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
@@ -14,6 +14,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.fighter_male.brawler_male import BrawlerMaleSkillRef as Ref
prefix = "fighter_male/brawler_male/cn/skillDetail"
@@ -26,6 +27,7 @@ class Skill0(ActiveSkill):
向敌人发出强威力的后踢使其浮空,施放的瞬间有霸体判定。\n
"""
name = "后踢"
ref = Ref.LIFTUPPER
learnLv = 1
masterLv = 10
maxLv = 20
@@ -55,6 +57,7 @@ class Skill1(PassiveSkill):
"""
name = '剧毒抵抗'
ref = Ref.POISONTOLERANCEUP
cellPos = (7,1)
learnLv = 1
masterLv = 1
@@ -80,6 +83,7 @@ class Skill2(PassiveSkill):
"""
name = '毒攻掌握'
ref = Ref.HERESYPOWERTRAINING
cellPos = (6,1)
learnLv = 1
masterLv = 1
@@ -106,6 +110,7 @@ class Skill3(ActiveSkill):
像锤击一样挥舞双腿踢飞敌人。\n
"""
name = "前踢"
ref = Ref.SINGLEKICK
learnLv = 1
masterLv = 60
maxLv = 70
@@ -132,6 +137,7 @@ class Skill4(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -156,6 +162,7 @@ class Skill5(PassiveSkill):
"""
name = '基础精通'
ref = Ref.BASICATTACKUP
cellPos = (1,0)
learnLv = 1
masterLv = 115
@@ -177,7 +184,7 @@ class Skill5(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'type': '*skillDamage', 'data': [i - 100 if i > 0 else 0 for i in data0], 'skills': ['罗网投掷']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=['罗网投掷']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=[Ref.THROWWEB]),
]
# 受身蹲伏
@@ -188,6 +195,7 @@ class Skill6(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -219,6 +227,7 @@ class Skill7(PassiveSkill):
在决斗场中,无法转换攻击类型,适用技能固有的攻击类型。\n
"""
name = "攻击类型转换"
ref = Ref.CONVERSION
learnLv = 1
masterLv = 1
maxLv = 1
@@ -253,6 +262,7 @@ class Skill8(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -275,6 +285,7 @@ class Skill9(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -300,6 +311,7 @@ class Skill10(ActiveSkill):
"""
name = '下段踢'
ref = Ref.DAMAGELOWKICK
cellPos = (2,2)
learnLv = 5
masterLv = 60
@@ -335,6 +347,7 @@ class Skill11(ActiveSkill):
"""
name = '分身'
ref = Ref.KENSIN
cellPos = (4,2)
learnLv = 5
masterLv = 10
@@ -367,6 +380,7 @@ class Skill12(ActiveSkill):
"""
name = '膝击'
ref = Ref.SUPLEX
cellPos = (6,2)
learnLv = 5
masterLv = 60
@@ -406,6 +420,7 @@ class Skill13(ActiveSkill):
[蹲伏]姿势中按攻击键,可以用肩尖撞击敌人; 经过一定时间或按跳跃键可以中断蹲伏状态。\n
"""
name = "蹲伏"
ref = Ref.CROUCH
learnLv = 10
masterLv = 1
maxLv = 11
@@ -433,6 +448,7 @@ class Skill14(PassiveSkill):
"""
name = '钢筋铁骨'
ref = Ref.PHYSICALDEFENSEUP
cellPos = (8,3)
learnLv = 10
masterLv = 50
@@ -461,6 +477,7 @@ class Skill15(ActiveSkill):
"""
name = '鹰踏'
ref = Ref.STOMP
cellPos = (3,3)
learnLv = 10
masterLv = 60
@@ -493,6 +510,7 @@ class Skill16(ActiveSkill):
"""
name = '疾风追击'
ref = Ref.DASHAFTERDASH
cellPos = (9,3)
learnLv = 10
masterLv = 60
@@ -527,6 +545,7 @@ class Skill17(ActiveSkill):
"""
name = '金刚碎'
ref = Ref.EARTHBREAK
cellPos = (1,3)
learnLv = 10
masterLv = 60
@@ -566,6 +585,7 @@ class Skill18(ActiveSkill):
"""
name = '瞬步'
ref = Ref.FASTDASH
cellPos = (6,3)
learnLv = 10
masterLv = 1
@@ -593,6 +613,7 @@ class Skill19(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -620,6 +641,7 @@ class Skill20(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -647,6 +669,7 @@ class Skill21(ActiveSkill):
转职为气功师后,可以强制中断基本攻击和前冲攻击动作,并立即施放该技能,同时可以学习[蓄念炮]。\n
"""
name = "念气波"
ref = Ref.ENERGYBALL
learnLv = 15
masterLv = 60
maxLv = 70
@@ -685,6 +708,7 @@ class Skill22(ActiveSkill):
"""
name = '抛沙'
ref = Ref.THROWSAND
cellPos = (3,4)
learnLv = 15
masterLv = 60
@@ -733,6 +757,7 @@ class Skill23(ActiveSkill):
"""
name = '毒瓶投掷'
ref = Ref.ENCHANTPOISON
cellPos = (2,4)
learnLv = 15
masterLv = 60
@@ -792,7 +817,7 @@ class Skill23(ActiveSkill):
def getSkillCD(self, mode=None):
if mode == '爆破污桶':
return self.char.GetSkillByName('爆破污桶').getSkillCD(mode)
return self.char.GetSkill(Ref.GLUEYFRUITEX).getSkillCD(mode)
return super().getSkillCD(mode)
# 投掷强化
@@ -815,6 +840,7 @@ class Skill24(ActiveSkill):
"""
name = '投掷强化'
ref = Ref.SMARTTHROW
cellPos = (4,4)
learnLv = 15
masterLv = 1
@@ -844,6 +870,7 @@ class Skill25(PassiveSkill):
"""
name = '自动填充'
ref = Ref.AUTOLOAD
cellPos = (0,4)
learnLv = 15
masterLv = 1
@@ -869,6 +896,7 @@ class Skill26(ActiveSkill):
"""
name = '擒月炎'
ref = Ref.GRABEXPLOSION
cellPos = (5,5)
learnLv = 20
masterLv = 60
@@ -919,6 +947,7 @@ class Skill27(ActiveSkill):
"""
name = '后街战术'
ref = Ref.DOUBLETHROW
cellPos = (3,5)
learnLv = 20
masterLv = 10
@@ -948,6 +977,7 @@ class Skill28(PassiveSkill):
施放[疾风追击]时,可以向敌人发出第2、 3击。\n
"""
name = "疾风连击"
ref = Ref.DASHAFTERDASHEXTENSION
learnLv = 20
masterLv = 1
maxLv = 1
@@ -969,6 +999,7 @@ class Skill29(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -992,6 +1023,7 @@ class Skill30(PassiveSkill):
"""
name = '爪精通'
ref = Ref.CLAWMASTERY
cellPos = (2,6)
learnLv = 25
masterLv = 20
@@ -1039,6 +1071,7 @@ class Skill31(ActiveSkill):
"""
name = '毒针投掷'
ref = Ref.HIDDENSTING
cellPos = (3,6)
learnLv = 25
masterLv = 60
@@ -1094,7 +1127,7 @@ class Skill31(ActiveSkill):
self.hit3 = 3
self.hit7 = self.hit8 = self.hit9 = self.hit10 = 0
elif mode == '强化':
if self.char.GetSkillByName('罗网投掷').vp == 2:
if self.char.GetSkill(Ref.THROWWEB).vp == 2:
self.skillRation = 0
self.hit7 = self.hit8 = 4
self.hit2 = self.hit3 = self.hit9 = self.hit10 = 0
@@ -1120,6 +1153,7 @@ class Skill32(PassiveSkill):
"""
name = '后备口袋'
ref = Ref.BACKPOCKET
cellPos = (4,6)
learnLv = 25
masterLv = 1
@@ -1143,6 +1177,7 @@ class Skill33(ActiveSkill):
"""
name = '伏虎霸王拳'
ref = Ref.MOUNT
cellPos = (5,7)
learnLv = 30
masterLv = 60
@@ -1176,6 +1211,7 @@ class Skill34(ActiveSkill):
"""
name = '旋风腿'
ref = Ref.WHIRLWINDKICK
cellPos = (8,7)
learnLv = 30
masterLv = 60
@@ -1212,6 +1248,7 @@ class Skill35(ActiveSkill):
"""
name = '砖块投掷'
ref = Ref.BLOCKBUSTER
cellPos = (4,7)
learnLv = 30
masterLv = 60
@@ -1291,6 +1328,7 @@ class Skill36(ActiveSkill):
"""
name = '挑衅'
ref = Ref.PROVOCATION
cellPos = (2,8)
learnLv = 35
masterLv = 10
@@ -1341,6 +1379,7 @@ class Skill37(ActiveSkill):
"""
name = '罗网投掷'
ref = Ref.THROWWEB
cellPos = (4,8)
learnLv = 35
masterLv = 1
@@ -1413,7 +1452,7 @@ class Skill37(ActiveSkill):
# self.associate = [{'type': '+power2', 'data': [0] + [31.3] * self.maxLv, 'skills': ['毒针投掷']}]
# return super().effect(old, new)
associate = [
SkillEffect(attribute=Power(2), operation=Operation.ADD, value=Percent(LevelTable([0] + [31.3] * maxLv)), skills=['毒针投掷'], when=Equals(Read(SkillAttribute.VP), 2)),
SkillEffect(attribute=Power(2), operation=Operation.ADD, value=Percent(LevelTable([0] + [31.3] * maxLv)), skills=[Ref.HIDDENSTING], when=Equals(Read(SkillAttribute.VP), 2)),
]
# 螺旋滑铲
@@ -1428,6 +1467,7 @@ class Skill38(ActiveSkill):
"""
name = '螺旋滑铲'
ref = Ref.GROUNDKICK
cellPos = (3,8)
learnLv = 35
masterLv = 60
@@ -1501,6 +1541,7 @@ class Skill39(PassiveSkill):
vp = 0
name = '狂 · 霸王拳'
ref = Ref.CRAZYMOUNT
cellPos = (5,9)
learnLv = 40
masterLv = 1
@@ -1551,11 +1592,11 @@ class Skill39(PassiveSkill):
# self.associate.append({'type': '*skillRation', 'data': [0] + [200] * self.maxLv, 'skills': ['伏虎霸王拳']})
# return super().effect(old, new)
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else i for i in data0])), skills=['伏虎霸王拳']),
SkillEffect(attribute=Hit(0), operation=Operation.ADD, value=Percent(LevelTable([0] + [-200] * maxLv)), skills=['伏虎霸王拳']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i * 3 for i in data3])), skills=['伏虎霸王拳']),
SkillEffect(attribute=SkillAttribute.CD_RATIO, value=1 - Percent(LevelTable([0] + [-200] * maxLv)), skills=['伏虎霸王拳'], when=Equals(Read(SkillAttribute.VP), 2)),
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [200] * maxLv)), skills=['伏虎霸王拳'], when=Equals(Read(SkillAttribute.VP), 2)),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else i for i in data0])), skills=[Ref.MOUNT]),
SkillEffect(attribute=Hit(0), operation=Operation.ADD, value=Percent(LevelTable([0] + [-200] * maxLv)), skills=[Ref.MOUNT]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i * 3 for i in data3])), skills=[Ref.MOUNT]),
SkillEffect(attribute=SkillAttribute.CD_RATIO, value=1 - Percent(LevelTable([0] + [-200] * maxLv)), skills=[Ref.MOUNT], when=Equals(Read(SkillAttribute.VP), 2)),
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [200] * maxLv)), skills=[Ref.MOUNT], when=Equals(Read(SkillAttribute.VP), 2)),
]
# 毒雷引爆
@@ -1568,6 +1609,7 @@ class Skill40(ActiveSkill):
"""
name = '毒雷引爆'
ref = Ref.VENOMMINE
cellPos = (3,9)
learnLv = 40
masterLv = 60
@@ -1632,6 +1674,7 @@ class Skill41(ActiveSkill):
"""
name = '极恶飞锁'
ref = Ref.VICIOUSLARIAT
cellPos = (8,10)
learnLv = 45
masterLv = 60
@@ -1695,6 +1738,7 @@ class Skill42(PassiveSkill):
"""
name = '千手奥义'
ref = Ref.SKILL_1000HANDS1000EYES
cellPos = (2,11)
learnLv = 48
masterLv = 40
@@ -1728,7 +1772,7 @@ class Skill42(PassiveSkill):
# ]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data5))),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data4)), skills=['抛沙', '毒瓶投掷', '毒针投掷', '砖块投掷', '罗网投掷']),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data4)), skills=[Ref.THROWSAND, Ref.ENCHANTPOISON, Ref.HIDDENSTING, Ref.BLOCKBUSTER, Ref.THROWWEB]),
]
# 天崩地裂
@@ -1740,6 +1784,7 @@ class Skill43(ActiveSkill):
"""
name = '天崩地裂'
ref = Ref.DESTROYEARTHSKYDROP
cellPos = (4,11)
learnLv = 50
masterLv = 40
@@ -1784,6 +1829,7 @@ class Skill44(ActiveSkill):
"""
name = '爆破污桶'
ref = Ref.GLUEYFRUITEX
cellPos = (5,12)
learnLv = 60
masterLv = 40
@@ -1862,6 +1908,7 @@ class Skill45(ActiveSkill):
"""
name = '千锁乱舞'
ref = Ref.CRASHCHAIN
cellPos = (4,13)
learnLv = 70
masterLv = 40
@@ -1926,6 +1973,7 @@ class Skill46(PassiveSkill):
"""
name = '诡诈之道'
ref = Ref.RULEBREAK
cellPos = (6,13)
learnLv = 75
masterLv = 40
@@ -1960,6 +2008,7 @@ class Skill47(ActiveSkill):
"""
name = '暗街夺命锁'
ref = Ref.CHAINDRIVE
cellPos = (8,13)
learnLv = 75
masterLv = 40
@@ -2035,7 +2084,7 @@ class Skill47(ActiveSkill):
# self.associate = [{'type': '*skillRation', 'data': [0] + [-30] * self.maxLv, 'skills': ['砖块投掷']}]
# return super().effect(old, new)
associate = [
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-30] * maxLv)), skills=['砖块投掷'], when=Equals(Read(SkillAttribute.VP), 2)),
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-30] * maxLv)), skills=[Ref.BLOCKBUSTER], when=Equals(Read(SkillAttribute.VP), 2)),
]
# 飞沙走石
@@ -2049,6 +2098,7 @@ class Skill48(ActiveSkill):
"""
name = '飞沙走石'
ref = Ref.RUINRAIN
cellPos = (6,14)
learnLv = 80
masterLv = 40
@@ -2118,7 +2168,7 @@ class Skill48(ActiveSkill):
# self.associate = [{'type': '*skillRation', 'data': [0] + [-40] * self.maxLv, 'skills': ['毒针投掷']}]
# return super().effect(old, new)
associate = [
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-40] * maxLv)), skills=['毒针投掷'], when=Equals(Read(SkillAttribute.VP), 2)),
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-40] * maxLv)), skills=[Ref.HIDDENSTING], when=Equals(Read(SkillAttribute.VP), 2)),
]
# 燃火轰天炮
@@ -2132,6 +2182,7 @@ class Skill49(ActiveSkill):
"""
name = '燃火轰天炮'
ref = Ref.FIREWORKS
cellPos = (8,14)
learnLv = 85
masterLv = 40
@@ -2164,7 +2215,7 @@ class Skill49(ActiveSkill):
# 迁移前实现(保留对照):
# associate = [{'type': '*skillDamage', 'data': [i * 3 if i > 0 else i for i in data3], 'skills': ['燃火轰天炮']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i * 3 if i > 0 else i for i in data3])), skills=['燃火轰天炮']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i * 3 if i > 0 else i for i in data3])), skills=[Ref.FIREWORKS]),
]
# 逆道·爆狱
@@ -2180,6 +2231,7 @@ class Skill50(ActiveSkill):
"""
name = '逆道·爆狱'
ref = Ref.ROADTOHELL
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -2250,6 +2302,7 @@ class Skill51(PassiveSkill):
"""
name = '逆道·皆允'
ref = Ref.OUTLAW
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -2287,6 +2340,7 @@ class Skill52(ActiveSkill):
"""
name = '逆道·幽链之界'
ref = Ref.BADENDING
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -9,6 +9,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.fighter_male.grappler_male import GrapplerMaleSkillRef as Ref
prefix = "fighter_male/grappler_male/cn/skillDetail"
@@ -20,6 +21,7 @@ class Skill0(ActiveSkill):
向敌人发出强威力的后踢使其浮空,施放的瞬间有霸体判定。\n
"""
name = "后踢"
ref = Ref.LIFTUPPER
cellPos = (3,1)
learnLv = 1
masterLv = 10
@@ -45,6 +47,7 @@ class Skill1(ActiveSkill):
像锤击一样挥舞双腿踢飞敌人。\n
"""
name = "前踢"
ref = Ref.SINGLEKICK
cellPos = (5,1)
learnLv = 1
masterLv = 60
@@ -70,6 +73,7 @@ class Skill2(PassiveSkill):
装备臂铠时,减少魔法值消耗量。\n
"""
name = "臂铠精通"
ref = Ref.GAUNTLETMASTERY
cellPos = (2,1)
learnLv = 1
masterLv = 1
@@ -89,7 +93,7 @@ class Skill2(PassiveSkill):
# {"data":data0,"type":"*cdReduce", 'exceptSkills': ['死亡旋律', '一字传承 : 极义震天破', '黑震流·山岳崩颓']}
# ]
associate = [
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data0)), except_skills=['死亡旋律', '一字传承 : 极义震天破', '黑震流·山岳崩颓']),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data0)), except_skills=[Ref.TYPHOON, Ref.FINALEXTREMESTRIKE, Ref.DEATHDOORDESTROY]),
]
# 后跳
@@ -100,6 +104,7 @@ class Skill3(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -123,6 +128,7 @@ class Skill4(PassiveSkill):
在决斗场中,增益/减益技能、 被动技能的技能攻击力增加效果对[基础精通]无影响。\n
"""
name = "基础精通"
ref = Ref.BASICATTACKUP
learnLv = 1
masterLv = 115
maxLv = 200
@@ -150,6 +156,7 @@ class Skill5(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -191,6 +198,7 @@ class Skill6(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -213,6 +221,7 @@ class Skill7(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -237,6 +246,7 @@ class Skill8(ActiveSkill):
被直接命中的敌人不受冲击波伤害。\n
"""
name = "下段踢"
ref = Ref.DAMAGELOWKICK
learnLv = 5
masterLv = 60
maxLv = 70
@@ -270,6 +280,7 @@ class Skill9(ActiveSkill):
转职成气功师后,可以学习[幻影爆碎]技能。\n
"""
name = "分身"
ref = Ref.KENSIN
learnLv = 5
masterLv = 10
maxLv = 20
@@ -301,6 +312,7 @@ class Skill10(ActiveSkill):
下方向键 : 把敌人扔向地面,并产生冲击波攻击周围敌人\n
"""
name = "膝击"
ref = Ref.SUPLEX
cellPos = (6,2)
learnLv = 5
masterLv = 60
@@ -339,6 +351,7 @@ class Skill11(ActiveSkill):
[蹲伏]姿势中按攻击键,可以用肩尖撞击敌人; 经过一定时间或按跳跃键可以中断蹲伏状态。\n
"""
name = "蹲伏"
ref = Ref.CROUCH
cellPos = (7,3)
learnLv = 10
masterLv = 1
@@ -363,6 +376,7 @@ class Skill12(PassiveSkill):
使自身的身体强悍如钢铁,并增加一定的物防和体力。 被击时,有一定几率使自身进入霸体状态。\n
"""
name = "钢筋铁骨"
ref = Ref.PHYSICALDEFENSEUP
cellPos = (4,3)
learnLv = 10
masterLv = 50
@@ -388,6 +402,7 @@ class Skill13(ActiveSkill):
可以连续对敌人进行一定次数的踩踏。 技能的冷却时间从最后一次踩踏结束落地时开始计算。\n
"""
name = "鹰踏"
ref = Ref.STOMP
cellPos = (3,3)
learnLv = 10
masterLv = 60
@@ -416,6 +431,7 @@ class Skill14(ActiveSkill):
该技能的基本攻击只有1次,但学习[疾风连击]后可再追加1次。\n
"""
name = "疾风追击"
ref = Ref.DASHAFTERDASH
cellPos = (8,3)
learnLv = 10
masterLv = 60
@@ -446,6 +462,7 @@ class Skill15(ActiveSkill):
可以强制中断基本攻击动作,并立即施放该技能; 攻击方式变更为肘击,且对敌人造成更多伤害; 可以强制中断施放后的僵直动作,并立即施放[霹雳旋踢]。\n
"""
name = "金刚碎"
ref = Ref.EARTHBREAK
cellPos = (1,3)
learnLv = 10
masterLv = 60
@@ -481,6 +498,7 @@ class Skill16(ActiveSkill):
撞到敌人时停止移动。\n
"""
name = "瞬步"
ref = Ref.FASTDASH
cellPos = (5,3)
learnLv = 10
masterLv = 1
@@ -506,6 +524,7 @@ class Skill17(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -533,6 +552,7 @@ class Skill18(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -560,6 +580,7 @@ class Skill19(ActiveSkill):
转职为气功师后,可以强制中断基本攻击和前冲攻击动作,并立即施放该技能,同时可以学习[蓄念炮]。\n
"""
name = "念气波"
ref = Ref.ENERGYBALL
learnLv = 15
masterLv = 60
maxLv = 70
@@ -597,6 +618,7 @@ class Skill20(ActiveSkill):
转职为街霸后,可以强制中断基本攻击并施放。\n
"""
name = "抛沙"
ref = Ref.THROWSAND
learnLv = 15
masterLv = 60
maxLv = 70
@@ -634,6 +656,7 @@ class Skill21(PassiveSkill):
发动[膝击]的最后一击、 [抛投]的下劈攻击、 [无情摔击]、 [霹雳旋踢]、 [空绞锤]、 [浮空凌云踢]、 [疾波猛坠]、 [地狱风火轮]、 [裂石破天]、 [死亡旋律]、 [武莲华]、 [黑震旋风]、 [疾风闪电]、 [黑震流·殒灭]。\n
"""
name = "摔技强化"
ref = Ref.SUPLEXSUBPOWERUP
cellPos = (5,4)
learnLv = 15
masterLv = 10
@@ -666,6 +689,7 @@ class Skill22(ActiveSkill):
下方向键 : 把敌人往下踢。\n
"""
name = "抛投"
ref = Ref.THROWENEMY
cellPos = (2,4)
learnLv = 15
masterLv = 60
@@ -710,6 +734,7 @@ class Skill23(ActiveSkill):
[膝击]、 [抛投]、 [无情摔击]、 [霹雳旋踢]、 [空绞锤]、 [浮空凌云踢]、 [地狱风火轮]、 [裂石破天]、 [死亡旋律]、 [黑震旋风]、 [疾风闪电]、 [一字传承 : 极义震天破]\n
"""
name = "暴力抓取"
ref = Ref.DEFINITEGRAB
cellPos = (3,4)
learnLv = 15
masterLv = 10
@@ -735,6 +760,7 @@ class Skill24(PassiveSkill):
在前冲状态下使用[膝击]、 [抛投]、 [浮空凌云踢]、 [地狱风火轮]、 [死亡旋律]、 [武莲华]、 [黑震旋风]技能时,可以向移动方向滑行抓取敌人\n
"""
name = "滑行抓取"
ref = Ref.SLIDEGRAB
cellPos = (7,4)
learnLv = 15
masterLv = 1
@@ -756,6 +782,7 @@ class Skill25(PassiveSkill):
在攻击的敌人周围生成冲击波,对周围敌人也造成伤害。\n
"""
name = "抓轰炮"
ref = Ref.GRABCANNON
cellPos = (0,4)
learnLv = 15
masterLv = 1
@@ -776,6 +803,7 @@ class Skill26(PassiveSkill):
同时,增加自身暴击伤害,[野蛮冲撞]、 [彗星冲击]命中敌人后,若强制中断当前攻击动作并立即施放转职技能,或预输入[一字传承 : 极义震天破]技能键、 施放[黑震流·山岳崩颓]时,额外增加暴击伤害增加量,效果持续一定时间。\n
"""
name = "连环抓取"
ref = Ref.BACKSUPLEX
cellPos = (7,5)
learnLv = 20
masterLv = 1
@@ -809,6 +837,7 @@ class Skill27(ActiveSkill):
在决斗场中,命中时使敌人浮空并进入僵直状态; 减少对领主、 稀有、 人形护甲怪物的强制控制效果。\n
"""
name = "折颈"
ref = Ref.PUNCHAFTERRETURN
cellPos = (3,5)
learnLv = 20
masterLv = 60
@@ -836,6 +865,7 @@ class Skill28(PassiveSkill):
施放[疾风追击]时,可以向敌人发出第2、 3击。\n
"""
name = "疾风连击"
ref = Ref.DASHAFTERDASHEXTENSION
cellPos = (8,5)
learnLv = 20
masterLv = 1
@@ -853,6 +883,7 @@ class Skill29(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -880,6 +911,7 @@ class Skill30(ActiveSkill):
攻击建筑型怪物时,直接伤害和间接伤害会合并计算。\n
"""
name = "野蛮冲撞"
ref = Ref.SHOULDERTACKLE
cellPos = (7,6)
learnLv = 25
masterLv = 60
@@ -917,6 +949,7 @@ class Skill31(ActiveSkill):
在决斗场中,空中抓取失败时进入冷却时间,而且不能强制使无法抓取的敌人进入僵直状态。\n
"""
name = "无情摔击"
ref = Ref.BREAKDOWN
cellPos = (5,6)
learnLv = 25
masterLv = 60
@@ -951,6 +984,7 @@ class Skill32(ActiveSkill):
转职成为散打时,才可以强制中断基本攻击动作,并立即施放该技能。\n
"""
name = "旋风腿"
ref = Ref.WHIRLWINDKICK
cellPos = (8,7)
learnLv = 30
masterLv = 60
@@ -980,6 +1014,7 @@ class Skill33(ActiveSkill):
在决斗场中,无法在[后跳]过程中施放。\n
"""
name = "空绞锤"
ref = Ref.LEGSUPLEX
cellPos = (1,7)
learnLv = 30
masterLv = 60
@@ -1013,6 +1048,7 @@ class Skill34(ActiveSkill):
在决斗场中增加施放后僵直时间。\n
"""
name = "霹雳旋踢"
ref = Ref.HOLDUP
cellPos = (2,7)
learnLv = 30
masterLv = 60
@@ -1049,6 +1085,7 @@ class Skill35(ActiveSkill):
空中施放时,发动无强制控制效果的攻击,将敌人踹落并产生冲击波。\n
"""
name = "浮空凌云踢"
ref = Ref.SPIRE
cellPos = (5,8)
learnLv = 35
masterLv = 60
@@ -1110,6 +1147,7 @@ class Skill36(ActiveSkill):
按前方向键时,可以前进更远的距离。 在空中施放时,快速急坠并攻击敌人。\n
"""
name = "疾波猛坠"
ref = Ref.MAGNUMSAULT
cellPos = (7,8)
learnLv = 35
masterLv = 60
@@ -1176,6 +1214,7 @@ class Skill37(ActiveSkill):
可以使用方向键调整敌人的落地位置。\n
"""
name = "地狱风火轮"
ref = Ref.SUPLEXCYCLONE
cellPos = (5,9)
learnLv = 40
masterLv = 60
@@ -1247,6 +1286,7 @@ class Skill38(ActiveSkill):
在决斗场中,只有在一定高度以上才能使用该技能。\n
"""
name = "裂石破天"
ref = Ref.WILDCANNONSPIKE
cellPos = (3,10)
learnLv = 45
masterLv = 60
@@ -1323,6 +1363,7 @@ class Skill39(PassiveSkill):
增加基本攻击和抓取技能攻击力。 破招抓取敌人时,适用破招时伤害增加率。\n
"""
name = "力之奥义"
ref = Ref.TYPHOONCOUNTERSTRIKE
cellPos = (5,11)
learnLv = 48
masterLv = 40
@@ -1350,6 +1391,7 @@ class Skill40(ActiveSkill):
在空中施放时,跃起后将敌人踢向地面,但无法强控敌人。\n
"""
name = "死亡旋律"
ref = Ref.TYPHOON
cellPos = (3,11)
learnLv = 50
masterLv = 40
@@ -1408,6 +1450,7 @@ class Skill41(ActiveSkill):
命中或未命中敌人时,都可以强制中断彗星冲击并立即施放[旋风腿]。\n
"""
name = "彗星冲击"
ref = Ref.CHARGESPEAREX
cellPos = (3,12)
learnLv = 60
masterLv = 40
@@ -1457,6 +1500,7 @@ class Skill42(ActiveSkill):
可用方向键指定摔敌人的方向。\n
"""
name = "武莲华"
ref = Ref.SKILL_108STAIRSEX
cellPos = (4,13)
learnLv = 70
masterLv = 40
@@ -1531,6 +1575,7 @@ class Skill43(PassiveSkill):
额外增加技能攻击力的效果不会叠加,并且增加的攻击力以最强的怪物为准。\n
"""
name = "傲天之怒"
ref = Ref.WHOISNEXT
cellPos = (5,13)
learnLv = 75
masterLv = 40
@@ -1567,6 +1612,7 @@ class Skill44(ActiveSkill):
过一段时间后,地面将会爆炸并对周围的敌人造成伤害。\n
"""
name = "黑震旋风"
ref = Ref.CYCLONECRASH
cellPos = (7,13)
learnLv = 75
masterLv = 40
@@ -1636,6 +1682,7 @@ class Skill45(ActiveSkill):
对无法抓取的敌人不适用控制效果。\n
"""
name = "疾风闪电"
ref = Ref.CHAINBRAKE
cellPos = (5,14)
learnLv = 80
masterLv = 40
@@ -1720,6 +1767,7 @@ class Skill46(ActiveSkill):
连续按攻击键可以加快进行速度。 连接使用此技能时,先使用的技能拥有反击破招效果时,[一字传承 : 极义震天破]也拥有该效果。\n
"""
name = "一字传承 : 极义震天破"
ref = Ref.FINALEXTREMESTRIKE
cellPos = (7,14)
learnLv = 85
masterLv = 40
@@ -1760,6 +1808,7 @@ class Skill47(PassiveSkill):
在[暴力抓取]状态下施放[霹雳旋踢]时,抓取动作变更为范围抓取形态,并适用[滑行抓取]。\n
"""
name = "神怡气静"
ref = Ref.IMPERTURBABLE
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -1787,6 +1836,7 @@ class Skill48(ActiveSkill):
在再次按键的时机内,按[一字传承 : 极义震天破]技能键,可以在身体冲撞的同时发动[一字传承 : 极义震天破]。\n
"""
name = "黑震流·殒灭"
ref = Ref.STONESHOWER
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -1825,6 +1875,7 @@ class Skill49(ActiveSkill):
选择[一字传承 : 极义震天破]时,可以像[一字传承 : 极义震天破]一样在其他技能的过程中预约施放。\n
"""
name = "黑震流·山岳崩颓"
ref = Ref.DEATHDOORDESTROY
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -11,6 +11,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.fighter_male.nenmaster_male import NenmasterMaleSkillRef as Ref
prefix = "fighter_male/nenmaster_male/cn/skillDetail"
@@ -23,6 +24,7 @@ class Skill0(ActiveSkill):
向敌人发出强威力的后踢使其浮空,施放的瞬间有霸体判定。\n
"""
name = "后踢"
ref = Ref.LIFTUPPER
learnLv = 1
masterLv = 10
maxLv = 20
@@ -52,6 +54,7 @@ class Skill1(PassiveSkill):
"""
name = '光之亲和'
ref = Ref.LIGHTFRIENDSHIP
cellPos = (9,1)
learnLv = 1
masterLv = 1
@@ -77,6 +80,7 @@ class Skill2(PassiveSkill):
"""
name = '念气感知'
ref = Ref.BLINDTOLERANCEUP
cellPos = (8,1)
learnLv = 1
masterLv = 1
@@ -100,6 +104,7 @@ class Skill3(ActiveSkill):
像锤击一样挥舞双腿踢飞敌人。\n
"""
name = "前踢"
ref = Ref.SINGLEKICK
learnLv = 1
masterLv = 60
maxLv = 70
@@ -126,6 +131,7 @@ class Skill4(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -150,6 +156,7 @@ class Skill5(PassiveSkill):
"""
name = '基础精通'
ref = Ref.BASICATTACKUP
cellPos = (1,0)
learnLv = 1
masterLv = 115
@@ -172,7 +179,7 @@ class Skill5(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'type': '*skillDamage', 'data': [i - 100 if i > 0 else 0 for i in data0], 'skills': ['念兽 : 龙虎啸']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=['念兽 : 龙虎啸']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=[Ref.NENMONSTERWHITETIGER]),
]
# 受身蹲伏
@@ -183,6 +190,7 @@ class Skill6(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -224,6 +232,7 @@ class Skill7(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -246,6 +255,7 @@ class Skill8(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -270,6 +280,7 @@ class Skill9(ActiveSkill):
被直接命中的敌人不受冲击波伤害。\n
"""
name = "下段踢"
ref = Ref.DAMAGELOWKICK
learnLv = 5
masterLv = 60
maxLv = 70
@@ -304,6 +315,7 @@ class Skill10(ActiveSkill):
"""
name = '分身'
ref = Ref.KENSIN
cellPos = (4,2)
learnLv = 5
masterLv = 10
@@ -340,6 +352,7 @@ class Skill11(ActiveSkill):
下方向键 : 把敌人扔向地面,并产生冲击波攻击周围敌人\n
"""
name = "膝击"
ref = Ref.SUPLEX
learnLv = 5
masterLv = 60
maxLv = 70
@@ -380,6 +393,7 @@ class Skill12(ActiveSkill):
"""
name = '蹲伏'
ref = Ref.CROUCH
cellPos = (7,3)
learnLv = 10
masterLv = 1
@@ -407,6 +421,7 @@ class Skill13(PassiveSkill):
"""
name = '钢筋铁骨'
ref = Ref.PHYSICALDEFENSEUP
cellPos = (5,3)
learnLv = 10
masterLv = 50
@@ -434,6 +449,7 @@ class Skill14(ActiveSkill):
可以连续对敌人进行一定次数的踩踏。 技能的冷却时间从最后一次踩踏结束落地时开始计算。\n
"""
name = "鹰踏"
ref = Ref.STOMP
learnLv = 10
masterLv = 60
maxLv = 70
@@ -463,6 +479,7 @@ class Skill15(ActiveSkill):
该技能的基本攻击只有1次,但学习[疾风连击]后可再追加1次。\n
"""
name = "疾风追击"
ref = Ref.DASHAFTERDASH
learnLv = 10
masterLv = 60
maxLv = 70
@@ -494,6 +511,7 @@ class Skill16(ActiveSkill):
可以强制中断基本攻击动作,并立即施放该技能; 攻击方式变更为肘击,且对敌人造成更多伤害; 可以强制中断施放后的僵直动作,并立即施放[霹雳旋踢]。\n
"""
name = "金刚碎"
ref = Ref.EARTHBREAK
learnLv = 10
masterLv = 60
maxLv = 70
@@ -530,6 +548,7 @@ class Skill17(ActiveSkill):
撞到敌人时停止移动。\n
"""
name = "瞬步"
ref = Ref.FASTDASH
learnLv = 10
masterLv = 1
maxLv = 1
@@ -557,6 +576,7 @@ class Skill18(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -584,6 +604,7 @@ class Skill19(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -611,6 +632,7 @@ class Skill20(ActiveSkill):
"""
name = '雷霆踏'
ref = Ref.THUNDERSUPLEX
cellPos = (8,4)
learnLv = 15
masterLv = 60
@@ -653,6 +675,7 @@ class Skill21(ActiveSkill):
"""
name = '念气波'
ref = Ref.ENERGYBALL
cellPos = (3,4)
learnLv = 15
masterLv = 60
@@ -687,7 +710,7 @@ class Skill21(ActiveSkill):
def setMode(self, mode):
if mode == '蓄力':
if self.char.GetSkillByName('蓄念炮').lv == 0:
if self.char.GetSkill(Ref.ENERGYBALLCHARGE).lv == 0:
self.skillRation *= 0
return
self.cd = 6.5
@@ -704,6 +727,7 @@ class Skill22(ActiveSkill):
转职为街霸后,可以强制中断基本攻击并施放。\n
"""
name = "抛沙"
ref = Ref.THROWSAND
learnLv = 15
masterLv = 60
maxLv = 70
@@ -741,6 +765,7 @@ class Skill23(ActiveSkill):
"""
name = '念气流转'
ref = Ref.LIGHTTOLERANCEUP
cellPos = (6,5)
learnLv = 20
masterLv = 10
@@ -788,6 +813,7 @@ class Skill24(ActiveSkill):
"""
name = '念气环绕'
ref = Ref.SPIRALNEN
cellPos = (2,5)
learnLv = 20
masterLv = 25
@@ -840,6 +866,7 @@ class Skill25(PassiveSkill):
"""
name = '蓄念炮'
ref = Ref.ENERGYBALLCHARGE
cellPos = (3,5)
learnLv = 20
masterLv = 1
@@ -863,7 +890,7 @@ class Skill25(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'type': '*power0', 'data': data0, 'skills': ['念气波']}]
associate = [
SkillEffect(attribute=Power(0), value=1 + Percent(LevelTable(data0)), skills=['念气波']),
SkillEffect(attribute=Power(0), value=1 + Percent(LevelTable(data0)), skills=[Ref.ENERGYBALL]),
]
# 疾风连击
@@ -874,6 +901,7 @@ class Skill26(PassiveSkill):
施放[疾风追击]时,可以向敌人发出第2、 3击。\n
"""
name = "疾风连击"
ref = Ref.DASHAFTERDASHEXTENSION
learnLv = 20
masterLv = 1
maxLv = 1
@@ -895,6 +923,7 @@ class Skill27(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -920,6 +949,7 @@ class Skill28(ActiveSkill):
"""
name = '念气罩'
ref = Ref.NENGUARD
cellPos = (5,6)
learnLv = 25
masterLv = 1
@@ -954,6 +984,7 @@ class Skill29(ActiveSkill):
"""
name = '念气环绕 : 袭'
ref = Ref.SPIRALNENSHOOT
cellPos = (2,6)
learnLv = 25
masterLv = 1
@@ -995,6 +1026,7 @@ class Skill30(ActiveSkill):
"""
name = '念雷轰'
ref = Ref.THUNDERCANNON
cellPos = (7,6)
learnLv = 25
masterLv = 60
@@ -1039,6 +1071,7 @@ class Skill31(ActiveSkill):
"""
name = '旋风腿'
ref = Ref.WHIRLWINDKICK
cellPos = (9,7)
learnLv = 30
masterLv = 60
@@ -1070,6 +1103,7 @@ class Skill32(PassiveSkill):
"""
name = '幻影爆碎'
ref = Ref.ILLUSIONBOMB
cellPos = (4,7)
learnLv = 30
masterLv = 60
@@ -1091,8 +1125,8 @@ class Skill32(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'type': '*skillDamage', 'data': data0, 'skills': ['分身'], 'ratio': 1}, {'type': '+cd', 'data': [0] + [5] * maxLv, 'skills': ['分身'], 'ratio': 1}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + LevelTable(data0), skills=['分身']),
SkillEffect(attribute=SkillAttribute.CD, operation=Operation.ADD, value=LevelTable([0] + [5] * maxLv), skills=['分身']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + LevelTable(data0), skills=[Ref.KENSIN]),
SkillEffect(attribute=SkillAttribute.CD, operation=Operation.ADD, value=LevelTable([0] + [5] * maxLv), skills=[Ref.KENSIN]),
]
# 念兽 : 龙虎啸
@@ -1111,6 +1145,7 @@ class Skill33(ActiveSkill):
"""
name = '念兽 : 龙虎啸'
ref = Ref.NENMONSTERWHITETIGER
cellPos = (6,7)
learnLv = 30
masterLv = 10
@@ -1193,6 +1228,7 @@ class Skill34(ActiveSkill):
"""
name = '念气环绕 : 御'
ref = Ref.SPIRALNENSPIN
cellPos = (2,7)
learnLv = 30
masterLv = 1
@@ -1217,7 +1253,7 @@ class Skill34(ActiveSkill):
# 迁移前实现(保留对照):
# associate = [{'type': '*power5', 'data': [i - 100 if i > 0 else i for i in data0], 'skills': ['念气环绕']}]
associate = [
SkillEffect(attribute=Power(5), value=1 + Percent(LevelTable([i - 100 if i > 0 else i for i in data0])), skills=['念气环绕']),
SkillEffect(attribute=Power(5), value=1 + Percent(LevelTable([i - 100 if i > 0 else i for i in data0])), skills=[Ref.SPIRALNEN]),
]
# 狮子吼
@@ -1230,6 +1266,7 @@ class Skill35(ActiveSkill):
"""
name = '狮子吼'
ref = Ref.SAJAHU
cellPos = (7,8)
learnLv = 35
masterLv = 60
@@ -1294,6 +1331,7 @@ class Skill36(ActiveSkill):
"""
name = '天雷虎踢'
ref = Ref.THUNDERTIGER
cellPos = (8,8)
learnLv = 35
masterLv = 60
@@ -1369,6 +1407,7 @@ class Skill37(ActiveSkill):
"""
name = '螺旋念气场'
ref = Ref.KIKOUKEN
cellPos = (5,9)
learnLv = 40
masterLv = 60
@@ -1427,6 +1466,7 @@ class Skill38(ActiveSkill):
"""
name = '念兽 : 猛虎震地'
ref = Ref.LIGHTNINGDRAGON
cellPos = (6,10)
learnLv = 45
masterLv = 60
@@ -1491,6 +1531,7 @@ class Skill39(PassiveSkill):
"""
name = '念之奥义'
ref = Ref.NENPOLE
cellPos = (4,11)
learnLv = 48
masterLv = 40
@@ -1524,6 +1565,7 @@ class Skill40(ActiveSkill):
"""
name = '念兽 : 审判之金雷虎'
ref = Ref.NENFLOWER
cellPos = (6,11)
learnLv = 50
masterLv = 40
@@ -1561,6 +1603,7 @@ class Skill41(ActiveSkill):
"""
name = '念之战矛'
ref = Ref.NENSPEAREX
cellPos = (4,12)
learnLv = 60
masterLv = 40
@@ -1630,6 +1673,7 @@ class Skill42(ActiveSkill):
"""
name = '冲云念气场'
ref = Ref.SPIRALCOLUMNEX
cellPos = (5,13)
learnLv = 70
masterLv = 40
@@ -1699,6 +1743,7 @@ class Skill43(ActiveSkill):
"""
name = '奔雷螺旋击'
ref = Ref.SPIRALEMPERORSLAP
cellPos = (7,13)
learnLv = 75
masterLv = 40
@@ -1765,6 +1810,7 @@ class Skill44(ActiveSkill):
"""
name = '风雷啸'
ref = Ref.SPIRALGALEFORCE
cellPos = (6,13)
learnLv = 75
masterLv = 40
@@ -1789,7 +1835,7 @@ class Skill44(ActiveSkill):
# associate = [{'data': data0}, {'data': data1, 'skills': ['狮子吼', '天雷虎踢', '螺旋念气场', '念兽 : 猛虎震地', '念兽 : 审判之金雷虎', '念之战矛', '冲云念气场', '奔雷螺旋击', '禅语·形灭']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0))),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=['狮子吼', '天雷虎踢', '螺旋念气场', '念兽 : 猛虎震地', '念兽 : 审判之金雷虎', '念之战矛', '冲云念气场', '奔雷螺旋击', '禅语·形灭']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=[Ref.SAJAHU, Ref.THUNDERTIGER, Ref.KIKOUKEN, Ref.LIGHTNINGDRAGON, Ref.NENFLOWER, Ref.NENSPEAREX, Ref.SPIRALCOLUMNEX, Ref.SPIRALEMPERORSLAP, Ref.GLOWINGTIGER]),
]
# [念气环绕 : 袭]、 [念气环绕 : 御]的念气球范围增加 : 50%
@@ -1804,6 +1850,7 @@ class Skill45(PassiveSkill):
"""
name = '风雷引'
ref = Ref.SPIRALINHALE
cellPos = (8,13)
learnLv = 75
masterLv = 1
@@ -1872,6 +1919,7 @@ class Skill46(ActiveSkill):
"""
name = '月辉念气破'
ref = Ref.MOONLIGHTTHEEARTH
cellPos = (6,14)
learnLv = 80
masterLv = 40
@@ -1936,6 +1984,7 @@ class Skill47(ActiveSkill):
"""
name = '月华万象'
ref = Ref.GLANCETHEHOST
cellPos = (7,14)
learnLv = 85
masterLv = 40
@@ -1977,6 +2026,7 @@ class Skill48(PassiveSkill):
"""
name = '禅意·万象'
ref = Ref.ATTAINTHENATURE
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -2011,6 +2061,7 @@ class Skill49(ActiveSkill):
"""
name = '禅语·形灭'
ref = Ref.GLOWINGTIGER
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -2048,6 +2099,7 @@ class Skill50(ActiveSkill):
"""
name = '禅念·归一'
ref = Ref.HEAVENANDEARTH
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -9,6 +9,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.fighter_male.striker_male import StrikerMaleSkillRef as Ref
prefix = "fighter_male/striker_male/cn/skillDetail"
@@ -20,6 +21,7 @@ class Skill0(ActiveSkill):
向敌人发出强威力的后踢使其浮空,施放的瞬间有霸体判定。\n
"""
name = "后踢"
ref = Ref.LIFTUPPER
learnLv = 1
masterLv = 10
maxLv = 20
@@ -48,6 +50,7 @@ class Skill1(ActiveSkill):
像锤击一样挥舞双腿踢飞敌人。\n
"""
name = "前踢"
ref = Ref.SINGLEKICK
learnLv = 1
masterLv = 60
maxLv = 70
@@ -74,6 +77,7 @@ class Skill2(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -97,6 +101,7 @@ class Skill3(PassiveSkill):
在决斗场中,增益/减益技能、 被动技能的技能攻击力增加效果对[基础精通]无影响。\n
"""
name = "基础精通"
ref = Ref.BASICATTACKUP
learnLv = 1
masterLv = 115
maxLv = 200
@@ -124,6 +129,7 @@ class Skill4(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -165,6 +171,7 @@ class Skill5(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -187,6 +194,7 @@ class Skill6(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -211,6 +219,7 @@ class Skill7(ActiveSkill):
被直接命中的敌人不受冲击波伤害。\n
"""
name = "下段踢"
ref = Ref.DAMAGELOWKICK
cellPos = (2,2)
learnLv = 5
masterLv = 60
@@ -245,6 +254,7 @@ class Skill8(ActiveSkill):
转职成气功师后,可以学习[幻影爆碎]技能。\n
"""
name = "分身"
ref = Ref.KENSIN
learnLv = 5
masterLv = 10
maxLv = 20
@@ -276,6 +286,7 @@ class Skill9(ActiveSkill):
下方向键 : 把敌人扔向地面,并产生冲击波攻击周围敌人\n
"""
name = "膝击"
ref = Ref.SUPLEX
learnLv = 5
masterLv = 60
maxLv = 70
@@ -315,6 +326,7 @@ class Skill10(ActiveSkill):
[蹲伏]姿势中按攻击键,可以用肩尖撞击敌人; 经过一定时间或按跳跃键可以中断蹲伏状态。\n
"""
name = "蹲伏"
ref = Ref.CROUCH
cellPos = (7,3)
learnLv = 10
masterLv = 1
@@ -341,6 +353,7 @@ class Skill11(PassiveSkill):
使自身的身体强悍如钢铁,并增加一定的物防和体力。 被击时,有一定几率使自身进入霸体状态。\n
"""
name = "钢筋铁骨"
ref = Ref.PHYSICALDEFENSEUP
cellPos = (4,3)
learnLv = 10
masterLv = 50
@@ -368,6 +381,7 @@ class Skill12(ActiveSkill):
可以连续对敌人进行一定次数的踩踏。 技能的冷却时间从最后一次踩踏结束落地时开始计算。\n
"""
name = "鹰踏"
ref = Ref.STOMP
cellPos = (3,3)
learnLv = 10
masterLv = 60
@@ -399,6 +413,7 @@ class Skill13(ActiveSkill):
该技能的基本攻击只有1次,但学习[疾风连击]后可再追加1次。\n
"""
name = "疾风追击"
ref = Ref.DASHAFTERDASH
cellPos = (8,3)
learnLv = 10
masterLv = 60
@@ -432,6 +447,7 @@ class Skill14(ActiveSkill):
可以强制中断基本攻击动作,并立即施放该技能; 攻击方式变更为肘击,且对敌人造成更多伤害; 可以强制中断施放后的僵直动作,并立即施放[霹雳旋踢]。\n
"""
name = "金刚碎"
ref = Ref.EARTHBREAK
learnLv = 10
masterLv = 60
maxLv = 70
@@ -468,6 +484,7 @@ class Skill15(ActiveSkill):
撞到敌人时停止移动。\n
"""
name = "瞬步"
ref = Ref.FASTDASH
cellPos = (6,3)
learnLv = 10
masterLv = 1
@@ -495,6 +512,7 @@ class Skill16(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -522,6 +540,7 @@ class Skill17(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -549,6 +568,7 @@ class Skill18(ActiveSkill):
转职为气功师后,可以强制中断基本攻击和前冲攻击动作,并立即施放该技能,同时可以学习[蓄念炮]。\n
"""
name = "念气波"
ref = Ref.ENERGYBALL
learnLv = 15
masterLv = 60
maxLv = 70
@@ -586,6 +606,7 @@ class Skill19(ActiveSkill):
转职为街霸后,可以强制中断基本攻击并施放。\n
"""
name = "抛沙"
ref = Ref.THROWSAND
learnLv = 15
masterLv = 60
maxLv = 70
@@ -621,6 +642,7 @@ class Skill20(PassiveSkill):
<12::equip_boxing_glove_explain>\n
"""
name = "拳套掌握"
ref = Ref.EQUIPBOXINGGLOVE
cellPos = (1,4)
learnLv = 15
masterLv = 10
@@ -639,7 +661,7 @@ class Skill20(PassiveSkill):
# {"data":data0,"type":"*cdReduce", 'exceptSkills': ['双重释放', '烈焰焚步', '极武霸皇踢', '焚火逐日拳']}
# ]
associate = [
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data0)), except_skills=['双重释放', '烈焰焚步', '极武霸皇踢', '焚火逐日拳']),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data0)), except_skills=[Ref.DOUBLEOPEN, Ref.FLAMELEGS, Ref.EMPERORCOMBINATION, Ref.MORTALFIST]),
]
# 强拳
@@ -650,6 +672,7 @@ class Skill21(ActiveSkill):
集中体内的能量,增加命中敌人的僵直比率和自身暴击伤害,效果持续一定时间。\n
"""
name = "强拳"
ref = Ref.SLOWDOWNPOWERUP
cellPos = (5,4)
learnLv = 15
masterLv = 20
@@ -680,6 +703,7 @@ class Skill22(ActiveSkill):
可以通过按方向键,调整方向移动施放。\n
"""
name = "肘击"
ref = Ref.DASHPUNCH
cellPos = (7,4)
learnLv = 15
masterLv = 60
@@ -712,6 +736,7 @@ class Skill23(ActiveSkill):
可以使自身增加物理/魔法防御力和体力,而且被攻击后不会倒地,但仍会受到伤害,效果持续一定时间。\n
"""
name = "霸体护甲"
ref = Ref.SUPERARMOR
cellPos = (4,5)
learnLv = 20
masterLv = 20
@@ -742,6 +767,7 @@ class Skill24(PassiveSkill):
施放[疾风追击]时,可以向敌人发出第2、 3击。\n
"""
name = "疾风连击"
ref = Ref.DASHAFTERDASHEXTENSION
cellPos = (8,5)
learnLv = 20
masterLv = 1
@@ -762,6 +788,7 @@ class Skill25(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -785,6 +812,7 @@ class Skill26(ActiveSkill):
按前方向键,可以滑行得更远进行攻击。\n
"""
name = "铁山靠"
ref = Ref.SHOULDERCHARGE
cellPos = (4,6)
learnLv = 25
masterLv = 60
@@ -819,6 +847,7 @@ class Skill27(ActiveSkill):
被直接击中的敌人不受冲击波伤害。\n
"""
name = "碎骨"
ref = Ref.CRASHLOWKICK
cellPos = (2,6)
learnLv = 25
masterLv = 60
@@ -865,6 +894,7 @@ class Skill28(PassiveSkill):
在空中可以使用[柔化肌肉]强制中断。\n
"""
name = "强袭重击"
ref = Ref.STRENGTHFIREHANDSTRIKE
cellPos = (3,5)
learnLv = 25
masterLv = 1
@@ -884,7 +914,7 @@ class Skill28(PassiveSkill):
# {"type":"*skillDamage","data":data0,"skills":["鹰踏"]},
# ]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), skills=['鹰踏']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), skills=[Ref.STOMP]),
]
# 弱点感知
@@ -895,6 +925,7 @@ class Skill29(PassiveSkill):
感知敌人的弱点,并增加自身的物理暴击率和物理命中率。\n
"""
name = "弱点感知"
ref = Ref.AIMVITALPOINT
cellPos = (5,7)
learnLv = 30
masterLv = 10
@@ -921,6 +952,7 @@ class Skill30(ActiveSkill):
转职成为散打时,才可以强制中断基本攻击动作,并立即施放该技能。\n
"""
name = "旋风腿"
ref = Ref.WHIRLWINDKICK
cellPos = (7,7)
learnLv = 30
masterLv = 60
@@ -952,6 +984,7 @@ class Skill31(PassiveSkill):
在决斗场中有起始冷却时间,起始冷却时间结束后自动激活。 技能攻击力增加率效果仅适用于柔化后使用的技能。\n
"""
name = "柔化肌肉"
ref = Ref.MUSCLESHIFT
cellPos = (4,7)
learnLv = 30
masterLv = 5
@@ -995,6 +1028,7 @@ class Skill32(PassiveSkill):
学习[闪步]后,身手变得更加灵活,[瞬步]移动过程中即使撞到敌人也不会停下。\n
"""
name = "闪步"
ref = Ref.SHINESTEP
cellPos = (6,7)
learnLv = 30
masterLv = 1
@@ -1018,6 +1052,7 @@ class Skill33(ActiveSkill):
使用[柔化肌肉]强制中断后施放时,也可以转换方向。\n
"""
name = "闪击快打"
ref = Ref.MOMENTATTACK
cellPos = (8,7)
learnLv = 30
masterLv = 60
@@ -1050,6 +1085,7 @@ class Skill34(ActiveSkill):
虽然此技能破坏力极大,但是未命中敌人时会出现极大的空隙。\n
"""
name = "冲膝"
ref = Ref.CLOSEPUNCH
cellPos = (3,8)
learnLv = 35
masterLv = 60
@@ -1108,6 +1144,7 @@ class Skill35(ActiveSkill):
在决斗场中,无法用跳跃键取消技能。\n
"""
name = "炽焰旋风腿"
ref = Ref.RISINGUPPER
cellPos = (7,8)
learnLv = 35
masterLv = 60
@@ -1167,6 +1204,7 @@ class Skill36(ActiveSkill):
在决斗场中,被[闪电之舞]击中的敌人会微微浮空并被束缚。\n
"""
name = "闪电之舞"
ref = Ref.LIGHTNINGDANCE
cellPos = (4,9)
learnLv = 40
masterLv = 60
@@ -1229,6 +1267,7 @@ class Skill37(ActiveSkill):
但是,在决斗场中无法在落地时使用[柔化肌肉]强制施放其他技能。\n
"""
name = "瞬影连环踢"
ref = Ref.RANDOMKICK
cellPos = (3,10)
learnLv = 45
masterLv = 60
@@ -1282,6 +1321,7 @@ class Skill38(PassiveSkill):
可以在已学习的技能栏中,打开/关闭[烈焰焚步]的地面伤害。\n
"""
name = "烈焰燃烧"
ref = Ref.EFFICIENTBURN
cellPos = (6,11)
learnLv = 48
masterLv = 40
@@ -1314,6 +1354,7 @@ class Skill39(ActiveSkill):
召唤地狱烈焰缠绕在双脚上; 可以减少除[烈焰焚步]、 [双重释放]、 [极武霸皇踢]、 [焚火逐日拳]以外的散打系列技能的冷却时间、 技能施放后的僵直时间,同时还可以增加敌人的僵直时间以及技能和基本攻击的攻击力。\n
"""
name = "烈焰焚步"
ref = Ref.FLAMELEGS
cellPos = (5,11)
learnLv = 50
masterLv = 40
@@ -1357,7 +1398,7 @@ class Skill39(ActiveSkill):
# {"type":"*skillDamage","data":data5},
# ]
associate = [
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data1)), except_skills=['双重释放', '烈焰焚步', '极武霸皇踢', '焚火逐日拳']),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data1)), except_skills=[Ref.DOUBLEOPEN, Ref.FLAMELEGS, Ref.EMPERORCOMBINATION, Ref.MORTALFIST]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data5))),
]
@@ -1371,6 +1412,7 @@ class Skill40(ActiveSkill):
学习后,技能等级与[烈焰焚步]同步。\n
"""
name = "双重释放"
ref = Ref.DOUBLEOPEN
cellPos = (5,12)
learnLv = 50
masterLv = 1
@@ -1390,7 +1432,7 @@ class Skill40(ActiveSkill):
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
level_source = '烈焰焚步'
level_source = Ref.FLAMELEGS
# 飞燕旋风
# fighter_male/striker_male/8e358ecf99ac9df31a6132aeafe378a9
@@ -1401,6 +1443,7 @@ class Skill41(ActiveSkill):
施放技能时,按前方向键可以向前方跳跃。\n
"""
name = "飞燕旋风"
ref = Ref.FLYINGCHAINKICK
cellPos = (7,12)
learnLv = 60
masterLv = 40
@@ -1460,6 +1503,7 @@ class Skill42(ActiveSkill):
被击中的敌人会向后飞出并倒地。\n
"""
name = "旋风碎心踢"
ref = Ref.HURRICANESPEAR
cellPos = (7,13)
learnLv = 70
masterLv = 40
@@ -1522,6 +1566,7 @@ class Skill43(ActiveSkill):
在空中可以强制中断该技能并使用[柔化肌肉]。\n
"""
name = "烈火强踢"
ref = Ref.DROPFIRE
cellPos = (6,13)
learnLv = 75
masterLv = 40
@@ -1576,6 +1621,7 @@ class Skill44(PassiveSkill):
学习后,会根据[烈火支配]的效果增加技能攻击力和基本攻击力,增加[柔化肌肉]的强制中断次数、 减少恢复时间。\n
"""
name = "烈火支配"
ref = Ref.ATFIREPOWERRELEASE
cellPos = (5,13)
learnLv = 75
masterLv = 40
@@ -1610,6 +1656,7 @@ class Skill45(ActiveSkill):
输入向前方向键时,突进距离会调整到前方。 输入向后方向键时,突进距离会调整到原地。\n
"""
name = "烈火强拳"
ref = Ref.ATOMICCANNON
cellPos = (5,14)
learnLv = 80
masterLv = 40
@@ -1662,6 +1709,7 @@ class Skill46(ActiveSkill):
以电光火石般的拳击把前方的敌人聚集到击打地点,左右轮番攻击一次,并且把全身的力量聚于腿的末端,使用穿刺前方的强力飞踢对敌人造成大量伤害。\n
"""
name = "极武霸皇踢"
ref = Ref.EMPERORCOMBINATION
cellPos = (6,14)
learnLv = 85
masterLv = 40
@@ -1700,6 +1748,7 @@ class Skill47(PassiveSkill):
[烈焰焚步] : 可以在施放其他技能的过程中双重施放,利用双重施放强化后的技能在命中敌人之前,双重施放功能处于未激活状态。\n
"""
name = "千锤百炼"
ref = Ref.LIMITBREAK
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -1729,6 +1778,7 @@ class Skill48(ActiveSkill):
双重释放激活的状态下,产生更强力的冲击波,冲击波适用双重释放攻击力。\n
"""
name = "炼狱坠星腿"
ref = Ref.MORTALASSAULT
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -1761,6 +1811,7 @@ class Skill49(ActiveSkill):
若关联的技能还在冷却中,则无法使用三次觉醒技能。\n
"""
name = "焚火逐日拳"
ref = Ref.MORTALFIST
cellPos = (5,16)
learnLv = 100
masterLv = 40