = '冰凝之魂'
ref = Ref.FROSTHUNT
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -1664,6 +1707,7 @@ class Skill42(ActiveSkill):
"""
name = '极冰猎魔斩'
ref = Ref.GLACIESEDGE
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -1694,6 +1738,7 @@ class Skill43(ActiveSkill):
"""
name = '永劫 : 纳斯特隆德'
ref = Ref.NASTROND
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -9,6 +9,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.mage_male.swift_master import SwiftMasterSkillRef as Ref
prefix = "mage_male/swift_master/cn/skillDetail"
@@ -27,6 +28,7 @@ class Skill0(ActiveSkill):
"""
name = '魔法旋风'
ref = Ref.WINDSTRIKE
cellPos = (4,1)
learnLv = 1
masterLv = 10
@@ -61,6 +63,7 @@ class Skill1(ActiveSkill):
在决斗场内,冰球大小随技能等级增加而增大。\n
"""
name = "魔法冰球"
ref = Ref.WATERCANNON
learnLv = 1
masterLv = 60
maxLv = 70
@@ -90,6 +93,7 @@ class Skill2(PassiveSkill):
"""
name = '不死之身'
ref = Ref.DIEHARD
cellPos = (8,1)
learnLv = 1
masterLv = 1
@@ -119,6 +123,7 @@ class Skill3(PassiveSkill):
"""
name = '黑暗之眼'
ref = Ref.ABYSS
cellPos = (6,1)
learnLv = 1
masterLv = 1
@@ -145,6 +150,7 @@ class Skill4(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -169,6 +175,7 @@ class Skill5(PassiveSkill):
"""
name = '基础精通'
ref = Ref.BASICATTACKUP
cellPos = (1,0)
learnLv = 1
masterLv = 115
@@ -196,6 +203,7 @@ class Skill6(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -237,6 +245,7 @@ class Skill7(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -259,6 +268,7 @@ class Skill8(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -283,6 +293,7 @@ class Skill9(ActiveSkill):
转职为次元行者时,技能类型变为独立攻击力。\n
"""
name = "擒拿掌"
ref = Ref.PUSHOUT
learnLv = 5
masterLv = 60
maxLv = 70
@@ -310,6 +321,7 @@ class Skill10(ActiveSkill):
转职为元素爆破师后,减少技能冷却时间,发射[属性变换]中所选属性的魔法球。\n
"""
name = "魔球连射"
ref = Ref.MULTISHOT
learnLv = 5
masterLv = 1
maxLv = 11
@@ -341,6 +353,7 @@ class Skill11(ActiveSkill):
学习[虚妄之火]后,持续时间变更为无限,且无法发动攻击。\n
"""
name = "幽冥火"
ref = Ref.HOLONGLIGHT
learnLv = 10
masterLv = 10
maxLv = 20
@@ -377,6 +390,7 @@ class Skill12(ActiveSkill):
"""
name = '瞬移'
ref = Ref.TELEPORT
cellPos = (9,3)
learnLv = 10
masterLv = 1
@@ -404,6 +418,7 @@ class Skill13(ActiveSkill):
持续输入按键可维持持盾状态,减少敌人远程攻击的伤害。\n
"""
name = "旋火盾"
ref = Ref.FIREPILLAR
learnLv = 10
masterLv = 60
maxLv = 70
@@ -435,6 +450,7 @@ class Skill14(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -462,6 +478,7 @@ class Skill15(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -488,6 +505,7 @@ class Skill16(ActiveSkill):
转职成为冰结师时,才可以强制中断基本攻击动作,并立即施放该技能。\n
"""
name = "冰魄剑"
ref = Ref.ICESWORD
learnLv = 15
masterLv = 60
maxLv = 70
@@ -526,6 +544,7 @@ class Skill17(PassiveSkill):
"""
name = '疾风掌控'
ref = Ref.WINDMASTER
cellPos = (2,4)
learnLv = 15
masterLv = 1
@@ -554,6 +573,7 @@ class Skill18(ActiveSkill):
"""
name = '狂风冲刺'
ref = Ref.SONICMOVE
cellPos = (4,4)
learnLv = 15
masterLv = 60
@@ -588,6 +608,7 @@ class Skill19(ActiveSkill):
"""
name = '回风斩'
ref = Ref.WINDCUT
cellPos = (6,4)
learnLv = 15
masterLv = 60
@@ -622,6 +643,7 @@ class Skill20(PassiveSkill):
"""
name = '疾风之棍棒精通'
ref = Ref.STICKMASTERY
cellPos = (8,4)
learnLv = 15
masterLv = 20
@@ -651,7 +673,7 @@ class Skill20(PassiveSkill):
# ]
associate = [
CharacterEffect(attribute=CharacterAttribute.P_ATK_P, value=1 + Percent(LevelTable(data0))),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data3)), except_skills=['万象风龙阵', '无限风域', '风之极·永坠']),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data3)), except_skills=[Ref.GODWIND, Ref.FINALTEMPEST, Ref.ARACAN]),
]
# 流风诀
@@ -663,6 +685,7 @@ class Skill21(ActiveSkill):
"""
name = '流风诀'
ref = Ref.WINDINESS
cellPos = (5,5)
learnLv = 20
masterLv = 20
@@ -698,6 +721,7 @@ class Skill22(ActiveSkill):
"""
name = '朔风牵引'
ref = Ref.VACUUM
cellPos = (3,5)
learnLv = 20
masterLv = 60
@@ -731,6 +755,7 @@ class Skill23(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -754,6 +779,7 @@ class Skill24(ActiveSkill):
"""
name = '游离之风'
ref = Ref.TORNADO
cellPos = (6,6)
learnLv = 25
masterLv = 60
@@ -789,6 +815,7 @@ class Skill25(ActiveSkill):
"""
name = '风鸣冲击'
ref = Ref.WINDBLASTER
cellPos = (4,6)
learnLv = 25
masterLv = 60
@@ -821,6 +848,7 @@ class Skill26(ActiveSkill):
"""
name = '双翼风刃'
ref = Ref.HURRICANE
cellPos = (6,7)
learnLv = 30
masterLv = 60
@@ -852,6 +880,7 @@ class Skill27(PassiveSkill):
"""
name = '风之意志'
ref = Ref.HARBINGER
cellPos = (4,7)
learnLv = 30
masterLv = 5
@@ -885,6 +914,7 @@ class Skill28(ActiveSkill):
"""
name = '刃风'
ref = Ref.WINDBLADES
cellPos = (4,8)
learnLv = 35
masterLv = 60
@@ -950,6 +980,7 @@ class Skill29(ActiveSkill):
"""
name = '风暴之眼'
ref = Ref.EYEOFSTORM
cellPos = (6,8)
learnLv = 35
masterLv = 60
@@ -999,6 +1030,7 @@ class Skill30(ActiveSkill):
"""
name = '真空旋风破'
ref = Ref.RAGINGWIND
cellPos = (5,9)
learnLv = 40
masterLv = 60
@@ -1056,6 +1088,7 @@ class Skill31(ActiveSkill):
"""
name = '风暴之拳'
ref = Ref.STORMSTRIKES
cellPos = (3,10)
learnLv = 45
masterLv = 60
@@ -1115,6 +1148,7 @@ class Skill32(PassiveSkill):
"""
name = '御风之力'
ref = Ref.POWEROFWINDGOD
cellPos = (6,11)
learnLv = 48
masterLv = 40
@@ -1145,6 +1179,7 @@ class Skill33(ActiveSkill):
"""
name = '万象风龙阵'
ref = Ref.GODWIND
cellPos = (4,11)
learnLv = 50
masterLv = 40
@@ -1179,6 +1214,7 @@ class Skill34(ActiveSkill):
"""
name = '疾风瞬影闪'
ref = Ref.GALEHIGHWAY
cellPos = (3,12)
learnLv = 60
masterLv = 40
@@ -1231,6 +1267,7 @@ class Skill35(ActiveSkill):
"""
name = '风卷残云'
ref = Ref.STORMQUAKE
cellPos = (5,13)
learnLv = 70
masterLv = 40
@@ -1285,6 +1322,7 @@ class Skill36(PassiveSkill):
"""
name = '风神诀'
ref = Ref.SECENDWIND
cellPos = (3,13)
learnLv = 75
masterLv = 40
@@ -1313,6 +1351,7 @@ class Skill37(ActiveSkill):
"""
name = '游龙惊风破'
ref = Ref.SPIRALPRESS
cellPos = (6,13)
learnLv = 75
masterLv = 40
@@ -1368,6 +1407,7 @@ class Skill38(ActiveSkill):
"""
name = '九霄风雷'
ref = Ref.VIOLENTSTORM
cellPos = (3,14)
learnLv = 80
masterLv = 40
@@ -1420,6 +1460,7 @@ class Skill39(ActiveSkill):
"""
name = '无限风域'
ref = Ref.FINALTEMPEST
cellPos = (7,14)
learnLv = 85
masterLv = 40
@@ -1467,6 +1508,7 @@ class Skill40(PassiveSkill):
"""
name = '初始之风'
ref = Ref.GENESISVENTUS
cellPos = (6,15)
learnLv = 95
masterLv = 40
@@ -1497,6 +1539,7 @@ class Skill41(ActiveSkill):
"""
name = '怒风狂涌'
ref = Ref.TURBULENTRUMBLE
cellPos = (4,15)
learnLv = 95
masterLv = 40
@@ -1537,6 +1580,7 @@ class Skill42(ActiveSkill):
"""
name = '风之极·永坠'
ref = Ref.ARACAN
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -7,6 +7,7 @@ from core.basic.skill_effect_types import (
LevelTable,
Operation,
)
from core.character.refs.priest_female.crusader_female import CrusaderFemaleSkillRef as Ref
prefix = "priest_female/crusader_female/cn/skillDetail"
@@ -20,6 +21,7 @@ class Skill0(ActiveSkill):
转职为光明骑士时,技能类型变为独立攻击力。\n
"""
name = "升空斩"
ref = Ref.RISINGSLASH
learnLv = 1
masterLv = 10
maxLv = 20
@@ -47,6 +49,7 @@ class Skill1(ActiveSkill):
被命中的敌人会浮空。\n
"""
name = "审判锤击"
ref = Ref.HOLYSMASH
learnLv = 1
masterLv = 60
maxLv = 70
@@ -73,6 +76,7 @@ class Skill2(PassiveBufferSkill):
单人挑战时,不适用增加属性伤害的减益效果,而是增加自身独立攻击力,减少技能冷却时间。\n
"""
name = "圣光灌注"
ref = Ref.GRACEOFDEVINE
cellPos = (3,1)
learnLv = 1
masterLv = 1
@@ -111,6 +115,7 @@ class Skill3(PassiveSkill):
增加基本攻击力、 技能攻击力、 攻击速度。\n
"""
name = "启示 : 惩戒"
ref = Ref.CRUSADE
cellPos = (4,1)
learnLv = 1
masterLv = 1
@@ -135,6 +140,7 @@ class Skill4(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -158,6 +164,7 @@ class Skill5(PassiveSkill):
在决斗场中,增益/减益技能、 被动技能的技能攻击力增加效果对[基础精通]无影响。\n
"""
name = "基础精通"
ref = Ref.BASICATTACKUP
learnLv = 1
masterLv = 115
maxLv = 200
@@ -185,6 +192,7 @@ class Skill6(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -216,6 +224,7 @@ class Skill7(PassiveSkill):
在决斗场中,无法转换攻击类型,适用技能固有的攻击类型。\n
"""
name = "攻击类型转换"
ref = Ref.CONVERSION
learnLv = 1
masterLv = 1
maxLv = 1
@@ -250,6 +259,7 @@ class Skill8(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -272,6 +282,7 @@ class Skill9(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -294,6 +305,7 @@ class Skill10(ActiveSkill):
只能在一定高度以上时才能使用。\n
"""
name = "空中锤击"
ref = Ref.VIOLENTASSAULT
learnLv = 5
masterLv = 60
maxLv = 70
@@ -327,6 +339,7 @@ class Skill11(ActiveBufferSkill):
学习[大天使的庇护]后,施放[勇气颂歌]、 [新生颂歌]过程中可以使用该技能。\n
"""
name = "治愈祈祷"
ref = Ref.PRAYEROFHEAL
cellPos = (4,2)
learnLv = 5
masterLv = 60
@@ -361,6 +374,7 @@ class Skill12(ActiveSkill):
转职为光明骑士后,技能类型变为独立攻击力。\n
"""
name = "钩颈斩"
ref = Ref.NECKUPSCYTHE
learnLv = 5
masterLv = 60
maxLv = 70
@@ -388,6 +402,7 @@ class Skill13(ActiveSkill):
按住技能键可以维持防御姿态。 抵挡前方的攻击后,可以强制使用其他技能。\n
"""
name = "武器格挡"
ref = Ref.WEAPONGUARD
learnLv = 10
masterLv = 5
maxLv = 15
@@ -414,6 +429,7 @@ class Skill14(ActiveBufferSkill):
使范围内的所有队员消除异常状态。\n
"""
name = "净化"
ref = Ref.CURE
cellPos = (4,3)
learnLv = 10
masterLv = 1
@@ -443,6 +459,7 @@ class Skill15(ActiveSkill):
[我甘愿承担这些罪业。]\n
"""
name = "罪业加身"
ref = Ref.HEAVYSIN
learnLv = 10
masterLv = 60
maxLv = 70
@@ -476,6 +493,7 @@ class Skill16(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -503,6 +521,7 @@ class Skill17(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -537,6 +556,7 @@ class Skill18(ActiveSkill):
- 对每名敌人攻击1次。\n
"""
name = "唤雷符"
ref = Ref.TALISMANOFLIGHTNING
learnLv = 15
masterLv = 60
maxLv = 70
@@ -570,6 +590,7 @@ class Skill19(ActiveSkill):
按住向后方向键并再次按技能键,可以向后转身发动前冲斩; 前冲斩击攻击力和[冲刺斩]的上斩攻击力相同。\n
"""
name = "冲刺斩"
ref = Ref.CUTINDASH
learnLv = 15
masterLv = 60
maxLv = 70
@@ -599,6 +620,7 @@ class Skill20(ActiveSkill):
光芒与敌人碰撞时会爆炸,并给敌人造成光属性伤害。\n
"""
name = "圣洁之光"
ref = Ref.HOLYFLASH
cellPos = (8,4)
learnLv = 15
masterLv = 60
@@ -627,6 +649,7 @@ class Skill21(PassiveBufferSkill):
[勇气颂歌]的攻击功能可以在已学习的技能窗口上用鼠标右键设置开启/关闭。\n
"""
name = "启示 : 颂歌"
ref = Ref.ARIA
cellPos = (2,4)
learnLv = 15
masterLv = 60
@@ -656,6 +679,7 @@ class Skill22(PassiveSkill):
增加独立攻击力和魔法暴击率,使用光杖系列武器攻击时,增加施放速度。\n
"""
name = "光杖精通"
ref = Ref.CROSSMASTERY
cellPos = (0,5)
learnLv = 20
masterLv = 10
@@ -692,6 +716,7 @@ class Skill23(ActiveSkill):
学习[圣天使之光]后,默认以最大蓄气状态施放。\n
"""
name = "胜利之矛"
ref = Ref.SPEAROFVICTORY
cellPos = (6,5)
learnLv = 20
masterLv = 60
@@ -733,6 +758,7 @@ class Skill24(ActiveSkill):
该技能效果不与光明骑士 (男) 的[守护徽章]以及小魔女的[小魔女的偏爱]、 缪斯的[主角登场]、 协战师的[装甲强化]技能效果叠加。\n
"""
name = "守护祝福"
ref = Ref.BLESSOFPROTECTION
cellPos = (4,5)
learnLv = 20
masterLv = 10
@@ -766,6 +792,7 @@ class Skill25(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -790,6 +817,7 @@ class Skill26(ActiveSkill):
学习[圣天使之光]后,施放[勇气颂歌]、 [新生颂歌]过程中可以使用该技能,此时攻击周围的敌人。\n
"""
name = "洗礼之光"
ref = Ref.LIGHTOFHAPTISM
cellPos = (8,6)
learnLv = 25
masterLv = 60
@@ -822,6 +850,7 @@ class Skill27(ActiveSkill):
在决斗场中,在持续时间内减少移动速度,同时增加[守护祝福]的增益效果。\n
"""
name = "圣光守护"
ref = Ref.HOLYLIGHT
cellPos = (5,6)
learnLv = 25
masterLv = 50
@@ -865,6 +894,7 @@ class Skill28(ActiveBufferSkill):
效果不与光明骑士 (男) 的[荣誉祝福]、 小魔女的[禁术吟咏]、 缪斯的[可爱节拍]、 协战师的[军械强化]的技能效果叠加。\n
"""
name = "勇气祝福"
ref = Ref.BLESSOFCOURAGE
cellPos = (4,7)
learnLv = 30
masterLv = 10
@@ -912,6 +942,7 @@ class Skill29(ActiveSkill):
光芒墙壁会推进撞到的敌人并造成持续伤害,到达最远距离后墙壁会爆炸。\n
"""
name = "圣光烬盾"
ref = Ref.SAINTFLASH
cellPos = (8,7)
learnLv = 30
masterLv = 60
@@ -951,6 +982,7 @@ class Skill30(ActiveSkill):
决斗场中无法强制中断并立即施放其他技能。\n
"""
name = "神光惩戒"
ref = Ref.SHINECROSS
cellPos = (6,7)
learnLv = 30
masterLv = 60
@@ -993,6 +1025,7 @@ class Skill31(ActiveBufferSkill):
学习[大天使的庇护]后,增加[勇气颂歌]范围。\n
"""
name = "勇气颂歌"
ref = Ref.ARIAOFCOURAGE
cellPos = (2,8)
learnLv = 35
masterLv = 60
@@ -1074,6 +1107,7 @@ class Skill32(ActiveSkill):
在决斗场中再次按技能键时,光环不会爆炸。\n
"""
name = "神圣锁环"
ref = Ref.HOLYCIRCLET
cellPos = (8,8)
learnLv = 35
masterLv = 60
@@ -1153,6 +1187,7 @@ class Skill33(ActiveBufferSkill):
施放[勇气颂歌]、 [新生颂歌]时,可以使用[神之教诲]。\n
"""
name = "神之教诲"
ref = Ref.EDIFICATION
cellPos = (5,8)
learnLv = 35
masterLv = 1
@@ -1187,6 +1222,7 @@ class Skill34(ActiveSkill):
在决斗场中,解除对敌人赋予的效果,不适用忏悔状态。\n
"""
name = "忏悔之雷"
ref = Ref.THUNDEROFCLEANS
cellPos = (8,9)
learnLv = 40
masterLv = 60
@@ -1267,6 +1303,7 @@ class Skill35(ActiveSkill):
学习[大天使的庇护]后,增加复活范围。\n
"""
name = "复苏之光"
ref = Ref.REVIVE
cellPos = (5,9)
learnLv = 40
masterLv = 1
@@ -1305,6 +1342,7 @@ class Skill36(ActiveBufferSkill):
在决斗场中无法强制中断并施放其他技能。\n
"""
name = "神光十字"
ref = Ref.GRANDCROSSCRASH
cellPos = (6,10)
learnLv = 45
masterLv = 60
@@ -1370,6 +1408,7 @@ class Skill37(ActiveBufferSkill):
学习[大天使的庇护]后,增加[新生颂歌]范围。\n
"""
name = "新生颂歌"
ref = Ref.ARIAOFREGENERATION
cellPos = (2,10)
learnLv = 45
masterLv = 1
@@ -1408,6 +1447,7 @@ class Skill38(PassiveBufferSkill):
光明歌颂者的技能命中敌人时,可以延长队友携带的增益效果持续时间。\n
"""
name = "虔诚信念"
ref = Ref.ZEALOFFAITH
cellPos = (7,11)
learnLv = 48
masterLv = 40
@@ -1456,6 +1496,7 @@ class Skill39(ActiveBufferSkill):
效果不与光明骑士 (男) 的[天启之光]和小魔女的[开幕! 人偶剧场]、 缪斯的[梦想的舞台]、 协战师的[强袭策略 : 区域肃清]的效果叠加。\n
"""
name = "圣光天启"
ref = Ref.CRUXOFVICTORIA
cellPos = (6,11)
learnLv = 50
masterLv = 40
@@ -1496,6 +1537,7 @@ class Skill40(PassiveSkill):
[苦修后获得的这股力量,只为守护你而使用。]\n
"""
name = "苦修"
ref = Ref.FLAGELLANTS
cellPos = (8,11)
learnLv = 50
masterLv = 1
@@ -1519,6 +1561,7 @@ class Skill41(ActiveSkill):
命中敌人时,可强制中断并施放[神光惩戒]、 [神光十字];[神光惩戒]、 [神光十字]命中敌人时,可强制中断并施放[忏悔重击]。\n
"""
name = "忏悔重击"
ref = Ref.REPENTENCESMASH
cellPos = (6,12)
learnLv = 60
masterLv = 40
@@ -1591,6 +1634,7 @@ class Skill42(ActiveBufferSkill):
力量和智力增加效果仅适用于队友,并不适用于自身。\n
"""
name = "圣洁之翼"
ref = Ref.BLESSOFANGEL
cellPos = (5,13)
learnLv = 70
masterLv = 40
@@ -1671,6 +1715,7 @@ class Skill43(PassiveBufferSkill):
复活有冷却时间,复活自身的功能可以在已学的技能栏中通过鼠标右击进行开启/关闭切换。\n
"""
name = "大天使的庇护"
ref = Ref.BLESSOFRAPHAEL
cellPos = (2,13)
learnLv = 75
masterLv = 40
@@ -1716,6 +1761,7 @@ class Skill44(ActiveBufferSkill):
施放[勇气颂歌]、 [新生颂歌]过程中,可以使用[圣佑之阵]。\n
"""
name = "圣佑之阵"
ref = Ref.PROTECTIONOFURIEL
cellPos = (4,13)
learnLv = 75
masterLv = 40
@@ -1777,6 +1823,7 @@ class Skill45(ActiveBufferSkill):
首次目标范围内没有队友或敌人时,不会施放圣光普照; 没有队友,只存在一名敌人时,圣光普照的攻击力得到强化。\n
"""
name = "圣光普照"
ref = Ref.MIRACLECHINE
cellPos = (3,14)
learnLv = 80
masterLv = 40
@@ -1850,6 +1897,7 @@ class Skill46(ActiveSkill):
施放技能时,进入无敌状态,被圣光长矛穿透敌人进入强制控制状态。\n
"""
name = "救赎彼岸 : 惩戒圣枪"
ref = Ref.BRIONAC
cellPos = (5,14)
learnLv = 85
masterLv = 40
@@ -1887,6 +1935,7 @@ class Skill47(PassiveBufferSkill):
<大天使萨菲尔,这是我的权能。>\n
"""
name = "圣天使之光"
ref = Ref.LUCULENTUISANGEL
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -1926,6 +1975,7 @@ class Skill48(ActiveSkill):
<施惠于众生,铲除邪恶>\n
"""
name = "圣言十字"
ref = Ref.CRUXOFSHAPIEL
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -1977,6 +2027,7 @@ class Skill49(ActiveBufferSkill):
<全能的雷米迪奥斯啊,请聆听我们的赞歌>\n
"""
name = "祈愿·天使赞歌"
ref = Ref.LAUSDEANGELUS
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -12,6 +12,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.priest_female.infighter_female import InfighterFemaleSkillRef as Ref
prefix = "priest_female/infighter_female/cn/skillDetail"
@@ -23,6 +24,7 @@ class Skill0(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -46,6 +48,7 @@ class Skill1(PassiveSkill):
在决斗场中,增益/减益技能、 被动技能的技能攻击力增加效果对[基础精通]无影响。\n
"""
name = "基础精通"
ref = Ref.BASICATTACKUP
cellPos = (1,0)
learnLv = 1
masterLv = 115
@@ -68,7 +71,7 @@ class Skill1(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'type': '*skillDamage', 'data': [i - 100 if i > 0 else 0 for i in data0], 'skills': ['上勾拳','圣拳连击']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=['上勾拳', '圣拳连击']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=[Ref.UPPERCUT, Ref.ATGORGEOUSCOMBINATION]),
]
# 受身蹲伏
@@ -79,6 +82,7 @@ class Skill2(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -109,6 +113,7 @@ class Skill3(ActiveSkill):
该技能可取消施放后的僵直并发动其他技能,而[摆步]可随时强制中断该技能后立即发动。\n
"""
name = "双刺拳"
ref = Ref.ONETWO
cellPos = (5,1)
learnLv = 1
masterLv = 60
@@ -142,6 +147,7 @@ class Skill4(ActiveSkill):
该技能可取消施放后的僵直并发动其他技能,而[摆步]可随时强制中断该技能后立即发动。\n
"""
name = "上勾拳"
ref = Ref.UPPERCUT
cellPos = (4,1)
learnLv = 1
masterLv = 10
@@ -171,6 +177,7 @@ class Skill5(ActiveSkill):
可以强制中断除觉醒技能、 [抓取重击]和[嗜战技能]以外的所有技能并施放[摆步],且在施放[摆步]过程中可以强制中断并发动其他技能。\n
"""
name = "摆步"
ref = Ref.WEAVING
cellPos = (7,1)
learnLv = 1
masterLv = 1
@@ -202,6 +209,7 @@ class Skill6(PassiveSkill):
攻击力与[上勾拳]技能攻击力相同。\n
"""
name = "勾拳追击"
ref = Ref.ATSECONDUPPER
cellPos = (4,2)
learnLv = 1
masterLv = 1
@@ -236,6 +244,7 @@ class Skill7(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -258,6 +267,7 @@ class Skill8(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -281,6 +291,7 @@ class Skill9(ActiveSkill):
学习[大天使的庇护]后,施放[勇气颂歌]、 [新生颂歌]过程中可以使用该技能。\n
"""
name = "治愈祈祷"
ref = Ref.PRAYEROFHEAL
learnLv = 5
masterLv = 60
maxLv = 70
@@ -312,6 +323,7 @@ class Skill10(ActiveSkill):
该技能可取消施放后的僵直并发动其他技能,而[摆步]可随时强制中断该技能后立即发动。\n
"""
name = "螺旋直拳"
ref = Ref.SCREWSTRAIGHT
cellPos = (2,2)
learnLv = 5
masterLv = 60
@@ -341,6 +353,7 @@ class Skill11(ActiveSkill):
使范围内的所有队员消除异常状态。\n
"""
name = "净化"
ref = Ref.CURE
learnLv = 10
masterLv = 1
maxLv = 11
@@ -371,6 +384,7 @@ class Skill12(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -398,6 +412,7 @@ class Skill13(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -425,6 +440,7 @@ class Skill14(ActiveSkill):
抽打后可以取消施放后的僵直并发动其他技能。\n
"""
name = "抓取重击"
ref = Ref.GRABBLOW
cellPos = (5,3)
learnLv = 10
masterLv = 60
@@ -458,6 +474,7 @@ class Skill15(PassiveSkill):
可以通过开启/关闭功能设置在地下城内是否显示所穿戴的武器。\n
"""
name = "意志之拳"
ref = Ref.WILLOFFIST
cellPos = (0,4)
learnLv = 15
masterLv = 10
@@ -488,6 +505,7 @@ class Skill16(ActiveSkill):
该技能可取消施放后的僵直并发动其他技能,而[摆步]可随时强制中断该技能后立即发动。\n
"""
name = "圣拳连击"
ref = Ref.ATGORGEOUSCOMBINATION
cellPos = (3,4)
learnLv = 15
masterLv = 1
@@ -526,6 +544,7 @@ class Skill17(ActiveSkill):
该技能可取消刺拳后僵直并发动其他技能,而[摆步]可随时强制中断该技能后立即发动。\n
"""
name = "闪避步"
ref = Ref.DUCKINGSTEP
cellPos = (7,4)
learnLv = 15
masterLv = 60
@@ -551,6 +570,7 @@ class Skill18(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
cellPos = (5,0)
learnLv = 20
masterLv = 10
@@ -576,6 +596,7 @@ class Skill19(ActiveSkill):
施放时,接近周围最强的敌人并对其发动腹部重击,若范围内没有敌人则无法施放。\n
"""
name = "腹部重击"
ref = Ref.BODYBLOW
cellPos = (5,5)
learnLv = 20
masterLv = 60
@@ -612,6 +633,7 @@ class Skill20(ActiveSkill):
该技能可取消拉拽及上勾拳施放后的僵直,并发动其他技能,而[摆步]可随时强制中断该技能后立即发动。\n
"""
name = "侧击拳"
ref = Ref.SIDEKNUCKLE
cellPos = (6,5)
learnLv = 20
masterLv = 60
@@ -651,6 +673,7 @@ class Skill21(PassiveSkill):
可以设置是否显示画面边框特效。\n
"""
name = "战意"
ref = Ref.TENSION
cellPos = (0,6)
learnLv = 25
masterLv = 1
@@ -680,7 +703,7 @@ class Skill21(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [ {"type":"*cdReduce","data":data0,"exceptSkills":['圣拳锤击','蓄劲轰拳','巨力炮拳','泯灭之怒','拳震八方','怒气贯地击','致命冲拳','炽拳 : 以暴制暴','意志之拳 : 与神同行']}]
associate = [
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data0)), except_skills=['圣拳锤击', '蓄劲轰拳', '巨力炮拳', '泯灭之怒', '拳震八方', '怒气贯地击', '致命冲拳', '炽拳 : 以暴制暴', '意志之拳 : 与神同行']),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data0)), except_skills=[Ref.ATDIVINECRUSH, Ref.MASSPISTOL, Ref.GIGANTICCANNON, Ref.IMPERIUMRAGE, Ref.VIOLENTCRUSH, Ref.BRUTALCOMBINATION, Ref.FATALIMPACT, Ref.ARDEREVEHEMENS, Ref.PUGNUSVOLUNTATIS]),
]
# 圣拳锤击
@@ -697,6 +720,7 @@ class Skill22(ActiveSkill):
在战意释放状态下,作为第一个嗜战技能施放时,不会适用缓冲时间。\n
"""
name = "圣拳锤击"
ref = Ref.ATDIVINECRUSH
cellPos = (4,6)
learnLv = 25
masterLv = 60
@@ -732,6 +756,7 @@ class Skill23(ActiveSkill):
该技能可取消施放后的僵直并发动其他技能,而[摆步]可随时强制中断该技能后立即发动。\n
"""
name = "幻影直拳"
ref = Ref.FAKETWIST
cellPos = (2,6)
learnLv = 25
masterLv = 60
@@ -761,6 +786,7 @@ class Skill24(PassiveSkill):
通过神拳修炼,增加物理攻击力、 命中率和回避率。\n
"""
name = "圣拳修炼"
ref = Ref.HOLYFISTTRAINING
cellPos = (0,7)
learnLv = 30
masterLv = 10
@@ -794,6 +820,7 @@ class Skill25(ActiveSkill):
一定时间内,增加基本攻击力、 转职技能攻击力和攻击速度。\n
"""
name = "神体合一"
ref = Ref.BODYSPIRITBECOMEONE
cellPos = (7,7)
learnLv = 30
masterLv = 10
@@ -826,6 +853,7 @@ class Skill26(ActiveSkill):
可以取消冲击波生成后的僵直并发动其他技能。\n
"""
name = "蓄劲轰拳"
ref = Ref.MASSPISTOL
cellPos = (3,7)
learnLv = 30
masterLv = 60
@@ -864,6 +892,7 @@ class Skill27(ActiveSkill):
该技能可取消施放后的僵直并发动其他技能,而[摆步]可随时强制中断该技能后立即发动。\n
"""
name = "旋风冲拳"
ref = Ref.BLOWSHOT
cellPos = (5,7)
learnLv = 30
masterLv = 60
@@ -901,6 +930,7 @@ class Skill28(ActiveSkill):
该技能可取消施放后的僵直并发动其他技能,而[摆步]可随时强制中断该技能后立即发动。\n
"""
name = "极速飓风拳"
ref = Ref.ATHURRICANEROLL
cellPos = (6,8)
learnLv = 35
masterLv = 60
@@ -961,6 +991,7 @@ class Skill29(ActiveSkill):
该技能可取消施放后的僵直并发动其他技能,而[摆步]可随时强制中断该技能后立即发动。\n
"""
name = "瞬闪袭拳"
ref = Ref.HOLLOWBACK
cellPos = (2,9)
learnLv = 40
masterLv = 60
@@ -1018,6 +1049,7 @@ class Skill30(ActiveSkill):
该技能可取消施放后的僵直并发动其他技能,而[摆步]可随时强制中断该技能后立即发动。\n
"""
name = "神圣组合拳"
ref = Ref.ATHEAVENLYCOMBINATION
cellPos = (5,9)
learnLv = 40
masterLv = 60
@@ -1075,7 +1107,7 @@ class Skill30(ActiveSkill):
# self.associate = [{'type': '*skillRation', 'data': [0] + [-16.7] * self.maxLv, 'skills': ['腹部重击']}]
# return super().effect(old, new)
associate = [
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-16.7] * maxLv)), skills=['腹部重击'], when=Equals(Read(SkillAttribute.VP), 2)),
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-16.7] * maxLv)), skills=[Ref.BODYBLOW], when=Equals(Read(SkillAttribute.VP), 2)),
]
# 巨力炮拳
@@ -1090,6 +1122,7 @@ class Skill31(ActiveSkill):
全力一击后可以取消施放后的僵直并发动其他技能。\n
"""
name = "巨力炮拳"
ref = Ref.GIGANTICCANNON
cellPos = (3,10)
learnLv = 45
masterLv = 60
@@ -1142,8 +1175,8 @@ class Skill31(ActiveSkill):
# ]
# return super().effect(old, new)
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([0] + [100] * maxLv)), skills=['蓄劲轰拳'], when=Equals(Read(SkillAttribute.VP), 2)),
SkillEffect(attribute=SkillAttribute.CD, operation=Operation.ASSIGN, value=LevelTable([25] + [50] * maxLv), skills=['蓄劲轰拳'], when=Equals(Read(SkillAttribute.VP), 2)),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([0] + [100] * maxLv)), skills=[Ref.MASSPISTOL], when=Equals(Read(SkillAttribute.VP), 2)),
SkillEffect(attribute=SkillAttribute.CD, operation=Operation.ASSIGN, value=LevelTable([25] + [50] * maxLv), skills=[Ref.MASSPISTOL], when=Equals(Read(SkillAttribute.VP), 2)),
]
# 潜藏暴戾
@@ -1155,6 +1188,7 @@ class Skill32(PassiveSkill):
增加基本攻击力、 转职技能攻击力和物理暴击率。\n
"""
name = "潜藏暴戾"
ref = Ref.VEILEDINSTINCT
cellPos = (1,11)
learnLv = 48
masterLv = 40
@@ -1187,6 +1221,7 @@ class Skill33(ActiveSkill):
最后一击后可以取消施放后的僵直并发动其他技能。\n
"""
name = "泯灭之怒"
ref = Ref.IMPERIUMRAGE
cellPos = (5,11)
learnLv = 50
masterLv = 40
@@ -1227,6 +1262,7 @@ class Skill34(ActiveSkill):
该技能可取消施放后的僵直并发动其他技能,而[摆步]可随时强制中断该技能后立即发动。\n
"""
name = "风暴猛击"
ref = Ref.STORMFIST
cellPos = (2,12)
learnLv = 60
masterLv = 40
@@ -1286,6 +1322,7 @@ class Skill35(ActiveSkill):
砸地后可以取消施放后的僵直并发动其他技能。\n
"""
name = "拳震八方"
ref = Ref.VIOLENTCRUSH
cellPos = (4,13)
learnLv = 70
masterLv = 40
@@ -1348,7 +1385,7 @@ class Skill35(ActiveSkill):
# self.associate = [{'type': '*skillRation', 'data': [0] + [-28.6] * self.maxLv, 'skills': ['圣拳锤击']}]
# return super().effect(old, new)
associate = [
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-28.6] * maxLv)), skills=['圣拳锤击'], when=Equals(Read(SkillAttribute.VP), 1)),
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-28.6] * maxLv)), skills=[Ref.ATDIVINECRUSH], when=Equals(Read(SkillAttribute.VP), 1)),
]
# 斗志沸腾
@@ -1360,6 +1397,7 @@ class Skill36(PassiveSkill):
增加基本攻击力和转职技能攻击力。 战意值不会低于特定数值,且即使不攻击敌人,战意也会随着时间自动增加。\n
"""
name = "斗志沸腾"
ref = Ref.INCOMPLETECOMBUSTION
cellPos = (1,13)
learnLv = 75
masterLv = 40
@@ -1392,6 +1430,7 @@ class Skill37(ActiveSkill):
产生冲击波后,可以取消施放后的僵直并发动其他技能。\n
"""
name = "怒气贯地击"
ref = Ref.BRUTALCOMBINATION
cellPos = (3,13)
learnLv = 75
masterLv = 40
@@ -1454,6 +1493,7 @@ class Skill38(ActiveSkill):
可以取消上勾拳后的僵直并发动其他技能。\n
"""
name = "致命冲拳"
ref = Ref.FATALIMPACT
cellPos = (3,14)
learnLv = 80
masterLv = 40
@@ -1515,6 +1555,7 @@ class Skill39(ActiveSkill):
最后一击后,可以取消施放后的僵直并发动其他技能。\n
"""
name = "炽拳 : 以暴制暴"
ref = Ref.ARDEREVEHEMENS
cellPos = (5,14)
learnLv = 85
masterLv = 40
@@ -1572,6 +1613,7 @@ class Skill40(PassiveSkill):
在战意释放状态下,作为第一个嗜战技能施放时,不会适用缓冲时间。\n
"""
name = "破妄归真"
ref = Ref.MYWAY
cellPos = (1,15)
learnLv = 95
masterLv = 40
@@ -1609,6 +1651,7 @@ class Skill41(ActiveSkill):
该技能可取消拳击后的僵直并发动其他技能,而[摆步]可随时强制中断该技能后立即发动。\n
"""
name = "圣光三重破"
ref = Ref.ACCELDRIVE
cellPos = (6,15)
learnLv = 95
masterLv = 40
@@ -1639,6 +1682,7 @@ class Skill42(ActiveSkill):
若关联的技能还在冷却中,则无法使用三次觉醒技能。\n
"""
name = "意志之拳 : 与神同行"
ref = Ref.PUGNUSVOLUNTATIS
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -9,6 +9,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.priest_female.inquistor import InquistorSkillRef as Ref
prefix = "priest_female/inquistor/cn/skillDetail"
@@ -24,6 +25,7 @@ class Skill0(ActiveSkill):
"""
name = '升空斩'
ref = Ref.RISINGSLASH
cellPos = (2,1)
learnLv = 1
masterLv = 10
@@ -52,6 +54,7 @@ class Skill1(ActiveSkill):
"""
name = '审判锤击'
ref = Ref.HOLYSMASH
cellPos = (4,1)
learnLv = 1
masterLv = 60
@@ -77,6 +80,7 @@ class Skill2(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -101,6 +105,7 @@ class Skill3(PassiveSkill):
"""
name = '基础精通'
ref = Ref.BASICATTACKUP
cellPos = (1,0)
learnLv = 1
masterLv = 115
@@ -122,7 +127,7 @@ class Skill3(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'type': '*skillDamage', 'data': [i - 100 if i > 0 else 0 for i in data0], 'skills': ['神焰']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=['神焰']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=[Ref.HOLYFLAME]),
]
# 受身蹲伏
@@ -133,6 +138,7 @@ class Skill4(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -174,6 +180,7 @@ class Skill5(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -196,6 +203,7 @@ class Skill6(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -219,6 +227,7 @@ class Skill7(ActiveSkill):
"""
name = '空中锤击'
ref = Ref.VIOLENTASSAULT
cellPos = (2,2)
learnLv = 5
masterLv = 60
@@ -254,6 +263,7 @@ class Skill8(ActiveSkill):
学习[大天使的庇护]后,施放[勇气颂歌]、 [新生颂歌]过程中可以使用该技能。\n
"""
name = "治愈祈祷"
ref = Ref.PRAYEROFHEAL
learnLv = 5
masterLv = 60
maxLv = 70
@@ -287,6 +297,7 @@ class Skill9(ActiveSkill):
转职为光明骑士后,技能类型变为独立攻击力。\n
"""
name = "钩颈斩"
ref = Ref.NECKUPSCYTHE
learnLv = 5
masterLv = 60
maxLv = 70
@@ -315,6 +326,7 @@ class Skill10(ActiveSkill):
"""
name = '武器格挡'
ref = Ref.WEAPONGUARD
cellPos = (2,3)
learnLv = 10
masterLv = 5
@@ -341,6 +353,7 @@ class Skill11(ActiveSkill):
使范围内的所有队员消除异常状态。\n
"""
name = "净化"
ref = Ref.CURE
learnLv = 10
masterLv = 1
maxLv = 11
@@ -371,6 +384,7 @@ class Skill12(ActiveSkill):
"""
name = '罪业加身'
ref = Ref.HEAVYSIN
cellPos = (8,3)
learnLv = 10
masterLv = 60
@@ -405,6 +419,7 @@ class Skill13(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -432,6 +447,7 @@ class Skill14(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -466,6 +482,7 @@ class Skill15(ActiveSkill):
- 对每名敌人攻击1次。\n
"""
name = "唤雷符"
ref = Ref.TALISMANOFLIGHTNING
learnLv = 15
masterLv = 60
maxLv = 70
@@ -500,6 +517,7 @@ class Skill16(ActiveSkill):
"""
name = '冲刺斩'
ref = Ref.CUTINDASH
cellPos = (8,4)
learnLv = 15
masterLv = 60
@@ -531,6 +549,7 @@ class Skill17(PassiveSkill):
"""
name = '审判者的裁决'
ref = Ref.WILLOFINQUISITOR
cellPos = (0,4)
learnLv = 15
masterLv = 1
@@ -559,6 +578,7 @@ class Skill18(ActiveSkill):
"""
name = '净化火焰瓶'
ref = Ref.PATROLBOMB
cellPos = (6,4)
learnLv = 15
masterLv = 60
@@ -592,6 +612,7 @@ class Skill19(ActiveSkill):
"""
name = '惩戒十字'
ref = Ref.CROSSOFPUNISHMENT
cellPos = (2,4)
learnLv = 15
masterLv = 60
@@ -622,6 +643,7 @@ class Skill20(PassiveSkill):
"""
name = '战斧精通'
ref = Ref.BATTLEAXEMASTERY
cellPos = (0,5)
learnLv = 20
masterLv = 10
@@ -659,6 +681,7 @@ class Skill21(ActiveSkill):
"""
name = '裁决之击'
ref = Ref.PUNISHMENTBLOW
cellPos = (2,5)
learnLv = 20
masterLv = 60
@@ -694,6 +717,7 @@ class Skill22(ActiveSkill):
"""
name = '火焰精华'
ref = Ref.ESSENCEOFPHLEGE
cellPos = (6,5)
learnLv = 20
masterLv = 60
@@ -733,6 +757,7 @@ class Skill23(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -761,6 +786,7 @@ class Skill24(ActiveSkill):
"""
name = '神焰'
ref = Ref.HOLYFLAME
cellPos = (6,6)
learnLv = 25
masterLv = 10
@@ -800,7 +826,7 @@ class Skill24(ActiveSkill):
# associate = [{'data': data1}, {'data': data4, 'exceptSkills': ['火焰精华']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1))),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data4)), except_skills=['火焰精华']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data4)), except_skills=[Ref.ESSENCEOFPHLEGE]),
]
# 狂热信仰
@@ -813,6 +839,7 @@ class Skill25(ActiveSkill):
"""
name = '狂热信仰'
ref = Ref.FANATICISM
cellPos = (4,6)
learnLv = 25
masterLv = 10
@@ -843,6 +870,7 @@ class Skill26(ActiveSkill):
"""
name = '审判重击'
ref = Ref.JUDGMENTBLOW
cellPos = (2,7)
learnLv = 30
masterLv = 60
@@ -876,6 +904,7 @@ class Skill27(PassiveSkill):
"""
name = '神焰恩泽'
ref = Ref.POURESSENCE
cellPos = (6,7)
learnLv = 30
masterLv = 1
@@ -898,6 +927,7 @@ class Skill28(ActiveSkill):
"""
name = '神焰疾降'
ref = Ref.BLOOMINGFLAME
cellPos = (4,7)
learnLv = 30
masterLv = 60
@@ -931,6 +961,7 @@ class Skill29(ActiveSkill):
"""
name = '神焰洗礼'
ref = Ref.FLAMEOFBAPTISM
cellPos = (6,8)
learnLv = 35
masterLv = 60
@@ -993,6 +1024,7 @@ class Skill30(ActiveSkill):
"""
name = '神焰斩'
ref = Ref.SUMMARYTIRAL
cellPos = (4,8)
learnLv = 35
masterLv = 60
@@ -1075,6 +1107,7 @@ class Skill31(ActiveSkill):
"""
name = '神焰怒火'
ref = Ref.VIRTUOUSFURY
cellPos = (4,9)
learnLv = 40
masterLv = 60
@@ -1134,6 +1167,7 @@ class Skill32(ActiveSkill):
"""
name = '净化之焰'
ref = Ref.PURIFICATION
cellPos = (6,9)
learnLv = 40
masterLv = 1
@@ -1159,7 +1193,7 @@ class Skill32(ActiveSkill):
data3 = get_data(f'{prefix}/{uuid}', 3)
def skillInfo(self, mode: str | None = None):
pre = self.char.GetSkillByName('神焰洗礼').skillInfo()
pre = self.char.GetSkill(Ref.FLAMEOFBAPTISM).skillInfo()
cd = self.getSkillCD(mode)
return pre[0] * 0.3 * self.skillRation, self.skillDamage, cd
@@ -1193,6 +1227,7 @@ class Skill33(ActiveSkill):
"""
name = '行刑'
ref = Ref.DECOLLATION
cellPos = (2,10)
learnLv = 45
masterLv = 60
@@ -1249,6 +1284,7 @@ class Skill34(PassiveSkill):
"""
name = '异徒烙印'
ref = Ref.BRANDOFHERESY
cellPos = (4,11)
learnLv = 48
masterLv = 40
@@ -1283,6 +1319,7 @@ class Skill35(ActiveSkill):
"""
name = '火之净化'
ref = Ref.BURNATTHESTAKE
cellPos = (5,11)
learnLv = 50
masterLv = 40
@@ -1321,6 +1358,7 @@ class Skill36(ActiveSkill):
"""
name = '神焰漩涡'
ref = Ref.VORTEXOFHELLFIRE
cellPos = (4,12)
learnLv = 60
masterLv = 40
@@ -1385,6 +1423,7 @@ class Skill37(ActiveSkill):
"""
name = '逆炎灭罪'
ref = Ref.REMOVALTREASON
cellPos = (3,13)
learnLv = 70
masterLv = 40
@@ -1446,6 +1485,7 @@ class Skill38(PassiveSkill):
"""
name = '定罪法则'
ref = Ref.MALLEUSMALEFICARUM
cellPos = (2,13)
learnLv = 75
masterLv = 40
@@ -1467,9 +1507,9 @@ class Skill38(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'data': data0, 'type': '*skillDamage', 'skills': ['火焰精华']}, {'data': data1, 'type': '*skillDamage', 'exceptSkills': ['火焰精华']}, {'data': data2, 'type': '*cdReduce', 'skills': ['神焰', '火焰精华']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), skills=['火焰精华']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), except_skills=['火焰精华']),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data2)), skills=['神焰', '火焰精华']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), skills=[Ref.ESSENCEOFPHLEGE]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), except_skills=[Ref.ESSENCEOFPHLEGE]),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data2)), skills=[Ref.HOLYFLAME, Ref.ESSENCEOFPHLEGE]),
]
# 裁决轮回斩
@@ -1483,6 +1523,7 @@ class Skill39(ActiveSkill):
"""
name = '裁决轮回斩'
ref = Ref.DISMEMBER
cellPos = (5,13)
learnLv = 75
masterLv = 40
@@ -1546,6 +1587,7 @@ class Skill40(ActiveSkill):
"""
name = '车轮刑'
ref = Ref.WHEELOFPUNISHMENT
cellPos = (2,14)
learnLv = 80
masterLv = 40
@@ -1606,6 +1648,7 @@ class Skill41(ActiveSkill):
"""
name = '炎狱祭坛 : 炮烙'
ref = Ref.INFERNO
cellPos = (5,14)
learnLv = 85
masterLv = 40
@@ -1648,6 +1691,7 @@ class Skill42(PassiveSkill):
"""
name = '狂炎告解'
ref = Ref.FIRECONFESSION
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -1677,7 +1721,7 @@ class Skill42(PassiveSkill):
# associate = [{'data': data0, 'type': '*skillDamage'}, {'data': [(i * j) for i, j in zip(data3, data4)], 'type': '*skillDamage', 'skills': ['审判重击']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0))),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i * j for i, j in zip(data3, data4)])), skills=['审判重击']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i * j for i, j in zip(data3, data4)])), skills=[Ref.JUDGMENTBLOW]),
]
# [审判重击]火焰地带持续时间 : 2秒
@@ -1694,6 +1738,7 @@ class Skill43(ActiveSkill):
"""
name = '补赎逆十字'
ref = Ref.ERADICATECROSS
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -1736,6 +1781,7 @@ class Skill44(ActiveSkill):
"""
name = '无间业火 : 罪灭神威'
ref = Ref.DREADFULFLAME
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -9,6 +9,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.priest_female.mistress import MistressSkillRef as Ref
prefix = "priest_female/mistress/cn/skillDetail"
@@ -22,6 +23,7 @@ class Skill0(ActiveSkill):
转职为光明骑士时,技能类型变为独立攻击力。\n
"""
name = "升空斩"
ref = Ref.RISINGSLASH
learnLv = 1
masterLv = 10
maxLv = 20
@@ -49,6 +51,7 @@ class Skill1(ActiveSkill):
被命中的敌人会浮空。\n
"""
name = "审判锤击"
ref = Ref.HOLYSMASH
learnLv = 1
masterLv = 60
maxLv = 70
@@ -73,6 +76,7 @@ class Skill2(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -96,6 +100,7 @@ class Skill3(PassiveSkill):
在决斗场中,增益/减益技能、 被动技能的技能攻击力增加效果对[基础精通]无影响。\n
"""
name = "基础精通"
ref = Ref.BASICATTACKUP
learnLv = 1
masterLv = 115
maxLv = 200
@@ -123,6 +128,7 @@ class Skill4(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -164,6 +170,7 @@ class Skill5(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -186,6 +193,7 @@ class Skill6(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -208,6 +216,7 @@ class Skill7(ActiveSkill):
只能在一定高度以上时才能使用。\n
"""
name = "空中锤击"
ref = Ref.VIOLENTASSAULT
learnLv = 5
masterLv = 60
maxLv = 70
@@ -241,6 +250,7 @@ class Skill8(ActiveSkill):
学习[大天使的庇护]后,施放[勇气颂歌]、 [新生颂歌]过程中可以使用该技能。\n
"""
name = "治愈祈祷"
ref = Ref.PRAYEROFHEAL
learnLv = 5
masterLv = 60
maxLv = 70
@@ -274,6 +284,7 @@ class Skill9(ActiveSkill):
转职为光明骑士后,技能类型变为独立攻击力。\n
"""
name = "钩颈斩"
ref = Ref.NECKUPSCYTHE
cellPos = (3,2)
learnLv = 5
masterLv = 60
@@ -303,6 +314,7 @@ class Skill10(ActiveSkill):
按住技能键可以维持防御姿态。 抵挡前方的攻击后,可以强制使用其他技能。\n
"""
name = "武器格挡"
ref = Ref.WEAPONGUARD
cellPos = (5,3)
learnLv = 10
masterLv = 5
@@ -329,6 +341,7 @@ class Skill11(ActiveSkill):
使范围内的所有队员消除异常状态。\n
"""
name = "净化"
ref = Ref.CURE
learnLv = 10
masterLv = 1
maxLv = 11
@@ -358,6 +371,7 @@ class Skill12(ActiveSkill):
[我甘愿承担这些罪业。]\n
"""
name = "罪业加身"
ref = Ref.HEAVYSIN
cellPos = (4,3)
learnLv = 10
masterLv = 60
@@ -392,6 +406,7 @@ class Skill13(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -419,6 +434,7 @@ class Skill14(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -453,6 +469,7 @@ class Skill15(ActiveSkill):
- 对每名敌人攻击1次。\n
"""
name = "唤雷符"
ref = Ref.TALISMANOFLIGHTNING
learnLv = 15
masterLv = 60
maxLv = 70
@@ -486,6 +503,7 @@ class Skill16(ActiveSkill):
按住向后方向键并再次按技能键,可以向后转身发动前冲斩; 前冲斩击攻击力和[冲刺斩]的上斩攻击力相同。\n
"""
name = "冲刺斩"
ref = Ref.CUTINDASH
cellPos = (3,3)
learnLv = 15
masterLv = 60
@@ -517,6 +535,7 @@ class Skill17(ActiveSkill):
[原罪释放·净化]状态下施放时,一次性造成2次攻击。\n
"""
name = "双重切割"
ref = Ref.DUALSLASH
cellPos = (3,4)
learnLv = 15
masterLv = 60
@@ -550,6 +569,7 @@ class Skill18(PassiveSkill):
利用诱惑来聚拢敌人的效果可以在已学技能栏中用鼠标右键设置开启/关闭\n
"""
name = "罪业诱惑"
ref = Ref.BODYPRESSEDSIN
cellPos = (2,4)
learnLv = 15
masterLv = 10
@@ -582,6 +602,7 @@ class Skill19(PassiveSkill):
[钩颈斩]、 [罪业加身]、 [双重切割]、 [冲刺斩]、 [镰勾旋击]、 [粉碎回旋击]、 [终结战镰]\n
"""
name = "负罪者镰刀精通"
ref = Ref.SCYTHEMASTERY
cellPos = (1,4)
learnLv = 15
masterLv = 20
@@ -617,6 +638,7 @@ class Skill20(ActiveSkill):
向前斩击命中时进入无敌状态,被镰刀勾住的敌人会被强制控制。\n
"""
name = "镰勾旋击"
ref = Ref.GUILLOTINE
cellPos = (3,5)
learnLv = 20
masterLv = 60
@@ -655,6 +677,7 @@ class Skill21(ActiveSkill):
[人类的欲望本身并不是一种罪,但沉醉于无节制的享乐,便构成淫乐之罪。]\n
"""
name = "欲望之手"
ref = Ref.LUSTHAND
cellPos = (5,5)
learnLv = 20
masterLv = 60
@@ -700,6 +723,7 @@ class Skill22(ActiveSkill):
- [暴食之噬] : 增加生命值恢复量\n
"""
name = "七宗罪"
ref = Ref.THESEVENDEADLYSINS
cellPos = (4,5)
learnLv = 20
masterLv = 10
@@ -785,7 +809,7 @@ class Skill22(ActiveSkill):
# {"data":data12,"skills":['欲望之手', '傲慢之堕', '怠惰之息', '贪婪之刺', '愤怒之袭', '嫉妒之吻', '暴食之噬']}
# ]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data12)), skills=['欲望之手', '傲慢之堕', '怠惰之息', '贪婪之刺', '愤怒之袭', '嫉妒之吻', '暴食之噬']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data12)), skills=[Ref.LUSTHAND, Ref.PRIDEACCEL, Ref.SLOTHBODY, Ref.GREEDTHELURKER, Ref.SCUDTHEWRATH, Ref.ENVIOUSKISS, Ref.GLUTTONYVOMIT]),
]
# 暴击
@@ -796,6 +820,7 @@ class Skill23(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -822,6 +847,7 @@ class Skill24(ActiveSkill):
[傲慢滋生出原罪,原罪又助长其他罪业,所以,傲慢才是万恶之源。]\n
"""
name = "傲慢之堕"
ref = Ref.PRIDEACCEL
cellPos = (8,6)
learnLv = 25
masterLv = 60
@@ -852,6 +878,7 @@ class Skill25(ActiveSkill):
在决斗场中,无法在空中施放。\n
"""
name = "粉碎回旋击"
ref = Ref.ROLLINGRUSH
cellPos = (3,7)
learnLv = 30
masterLv = 60
@@ -892,6 +919,7 @@ class Skill26(ActiveSkill):
[检讨自己的人生并学会尊重自己时,方能从怠惰的沼泽中挣脱出来……]\n
"""
name = "怠惰之息"
ref = Ref.SLOTHBODY
cellPos = (8,7)
learnLv = 30
masterLv = 60
@@ -936,6 +964,7 @@ class Skill27(ActiveSkill):
[贪欲也就是‘过分的欲望’。 试图得到本不该属于自己的,均属于贪欲……]\n
"""
name = "贪婪之刺"
ref = Ref.GREEDTHELURKER
cellPos = (7,8)
learnLv = 35
masterLv = 60
@@ -996,6 +1025,7 @@ class Skill28(ActiveSkill):
爆炸攻击时,可吸收敌人的罪业,增加罪业层数。\n
"""
name = "诱魔之手"
ref = Ref.HANDAWAKENTOSIN
cellPos = (4,8)
learnLv = 35
masterLv = 60
@@ -1057,6 +1087,7 @@ class Skill29(ActiveSkill):
在决斗场中,无法用跳跃键强制中断攻击。\n
"""
name = "终结战镰"
ref = Ref.SCYTHEMSSACRE
cellPos = (3,9)
learnLv = 40
masterLv = 60
@@ -1120,6 +1151,7 @@ class Skill30(ActiveSkill):
[和平的另一面并不是战争。 也许,压抑住愤怒,人类才会迎来真正的和平。]\n
"""
name = "愤怒之袭"
ref = Ref.SCUDTHEWRATH
cellPos = (6,10)
learnLv = 45
masterLv = 60
@@ -1183,6 +1215,7 @@ class Skill31(PassiveSkill):
[恬不知耻的恶魔啊! 神会将你们的罪业宣之于众!]\n
"""
name = "罪业宣告"
ref = Ref.SINSAYER
cellPos = (2,11)
learnLv = 48
masterLv = 40
@@ -1219,6 +1252,7 @@ class Skill32(ActiveSkill):
无法使用的技能] : [空中锤击]、 [治愈祈祷]、 [审判锤击]、 [武器格挡]、 [净化]、 [唤雷符]\n
"""
name = "原罪释放·净化"
ref = Ref.DEPRAVITYSEVENSINS
cellPos = (4,11)
learnLv = 50
masterLv = 40
@@ -1254,6 +1288,7 @@ class Skill33(ActiveSkill):
学习后,技能等级补正为与[原罪释放·净化]相同。\n
"""
name = "净化之花"
ref = Ref.FLOWEROFPURIFICATION
cellPos = (4,12)
learnLv = 50
masterLv = 1
@@ -1278,7 +1313,7 @@ class Skill33(ActiveSkill):
data3 = get_data(f'{prefix}/{uuid}', 3)
def skillInfo(self, mode: str | None = None):
self.lv = self.char.GetSkillByName("原罪释放·净化").lv
self.lv = self.char.GetSkill(Ref.DEPRAVITYSEVENSINS).lv
return super().skillInfo(mode)
# 嫉妒之吻
@@ -1293,6 +1328,7 @@ class Skill34(ActiveSkill):
[妒忌是未拥有者对拥有者的羡慕,嫉妒是拥有者对失去的恐惧。]\n
"""
name = "嫉妒之吻"
ref = Ref.ENVIOUSKISS
cellPos = (5,12)
learnLv = 60
masterLv = 40
@@ -1360,6 +1396,7 @@ class Skill35(ActiveSkill):
[减少自己的粮食,进而禁食,将那些粮食分给穷苦的人们,此为积德之行为。]\n
"""
name = "暴食之噬"
ref = Ref.GLUTTONYVOMIT
cellPos = (7,13)
learnLv = 70
masterLv = 40
@@ -1424,6 +1461,7 @@ class Skill36(ActiveSkill):
[传说中诞下所有人类罪业的禁断结晶……原罪、 苹果、 禁断之果、 普拉那,无数词语在描述这个东西。]\n
"""
name = "智慧起源 : 原罪结晶"
ref = Ref.FIRSTPRANA
cellPos = (2,13)
learnLv = 75
masterLv = 40
@@ -1471,6 +1509,7 @@ class Skill37(ActiveSkill):
[人类无法隔断原罪? 是因为人类从原罪诞生? 还是因为人因原罪才能称为人。]\n
"""
name = "灵魂烙印 : 原罪冲击"
ref = Ref.SECONDSOUL
cellPos = (3,13)
learnLv = 75
masterLv = 40
@@ -1529,6 +1568,7 @@ class Skill38(ActiveSkill):
[今天仍没有领悟到自己罪孽的人们……唯有与神相连的证据才能拯救他们。]\n
"""
name = "肋骨重塑 : 原罪战矛"
ref = Ref.THIRDRIB
cellPos = (4,14)
learnLv = 80
masterLv = 40
@@ -1587,6 +1627,7 @@ class Skill39(ActiveSkill):
[湮灭,之后将有乐园降临。 神啊,求您把悔改的灵魂们带到乐园……]\n
"""
name = "失乐园"
ref = Ref.LASTGENESIS
cellPos = (6,14)
learnLv = 85
masterLv = 40
@@ -1627,6 +1668,7 @@ class Skill40(PassiveSkill):
[我们只能背负原罪而生吗? 所有原罪之初,如果我们能领悟其本质……]\n
"""
name = "原罪之初"
ref = Ref.ORIGINALSIN
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -1658,6 +1700,7 @@ class Skill41(ActiveSkill):
[愚蠢之人,珍惜赐予你救赎的机会,虔诚地忏悔吧。]\n
"""
name = "至高之刑"
ref = Ref.CARDINALEXECUTION
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -1694,6 +1737,7 @@ class Skill42(ActiveSkill):
[神啊……所有的罪业都由我来背负。 请赦免他们的罪业,允许他们永恒地安息吧……]\n
"""
name = "原罪之翼·永息"
ref = Ref.WINGSOFREST
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -8,6 +8,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.priest_female.sorceress import SorceressSkillRef as Ref
class SorceressAttribute(ProfessionAttribute):
@@ -29,6 +30,7 @@ class Skill0(ActiveSkill):
转职为光明骑士时,技能类型变为独立攻击力。\n
"""
name = "升空斩"
ref = Ref.RISINGSLASH
learnLv = 1
masterLv = 10
maxLv = 20
@@ -56,6 +58,7 @@ class Skill1(ActiveSkill):
被命中的敌人会浮空。\n
"""
name = "审判锤击"
ref = Ref.HOLYSMASH
learnLv = 1
masterLv = 60
maxLv = 70
@@ -80,6 +83,7 @@ class Skill2(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -104,6 +108,7 @@ class Skill3(PassiveSkill):
"""
name = '基础精通'
ref = Ref.BASICATTACKUP
cellPos = (1,0)
learnLv = 1
masterLv = 115
@@ -125,7 +130,7 @@ class Skill3(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'type': '*skillDamage', 'data': [i - 100 if i > 0 else 0 for i in data0], 'skills': ['念珠连射']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=['念珠连射']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=[Ref.ROSARYSHOOTING]),
]
# 受身蹲伏
@@ -136,6 +141,7 @@ class Skill4(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -177,6 +183,7 @@ class Skill5(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -199,6 +206,7 @@ class Skill6(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -221,6 +229,7 @@ class Skill7(ActiveSkill):
只能在一定高度以上时才能使用。\n
"""
name = "空中锤击"
ref = Ref.VIOLENTASSAULT
learnLv = 5
masterLv = 60
maxLv = 70
@@ -254,6 +263,7 @@ class Skill8(ActiveSkill):
学习[大天使的庇护]后,施放[勇气颂歌]、 [新生颂歌]过程中可以使用该技能。\n
"""
name = "治愈祈祷"
ref = Ref.PRAYEROFHEAL
learnLv = 5
masterLv = 60
maxLv = 70
@@ -287,6 +297,7 @@ class Skill9(ActiveSkill):
转职为光明骑士后,技能类型变为独立攻击力。\n
"""
name = "钩颈斩"
ref = Ref.NECKUPSCYTHE
learnLv = 5
masterLv = 60
maxLv = 70
@@ -315,6 +326,7 @@ class Skill10(ActiveSkill):
"""
name = '武器格挡'
ref = Ref.WEAPONGUARD
cellPos = (3,3)
learnLv = 10
masterLv = 5
@@ -341,6 +353,7 @@ class Skill11(ActiveSkill):
使范围内的所有队员消除异常状态。\n
"""
name = "净化"
ref = Ref.CURE
learnLv = 10
masterLv = 1
maxLv = 11
@@ -370,6 +383,7 @@ class Skill12(ActiveSkill):
[我甘愿承担这些罪业。]\n
"""
name = "罪业加身"
ref = Ref.HEAVYSIN
learnLv = 10
masterLv = 60
maxLv = 70
@@ -403,6 +417,7 @@ class Skill13(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -430,6 +445,7 @@ class Skill14(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -465,6 +481,7 @@ class Skill15(ActiveSkill):
"""
name = '唤雷符'
ref = Ref.TALISMANOFLIGHTNING
cellPos = (2,4)
learnLv = 15
masterLv = 60
@@ -499,6 +516,7 @@ class Skill16(ActiveSkill):
"""
name = '念珠连射'
ref = Ref.ROSARYSHOOTING
cellPos = (4,4)
learnLv = 15
masterLv = 1
@@ -526,6 +544,7 @@ class Skill17(ActiveSkill):
"""
name = '木槵子经'
ref = Ref.ROSARYSTRIKE
cellPos = (6,4)
learnLv = 15
masterLv = 60
@@ -563,6 +582,7 @@ class Skill18(ActiveSkill):
"""
name = '缩地成寸'
ref = Ref.CONTRACTSPACEBYMAGIC
cellPos = (8,4)
learnLv = 15
masterLv = 1
@@ -592,6 +612,7 @@ class Skill19(ActiveSkill):
"""
name = '束灵符'
ref = Ref.TALISMANOFOPPRESSION
cellPos = (7,5)
learnLv = 20
masterLv = 60
@@ -628,6 +649,7 @@ class Skill20(ActiveSkill):
"""
name = '神谕之祈愿'
ref = Ref.PRAYFORORACLE
cellPos = (2,5)
learnLv = 20
masterLv = 20
@@ -657,6 +679,7 @@ class Skill21(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -685,6 +708,7 @@ class Skill22(ActiveSkill):
"""
name = '驱邪咒'
ref = Ref.EXORCISMUS
cellPos = (4,6)
learnLv = 25
masterLv = 60
@@ -719,6 +743,7 @@ class Skill23(PassiveSkill):
"""
name = '祈雨祭'
ref = Ref.RITUALFORRAIN
cellPos = (6,6)
learnLv = 25
masterLv = 10
@@ -748,6 +773,7 @@ class Skill24(ActiveSkill):
"""
name = '和合之玉'
ref = Ref.EFFORTSPHERE
cellPos = (6,7)
learnLv = 30
masterLv = 60
@@ -784,6 +810,7 @@ class Skill25(PassiveSkill):
"""
name = '神术强化'
ref = Ref.MIKOMASTERY
cellPos = (5,7)
learnLv = 30
masterLv = 10
@@ -819,6 +846,7 @@ class Skill26(ActiveSkill):
"""
name = '聚魂吸星符'
ref = Ref.TALISMANOFSOULSTEAL
cellPos = (7,8)
learnLv = 35
masterLv = 60
@@ -876,6 +904,7 @@ class Skill27(ActiveSkill):
"""
name = '龙魂之怒'
ref = Ref.DRAGONWRATH
cellPos = (2,9)
learnLv = 40
masterLv = 60
@@ -935,6 +964,7 @@ class Skill28(ActiveSkill):
"""
name = '百八念珠'
ref = Ref.ROSARYOF108BEADS
cellPos = (5,9)
learnLv = 40
masterLv = 60
@@ -1004,6 +1034,7 @@ class Skill29(ActiveSkill):
"""
name = '不动珠箔阵'
ref = Ref.IMMOBILITYMAGICLINE
cellPos = (5,10)
learnLv = 45
masterLv = 60
@@ -1060,6 +1091,7 @@ class Skill30(ActiveSkill):
"""
name = '神龙如意珠'
ref = Ref.CINTAMANI
cellPos = (7,11)
learnLv = 48
masterLv = 40
@@ -1104,6 +1136,7 @@ class Skill31(ActiveSkill):
"""
name = '神谕 : 神龙雷雨祭'
ref = Ref.RITUALFORDRAGON
cellPos = (3,11)
learnLv = 50
masterLv = 40
@@ -1142,6 +1175,7 @@ class Skill32(ActiveSkill):
"""
name = '因果业火符'
ref = Ref.TALISMANOFTIMEBOMB
cellPos = (4,12)
learnLv = 60
masterLv = 40
@@ -1207,6 +1241,7 @@ class Skill33(ActiveSkill):
"""
name = '夺命大念阵'
ref = Ref.LIFEDEPRIVEDISPOSITION
cellPos = (5,13)
learnLv = 70
masterLv = 40
@@ -1264,6 +1299,7 @@ class Skill34(PassiveSkill):
"""
name = '龙神之力'
ref = Ref.POWEROFTHEDRAGON
cellPos = (3,13)
learnLv = 75
masterLv = 40
@@ -1296,8 +1332,8 @@ class Skill34(PassiveSkill):
# ]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0))),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=['念珠连射']),
SkillEffect(attribute=SorceressAttribute.PEARL_CD_REDUCE, value=1 - Percent(LevelTable(data2)), skills=['神龙如意珠']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=[Ref.ROSARYSHOOTING]),
SkillEffect(attribute=SorceressAttribute.PEARL_CD_REDUCE, value=1 - Percent(LevelTable(data2)), skills=[Ref.CINTAMANI]),
]
# 退魔阴阳符
@@ -1310,6 +1346,7 @@ class Skill35(ActiveSkill):
"""
name = '退魔阴阳符'
ref = Ref.ROSARYWILDSHOT
cellPos = (7,13)
learnLv = 75
masterLv = 40
@@ -1373,6 +1410,7 @@ class Skill36(ActiveSkill):
"""
name = '天坠阴阳玉'
ref = Ref.BIGROSARY
cellPos = (4,14)
learnLv = 80
masterLv = 40
@@ -1435,6 +1473,7 @@ class Skill37(ActiveSkill):
"""
name = '龙威如狱·龙恩如海'
ref = Ref.WRATHOFGODDRAGON
cellPos = (6,14)
learnLv = 85
masterLv = 40
@@ -1477,6 +1516,7 @@ class Skill38(PassiveSkill):
"""
name = '乾坤之境'
ref = Ref.POWEROFAGENT
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -1505,6 +1545,7 @@ class Skill39(ActiveSkill):
"""
name = '天泽神龙阵'
ref = Ref.SWALLOWSKYDRGON
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -1540,6 +1581,7 @@ class Skill40(ActiveSkill):
"""
name = '神龙之舞·天一'
ref = Ref.SKYSORCERESSUNITE
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -11,6 +11,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.priest_male.avenger import AvengerSkillRef as Ref
prefix = "priest_male/avenger/cn/skillDetail"
@@ -25,6 +26,7 @@ class Skill0(ActiveSkill):
转职为驱魔师后,可以蓄气攻击。\n
"""
name = "空斩打"
ref = Ref.ANTIAIRUPPER
learnLv = 1
masterLv = 10
maxLv = 20
@@ -55,6 +57,7 @@ class Skill1(ActiveSkill):
转职为光明骑士时,技能类型变为独立攻击力。\n
"""
name = "虎袭"
ref = Ref.SMASHER
learnLv = 1
masterLv = 60
maxLv = 70
@@ -87,6 +90,7 @@ class Skill2(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -110,6 +114,7 @@ class Skill3(PassiveSkill):
在决斗场中,增益/减益技能、 被动技能的技能攻击力增加效果对[基础精通]无影响。\n
"""
name = "基础精通"
ref = Ref.BASICATTACKUP
learnLv = 1
masterLv = 115
maxLv = 200
@@ -137,6 +142,7 @@ class Skill4(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -178,6 +184,7 @@ class Skill5(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -200,6 +207,7 @@ class Skill6(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -222,6 +230,7 @@ class Skill7(ActiveSkill):
选择一定范围内的队员恢复生命值。\n
"""
name = "缓慢愈合"
ref = Ref.SLOWHEAL
learnLv = 5
masterLv = 60
maxLv = 70
@@ -252,6 +261,7 @@ class Skill8(ActiveSkill):
转职成为蓝拳使者时,才可以强制中断基本攻击动作,并立即施放该技能。\n
"""
name = "直拳冲击"
ref = Ref.LUCKYSTRAIGHT
learnLv = 5
masterLv = 60
maxLv = 70
@@ -282,6 +292,7 @@ class Skill9(ActiveSkill):
使一定范围内的队员消除异常状态。\n
"""
name = "净化"
ref = Ref.CURE
learnLv = 10
masterLv = 1
maxLv = 11
@@ -309,6 +320,7 @@ class Skill10(ActiveSkill):
向前方敌人发动前冲攻击后,可以用上勾拳进行追击。\n
"""
name = "勾拳追击"
ref = Ref.SECONDUPPER
learnLv = 10
masterLv = 60
maxLv = 70
@@ -338,6 +350,7 @@ class Skill11(ActiveSkill):
若在[魔化 : 末日守卫者]状态下施放该技能,则增加攻击力和冷却时间。\n
"""
name = "恶魔之手"
ref = Ref.GRASPHANDOFANGER
cellPos = (7,3)
learnLv = 10
masterLv = 60
@@ -370,8 +383,8 @@ class Skill11(ActiveSkill):
# 迁移前实现(保留对照):
# associate = [{"data":data4,"skills":[name]},{"data":data5,"skills":[name],"type":"*cd"}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data4)), skills=[name]),
SkillEffect(attribute=SkillAttribute.CD, value=1 + Percent(LevelTable(data5)), skills=[name]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data4)), skills=[Ref.GRASPHANDOFANGER]),
SkillEffect(attribute=SkillAttribute.CD, value=1 + Percent(LevelTable(data5)), skills=[Ref.GRASPHANDOFANGER]),
]
# 强化 - 后跳
@@ -385,6 +398,7 @@ class Skill12(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -412,6 +426,7 @@ class Skill13(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -443,6 +458,7 @@ class Skill14(ActiveSkill):
在决斗场中,施放其他技能过程中无法使用该技能。\n
"""
name = "化魔"
ref = Ref.CHANGEHPTOMP
cellPos = (1,4)
learnLv = 15
masterLv = 1
@@ -492,6 +508,7 @@ class Skill15(ActiveSkill):
[逆龙七杀]\n
"""
name = "落凤锤"
ref = Ref.QUAKEAREA
learnLv = 15
masterLv = 60
maxLv = 70
@@ -528,6 +545,7 @@ class Skill16(PassiveSkill):
在决斗场中,决斗开始时恶魔能量初始值为0。\n
"""
name = "恶魔之力"
ref = Ref.DEVILSTRIKE
cellPos = (3,4)
learnLv = 15
masterLv = 20
@@ -563,6 +581,7 @@ class Skill17(ActiveSkill):
若在[魔化 : 末日守卫者]状态下施放该技能,则增加攻击力和冷却时间。\n
"""
name = "魔镰之舞"
ref = Ref.HIGHSPEEDSLASH
cellPos = (5,4)
learnLv = 15
masterLv = 60
@@ -590,8 +609,8 @@ class Skill17(ActiveSkill):
# 迁移前实现(保留对照):
# associate = [{"data":data2,"skills":[name]},{"data":data3,"skills":[name],"type":"*cd"}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data2)), skills=[name]),
SkillEffect(attribute=SkillAttribute.CD, value=1 + Percent(LevelTable(data3)), skills=[name]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data2)), skills=[Ref.HIGHSPEEDSLASH]),
SkillEffect(attribute=SkillAttribute.CD, value=1 + Percent(LevelTable(data3)), skills=[Ref.HIGHSPEEDSLASH]),
]
# 半魔化
@@ -606,6 +625,7 @@ class Skill18(ActiveSkill):
[恶魔之手]、 [魔镰之舞]、 [裂地锤]、 [回旋飞镰]、 [黑暗之刺]、 [厄运之轮]、 [黑暗之触]、 [恶魔之拳]、 [黑暗权能]、 [地狱之门]、 [末日浩劫]、 [不朽战吼]、 [毁灭强击]、 [永堕 : 混沌弑神]、 [极恶洪流]、 [末日福音 : 毁灭之翼]\n
"""
name = "半魔化"
ref = Ref.METAMORPHOSIS
cellPos = (6,4)
learnLv = 15
masterLv = 1
@@ -650,6 +670,7 @@ class Skill19(ActiveSkill):
[升天阵]可以把浮空的敌人聚集到阵的中心。\n
"""
name = "升天阵"
ref = Ref.RISINGAREA
learnLv = 20
masterLv = 60
maxLv = 70
@@ -681,6 +702,7 @@ class Skill20(PassiveSkill):
增加魔法攻击力和暴击率。 装备镰刀时,增加攻击速度和暗属性抗性,减少光属性抗性。\n
"""
name = "镰刀精通"
ref = Ref.SCYTHEMASTERY
cellPos = (6,5)
learnLv = 20
masterLv = 10
@@ -719,6 +741,7 @@ class Skill21(ActiveSkill):
黑暗石柱会追加爆炸,对敌人造成伤害。\n
"""
name = "裂地锤"
ref = Ref.EARTHQUAKE
cellPos = (8,5)
learnLv = 20
masterLv = 60
@@ -746,7 +769,7 @@ class Skill21(ActiveSkill):
# 迁移前实现(保留对照):
# associate = [{"data":data3,"skills":[name],"type":"*cd"}]
associate = [
SkillEffect(attribute=SkillAttribute.CD, value=1 + Percent(LevelTable(data3)), skills=[name]),
SkillEffect(attribute=SkillAttribute.CD, value=1 + Percent(LevelTable(data3)), skills=[Ref.EARTHQUAKE]),
]
# 暴击
@@ -757,6 +780,7 @@ class Skill22(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -780,6 +804,7 @@ class Skill23(ActiveSkill):
若在[魔化 : 末日守卫者]状态下施放该技能,则增加攻击力和冷却时间。\n
"""
name = "回旋飞镰"
ref = Ref.SPINCUTTER
cellPos = (4,6)
learnLv = 25
masterLv = 60
@@ -822,8 +847,8 @@ class Skill23(ActiveSkill):
# 迁移前实现(保留对照):
# associate = [{"data":data8,"skills":[name]},{"data":data9,"skills":[name],"type":"*cd"}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data8)), skills=[name]),
SkillEffect(attribute=SkillAttribute.CD, value=1 + Percent(LevelTable(data9)), skills=[name]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data8)), skills=[Ref.SPINCUTTER]),
SkillEffect(attribute=SkillAttribute.CD, value=1 + Percent(LevelTable(data9)), skills=[Ref.SPINCUTTER]),
]
# 堕落之魂
@@ -835,6 +860,7 @@ class Skill24(ActiveSkill):
[堕落之魂]的技能等级会随着[恶魔之力]的技能等级增加而增加。\n
"""
name = "堕落之魂"
ref = Ref.FALLINGSOUL
cellPos = (1,6)
learnLv = 25
masterLv = 1
@@ -864,6 +890,7 @@ class Skill25(ActiveSkill):
被击状态下也能施放技能,被击状态下施放技能时,攻击力会增加。\n
"""
name = "黑暗之刺"
ref = Ref.HEDGEHOG
cellPos = (2,7)
learnLv = 30
masterLv = 60
@@ -899,7 +926,7 @@ class Skill25(ActiveSkill):
# 迁移前实现(保留对照):
# associate = [{"data":data3,"skills":[name],"type":"*cd"}]
associate = [
SkillEffect(attribute=SkillAttribute.CD, value=1 + Percent(LevelTable(data3)), skills=[name]),
SkillEffect(attribute=SkillAttribute.CD, value=1 + Percent(LevelTable(data3)), skills=[Ref.HEDGEHOG]),
]
# 恶魔诅咒
@@ -911,6 +938,7 @@ class Skill26(PassiveSkill):
使用除[魔化 : 末日守卫者]技能之外的惩戒者转职技能时,发动[恶魔诅咒]效果,并增加移动速度。\n
"""
name = "恶魔诅咒"
ref = Ref.HEARTHINGS
cellPos = (1,7)
learnLv = 30
masterLv = 10
@@ -934,7 +962,7 @@ class Skill26(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{"data":data0,"exceptSkills":["魔化 : 末日守卫者"]}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), except_skills=['魔化 : 末日守卫者']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), except_skills=[Ref.AWAKENING]),
]
# 厄运之轮
@@ -948,6 +976,7 @@ class Skill27(ActiveSkill):
死亡打击会瞬间斩过敌人,并造成伤害。\n
"""
name = "厄运之轮"
ref = Ref.SPINNINGDEFORMATION
cellPos = (5,8)
learnLv = 35
masterLv = 60
@@ -988,8 +1017,8 @@ class Skill27(ActiveSkill):
# 迁移前实现(保留对照):
# associate = [{"data":data3,"skills":[name]},{"data":data4,"skills":[name],"type":"*cd"}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data3)), skills=[name]),
SkillEffect(attribute=SkillAttribute.CD, value=1 + Percent(LevelTable(data4)), skills=[name]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data3)), skills=[Ref.SPINNINGDEFORMATION]),
SkillEffect(attribute=SkillAttribute.CD, value=1 + Percent(LevelTable(data4)), skills=[Ref.SPINNINGDEFORMATION]),
]
def vp_1(self):
@@ -1022,6 +1051,7 @@ class Skill28(ActiveSkill):
在决斗场中,只有攻击之前的动作为霸体状态,爆炸范围内的敌人会被拉到惩戒者的位置。\n
"""
name = "恶魔之拳"
ref = Ref.DEVILFIST
cellPos = (7,9)
learnLv = 40
masterLv = 60
@@ -1090,6 +1120,7 @@ class Skill29(ActiveSkill):
[魔化 : 末日守卫者]状态下施放时,增加判定大小和攻击力。\n
"""
name = "黑暗之触"
ref = Ref.REAPER
cellPos = (1,9)
learnLv = 40
masterLv = 50
@@ -1173,6 +1204,7 @@ class Skill30(ActiveSkill):
若在[魔化 : 末日守卫者]状态下施放该技能,会用缠绕着恶魔气息的手臂对敌人进行抓挠攻击。\n
"""
name = "黑暗权能"
ref = Ref.POWEROFDARKNESS
cellPos = (3,10)
learnLv = 45
masterLv = 60
@@ -1247,6 +1279,7 @@ class Skill31(PassiveSkill):
在噩梦的作用下,增加技能攻击力。\n
"""
name = "恶魔唤醒"
ref = Ref.NIGHTMARE
cellPos = (9,11)
learnLv = 48
masterLv = 40
@@ -1274,9 +1307,9 @@ class Skill31(PassiveSkill):
# {"data":data3,"exceptSkills":["审判","魔化 : 末日守卫者"]},
# ]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=['魔化 : 末日守卫者']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data2)), skills=['审判']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data3)), except_skills=['审判', '魔化 : 末日守卫者']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=[Ref.AWAKENING]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data2)), skills=[Ref.EXECUTION]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data3)), except_skills=[Ref.EXECUTION, Ref.AWAKENING]),
]
# 魔化 : 末日守卫者
@@ -1294,6 +1327,7 @@ class Skill32(ActiveSkill):
[他的内心里还留有披上神圣的礼官服时的纯粹、 正直、 慈爱与怜悯。]\n
"""
name = "魔化 : 末日守卫者"
ref = Ref.AWAKENING
cellPos = (1,11)
learnLv = 50
masterLv = 40
@@ -1396,6 +1430,7 @@ class Skill33(ActiveSkill):
只有在半魔化及魔化状态下才能聚集恶魔之力施放[审判]。 若在[魔化 : 末日守卫者]状态下施放该技能,则可以增加攻击力。\n
"""
name = "审判"
ref = Ref.EXECUTION
cellPos = (2,12)
learnLv = 50
masterLv = 1
@@ -1440,13 +1475,13 @@ class Skill33(ActiveSkill):
# 迁移前实现(保留对照):
# associate = [{"data": [0] + [10]*maxLv,"skills":[name]}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([0] + [10] * maxLv)), skills=[name]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([0] + [10] * maxLv)), skills=[Ref.EXECUTION]),
]
level_source = '魔化 : 末日守卫者'
level_source = Ref.AWAKENING
def skillInfo(self, mode = None):
pre = self.char.GetSkillByName("魔化 : 末日守卫者")
pre = self.char.GetSkill(Ref.AWAKENING)
for data in [self.data1, self.data2, self.data3, self.data4, self.data5, self.data6, self.data7, self.data8, self.data9]:
data[:] = [0] + [data[1] * (1+(lv-1)*16/69) for lv in range(1,pre.maxLv+1)]
return super().skillInfo(mode)
@@ -1461,6 +1496,7 @@ class Skill34(ActiveSkill):
[神的惩罚者从不畏惧痛苦……和死亡!]\n
"""
name = "恶魔屏障"
ref = Ref.AVENGERGUARD
cellPos = (1,12)
learnLv = 50
masterLv = 1
@@ -1485,6 +1521,7 @@ class Skill35(PassiveSkill):
该效果具有单独的冷却时间,在冷却时间内生命值降为0则不会发动技能。\n
"""
name = "邪魔再临"
ref = Ref.EVILRETURN
cellPos = (2,11)
learnLv = 50
masterLv = 1
@@ -1509,6 +1546,7 @@ class Skill36(ActiveSkill):
利用恶魔的力量打开地狱之门,从中释放出大量的恶魔气息攻击敌人。 在[魔化 : 末日守卫者]状态下,技能攻击力会大幅提升。\n
"""
name = "地狱之门"
ref = Ref.PANDEMONIUMEX
cellPos = (4,12)
learnLv = 60
masterLv = 40
@@ -1538,7 +1576,7 @@ class Skill36(ActiveSkill):
# 迁移前实现(保留对照):
# associate = [{"data":data2,"skills":[name]}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data2)), skills=[name]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data2)), skills=[Ref.PANDEMONIUMEX]),
]
def vp_1(self):
@@ -1568,6 +1606,7 @@ class Skill37(ActiveSkill):
在[魔化 : 末日守卫者]状态下,惩戒者会造成更大的灾难。\n
"""
name = "末日浩劫"
ref = Ref.DISASTEREX
cellPos = (8,13)
learnLv = 70
masterLv = 40
@@ -1598,7 +1637,7 @@ class Skill37(ActiveSkill):
# 迁移前实现(保留对照):
# associate = [{"data":data1,"skills":[name]}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=[name]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=[Ref.DISASTEREX]),
]
def vp_1(self):
@@ -1632,6 +1671,7 @@ class Skill38(ActiveSkill):
[啊,没有归宿的可怜的野兽……]\n
"""
name = "不朽战吼"
ref = Ref.DARKHOWLING
cellPos = (3,13)
learnLv = 75
masterLv = 40
@@ -1720,6 +1760,7 @@ class Skill39(PassiveSkill):
恶魔的力量进一步得到进化。增加[恶魔之力]的攻击力,并且大幅增加基本攻击和[恶魔之力]之外的所有技能攻击力。而且,施放[毁灭强击]、 [不朽战吼]、 [永堕 : 混沌弑神]、 [极恶洪流]、 [末日福音 : 毁灭之翼]过程中可以立即魔化。\n
"""
name = "原罪之力"
ref = Ref.EVILSTRIKE
cellPos = (1,13)
learnLv = 75
masterLv = 40
@@ -1741,8 +1782,8 @@ class Skill39(PassiveSkill):
# {"data":data0,"skills":["恶魔之力"]}
# ]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), except_skills=['恶魔之力']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), skills=['恶魔之力']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), except_skills=[Ref.DEVILSTRIKE]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), skills=[Ref.DEVILSTRIKE]),
]
# 毁灭强击
@@ -1757,6 +1798,7 @@ class Skill40(ActiveSkill):
[你以为世人会歌颂你们的功绩吗? 他们只会在被救赎后,用轻蔑的眼神指责你们,用苛责的方式打压你们,让你们终生悔过和赎罪。 --致不朽战士]\n
"""
name = "毁灭强击"
ref = Ref.DOOMCRUSH
cellPos = (2,14)
learnLv = 80
masterLv = 40
@@ -1800,7 +1842,7 @@ class Skill40(ActiveSkill):
# 迁移前实现(保留对照):
# associate = [{"data":data6,"skills":[name]}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data6)), skills=[name]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data6)), skills=[Ref.DOOMCRUSH]),
]
def vp_1(self):
@@ -1833,6 +1875,7 @@ class Skill41(ActiveSkill):
若技能结束之前按<X>键或<Z>键,则可以通过消耗额外的恶魔能量,进行更强力的终结一击。 半魔化状态下减少恶魔能量消耗量。\n
"""
name = "永堕 : 混沌弑神"
ref = Ref.UNHOLYFURY
cellPos = (4,14)
learnLv = 85
masterLv = 40
@@ -1879,8 +1922,8 @@ class Skill41(ActiveSkill):
# 迁移前实现(保留对照):
# associate = [{"data":data9,"skills":[name]},{"data":data7,"skills":[name],"type":"+power5"}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data9)), skills=[name]),
SkillEffect(attribute=Power(5), operation=Operation.ADD, value=Percent(LevelTable(data7)), skills=[name]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data9)), skills=[Ref.UNHOLYFURY]),
SkillEffect(attribute=Power(5), operation=Operation.ADD, value=Percent(LevelTable(data7)), skills=[Ref.UNHOLYFURY]),
]
# - [半魔化状态下] -
# 恶魔能量消耗量减少 : 100%
@@ -1896,6 +1939,7 @@ class Skill42(PassiveSkill):
[啊……这是您对我的试练吗]\n
"""
name = "光之影"
ref = Ref.RIGHTEOUSDEVILIZE
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -1935,6 +1979,7 @@ class Skill43(ActiveSkill):
[魔化 : 末日守卫者]状态下使用时,造成额外伤害。 [半魔化]状态下使用时,减少恶魔能量消耗量。\n
"""
name = "极恶洪流"
ref = Ref.DIRESTREAM
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -1970,8 +2015,8 @@ class Skill43(ActiveSkill):
# 迁移前实现(保留对照):
# associate = [{"data":data5,"skills":[name]},{"data":data4,"skills":[name]}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data5)), skills=[name]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data4)), skills=[name]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data5)), skills=[Ref.DIRESTREAM]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data4)), skills=[Ref.DIRESTREAM]),
]
# [半魔化]状态下施放时
# 恶魔能量消耗量减少 : 100%
@@ -1989,6 +2034,7 @@ class Skill44(ActiveSkill):
若关联的技能还在冷却中,则无法使用三次觉醒技能。\n
"""
name = "末日福音 : 毁灭之翼"
ref = Ref.MORTALGOSPEL
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -2024,7 +2070,7 @@ class Skill44(ActiveSkill):
# 迁移前实现(保留对照):
# associate = [{"data":data4,"skills":[name]}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data4)), skills=[name]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data4)), skills=[Ref.MORTALGOSPEL]),
]
class classChange(Character):
@@ -9,6 +9,7 @@ from core.basic.skill_effect_types import (
Operation,
Percent,
)
from core.character.refs.priest_male.crusader_male import CrusaderMaleSkillRef as Ref
prefix = "priest_male/crusader_male/cn/skillDetail"
@@ -23,6 +24,7 @@ class Skill0(ActiveSkill):
转职为驱魔师后,可以蓄气攻击。\n
"""
name = "空斩打"
ref = Ref.ANTIAIRUPPER
cellPos = (6,1)
learnLv = 1
masterLv = 10
@@ -52,6 +54,7 @@ class Skill1(ActiveSkill):
转职为光明骑士时,技能类型变为独立攻击力。\n
"""
name = "虎袭"
ref = Ref.SMASHER
learnLv = 1
masterLv = 60
maxLv = 70
@@ -84,6 +87,7 @@ class Skill2(PassiveBufferSkill):
获得神的恩泽,增加所有异常状态的抗性。\n
"""
name = "神的恩赐"
ref = Ref.GRACEOFGOD
cellPos = (1,1)
learnLv = 1
masterLv = 1
@@ -106,6 +110,7 @@ class Skill3(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -129,6 +134,7 @@ class Skill4(PassiveSkill):
在决斗场中,增益/减益技能、 被动技能的技能攻击力增加效果对[基础精通]无影响。\n
"""
name = "基础精通"
ref = Ref.BASICATTACKUP
learnLv = 1
masterLv = 115
maxLv = 200
@@ -156,6 +162,7 @@ class Skill5(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -197,6 +204,7 @@ class Skill6(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -219,6 +227,7 @@ class Skill7(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -241,6 +250,7 @@ class Skill8(ActiveBufferSkill):
选择一定范围内的队员恢复生命值。\n
"""
name = "缓慢愈合"
ref = Ref.SLOWHEAL
cellPos = (3,2)
learnLv = 5
masterLv = 60
@@ -271,6 +281,7 @@ class Skill9(ActiveSkill):
转职成为蓝拳使者时,才可以强制中断基本攻击动作,并立即施放该技能。\n
"""
name = "直拳冲击"
ref = Ref.LUCKYSTRAIGHT
learnLv = 5
masterLv = 60
maxLv = 70
@@ -301,6 +312,7 @@ class Skill10(ActiveBufferSkill):
使一定范围内的队员消除异常状态。\n
"""
name = "净化"
ref = Ref.CURE
cellPos = (4,3)
learnLv = 10
masterLv = 1
@@ -328,6 +340,7 @@ class Skill11(ActiveSkill):
向前方敌人发动前冲攻击后,可以用上勾拳进行追击。\n
"""
name = "勾拳追击"
ref = Ref.SECONDUPPER
learnLv = 10
masterLv = 60
maxLv = 70
@@ -357,6 +370,7 @@ class Skill12(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -384,6 +398,7 @@ class Skill13(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -420,6 +435,7 @@ class Skill14(ActiveSkill):
[逆龙七杀]\n
"""
name = "落凤锤"
ref = Ref.QUAKEAREA
cellPos = (6,4)
learnLv = 15
masterLv = 60
@@ -450,6 +466,7 @@ class Skill15(ActiveSkill):
凝聚力量用双臂划出十字形刀刃攻击前方敌人。\n
"""
name = "纯白之刃"
ref = Ref.BLADEOFPUREWHITE
cellPos = (7,4)
learnLv = 15
masterLv = 60
@@ -490,6 +507,7 @@ class Skill16(PassiveSkill):
仅发动[信仰之翼 : 裁决],不适用增益效果。\n
"""
name = "勇气恩赐"
ref = Ref.GRACEOFCOURAGE
cellPos = (9,4)
learnLv = 15
masterLv = 15
@@ -516,6 +534,7 @@ class Skill17(PassiveBufferSkill):
单人挑战时,不适用属性伤害增加效果,且如果体力或精神高于智力,则智力提升至与体力或精神一致,并适用单人挑战专属效果。\n
"""
name = "守护恩赐"
ref = Ref.GRACEOFPROTECTION
cellPos = (2,4)
learnLv = 15
masterLv = 60
@@ -566,6 +585,7 @@ class Skill18(ActiveSkill):
闪电攻击受[基础精通]影响。\n
"""
name = "光之正义"
ref = Ref.REVENGEOFLIGHT
cellPos = (4,5)
learnLv = 20
masterLv = 1
@@ -615,6 +635,7 @@ class Skill19(PassiveSkill):
光明骑士死亡时,恢复一定范围内队员的生命值和魔法值。\n
"""
name = "灵魂牺牲"
ref = Ref.SACRIFICEOFSOUL
cellPos = (0,5)
learnLv = 20
masterLv = 1
@@ -649,6 +670,7 @@ class Skill20(ActiveSkill):
蓄气时,增加穿刺攻击力和穿刺敌人数量。\n
"""
name = "胜利之矛"
ref = Ref.SPEAROFVICTORY
cellPos = (6,5)
learnLv = 20
masterLv = 60
@@ -688,6 +710,7 @@ class Skill21(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -712,6 +735,7 @@ class Skill22(ActiveSkill):
增加基本攻击力、 技能攻击力、 所有速度和命中率。\n
"""
name = "圣灵之槌"
ref = Ref.HOLYMACE
cellPos = (9,5)
learnLv = 20
masterLv = 20
@@ -760,6 +784,7 @@ class Skill23(ActiveBufferSkill):
该技能效果不与光明骑士 (女) 的[守护祝福]、 小魔女的[小魔女的偏爱]技能、 缪斯的[主角登场]、 协战师的[装甲强化]效果叠加。\n
"""
name = "守护徽章"
ref = Ref.EMBLEMOFSAFEGUARD
cellPos = (2,6)
learnLv = 25
masterLv = 10
@@ -812,6 +837,7 @@ class Skill24(ActiveSkill):
在决斗场中,只能吸收物理伤害。\n
"""
name = "圣光守护"
ref = Ref.DIVINELIGHT
cellPos = (1,6)
learnLv = 25
masterLv = 10
@@ -841,6 +867,7 @@ class Skill25(PassiveSkill):
缩短[缓慢愈合]的生命值恢复时间,提高生命值恢复比率。\n
"""
name = "快速愈合"
ref = Ref.FASTHEAL
cellPos = (3,6)
learnLv = 25
masterLv = 1
@@ -867,6 +894,7 @@ class Skill26(ActiveBufferSkill):
学习[守护恩赐]后,对魔法阵内的自身和队友额外发动所有速度增加增益效果。\n
"""
name = "圣光十字"
ref = Ref.CROSSCRASH
cellPos = (5,6)
learnLv = 25
masterLv = 60
@@ -910,6 +938,7 @@ class Skill27(ActiveSkill):
队员可以通过盾壁,但敌方无法通过。\n
"""
name = "圣光沁盾"
ref = Ref.DEFLECTWALL
cellPos = (7,7)
learnLv = 30
masterLv = 60
@@ -947,6 +976,7 @@ class Skill28(ActiveBufferSkill):
效果不与光明骑士 (女) 的[勇气祝福]、 小魔女的[禁术吟咏]、 缪斯的[可爱节拍]、 协战师的[军械强化]效果叠加。\n
"""
name = "荣誉祝福"
ref = Ref.GLORIOUSBLESS
cellPos = (2,7)
learnLv = 30
masterLv = 10
@@ -995,6 +1025,7 @@ class Skill29(PassiveSkill):
盾壁生命值以[圣光沁盾]生命值的一定比例适用。\n
"""
name = "双子沁盾"
ref = Ref.DEFLECTWALLEX
cellPos = (8,7)
learnLv = 30
masterLv = 1
@@ -1027,6 +1058,7 @@ class Skill30(PassiveSkill):
学习技能后,增加基本攻击力、 转职技能攻击力和魔法暴击率。\n
"""
name = "坚定信念"
ref = Ref.HARDENEDWILL
cellPos = (5,7)
learnLv = 30
masterLv = 10
@@ -1054,6 +1086,7 @@ class Skill31(ActiveSkill):
在决斗场中,面向光球的敌人进入眩晕状态。\n
"""
name = "圣光球"
ref = Ref.FLASHGLOBE
cellPos = (7,8)
learnLv = 35
masterLv = 60
@@ -1131,6 +1164,7 @@ class Skill32(PassiveSkill):
按前方向键,可以在远处生成光球。\n
"""
name = "圣光琉璃碎"
ref = Ref.FLASHSCRAP
cellPos = (8,8)
learnLv = 35
masterLv = 1
@@ -1163,6 +1197,7 @@ class Skill33(ActiveSkill):
发生爆炸时,吸附周围的敌人。\n
"""
name = "圣光聚合"
ref = Ref.HAPTISM
cellPos = (5,8)
learnLv = 35
masterLv = 60
@@ -1231,6 +1266,7 @@ class Skill34(ActiveBufferSkill):
仅在存在队员时可以使用,决斗场中无法使用。\n
"""
name = "生命源泉"
ref = Ref.FOUNTAINOFLIFE
cellPos = (0,9)
learnLv = 40
masterLv = 1
@@ -1265,6 +1301,7 @@ class Skill35(ActiveSkill):
决斗场中不适用忏悔效果。\n
"""
name = "忏悔之锤"
ref = Ref.HAMMEROFCONTRITION
cellPos = (5,9)
learnLv = 40
masterLv = 60
@@ -1326,6 +1363,7 @@ class Skill36(ActiveBufferSkill):
施放过程中按跳跃键时,可以中断技能。\n
"""
name = "圣愈之风"
ref = Ref.HEALWIND
cellPos = (3,10)
learnLv = 45
masterLv = 1
@@ -1365,6 +1403,7 @@ class Skill37(ActiveSkill):
光刃飞下过程中按跳跃键,可以立即出现正义天使。\n
"""
name = "正义审判"
ref = Ref.JUDGEMENT
cellPos = (6,10)
learnLv = 45
masterLv = 60
@@ -1429,6 +1468,7 @@ class Skill38(PassiveBufferSkill):
学习[勇气恩赐]后,不会发动光环效果。\n
"""
name = "信念光环"
ref = Ref.AURAOFFAITH
cellPos = (5,11)
learnLv = 48
masterLv = 40
@@ -1473,6 +1513,7 @@ class Skill39(ActiveBufferSkill):
学习[勇气恩赐]后,天空中将不会降下充满神圣之力的光芒。\n
"""
name = "天启之光"
ref = Ref.APOCALYPSE
cellPos = (6,11)
learnLv = 50
masterLv = 40
@@ -1519,6 +1560,7 @@ class Skill40(PassiveSkill):
天启者的体力和精神补正为两者中数值较高的一方、 物理暴击率和魔法暴击率补正为两者中数值较高的一方。\n
"""
name = "圣念"
ref = Ref.MEDITATION
cellPos = (0,11)
learnLv = 50
masterLv = 1
@@ -1539,6 +1581,7 @@ class Skill41(ActiveSkill):
携神圣之力向前突进,然后挥舞巨兵。\n
"""
name = "圣光突袭"
ref = Ref.MIRACLESPLITER
cellPos = (7,12)
learnLv = 60
masterLv = 40
@@ -1604,6 +1647,7 @@ class Skill42(ActiveSkill):
投掷时击退近距离的敌人,然后神圣之矛垂直下落,引发爆炸。\n
"""
name = "神圣之矛"
ref = Ref.SPEAROFDESTINY
cellPos = (6,13)
learnLv = 70
masterLv = 40
@@ -1672,6 +1716,7 @@ class Skill43(ActiveBufferSkill):
可以利用方向键调整魔法阵生成位置。\n
"""
name = "圣佑结界"
ref = Ref.HOLLYSANCTUARY
cellPos = (5,13)
learnLv = 75
masterLv = 40
@@ -1741,6 +1786,7 @@ class Skill44(ActiveBufferSkill):
[守护徽章]、 [荣誉祝福]。\n
"""
name = "神圣之光"
ref = Ref.DIVINEFLASH
cellPos = (4,13)
learnLv = 75
masterLv = 40
@@ -1828,6 +1874,7 @@ class Skill45(ActiveSkill):
- 施放[惩罚之锤]时自动施放\n
"""
name = "惩罚之锤"
ref = Ref.JUPITER
cellPos = (4,14)
learnLv = 80
masterLv = 40
@@ -1887,6 +1934,7 @@ class Skill46(ActiveBufferSkill):
每名队员最多生成1层信仰效果,对自身使用时不生成。\n
"""
name = "神圣洗礼 : 信仰之翼"
ref = Ref.DIVINEPUNISHMENT
cellPos = (5,14)
learnLv = 85
masterLv = 40
@@ -1934,6 +1982,7 @@ class Skill47(ActiveSkill):
在[神圣洗礼 : 信仰之翼]已激活的状态下使用技能,则[神圣洗礼 : 信仰之翼]与[信仰之翼 : 裁决]技能一起结束。\n
"""
name = "信仰之翼 : 裁决"
ref = Ref.PENALTY
cellPos = (6,14)
learnLv = 85
masterLv = 1
@@ -1967,6 +2016,7 @@ class Skill48(ActiveSkill):
按向前方向键,可以增加跳跃距离。\n
"""
name = "惩罚之锤 : 天怒"
ref = Ref.ASTRAFE
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -2006,6 +2056,7 @@ class Skill49(PassiveBufferSkill):
攻击失败时,会在自身位置生成魔法阵。\n
"""
name = "神之代行者"
ref = Ref.DIVINEAGENT
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -2054,6 +2105,7 @@ class Skill50(ActiveBufferSkill):
若关联的技能还在冷却中,则无法使用三次觉醒技能。\n
"""
name = "生命礼赞 : 神威"
ref = Ref.LASTJUDGMENT
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -8,6 +8,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.priest_male.crusader_male import CrusaderMaleSkillRef as Ref
prefix = "priest_male/crusader_male/cn/skillDetail"
# 空斩打
@@ -24,6 +25,7 @@ class Skill0(ActiveSkill):
转职为驱魔师后, 可以蓄气攻击。
"""
name = "空斩打"
ref = Ref.ANTIAIRUPPER
learnLv = 1
masterLv = 10
maxLv = 20
@@ -58,6 +60,7 @@ class Skill1(ActiveSkill):
转职为光明骑士时, 技能类型变为独立攻击力。
"""
name = "虎袭"
ref = Ref.SMASHER
learnLv = 1
masterLv = 60
maxLv = 70
@@ -90,6 +93,7 @@ class Skill2(PassiveSkill):
获得神的恩泽, 增加所有异常状态的抗性。
"""
name = "神的恩赐"
ref = Ref.GRACEOFGOD
learnLv = 15
masterLv = 1
maxLv = 1
@@ -116,6 +120,7 @@ class Skill4(PassiveSkill):
在决斗场中, 增益/减益技能、 被动技能的技能攻击力增加效果对[基础精通]无影响。
"""
name = "基础精通"
ref = Ref.BASICATTACKUP
learnLv = 1
masterLv = 115
maxLv = 200
@@ -145,12 +150,12 @@ class Skill4(PassiveSkill):
# {'type': '*power7', 'data': [i - 100 if i > 0 else 0 for i in data0], 'skills': ['惩罚之锤']}
# ]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=['空斩打', '光之正义']),
SkillEffect(attribute=Power(2), value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=['惩罚之锤']),
SkillEffect(attribute=Power(3), value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=['惩罚之锤']),
SkillEffect(attribute=Power(4), value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=['惩罚之锤']),
SkillEffect(attribute=Power(6), value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=['惩罚之锤']),
SkillEffect(attribute=Power(7), value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=['惩罚之锤']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=[Ref.ANTIAIRUPPER, Ref.REVENGEOFLIGHT]),
SkillEffect(attribute=Power(2), value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=[Ref.JUPITER]),
SkillEffect(attribute=Power(3), value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=[Ref.JUPITER]),
SkillEffect(attribute=Power(4), value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=[Ref.JUPITER]),
SkillEffect(attribute=Power(6), value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=[Ref.JUPITER]),
SkillEffect(attribute=Power(7), value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=[Ref.JUPITER]),
]
@@ -184,6 +189,7 @@ class Skill14(ActiveSkill):
[逆龙七杀]
"""
name = "落凤锤"
ref = Ref.QUAKEAREA
learnLv = 15
masterLv = 60
maxLv = 70
@@ -214,6 +220,7 @@ class Skill15(ActiveSkill):
凝聚力量用双臂划出十字形刀刃攻击前方敌人。
"""
name = "纯白之刃"
ref = Ref.BLADEOFPUREWHITE
learnLv = 15
masterLv = 60
maxLv = 70
@@ -267,6 +274,7 @@ class Skill16(PassiveSkill):
仅发动[信仰之翼 : 裁决], 不适用增益效果。
"""
name = "勇气恩赐"
ref = Ref.GRACEOFCOURAGE
learnLv = 15
masterLv = 15
maxLv = 25
@@ -299,6 +307,7 @@ class Skill18(ActiveSkill):
闪电攻击受[基础精通]影响。
"""
name = "光之正义"
ref = Ref.REVENGEOFLIGHT
learnLv = 20
masterLv = 1
maxLv = 11
@@ -354,6 +363,7 @@ class Skill19(PassiveSkill):
光明骑士死亡时, 恢复一定范围内队员的生命值和魔法值。
"""
name = "灵魂牺牲"
ref = Ref.SACRIFICEOFSOUL
learnLv = 20
masterLv = 1
maxLv = 6
@@ -395,6 +405,7 @@ class Skill20(ActiveSkill):
蓄气时, 增加穿刺攻击力和穿刺敌人数量。
"""
name = "胜利之矛"
ref = Ref.SPEAROFVICTORY
learnLv = 20
masterLv = 60
maxLv = 70
@@ -439,6 +450,7 @@ class Skill22(ActiveSkill):
增加基本攻击力、 技能攻击力、 所有速度和命中率。
"""
name = "圣灵之槌"
ref = Ref.HOLYMACE
learnLv = 20
masterLv = 20
maxLv = 30
@@ -491,6 +503,7 @@ class Skill26(ActiveSkill):
学习[守护恩赐]后, 对魔法阵内的自身和队友额外发动所有速度增加增益效果。
"""
name = "圣光十字"
ref = Ref.CROSSCRASH
learnLv = 25
masterLv = 60
maxLv = 70
@@ -537,6 +550,7 @@ class Skill27(ActiveSkill):
队员可以通过盾壁, 但敌方无法通过。
"""
name = "圣光沁盾"
ref = Ref.DEFLECTWALL
learnLv = 30
masterLv = 60
maxLv = 70
@@ -576,6 +590,7 @@ class Skill29(PassiveSkill):
盾壁生命值以[圣光沁盾]生命值的一定比例适用。
"""
name = "双子沁盾"
ref = Ref.DEFLECTWALLEX
learnLv = 30
masterLv = 1
maxLv = 1
@@ -609,6 +624,7 @@ class Skill30(PassiveSkill):
学习技能后, 增加基本攻击力、 转职技能攻击力和魔法暴击率。
"""
name = "坚定信念"
ref = Ref.HARDENEDWILL
learnLv = 30
masterLv = 10
maxLv = 20
@@ -645,6 +661,7 @@ class Skill31(ActiveSkill):
在决斗场中, 面向光球的敌人进入眩晕状态。
"""
name = "圣光球"
ref = Ref.FLASHGLOBE
learnLv = 35
masterLv = 60
maxLv = 70
@@ -753,6 +770,7 @@ class Skill32(PassiveSkill):
按前方向键, 可以在远处生成光球。
"""
name = "圣光琉璃碎"
ref = Ref.FLASHSCRAP
learnLv = 35
masterLv = 1
maxLv = 1
@@ -779,7 +797,7 @@ class Skill32(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'data': [0, 92.5 - 100], 'skills': ['圣光球']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([0, 92.5 - 100])), skills=['圣光球']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([0, 92.5 - 100])), skills=[Ref.FLASHGLOBE]),
]
# 圣光聚合
@@ -792,6 +810,7 @@ class Skill33(ActiveSkill):
发生爆炸时, 吸附周围的敌人。
"""
name = "圣光聚合"
ref = Ref.HAPTISM
learnLv = 35
masterLv = 60
maxLv = 70
@@ -884,6 +903,7 @@ class Skill34(ActiveSkill):
仅在存在队员时可以使用, 决斗场中无法使用。
"""
name = "生命源泉"
ref = Ref.FOUNTAINOFLIFE
learnLv = 40
masterLv = 1
maxLv = 11
@@ -920,6 +940,7 @@ class Skill35(ActiveSkill):
决斗场中不适用忏悔效果。
"""
name = "忏悔之锤"
ref = Ref.HAMMEROFCONTRITION
learnLv = 40
masterLv = 60
maxLv = 70
@@ -997,6 +1018,7 @@ class Skill36(ActiveSkill):
施放过程中按跳跃键时, 可以中断技能。
"""
name = "圣愈之风"
ref = Ref.HEALWIND
learnLv = 45
masterLv = 1
maxLv = 11
@@ -1037,6 +1059,7 @@ class Skill37(ActiveSkill):
光刃飞下过程中按跳跃键, 可以立即出现正义天使。
"""
name = "正义审判"
ref = Ref.JUDGEMENT
learnLv = 45
masterLv = 60
maxLv = 70
@@ -1122,6 +1145,7 @@ class Skill38(PassiveSkill):
学习[勇气恩赐]后, 不会发动光环效果。
"""
name = "信念光环"
ref = Ref.AURAOFFAITH
learnLv = 48
masterLv = 40
maxLv = 50
@@ -1172,6 +1196,7 @@ class Skill39(ActiveSkill):
学习[勇气恩赐]后, 天空中将不会降下充满神圣之力的光芒。
"""
name = "天启之光"
ref = Ref.APOCALYPSE
learnLv = 50
masterLv = 40
maxLv = 50
@@ -1216,6 +1241,7 @@ class Skill40(PassiveSkill):
天启者的体力和精神补正为两者中数值较高的一方、 物理暴击率和魔法暴击率补正为两者中数值较高的一方。
"""
name = "圣念"
ref = Ref.MEDITATION
learnLv = 50
masterLv = 1
maxLv = 1
@@ -1236,6 +1262,7 @@ class Skill41(ActiveSkill):
携神圣之力向前突进, 然后挥舞巨兵。
"""
name = "圣光突袭"
ref = Ref.MIRACLESPLITER
learnLv = 60
masterLv = 40
maxLv = 50
@@ -1322,6 +1349,7 @@ class Skill42(ActiveSkill):
投掷时击退近距离的敌人, 然后神圣之矛垂直下落, 引发爆炸。
"""
name = "神圣之矛"
ref = Ref.SPEAROFDESTINY
learnLv = 70
masterLv = 40
maxLv = 50
@@ -1416,6 +1444,7 @@ class Skill43(ActiveSkill):
可以利用方向键调整魔法阵生成位置。
"""
name = "圣佑结界"
ref = Ref.HOLLYSANCTUARY
learnLv = 75
masterLv = 40
maxLv = 50
@@ -1511,6 +1540,7 @@ class Skill44(ActiveSkill):
[守护徽章]、 [荣誉祝福]。
"""
name = "神圣之光"
ref = Ref.DIVINEFLASH
learnLv = 75
masterLv = 40
maxLv = 50
@@ -1614,6 +1644,7 @@ class Skill45(ActiveSkill):
- 施放[惩罚之锤]时自动施放
"""
name = "惩罚之锤"
ref = Ref.JUPITER
learnLv = 80
masterLv = 40
maxLv = 50
@@ -1683,9 +1714,9 @@ class Skill45(ActiveSkill):
if mode == "平X一轮":
return 0.5
elif mode == "空斩打":
return self.char.GetSkillByName("空斩打").getSkillCD()
return self.char.GetSkill(Ref.ANTIAIRUPPER).getSkillCD()
elif mode == "落凤锤":
return self.char.GetSkillByName("落凤锤").getSkillCD()
return self.char.GetSkill(Ref.QUAKEAREA).getSkillCD()
# 神圣洗礼 : 信仰之翼
# priest_male/crusader_male/c524c4f378d1cd0ff99e4580750a4567
@@ -1711,6 +1742,7 @@ class Skill46(ActiveSkill):
每名队员最多生成1层信仰效果, 对自身使用时不生成。
"""
name = "神圣洗礼 : 信仰之翼"
ref = Ref.DIVINEPUNISHMENT
learnLv = 85
masterLv = 40
maxLv = 50
@@ -1751,6 +1783,7 @@ class Skill47(ActiveSkill):
在[神圣洗礼 : 信仰之翼]已激活的状态下使用技能, 则[神圣洗礼 : 信仰之翼]与[信仰之翼 : 裁决]技能一起结束。
"""
name = "信仰之翼 : 裁决"
ref = Ref.PENALTY
learnLv = 85
masterLv = 1
maxLv = 1
@@ -1765,7 +1798,7 @@ class Skill47(ActiveSkill):
hasVP = False
hasUP = False
level_source = '神圣洗礼 : 信仰之翼'
level_source = Ref.DIVINEPUNISHMENT
# 爆炸攻击力 : {value0}
data0 = get_data(f'{prefix}/{uuid}', 0)
@@ -1794,6 +1827,7 @@ class Skill48(ActiveSkill):
按向前方向键, 可以增加跳跃距离。
"""
name = "惩罚之锤 : 天怒"
ref = Ref.ASTRAFE
learnLv = 95
masterLv = 40
maxLv = 50
@@ -1843,6 +1877,7 @@ class Skill49(PassiveSkill):
攻击失败时, 会在自身位置生成魔法阵。
"""
name = "神之代行者"
ref = Ref.DIVINEAGENT
learnLv = 95
masterLv = 40
maxLv = 50
@@ -1900,6 +1935,7 @@ class Skill50(ActiveSkill):
若关联的技能还在冷却中, 则无法使用三次觉醒技能。
"""
name = "生命礼赞 : 神威"
ref = Ref.LASTJUDGMENT
learnLv = 100
masterLv = 40
maxLv = 50
@@ -12,6 +12,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.priest_male.exorcist import ExorcistSkillRef as Ref
prefix = "priest_male/exorcist/cn/skillDetail"
@@ -39,6 +40,7 @@ class Skill0(ActiveSkill):
"""
name = '空斩打'
ref = Ref.ANTIAIRUPPER
cellPos = (7,1)
learnLv = 1
masterLv = 10
@@ -69,6 +71,7 @@ class Skill1(ActiveSkill):
转职为光明骑士时,技能类型变为独立攻击力。\n
"""
name = "虎袭"
ref = Ref.SMASHER
learnLv = 1
masterLv = 60
maxLv = 70
@@ -101,6 +104,7 @@ class Skill2(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -125,6 +129,7 @@ class Skill3(PassiveSkill):
"""
name = '基础精通'
ref = Ref.BASICATTACKUP
cellPos = (1,0)
learnLv = 1
masterLv = 115
@@ -147,7 +152,7 @@ class Skill3(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'type': '*skillDamage', 'data': [i - 100 if i > 0 else 0 for i in data0], 'skills': ['空斩打', '疾风打']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=['空斩打', '疾风打']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=[Ref.ANTIAIRUPPER, Ref.GALESMASH]),
]
# 受身蹲伏
@@ -158,6 +163,7 @@ class Skill4(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -189,6 +195,7 @@ class Skill5(PassiveSkill):
在决斗场中,无法转换攻击类型,适用技能固有的攻击类型。\n
"""
name = "攻击类型转换"
ref = Ref.CONVERSION
learnLv = 1
masterLv = 1
maxLv = 1
@@ -213,6 +220,7 @@ class Skill6(PassiveSkill):
"""
name = '法阵 : 万悟'
ref = Ref.ADAPTATION
cellPos = (2,1)
learnLv = 1
masterLv = 1
@@ -249,6 +257,7 @@ class Skill7(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -271,6 +280,7 @@ class Skill8(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -293,6 +303,7 @@ class Skill9(ActiveSkill):
选择一定范围内的队员恢复生命值。\n
"""
name = "缓慢愈合"
ref = Ref.SLOWHEAL
learnLv = 5
masterLv = 60
maxLv = 70
@@ -323,6 +334,7 @@ class Skill10(ActiveSkill):
转职成为蓝拳使者时,才可以强制中断基本攻击动作,并立即施放该技能。\n
"""
name = "直拳冲击"
ref = Ref.LUCKYSTRAIGHT
learnLv = 5
masterLv = 60
maxLv = 70
@@ -353,6 +365,7 @@ class Skill11(ActiveSkill):
使一定范围内的队员消除异常状态。\n
"""
name = "净化"
ref = Ref.CURE
learnLv = 10
masterLv = 1
maxLv = 11
@@ -380,6 +393,7 @@ class Skill12(ActiveSkill):
向前方敌人发动前冲攻击后,可以用上勾拳进行追击。\n
"""
name = "勾拳追击"
ref = Ref.SECONDUPPER
learnLv = 10
masterLv = 60
maxLv = 70
@@ -409,6 +423,7 @@ class Skill13(ActiveSkill):
若在[魔化 : 末日守卫者]状态下施放该技能,则增加攻击力和冷却时间。\n
"""
name = "恶魔之手"
ref = Ref.GRASPHANDOFANGER
learnLv = 10
masterLv = 60
maxLv = 70
@@ -450,6 +465,7 @@ class Skill14(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -477,6 +493,7 @@ class Skill15(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -508,6 +525,7 @@ class Skill16(ActiveSkill):
在决斗场中,施放其他技能过程中无法使用该技能。\n
"""
name = "化魔"
ref = Ref.CHANGEHPTOMP
learnLv = 15
masterLv = 1
maxLv = 11
@@ -559,6 +577,7 @@ class Skill17(ActiveSkill):
"""
name = '落凤锤'
ref = Ref.QUAKEAREA
cellPos = (4,4)
learnLv = 15
masterLv = 60
@@ -595,6 +614,7 @@ class Skill18(PassiveSkill):
"""
name = '潜龙'
ref = Ref.CHARGEWEAPON
cellPos = (8,4)
learnLv = 15
masterLv = 1
@@ -619,6 +639,7 @@ class Skill19(PassiveSkill):
"""
name = '驱魔震慑'
ref = Ref.FORCEOFEXORCISM
cellPos = (0,4)
learnLv = 15
masterLv = 1
@@ -644,6 +665,7 @@ class Skill20(ActiveSkill):
"""
name = '疾风打'
ref = Ref.GALESMASH
cellPos = (6,4)
learnLv = 15
masterLv = 1
@@ -679,6 +701,7 @@ class Skill21(ActiveSkill):
"""
name = '封魔莲华'
ref = Ref.CHAKRAOFPASSION
cellPos = (6,5)
learnLv = 20
masterLv = 10
@@ -710,6 +733,7 @@ class Skill22(PassiveSkill):
"""
name = '巨兵精通'
ref = Ref.BIGWEAPONMASTERY
cellPos = (8,5)
learnLv = 20
masterLv = 20
@@ -743,6 +767,7 @@ class Skill23(ActiveSkill):
"""
name = '升天阵'
ref = Ref.RISINGAREA
cellPos = (2,5)
learnLv = 20
masterLv = 60
@@ -776,6 +801,7 @@ class Skill24(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -804,6 +830,7 @@ class Skill25(ActiveSkill):
"""
name = '星落打'
ref = Ref.HOMERUN
cellPos = (7,6)
learnLv = 25
masterLv = 60
@@ -836,6 +863,7 @@ class Skill26(ActiveSkill):
"""
name = '式神 : 热炎朱雀'
ref = Ref.SUZAKU
cellPos = (3,6)
learnLv = 25
masterLv = 60
@@ -875,6 +903,7 @@ class Skill27(ActiveSkill):
"""
name = '式神 : 地之玄武'
ref = Ref.HYUNMOONEW
cellPos = (3,7)
learnLv = 30
masterLv = 60
@@ -911,6 +940,7 @@ class Skill28(PassiveSkill):
"""
name = '驱魔之书'
ref = Ref.BOOKOFEXOCISM
cellPos = (8,7)
learnLv = 30
masterLv = 10
@@ -930,7 +960,7 @@ class Skill28(PassiveSkill):
# associate = [{'data': data0}, {'data': data1, 'type': '*cdReduce', 'exceptSkills': ['四座千泰门', '真龙焚天', '雷鸣怒海·火啸山崩']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0))),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data1)), except_skills=['四座千泰门', '真龙焚天', '雷鸣怒海·火啸山崩']),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data1)), except_skills=[Ref.FOURGODDOOR, Ref.ADVANCEDDRAGON, Ref.SKYEARTHSTRIKE]),
]
# 式神 : 空之白虎
@@ -945,6 +975,7 @@ class Skill29(ActiveSkill):
"""
name = '式神 : 空之白虎'
ref = Ref.BEAKHONEW
cellPos = (3,8)
learnLv = 35
masterLv = 60
@@ -1007,6 +1038,7 @@ class Skill30(ActiveSkill):
"""
name = '狂乱锤击'
ref = Ref.REPEATEDSMASH
cellPos = (5,8)
learnLv = 35
masterLv = 60
@@ -1073,6 +1105,7 @@ class Skill31(ActiveSkill):
"""
name = '疾空旋风破'
ref = Ref.GIANTSWING
cellPos = (7,9)
learnLv = 40
masterLv = 60
@@ -1128,8 +1161,8 @@ class Skill31(ActiveSkill):
# ]
# return super().effect(old, new)
associate = [
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [150] * maxLv)), skills=['式神 : 热炎朱雀'], when=Equals(Read(SkillAttribute.VP), 2)),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable([0] + [-150] * maxLv)), skills=['式神 : 热炎朱雀'], when=Equals(Read(SkillAttribute.VP), 2)),
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [150] * maxLv)), skills=[Ref.SUZAKU], when=Equals(Read(SkillAttribute.VP), 2)),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable([0] + [-150] * maxLv)), skills=[Ref.SUZAKU], when=Equals(Read(SkillAttribute.VP), 2)),
]
# 无双击
@@ -1142,6 +1175,7 @@ class Skill32(ActiveSkill):
"""
name = '无双击'
ref = Ref.ATOMICSMASH
cellPos = (5,10)
learnLv = 45
masterLv = 60
@@ -1195,6 +1229,7 @@ class Skill33(PassiveSkill):
"""
name = '斗志散发'
ref = Ref.RADIATEFIGHTINGAURA
cellPos = (8,11)
learnLv = 48
masterLv = 40
@@ -1223,6 +1258,7 @@ class Skill34(ActiveSkill):
"""
name = '四座千泰门'
ref = Ref.FOURGODDOOR
cellPos = (4,11)
learnLv = 50
masterLv = 40
@@ -1257,6 +1293,7 @@ class Skill35(ActiveSkill):
"""
name = '式神 : 幻海青龙'
ref = Ref.OCEANDRAGON
cellPos = (3,12)
learnLv = 60
masterLv = 40
@@ -1319,6 +1356,7 @@ class Skill36(ActiveSkill):
"""
name = '逆鳞震'
ref = Ref.DANGEROUSSCALE
cellPos = (5,13)
learnLv = 70
masterLv = 40
@@ -1374,6 +1412,7 @@ class Skill37(PassiveSkill):
"""
name = '式神契结 : 真龙'
ref = Ref.YELLOWDRAGON
cellPos = (3,13)
learnLv = 75
masterLv = 1
@@ -1409,6 +1448,7 @@ class Skill38(PassiveSkill):
"""
name = '式神之力'
ref = Ref.STAGEOFHERMIT
cellPos = (8,13)
learnLv = 75
masterLv = 40
@@ -1443,6 +1483,7 @@ class Skill39(ActiveSkill):
"""
name = '逆龙七杀'
ref = Ref.THEBEST7HIT
cellPos = (7,13)
learnLv = 75
masterLv = 40
@@ -1517,6 +1558,7 @@ class Skill40(ActiveSkill):
"""
name = '升龙·开阵'
ref = Ref.DRAGONCIRCLE
cellPos = (2,14)
learnLv = 80
masterLv = 40
@@ -1576,6 +1618,7 @@ class Skill41(ActiveSkill):
"""
name = '真龙焚天'
ref = Ref.ADVANCEDDRAGON
cellPos = (5,14)
learnLv = 85
masterLv = 40
@@ -1609,6 +1652,7 @@ class Skill42(PassiveSkill):
"""
name = '式神之悟'
ref = Ref.GODOFEXORCISM
cellPos = (8,15)
learnLv = 95
masterLv = 40
@@ -1640,6 +1684,7 @@ class Skill43(ActiveSkill):
"""
name = '式神灭却·合'
ref = Ref.FOURGODPOWER
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -1683,6 +1728,7 @@ class Skill44(ActiveSkill):
"""
name = '雷鸣怒海·火啸山崩'
ref = Ref.SKYEARTHSTRIKE
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -9,6 +9,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.priest_male.infighter import InfighterSkillRef as Ref
prefix = "priest_male/infighter/cn/skillDetail"
@@ -23,6 +24,7 @@ class Skill0(ActiveSkill):
转职为驱魔师后,可以蓄气攻击。\n
"""
name = "空斩打"
ref = Ref.ANTIAIRUPPER
learnLv = 1
masterLv = 10
maxLv = 20
@@ -53,6 +55,7 @@ class Skill1(ActiveSkill):
转职为光明骑士时,技能类型变为独立攻击力。\n
"""
name = "虎袭"
ref = Ref.SMASHER
cellPos = (3,1)
learnLv = 1
masterLv = 60
@@ -85,6 +88,7 @@ class Skill2(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -108,6 +112,7 @@ class Skill3(PassiveSkill):
在决斗场中,增益/减益技能、 被动技能的技能攻击力增加效果对[基础精通]无影响。\n
"""
name = "基础精通"
ref = Ref.BASICATTACKUP
learnLv = 1
masterLv = 115
maxLv = 200
@@ -135,6 +140,7 @@ class Skill4(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -176,6 +182,7 @@ class Skill5(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -198,6 +205,7 @@ class Skill6(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -220,6 +228,7 @@ class Skill7(ActiveSkill):
选择一定范围内的队员恢复生命值。\n
"""
name = "缓慢愈合"
ref = Ref.SLOWHEAL
learnLv = 5
masterLv = 60
maxLv = 70
@@ -250,6 +259,7 @@ class Skill8(ActiveSkill):
转职成为蓝拳使者时,才可以强制中断基本攻击动作,并立即施放该技能。\n
"""
name = "直拳冲击"
ref = Ref.LUCKYSTRAIGHT
cellPos = (6,2)
learnLv = 5
masterLv = 60
@@ -282,6 +292,7 @@ class Skill9(ActiveSkill):
使一定范围内的队员消除异常状态。\n
"""
name = "净化"
ref = Ref.CURE
learnLv = 10
masterLv = 1
maxLv = 11
@@ -309,6 +320,7 @@ class Skill10(ActiveSkill):
向前方敌人发动前冲攻击后,可以用上勾拳进行追击。\n
"""
name = "勾拳追击"
ref = Ref.SECONDUPPER
cellPos = (5,3)
learnLv = 10
masterLv = 60
@@ -339,6 +351,7 @@ class Skill11(ActiveSkill):
若在[魔化 : 末日守卫者]状态下施放该技能,则增加攻击力和冷却时间。\n
"""
name = "恶魔之手"
ref = Ref.GRASPHANDOFANGER
learnLv = 10
masterLv = 60
maxLv = 70
@@ -380,6 +393,7 @@ class Skill12(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -407,6 +421,7 @@ class Skill13(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -435,6 +450,7 @@ class Skill14(ActiveSkill):
只能在[意念驱动]已施放的状态下使用。\n
"""
name = "俯冲"
ref = Ref.DUCKING
cellPos = (6,4)
learnLv = 15
masterLv = 1
@@ -466,6 +482,7 @@ class Skill15(ActiveSkill):
只能在[意念驱动]已施放的状态下使用。\n
"""
name = "摆动"
ref = Ref.SWAY
cellPos = (3,4)
learnLv = 15
masterLv = 1
@@ -496,6 +513,7 @@ class Skill16(ActiveSkill):
在决斗场中,施放其他技能过程中无法使用该技能。\n
"""
name = "化魔"
ref = Ref.CHANGEHPTOMP
learnLv = 15
masterLv = 1
maxLv = 11
@@ -546,6 +564,7 @@ class Skill17(ActiveSkill):
[逆龙七杀]\n
"""
name = "落凤锤"
ref = Ref.QUAKEAREA
learnLv = 15
masterLv = 60
maxLv = 70
@@ -580,6 +599,7 @@ class Skill18(ActiveSkill):
进入地下城时,巨兵初始状态为插入地面; 在决斗场中,巨兵初始状态为握在手中。\n
"""
name = "意念驱动"
ref = Ref.WILLDRIVER
cellPos = (2,4)
learnLv = 15
masterLv = 10
@@ -611,7 +631,7 @@ class Skill18(ActiveSkill):
# associate = [{"data":data2},{"data":data5,"type":"*cdReduce","exceptSkills":["泯灭神击","制裁 : 怒火疾风","正义执行 : 雷米迪奥斯的圣座"]}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data2))),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data5)), except_skills=['泯灭神击', '制裁 : 怒火疾风', '正义执行 : 雷米迪奥斯的圣座']),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data5)), except_skills=[Ref.BIGBANGPUNCH, Ref.WRATHOFGOD, Ref.CONSTELLATIONOFLEMIEDIOS]),
]
# 百炼成刚
@@ -622,6 +642,7 @@ class Skill19(PassiveSkill):
强化身体,提升移动速度、 攻击速度和跳跃力。 并向外散放拳气,使[基本攻击的上钩拳]、 [勾拳追击]、 [前冲攻击]可以向更低位置的敌人发动。\n
"""
name = "百炼成刚"
ref = Ref.EXTENDEDPUNCH
cellPos = (0,4)
learnLv = 15
masterLv = 1
@@ -649,6 +670,7 @@ class Skill20(ActiveSkill):
学习一定等级的[技巧精通]后,[摆动]中也可以发出攻击。\n
"""
name = "俯冲直拳"
ref = Ref.DUCKINGSTRAIGHT
cellPos = (7,5)
learnLv = 15
masterLv = 60
@@ -675,6 +697,7 @@ class Skill21(ActiveSkill):
学习一定等级的[技巧精通]后,[摆动]中也可以发出攻击。\n
"""
name = "俯冲翔拳"
ref = Ref.DUCKINGUPPER
cellPos = (6,5)
learnLv = 15
masterLv = 60
@@ -714,6 +737,7 @@ class Skill22(PassiveSkill):
- [俯冲直拳]、 [俯冲腹拳]、 [俯冲翔拳]、 [圣拳连击]\n
"""
name = "技巧精通"
ref = Ref.TECHNICALMASTERY
cellPos = (1,5)
learnLv = 20
masterLv = 10
@@ -768,11 +792,11 @@ class Skill22(PassiveSkill):
# ]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0))),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i * j for i, j in zip(data9, data10)])), skills=['俯冲直拳']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i * j for i, j in zip(data11, data12)])), skills=['俯冲腹拳']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i * j for i, j in zip(data13, data14)])), skills=['俯冲翔拳']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i * j for i, j in zip(data15, data16)])), skills=['圣拳连击']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data6)), skills=['神圣反击']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i * j for i, j in zip(data9, data10)])), skills=[Ref.DUCKINGSTRAIGHT]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i * j for i, j in zip(data11, data12)])), skills=[Ref.DUCKINGBODYBLOW]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i * j for i, j in zip(data13, data14)])), skills=[Ref.DUCKINGUPPER]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i * j for i, j in zip(data15, data16)])), skills=[Ref.GORGEOUSCOMBINATION]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data6)), skills=[Ref.HOLYCOUNTER]),
]
# 俯冲腹拳
@@ -784,6 +808,7 @@ class Skill23(ActiveSkill):
学习一定等级的[技巧精通]后,[摆动]中也可以发出攻击。\n
"""
name = "俯冲腹拳"
ref = Ref.DUCKINGBODYBLOW
cellPos = (8,5)
learnLv = 20
masterLv = 60
@@ -817,6 +842,7 @@ class Skill24(ActiveSkill):
只能在已施放[意念驱动]的状态下使用。\n
"""
name = "圣拳锤击"
ref = Ref.DIVINECRUSH
cellPos = (5,5)
learnLv = 20
masterLv = 60
@@ -850,6 +876,7 @@ class Skill25(ActiveSkill):
[升天阵]可以把浮空的敌人聚集到阵的中心。\n
"""
name = "升天阵"
ref = Ref.RISINGAREA
learnLv = 20
masterLv = 60
maxLv = 70
@@ -881,6 +908,7 @@ class Skill26(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -905,6 +933,7 @@ class Skill27(ActiveSkill):
技能等级越高,敌人被摆拳击中后的僵直时间越长,但只能在[意念驱动]已施放状态下使用。\n
"""
name = "圣拳连击"
ref = Ref.GORGEOUSCOMBINATION
cellPos = (5,6)
learnLv = 25
masterLv = 60
@@ -942,6 +971,7 @@ class Skill28(PassiveSkill):
使用[急速闪避]、 [俯冲]、 [摆动]成功回避敌人的攻击时,增加自身的暴击率和命中率。\n
"""
name = "急速闪避"
ref = Ref.QUICKPARRY
cellPos = (9,6)
learnLv = 25
masterLv = 5
@@ -1011,6 +1041,7 @@ class Skill29(ActiveSkill):
只能在已施放[意念驱动]的状态下使用。\n
"""
name = "瞬拳"
ref = Ref.SIDEWIND
cellPos = (4,6)
learnLv = 25
masterLv = 60
@@ -1046,6 +1077,7 @@ class Skill30(ActiveSkill):
攻击力为自身掌握的[俯冲腹拳]与[神圣反击]原攻击力的总和。 被敌人攻击时,自身伤害会有所减少,且给予不死族、 恶魔、 精灵系列怪物125%的反击伤害。\n
"""
name = "神圣反击"
ref = Ref.HOLYCOUNTER
cellPos = (2,7)
learnLv = 30
masterLv = 1
@@ -1075,7 +1107,7 @@ class Skill30(ActiveSkill):
self.power2 *= self.preRatio
def skillInfo(self, mode = None):
pre = self.char.GetSkillByName("俯冲腹拳")
pre = self.char.GetSkill(Ref.DUCKINGBODYBLOW)
data = pre.skillInfo()[0]
self.data2 = [0]+[data]*self.maxLv
self.hit2 = 1
@@ -1090,6 +1122,7 @@ class Skill31(ActiveSkill):
学习一定等级的[技巧精通]后,[俯冲]中也可以发出攻击。\n
"""
name = "破碎之锤"
ref = Ref.CHOPPINGHAMMER
cellPos = (3,7)
learnLv = 30
masterLv = 60
@@ -1132,6 +1165,7 @@ class Skill32(ActiveSkill):
使用该技能时,无法强制中断当前进行的普通攻击动作。\n
"""
name = "幻影化身"
ref = Ref.SHADOWBOXER
cellPos = (7,8)
learnLv = 35
masterLv = 10
@@ -1160,6 +1194,7 @@ class Skill33(ActiveSkill):
只能在[意念驱动]已施放的状态下使用。\n
"""
name = "刺拳猛击"
ref = Ref.MACHINEGUNJAB
cellPos = (4,8)
learnLv = 35
masterLv = 60
@@ -1216,6 +1251,7 @@ class Skill34(ActiveSkill):
在决斗场中不发动霸体护甲,减少吸附敌人的力量和范围。\n
"""
name = "旋涡重拳"
ref = Ref.CORKSCREWBLOW
cellPos = (2,8)
learnLv = 35
masterLv = 60
@@ -1279,6 +1315,7 @@ class Skill35(ActiveSkill):
只能在已施放[意念驱动]的状态下使用。\n
"""
name = "神圣组合拳"
ref = Ref.HEAVENLYCOMBINATION
cellPos = (6,9)
learnLv = 40
masterLv = 60
@@ -1337,6 +1374,7 @@ class Skill36(ActiveSkill):
决斗场中无法使用[干涸之泉]强制中断,且按跳跃键无法立即发动最后一击。\n
"""
name = "极速飓风拳"
ref = Ref.HURRICANEROLL
cellPos = (5,10)
learnLv = 45
masterLv = 60
@@ -1396,6 +1434,7 @@ class Skill37(PassiveSkill):
增加[幻影化身]的分身数量,但分身的攻击力将会低于该技能原有分身的攻击力。\n
"""
name = "双重幻影"
ref = Ref.DOUBLESHADOWBOXER
cellPos = (7,10)
learnLv = 45
masterLv = 1
@@ -1420,6 +1459,7 @@ class Skill38(PassiveSkill):
学习此技能后,对敌人的攻击力增加,且可强制中断当前技能并施放神击系技能。\n
"""
name = "干涸之泉"
ref = Ref.DRYOUT
cellPos = (5,11)
learnLv = 48
masterLv = 40
@@ -1450,6 +1490,7 @@ class Skill39(ActiveSkill):
只能在[意念驱动]已施放的状态下使用。\n
"""
name = "泯灭神击"
ref = Ref.BIGBANGPUNCH
cellPos = (2,11)
learnLv = 50
masterLv = 40
@@ -1491,6 +1532,7 @@ class Skill40(ActiveSkill):
只能在[意念驱动]已施放状态下使用。\n
"""
name = "破碎之拳"
ref = Ref.GATLINGPUNCH
cellPos = (4,12)
learnLv = 60
masterLv = 40
@@ -1548,7 +1590,7 @@ class Skill40(ActiveSkill):
# self.associate = [{"data":[0]+[-28.5]*self.maxLv,"skills":["刺拳猛击"]}]
# return super().effect(old, new)
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([0] + [-28.5] * maxLv)), skills=['刺拳猛击'], when=Equals(Read(SkillAttribute.VP), 2)),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([0] + [-28.5] * maxLv)), skills=[Ref.MACHINEGUNJAB], when=Equals(Read(SkillAttribute.VP), 2)),
]
# 破坏之拳
@@ -1561,6 +1603,7 @@ class Skill41(ActiveSkill):
只能在[意念驱动]已施放状态下使用。\n
"""
name = "破坏之拳"
ref = Ref.DEMOLITIONPUNCH
cellPos = (8,13)
learnLv = 70
masterLv = 40
@@ -1614,6 +1657,7 @@ class Skill42(ActiveSkill):
仅能在[意念驱动]已施放状态下使用。\n
"""
name = "仲裁怒击"
ref = Ref.NUCLEARPUNCH
cellPos = (5,13)
learnLv = 75
masterLv = 40
@@ -1671,6 +1715,7 @@ class Skill43(PassiveSkill):
为了实现正义,将身体锻炼到极致,可以增加命中率、 基本攻击力和技能攻击力。\n
"""
name = "正义惩戒"
ref = Ref.DEATHBLOW
cellPos = (2,13)
learnLv = 75
masterLv = 40
@@ -1703,6 +1748,7 @@ class Skill44(ActiveSkill):
只有在施放[意念驱动]的状态下才能使用。\n
"""
name = "超重拳"
ref = Ref.ATOMICCHOPPER
cellPos = (3,14)
learnLv = 80
masterLv = 40
@@ -1765,6 +1811,7 @@ class Skill45(ActiveSkill):
只能在已施放[意念驱动]的状态下使用。\n
"""
name = "制裁 : 怒火疾风"
ref = Ref.WRATHOFGOD
cellPos = (6,14)
learnLv = 85
masterLv = 40
@@ -1806,6 +1853,7 @@ class Skill46(PassiveSkill):
- 删除攻击敌人时产生的冲击波,即使未攻击敌人,捶地时也会插入巨兵,发生神圣力爆炸\n
"""
name = "绝对正义"
ref = Ref.JUSTICEOFONE
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -1835,6 +1883,7 @@ class Skill47(ActiveSkill):
只能在[意念驱动]已施放状态下使用。\n
"""
name = "正义铁拳"
ref = Ref.AGGRESSIVEJUDGEMENT
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -1876,6 +1925,7 @@ class Skill48(ActiveSkill):
若关联的技能还在冷却中,则无法使用三次觉醒技能。\n
"""
name = "正义执行 : 雷米迪奥斯的圣座"
ref = Ref.CONSTELLATIONOFLEMIEDIOS
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -8,6 +8,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.swordman_female.dark_templar import DarkTemplarSkillRef as Ref
prefix = "swordman_female/dark_templar/cn/skillDetail"
@@ -21,6 +22,7 @@ class Skill0(ActiveSkill):
"""
name = '暗黑斩'
ref = Ref.DARKSLASH
cellPos = (3,1)
learnLv = 1
masterLv = 60
@@ -47,6 +49,7 @@ class Skill1(ActiveSkill):
攻击时有霸体判定。 转职为刃影时,技能类型变为独立攻击力。\n
"""
name = "浮空击"
ref = Ref.LIFTSLASH
learnLv = 1
masterLv = 10
maxLv = 20
@@ -74,6 +77,7 @@ class Skill2(PassiveSkill):
"""
name = '冥思'
ref = Ref.COLDHEART
cellPos = (5,1)
learnLv = 1
masterLv = 1
@@ -102,6 +106,7 @@ class Skill3(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -126,6 +131,7 @@ class Skill4(PassiveSkill):
"""
name = '基础精通'
ref = Ref.BASICATTACKUP
cellPos = (1,0)
learnLv = 1
masterLv = 115
@@ -159,6 +165,7 @@ class Skill5(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -200,6 +207,7 @@ class Skill6(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -222,6 +230,7 @@ class Skill7(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -245,6 +254,7 @@ class Skill8(ActiveSkill):
"""
name = '波动斩'
ref = Ref.SIRYUN
cellPos = (4,2)
learnLv = 5
masterLv = 60
@@ -273,6 +283,7 @@ class Skill9(ActiveSkill):
吸收来自前方的攻击伤害,[招架]状态下被攻击,会被击退一定距离,并持续一定时间。\n
"""
name = "招架"
ref = Ref.GUARD
learnLv = 5
masterLv = 5
maxLv = 15
@@ -304,6 +315,7 @@ class Skill10(ActiveSkill):
在决斗场中,需要跳跃到一定高度时才可以施放该技能。\n
"""
name = "跃空斩"
ref = Ref.MOUNTAINCRASH
learnLv = 5
masterLv = 60
maxLv = 70
@@ -335,6 +347,7 @@ class Skill11(ActiveSkill):
再次按技能键,可连接下劈追加攻击。\n
"""
name = "十字剑"
ref = Ref.GORECROSS
learnLv = 5
masterLv = 60
maxLv = 70
@@ -368,6 +381,7 @@ class Skill12(ActiveSkill):
转职为刃影后,技能类型变为独立攻击力。\n
"""
name = "回旋反击"
ref = Ref.SPINSLASH
learnLv = 10
masterLv = 60
maxLv = 70
@@ -400,6 +414,7 @@ class Skill13(ActiveSkill):
转职为刃影后,技能类型变为独立攻击力; 攻击形态变为刃影专属的3次连续攻击。\n
"""
name = "疾风斩"
ref = Ref.SNAKESHADOW
learnLv = 10
masterLv = 60
maxLv = 70
@@ -432,6 +447,7 @@ class Skill14(ActiveSkill):
若抓住敌人,则会向目标施放强力刺击。\n
"""
name = "索敌刺"
ref = Ref.EXECUTION
learnLv = 10
masterLv = 60
maxLv = 70
@@ -459,6 +475,7 @@ class Skill15(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -486,6 +503,7 @@ class Skill16(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -513,6 +531,7 @@ class Skill17(ActiveSkill):
转职为刃影后,技能类型变为独立攻击力。\n
"""
name = "连环斩"
ref = Ref.CHAINSLASH
learnLv = 15
masterLv = 60
maxLv = 70
@@ -541,6 +560,7 @@ class Skill18(PassiveSkill):
可以强制中断部分技能之间的施放后僵直。\n
"""
name = "暗影剑术"
ref = Ref.SPATANOCTIS
learnLv = 15
masterLv = 1
maxLv = 1
@@ -570,6 +590,7 @@ class Skill19(ActiveSkill):
将黑暗具象化为剑的形态,向前方刺击。\n
"""
name = "暗影穿刺"
ref = Ref.SHADOWSTABBING
learnLv = 15
masterLv = 60
maxLv = 70
@@ -597,6 +618,7 @@ class Skill20(PassiveSkill):
如果暗殿骑士所在区域存在被赋予烙印的目标,则暗殿骑士的移动速度增加,并且部分技能忽略追踪范围直接命中。\n
"""
name = "黑暗烙印"
ref = Ref.STIGMA
learnLv = 15
masterLv = 1
maxLv = 11
@@ -648,6 +670,7 @@ class Skill21(ActiveSkill):
"""
name = '暗影遁行'
ref = Ref.SHADOWHIDING
cellPos = (4,5)
learnLv = 20
masterLv = 1
@@ -674,6 +697,7 @@ class Skill22(ActiveSkill):
延展自己的影子束缚触碰到的目标,然后从敌人的背后出场,造成伤害。\n
"""
name = "暗影劫戮"
ref = Ref.SHADOWSNATCHER
learnLv = 20
masterLv = 60
maxLv = 70
@@ -705,6 +729,7 @@ class Skill23(ActiveSkill):
"""
name = '暗影漩涡'
ref = Ref.SHADOWHARVEST
cellPos = (8,5)
learnLv = 20
masterLv = 60
@@ -737,6 +762,7 @@ class Skill24(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -762,6 +788,7 @@ class Skill25(ActiveSkill):
伴随禁制之咒语,乌希尔骑士团索敌时,从敌人背后出场并造成伤害。\n
"""
name = "令行禁止"
ref = Ref.RESTRAINT
learnLv = 25
masterLv = 60
maxLv = 70
@@ -796,6 +823,7 @@ class Skill26(PassiveSkill):
暗殿骑士的转职技能攻击力增加,攻击时赋予暗属性,并将暗属性强化值调整为与最高属性相同值。\n
"""
name = "行动纲领"
ref = Ref.GUIDANCE
learnLv = 25
masterLv = 10
maxLv = 30
@@ -825,6 +853,7 @@ class Skill27(ActiveSkill):
"""
name = '暗影禁锢'
ref = Ref.SCAFFOLD
cellPos = (0,6)
learnLv = 25
masterLv = 60
@@ -867,6 +896,7 @@ class Skill28(ActiveSkill):
对于未赋予烙印的敌人,索敌范围增加。\n
"""
name = "黑暗追袭"
ref = Ref.DARKTRACER
learnLv = 30
masterLv = 60
maxLv = 70
@@ -903,6 +933,7 @@ class Skill29(ActiveSkill):
乌希尔骑士团在裁决女神背后出现并辅佐斩击,增加攻击范围和攻击次数。\n
"""
name = "暗影横扫"
ref = Ref.SHADOWSWEEP
learnLv = 30
masterLv = 60
maxLv = 70
@@ -933,6 +964,7 @@ class Skill30(ActiveSkill):
召唤的暗影球跟随暗殿骑士的手势,吸附周围的敌人,随后爆炸并造成伤害。\n
"""
name = "黑暗凝爆"
ref = Ref.DARKCOHESION
learnLv = 35
masterLv = 60
maxLv = 70
@@ -988,6 +1020,7 @@ class Skill31(ActiveSkill):
"""
name = '魔镜幻影阵'
ref = Ref.BLACKMIRROR
cellPos = (0,8)
learnLv = 35
masterLv = 60
@@ -1046,6 +1079,7 @@ class Skill32(ActiveSkill):
"""
name = '暗影蓄能'
ref = Ref.CONGEST
cellPos = (9,8)
learnLv = 35
masterLv = 1
@@ -1071,6 +1105,7 @@ class Skill33(ActiveSkill):
将黑暗之力汇聚到剑上,向前方斩击,攻击成功时潜入对方的影子造成额外伤害后再次出现。\n
"""
name = "黑暗纷影斩"
ref = Ref.DARKSPLIT
learnLv = 40
masterLv = 60
maxLv = 70
@@ -1130,6 +1165,7 @@ class Skill34(ActiveSkill):
被上斩攻击命中的敌人进入短暂的强控状态。\n
"""
name = "黑暗极刑"
ref = Ref.DARKCRUEL
learnLv = 45
masterLv = 60
maxLv = 70
@@ -1185,6 +1221,7 @@ class Skill35(PassiveSkill):
暗帝的魔法暴击率和暴击伤害增加,[黑暗烙印]技能的移动速度增加率增加。\n
"""
name = "乌希尔启示"
ref = Ref.HERALDOFDARKNESS
learnLv = 48
masterLv = 40
maxLv = 50
@@ -1218,6 +1255,7 @@ class Skill36(ActiveSkill):
"""
name = '末日狂战'
ref = Ref.DOOMSDAY
cellPos = (5,11)
learnLv = 50
masterLv = 40
@@ -1257,6 +1295,7 @@ class Skill37(ActiveSkill):
搜索前方最近的敌人,从空中召唤剑后落下。\n
"""
name = "无瑕归冥"
ref = Ref.IMMACULATEDEATH
learnLv = 60
masterLv = 40
maxLv = 50
@@ -1313,6 +1352,7 @@ class Skill38(ActiveSkill):
"""
name = '黑暗献祭'
ref = Ref.IMMOLATION
cellPos = (4,13)
learnLv = 70
masterLv = 40
@@ -1371,6 +1411,7 @@ class Skill39(ActiveSkill):
"""
name = '罚罪之光'
ref = Ref.DEUSEXRAY
cellPos = (5,13)
learnLv = 75
masterLv = 40
@@ -1422,6 +1463,7 @@ class Skill40(PassiveSkill):
"""
name = '薄暮'
ref = Ref.VESPERS
cellPos = (3,13)
learnLv = 75
masterLv = 40
@@ -1456,6 +1498,7 @@ class Skill41(ActiveSkill):
"""
name = '天罚之剑'
ref = Ref.JIHAD
cellPos = (6,14)
learnLv = 80
masterLv = 40
@@ -1508,6 +1551,7 @@ class Skill42(ActiveSkill):
"""
name = '神罚 · 灭世裁决'
ref = Ref.PUNISHMENT
cellPos = (5,14)
learnLv = 85
masterLv = 40
@@ -1551,6 +1595,7 @@ class Skill43(ActiveSkill):
乌希尔的化身将自己的力量汇聚到剑上后挥剑。\n
"""
name = "灭罪 · 慈悲执刑"
ref = Ref.APOSTATAE
learnLv = 95
masterLv = 40
maxLv = 50
@@ -1584,6 +1629,7 @@ class Skill44(PassiveSkill):
"""
name = '以身载灵'
ref = Ref.INCARNATION
cellPos = (3,15)
learnLv = 95
masterLv = 40
@@ -1621,6 +1667,7 @@ class Skill45(ActiveSkill):
若关联的技能还在冷却中,则无法使用三次觉醒技能。\n
"""
name = "审判日 : 净土救赎"
ref = Ref.DIESIRAE
learnLv = 100
masterLv = 40
maxLv = 50
@@ -12,6 +12,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.swordman_female.demon_slayer import DemonSlayerSkillRef as Ref
prefix = "swordman_female/demon_slayer/cn/skillDetail"
@@ -23,6 +24,7 @@ class Skill0(ActiveSkill):
将黑暗之力汇聚到剑上,发出两次斩击。\n
"""
name = "暗黑斩"
ref = Ref.DARKSLASH
learnLv = 1
masterLv = 60
maxLv = 70
@@ -48,6 +50,7 @@ class Skill1(ActiveSkill):
攻击时有霸体判定。 转职为刃影时,技能类型变为独立攻击力。\n
"""
name = "浮空击"
ref = Ref.LIFTSLASH
learnLv = 1
masterLv = 10
maxLv = 20
@@ -74,6 +77,7 @@ class Skill2(PassiveSkill):
无论遇到任何情况,都能保持绝对的专注。 增加物理和魔法暴击率。\n
"""
name = "冥思"
ref = Ref.COLDHEART
learnLv = 1
masterLv = 1
maxLv = 1
@@ -96,6 +100,7 @@ class Skill3(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -119,6 +124,7 @@ class Skill4(PassiveSkill):
在决斗场中,增益/减益技能、 被动技能的技能攻击力增加效果对[基础精通]无影响。\n
"""
name = "基础精通"
ref = Ref.BASICATTACKUP
learnLv = 1
masterLv = 115
maxLv = 200
@@ -146,6 +152,7 @@ class Skill5(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -187,6 +194,7 @@ class Skill6(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -209,6 +217,7 @@ class Skill7(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -231,6 +240,7 @@ class Skill8(ActiveSkill):
向前方发射一定次数的剑气波动。\n
"""
name = "波动斩"
ref = Ref.SIRYUN
learnLv = 5
masterLv = 60
maxLv = 70
@@ -258,6 +268,7 @@ class Skill9(ActiveSkill):
吸收来自前方的攻击伤害,[招架]状态下被攻击,会被击退一定距离,并持续一定时间。\n
"""
name = "招架"
ref = Ref.GUARD
learnLv = 5
masterLv = 5
maxLv = 15
@@ -289,6 +300,7 @@ class Skill10(ActiveSkill):
在决斗场中,需要跳跃到一定高度时才可以施放该技能。\n
"""
name = "跃空斩"
ref = Ref.MOUNTAINCRASH
learnLv = 5
masterLv = 60
maxLv = 70
@@ -320,6 +332,7 @@ class Skill11(ActiveSkill):
再次按技能键,可连接下劈追加攻击。\n
"""
name = "十字剑"
ref = Ref.GORECROSS
learnLv = 5
masterLv = 60
maxLv = 70
@@ -353,6 +366,7 @@ class Skill12(ActiveSkill):
转职为刃影后,技能类型变为独立攻击力。\n
"""
name = "回旋反击"
ref = Ref.SPINSLASH
learnLv = 10
masterLv = 60
maxLv = 70
@@ -385,6 +399,7 @@ class Skill13(ActiveSkill):
转职为刃影后,技能类型变为独立攻击力; 攻击形态变为刃影专属的3次连续攻击。\n
"""
name = "疾风斩"
ref = Ref.SNAKESHADOW
learnLv = 10
masterLv = 60
maxLv = 70
@@ -417,6 +432,7 @@ class Skill14(ActiveSkill):
若抓住敌人,则会向目标施放强力刺击。\n
"""
name = "索敌刺"
ref = Ref.EXECUTION
learnLv = 10
masterLv = 60
maxLv = 70
@@ -444,6 +460,7 @@ class Skill15(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -471,6 +488,7 @@ class Skill16(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -498,6 +516,7 @@ class Skill17(ActiveSkill):
转职为刃影后,技能类型变为独立攻击力。\n
"""
name = "连环斩"
ref = Ref.CHAINSLASH
learnLv = 15
masterLv = 60
maxLv = 70
@@ -526,6 +545,7 @@ class Skill18(PassiveSkill):
增加基本攻击力和转职系技能攻击力; 攻击时,使敌人进入出血异常状态。\n
"""
name = "唤魔 : 蛇腹剑"
ref = Ref.CALLDAIMUS
cellPos = (6,4)
learnLv = 15
masterLv = 1
@@ -567,6 +587,7 @@ class Skill19(ActiveSkill):
将剑刺向地面后,剑刃破地而出。\n
"""
name = "蛇腹剑 : 破"
ref = Ref.WHIPSWORDBAL
cellPos = (1,5)
learnLv = 15
masterLv = 60
@@ -598,6 +619,7 @@ class Skill20(ActiveSkill):
增加攻击速度、 移动速度、 基本攻击力和技能攻击力。\n
"""
name = "唤魔 : 狂暴"
ref = Ref.FRENZY
cellPos = (8,5)
learnLv = 20
masterLv = 10
@@ -629,6 +651,7 @@ class Skill21(ActiveSkill):
第1、 2击可以击退敌人,第3击缠住敌人的腿,将其拉向契魔者并击倒。\n
"""
name = "蛇腹剑 : 舞"
ref = Ref.SNAKEDANCE
cellPos = (3,5)
learnLv = 20
masterLv = 60
@@ -666,6 +689,7 @@ class Skill22(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -689,6 +713,7 @@ class Skill23(ActiveSkill):
对无法抓取的敌人不适用控制效果。\n
"""
name = "蛇腹剑 : 缠"
ref = Ref.CLAWBLADE
cellPos = (4,6)
learnLv = 25
masterLv = 60
@@ -738,6 +763,7 @@ class Skill24(ActiveSkill):
向前挥剑后收回,命中时将敌人拉向契魔者。\n
"""
name = "蛇腹剑 : 刺"
ref = Ref.PIKESWORD
cellPos = (2,6)
learnLv = 25
masterLv = 60
@@ -773,6 +799,7 @@ class Skill25(PassiveSkill):
增加物理、 魔法攻击力和物理暴击率。\n
"""
name = "魔剑控制"
ref = Ref.CONTROLDEMONSWORD
cellPos = (8,7)
learnLv = 30
masterLv = 20
@@ -807,6 +834,7 @@ class Skill26(ActiveSkill):
攻击中按跳跃键可以强制中断技能。\n
"""
name = "蛇腹剑 : 灭"
ref = Ref.WILDWHIP
cellPos = (2,7)
learnLv = 30
masterLv = 60
@@ -839,6 +867,7 @@ class Skill27(ActiveSkill):
在决斗场中,减少攻击范围,吸附攻击中霸体不生效,挥剑攻击无法攻击倒地的敌人。\n
"""
name = "碎魔剑"
ref = Ref.SPLITDEMONSWORD
cellPos = (4,8)
learnLv = 35
masterLv = 60
@@ -901,7 +930,7 @@ class Skill27(ActiveSkill):
# self.associate = [{"type":"*skillRation","data":[0] + [-11]*self.maxLv,"skills":["蛇腹剑 : 破"]}]
# return super().effect(old, new)
associate = [
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-11] * maxLv)), skills=['蛇腹剑 : 破'], when=Equals(Read(SkillAttribute.VP), 1)),
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-11] * maxLv)), skills=[Ref.WHIPSWORDBAL], when=Equals(Read(SkillAttribute.VP), 1)),
]
# 魔刃狂舞
@@ -913,6 +942,7 @@ class Skill28(ActiveSkill):
多段攻击中按跳跃键可以强制中断技能。\n
"""
name = "魔刃狂舞"
ref = Ref.BLOODDANCE
cellPos = (2,8)
learnLv = 35
masterLv = 60
@@ -980,6 +1010,7 @@ class Skill29(ActiveSkill):
幻影会使用[蛇腹剑 : 破]、 [蛇腹剑 : 舞]、 [蛇腹剑 : 刺]、 [蛇腹剑 : 灭]、 [魔刃狂舞]等技能。\n
"""
name = "群魔乱舞"
ref = Ref.GROUPDANCE
cellPos = (2,9)
learnLv = 40
masterLv = 60
@@ -1060,6 +1091,7 @@ class Skill30(ActiveSkill):
快速向前飞一段距离,在移动途中按技能键可以挥剑。\n
"""
name = "唤魔 : 塔莫斯之袭"
ref = Ref.DARKSTRIKE
cellPos = (5,10)
learnLv = 45
masterLv = 60
@@ -1120,6 +1152,7 @@ class Skill31(PassiveSkill):
该效果有重叠次数限制。\n
"""
name = "贪欲之燔祭"
ref = Ref.GREED
cellPos = (7,11)
learnLv = 48
masterLv = 40
@@ -1159,6 +1192,7 @@ class Skill32(ActiveSkill):
完成变身后向前滑铲,进行强力的下斩攻击并引发爆炸。\n
"""
name = "空绝斩 : 千刃"
ref = Ref.GIGABLADE
cellPos = (6,11)
learnLv = 50
masterLv = 40
@@ -1202,6 +1236,7 @@ class Skill33(ActiveSkill):
塔莫斯每次攻击时,飞散的普诺碎片会对周围的敌人造成伤害,普诺最终被消灭时引发爆炸。\n
"""
name = "唤魔 : 逆天之普诺"
ref = Ref.PHNOM
cellPos = (5,12)
learnLv = 60
masterLv = 40
@@ -1266,6 +1301,7 @@ class Skill34(ActiveSkill):
召唤塔莫斯,塔莫斯和剑魔一起发动十字形斩击。\n
"""
name = "汲血魔剑"
ref = Ref.BLOODDEMONSWORD
cellPos = (5,13)
learnLv = 70
masterLv = 40
@@ -1322,6 +1358,7 @@ class Skill35(ActiveSkill):
方向键(向上) : 长距离\n
"""
name = "空绝斩 : 地裂"
ref = Ref.GIGASLASH
cellPos = (9,13)
learnLv = 75
masterLv = 40
@@ -1376,7 +1413,7 @@ class Skill35(ActiveSkill):
# self.associate = [{"type":"*skillDamage","data":[0] + [-11]*self.maxLv,"skills":["蛇腹剑 : 舞"]}]
# return super().effect(old, new)
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([0] + [-11] * maxLv)), skills=['蛇腹剑 : 舞'], when=Equals(Read(SkillAttribute.VP), 1)),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([0] + [-11] * maxLv)), skills=[Ref.SNAKEDANCE], when=Equals(Read(SkillAttribute.VP), 1)),
]
# 唤魔 : 弑神剑
@@ -1405,6 +1442,7 @@ class Skill36(PassiveSkill):
增加塔莫斯的攻击次数和最终一击的攻击力,减少多段攻击间隔。\n
"""
name = "唤魔 : 弑神剑"
ref = Ref.DEVILSWORDTECH
cellPos = (7,13)
learnLv = 75
masterLv = 40
@@ -1441,13 +1479,13 @@ class Skill36(PassiveSkill):
# {"data":data5,"type":"*power3","skills":["唤魔 : 塔莫斯之袭"]}
# ]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), except_skills=['魔刃狂舞', '蛇腹剑 : 缠', '唤魔 : 塔莫斯之袭']),
SkillEffect(attribute=Power(8), operation=Operation.ADD, value=Percent(LevelTable(data1)), skills=['蛇腹剑 : 缠']),
SkillEffect(attribute=Power(9), operation=Operation.ADD, value=Percent(LevelTable(data1)), skills=['蛇腹剑 : 缠']),
SkillEffect(attribute=Power(4), operation=Operation.ADD, value=Percent(LevelTable(data3)), skills=['魔刃狂舞']),
SkillEffect(attribute=Power(5), operation=Operation.ADD, value=Percent(LevelTable(data3)), skills=['魔刃狂舞']),
SkillEffect(attribute=Hit(1), operation=Operation.ADD, value=LevelTable(data4), skills=['唤魔 : 塔莫斯之袭']),
SkillEffect(attribute=Power(3), value=1 + Percent(LevelTable(data5)), skills=['唤魔 : 塔莫斯之袭']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), except_skills=[Ref.BLOODDANCE, Ref.CLAWBLADE, Ref.DARKSTRIKE]),
SkillEffect(attribute=Power(8), operation=Operation.ADD, value=Percent(LevelTable(data1)), skills=[Ref.CLAWBLADE]),
SkillEffect(attribute=Power(9), operation=Operation.ADD, value=Percent(LevelTable(data1)), skills=[Ref.CLAWBLADE]),
SkillEffect(attribute=Power(4), operation=Operation.ADD, value=Percent(LevelTable(data3)), skills=[Ref.BLOODDANCE]),
SkillEffect(attribute=Power(5), operation=Operation.ADD, value=Percent(LevelTable(data3)), skills=[Ref.BLOODDANCE]),
SkillEffect(attribute=Hit(1), operation=Operation.ADD, value=LevelTable(data4), skills=[Ref.DARKSTRIKE]),
SkillEffect(attribute=Power(3), value=1 + Percent(LevelTable(data5)), skills=[Ref.DARKSTRIKE]),
]
# 弑神剑 : 极
@@ -1459,6 +1497,7 @@ class Skill37(ActiveSkill):
对无法抓取的敌人不适用控制效果。\n
"""
name = "弑神剑 : 极"
ref = Ref.ULTIMATEBLADE
cellPos = (7,14)
learnLv = 80
masterLv = 40
@@ -1521,6 +1560,7 @@ class Skill38(ActiveSkill):
跃向空中,与塔莫斯合体。 利用合体后的强大力量,将普诺变形为最佳攻击形态向地面进行乱舞攻击,之后再将普诺变形为巨剑形态刺向地面引发冲击波并使敌人进入僵直状态,最后使用巨大的剑刃进行最终一击。\n
"""
name = "弑神剑 : 诸神献祭"
ref = Ref.RAGNAROK
cellPos = (9,14)
learnLv = 85
masterLv = 40
@@ -1560,6 +1600,7 @@ class Skill39(ActiveSkill):
将与塔莫斯合体的蛇腹剑插入地面,击穿前方的敌人。\n
"""
name = "蛇舞血轮剑"
ref = Ref.BLOODOCTOPUSSWORD
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -1596,6 +1637,7 @@ class Skill40(PassiveSkill):
抓取并鞭笞敌人后,额外进行下劈攻击。\n
"""
name = "魔源觉醒"
ref = Ref.QUEENOFMINE
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -1619,9 +1661,9 @@ class Skill40(PassiveSkill):
# {"data":data1,"type":"+power9","skills":["蛇腹剑 : 缠"]},
# ]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), except_skills=['蛇腹剑 : 缠']),
SkillEffect(attribute=Power(8), operation=Operation.ADD, value=Percent(LevelTable(data1)), skills=['蛇腹剑 : 缠']),
SkillEffect(attribute=Power(9), operation=Operation.ADD, value=Percent(LevelTable(data1)), skills=['蛇腹剑 : 缠']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), except_skills=[Ref.CLAWBLADE]),
SkillEffect(attribute=Power(8), operation=Operation.ADD, value=Percent(LevelTable(data1)), skills=[Ref.CLAWBLADE]),
SkillEffect(attribute=Power(9), operation=Operation.ADD, value=Percent(LevelTable(data1)), skills=[Ref.CLAWBLADE]),
]
# 弑神剑 : 恶魔孤岛
@@ -1636,6 +1678,7 @@ class Skill41(ActiveSkill):
若关联的技能还在冷却中,则无法使用三次觉醒技能。\n
"""
name = "弑神剑 : 恶魔孤岛"
ref = Ref.ALCATRAZ
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -11,6 +11,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.swordman_female.spectre import SpectreSkillRef as Ref
prefix = "swordman_female/spectre/cn/skillDetail"
@@ -24,6 +25,7 @@ class Skill0(ActiveSkill):
攻击时有霸体判定。 转职为刃影时,技能类型变为独立攻击力。\n
"""
name = "浮空击"
ref = Ref.LIFTSLASH
learnLv = 1
masterLv = 10
maxLv = 20
@@ -51,6 +53,7 @@ class Skill1(PassiveSkill):
"""
name = '冥思'
ref = Ref.COLDHEART
cellPos = (8,1)
learnLv = 1
masterLv = 1
@@ -73,6 +76,7 @@ class Skill2(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -97,6 +101,7 @@ class Skill3(PassiveSkill):
"""
name = '基础精通'
ref = Ref.BASICATTACKUP
cellPos = (1,0)
learnLv = 1
masterLv = 115
@@ -119,7 +124,7 @@ class Skill3(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'type': '*skillDamage', 'data': [i - 100 if i > 0 else 0 for i in data0], 'skills': ['鬼缚钉']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=['鬼缚钉']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=[Ref.RUSTYNAIL]),
]
# 受身蹲伏
@@ -130,6 +135,7 @@ class Skill4(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -161,6 +167,7 @@ class Skill5(PassiveSkill):
"""
name = '刃之心'
ref = Ref.PROFESSIONAL
cellPos = (6,1)
learnLv = 1
masterLv = 1
@@ -182,6 +189,7 @@ class Skill6(ActiveSkill):
"""
name = '双重斩'
ref = Ref.DOUBLESHOT
cellPos = (2,1)
learnLv = 1
masterLv = 60
@@ -208,6 +216,7 @@ class Skill7(PassiveSkill):
学习后,隐藏黑曜、 白牙、 金刚的外形,仅在必要时显现。\n
"""
name = "敛锋"
ref = Ref.MUDDLE
learnLv = 1
masterLv = 1
maxLv = 1
@@ -241,6 +250,7 @@ class Skill8(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -263,6 +273,7 @@ class Skill9(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -285,6 +296,7 @@ class Skill10(ActiveSkill):
吸收来自前方的攻击伤害,[招架]状态下被攻击,会被击退一定距离,并持续一定时间。\n
"""
name = "招架"
ref = Ref.GUARD
learnLv = 5
masterLv = 5
maxLv = 15
@@ -316,6 +328,7 @@ class Skill11(ActiveSkill):
在决斗场中,需要跳跃到一定高度时才可以施放该技能。\n
"""
name = "跃空斩"
ref = Ref.MOUNTAINCRASH
learnLv = 5
masterLv = 60
maxLv = 70
@@ -350,6 +363,7 @@ class Skill12(ActiveSkill):
"""
name = '鬼缚钉'
ref = Ref.RUSTYNAIL
cellPos = (4,2)
learnLv = 5
masterLv = 1
@@ -392,6 +406,7 @@ class Skill13(ActiveSkill):
转职为刃影后,技能类型变为独立攻击力。\n
"""
name = "回旋反击"
ref = Ref.SPINSLASH
learnLv = 10
masterLv = 60
maxLv = 70
@@ -424,6 +439,7 @@ class Skill14(ActiveSkill):
转职为刃影后,技能类型变为独立攻击力; 攻击形态变为刃影专属的3次连续攻击。\n
"""
name = "疾风斩"
ref = Ref.SNAKESHADOW
learnLv = 10
masterLv = 60
maxLv = 70
@@ -460,6 +476,7 @@ class Skill15(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -487,6 +504,7 @@ class Skill16(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -515,6 +533,7 @@ class Skill17(ActiveSkill):
在决斗场中,攻击结束后,无法强制中断。\n
"""
name = "冲击斩"
ref = Ref.SLICEIMPACT
learnLv = 10
masterLv = 60
maxLv = 70
@@ -544,6 +563,7 @@ class Skill18(ActiveSkill):
转职为刃影后,技能类型变为独立攻击力。\n
"""
name = "连环斩"
ref = Ref.CHAINSLASH
learnLv = 15
masterLv = 60
maxLv = 70
@@ -571,6 +591,7 @@ class Skill19(ActiveSkill):
"""
name = '回旋勾斩'
ref = Ref.DANGEROUSHOOK
cellPos = (3,4)
learnLv = 15
masterLv = 60
@@ -602,6 +623,7 @@ class Skill20(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -626,6 +648,7 @@ class Skill21(PassiveSkill):
"""
name = '孤勇之志'
ref = Ref.OLDFASHIONED
cellPos = (6,5)
learnLv = 20
masterLv = 10
@@ -664,6 +687,7 @@ class Skill22(ActiveSkill):
"""
name = '封喉丝'
ref = Ref.BLACKOUT
cellPos = (2,5)
learnLv = 20
masterLv = 60
@@ -705,6 +729,7 @@ class Skill23(ActiveSkill):
"""
name = '利刃旋风'
ref = Ref.BLENDINGPAIN
cellPos = (1,6)
learnLv = 25
masterLv = 60
@@ -743,6 +768,7 @@ class Skill24(ActiveSkill):
"""
name = '追踪术'
ref = Ref.TRACE
cellPos = (6,6)
learnLv = 25
masterLv = 10
@@ -777,6 +803,7 @@ class Skill25(ActiveSkill):
"""
name = '白牙落斩'
ref = Ref.HANGOVER
cellPos = (4,6)
learnLv = 25
masterLv = 60
@@ -810,6 +837,7 @@ class Skill26(ActiveSkill):
"""
name = '疾刃之影'
ref = Ref.SHATTEREDGLASS
cellPos = (2,7)
learnLv = 30
masterLv = 60
@@ -841,6 +869,7 @@ class Skill27(ActiveSkill):
"""
name = '薄暮利刃'
ref = Ref.DEEPDUSK
cellPos = (5,7)
learnLv = 30
masterLv = 60
@@ -873,6 +902,7 @@ class Skill28(PassiveSkill):
"""
name = '刃之决意'
ref = Ref.VINTAGE
cellPos = (6,8)
learnLv = 35
masterLv = 10
@@ -906,6 +936,7 @@ class Skill29(ActiveSkill):
"""
name = '黑夜之花'
ref = Ref.WILDFLOWER
cellPos = (1,8)
learnLv = 35
masterLv = 60
@@ -968,6 +999,7 @@ class Skill30(ActiveSkill):
"""
name = '回旋十字刃'
ref = Ref.SHAKERBLAST
cellPos = (3,8)
learnLv = 35
masterLv = 60
@@ -1037,6 +1069,7 @@ class Skill31(ActiveSkill):
"""
name = '夜之风'
ref = Ref.NIGHTFALL
cellPos = (5,9)
learnLv = 40
masterLv = 60
@@ -1097,6 +1130,7 @@ class Skill32(ActiveSkill):
"""
name = '秘术·心斩'
ref = Ref.LASTORDER
cellPos = (5,10)
learnLv = 45
masterLv = 60
@@ -1155,6 +1189,7 @@ class Skill33(PassiveSkill):
"""
name = '收刀秘术'
ref = Ref.LICENSE
cellPos = (2,11)
learnLv = 48
masterLv = 40
@@ -1189,6 +1224,7 @@ class Skill34(ActiveSkill):
"""
name = '沉寂之狱'
ref = Ref.SHOWDOWN
cellPos = (3,11)
learnLv = 50
masterLv = 40
@@ -1224,6 +1260,7 @@ class Skill35(ActiveSkill):
"""
name = '瞬影碎魂击'
ref = Ref.OVERPACE
cellPos = (3,12)
learnLv = 60
masterLv = 40
@@ -1291,6 +1328,7 @@ class Skill36(ActiveSkill):
"""
name = '追袭逐影丝'
ref = Ref.BULLSEYE
cellPos = (4,13)
learnLv = 70
masterLv = 40
@@ -1345,7 +1383,7 @@ class Skill36(ActiveSkill):
# self.associate = [{'type': '*skillDamage', 'data': [0] + [-12.3] * self.maxLv, 'skills': ['鬼缚钉']}]
# return super().effect(old, new)
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([0] + [-12.3] * maxLv)), skills=['鬼缚钉'], when=Equals(Read(SkillAttribute.VP), 1)),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([0] + [-12.3] * maxLv)), skills=[Ref.RUSTYNAIL], when=Equals(Read(SkillAttribute.VP), 1)),
]
# 无情夜行
@@ -1358,6 +1396,7 @@ class Skill37(PassiveSkill):
"""
name = '无情夜行'
ref = Ref.INFAMOUS
cellPos = (2,13)
learnLv = 75
masterLv = 40
@@ -1381,7 +1420,7 @@ class Skill37(PassiveSkill):
# ]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0))),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data1)), except_skills=['沉寂之狱', '黑曜真刃·破晓', '秘术·雨夜终曲']),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data1)), except_skills=[Ref.SHOWDOWN, Ref.DAYBREAK, Ref.TESTAMENT]),
]
# 秘术·曜夜斩
@@ -1395,6 +1434,7 @@ class Skill38(ActiveSkill):
"""
name = '秘术·曜夜斩'
ref = Ref.STRAIGHTSHOT
cellPos = (5,13)
learnLv = 75
masterLv = 40
@@ -1454,6 +1494,7 @@ class Skill39(ActiveSkill):
"""
name = '悬丝风暴'
ref = Ref.CATHARSIS
cellPos = (4,14)
learnLv = 80
masterLv = 40
@@ -1525,6 +1566,7 @@ class Skill40(ActiveSkill):
"""
name = '黑曜真刃·破晓'
ref = Ref.DAYBREAK
cellPos = (5,14)
learnLv = 85
masterLv = 40
@@ -1562,6 +1604,7 @@ class Skill41(PassiveSkill):
"""
name = '夜色敌意'
ref = Ref.DAREDEVIL
cellPos = (4,15)
learnLv = 95
masterLv = 40
@@ -1597,6 +1640,7 @@ class Skill42(ActiveSkill):
"""
name = '绚烂之舞'
ref = Ref.FULLBODY
cellPos = (6,15)
learnLv = 95
masterLv = 40
@@ -1641,6 +1685,7 @@ class Skill43(ActiveSkill):
"""
name = '秘术·雨夜终曲'
ref = Ref.TESTAMENT
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -14,6 +14,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.swordman_female.sword_master import SwordMasterSkillRef as Ref
class SwordMasterAttribute(ProfessionAttribute):
@@ -33,6 +34,7 @@ class Skill0(ActiveSkill):
将黑暗之力汇聚到剑上,发出两次斩击。\n
"""
name = "暗黑斩"
ref = Ref.DARKSLASH
learnLv = 1
masterLv = 60
maxLv = 70
@@ -58,6 +60,7 @@ class Skill1(ActiveSkill):
攻击时有霸体判定。 转职为刃影时,技能类型变为独立攻击力。\n
"""
name = "浮空击"
ref = Ref.LIFTSLASH
learnLv = 1
masterLv = 10
maxLv = 20
@@ -85,6 +88,7 @@ class Skill2(PassiveSkill):
"""
name = '冥思'
ref = Ref.COLDHEART
cellPos = (5,1)
learnLv = 1
masterLv = 1
@@ -116,6 +120,7 @@ class Skill3(ActiveSkill):
"""
name = '帝国剑术'
ref = Ref.WEAPONCOMBO
cellPos = (4,1)
learnLv = 1
masterLv = 1
@@ -161,6 +166,7 @@ class Skill4(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -185,6 +191,7 @@ class Skill5(PassiveSkill):
"""
name = '基础精通'
ref = Ref.BASICATTACKUP
cellPos = (1,0)
learnLv = 1
masterLv = 115
@@ -205,7 +212,7 @@ class Skill5(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'type': '*skillDamage', 'data': [i - 100 if i > 0 else 0 for i in data0], 'skills': ['帝国剑术']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=['帝国剑术']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=[Ref.WEAPONCOMBO]),
]
# 受身蹲伏
@@ -216,6 +223,7 @@ class Skill6(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -257,6 +265,7 @@ class Skill7(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -279,6 +288,7 @@ class Skill8(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -301,6 +311,7 @@ class Skill9(ActiveSkill):
向前方发射一定次数的剑气波动。\n
"""
name = "波动斩"
ref = Ref.SIRYUN
learnLv = 5
masterLv = 60
maxLv = 70
@@ -328,6 +339,7 @@ class Skill10(ActiveSkill):
吸收来自前方的攻击伤害,[招架]状态下被攻击,会被击退一定距离,并持续一定时间。\n
"""
name = "招架"
ref = Ref.GUARD
learnLv = 5
masterLv = 5
maxLv = 15
@@ -359,6 +371,7 @@ class Skill11(ActiveSkill):
在决斗场中,需要跳跃到一定高度时才可以施放该技能。\n
"""
name = "跃空斩"
ref = Ref.MOUNTAINCRASH
learnLv = 5
masterLv = 60
maxLv = 70
@@ -390,6 +403,7 @@ class Skill12(ActiveSkill):
再次按技能键,可连接下劈追加攻击。\n
"""
name = "十字剑"
ref = Ref.GORECROSS
learnLv = 5
masterLv = 60
maxLv = 70
@@ -423,6 +437,7 @@ class Skill13(ActiveSkill):
转职为刃影后,技能类型变为独立攻击力。\n
"""
name = "回旋反击"
ref = Ref.SPINSLASH
learnLv = 10
masterLv = 60
maxLv = 70
@@ -455,6 +470,7 @@ class Skill14(ActiveSkill):
转职为刃影后,技能类型变为独立攻击力; 攻击形态变为刃影专属的3次连续攻击。\n
"""
name = "疾风斩"
ref = Ref.SNAKESHADOW
learnLv = 10
masterLv = 60
maxLv = 70
@@ -487,6 +503,7 @@ class Skill15(ActiveSkill):
若抓住敌人,则会向目标施放强力刺击。\n
"""
name = "索敌刺"
ref = Ref.EXECUTION
learnLv = 10
masterLv = 60
maxLv = 70
@@ -514,6 +531,7 @@ class Skill16(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -541,6 +559,7 @@ class Skill17(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -568,6 +587,7 @@ class Skill18(ActiveSkill):
转职为刃影后,技能类型变为独立攻击力。\n
"""
name = "连环斩"
ref = Ref.CHAINSLASH
learnLv = 15
masterLv = 60
maxLv = 70
@@ -595,6 +615,7 @@ class Skill19(ActiveSkill):
"""
name = '招架反击'
ref = Ref.COUNTERSLASH
cellPos = (8,4)
learnLv = 15
masterLv = 60
@@ -630,6 +651,7 @@ class Skill20(PassiveSkill):
"""
name = '兵刃奥义'
ref = Ref.INNERBLADE
cellPos = (0,4)
learnLv = 15
masterLv = 20
@@ -644,7 +666,7 @@ class Skill20(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'type': '+lv', 'data': [i + 1 if i > 0 else i for i in range(0, maxLv + 2)], 'ratio': 1, 'skills': ['波动之钝器精通', '血影之太刀精通', '毁灭之巨剑精通', '魔性之短剑精通']}]
associate = [
SkillEffect(attribute=SkillAttribute.LEVEL, operation=Operation.ADD, value=LevelTable([i + 1 if i > 0 else i for i in range(0, maxLv + 2)]), skills=['波动之钝器精通', '血影之太刀精通', '毁灭之巨剑精通', '魔性之短剑精通']),
SkillEffect(attribute=SkillAttribute.LEVEL, operation=Operation.ADD, value=LevelTable([i + 1 if i > 0 else i for i in range(0, maxLv + 2)]), skills=[Ref.BLUNTMASTERY, Ref.BLADEMASTERY, Ref.HEAVYSWORDMASTERY, Ref.SHORTSWORDMASTERY]),
]
@@ -659,6 +681,7 @@ class Skill21(PassiveSkill):
增加可以强制中断的次数。\n
"""
name = '驭剑术'
ref = Ref.DRAWSWORD
cellPos = (6,4)
learnLv = 15
masterLv = 10
@@ -688,6 +711,7 @@ class Skill22(ActiveSkill):
"""
name = '魔剑降临'
ref = Ref.CHANGESWORD
cellPos = (3,4)
learnLv = 15
masterLv = 60
@@ -754,6 +778,7 @@ class Skill23(PassiveSkill):
"""
name = '魔性之短剑精通'
ref = Ref.SHORTSWORDMASTERY
cellPos = (1,4)
learnLv = 15
masterLv = 1
@@ -790,10 +815,10 @@ class Skill23(PassiveSkill):
associate = [
CharacterEffect(attribute=CharacterAttribute.P_ATK_P, value=1 + Percent(LevelTable(data0)), weapon=['短剑']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), weapon=['短剑']),
SkillEffect(attribute=SwordMasterAttribute.SUB_POWER, operation=Operation.ADD, value=Percent(LevelTable(data2)), skills=['魔剑奥义'], weapon=['短剑']),
SkillEffect(attribute=SwordMasterAttribute.SUB_POWER, operation=Operation.ADD, value=Percent(LevelTable(data2)), skills=['魔剑奥义'], weapon=['短剑']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data3)), skills=['魔剑奥义'], weapon=['短剑']),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data4)), skills=['魔剑奥义'], weapon=['短剑']),
SkillEffect(attribute=SwordMasterAttribute.SUB_POWER, operation=Operation.ADD, value=Percent(LevelTable(data2)), skills=[Ref.MAGICSWORDUP], weapon=['短剑']),
SkillEffect(attribute=SwordMasterAttribute.SUB_POWER, operation=Operation.ADD, value=Percent(LevelTable(data2)), skills=[Ref.MAGICSWORDUP], weapon=['短剑']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data3)), skills=[Ref.MAGICSWORDUP], weapon=['短剑']),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data4)), skills=[Ref.MAGICSWORDUP], weapon=['短剑']),
]
# 血影之太刀精通
@@ -812,6 +837,7 @@ class Skill24(PassiveSkill):
"""
name = '血影之太刀精通'
ref = Ref.BLADEMASTERY
cellPos = (2,4)
learnLv = 15
masterLv = 1
@@ -855,12 +881,12 @@ class Skill24(PassiveSkill):
# ]
associate = [
CharacterEffect(attribute=CharacterAttribute.P_ATK_P, value=1 + Percent(LevelTable(data0)), weapon=['太刀']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=['帝国剑术'], weapon=['太刀']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data2)), skills=['魔剑降临'], weapon=['太刀']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=[Ref.WEAPONCOMBO], weapon=['太刀']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data2)), skills=[Ref.CHANGESWORD], weapon=['太刀']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([0] + [29 + 0.5 * i for i in range(maxLv)])), weapon=['太刀']),
SkillEffect(attribute=SkillAttribute.CD_RATIO, value=1 - Percent(LevelTable(data7)), weapon=['太刀']),
SkillEffect(attribute=Hit(0), operation=Operation.ADD, value=LevelTable(data8), skills=['瞬影三绝斩'], weapon=['太刀']),
SkillEffect(attribute=Hit(3), operation=Operation.ADD, value=LevelTable(data8), skills=['瞬影三绝斩'], weapon=['太刀']),
SkillEffect(attribute=Hit(0), operation=Operation.ADD, value=LevelTable(data8), skills=[Ref.FLASH], weapon=['太刀']),
SkillEffect(attribute=Hit(3), operation=Operation.ADD, value=LevelTable(data8), skills=[Ref.FLASH], weapon=['太刀']),
]
# [瞬影三绝斩]剑气追加次数 : 1次
@@ -879,6 +905,7 @@ class Skill25(PassiveSkill):
"""
name = '毁灭之巨剑精通'
ref = Ref.HEAVYSWORDMASTERY
cellPos = (4,4)
learnLv = 15
masterLv = 1
@@ -917,10 +944,10 @@ class Skill25(PassiveSkill):
# ]
associate = [
CharacterEffect(attribute=CharacterAttribute.P_ATK_P, value=1 + Percent(LevelTable(data0)), weapon=['巨剑']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=['帝国剑术'], weapon=['巨剑']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=[Ref.WEAPONCOMBO], weapon=['巨剑']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data5)), weapon=['巨剑']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data6)), skills=['破军旋舞斩'], weapon=['巨剑']),
SkillEffect(attribute=Power(1), value=1 + Percent(LevelTable(data8)), skills=['恶即斩'], weapon=['巨剑']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data6)), skills=[Ref.HALFMOON], weapon=['巨剑']),
SkillEffect(attribute=Power(1), value=1 + Percent(LevelTable(data8)), skills=[Ref.DEVILSLASH], weapon=['巨剑']),
]
# 波动之钝器精通
@@ -938,6 +965,7 @@ class Skill26(PassiveSkill):
"""
name = '波动之钝器精通'
ref = Ref.BLUNTMASTERY
cellPos = (5,4)
learnLv = 15
masterLv = 1
@@ -976,10 +1004,10 @@ class Skill26(PassiveSkill):
# ]
associate = [
CharacterEffect(attribute=CharacterAttribute.P_ATK_P, value=1 + Percent(LevelTable(data0)), weapon=['钝器']),
SkillEffect(attribute=Power(3), value=1 + Percent(LevelTable(data3)), skills=['穿云破空剑'], weapon=['钝器']),
SkillEffect(attribute=Power(2), value=1 + Percent(LevelTable(data5)), skills=['幻剑术'], weapon=['钝器']),
SkillEffect(attribute=Power(3), value=1 + Percent(LevelTable(data3)), skills=[Ref.THUNDERSLASH], weapon=['钝器']),
SkillEffect(attribute=Power(2), value=1 + Percent(LevelTable(data5)), skills=[Ref.ILLUSIONBLADE], weapon=['钝器']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data8)), weapon=['钝器']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data7)), skills=['雷鸣千军破'], weapon=['钝器']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data7)), skills=[Ref.EXCALIBUR], weapon=['钝器']),
]
# 自动招架
@@ -991,6 +1019,7 @@ class Skill27(ActiveSkill):
"""
name = '自动招架'
ref = Ref.AUTOGUARD
cellPos = (8,5)
learnLv = 20
masterLv = 10
@@ -1020,6 +1049,7 @@ class Skill28(ActiveSkill):
"""
name = '疾影斩'
ref = Ref.SPEEDSLASH
cellPos = (1,5)
learnLv = 20
masterLv = 60
@@ -1050,6 +1080,7 @@ class Skill29(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -1073,6 +1104,7 @@ class Skill30(ActiveSkill):
"""
name = '升龙剑'
ref = Ref.UPPERSLASH
cellPos = (2,6)
learnLv = 25
masterLv = 60
@@ -1111,6 +1143,7 @@ class Skill31(ActiveSkill):
掌握[波动之钝器精通]后,攻击时会产生冲击波。\n
"""
name = '幻剑术'
ref = Ref.ILLUSIONBLADE
cellPos = (8,6)
learnLv = 25
masterLv = 60
@@ -1153,6 +1186,7 @@ class Skill32(ActiveSkill):
"""
name = '人剑合一'
ref = Ref.OVERDRIVE
cellPos = (6,6)
learnLv = 25
masterLv = 10
@@ -1182,6 +1216,7 @@ class Skill33(ActiveSkill):
"""
name = '穿云破空剑'
ref = Ref.THUNDERSLASH
cellPos = (2,7)
learnLv = 30
masterLv = 60
@@ -1227,6 +1262,7 @@ class Skill34(ActiveSkill):
"""
name = '魔剑奥义'
ref = Ref.MAGICSWORDUP
cellPos = (3,7)
learnLv = 30
masterLv = 60
@@ -1281,7 +1317,7 @@ class Skill34(ActiveSkill):
# {'type': '+dataplus0', 'data': data7, 'skills': ['飓风魔剑'], 'ratio': 1},
# ]
associate = [
SkillEffect(attribute=ExtraData(0), operation=Operation.ADD, value=LevelTable(data7), skills=['飓风魔剑']),
SkillEffect(attribute=ExtraData(0), operation=Operation.ADD, value=LevelTable(data7), skills=[Ref.MAGICSWORDSHOOT]),
]
def setMode(self, mode):
@@ -1308,6 +1344,7 @@ class Skill35(PassiveSkill):
"""
name = '魔剑觉醒'
ref = Ref.SWORDMAGIC
cellPos = (6,7)
learnLv = 30
masterLv = 5
@@ -1338,6 +1375,7 @@ class Skill36(ActiveSkill):
"""
name = '瞬影三绝斩'
ref = Ref.FLASH
cellPos = (4,8)
learnLv = 35
masterLv = 60
@@ -1436,6 +1474,7 @@ class Skill37(ActiveSkill):
"""
name = '破军旋舞斩'
ref = Ref.HALFMOON
cellPos = (1,8)
learnLv = 35
masterLv = 60
@@ -1509,6 +1548,7 @@ class Skill38(ActiveSkill):
"""
name = '雷鸣千军破'
ref = Ref.EXCALIBUR
cellPos = (4,9)
learnLv = 40
masterLv = 60
@@ -1583,6 +1623,7 @@ class Skill39(ActiveSkill):
"""
name = '恶即斩'
ref = Ref.DEVILSLASH
cellPos = (4,10)
learnLv = 45
masterLv = 60
@@ -1662,6 +1703,7 @@ class Skill40(PassiveSkill):
"""
name = '斩魂术'
ref = Ref.BLADESOUL
cellPos = (6,11)
learnLv = 48
masterLv = 40
@@ -1700,6 +1742,7 @@ class Skill41(ActiveSkill):
"""
name = '极 · 驭剑术 (时空斩)'
ref = Ref.TIMESLASH
cellPos = (5,11)
learnLv = 50
masterLv = 40
@@ -1734,6 +1777,7 @@ class Skill42(ActiveSkill):
"""
name = '裂刃天冲'
ref = Ref.DRAGONUPEX
cellPos = (4,12)
learnLv = 60
masterLv = 40
@@ -1803,6 +1847,7 @@ class Skill43(ActiveSkill):
"""
name = '极 · 驭剑术 (幻剑阵)'
ref = Ref.JACKCATCH
cellPos = (5,13)
learnLv = 70
masterLv = 40
@@ -1866,6 +1911,7 @@ class Skill44(ActiveSkill):
"""
name = '飓风魔剑'
ref = Ref.MAGICSWORDSHOOT
cellPos = (3,13)
learnLv = 75
masterLv = 40
@@ -1924,9 +1970,9 @@ class Skill44(ActiveSkill):
# 魔剑奥义单独计算 不享受飓风魔剑特化部分
weapon = self.char.GetWeaponType()
if weapon[0] == '短剑':
magic = self.char.GetSkillByName('魔剑奥义').skillInfo('暗火')
magic = self.char.GetSkill(Ref.MAGICSWORDUP).skillInfo('暗火')
else:
magic = self.char.GetSkillByName('魔剑奥义').skillInfo('火/暗')
magic = self.char.GetSkill(Ref.MAGICSWORDUP).skillInfo('火/暗')
return basic[0] + magic[0] * magic[1] * self.magicHit / basic[1], basic[1], basic[2]
def vp_1(self):
@@ -1976,6 +2022,7 @@ class Skill45(PassiveSkill):
"""
name = '帝皇盟约'
ref = Ref.PROMISEOFANTIQUITY
cellPos = (4,13)
name = '帝皇盟约'
learnLv = 75
@@ -2012,6 +2059,7 @@ class Skill46(ActiveSkill):
"""
name = '极 · 驭剑术 (破剑阵)'
ref = Ref.BREAKSWORDDANCE
cellPos = (3,14)
learnLv = 80
masterLv = 40
@@ -2084,6 +2132,7 @@ class Skill47(ActiveSkill):
"""
name = '誓约之剑 : 雷沃汀'
ref = Ref.LAEVATEINN
cellPos = (4,14)
learnLv = 85
masterLv = 40
@@ -2115,6 +2164,7 @@ class Skill48(ActiveSkill):
"""
name = '极诣 · 驭剑术 : 聚魔剑'
ref = Ref.FUSIONBLADE
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -2159,6 +2209,7 @@ class Skill49(PassiveSkill):
"""
name = '剑心 : 魔剑唤醒'
ref = Ref.ACCEDENCE
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -2198,6 +2249,7 @@ class Skill50(ActiveSkill):
"""
name = '誓约之引 : 万剑之巅'
ref = Ref.REGIONOFSUPREME
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -10,6 +10,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.swordman_female.vegabond import VegabondSkillRef as Ref
prefix = "swordman_female/vegabond/cn/skillDetail"
@@ -21,6 +22,7 @@ class Skill0(ActiveSkill):
将黑暗之力汇聚到剑上,发出两次斩击。\n
"""
name = "暗黑斩"
ref = Ref.DARKSLASH
learnLv = 1
masterLv = 60
maxLv = 70
@@ -46,6 +48,7 @@ class Skill1(ActiveSkill):
攻击时有霸体判定。 转职为刃影时,技能类型变为独立攻击力。\n
"""
name = "浮空击"
ref = Ref.LIFTSLASH
learnLv = 1
masterLv = 10
maxLv = 20
@@ -73,6 +76,7 @@ class Skill2(PassiveSkill):
可以减少觉醒技能之外所有技能的冷却时间。\n
"""
name = "光剑掌握"
ref = Ref.EQUIPLIGHTSWORD
cellPos = (7,1)
learnLv = 1
masterLv = 1
@@ -92,7 +96,7 @@ class Skill2(PassiveSkill):
# {"data":data0,"type":"*cdReduce", 'exceptSkills': ['花开寒影', '飞花逐月', '轻云出月风静夜']}
# ]
associate = [
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data0)), except_skills=['花开寒影', '飞花逐月', '轻云出月风静夜']),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data0)), except_skills=[Ref.FATALFLOWER, Ref.MOONLIGHTSLASH, Ref.MOONLIGHTDANCE]),
]
# 冥思
@@ -103,6 +107,7 @@ class Skill3(PassiveSkill):
无论遇到任何情况,都能保持绝对的专注。 增加物理和魔法暴击率。\n
"""
name = "冥思"
ref = Ref.COLDHEART
learnLv = 1
masterLv = 1
maxLv = 1
@@ -125,6 +130,7 @@ class Skill4(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -148,6 +154,7 @@ class Skill5(PassiveSkill):
在决斗场中,增益/减益技能、 被动技能的技能攻击力增加效果对[基础精通]无影响。\n
"""
name = "基础精通"
ref = Ref.BASICATTACKUP
learnLv = 1
masterLv = 115
maxLv = 200
@@ -175,6 +182,7 @@ class Skill6(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -206,6 +214,7 @@ class Skill7(PassiveSkill):
物理攻击力、 力量\n
"""
name = "副武器可装备"
ref = Ref.TWOHANDWEAPON
cellPos = (8,1)
learnLv = 1
masterLv = 1
@@ -240,6 +249,7 @@ class Skill8(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -262,6 +272,7 @@ class Skill9(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -284,6 +295,7 @@ class Skill10(ActiveSkill):
向前方发射一定次数的剑气波动。\n
"""
name = "波动斩"
ref = Ref.SIRYUN
learnLv = 5
masterLv = 60
maxLv = 70
@@ -311,6 +323,7 @@ class Skill11(ActiveSkill):
吸收来自前方的攻击伤害,[招架]状态下被攻击,会被击退一定距离,并持续一定时间。\n
"""
name = "招架"
ref = Ref.GUARD
learnLv = 5
masterLv = 5
maxLv = 15
@@ -342,6 +355,7 @@ class Skill12(ActiveSkill):
在决斗场中,需要跳跃到一定高度时才可以施放该技能。\n
"""
name = "跃空斩"
ref = Ref.MOUNTAINCRASH
learnLv = 5
masterLv = 60
maxLv = 70
@@ -373,6 +387,7 @@ class Skill13(ActiveSkill):
再次按技能键,可连接下劈追加攻击。\n
"""
name = "十字剑"
ref = Ref.GORECROSS
cellPos = (2,2)
learnLv = 5
masterLv = 60
@@ -409,6 +424,7 @@ class Skill14(ActiveSkill):
转职为刃影后,技能类型变为独立攻击力。\n
"""
name = "回旋反击"
ref = Ref.SPINSLASH
learnLv = 10
masterLv = 60
maxLv = 70
@@ -441,6 +457,7 @@ class Skill15(ActiveSkill):
转职为刃影后,技能类型变为独立攻击力; 攻击形态变为刃影专属的3次连续攻击。\n
"""
name = "疾风斩"
ref = Ref.SNAKESHADOW
learnLv = 10
masterLv = 60
maxLv = 70
@@ -473,6 +490,7 @@ class Skill16(ActiveSkill):
若抓住敌人,则会向目标施放强力刺击。\n
"""
name = "索敌刺"
ref = Ref.EXECUTION
learnLv = 10
masterLv = 60
maxLv = 70
@@ -500,6 +518,7 @@ class Skill17(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -527,6 +546,7 @@ class Skill18(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -554,6 +574,7 @@ class Skill19(ActiveSkill):
转职为刃影后,技能类型变为独立攻击力。\n
"""
name = "连环斩"
ref = Ref.CHAINSLASH
learnLv = 15
masterLv = 60
maxLv = 70
@@ -583,6 +604,7 @@ class Skill20(ActiveSkill):
进入地下城时自动发动。\n
"""
name = "两仪功"
ref = Ref.DUALWEAPON
cellPos = (0,4)
learnLv = 15
masterLv = 1
@@ -639,6 +661,7 @@ class Skill21(ActiveSkill):
[三才剑]的技能等级与[三才轮回剑]的技能等级同步提升。\n
"""
name = "三才剑"
ref = Ref.THREESIDE
cellPos = (3,4)
learnLv = 15
masterLv = 1
@@ -663,7 +686,7 @@ class Skill21(ActiveSkill):
# 范围比率 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3)
level_source = '三才回轮剑'
level_source = Ref.VAGABONDSWORDMANSHIP
# 轮回剑
# swordman_female/vegabond/852f8ad797db4dca1405cb3e77198401
@@ -675,6 +698,7 @@ class Skill22(ActiveSkill):
[轮回剑]的技能等级与[三才轮回剑]的技能等级同步提升。\n
"""
name = "轮回剑"
ref = Ref.REVOLVINGSWORD
cellPos = (4,4)
learnLv = 15
masterLv = 1
@@ -700,7 +724,7 @@ class Skill22(ActiveSkill):
# 范围比率 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3)
level_source = '三才回轮剑'
level_source = Ref.VAGABONDSWORDMANSHIP
# 三才回轮剑
# swordman_female/vegabond/ab6fc3303df03b58911967dfca2b5d07
@@ -711,6 +735,7 @@ class Skill23(PassiveSkill):
学习后,可以增加三才剑和轮回剑的技能等级。\n
"""
name = "三才回轮剑"
ref = Ref.VAGABONDSWORDMANSHIP
cellPos = (5,4)
learnLv = 15
masterLv = 60
@@ -731,6 +756,7 @@ class Skill24(PassiveSkill):
流浪武士达到返本归元境界,基本攻击、 剑术与掌法变得更强,并增加物理暴击率。\n
"""
name = "返本归元"
ref = Ref.THREEFLOWER
cellPos = (2,5)
learnLv = 20
masterLv = 1
@@ -764,6 +790,7 @@ class Skill25(ActiveSkill):
对于无法抓取的敌人,可使其进入短暂强制控制状态并受到伤害。\n
"""
name = "四象引"
ref = Ref.INHALATION
cellPos = (0,5)
learnLv = 20
masterLv = 60
@@ -799,6 +826,7 @@ class Skill26(ActiveSkill):
通过蓄气激发自身的潜力,增加暴击伤害、 攻击速度和移动速度,效果持续一段时间。\n
"""
name = "五气朝元"
ref = Ref.FIVECIRCLE
cellPos = (5,5)
learnLv = 20
masterLv = 10
@@ -826,6 +854,7 @@ class Skill27(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -849,6 +878,7 @@ class Skill28(ActiveSkill):
向前方移动时,对周围发动爆炸攻击。\n
"""
name = "一花渡江"
ref = Ref.RAPIDSTEP
cellPos = (2,6)
learnLv = 25
masterLv = 60
@@ -881,6 +911,7 @@ class Skill29(ActiveSkill):
抓取敌人使其浮空,然后向上跃起在空中对敌人进行连续斩击,并将敌人劈落地面\n
"""
name = "樱落斩"
ref = Ref.SOARCUT
cellPos = (4,6)
learnLv = 25
masterLv = 60
@@ -925,6 +956,7 @@ class Skill30(ActiveSkill):
用巨大的剑砸向前方产生冲击波,并对周围的敌人造成伤害。\n
"""
name = "圆舞斩"
ref = Ref.NEARBLOW
cellPos = (3,7)
learnLv = 30
masterLv = 60
@@ -959,6 +991,7 @@ class Skill31(ActiveSkill):
倒地的敌人暂时无法起身。\n
"""
name = "碎岩裂地掌"
ref = Ref.EARTHPRESSURE
cellPos = (1,7)
learnLv = 30
masterLv = 60
@@ -989,6 +1022,7 @@ class Skill32(ActiveSkill):
若在完成念气之花前按下跳跃键,则可以中断技能。\n
"""
name = "乱花葬"
ref = Ref.OVERBLOWSLASH
cellPos = (0,8)
learnLv = 35
masterLv = 60
@@ -1052,6 +1086,7 @@ class Skill33(ActiveSkill):
可以在空中使用,但存在最低跳跃高度限制。\n
"""
name = "游龙掌"
ref = Ref.COALBAN
cellPos = (3,8)
learnLv = 35
masterLv = 60
@@ -1106,6 +1141,7 @@ class Skill34(ActiveSkill):
在决斗场中,通过输入方向键增加前进距离的功能不生效。\n
"""
name = "回天璇鸣剑"
ref = Ref.BLASTSWORD
cellPos = (3,9)
learnLv = 40
masterLv = 60
@@ -1167,6 +1203,7 @@ class Skill35(ActiveSkill):
将内劲凝聚于双手,攻击前方敌人。 被湮烈掌击中的敌人会吸收一部分的内劲,经过一定时间后再次受到内劲爆炸伤害。\n
"""
name = "湮烈掌"
ref = Ref.FISTOFEXPLOSION
cellPos = (1,9)
learnLv = 40
masterLv = 60
@@ -1225,6 +1262,7 @@ class Skill36(ActiveSkill):
一闪攻击结束前,输入技能键或攻击键可连接后续攻击; 没有输入技能键时,中断技能\n
"""
name = "花舞千魂"
ref = Ref.COMETBLADE
cellPos = (0,10)
learnLv = 45
masterLv = 60
@@ -1286,6 +1324,7 @@ class Skill37(PassiveSkill):
技能冷却时间过后,可以再次解除异常状态。\n
"""
name = "三花聚顶"
ref = Ref.ECSTASY
cellPos = (4,11)
learnLv = 48
masterLv = 40
@@ -1326,6 +1365,7 @@ class Skill38(ActiveSkill):
生成气花和树枝的过程中会造成多段伤害,花盛开时会回到原来的位置,使花和树枝爆炸,造成巨大伤害。\n
"""
name = "花开寒影"
ref = Ref.FATALFLOWER
cellPos = (6,11)
learnLv = 50
masterLv = 40
@@ -1361,6 +1401,7 @@ class Skill39(ActiveSkill):
垂直斩击是以最靠近水平斩中心部分的敌人头部为落地点。\n
"""
name = "啸空十字刃"
ref = Ref.ZWEIVOLTAGEEX
cellPos = (3,12)
learnLv = 60
masterLv = 40
@@ -1423,6 +1464,7 @@ class Skill40(ActiveSkill):
被空中如来神掌击中的敌人将被拍入地面一定时间,无法起身。\n
"""
name = "如来神掌"
ref = Ref.BIGJANG
cellPos = (5,13)
learnLv = 70
masterLv = 40
@@ -1487,6 +1529,7 @@ class Skill41(ActiveSkill):
在跳跃状态下也可以施放技能,此时取消第1招的前斩攻击并增加最后回旋斩的攻击力。\n
"""
name = "莲花剑舞"
ref = Ref.FLOWERBLADEDANCE
cellPos = (3,13)
learnLv = 75
masterLv = 40
@@ -1556,6 +1599,7 @@ class Skill42(PassiveSkill):
突破五气朝元的极限,进入七星耀华的境界。剑术变得比之前更加锋利,内劲大幅提升,增加基本攻击、 剑术和掌法的攻击力。\n
"""
name = "七星耀华"
ref = Ref.BUDCLIMB
cellPos = (1,13)
learnLv = 75
masterLv = 40
@@ -1591,6 +1635,7 @@ class Skill43(ActiveSkill):
可以取消部分转职技能的施放后僵直并立即施放该技能; 收剑入鞘的瞬间可以连接除增益技能之外的所有主动技能。\n
"""
name = "樱花劫"
ref = Ref.HERMITTRIPLESTEP
cellPos = (2,14)
learnLv = 80
masterLv = 40
@@ -1646,6 +1691,7 @@ class Skill44(ActiveSkill):
施放技能时,可以利用前/后方向键控制斩击的方向。\n
"""
name = "飞花逐月"
ref = Ref.MOONLIGHTSLASH
cellPos = (4,14)
learnLv = 85
masterLv = 40
@@ -1696,6 +1742,7 @@ class Skill45(ActiveSkill):
可以在地面或者空中使用。\n
"""
name = "落英惊鸿掌"
ref = Ref.GONEWITHTHEPETAL
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -1733,6 +1780,7 @@ class Skill46(PassiveSkill):
增加剑气大小及发射速度,施放时进入霸体状态。\n
"""
name = "剑仙之境"
ref = Ref.GODDESSOFSWORD
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -1760,7 +1808,7 @@ class Skill46(PassiveSkill):
# ]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0))),
SkillEffect(attribute=SkillAttribute.CD, operation=Operation.ADD, value=LevelTable([0] + [-1] * maxLv), skills=['一花渡江']),
SkillEffect(attribute=SkillAttribute.CD, operation=Operation.ADD, value=LevelTable([0] + [-1] * maxLv), skills=[Ref.RAPIDSTEP]),
]
# 轻云出月风静夜
@@ -1774,6 +1822,7 @@ class Skill47(ActiveSkill):
若关联的技能还在冷却中,则无法使用三次觉醒技能。\n
"""
name = "轻云出月风静夜"
ref = Ref.MOONLIGHTDANCE
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -7,6 +7,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.swordman_male.asura import AsuraSkillRef as Ref
prefix = "swordman_male/asura/cn/skillDetail"
@@ -23,6 +24,7 @@ class Skill0(ActiveSkill):
无需蓄气,攻击时在原地发动斩击。 利用黄泉之力,生成幽魂之布雷德的气息。\n
"""
name = "鬼斩"
ref = Ref.HARDATTACK
learnLv = 1
masterLv = 60
maxLv = 70
@@ -72,6 +74,7 @@ class Skill1(ActiveSkill):
转职为狂战士或阿修罗后,技能类型变为独立攻击力。\n
"""
name = "上挑"
ref = Ref.UPPERSLASH
learnLv = 1
masterLv = 10
maxLv = 20
@@ -98,6 +101,7 @@ class Skill2(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -122,6 +126,7 @@ class Skill3(PassiveSkill):
"""
name = '基础精通'
ref = Ref.BASICATTACKUP
cellPos = (1,0)
learnLv = 1
masterLv = 115
@@ -143,7 +148,7 @@ class Skill3(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'type': '*skillDamage', 'data': [i - 100 if i > 0 else 0 for i in data0], 'skills': ['波动刻印']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=['波动刻印']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=[Ref.WAVEMARK]),
]
# 受身蹲伏
@@ -154,6 +159,7 @@ class Skill4(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -195,6 +201,7 @@ class Skill5(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -217,6 +224,7 @@ class Skill6(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -240,6 +248,7 @@ class Skill7(ActiveSkill):
按住技能键可以持续[格挡]动作,且魔法值只在[格挡]开始时消耗一次。\n
"""
name = "格挡"
ref = Ref.GUARD
learnLv = 5
masterLv = 5
maxLv = 15
@@ -271,6 +280,7 @@ class Skill8(ActiveSkill):
突刺攻击会根据[基础精通]增加伤害。\n
"""
name = "连突刺"
ref = Ref.DASHATTACKMULTIHIT
learnLv = 5
masterLv = 1
maxLv = 6
@@ -301,6 +311,7 @@ class Skill9(ActiveSkill):
若剑魂职业已学7级以上的[钝器精通],则可以增加冲击波大小。\n
"""
name = "银光落刃"
ref = Ref.ASHENFORK
learnLv = 5
masterLv = 60
maxLv = 70
@@ -343,6 +354,7 @@ class Skill10(ActiveSkill):
会根据[基础精通]增加伤害。\n
"""
name = "空之连刃"
ref = Ref.JUMPATTACKMULTI
learnLv = 5
masterLv = 1
maxLv = 11
@@ -369,6 +381,7 @@ class Skill11(ActiveSkill):
召唤功能消失,增加自身技能攻击力。 (可以添加到快捷栏,但无法使用)\n
"""
name = "刀魂之卡赞"
ref = Ref.KHAZAN
learnLv = 5
masterLv = 10
maxLv = 20
@@ -406,6 +419,7 @@ class Skill12(ActiveSkill):
转职为狂战士或阿修罗后,技能适用为独立攻击力。\n
"""
name = "裂波斩"
ref = Ref.VANESLASH
learnLv = 10
masterLv = 60
maxLv = 70
@@ -441,6 +455,7 @@ class Skill13(ActiveSkill):
转职为狂战士后,可以强制中断基本攻击动作,并立即施放该技能。\n
"""
name = "崩山击"
ref = Ref.HOPSMASH
learnLv = 10
masterLv = 60
maxLv = 70
@@ -476,6 +491,7 @@ class Skill14(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -503,6 +519,7 @@ class Skill15(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -533,6 +550,7 @@ class Skill16(ActiveSkill):
"""
name = '鬼印珠'
ref = Ref.REFLECTGUARD
cellPos = (2,4)
learnLv = 15
masterLv = 60
@@ -581,6 +599,7 @@ class Skill17(ActiveSkill):
若剑魂职业已学5级以上的[太刀精通]或[光剑精通],则可以发动7次连续攻击。\n
"""
name = "三段刃"
ref = Ref.TRIPLESLASH
learnLv = 15
masterLv = 60
maxLv = 70
@@ -623,6 +642,7 @@ class Skill18(PassiveSkill):
适用独立的攻击力/命中率增加数值。\n
"""
name = "短剑精通"
ref = Ref.SHORTSWORDMASTERY
learnLv = 15
masterLv = 30
maxLv = 40
@@ -684,6 +704,7 @@ class Skill19(PassiveSkill):
适用独立的攻击力/命中率增加数值。\n
"""
name = "太刀精通"
ref = Ref.BLADEMASTERY
learnLv = 15
masterLv = 30
maxLv = 40
@@ -737,6 +758,7 @@ class Skill20(PassiveSkill):
适用独立的攻击力/命中率增加数值。\n
"""
name = "巨剑精通"
ref = Ref.HEAVYSWORDMASTERY
learnLv = 15
masterLv = 30
maxLv = 40
@@ -789,6 +811,7 @@ class Skill21(PassiveSkill):
适用独立的攻击力/命中率增加数值。\n
"""
name = "钝器精通"
ref = Ref.BLUNTMASTERY
learnLv = 15
masterLv = 30
maxLv = 40
@@ -837,6 +860,7 @@ class Skill22(ActiveSkill):
"""
name = '地裂 · 波动剑'
ref = Ref.NORMALWAVE
cellPos = (5,4)
learnLv = 15
masterLv = 60
@@ -871,6 +895,7 @@ class Skill23(ActiveSkill):
"""
name = '波动刻印'
ref = Ref.WAVEMARK
cellPos = (3,4)
learnLv = 15
masterLv = 20
@@ -914,7 +939,7 @@ class Skill23(ActiveSkill):
# ]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0))),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([0] + [20] * maxLv)), skills=['鬼印珠', '不动明王阵']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([0] + [20] * maxLv)), skills=[Ref.REFLECTGUARD, Ref.WAVESPINAREA]),
]
# 十字刃
@@ -929,6 +954,7 @@ class Skill24(ActiveSkill):
删除斩击和追加按键功能; 发动交叉斩击,向前方发射十字。\n
"""
name = "十字刃"
ref = Ref.GORECROSS
learnLv = 15
masterLv = 60
maxLv = 70
@@ -974,6 +1000,7 @@ class Skill25(ActiveSkill):
制造月亮并用斩击将鬼气注入到月亮之中,然后破坏黑月攻击敌人。 破坏黑月时使敌人进入失明状态。 删除追加按键功能。\n
"""
name = "月光斩"
ref = Ref.MOONLIGHTSLASH
learnLv = 15
masterLv = 60
maxLv = 70
@@ -1021,6 +1048,7 @@ class Skill26(PassiveSkill):
减少被击时防具耐久度减少率。\n
"""
name = "绝对感知"
ref = Ref.SENSEVIOLENTTEMPER
learnLv = 18
masterLv = 1
maxLv = 1
@@ -1048,6 +1076,7 @@ class Skill27(ActiveSkill):
"""
name = '邪光斩'
ref = Ref.GRANDWAVE
cellPos = (5,5)
name = '邪光斩'
learnLv = 20
@@ -1081,6 +1110,7 @@ class Skill28(PassiveSkill):
"""
name = '修罗邪光斩'
ref = Ref.GRANDWAVECHARGE
cellPos = (6,5)
learnLv = 20
masterLv = 1
@@ -1105,7 +1135,7 @@ class Skill28(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'type': '*skillDamage', 'data': data1, 'skills': ['邪光斩']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=['邪光斩']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=[Ref.GRANDWAVE]),
]
# 邪光剑气多段攻击次数 : 3次
@@ -1117,6 +1147,7 @@ class Skill29(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -1141,6 +1172,7 @@ class Skill30(PassiveSkill):
"""
name = '慧思'
ref = Ref.CONTEMPLATE
cellPos = (3,5)
learnLv = 20
masterLv = 5
@@ -1169,6 +1201,7 @@ class Skill31(ActiveSkill):
学习[血气界限]后,血气喷发范围变更为全方位; 即使未抓住敌人,也可以生成血块后使其爆炸。\n
"""
name = "嗜魂之手"
ref = Ref.BLOODLUST
learnLv = 25
masterLv = 60
maxLv = 70
@@ -1218,6 +1251,7 @@ class Skill32(ActiveSkill):
"""
name = '波动爆发'
ref = Ref.RELEASEWAVE
cellPos = (4,6)
learnLv = 25
masterLv = 60
@@ -1251,6 +1285,7 @@ class Skill33(PassiveSkill):
"""
name = '挫折意志'
ref = Ref.MINDFLASH
cellPos = (6,6)
learnLv = 25
masterLv = 10
@@ -1285,6 +1320,7 @@ class Skill34(ActiveSkill):
"""
name = '冰刃 · 波动剑'
ref = Ref.ICEWAVE
cellPos = (4,7)
learnLv = 30
masterLv = 60
@@ -1328,6 +1364,7 @@ class Skill35(ActiveSkill):
"""
name = '无尽波动'
ref = Ref.DOTAREA
cellPos = (6,7)
learnLv = 30
masterLv = 10
@@ -1372,6 +1409,7 @@ class Skill36(ActiveSkill):
"""
name = '爆炎 · 波动剑'
ref = Ref.FIREWAVE
cellPos = (3,8)
learnLv = 35
masterLv = 60
@@ -1439,6 +1477,7 @@ class Skill37(ActiveSkill):
"""
name = '无双波'
ref = Ref.STANDALONEWAVE
cellPos = (7,8)
learnLv = 35
masterLv = 60
@@ -1492,6 +1531,7 @@ class Skill38(ActiveSkill):
"""
name = '邪光波动阵'
ref = Ref.SHOCKWAVEAREA
cellPos = (5,9)
learnLv = 40
masterLv = 60
@@ -1562,6 +1602,7 @@ class Skill39(ActiveSkill):
"""
name = '不动明王阵'
ref = Ref.WAVESPINAREA
cellPos = (2,10)
learnLv = 45
masterLv = 60
@@ -1629,6 +1670,7 @@ class Skill40(PassiveSkill):
"""
name = '心眼'
ref = Ref.STUCKUPONCOUNTER
cellPos = (7,11)
learnLv = 48
masterLv = 40
@@ -1657,8 +1699,8 @@ class Skill40(PassiveSkill):
# {'type': '*skillDamage', 'data': data3, 'skills': ['地裂 · 波动剑']},
# ]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data2)), except_skills=['地裂 · 波动剑']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data3)), skills=['地裂 · 波动剑']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data2)), except_skills=[Ref.NORMALWAVE]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data3)), skills=[Ref.NORMALWAVE]),
]
# 暗天波动眼
@@ -1685,6 +1727,7 @@ class Skill41(ActiveSkill):
"""
name = '暗天波动眼'
ref = Ref.WAVEEYE
cellPos = (6,11)
learnLv = 50
masterLv = 40
@@ -1765,13 +1808,13 @@ class Skill41(ActiveSkill):
def getSkillCD(self, mode=None):
if mode == '光翼':
pre = self.char.GetSkillByName('地裂 · 波动剑')
pre = self.char.GetSkill(Ref.NORMALWAVE)
return 1.2 * pre.getSkillCD(mode) / pre.cd
elif mode == '天照':
pre = self.char.GetSkillByName('冰刃 · 波动剑')
pre = self.char.GetSkill(Ref.ICEWAVE)
return 2 * pre.getSkillCD(mode) / pre.cd
elif mode == '闪枪':
pre = self.char.GetSkillByName('爆炎 · 波动剑')
pre = self.char.GetSkill(Ref.FIREWAVE)
return 4.9 * pre.getSkillCD(mode) / pre.cd
elif mode == '平X':
return 1.0
@@ -1788,6 +1831,7 @@ class Skill42(ActiveSkill):
"""
name = '极冰 · 裂波剑'
ref = Ref.ICEWAVEEX
cellPos = (4,12)
learnLv = 60
masterLv = 40
@@ -1861,6 +1905,7 @@ class Skill43(ActiveSkill):
"""
name = '极炎 · 裂波剑'
ref = Ref.FIREWAVEEX
cellPos = (3,13)
learnLv = 70
masterLv = 40
@@ -1951,6 +1996,7 @@ class Skill44(ActiveSkill):
"""
name = '雷神之息'
ref = Ref.FORCEOFTHUNDERER
cellPos = (5,13)
learnLv = 75
masterLv = 40
@@ -2005,6 +2051,7 @@ class Skill45(ActiveSkill):
"""
name = '天雷 · 波动剑'
ref = Ref.INDARAMANG
cellPos = (4,13)
learnLv = 75
masterLv = 40
@@ -2081,6 +2128,7 @@ class Skill46(ActiveSkill):
"""
name = '天雷 · 降魔杵'
ref = Ref.VAJRA
cellPos = (3,14)
learnLv = 80
masterLv = 40
@@ -2181,6 +2229,7 @@ class Skill47(ActiveSkill):
"""
name = '雷神降世 : 裁决'
ref = Ref.LIGHTNINGGOD
cellPos = (4,14)
learnLv = 85
masterLv = 40
@@ -2227,6 +2276,7 @@ class Skill48(PassiveSkill):
"""
name = '波动视界 : 慧眼'
ref = Ref.INSIGHT
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -2255,6 +2305,7 @@ class Skill49(ActiveSkill):
"""
name = '波动慧眼 : 无为法'
ref = Ref.EXPLOSIONOFPATH
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -2291,6 +2342,7 @@ class Skill50(ActiveSkill):
"""
name = '波动神诀 : 万空'
ref = Ref.WAVEOFLIGHTNING
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -9,6 +9,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.swordman_male.berserker import BerserkerSkillRef as Ref
prefix = "swordman_male/berserker/cn/skillDetail"
@@ -24,6 +25,7 @@ class Skill0(ActiveSkill):
无需蓄气,攻击时在原地发动斩击。 利用黄泉之力,生成幽魂之布雷德的气息。\n
"""
name = "鬼斩"
ref = Ref.HARDATTACK
learnLv = 1
masterLv = 60
maxLv = 70
@@ -73,6 +75,7 @@ class Skill1(ActiveSkill):
转职为狂战士或阿修罗后,技能类型变为独立攻击力。\n
"""
name = "上挑"
ref = Ref.UPPERSLASH
learnLv = 1
masterLv = 10
maxLv = 20
@@ -100,6 +103,7 @@ class Skill2(PassiveSkill):
包括[十字刃]与[崩山击]在内的转职后技能新增出血效果。\n
"""
name = "血气旺盛"
ref = Ref.BLOODYVIGOROUS
cellPos = (2,1)
learnLv = 1
masterLv = 1
@@ -128,6 +132,7 @@ class Skill3(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -151,6 +156,7 @@ class Skill4(PassiveSkill):
在决斗场中,增益/减益技能、 被动技能的技能攻击力增加效果对[基础精通]无影响。\n
"""
name = "基础精通"
ref = Ref.BASICATTACKUP
learnLv = 1
masterLv = 115
maxLv = 200
@@ -178,6 +184,7 @@ class Skill5(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -219,6 +226,7 @@ class Skill6(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -241,6 +249,7 @@ class Skill7(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -264,6 +273,7 @@ class Skill8(ActiveSkill):
按住技能键可以持续[格挡]动作,且魔法值只在[格挡]开始时消耗一次。\n
"""
name = "格挡"
ref = Ref.GUARD
learnLv = 5
masterLv = 5
maxLv = 15
@@ -295,6 +305,7 @@ class Skill9(ActiveSkill):
突刺攻击会根据[基础精通]增加伤害。\n
"""
name = "连突刺"
ref = Ref.DASHATTACKMULTIHIT
learnLv = 5
masterLv = 1
maxLv = 6
@@ -325,6 +336,7 @@ class Skill10(ActiveSkill):
若剑魂职业已学7级以上的[钝器精通],则可以增加冲击波大小。\n
"""
name = "银光落刃"
ref = Ref.ASHENFORK
learnLv = 5
masterLv = 60
maxLv = 70
@@ -367,6 +379,7 @@ class Skill11(ActiveSkill):
会根据[基础精通]增加伤害。\n
"""
name = "空之连刃"
ref = Ref.JUMPATTACKMULTI
learnLv = 5
masterLv = 1
maxLv = 11
@@ -393,6 +406,7 @@ class Skill12(ActiveSkill):
召唤功能消失,增加自身技能攻击力。 (可以添加到快捷栏,但无法使用)\n
"""
name = "刀魂之卡赞"
ref = Ref.KHAZAN
learnLv = 5
masterLv = 10
maxLv = 20
@@ -430,6 +444,7 @@ class Skill13(ActiveSkill):
转职为狂战士或阿修罗后,技能适用为独立攻击力。\n
"""
name = "裂波斩"
ref = Ref.VANESLASH
learnLv = 10
masterLv = 60
maxLv = 70
@@ -465,6 +480,7 @@ class Skill14(ActiveSkill):
转职为狂战士后,可以强制中断基本攻击动作,并立即施放该技能。\n
"""
name = "崩山击"
ref = Ref.HOPSMASH
cellPos = (3,3)
learnLv = 10
masterLv = 60
@@ -502,6 +518,7 @@ class Skill15(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -529,6 +546,7 @@ class Skill16(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -556,6 +574,7 @@ class Skill17(ActiveSkill):
若剑魂职业已学5级以上的[太刀精通]或[光剑精通],则可以发动7次连续攻击。\n
"""
name = "三段刃"
ref = Ref.TRIPLESLASH
learnLv = 15
masterLv = 60
maxLv = 70
@@ -592,6 +611,7 @@ class Skill18(PassiveSkill):
可使用右键点击技能On/Off技能特效。\n
"""
name = "狂暴血气"
ref = Ref.MADNESS
cellPos = (5,4)
learnLv = 15
masterLv = 1
@@ -620,6 +640,7 @@ class Skill19(PassiveSkill):
适用独立的攻击力/命中率增加数值。\n
"""
name = "短剑精通"
ref = Ref.SHORTSWORDMASTERY
learnLv = 15
masterLv = 30
maxLv = 40
@@ -681,6 +702,7 @@ class Skill20(PassiveSkill):
适用独立的攻击力/命中率增加数值。\n
"""
name = "太刀精通"
ref = Ref.BLADEMASTERY
learnLv = 15
masterLv = 30
maxLv = 40
@@ -734,6 +756,7 @@ class Skill21(PassiveSkill):
适用独立的攻击力/命中率增加数值。\n
"""
name = "巨剑精通"
ref = Ref.HEAVYSWORDMASTERY
learnLv = 15
masterLv = 30
maxLv = 40
@@ -786,6 +809,7 @@ class Skill22(PassiveSkill):
适用独立的攻击力/命中率增加数值。\n
"""
name = "钝器精通"
ref = Ref.BLUNTMASTERY
learnLv = 15
masterLv = 30
maxLv = 40
@@ -833,6 +857,7 @@ class Skill23(PassiveSkill):
生命值越低增加的值越大,且根据剩余生命值的比例阶段性增加。\n
"""
name = "力量唤醒"
ref = Ref.PINCHPOWERUP
cellPos = (7,4)
learnLv = 15
masterLv = 10
@@ -893,6 +918,7 @@ class Skill24(ActiveSkill):
转职为阿修罗后,可中断基本攻击使用\n
"""
name = "地裂 · 波动剑"
ref = Ref.NORMALWAVE
learnLv = 15
masterLv = 60
maxLv = 70
@@ -924,6 +950,7 @@ class Skill25(ActiveSkill):
删除斩击和追加按键功能; 发动交叉斩击,向前方发射十字。\n
"""
name = "十字刃"
ref = Ref.GORECROSS
cellPos = (3,4)
learnLv = 15
masterLv = 60
@@ -971,6 +998,7 @@ class Skill26(ActiveSkill):
学习[血气旺盛]后,可以使被击中的敌人进入出血状态。\n
"""
name = "狂暴之力"
ref = Ref.FRENZY
cellPos = (4,4)
learnLv = 15
masterLv = 20
@@ -1006,7 +1034,7 @@ class Skill26(ActiveSkill):
# ]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data4))),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data5)), except_skills=['魔狱血刹', '血魔 · 弑天', '血魔极道 : 灭世']),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data5)), except_skills=[Ref.HELLBENTER, Ref.BLOODRIVEN, Ref.EXTREAMBLOOD]),
]
# 月光斩
@@ -1024,6 +1052,7 @@ class Skill27(ActiveSkill):
制造月亮并用斩击将鬼气注入到月亮之中,然后破坏黑月攻击敌人。 破坏黑月时使敌人进入失明状态。 删除追加按键功能。\n
"""
name = "月光斩"
ref = Ref.MOONLIGHTSLASH
learnLv = 15
masterLv = 60
maxLv = 70
@@ -1070,6 +1099,7 @@ class Skill28(ActiveSkill):
恢复自身一定量的生命值并增加物理/魔法防御力和硬直,效果持续一定时间,但只能在自身生命值较低时施放。\n
"""
name = "死亡抗拒"
ref = Ref.DIEHARD
cellPos = (6,5)
learnLv = 20
masterLv = 1
@@ -1106,6 +1136,7 @@ class Skill29(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -1131,6 +1162,7 @@ class Skill30(ActiveSkill):
学习[血气旺盛]后,可以使被击中的敌人进入出血状态。\n
"""
name = "狂气斩"
ref = Ref.BLOODSCRATCH
cellPos = (3,5)
learnLv = 20
masterLv = 60
@@ -1172,6 +1204,7 @@ class Skill31(ActiveSkill):
学习[血气界限]后,血气喷发范围变更为全方位; 即使未抓住敌人,也可以生成血块后使其爆炸。\n
"""
name = "嗜魂之手"
ref = Ref.BLOODLUST
cellPos = (5,6)
learnLv = 25
masterLv = 60
@@ -1232,6 +1265,7 @@ class Skill32(ActiveSkill):
暴走状态下,增加[狂暴之力]基本攻击和[崩山击]、 [十字刃]技能的僵直度,减少动作延迟。\n
"""
name = "暴走"
ref = Ref.RECKLESS
cellPos = (6,6)
learnLv = 25
masterLv = 10
@@ -1276,6 +1310,7 @@ class Skill33(ActiveSkill):
学习[血气旺盛]后,可以使被击中的敌人进入出血状态。\n
"""
name = "怒气爆发"
ref = Ref.RAGINGFURY
cellPos = (4,7)
learnLv = 30
masterLv = 60
@@ -1313,6 +1348,7 @@ class Skill34(ActiveSkill):
学习[血气旺盛]后,可以使被击中的敌人进入出血状态。\n
"""
name = "狂热回旋"
ref = Ref.CRUELENGAGE
cellPos = (6,7)
learnLv = 30
masterLv = 60
@@ -1352,6 +1388,7 @@ class Skill35(ActiveSkill):
在[饥渴]状态下,大幅度提升基本攻击力和[崩山击]、 [十字刃]等狂战士转职技能的攻击力。\n
"""
name = "饥渴"
ref = Ref.SACRIFICE
cellPos = (3,8)
learnLv = 35
masterLv = 10
@@ -1396,6 +1433,7 @@ class Skill36(ActiveSkill):
学习[血气旺盛]后,可以使被击中的敌人进入出血状态。\n
"""
name = "嗜魂封魔斩"
ref = Ref.BLOODYRAVE
cellPos = (5,8)
learnLv = 35
masterLv = 60
@@ -1455,6 +1493,7 @@ class Skill37(ActiveSkill):
学习[血气旺盛]后,可以使被击中的敌人进入出血状态。\n
"""
name = "暴怒狂斩"
ref = Ref.RAGE
cellPos = (1,8)
learnLv = 35
masterLv = 60
@@ -1520,6 +1559,7 @@ class Skill38(ActiveSkill):
学习[血气旺盛]后,可以使被击中的敌人进入出血状态。\n
"""
name = "爆发之刃"
ref = Ref.BLOODSWORD
cellPos = (3,9)
learnLv = 40
masterLv = 60
@@ -1572,6 +1612,7 @@ class Skill39(ActiveSkill):
学习[血气旺盛]后,可以使被击中的敌人进入出血状态。\n
"""
name = "崩山裂地斩"
ref = Ref.OUTRAGEBREAK
cellPos = (3,10)
learnLv = 45
masterLv = 60
@@ -1632,6 +1673,7 @@ class Skill40(PassiveSkill):
若周围一定范围内存在处于出血状态的敌人或友军,则可以增加自身的独立攻击力、 命中率和物理暴击率。\n
"""
name = "鲜血之忆"
ref = Ref.BLEEDINGMASTERY
cellPos = (6,11)
learnLv = 48
masterLv = 40
@@ -1668,6 +1710,7 @@ class Skill41(ActiveSkill):
学习[血气旺盛]后,可以使被击中的敌人进入出血状态。\n
"""
name = "魔狱血刹"
ref = Ref.HELLBENTER
cellPos = (3,11)
learnLv = 50
masterLv = 40
@@ -1711,6 +1754,7 @@ class Skill42(ActiveSkill):
学习[血气旺盛]后,可以使被击中的敌人进入出血状态。\n
"""
name = "狂怒暴掠"
ref = Ref.BLOODSNATCH
cellPos = (5,12)
learnLv = 60
masterLv = 40
@@ -1765,6 +1809,7 @@ class Skill43(ActiveSkill):
冷却时间减少效果不适用于该技能。\n
"""
name = "狂气涌动"
ref = Ref.BERSERKER
cellPos = (3,12)
learnLv = 65
masterLv = 1
@@ -1795,6 +1840,7 @@ class Skill44(ActiveSkill):
学习[血气旺盛]后,可以使被击中的敌人进入出血状态。\n
"""
name = "强悍碾压"
ref = Ref.BRUTALCRUSHER
cellPos = (4,13)
learnLv = 70
masterLv = 40
@@ -1849,6 +1895,7 @@ class Skill45(PassiveSkill):
增加基本攻击力和[崩山击]、 [十字刃]等狂战士转职技能的攻击力。 施放[嗜魂之手]时进入霸体状态。\n
"""
name = "汲血之力"
ref = Ref.BLOODINKANET
cellPos = (5,13)
learnLv = 75
masterLv = 40
@@ -1878,6 +1925,7 @@ class Skill46(ActiveSkill):
学习[血气旺盛]后,可以使被击中的敌人进入出血状态。\n
"""
name = "浴血之怒"
ref = Ref.BLOODBOOM
cellPos = (3,13)
learnLv = 75
masterLv = 40
@@ -1934,6 +1982,7 @@ class Skill47(ActiveSkill):
学习[血气旺盛]后,可以使被击中的敌人进入出血状态。\n
"""
name = "致命血陨"
ref = Ref.FATALBLOOD
cellPos = (3,14)
learnLv = 80
masterLv = 40
@@ -1991,6 +2040,7 @@ class Skill48(ActiveSkill):
学习[血气旺盛]后,可以使被击中的敌人进入出血状态。\n
"""
name = "血魔 · 弑天"
ref = Ref.BLOODRIVEN
cellPos = (4,14)
learnLv = 85
masterLv = 40
@@ -2023,6 +2073,7 @@ class Skill49(ActiveSkill):
学习[血气旺盛]后,可以使被击中的敌人进入出血状态。\n
"""
name = "疯魔血魂斩"
ref = Ref.RAMPANTMADNESS
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -2059,6 +2110,7 @@ class Skill50(PassiveSkill):
血气喷发范围变更为全方位; 即使未抓住敌人,也可以生成血块后使其爆炸。\n
"""
name = "血气界限"
ref = Ref.MERCILESSNESS
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -2091,6 +2143,7 @@ class Skill51(ActiveSkill):
选择[血魔 · 弑天]使用三次觉醒技能时,与[血魔 · 弑天]共享冷却时间。 [血魔 · 弑天]在冷却中时,无法使用三次觉醒技能。\n
"""
name = "血魔极道 : 灭世"
ref = Ref.EXTREAMBLOOD
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -14,6 +14,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.swordman_male.ghostblade import GhostbladeSkillRef as Ref
prefix = "swordman_male/ghostblade/cn/skillDetail"
@@ -29,6 +30,7 @@ class Skill0(ActiveSkill):
无需蓄气,攻击时在原地发动斩击。 利用黄泉之力,生成幽魂之布雷德的气息。\n
"""
name = "鬼斩"
ref = Ref.HARDATTACK
learnLv = 1
masterLv = 60
maxLv = 70
@@ -78,6 +80,7 @@ class Skill1(ActiveSkill):
转职为狂战士或阿修罗后,技能类型变为独立攻击力。\n
"""
name = "上挑"
ref = Ref.UPPERSLASH
learnLv = 1
masterLv = 10
maxLv = 20
@@ -104,6 +107,7 @@ class Skill2(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -127,6 +131,7 @@ class Skill3(PassiveSkill):
在决斗场中,增益/减益技能、 被动技能的技能攻击力增加效果对[基础精通]无影响。\n
"""
name = "基础精通"
ref = Ref.BASICATTACKUP
learnLv = 1
masterLv = 115
maxLv = 200
@@ -154,6 +159,7 @@ class Skill4(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -185,6 +191,7 @@ class Skill5(PassiveSkill):
[鬼斩]、 [三段刃]变更为剑影特殊形态,[后跳]中可以发动空中斩击。\n
"""
name = "鬼人化"
ref = Ref.BLADESPIRIT
cellPos = (2,1)
learnLv = 1
masterLv = 1
@@ -219,6 +226,7 @@ class Skill6(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -241,6 +249,7 @@ class Skill7(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -264,6 +273,7 @@ class Skill8(ActiveSkill):
按住技能键可以持续[格挡]动作,且魔法值只在[格挡]开始时消耗一次。\n
"""
name = "格挡"
ref = Ref.GUARD
learnLv = 5
masterLv = 5
maxLv = 15
@@ -296,6 +306,7 @@ class Skill9(ActiveSkill):
若剑魂职业已学7级以上的[钝器精通],则可以增加冲击波大小。\n
"""
name = "银光落刃"
ref = Ref.ASHENFORK
learnLv = 5
masterLv = 60
maxLv = 70
@@ -338,6 +349,7 @@ class Skill10(ActiveSkill):
会根据[基础精通]增加伤害。\n
"""
name = "空之连刃"
ref = Ref.JUMPATTACKMULTI
learnLv = 5
masterLv = 1
maxLv = 11
@@ -364,6 +376,7 @@ class Skill11(ActiveSkill):
转职为狂战士或阿修罗后,技能适用为独立攻击力。\n
"""
name = "裂波斩"
ref = Ref.VANESLASH
learnLv = 10
masterLv = 60
maxLv = 70
@@ -399,6 +412,7 @@ class Skill12(ActiveSkill):
转职为狂战士后,可以强制中断基本攻击动作,并立即施放该技能。\n
"""
name = "崩山击"
ref = Ref.HOPSMASH
learnLv = 10
masterLv = 60
maxLv = 70
@@ -434,6 +448,7 @@ class Skill13(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -461,6 +476,7 @@ class Skill14(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -488,6 +504,7 @@ class Skill15(ActiveSkill):
若剑魂职业已学5级以上的[太刀精通]或[光剑精通],则可以发动7次连续攻击。\n
"""
name = "三段刃"
ref = Ref.TRIPLESLASH
learnLv = 15
masterLv = 60
maxLv = 70
@@ -523,6 +540,7 @@ class Skill16(ActiveSkill):
转职为阿修罗后,可中断基本攻击使用\n
"""
name = "地裂 · 波动剑"
ref = Ref.NORMALWAVE
learnLv = 15
masterLv = 60
maxLv = 70
@@ -554,6 +572,7 @@ class Skill17(ActiveSkill):
删除斩击和追加按键功能; 发动交叉斩击,向前方发射十字。\n
"""
name = "十字刃"
ref = Ref.GORECROSS
learnLv = 15
masterLv = 60
maxLv = 70
@@ -599,6 +618,7 @@ class Skill18(ActiveSkill):
制造月亮并用斩击将鬼气注入到月亮之中,然后破坏黑月攻击敌人。 破坏黑月时使敌人进入失明状态。 删除追加按键功能。\n
"""
name = "月光斩"
ref = Ref.MOONLIGHTSLASH
learnLv = 15
masterLv = 60
maxLv = 70
@@ -648,6 +668,7 @@ class Skill19(ActiveSkill):
[鬼步]的终结动作变更为[鬼连击]终结动作,并对命中的所有敌人额外适用[鬼连击]的攻击力。\n
"""
name = "鬼连击"
ref = Ref.SPEEDSLASH
cellPos = (3,4)
learnLv = 15
masterLv = 60
@@ -694,6 +715,7 @@ class Skill20(ActiveSkill):
在决斗场中,连接施放剑术技能时,减少技能攻击力。\n
"""
name = "鬼步"
ref = Ref.SPIRITMOVE
cellPos = (2,4)
learnLv = 15
masterLv = 60
@@ -723,6 +745,7 @@ class Skill21(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -747,6 +770,7 @@ class Skill22(ActiveSkill):
在决斗场中,无法在[格挡]过程中使用。\n
"""
name = "幻鬼 : 一闪"
ref = Ref.ONESLASHVS
cellPos = (6,5)
learnLv = 20
masterLv = 60
@@ -781,6 +805,7 @@ class Skill23(ActiveSkill):
在决斗场中存在冷却时间,且移动后不适用无敌判定。\n
"""
name = "幻鬼步"
ref = Ref.RETURNSPIRITMOVE
cellPos = (2,5)
learnLv = 20
masterLv = 1
@@ -805,6 +830,7 @@ class Skill24(PassiveSkill):
同时,太刀武器的物理攻击力 (包含强化、 增幅所增加的数值) 提升至与魔法攻击力相同。\n
"""
name = "剑影太刀精通"
ref = Ref.BLADEMASTERYBS
cellPos = (1,5)
learnLv = 20
masterLv = 10
@@ -842,6 +868,7 @@ class Skill25(ActiveSkill):
学习[血气界限]后,血气喷发范围变更为全方位; 即使未抓住敌人,也可以生成血块后使其爆炸。\n
"""
name = "嗜魂之手"
ref = Ref.BLOODLUST
learnLv = 25
masterLv = 60
maxLv = 70
@@ -889,6 +916,7 @@ class Skill26(ActiveSkill):
在决斗场中,无法在[格挡]过程中使用。\n
"""
name = "幻鬼 : 连击"
ref = Ref.SPEEDSLASHVS
cellPos = (6,6)
learnLv = 25
masterLv = 60
@@ -932,6 +960,7 @@ class Skill27(ActiveSkill):
在决斗场中,无法拉起浮空或倒地的敌人。\n
"""
name = "鬼连牙"
ref = Ref.GHOSTPIERCE
cellPos = (3,6)
learnLv = 25
masterLv = 60
@@ -961,6 +990,7 @@ class Skill28(PassiveSkill):
[青蓝色的血肉上,似乎已经浸染幻鬼的气息。]\n
"""
name = "幻鬼之力"
ref = Ref.BLUEFIGHTINGSPIRIT
cellPos = (0,6)
learnLv = 25
masterLv = 10
@@ -996,6 +1026,7 @@ class Skill29(ActiveSkill):
[别忘了,你与我是一体……]\n
"""
name = "双魂共鸣"
ref = Ref.SPIRITCONVERSION
cellPos = (1,7)
learnLv = 30
masterLv = 10
@@ -1023,6 +1054,7 @@ class Skill30(ActiveSkill):
在决斗场中,施放时不适用霸体,在分离状态下使用时攻击力减少。\n
"""
name = "共鸣 : 离魂一闪"
ref = Ref.SPIRITCROSSSLASH
cellPos = (8,7)
learnLv = 30
masterLv = 60
@@ -1055,6 +1087,7 @@ class Skill31(ActiveSkill):
[鬼连击 : 极]的技能等级与[鬼连击]的技能等级同时提升,攻击范围同时受[鬼连击]范围的影响。\n
"""
name = "鬼连击 : 极"
ref = Ref.SPEEDSLASHUPPER
cellPos = (4,7)
learnLv = 30
masterLv = 1
@@ -1071,10 +1104,10 @@ class Skill31(ActiveSkill):
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 3
level_source = '鬼连击'
level_source = Ref.SPEEDSLASH
def getSkillCD(self,mode=None):
return self.char.GetSkillByName("鬼连击").getSkillCD(mode)
return self.char.GetSkill(Ref.SPEEDSLASH).getSkillCD(mode)
# 魂破斩
# swordman_male/ghostblade/87a918bb22cfc959a16e0bf939bb6c24
@@ -1087,6 +1120,7 @@ class Skill32(ActiveSkill):
[鬼步]的终结动作变更为[魂破斩]终结动作,并对命中的所有敌人额外适用[魂破斩]的攻击力。\n
"""
name = "魂破斩"
ref = Ref.WHITEGHOSTSLASH
cellPos = (3,8)
learnLv = 35
masterLv = 60
@@ -1133,7 +1167,7 @@ class Skill32(ActiveSkill):
# self.associate = [{"type":"*skillRation","data":[0] + [-25]*self.maxLv,"skills":["鬼步"]}]
# return super().effect(old, new)
associate = [
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-25] * maxLv)), skills=['鬼步'], when=Equals(Read(SkillAttribute.VP), 2)),
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-25] * maxLv)), skills=[Ref.SPIRITMOVE], when=Equals(Read(SkillAttribute.VP), 2)),
]
# 共鸣 : 鬼灵斩
@@ -1146,6 +1180,7 @@ class Skill33(ActiveSkill):
在决斗场中,施放时不适用霸体,在分离状态下使用时攻击力减少,且无法攻击倒地的敌人。\n
"""
name = "共鸣 : 鬼灵斩"
ref = Ref.MOONSPIRITSLASH
cellPos = (8,8)
learnLv = 35
masterLv = 60
@@ -1197,6 +1232,7 @@ class Skill34(ActiveSkill):
在决斗场中,无法在[格挡]过程中使用。\n
"""
name = "幻鬼 : 回天"
ref = Ref.SPINNINGSLASHVS
cellPos = (6,9)
learnLv = 40
masterLv = 60
@@ -1257,6 +1293,7 @@ class Skill35(ActiveSkill):
[鬼步]的终结动作变更为[冥灵断魂斩]终结动作,并对命中的所有敌人额外适用[冥灵断魂斩]的攻击力。\n
"""
name = "冥灵断魂斩"
ref = Ref.GHOSTDECOLLATION
cellPos = (3,10)
learnLv = 45
masterLv = 60
@@ -1303,7 +1340,7 @@ class Skill35(ActiveSkill):
# self.associate = [{"type":"*skillRation","data":[0] + [-11]*self.maxLv,"skills":["鬼步"]}]
# return super().effect(old, new)
associate = [
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-11] * maxLv)), skills=['鬼步'], when=Equals(Read(SkillAttribute.VP), 2)),
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-11] * maxLv)), skills=[Ref.SPIRITMOVE], when=Equals(Read(SkillAttribute.VP), 2)),
]
# 鬼夜
@@ -1315,6 +1352,7 @@ class Skill36(PassiveSkill):
学习后,增加夜刀神的基本攻击力、 [鬼斩]、 [三段刃]和转职后技能的攻击力、 物理暴击率。\n
"""
name = "鬼夜"
ref = Ref.NAMEOFYACHA
cellPos = (5,11)
learnLv = 48
masterLv = 40
@@ -1345,6 +1383,7 @@ class Skill37(ActiveSkill):
然后,夜刀神和幻鬼交叉斩击敌人,造成巨大物理伤害。\n
"""
name = "冥夜鬼天杀"
ref = Ref.ULTIMATECROSSSLASH
cellPos = (4,11)
learnLv = 50
masterLv = 40
@@ -1372,6 +1411,7 @@ class Skill38(ActiveSkill):
施放剑术技能过程中使用该技能时,可以无施放动作立即出现幻鬼攻击敌人。\n
"""
name = "幻鬼 : 奈落"
ref = Ref.SUDDENSTRIKEVS
cellPos = (6,12)
learnLv = 60
masterLv = 40
@@ -1430,6 +1470,7 @@ class Skill39(ActiveSkill):
在夜刀神与幻鬼分离的状态下施放[共鸣 : 聚渊]时,幻鬼中断当前动作并向夜刀神方向移动并攻击敌人。\n
"""
name = "共鸣 : 聚渊"
ref = Ref.HELLSLASH
cellPos = (8,13)
learnLv = 70
masterLv = 40
@@ -1497,6 +1538,7 @@ class Skill40(PassiveSkill):
[戴上面具,化身罗刹。]\n
"""
name = "鬼咲"
ref = Ref.NACHAL
cellPos = (5,13)
learnLv = 75
masterLv = 40
@@ -1521,7 +1563,7 @@ class Skill40(PassiveSkill):
# ]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0))),
SkillEffect(attribute=SkillAttribute.CD, operation=Operation.ADD, value=LevelTable([0] + [-1] * maxLv), skills=['鬼步', '三段刃']),
SkillEffect(attribute=SkillAttribute.CD, operation=Operation.ADD, value=LevelTable([0] + [-1] * maxLv), skills=[Ref.SPIRITMOVE, Ref.TRIPLESLASH]),
]
# 幻鬼 : 大回天
@@ -1533,6 +1575,7 @@ class Skill41(ActiveSkill):
施放剑术技能过程中使用该技能时,可以无施放动作立即出现幻鬼攻击敌人。\n
"""
name = "幻鬼 : 大回天"
ref = Ref.WINDSPIRITVS
cellPos = (6,13)
learnLv = 75
masterLv = 40
@@ -1592,6 +1635,7 @@ class Skill42(ActiveSkill):
[鬼步]的终结动作变更为[裂魂乱舞]终结动作,并对命中的所有敌人额外适用[裂魂乱舞]的攻击力。\n
"""
name = "裂魂乱舞"
ref = Ref.SWORDDANCEBS
cellPos = (3,14)
learnLv = 80
masterLv = 40
@@ -1664,6 +1708,7 @@ class Skill43(ActiveSkill):
[永堕黑暗吧!]\n
"""
name = "鬼隐 · 夜奈落"
ref = Ref.TERRIBLEKILLING
cellPos = (4,14)
learnLv = 85
masterLv = 40
@@ -1708,6 +1753,7 @@ class Skill44(PassiveSkill):
[我们即是万物的梦魇。]\n
"""
name = "睥睨万物"
ref = Ref.INVINCIBLESPIRIT
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -1757,6 +1803,7 @@ class Skill45(ActiveSkill):
[牵绊是一种无用的情感。]\n
"""
name = "无式·极影剑"
ref = Ref.UNLIMITEDSPEEDSLASHBVS
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -1818,6 +1865,7 @@ class Skill46(ActiveSkill):
关联的技能在冷却中时,无法使用三次觉醒技能。\n
"""
name = "灭魂极影剑·止煞"
ref = Ref.INFINITYKILLING
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -1875,7 +1923,7 @@ class classChange(Character):
super().__init__(equVersion, __name__)
def calc_weapon(self,cur:CharacterEquipInfo):
if cur.equInfo.itemDetailType in ['太刀'] and self.GetSkillByName("剑影太刀精通").lv > 0:
if cur.equInfo.itemDetailType in ['太刀'] and self.GetSkill(Ref.BLADEMASTERYBS).lv > 0:
cur.equInfo.AtkP = cur.equInfo.AtkM
# 传世武器强化系数取所有武器的最高的1.12
if '传世武器' in cur.equInfo.categorize:
@@ -12,6 +12,7 @@ from core.basic.skill_effect_types import (
SkillEffect,
WeaponCategoryContains,
)
from core.character.refs.swordman_male.soul_bender import SoulBenderSkillRef as Ref
prefix = "swordman_male/soul_bender/cn/skillDetail"
@@ -29,6 +30,7 @@ class Skill0(ActiveSkill):
"""
name = '鬼斩'
ref = Ref.HARDATTACK
cellPos = (3,1)
learnLv = 1
masterLv = 60
@@ -72,7 +74,7 @@ class Skill0(ActiveSkill):
# 迁移前实现(保留对照):
# associate = [{'data': data2, 'skills': ['鬼斩']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data2)), skills=['鬼斩']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data2)), skills=[Ref.HARDATTACK]),
]
# 上挑
@@ -85,6 +87,7 @@ class Skill1(ActiveSkill):
转职为狂战士或阿修罗后,技能类型变为独立攻击力。\n
"""
name = "上挑"
ref = Ref.UPPERSLASH
learnLv = 1
masterLv = 10
maxLv = 20
@@ -111,6 +114,7 @@ class Skill2(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -135,6 +139,7 @@ class Skill3(PassiveSkill):
"""
name = '基础精通'
ref = Ref.BASICATTACKUP
cellPos = (1,0)
learnLv = 1
masterLv = 115
@@ -156,7 +161,7 @@ class Skill3(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'type': '*skillDamage', 'data': [i - 100 if i > 0 else 0 for i in data0], 'skills': ['残影之凯贾']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=['残影之凯贾']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=[Ref.GHOSTSTEP]),
]
# 受身蹲伏
@@ -167,6 +172,7 @@ class Skill4(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -208,6 +214,7 @@ class Skill5(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -230,6 +237,7 @@ class Skill6(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -253,6 +261,7 @@ class Skill7(ActiveSkill):
按住技能键可以持续[格挡]动作,且魔法值只在[格挡]开始时消耗一次。\n
"""
name = "格挡"
ref = Ref.GUARD
learnLv = 5
masterLv = 5
maxLv = 15
@@ -284,6 +293,7 @@ class Skill8(ActiveSkill):
突刺攻击会根据[基础精通]增加伤害。\n
"""
name = "连突刺"
ref = Ref.DASHATTACKMULTIHIT
learnLv = 5
masterLv = 1
maxLv = 6
@@ -314,6 +324,7 @@ class Skill9(ActiveSkill):
若剑魂职业已学7级以上的[钝器精通],则可以增加冲击波大小。\n
"""
name = "银光落刃"
ref = Ref.ASHENFORK
learnLv = 5
masterLv = 60
maxLv = 70
@@ -356,6 +367,7 @@ class Skill10(ActiveSkill):
会根据[基础精通]增加伤害。\n
"""
name = "空之连刃"
ref = Ref.JUMPATTACKMULTI
learnLv = 5
masterLv = 1
maxLv = 11
@@ -383,6 +395,7 @@ class Skill11(ActiveSkill):
"""
name = '刀魂之卡赞'
ref = Ref.KHAZAN
cellPos = (6,2)
learnLv = 5
masterLv = 10
@@ -425,6 +438,7 @@ class Skill12(ActiveSkill):
转职为狂战士或阿修罗后,技能适用为独立攻击力。\n
"""
name = "裂波斩"
ref = Ref.VANESLASH
learnLv = 10
masterLv = 60
maxLv = 70
@@ -460,6 +474,7 @@ class Skill13(ActiveSkill):
转职为狂战士后,可以强制中断基本攻击动作,并立即施放该技能。\n
"""
name = "崩山击"
ref = Ref.HOPSMASH
learnLv = 10
masterLv = 60
maxLv = 70
@@ -495,6 +510,7 @@ class Skill14(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -522,6 +538,7 @@ class Skill15(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -549,6 +566,7 @@ class Skill16(ActiveSkill):
若剑魂职业已学5级以上的[太刀精通]或[光剑精通],则可以发动7次连续攻击。\n
"""
name = "三段刃"
ref = Ref.TRIPLESLASH
learnLv = 15
masterLv = 60
maxLv = 70
@@ -592,6 +610,7 @@ class Skill17(PassiveSkill):
"""
name = '短剑精通'
ref = Ref.SHORTSWORDMASTERY
cellPos = (0,3)
learnLv = 15
masterLv = 30
@@ -669,6 +688,7 @@ class Skill18(PassiveSkill):
"""
name = '太刀精通'
ref = Ref.BLADEMASTERY
cellPos = (1,3)
learnLv = 15
masterLv = 30
@@ -738,6 +758,7 @@ class Skill19(PassiveSkill):
"""
name = '巨剑精通'
ref = Ref.HEAVYSWORDMASTERY
cellPos = (0,4)
learnLv = 15
masterLv = 30
@@ -806,6 +827,7 @@ class Skill20(PassiveSkill):
"""
name = '钝器精通'
ref = Ref.BLUNTMASTERY
cellPos = (1,4)
learnLv = 15
masterLv = 30
@@ -868,6 +890,7 @@ class Skill21(ActiveSkill):
转职为阿修罗后,可中断基本攻击使用\n
"""
name = "地裂 · 波动剑"
ref = Ref.NORMALWAVE
learnLv = 15
masterLv = 60
maxLv = 70
@@ -896,6 +919,7 @@ class Skill22(PassiveSkill):
"""
name = '暗月降临'
ref = Ref.DARKTOLERANCEUP
cellPos = (5,4)
learnLv = 15
masterLv = 10
@@ -928,6 +952,7 @@ class Skill23(PassiveSkill):
"""
name = '封印解除'
ref = Ref.GHOSTPOWERUP
cellPos = (2,4)
learnLv = 15
masterLv = 10
@@ -949,7 +974,7 @@ class Skill23(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'type': '+lv', 'data': [0] + [1] * maxLv, 'skills': ['刀魂之卡赞', '冰霜之萨亚', '侵蚀之普戾蒙', '鬼斩', '瘟疫之罗刹', '冥炎之卡洛'], 'ratio': 1}] # noqa: E501
associate = [
SkillEffect(attribute=SkillAttribute.LEVEL, operation=Operation.ADD, value=LevelTable([0] + [1] * maxLv), skills=['刀魂之卡赞', '冰霜之萨亚', '侵蚀之普戾蒙', '鬼斩', '瘟疫之罗刹', '冥炎之卡洛']),
SkillEffect(attribute=SkillAttribute.LEVEL, operation=Operation.ADD, value=LevelTable([0] + [1] * maxLv), skills=[Ref.KHAZAN, Ref.SAYA, Ref.BREMEN, Ref.HARDATTACK, Ref.EPIDEMICRASA, Ref.KALLA]),
]
# 侵蚀之普戾蒙
@@ -965,6 +990,7 @@ class Skill24(ActiveSkill):
"""
name = '侵蚀之普戾蒙'
ref = Ref.BREMEN
cellPos = (6,4)
learnLv = 15
masterLv = 1
@@ -1010,6 +1036,7 @@ class Skill25(ActiveSkill):
删除斩击和追加按键功能; 发动交叉斩击,向前方发射十字。\n
"""
name = "十字刃"
ref = Ref.GORECROSS
learnLv = 15
masterLv = 60
maxLv = 70
@@ -1056,6 +1083,7 @@ class Skill26(ActiveSkill):
"""
name = '月光斩'
ref = Ref.MOONLIGHTSLASH
cellPos = (4,4)
learnLv = 15
masterLv = 60
@@ -1106,6 +1134,7 @@ class Skill27(PassiveSkill):
"""
name = '暗之亲和'
ref = Ref.DARKFRIENDSHIP
cellPos = (7,4)
learnLv = 18
masterLv = 1
@@ -1133,6 +1162,7 @@ class Skill28(ActiveSkill):
"""
name = '残影之凯贾'
ref = Ref.GHOSTSTEP
cellPos = (5,5)
learnLv = 20
masterLv = 10
@@ -1193,6 +1223,7 @@ class Skill29(PassiveSkill):
"""
name = '满月斩'
ref = Ref.MOONLIGHTSLASHFULL
cellPos = (4,5)
learnLv = 20
masterLv = 1
@@ -1213,6 +1244,7 @@ class Skill30(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -1236,6 +1268,7 @@ class Skill31(ActiveSkill):
"""
name = '湮灭仪式'
ref = Ref.NECROMANTIC
cellPos = (7,5)
learnLv = 20
masterLv = 1
@@ -1262,6 +1295,7 @@ class Skill32(PassiveSkill):
"""
name = '鬼神解放'
ref = Ref.GHOSTSOULRELEASE
cellPos = (2,5)
learnLv = 20
masterLv = 1
@@ -1291,6 +1325,7 @@ class Skill33(PassiveSkill):
"""
name = '噬灵鬼斩'
ref = Ref.HARDATTACKCHARGE
cellPos = (3,6)
learnLv = 25
masterLv = 1
@@ -1314,7 +1349,7 @@ class Skill33(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'data': data1, 'skills': ['鬼斩']}] # noqa: E501
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=['鬼斩']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=[Ref.HARDATTACK]),
]
# 嗜魂之手
@@ -1331,6 +1366,7 @@ class Skill34(ActiveSkill):
学习[血气界限]后,血气喷发范围变更为全方位; 即使未抓住敌人,也可以生成血块后使其爆炸。\n
"""
name = "嗜魂之手"
ref = Ref.BLOODLUST
learnLv = 25
masterLv = 60
maxLv = 70
@@ -1379,6 +1415,7 @@ class Skill35(ActiveSkill):
"""
name = '冰霜之萨亚'
ref = Ref.SAYA
cellPos = (6,7)
learnLv = 30
masterLv = 60
@@ -1420,6 +1457,7 @@ class Skill36(ActiveSkill):
"""
name = '鬼影鞭'
ref = Ref.GHOSTSIDEWIND
cellPos = (5,7)
learnLv = 30
masterLv = 60
@@ -1460,6 +1498,7 @@ class Skill37(ActiveSkill):
"""
name = '死亡墓碑'
ref = Ref.TOMBSTONERAIN
cellPos = (4,8)
learnLv = 35
masterLv = 60
@@ -1524,6 +1563,7 @@ class Skill38(ActiveSkill):
"""
name = '瘟疫之罗刹'
ref = Ref.EPIDEMICRASA
cellPos = (7,8)
learnLv = 35
masterLv = 60
@@ -1611,6 +1651,7 @@ class Skill39(ActiveSkill):
"""
name = '鬼影闪'
ref = Ref.GHOSTSTEPSLASH
cellPos = (5,9)
learnLv = 40
masterLv = 60
@@ -1665,6 +1706,7 @@ class Skill40(ActiveSkill):
"""
name = '鬼斩 : 狂怒'
ref = Ref.SLASHOFBOOM
cellPos = (3,9)
learnLv = 40
masterLv = 60
@@ -1724,6 +1766,7 @@ class Skill41(ActiveSkill):
"""
name = '冥炎之卡洛'
ref = Ref.KALLA
cellPos = (7,10)
learnLv = 45
masterLv = 60
@@ -1770,6 +1813,7 @@ class Skill42(ActiveSkill):
"""
name = '冥炎剑'
ref = Ref.DARKFLAMESLASH
cellPos = (7,11)
learnLv = 45
masterLv = 1
@@ -1801,7 +1845,7 @@ class Skill42(ActiveSkill):
# [冥炎剑]最后一击范围比率 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4)
level_source = '冥炎之卡洛'
level_source = Ref.KALLA
def vp_1(self):
"""
@@ -1834,6 +1878,7 @@ class Skill43(PassiveSkill):
"""
name = '恐惧光环'
ref = Ref.DARKAURA
cellPos = (2,11)
learnLv = 48
masterLv = 40
@@ -1879,6 +1924,7 @@ class Skill44(ActiveSkill):
"""
name = '第7鬼神 : 怖拉修'
ref = Ref.BLACHE
cellPos = (8,11)
learnLv = 50
masterLv = 40
@@ -1934,6 +1980,7 @@ class Skill45(ActiveSkill):
"""
name = '鬼斩 : 炼狱'
ref = Ref.SLASHOFHELL
cellPos = (3,12)
learnLv = 60
masterLv = 40
@@ -1998,6 +2045,7 @@ class Skill46(ActiveSkill):
"""
name = '冥祭之沼'
ref = Ref.TOMBSTONESWAMP
cellPos = (4,13)
learnLv = 70
masterLv = 40
@@ -2062,6 +2110,7 @@ class Skill47(ActiveSkill):
"""
name = '幽魂之布雷德'
ref = Ref.BLADEPHANTOM
cellPos = (3,13)
learnLv = 75
masterLv = 40
@@ -2133,6 +2182,7 @@ class Skill48(PassiveSkill):
"""
name = '御鬼之极'
ref = Ref.PHANTOMMASTERY
cellPos = (5,13)
learnLv = 75
masterLv = 40
@@ -2163,6 +2213,7 @@ class Skill49(ActiveSkill):
"""
name = '幽魂降临 : 式'
ref = Ref.BLADEPHANTOMEX
cellPos = (3,14)
learnLv = 80
masterLv = 40
@@ -2224,6 +2275,7 @@ class Skill50(ActiveSkill):
"""
name = '王者号令 : 吉格降临'
ref = Ref.ZIGADVENT
cellPos = (5,14)
learnLv = 85
masterLv = 40
@@ -2281,6 +2333,7 @@ class Skill51(PassiveSkill):
"""
name = '鬼神冠冕'
ref = Ref.DEMONICCROWN
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -2309,6 +2362,7 @@ class Skill52(ActiveSkill):
"""
name = '鬼神剑·黄泉摆渡'
ref = Ref.GLUTTONYCREVASSE
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -2352,6 +2406,7 @@ class Skill53(ActiveSkill):
"""
name = '黄泉之门 : 万鬼度灵'
ref = Ref.GHOSTGATE
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -5,6 +5,7 @@ from core.basic.skill_effect_types import (
CharacterAttribute, CharacterEffect, ExtraData, ExtraPower, LevelTable, Operation,
Percent, Power, Read, Select, SkillAttribute, SkillEffect, WeaponCategoryContains,
)
from core.character.refs.swordman_male.weapon_master import WeaponMasterSkillRef as Ref
prefix = "swordman_male/weapon_master/cn/skillDetail"
@@ -38,6 +39,7 @@ class Skill0(ActiveSkill):
无需蓄气,攻击时在原地发动斩击。 利用黄泉之力,生成幽魂之布雷德的气息。\n
"""
name = "鬼斩"
ref = Ref.HARDATTACK
learnLv = 1
masterLv = 60
maxLv = 70
@@ -86,6 +88,7 @@ class Skill1(PassiveSkill):
"""
name = '疾影手'
ref = Ref.FASTEQUIP
cellPos = (9,1)
learnLv = 1
masterLv = 1
@@ -114,6 +117,7 @@ class Skill2(ActiveSkill):
转职为狂战士或阿修罗后,技能类型变为独立攻击力。\n
"""
name = "上挑"
ref = Ref.UPPERSLASH
learnLv = 1
masterLv = 10
maxLv = 20
@@ -140,6 +144,7 @@ class Skill3(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -164,6 +169,7 @@ class Skill4(PassiveSkill):
"""
name = '基础精通'
ref = Ref.BASICATTACKUP
cellPos = (1,0)
icon = '$common/$name'
learnLv = 1
@@ -185,7 +191,7 @@ class Skill4(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'type': '*skillDamage', 'data': [i - 100 if i > 0 else 0 for i in data0], 'skills': ['里 · 鬼剑术', '空之连刃']}]
associate = [
SkillEffect(value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=['里 · 鬼剑术', '空之连刃']),
SkillEffect(value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=[Ref.WEAPONCOMBO, Ref.JUMPATTACKMULTI]),
]
# 受身蹲伏
@@ -196,6 +202,7 @@ class Skill5(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -237,6 +244,7 @@ class Skill6(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -259,6 +267,7 @@ class Skill7(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -282,6 +291,7 @@ class Skill8(ActiveSkill):
按住技能键可以持续[格挡]动作,且魔法值只在[格挡]开始时消耗一次。\n
"""
name = "格挡"
ref = Ref.GUARD
learnLv = 5
masterLv = 5
maxLv = 15
@@ -313,6 +323,7 @@ class Skill9(ActiveSkill):
突刺攻击会根据[基础精通]增加伤害。\n
"""
name = "连突刺"
ref = Ref.DASHATTACKMULTIHIT
learnLv = 5
masterLv = 1
maxLv = 6
@@ -343,6 +354,7 @@ class Skill10(ActiveSkill):
若剑魂职业已学7级以上的[钝器精通],则可以增加冲击波大小。\n
"""
name = "银光落刃"
ref = Ref.ASHENFORK
learnLv = 5
masterLv = 60
maxLv = 70
@@ -386,6 +398,7 @@ class Skill11(ActiveSkill):
"""
name = '空之连刃'
ref = Ref.JUMPATTACKMULTI
cellPos = (10,2)
learnLv = 5
masterLv = 1
@@ -427,6 +440,7 @@ class Skill12(ActiveSkill):
召唤功能消失,增加自身技能攻击力。 (可以添加到快捷栏,但无法使用)\n
"""
name = "刀魂之卡赞"
ref = Ref.KHAZAN
learnLv = 5
masterLv = 10
maxLv = 20
@@ -464,6 +478,7 @@ class Skill13(ActiveSkill):
转职为狂战士或阿修罗后,技能适用为独立攻击力。\n
"""
name = "裂波斩"
ref = Ref.VANESLASH
learnLv = 10
masterLv = 60
maxLv = 70
@@ -499,6 +514,7 @@ class Skill14(ActiveSkill):
转职为狂战士后,可以强制中断基本攻击动作,并立即施放该技能。\n
"""
name = "崩山击"
ref = Ref.HOPSMASH
learnLv = 10
masterLv = 60
maxLv = 70
@@ -534,6 +550,7 @@ class Skill15(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -561,6 +578,7 @@ class Skill16(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -594,6 +612,7 @@ class Skill17(PassiveSkill):
"""
name = '光剑精通'
ref = Ref.LIGHTSWORDMASTERY
cellPos = (2,3)
learnLv = 15
masterLv = 1
@@ -667,6 +686,7 @@ class Skill18(ActiveSkill):
若剑魂职业已学5级以上的[太刀精通]或[光剑精通],则可以发动7次连续攻击。\n
"""
name = '三段刃'
ref = Ref.TRIPLESLASH
cellPos = (3,4)
learnLv = 15
masterLv = 60
@@ -708,6 +728,7 @@ class Skill19(PassiveSkill):
"""
name = '短剑精通'
ref = Ref.SHORTSWORDMASTERY
cellPos = (0,3)
learnLv = 15
masterLv = 1
@@ -771,9 +792,9 @@ class Skill19(PassiveSkill):
# return super().effect(old, new)
associate = [
CharacterEffect(attribute=CharacterAttribute.P_ATK_P, value=1 + Percent(Select(WeaponCategoryContains('传世武器'), LevelTable(data13), LevelTable(data0))), weapon=['短剑']),
SkillEffect(attribute=ExtraData(0), operation=Operation.ADD, value=LevelTable(data3), skills=['里 · 鬼剑术'], weapon=['短剑']),
SkillEffect(value=1 + Percent(LevelTable(data11)), skills=['破军升龙击'], weapon=['短剑']),
SkillEffect(value=1 + Percent(LevelTable(data12)), skills=['猛龙断空斩'], weapon=['短剑']),
SkillEffect(attribute=ExtraData(0), operation=Operation.ADD, value=LevelTable(data3), skills=[Ref.WEAPONCOMBO], weapon=['短剑']),
SkillEffect(value=1 + Percent(LevelTable(data11)), skills=[Ref.CHARGECRASH], weapon=['短剑']),
SkillEffect(value=1 + Percent(LevelTable(data12)), skills=[Ref.RAPIDMOVESLASH], weapon=['短剑']),
]
# 太刀精通
@@ -792,6 +813,7 @@ class Skill20(ActiveSkill):
"""
name = '太刀精通'
ref = Ref.BLADEMASTERY
cellPos = (1,3)
learnLv = 15
masterLv = 1
@@ -847,7 +869,7 @@ class Skill20(ActiveSkill):
# return super().effect(old, new)
associate = [
CharacterEffect(attribute=CharacterAttribute.P_ATK_P, value=1 + Percent(Select(WeaponCategoryContains('传世武器'), LevelTable(data10), LevelTable(data0))), weapon=['太刀']),
SkillEffect(attribute=Power(1), value=1 + Percent(LevelTable([i - 100 if i > 100 else 0 for i in data9])), skills=['空之连刃'], weapon=['太刀']),
SkillEffect(attribute=Power(1), value=1 + Percent(LevelTable([i - 100 if i > 100 else 0 for i in data9])), skills=[Ref.JUMPATTACKMULTI], weapon=['太刀']),
]
def getSkillData(self, lv=0):
@@ -875,6 +897,7 @@ class Skill21(PassiveSkill):
"""
name = '巨剑精通'
ref = Ref.HEAVYSWORDMASTERY
cellPos = (0,4)
learnLv = 15
masterLv = 1
@@ -927,8 +950,8 @@ class Skill21(PassiveSkill):
# return super().effect(old, new)
associate = [
CharacterEffect(attribute=CharacterAttribute.P_ATK_P, value=1 + Percent(Select(WeaponCategoryContains('传世武器'), LevelTable(data9), LevelTable(data0))), weapon=['巨剑']),
SkillEffect(attribute=ExtraData(0), operation=Operation.ADD, value=LevelTable(data3), skills=['里 · 鬼剑术'], weapon=['巨剑']),
SkillEffect(attribute=Power(12), operation=Operation.ADD, value=Percent(LevelTable([i - 100 if i > 100 else i for i in data8])), skills=['拔刀斩'], weapon=['巨剑']),
SkillEffect(attribute=ExtraData(0), operation=Operation.ADD, value=LevelTable(data3), skills=[Ref.WEAPONCOMBO], weapon=['巨剑']),
SkillEffect(attribute=Power(12), operation=Operation.ADD, value=Percent(LevelTable([i - 100 if i > 100 else i for i in data8])), skills=[Ref.MOMENTARYSLASH], weapon=['巨剑']),
]
# 钝器精通
@@ -946,6 +969,7 @@ class Skill22(PassiveSkill):
"""
name = '钝器精通'
ref = Ref.BLUNTMASTERY
cellPos = (1,4)
learnLv = 15
masterLv = 1
@@ -1007,6 +1031,7 @@ class Skill23(ActiveSkill):
转职为阿修罗后,可中断基本攻击使用\n
"""
name = "地裂 · 波动剑"
ref = Ref.NORMALWAVE
learnLv = 15
masterLv = 60
maxLv = 70
@@ -1036,6 +1061,7 @@ class Skill24(PassiveSkill):
"""
name = '武器奥义'
ref = Ref.WEAPONMASTERYUP
cellPos = (2,4)
learnLv = 15
masterLv = 20
@@ -1049,7 +1075,7 @@ class Skill24(PassiveSkill):
associate = [
SkillEffect(
attribute=SkillAttribute.LEVEL, operation=Operation.ADD, value=Read(SkillAttribute.LEVEL) + 1,
skills=['光剑精通', '钝器精通', '太刀精通', '巨剑精通', '短剑精通'],
skills=[Ref.LIGHTSWORDMASTERY, Ref.BLUNTMASTERY, Ref.BLADEMASTERY, Ref.HEAVYSWORDMASTERY, Ref.SHORTSWORDMASTERY],
),
]
@@ -1064,6 +1090,7 @@ class Skill25(PassiveSkill):
"""
name = '光剑掌握'
ref = Ref.EQUIPLIGHTSWORD
cellPos = (9,3)
learnLv = 15
masterLv = 10
@@ -1082,7 +1109,7 @@ class Skill25(PassiveSkill):
# {'type': '*cdReduce', 'data': data0, 'exceptSkills': ['极 · 鬼剑术 (暴风式)', '万剑归宗', '万剑极诣·开天斩']},
# ]
associate = [
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data0)), except_skills=['极 · 鬼剑术 (暴风式)', '万剑归宗', '万剑极诣·开天斩']),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data0)), except_skills=[Ref.HUNDREDSWORD, Ref.HANDLINGSWORD, Ref.CERTAINEXTERMINATION]),
]
# 后跳斩
@@ -1094,6 +1121,7 @@ class Skill26(ActiveSkill):
学习[极·神剑术]后,发动剑气。\n
"""
name = "后跳斩"
ref = Ref.BACKSTEPCUTTER
learnLv = 15
masterLv = 1
maxLv = 1
@@ -1120,6 +1148,7 @@ class Skill27(ActiveSkill):
删除斩击和追加按键功能; 发动交叉斩击,向前方发射十字。\n
"""
name = "十字刃"
ref = Ref.GORECROSS
learnLv = 15
masterLv = 60
maxLv = 70
@@ -1161,6 +1190,7 @@ class Skill28(ActiveSkill):
"""
name = '里 · 鬼剑术'
ref = Ref.WEAPONCOMBO
cellPos = (4,4)
learnLv = 15
masterLv = 1
@@ -1216,6 +1246,7 @@ class Skill29(ActiveSkill):
制造月亮并用斩击将鬼气注入到月亮之中,然后破坏黑月攻击敌人。 破坏黑月时使敌人进入失明状态。 删除追加按键功能。\n
"""
name = "月光斩"
ref = Ref.MOONLIGHTSLASH
learnLv = 15
masterLv = 60
maxLv = 70
@@ -1267,6 +1298,7 @@ class Skill30(ActiveSkill):
"""
name = '流心'
ref = Ref.FLOWMIND
cellPos = (6,5)
learnLv = 20
masterLv = 1
@@ -1297,6 +1329,7 @@ class Skill31(ActiveSkill):
"""
name = '流心 : 刺'
ref = Ref.FLOWMINDONE
cellPos = (4,6)
learnLv = 20
masterLv = 60
@@ -1362,6 +1395,7 @@ class Skill32(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -1385,6 +1419,7 @@ class Skill33(PassiveSkill):
"""
name = '无我剑气'
ref = Ref.FARTHERHIT
cellPos = (9,5)
learnLv = 20
masterLv = 5
@@ -1411,6 +1446,7 @@ class Skill34(ActiveSkill):
自动格挡时,在地下城进入霸体状态,效果持续一定时间。\n
"""
name = "自动格挡"
ref = Ref.AUTOGUARD
learnLv = 25
masterLv = 10
maxLv = 20
@@ -1447,6 +1483,7 @@ class Skill35(ActiveSkill):
学习[血气界限]后,血气喷发范围变更为全方位; 即使未抓住敌人,也可以生成血块后使其爆炸。\n
"""
name = "嗜魂之手"
ref = Ref.BLOODLUST
learnLv = 25
masterLv = 60
maxLv = 70
@@ -1493,6 +1530,7 @@ class Skill36(ActiveSkill):
"""
name = '破极兵刃'
ref = Ref.OVERDRIVE
cellPos = (2,6)
learnLv = 25
masterLv = 10
@@ -1529,6 +1567,7 @@ class Skill37(ActiveSkill):
"""
name = '流心 : 跃'
ref = Ref.FLOWMINDTWO
cellPos = (5,6)
learnLv = 25
masterLv = 60
@@ -1592,6 +1631,7 @@ class Skill38(ActiveSkill):
"""
name = '逆转反击'
ref = Ref.HITBACK
cellPos = (2,7)
learnLv = 30
masterLv = 20
@@ -1626,6 +1666,7 @@ class Skill39(ActiveSkill):
"""
name = '破军升龙击'
ref = Ref.CHARGECRASH
cellPos = (4,7)
learnLv = 30
masterLv = 60
@@ -1699,6 +1740,7 @@ class Skill40(ActiveSkill):
"""
name = '流心 : 升'
ref = Ref.FLOWMINDTHREE
cellPos = (7,7)
learnLv = 30
masterLv = 60
@@ -1756,6 +1798,7 @@ class Skill41(ActiveSkill):
"""
name = '流心 : 狂'
ref = Ref.FLOWMINDPOWERUP
cellPos = (6,7)
learnLv = 30
masterLv = 10
@@ -1779,7 +1822,7 @@ class Skill41(ActiveSkill):
# 迁移前实现(保留对照):
# associate = [{'type': '*skillDamage', 'data': data2, 'skills': ['流心 : 升', '流心 : 刺', '流心 : 跃']}]
associate = [
SkillEffect(value=1 + Percent(LevelTable(data2)), skills=['流心 : 升', '流心 : 刺', '流心 : 跃']),
SkillEffect(value=1 + Percent(LevelTable(data2)), skills=[Ref.FLOWMINDTHREE, Ref.FLOWMINDONE, Ref.FLOWMINDTWO]),
]
def getWeaponCDRatio(self):
@@ -1801,6 +1844,7 @@ class Skill42(ActiveSkill):
"""
name = '拔刀斩'
ref = Ref.MOMENTARYSLASH
cellPos = (5,8)
learnLv = 35
masterLv = 60
@@ -1890,6 +1934,7 @@ class Skill43(ActiveSkill):
"""
name = '猛龙断空斩'
ref = Ref.RAPIDMOVESLASH
cellPos = (3,9)
learnLv = 40
masterLv = 60
@@ -1958,6 +2003,7 @@ class Skill44(ActiveSkill):
"""
name = '破军斩龙击'
ref = Ref.CHARGEBURST
cellPos = (4,9)
learnLv = 40
masterLv = 60
@@ -2045,6 +2091,7 @@ class Skill45(ActiveSkill):
"""
name = '幻影剑舞'
ref = Ref.ILLUSIONSLASH
cellPos = (6,10)
learnLv = 45
masterLv = 60
@@ -2171,6 +2218,7 @@ class Skill46(PassiveSkill):
"""
name = '极 · 鬼剑术 (斩铁式)'
ref = Ref.DEFENSEDOWNONCRITICAL
cellPos = (4,11)
learnLv = 48
masterLv = 40
@@ -2203,6 +2251,7 @@ class Skill47(ActiveSkill):
"""
name = '极 · 鬼剑术 (暴风式)'
ref = Ref.HUNDREDSWORD
cellPos = (6,11)
learnLv = 50
masterLv = 40
@@ -2234,7 +2283,7 @@ class Skill47(ActiveSkill):
# 迁移前实现(保留对照):
# associate = [{'type': '*skillDamage', 'data': data3, 'skills': [name]}]
associate = [
SkillEffect(value=1 + Percent(LevelTable(data3)), skills=[name]),
SkillEffect(value=1 + Percent(LevelTable(data3)), skills=[Ref.HUNDREDSWORD]),
]
# 极 · 神剑术 (流星落)
@@ -2254,6 +2303,7 @@ class Skill48(ActiveSkill):
"""
name = '极 · 神剑术 (流星落)'
ref = Ref.METEORSWORD
cellPos = (3,12)
learnLv = 60
masterLv = 40
@@ -2346,6 +2396,7 @@ class Skill49(ActiveSkill):
"""
name = '破空拔刀斩'
ref = Ref.MOMENTARYSLASHEX
cellPos = (5,13)
learnLv = 70
masterLv = 40
@@ -2427,6 +2478,7 @@ class Skill50(PassiveSkill):
"""
name = '神影手'
ref = Ref.MYSTICEQUIP
cellPos = (10,13)
learnLv = 70
masterLv = 1
@@ -2465,6 +2517,7 @@ class Skill51(ActiveSkill):
"""
name = '极 · 神剑术 (破空斩)'
ref = Ref.SWORDOFMIND
cellPos = (3,13)
learnLv = 75
masterLv = 40
@@ -2572,6 +2625,7 @@ class Skill52(PassiveSkill):
"""
name = '极 · 神剑术'
ref = Ref.STATEOFLIMIT
cellPos = (4,13)
learnLv = 75
masterLv = 40
@@ -2653,17 +2707,17 @@ class Skill52(PassiveSkill):
# {'type': '*power2', 'data': data23, 'skills': ['极 · 神剑术 (破空斩)']},
# ]
associate = [
SkillEffect(value=1 + Percent(LevelTable(data0)), skills=['拔刀斩', '破军斩龙击', '极 · 鬼剑术 (暴风式)', '破空拔刀斩', '极 · 神剑术 (瞬斩)', '万剑归宗', '极 · 神剑术 (无形斩)', '万剑极诣·开天斩']),
SkillEffect(attribute=Power(13), operation=Operation.ADD, value=Percent(LevelTable(data2)), skills=['破军升龙击']),
SkillEffect(attribute=Power(4), operation=Operation.ADD, value=Percent(LevelTable(data3)), skills=['猛龙断空斩']),
SkillEffect(attribute=Power(18), operation=Operation.ADD, value=Percent(LevelTable(data4)), skills=['幻影剑舞']),
SkillEffect(attribute=Power(19), operation=Operation.ADD, value=Percent(LevelTable(data5)), skills=['幻影剑舞']),
SkillEffect(attribute=Power(20), operation=Operation.ADD, value=Percent(LevelTable(data6)), skills=['幻影剑舞'], weapon=['钝器']),
SkillEffect(attribute=ExtraData(0), operation=Operation.ADD, value=LevelTable(data7), skills=['极 · 神剑术 (流星落)']),
SkillEffect(attribute=ExtraData(1), operation=Operation.ADD, value=LevelTable(data15), skills=['极 · 神剑术 (流星落)'], weapon=['光剑']),
SkillEffect(attribute=ExtraPower(0), value=1 + Percent(LevelTable(data19)), skills=['极 · 神剑术 (流星落)'], weapon=['巨剑']),
SkillEffect(attribute=ExtraData(1), operation=Operation.ADD, value=LevelTable(data20), skills=['极 · 神剑术 (流星落)'], weapon=['钝器']),
SkillEffect(attribute=Power(2), value=1 + Percent(LevelTable(data23)), skills=['极 · 神剑术 (破空斩)']),
SkillEffect(value=1 + Percent(LevelTable(data0)), skills=[Ref.MOMENTARYSLASH, Ref.CHARGEBURST, Ref.HUNDREDSWORD, Ref.MOMENTARYSLASHEX, Ref.FLASHCUT, Ref.HANDLINGSWORD, Ref.INVISIBLESWORDCUT, Ref.CERTAINEXTERMINATION]),
SkillEffect(attribute=Power(13), operation=Operation.ADD, value=Percent(LevelTable(data2)), skills=[Ref.CHARGECRASH]),
SkillEffect(attribute=Power(4), operation=Operation.ADD, value=Percent(LevelTable(data3)), skills=[Ref.RAPIDMOVESLASH]),
SkillEffect(attribute=Power(18), operation=Operation.ADD, value=Percent(LevelTable(data4)), skills=[Ref.ILLUSIONSLASH]),
SkillEffect(attribute=Power(19), operation=Operation.ADD, value=Percent(LevelTable(data5)), skills=[Ref.ILLUSIONSLASH]),
SkillEffect(attribute=Power(20), operation=Operation.ADD, value=Percent(LevelTable(data6)), skills=[Ref.ILLUSIONSLASH], weapon=['钝器']),
SkillEffect(attribute=ExtraData(0), operation=Operation.ADD, value=LevelTable(data7), skills=[Ref.METEORSWORD]),
SkillEffect(attribute=ExtraData(1), operation=Operation.ADD, value=LevelTable(data15), skills=[Ref.METEORSWORD], weapon=['光剑']),
SkillEffect(attribute=ExtraPower(0), value=1 + Percent(LevelTable(data19)), skills=[Ref.METEORSWORD], weapon=['巨剑']),
SkillEffect(attribute=ExtraData(1), operation=Operation.ADD, value=LevelTable(data20), skills=[Ref.METEORSWORD], weapon=['钝器']),
SkillEffect(attribute=Power(2), value=1 + Percent(LevelTable(data23)), skills=[Ref.SWORDOFMIND]),
]
# 极 · 神剑术 (瞬斩)
@@ -2676,6 +2730,7 @@ class Skill53(ActiveSkill):
"""
name = '极 · 神剑术 (瞬斩)'
ref = Ref.FLASHCUT
cellPos = (5,14)
learnLv = 80
masterLv = 40
@@ -2737,6 +2792,7 @@ class Skill54(ActiveSkill):
"""
name = '万剑归宗'
ref = Ref.HANDLINGSWORD
cellPos = (4,14)
learnLv = 85
masterLv = 40
@@ -2810,6 +2866,7 @@ class Skill55(PassiveSkill):
"""
name = '无形剑意'
ref = Ref.STATEOFINVISIBLESWORD
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -2875,6 +2932,7 @@ class Skill56(ActiveSkill):
"""
name = '极 · 神剑术 (无形斩)'
ref = Ref.INVISIBLESWORDCUT
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -2913,6 +2971,7 @@ class Skill57(ActiveSkill):
"""
name = '万剑极诣·开天斩'
ref = Ref.CERTAINEXTERMINATION
cellPos = (5,16)
learnLv = 100
masterLv = 40
+55 -2
View File
@@ -11,6 +11,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.thief.kunoichi import KunoichiSkillRef as Ref
class KunoichiAttribute(ProfessionAttribute):
@@ -37,6 +38,7 @@ class Skill0(ActiveSkill):
可消耗连击点数发动[终结之击]。\n
"""
name = "翔击"
ref = Ref.RISINGCUT
learnLv = 1
masterLv = 10
maxLv = 20
@@ -71,6 +73,7 @@ class Skill1(ActiveSkill):
"""
name = '投掷苦无'
ref = Ref.SHURIKEN
cellPos = (3,1)
learnLv = 1
masterLv = 60
@@ -108,6 +111,7 @@ class Skill2(PassiveSkill):
"""
name = '苦无掌握'
ref = Ref.EQUIPCHAKRAWEAPON
cellPos = (5,1)
learnLv = 1
masterLv = 1
@@ -130,6 +134,7 @@ class Skill3(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -154,6 +159,7 @@ class Skill4(PassiveSkill):
"""
name = '基础精通'
ref = Ref.BASICATTACKUP
cellPos = (1,0)
learnLv = 1
masterLv = 115
@@ -181,6 +187,7 @@ class Skill5(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -222,6 +229,7 @@ class Skill6(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -244,6 +252,7 @@ class Skill7(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -267,6 +276,7 @@ class Skill8(ActiveSkill):
攻击力、 攻击范围、 前进速度和前进距离随技能等级增加而增大。\n
"""
name = "切割"
ref = Ref.SLICER
learnLv = 5
masterLv = 1
maxLv = 6
@@ -298,6 +308,7 @@ class Skill9(ActiveSkill):
"""
name = '焰刃'
ref = Ref.FLAMECUT
cellPos = (6,2)
learnLv = 5
masterLv = 60
@@ -332,6 +343,7 @@ class Skill10(ActiveSkill):
在决斗场中,无法强制控制敌人,但是相比其他暗夜使者,可以使敌人进入更长时间的僵直状态。\n
"""
name = "影袭"
ref = Ref.SHADOWCUT
learnLv = 5
masterLv = 60
maxLv = 70
@@ -369,6 +381,7 @@ class Skill11(ActiveSkill):
在决斗场中,地图内球体的存在时间减少。\n
"""
name = "暗魂波"
ref = Ref.DARKSOUL
learnLv = 5
masterLv = 60
maxLv = 70
@@ -411,6 +424,7 @@ class Skill12(ActiveSkill):
可以利用方向键调整移动方向。\n
"""
name = "弧光闪"
ref = Ref.SHININGCUT
learnLv = 10
masterLv = 60
maxLv = 70
@@ -448,6 +462,7 @@ class Skill13(ActiveSkill):
在决斗场中,不适用持续时间减少和霸体护甲效果,施放技能时减少所受伤害。\n
"""
name = "骨盾"
ref = Ref.BONESHIELD
learnLv = 10
masterLv = 5
maxLv = 7
@@ -491,6 +506,7 @@ class Skill14(ActiveSkill):
"""
name = '忍法 : 影分身'
ref = Ref.SKINTAKEOFF
cellPos = (4,3)
learnLv = 10
masterLv = 40
@@ -527,6 +543,7 @@ class Skill15(ActiveSkill):
被扫腿踢命中的敌人将受到无属性物理伤害,且有一定几率进入减速状态。\n
"""
name = "碎踝"
ref = Ref.ANKLECUT
learnLv = 10
masterLv = 60
maxLv = 70
@@ -562,6 +579,7 @@ class Skill16(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -589,6 +607,7 @@ class Skill17(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -618,6 +637,7 @@ class Skill18(ActiveSkill):
连续踢击过程中连续按下攻击键时,会增加连续踢击的速度和命中次数。\n
"""
name = "疾空踏"
ref = Ref.DIVINGARROW
learnLv = 15
masterLv = 60
maxLv = 70
@@ -657,6 +677,7 @@ class Skill19(ActiveSkill):
"""
name = '忍法 : 飞鼠'
ref = Ref.FLYINGSQUIRREL
cellPos = (8,4)
learnLv = 15
masterLv = 60
@@ -697,6 +718,7 @@ class Skill20(ActiveSkill):
若[天诛]背击敌人时,则会追加一次刺击,且最后还会追加一次高伤害的切割攻击。\n
"""
name = "天诛"
ref = Ref.ERASER
learnLv = 15
masterLv = 60
maxLv = 70
@@ -728,6 +750,7 @@ class Skill21(ActiveSkill):
召唤暗属性的诅咒之箭后,向前方敌人发射; 被诅咒之箭命中的敌人会受到暗属性多段魔法伤害,并有一定几率进入诅咒状态。\n
"""
name = "诅咒之箭"
ref = Ref.CURSESPEAR
learnLv = 15
masterLv = 60
maxLv = 70
@@ -765,6 +788,7 @@ class Skill22(PassiveSkill):
"""
name = '忍术精通'
ref = Ref.NINJUTSU
cellPos = (4,4)
learnLv = 15
masterLv = 1
@@ -783,7 +807,7 @@ class Skill22(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'data': data1, 'type': '*cdReduce', 'skills': ['火遁·豪火球之术', '忍法 : 幻影手里剑', '火遁·飓风煞', '火遁·螺旋手里剑', '火遁·炎天道', '火遁·蟾蜍油炎弹', '火遁·炎舞天璇', '火遁·风魔手里剑', '八岐大蛇', '天照']}] # noqa: E501
associate = [
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data1)), skills=['火遁·豪火球之术', '忍法 : 幻影手里剑', '火遁·飓风煞', '火遁·螺旋手里剑', '火遁·炎天道', '火遁·蟾蜍油炎弹', '火遁·炎舞天璇', '火遁·风魔手里剑', '八岐大蛇', '天照']),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data1)), skills=[Ref.FLAMEBALL, Ref.ILUSIONSHURIKEN, Ref.FLAMETORNADO, Ref.BIGKUNAI, Ref.SKYROADS, Ref.GASOLINEFIRE, Ref.FLAMEFLOWER, Ref.FUUMASHURIKEN, Ref.YAMATAOROCHI, Ref.AMATERAS]),
]
# 火遁·豪火球之术
@@ -798,6 +822,7 @@ class Skill23(ActiveSkill):
"""
name = '火遁·豪火球之术'
ref = Ref.FLAMEBALL
cellPos = (6,4)
learnLv = 15
masterLv = 60
@@ -853,6 +878,7 @@ class Skill24(ActiveSkill):
"""
name = '空跃'
ref = Ref.AERIALJUMP
cellPos = (1,5)
learnLv = 20
masterLv = 1
@@ -877,6 +903,7 @@ class Skill25(ActiveSkill):
"""
name = '火遁·红莲'
ref = Ref.FIREHIDE
cellPos = (6,5)
learnLv = 20
masterLv = 10
@@ -910,6 +937,7 @@ class Skill26(ActiveSkill):
"""
name = '忍法 : 幻影手里剑'
ref = Ref.ILUSIONSHURIKEN
cellPos = (3,5)
learnLv = 20
masterLv = 60
@@ -960,6 +988,7 @@ class Skill27(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -987,6 +1016,7 @@ class Skill28(ActiveSkill):
"""
name = '忍法 : 原木分身术'
ref = Ref.WOODMOVE
cellPos = (7,5)
learnLv = 20
masterLv = 1
@@ -1017,6 +1047,7 @@ class Skill29(ActiveSkill):
"""
name = '火遁·飓风煞'
ref = Ref.FLAMETORNADO
cellPos = (6,6)
learnLv = 25
masterLv = 60
@@ -1069,6 +1100,7 @@ class Skill30(PassiveSkill):
"""
name = '苦无精通'
ref = Ref.SHURIKENIMPROVE
cellPos = (3,6)
learnLv = 25
masterLv = 10
@@ -1107,6 +1139,7 @@ class Skill31(PassiveSkill):
"""
name = '烈焰印记'
ref = Ref.MARKOFFLAME
cellPos = (5,6)
learnLv = 25
masterLv = 10
@@ -1145,6 +1178,7 @@ class Skill32(ActiveSkill):
"""
name = '火遁·螺旋手里剑'
ref = Ref.BIGKUNAI
cellPos = (3,7)
learnLv = 30
masterLv = 60
@@ -1197,6 +1231,7 @@ class Skill33(ActiveSkill):
"""
name = '忍法 : 残影术'
ref = Ref.LEAVETRACE
cellPos = (5,8)
learnLv = 35
masterLv = 1
@@ -1234,6 +1269,7 @@ class Skill34(ActiveSkill):
"""
name = '火遁·炎天道'
ref = Ref.SKYROADS
cellPos = (6,8)
learnLv = 35
masterLv = 60
@@ -1333,6 +1369,7 @@ class Skill35(ActiveSkill):
"""
name = '忍法 : 替身术'
ref = Ref.MIGAWARI
cellPos = (3,8)
learnLv = 35
masterLv = 60
@@ -1397,6 +1434,7 @@ class Skill36(ActiveSkill):
"""
name = '忍法 : 六道轮回'
ref = Ref.DEITIESREBIRTH
cellPos = (5,9)
learnLv = 40
masterLv = 1
@@ -1443,6 +1481,7 @@ class Skill37(ActiveSkill):
"""
name = '火遁·蟾蜍油炎弹'
ref = Ref.GASOLINEFIRE
cellPos = (7,9)
learnLv = 40
masterLv = 60
@@ -1532,6 +1571,7 @@ class Skill38(ActiveSkill):
"""
name = '火遁·炎舞天璇'
ref = Ref.FLAMEFLOWER
cellPos = (5,10)
learnLv = 45
masterLv = 60
@@ -1603,6 +1643,7 @@ class Skill39(PassiveSkill):
"""
name = '暗炎残星'
ref = Ref.KUROKAGENOJUTSU
cellPos = (3,10)
learnLv = 45
masterLv = 1
@@ -1637,6 +1678,7 @@ class Skill40(ActiveSkill):
"""
name = '毕方之印'
ref = Ref.FIREMARK
cellPos = (7,11)
learnLv = 48
masterLv = 40
@@ -1697,6 +1739,7 @@ class Skill41(ActiveSkill):
"""
name = '火遁·冥炎业火阵'
ref = Ref.DOOMFIELD
cellPos = (5,11)
learnLv = 50
masterLv = 40
@@ -1745,6 +1788,7 @@ class Skill42(ActiveSkill):
"""
name = '忍法 : 飞燕手里剑'
ref = Ref.FLYINGSWALLOW
cellPos = (3,12)
learnLv = 60
masterLv = 40
@@ -1852,6 +1896,7 @@ class Skill43(ActiveSkill):
"""
name = '火遁·风魔手里剑'
ref = Ref.FUUMASHURIKEN
cellPos = (7,13)
learnLv = 70
masterLv = 40
@@ -1934,6 +1979,7 @@ class Skill44(PassiveSkill):
"""
name = '八咫镜'
ref = Ref.MIRROROFYATA
cellPos = (8,13)
learnLv = 75
masterLv = 40
@@ -1971,6 +2017,7 @@ class Skill45(ActiveSkill):
"""
name = '八岐大蛇'
ref = Ref.YAMATAOROCHI
cellPos = (4,13)
learnLv = 75
masterLv = 40
@@ -2051,6 +2098,7 @@ class Skill46(PassiveSkill):
"""
name = '八尺琼勾玉'
ref = Ref.KURVEJADE
cellPos = (5,13)
learnLv = 75
masterLv = 1
@@ -2082,6 +2130,7 @@ class Skill47(ActiveSkill):
"""
name = '天照'
ref = Ref.AMATERAS
cellPos = (4,14)
learnLv = 80
masterLv = 40
@@ -2116,7 +2165,7 @@ class Skill47(ActiveSkill):
# 迁移前实现(保留对照):
# associate = [{'data': data4, 'skills': ['天照']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data4)), skills=['天照']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data4)), skills=[Ref.AMATERAS]),
]
mode = ['普通', '六道']
@@ -2165,6 +2214,7 @@ class Skill48(ActiveSkill):
"""
name = '火炎灼空 : 草雉剑'
ref = Ref.SWORDOFKUSANAGI
cellPos = (7,14)
learnLv = 85
masterLv = 40
@@ -2244,6 +2294,7 @@ class Skill49(PassiveSkill):
"""
name = '三元刹'
ref = Ref.CHAKRATRINITY
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -2278,6 +2329,7 @@ class Skill50(ActiveSkill):
"""
name = '勾玉之火 : 镰鼬'
ref = Ref.JADEKAMAITACHI
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -2323,6 +2375,7 @@ class Skill51(ActiveSkill):
"""
name = '火源限界·八咫乌'
ref = Ref.YATAGARASU
cellPos = (5,16)
learnLv = 100
masterLv = 40
+64 -10
View File
@@ -11,6 +11,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.thief.necro import NecroSkillRef as Ref
prefix = "thief/necro/cn/skillDetail"
@@ -24,6 +25,7 @@ class Skill0(ActiveSkill):
可消耗连击点数发动[终结之击]。\n
"""
name = "翔击"
ref = Ref.RISINGCUT
learnLv = 1
masterLv = 10
maxLv = 20
@@ -57,6 +59,7 @@ class Skill1(ActiveSkill):
技能等级越高,被苦无命中的敌人的僵直时间越长。\n
"""
name = "投掷苦无"
ref = Ref.SHURIKEN
learnLv = 1
masterLv = 60
maxLv = 70
@@ -90,6 +93,7 @@ class Skill2(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -113,6 +117,7 @@ class Skill3(PassiveSkill):
在决斗场中,增益/减益技能、 被动技能的技能攻击力增加效果对[基础精通]无影响。\n
"""
name = "基础精通"
ref = Ref.BASICATTACKUP
learnLv = 1
masterLv = 115
maxLv = 200
@@ -140,6 +145,7 @@ class Skill4(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -181,6 +187,7 @@ class Skill5(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -203,6 +210,7 @@ class Skill6(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -226,6 +234,7 @@ class Skill7(ActiveSkill):
攻击力、 攻击范围、 前进速度和前进距离随技能等级增加而增大。\n
"""
name = "切割"
ref = Ref.SLICER
cellPos = (0,2)
learnLv = 5
masterLv = 1
@@ -257,6 +266,7 @@ class Skill8(ActiveSkill):
攻击力、 击飞力、 发动速度和攻击范围随技能等级增加而增大。\n
"""
name = "焰刃"
ref = Ref.FLAMECUT
learnLv = 5
masterLv = 60
maxLv = 70
@@ -290,6 +300,7 @@ class Skill9(ActiveSkill):
在决斗场中,无法强制控制敌人,但是相比其他暗夜使者,可以使敌人进入更长时间的僵直状态。\n
"""
name = "影袭"
ref = Ref.SHADOWCUT
learnLv = 5
masterLv = 60
maxLv = 70
@@ -327,6 +338,7 @@ class Skill10(ActiveSkill):
在决斗场中,地图内球体的存在时间减少。\n
"""
name = "暗魂波"
ref = Ref.DARKSOUL
cellPos = (4,2)
learnLv = 5
masterLv = 60
@@ -374,6 +386,7 @@ class Skill11(ActiveSkill):
可以利用方向键调整移动方向。\n
"""
name = "弧光闪"
ref = Ref.SHININGCUT
learnLv = 10
masterLv = 60
maxLv = 70
@@ -411,6 +424,7 @@ class Skill12(ActiveSkill):
在决斗场中,不适用持续时间减少和霸体护甲效果,施放技能时减少所受伤害。\n
"""
name = "骨盾"
ref = Ref.BONESHIELD
cellPos = (5,3)
learnLv = 10
masterLv = 5
@@ -453,6 +467,7 @@ class Skill13(ActiveSkill):
留在地上的影分身会挑衅一定领域内的敌人; 影分身经过一段时间或受到一定伤害后,会爆炸并使敌人受到无属性魔法伤害。\n
"""
name = "忍法 : 影分身"
ref = Ref.SKINTAKEOFF
learnLv = 10
masterLv = 40
maxLv = 50
@@ -484,6 +499,7 @@ class Skill14(ActiveSkill):
被扫腿踢命中的敌人将受到无属性物理伤害,且有一定几率进入减速状态。\n
"""
name = "碎踝"
ref = Ref.ANKLECUT
learnLv = 10
masterLv = 60
maxLv = 70
@@ -519,6 +535,7 @@ class Skill15(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -546,6 +563,7 @@ class Skill16(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -575,6 +593,7 @@ class Skill17(ActiveSkill):
连续踢击过程中连续按下攻击键时,会增加连续踢击的速度和命中次数。\n
"""
name = "疾空踏"
ref = Ref.DIVINGARROW
learnLv = 15
masterLv = 60
maxLv = 70
@@ -613,6 +632,7 @@ class Skill18(ActiveSkill):
攻击力和爆炸范围随攻击次数递增,最后一击时增幅更大。\n
"""
name = "忍法 : 飞鼠"
ref = Ref.FLYINGSQUIRREL
learnLv = 15
masterLv = 60
maxLv = 70
@@ -653,6 +673,7 @@ class Skill19(ActiveSkill):
若[天诛]背击敌人时,则会追加一次刺击,且最后还会追加一次高伤害的切割攻击。\n
"""
name = "天诛"
ref = Ref.ERASER
learnLv = 15
masterLv = 60
maxLv = 70
@@ -684,6 +705,7 @@ class Skill20(ActiveSkill):
召唤暗属性的诅咒之箭后,向前方敌人发射; 被诅咒之箭命中的敌人会受到暗属性多段魔法伤害,并有一定几率进入诅咒状态。\n
"""
name = "诅咒之箭"
ref = Ref.CURSESPEAR
cellPos = (5,4)
learnLv = 15
masterLv = 60
@@ -724,6 +746,7 @@ class Skill21(ActiveSkill):
艾克尼亚 : 释放出艾克尼亚的灵体,造成大量伤害。\n
"""
name = "降临 : 尼古拉斯"
ref = Ref.SUMMONNICOLAS
cellPos = (2,4)
learnLv = 15
masterLv = 60
@@ -774,6 +797,7 @@ class Skill22(PassiveSkill):
除[千魂祭]、 [亡者君临 : 巴拉克之戮]、 [命运殇痕·摩罗斯之咒]的其他技能的冷却时间减少。 装备手杖时,施放速度增加。\n
"""
name = "手杖精通"
ref = Ref.WANDMASTERY
cellPos = (4,4)
learnLv = 15
masterLv = 1
@@ -793,7 +817,7 @@ class Skill22(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{"type":"*cdReduce","data":data0,"exceptSkills":["千魂祭","亡者君临 : 巴拉克之戮","命运殇痕·摩罗斯之咒"]}]
associate = [
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data0)), except_skills=['千魂祭', '亡者君临 : 巴拉克之戮', '命运殇痕·摩罗斯之咒']),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data0)), except_skills=[Ref.PHANTOMSTROM, Ref.BALLACREADVENT, Ref.HORROROFMOROS]),
]
# 驱使枯灵
@@ -811,6 +835,7 @@ class Skill23(ActiveSkill):
在决斗场中,适用单独的生命值和防御力。\n
"""
name = "驱使枯灵"
ref = Ref.NICOLASSUMMONZOMBIE
cellPos = (3,5)
learnLv = 20
masterLv = 60
@@ -882,6 +907,7 @@ class Skill24(ActiveSkill):
在决斗场中,守护模式下的尼古拉斯适用霸体状态。\n
"""
name = "服从"
ref = Ref.NICOLASBEHAVIOR
cellPos = (1,5)
learnLv = 20
masterLv = 10
@@ -912,7 +938,7 @@ class Skill24(ActiveSkill):
# 迁移前实现(保留对照):
# associate = [{"data":data1,"skills":["降临 : 尼古拉斯"]}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=['降临 : 尼古拉斯']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=[Ref.SUMMONNICOLAS]),
]
# 暴击
@@ -923,6 +949,7 @@ class Skill25(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -945,6 +972,7 @@ class Skill26(ActiveSkill):
用毁灭之爪攻击敌人。\n
"""
name = "毁灭之爪"
ref = Ref.DARKNAIL
cellPos = (5,6)
learnLv = 25
masterLv = 60
@@ -976,6 +1004,7 @@ class Skill27(ActiveSkill):
增加黑夜术士的技能攻击力。\n
"""
name = "暗黑仪式"
ref = Ref.DARKRITUAL
cellPos = (6,6)
learnLv = 25
masterLv = 10
@@ -1004,6 +1033,7 @@ class Skill28(ActiveSkill):
若施放技能时按住技能键,尼古拉斯会瞬移到死灵术士前方展开蛛丝阵。\n
"""
name = "暗影蛛丝阵"
ref = Ref.NICOLASBLACKAREA
cellPos = (2,6)
learnLv = 25
masterLv = 60
@@ -1037,6 +1067,7 @@ class Skill29(PassiveSkill):
学习后,增加属性攻击力。\n
"""
name = "黑暗之环"
ref = Ref.RINGOFDARKNESS
cellPos = (4,6)
learnLv = 25
masterLv = 10
@@ -1067,6 +1098,7 @@ class Skill30(ActiveSkill):
在决斗场中,夜游魂落地瞬间就会出现百鬼之灵。\n
"""
name = "百鬼夜行"
ref = Ref.DARKLURE
cellPos = (5,7)
learnLv = 30
masterLv = 60
@@ -1110,6 +1142,7 @@ class Skill31(ActiveSkill):
敌人受到伤害时,有一定的几率进入减速和减少跳跃力的减益状态。\n
"""
name = "复苏者之怨"
ref = Ref.BLAMEOFDEAD
cellPos = (3,7)
learnLv = 30
masterLv = 60
@@ -1155,6 +1188,7 @@ class Skill32(PassiveSkill):
记载黑魔法知识的书,增加除[降临 : 尼古拉斯]外的技能攻击力,并增加[复苏者之缚]的复苏者区域范围。\n
"""
name = "黑魔法书 : 亡者之魂"
ref = Ref.GRIMGRIMOIRE
cellPos = (4,8)
learnLv = 30
masterLv = 1
@@ -1173,7 +1207,7 @@ class Skill32(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{"data":data0,"exceptSkills":["降临 : 尼古拉斯"]},]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), except_skills=['降临 : 尼古拉斯']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), except_skills=[Ref.SUMMONNICOLAS]),
]
# 降临 : 暴君巴拉克
@@ -1190,6 +1224,7 @@ class Skill33(ActiveSkill):
- 增加物理防御力、 魔法防御力和暗属性抗性,但会降低光属性抗性。\n
"""
name = "降临 : 暴君巴拉克"
ref = Ref.APPORTBALLACRE
cellPos = (7,8)
learnLv = 35
masterLv = 60
@@ -1281,10 +1316,10 @@ class Skill33(ActiveSkill):
# {"type":"+power0","data":data9,"skills":["巴拉克强击"],"ratio":1}
# ]
associate = [
SkillEffect(attribute=Power(0), operation=Operation.ADD, value=LevelTable(data6), skills=['暗击拳']),
SkillEffect(attribute=Power(1), operation=Operation.ADD, value=LevelTable(data7), skills=['暗击拳']),
SkillEffect(attribute=Power(0), operation=Operation.ADD, value=LevelTable(data8), skills=['狂野乱舞']),
SkillEffect(attribute=Power(0), operation=Operation.ADD, value=LevelTable(data9), skills=['巴拉克强击']),
SkillEffect(attribute=Power(0), operation=Operation.ADD, value=LevelTable(data6), skills=[Ref.GRABCOLLAR]),
SkillEffect(attribute=Power(1), operation=Operation.ADD, value=LevelTable(data7), skills=[Ref.GRABCOLLAR]),
SkillEffect(attribute=Power(0), operation=Operation.ADD, value=LevelTable(data8), skills=[Ref.MADNESSBALLACRE]),
SkillEffect(attribute=Power(0), operation=Operation.ADD, value=LevelTable(data9), skills=[Ref.BALLACRESTRONGATTACK]),
]
# 暗击拳
@@ -1296,6 +1331,7 @@ class Skill34(ActiveSkill):
只能在前冲时施放。\n
"""
name = "暗击拳"
ref = Ref.GRABCOLLAR
cellPos = (8,9)
learnLv = 35
masterLv = 1
@@ -1327,6 +1363,7 @@ class Skill35(ActiveSkill):
巴拉克向前方移动,挥剑攻击。 命中时将敌人向后击退。\n
"""
name = "狂野乱舞"
ref = Ref.MADNESSBALLACRE
cellPos = (9,9)
learnLv = 35
masterLv = 1
@@ -1354,6 +1391,7 @@ class Skill36(ActiveSkill):
巴拉克连接特定的行动,用剑碾压敌人。\n
"""
name = "巴拉克强击"
ref = Ref.BALLACRESTRONGATTACK
cellPos = (10,9)
learnLv = 35
masterLv = 1
@@ -1383,6 +1421,7 @@ class Skill37(ActiveSkill):
只有在召唤巴拉克的状态下,才能使用该技能。\n
"""
name = "巴拉克的野心"
ref = Ref.AMBITIONOFBALLACRE
cellPos = (7,9)
learnLv = 40
masterLv = 60
@@ -1442,6 +1481,7 @@ class Skill38(ActiveSkill):
施放吸影暗劲波时,若按住技能指令,则尼古拉斯将瞬移到黑夜术士的前方施放吸影暗劲波。 (在决斗场中,恢复尼古拉斯的生命值,不发动瞬移效果,且无法攻击倒地状态的敌人)\n
"""
name = "吸影暗劲波"
ref = Ref.NICOLASBLACKWAVE
cellPos = (2,9)
learnLv = 40
masterLv = 60
@@ -1498,6 +1538,7 @@ class Skill39(PassiveSkill):
学习[巴拉克的盟约]后,施放[巴拉克的野心]和[巴拉克的愤怒]时,立即发动追加攻击。\n
"""
name = "巴拉克的盟约"
ref = Ref.SACRIFICIALPACT
cellPos = (6,9)
learnLv = 40
masterLv = 1
@@ -1527,6 +1568,7 @@ class Skill40(ActiveSkill):
使用该技能时,无法强制中断当前进行的普通攻击动作。\n
"""
name = "巴拉克的愤怒"
ref = Ref.GUILLOTINE
cellPos = (7,10)
learnLv = 45
masterLv = 60
@@ -1590,6 +1632,7 @@ class Skill41(ActiveSkill):
无法在决斗场使用。\n
"""
name = "降临 : 莱迪娅"
ref = Ref.LIVINGDEAD
cellPos = (4,10)
learnLv = 45
masterLv = 60
@@ -1660,6 +1703,7 @@ class Skill42(PassiveSkill):
巴拉克降临时,使灵魂收割者周围的敌人进入恐惧状态,恐惧状态下的敌人受到的暴击伤害大幅增加。 掌握技能后,由于暴君之力的影响,增加灵魂收割者的暴击率。\n
"""
name = "无形之惧"
ref = Ref.FEAROFBALLACRE
cellPos = (7,11)
learnLv = 48
masterLv = 40
@@ -1695,6 +1739,7 @@ class Skill43(ActiveSkill):
只有在召唤巴拉克的状态下,才能使用该技能。\n
"""
name = "千魂祭"
ref = Ref.PHANTOMSTROM
cellPos = (5,11)
learnLv = 50
masterLv = 40
@@ -1746,6 +1791,7 @@ class Skill44(ActiveSkill):
只有在召唤范围内,敌人才会进入束缚状态; 脱离范围或召唤结束时,束缚状态将解除。\n
"""
name = "复苏者之缚"
ref = Ref.BLAMEOFDEADEX
cellPos = (4,12)
learnLv = 60
masterLv = 40
@@ -1804,6 +1850,7 @@ class Skill45(ActiveSkill):
再次按技能键,怨噬之沼再次向前方发动攻击,最多可以发动3次。\n
"""
name = "怨噬之沼"
ref = Ref.HATEFULGHOST
cellPos = (4,13)
learnLv = 70
masterLv = 40
@@ -1866,6 +1913,7 @@ class Skill46(ActiveSkill):
施放暗黑蛛丝引时,若按住技能键,则尼古拉斯将瞬移到黑夜术士的前方施放暗黑蛛丝引。\n
"""
name = "暗黑蛛丝引"
ref = Ref.NICOLASBLACKARACHNIA
cellPos = (2,13)
learnLv = 75
masterLv = 40
@@ -1925,7 +1973,7 @@ class Skill46(ActiveSkill):
# self.associate = [{"data":[0]+[-50]*self.maxLv,"skills":["降临 : 莱迪娅"]}]
# return super().effect(old, new)
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([0] + [-50] * maxLv)), skills=['降临 : 莱迪娅'], when=Equals(Read(SkillAttribute.VP), 2)),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([0] + [-50] * maxLv)), skills=[Ref.LIVINGDEAD], when=Equals(Read(SkillAttribute.VP), 2)),
]
# 亡魂之息
@@ -1937,6 +1985,7 @@ class Skill47(PassiveSkill):
[暗魂波]、 [诅咒之箭]适用单独的攻击力增加量。\n
"""
name = "亡魂之息"
ref = Ref.UNHOLYAURA
cellPos = (7,13)
learnLv = 75
masterLv = 40
@@ -1958,8 +2007,8 @@ class Skill47(PassiveSkill):
# {"data":data1,"skills":["暗魂波","诅咒之箭"]}
# ]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), except_skills=['暗魂波', '诅咒之箭']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=['暗魂波', '诅咒之箭']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), except_skills=[Ref.DARKSOUL, Ref.CURSESPEAR]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=[Ref.DARKSOUL, Ref.CURSESPEAR]),
]
# 暴君湮灭斩
@@ -1971,6 +2020,7 @@ class Skill48(ActiveSkill):
只能在巴拉克降临的状态下施放,并且被[暴君湮灭斩]命中的敌人有一定几率陷入[无形之惧]。\n
"""
name = "暴君湮灭斩"
ref = Ref.EXECUTIONERSLASH
cellPos = (4,14)
learnLv = 80
masterLv = 40
@@ -2024,6 +2074,7 @@ class Skill49(ActiveSkill):
巴拉克登场后,敌人会感受到[无形之惧]。\n
"""
name = "亡者君临 : 巴拉克之戮"
ref = Ref.BALLACREADVENT
cellPos = (6,14)
learnLv = 85
masterLv = 40
@@ -2058,6 +2109,7 @@ class Skill50(PassiveSkill):
[驱使枯灵] : 由黑夜术士直接召唤。\n
"""
name = "冥河之钥"
ref = Ref.KEYOFACERON
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -2090,6 +2142,7 @@ class Skill51(ActiveSkill):
对无法抓取的敌人不适用控制效果。\n
"""
name = "亡者之茧"
ref = Ref.COCONOFUNDEAD
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -2127,6 +2180,7 @@ class Skill52(ActiveSkill):
若关联的技能还在冷却中,则无法使用三次觉醒技能。\n
"""
name = "命运殇痕·摩罗斯之咒"
ref = Ref.HORROROFMOROS
cellPos = (5,16)
learnLv = 100
masterLv = 40
+56 -3
View File
@@ -13,6 +13,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.thief.rogue import RogueSkillRef as Ref
class RogueAttribute(ProfessionAttribute):
@@ -64,6 +65,7 @@ class Skill0(ActiveSkill):
"""
name = '翔击'
ref = Ref.RISINGCUT
cellPos = (5,1)
learnLv = 1
masterLv = 10
@@ -98,6 +100,7 @@ class Skill1(ActiveSkill):
技能等级越高,被苦无命中的敌人的僵直时间越长。\n
"""
name = "投掷苦无"
ref = Ref.SHURIKEN
learnLv = 1
masterLv = 60
maxLv = 70
@@ -131,6 +134,7 @@ class Skill2(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -155,6 +159,7 @@ class Skill3(PassiveSkill):
"""
name = '基础精通'
ref = Ref.BASICATTACKUP
cellPos = (1,0)
learnLv = 1
masterLv = 115
@@ -182,6 +187,7 @@ class Skill4(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -223,6 +229,7 @@ class Skill5(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -245,6 +252,7 @@ class Skill6(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -268,6 +276,7 @@ class Skill7(ActiveSkill):
攻击力、 攻击范围、 前进速度和前进距离随技能等级增加而增大。\n
"""
name = "切割"
ref = Ref.SLICER
learnLv = 5
masterLv = 1
maxLv = 6
@@ -298,6 +307,7 @@ class Skill8(ActiveSkill):
攻击力、 击飞力、 发动速度和攻击范围随技能等级增加而增大。\n
"""
name = "焰刃"
ref = Ref.FLAMECUT
learnLv = 5
masterLv = 60
maxLv = 70
@@ -331,6 +341,7 @@ class Skill9(ActiveSkill):
在决斗场中,无法强制控制敌人,但是相比其他暗夜使者,可以使敌人进入更长时间的僵直状态。\n
"""
name = "影袭"
ref = Ref.SHADOWCUT
learnLv = 5
masterLv = 60
maxLv = 70
@@ -368,6 +379,7 @@ class Skill10(ActiveSkill):
在决斗场中,地图内球体的存在时间减少。\n
"""
name = "暗魂波"
ref = Ref.DARKSOUL
learnLv = 5
masterLv = 60
maxLv = 70
@@ -411,6 +423,7 @@ class Skill11(ActiveSkill):
"""
name = '弧光闪'
ref = Ref.SHININGCUT
cellPos = (5,3)
learnLv = 10
masterLv = 60
@@ -450,6 +463,7 @@ class Skill12(ActiveSkill):
在决斗场中,不适用持续时间减少和霸体护甲效果,施放技能时减少所受伤害。\n
"""
name = "骨盾"
ref = Ref.BONESHIELD
learnLv = 10
masterLv = 5
maxLv = 7
@@ -492,6 +506,7 @@ class Skill13(ActiveSkill):
留在地上的影分身会挑衅一定领域内的敌人; 影分身经过一段时间或受到一定伤害后,会爆炸并使敌人受到无属性魔法伤害。\n
"""
name = "忍法 : 影分身"
ref = Ref.SKINTAKEOFF
learnLv = 10
masterLv = 40
maxLv = 50
@@ -524,6 +539,7 @@ class Skill14(ActiveSkill):
"""
name = '碎踝'
ref = Ref.ANKLECUT
cellPos = (7,3)
learnLv = 10
masterLv = 60
@@ -560,6 +576,7 @@ class Skill15(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -587,6 +604,7 @@ class Skill16(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -617,6 +635,7 @@ class Skill17(ActiveSkill):
"""
name = '疾空踏'
ref = Ref.DIVINGARROW
cellPos = (4,4)
learnLv = 15
masterLv = 60
@@ -658,6 +677,7 @@ class Skill18(ActiveSkill):
攻击力和爆炸范围随攻击次数递增,最后一击时增幅更大。\n
"""
name = "忍法 : 飞鼠"
ref = Ref.FLYINGSQUIRREL
learnLv = 15
masterLv = 60
maxLv = 70
@@ -698,6 +718,7 @@ class Skill19(ActiveSkill):
若[天诛]背击敌人时,则会追加一次刺击,且最后还会追加一次高伤害的切割攻击。\n
"""
name = "天诛"
ref = Ref.ERASER
learnLv = 15
masterLv = 60
maxLv = 70
@@ -731,6 +752,7 @@ class Skill20(ActiveSkill):
"""
name = '终结之击'
ref = Ref.HITEND
cellPos = (6,4)
learnLv = 15
masterLv = 20
@@ -786,6 +808,7 @@ class Skill21(ActiveSkill):
召唤暗属性的诅咒之箭后,向前方敌人发射; 被诅咒之箭命中的敌人会受到暗属性多段魔法伤害,并有一定几率进入诅咒状态。\n
"""
name = "诅咒之箭"
ref = Ref.CURSESPEAR
learnLv = 15
masterLv = 60
maxLv = 70
@@ -819,6 +842,7 @@ class Skill22(PassiveSkill):
"""
name = '弧光连闪'
ref = Ref.SHININGCUTAERIAL
cellPos = (4,6)
learnLv = 15
masterLv = 1
@@ -835,7 +859,7 @@ class Skill22(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'type': '+hit0', 'data': data0, 'ratio': 1, 'skills': ['弧光闪']}]
associate = [
SkillEffect(attribute=Hit(0), operation=Operation.ADD, value=LevelTable(data0), skills=['弧光闪']),
SkillEffect(attribute=Hit(0), operation=Operation.ADD, value=LevelTable(data0), skills=[Ref.SHININGCUT]),
]
# 迅影
@@ -850,6 +874,7 @@ class Skill23(PassiveSkill):
"""
name = '迅影'
ref = Ref.SWIFT
cellPos = (0,4)
learnLv = 15
masterLv = 10
@@ -941,6 +966,7 @@ class Skill24(ActiveSkill):
"""
name = '绝心击'
ref = Ref.VANDITCUT
cellPos = (6,5)
learnLv = 20
masterLv = 60
@@ -986,6 +1012,7 @@ class Skill25(ActiveSkill):
"""
name = '空跃'
ref = Ref.AERIALJUMP
cellPos = (10,5)
learnLv = 20
masterLv = 1
@@ -1010,6 +1037,7 @@ class Skill26(ActiveSkill):
"""
name = '双刃穿刺'
ref = Ref.DOUBLEPIERCE
cellPos = (3,5)
learnLv = 20
masterLv = 60
@@ -1055,6 +1083,7 @@ class Skill27(PassiveSkill):
"""
name = '暗星武器精通'
ref = Ref.ROGUEWEAPONRMASTERY
cellPos = (0,5)
learnLv = 20
masterLv = 20
@@ -1100,7 +1129,7 @@ class Skill27(PassiveSkill):
associate = [
CharacterEffect(attribute=CharacterAttribute.P_ATK_P, value=1 + Percent(LevelTable(data0))),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data1)), except_skills=[]),
SkillEffect(attribute=SkillAttribute.MAX_LAYER, operation=Operation.ADD, value=LevelTable(data2), skills=['终结之击']),
SkillEffect(attribute=SkillAttribute.MAX_LAYER, operation=Operation.ADD, value=LevelTable(data2), skills=[Ref.HITEND]),
]
# 旋舞斩
@@ -1114,6 +1143,7 @@ class Skill28(ActiveSkill):
"""
name = '旋舞斩'
ref = Ref.SWORDDANCE
cellPos = (8,5)
learnLv = 20
masterLv = 60
@@ -1146,6 +1176,7 @@ class Skill29(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -1171,6 +1202,7 @@ class Skill30(ActiveSkill):
"""
name = '旋刃'
ref = Ref.CHAINSAW
cellPos = (7,6)
learnLv = 25
masterLv = 60
@@ -1216,6 +1248,7 @@ class Skill31(ActiveSkill):
"""
name = '疾驰'
ref = Ref.BREAKINGRUSH
cellPos = (4,7)
learnLv = 30
masterLv = 1
@@ -1242,6 +1275,7 @@ class Skill32(ActiveSkill):
"""
name = '剑刃风暴'
ref = Ref.HURRICANE
cellPos = (8,7)
learnLv = 30
masterLv = 60
@@ -1283,6 +1317,7 @@ class Skill33(ActiveSkill):
"""
name = '侧步'
ref = Ref.SIDESTEP
cellPos = (3,7)
learnLv = 30
masterLv = 1
@@ -1306,6 +1341,7 @@ class Skill34(ActiveSkill):
"""
name = '暗掠'
ref = Ref.SHAKEDOWN
cellPos = (1,7)
learnLv = 30
masterLv = 10
@@ -1334,6 +1370,7 @@ class Skill35(ActiveSkill):
"""
name = '螺旋穿刺'
ref = Ref.VERTICALSPIRAL
cellPos = (3,8)
learnLv = 35
masterLv = 60
@@ -1410,6 +1447,7 @@ class Skill36(ActiveSkill):
"""
name = '雷光刃影'
ref = Ref.LIGHTNINGARROW
cellPos = (4,8)
learnLv = 35
masterLv = 60
@@ -1480,6 +1518,7 @@ class Skill37(ActiveSkill):
"""
name = '疾风乱舞'
ref = Ref.SONICASSAULT
cellPos = (6,9)
learnLv = 40
masterLv = 60
@@ -1547,6 +1586,7 @@ class Skill38(ActiveSkill):
"""
name = '死亡风暴'
ref = Ref.DEATHHURRICANE
cellPos = (8,9)
learnLv = 40
masterLv = 60
@@ -1567,7 +1607,7 @@ class Skill38(ActiveSkill):
data1 = get_data(f'{prefix}/{uuid}', 1)
def getSkillCD(self, mode=None) -> float:
return self.char.GetSkillByName('剑刃风暴').getSkillCD(mode)
return self.char.GetSkill(Ref.HURRICANE).getSkillCD(mode)
def vp_1(self):
"""
@@ -1608,6 +1648,7 @@ class Skill39(ActiveSkill):
"""
name = '绝境瞬狱袭'
ref = Ref.EXCELSTRIKE
cellPos = (5,10)
learnLv = 45
masterLv = 60
@@ -1678,6 +1719,7 @@ class Skill40(PassiveSkill):
"""
name = '月弧'
ref = Ref.MOONARC
cellPos = (6,11)
learnLv = 48
masterLv = 40
@@ -1717,6 +1759,7 @@ class Skill41(ActiveSkill):
"""
name = '月轮舞'
ref = Ref.SILVERSTREAM
cellPos = (5,11)
learnLv = 50
masterLv = 40
@@ -1756,6 +1799,7 @@ class Skill42(ActiveSkill):
"""
name = '月舞终结'
ref = Ref.STREAMCLOSER
cellPos = (5,12)
learnLv = 50
masterLv = 1
@@ -1801,6 +1845,7 @@ class Skill43(ActiveSkill):
"""
name = '旋刃冲击'
ref = Ref.CHAINSAWEX
cellPos = (7,12)
learnLv = 60
masterLv = 40
@@ -1874,6 +1919,7 @@ class Skill44(ActiveSkill):
"""
name = '陨落螺旋刺'
ref = Ref.VERTICALSPIRALEX
cellPos = (3,13)
learnLv = 70
masterLv = 40
@@ -1939,6 +1985,7 @@ class Skill45(PassiveSkill):
"""
name = '极限追击'
ref = Ref.HITBLEED
cellPos = (5,13)
learnLv = 75
masterLv = 40
@@ -1970,6 +2017,7 @@ class Skill46(ActiveSkill):
"""
name = '乱空杀'
ref = Ref.EXOTICRAMPANT
cellPos = (7,13)
learnLv = 75
masterLv = 40
@@ -2034,6 +2082,7 @@ class Skill47(ActiveSkill):
"""
name = '月影突袭'
ref = Ref.DISTRIBUTION
cellPos = (4,14)
learnLv = 80
masterLv = 40
@@ -2099,6 +2148,7 @@ class Skill48(ActiveSkill):
"""
name = '天渊星狱'
ref = Ref.NOVAREMNANT
cellPos = (6,14)
learnLv = 85
masterLv = 40
@@ -2135,6 +2185,7 @@ class Skill49(ActiveSkill):
"""
name = '幻灭瞬杀'
ref = Ref.VANISHINGILLUSION
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -2172,6 +2223,7 @@ class Skill50(PassiveSkill):
"""
name = '绝命时刻'
ref = Ref.MOMENTPANIC
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -2213,6 +2265,7 @@ class Skill51(ActiveSkill):
"""
name = '影·万古星辰'
ref = Ref.ADESPHANTOM
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -9,6 +9,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.thief.shadow_dancer import ShadowDancerSkillRef as Ref
prefix = "thief/shadow_dancer/cn/skillDetail"
@@ -23,6 +24,7 @@ class Skill0(ActiveSkill):
可消耗连击点数发动[终结之击]。\n
"""
name = "翔击"
ref = Ref.RISINGCUT
learnLv = 1
masterLv = 10
maxLv = 20
@@ -56,6 +58,7 @@ class Skill1(ActiveSkill):
技能等级越高,被苦无命中的敌人的僵直时间越长。\n
"""
name = "投掷苦无"
ref = Ref.SHURIKEN
learnLv = 1
masterLv = 60
maxLv = 70
@@ -89,6 +92,7 @@ class Skill2(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -113,6 +117,7 @@ class Skill3(PassiveSkill):
"""
name = '基础精通'
ref = Ref.BASICATTACKUP
cellPos = (1,0)
learnLv = 1
masterLv = 115
@@ -140,6 +145,7 @@ class Skill4(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -181,6 +187,7 @@ class Skill5(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -203,6 +210,7 @@ class Skill6(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -227,6 +235,7 @@ class Skill7(ActiveSkill):
"""
name = '切割'
ref = Ref.SLICER
cellPos = (3,2)
learnLv = 5
masterLv = 1
@@ -258,6 +267,7 @@ class Skill8(ActiveSkill):
攻击力、 击飞力、 发动速度和攻击范围随技能等级增加而增大。\n
"""
name = "焰刃"
ref = Ref.FLAMECUT
learnLv = 5
masterLv = 60
maxLv = 70
@@ -292,6 +302,7 @@ class Skill9(ActiveSkill):
"""
name = '影袭'
ref = Ref.SHADOWCUT
cellPos = (5,2)
learnLv = 5
masterLv = 60
@@ -330,6 +341,7 @@ class Skill10(ActiveSkill):
在决斗场中,地图内球体的存在时间减少。\n
"""
name = "暗魂波"
ref = Ref.DARKSOUL
learnLv = 5
masterLv = 60
maxLv = 70
@@ -372,6 +384,7 @@ class Skill11(ActiveSkill):
可以利用方向键调整移动方向。\n
"""
name = "弧光闪"
ref = Ref.SHININGCUT
learnLv = 10
masterLv = 60
maxLv = 70
@@ -410,6 +423,7 @@ class Skill12(ActiveSkill):
"""
name = '骨盾'
ref = Ref.BONESHIELD
cellPos = (1,3)
learnLv = 10
masterLv = 5
@@ -453,6 +467,7 @@ class Skill13(ActiveSkill):
留在地上的影分身会挑衅一定领域内的敌人; 影分身经过一段时间或受到一定伤害后,会爆炸并使敌人受到无属性魔法伤害。\n
"""
name = "忍法 : 影分身"
ref = Ref.SKINTAKEOFF
learnLv = 10
masterLv = 40
maxLv = 50
@@ -484,6 +499,7 @@ class Skill14(ActiveSkill):
被扫腿踢命中的敌人将受到无属性物理伤害,且有一定几率进入减速状态。\n
"""
name = "碎踝"
ref = Ref.ANKLECUT
learnLv = 10
masterLv = 60
maxLv = 70
@@ -519,6 +535,7 @@ class Skill15(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -546,6 +563,7 @@ class Skill16(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -575,6 +593,7 @@ class Skill17(ActiveSkill):
连续踢击过程中连续按下攻击键时,会增加连续踢击的速度和命中次数。\n
"""
name = "疾空踏"
ref = Ref.DIVINGARROW
learnLv = 15
masterLv = 60
maxLv = 70
@@ -613,6 +632,7 @@ class Skill18(ActiveSkill):
攻击力和爆炸范围随攻击次数递增,最后一击时增幅更大。\n
"""
name = "忍法 : 飞鼠"
ref = Ref.FLYINGSQUIRREL
learnLv = 15
masterLv = 60
maxLv = 70
@@ -654,6 +674,7 @@ class Skill19(ActiveSkill):
"""
name = '天诛'
ref = Ref.ERASER
cellPos = (5,3)
learnLv = 15
masterLv = 60
@@ -688,6 +709,7 @@ class Skill20(ActiveSkill):
召唤暗属性的诅咒之箭后,向前方敌人发射; 被诅咒之箭命中的敌人会受到暗属性多段魔法伤害,并有一定几率进入诅咒状态。\n
"""
name = "诅咒之箭"
ref = Ref.CURSESPEAR
learnLv = 15
masterLv = 60
maxLv = 70
@@ -725,6 +747,7 @@ class Skill21(PassiveSkill):
"""
name = '潜行教义'
ref = Ref.ASSASSINATIONSKILL
cellPos = (3,4)
learnLv = 15
masterLv = 1
@@ -753,6 +776,7 @@ class Skill22(ActiveSkill):
"""
name = '追影步'
ref = Ref.SHADOWMOVE
cellPos = (7,4)
learnLv = 15
masterLv = 1
@@ -776,6 +800,7 @@ class Skill23(ActiveSkill):
"""
name = '撕裂'
ref = Ref.CUTTINGNECK
cellPos = (5,4)
learnLv = 15
masterLv = 60
@@ -806,6 +831,7 @@ class Skill24(PassiveSkill):
"""
name = '潜行之匕首精通'
ref = Ref.POINTEDKNIFE
cellPos = (3,5)
learnLv = 20
masterLv = 20
@@ -839,6 +865,7 @@ class Skill25(ActiveSkill):
"""
name = '挑空'
ref = Ref.HOLDUP
cellPos = (5,5)
learnLv = 20
masterLv = 60
@@ -881,6 +908,7 @@ class Skill26(ActiveSkill):
"""
name = '潜行领域'
ref = Ref.SHADOWDANCING
cellPos = (7,5)
learnLv = 20
masterLv = 10
@@ -925,6 +953,7 @@ class Skill27(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -950,6 +979,7 @@ class Skill28(ActiveSkill):
"""
name = '穿心'
ref = Ref.CARDIOCLASIS
cellPos = (5,6)
learnLv = 25
masterLv = 60
@@ -983,6 +1013,7 @@ class Skill29(ActiveSkill):
"""
name = '影遁'
ref = Ref.SHADOWFAKE
cellPos = (3,6)
learnLv = 25
masterLv = 1
@@ -1018,6 +1049,7 @@ class Skill30(ActiveSkill):
"""
name = '潜行信条'
ref = Ref.ASSASINSATTITUDE
cellPos = (3,7)
learnLv = 30
masterLv = 10
@@ -1048,6 +1080,7 @@ class Skill31(ActiveSkill):
"""
name = '追袭'
ref = Ref.GOTOHELL
cellPos = (7,7)
learnLv = 30
masterLv = 60
@@ -1083,6 +1116,7 @@ class Skill32(ActiveSkill):
"""
name = '刃舞'
ref = Ref.BLADEGUST
cellPos = (7,8)
learnLv = 35
masterLv = 60
@@ -1139,6 +1173,7 @@ class Skill33(ActiveSkill):
"""
name = '潜影刺击'
ref = Ref.COVERTACTION
cellPos = (6,8)
learnLv = 35
masterLv = 60
@@ -1193,6 +1228,7 @@ class Skill34(ActiveSkill):
"""
name = '影戮'
ref = Ref.FINALDESTRUCTION
cellPos = (7,9)
learnLv = 40
masterLv = 60
@@ -1261,6 +1297,7 @@ class Skill35(ActiveSkill):
"""
name = '瞬袭'
ref = Ref.ASSASSINATION
cellPos = (5,10)
learnLv = 45
masterLv = 60
@@ -1322,6 +1359,7 @@ class Skill36(PassiveSkill):
"""
name = '潜行之心'
ref = Ref.BEHINDATTACK
cellPos = (3,11)
learnLv = 48
masterLv = 40
@@ -1353,6 +1391,7 @@ class Skill37(ActiveSkill):
"""
name = '影斩·乱舞'
ref = Ref.ZETSUEI
cellPos = (7,11)
learnLv = 50
masterLv = 40
@@ -1384,6 +1423,7 @@ class Skill38(ActiveSkill):
"""
name = '绝境飞刃'
ref = Ref.SHADOWPIERCE
cellPos = (7,12)
learnLv = 60
masterLv = 40
@@ -1442,6 +1482,7 @@ class Skill39(ActiveSkill):
"""
name = '八荒影杀'
ref = Ref.SHADOWSTING
cellPos = (7,13)
learnLv = 70
masterLv = 40
@@ -1508,6 +1549,7 @@ class Skill40(ActiveSkill):
"""
name = '死亡连舞'
ref = Ref.DANCEOFGRIMREAPER
cellPos = (5,13)
learnLv = 75
masterLv = 40
@@ -1581,6 +1623,7 @@ class Skill41(PassiveSkill):
"""
name = '潜行之袭'
ref = Ref.VEILEDATTACK
cellPos = (3,13)
learnLv = 75
masterLv = 40
@@ -1609,6 +1652,7 @@ class Skill42(ActiveSkill):
"""
name = '摧心'
ref = Ref.EXTRACTHEART
cellPos = (3,14)
learnLv = 80
masterLv = 40
@@ -1667,6 +1711,7 @@ class Skill43(ActiveSkill):
"""
name = '幽冥链狱 : 瞬逝'
ref = Ref.CHAINREACTION
cellPos = (5,14)
learnLv = 85
masterLv = 40
@@ -1759,6 +1804,7 @@ class Skill44(PassiveSkill):
"""
name = '暗影禁忌'
ref = Ref.RULEOFSHADOW
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -1793,6 +1839,7 @@ class Skill45(ActiveSkill):
"""
name = '影缚追魂锁'
ref = Ref.MENACINGSEIZE
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -1831,6 +1878,7 @@ class Skill46(ActiveSkill):
"""
name = '无间影狱·噬灭'
ref = Ref.SHADOWLESS
cellPos = (5,16)
learnLv = 100
masterLv = 40
+1
View File
@@ -0,0 +1 @@
"""职业技能引用;按需导入具体职业模块,不在此处加载全部职业。"""
@@ -0,0 +1,2 @@
# 此文件由 scripts/generate_skill_refs.py 自动生成,请勿手工修改。
"""职业技能引用分组;按需导入具体职业。"""
@@ -0,0 +1,108 @@
# 此文件由 scripts/generate_skill_refs.py 自动生成,请勿手工修改。
"""技能引用来源:archer/chimera/skill_tree.json;公共技能继承自 common.py 中的适用分组。"""
from core.character.refs.base import SkillRef
from core.character.refs.common import CommonSkillRefs, Awakening5SkillRefs, ComboSkillRefs
class ChimeraSkillRef(CommonSkillRefs, Awakening5SkillRefs, ComboSkillRefs):
"""archer.chimera 的技能引用;包含继承的公共技能。"""
__profession__ = 'archer.chimera'
AIR = SkillRef(name='环阿拉德狂飙', code='air', profession=__profession__)
"环阿拉德狂飙"
BEQUIET = SkillRef(name='肃静!', code='bequiet', profession=__profession__)
"肃静!"
BOUNCETABLE = SkillRef(name='巨镰斯诺克', code='bouncetable', profession=__profession__)
"巨镰斯诺克"
CEEEE = SkillRef(name='瞬影', code='ceeee', profession=__profession__)
"瞬影"
CEEEECLEAN = SkillRef(name='瞬影清除', code='ceeeeclean', profession=__profession__)
"瞬影清除"
CENTRIFUGALVENOM = SkillRef(name='环形毒液', code='centrifugalvenom', profession=__profession__)
"环形毒液"
CRACKARROW = SkillRef(name='凌跃一击', code='crackarrow', profession=__profession__)
"凌跃一击"
CROWNSHREDDER = SkillRef(name='王冠粉碎者', code='crownshredder', profession=__profession__)
"王冠粉碎者"
CUBEOFMATERIALISM = SkillRef(name='唯物主义魔方', code='cubeofmaterialism', profession=__profession__)
"唯物主义魔方"
DOUBLEHELIX = SkillRef(name='双重螺旋', code='doublehelix', profession=__profession__)
"双重螺旋"
FOURTHFORCE = SkillRef(name='利剑四重奏', code='fourthforce', profession=__profession__)
"利剑四重奏"
FRUITOFFAIL = SkillRef(name='败果之慧', code='fruitoffail', profession=__profession__)
"败果之慧"
FULLSWING = SkillRef(name='全力挥击', code='fullswing', profession=__profession__)
"全力挥击"
GRINDER = SkillRef(name='狂锯旋斧', code='grinder', profession=__profession__)
"狂锯旋斧"
HALFLESH = SkillRef(name='碎心连刺', code='halflesh', profession=__profession__)
"碎心连刺"
HAVOC = SkillRef(name='颠倒之浩劫', code='havoc', profession=__profession__)
"颠倒之浩劫"
HEDGEHOGDILEMMA = SkillRef(name='刺猬困境', code='hedgehogdilemma', profession=__profession__)
"刺猬困境"
ISRAFIL = SkillRef(name='幻爆天使之翼', code='israfil', profession=__profession__)
"幻爆天使之翼"
LEGACYOFCOPY = SkillRef(name='遗物之力 · 克隆', code='legacyofcopy', profession=__profession__)
"遗物之力 · 克隆"
LEGACYOFGROWTH = SkillRef(name='遗物之力 · 巨大化', code='legacyofgrowth', profession=__profession__)
"遗物之力 · 巨大化"
LINEARDAGGER = SkillRef(name='空翻刃袭', code='lineardagger', profession=__profession__)
"空翻刃袭"
NINEPOINTEIGHT = SkillRef(name='重力加速度', code='ninepointeight', profession=__profession__)
"重力加速度"
ORTHODOX = SkillRef(name='投掷匕首', code='orthodox', profession=__profession__)
"投掷匕首"
REALIZATIONANDHANGING = SkillRef(name='遗物奥义 · 变形', code='realizationandhanging', profession=__profession__)
"遗物奥义 · 变形"
RECYCLE = SkillRef(name='回收利用', code='recycle', profession=__profession__)
"回收利用"
REPULSOR = SkillRef(name='喷毒', code='repulsor', profession=__profession__)
"喷毒"
RISINGMOON = SkillRef(name='翻月翔击', code='risingmoon', profession=__profession__)
"翻月翔击"
SATURN = SkillRef(name='土星环', code='saturn', profession=__profession__)
"土星环"
SEPARATE = SkillRef(name='华丽回收', code='separate', profession=__profession__)
"华丽回收"
SORTING = SkillRef(name='废物清理', code='sorting', profession=__profession__)
"废物清理"
TEMPORARYREALIZATION5 = SkillRef(name='超卓之心', code='temporaryrealization5', profession=__profession__)
"超卓之心"
UNLINEARENTROPYSKIP = SkillRef(name='熵变 : 非线性跳跃', code='unlinearentropyskip', profession=__profession__)
"熵变 : 非线性跳跃"
VTOZERO = SkillRef(name='首足连击', code='vtozero', profession=__profession__)
"首足连击"
@@ -0,0 +1,117 @@
# 此文件由 scripts/generate_skill_refs.py 自动生成,请勿手工修改。
"""技能引用来源:archer/hunter/skill_tree.json;公共技能继承自 common.py 中的适用分组。"""
from core.character.refs.base import SkillRef
from core.character.refs.common import CommonSkillRefs, Awakening3SkillRefs, ComboSkillRefs
class HunterSkillRef(CommonSkillRefs, Awakening3SkillRefs, ComboSkillRefs):
"""archer.hunter 的技能引用;包含继承的公共技能。"""
__profession__ = 'archer.hunter'
BOLTRAIN = SkillRef(name='箭雨', code='boltrain', profession=__profession__)
"箭雨"
BOMBSHOOTER = SkillRef(name='引爆发射', code='bombshooter', profession=__profession__)
"引爆发射"
BOOSTGEAR = SkillRef(name='推进装置', code='boostgear', profession=__profession__)
"推进装置"
CRACKARROW = SkillRef(name='凌跃一击', code='crackarrow', profession=__profession__)
"凌跃一击"
CROSSSHOOTER = SkillRef(name='强攻弩掌握', code='crossshooter', profession=__profession__)
"强攻弩掌握"
CROSSSHOOTERMASTERY = SkillRef(name='强攻弩精通', code='crossshootermastery', profession=__profession__)
"强攻弩精通"
DISTINGUISHPREY = SkillRef(name='猎物识别', code='distinguishprey', profession=__profession__)
"猎物识别"
DONTLOSEFALKE = SkillRef(name='帕伊卡锐眼', code='dontlosefalke', profession=__profession__)
"帕伊卡锐眼"
FALKEBLADEFEATHER = SkillRef(name='帕伊卡 : 刃羽', code='falkebladefeather', profession=__profession__)
"帕伊卡 : 刃羽"
FALKECHASINGKLER = SkillRef(name='帕伊卡 : 索敌集束弹', code='falkechasingkler', profession=__profession__)
"帕伊卡 : 索敌集束弹"
FALKECONFUSINGMOVE = SkillRef(name='帕伊卡 : 迷惑之舞', code='falkeconfusingmove', profession=__profession__)
"帕伊卡 : 迷惑之舞"
FALKEQUICKPECKING = SkillRef(name='帕伊卡 : 奇袭', code='falkequickpecking', profession=__profession__)
"帕伊卡 : 奇袭"
FALKEWEBDROP = SkillRef(name='帕伊卡 : 困兽之网', code='falkewebdrop', profession=__profession__)
"帕伊卡 : 困兽之网"
FALKEWINGCUTTER = SkillRef(name='帕伊卡 : 翼之刀锋', code='falkewingcutter', profession=__profession__)
"帕伊卡 : 翼之刀锋"
FASTTRIGGER = SkillRef(name='急速扳机', code='fasttrigger', profession=__profession__)
"急速扳机"
FDPIERCER = SkillRef(name='终结穿刺', code='fdpiercer', profession=__profession__)
"终结穿刺"
FLARE = SkillRef(name='光爆箭', code='flare', profession=__profession__)
"光爆箭"
FULLSWING = SkillRef(name='全力挥击', code='fullswing', profession=__profession__)
"全力挥击"
GEARUPGRADE = SkillRef(name='装置升级', code='gearupgrade', profession=__profession__)
"装置升级"
HAWKEYE = SkillRef(name='狩猎之瞳', code='hawkeye', profession=__profession__)
"狩猎之瞳"
HIGHPRESSURE = SkillRef(name='高压喷射', code='highpressure', profession=__profession__)
"高压喷射"
JOINTCARPETBOMBING = SkillRef(name='联合作战 : 空中轰炸', code='jointcarpetbombing', profession=__profession__)
"联合作战 : 空中轰炸"
JOINTDEMOLISHER = SkillRef(name='联合作战 : 最终一役', code='jointdemolisher', profession=__profession__)
"联合作战 : 最终一役"
JOINTROUNDUP = SkillRef(name='联合作战 : 围猎', code='jointroundup', profession=__profession__)
"联合作战 : 围猎"
JOINTTURNINGPOINT = SkillRef(name='联合作战 : 扭转战局', code='jointturningpoint', profession=__profession__)
"联合作战 : 扭转战局"
MASSIVEPIERCER = SkillRef(name='重型穿甲箭', code='massivepiercer', profession=__profession__)
"重型穿甲箭"
MEDALOFVETERANHUNTER = SkillRef(name='追猎者勋章', code='medalofveteranhunter', profession=__profession__)
"追猎者勋章"
PERFECTAIMING = SkillRef(name='完美瞄准', code='perfectaiming', profession=__profession__)
"完美瞄准"
RAPIDSHOT = SkillRef(name='迅猛速射', code='rapidshot', profession=__profession__)
"迅猛速射"
RISINGMOON = SkillRef(name='翻月翔击', code='risingmoon', profession=__profession__)
"翻月翔击"
SECONDBOOST = SkillRef(name='二重助推', code='secondboost', profession=__profession__)
"二重助推"
SPRINKLER = SkillRef(name='炽热喷涌', code='sprinkler', profession=__profession__)
"炽热喷涌"
STARTHUNT = SkillRef(name='狩猎开始', code='starthunt', profession=__profession__)
"狩猎开始"
TEMPORARYREALIZATION3 = SkillRef(name='超卓之心', code='temporaryrealization3', profession=__profession__)
"超卓之心"
THREEINABED = SkillRef(name='三弓弩箭', code='threeinabed', profession=__profession__)
"三弓弩箭"
WARNINGSHOTGUN = SkillRef(name='霰弹之箭', code='warningshotgun', profession=__profession__)
"霰弹之箭"
+126
View File
@@ -0,0 +1,126 @@
# 此文件由 scripts/generate_skill_refs.py 自动生成,请勿手工修改。
"""技能引用来源:archer/muse/skill_tree.json;公共技能继承自 common.py 中的适用分组。"""
from core.character.refs.base import SkillRef
from core.character.refs.common import CommonSkillRefs, Awakening1SkillRefs, ComboSkillRefs
class MuseSkillRef(CommonSkillRefs, Awakening1SkillRefs, ComboSkillRefs):
"""archer.muse 的技能引用;包含继承的公共技能。"""
__profession__ = 'archer.muse'
ACTIVEEQUALIZER = SkillRef(name='激活均衡器', code='activeequalizer', profession=__profession__)
"激活均衡器"
ADRENALINRHAPSODY = SkillRef(name='燃情狂想曲', code='adrenalinrhapsody', profession=__profession__)
"燃情狂想曲"
BRANDNEW = SkillRef(name='崭新曲风', code='brandnew', profession=__profession__)
"崭新曲风"
BUSKING = SkillRef(name='街头演出', code='busking', profession=__profession__)
"街头演出"
CRACKARROW = SkillRef(name='凌跃一击', code='crackarrow', profession=__profession__)
"凌跃一击"
CULTURESHOCK = SkillRef(name='音波冲击', code='cultureshock', profession=__profession__)
"音波冲击"
DACAPO = SkillRef(name='乐章再现', code='dacapo', profession=__profession__)
"乐章再现"
DAZZLINGSCENE = SkillRef(name='闪耀旋律', code='dazzlingscene', profession=__profession__)
"闪耀旋律"
DREAMINGTRILOGY = SkillRef(name='梦幻三重奏', code='dreamingtrilogy', profession=__profession__)
"梦幻三重奏"
DROPTHEBEAT = SkillRef(name='调音放送', code='dropthebeat', profession=__profession__)
"调音放送"
EFFECTORONGROOVE = SkillRef(name='乐力全开 : 律', code='effectorongroove', profession=__profession__)
"乐力全开 : 律"
EFFECTORONPOWER = SkillRef(name='乐力全开 : 力', code='effectoronpower', profession=__profession__)
"乐力全开 : 力"
EPISODEOFHARMONY = SkillRef(name='和茉霓之歌', code='episodeofharmony', profession=__profession__)
"和茉霓之歌"
FANSERVICE = SkillRef(name='独家演奏', code='fanservice', profession=__profession__)
"独家演奏"
FEASTOFSOUND = SkillRef(name='悦耳音律', code='feastofsound', profession=__profession__)
"悦耳音律"
FEELHAPPY = SkillRef(name='幸福时光', code='feelhappy', profession=__profession__)
"幸福时光"
FEELRUBATO = SkillRef(name='自由律动', code='feelrubato', profession=__profession__)
"自由律动"
FINALESPECIALSTORY = SkillRef(name='终曲 : 霓虹蝶梦', code='finalespecialstory', profession=__profession__)
"终曲 : 霓虹蝶梦"
FULLSWING = SkillRef(name='全力挥击', code='fullswing', profession=__profession__)
"全力挥击"
HOTDEBUT = SkillRef(name='闪亮首秀', code='hotdebut', profession=__profession__)
"闪亮首秀"
INTROSHINEONME = SkillRef(name='开场 : 唯我璀璨', code='introshineonme', profession=__profession__)
"开场 : 唯我璀璨"
LOVELYTEMPO = SkillRef(name='可爱节拍', code='lovelytempo', profession=__profession__)
"可爱节拍"
LUCKYCRESCENDO = SkillRef(name='音量顶峰', code='luckycrescendo', profession=__profession__)
"音量顶峰"
MAINSTAR = SkillRef(name='主角登场', code='mainstar', profession=__profession__)
"主角登场"
NIGHTANDDREAM = SkillRef(name='夜与梦', code='nightanddream', profession=__profession__)
"夜与梦"
ONTHESTAGE = SkillRef(name='梦想的舞台', code='onthestage', profession=__profession__)
"梦想的舞台"
POPPINGSPECTRUM = SkillRef(name='震感频谱', code='poppingspectrum', profession=__profession__)
"震感频谱"
POPULARITY = SkillRef(name='明星气场', code='popularity', profession=__profession__)
"明星气场"
POWERFORTE = SkillRef(name='音力增强', code='powerforte', profession=__profession__)
"音力增强"
REFRESH = SkillRef(name='情绪调动', code='refresh', profession=__profession__)
"情绪调动"
RISINGMOON = SkillRef(name='翻月翔击', code='risingmoon', profession=__profession__)
"翻月翔击"
SENSATION = SkillRef(name='多彩感性', code='sensation', profession=__profession__)
"多彩感性"
SOUNDOFMUSE = SkillRef(name='缪斯之声', code='soundofmuse', profession=__profession__)
"缪斯之声"
SPECIALOPENING = SkillRef(name='巨星登场', code='specialopening', profession=__profession__)
"巨星登场"
SWEETCANTABILE = SkillRef(name='甜蜜柔歌', code='sweetcantabile', profession=__profession__)
"甜蜜柔歌"
TEMPORARYREALIZATION1 = SkillRef(name='超卓之心', code='temporaryrealization1', profession=__profession__)
"超卓之心"
VARIATIONOFLIGHT = SkillRef(name='辉光变奏', code='variationoflight', profession=__profession__)
"辉光变奏"
VIVID = SkillRef(name='动感音符', code='vivid', profession=__profession__)
"动感音符"
WARMINGUP = SkillRef(name='热场调音', code='warmingup', profession=__profession__)
"热场调音"
@@ -0,0 +1,114 @@
# 此文件由 scripts/generate_skill_refs.py 自动生成,请勿手工修改。
"""技能引用来源:archer/traveler/skill_tree.json;公共技能继承自 common.py 中的适用分组。"""
from core.character.refs.base import SkillRef
from core.character.refs.common import CommonSkillRefs, Awakening2SkillRefs, ComboSkillRefs
class TravelerSkillRef(CommonSkillRefs, Awakening2SkillRefs, ComboSkillRefs):
"""archer.traveler 的技能引用;包含继承的公共技能。"""
__profession__ = 'archer.traveler'
ACROBATICRAID = SkillRef(name='绝技袭击', code='acrobaticraid', profession=__profession__)
"绝技袭击"
AUTOMOVEMENT = SkillRef(name='自动操作模式', code='automovement', profession=__profession__)
"自动操作模式"
BOWMASTERY = SkillRef(name='玄机弓精通', code='bowmastery', profession=__profession__)
"玄机弓精通"
CAMPFIRE = SkillRef(name='营火', code='campfire', profession=__profession__)
"营火"
CRACKARROW = SkillRef(name='凌跃一击', code='crackarrow', profession=__profession__)
"凌跃一击"
DRIZZLE = SkillRef(name='细雨', code='drizzle', profession=__profession__)
"细雨"
EXCITING = SkillRef(name='斗志昂扬', code='exciting', profession=__profession__)
"斗志昂扬"
FULLSWING = SkillRef(name='全力挥击', code='fullswing', profession=__profession__)
"全力挥击"
GEARDRIVE = SkillRef(name='装置驱动', code='geardrive', profession=__profession__)
"装置驱动"
GEAROFSTELLA = SkillRef(name='星辰装置', code='gearofstella', profession=__profession__)
"星辰装置"
GYPSOPHILA = SkillRef(name='高原雾花', code='gypsophila', profession=__profession__)
"高原雾花"
HAZESTORM = SkillRef(name='流雾疾风', code='hazestorm', profession=__profession__)
"流雾疾风"
INSECTFIRE = SkillRef(name='驱虫烈火', code='insectfire', profession=__profession__)
"驱虫烈火"
INTUITION = SkillRef(name='旅人的直觉', code='intuition', profession=__profession__)
"旅人的直觉"
JETSTREAM = SkillRef(name='急流', code='jetstream', profession=__profession__)
"急流"
MISTBURST = SkillRef(name='迷雾爆裂', code='mistburst', profession=__profession__)
"迷雾爆裂"
MISTCROWD = SkillRef(name='迷雾箭雨', code='mistcrowd', profession=__profession__)
"迷雾箭雨"
MISTGEAR = SkillRef(name='附件 : 迷雾装置', code='mistgear', profession=__profession__)
"附件 : 迷雾装置"
MISTHEAVYRAIN = SkillRef(name='浓雾暴雨', code='mistheavyrain', profession=__profession__)
"浓雾暴雨"
NEBULA = SkillRef(name='装置驱动 : 星云', code='nebula', profession=__profession__)
"装置驱动 : 星云"
POLARIS = SkillRef(name='神雾兵仗·北极星', code='polaris', profession=__profession__)
"神雾兵仗·北极星"
QUICKMOVE = SkillRef(name='高速机动', code='quickmove', profession=__profession__)
"高速机动"
RISINGMOON = SkillRef(name='翻月翔击', code='risingmoon', profession=__profession__)
"翻月翔击"
SAGITTARIUS = SkillRef(name='神雾星仗·人马座星云', code='sagittarius', profession=__profession__)
"神雾星仗·人马座星云"
SCRAMBLEANCHOR = SkillRef(name='登跃飞锚', code='scrambleanchor', profession=__profession__)
"登跃飞锚"
SETUPATTACK = SkillRef(name='装载 : 猛击', code='setupattack', profession=__profession__)
"装载 : 猛击"
SETUPCOOLTIME = SkillRef(name='装载 : 闪攻', code='setupcooltime', profession=__profession__)
"装载 : 闪攻"
SETUPFIRE = SkillRef(name='装载 : 烟花漫天', code='setupfire', profession=__profession__)
"装载 : 烟花漫天"
SETUPRAGE = SkillRef(name='神雾兵仗·妖旋风', code='setuprage', profession=__profession__)
"神雾兵仗·妖旋风"
STARARROW = SkillRef(name='神雾兵仗·流星', code='stararrow', profession=__profession__)
"神雾兵仗·流星"
SURVIVAL = SkillRef(name='野外生存', code='survival', profession=__profession__)
"野外生存"
TEMPORARYREALIZATION2 = SkillRef(name='超卓之心', code='temporaryrealization2', profession=__profession__)
"超卓之心"
TRAVELINGSTAR = SkillRef(name='流浪之星的纹章', code='travelingstar', profession=__profession__)
"流浪之星的纹章"
TRIPLEAXEL = SkillRef(name='三重加速', code='tripleaxel', profession=__profession__)
"三重加速"
WILDFIRE = SkillRef(name='旷野火炎', code='wildfire', profession=__profession__)
"旷野火炎"
@@ -0,0 +1,114 @@
# 此文件由 scripts/generate_skill_refs.py 自动生成,请勿手工修改。
"""技能引用来源:archer/vigilante/skill_tree.json;公共技能继承自 common.py 中的适用分组。"""
from core.character.refs.base import SkillRef
from core.character.refs.common import CommonSkillRefs, Awakening4SkillRefs, ComboSkillRefs
class VigilanteSkillRef(CommonSkillRefs, Awakening4SkillRefs, ComboSkillRefs):
"""archer.vigilante 的技能引用;包含继承的公共技能。"""
__profession__ = 'archer.vigilante'
CHANGELING = SkillRef(name='妖兽化', code='changeling', profession=__profession__)
"妖兽化"
CHASINGSNAKE = SkillRef(name='御蛇', code='chasingsnake', profession=__profession__)
"御蛇"
CHECKDEATH = SkillRef(name='巡猎终结', code='checkdeath', profession=__profession__)
"巡猎终结"
CLAWTATTOO = SkillRef(name='妖痕抓击', code='clawtattoo', profession=__profession__)
"妖痕抓击"
CRACKARROW = SkillRef(name='凌跃一击', code='crackarrow', profession=__profession__)
"凌跃一击"
CRUELSLAUGHTER = SkillRef(name='凶兽噬咬', code='cruelslaughter', profession=__profession__)
"凶兽噬咬"
CUTTINGSHADOW = SkillRef(name='切割之影', code='cuttingshadow', profession=__profession__)
"切割之影"
DEBONING = SkillRef(name='卸骨', code='deboning', profession=__profession__)
"卸骨"
DESIREBREATH = SkillRef(name='野息狂放', code='desirebreath', profession=__profession__)
"野息狂放"
DEVOURER = SkillRef(name='幻妖之噬', code='devourer', profession=__profession__)
"幻妖之噬"
ETERNALNIGHT = SkillRef(name='极夜·妖刃千散', code='eternalnight', profession=__profession__)
"极夜·妖刃千散"
FULLSWING = SkillRef(name='全力挥击', code='fullswing', profession=__profession__)
"全力挥击"
GIVENWILD = SkillRef(name='野性愈烈', code='givenwild', profession=__profession__)
"野性愈烈"
GODMONSTERCLAW = SkillRef(name='神妖之爪', code='godmonsterclaw', profession=__profession__)
"神妖之爪"
HARSHHELLO = SkillRef(name='见面礼', code='harshhello', profession=__profession__)
"见面礼"
HISS = SkillRef(name='威慑低吼', code='hiss', profession=__profession__)
"威慑低吼"
MONSTERCLAW = SkillRef(name='妖爪', code='monsterclaw', profession=__profession__)
"妖爪"
MONSTERWIND = SkillRef(name='狂妖风暴', code='monsterwind', profession=__profession__)
"狂妖风暴"
NECKPUNCHER = SkillRef(name='妖刺结阵', code='neckpuncher', profession=__profession__)
"妖刺结阵"
NOISYMONSTER = SkillRef(name='妖蛇暴雨', code='noisymonster', profession=__profession__)
"妖蛇暴雨"
ONBOUNDARYLINE = SkillRef(name='超越两界', code='onboundaryline', profession=__profession__)
"超越两界"
OUTBUST = SkillRef(name='妖潮狂袭', code='outbust', profession=__profession__)
"妖潮狂袭"
PAINBRINGER = SkillRef(name='苦痛送行', code='painbringer', profession=__profession__)
"苦痛送行"
PARTYOFSACRIFICE = SkillRef(name='鲜活宴场', code='partyofsacrifice', profession=__profession__)
"鲜活宴场"
PEACEPIERCER = SkillRef(name='妖芒之茧', code='peacepiercer', profession=__profession__)
"妖芒之茧"
PINNACLEOFALLTHINGS = SkillRef(name='万物巅峰', code='pinnacleofallthings', profession=__profession__)
"万物巅峰"
RAMPAGE = SkillRef(name='盛怒狂潮', code='rampage', profession=__profession__)
"盛怒狂潮"
REJECTION = SkillRef(name='拒绝屏障', code='rejection', profession=__profession__)
"拒绝屏障"
RELATIVEKILLER = SkillRef(name='捕猎箭', code='relativekiller', profession=__profession__)
"捕猎箭"
RISINGMOON = SkillRef(name='翻月翔击', code='risingmoon', profession=__profession__)
"翻月翔击"
SELFAGREEMENT = SkillRef(name='妖人合一', code='selfagreement', profession=__profession__)
"妖人合一"
SLASHFACE = SkillRef(name='破颜击', code='slashface', profession=__profession__)
"破颜击"
TAKEOUTCLAW = SkillRef(name='利爪锋芒', code='takeoutclaw', profession=__profession__)
"利爪锋芒"
TEMPORARYREALIZATION4 = SkillRef(name='超卓之心', code='temporaryrealization4', profession=__profession__)
"超卓之心"
UNIQUEBODY = SkillRef(name='特殊体质', code='uniquebody', profession=__profession__)
"特殊体质"
+167
View File
@@ -0,0 +1,167 @@
"""职业技能引用公共类型。
运行 scripts/generate_skill_refs.py 生成引用,追加 --check 只检查产物一致性。
公共技能在生成器的 COMMON_SKILLS、AWAKENING_SKILLS、COMBO_SKILLS 中维护,
统一生成到 common.py。职业类按实际技能树继承基础组、觉醒变体组、可选连招组,
只声明职业专属引用。基础组要求全部职业覆盖;觉醒组保留原始 code 的 1~5 后缀,
觉醒之心保留其名称差异;连招组排除创造者、黑暗武士,不暴露不存在的引用。
清单变动需校验所有职业的 code、名称及分组覆盖。
使用:from core.character.refs.extra.creator import CreatorSkillRef as Ref
Ref.BACKSTEP 为当前角色的公共技能;Ref.CREATESPACE 为创造者专属技能。
Ref.members() 包含继承成员;Ref.from_code(code) 按原始 code 查找,缺失抛 KeyError。
SkillRef 与引用命名空间均只读;公共引用的 profession 为 None,职业引用带职业范围。
技能类通过 ref = Ref.XXX 绑定身份,Skill.code 从 ref 派生。角色初始化建立当前角色的
引用/code 索引;SkillEffect、Read、level_source 及 GetSkill 已统一解析引用。
字符串兼容旧显示名称,按 code 查询必须显式调用 GetSkillByCode,避免含义混淆。
公共引用绑定当前角色实例,职业引用额外校验范围;名称只用于提示,不参与身份比较。
计算器独有技能的扩展声明应单独维护,不手改自动生成的职业文件。
"""
from __future__ import annotations
from collections.abc import Mapping
from dataclasses import dataclass, field
import re
from types import MappingProxyType
from typing import ClassVar
@dataclass(frozen=True, slots=True)
class SkillRef:
"""不可变技能身份,由职业范围和原始 code 共同确定。
Args:
code: 技能树原始 code,保留连字符等原始字符。
name: 中文提示名称,仅展示,不参与身份绑定。
profession: 职业标识,例如 extra.creator;None 表示当前角色的公共技能。
"""
code: str
"""技能树原始 code,不受 Python 成员名规范化影响。"""
profession: str | None = None
"""所属职业;None 表示公共引用,须在解析时绑定当前角色。"""
name: str = field(default='', compare=False)
"""中文提示名称,仅用于编辑器及诊断展示,不参与身份比较和哈希。"""
def __post_init__(self):
if not isinstance(self.name, str):
raise TypeError('技能提示名称必须是字符串')
if not isinstance(self.code, str) or not re.fullmatch(r'[A-Za-z0-9_\-]+', self.code):
raise ValueError(f'无效技能 code: {self.code!r}')
if self.profession is not None and (
not isinstance(self.profession, str)
or not re.fullmatch(r'[a-z][a-z0-9_]*\.[a-z][a-z0-9_]*', self.profession)
):
raise ValueError(f'无效职业标识: {self.profession!r}')
@property
def qualified_key(self) -> str:
"""完整引用标识,例如 extra.creator:createspace 或 common:backstep。"""
return f'{self.profession or "common"}:{self.code}'
class _ReferenceMeta(type):
"""构建时检查继承、作用域和重复项,构建后冻结命名空间。"""
def __new__(mcls, name, bases, namespace):
inherited = {}
for base in bases:
for member, ref in getattr(base, '__members__', {}).items():
if member in inherited and inherited[member] != ref:
raise ValueError(f'{name}: 继承成员冲突: {member}')
inherited[member] = ref
reserved = {'members', 'from_code', '__members__', '_by_code'}
if any(isinstance(base, _ReferenceMeta) for base in bases):
if reserved.intersection(namespace):
raise ValueError(f'{name}: 不能覆盖公共查询接口')
if inherited.keys() & namespace.keys():
raise ValueError(f'{name}: 不能覆盖继承的技能引用')
members = dict(inherited)
profession = namespace.get('__profession__', next((getattr(b, '__profession__', None) for b in bases), None))
for member, ref in namespace.items():
if isinstance(ref, SkillRef):
if member.startswith('_') or member != member.upper():
raise ValueError(f'{name}: 技能引用成员必须使用大写名称: {member}')
if ref.profession != profession:
raise ValueError(f'{name}: 技能引用职业范围不一致: {member}')
members[member] = ref
if any(ref.profession not in (None, profession) for ref in inherited.values()):
raise ValueError(f'{name}: 不能继承其他职业的专属引用')
by_code = {}
for member, ref in sorted(members.items()):
if ref.code in by_code:
raise ValueError(f'{name}: 重复技能 code: {ref.code} ({member})')
by_code[ref.code] = ref
namespace['__members__'] = MappingProxyType(dict(sorted(members.items())))
namespace['_by_code'] = MappingProxyType(by_code)
return super().__new__(mcls, name, bases, namespace)
def __setattr__(cls, name, value):
raise AttributeError('技能引用命名空间只读,不能重新赋值')
def __delattr__(cls, name):
raise AttributeError('技能引用命名空间只读,不能删除成员')
class SkillReferences(metaclass=_ReferenceMeta):
"""可继承的技能引用命名空间;通过类访问,无须创建实例。"""
__profession__: ClassVar[str | None] = None
"""职业范围,由职业类声明;公共类为 None。"""
__members__: ClassVar[Mapping[str, SkillRef]]
"""包含继承成员的只读名称映射,由公共构建过程生成。"""
_by_code: ClassVar[Mapping[str, SkillRef]]
def __new__(cls):
raise TypeError('技能引用通过类访问,无须实例化')
@classmethod
def members(cls) -> tuple[SkillRef, ...]:
"""返回包含公共技能的全部引用,按成员名排序。"""
return tuple(cls.__members__.values())
@classmethod
def from_code(cls, code: str) -> SkillRef:
"""按原始 code 查找包含公共技能的引用;不存在时抛出 KeyError。"""
return cls._by_code[code]
def bind_skill_refs(character, profession: str) -> None:
"""为当前角色建立引用及 code 索引;拒绝重复绑定、跨职业引用和无效类型。
旧技能可暂不声明 ref;引用索引只保存当前角色实例,公共引用不会跨角色共享实例。
profession 使用技能数据来源职业,输出圣骑士等变体复用其来源职业标识。
"""
by_ref = {}
by_code = {}
for skill in character.skills:
ref = skill.ref
if ref is None:
continue
if not isinstance(ref, SkillRef):
raise TypeError(f'技能 ref 必须是 SkillRef: {skill.name}')
if ref.profession not in (None, profession):
raise ValueError(f'技能引用职业不匹配: {skill.name}: {ref.qualified_key} -> {profession}')
if ref in by_ref or ref.code in by_code:
raise ValueError(f'重复技能引用绑定: {skill.name}: {ref.qualified_key}')
by_ref[ref] = skill
by_code[ref.code] = skill
character.skill_ref_profession = profession
character.skills_ref_dict = by_ref
character.skills_code_dict = by_code
def resolve_skill(character, reference: SkillRef | str):
"""统一解析技能引用;字符串沿用显示名称查询,绝不隐式当作 code。
错误职业范围直接报错;有效范围内缺失技能返回 None,由调用入口决定缺失策略。
公共引用同样必须存在于当前角色引用索引中,不按名称或 code 猜测回退。
"""
if isinstance(reference, str):
return character.GetSkillByName(reference)
if not isinstance(reference, SkillRef):
raise TypeError('技能引用必须是 SkillRef 或旧技能名称字符串')
profession = getattr(character, 'skill_ref_profession', None)
if reference.profession not in (None, profession):
raise ValueError(f'技能引用职业不匹配: {reference.qualified_key} -> {profession}')
return character.skills_ref_dict.get(reference)
+85
View File
@@ -0,0 +1,85 @@
# 此文件由 scripts/generate_skill_refs.py 自动生成,请勿手工修改。
"""公共技能引用;保留觉醒 code 变体,按职业技能树选择继承分组。"""
from core.character.refs.base import SkillRef, SkillReferences
class CommonSkillRefs(SkillReferences):
"""全部职业共享的七项基础引用,仅共享身份,不合并技能计算实现。"""
ARMORMASTERYETC = SkillRef(name='防具精通', code='armormasteryetc')
"防具精通"
BACKSTEP = SkillRef(name='后跳', code='backstep')
"后跳"
BASICATTACKUP = SkillRef(name='基础精通', code='basicattackup')
"基础精通"
ESCAPEBACKSTEP = SkillRef(name='强化 - 后跳', code='escapebackstep')
"强化 - 后跳"
JUMPPOWERUP = SkillRef(name='跃翔', code='jumppowerup')
"跃翔"
PHYSICALCRITICALHITUP = SkillRef(name='暴击', code='physicalcriticalhitup')
"暴击"
QUICKSTANDING = SkillRef(name='受身蹲伏', code='quickstanding')
"受身蹲伏"
class Awakening1SkillRefs(SkillReferences):
"""觉醒公共技能第 1 组;后缀沿用职业技能树原始 code。"""
CLUEOFAWAKENING1 = SkillRef(name='觉醒之抉择 / 觉醒之心', code='clueofawakening1')
"觉醒之抉择 / 觉醒之心"
INSTANTREALIZATION1 = SkillRef(name='卓越之力', code='instantrealization1')
"卓越之力"
class Awakening2SkillRefs(SkillReferences):
"""觉醒公共技能第 2 组;后缀沿用职业技能树原始 code。"""
CLUEOFAWAKENING2 = SkillRef(name='觉醒之抉择', code='clueofawakening2')
"觉醒之抉择"
INSTANTREALIZATION2 = SkillRef(name='卓越之力', code='instantrealization2')
"卓越之力"
class Awakening3SkillRefs(SkillReferences):
"""觉醒公共技能第 3 组;后缀沿用职业技能树原始 code。"""
CLUEOFAWAKENING3 = SkillRef(name='觉醒之抉择', code='clueofawakening3')
"觉醒之抉择"
INSTANTREALIZATION3 = SkillRef(name='卓越之力', code='instantrealization3')
"卓越之力"
class Awakening4SkillRefs(SkillReferences):
"""觉醒公共技能第 4 组;后缀沿用职业技能树原始 code。"""
CLUEOFAWAKENING4 = SkillRef(name='觉醒之抉择', code='clueofawakening4')
"觉醒之抉择"
INSTANTREALIZATION4 = SkillRef(name='卓越之力', code='instantrealization4')
"卓越之力"
class Awakening5SkillRefs(SkillReferences):
"""觉醒公共技能第 5 组;后缀沿用职业技能树原始 code。"""
CLUEOFAWAKENING5 = SkillRef(name='觉醒之抉择', code='clueofawakening5')
"觉醒之抉择"
INSTANTREALIZATION5 = SkillRef(name='卓越之力', code='instantrealization5')
"卓越之力"
class ComboSkillRefs(SkillReferences):
"""拥有技能连招的职业共享的引用;创造者、黑暗武士不继承。"""
SKILLPRESETTYPE1 = SkillRef(name='技能连招', code='skillpresettype1')
"技能连招"
@@ -0,0 +1,2 @@
# 此文件由 scripts/generate_skill_refs.py 自动生成,请勿手工修改。
"""职业技能引用分组;按需导入具体职业。"""
@@ -0,0 +1,117 @@
# 此文件由 scripts/generate_skill_refs.py 自动生成,请勿手工修改。
"""技能引用来源:demonic_lancer/dragoon/skill_tree.json;公共技能继承自 common.py 中的适用分组。"""
from core.character.refs.base import SkillRef
from core.character.refs.common import CommonSkillRefs, Awakening3SkillRefs, ComboSkillRefs
class DragoonSkillRef(CommonSkillRefs, Awakening3SkillRefs, ComboSkillRefs):
"""demonic_lancer.dragoon 的技能引用;包含继承的公共技能。"""
__profession__ = 'demonic_lancer.dragoon'
AFTERSENSATION = SkillRef(name='枪魂感知', code='aftersensation', profession=__profession__)
"枪魂感知"
AVENHUNTING = SkillRef(name='凌空之狩', code='avenhunting', profession=__profession__)
"凌空之狩"
BUFFALOFALL = SkillRef(name='蛮横冲撞', code='buffalofall', profession=__profession__)
"蛮横冲撞"
BURNLOCUST = SkillRef(name='利刃收割', code='burnlocust', profession=__profession__)
"利刃收割"
DEATHCHARGE = SkillRef(name='绝命猎杀 : 死亡穿刺', code='deathcharge', profession=__profession__)
"绝命猎杀 : 死亡穿刺"
DEMONICANKLECUT = SkillRef(name='扫堂枪', code='demonicanklecut', profession=__profession__)
"扫堂枪"
DRAGONSLAYER = SkillRef(name='逐云灭龙杀', code='dragonslayer', profession=__profession__)
"逐云灭龙杀"
DRILLINGNECK = SkillRef(name='猎杀枪 : 穿心', code='drillingneck', profession=__profession__)
"猎杀枪 : 穿心"
EARTHWORMHUNT = SkillRef(name='地龙狩', code='earthwormhunt', profession=__profession__)
"地龙狩"
ENCHANTPARTISAN = SkillRef(name='狩猎本能', code='enchantpartisan', profession=__profession__)
"狩猎本能"
FORCEOFSOURCE = SkillRef(name='狩猎之心', code='forceofsource', profession=__profession__)
"狩猎之心"
GRINDERJET = SkillRef(name='无尽毁灭', code='grinderjet', profession=__profession__)
"无尽毁灭"
HELMSHOT = SkillRef(name='枪挑', code='helmshot', profession=__profession__)
"枪挑"
HOOKANDTHROW = SkillRef(name='回旋钩', code='hookandthrow', profession=__profession__)
"回旋钩"
HUNTERSMOVESET = SkillRef(name='狩猎技艺', code='huntersmoveset', profession=__profession__)
"狩猎技艺"
HUNTINGOFREDMOON = SkillRef(name='红月·狂狩盛宴', code='huntingofredmoon', profession=__profession__)
"红月·狂狩盛宴"
INDURE = SkillRef(name='格挡反击', code='indure', profession=__profession__)
"格挡反击"
INSIDIOUSPIKE = SkillRef(name='瞬光猎杀枪', code='insidiouspike', profession=__profession__)
"瞬光猎杀枪"
KERAVNOS = SkillRef(name='狩魔之魂', code='keravnos', profession=__profession__)
"狩魔之魂"
LAMBFENCE = SkillRef(name='光焰囚杀', code='lambfence', profession=__profession__)
"光焰囚杀"
MANAEXTRACT = SkillRef(name='能量萃取', code='manaextract', profession=__profession__)
"能量萃取"
MOLEHUNT = SkillRef(name='隐鼠之袭', code='molehunt', profession=__profession__)
"隐鼠之袭"
NEEDLER = SkillRef(name='光焰飞枪', code='needler', profession=__profession__)
"光焰飞枪"
PARATROOPER = SkillRef(name='落凤枪', code='paratrooper', profession=__profession__)
"落凤枪"
PARTISANMASTERY = SkillRef(name='光枪精通', code='partisanmastery', profession=__profession__)
"光枪精通"
PARTISANSHOOT = SkillRef(name='魔枪发射', code='partisanshoot', profession=__profession__)
"魔枪发射"
PARTISANSKEWER = SkillRef(name='天龙破', code='partisanskewer', profession=__profession__)
"天龙破"
PENETRATEHEAD = SkillRef(name='鹰坠', code='penetratehead', profession=__profession__)
"鹰坠"
QUICKPUNTO = SkillRef(name='刺击', code='quickpunto', profession=__profession__)
"刺击"
SCALEGRINDER = SkillRef(name='龙鳞碎割', code='scalegrinder', profession=__profession__)
"龙鳞碎割"
SERVERNTLANCE = SkillRef(name='猎杀枪', code='serverntlance', profession=__profession__)
"猎杀枪"
SERVERNTLANCEASSULT = SkillRef(name='猎杀枪 : 掠食', code='serverntlanceassult', profession=__profession__)
"猎杀枪 : 掠食"
SIDESLASH = SkillRef(name='横扫', code='sideslash', profession=__profession__)
"横扫"
STRINGWING = SkillRef(name='光焰枪', code='stringwing', profession=__profession__)
"光焰枪"
SURROUNDBREAK = SkillRef(name='连环枪', code='surroundbreak', profession=__profession__)
"连环枪"
TEMPORARYREALIZATION3 = SkillRef(name='超卓之心', code='temporaryrealization3', profession=__profession__)
"超卓之心"
@@ -0,0 +1,120 @@
# 此文件由 scripts/generate_skill_refs.py 自动生成,请勿手工修改。
"""技能引用来源:demonic_lancer/impaler/skill_tree.json;公共技能继承自 common.py 中的适用分组。"""
from core.character.refs.base import SkillRef
from core.character.refs.common import CommonSkillRefs, Awakening4SkillRefs, ComboSkillRefs
class ImpalerSkillRef(CommonSkillRefs, Awakening4SkillRefs, ComboSkillRefs):
"""demonic_lancer.impaler 的技能引用;包含继承的公共技能。"""
__profession__ = 'demonic_lancer.impaler'
ABYSSALINVANDER = SkillRef(name='虚空碎灭', code='abyssalinvander', profession=__profession__)
"虚空碎灭"
DARKAMBITION = SkillRef(name='侵蚀之矛', code='darkambition', profession=__profession__)
"侵蚀之矛"
DARKBURIAL = SkillRef(name='黑蚀葬礼', code='darkburial', profession=__profession__)
"黑蚀葬礼"
DARKDESTROYOFSPEAR = SkillRef(name='暗·渊灭禁绝', code='darkdestroyofspear', profession=__profession__)
"暗·渊灭禁绝"
DARKDIVISION = SkillRef(name='暗影蚀魂', code='darkdivision', profession=__profession__)
"暗影蚀魂"
DARKEXPLOSIONOFMEAT = SkillRef(name='暗蚀爆雷杀', code='darkexplosionofmeat', profession=__profession__)
"暗蚀爆雷杀"
DARKIMPULSE = SkillRef(name='冥蚀脉冲', code='darkimpulse', profession=__profession__)
"冥蚀脉冲"
DARKJAVELINMASTERY = SkillRef(name='暗矛精通', code='darkjavelinmastery', profession=__profession__)
"暗矛精通"
DARKNESS = SkillRef(name='黑暗化身', code='darkness', profession=__profession__)
"黑暗化身"
DARKNESSONTHEABYSS = SkillRef(name='黑暗本源', code='darknessontheabyss', profession=__profession__)
"黑暗本源"
DARKSPEARSUCCESSIVETHROWING = SkillRef(name='无尽侵蚀 : 缚魂', code='darkspearsuccessivethrowing', profession=__profession__)
"无尽侵蚀 : 缚魂"
DARKSTAR = SkillRef(name='坠蚀之雨', code='darkstar', profession=__profession__)
"坠蚀之雨"
DEATHSPEAR = SkillRef(name='绝望枪', code='deathspear', profession=__profession__)
"绝望枪"
DEMONICANKLECUT = SkillRef(name='扫堂枪', code='demonicanklecut', profession=__profession__)
"扫堂枪"
DEMONICLANCERECKLESS = SkillRef(name='暗枪突破', code='demoniclancereckless', profession=__profession__)
"暗枪突破"
DESPAIR = SkillRef(name='黑暗枪雨', code='despair', profession=__profession__)
"黑暗枪雨"
DESTROYLIGHT = SkillRef(name='幽影暗蚀 : 寂灭', code='destroylight', profession=__profession__)
"幽影暗蚀 : 寂灭"
DIFFUSION = SkillRef(name='连锁侵蚀', code='diffusion', profession=__profession__)
"连锁侵蚀"
DOUBLETHROW = SkillRef(name='双重投射', code='doublethrow', profession=__profession__)
"双重投射"
ENCROACH = SkillRef(name='暗蚀', code='encroach', profession=__profession__)
"暗蚀"
FALLINGDEATH = SkillRef(name='冥夜裂空', code='fallingdeath', profession=__profession__)
"冥夜裂空"
HELIXSPEAR = SkillRef(name='暗矛投射', code='helixspear', profession=__profession__)
"暗矛投射"
HELMSHOT = SkillRef(name='枪挑', code='helmshot', profession=__profession__)
"枪挑"
HOOKANDTHROW = SkillRef(name='回旋钩', code='hookandthrow', profession=__profession__)
"回旋钩"
INDURE = SkillRef(name='格挡反击', code='indure', profession=__profession__)
"格挡反击"
PARATROOPER = SkillRef(name='落凤枪', code='paratrooper', profession=__profession__)
"落凤枪"
PARTISANSHOOT = SkillRef(name='魔枪发射', code='partisanshoot', profession=__profession__)
"魔枪发射"
PIERCINGDRIVE = SkillRef(name='暗矛贯穿', code='piercingdrive', profession=__profession__)
"暗矛贯穿"
QUICKPUNTO = SkillRef(name='刺击', code='quickpunto', profession=__profession__)
"刺击"
RULEROFDARKNESS = SkillRef(name='黑暗支配者', code='rulerofdarkness', profession=__profession__)
"黑暗支配者"
SIDESLASH = SkillRef(name='横扫', code='sideslash', profession=__profession__)
"横扫"
SKULKINGDARKNESS = SkillRef(name='暗源之蚀', code='skulkingdarkness', profession=__profession__)
"暗源之蚀"
SPEARMANSHIP = SkillRef(name='帝国枪术', code='spearmanship', profession=__profession__)
"帝国枪术"
SPIRALRUSH = SkillRef(name='暗蚀螺旋枪', code='spiralrush', profession=__profession__)
"暗蚀螺旋枪"
SURROUNDBREAK = SkillRef(name='连环枪', code='surroundbreak', profession=__profession__)
"连环枪"
TEMPORARYREALIZATION4 = SkillRef(name='超卓之心', code='temporaryrealization4', profession=__profession__)
"超卓之心"
VIOLENTPIERCE = SkillRef(name='黑蚀酷刑', code='violentpierce', profession=__profession__)
"黑蚀酷刑"
@@ -0,0 +1,114 @@
# 此文件由 scripts/generate_skill_refs.py 自动生成,请勿手工修改。
"""技能引用来源:demonic_lancer/skirmisher/skill_tree.json;公共技能继承自 common.py 中的适用分组。"""
from core.character.refs.base import SkillRef
from core.character.refs.common import CommonSkillRefs, Awakening2SkillRefs, ComboSkillRefs
class SkirmisherSkillRef(CommonSkillRefs, Awakening2SkillRefs, ComboSkillRefs):
"""demonic_lancer.skirmisher 的技能引用;包含继承的公共技能。"""
__profession__ = 'demonic_lancer.skirmisher'
AURAFORCEJAVELIN = SkillRef(name='流云幻灭', code='auraforcejavelin', profession=__profession__)
"流云幻灭"
AURALANCE = SkillRef(name='无双枪术', code='auralance', profession=__profession__)
"无双枪术"
CHAINLANCE = SkillRef(name='无畏波动枪', code='chainlance', profession=__profession__)
"无畏波动枪"
CRESCENT = SkillRef(name='三一斩月', code='crescent', profession=__profession__)
"三一斩月"
DEMONICANKLECUT = SkillRef(name='扫堂枪', code='demonicanklecut', profession=__profession__)
"扫堂枪"
EXTREMESKILLARTS = SkillRef(name='极影无形杀', code='extremeskillarts', profession=__profession__)
"极影无形杀"
FEARLESSATTITUDE = SkillRef(name='一身是胆', code='fearlessattitude', profession=__profession__)
"一身是胆"
FORMLESSSPEARMAN = SkillRef(name='行云 : 冥', code='formlessspearman', profession=__profession__)
"行云 : 冥"
GROUNDSEEKER = SkillRef(name='行云 : 疾', code='groundseeker', profession=__profession__)
"行云 : 疾"
HELMSHOT = SkillRef(name='枪挑', code='helmshot', profession=__profession__)
"枪挑"
HOOKANDTHROW = SkillRef(name='回旋钩', code='hookandthrow', profession=__profession__)
"回旋钩"
INDURE = SkillRef(name='格挡反击', code='indure', profession=__profession__)
"格挡反击"
LINEARMIRAGEATTACK = SkillRef(name='双龙流云灭', code='linearmirageattack', profession=__profession__)
"双龙流云灭"
MESOCYCLONE = SkillRef(name='狂龙怒啸', code='mesocyclone', profession=__profession__)
"狂龙怒啸"
MIRAGE = SkillRef(name='行云诀', code='mirage', profession=__profession__)
"行云诀"
MIRAGEBOOST = SkillRef(name='行云 : 沐', code='mirageboost', profession=__profession__)
"行云 : 沐"
MIRAGEHALLUCINATION = SkillRef(name='问鼎·千军破云', code='miragehallucination', profession=__profession__)
"问鼎·千军破云"
MIRAGESTREAM = SkillRef(name='行云 : 启', code='miragestream', profession=__profession__)
"行云 : 启"
MYSTFLARE = SkillRef(name='流光无影闪', code='mystflare', profession=__profession__)
"流光无影闪"
PARATROOPER = SkillRef(name='落凤枪', code='paratrooper', profession=__profession__)
"落凤枪"
PARTISANSHOOT = SkillRef(name='魔枪发射', code='partisanshoot', profession=__profession__)
"魔枪发射"
PINPOINTSLASH = SkillRef(name='夺命雷霆枪', code='pinpointslash', profession=__profession__)
"夺命雷霆枪"
QUICKPUNTO = SkillRef(name='刺击', code='quickpunto', profession=__profession__)
"刺击"
RISINGLANCER = SkillRef(name='行云 : 落', code='risinglancer', profession=__profession__)
"行云 : 落"
ROLLINGVULKAN = SkillRef(name='风火燎原', code='rollingvulkan', profession=__profession__)
"风火燎原"
ROUNDSLASH = SkillRef(name='螺旋波动枪', code='roundslash', profession=__profession__)
"螺旋波动枪"
SIDESLASH = SkillRef(name='横扫', code='sideslash', profession=__profession__)
"横扫"
SKYTOOTH = SkillRef(name='升龙破空枪', code='skytooth', profession=__profession__)
"升龙破空枪"
SPEARMASTERY = SkillRef(name='长枪精通', code='spearmastery', profession=__profession__)
"长枪精通"
STURM = SkillRef(name='旋风枪', code='sturm', profession=__profession__)
"旋风枪"
SURROUNDBREAK = SkillRef(name='连环枪', code='surroundbreak', profession=__profession__)
"连环枪"
SWIRLINGSPEAR = SkillRef(name='行云 : 风', code='swirlingspear', profession=__profession__)
"行云 : 风"
TASERDRIVE = SkillRef(name='无双突刺', code='taserdrive', profession=__profession__)
"无双突刺"
TEMPORARYREALIZATION2 = SkillRef(name='超卓之心', code='temporaryrealization2', profession=__profession__)
"超卓之心"
TWINPUNTO = SkillRef(name='双重刺击', code='twinpunto', profession=__profession__)
"双重刺击"
@@ -0,0 +1,108 @@
# 此文件由 scripts/generate_skill_refs.py 自动生成,请勿手工修改。
"""技能引用来源:demonic_lancer/vanguard/skill_tree.json;公共技能继承自 common.py 中的适用分组。"""
from core.character.refs.base import SkillRef
from core.character.refs.common import CommonSkillRefs, Awakening1SkillRefs, ComboSkillRefs
class VanguardSkillRef(CommonSkillRefs, Awakening1SkillRefs, ComboSkillRefs):
"""demonic_lancer.vanguard 的技能引用;包含继承的公共技能。"""
__profession__ = 'demonic_lancer.vanguard'
BEHEAD = SkillRef(name='破灭斩', code='behead', profession=__profession__)
"破灭斩"
BLADESTORM = SkillRef(name='灭袭乱舞', code='bladestorm', profession=__profession__)
"灭袭乱舞"
BRANDISH = SkillRef(name='追魂斩', code='brandish', profession=__profession__)
"追魂斩"
BRUTALSPLIT = SkillRef(name='镇狱裂地枪', code='brutalsplit', profession=__profession__)
"镇狱裂地枪"
BURSTSLASH = SkillRef(name='断魂裂岩斩', code='burstslash', profession=__profession__)
"断魂裂岩斩"
CLEAVE = SkillRef(name='狂暴战戟', code='cleave', profession=__profession__)
"狂暴战戟"
CRESCENTSLASH = SkillRef(name='落月斩', code='crescentslash', profession=__profession__)
"落月斩"
DEADLYMASSACRE = SkillRef(name='破灭轮回刺', code='deadlymassacre', profession=__profession__)
"破灭轮回刺"
DEADLYSTEP = SkillRef(name='灭天之魂', code='deadlystep', profession=__profession__)
"灭天之魂"
DEMONICANKLECUT = SkillRef(name='扫堂枪', code='demonicanklecut', profession=__profession__)
"扫堂枪"
DEMONICINFERNO = SkillRef(name='血战天狱', code='demonicinferno', profession=__profession__)
"血战天狱"
DEMONICLANCEAWAKENING = SkillRef(name='战神之力', code='demoniclanceawakening', profession=__profession__)
"战神之力"
DEMONICLANCECONTROL = SkillRef(name='战戟精通', code='demoniclancecontrol', profession=__profession__)
"战戟精通"
DEMONICLANCERELEASE = SkillRef(name='不灭战戟', code='demoniclancerelease', profession=__profession__)
"不灭战戟"
DEVASTATE = SkillRef(name='横扫八荒', code='devastate', profession=__profession__)
"横扫八荒"
DOOMGLAIVE = SkillRef(name='穿云裂地斩', code='doomglaive', profession=__profession__)
"穿云裂地斩"
DREADBORE = SkillRef(name='冷血突刺', code='dreadbore', profession=__profession__)
"冷血突刺"
HEADONCHARGE = SkillRef(name='破军突击', code='headoncharge', profession=__profession__)
"破军突击"
HELMSHOT = SkillRef(name='枪挑', code='helmshot', profession=__profession__)
"枪挑"
HOOKANDTHROW = SkillRef(name='回旋钩', code='hookandthrow', profession=__profession__)
"回旋钩"
IMPACTSMASH = SkillRef(name='战戟猛攻', code='impactsmash', profession=__profession__)
"战戟猛攻"
INDURE = SkillRef(name='格挡反击', code='indure', profession=__profession__)
"格挡反击"
LUNGESTRIKE = SkillRef(name='长虹贯日', code='lungestrike', profession=__profession__)
"长虹贯日"
NEVERMORE = SkillRef(name='天劫·斗灭乾坤', code='nevermore', profession=__profession__)
"天劫·斗灭乾坤"
PARATROOPER = SkillRef(name='落凤枪', code='paratrooper', profession=__profession__)
"落凤枪"
PARTISANSHOOT = SkillRef(name='魔枪发射', code='partisanshoot', profession=__profession__)
"魔枪发射"
QUICKPUNTO = SkillRef(name='刺击', code='quickpunto', profession=__profession__)
"刺击"
SIDESLASH = SkillRef(name='横扫', code='sideslash', profession=__profession__)
"横扫"
SMASH = SkillRef(name='霸王戟', code='smash', profession=__profession__)
"霸王戟"
SURROUNDBREAK = SkillRef(name='连环枪', code='surroundbreak', profession=__profession__)
"连环枪"
TEMPORARYREALIZATION1 = SkillRef(name='超卓之心', code='temporaryrealization1', profession=__profession__)
"超卓之心"
VETERAN = SkillRef(name='战戟之魂', code='veteran', profession=__profession__)
"战戟之魂"
YOUDIED = SkillRef(name='千魂弑', code='youdied', profession=__profession__)
"千魂弑"
@@ -0,0 +1,2 @@
# 此文件由 scripts/generate_skill_refs.py 自动生成,请勿手工修改。
"""职业技能引用分组;按需导入具体职业。"""
@@ -0,0 +1,123 @@
# 此文件由 scripts/generate_skill_refs.py 自动生成,请勿手工修改。
"""技能引用来源:extra/creator/skill_tree.json;公共技能继承自 common.py 中的适用分组。"""
from core.character.refs.base import SkillRef
from core.character.refs.common import CommonSkillRefs, Awakening1SkillRefs
class CreatorSkillRef(CommonSkillRefs, Awakening1SkillRefs):
"""extra.creator 的技能引用;包含继承的公共技能。"""
__profession__ = 'extra.creator'
AMPLIFICATION = SkillRef(name='时空增幅', code='amplification', profession=__profession__)
"时空增幅"
ARTEFACTOFCREATION = SkillRef(name='天工开物', code='artefactofcreation', profession=__profession__)
"天工开物"
CATASTROPHE = SkillRef(name='时之终末 : 归烬', code='catastrophe', profession=__profession__)
"时之终末 : 归烬"
CONSCIOUSNESS = SkillRef(name='自我觉醒', code='consciousness', profession=__profession__)
"自我觉醒"
CREATESPACE = SkillRef(name='创世', code='createspace', profession=__profession__)
"创世"
CREATORBIRTH = SkillRef(name='创生', code='creatorbirth', profession=__profession__)
"创生"
CREATORCREATE = SkillRef(name='缔造', code='creatorcreate', profession=__profession__)
"缔造"
CREATORDESTINY = SkillRef(name='命运', code='creatordestiny', profession=__profession__)
"命运"
CREATORDISTORTION = SkillRef(name='虚空', code='creatordistortion', profession=__profession__)
"虚空"
CREATORDISTURB = SkillRef(name='控制', code='creatordisturb', profession=__profession__)
"控制"
CREATORFLAME = SkillRef(name='烈炎', code='creatorflame', profession=__profession__)
"烈炎"
CREATORFORCE = SkillRef(name='具象强化', code='creatorforce', profession=__profession__)
"具象强化"
CREATORGUARDIAN = SkillRef(name='守护', code='creatorguardian', profession=__profession__)
"守护"
CREATORICE = SkillRef(name='寒冰', code='creatorice', profession=__profession__)
"寒冰"
CREATORREVIVAL = SkillRef(name='构造', code='creatorrevival', profession=__profession__)
"构造"
CREATORWIND = SkillRef(name='风暴', code='creatorwind', profession=__profession__)
"风暴"
EXTINCTION = SkillRef(name='终末狂想', code='extinction', profession=__profession__)
"终末狂想"
FIREHURRICANE = SkillRef(name='烈焰飓风', code='firehurricane', profession=__profession__)
"烈焰飓风"
FIREMETEO = SkillRef(name='炽炎星陨', code='firemeteo', profession=__profession__)
"炽炎星陨"
FIREWALL = SkillRef(name='烈火燎原', code='firewall', profession=__profession__)
"烈火燎原"
ICEAGE = SkillRef(name='冰雪降临', code='iceage', profession=__profession__)
"冰雪降临"
ICEPLATE = SkillRef(name='冰天震地', code='iceplate', profession=__profession__)
"冰天震地"
ICEROCK = SkillRef(name='冰霜之球', code='icerock', profession=__profession__)
"冰霜之球"
ICESHIELD = SkillRef(name='极冰护盾', code='iceshield', profession=__profession__)
"极冰护盾"
IMAGINATION = SkillRef(name='幻想之境', code='imagination', profession=__profession__)
"幻想之境"
LINK = SkillRef(name='时空链接', code='link', profession=__profession__)
"时空链接"
MGRAB = SkillRef(name='时空之手', code='mgrab', profession=__profession__)
"时空之手"
ORIGINALLIGHT = SkillRef(name='创世之光', code='originallight', profession=__profession__)
"创世之光"
TEMPORARYREALIZATION1 = SkillRef(name='超卓之心', code='temporaryrealization1', profession=__profession__)
"超卓之心"
THECREATION = SkillRef(name='创世之力', code='thecreation', profession=__profession__)
"创世之力"
THETREEOFSEFIROT = SkillRef(name='生命之树', code='thetreeofsefirot', profession=__profession__)
"生命之树"
TIMEFORWARD = SkillRef(name='时空禁制', code='timeforward', profession=__profession__)
"时空禁制"
TUNING = SkillRef(name='同调', code='tuning', profession=__profession__)
"同调"
UNDERSTANDING = SkillRef(name='洞悉', code='understanding', profession=__profession__)
"洞悉"
WINDPRESS = SkillRef(name='超能旋风波', code='windpress', profession=__profession__)
"超能旋风波"
WINDSTORM = SkillRef(name='风暴漩涡', code='windstorm', profession=__profession__)
"风暴漩涡"
WOODFENCE = SkillRef(name='树之屏障', code='woodfence', profession=__profession__)
"树之屏障"
WORMHOLE = SkillRef(name='末日虫洞', code='wormhole', profession=__profession__)
"末日虫洞"
@@ -0,0 +1,156 @@
# 此文件由 scripts/generate_skill_refs.py 自动生成,请勿手工修改。
"""技能引用来源:extra/dark_knight/skill_tree.json;公共技能继承自 common.py 中的适用分组。"""
from core.character.refs.base import SkillRef
from core.character.refs.common import CommonSkillRefs, Awakening1SkillRefs
class DarkKnightSkillRef(CommonSkillRefs, Awakening1SkillRefs):
"""extra.dark_knight 的技能引用;包含继承的公共技能。"""
__profession__ = 'extra.dark_knight'
BLADEMASTERY = SkillRef(name='暗 · 太刀精通', code='blademastery', profession=__profession__)
"暗 · 太刀精通"
BLUNTMASTERY = SkillRef(name='暗 · 钝器精通', code='bluntmastery', profession=__profession__)
"暗 · 钝器精通"
BOUNCEBLOW = SkillRef(name='跃斩', code='bounceblow', profession=__profession__)
"跃斩"
BRIEFCUT = SkillRef(name='滑斩', code='briefcut', profession=__profession__)
"滑斩"
CHARGEEXPLOSION = SkillRef(name='斩龙破', code='chargeexplosion', profession=__profession__)
"斩龙破"
CONSCIOUSNESSDARK = SkillRef(name='自我觉醒', code='consciousnessdark', profession=__profession__)
"自我觉醒"
CONVERSION = SkillRef(name='攻击类型转换', code='conversion', profession=__profession__)
"攻击类型转换"
DARKBALL = SkillRef(name='冥魂珠', code='darkball', profession=__profession__)
"冥魂珠"
DARKBREAK = SkillRef(name='魔狱裂魂斩', code='darkbreak', profession=__profession__)
"魔狱裂魂斩"
DARKBURST = SkillRef(name='邪影升龙斩', code='darkburst', profession=__profession__)
"邪影升龙斩"
DARKCRASHER = SkillRef(name='暗影升龙击', code='darkcrasher', profession=__profession__)
"暗影升龙击"
DARKCROSS = SkillRef(name='黑暗十字刃', code='darkcross', profession=__profession__)
"黑暗十字刃"
DARKEXPLOSION = SkillRef(name='暗劲爆发', code='darkexplosion', profession=__profession__)
"暗劲爆发"
DARKFALL = SkillRef(name='冥魂之陨', code='darkfall', profession=__profession__)
"冥魂之陨"
DARKFLAMESWORD = SkillRef(name='冥炎破空斩', code='darkflamesword', profession=__profession__)
"冥炎破空斩"
DARKRAVE = SkillRef(name='灭魂封魔斩', code='darkrave', profession=__profession__)
"灭魂封魔斩"
DARKRUST = SkillRef(name='暗魂之手', code='darkrust', profession=__profession__)
"暗魂之手"
DARKSLASH = SkillRef(name='暗影斩', code='darkslash', profession=__profession__)
"暗影斩"
DARKSWORD = SkillRef(name='破魂之刃', code='darksword', profession=__profession__)
"破魂之刃"
DARKWAVE = SkillRef(name='邪影 · 波动剑', code='darkwave', profession=__profession__)
"邪影 · 波动剑"
DARKWAVEFALL = SkillRef(name='暗炎冥魂波', code='darkwavefall', profession=__profession__)
"暗炎冥魂波"
DIABOLICSLASH = SkillRef(name='暗黑溯回斩', code='diabolicslash', profession=__profession__)
"暗黑溯回斩"
DIMENSIONAGREEMENT = SkillRef(name='次元融合', code='dimensionagreement', profession=__profession__)
"次元融合"
DRAWSWORD = SkillRef(name='破魂斩', code='drawsword', profession=__profession__)
"破魂斩"
GRANDWAVE = SkillRef(name='冥光斩', code='grandwave', profession=__profession__)
"冥光斩"
HEAVYSWORDMASTERY = SkillRef(name='暗 · 巨剑精通', code='heavyswordmastery', profession=__profession__)
"暗 · 巨剑精通"
HOPSMASH = SkillRef(name='跃地斩', code='hopsmash', profession=__profession__)
"跃地斩"
ILLUSIONSLASH = SkillRef(name='魔影剑舞', code='illusionslash', profession=__profession__)
"魔影剑舞"
LIGHTSWORDMASTERY = SkillRef(name='暗 · 光剑精通', code='lightswordmastery', profession=__profession__)
"暗 · 光剑精通"
MOMENTARYSLASH = SkillRef(name='禁魂斩', code='momentaryslash', profession=__profession__)
"禁魂斩"
OVERFLOW = SkillRef(name='黑暗释放', code='overflow', profession=__profession__)
"黑暗释放"
PHANTOMSWORD = SkillRef(name='幽魂剑', code='phantomsword', profession=__profession__)
"幽魂剑"
PIERCESTRIKE = SkillRef(name='突刺', code='piercestrike', profession=__profession__)
"突刺"
RAPIDMOVE = SkillRef(name='瞬影斩', code='rapidmove', profession=__profession__)
"瞬影斩"
SHOCKWAVE = SkillRef(name='凝魂波动阵', code='shockwave', profession=__profession__)
"凝魂波动阵"
SHORTSWORDMASTERY = SkillRef(name='暗 · 短剑精通', code='shortswordmastery', profession=__profession__)
"暗 · 短剑精通"
SPINATTACK = SkillRef(name='暗月斩', code='spinattack', profession=__profession__)
"暗月斩"
TEMPORARYREALIZATION1 = SkillRef(name='超卓之心', code='temporaryrealization1', profession=__profession__)
"超卓之心"
THEENDOFTIME = SkillRef(name='时之止境 : 幻灭', code='theendoftime', profession=__profession__)
"时之止境 : 幻灭"
TIMEBREAK = SkillRef(name='超时空碎裂', code='timebreak', profession=__profession__)
"超时空碎裂"
TIMELORD = SkillRef(name='时空主宰', code='timelord', profession=__profession__)
"时空主宰"
TIMESTOP = SkillRef(name='时间停滞', code='timestop', profession=__profession__)
"时间停滞"
TRIPLESTAB = SkillRef(name='暗影三击剑', code='triplestab', profession=__profession__)
"暗影三击剑"
UPPER = SkillRef(name='挑击', code='upper', profession=__profession__)
"挑击"
VANESLASH = SkillRef(name='旋涡斩', code='vaneslash', profession=__profession__)
"旋涡斩"
WAVE = SkillRef(name='暗影 · 波动剑', code='wave', profession=__profession__)
"暗影 · 波动剑"
WAVESPIN = SkillRef(name='黑暗明王阵', code='wavespin', profession=__profession__)
"黑暗明王阵"
WEAPONMASTERYUP = SkillRef(name='暗武奥义', code='weaponmasteryup', profession=__profession__)
"暗武奥义"
WHIPATTACK = SkillRef(name='暗影鞭', code='whipattack', profession=__profession__)
"暗影鞭"
@@ -0,0 +1,2 @@
# 此文件由 scripts/generate_skill_refs.py 自动生成,请勿手工修改。
"""职业技能引用分组;按需导入具体职业。"""
@@ -0,0 +1,144 @@
# 此文件由 scripts/generate_skill_refs.py 自动生成,请勿手工修改。
"""技能引用来源:fighter_female/brawler_female/skill_tree.json;公共技能继承自 common.py 中的适用分组。"""
from core.character.refs.base import SkillRef
from core.character.refs.common import CommonSkillRefs, Awakening3SkillRefs, ComboSkillRefs
class BrawlerFemaleSkillRef(CommonSkillRefs, Awakening3SkillRefs, ComboSkillRefs):
"""fighter_female.brawler_female 的技能引用;包含继承的公共技能。"""
__profession__ = 'fighter_female.brawler_female'
BLOCKBUSTER = SkillRef(name='砖袭', code='blockbuster', profession=__profession__)
"砖袭"
BLOCKBUSTEREX = SkillRef(name='爆碎砖袭', code='blockbusterex', profession=__profession__)
"爆碎砖袭"
CLAWMASTERY = SkillRef(name='爪精通', code='clawmastery', profession=__profession__)
"爪精通"
CONVERSION = SkillRef(name='攻击类型转换', code='conversion', profession=__profession__)
"攻击类型转换"
CRAZYMOUNT = SkillRef(name='狂 · 霸王拳', code='crazymount', profession=__profession__)
"狂 · 霸王拳"
CROUCH = SkillRef(name='蹲伏', code='crouch', profession=__profession__)
"蹲伏"
DAMAGELOWKICK = SkillRef(name='下段踢', code='damagelowkick', profession=__profession__)
"下段踢"
DASHAFTERDASH = SkillRef(name='疾风追击', code='dashafterdash', profession=__profession__)
"疾风追击"
DASHAFTERDASHEXTENSION = SkillRef(name='疾风连击', code='dashafterdashextension', profession=__profession__)
"疾风连击"
DOUBLETHROW = SkillRef(name='双重投掷', code='doublethrow', profession=__profession__)
"双重投掷"
DRAGONMINE = SkillRef(name='毒龙轰天雷', code='dragonmine', profession=__profession__)
"毒龙轰天雷"
EARTHBREAK = SkillRef(name='金刚碎', code='earthbreak', profession=__profession__)
"金刚碎"
ENCHANTPOISON = SkillRef(name='涂毒', code='enchantpoison', profession=__profession__)
"涂毒"
ENERGYBALL = SkillRef(name='念气波', code='energyball', profession=__profession__)
"念气波"
GRABEXPLOSION = SkillRef(name='擒月炎', code='grabexplosion', profession=__profession__)
"擒月炎"
GRABEXPLOSIONEX = SkillRef(name='猛毒擒月炎', code='grabexplosionex', profession=__profession__)
"猛毒擒月炎"
GROUNDKICK = SkillRef(name='裂地飞沙', code='groundkick', profession=__profession__)
"裂地飞沙"
HERESYPOWERTRAINING = SkillRef(name='毒攻掌握', code='heresypowertraining', profession=__profession__)
"毒攻掌握"
HIDDENSTING = SkillRef(name='毒影针', code='hiddensting', profession=__profession__)
"毒影针"
IRONSKIN = SkillRef(name='钢筋铁骨', code='ironskin', profession=__profession__)
"钢筋铁骨"
JUNKSPIN = SkillRef(name='街头风暴', code='junkspin', profession=__profession__)
"街头风暴"
KENSIN = SkillRef(name='分身', code='kensin', profession=__profession__)
"分身"
LIFTUPPER = SkillRef(name='上勾拳', code='liftupper', profession=__profession__)
"上勾拳"
MOUNT = SkillRef(name='伏虎霸王拳', code='mount', profession=__profession__)
"伏虎霸王拳"
PAINKILLER = SkillRef(name='钻心毒爆', code='painkiller', profession=__profession__)
"钻心毒爆"
POISONEXPLOSION = SkillRef(name='连环毒爆弹', code='poisonexplosion', profession=__profession__)
"连环毒爆弹"
POISONEXPLOSIONCUSTOM = SkillRef(name='秘制毒爆弹', code='poisonexplosioncustom', profession=__profession__)
"秘制毒爆弹"
POISONMASTERY = SkillRef(name='猛毒之血', code='poisonmastery', profession=__profession__)
"猛毒之血"
POISONMIST = SkillRef(name='死亡毒雾', code='poisonmist', profession=__profession__)
"死亡毒雾"
POISONSNAKE = SkillRef(name='万毒噬心诀', code='poisonsnake', profession=__profession__)
"万毒噬心诀"
POISONSPIRIT = SkillRef(name='身化万毒', code='poisonspirit', profession=__profession__)
"身化万毒"
POISONSTUN = SkillRef(name='猛毒之伤', code='poisonstun', profession=__profession__)
"猛毒之伤"
POISONTOLERANCEUP = SkillRef(name='剧毒抵抗', code='poisontoleranceup', profession=__profession__)
"剧毒抵抗"
POUNCE = SkillRef(name='袭刺', code='pounce', profession=__profession__)
"袭刺"
PROVOCATION = SkillRef(name='挑衅', code='provocation', profession=__profession__)
"挑衅"
SINGLEKICK = SkillRef(name='前踢', code='singlekick', profession=__profession__)
"前踢"
SNAKECAVE = SkillRef(name='禁技 : 万毒蛇窟', code='snakecave', profession=__profession__)
"禁技 : 万毒蛇窟"
SNAKECHAOS = SkillRef(name='万毒噬心诀 : 毒龙吞天', code='snakechaos', profession=__profession__)
"万毒噬心诀 : 毒龙吞天"
STOMP = SkillRef(name='鹰踏', code='stomp', profession=__profession__)
"鹰踏"
SUPLEX = SkillRef(name='背摔', code='suplex', profession=__profession__)
"背摔"
TEMPORARYREALIZATION3 = SkillRef(name='超卓之心', code='temporaryrealization3', profession=__profession__)
"超卓之心"
THROWSAND = SkillRef(name='抛沙', code='throwsand', profession=__profession__)
"抛沙"
THROWWEB = SkillRef(name='天罗地网', code='throwweb', profession=__profession__)
"天罗地网"
VENOMMINE = SkillRef(name='毒雷引爆', code='venommine', profession=__profession__)
"毒雷引爆"
WHIRLWINDKICK = SkillRef(name='旋风腿', code='whirlwindkick', profession=__profession__)
"旋风腿"
@@ -0,0 +1,138 @@
# 此文件由 scripts/generate_skill_refs.py 自动生成,请勿手工修改。
"""技能引用来源:fighter_female/grappler_female/skill_tree.json;公共技能继承自 common.py 中的适用分组。"""
from core.character.refs.base import SkillRef
from core.character.refs.common import CommonSkillRefs, Awakening4SkillRefs, ComboSkillRefs
class GrapplerFemaleSkillRef(CommonSkillRefs, Awakening4SkillRefs, ComboSkillRefs):
"""fighter_female.grappler_female 的技能引用;包含继承的公共技能。"""
__profession__ = 'fighter_female.grappler_female'
BACKSUPLEX = SkillRef(name='强力抱摔', code='backsuplex', profession=__profession__)
"强力抱摔"
CHAINCONNECTION = SkillRef(name='无情抓取', code='chainconnection', profession=__profession__)
"无情抓取"
CHAINGRAB = SkillRef(name='极手奥义', code='chaingrab', profession=__profession__)
"极手奥义"
CROUCH = SkillRef(name='蹲伏', code='crouch', profession=__profession__)
"蹲伏"
DAMAGELOWKICK = SkillRef(name='下段踢', code='damagelowkick', profession=__profession__)
"下段踢"
DASHAFTERDASH = SkillRef(name='疾风追击', code='dashafterdash', profession=__profession__)
"疾风追击"
DASHAFTERDASHEXTENSION = SkillRef(name='疾风连击', code='dashafterdashextension', profession=__profession__)
"疾风连击"
DEFINITEGRAB = SkillRef(name='暴力抓取', code='definitegrab', profession=__profession__)
"暴力抓取"
EARTHBREAK = SkillRef(name='金刚碎', code='earthbreak', profession=__profession__)
"金刚碎"
ELBOWTHROW = SkillRef(name='末日摇篮', code='elbowthrow', profession=__profession__)
"末日摇篮"
ENERGYBALL = SkillRef(name='念气波', code='energyball', profession=__profession__)
"念气波"
FINALEOFTHEQUEEN = SkillRef(name='女皇时代·辉煌舞台', code='finaleofthequeen', profession=__profession__)
"女皇时代·辉煌舞台"
GRABCANNON = SkillRef(name='抓轰炮', code='grabcannon', profession=__profession__)
"抓轰炮"
GRABMASTERY = SkillRef(name='抓取奥义', code='grabmastery', profession=__profession__)
"抓取奥义"
HOLDUP = SkillRef(name='霹雳肘击', code='holdup', profession=__profession__)
"霹雳肘击"
HURRICANESUPERSUPLEX = SkillRef(name='苍宇彗星落', code='hurricanesupersuplex', profession=__profession__)
"苍宇彗星落"
IRONSKIN = SkillRef(name='钢筋铁骨', code='ironskin', profession=__profession__)
"钢筋铁骨"
JOINTSMASH = SkillRef(name='霹雳冲击', code='jointsmash', profession=__profession__)
"霹雳冲击"
KENSIN = SkillRef(name='分身', code='kensin', profession=__profession__)
"分身"
LEGSUPLEX = SkillRef(name='空绞锤', code='legsuplex', profession=__profession__)
"空绞锤"
LIFTUPPER = SkillRef(name='上勾拳', code='liftupper', profession=__profession__)
"上勾拳"
PUNCHAFTERRETURN = SkillRef(name='折颈', code='punchafterreturn', profession=__profession__)
"折颈"
SHININGWINGSFLAP = SkillRef(name='送葬舞步', code='shiningwingsflap', profession=__profession__)
"送葬舞步"
SHOULDERTACKLE = SkillRef(name='野蛮冲撞', code='shouldertackle', profession=__profession__)
"野蛮冲撞"
SINGLEKICK = SkillRef(name='前踢', code='singlekick', profession=__profession__)
"前踢"
SLIDEGRAB = SkillRef(name='滑行抓取', code='slidegrab', profession=__profession__)
"滑行抓取"
SPINNINGSPLASH = SkillRef(name='旋风轰击', code='spinningsplash', profession=__profession__)
"旋风轰击"
SPIRE = SkillRef(name='螺旋彗星落', code='spire', profession=__profession__)
"螺旋彗星落"
STABLETHEULTIMATE = SkillRef(name='光芒之翼', code='stabletheultimate', profession=__profession__)
"光芒之翼"
STOMP = SkillRef(name='鹰踏', code='stomp', profession=__profession__)
"鹰踏"
SUPLEX = SkillRef(name='背摔', code='suplex', profession=__profession__)
"背摔"
SUPLEXCYCLONE = SkillRef(name='地狱摇篮', code='suplexcyclone', profession=__profession__)
"地狱摇篮"
SUPLEXCYCLONEEX = SkillRef(name='死亡摇篮', code='suplexcycloneex', profession=__profession__)
"死亡摇篮"
SUPLEXSUBPOWERUP = SkillRef(name='摔技强化', code='suplexsubpowerup', profession=__profession__)
"摔技强化"
TECHNICIANGRAPPLING = SkillRef(name='格斗专精', code='techniciangrappling', profession=__profession__)
"格斗专精"
TEMPORARYREALIZATION4 = SkillRef(name='超卓之心', code='temporaryrealization4', profession=__profession__)
"超卓之心"
THROWENEMY = SkillRef(name='抛投', code='throwenemy', profession=__profession__)
"抛投"
THROWSAND = SkillRef(name='抛沙', code='throwsand', profession=__profession__)
"抛沙"
TORBELLINO = SkillRef(name='风暴之舞', code='torbellino', profession=__profession__)
"风暴之舞"
TURNHEEL = SkillRef(name='随机应变', code='turnheel', profession=__profession__)
"随机应变"
TYPHOON = SkillRef(name='末日风暴', code='typhoon', profession=__profession__)
"末日风暴"
WHIRLWINDKICK = SkillRef(name='旋风腿', code='whirlwindkick', profession=__profession__)
"旋风腿"
WILDCANNONSPIKE = SkillRef(name='裂石破天', code='wildcannonspike', profession=__profession__)
"裂石破天"
@@ -0,0 +1,138 @@
# 此文件由 scripts/generate_skill_refs.py 自动生成,请勿手工修改。
"""技能引用来源:fighter_female/nenmaster_female/skill_tree.json;公共技能继承自 common.py 中的适用分组。"""
from core.character.refs.base import SkillRef
from core.character.refs.common import CommonSkillRefs, Awakening1SkillRefs, ComboSkillRefs
class NenmasterFemaleSkillRef(CommonSkillRefs, Awakening1SkillRefs, ComboSkillRefs):
"""fighter_female.nenmaster_female 的技能引用;包含继承的公共技能。"""
__profession__ = 'fighter_female.nenmaster_female'
ABSORBENERGYBALL = SkillRef(name='聚能念气炮', code='absorbenergyball', profession=__profession__)
"聚能念气炮"
BLINDTOLERANCEUP = SkillRef(name='念气感知', code='blindtoleranceup', profession=__profession__)
"念气感知"
CROUCH = SkillRef(name='蹲伏', code='crouch', profession=__profession__)
"蹲伏"
DAMAGELOWKICK = SkillRef(name='下段踢', code='damagelowkick', profession=__profession__)
"下段踢"
DASHAFTERDASH = SkillRef(name='疾风追击', code='dashafterdash', profession=__profession__)
"疾风追击"
DASHAFTERDASHEXTENSION = SkillRef(name='疾风连击', code='dashafterdashextension', profession=__profession__)
"疾风连击"
DOUBLELIGHTNINGDRAGON = SkillRef(name='念印幻流破', code='doublelightningdragon', profession=__profession__)
"念印幻流破"
EARTHBREAK = SkillRef(name='金刚碎', code='earthbreak', profession=__profession__)
"金刚碎"
ENERGYBALL = SkillRef(name='念气波', code='energyball', profession=__profession__)
"念气波"
ENERGYBALLCHARGE = SkillRef(name='蓄念炮', code='energyballcharge', profession=__profession__)
"蓄念炮"
FALLINGFLOWER = SkillRef(name='念花守心', code='fallingflower', profession=__profession__)
"念花守心"
ILLUSIONBOMB = SkillRef(name='幻影爆碎', code='illusionbomb', profession=__profession__)
"幻影爆碎"
INSTILWILLTONEN = SkillRef(name='念气归元', code='instilwilltonen', profession=__profession__)
"念气归元"
IRONSKIN = SkillRef(name='钢筋铁骨', code='ironskin', profession=__profession__)
"钢筋铁骨"
KENSIN = SkillRef(name='分身', code='kensin', profession=__profession__)
"分身"
KIKOUKEN = SkillRef(name='螺旋念气场', code='kikouken', profession=__profession__)
"螺旋念气场"
LIFTUPPER = SkillRef(name='上勾拳', code='liftupper', profession=__profession__)
"上勾拳"
LIGHTDRAGONTHIRTEEN = SkillRef(name='奔雷掌', code='lightdragonthirteen', profession=__profession__)
"奔雷掌"
LIGHTENCHANTWEAPON = SkillRef(name='光之兵刃', code='lightenchantweapon', profession=__profession__)
"光之兵刃"
LIGHTFRIENDSHIP = SkillRef(name='光之亲和', code='lightfriendship', profession=__profession__)
"光之亲和"
LIGHTTOLERANCEUP = SkillRef(name='烈日气息', code='lighttoleranceup', profession=__profession__)
"烈日气息"
NENFLOWER = SkillRef(name='千莲怒放', code='nenflower', profession=__profession__)
"千莲怒放"
NENGUARD = SkillRef(name='念气罩', code='nenguard', profession=__profession__)
"念气罩"
NENGUARDEX = SkillRef(name='究极念气罩', code='nenguardex', profession=__profession__)
"究极念气罩"
NENMONSTERWHITETIGER = SkillRef(name='念兽 : 龙虎啸', code='nenmonsterwhitetiger', profession=__profession__)
"念兽 : 龙虎啸"
NENOFBRILLIANCE = SkillRef(name='念帝旋天破', code='nenofbrilliance', profession=__profession__)
"念帝旋天破"
NENPRISON = SkillRef(name='气玉弹', code='nenprison', profession=__profession__)
"气玉弹"
NENSHIELD = SkillRef(name='乱舞 · 千叶花', code='nenshield', profession=__profession__)
"乱舞 · 千叶花"
SAINTILLUSION = SkillRef(name='击电奔星', code='saintillusion', profession=__profession__)
"击电奔星"
SAJAHU = SkillRef(name='狮子吼', code='sajahu', profession=__profession__)
"狮子吼"
SAJAHUEX = SkillRef(name='狂狮怒吼', code='sajahuex', profession=__profession__)
"狂狮怒吼"
SINGLEKICK = SkillRef(name='前踢', code='singlekick', profession=__profession__)
"前踢"
SKYTHUNDERSTEP = SkillRef(name='天雷分身步', code='skythunderstep', profession=__profession__)
"天雷分身步"
SOARINGLIGHTDRAGON = SkillRef(name='狂龙升天破', code='soaringlightdragon', profession=__profession__)
"狂龙升天破"
SPIRALDRAGONWAVE = SkillRef(name='念兽螺旋波', code='spiraldragonwave', profession=__profession__)
"念兽螺旋波"
SPIRALNEN = SkillRef(name='念气环绕', code='spiralnen', profession=__profession__)
"念气环绕"
STOMP = SkillRef(name='鹰踏', code='stomp', profession=__profession__)
"鹰踏"
SUPLEX = SkillRef(name='背摔', code='suplex', profession=__profession__)
"背摔"
TEMPORARYREALIZATION1 = SkillRef(name='超卓之心', code='temporaryrealization1', profession=__profession__)
"超卓之心"
THROWSAND = SkillRef(name='抛沙', code='throwsand', profession=__profession__)
"抛沙"
THUNDERRUSH = SkillRef(name='念雷破', code='thunderrush', profession=__profession__)
"念雷破"
THUNDERSUPLEX = SkillRef(name='雷霆背摔', code='thundersuplex', profession=__profession__)
"雷霆背摔"
WHIRLWINDKICK = SkillRef(name='旋风腿', code='whirlwindkick', profession=__profession__)
"旋风腿"
@@ -0,0 +1,123 @@
# 此文件由 scripts/generate_skill_refs.py 自动生成,请勿手工修改。
"""技能引用来源:fighter_female/striker_female/skill_tree.json;公共技能继承自 common.py 中的适用分组。"""
from core.character.refs.base import SkillRef
from core.character.refs.common import CommonSkillRefs, Awakening2SkillRefs, ComboSkillRefs
class StrikerFemaleSkillRef(CommonSkillRefs, Awakening2SkillRefs, ComboSkillRefs):
"""fighter_female.striker_female 的技能引用;包含继承的公共技能。"""
__profession__ = 'fighter_female.striker_female'
AIMVITALPOINT = SkillRef(name='弱点感知', code='aimvitalpoint', profession=__profession__)
"弱点感知"
BLOWTODESTRUCTION = SkillRef(name='陨星灭天击', code='blowtodestruction', profession=__profession__)
"陨星灭天击"
CHAINDESTRUCTION = SkillRef(name='无影脚', code='chaindestruction', profession=__profession__)
"无影脚"
CLOSEPUNCH = SkillRef(name='寸拳', code='closepunch', profession=__profession__)
"寸拳"
CRASHLOWKICK = SkillRef(name='碎骨', code='crashlowkick', profession=__profession__)
"碎骨"
CROUCH = SkillRef(name='蹲伏', code='crouch', profession=__profession__)
"蹲伏"
DAMAGELOWKICK = SkillRef(name='下段踢', code='damagelowkick', profession=__profession__)
"下段踢"
DASHAFTERDASH = SkillRef(name='疾风追击', code='dashafterdash', profession=__profession__)
"疾风追击"
DASHAFTERDASHEXTENSION = SkillRef(name='疾风连击', code='dashafterdashextension', profession=__profession__)
"疾风连击"
DASHPUNCH = SkillRef(name='崩拳', code='dashpunch', profession=__profession__)
"崩拳"
DASHPUNCHEX = SkillRef(name='破碎拳', code='dashpunchex', profession=__profession__)
"破碎拳"
EARTHBREAK = SkillRef(name='金刚碎', code='earthbreak', profession=__profession__)
"金刚碎"
ENERGYBALL = SkillRef(name='念气波', code='energyball', profession=__profession__)
"念气波"
EQUIPBOXINGGLOVE = SkillRef(name='拳套掌握', code='equipboxingglove', profession=__profession__)
"拳套掌握"
FINALHEAVEN = SkillRef(name='极尽 : 霸皇断空拳', code='finalheaven', profession=__profession__)
"极尽 : 霸皇断空拳"
IRONSKIN = SkillRef(name='钢筋铁骨', code='ironskin', profession=__profession__)
"钢筋铁骨"
KENSIN = SkillRef(name='分身', code='kensin', profession=__profession__)
"分身"
LIFTUPPER = SkillRef(name='上勾拳', code='liftupper', profession=__profession__)
"上勾拳"
LIGHTNINGDANCE = SkillRef(name='闪电之舞', code='lightningdance', profession=__profession__)
"闪电之舞"
LIGHTNINGSHIFT = SkillRef(name='雷霆之舞', code='lightningshift', profession=__profession__)
"雷霆之舞"
LIMITBREAK = SkillRef(name='神武之力', code='limitbreak', profession=__profession__)
"神武之力"
MUSCLESHIFT = SkillRef(name='柔化肌肉', code='muscleshift', profession=__profession__)
"柔化肌肉"
NOPAINNOGAIN = SkillRef(name='疾风劲', code='nopainnogain', profession=__profession__)
"疾风劲"
ONEELBOWCHAINHIT = SkillRef(name='回天连环击', code='oneelbowchainhit', profession=__profession__)
"回天连环击"
POWERUPONDASH = SkillRef(name='武神步', code='powerupondash', profession=__profession__)
"武神步"
RANDOMKICK = SkillRef(name='纷影连环踢', code='randomkick', profession=__profession__)
"纷影连环踢"
RISINGUPPER = SkillRef(name='升龙拳', code='risingupper', profession=__profession__)
"升龙拳"
SHOULDERCHARGE = SkillRef(name='铁山靠', code='shouldercharge', profession=__profession__)
"铁山靠"
SINGLEKICK = SkillRef(name='前踢', code='singlekick', profession=__profession__)
"前踢"
SLOWDOWNPOWERUP = SkillRef(name='强拳', code='slowdownpowerup', profession=__profession__)
"强拳"
STOMP = SkillRef(name='鹰踏', code='stomp', profession=__profession__)
"鹰踏"
STRONGESTLOWKICK = SkillRef(name='武神强踢', code='strongestlowkick', profession=__profession__)
"武神强踢"
SUPERARMOR = SkillRef(name='霸体护甲', code='superarmor', profession=__profession__)
"霸体护甲"
SUPLEX = SkillRef(name='背摔', code='suplex', profession=__profession__)
"背摔"
TEMPORARYREALIZATION2 = SkillRef(name='超卓之心', code='temporaryrealization2', profession=__profession__)
"超卓之心"
THROWSAND = SkillRef(name='抛沙', code='throwsand', profession=__profession__)
"抛沙"
TIGERSTRIKE = SkillRef(name='虎啸神拳', code='tigerstrike', profession=__profession__)
"虎啸神拳"
WHIRLWINDKICK = SkillRef(name='旋风腿', code='whirlwindkick', profession=__profession__)
"旋风腿"
@@ -0,0 +1,2 @@
# 此文件由 scripts/generate_skill_refs.py 自动生成,请勿手工修改。
"""职业技能引用分组;按需导入具体职业。"""
@@ -0,0 +1,147 @@
# 此文件由 scripts/generate_skill_refs.py 自动生成,请勿手工修改。
"""技能引用来源:fighter_male/brawler_male/skill_tree.json;公共技能继承自 common.py 中的适用分组。"""
from core.character.refs.base import SkillRef
from core.character.refs.common import CommonSkillRefs, Awakening3SkillRefs, ComboSkillRefs
class BrawlerMaleSkillRef(CommonSkillRefs, Awakening3SkillRefs, ComboSkillRefs):
"""fighter_male.brawler_male 的技能引用;包含继承的公共技能。"""
__profession__ = 'fighter_male.brawler_male'
AUTOLOAD = SkillRef(name='自动填充', code='autoload', profession=__profession__)
"自动填充"
BACKPOCKET = SkillRef(name='后备口袋', code='backpocket', profession=__profession__)
"后备口袋"
BADENDING = SkillRef(name='逆道·幽链之界', code='badending', profession=__profession__)
"逆道·幽链之界"
BLOCKBUSTER = SkillRef(name='砖块投掷', code='blockbuster', profession=__profession__)
"砖块投掷"
CHAINDRIVE = SkillRef(name='暗街夺命锁', code='chaindrive', profession=__profession__)
"暗街夺命锁"
CLAWMASTERY = SkillRef(name='爪精通', code='clawmastery', profession=__profession__)
"爪精通"
CONVERSION = SkillRef(name='攻击类型转换', code='conversion', profession=__profession__)
"攻击类型转换"
CRASHCHAIN = SkillRef(name='千锁乱舞', code='crashchain', profession=__profession__)
"千锁乱舞"
CRAZYMOUNT = SkillRef(name='狂 · 霸王拳', code='crazymount', profession=__profession__)
"狂 · 霸王拳"
CROUCH = SkillRef(name='蹲伏', code='crouch', profession=__profession__)
"蹲伏"
DAMAGELOWKICK = SkillRef(name='下段踢', code='damagelowkick', profession=__profession__)
"下段踢"
DASHAFTERDASH = SkillRef(name='疾风追击', code='dashafterdash', profession=__profession__)
"疾风追击"
DASHAFTERDASHEXTENSION = SkillRef(name='疾风连击', code='dashafterdashextension', profession=__profession__)
"疾风连击"
DESTROYEARTHSKYDROP = SkillRef(name='天崩地裂', code='destroyearthskydrop', profession=__profession__)
"天崩地裂"
DOUBLETHROW = SkillRef(name='后街战术', code='doublethrow', profession=__profession__)
"后街战术"
EARTHBREAK = SkillRef(name='金刚碎', code='earthbreak', profession=__profession__)
"金刚碎"
ENCHANTPOISON = SkillRef(name='毒瓶投掷', code='enchantpoison', profession=__profession__)
"毒瓶投掷"
ENERGYBALL = SkillRef(name='念气波', code='energyball', profession=__profession__)
"念气波"
FASTDASH = SkillRef(name='瞬步', code='fastdash', profession=__profession__)
"瞬步"
FIREWORKS = SkillRef(name='燃火轰天炮', code='fireworks', profession=__profession__)
"燃火轰天炮"
GLUEYFRUITEX = SkillRef(name='爆破污桶', code='glueyfruitex', profession=__profession__)
"爆破污桶"
GRABEXPLOSION = SkillRef(name='擒月炎', code='grabexplosion', profession=__profession__)
"擒月炎"
GROUNDKICK = SkillRef(name='螺旋滑铲', code='groundkick', profession=__profession__)
"螺旋滑铲"
HERESYPOWERTRAINING = SkillRef(name='毒攻掌握', code='heresypowertraining', profession=__profession__)
"毒攻掌握"
HIDDENSTING = SkillRef(name='毒针投掷', code='hiddensting', profession=__profession__)
"毒针投掷"
KENSIN = SkillRef(name='分身', code='kensin', profession=__profession__)
"分身"
LIFTUPPER = SkillRef(name='后踢', code='liftupper', profession=__profession__)
"后踢"
MOUNT = SkillRef(name='伏虎霸王拳', code='mount', profession=__profession__)
"伏虎霸王拳"
OUTLAW = SkillRef(name='逆道·皆允', code='outlaw', profession=__profession__)
"逆道·皆允"
PHYSICALDEFENSEUP = SkillRef(name='钢筋铁骨', code='physicaldefenseup', profession=__profession__)
"钢筋铁骨"
POISONTOLERANCEUP = SkillRef(name='剧毒抵抗', code='poisontoleranceup', profession=__profession__)
"剧毒抵抗"
PROVOCATION = SkillRef(name='挑衅', code='provocation', profession=__profession__)
"挑衅"
ROADTOHELL = SkillRef(name='逆道·爆狱', code='roadtohell', profession=__profession__)
"逆道·爆狱"
RUINRAIN = SkillRef(name='飞沙走石', code='ruinrain', profession=__profession__)
"飞沙走石"
RULEBREAK = SkillRef(name='诡诈之道', code='rulebreak', profession=__profession__)
"诡诈之道"
SINGLEKICK = SkillRef(name='前踢', code='singlekick', profession=__profession__)
"前踢"
SKILL_1000HANDS1000EYES = SkillRef(name='千手奥义', code='1000hands1000eyes', profession=__profession__)
"千手奥义"
SMARTTHROW = SkillRef(name='投掷强化', code='smartthrow', profession=__profession__)
"投掷强化"
STOMP = SkillRef(name='鹰踏', code='stomp', profession=__profession__)
"鹰踏"
SUPLEX = SkillRef(name='膝击', code='suplex', profession=__profession__)
"膝击"
TEMPORARYREALIZATION3 = SkillRef(name='超卓之心', code='temporaryrealization3', profession=__profession__)
"超卓之心"
THROWSAND = SkillRef(name='抛沙', code='throwsand', profession=__profession__)
"抛沙"
THROWWEB = SkillRef(name='罗网投掷', code='throwweb', profession=__profession__)
"罗网投掷"
VENOMMINE = SkillRef(name='毒雷引爆', code='venommine', profession=__profession__)
"毒雷引爆"
VICIOUSLARIAT = SkillRef(name='极恶飞锁', code='viciouslariat', profession=__profession__)
"极恶飞锁"
WHIRLWINDKICK = SkillRef(name='旋风腿', code='whirlwindkick', profession=__profession__)
"旋风腿"
@@ -0,0 +1,138 @@
# 此文件由 scripts/generate_skill_refs.py 自动生成,请勿手工修改。
"""技能引用来源:fighter_male/grappler_male/skill_tree.json;公共技能继承自 common.py 中的适用分组。"""
from core.character.refs.base import SkillRef
from core.character.refs.common import CommonSkillRefs, Awakening4SkillRefs, ComboSkillRefs
class GrapplerMaleSkillRef(CommonSkillRefs, Awakening4SkillRefs, ComboSkillRefs):
"""fighter_male.grappler_male 的技能引用;包含继承的公共技能。"""
__profession__ = 'fighter_male.grappler_male'
BACKSUPLEX = SkillRef(name='连环抓取', code='backsuplex', profession=__profession__)
"连环抓取"
BREAKDOWN = SkillRef(name='无情摔击', code='breakdown', profession=__profession__)
"无情摔击"
CHAINBRAKE = SkillRef(name='疾风闪电', code='chainbrake', profession=__profession__)
"疾风闪电"
CHARGESPEAREX = SkillRef(name='彗星冲击', code='chargespearex', profession=__profession__)
"彗星冲击"
CROUCH = SkillRef(name='蹲伏', code='crouch', profession=__profession__)
"蹲伏"
CYCLONECRASH = SkillRef(name='黑震旋风', code='cyclonecrash', profession=__profession__)
"黑震旋风"
DAMAGELOWKICK = SkillRef(name='下段踢', code='damagelowkick', profession=__profession__)
"下段踢"
DASHAFTERDASH = SkillRef(name='疾风追击', code='dashafterdash', profession=__profession__)
"疾风追击"
DASHAFTERDASHEXTENSION = SkillRef(name='疾风连击', code='dashafterdashextension', profession=__profession__)
"疾风连击"
DEATHDOORDESTROY = SkillRef(name='黑震流·山岳崩颓', code='deathdoordestroy', profession=__profession__)
"黑震流·山岳崩颓"
DEFINITEGRAB = SkillRef(name='暴力抓取', code='definitegrab', profession=__profession__)
"暴力抓取"
EARTHBREAK = SkillRef(name='金刚碎', code='earthbreak', profession=__profession__)
"金刚碎"
ENERGYBALL = SkillRef(name='念气波', code='energyball', profession=__profession__)
"念气波"
FASTDASH = SkillRef(name='瞬步', code='fastdash', profession=__profession__)
"瞬步"
FINALEXTREMESTRIKE = SkillRef(name='一字传承 : 极义震天破', code='finalextremestrike', profession=__profession__)
"一字传承 : 极义震天破"
GAUNTLETMASTERY = SkillRef(name='臂铠精通', code='gauntletmastery', profession=__profession__)
"臂铠精通"
GRABCANNON = SkillRef(name='抓轰炮', code='grabcannon', profession=__profession__)
"抓轰炮"
HOLDUP = SkillRef(name='霹雳旋踢', code='holdup', profession=__profession__)
"霹雳旋踢"
IMPERTURBABLE = SkillRef(name='神怡气静', code='imperturbable', profession=__profession__)
"神怡气静"
KENSIN = SkillRef(name='分身', code='kensin', profession=__profession__)
"分身"
LEGSUPLEX = SkillRef(name='空绞锤', code='legsuplex', profession=__profession__)
"空绞锤"
LIFTUPPER = SkillRef(name='后踢', code='liftupper', profession=__profession__)
"后踢"
MAGNUMSAULT = SkillRef(name='疾波猛坠', code='magnumsault', profession=__profession__)
"疾波猛坠"
PHYSICALDEFENSEUP = SkillRef(name='钢筋铁骨', code='physicaldefenseup', profession=__profession__)
"钢筋铁骨"
PUNCHAFTERRETURN = SkillRef(name='折颈', code='punchafterreturn', profession=__profession__)
"折颈"
SHOULDERTACKLE = SkillRef(name='野蛮冲撞', code='shouldertackle', profession=__profession__)
"野蛮冲撞"
SINGLEKICK = SkillRef(name='前踢', code='singlekick', profession=__profession__)
"前踢"
SKILL_108STAIRSEX = SkillRef(name='武莲华', code='108stairsex', profession=__profession__)
"武莲华"
SLIDEGRAB = SkillRef(name='滑行抓取', code='slidegrab', profession=__profession__)
"滑行抓取"
SPIRE = SkillRef(name='浮空凌云踢', code='spire', profession=__profession__)
"浮空凌云踢"
STOMP = SkillRef(name='鹰踏', code='stomp', profession=__profession__)
"鹰踏"
STONESHOWER = SkillRef(name='黑震流·殒灭', code='stoneshower', profession=__profession__)
"黑震流·殒灭"
SUPLEX = SkillRef(name='膝击', code='suplex', profession=__profession__)
"膝击"
SUPLEXCYCLONE = SkillRef(name='地狱风火轮', code='suplexcyclone', profession=__profession__)
"地狱风火轮"
SUPLEXSUBPOWERUP = SkillRef(name='摔技强化', code='suplexsubpowerup', profession=__profession__)
"摔技强化"
TEMPORARYREALIZATION4 = SkillRef(name='超卓之心', code='temporaryrealization4', profession=__profession__)
"超卓之心"
THROWENEMY = SkillRef(name='抛投', code='throwenemy', profession=__profession__)
"抛投"
THROWSAND = SkillRef(name='抛沙', code='throwsand', profession=__profession__)
"抛沙"
TYPHOON = SkillRef(name='死亡旋律', code='typhoon', profession=__profession__)
"死亡旋律"
TYPHOONCOUNTERSTRIKE = SkillRef(name='力之奥义', code='typhooncounterstrike', profession=__profession__)
"力之奥义"
WHIRLWINDKICK = SkillRef(name='旋风腿', code='whirlwindkick', profession=__profession__)
"旋风腿"
WHOISNEXT = SkillRef(name='傲天之怒', code='whoisnext', profession=__profession__)
"傲天之怒"
WILDCANNONSPIKE = SkillRef(name='裂石破天', code='wildcannonspike', profession=__profession__)
"裂石破天"
@@ -0,0 +1,141 @@
# 此文件由 scripts/generate_skill_refs.py 自动生成,请勿手工修改。
"""技能引用来源:fighter_male/nenmaster_male/skill_tree.json;公共技能继承自 common.py 中的适用分组。"""
from core.character.refs.base import SkillRef
from core.character.refs.common import CommonSkillRefs, Awakening1SkillRefs, ComboSkillRefs
class NenmasterMaleSkillRef(CommonSkillRefs, Awakening1SkillRefs, ComboSkillRefs):
"""fighter_male.nenmaster_male 的技能引用;包含继承的公共技能。"""
__profession__ = 'fighter_male.nenmaster_male'
ATTAINTHENATURE = SkillRef(name='禅意·万象', code='attainthenature', profession=__profession__)
"禅意·万象"
BLINDTOLERANCEUP = SkillRef(name='念气感知', code='blindtoleranceup', profession=__profession__)
"念气感知"
CROUCH = SkillRef(name='蹲伏', code='crouch', profession=__profession__)
"蹲伏"
DAMAGELOWKICK = SkillRef(name='下段踢', code='damagelowkick', profession=__profession__)
"下段踢"
DASHAFTERDASH = SkillRef(name='疾风追击', code='dashafterdash', profession=__profession__)
"疾风追击"
DASHAFTERDASHEXTENSION = SkillRef(name='疾风连击', code='dashafterdashextension', profession=__profession__)
"疾风连击"
EARTHBREAK = SkillRef(name='金刚碎', code='earthbreak', profession=__profession__)
"金刚碎"
ENERGYBALL = SkillRef(name='念气波', code='energyball', profession=__profession__)
"念气波"
ENERGYBALLCHARGE = SkillRef(name='蓄念炮', code='energyballcharge', profession=__profession__)
"蓄念炮"
FASTDASH = SkillRef(name='瞬步', code='fastdash', profession=__profession__)
"瞬步"
GLANCETHEHOST = SkillRef(name='月华万象', code='glancethehost', profession=__profession__)
"月华万象"
GLOWINGTIGER = SkillRef(name='禅语·形灭', code='glowingtiger', profession=__profession__)
"禅语·形灭"
HEAVENANDEARTH = SkillRef(name='禅念·归一', code='heavenandearth', profession=__profession__)
"禅念·归一"
ILLUSIONBOMB = SkillRef(name='幻影爆碎', code='illusionbomb', profession=__profession__)
"幻影爆碎"
KENSIN = SkillRef(name='分身', code='kensin', profession=__profession__)
"分身"
KIKOUKEN = SkillRef(name='螺旋念气场', code='kikouken', profession=__profession__)
"螺旋念气场"
LIFTUPPER = SkillRef(name='后踢', code='liftupper', profession=__profession__)
"后踢"
LIGHTFRIENDSHIP = SkillRef(name='光之亲和', code='lightfriendship', profession=__profession__)
"光之亲和"
LIGHTNINGDRAGON = SkillRef(name='念兽 : 猛虎震地', code='lightningdragon', profession=__profession__)
"念兽 : 猛虎震地"
LIGHTTOLERANCEUP = SkillRef(name='念气流转', code='lighttoleranceup', profession=__profession__)
"念气流转"
MOONLIGHTTHEEARTH = SkillRef(name='月辉念气破', code='moonlighttheearth', profession=__profession__)
"月辉念气破"
NENFLOWER = SkillRef(name='念兽 : 审判之金雷虎', code='nenflower', profession=__profession__)
"念兽 : 审判之金雷虎"
NENGUARD = SkillRef(name='念气罩', code='nenguard', profession=__profession__)
"念气罩"
NENMONSTERWHITETIGER = SkillRef(name='念兽 : 龙虎啸', code='nenmonsterwhitetiger', profession=__profession__)
"念兽 : 龙虎啸"
NENPOLE = SkillRef(name='念之奥义', code='nenpole', profession=__profession__)
"念之奥义"
NENSPEAREX = SkillRef(name='念之战矛', code='nenspearex', profession=__profession__)
"念之战矛"
PHYSICALDEFENSEUP = SkillRef(name='钢筋铁骨', code='physicaldefenseup', profession=__profession__)
"钢筋铁骨"
SAJAHU = SkillRef(name='狮子吼', code='sajahu', profession=__profession__)
"狮子吼"
SINGLEKICK = SkillRef(name='前踢', code='singlekick', profession=__profession__)
"前踢"
SPIRALCOLUMNEX = SkillRef(name='冲云念气场', code='spiralcolumnex', profession=__profession__)
"冲云念气场"
SPIRALEMPERORSLAP = SkillRef(name='奔雷螺旋击', code='spiralemperorslap', profession=__profession__)
"奔雷螺旋击"
SPIRALGALEFORCE = SkillRef(name='风雷啸', code='spiralgaleforce', profession=__profession__)
"风雷啸"
SPIRALINHALE = SkillRef(name='风雷引', code='spiralinhale', profession=__profession__)
"风雷引"
SPIRALNEN = SkillRef(name='念气环绕', code='spiralnen', profession=__profession__)
"念气环绕"
SPIRALNENSHOOT = SkillRef(name='念气环绕 : 袭', code='spiralnenshoot', profession=__profession__)
"念气环绕 : 袭"
SPIRALNENSPIN = SkillRef(name='念气环绕 : 御', code='spiralnenspin', profession=__profession__)
"念气环绕 : 御"
STOMP = SkillRef(name='鹰踏', code='stomp', profession=__profession__)
"鹰踏"
SUPLEX = SkillRef(name='膝击', code='suplex', profession=__profession__)
"膝击"
TEMPORARYREALIZATION1 = SkillRef(name='超卓之心', code='temporaryrealization1', profession=__profession__)
"超卓之心"
THROWSAND = SkillRef(name='抛沙', code='throwsand', profession=__profession__)
"抛沙"
THUNDERCANNON = SkillRef(name='念雷轰', code='thundercannon', profession=__profession__)
"念雷轰"
THUNDERSUPLEX = SkillRef(name='雷霆踏', code='thundersuplex', profession=__profession__)
"雷霆踏"
THUNDERTIGER = SkillRef(name='天雷虎踢', code='thundertiger', profession=__profession__)
"天雷虎踢"
WHIRLWINDKICK = SkillRef(name='旋风腿', code='whirlwindkick', profession=__profession__)
"旋风腿"
@@ -0,0 +1,138 @@
# 此文件由 scripts/generate_skill_refs.py 自动生成,请勿手工修改。
"""技能引用来源:fighter_male/striker_male/skill_tree.json;公共技能继承自 common.py 中的适用分组。"""
from core.character.refs.base import SkillRef
from core.character.refs.common import CommonSkillRefs, Awakening2SkillRefs, ComboSkillRefs
class StrikerMaleSkillRef(CommonSkillRefs, Awakening2SkillRefs, ComboSkillRefs):
"""fighter_male.striker_male 的技能引用;包含继承的公共技能。"""
__profession__ = 'fighter_male.striker_male'
AIMVITALPOINT = SkillRef(name='弱点感知', code='aimvitalpoint', profession=__profession__)
"弱点感知"
ATFIREPOWERRELEASE = SkillRef(name='烈火支配', code='atfirepowerrelease', profession=__profession__)
"烈火支配"
ATOMICCANNON = SkillRef(name='烈火强拳', code='atomiccannon', profession=__profession__)
"烈火强拳"
CLOSEPUNCH = SkillRef(name='冲膝', code='closepunch', profession=__profession__)
"冲膝"
CRASHLOWKICK = SkillRef(name='碎骨', code='crashlowkick', profession=__profession__)
"碎骨"
CROUCH = SkillRef(name='蹲伏', code='crouch', profession=__profession__)
"蹲伏"
DAMAGELOWKICK = SkillRef(name='下段踢', code='damagelowkick', profession=__profession__)
"下段踢"
DASHAFTERDASH = SkillRef(name='疾风追击', code='dashafterdash', profession=__profession__)
"疾风追击"
DASHAFTERDASHEXTENSION = SkillRef(name='疾风连击', code='dashafterdashextension', profession=__profession__)
"疾风连击"
DASHPUNCH = SkillRef(name='肘击', code='dashpunch', profession=__profession__)
"肘击"
DOUBLEOPEN = SkillRef(name='双重释放', code='doubleopen', profession=__profession__)
"双重释放"
DROPFIRE = SkillRef(name='烈火强踢', code='dropfire', profession=__profession__)
"烈火强踢"
EARTHBREAK = SkillRef(name='金刚碎', code='earthbreak', profession=__profession__)
"金刚碎"
EFFICIENTBURN = SkillRef(name='烈焰燃烧', code='efficientburn', profession=__profession__)
"烈焰燃烧"
EMPERORCOMBINATION = SkillRef(name='极武霸皇踢', code='emperorcombination', profession=__profession__)
"极武霸皇踢"
ENERGYBALL = SkillRef(name='念气波', code='energyball', profession=__profession__)
"念气波"
EQUIPBOXINGGLOVE = SkillRef(name='拳套掌握', code='equipboxingglove', profession=__profession__)
"拳套掌握"
FASTDASH = SkillRef(name='瞬步', code='fastdash', profession=__profession__)
"瞬步"
FLAMELEGS = SkillRef(name='烈焰焚步', code='flamelegs', profession=__profession__)
"烈焰焚步"
FLYINGCHAINKICK = SkillRef(name='飞燕旋风', code='flyingchainkick', profession=__profession__)
"飞燕旋风"
HURRICANESPEAR = SkillRef(name='旋风碎心踢', code='hurricanespear', profession=__profession__)
"旋风碎心踢"
KENSIN = SkillRef(name='分身', code='kensin', profession=__profession__)
"分身"
LIFTUPPER = SkillRef(name='后踢', code='liftupper', profession=__profession__)
"后踢"
LIGHTNINGDANCE = SkillRef(name='闪电之舞', code='lightningdance', profession=__profession__)
"闪电之舞"
LIMITBREAK = SkillRef(name='千锤百炼', code='limitbreak', profession=__profession__)
"千锤百炼"
MOMENTATTACK = SkillRef(name='闪击快打', code='momentattack', profession=__profession__)
"闪击快打"
MORTALASSAULT = SkillRef(name='炼狱坠星腿', code='mortalassault', profession=__profession__)
"炼狱坠星腿"
MORTALFIST = SkillRef(name='焚火逐日拳', code='mortalfist', profession=__profession__)
"焚火逐日拳"
MUSCLESHIFT = SkillRef(name='柔化肌肉', code='muscleshift', profession=__profession__)
"柔化肌肉"
PHYSICALDEFENSEUP = SkillRef(name='钢筋铁骨', code='physicaldefenseup', profession=__profession__)
"钢筋铁骨"
RANDOMKICK = SkillRef(name='瞬影连环踢', code='randomkick', profession=__profession__)
"瞬影连环踢"
RISINGUPPER = SkillRef(name='炽焰旋风腿', code='risingupper', profession=__profession__)
"炽焰旋风腿"
SHINESTEP = SkillRef(name='闪步', code='shinestep', profession=__profession__)
"闪步"
SHOULDERCHARGE = SkillRef(name='铁山靠', code='shouldercharge', profession=__profession__)
"铁山靠"
SINGLEKICK = SkillRef(name='前踢', code='singlekick', profession=__profession__)
"前踢"
SLOWDOWNPOWERUP = SkillRef(name='强拳', code='slowdownpowerup', profession=__profession__)
"强拳"
STOMP = SkillRef(name='鹰踏', code='stomp', profession=__profession__)
"鹰踏"
STRENGTHFIREHANDSTRIKE = SkillRef(name='强袭重击', code='strengthfirehandstrike', profession=__profession__)
"强袭重击"
SUPERARMOR = SkillRef(name='霸体护甲', code='superarmor', profession=__profession__)
"霸体护甲"
SUPLEX = SkillRef(name='膝击', code='suplex', profession=__profession__)
"膝击"
TEMPORARYREALIZATION2 = SkillRef(name='超卓之心', code='temporaryrealization2', profession=__profession__)
"超卓之心"
THROWSAND = SkillRef(name='抛沙', code='throwsand', profession=__profession__)
"抛沙"
WHIRLWINDKICK = SkillRef(name='旋风腿', code='whirlwindkick', profession=__profession__)
"旋风腿"
@@ -0,0 +1,2 @@
# 此文件由 scripts/generate_skill_refs.py 自动生成,请勿手工修改。
"""职业技能引用分组;按需导入具体职业。"""

Some files were not shown because too many files have changed in this diff Show More