feat:优化职业技能关联实现

This commit was merged in pull request #11.
This commit is contained in:
2026-10-13 18:19:20 +08:00
parent 927866d366
commit 66ff3ff63b
175 changed files with 14299 additions and 440 deletions
@@ -12,6 +12,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.demonic_lancer.dragoon import DragoonSkillRef as Ref
prefix = "demonic_lancer/dragoon/cn/skillDetail"
@@ -26,6 +27,7 @@ class Skill0(ActiveSkill):
"""
name = '刺击'
ref = Ref.QUICKPUNTO
cellPos = (2,1)
learnLv = 1
masterLv = 60
@@ -65,6 +67,7 @@ class Skill1(ActiveSkill):
"""
name = '枪挑'
ref = Ref.HELMSHOT
cellPos = (8,1)
learnLv = 1
masterLv = 10
@@ -91,6 +94,7 @@ class Skill2(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -115,6 +119,7 @@ class Skill3(PassiveSkill):
"""
name = '基础精通'
ref = Ref.BASICATTACKUP
cellPos = (1,0)
learnLv = 1
masterLv = 115
@@ -137,7 +142,7 @@ class Skill3(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'type': '*skillDamage', 'data': [i - 100 if i > 0 else 0 for i in data0], 'skills': ['猎杀枪']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=['猎杀枪']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=[Ref.SERVERNTLANCE]),
]
# 受身蹲伏
@@ -148,6 +153,7 @@ class Skill4(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -189,6 +195,7 @@ class Skill5(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -211,6 +218,7 @@ class Skill6(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -236,6 +244,7 @@ class Skill7(ActiveSkill):
"""
name = '回旋钩'
ref = Ref.HOOKANDTHROW
cellPos = (9,2)
learnLv = 5
masterLv = 60
@@ -276,6 +285,7 @@ class Skill8(ActiveSkill):
"""
name = '格挡反击'
ref = Ref.INDURE
cellPos = (8,3)
learnLv = 10
masterLv = 5
@@ -304,6 +314,7 @@ class Skill9(ActiveSkill):
"""
name = '落凤枪'
ref = Ref.PARATROOPER
cellPos = (3,3)
learnLv = 10
masterLv = 60
@@ -336,6 +347,7 @@ class Skill10(ActiveSkill):
"""
name = '横扫'
ref = Ref.SIDESLASH
cellPos = (0,3)
learnLv = 10
masterLv = 60
@@ -363,6 +375,7 @@ class Skill11(ActiveSkill):
"""
name = '魔枪发射'
ref = Ref.PARTISANSHOOT
cellPos = (5,3)
learnLv = 10
masterLv = 60
@@ -393,6 +406,7 @@ class Skill12(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -420,6 +434,7 @@ class Skill13(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -446,6 +461,7 @@ class Skill14(ActiveSkill):
"""
name = '连环枪'
ref = Ref.SURROUNDBREAK
cellPos = (1,4)
learnLv = 15
masterLv = 60
@@ -484,6 +500,7 @@ class Skill15(ActiveSkill):
"""
name = '扫堂枪'
ref = Ref.DEMONICANKLECUT
cellPos = (0,4)
learnLv = 15
masterLv = 60
@@ -510,6 +527,7 @@ class Skill16(PassiveSkill):
"""
name = '狩猎技艺'
ref = Ref.HUNTERSMOVESET
cellPos = (5,4)
learnLv = 15
masterLv = 1
@@ -531,6 +549,7 @@ class Skill17(PassiveSkill):
"""
name = '光枪精通'
ref = Ref.PARTISANMASTERY
cellPos = (9,4)
learnLv = 15
masterLv = 10
@@ -572,6 +591,7 @@ class Skill18(ActiveSkill):
"""
name = '猎杀枪'
ref = Ref.SERVERNTLANCE
cellPos = (7,4)
learnLv = 15
masterLv = 1
@@ -613,6 +633,7 @@ class Skill19(ActiveSkill):
"""
name = '隐鼠之袭'
ref = Ref.MOLEHUNT
cellPos = (2,4)
learnLv = 15
masterLv = 60
@@ -644,6 +665,7 @@ class Skill20(ActiveSkill):
"""
name = '光焰飞枪'
ref = Ref.NEEDLER
cellPos = (4,5)
learnLv = 20
masterLv = 60
@@ -675,6 +697,7 @@ class Skill21(PassiveSkill):
"""
name = '狩猎本能'
ref = Ref.ENCHANTPARTISAN
cellPos = (8,5)
learnLv = 20
masterLv = 10
@@ -705,6 +728,7 @@ class Skill22(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -728,6 +752,7 @@ class Skill23(ActiveSkill):
"""
name = '能量萃取'
ref = Ref.MANAEXTRACT
cellPos = (6,6)
learnLv = 25
masterLv = 10
@@ -761,6 +786,7 @@ class Skill24(ActiveSkill):
"""
name = '猎杀枪 : 掠食'
ref = Ref.SERVERNTLANCEASSULT
cellPos = (7,6)
learnLv = 25
masterLv = 60
@@ -809,6 +835,7 @@ class Skill25(ActiveSkill):
"""
name = '蛮横冲撞'
ref = Ref.BUFFALOFALL
cellPos = (4,6)
learnLv = 25
masterLv = 60
@@ -848,6 +875,7 @@ class Skill26(ActiveSkill):
"""
name = '光焰枪'
ref = Ref.STRINGWING
cellPos = (5,7)
learnLv = 30
masterLv = 60
@@ -882,6 +910,7 @@ class Skill27(ActiveSkill):
"""
name = '猎杀枪 : 穿心'
ref = Ref.DRILLINGNECK
cellPos = (7,7)
learnLv = 30
masterLv = 60
@@ -916,6 +945,7 @@ class Skill28(ActiveSkill):
"""
name = '利刃收割'
ref = Ref.BURNLOCUST
cellPos = (3,8)
learnLv = 35
masterLv = 60
@@ -992,6 +1022,7 @@ class Skill29(ActiveSkill):
"""
name = '光焰囚杀'
ref = Ref.LAMBFENCE
cellPos = (4,8)
learnLv = 35
masterLv = 60
@@ -1046,6 +1077,7 @@ class Skill30(ActiveSkill):
"""
name = '鹰坠'
ref = Ref.PENETRATEHEAD
cellPos = (2,9)
learnLv = 40
masterLv = 60
@@ -1107,6 +1139,7 @@ class Skill31(ActiveSkill):
"""
name = '龙鳞碎割'
ref = Ref.SCALEGRINDER
cellPos = (4,10)
learnLv = 45
masterLv = 60
@@ -1166,6 +1199,7 @@ class Skill32(PassiveSkill):
"""
name = '枪魂感知'
ref = Ref.AFTERSENSATION
cellPos = (3,11)
learnLv = 48
masterLv = 40
@@ -1185,7 +1219,7 @@ class Skill32(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'data': [-i for i in data0], 'type': '+cd', 'skills': ['猎杀枪'], 'ratio': 1}, {'data': data1, 'type': '*skillDamage'}]
associate = [
SkillEffect(attribute=SkillAttribute.CD, operation=Operation.ADD, value=LevelTable([-i for i in data0]), skills=['猎杀枪']),
SkillEffect(attribute=SkillAttribute.CD, operation=Operation.ADD, value=LevelTable([-i for i in data0]), skills=[Ref.SERVERNTLANCE]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1))),
]
@@ -1200,6 +1234,7 @@ class Skill33(ActiveSkill):
"""
name = '逐云灭龙杀'
ref = Ref.DRAGONSLAYER
cellPos = (5,11)
learnLv = 50
masterLv = 40
@@ -1241,6 +1276,7 @@ class Skill34(ActiveSkill):
"""
name = '天龙破'
ref = Ref.PARTISANSKEWER
cellPos = (4,12)
learnLv = 60
masterLv = 40
@@ -1292,7 +1328,7 @@ class Skill34(ActiveSkill):
# self.associate = [{'type': '*skillRation', 'data': [0] + [-26] * self.maxLv, 'skills': ['猎杀枪 : 穿心', '猎杀枪 : 掠食']}]
# return super().effect(old, new)
associate = [
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-26] * maxLv)), skills=['猎杀枪 : 穿心', '猎杀枪 : 掠食'], when=Equals(Read(SkillAttribute.VP), 2)),
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-26] * maxLv)), skills=[Ref.DRILLINGNECK, Ref.SERVERNTLANCEASSULT], when=Equals(Read(SkillAttribute.VP), 2)),
]
# 地龙狩
@@ -1306,6 +1342,7 @@ class Skill35(ActiveSkill):
"""
name = '地龙狩'
ref = Ref.EARTHWORMHUNT
cellPos = (2,13)
learnLv = 70
masterLv = 40
@@ -1354,7 +1391,7 @@ class Skill35(ActiveSkill):
# self.associate = [{'type': '*skillRation', 'data': [0] + [-23] * self.maxLv, 'skills': ['光焰枪']}]
# return super().effect(old, new)
associate = [
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-23] * maxLv)), skills=['光焰枪'], when=Equals(Read(SkillAttribute.VP), 2)),
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-23] * maxLv)), skills=[Ref.STRINGWING], when=Equals(Read(SkillAttribute.VP), 2)),
]
# 狩猎之心
@@ -1367,6 +1404,7 @@ class Skill36(PassiveSkill):
"""
name = '狩猎之心'
ref = Ref.FORCEOFSOURCE
cellPos = (6,13)
learnLv = 75
masterLv = 40
@@ -1403,6 +1441,7 @@ class Skill37(ActiveSkill):
"""
name = '凌空之狩'
ref = Ref.AVENHUNTING
cellPos = (4,13)
learnLv = 75
masterLv = 40
@@ -1450,7 +1489,7 @@ class Skill37(ActiveSkill):
# self.associate = [{'type': '*skillRation', 'data': [0] + [-27] * self.maxLv, 'skills': ['利刃收割']}]
# return super().effect(old, new)
associate = [
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-27] * maxLv)), skills=['利刃收割'], when=Equals(Read(SkillAttribute.VP), 1)),
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-27] * maxLv)), skills=[Ref.BURNLOCUST], when=Equals(Read(SkillAttribute.VP), 1)),
]
# 无尽毁灭
@@ -1464,6 +1503,7 @@ class Skill38(ActiveSkill):
"""
name = '无尽毁灭'
ref = Ref.GRINDERJET
cellPos = (3,14)
learnLv = 80
masterLv = 40
@@ -1525,6 +1565,7 @@ class Skill39(ActiveSkill):
"""
name = '绝命猎杀 : 死亡穿刺'
ref = Ref.DEATHCHARGE
cellPos = (5,14)
learnLv = 85
masterLv = 40
@@ -1563,6 +1604,7 @@ class Skill40(PassiveSkill):
"""
name = '狩魔之魂'
ref = Ref.KERAVNOS
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -1594,6 +1636,7 @@ class Skill41(ActiveSkill):
"""
name = '瞬光猎杀枪'
ref = Ref.INSIDIOUSPIKE
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -1631,6 +1674,7 @@ class Skill42(ActiveSkill):
"""
name = '红月·狂狩盛宴'
ref = Ref.HUNTINGOFREDMOON
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -10,6 +10,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.demonic_lancer.impaler import ImpalerSkillRef as Ref
prefix = "demonic_lancer/impaler/cn/skillDetail"
@@ -23,6 +24,7 @@ class Skill0(ActiveSkill):
近距离攻击和枪头攻击不会同时命中敌人,相应的判定重叠时,优先判定为枪头攻击。\n
"""
name = "刺击"
ref = Ref.QUICKPUNTO
learnLv = 1
masterLv = 60
maxLv = 70
@@ -51,6 +53,7 @@ class Skill1(ActiveSkill):
从下往上挑击,使敌人浮空。\n
"""
name = "枪挑"
ref = Ref.HELMSHOT
learnLv = 1
masterLv = 10
maxLv = 20
@@ -77,6 +80,7 @@ class Skill2(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -101,6 +105,7 @@ class Skill3(PassiveSkill):
"""
name = '基础精通'
ref = Ref.BASICATTACKUP
cellPos = (1,0)
learnLv = 1
masterLv = 115
@@ -128,6 +133,7 @@ class Skill4(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -169,6 +175,7 @@ class Skill5(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -191,6 +198,7 @@ class Skill6(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -215,6 +223,7 @@ class Skill7(ActiveSkill):
对无法抓取的敌人不适用控制效果。\n
"""
name = "回旋钩"
ref = Ref.HOOKANDTHROW
learnLv = 5
masterLv = 60
maxLv = 70
@@ -246,6 +255,7 @@ class Skill8(ActiveSkill):
被推开一定距离后,按下X键可以进行反击。\n
"""
name = "格挡反击"
ref = Ref.INDURE
learnLv = 10
masterLv = 5
maxLv = 10
@@ -272,6 +282,7 @@ class Skill9(ActiveSkill):
从空中快速地斜向落地,刺向敌人。\n
"""
name = "落凤枪"
ref = Ref.PARATROOPER
learnLv = 10
masterLv = 60
maxLv = 70
@@ -301,6 +312,7 @@ class Skill10(ActiveSkill):
向前方快速横斩,击飞敌人。\n
"""
name = "横扫"
ref = Ref.SIDESLASH
learnLv = 10
masterLv = 60
maxLv = 70
@@ -327,6 +339,7 @@ class Skill11(ActiveSkill):
"""
name = '魔枪发射'
ref = Ref.PARTISANSHOOT
cellPos = (5,3)
learnLv = 10
masterLv = 60
@@ -357,6 +370,7 @@ class Skill12(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -384,6 +398,7 @@ class Skill13(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -409,6 +424,7 @@ class Skill14(ActiveSkill):
使用长枪进行连续攻击。 命中敌人时按下技能键,即刻发动下一次攻击。\n
"""
name = "连环枪"
ref = Ref.SURROUNDBREAK
learnLv = 15
masterLv = 60
maxLv = 70
@@ -442,6 +458,7 @@ class Skill15(ActiveSkill):
攻击敌人足部,使之倒地。\n
"""
name = "扫堂枪"
ref = Ref.DEMONICANKLECUT
learnLv = 15
masterLv = 60
maxLv = 70
@@ -473,6 +490,7 @@ class Skill16(PassiveSkill):
"""
name = '暗蚀'
ref = Ref.ENCROACH
cellPos = (7,4)
learnLv = 15
masterLv = 10
@@ -530,30 +548,30 @@ class Skill16(PassiveSkill):
# ]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0))),
SkillEffect(attribute=Power(0), value=1 + Percent(LevelTable(data1)), skills=['双重投射']),
SkillEffect(attribute=Power(0), value=1 + Percent(LevelTable(data1)), skills=['暗矛投射']),
SkillEffect(attribute=Power(0), value=1 + Percent(LevelTable(data1)), skills=['绝望枪']),
SkillEffect(attribute=Power(0), value=1 + Percent(LevelTable(data1)), skills=['连锁侵蚀']),
SkillEffect(attribute=Power(1), value=1 + Percent(LevelTable(data1)), skills=['连锁侵蚀']),
SkillEffect(attribute=Power(0), value=1 + Percent(LevelTable(data1)), skills=['暗蚀螺旋枪']),
SkillEffect(attribute=Power(2), value=1 + Percent(LevelTable(data1)), skills=['暗蚀螺旋枪']),
SkillEffect(attribute=Power(0), value=1 + Percent(LevelTable(data1)), skills=['坠蚀之雨']),
SkillEffect(attribute=Power(0), value=1 + Percent(LevelTable(data1)), skills=['暗蚀爆雷杀']),
SkillEffect(attribute=Power(1), value=1 + Percent(LevelTable(data1)), skills=['暗蚀爆雷杀']),
SkillEffect(attribute=Power(2), value=1 + Percent(LevelTable(data1)), skills=['暗蚀爆雷杀']),
SkillEffect(attribute=Power(2), value=1 + Percent(LevelTable(data1)), skills=['无尽侵蚀 : 缚魂']),
SkillEffect(attribute=Power(0), value=1 + Percent(LevelTable(data1)), skills=['黑蚀酷刑']),
SkillEffect(attribute=Power(1), value=1 + Percent(LevelTable(data1)), skills=['黑蚀酷刑']),
SkillEffect(attribute=Power(3), value=1 + Percent(LevelTable(data1)), skills=['黑蚀酷刑']),
SkillEffect(attribute=Power(0), value=1 + Percent(LevelTable(data1)), skills=['冥夜裂空']),
SkillEffect(attribute=Power(0), value=1 + Percent(LevelTable(data1)), skills=['冥蚀脉冲']),
SkillEffect(attribute=Power(1), value=1 + Percent(LevelTable(data1)), skills=['冥蚀脉冲']),
SkillEffect(attribute=Power(3), value=1 + Percent(LevelTable(data1)), skills=['冥蚀脉冲']),
SkillEffect(attribute=Power(1), value=1 + Percent(LevelTable(data1)), skills=['幽影暗蚀 : 寂灭']),
SkillEffect(attribute=Power(0), value=1 + Percent(LevelTable(data1)), skills=['虚空碎灭']),
SkillEffect(attribute=Power(1), value=1 + Percent(LevelTable(data1)), skills=['虚空碎灭']),
SkillEffect(attribute=Power(3), value=1 + Percent(LevelTable(data1)), skills=['虚空碎灭']),
SkillEffect(attribute=Power(2), value=1 + Percent(LevelTable(data1)), skills=['暗·渊灭禁绝']),
SkillEffect(attribute=Power(0), value=1 + Percent(LevelTable(data1)), skills=[Ref.DOUBLETHROW]),
SkillEffect(attribute=Power(0), value=1 + Percent(LevelTable(data1)), skills=[Ref.HELIXSPEAR]),
SkillEffect(attribute=Power(0), value=1 + Percent(LevelTable(data1)), skills=[Ref.DEATHSPEAR]),
SkillEffect(attribute=Power(0), value=1 + Percent(LevelTable(data1)), skills=[Ref.DIFFUSION]),
SkillEffect(attribute=Power(1), value=1 + Percent(LevelTable(data1)), skills=[Ref.DIFFUSION]),
SkillEffect(attribute=Power(0), value=1 + Percent(LevelTable(data1)), skills=[Ref.SPIRALRUSH]),
SkillEffect(attribute=Power(2), value=1 + Percent(LevelTable(data1)), skills=[Ref.SPIRALRUSH]),
SkillEffect(attribute=Power(0), value=1 + Percent(LevelTable(data1)), skills=[Ref.DARKSTAR]),
SkillEffect(attribute=Power(0), value=1 + Percent(LevelTable(data1)), skills=[Ref.DARKEXPLOSIONOFMEAT]),
SkillEffect(attribute=Power(1), value=1 + Percent(LevelTable(data1)), skills=[Ref.DARKEXPLOSIONOFMEAT]),
SkillEffect(attribute=Power(2), value=1 + Percent(LevelTable(data1)), skills=[Ref.DARKEXPLOSIONOFMEAT]),
SkillEffect(attribute=Power(2), value=1 + Percent(LevelTable(data1)), skills=[Ref.DARKSPEARSUCCESSIVETHROWING]),
SkillEffect(attribute=Power(0), value=1 + Percent(LevelTable(data1)), skills=[Ref.VIOLENTPIERCE]),
SkillEffect(attribute=Power(1), value=1 + Percent(LevelTable(data1)), skills=[Ref.VIOLENTPIERCE]),
SkillEffect(attribute=Power(3), value=1 + Percent(LevelTable(data1)), skills=[Ref.VIOLENTPIERCE]),
SkillEffect(attribute=Power(0), value=1 + Percent(LevelTable(data1)), skills=[Ref.FALLINGDEATH]),
SkillEffect(attribute=Power(0), value=1 + Percent(LevelTable(data1)), skills=[Ref.DARKIMPULSE]),
SkillEffect(attribute=Power(1), value=1 + Percent(LevelTable(data1)), skills=[Ref.DARKIMPULSE]),
SkillEffect(attribute=Power(3), value=1 + Percent(LevelTable(data1)), skills=[Ref.DARKIMPULSE]),
SkillEffect(attribute=Power(1), value=1 + Percent(LevelTable(data1)), skills=[Ref.DESTROYLIGHT]),
SkillEffect(attribute=Power(0), value=1 + Percent(LevelTable(data1)), skills=[Ref.ABYSSALINVANDER]),
SkillEffect(attribute=Power(1), value=1 + Percent(LevelTable(data1)), skills=[Ref.ABYSSALINVANDER]),
SkillEffect(attribute=Power(3), value=1 + Percent(LevelTable(data1)), skills=[Ref.ABYSSALINVANDER]),
SkillEffect(attribute=Power(2), value=1 + Percent(LevelTable(data1)), skills=[Ref.DARKDESTROYOFSPEAR]),
]
# 帝国枪术
@@ -573,6 +591,7 @@ class Skill17(PassiveSkill):
"""
name = '帝国枪术'
ref = Ref.SPEARMANSHIP
cellPos = (8,4)
learnLv = 15
masterLv = 1
@@ -600,6 +619,7 @@ class Skill18(ActiveSkill):
"""
name = '双重投射'
ref = Ref.DOUBLETHROW
cellPos = (4,4)
learnLv = 15
masterLv = 60
@@ -639,6 +659,7 @@ class Skill19(ActiveSkill):
"""
name = '侵蚀之矛'
ref = Ref.DARKAMBITION
cellPos = (2,4)
learnLv = 15
masterLv = 60
@@ -675,6 +696,7 @@ class Skill20(ActiveSkill):
"""
name = '暗矛投射'
ref = Ref.HELIXSPEAR
cellPos = (5,5)
learnLv = 20
masterLv = 60
@@ -708,6 +730,7 @@ class Skill21(PassiveSkill):
"""
name = '暗矛精通'
ref = Ref.DARKJAVELINMASTERY
cellPos = (7,5)
learnLv = 20
masterLv = 20
@@ -742,6 +765,7 @@ class Skill22(PassiveSkill):
"""
name = '暴击'
ref = Ref.PHYSICALCRITICALHITUP
cellPos = (5,0)
learnLv = 20
masterLv = 10
@@ -765,6 +789,7 @@ class Skill23(ActiveSkill):
"""
name = '黑暗化身'
ref = Ref.DARKNESS
cellPos = (8,6)
learnLv = 25
masterLv = 10
@@ -801,6 +826,7 @@ class Skill24(ActiveSkill):
"""
name = '暗矛贯穿'
ref = Ref.PIERCINGDRIVE
cellPos = (6,6)
learnLv = 25
masterLv = 60
@@ -841,6 +867,7 @@ class Skill25(ActiveSkill):
"""
name = '黑暗枪雨'
ref = Ref.DESPAIR
cellPos = (2,6)
learnLv = 25
masterLv = 60
@@ -877,6 +904,7 @@ class Skill26(ActiveSkill):
"""
name = '黑蚀葬礼'
ref = Ref.DARKBURIAL
cellPos = (3,7)
learnLv = 30
masterLv = 60
@@ -916,6 +944,7 @@ class Skill27(ActiveSkill):
"""
name = '绝望枪'
ref = Ref.DEATHSPEAR
cellPos = (4,7)
learnLv = 30
masterLv = 60
@@ -948,6 +977,7 @@ class Skill28(PassiveSkill):
"""
name = '暗枪突破'
ref = Ref.DEMONICLANCERECKLESS
cellPos = (1,7)
learnLv = 30
masterLv = 1
@@ -987,6 +1017,7 @@ class Skill29(ActiveSkill):
"""
name = '连锁侵蚀'
ref = Ref.DIFFUSION
cellPos = (7,8)
learnLv = 35
masterLv = 60
@@ -1058,6 +1089,7 @@ class Skill30(ActiveSkill):
"""
name = '暗蚀螺旋枪'
ref = Ref.SPIRALRUSH
cellPos = (5,8)
learnLv = 35
masterLv = 60
@@ -1121,6 +1153,7 @@ class Skill31(ActiveSkill):
"""
name = '坠蚀之雨'
ref = Ref.DARKSTAR
cellPos = (4,9)
learnLv = 40
masterLv = 60
@@ -1185,6 +1218,7 @@ class Skill32(ActiveSkill):
"""
name = '暗蚀爆雷杀'
ref = Ref.DARKEXPLOSIONOFMEAT
cellPos = (6,10)
learnLv = 45
masterLv = 60
@@ -1247,6 +1281,7 @@ class Skill33(PassiveSkill):
"""
name = '黑暗支配者'
ref = Ref.RULEROFDARKNESS
cellPos = (4,11)
learnLv = 48
masterLv = 40
@@ -1281,6 +1316,7 @@ class Skill34(ActiveSkill):
"""
name = '无尽侵蚀 : 缚魂'
ref = Ref.DARKSPEARSUCCESSIVETHROWING
cellPos = (5,11)
learnLv = 50
masterLv = 40
@@ -1318,6 +1354,7 @@ class Skill35(ActiveSkill):
"""
name = '暗影蚀魂'
ref = Ref.DARKDIVISION
cellPos = (2,12)
learnLv = 60
masterLv = 40
@@ -1385,6 +1422,7 @@ class Skill36(ActiveSkill):
"""
name = '黑蚀酷刑'
ref = Ref.VIOLENTPIERCE
cellPos = (7,13)
learnLv = 70
masterLv = 40
@@ -1458,6 +1496,7 @@ class Skill37(PassiveSkill):
"""
name = '黑暗本源'
ref = Ref.DARKNESSONTHEABYSS
cellPos = (3,13)
learnLv = 75
masterLv = 40
@@ -1502,6 +1541,7 @@ class Skill38(ActiveSkill):
"""
name = '冥夜裂空'
ref = Ref.FALLINGDEATH
cellPos = (5,13)
learnLv = 75
masterLv = 40
@@ -1566,6 +1606,7 @@ class Skill39(ActiveSkill):
"""
name = '冥蚀脉冲'
ref = Ref.DARKIMPULSE
cellPos = (4,14)
learnLv = 80
masterLv = 40
@@ -1639,6 +1680,7 @@ class Skill40(ActiveSkill):
"""
name = '幽影暗蚀 : 寂灭'
ref = Ref.DESTROYLIGHT
cellPos = (6,14)
learnLv = 85
masterLv = 40
@@ -1678,6 +1720,7 @@ class Skill41(PassiveSkill):
"""
name = '暗源之蚀'
ref = Ref.SKULKINGDARKNESS
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -1717,6 +1760,7 @@ class Skill42(ActiveSkill):
"""
name = '虚空碎灭'
ref = Ref.ABYSSALINVANDER
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -1765,6 +1809,7 @@ class Skill43(ActiveSkill):
"""
name = '暗·渊灭禁绝'
ref = Ref.DARKDESTROYOFSPEAR
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -9,6 +9,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.demonic_lancer.skirmisher import SkirmisherSkillRef as Ref
prefix = "demonic_lancer/skirmisher/cn/skillDetail"
@@ -23,6 +24,7 @@ class Skill0(ActiveSkill):
"""
name = '刺击'
ref = Ref.QUICKPUNTO
cellPos = (3,1)
learnLv = 1
masterLv = 60
@@ -62,6 +64,7 @@ class Skill1(ActiveSkill):
"""
name = '枪挑'
ref = Ref.HELMSHOT
cellPos = (5,1)
learnLv = 1
masterLv = 10
@@ -88,6 +91,7 @@ class Skill2(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -112,6 +116,7 @@ class Skill3(PassiveSkill):
"""
name = '基础精通'
ref = Ref.BASICATTACKUP
cellPos = (1,0)
learnLv = 1
masterLv = 115
@@ -139,6 +144,7 @@ class Skill4(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -180,6 +186,7 @@ class Skill5(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -202,6 +209,7 @@ class Skill6(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -227,6 +235,7 @@ class Skill7(ActiveSkill):
"""
name = '回旋钩'
ref = Ref.HOOKANDTHROW
cellPos = (4,2)
learnLv = 5
masterLv = 60
@@ -268,6 +277,7 @@ class Skill8(ActiveSkill):
"""
name = '格挡反击'
ref = Ref.INDURE
cellPos = (2,3)
learnLv = 10
masterLv = 5
@@ -296,6 +306,7 @@ class Skill9(ActiveSkill):
"""
name = '落凤枪'
ref = Ref.PARATROOPER
cellPos = (7,3)
learnLv = 10
masterLv = 60
@@ -328,6 +339,7 @@ class Skill10(ActiveSkill):
"""
name = '横扫'
ref = Ref.SIDESLASH
cellPos = (0,3)
learnLv = 10
masterLv = 60
@@ -355,6 +367,7 @@ class Skill11(ActiveSkill):
"""
name = '魔枪发射'
ref = Ref.PARTISANSHOOT
cellPos = (3,3)
learnLv = 10
masterLv = 60
@@ -385,6 +398,7 @@ class Skill12(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -412,6 +426,7 @@ class Skill13(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -438,6 +453,7 @@ class Skill14(ActiveSkill):
"""
name = '连环枪'
ref = Ref.SURROUNDBREAK
cellPos = (7,4)
learnLv = 15
masterLv = 60
@@ -477,6 +493,7 @@ class Skill15(PassiveSkill):
"""
name = '长枪精通'
ref = Ref.SPEARMASTERY
cellPos = (1,4)
learnLv = 15
masterLv = 20
@@ -505,7 +522,7 @@ class Skill15(PassiveSkill):
# ]
associate = [
CharacterEffect(attribute=CharacterAttribute.P_ATK_P, value=1 + Percent(LevelTable(data0))),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data1)), except_skills=['流云幻灭', '极影无形杀', '问鼎·千军破云']),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data1)), except_skills=[Ref.AURAFORCEJAVELIN, Ref.EXTREMESKILLARTS, Ref.MIRAGEHALLUCINATION]),
]
# 行云诀
@@ -523,6 +540,7 @@ class Skill16(ActiveSkill):
"""
name = '行云诀'
ref = Ref.MIRAGE
cellPos = (5,3)
learnLv = 15
masterLv = 1
@@ -550,6 +568,7 @@ class Skill17(ActiveSkill):
"""
name = '行云 : 风'
ref = Ref.SWIRLINGSPEAR
cellPos = (5,4)
learnLv = 15
masterLv = 60
@@ -586,6 +605,7 @@ class Skill18(ActiveSkill):
"""
name = '扫堂枪'
ref = Ref.DEMONICANKLECUT
cellPos = (3,4)
learnLv = 15
masterLv = 60
@@ -613,6 +633,7 @@ class Skill19(ActiveSkill):
"""
name = '无双枪术'
ref = Ref.AURALANCE
cellPos = (7,5)
learnLv = 20
masterLv = 10
@@ -640,6 +661,7 @@ class Skill20(ActiveSkill):
"""
name = '双重刺击'
ref = Ref.TWINPUNTO
cellPos = (3,5)
learnLv = 20
masterLv = 60
@@ -694,6 +716,7 @@ class Skill21(ActiveSkill):
"""
name = '行云 : 疾'
ref = Ref.GROUNDSEEKER
cellPos = (5,5)
learnLv = 20
masterLv = 60
@@ -726,6 +749,7 @@ class Skill22(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -754,6 +778,7 @@ class Skill23(ActiveSkill):
"""
name = '行云 : 落'
ref = Ref.RISINGLANCER
cellPos = (5,6)
learnLv = 25
masterLv = 60
@@ -790,6 +815,7 @@ class Skill24(ActiveSkill):
"""
name = '旋风枪'
ref = Ref.STURM
cellPos = (1,6)
learnLv = 25
masterLv = 60
@@ -824,6 +850,7 @@ class Skill25(PassiveSkill):
"""
name = '行云 : 沐'
ref = Ref.MIRAGEBOOST
cellPos = (7,6)
learnLv = 25
masterLv = 10
@@ -854,6 +881,7 @@ class Skill26(ActiveSkill):
"""
name = '无畏波动枪'
ref = Ref.CHAINLANCE
cellPos = (3,7)
learnLv = 30
masterLv = 60
@@ -909,6 +937,7 @@ class Skill27(ActiveSkill):
"""
name = '升龙破空枪'
ref = Ref.SKYTOOTH
cellPos = (7,8)
learnLv = 35
masterLv = 60
@@ -966,6 +995,7 @@ class Skill28(ActiveSkill):
"""
name = '螺旋波动枪'
ref = Ref.ROUNDSLASH
cellPos = (5,8)
learnLv = 35
masterLv = 60
@@ -1025,6 +1055,7 @@ class Skill29(ActiveSkill):
"""
name = '狂龙怒啸'
ref = Ref.MESOCYCLONE
cellPos = (1,9)
learnLv = 40
masterLv = 60
@@ -1082,6 +1113,7 @@ class Skill30(ActiveSkill):
"""
name = '夺命雷霆枪'
ref = Ref.PINPOINTSLASH
cellPos = (3,10)
learnLv = 45
masterLv = 60
@@ -1162,6 +1194,7 @@ class Skill31(PassiveSkill):
"""
name = '行云 : 启'
ref = Ref.MIRAGESTREAM
cellPos = (4,11)
learnLv = 48
masterLv = 40
@@ -1193,11 +1226,11 @@ class Skill31(PassiveSkill):
# {'data': data4, 'type': '*skillDamage', 'exceptSkills': ['行云 : 风', '行云 : 疾', '行云 : 落']},
# ]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), skills=['行云 : 风']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=['行云 : 疾']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data2)), skills=['行云 : 落']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data3)), skills=['连环枪']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data4)), except_skills=['行云 : 风', '行云 : 疾', '行云 : 落']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), skills=[Ref.SWIRLINGSPEAR]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=[Ref.GROUNDSEEKER]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data2)), skills=[Ref.RISINGLANCER]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data3)), skills=[Ref.SURROUNDBREAK]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data4)), except_skills=[Ref.SWIRLINGSPEAR, Ref.GROUNDSEEKER, Ref.RISINGLANCER]),
]
# 流云幻灭
@@ -1209,6 +1242,7 @@ class Skill32(ActiveSkill):
"""
name = '流云幻灭'
ref = Ref.AURAFORCEJAVELIN
cellPos = (5,11)
learnLv = 50
masterLv = 40
@@ -1272,6 +1306,7 @@ class Skill33(ActiveSkill):
"""
name = '风火燎原'
ref = Ref.ROLLINGVULKAN
cellPos = (3,12)
learnLv = 60
masterLv = 40
@@ -1330,6 +1365,7 @@ class Skill34(ActiveSkill):
"""
name = '三一斩月'
ref = Ref.CRESCENT
cellPos = (4,13)
learnLv = 70
masterLv = 40
@@ -1398,6 +1434,7 @@ class Skill35(PassiveSkill):
"""
name = '行云 : 冥'
ref = Ref.FORMLESSSPEARMAN
cellPos = (6,13)
learnLv = 75
masterLv = 40
@@ -1435,9 +1472,9 @@ class Skill35(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'data': data2, 'type': '*skillDamage', 'skills': ['行云 : 风', '行云 : 疾', '行云 : 落']}, {'data': data3, 'type': '*skillDamage', 'skills': ['刺击', '双重刺击']}, {'data': data4, 'type': '*skillDamage', 'exceptSkills': ['行云 : 风', '行云 : 疾', '行云 : 落', '刺击', '双重刺击']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data2)), skills=['行云 : 风', '行云 : 疾', '行云 : 落']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data3)), skills=['刺击', '双重刺击']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data4)), except_skills=['行云 : 风', '行云 : 疾', '行云 : 落', '刺击', '双重刺击']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data2)), skills=[Ref.SWIRLINGSPEAR, Ref.GROUNDSEEKER, Ref.RISINGLANCER]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data3)), skills=[Ref.QUICKPUNTO, Ref.TWINPUNTO]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data4)), except_skills=[Ref.SWIRLINGSPEAR, Ref.GROUNDSEEKER, Ref.RISINGLANCER, Ref.QUICKPUNTO, Ref.TWINPUNTO]),
]
# 无双突刺
@@ -1451,6 +1488,7 @@ class Skill36(ActiveSkill):
"""
name = '无双突刺'
ref = Ref.TASERDRIVE
cellPos = (3,13)
learnLv = 75
masterLv = 40
@@ -1519,6 +1557,7 @@ class Skill37(ActiveSkill):
"""
name = '流光无影闪'
ref = Ref.MYSTFLARE
cellPos = (2,14)
learnLv = 80
masterLv = 40
@@ -1574,6 +1613,7 @@ class Skill38(ActiveSkill):
"""
name = '极影无形杀'
ref = Ref.EXTREMESKILLARTS
cellPos = (5,14)
learnLv = 85
masterLv = 40
@@ -1621,6 +1661,7 @@ class Skill39(PassiveSkill):
"""
name = '一身是胆'
ref = Ref.FEARLESSATTITUDE
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -1650,6 +1691,7 @@ class Skill40(ActiveSkill):
"""
name = '双龙流云灭'
ref = Ref.LINEARMIRAGEATTACK
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -1691,6 +1733,7 @@ class Skill41(ActiveSkill):
"""
name = '问鼎·千军破云'
ref = Ref.MIRAGEHALLUCINATION
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -10,6 +10,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.demonic_lancer.vanguard import VanguardSkillRef as Ref
prefix = "demonic_lancer/vanguard/cn/skillDetail"
@@ -24,6 +25,7 @@ class Skill0(ActiveSkill):
"""
name = '刺击'
ref = Ref.QUICKPUNTO
cellPos = (3,1)
learnLv = 1
masterLv = 60
@@ -65,6 +67,7 @@ class Skill1(ActiveSkill):
"""
name = '枪挑'
ref = Ref.HELMSHOT
cellPos = (5,1)
learnLv = 1
masterLv = 10
@@ -91,6 +94,7 @@ class Skill2(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -115,6 +119,7 @@ class Skill3(PassiveSkill):
"""
name = '基础精通'
ref = Ref.BASICATTACKUP
cellPos = (1,0)
learnLv = 1
masterLv = 115
@@ -137,7 +142,7 @@ class Skill3(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'type': '*skillDamage', 'data': [i - 100 if i > 0 else 0 for i in data0], 'skills': ['霸王戟']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=['霸王戟']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=[Ref.SMASH]),
]
# 受身蹲伏
@@ -148,6 +153,7 @@ class Skill4(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -189,6 +195,7 @@ class Skill5(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -211,6 +218,7 @@ class Skill6(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -236,6 +244,7 @@ class Skill7(ActiveSkill):
"""
name = '回旋钩'
ref = Ref.HOOKANDTHROW
cellPos = (4,2)
learnLv = 5
masterLv = 60
@@ -277,6 +286,7 @@ class Skill8(ActiveSkill):
"""
name = '格挡反击'
ref = Ref.INDURE
cellPos = (7,3)
learnLv = 10
masterLv = 5
@@ -305,6 +315,7 @@ class Skill9(ActiveSkill):
"""
name = '落凤枪'
ref = Ref.PARATROOPER
cellPos = (5,3)
learnLv = 10
masterLv = 60
@@ -337,6 +348,7 @@ class Skill10(ActiveSkill):
"""
name = '横扫'
ref = Ref.SIDESLASH
cellPos = (3,3)
learnLv = 10
masterLv = 60
@@ -364,6 +376,7 @@ class Skill11(ActiveSkill):
"""
name = '魔枪发射'
ref = Ref.PARTISANSHOOT
cellPos = (1,3)
learnLv = 10
masterLv = 60
@@ -394,6 +407,7 @@ class Skill12(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -421,6 +435,7 @@ class Skill13(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -447,6 +462,7 @@ class Skill14(ActiveSkill):
"""
name = '连环枪'
ref = Ref.SURROUNDBREAK
cellPos = (8,4)
learnLv = 15
masterLv = 60
@@ -485,6 +501,7 @@ class Skill15(PassiveSkill):
"""
name = '狂暴战戟'
ref = Ref.CLEAVE
cellPos = (0,4)
learnLv = 15
masterLv = 1
@@ -507,6 +524,7 @@ class Skill16(ActiveSkill):
"""
name = '扫堂枪'
ref = Ref.DEMONICANKLECUT
cellPos = (4,4)
learnLv = 15
masterLv = 60
@@ -534,6 +552,7 @@ class Skill17(ActiveSkill):
"""
name = '霸王戟'
ref = Ref.SMASH
cellPos = (2,4)
learnLv = 15
masterLv = 1
@@ -584,6 +603,7 @@ class Skill18(PassiveSkill):
"""
name = '战戟精通'
ref = Ref.DEMONICLANCECONTROL
cellPos = (6,4)
learnLv = 15
masterLv = 10
@@ -625,6 +645,7 @@ class Skill19(ActiveSkill):
"""
name = '破军突击'
ref = Ref.HEADONCHARGE
cellPos = (5,5)
learnLv = 20
masterLv = 60
@@ -661,6 +682,7 @@ class Skill20(ActiveSkill):
"""
name = '不灭战戟'
ref = Ref.DEMONICLANCERELEASE
cellPos = (6,5)
learnLv = 20
masterLv = 10
@@ -688,6 +710,7 @@ class Skill21(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -711,6 +734,7 @@ class Skill22(ActiveSkill):
"""
name = '追魂斩'
ref = Ref.BRANDISH
cellPos = (4,6)
learnLv = 25
masterLv = 60
@@ -747,6 +771,7 @@ class Skill23(ActiveSkill):
"""
name = '战戟猛攻'
ref = Ref.IMPACTSMASH
cellPos = (2,6)
learnLv = 25
masterLv = 20
@@ -796,6 +821,7 @@ class Skill24(ActiveSkill):
"""
name = '落月斩'
ref = Ref.CRESCENTSLASH
cellPos = (5,7)
learnLv = 30
masterLv = 60
@@ -825,6 +851,7 @@ class Skill25(ActiveSkill):
"""
name = '冷血突刺'
ref = Ref.DREADBORE
cellPos = (6,8)
learnLv = 35
masterLv = 60
@@ -883,6 +910,7 @@ class Skill26(ActiveSkill):
"""
name = '破灭斩'
ref = Ref.BEHEAD
cellPos = (4,8)
learnLv = 35
masterLv = 60
@@ -933,6 +961,7 @@ class Skill27(ActiveSkill):
"""
name = '灭袭乱舞'
ref = Ref.BLADESTORM
cellPos = (5,9)
learnLv = 40
masterLv = 60
@@ -990,6 +1019,7 @@ class Skill28(ActiveSkill):
"""
name = '横扫八荒'
ref = Ref.DEVASTATE
cellPos = (4,10)
learnLv = 45
masterLv = 60
@@ -1049,6 +1079,7 @@ class Skill29(PassiveSkill):
"""
name = '战戟之魂'
ref = Ref.VETERAN
cellPos = (6,11)
learnLv = 48
masterLv = 40
@@ -1093,6 +1124,7 @@ class Skill30(ActiveSkill):
"""
name = '千魂弑'
ref = Ref.YOUDIED
cellPos = (5,11)
learnLv = 50
masterLv = 40
@@ -1126,6 +1158,7 @@ class Skill31(ActiveSkill):
"""
name = '长虹贯日'
ref = Ref.LUNGESTRIKE
cellPos = (4,12)
learnLv = 60
masterLv = 40
@@ -1185,6 +1218,7 @@ class Skill32(ActiveSkill):
"""
name = '穿云裂地斩'
ref = Ref.DOOMGLAIVE
cellPos = (4,13)
learnLv = 70
masterLv = 40
@@ -1241,6 +1275,7 @@ class Skill33(ActiveSkill):
"""
name = '破灭轮回刺'
ref = Ref.DEADLYMASSACRE
cellPos = (8,13)
learnLv = 75
masterLv = 40
@@ -1301,6 +1336,7 @@ class Skill34(PassiveSkill):
"""
name = '战神之力'
ref = Ref.DEMONICLANCEAWAKENING
cellPos = (6,13)
learnLv = 75
masterLv = 40
@@ -1332,6 +1368,7 @@ class Skill35(ActiveSkill):
"""
name = '断魂裂岩斩'
ref = Ref.BURSTSLASH
cellPos = (5,14)
learnLv = 80
masterLv = 40
@@ -1395,6 +1432,7 @@ class Skill36(ActiveSkill):
"""
name = '血战天狱'
ref = Ref.DEMONICINFERNO
cellPos = (7,14)
learnLv = 85
masterLv = 40
@@ -1432,6 +1470,7 @@ class Skill37(PassiveSkill):
"""
name = '灭天之魂'
ref = Ref.DEADLYSTEP
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -1453,7 +1492,7 @@ class Skill37(PassiveSkill):
# associate = [{'data': data0, 'type': '*skillDamage'}, {'data': [-i for i in data1], 'type': '+cd', 'skills': ['战戟猛攻'], 'ratio': 1}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0))),
SkillEffect(attribute=SkillAttribute.CD, operation=Operation.ADD, value=LevelTable([-i for i in data1]), skills=['战戟猛攻']),
SkillEffect(attribute=SkillAttribute.CD, operation=Operation.ADD, value=LevelTable([-i for i in data1]), skills=[Ref.IMPACTSMASH]),
]
# 镇狱裂地枪
@@ -1465,6 +1504,7 @@ class Skill38(ActiveSkill):
"""
name = '镇狱裂地枪'
ref = Ref.BRUTALSPLIT
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -1499,6 +1539,7 @@ class Skill39(ActiveSkill):
"""
name = '天劫·斗灭乾坤'
ref = Ref.NEVERMORE
cellPos = (5,16)
learnLv = 100
masterLv = 40