feat:优化职业技能关联实现
This commit was merged in pull request #11.
This commit is contained in:
@@ -9,6 +9,7 @@ from core.basic.skill_effect_types import (
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SkillAttribute,
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SkillEffect,
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)
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from core.character.refs.archer.chimera import ChimeraSkillRef as Ref
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prefix = "archer/chimera/cn/skillDetail"
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@@ -22,6 +23,7 @@ class Skill0(ActiveSkill):
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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
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"""
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name = "凌跃一击"
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ref = Ref.CRACKARROW
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cellPos = (6,1)
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learnLv = 1
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masterLv = 10
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@@ -64,6 +66,7 @@ class Skill1(ActiveSkill):
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使自身向后方小跳并避开敌人的攻击。\n
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"""
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name = "后跳"
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ref = Ref.BACKSTEP
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learnLv = 1
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masterLv = 1
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maxLv = 1
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@@ -87,6 +90,7 @@ class Skill2(PassiveSkill):
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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
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"""
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name = "基础精通"
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ref = Ref.BASICATTACKUP
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cellPos = (1,0)
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learnLv = 1
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masterLv = 115
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@@ -109,7 +113,7 @@ class Skill2(PassiveSkill):
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# 迁移前实现(保留对照):
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# associate = [{"type":"*skillDamage","data":[i-100 if i>0 else 0 for i in data0],"skills":["华丽回收"]}]
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associate = [
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SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=['华丽回收']),
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SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=[Ref.SEPARATE]),
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]
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# 受身蹲伏
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@@ -120,6 +124,7 @@ class Skill3(ActiveSkill):
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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
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"""
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name = "受身蹲伏"
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ref = Ref.QUICKSTANDING
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learnLv = 1
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masterLv = 1
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maxLv = 20
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@@ -149,6 +154,7 @@ class Skill4(PassiveSkill):
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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
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"""
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name = "肃静!"
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ref = Ref.BEQUIET
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cellPos = (5,1)
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learnLv = 1
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masterLv = 1
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@@ -174,6 +180,7 @@ class Skill5(PassiveSkill):
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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
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"""
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name = "回收利用"
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ref = Ref.RECYCLE
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cellPos = (1,1)
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learnLv = 1
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masterLv = 1
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@@ -195,7 +202,7 @@ class Skill5(PassiveSkill):
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# 迁移前实现(保留对照):
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# 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']}, ]
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associate = [
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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']),
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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]),
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]
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# 技能连招
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@@ -218,6 +225,7 @@ class Skill6(ActiveSkill):
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决斗场中无法使用技能连招。\n
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"""
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name = "技能连招"
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ref = Ref.SKILLPRESETTYPE1
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learnLv = 1
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masterLv = 1
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maxLv = 1
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@@ -240,6 +248,7 @@ class Skill7(PassiveSkill):
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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
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"""
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name = "防具精通"
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ref = Ref.ARMORMASTERYETC
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learnLv = 1
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masterLv = 1
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maxLv = 1
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@@ -264,6 +273,7 @@ class Skill8(ActiveSkill):
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转职为缪斯或奇美拉时,技能类型变为独立攻击力。\n
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"""
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name = "全力挥击"
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ref = Ref.FULLSWING
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cellPos = (7,2)
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learnLv = 5
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masterLv = 60
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@@ -299,6 +309,7 @@ class Skill9(ActiveSkill):
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投掷后,匕首会击中敌人身体或插入地面,并可“回收利用”。\n
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"""
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name = "投掷匕首"
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ref = Ref.ORTHODOX
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cellPos = (2,2)
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learnLv = 5
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masterLv = 60
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@@ -330,6 +341,7 @@ class Skill10(ActiveSkill):
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转职为妖护使时,可以在空中施放。\n
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"""
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name = "翻月翔击"
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ref = Ref.RISINGMOON
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cellPos = (8,3)
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learnLv = 10
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masterLv = 60
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@@ -361,6 +373,7 @@ class Skill11(PassiveSkill):
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无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
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"""
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name = "强化 - 后跳"
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ref = Ref.ESCAPEBACKSTEP
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learnLv = 10
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masterLv = 1
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maxLv = 1
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@@ -388,6 +401,7 @@ class Skill12(ActiveSkill):
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效果持续期间内,再次按技能键可以结束。\n
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"""
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name = "跃翔"
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ref = Ref.JUMPPOWERUP
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learnLv = 10
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masterLv = 1
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maxLv = 1
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@@ -417,6 +431,7 @@ class Skill13(ActiveSkill):
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学习[败果之慧]技能后,施放技能时会处于无敌状态。\n
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"""
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name = "瞬影"
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ref = Ref.CEEEE
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cellPos = (5,3)
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learnLv = 10
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masterLv = 60
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@@ -450,6 +465,7 @@ class Skill14(PassiveSkill):
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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
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"""
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name = "瞬影清除"
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ref = Ref.CEEEECLEAN
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learnLv = 10
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masterLv = 1
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maxLv = 1
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@@ -473,6 +489,7 @@ class Skill15(ActiveSkill):
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第二次投掷的斧头将用力砸向地面,并可“回收利用”。\n
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"""
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name = "首足连击"
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ref = Ref.VTOZERO
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cellPos = (4,4)
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learnLv = 15
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masterLv = 60
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@@ -505,6 +522,7 @@ class Skill16(ActiveSkill):
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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
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"""
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name = "华丽回收"
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ref = Ref.SEPARATE
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cellPos = (1,4)
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learnLv = 15
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masterLv = 1
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@@ -531,6 +549,7 @@ class Skill17(PassiveSkill):
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集中精神,提升物理/魔法暴击率。\n
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"""
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name = "暴击"
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ref = Ref.PHYSICALCRITICALHITUP
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learnLv = 20
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masterLv = 10
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maxLv = 20
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@@ -555,6 +574,7 @@ class Skill18(ActiveSkill):
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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
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"""
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name = "双重螺旋"
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ref = Ref.DOUBLEHELIX
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cellPos = (1,5)
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learnLv = 20
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masterLv = 10
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@@ -582,7 +602,7 @@ class Skill18(ActiveSkill):
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# ]
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associate = [
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SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0))),
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SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), except_skills=['华丽回收']),
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SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), except_skills=[Ref.SEPARATE]),
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]
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# 空翻刃袭
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@@ -595,6 +615,7 @@ class Skill19(ActiveSkill):
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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
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"""
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name = "空翻刃袭"
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ref = Ref.LINEARDAGGER
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cellPos = (2,5)
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learnLv = 20
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masterLv = 60
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@@ -627,6 +648,7 @@ class Skill20(ActiveSkill):
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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
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"""
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name = "喷毒"
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ref = Ref.REPULSOR
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cellPos = (5,6)
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learnLv = 25
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masterLv = 10
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@@ -658,6 +680,7 @@ class Skill21(ActiveSkill): #不用
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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
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"""
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name = "唯物主义魔方"
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ref = Ref.CUBEOFMATERIALISM
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cellPos = (7,6)
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learnLv = 25
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masterLv = 10
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@@ -688,6 +711,7 @@ class Skill22(ActiveSkill):
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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
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"""
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name = "利剑四重奏"
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ref = Ref.FOURTHFORCE
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cellPos = (3,6)
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learnLv = 25
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masterLv = 60
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@@ -721,6 +745,7 @@ class Skill23(PassiveSkill):
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[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
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"""
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name = "遗物之力 · 克隆"
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ref = Ref.LEGACYOFCOPY
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cellPos = (6,6)
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learnLv = 25
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masterLv = 10
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@@ -757,6 +782,7 @@ class Skill24(ActiveSkill):
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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
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"""
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name = "土星环"
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ref = Ref.SATURN
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cellPos = (4,7)
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learnLv = 30
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masterLv = 60
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@@ -784,6 +810,7 @@ class Skill25(ActiveSkill):
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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
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"""
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name = "碎心连刺"
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ref = Ref.HALFLESH
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cellPos = (5,8)
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learnLv = 35
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masterLv = 60
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@@ -863,7 +890,7 @@ class Skill25(ActiveSkill):
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# self.associate = [{"data":[0]+[-26]*self.maxLv,"skills":["瞬影"]}]
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# return super().effect(old, new)
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associate = [
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SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([0] + [-26] * maxLv)), skills=['瞬影'], when=Equals(Read(SkillAttribute.VP), 2)),
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SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([0] + [-26] * maxLv)), skills=[Ref.CEEEE], when=Equals(Read(SkillAttribute.VP), 2)),
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]
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# 环形毒液
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@@ -876,6 +903,7 @@ class Skill26(ActiveSkill):
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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
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"""
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name = "环形毒液"
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ref = Ref.CENTRIFUGALVENOM
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cellPos = (2,8)
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learnLv = 35
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masterLv = 60
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@@ -933,6 +961,7 @@ class Skill27(ActiveSkill):
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耗尽旋转次数的斧头会落在地面,并可“回收利用”。\n
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"""
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name = "狂锯旋斧"
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ref = Ref.GRINDER
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cellPos = (4,9)
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learnLv = 40
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masterLv = 60
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@@ -992,6 +1021,7 @@ class Skill28(ActiveSkill):
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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
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"""
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name = "刺猬困境"
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ref = Ref.HEDGEHOGDILEMMA
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cellPos = (3,10)
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learnLv = 45
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masterLv = 60
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@@ -1051,6 +1081,7 @@ class Skill29(PassiveSkill):
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[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
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"""
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name = "遗物之力 · 巨大化"
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ref = Ref.LEGACYOFGROWTH
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cellPos = (6,11)
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learnLv = 48
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masterLv = 40
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@@ -1081,6 +1112,7 @@ class Skill30(ActiveSkill):
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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
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"""
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name = "重力加速度"
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ref = Ref.NINEPOINTEIGHT
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cellPos = (4,11)
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learnLv = 50
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masterLv = 40
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@@ -1110,6 +1142,7 @@ class Skill31(ActiveSkill):
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施放技能后,每隔一定时间填充施放次数。\n
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"""
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name = "废物清理"
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ref = Ref.SORTING
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cellPos = (4,12)
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learnLv = 60
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masterLv = 40
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@@ -1166,6 +1199,7 @@ class Skill32(ActiveSkill):
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可在最后坠落的剑所在位置进行“回收利用”。\n
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"""
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name = "王冠粉碎者"
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ref = Ref.CROWNSHREDDER
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cellPos = (3,13)
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learnLv = 70
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masterLv = 40
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@@ -1215,6 +1249,7 @@ class Skill33(PassiveSkill):
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[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
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"""
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name = "遗物奥义 · 变形"
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ref = Ref.REALIZATIONANDHANGING
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cellPos = (6,13)
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learnLv = 75
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masterLv = 40
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@@ -1248,6 +1283,7 @@ class Skill34(ActiveSkill):
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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
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"""
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name = "巨镰斯诺克"
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ref = Ref.BOUNCETABLE
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cellPos = (1,13)
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learnLv = 75
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masterLv = 40
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@@ -1307,6 +1343,7 @@ class Skill35(ActiveSkill):
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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
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"""
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name = "环阿拉德狂飙"
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ref = Ref.AIR
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cellPos = (1,14)
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learnLv = 80
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masterLv = 40
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@@ -1420,6 +1457,7 @@ class Skill36(ActiveSkill):
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若附近没有可追踪的目标,则无法施放此技能。\n
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"""
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name = "幻爆天使之翼"
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ref = Ref.ISRAFIL
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cellPos = (2,14)
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learnLv = 85
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masterLv = 40
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@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user