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.gunner_female.launcher_female import LauncherFemaleSkillRef as Ref
prefix = "gunner_female/launcher_female/cn/skillDetail"
@@ -25,6 +26,7 @@ class Skill0(ActiveSkill):
转职为弹药专家或协战师后,技能类型变为独立攻击力。\n
"""
name = "后撩踢"
ref = Ref.AERIALKNEE
learnLv = 1
masterLv = 10
maxLv = 20
@@ -54,6 +56,7 @@ class Skill1(ActiveSkill):
转职为协战师后,技能类型变为独立攻击力。\n
"""
name = "浮空弹"
ref = Ref.LIFTSHOT
learnLv = 1
masterLv = 60
maxLv = 70
@@ -80,6 +83,7 @@ class Skill2(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -103,6 +107,7 @@ class Skill3(PassiveSkill):
在决斗场中,增益/减益技能、 被动技能的技能攻击力增加效果对[基础精通]无影响。\n
"""
name = "基础精通"
ref = Ref.BASICATTACKUP
learnLv = 1
masterLv = 115
maxLv = 200
@@ -130,6 +135,7 @@ class Skill4(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -171,6 +177,7 @@ class Skill5(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -193,6 +200,7 @@ class Skill6(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -216,6 +224,7 @@ class Skill7(ActiveSkill):
若发射中按住向上方向键,则可以向上发射。\n
"""
name = "M-137格林机枪"
ref = Ref.GATLING
cellPos = (4,2)
learnLv = 5
masterLv = 60
@@ -252,6 +261,7 @@ class Skill8(ActiveSkill):
在地下城中不会被敌人击中,在决斗场中适用独立的生命值和防御力。\n
"""
name = "RX-78追击者"
ref = Ref.ROBOTRX78
learnLv = 5
masterLv = 60
maxLv = 70
@@ -282,6 +292,7 @@ class Skill9(ActiveSkill):
攻击不死族、 恶魔、 精灵类怪物时,可以大幅度增加伤害值。\n
"""
name = "银弹"
ref = Ref.SILVERBULLET
learnLv = 5
masterLv = 20
maxLv = 30
@@ -310,6 +321,7 @@ class Skill10(ActiveSkill):
使重火器的拔出动作出现攻击判定,命中敌人后可以将敌人击退。\n
"""
name = "重火器拔击"
ref = Ref.HITONSUBWEAPON
cellPos = (3,2)
learnLv = 5
masterLv = 1
@@ -339,6 +351,7 @@ class Skill11(ActiveSkill):
转职为协战师后,技能类型变为独立攻击力。\n
"""
name = "上旋踢"
ref = Ref.WINDMILL
learnLv = 10
masterLv = 60
maxLv = 70
@@ -373,6 +386,7 @@ class Skill12(ActiveSkill):
转职为协战师时,技能类型变为独立攻击力; 仅射击2次。\n
"""
name = "钉刺射"
ref = Ref.PUNISHER
learnLv = 10
masterLv = 60
maxLv = 70
@@ -403,6 +417,7 @@ class Skill13(ActiveSkill):
对无法抓取的敌人不适用控制效果,只能造成后撩踢的攻击伤害。\n
"""
name = "炙烤"
ref = Ref.AERIALGATLING
cellPos = (4,3)
learnLv = 10
masterLv = 60
@@ -432,6 +447,7 @@ class Skill14(ActiveSkill):
在决斗场中无法强制中断。\n
"""
name = "浮空铲"
ref = Ref.HIGHANGLESLIDING
cellPos = (8,3)
learnLv = 10
masterLv = 1
@@ -459,6 +475,7 @@ class Skill15(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -486,6 +503,7 @@ class Skill16(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -511,6 +529,7 @@ class Skill17(ActiveSkill):
向敌人脚下的地面快速连续射击,溅起尘土,对敌人造成伤害。\n
"""
name = "烟尘弹"
ref = Ref.ATDUSTSHOOT
learnLv = 10
masterLv = 60
maxLv = 70
@@ -541,6 +560,7 @@ class Skill18(ActiveSkill):
转职为协战师后,技能类型变为独立攻击力。\n
"""
name = "刺踢"
ref = Ref.FASTKNEE
learnLv = 15
masterLv = 60
maxLv = 70
@@ -578,6 +598,7 @@ class Skill19(ActiveSkill):
技能等级越高,被攻击对象的僵直时间就越长。\n
"""
name = "M-3喷火器"
ref = Ref.FLAMETHROWER
cellPos = (3,4)
learnLv = 15
masterLv = 60
@@ -612,6 +633,7 @@ class Skill20(PassiveSkill):
并减少除[远古粒子炮]、 [火力全开]、 [制胜 · 最终兵器]外的其他技能的冷却时间。\n
"""
name = "重火器精通"
ref = Ref.SUBWEAPONMASTERY
cellPos = (1,4)
learnLv = 15
masterLv = 10
@@ -642,7 +664,7 @@ class Skill20(PassiveSkill):
associate = [
CharacterEffect(attribute=CharacterAttribute.P_ATK_P, value=1 + Percent(LevelTable(data2))),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data3))),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data4)), except_skills=['远古粒子炮', '火力全开', '制胜·最终兵器']),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data4)), except_skills=[Ref.ANCIENTTRIGGER, Ref.OPERATIONRAZE, Ref.DECISIVEBATTLE]),
]
# 空中射击
@@ -653,6 +675,7 @@ class Skill21(ActiveSkill):
增加跳跃攻击的空中停留时间以及跳跃射击的攻击力和射击次数上限,效果持续一定时间。\n
"""
name = "空中射击"
ref = Ref.STAYONJUMPSHOOT
learnLv = 15
masterLv = 10
maxLv = 20
@@ -685,6 +708,7 @@ class Skill22(PassiveSkill):
领悟重火器奥义,使除了1、 2、 3次觉醒技能之外的所有重火器技能各增加1级。\n
"""
name = "重火器奥义"
ref = Ref.SUBWEAPONPOWERUP
cellPos = (0,4)
learnLv = 15
masterLv = 1
@@ -725,6 +749,7 @@ class Skill23(ActiveSkill):
G-14手雷有最大填装数和填装冷却时间,按上、 下方向键后施放技能时,可以调整投掷位置。 转职成为弹药专家时,可以强制中断基本攻击动作,投掷G-14手雷。\n
"""
name = "G-14手雷"
ref = Ref.GRENADENONE
cellPos = (10,4)
learnLv = 15
masterLv = 60
@@ -760,6 +785,7 @@ class Skill24(ActiveSkill):
炮弹的速度极快,被炮弹命中的敌人会受到一定伤害; 命中敌人的炮弹会引发多次爆炸并推开敌人,最后还会使周围的敌人受到火属性物理伤害。\n
"""
name = "反坦克炮"
ref = Ref.STEYRHEAVYRIFLE
cellPos = (6,5)
learnLv = 20
masterLv = 60
@@ -802,6 +828,7 @@ class Skill25(ActiveSkill):
增加能量球飞行距离,且命中敌人时立即爆炸。 同时,冲撞伤害与爆炸伤害合并。\n
"""
name = "加农炮"
ref = Ref.CANNONBALL
cellPos = (5,5)
learnLv = 20
masterLv = 60
@@ -834,6 +861,7 @@ class Skill26(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -857,6 +885,7 @@ class Skill27(PassiveSkill):
转职为漫游枪手后,增加精通等级。\n
"""
name = "快速拔枪"
ref = Ref.FASTSHOOT
cellPos = (0,6)
learnLv = 25
masterLv = 5
@@ -883,6 +912,7 @@ class Skill28(ActiveSkill):
向敌人发射激光,使敌人受到光属性伤害; 激光的攻击范围比较狭小,但是射程极远。\n
"""
name = "激光炮"
ref = Ref.LASERRIFLE
cellPos = (8,6)
learnLv = 25
masterLv = 60
@@ -917,6 +947,7 @@ class Skill29(PassiveSkill):
激光的攻击力随充电时间增加,达到最大充电值时,可以增加攻击范围和射程,但会有很大的后坐力。\n
"""
name = "蓄电激光炮"
ref = Ref.LASERRIFLECHARGE
cellPos = (8,7)
learnLv = 25
masterLv = 1
@@ -935,7 +966,7 @@ class Skill29(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{"data":data1,"skills":["激光炮"]}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=['激光炮']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=[Ref.LASERRIFLE]),
]
# 脉冲雷达-63
@@ -946,6 +977,7 @@ class Skill30(PassiveSkill):
装备重火器雷达部件,增加物理暴击率和物理攻击力。\n
"""
name = "脉冲雷达-63"
ref = Ref.APG_63
cellPos = (1,6)
learnLv = 25
masterLv = 10
@@ -976,6 +1008,7 @@ class Skill31(ActiveSkill):
喷射中可以移动。\n
"""
name = "聚焦喷火器"
ref = Ref.FLAMETHROWERBOOST
cellPos = (3,7)
learnLv = 30
masterLv = 60
@@ -1011,6 +1044,7 @@ class Skill32(ActiveSkill):
增加基本攻击力以及所有重火器技能的命中率和攻击力,并使远距离的敌人无法判定枪炮师的位置,效果持续一定时间。\n
"""
name = "潜能爆发"
ref = Ref.SUBWEAPONSTUCKDOWN
cellPos = (5,7)
learnLv = 30
masterLv = 10
@@ -1040,6 +1074,7 @@ class Skill33(ActiveSkill):
榴弹命中敌人时,会引起爆炸并使周围敌人受到伤害。\n
"""
name = "FM-31榴弹发射器"
ref = Ref.FM31
cellPos = (6,8)
learnLv = 35
masterLv = 60
@@ -1101,6 +1136,7 @@ class Skill34(ActiveSkill):
在地面施放重火器系列技能时可以同时使用该技能。 减少40%的攻击力和冷却时间,变更为最多可施放2次再进行冷却的技能。\n
"""
name = "FM-92榴弹"
ref = Ref.LANCER
cellPos = (7,8)
learnLv = 35
masterLv = 60
@@ -1131,7 +1167,7 @@ class Skill34(ActiveSkill):
def setMode(self, mode):
pre = self.char.GetSkillByName('重武装改造')
pre = self.char.GetSkill(Ref.ALPHASUPPORT)
if pre.lv > 0 and self.vp == 0:
self.cd = 20 * 0.6
self.skillDamage *= 0.6
@@ -1171,6 +1207,7 @@ class Skill35(PassiveSkill):
将光、 火属性值中较低的属性值补正为较高的属性值。\n
"""
name = "光热反应"
ref = Ref.DUALTRIGGER
cellPos = (4,8)
learnLv = 35
masterLv = 1
@@ -1191,6 +1228,7 @@ class Skill36(ActiveSkill):
向敌人投放光属性量子爆弹,使周围敌人受到光属性伤害并有一定几率使敌人进入感电状态,可以通过方向键控制投放位置。\n
"""
name = "量子爆弹"
ref = Ref.URANIUMBOMB
cellPos = (9,9)
learnLv = 40
masterLv = 60
@@ -1267,6 +1305,7 @@ class Skill37(ActiveSkill):
技能施放中可以追加施放[激光炮]技能,[激光炮]的攻击力相当于最大充电时的攻击力。\n
"""
name = "X-2太阳神光炮"
ref = Ref.SOLARSYSTEM
cellPos = (8,10)
learnLv = 45
masterLv = 60
@@ -1339,7 +1378,7 @@ class Skill37(ActiveSkill):
# self.associate = [{"type":"*skillRation","data":[0] + [-12.5]*self.maxLv,"skills":["激光炮"]}]
# return super().effect(old, new)
associate = [
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-12.5] * maxLv)), skills=['激光炮'], when=Equals(Read(SkillAttribute.VP), 1)),
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-12.5] * maxLv)), skills=[Ref.LASERRIFLE], when=Equals(Read(SkillAttribute.VP), 1)),
]
# 超温重火器
@@ -1350,6 +1389,7 @@ class Skill38(PassiveSkill):
增加基本攻击和重火器技能的攻击力。\n
"""
name = "超温重火器"
ref = Ref.OVERHEAT
cellPos = (6,11)
learnLv = 48
masterLv = 40
@@ -1379,6 +1419,7 @@ class Skill39(ActiveSkill):
可以对龙族敌人造成更大的伤害。\n
"""
name = "远古粒子炮"
ref = Ref.ANCIENTTRIGGER
cellPos = (8,11)
learnLv = 50
masterLv = 40
@@ -1415,6 +1456,7 @@ class Skill40(ActiveSkill):
发射过程中,可以用方向键移动。\n
"""
name = "等离子放射器"
ref = Ref.PLASMABOOST
cellPos = (3,12)
learnLv = 60
masterLv = 40
@@ -1476,6 +1518,7 @@ class Skill41(ActiveSkill):
按住技能键,可以调整双重点火时机。\n
"""
name = "FM-92特殊榴弹"
ref = Ref.LANCERSW
cellPos = (7,13)
learnLv = 70
masterLv = 40
@@ -1551,6 +1594,7 @@ class Skill42(PassiveSkill):
施放时可以同时使用[激光炮]。\n
"""
name = "重武装改造"
ref = Ref.ALPHASUPPORT
cellPos = (1,13)
learnLv = 75
masterLv = 40
@@ -1582,6 +1626,7 @@ class Skill43(ActiveSkill):
发射具有子母弹功能的炸弹。 炸弹命中敌人时发生爆炸,炸弹中的小型炸弹向四方扩散,引起连锁爆炸。\n
"""
name = "集束炸弹"
ref = Ref.FSC_7
cellPos = (3,13)
learnLv = 75
masterLv = 40
@@ -1653,6 +1698,7 @@ class Skill44(ActiveSkill):
(最多射击1次)\n
"""
name = "PT-15原始型压缩炮"
ref = Ref.PT_15
cellPos = (2,14)
learnLv = 80
masterLv = 40
@@ -1709,6 +1755,7 @@ class Skill45(ActiveSkill):
召唤强袭装甲时,会产生冲击波,将周围敌人向前推开。\n
"""
name = "火力全开"
ref = Ref.OPERATIONRAZE
cellPos = (4,14)
learnLv = 85
masterLv = 40
@@ -1751,6 +1798,7 @@ class Skill46(PassiveSkill):
施放[M-3喷火器]和[聚焦喷火器]时,获得霸体护甲。\n
"""
name = "潘多拉1号"
ref = Ref.PANDORA_01
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -1783,6 +1831,7 @@ class Skill47(ActiveSkill):
喷火器发射过程中,可以用方向键移动。\n
"""
name = "UHT-03爆炎喷火器"
ref = Ref.PHLEGETHON
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -1818,6 +1867,7 @@ class Skill48(ActiveSkill):
若关联的技能还在冷却中,则无法使用三次觉醒技能。\n
"""
name = "制胜·最终兵器"
ref = Ref.DECISIVEBATTLE
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -9,6 +9,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.gunner_female.mechanic_female import MechanicFemaleSkillRef as Ref
class MechanicFemaleAttribute(ProfessionAttribute):
@@ -32,6 +33,7 @@ class Skill0(ActiveSkill):
转职为弹药专家或协战师后,技能类型变为独立攻击力。\n
"""
name = "后撩踢"
ref = Ref.AERIALKNEE
learnLv = 1
masterLv = 10
maxLv = 20
@@ -61,6 +63,7 @@ class Skill1(ActiveSkill):
转职为协战师后,技能类型变为独立攻击力。\n
"""
name = "浮空弹"
ref = Ref.LIFTSHOT
learnLv = 1
masterLv = 60
maxLv = 70
@@ -87,6 +90,7 @@ class Skill2(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -110,6 +114,7 @@ class Skill3(PassiveSkill):
在决斗场中,增益/减益技能、 被动技能的技能攻击力增加效果对[基础精通]无影响。\n
"""
name = "基础精通"
ref = Ref.BASICATTACKUP
learnLv = 1
masterLv = 115
maxLv = 200
@@ -137,6 +142,7 @@ class Skill4(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -178,6 +184,7 @@ class Skill5(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -200,6 +207,7 @@ class Skill6(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -223,6 +231,7 @@ class Skill7(ActiveSkill):
若发射中按住向上方向键,则可以向上发射。\n
"""
name = "M-137格林机枪"
ref = Ref.GATLING
learnLv = 5
masterLv = 60
maxLv = 70
@@ -259,6 +268,7 @@ class Skill8(ActiveSkill):
"""
name = 'RX-78追击者'
ref = Ref.ROBOTRX78
cellPos = (1,2)
learnLv = 5
masterLv = 60
@@ -290,6 +300,7 @@ class Skill9(ActiveSkill):
攻击不死族、 恶魔、 精灵类怪物时,可以大幅度增加伤害值。\n
"""
name = "银弹"
ref = Ref.SILVERBULLET
learnLv = 5
masterLv = 20
maxLv = 30
@@ -318,6 +329,7 @@ class Skill10(PassiveSkill):
使重火器的拔出动作出现攻击判定,命中敌人后可以将敌人击退。\n
"""
name = "重火器拔击"
ref = Ref.HITONSUBWEAPON
learnLv = 5
masterLv = 1
maxLv = 11
@@ -345,6 +357,7 @@ class Skill11(ActiveSkill):
转职为协战师后,技能类型变为独立攻击力。\n
"""
name = "上旋踢"
ref = Ref.WINDMILL
learnLv = 10
masterLv = 60
maxLv = 70
@@ -379,6 +392,7 @@ class Skill12(ActiveSkill):
转职为协战师时,技能类型变为独立攻击力; 仅射击2次。\n
"""
name = "钉刺射"
ref = Ref.PUNISHER
learnLv = 10
masterLv = 60
maxLv = 70
@@ -409,6 +423,7 @@ class Skill13(ActiveSkill):
对无法抓取的敌人不适用控制效果,只能造成后撩踢的攻击伤害。\n
"""
name = "炙烤"
ref = Ref.AERIALGATLING
learnLv = 10
masterLv = 60
maxLv = 70
@@ -437,6 +452,7 @@ class Skill14(ActiveSkill):
在决斗场中无法强制中断。\n
"""
name = "浮空铲"
ref = Ref.HIGHANGLESLIDING
learnLv = 10
masterLv = 1
maxLv = 1
@@ -464,6 +480,7 @@ class Skill15(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -491,6 +508,7 @@ class Skill16(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -516,6 +534,7 @@ class Skill17(ActiveSkill):
向敌人脚下的地面快速连续射击,溅起尘土,对敌人造成伤害。\n
"""
name = "烟尘弹"
ref = Ref.ATDUSTSHOOT
learnLv = 10
masterLv = 60
maxLv = 70
@@ -546,6 +565,7 @@ class Skill18(ActiveSkill):
转职为协战师后,技能类型变为独立攻击力。\n
"""
name = "刺踢"
ref = Ref.FASTKNEE
learnLv = 15
masterLv = 60
maxLv = 70
@@ -583,6 +603,7 @@ class Skill19(ActiveSkill):
技能等级越高,被攻击对象的僵直时间就越长。\n
"""
name = "M-3喷火器"
ref = Ref.FLAMETHROWER
learnLv = 15
masterLv = 60
maxLv = 70
@@ -620,6 +641,7 @@ class Skill20(ActiveSkill):
"""
name = 'EZ-8爆破者'
ref = Ref.ROBOTEZ8
cellPos = (4,4)
learnLv = 15
masterLv = 60
@@ -652,6 +674,7 @@ class Skill21(ActiveSkill):
增加跳跃攻击的空中停留时间以及跳跃射击的攻击力和射击次数上限,效果持续一定时间。\n
"""
name = "空中射击"
ref = Ref.STAYONJUMPSHOOT
learnLv = 15
masterLv = 10
maxLv = 20
@@ -686,6 +709,7 @@ class Skill22(ActiveSkill):
"""
name = '机械改良'
ref = Ref.ROBOTICS
cellPos = (5,4)
learnLv = 15
masterLv = 10
@@ -719,6 +743,7 @@ class Skill23(ActiveSkill):
"""
name = '机械引爆'
ref = Ref.ROBOTSEXPLOSION
cellPos = (3,4)
learnLv = 15
masterLv = 5
@@ -743,8 +768,8 @@ class Skill23(ActiveSkill):
# {'type':'*blow_power' ,'data': [i - 100 if i > 100 else i for i in data1], 'skills': ['空战机械 : 狂风']}
# ]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 100 else i for i in data1])), skills=['RX-78追击者', 'EZ-8爆破者']),
SkillEffect(attribute=MechanicFemaleAttribute.BLOW_POWER, value=1 + Percent(LevelTable([i - 100 if i > 100 else i for i in data1])), skills=['空战机械 : 狂风']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 100 else i for i in data1])), skills=[Ref.ROBOTRX78, Ref.ROBOTEZ8]),
SkillEffect(attribute=MechanicFemaleAttribute.BLOW_POWER, value=1 + Percent(LevelTable([i - 100 if i > 100 else i for i in data1])), skills=[Ref.ROBOTTEMPESTER]),
]
# G-14手雷
@@ -757,6 +782,7 @@ class Skill24(ActiveSkill):
"""
name = 'G-14手雷'
ref = Ref.GRENADENONE
cellPos = (10,4)
learnLv = 15
masterLv = 60
@@ -792,6 +818,7 @@ class Skill25(PassiveSkill):
"""
name = '机械原理'
ref = Ref.HIGHTECHNOLOGY
cellPos = (2,4)
learnLv = 15
masterLv = 1
@@ -822,6 +849,7 @@ class Skill26(PassiveSkill):
"""
name = '危机追击者'
ref = Ref.RX78OFCRISIS
cellPos = (1,5)
learnLv = 20
masterLv = 10
@@ -844,7 +872,7 @@ class Skill26(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'data': data0, 'type': '*skillDamage', 'skills': ['RX-78追击者']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), skills=['RX-78追击者']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), skills=[Ref.ROBOTRX78]),
]
# G-1科罗纳
@@ -859,6 +887,7 @@ class Skill27(ActiveSkill):
"""
name = 'G-1科罗纳'
ref = Ref.G1
cellPos = (7,5)
learnLv = 20
masterLv = 60
@@ -901,8 +930,8 @@ class Skill27(ActiveSkill):
# {'data': data7, 'type': '+ratio_g', 'skills': ['改装 : G-3捕食者']}
# ]
associate = [
SkillEffect(attribute=MechanicFemaleAttribute.G_RATIO, operation=Operation.ADD, value=Percent(LevelTable(data6)), skills=['改装 : G-2旋雷者']),
SkillEffect(attribute=MechanicFemaleAttribute.G_RATIO, operation=Operation.ADD, value=Percent(LevelTable(data7)), skills=['改装 : G-3捕食者']),
SkillEffect(attribute=MechanicFemaleAttribute.G_RATIO, operation=Operation.ADD, value=Percent(LevelTable(data6)), skills=[Ref.G2]),
SkillEffect(attribute=MechanicFemaleAttribute.G_RATIO, operation=Operation.ADD, value=Percent(LevelTable(data7)), skills=[Ref.G3]),
]
def getSkillCD(self, mode=None):
@@ -920,6 +949,7 @@ class Skill28(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -943,6 +973,7 @@ class Skill29(PassiveSkill):
转职为漫游枪手后,增加精通等级。\n
"""
name = "快速拔枪"
ref = Ref.FASTSHOOT
learnLv = 25
masterLv = 5
maxLv = 20
@@ -971,6 +1002,7 @@ class Skill30(ActiveSkill):
"""
name = 'EX-S毒蛇炮'
ref = Ref.ROBOTEXS
cellPos = (8,6)
learnLv = 25
masterLv = 60
@@ -1012,6 +1044,7 @@ class Skill31(ActiveSkill):
"""
name = '改装 : G-2旋雷者'
ref = Ref.G2
cellPos = (6,6)
learnLv = 25
masterLv = 60
@@ -1050,8 +1083,8 @@ class Skill31(ActiveSkill):
# {'data': data6, 'type': '+ratio_g', 'skills': ['改装 : G-3捕食者']}
# ]
associate = [
SkillEffect(attribute=MechanicFemaleAttribute.G_RATIO, operation=Operation.ADD, value=Percent(LevelTable(data5)), skills=['G-1科罗纳']),
SkillEffect(attribute=MechanicFemaleAttribute.G_RATIO, operation=Operation.ADD, value=Percent(LevelTable(data6)), skills=['改装 : G-3捕食者']),
SkillEffect(attribute=MechanicFemaleAttribute.G_RATIO, operation=Operation.ADD, value=Percent(LevelTable(data5)), skills=[Ref.G1]),
SkillEffect(attribute=MechanicFemaleAttribute.G_RATIO, operation=Operation.ADD, value=Percent(LevelTable(data6)), skills=[Ref.G3]),
]
def getSkillCD(self, mode=None):
@@ -1084,6 +1117,7 @@ class Skill32(PassiveSkill):
"""
name = '电能转换'
ref = Ref.TRANSFORMATION
cellPos = (2,6)
learnLv = 25
masterLv = 10
@@ -1103,7 +1137,7 @@ class Skill32(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'data': data0, 'type': '*skillDamage', 'exceptSkills': ['G-1科罗纳', '改装 : G-2旋雷者', '改装 : G-3捕食者', 'G-磁力弹']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), except_skills=['G-1科罗纳', '改装 : G-2旋雷者', '改装 : G-3捕食者', 'G-磁力弹']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), except_skills=[Ref.G1, Ref.G2, Ref.G3, Ref.GMAGNETIC]),
]
# 伪装
@@ -1117,6 +1151,7 @@ class Skill33(ActiveSkill):
"""
name = '伪装'
ref = Ref.CAMOUFLAGE
cellPos = (2,7)
learnLv = 30
masterLv = 10
@@ -1158,6 +1193,7 @@ class Skill34(ActiveSkill):
"""
name = '改装 : G-3捕食者'
ref = Ref.G3
cellPos = (6,7)
learnLv = 30
masterLv = 60
@@ -1194,8 +1230,8 @@ class Skill34(ActiveSkill):
# {'data': data5, 'type': '+ratio_g', 'skills': ['G-1科罗纳']},
# {'data': data6, 'type': '+ratio_g', 'skills': ['改装 : G-2旋雷者']}]
associate = [
SkillEffect(attribute=MechanicFemaleAttribute.G_RATIO, operation=Operation.ADD, value=Percent(LevelTable(data5)), skills=['G-1科罗纳']),
SkillEffect(attribute=MechanicFemaleAttribute.G_RATIO, operation=Operation.ADD, value=Percent(LevelTable(data6)), skills=['改装 : G-2旋雷者']),
SkillEffect(attribute=MechanicFemaleAttribute.G_RATIO, operation=Operation.ADD, value=Percent(LevelTable(data5)), skills=[Ref.G1]),
SkillEffect(attribute=MechanicFemaleAttribute.G_RATIO, operation=Operation.ADD, value=Percent(LevelTable(data6)), skills=[Ref.G2]),
]
ratio_g = 1.0
@@ -1216,6 +1252,7 @@ class Skill35(ActiveSkill):
"""
name = '机械指令'
ref = Ref.ATHOLDANDGO
cellPos = (3,7)
learnLv = 30
masterLv = 1
@@ -1243,6 +1280,7 @@ class Skill36(ActiveSkill):
"""
name = '空战机械 : 狂风'
ref = Ref.ROBOTTEMPESTER
cellPos = (2,8)
learnLv = 35
masterLv = 60
@@ -1339,6 +1377,7 @@ class Skill37(ActiveSkill):
"""
name = 'G-磁力弹'
ref = Ref.GMAGNETIC
cellPos = (7,8)
learnLv = 35
masterLv = 1
@@ -1363,7 +1402,7 @@ class Skill37(ActiveSkill):
data3 = get_data(f'{prefix}/{uuid}', 3)
def skillInfo(self, mode: str | None = None):
pre = self.char.GetSkillByName('G-1科罗纳').skillInfo()
pre = self.char.GetSkill(Ref.G1).skillInfo()
cd = self.getSkillCD(mode)
return pre[0] * 1.89, self.skillDamage, cd
@@ -1395,6 +1434,7 @@ class Skill38(ActiveSkill):
"""
name = '空投支援'
ref = Ref.MECHADROP
cellPos = (2,9)
learnLv = 40
masterLv = 60
@@ -1454,6 +1494,7 @@ class Skill39(ActiveSkill):
"""
name = '拦截机工厂'
ref = Ref.SPARROWFACTORY
cellPos = (3,10)
learnLv = 45
masterLv = 60
@@ -1490,7 +1531,7 @@ class Skill39(ActiveSkill):
data6 = get_data(f'{prefix}/{uuid}', 6)
def setMode(self, mode):
pre = self.char.GetSkillByName('光反应能量模块')
pre = self.char.GetSkill(Ref.SOLARMODULESYSTEM)
if pre is not None and pre.lv > 0:
self.hit0 = 111
self.hit1 = 6
@@ -1534,6 +1575,7 @@ class Skill40(PassiveSkill):
"""
name = '光反应能量模块'
ref = Ref.SOLARMODULESYSTEM
cellPos = (2,11)
learnLv = 45
masterLv = 1
@@ -1558,6 +1600,7 @@ class Skill41(PassiveSkill):
"""
name = 'G系扩张'
ref = Ref.GEXTENSION
cellPos = (3,11)
learnLv = 48
masterLv = 40
@@ -1595,6 +1638,7 @@ class Skill42(ActiveSkill):
"""
name = '改装 : G-0战争领主'
ref = Ref.G0
cellPos = (5,11)
learnLv = 50
masterLv = 40
@@ -1632,6 +1676,7 @@ class Skill43(ActiveSkill):
"""
name = 'HS-12等离子体发生器'
ref = Ref.HS12
cellPos = (4,12)
learnLv = 60
masterLv = 40
@@ -1690,6 +1735,7 @@ class Skill44(ActiveSkill):
"""
name = '雷行者'
ref = Ref.G4
cellPos = (6,13)
learnLv = 70
masterLv = 40
@@ -1763,6 +1809,7 @@ class Skill45(PassiveSkill):
"""
name = 'G-X主宰者'
ref = Ref.GOPERATOR
cellPos = (1,13)
learnLv = 75
masterLv = 40
@@ -1801,7 +1848,7 @@ class Skill45(PassiveSkill):
# {'data': data2},
# ]
associate = [
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data0)), except_skills=['改装 : G-0战争领主', '终结者 : 博尔特MX', 'G-X星尘天穹']),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data0)), except_skills=[Ref.G0, Ref.MECABOLT, Ref.GXSTARDUST]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data2))),
]
@@ -1819,6 +1866,7 @@ class Skill46(ActiveSkill):
"""
name = 'G-超级猎鹰'
ref = Ref.GSPFALCON
cellPos = (8,13)
learnLv = 75
masterLv = 40
@@ -1910,6 +1958,7 @@ class Skill47(ActiveSkill):
"""
name = '高压电磁场'
ref = Ref.MAGNETICFIELD
cellPos = (2,14)
learnLv = 80
masterLv = 40
@@ -1965,6 +2014,7 @@ class Skill48(ActiveSkill):
"""
name = '终结者 : 博尔特MX'
ref = Ref.MECABOLT
cellPos = (4,14)
learnLv = 85
masterLv = 40
@@ -2020,6 +2070,7 @@ class Skill49(PassiveSkill):
"""
name = '微型制导'
ref = Ref.MICROCONTROL
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -2053,6 +2104,7 @@ class Skill50(ActiveSkill):
"""
name = '超时空光耀加农炮'
ref = Ref.HYPERFLARE
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -2090,6 +2142,7 @@ class Skill51(ActiveSkill):
"""
name = 'G-X星尘天穹'
ref = Ref.GXSTARDUST
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -10,6 +10,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.gunner_female.paramedic import ParamedicSkillRef as Ref
prefix = "gunner_female/paramedic/cn/skillDetail"
@@ -23,6 +24,7 @@ class Skill0(ActiveSkill):
转职为弹药专家或协战师后,技能类型变为独立攻击力。\n
"""
name = "后撩踢"
ref = Ref.AERIALKNEE
learnLv = 1
masterLv = 10
maxLv = 20
@@ -52,6 +54,7 @@ class Skill1(ActiveSkill):
转职为协战师后,技能类型变为独立攻击力。\n
"""
name = "浮空弹"
ref = Ref.LIFTSHOT
learnLv = 1
masterLv = 60
maxLv = 70
@@ -78,6 +81,7 @@ class Skill2(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -101,6 +105,7 @@ class Skill3(PassiveSkill):
在决斗场中,增益/减益技能、 被动技能的技能攻击力增加效果对[基础精通]无影响。\n
"""
name = "基础精通"
ref = Ref.BASICATTACKUP
learnLv = 1
masterLv = 115
maxLv = 200
@@ -128,6 +133,7 @@ class Skill4(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -158,6 +164,7 @@ class Skill5(PassiveSkill):
    协战师动作均切换至战斗服[近战]模式,适用物理独立攻击力。\n
"""
name = "系统常量 · 战斗服"
ref = Ref.BATTLESUIT
cellPos = (1,1)
learnLv = 1
masterLv = 1
@@ -192,6 +199,7 @@ class Skill6(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -214,6 +222,7 @@ class Skill7(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -236,6 +245,7 @@ class Skill8(ActiveSkill):
向前方最近的敌人射击2次。\n
"""
name = "近战 · 锁定连射"
ref = Ref.KILLCONFIRM
cellPos = (9,2)
learnLv = 5
masterLv = 60
@@ -268,6 +278,7 @@ class Skill9(ActiveSkill):
转职为协战师后,技能类型变为独立攻击力。\n
"""
name = "上旋踢"
ref = Ref.WINDMILL
learnLv = 10
masterLv = 60
maxLv = 70
@@ -302,6 +313,7 @@ class Skill10(ActiveSkill):
转职为协战师时,技能类型变为独立攻击力; 仅射击2次。\n
"""
name = "钉刺射"
ref = Ref.PUNISHER
learnLv = 10
masterLv = 60
maxLv = 70
@@ -333,6 +345,7 @@ class Skill11(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -360,6 +373,7 @@ class Skill12(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -387,6 +401,7 @@ class Skill13(ActiveSkill):
转职为协战师后,技能类型变为独立攻击力。\n
"""
name = "刺踢"
ref = Ref.FASTKNEE
learnLv = 15
masterLv = 60
maxLv = 70
@@ -435,6 +450,7 @@ class Skill14(PassiveSkill):
[空袭策略 : 神兵天降]\n
"""
name = "系统常量 · 同步"
ref = Ref.SYNCHRONIZATION
cellPos = (0,4)
learnLv = 15
masterLv = 1
@@ -466,6 +482,7 @@ class Skill15(PassiveBufferSkill):
执行独立作战时,不适用属性伤害增加效果,仅适用独立作战专属效果。 施放部分技能时,向范围内敌人进行激光轰炸,造成多段伤害。 该激光轰炸受[基础精通]的影响,在使用[军械强化 (进阶)]技能时,会追加轰炸。\n
"""
name = "系统 · 战场信息"
ref = Ref.INSTALLBATTLEFIELDINFO
cellPos = (2,4)
learnLv = 15
masterLv = 60
@@ -528,6 +545,7 @@ class Skill16(ActiveBufferSkill):
    降低所受伤害、 进入霸体状态。\n
"""
name = "战服 · 强袭目标"
ref = Ref.POINTSHOOTREV
cellPos = (7,4)
learnLv = 15
masterLv = 60
@@ -565,6 +583,7 @@ class Skill17(ActiveBufferSkill):
    需要先完成该模件的战场信息分析,之后可利用医神设备在其他动作中施放。\n
"""
name = "机动强化"
ref = Ref.OVERCLOCK
cellPos = (1,4)
learnLv = 15
masterLv = 10
@@ -597,6 +616,7 @@ class Skill18(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -620,6 +640,7 @@ class Skill19(ActiveBufferSkill):
    需要先完成该模件的战场信息分析,之后可利用医神设备在其他动作中施放。\n
"""
name = "保护模件 (净化)"
ref = Ref.TREATED
cellPos = (1,5)
learnLv = 20
masterLv = 1
@@ -645,6 +666,7 @@ class Skill20(ActiveSkill):
快速突进至前方,施展上踢攻击。 成功命中敌人后追加攻击。\n
"""
name = "战服 · 机动打击"
ref = Ref.CLOSEENEMY
cellPos = (6,5)
learnLv = 20
masterLv = 60
@@ -671,6 +693,7 @@ class Skill21(ActiveSkill):
挥舞战斗服上装备的刀刃,再短距离地后撤,进行2次牵制射击。\n
"""
name = "近战 · 闪退射击"
ref = Ref.RETREATSHOOT
cellPos = (8,6)
learnLv = 25
masterLv = 60
@@ -715,6 +738,7 @@ class Skill22(ActiveBufferSkill):
该技能效果不与光明骑士 (男) 的[守护徽章]、 光明骑士 (女) 的[守护祝福]、 小魔女的[小魔女的偏爱]、 缪斯的[主角登场]技能效果叠加。\n
"""
name = "装甲强化"
ref = Ref.ENCHANTARMOR
cellPos = (0,6)
learnLv = 25
masterLv = 10
@@ -764,6 +788,7 @@ class Skill23(ActiveBufferSkill):
    该技能效果不与光明骑士 (男) 的[荣誉祝福]、 光明骑士 (女) 的[勇气祝福]、 小魔女的[禁术吟咏]、 缪斯的[可爱节拍]技能效果叠加。\n
"""
name = "军械强化"
ref = Ref.ENCHANTWEAPON
cellPos = (0,7)
learnLv = 30
masterLv = 10
@@ -811,6 +836,7 @@ class Skill24(ActiveSkill):
若在射击过程中敌人死亡,则锁定其他敌人; 若范围内不存在敌人或敌人处于无敌状态,则终止射击。\n
"""
name = "近战 · 指定射击"
ref = Ref.POINTSHOOT
cellPos = (9,7)
learnLv = 30
masterLv = 60
@@ -843,6 +869,7 @@ class Skill25(ActiveBufferSkill):
    需要先完成该模件的战场信息分析,之后可利用医神设备在其他动作中施放。\n
"""
name = "保护模件 (缓冲)"
ref = Ref.PARAMSHIELD
cellPos = (1,8)
learnLv = 35
masterLv = 60
@@ -872,6 +899,7 @@ class Skill26(ActiveSkill):
挥舞战斗服上装备的刀刃,将敌人拉至身前。 发起连续攻击后,沿直线方向返回原位。\n
"""
name = "近战 · 爆刃突袭"
ref = Ref.ZERODISTANCE
cellPos = (8,8)
learnLv = 35
masterLv = 60
@@ -940,6 +968,7 @@ class Skill27(ActiveBufferSkill):
协战师为小队提供的强化模件。 基于已收集的信息,重新定义[军械强化]效果,提供更加优化的增益。\n
"""
name = "军械强化 (进阶)"
ref = Ref.ENCHANTWEAPONOVERRIDE
cellPos = (1,9)
learnLv = 40
masterLv = 1
@@ -976,6 +1005,7 @@ class Skill28(ActiveBufferSkill):
    降低所受伤害、 进入霸体状态。\n
"""
name = "战服 · 护盾冲击"
ref = Ref.BREAKTHROUGH
cellPos = (6,9)
learnLv = 40
masterLv = 60
@@ -1039,6 +1069,7 @@ class Skill29(ActiveSkill):
    激光对敌人造成多段伤害,且激光所掠过的地面会即刻引爆,造成额外伤害。\n
"""
name = "战服 · 开拓射线"
ref = Ref.LASERBREACHING
cellPos = (7,10)
learnLv = 45
masterLv = 60
@@ -1116,6 +1147,7 @@ class Skill30(PassiveBufferSkill):
施放小队强化技能时,延长当前生效中的[军械强化]、 [装甲强化]的持续时间。\n
"""
name = "系统 · 作战应对"
ref = Ref.DEFENSESYSTEM
cellPos = (3,11)
learnLv = 48
masterLv = 40
@@ -1156,6 +1188,7 @@ class Skill31(ActiveBufferSkill):
该技能效果不与光明骑士 (男) 的[天启之光]、 光明骑士 (女) 的[圣光天启]、 小魔女的[开幕! 人偶剧场]、 缪斯的[梦想的舞台]技能效果叠加。\n
"""
name = "强袭策略 : 区域肃清"
ref = Ref.MOAS
cellPos = (4,11)
learnLv = 50
masterLv = 40
@@ -1203,6 +1236,7 @@ class Skill32(ActiveSkill):
    黄金时间内,可用复活币进行复活。\n
"""
name = "保护模件 (黄金复苏)"
ref = Ref.C_AED
cellPos = (1,12)
learnLv = 60
masterLv = 1
@@ -1233,6 +1267,7 @@ class Skill33(ActiveSkill):
无人机启动强大的力场,对敌人造成伤害。 力场存续期间,协战师免疫所有伤害。 力场被无人机回收时,将再次对敌人造成伤害。\n
"""
name = "系统 · 区域防御"
ref = Ref.DEFCON
cellPos = (2,12)
learnLv = 60
masterLv = 40
@@ -1287,6 +1322,7 @@ class Skill34(ActiveSkill):
立即从战斗服召唤6架小无人机,向前方发射直线激光。 随后协战师空翻撤至后方,回收无人机并挥舞,造成二次伤害。\n
"""
name = "战服 · 歼灭行动"
ref = Ref.EXTERMINATION
cellPos = (8,13)
learnLv = 70
masterLv = 40
@@ -1343,6 +1379,7 @@ class Skill35(PassiveBufferSkill):
    提升战勤统帅的精神、 基本攻击力和技能攻击力、 物理暴击率,并增加[保护模件 (缓冲)]的单次生成数量和最大累积上限。\n
"""
name = "系统 · 限制解除"
ref = Ref.RELEASEDEVICE
cellPos = (3,13)
learnLv = 75
masterLv = 40
@@ -1385,6 +1422,7 @@ class Skill36(ActiveSkill):
启动战斗服的超负荷极限输出程序,突进追踪前方射程范围内的所有敌人,造成高额伤害,随后回归原位。\n
"""
name = "战服 · 超限压制"
ref = Ref.SUPPRESSION
cellPos = (6,13)
learnLv = 75
masterLv = 40
@@ -1439,6 +1477,7 @@ class Skill37(ActiveSkill):
    降低所受伤害、 进入霸体状态。\n
"""
name = "战服 · 超负荷炮"
ref = Ref.OVERPOWERLASER
cellPos = (7,14)
learnLv = 80
masterLv = 40
@@ -1499,6 +1538,7 @@ class Skill38(ActiveSkill):
战勤统帅在判断小队即将全灭时,可启用的机密战术程序。 该程序需通过战勤统帅的权限启用,执行时激活自律神经系统约3秒,随后调用战斗服内置的所有兵器,发动毁天灭地的攻势。\n
"""
name = "绝境策略 : 极限歼灭"
ref = Ref.NOENEMY
cellPos = (6,14)
learnLv = 85
masterLv = 40
@@ -1536,6 +1576,7 @@ class Skill39(PassiveSkill):
    进入地下城时,重霄·协战师的战斗服外形将会改变。\n
"""
name = "系统常量 · 战斗服 (改良型)"
ref = Ref.CHOICESUIT
cellPos = (1,15)
learnLv = 95
masterLv = 1
@@ -1559,6 +1600,7 @@ class Skill40(PassiveBufferSkill):
    [近战 · 闪退射击] : 施放后立即为队员提供强化后的[保护模件 (缓冲)]效果。\n
"""
name = "系统 · 临战编程"
ref = Ref.HARDCODING
cellPos = (3,15)
learnLv = 95
masterLv = 40
@@ -1592,6 +1634,7 @@ class Skill41(ActiveSkill):
    待司令部审批期间,可格挡或闪避所有伤害。\n
"""
name = "系统 · 孤军突破"
ref = Ref.BREAKPOCKET
cellPos = (2,15)
learnLv = 95
masterLv = 40
@@ -1636,6 +1679,7 @@ class Skill42(ActiveBufferSkill):
    若关联技能还在冷却中,则无法施放三次觉醒技能。\n
"""
name = "空袭策略 : 神兵天降"
ref = Ref.HALO
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -12,6 +12,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.gunner_female.ranger_female import RangerFemaleSkillRef as Ref
prefix = "gunner_female/ranger_female/cn/skillDetail"
@@ -25,6 +26,7 @@ class Skill0(ActiveSkill):
转职为弹药专家或协战师后,技能类型变为独立攻击力。\n
"""
name = "后撩踢"
ref = Ref.AERIALKNEE
cellPos = (5,1)
learnLv = 1
masterLv = 10
@@ -54,6 +56,7 @@ class Skill1(ActiveSkill):
转职为协战师后,技能类型变为独立攻击力。\n
"""
name = "浮空弹"
ref = Ref.LIFTSHOT
cellPos = (3,1)
learnLv = 1
masterLv = 60
@@ -96,6 +99,7 @@ class Skill2(PassiveSkill):
在决斗场中特有技能的攻击力和效果均有下调。\n
"""
name = "双枪极舞刃"
ref = Ref.TWINGUNBLADE
cellPos = (8,1)
learnLv = 1
masterLv = 1
@@ -132,6 +136,7 @@ class Skill3(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -155,6 +160,7 @@ class Skill4(PassiveSkill):
在决斗场中,增益/减益技能、 被动技能的技能攻击力增加效果对[基础精通]无影响。\n
"""
name = "基础精通"
ref = Ref.BASICATTACKUP
learnLv = 1
masterLv = 115
maxLv = 200
@@ -182,6 +188,7 @@ class Skill5(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -223,6 +230,7 @@ class Skill6(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -245,6 +253,7 @@ class Skill7(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -268,6 +277,7 @@ class Skill8(ActiveSkill):
若发射中按住向上方向键,则可以向上发射。\n
"""
name = "M-137格林机枪"
ref = Ref.GATLING
learnLv = 5
masterLv = 60
maxLv = 70
@@ -303,6 +313,7 @@ class Skill9(ActiveSkill):
在地下城中不会被敌人击中,在决斗场中适用独立的生命值和防御力。\n
"""
name = "RX-78追击者"
ref = Ref.ROBOTRX78
learnLv = 5
masterLv = 60
maxLv = 70
@@ -333,6 +344,7 @@ class Skill10(ActiveSkill):
攻击不死族、 恶魔、 精灵类怪物时,可以大幅度增加伤害值。\n
"""
name = "银弹"
ref = Ref.SILVERBULLET
cellPos = (7,2)
learnLv = 5
masterLv = 20
@@ -362,6 +374,7 @@ class Skill11(PassiveSkill):
使重火器的拔出动作出现攻击判定,命中敌人后可以将敌人击退。\n
"""
name = "重火器拔击"
ref = Ref.HITONSUBWEAPON
learnLv = 5
masterLv = 1
maxLv = 11
@@ -389,6 +402,7 @@ class Skill12(ActiveSkill):
转职为协战师后,技能类型变为独立攻击力。\n
"""
name = "上旋踢"
ref = Ref.WINDMILL
cellPos = (2,3)
learnLv = 10
masterLv = 60
@@ -424,6 +438,7 @@ class Skill13(ActiveSkill):
转职为协战师时,技能类型变为独立攻击力; 仅射击2次。\n
"""
name = "钉刺射"
ref = Ref.PUNISHER
cellPos = (0,3)
learnLv = 10
masterLv = 60
@@ -456,6 +471,7 @@ class Skill14(ActiveSkill):
对无法抓取的敌人不适用控制效果,只能造成后撩踢的攻击伤害。\n
"""
name = "炙烤"
ref = Ref.AERIALGATLING
cellPos = (4,3)
learnLv = 10
masterLv = 60
@@ -485,6 +501,7 @@ class Skill15(ActiveSkill):
在决斗场中无法强制中断。\n
"""
name = "浮空铲"
ref = Ref.HIGHANGLESLIDING
cellPos = (6,3)
learnLv = 10
masterLv = 1
@@ -514,6 +531,7 @@ class Skill16(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -541,6 +559,7 @@ class Skill17(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -566,6 +585,7 @@ class Skill18(ActiveSkill):
向敌人脚下的地面快速连续射击,溅起尘土,对敌人造成伤害。\n
"""
name = "烟尘弹"
ref = Ref.ATDUSTSHOOT
cellPos = (1,3)
learnLv = 10
masterLv = 60
@@ -596,6 +616,7 @@ class Skill19(ActiveSkill):
且有极高的暴击率和穿刺力。\n
"""
name = "溃灭射击"
ref = Ref.HEADSHOT
cellPos = (3,4)
learnLv = 15
masterLv = 60
@@ -622,7 +643,7 @@ class Skill19(ActiveSkill):
# 迁移前实现(保留对照):
# associate = [{"type":"+dataplus0","data":data0,"skills":["心灵反击","溃灭回射"],"ratio":1}]# noqa: E501
associate = [
SkillEffect(attribute=ExtraData(0), operation=Operation.ADD, value=LevelTable(data0), skills=['心灵反击', '溃灭回射']),
SkillEffect(attribute=ExtraData(0), operation=Operation.ADD, value=LevelTable(data0), skills=[Ref.COUNTERSHOOT, Ref.TURNINGSHOOT]),
]
# 刺踢
@@ -635,6 +656,7 @@ class Skill20(ActiveSkill):
转职为协战师后,技能类型变为独立攻击力。\n
"""
name = "刺踢"
ref = Ref.FASTKNEE
cellPos = (5,4)
learnLv = 15
masterLv = 60
@@ -673,6 +695,7 @@ class Skill21(ActiveSkill):
技能等级越高,被攻击对象的僵直时间就越长。\n
"""
name = "M-3喷火器"
ref = Ref.FLAMETHROWER
cellPos = (9,4)
learnLv = 15
masterLv = 60
@@ -706,6 +729,7 @@ class Skill22(PassiveSkill):
增加物理攻击力和暴击率,改装升级左轮枪的膛线、 弹仓和弹夹,增加左轮枪的装弹数、 连射速度、 贯穿力、 攻击速度和移动速度,并减少填装时间。\n
"""
name = "左轮奥义"
ref = Ref.POWERUPREVOLVER
cellPos = (1,4)
learnLv = 15
masterLv = 10
@@ -749,6 +773,7 @@ class Skill23(ActiveSkill):
增加跳跃攻击的空中停留时间以及跳跃射击的攻击力和射击次数上限,效果持续一定时间。\n
"""
name = "空中射击"
ref = Ref.STAYONJUMPSHOOT
cellPos = (8,4)
learnLv = 15
masterLv = 10
@@ -783,6 +808,7 @@ class Skill24(ActiveSkill):
G-14手雷有最大填装数和填装冷却时间,按上、 下方向键后施放技能时,可以调整投掷位置。 转职成为弹药专家时,可以强制中断基本攻击动作,投掷G-14手雷。\n
"""
name = "G-14手雷"
ref = Ref.GRENADENONE
cellPos = (7,4)
learnLv = 15
masterLv = 60
@@ -817,6 +843,7 @@ class Skill25(ActiveSkill):
利用枪械进行格挡,可以减少所受敌人远程攻击的伤害。 有一定几率可以抵挡全部伤害。\n
"""
name = "远程格挡"
ref = Ref.BULLETGUARD
cellPos = (6,5)
learnLv = 20
masterLv = 10
@@ -854,6 +881,7 @@ class Skill26(PassiveSkill):
在决斗场中,技能可强制中断次数为0。\n
"""
name = "花式枪术"
ref = Ref.STYLISH
cellPos = (1,5)
learnLv = 20
masterLv = 10
@@ -893,6 +921,7 @@ class Skill27(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -916,6 +945,7 @@ class Skill28(PassiveSkill):
转职为漫游枪手后,增加精通等级。\n
"""
name = "快速拔枪"
ref = Ref.FASTSHOOT
cellPos = (7,6)
learnLv = 25
masterLv = 10
@@ -947,6 +977,7 @@ class Skill29(ActiveSkill):
在决斗场中无法眩晕敌人,但是可以解除敌人的霸体状态,且远距离击退敌人。 决斗场中也无法维持准备动作,且无法中断[心灵反击]的施放。\n
"""
name = "心灵反击"
ref = Ref.COUNTERSHOOT
cellPos = (5,6)
learnLv = 25
masterLv = 1
@@ -987,6 +1018,7 @@ class Skill30(ActiveSkill):
施放技能时,若再次输入技能快捷键,则可以将敌人推开; 若此时第二次输入技能键,则可以将推开的敌人吸附到身边。\n
"""
name = "锁链截击"
ref = Ref.CHAINSNATCH
cellPos = (1,6)
learnLv = 25
masterLv = 60
@@ -1027,6 +1059,7 @@ class Skill31(ActiveSkill):
并增加该技能的伤害; 魔法值与当前的[溃灭射击]相同。\n
"""
name = "溃灭回射"
ref = Ref.TURNINGSHOOT
cellPos = (4,7)
learnLv = 30
masterLv = 1
@@ -1056,6 +1089,7 @@ class Skill32(ActiveSkill):
被[音速劫击]命中的敌人,会受到多段攻击伤害并向前飞出。\n
"""
name = "音速劫击"
ref = Ref.AIRRAID
cellPos = (2,7)
learnLv = 30
masterLv = 60
@@ -1090,6 +1124,7 @@ class Skill33(ActiveSkill):
命中率增加效果需在施放技能后持续装备左轮枪,才能维持生效。\n
"""
name = "死亡左轮"
ref = Ref.REVOLVERCRITICALDAMAGEUP
cellPos = (6,7)
learnLv = 30
masterLv = 10
@@ -1122,6 +1157,7 @@ class Skill34(ActiveSkill):
若施放后连续按攻击键或技能快捷键,则可以更快地发射子弹; 若按跳跃键,则可以中断该技能。\n
"""
name = "枪舞"
ref = Ref.RANDOMSHOOT
cellPos = (5,8)
learnLv = 35
masterLv = 60
@@ -1189,6 +1225,7 @@ class Skill35(ActiveSkill):
在决斗场中,移动射击时不会进入霸体状态。\n
"""
name = "移动射击"
ref = Ref.WALKSHOOT
cellPos = (7,8)
learnLv = 35
masterLv = 60
@@ -1249,6 +1286,7 @@ class Skill36(ActiveSkill):
每次发射可以用方向键控制发射方向,并给该方向的多个敌人造成伤害。\n
"""
name = "多重射击"
ref = Ref.MULTIHEADSHOT
cellPos = (4,9)
learnLv = 40
masterLv = 60
@@ -1310,6 +1348,7 @@ class Skill37(ActiveSkill):
在决斗场中抓取手枪后,不会进入霸体状态。\n
"""
name = "双鹰回旋"
ref = Ref.DOUBLEGUNHAWK
cellPos = (5,10)
learnLv = 45
masterLv = 60
@@ -1384,6 +1423,7 @@ class Skill38(PassiveSkill):
- [后撩踢]、 [浮空铲]、 [上旋踢]、 [刺踢]、 [锁链截击] (体术)、 [音速劫击] (体术)、 [绯红盛宴]、 [回闪劫击]、 [死亡锁链]、 [锁链切割]、 [毁灭风暴] (射击)、 [盛放·绯红花园] (射击)\n
"""
name = "隐匿切割"
ref = Ref.VEILEDCUT
cellPos = (2,11)
learnLv = 48
masterLv = 40
@@ -1420,6 +1460,7 @@ class Skill39(ActiveSkill):
按向前方向键,可以增加最后一击前近距离。\n
"""
name = "绯红盛宴"
ref = Ref.BLOODYCARNIVAL
cellPos = (6,11)
learnLv = 50
masterLv = 40
@@ -1453,6 +1494,7 @@ class Skill40(ActiveSkill):
在空中和[上旋踢]施放过程中也可以发动该技能。\n
"""
name = "回闪劫击"
ref = Ref.AIRRAIDEX
cellPos = (3,12)
learnLv = 60
masterLv = 40
@@ -1513,6 +1555,7 @@ class Skill41(ActiveSkill):
射击时,按跳跃键可以强制中断技能。\n
"""
name = "压制射击"
ref = Ref.SUPPRESSINGFIRE
cellPos = (4,13)
learnLv = 70
masterLv = 40
@@ -1573,6 +1616,7 @@ class Skill42(PassiveSkill):
学习该技能后,增加出血状态的持续时间,并增加基本攻击力和技能攻击力。\n
"""
name = "枪刃改良"
ref = Ref.SAWBLADE
cellPos = (2,13)
learnLv = 75
masterLv = 40
@@ -1604,6 +1648,7 @@ class Skill43(ActiveSkill):
若持续时间内没有再次按技能键,则不发动射击。\n
"""
name = "死亡锁链"
ref = Ref.KILLPOINT
cellPos = (6,13)
learnLv = 75
masterLv = 40
@@ -1675,6 +1720,7 @@ class Skill44(ActiveSkill):
向前方大范围挥舞2次枪刃,将敌人拉过来之后再次强力挥割敌人。\n
"""
name = "锁链切割"
ref = Ref.CHAINDEVIDER
cellPos = (1,14)
learnLv = 80
masterLv = 40
@@ -1738,6 +1784,7 @@ class Skill45(ActiveSkill):
向周围投掷多把枪刃向前突进,同时将大范围的敌人聚集到一起给予毁灭性的强力射击。\n
"""
name = "血舞祭"
ref = Ref.BLOODNCHAIN
cellPos = (5,14)
learnLv = 85
masterLv = 40
@@ -1774,6 +1821,7 @@ class Skill46(PassiveSkill):
射击攻击力以[音速劫击]物理攻击力的一定比率适用。\n
"""
name = "锁链意志"
ref = Ref.CHAINENLIGHTEN
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -1800,7 +1848,7 @@ class Skill46(PassiveSkill):
# associate = [{"data":data0},{"data":data1,"type":"=power0","skills":["锁链截击"]}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0))),
SkillEffect(attribute=Power(0), operation=Operation.ASSIGN, value=LevelTable(data1), skills=['锁链截击']),
SkillEffect(attribute=Power(0), operation=Operation.ASSIGN, value=LevelTable(data1), skills=[Ref.CHAINSNATCH]),
]
# 毁灭风暴
@@ -1814,6 +1862,7 @@ class Skill47(ActiveSkill):
斩击过程中,按跳跃键可以中断攻击。\n
"""
name = "毁灭风暴"
ref = Ref.RUINATIONAREA
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -1870,6 +1919,7 @@ class Skill48(ActiveSkill):
若关联的技能还在冷却中,则无法使用三次觉醒技能。\n
"""
name = "盛放·绯红花园"
ref = Ref.CRIMSONGARDEN
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -10,6 +10,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.gunner_female.spitfire_female import SpitfireFemaleSkillRef as Ref
prefix = "gunner_female/spitfire_female/cn/skillDetail"
@@ -24,6 +25,7 @@ class Skill0(ActiveSkill):
转职为弹药专家或协战师后,技能类型变为独立攻击力。\n
"""
name = "后撩踢"
ref = Ref.AERIALKNEE
learnLv = 1
masterLv = 10
maxLv = 20
@@ -53,6 +55,7 @@ class Skill1(ActiveSkill):
转职为协战师后,技能类型变为独立攻击力。\n
"""
name = "浮空弹"
ref = Ref.LIFTSHOT
learnLv = 1
masterLv = 60
maxLv = 70
@@ -79,6 +82,7 @@ class Skill2(ActiveSkill):
使自身向后方小跳并避开敌人的攻击。\n
"""
name = "后跳"
ref = Ref.BACKSTEP
learnLv = 1
masterLv = 1
maxLv = 1
@@ -102,6 +106,7 @@ class Skill3(PassiveSkill):
在决斗场中,增益/减益技能、 被动技能的技能攻击力增加效果对[基础精通]无影响。\n
"""
name = "基础精通"
ref = Ref.BASICATTACKUP
learnLv = 1
masterLv = 115
maxLv = 200
@@ -129,6 +134,7 @@ class Skill4(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -160,6 +166,7 @@ class Skill5(PassiveSkill):
在决斗场中,无法转换攻击类型,适用技能固有的攻击类型。\n
"""
name = "攻击类型转换"
ref = Ref.CONVERSION
learnLv = 1
masterLv = 1
maxLv = 1
@@ -194,6 +201,7 @@ class Skill6(ActiveSkill):
决斗场中无法使用技能连招。\n
"""
name = "技能连招"
ref = Ref.SKILLPRESETTYPE1
learnLv = 1
masterLv = 1
maxLv = 1
@@ -216,6 +224,7 @@ class Skill7(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -239,6 +248,7 @@ class Skill8(ActiveSkill):
若发射中按住向上方向键,则可以向上发射。\n
"""
name = "M-137格林机枪"
ref = Ref.GATLING
learnLv = 5
masterLv = 60
maxLv = 70
@@ -274,6 +284,7 @@ class Skill9(ActiveSkill):
在地下城中不会被敌人击中,在决斗场中适用独立的生命值和防御力。\n
"""
name = "RX-78追击者"
ref = Ref.ROBOTRX78
learnLv = 5
masterLv = 60
maxLv = 70
@@ -304,6 +315,7 @@ class Skill10(ActiveSkill):
攻击不死族、 恶魔、 精灵类怪物时,可以大幅度增加伤害值。\n
"""
name = "银弹"
ref = Ref.SILVERBULLET
learnLv = 5
masterLv = 20
maxLv = 30
@@ -332,6 +344,7 @@ class Skill11(PassiveSkill):
使重火器的拔出动作出现攻击判定,命中敌人后可以将敌人击退。\n
"""
name = "重火器拔击"
ref = Ref.HITONSUBWEAPON
learnLv = 5
masterLv = 1
maxLv = 11
@@ -359,6 +372,7 @@ class Skill12(ActiveSkill):
转职为协战师后,技能类型变为独立攻击力。\n
"""
name = "上旋踢"
ref = Ref.WINDMILL
learnLv = 10
masterLv = 60
maxLv = 70
@@ -393,6 +407,7 @@ class Skill13(ActiveSkill):
转职为协战师时,技能类型变为独立攻击力; 仅射击2次。\n
"""
name = "钉刺射"
ref = Ref.PUNISHER
learnLv = 10
masterLv = 60
maxLv = 70
@@ -423,6 +438,7 @@ class Skill14(ActiveSkill):
对无法抓取的敌人不适用控制效果,只能造成后撩踢的攻击伤害。\n
"""
name = "炙烤"
ref = Ref.AERIALGATLING
learnLv = 10
masterLv = 60
maxLv = 70
@@ -451,6 +467,7 @@ class Skill15(ActiveSkill):
在决斗场中无法强制中断。\n
"""
name = "浮空铲"
ref = Ref.HIGHANGLESLIDING
learnLv = 10
masterLv = 1
maxLv = 1
@@ -478,6 +495,7 @@ class Skill16(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -506,6 +524,7 @@ class Skill17(ActiveSkill):
"""
name = '跃翔'
ref = Ref.JUMPPOWERUP
cellPos = (6,0)
learnLv = 10
masterLv = 1
@@ -531,6 +550,7 @@ class Skill18(ActiveSkill):
向敌人脚下的地面快速连续射击,溅起尘土,对敌人造成伤害。\n
"""
name = "烟尘弹"
ref = Ref.ATDUSTSHOOT
learnLv = 10
masterLv = 60
maxLv = 70
@@ -567,6 +587,7 @@ class Skill19(ActiveSkill):
"""
name = '特性弹'
ref = Ref.BULLETSPECIFIC
cellPos = (4,4)
learnLv = 15
masterLv = 10
@@ -609,6 +630,7 @@ class Skill20(ActiveSkill):
转职为协战师后,技能类型变为独立攻击力。\n
"""
name = "刺踢"
ref = Ref.FASTKNEE
learnLv = 15
masterLv = 60
maxLv = 70
@@ -646,6 +668,7 @@ class Skill21(ActiveSkill):
技能等级越高,被攻击对象的僵直时间就越长。\n
"""
name = "M-3喷火器"
ref = Ref.FLAMETHROWER
learnLv = 15
masterLv = 60
maxLv = 70
@@ -693,6 +716,7 @@ class Skill22(PassiveSkill):
"""
name = '单兵推进器'
ref = Ref.NITROMOTOR
cellPos = (8,4)
learnLv = 15
masterLv = 10
@@ -722,8 +746,8 @@ class Skill22(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'data': data0, 'skills': ['交叉射击', '聚合弹', '凝固汽油弹', '超真空弹 : 切利']}, {'data': data1, 'skills': ['爆裂弹']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), skills=['交叉射击', '聚合弹', '凝固汽油弹', '超真空弹 : 切利']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=['爆裂弹']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), skills=[Ref.CROSSSHOOT, Ref.CHARGEBUSTER, Ref.NAPALMBOMB, Ref.CHELLI]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=[Ref.BULLETEXPLOSIVE]),
]
# 空中射击
@@ -735,6 +759,7 @@ class Skill23(ActiveSkill):
"""
name = '空中射击'
ref = Ref.STAYONJUMPSHOOT
cellPos = (7,4)
learnLv = 15
masterLv = 1
@@ -769,6 +794,7 @@ class Skill24(ActiveSkill):
"""
name = 'G-14手雷'
ref = Ref.GRENADENONE
cellPos = (5,4)
learnLv = 15
masterLv = 60
@@ -813,6 +839,7 @@ class Skill25(ActiveSkill):
"""
name = '超负荷装填'
ref = Ref.OVERCHARGE
cellPos = (3,4)
learnLv = 15
masterLv = 10
@@ -838,6 +865,7 @@ class Skill26(PassiveSkill):
"""
name = '弹药改良'
ref = Ref.BULLETREINFORCE
cellPos = (1,5)
learnLv = 20
masterLv = 10
@@ -878,6 +906,7 @@ class Skill27(PassiveSkill):
"""
name = '手雷精通'
ref = Ref.STRAYBULLETMASTERY
cellPos = (6,5)
learnLv = 20
masterLv = 10
@@ -901,7 +930,7 @@ class Skill27(PassiveSkill):
# ]
# return super().effect(old, new)
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0) * Read(SkillAttribute.RATIO)), skills=['G-14手雷', 'G-35L感电手雷', 'G-18C冰冻手雷']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0) * Read(SkillAttribute.RATIO)), skills=[Ref.GRENADENONE, Ref.GRENADELIGHT, Ref.GRENADEWATER]),
]
@@ -913,6 +942,7 @@ class Skill28(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -936,6 +966,7 @@ class Skill29(PassiveSkill):
"""
name = '兵器研究'
ref = Ref.WEAPONEXPERT
cellPos = (0,5)
learnLv = 20
masterLv = 10
@@ -966,7 +997,7 @@ class Skill29(PassiveSkill):
# associate = [{'data': data0, 'type': '$*PAtkI'}, {'data': data2, 'type': '*cdReduce', 'exceptSkills': ['EMP磁暴', '决战之日', '终解·制空霸权']}]
associate = [
CharacterEffect(attribute=CharacterAttribute.P_ATK_I, value=1 + Percent(LevelTable(data0))),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data2)), except_skills=['EMP磁暴', '决战之日', '终解·制空霸权']),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data2)), except_skills=[Ref.EMPSTORM, Ref.DDAY, Ref.DEFINITESOLUTION]),
]
# M18阔剑地雷
@@ -981,6 +1012,7 @@ class Skill30(ActiveSkill):
"""
name = 'M18阔剑地雷'
ref = Ref.M18CLAYMORE
cellPos = (8,5)
learnLv = 20
masterLv = 60
@@ -1022,6 +1054,7 @@ class Skill31(PassiveSkill):
"""
name = '快速拔枪'
ref = Ref.FASTSHOOT
cellPos = (9,6)
learnLv = 25
masterLv = 5
@@ -1050,6 +1083,7 @@ class Skill32(ActiveSkill):
"""
name = '交叉射击'
ref = Ref.CROSSSHOOT
cellPos = (3,6)
learnLv = 25
masterLv = 60
@@ -1088,6 +1122,7 @@ class Skill33(ActiveSkill):
"""
name = 'G-35L感电手雷'
ref = Ref.GRENADELIGHT
cellPos = (5,6)
learnLv = 25
masterLv = 60
@@ -1140,6 +1175,7 @@ class Skill34(ActiveSkill):
"""
name = '爆裂弹'
ref = Ref.BULLETEXPLOSIVE
cellPos = (4,7)
learnLv = 30
masterLv = 10
@@ -1182,6 +1218,7 @@ class Skill35(ActiveSkill):
"""
name = '贯穿弹'
ref = Ref.BULLETPENETRATE
cellPos = (2,7)
learnLv = 30
masterLv = 10
@@ -1224,6 +1261,7 @@ class Skill36(ActiveSkill):
"""
name = 'G-18C冰冻手雷'
ref = Ref.GRENADEWATER
cellPos = (6,7)
learnLv = 30
masterLv = 60
@@ -1275,6 +1313,7 @@ class Skill37(ActiveSkill):
"""
name = 'C4飞弹'
ref = Ref.C4
cellPos = (8,8)
learnLv = 35
masterLv = 60
@@ -1331,6 +1370,7 @@ class Skill38(ActiveSkill):
"""
name = '聚合弹'
ref = Ref.CHARGEBUSTER
cellPos = (3,8)
learnLv = 35
masterLv = 60
@@ -1379,6 +1419,7 @@ class Skill39(ActiveSkill):
"""
name = '凝固汽油弹'
ref = Ref.NAPALMBOMB
cellPos = (3,9)
learnLv = 40
masterLv = 60
@@ -1441,6 +1482,7 @@ class Skill40(ActiveSkill):
"""
name = '镭射狙击'
ref = Ref.LOCKONSUPPORT
cellPos = (5,10)
learnLv = 45
masterLv = 60
@@ -1500,6 +1542,7 @@ class Skill41(PassiveSkill):
"""
name = '弹药强化'
ref = Ref.WEAPONREINFORCE
cellPos = (4,11)
learnLv = 48
masterLv = 40
@@ -1530,6 +1573,7 @@ class Skill42(ActiveSkill):
"""
name = 'EMP磁暴'
ref = Ref.EMPSTORM
cellPos = (7,11)
learnLv = 50
masterLv = 40
@@ -1570,6 +1614,7 @@ class Skill43(ActiveSkill):
"""
name = 'G-61重力手雷'
ref = Ref.GRAVITYGRENADE
cellPos = (5,12)
learnLv = 60
masterLv = 40
@@ -1634,6 +1679,7 @@ class Skill44(ActiveSkill):
"""
name = '超真空弹 : 切利'
ref = Ref.CHELLI
cellPos = (3,13)
learnLv = 70
masterLv = 40
@@ -1696,6 +1742,7 @@ class Skill45(PassiveSkill):
"""
name = '制空掌握'
ref = Ref.KEYOFPROOF
cellPos = (1,13)
learnLv = 75
masterLv = 40
@@ -1726,6 +1773,7 @@ class Skill46(ActiveSkill):
"""
name = '开火'
ref = Ref.OPENFIRE
cellPos = (7,13)
learnLv = 75
masterLv = 40
@@ -1780,6 +1828,7 @@ class Skill47(ActiveSkill):
"""
name = '光子霰雷发射器'
ref = Ref.PHOTOBILIZER
cellPos = (4,14)
learnLv = 80
masterLv = 40
@@ -1839,6 +1888,7 @@ class Skill48(ActiveSkill):
"""
name = '决战之日'
ref = Ref.DDAY
cellPos = (6,14)
learnLv = 85
masterLv = 40
@@ -1869,6 +1919,7 @@ class Skill49(PassiveSkill):
"""
name = '单兵推进器-02X'
ref = Ref.N_02X
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -1894,7 +1945,7 @@ class Skill49(PassiveSkill):
# ]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0))),
SkillEffect(attribute=SkillAttribute.RATIO, value=1 + Percent(LevelTable(data1)), skills=['手雷精通']),
SkillEffect(attribute=SkillAttribute.RATIO, value=1 + Percent(LevelTable(data1)), skills=[Ref.STRAYBULLETMASTERY]),
]
# 空袭战略
@@ -1911,6 +1962,7 @@ class Skill50(ActiveSkill):
"""
name = '空袭战略'
ref = Ref.STANDBYREADY
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -1945,6 +1997,7 @@ class Skill51(ActiveSkill):
"""
name = '终解·制空霸权'
ref = Ref.DEFINITESOLUTION
cellPos = (5,16)
learnLv = 100
masterLv = 40