feat:优化职业技能关联实现
This commit was merged in pull request #11.
This commit is contained in:
@@ -12,6 +12,7 @@ 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.demonic_lancer.dragoon import DragoonSkillRef as Ref
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prefix = "demonic_lancer/dragoon/cn/skillDetail"
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@@ -26,6 +27,7 @@ class Skill0(ActiveSkill):
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"""
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name = '刺击'
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ref = Ref.QUICKPUNTO
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cellPos = (2,1)
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learnLv = 1
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masterLv = 60
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@@ -65,6 +67,7 @@ class Skill1(ActiveSkill):
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"""
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name = '枪挑'
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ref = Ref.HELMSHOT
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cellPos = (8,1)
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learnLv = 1
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masterLv = 10
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@@ -91,6 +94,7 @@ class Skill2(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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@@ -115,6 +119,7 @@ class Skill3(PassiveSkill):
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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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@@ -137,7 +142,7 @@ class Skill3(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': ['猎杀枪']}]
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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=['猎杀枪']),
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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.SERVERNTLANCE]),
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]
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# 受身蹲伏
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@@ -148,6 +153,7 @@ class Skill4(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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@@ -189,6 +195,7 @@ class Skill5(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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@@ -211,6 +218,7 @@ class Skill6(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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@@ -236,6 +244,7 @@ class Skill7(ActiveSkill):
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"""
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name = '回旋钩'
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ref = Ref.HOOKANDTHROW
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cellPos = (9,2)
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learnLv = 5
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masterLv = 60
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@@ -276,6 +285,7 @@ class Skill8(ActiveSkill):
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"""
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name = '格挡反击'
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ref = Ref.INDURE
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cellPos = (8,3)
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learnLv = 10
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masterLv = 5
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@@ -304,6 +314,7 @@ class Skill9(ActiveSkill):
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"""
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name = '落凤枪'
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ref = Ref.PARATROOPER
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cellPos = (3,3)
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learnLv = 10
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masterLv = 60
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@@ -336,6 +347,7 @@ class Skill10(ActiveSkill):
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"""
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name = '横扫'
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ref = Ref.SIDESLASH
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cellPos = (0,3)
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learnLv = 10
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masterLv = 60
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@@ -363,6 +375,7 @@ class Skill11(ActiveSkill):
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"""
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name = '魔枪发射'
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ref = Ref.PARTISANSHOOT
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cellPos = (5,3)
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learnLv = 10
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masterLv = 60
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@@ -393,6 +406,7 @@ class Skill12(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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@@ -420,6 +434,7 @@ class Skill13(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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@@ -446,6 +461,7 @@ class Skill14(ActiveSkill):
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"""
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name = '连环枪'
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ref = Ref.SURROUNDBREAK
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cellPos = (1,4)
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learnLv = 15
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masterLv = 60
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@@ -484,6 +500,7 @@ class Skill15(ActiveSkill):
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"""
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name = '扫堂枪'
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ref = Ref.DEMONICANKLECUT
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cellPos = (0,4)
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learnLv = 15
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masterLv = 60
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@@ -510,6 +527,7 @@ class Skill16(PassiveSkill):
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"""
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name = '狩猎技艺'
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ref = Ref.HUNTERSMOVESET
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cellPos = (5,4)
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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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"""
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name = '光枪精通'
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ref = Ref.PARTISANMASTERY
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cellPos = (9,4)
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learnLv = 15
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masterLv = 10
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@@ -572,6 +591,7 @@ class Skill18(ActiveSkill):
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"""
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name = '猎杀枪'
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ref = Ref.SERVERNTLANCE
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cellPos = (7,4)
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learnLv = 15
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masterLv = 1
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@@ -613,6 +633,7 @@ class Skill19(ActiveSkill):
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"""
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name = '隐鼠之袭'
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ref = Ref.MOLEHUNT
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cellPos = (2,4)
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learnLv = 15
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masterLv = 60
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@@ -644,6 +665,7 @@ class Skill20(ActiveSkill):
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"""
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name = '光焰飞枪'
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ref = Ref.NEEDLER
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cellPos = (4,5)
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learnLv = 20
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masterLv = 60
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@@ -675,6 +697,7 @@ class Skill21(PassiveSkill):
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"""
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name = '狩猎本能'
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ref = Ref.ENCHANTPARTISAN
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cellPos = (8,5)
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learnLv = 20
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masterLv = 10
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@@ -705,6 +728,7 @@ class Skill22(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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@@ -728,6 +752,7 @@ class Skill23(ActiveSkill):
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"""
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name = '能量萃取'
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ref = Ref.MANAEXTRACT
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cellPos = (6,6)
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learnLv = 25
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masterLv = 10
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@@ -761,6 +786,7 @@ class Skill24(ActiveSkill):
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"""
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name = '猎杀枪 : 掠食'
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ref = Ref.SERVERNTLANCEASSULT
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cellPos = (7,6)
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learnLv = 25
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masterLv = 60
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@@ -809,6 +835,7 @@ class Skill25(ActiveSkill):
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"""
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name = '蛮横冲撞'
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ref = Ref.BUFFALOFALL
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cellPos = (4,6)
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learnLv = 25
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masterLv = 60
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@@ -848,6 +875,7 @@ class Skill26(ActiveSkill):
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"""
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name = '光焰枪'
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ref = Ref.STRINGWING
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cellPos = (5,7)
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learnLv = 30
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masterLv = 60
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@@ -882,6 +910,7 @@ class Skill27(ActiveSkill):
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"""
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name = '猎杀枪 : 穿心'
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ref = Ref.DRILLINGNECK
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cellPos = (7,7)
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learnLv = 30
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masterLv = 60
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@@ -916,6 +945,7 @@ class Skill28(ActiveSkill):
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"""
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name = '利刃收割'
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ref = Ref.BURNLOCUST
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cellPos = (3,8)
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learnLv = 35
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masterLv = 60
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@@ -992,6 +1022,7 @@ class Skill29(ActiveSkill):
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"""
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name = '光焰囚杀'
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ref = Ref.LAMBFENCE
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cellPos = (4,8)
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learnLv = 35
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masterLv = 60
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@@ -1046,6 +1077,7 @@ class Skill30(ActiveSkill):
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"""
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name = '鹰坠'
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ref = Ref.PENETRATEHEAD
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cellPos = (2,9)
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learnLv = 40
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masterLv = 60
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@@ -1107,6 +1139,7 @@ class Skill31(ActiveSkill):
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"""
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name = '龙鳞碎割'
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ref = Ref.SCALEGRINDER
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cellPos = (4,10)
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learnLv = 45
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masterLv = 60
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@@ -1166,6 +1199,7 @@ class Skill32(PassiveSkill):
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"""
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name = '枪魂感知'
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ref = Ref.AFTERSENSATION
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cellPos = (3,11)
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learnLv = 48
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masterLv = 40
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@@ -1185,7 +1219,7 @@ class Skill32(PassiveSkill):
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# 迁移前实现(保留对照):
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# associate = [{'data': [-i for i in data0], 'type': '+cd', 'skills': ['猎杀枪'], 'ratio': 1}, {'data': data1, 'type': '*skillDamage'}]
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associate = [
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SkillEffect(attribute=SkillAttribute.CD, operation=Operation.ADD, value=LevelTable([-i for i in data0]), skills=['猎杀枪']),
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SkillEffect(attribute=SkillAttribute.CD, operation=Operation.ADD, value=LevelTable([-i for i in data0]), skills=[Ref.SERVERNTLANCE]),
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SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1))),
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]
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@@ -1200,6 +1234,7 @@ class Skill33(ActiveSkill):
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"""
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name = '逐云灭龙杀'
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ref = Ref.DRAGONSLAYER
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cellPos = (5,11)
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learnLv = 50
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masterLv = 40
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@@ -1241,6 +1276,7 @@ class Skill34(ActiveSkill):
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"""
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name = '天龙破'
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ref = Ref.PARTISANSKEWER
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cellPos = (4,12)
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learnLv = 60
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masterLv = 40
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@@ -1292,7 +1328,7 @@ class Skill34(ActiveSkill):
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# self.associate = [{'type': '*skillRation', 'data': [0] + [-26] * self.maxLv, 'skills': ['猎杀枪 : 穿心', '猎杀枪 : 掠食']}]
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# return super().effect(old, new)
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associate = [
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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)),
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SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-26] * maxLv)), skills=[Ref.DRILLINGNECK, Ref.SERVERNTLANCEASSULT], when=Equals(Read(SkillAttribute.VP), 2)),
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]
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# 地龙狩
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@@ -1306,6 +1342,7 @@ class Skill35(ActiveSkill):
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"""
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name = '地龙狩'
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ref = Ref.EARTHWORMHUNT
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cellPos = (2,13)
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learnLv = 70
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masterLv = 40
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@@ -1354,7 +1391,7 @@ class Skill35(ActiveSkill):
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# self.associate = [{'type': '*skillRation', 'data': [0] + [-23] * self.maxLv, 'skills': ['光焰枪']}]
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# return super().effect(old, new)
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associate = [
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SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-23] * maxLv)), skills=['光焰枪'], when=Equals(Read(SkillAttribute.VP), 2)),
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SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-23] * maxLv)), skills=[Ref.STRINGWING], when=Equals(Read(SkillAttribute.VP), 2)),
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]
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# 狩猎之心
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@@ -1367,6 +1404,7 @@ class Skill36(PassiveSkill):
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"""
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name = '狩猎之心'
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ref = Ref.FORCEOFSOURCE
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cellPos = (6,13)
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learnLv = 75
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masterLv = 40
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@@ -1403,6 +1441,7 @@ class Skill37(ActiveSkill):
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"""
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name = '凌空之狩'
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ref = Ref.AVENHUNTING
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cellPos = (4,13)
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learnLv = 75
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masterLv = 40
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@@ -1450,7 +1489,7 @@ class Skill37(ActiveSkill):
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# self.associate = [{'type': '*skillRation', 'data': [0] + [-27] * self.maxLv, 'skills': ['利刃收割']}]
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# return super().effect(old, new)
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associate = [
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SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-27] * maxLv)), skills=['利刃收割'], when=Equals(Read(SkillAttribute.VP), 1)),
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SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-27] * maxLv)), skills=[Ref.BURNLOCUST], when=Equals(Read(SkillAttribute.VP), 1)),
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]
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# 无尽毁灭
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@@ -1464,6 +1503,7 @@ class Skill38(ActiveSkill):
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"""
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name = '无尽毁灭'
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ref = Ref.GRINDERJET
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cellPos = (3,14)
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learnLv = 80
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masterLv = 40
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@@ -1525,6 +1565,7 @@ class Skill39(ActiveSkill):
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"""
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name = '绝命猎杀 : 死亡穿刺'
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ref = Ref.DEATHCHARGE
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cellPos = (5,14)
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learnLv = 85
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masterLv = 40
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@@ -1563,6 +1604,7 @@ class Skill40(PassiveSkill):
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"""
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name = '狩魔之魂'
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ref = Ref.KERAVNOS
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cellPos = (5,15)
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learnLv = 95
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masterLv = 40
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@@ -1594,6 +1636,7 @@ class Skill41(ActiveSkill):
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"""
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name = '瞬光猎杀枪'
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ref = Ref.INSIDIOUSPIKE
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cellPos = (7,15)
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learnLv = 95
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masterLv = 40
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@@ -1631,6 +1674,7 @@ class Skill42(ActiveSkill):
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"""
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name = '红月·狂狩盛宴'
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ref = Ref.HUNTINGOFREDMOON
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cellPos = (5,16)
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learnLv = 100
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masterLv = 40
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@@ -10,6 +10,7 @@ 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.demonic_lancer.impaler import ImpalerSkillRef as Ref
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prefix = "demonic_lancer/impaler/cn/skillDetail"
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@@ -23,6 +24,7 @@ class Skill0(ActiveSkill):
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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
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"""
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name = "刺击"
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ref = Ref.QUICKPUNTO
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learnLv = 1
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masterLv = 60
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maxLv = 70
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@@ -51,6 +53,7 @@ class Skill1(ActiveSkill):
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从下往上挑击,使敌人浮空。\n
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"""
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name = "枪挑"
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ref = Ref.HELMSHOT
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learnLv = 1
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masterLv = 10
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maxLv = 20
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@@ -77,6 +80,7 @@ class Skill2(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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"""
|
||||
name = "后跳"
|
||||
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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||||
@@ -101,6 +105,7 @@ class Skill3(PassiveSkill):
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"""
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||||
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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
|
||||
|
||||
Reference in New Issue
Block a user