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
@@ -7,6 +7,7 @@ from core.basic.skill_effect_types import (
LevelTable,
Operation,
)
from core.character.refs.priest_female.crusader_female import CrusaderFemaleSkillRef as Ref
prefix = "priest_female/crusader_female/cn/skillDetail"
@@ -20,6 +21,7 @@ class Skill0(ActiveSkill):
转职为光明骑士时,技能类型变为独立攻击力。\n
"""
name = "升空斩"
ref = Ref.RISINGSLASH
learnLv = 1
masterLv = 10
maxLv = 20
@@ -47,6 +49,7 @@ class Skill1(ActiveSkill):
被命中的敌人会浮空。\n
"""
name = "审判锤击"
ref = Ref.HOLYSMASH
learnLv = 1
masterLv = 60
maxLv = 70
@@ -73,6 +76,7 @@ class Skill2(PassiveBufferSkill):
单人挑战时,不适用增加属性伤害的减益效果,而是增加自身独立攻击力,减少技能冷却时间。\n
"""
name = "圣光灌注"
ref = Ref.GRACEOFDEVINE
cellPos = (3,1)
learnLv = 1
masterLv = 1
@@ -111,6 +115,7 @@ class Skill3(PassiveSkill):
增加基本攻击力、 技能攻击力、 攻击速度。\n
"""
name = "启示 : 惩戒"
ref = Ref.CRUSADE
cellPos = (4,1)
learnLv = 1
masterLv = 1
@@ -135,6 +140,7 @@ 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
@@ -158,6 +164,7 @@ class Skill5(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
@@ -185,6 +192,7 @@ 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
@@ -216,6 +224,7 @@ 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
@@ -250,6 +259,7 @@ 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
@@ -272,6 +282,7 @@ 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
@@ -294,6 +305,7 @@ class Skill10(ActiveSkill):
只能在一定高度以上时才能使用。\n
"""
name = "空中锤击"
ref = Ref.VIOLENTASSAULT
learnLv = 5
masterLv = 60
maxLv = 70
@@ -327,6 +339,7 @@ class Skill11(ActiveBufferSkill):
学习[大天使的庇护]后,施放[勇气颂歌]、 [新生颂歌]过程中可以使用该技能。\n
"""
name = "治愈祈祷"
ref = Ref.PRAYEROFHEAL
cellPos = (4,2)
learnLv = 5
masterLv = 60
@@ -361,6 +374,7 @@ class Skill12(ActiveSkill):
转职为光明骑士后,技能类型变为独立攻击力。\n
"""
name = "钩颈斩"
ref = Ref.NECKUPSCYTHE
learnLv = 5
masterLv = 60
maxLv = 70
@@ -388,6 +402,7 @@ class Skill13(ActiveSkill):
按住技能键可以维持防御姿态。 抵挡前方的攻击后,可以强制使用其他技能。\n
"""
name = "武器格挡"
ref = Ref.WEAPONGUARD
learnLv = 10
masterLv = 5
maxLv = 15
@@ -414,6 +429,7 @@ class Skill14(ActiveBufferSkill):
使范围内的所有队员消除异常状态。\n
"""
name = "净化"
ref = Ref.CURE
cellPos = (4,3)
learnLv = 10
masterLv = 1
@@ -443,6 +459,7 @@ class Skill15(ActiveSkill):
[我甘愿承担这些罪业。]\n
"""
name = "罪业加身"
ref = Ref.HEAVYSIN
learnLv = 10
masterLv = 60
maxLv = 70
@@ -476,6 +493,7 @@ 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
@@ -503,6 +521,7 @@ 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
@@ -537,6 +556,7 @@ class Skill18(ActiveSkill):
- 对每名敌人攻击1次。\n
"""
name = "唤雷符"
ref = Ref.TALISMANOFLIGHTNING
learnLv = 15
masterLv = 60
maxLv = 70
@@ -570,6 +590,7 @@ class Skill19(ActiveSkill):
按住向后方向键并再次按技能键,可以向后转身发动前冲斩; 前冲斩击攻击力和[冲刺斩]的上斩攻击力相同。\n
"""
name = "冲刺斩"
ref = Ref.CUTINDASH
learnLv = 15
masterLv = 60
maxLv = 70
@@ -599,6 +620,7 @@ class Skill20(ActiveSkill):
光芒与敌人碰撞时会爆炸,并给敌人造成光属性伤害。\n
"""
name = "圣洁之光"
ref = Ref.HOLYFLASH
cellPos = (8,4)
learnLv = 15
masterLv = 60
@@ -627,6 +649,7 @@ class Skill21(PassiveBufferSkill):
[勇气颂歌]的攻击功能可以在已学习的技能窗口上用鼠标右键设置开启/关闭。\n
"""
name = "启示 : 颂歌"
ref = Ref.ARIA
cellPos = (2,4)
learnLv = 15
masterLv = 60
@@ -656,6 +679,7 @@ class Skill22(PassiveSkill):
增加独立攻击力和魔法暴击率,使用光杖系列武器攻击时,增加施放速度。\n
"""
name = "光杖精通"
ref = Ref.CROSSMASTERY
cellPos = (0,5)
learnLv = 20
masterLv = 10
@@ -692,6 +716,7 @@ class Skill23(ActiveSkill):
学习[圣天使之光]后,默认以最大蓄气状态施放。\n
"""
name = "胜利之矛"
ref = Ref.SPEAROFVICTORY
cellPos = (6,5)
learnLv = 20
masterLv = 60
@@ -733,6 +758,7 @@ class Skill24(ActiveSkill):
该技能效果不与光明骑士 (男) 的[守护徽章]以及小魔女的[小魔女的偏爱]、 缪斯的[主角登场]、 协战师的[装甲强化]技能效果叠加。\n
"""
name = "守护祝福"
ref = Ref.BLESSOFPROTECTION
cellPos = (4,5)
learnLv = 20
masterLv = 10
@@ -766,6 +792,7 @@ 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
@@ -790,6 +817,7 @@ class Skill26(ActiveSkill):
学习[圣天使之光]后,施放[勇气颂歌]、 [新生颂歌]过程中可以使用该技能,此时攻击周围的敌人。\n
"""
name = "洗礼之光"
ref = Ref.LIGHTOFHAPTISM
cellPos = (8,6)
learnLv = 25
masterLv = 60
@@ -822,6 +850,7 @@ class Skill27(ActiveSkill):
在决斗场中,在持续时间内减少移动速度,同时增加[守护祝福]的增益效果。\n
"""
name = "圣光守护"
ref = Ref.HOLYLIGHT
cellPos = (5,6)
learnLv = 25
masterLv = 50
@@ -865,6 +894,7 @@ class Skill28(ActiveBufferSkill):
效果不与光明骑士 (男) 的[荣誉祝福]、 小魔女的[禁术吟咏]、 缪斯的[可爱节拍]、 协战师的[军械强化]的技能效果叠加。\n
"""
name = "勇气祝福"
ref = Ref.BLESSOFCOURAGE
cellPos = (4,7)
learnLv = 30
masterLv = 10
@@ -912,6 +942,7 @@ class Skill29(ActiveSkill):
光芒墙壁会推进撞到的敌人并造成持续伤害,到达最远距离后墙壁会爆炸。\n
"""
name = "圣光烬盾"
ref = Ref.SAINTFLASH
cellPos = (8,7)
learnLv = 30
masterLv = 60
@@ -951,6 +982,7 @@ class Skill30(ActiveSkill):
决斗场中无法强制中断并立即施放其他技能。\n
"""
name = "神光惩戒"
ref = Ref.SHINECROSS
cellPos = (6,7)
learnLv = 30
masterLv = 60
@@ -993,6 +1025,7 @@ class Skill31(ActiveBufferSkill):
学习[大天使的庇护]后,增加[勇气颂歌]范围。\n
"""
name = "勇气颂歌"
ref = Ref.ARIAOFCOURAGE
cellPos = (2,8)
learnLv = 35
masterLv = 60
@@ -1074,6 +1107,7 @@ class Skill32(ActiveSkill):
在决斗场中再次按技能键时,光环不会爆炸。\n
"""
name = "神圣锁环"
ref = Ref.HOLYCIRCLET
cellPos = (8,8)
learnLv = 35
masterLv = 60
@@ -1153,6 +1187,7 @@ class Skill33(ActiveBufferSkill):
施放[勇气颂歌]、 [新生颂歌]时,可以使用[神之教诲]。\n
"""
name = "神之教诲"
ref = Ref.EDIFICATION
cellPos = (5,8)
learnLv = 35
masterLv = 1
@@ -1187,6 +1222,7 @@ class Skill34(ActiveSkill):
在决斗场中,解除对敌人赋予的效果,不适用忏悔状态。\n
"""
name = "忏悔之雷"
ref = Ref.THUNDEROFCLEANS
cellPos = (8,9)
learnLv = 40
masterLv = 60
@@ -1267,6 +1303,7 @@ class Skill35(ActiveSkill):
学习[大天使的庇护]后,增加复活范围。\n
"""
name = "复苏之光"
ref = Ref.REVIVE
cellPos = (5,9)
learnLv = 40
masterLv = 1
@@ -1305,6 +1342,7 @@ class Skill36(ActiveBufferSkill):
在决斗场中无法强制中断并施放其他技能。\n
"""
name = "神光十字"
ref = Ref.GRANDCROSSCRASH
cellPos = (6,10)
learnLv = 45
masterLv = 60
@@ -1370,6 +1408,7 @@ class Skill37(ActiveBufferSkill):
学习[大天使的庇护]后,增加[新生颂歌]范围。\n
"""
name = "新生颂歌"
ref = Ref.ARIAOFREGENERATION
cellPos = (2,10)
learnLv = 45
masterLv = 1
@@ -1408,6 +1447,7 @@ class Skill38(PassiveBufferSkill):
光明歌颂者的技能命中敌人时,可以延长队友携带的增益效果持续时间。\n
"""
name = "虔诚信念"
ref = Ref.ZEALOFFAITH
cellPos = (7,11)
learnLv = 48
masterLv = 40
@@ -1456,6 +1496,7 @@ class Skill39(ActiveBufferSkill):
效果不与光明骑士 (男) 的[天启之光]和小魔女的[开幕! 人偶剧场]、 缪斯的[梦想的舞台]、 协战师的[强袭策略 : 区域肃清]的效果叠加。\n
"""
name = "圣光天启"
ref = Ref.CRUXOFVICTORIA
cellPos = (6,11)
learnLv = 50
masterLv = 40
@@ -1496,6 +1537,7 @@ class Skill40(PassiveSkill):
[苦修后获得的这股力量,只为守护你而使用。]\n
"""
name = "苦修"
ref = Ref.FLAGELLANTS
cellPos = (8,11)
learnLv = 50
masterLv = 1
@@ -1519,6 +1561,7 @@ class Skill41(ActiveSkill):
命中敌人时,可强制中断并施放[神光惩戒]、 [神光十字];[神光惩戒]、 [神光十字]命中敌人时,可强制中断并施放[忏悔重击]。\n
"""
name = "忏悔重击"
ref = Ref.REPENTENCESMASH
cellPos = (6,12)
learnLv = 60
masterLv = 40
@@ -1591,6 +1634,7 @@ class Skill42(ActiveBufferSkill):
力量和智力增加效果仅适用于队友,并不适用于自身。\n
"""
name = "圣洁之翼"
ref = Ref.BLESSOFANGEL
cellPos = (5,13)
learnLv = 70
masterLv = 40
@@ -1671,6 +1715,7 @@ class Skill43(PassiveBufferSkill):
复活有冷却时间,复活自身的功能可以在已学的技能栏中通过鼠标右击进行开启/关闭切换。\n
"""
name = "大天使的庇护"
ref = Ref.BLESSOFRAPHAEL
cellPos = (2,13)
learnLv = 75
masterLv = 40
@@ -1716,6 +1761,7 @@ class Skill44(ActiveBufferSkill):
施放[勇气颂歌]、 [新生颂歌]过程中,可以使用[圣佑之阵]。\n
"""
name = "圣佑之阵"
ref = Ref.PROTECTIONOFURIEL
cellPos = (4,13)
learnLv = 75
masterLv = 40
@@ -1777,6 +1823,7 @@ class Skill45(ActiveBufferSkill):
首次目标范围内没有队友或敌人时,不会施放圣光普照; 没有队友,只存在一名敌人时,圣光普照的攻击力得到强化。\n
"""
name = "圣光普照"
ref = Ref.MIRACLECHINE
cellPos = (3,14)
learnLv = 80
masterLv = 40
@@ -1850,6 +1897,7 @@ class Skill46(ActiveSkill):
施放技能时,进入无敌状态,被圣光长矛穿透敌人进入强制控制状态。\n
"""
name = "救赎彼岸 : 惩戒圣枪"
ref = Ref.BRIONAC
cellPos = (5,14)
learnLv = 85
masterLv = 40
@@ -1887,6 +1935,7 @@ class Skill47(PassiveBufferSkill):
<大天使萨菲尔,这是我的权能。>\n
"""
name = "圣天使之光"
ref = Ref.LUCULENTUISANGEL
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -1926,6 +1975,7 @@ class Skill48(ActiveSkill):
<施惠于众生,铲除邪恶>\n
"""
name = "圣言十字"
ref = Ref.CRUXOFSHAPIEL
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -1977,6 +2027,7 @@ class Skill49(ActiveBufferSkill):
<全能的雷米迪奥斯啊,请聆听我们的赞歌>\n
"""
name = "祈愿·天使赞歌"
ref = Ref.LAUSDEANGELUS
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -12,6 +12,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.priest_female.infighter_female import InfighterFemaleSkillRef as Ref
prefix = "priest_female/infighter_female/cn/skillDetail"
@@ -23,6 +24,7 @@ class Skill0(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
@@ -46,6 +48,7 @@ class Skill1(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
cellPos = (1,0)
learnLv = 1
masterLv = 115
@@ -68,7 +71,7 @@ class Skill1(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': ['上勾拳','圣拳连击']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=['上勾拳', '圣拳连击']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=[Ref.UPPERCUT, Ref.ATGORGEOUSCOMBINATION]),
]
# 受身蹲伏
@@ -79,6 +82,7 @@ class Skill2(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
@@ -109,6 +113,7 @@ class Skill3(ActiveSkill):
该技能可取消施放后的僵直并发动其他技能,而[摆步]可随时强制中断该技能后立即发动。\n
"""
name = "双刺拳"
ref = Ref.ONETWO
cellPos = (5,1)
learnLv = 1
masterLv = 60
@@ -142,6 +147,7 @@ class Skill4(ActiveSkill):
该技能可取消施放后的僵直并发动其他技能,而[摆步]可随时强制中断该技能后立即发动。\n
"""
name = "上勾拳"
ref = Ref.UPPERCUT
cellPos = (4,1)
learnLv = 1
masterLv = 10
@@ -171,6 +177,7 @@ class Skill5(ActiveSkill):
可以强制中断除觉醒技能、 [抓取重击]和[嗜战技能]以外的所有技能并施放[摆步],且在施放[摆步]过程中可以强制中断并发动其他技能。\n
"""
name = "摆步"
ref = Ref.WEAVING
cellPos = (7,1)
learnLv = 1
masterLv = 1
@@ -202,6 +209,7 @@ class Skill6(PassiveSkill):
攻击力与[上勾拳]技能攻击力相同。\n
"""
name = "勾拳追击"
ref = Ref.ATSECONDUPPER
cellPos = (4,2)
learnLv = 1
masterLv = 1
@@ -236,6 +244,7 @@ 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
@@ -258,6 +267,7 @@ 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
@@ -281,6 +291,7 @@ class Skill9(ActiveSkill):
学习[大天使的庇护]后,施放[勇气颂歌]、 [新生颂歌]过程中可以使用该技能。\n
"""
name = "治愈祈祷"
ref = Ref.PRAYEROFHEAL
learnLv = 5
masterLv = 60
maxLv = 70
@@ -312,6 +323,7 @@ class Skill10(ActiveSkill):
该技能可取消施放后的僵直并发动其他技能,而[摆步]可随时强制中断该技能后立即发动。\n
"""
name = "螺旋直拳"
ref = Ref.SCREWSTRAIGHT
cellPos = (2,2)
learnLv = 5
masterLv = 60
@@ -341,6 +353,7 @@ class Skill11(ActiveSkill):
使范围内的所有队员消除异常状态。\n
"""
name = "净化"
ref = Ref.CURE
learnLv = 10
masterLv = 1
maxLv = 11
@@ -371,6 +384,7 @@ 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
@@ -398,6 +412,7 @@ 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
@@ -425,6 +440,7 @@ class Skill14(ActiveSkill):
抽打后可以取消施放后的僵直并发动其他技能。\n
"""
name = "抓取重击"
ref = Ref.GRABBLOW
cellPos = (5,3)
learnLv = 10
masterLv = 60
@@ -458,6 +474,7 @@ class Skill15(PassiveSkill):
可以通过开启/关闭功能设置在地下城内是否显示所穿戴的武器。\n
"""
name = "意志之拳"
ref = Ref.WILLOFFIST
cellPos = (0,4)
learnLv = 15
masterLv = 10
@@ -488,6 +505,7 @@ class Skill16(ActiveSkill):
该技能可取消施放后的僵直并发动其他技能,而[摆步]可随时强制中断该技能后立即发动。\n
"""
name = "圣拳连击"
ref = Ref.ATGORGEOUSCOMBINATION
cellPos = (3,4)
learnLv = 15
masterLv = 1
@@ -526,6 +544,7 @@ class Skill17(ActiveSkill):
该技能可取消刺拳后僵直并发动其他技能,而[摆步]可随时强制中断该技能后立即发动。\n
"""
name = "闪避步"
ref = Ref.DUCKINGSTEP
cellPos = (7,4)
learnLv = 15
masterLv = 60
@@ -551,6 +570,7 @@ class Skill18(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
cellPos = (5,0)
learnLv = 20
masterLv = 10
@@ -576,6 +596,7 @@ class Skill19(ActiveSkill):
施放时,接近周围最强的敌人并对其发动腹部重击,若范围内没有敌人则无法施放。\n
"""
name = "腹部重击"
ref = Ref.BODYBLOW
cellPos = (5,5)
learnLv = 20
masterLv = 60
@@ -612,6 +633,7 @@ class Skill20(ActiveSkill):
该技能可取消拉拽及上勾拳施放后的僵直,并发动其他技能,而[摆步]可随时强制中断该技能后立即发动。\n
"""
name = "侧击拳"
ref = Ref.SIDEKNUCKLE
cellPos = (6,5)
learnLv = 20
masterLv = 60
@@ -651,6 +673,7 @@ class Skill21(PassiveSkill):
可以设置是否显示画面边框特效。\n
"""
name = "战意"
ref = Ref.TENSION
cellPos = (0,6)
learnLv = 25
masterLv = 1
@@ -680,7 +703,7 @@ class Skill21(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [ {"type":"*cdReduce","data":data0,"exceptSkills":['圣拳锤击','蓄劲轰拳','巨力炮拳','泯灭之怒','拳震八方','怒气贯地击','致命冲拳','炽拳 : 以暴制暴','意志之拳 : 与神同行']}]
associate = [
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data0)), except_skills=['圣拳锤击', '蓄劲轰拳', '巨力炮拳', '泯灭之怒', '拳震八方', '怒气贯地击', '致命冲拳', '炽拳 : 以暴制暴', '意志之拳 : 与神同行']),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data0)), except_skills=[Ref.ATDIVINECRUSH, Ref.MASSPISTOL, Ref.GIGANTICCANNON, Ref.IMPERIUMRAGE, Ref.VIOLENTCRUSH, Ref.BRUTALCOMBINATION, Ref.FATALIMPACT, Ref.ARDEREVEHEMENS, Ref.PUGNUSVOLUNTATIS]),
]
# 圣拳锤击
@@ -697,6 +720,7 @@ class Skill22(ActiveSkill):
在战意释放状态下,作为第一个嗜战技能施放时,不会适用缓冲时间。\n
"""
name = "圣拳锤击"
ref = Ref.ATDIVINECRUSH
cellPos = (4,6)
learnLv = 25
masterLv = 60
@@ -732,6 +756,7 @@ class Skill23(ActiveSkill):
该技能可取消施放后的僵直并发动其他技能,而[摆步]可随时强制中断该技能后立即发动。\n
"""
name = "幻影直拳"
ref = Ref.FAKETWIST
cellPos = (2,6)
learnLv = 25
masterLv = 60
@@ -761,6 +786,7 @@ class Skill24(PassiveSkill):
通过神拳修炼,增加物理攻击力、 命中率和回避率。\n
"""
name = "圣拳修炼"
ref = Ref.HOLYFISTTRAINING
cellPos = (0,7)
learnLv = 30
masterLv = 10
@@ -794,6 +820,7 @@ class Skill25(ActiveSkill):
一定时间内,增加基本攻击力、 转职技能攻击力和攻击速度。\n
"""
name = "神体合一"
ref = Ref.BODYSPIRITBECOMEONE
cellPos = (7,7)
learnLv = 30
masterLv = 10
@@ -826,6 +853,7 @@ class Skill26(ActiveSkill):
可以取消冲击波生成后的僵直并发动其他技能。\n
"""
name = "蓄劲轰拳"
ref = Ref.MASSPISTOL
cellPos = (3,7)
learnLv = 30
masterLv = 60
@@ -864,6 +892,7 @@ class Skill27(ActiveSkill):
该技能可取消施放后的僵直并发动其他技能,而[摆步]可随时强制中断该技能后立即发动。\n
"""
name = "旋风冲拳"
ref = Ref.BLOWSHOT
cellPos = (5,7)
learnLv = 30
masterLv = 60
@@ -901,6 +930,7 @@ class Skill28(ActiveSkill):
该技能可取消施放后的僵直并发动其他技能,而[摆步]可随时强制中断该技能后立即发动。\n
"""
name = "极速飓风拳"
ref = Ref.ATHURRICANEROLL
cellPos = (6,8)
learnLv = 35
masterLv = 60
@@ -961,6 +991,7 @@ class Skill29(ActiveSkill):
该技能可取消施放后的僵直并发动其他技能,而[摆步]可随时强制中断该技能后立即发动。\n
"""
name = "瞬闪袭拳"
ref = Ref.HOLLOWBACK
cellPos = (2,9)
learnLv = 40
masterLv = 60
@@ -1018,6 +1049,7 @@ class Skill30(ActiveSkill):
该技能可取消施放后的僵直并发动其他技能,而[摆步]可随时强制中断该技能后立即发动。\n
"""
name = "神圣组合拳"
ref = Ref.ATHEAVENLYCOMBINATION
cellPos = (5,9)
learnLv = 40
masterLv = 60
@@ -1075,7 +1107,7 @@ class Skill30(ActiveSkill):
# self.associate = [{'type': '*skillRation', 'data': [0] + [-16.7] * self.maxLv, 'skills': ['腹部重击']}]
# return super().effect(old, new)
associate = [
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-16.7] * maxLv)), skills=['腹部重击'], when=Equals(Read(SkillAttribute.VP), 2)),
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-16.7] * maxLv)), skills=[Ref.BODYBLOW], when=Equals(Read(SkillAttribute.VP), 2)),
]
# 巨力炮拳
@@ -1090,6 +1122,7 @@ class Skill31(ActiveSkill):
全力一击后可以取消施放后的僵直并发动其他技能。\n
"""
name = "巨力炮拳"
ref = Ref.GIGANTICCANNON
cellPos = (3,10)
learnLv = 45
masterLv = 60
@@ -1142,8 +1175,8 @@ class Skill31(ActiveSkill):
# ]
# return super().effect(old, new)
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([0] + [100] * maxLv)), skills=['蓄劲轰拳'], when=Equals(Read(SkillAttribute.VP), 2)),
SkillEffect(attribute=SkillAttribute.CD, operation=Operation.ASSIGN, value=LevelTable([25] + [50] * maxLv), skills=['蓄劲轰拳'], when=Equals(Read(SkillAttribute.VP), 2)),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([0] + [100] * maxLv)), skills=[Ref.MASSPISTOL], when=Equals(Read(SkillAttribute.VP), 2)),
SkillEffect(attribute=SkillAttribute.CD, operation=Operation.ASSIGN, value=LevelTable([25] + [50] * maxLv), skills=[Ref.MASSPISTOL], when=Equals(Read(SkillAttribute.VP), 2)),
]
# 潜藏暴戾
@@ -1155,6 +1188,7 @@ class Skill32(PassiveSkill):
增加基本攻击力、 转职技能攻击力和物理暴击率。\n
"""
name = "潜藏暴戾"
ref = Ref.VEILEDINSTINCT
cellPos = (1,11)
learnLv = 48
masterLv = 40
@@ -1187,6 +1221,7 @@ class Skill33(ActiveSkill):
最后一击后可以取消施放后的僵直并发动其他技能。\n
"""
name = "泯灭之怒"
ref = Ref.IMPERIUMRAGE
cellPos = (5,11)
learnLv = 50
masterLv = 40
@@ -1227,6 +1262,7 @@ class Skill34(ActiveSkill):
该技能可取消施放后的僵直并发动其他技能,而[摆步]可随时强制中断该技能后立即发动。\n
"""
name = "风暴猛击"
ref = Ref.STORMFIST
cellPos = (2,12)
learnLv = 60
masterLv = 40
@@ -1286,6 +1322,7 @@ class Skill35(ActiveSkill):
砸地后可以取消施放后的僵直并发动其他技能。\n
"""
name = "拳震八方"
ref = Ref.VIOLENTCRUSH
cellPos = (4,13)
learnLv = 70
masterLv = 40
@@ -1348,7 +1385,7 @@ class Skill35(ActiveSkill):
# self.associate = [{'type': '*skillRation', 'data': [0] + [-28.6] * self.maxLv, 'skills': ['圣拳锤击']}]
# return super().effect(old, new)
associate = [
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-28.6] * maxLv)), skills=['圣拳锤击'], when=Equals(Read(SkillAttribute.VP), 1)),
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-28.6] * maxLv)), skills=[Ref.ATDIVINECRUSH], when=Equals(Read(SkillAttribute.VP), 1)),
]
# 斗志沸腾
@@ -1360,6 +1397,7 @@ class Skill36(PassiveSkill):
增加基本攻击力和转职技能攻击力。 战意值不会低于特定数值,且即使不攻击敌人,战意也会随着时间自动增加。\n
"""
name = "斗志沸腾"
ref = Ref.INCOMPLETECOMBUSTION
cellPos = (1,13)
learnLv = 75
masterLv = 40
@@ -1392,6 +1430,7 @@ class Skill37(ActiveSkill):
产生冲击波后,可以取消施放后的僵直并发动其他技能。\n
"""
name = "怒气贯地击"
ref = Ref.BRUTALCOMBINATION
cellPos = (3,13)
learnLv = 75
masterLv = 40
@@ -1454,6 +1493,7 @@ class Skill38(ActiveSkill):
可以取消上勾拳后的僵直并发动其他技能。\n
"""
name = "致命冲拳"
ref = Ref.FATALIMPACT
cellPos = (3,14)
learnLv = 80
masterLv = 40
@@ -1515,6 +1555,7 @@ class Skill39(ActiveSkill):
最后一击后,可以取消施放后的僵直并发动其他技能。\n
"""
name = "炽拳 : 以暴制暴"
ref = Ref.ARDEREVEHEMENS
cellPos = (5,14)
learnLv = 85
masterLv = 40
@@ -1572,6 +1613,7 @@ class Skill40(PassiveSkill):
在战意释放状态下,作为第一个嗜战技能施放时,不会适用缓冲时间。\n
"""
name = "破妄归真"
ref = Ref.MYWAY
cellPos = (1,15)
learnLv = 95
masterLv = 40
@@ -1609,6 +1651,7 @@ class Skill41(ActiveSkill):
该技能可取消拳击后的僵直并发动其他技能,而[摆步]可随时强制中断该技能后立即发动。\n
"""
name = "圣光三重破"
ref = Ref.ACCELDRIVE
cellPos = (6,15)
learnLv = 95
masterLv = 40
@@ -1639,6 +1682,7 @@ class Skill42(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 = "意志之拳 : 与神同行"
ref = Ref.PUGNUSVOLUNTATIS
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -9,6 +9,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.priest_female.inquistor import InquistorSkillRef as Ref
prefix = "priest_female/inquistor/cn/skillDetail"
@@ -24,6 +25,7 @@ class Skill0(ActiveSkill):
"""
name = '升空斩'
ref = Ref.RISINGSLASH
cellPos = (2,1)
learnLv = 1
masterLv = 10
@@ -52,6 +54,7 @@ class Skill1(ActiveSkill):
"""
name = '审判锤击'
ref = Ref.HOLYSMASH
cellPos = (4,1)
learnLv = 1
masterLv = 60
@@ -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
@@ -122,7 +127,7 @@ 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': ['神焰']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=['神焰']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=[Ref.HOLYFLAME]),
]
# 受身蹲伏
@@ -133,6 +138,7 @@ 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
@@ -174,6 +180,7 @@ 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
@@ -196,6 +203,7 @@ 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
@@ -219,6 +227,7 @@ class Skill7(ActiveSkill):
"""
name = '空中锤击'
ref = Ref.VIOLENTASSAULT
cellPos = (2,2)
learnLv = 5
masterLv = 60
@@ -254,6 +263,7 @@ class Skill8(ActiveSkill):
学习[大天使的庇护]后,施放[勇气颂歌]、 [新生颂歌]过程中可以使用该技能。\n
"""
name = "治愈祈祷"
ref = Ref.PRAYEROFHEAL
learnLv = 5
masterLv = 60
maxLv = 70
@@ -287,6 +297,7 @@ class Skill9(ActiveSkill):
转职为光明骑士后,技能类型变为独立攻击力。\n
"""
name = "钩颈斩"
ref = Ref.NECKUPSCYTHE
learnLv = 5
masterLv = 60
maxLv = 70
@@ -315,6 +326,7 @@ class Skill10(ActiveSkill):
"""
name = '武器格挡'
ref = Ref.WEAPONGUARD
cellPos = (2,3)
learnLv = 10
masterLv = 5
@@ -341,6 +353,7 @@ class Skill11(ActiveSkill):
使范围内的所有队员消除异常状态。\n
"""
name = "净化"
ref = Ref.CURE
learnLv = 10
masterLv = 1
maxLv = 11
@@ -371,6 +384,7 @@ class Skill12(ActiveSkill):
"""
name = '罪业加身'
ref = Ref.HEAVYSIN
cellPos = (8,3)
learnLv = 10
masterLv = 60
@@ -405,6 +419,7 @@ class Skill13(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -432,6 +447,7 @@ class Skill14(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -466,6 +482,7 @@ class Skill15(ActiveSkill):
- 对每名敌人攻击1次。\n
"""
name = "唤雷符"
ref = Ref.TALISMANOFLIGHTNING
learnLv = 15
masterLv = 60
maxLv = 70
@@ -500,6 +517,7 @@ class Skill16(ActiveSkill):
"""
name = '冲刺斩'
ref = Ref.CUTINDASH
cellPos = (8,4)
learnLv = 15
masterLv = 60
@@ -531,6 +549,7 @@ class Skill17(PassiveSkill):
"""
name = '审判者的裁决'
ref = Ref.WILLOFINQUISITOR
cellPos = (0,4)
learnLv = 15
masterLv = 1
@@ -559,6 +578,7 @@ class Skill18(ActiveSkill):
"""
name = '净化火焰瓶'
ref = Ref.PATROLBOMB
cellPos = (6,4)
learnLv = 15
masterLv = 60
@@ -592,6 +612,7 @@ class Skill19(ActiveSkill):
"""
name = '惩戒十字'
ref = Ref.CROSSOFPUNISHMENT
cellPos = (2,4)
learnLv = 15
masterLv = 60
@@ -622,6 +643,7 @@ class Skill20(PassiveSkill):
"""
name = '战斧精通'
ref = Ref.BATTLEAXEMASTERY
cellPos = (0,5)
learnLv = 20
masterLv = 10
@@ -659,6 +681,7 @@ class Skill21(ActiveSkill):
"""
name = '裁决之击'
ref = Ref.PUNISHMENTBLOW
cellPos = (2,5)
learnLv = 20
masterLv = 60
@@ -694,6 +717,7 @@ class Skill22(ActiveSkill):
"""
name = '火焰精华'
ref = Ref.ESSENCEOFPHLEGE
cellPos = (6,5)
learnLv = 20
masterLv = 60
@@ -733,6 +757,7 @@ class Skill23(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -761,6 +786,7 @@ class Skill24(ActiveSkill):
"""
name = '神焰'
ref = Ref.HOLYFLAME
cellPos = (6,6)
learnLv = 25
masterLv = 10
@@ -800,7 +826,7 @@ class Skill24(ActiveSkill):
# associate = [{'data': data1}, {'data': data4, 'exceptSkills': ['火焰精华']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1))),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data4)), except_skills=['火焰精华']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data4)), except_skills=[Ref.ESSENCEOFPHLEGE]),
]
# 狂热信仰
@@ -813,6 +839,7 @@ class Skill25(ActiveSkill):
"""
name = '狂热信仰'
ref = Ref.FANATICISM
cellPos = (4,6)
learnLv = 25
masterLv = 10
@@ -843,6 +870,7 @@ class Skill26(ActiveSkill):
"""
name = '审判重击'
ref = Ref.JUDGMENTBLOW
cellPos = (2,7)
learnLv = 30
masterLv = 60
@@ -876,6 +904,7 @@ class Skill27(PassiveSkill):
"""
name = '神焰恩泽'
ref = Ref.POURESSENCE
cellPos = (6,7)
learnLv = 30
masterLv = 1
@@ -898,6 +927,7 @@ class Skill28(ActiveSkill):
"""
name = '神焰疾降'
ref = Ref.BLOOMINGFLAME
cellPos = (4,7)
learnLv = 30
masterLv = 60
@@ -931,6 +961,7 @@ class Skill29(ActiveSkill):
"""
name = '神焰洗礼'
ref = Ref.FLAMEOFBAPTISM
cellPos = (6,8)
learnLv = 35
masterLv = 60
@@ -993,6 +1024,7 @@ class Skill30(ActiveSkill):
"""
name = '神焰斩'
ref = Ref.SUMMARYTIRAL
cellPos = (4,8)
learnLv = 35
masterLv = 60
@@ -1075,6 +1107,7 @@ class Skill31(ActiveSkill):
"""
name = '神焰怒火'
ref = Ref.VIRTUOUSFURY
cellPos = (4,9)
learnLv = 40
masterLv = 60
@@ -1134,6 +1167,7 @@ class Skill32(ActiveSkill):
"""
name = '净化之焰'
ref = Ref.PURIFICATION
cellPos = (6,9)
learnLv = 40
masterLv = 1
@@ -1159,7 +1193,7 @@ class Skill32(ActiveSkill):
data3 = get_data(f'{prefix}/{uuid}', 3)
def skillInfo(self, mode: str | None = None):
pre = self.char.GetSkillByName('神焰洗礼').skillInfo()
pre = self.char.GetSkill(Ref.FLAMEOFBAPTISM).skillInfo()
cd = self.getSkillCD(mode)
return pre[0] * 0.3 * self.skillRation, self.skillDamage, cd
@@ -1193,6 +1227,7 @@ class Skill33(ActiveSkill):
"""
name = '行刑'
ref = Ref.DECOLLATION
cellPos = (2,10)
learnLv = 45
masterLv = 60
@@ -1249,6 +1284,7 @@ class Skill34(PassiveSkill):
"""
name = '异徒烙印'
ref = Ref.BRANDOFHERESY
cellPos = (4,11)
learnLv = 48
masterLv = 40
@@ -1283,6 +1319,7 @@ class Skill35(ActiveSkill):
"""
name = '火之净化'
ref = Ref.BURNATTHESTAKE
cellPos = (5,11)
learnLv = 50
masterLv = 40
@@ -1321,6 +1358,7 @@ class Skill36(ActiveSkill):
"""
name = '神焰漩涡'
ref = Ref.VORTEXOFHELLFIRE
cellPos = (4,12)
learnLv = 60
masterLv = 40
@@ -1385,6 +1423,7 @@ class Skill37(ActiveSkill):
"""
name = '逆炎灭罪'
ref = Ref.REMOVALTREASON
cellPos = (3,13)
learnLv = 70
masterLv = 40
@@ -1446,6 +1485,7 @@ class Skill38(PassiveSkill):
"""
name = '定罪法则'
ref = Ref.MALLEUSMALEFICARUM
cellPos = (2,13)
learnLv = 75
masterLv = 40
@@ -1467,9 +1507,9 @@ class Skill38(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'data': data0, 'type': '*skillDamage', 'skills': ['火焰精华']}, {'data': data1, 'type': '*skillDamage', 'exceptSkills': ['火焰精华']}, {'data': data2, 'type': '*cdReduce', 'skills': ['神焰', '火焰精华']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), skills=['火焰精华']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), except_skills=['火焰精华']),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data2)), skills=['神焰', '火焰精华']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), skills=[Ref.ESSENCEOFPHLEGE]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), except_skills=[Ref.ESSENCEOFPHLEGE]),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data2)), skills=[Ref.HOLYFLAME, Ref.ESSENCEOFPHLEGE]),
]
# 裁决轮回斩
@@ -1483,6 +1523,7 @@ class Skill39(ActiveSkill):
"""
name = '裁决轮回斩'
ref = Ref.DISMEMBER
cellPos = (5,13)
learnLv = 75
masterLv = 40
@@ -1546,6 +1587,7 @@ class Skill40(ActiveSkill):
"""
name = '车轮刑'
ref = Ref.WHEELOFPUNISHMENT
cellPos = (2,14)
learnLv = 80
masterLv = 40
@@ -1606,6 +1648,7 @@ class Skill41(ActiveSkill):
"""
name = '炎狱祭坛 : 炮烙'
ref = Ref.INFERNO
cellPos = (5,14)
learnLv = 85
masterLv = 40
@@ -1648,6 +1691,7 @@ class Skill42(PassiveSkill):
"""
name = '狂炎告解'
ref = Ref.FIRECONFESSION
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -1677,7 +1721,7 @@ class Skill42(PassiveSkill):
# associate = [{'data': data0, 'type': '*skillDamage'}, {'data': [(i * j) for i, j in zip(data3, data4)], 'type': '*skillDamage', 'skills': ['审判重击']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0))),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i * j for i, j in zip(data3, data4)])), skills=['审判重击']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i * j for i, j in zip(data3, data4)])), skills=[Ref.JUDGMENTBLOW]),
]
# [审判重击]火焰地带持续时间 : 2秒
@@ -1694,6 +1738,7 @@ class Skill43(ActiveSkill):
"""
name = '补赎逆十字'
ref = Ref.ERADICATECROSS
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -1736,6 +1781,7 @@ class Skill44(ActiveSkill):
"""
name = '无间业火 : 罪灭神威'
ref = Ref.DREADFULFLAME
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -9,6 +9,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.priest_female.mistress import MistressSkillRef as Ref
prefix = "priest_female/mistress/cn/skillDetail"
@@ -22,6 +23,7 @@ class Skill0(ActiveSkill):
转职为光明骑士时,技能类型变为独立攻击力。\n
"""
name = "升空斩"
ref = Ref.RISINGSLASH
learnLv = 1
masterLv = 10
maxLv = 20
@@ -49,6 +51,7 @@ class Skill1(ActiveSkill):
被命中的敌人会浮空。\n
"""
name = "审判锤击"
ref = Ref.HOLYSMASH
learnLv = 1
masterLv = 60
maxLv = 70
@@ -73,6 +76,7 @@ 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
@@ -96,6 +100,7 @@ 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
@@ -123,6 +128,7 @@ 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
@@ -164,6 +170,7 @@ 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
@@ -186,6 +193,7 @@ 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
@@ -208,6 +216,7 @@ class Skill7(ActiveSkill):
只能在一定高度以上时才能使用。\n
"""
name = "空中锤击"
ref = Ref.VIOLENTASSAULT
learnLv = 5
masterLv = 60
maxLv = 70
@@ -241,6 +250,7 @@ class Skill8(ActiveSkill):
学习[大天使的庇护]后,施放[勇气颂歌]、 [新生颂歌]过程中可以使用该技能。\n
"""
name = "治愈祈祷"
ref = Ref.PRAYEROFHEAL
learnLv = 5
masterLv = 60
maxLv = 70
@@ -274,6 +284,7 @@ class Skill9(ActiveSkill):
转职为光明骑士后,技能类型变为独立攻击力。\n
"""
name = "钩颈斩"
ref = Ref.NECKUPSCYTHE
cellPos = (3,2)
learnLv = 5
masterLv = 60
@@ -303,6 +314,7 @@ class Skill10(ActiveSkill):
按住技能键可以维持防御姿态。 抵挡前方的攻击后,可以强制使用其他技能。\n
"""
name = "武器格挡"
ref = Ref.WEAPONGUARD
cellPos = (5,3)
learnLv = 10
masterLv = 5
@@ -329,6 +341,7 @@ class Skill11(ActiveSkill):
使范围内的所有队员消除异常状态。\n
"""
name = "净化"
ref = Ref.CURE
learnLv = 10
masterLv = 1
maxLv = 11
@@ -358,6 +371,7 @@ class Skill12(ActiveSkill):
[我甘愿承担这些罪业。]\n
"""
name = "罪业加身"
ref = Ref.HEAVYSIN
cellPos = (4,3)
learnLv = 10
masterLv = 60
@@ -392,6 +406,7 @@ class Skill13(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -419,6 +434,7 @@ class Skill14(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -453,6 +469,7 @@ class Skill15(ActiveSkill):
- 对每名敌人攻击1次。\n
"""
name = "唤雷符"
ref = Ref.TALISMANOFLIGHTNING
learnLv = 15
masterLv = 60
maxLv = 70
@@ -486,6 +503,7 @@ class Skill16(ActiveSkill):
按住向后方向键并再次按技能键,可以向后转身发动前冲斩; 前冲斩击攻击力和[冲刺斩]的上斩攻击力相同。\n
"""
name = "冲刺斩"
ref = Ref.CUTINDASH
cellPos = (3,3)
learnLv = 15
masterLv = 60
@@ -517,6 +535,7 @@ class Skill17(ActiveSkill):
[原罪释放·净化]状态下施放时,一次性造成2次攻击。\n
"""
name = "双重切割"
ref = Ref.DUALSLASH
cellPos = (3,4)
learnLv = 15
masterLv = 60
@@ -550,6 +569,7 @@ class Skill18(PassiveSkill):
利用诱惑来聚拢敌人的效果可以在已学技能栏中用鼠标右键设置开启/关闭\n
"""
name = "罪业诱惑"
ref = Ref.BODYPRESSEDSIN
cellPos = (2,4)
learnLv = 15
masterLv = 10
@@ -582,6 +602,7 @@ class Skill19(PassiveSkill):
[钩颈斩]、 [罪业加身]、 [双重切割]、 [冲刺斩]、 [镰勾旋击]、 [粉碎回旋击]、 [终结战镰]\n
"""
name = "负罪者镰刀精通"
ref = Ref.SCYTHEMASTERY
cellPos = (1,4)
learnLv = 15
masterLv = 20
@@ -617,6 +638,7 @@ class Skill20(ActiveSkill):
向前斩击命中时进入无敌状态,被镰刀勾住的敌人会被强制控制。\n
"""
name = "镰勾旋击"
ref = Ref.GUILLOTINE
cellPos = (3,5)
learnLv = 20
masterLv = 60
@@ -655,6 +677,7 @@ class Skill21(ActiveSkill):
[人类的欲望本身并不是一种罪,但沉醉于无节制的享乐,便构成淫乐之罪。]\n
"""
name = "欲望之手"
ref = Ref.LUSTHAND
cellPos = (5,5)
learnLv = 20
masterLv = 60
@@ -700,6 +723,7 @@ class Skill22(ActiveSkill):
- [暴食之噬] : 增加生命值恢复量\n
"""
name = "七宗罪"
ref = Ref.THESEVENDEADLYSINS
cellPos = (4,5)
learnLv = 20
masterLv = 10
@@ -785,7 +809,7 @@ class Skill22(ActiveSkill):
# {"data":data12,"skills":['欲望之手', '傲慢之堕', '怠惰之息', '贪婪之刺', '愤怒之袭', '嫉妒之吻', '暴食之噬']}
# ]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data12)), skills=['欲望之手', '傲慢之堕', '怠惰之息', '贪婪之刺', '愤怒之袭', '嫉妒之吻', '暴食之噬']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data12)), skills=[Ref.LUSTHAND, Ref.PRIDEACCEL, Ref.SLOTHBODY, Ref.GREEDTHELURKER, Ref.SCUDTHEWRATH, Ref.ENVIOUSKISS, Ref.GLUTTONYVOMIT]),
]
# 暴击
@@ -796,6 +820,7 @@ class Skill23(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -822,6 +847,7 @@ class Skill24(ActiveSkill):
[傲慢滋生出原罪,原罪又助长其他罪业,所以,傲慢才是万恶之源。]\n
"""
name = "傲慢之堕"
ref = Ref.PRIDEACCEL
cellPos = (8,6)
learnLv = 25
masterLv = 60
@@ -852,6 +878,7 @@ class Skill25(ActiveSkill):
在决斗场中,无法在空中施放。\n
"""
name = "粉碎回旋击"
ref = Ref.ROLLINGRUSH
cellPos = (3,7)
learnLv = 30
masterLv = 60
@@ -892,6 +919,7 @@ class Skill26(ActiveSkill):
[检讨自己的人生并学会尊重自己时,方能从怠惰的沼泽中挣脱出来……]\n
"""
name = "怠惰之息"
ref = Ref.SLOTHBODY
cellPos = (8,7)
learnLv = 30
masterLv = 60
@@ -936,6 +964,7 @@ class Skill27(ActiveSkill):
[贪欲也就是‘过分的欲望’。 试图得到本不该属于自己的,均属于贪欲……]\n
"""
name = "贪婪之刺"
ref = Ref.GREEDTHELURKER
cellPos = (7,8)
learnLv = 35
masterLv = 60
@@ -996,6 +1025,7 @@ class Skill28(ActiveSkill):
爆炸攻击时,可吸收敌人的罪业,增加罪业层数。\n
"""
name = "诱魔之手"
ref = Ref.HANDAWAKENTOSIN
cellPos = (4,8)
learnLv = 35
masterLv = 60
@@ -1057,6 +1087,7 @@ class Skill29(ActiveSkill):
在决斗场中,无法用跳跃键强制中断攻击。\n
"""
name = "终结战镰"
ref = Ref.SCYTHEMSSACRE
cellPos = (3,9)
learnLv = 40
masterLv = 60
@@ -1120,6 +1151,7 @@ class Skill30(ActiveSkill):
[和平的另一面并不是战争。 也许,压抑住愤怒,人类才会迎来真正的和平。]\n
"""
name = "愤怒之袭"
ref = Ref.SCUDTHEWRATH
cellPos = (6,10)
learnLv = 45
masterLv = 60
@@ -1183,6 +1215,7 @@ class Skill31(PassiveSkill):
[恬不知耻的恶魔啊! 神会将你们的罪业宣之于众!]\n
"""
name = "罪业宣告"
ref = Ref.SINSAYER
cellPos = (2,11)
learnLv = 48
masterLv = 40
@@ -1219,6 +1252,7 @@ class Skill32(ActiveSkill):
无法使用的技能] : [空中锤击]、 [治愈祈祷]、 [审判锤击]、 [武器格挡]、 [净化]、 [唤雷符]\n
"""
name = "原罪释放·净化"
ref = Ref.DEPRAVITYSEVENSINS
cellPos = (4,11)
learnLv = 50
masterLv = 40
@@ -1254,6 +1288,7 @@ class Skill33(ActiveSkill):
学习后,技能等级补正为与[原罪释放·净化]相同。\n
"""
name = "净化之花"
ref = Ref.FLOWEROFPURIFICATION
cellPos = (4,12)
learnLv = 50
masterLv = 1
@@ -1278,7 +1313,7 @@ class Skill33(ActiveSkill):
data3 = get_data(f'{prefix}/{uuid}', 3)
def skillInfo(self, mode: str | None = None):
self.lv = self.char.GetSkillByName("原罪释放·净化").lv
self.lv = self.char.GetSkill(Ref.DEPRAVITYSEVENSINS).lv
return super().skillInfo(mode)
# 嫉妒之吻
@@ -1293,6 +1328,7 @@ class Skill34(ActiveSkill):
[妒忌是未拥有者对拥有者的羡慕,嫉妒是拥有者对失去的恐惧。]\n
"""
name = "嫉妒之吻"
ref = Ref.ENVIOUSKISS
cellPos = (5,12)
learnLv = 60
masterLv = 40
@@ -1360,6 +1396,7 @@ class Skill35(ActiveSkill):
[减少自己的粮食,进而禁食,将那些粮食分给穷苦的人们,此为积德之行为。]\n
"""
name = "暴食之噬"
ref = Ref.GLUTTONYVOMIT
cellPos = (7,13)
learnLv = 70
masterLv = 40
@@ -1424,6 +1461,7 @@ class Skill36(ActiveSkill):
[传说中诞下所有人类罪业的禁断结晶……原罪、 苹果、 禁断之果、 普拉那,无数词语在描述这个东西。]\n
"""
name = "智慧起源 : 原罪结晶"
ref = Ref.FIRSTPRANA
cellPos = (2,13)
learnLv = 75
masterLv = 40
@@ -1471,6 +1509,7 @@ class Skill37(ActiveSkill):
[人类无法隔断原罪? 是因为人类从原罪诞生? 还是因为人因原罪才能称为人。]\n
"""
name = "灵魂烙印 : 原罪冲击"
ref = Ref.SECONDSOUL
cellPos = (3,13)
learnLv = 75
masterLv = 40
@@ -1529,6 +1568,7 @@ class Skill38(ActiveSkill):
[今天仍没有领悟到自己罪孽的人们……唯有与神相连的证据才能拯救他们。]\n
"""
name = "肋骨重塑 : 原罪战矛"
ref = Ref.THIRDRIB
cellPos = (4,14)
learnLv = 80
masterLv = 40
@@ -1587,6 +1627,7 @@ class Skill39(ActiveSkill):
[湮灭,之后将有乐园降临。 神啊,求您把悔改的灵魂们带到乐园……]\n
"""
name = "失乐园"
ref = Ref.LASTGENESIS
cellPos = (6,14)
learnLv = 85
masterLv = 40
@@ -1627,6 +1668,7 @@ class Skill40(PassiveSkill):
[我们只能背负原罪而生吗? 所有原罪之初,如果我们能领悟其本质……]\n
"""
name = "原罪之初"
ref = Ref.ORIGINALSIN
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -1658,6 +1700,7 @@ class Skill41(ActiveSkill):
[愚蠢之人,珍惜赐予你救赎的机会,虔诚地忏悔吧。]\n
"""
name = "至高之刑"
ref = Ref.CARDINALEXECUTION
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -1694,6 +1737,7 @@ class Skill42(ActiveSkill):
[神啊……所有的罪业都由我来背负。 请赦免他们的罪业,允许他们永恒地安息吧……]\n
"""
name = "原罪之翼·永息"
ref = Ref.WINGSOFREST
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -8,6 +8,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.priest_female.sorceress import SorceressSkillRef as Ref
class SorceressAttribute(ProfessionAttribute):
@@ -29,6 +30,7 @@ class Skill0(ActiveSkill):
转职为光明骑士时,技能类型变为独立攻击力。\n
"""
name = "升空斩"
ref = Ref.RISINGSLASH
learnLv = 1
masterLv = 10
maxLv = 20
@@ -56,6 +58,7 @@ class Skill1(ActiveSkill):
被命中的敌人会浮空。\n
"""
name = "审判锤击"
ref = Ref.HOLYSMASH
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
@@ -104,6 +108,7 @@ class Skill3(PassiveSkill):
"""
name = '基础精通'
ref = Ref.BASICATTACKUP
cellPos = (1,0)
learnLv = 1
masterLv = 115
@@ -125,7 +130,7 @@ 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': ['念珠连射']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=['念珠连射']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=[Ref.ROSARYSHOOTING]),
]
# 受身蹲伏
@@ -136,6 +141,7 @@ 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
@@ -177,6 +183,7 @@ 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
@@ -199,6 +206,7 @@ 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
@@ -221,6 +229,7 @@ class Skill7(ActiveSkill):
只能在一定高度以上时才能使用。\n
"""
name = "空中锤击"
ref = Ref.VIOLENTASSAULT
learnLv = 5
masterLv = 60
maxLv = 70
@@ -254,6 +263,7 @@ class Skill8(ActiveSkill):
学习[大天使的庇护]后,施放[勇气颂歌]、 [新生颂歌]过程中可以使用该技能。\n
"""
name = "治愈祈祷"
ref = Ref.PRAYEROFHEAL
learnLv = 5
masterLv = 60
maxLv = 70
@@ -287,6 +297,7 @@ class Skill9(ActiveSkill):
转职为光明骑士后,技能类型变为独立攻击力。\n
"""
name = "钩颈斩"
ref = Ref.NECKUPSCYTHE
learnLv = 5
masterLv = 60
maxLv = 70
@@ -315,6 +326,7 @@ class Skill10(ActiveSkill):
"""
name = '武器格挡'
ref = Ref.WEAPONGUARD
cellPos = (3,3)
learnLv = 10
masterLv = 5
@@ -341,6 +353,7 @@ class Skill11(ActiveSkill):
使范围内的所有队员消除异常状态。\n
"""
name = "净化"
ref = Ref.CURE
learnLv = 10
masterLv = 1
maxLv = 11
@@ -370,6 +383,7 @@ class Skill12(ActiveSkill):
[我甘愿承担这些罪业。]\n
"""
name = "罪业加身"
ref = Ref.HEAVYSIN
learnLv = 10
masterLv = 60
maxLv = 70
@@ -403,6 +417,7 @@ class Skill13(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -430,6 +445,7 @@ class Skill14(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -465,6 +481,7 @@ class Skill15(ActiveSkill):
"""
name = '唤雷符'
ref = Ref.TALISMANOFLIGHTNING
cellPos = (2,4)
learnLv = 15
masterLv = 60
@@ -499,6 +516,7 @@ class Skill16(ActiveSkill):
"""
name = '念珠连射'
ref = Ref.ROSARYSHOOTING
cellPos = (4,4)
learnLv = 15
masterLv = 1
@@ -526,6 +544,7 @@ class Skill17(ActiveSkill):
"""
name = '木槵子经'
ref = Ref.ROSARYSTRIKE
cellPos = (6,4)
learnLv = 15
masterLv = 60
@@ -563,6 +582,7 @@ class Skill18(ActiveSkill):
"""
name = '缩地成寸'
ref = Ref.CONTRACTSPACEBYMAGIC
cellPos = (8,4)
learnLv = 15
masterLv = 1
@@ -592,6 +612,7 @@ class Skill19(ActiveSkill):
"""
name = '束灵符'
ref = Ref.TALISMANOFOPPRESSION
cellPos = (7,5)
learnLv = 20
masterLv = 60
@@ -628,6 +649,7 @@ class Skill20(ActiveSkill):
"""
name = '神谕之祈愿'
ref = Ref.PRAYFORORACLE
cellPos = (2,5)
learnLv = 20
masterLv = 20
@@ -657,6 +679,7 @@ 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
@@ -685,6 +708,7 @@ class Skill22(ActiveSkill):
"""
name = '驱邪咒'
ref = Ref.EXORCISMUS
cellPos = (4,6)
learnLv = 25
masterLv = 60
@@ -719,6 +743,7 @@ class Skill23(PassiveSkill):
"""
name = '祈雨祭'
ref = Ref.RITUALFORRAIN
cellPos = (6,6)
learnLv = 25
masterLv = 10
@@ -748,6 +773,7 @@ class Skill24(ActiveSkill):
"""
name = '和合之玉'
ref = Ref.EFFORTSPHERE
cellPos = (6,7)
learnLv = 30
masterLv = 60
@@ -784,6 +810,7 @@ class Skill25(PassiveSkill):
"""
name = '神术强化'
ref = Ref.MIKOMASTERY
cellPos = (5,7)
learnLv = 30
masterLv = 10
@@ -819,6 +846,7 @@ class Skill26(ActiveSkill):
"""
name = '聚魂吸星符'
ref = Ref.TALISMANOFSOULSTEAL
cellPos = (7,8)
learnLv = 35
masterLv = 60
@@ -876,6 +904,7 @@ class Skill27(ActiveSkill):
"""
name = '龙魂之怒'
ref = Ref.DRAGONWRATH
cellPos = (2,9)
learnLv = 40
masterLv = 60
@@ -935,6 +964,7 @@ class Skill28(ActiveSkill):
"""
name = '百八念珠'
ref = Ref.ROSARYOF108BEADS
cellPos = (5,9)
learnLv = 40
masterLv = 60
@@ -1004,6 +1034,7 @@ class Skill29(ActiveSkill):
"""
name = '不动珠箔阵'
ref = Ref.IMMOBILITYMAGICLINE
cellPos = (5,10)
learnLv = 45
masterLv = 60
@@ -1060,6 +1091,7 @@ class Skill30(ActiveSkill):
"""
name = '神龙如意珠'
ref = Ref.CINTAMANI
cellPos = (7,11)
learnLv = 48
masterLv = 40
@@ -1104,6 +1136,7 @@ class Skill31(ActiveSkill):
"""
name = '神谕 : 神龙雷雨祭'
ref = Ref.RITUALFORDRAGON
cellPos = (3,11)
learnLv = 50
masterLv = 40
@@ -1142,6 +1175,7 @@ class Skill32(ActiveSkill):
"""
name = '因果业火符'
ref = Ref.TALISMANOFTIMEBOMB
cellPos = (4,12)
learnLv = 60
masterLv = 40
@@ -1207,6 +1241,7 @@ class Skill33(ActiveSkill):
"""
name = '夺命大念阵'
ref = Ref.LIFEDEPRIVEDISPOSITION
cellPos = (5,13)
learnLv = 70
masterLv = 40
@@ -1264,6 +1299,7 @@ class Skill34(PassiveSkill):
"""
name = '龙神之力'
ref = Ref.POWEROFTHEDRAGON
cellPos = (3,13)
learnLv = 75
masterLv = 40
@@ -1296,8 +1332,8 @@ class Skill34(PassiveSkill):
# ]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0))),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=['念珠连射']),
SkillEffect(attribute=SorceressAttribute.PEARL_CD_REDUCE, value=1 - Percent(LevelTable(data2)), skills=['神龙如意珠']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=[Ref.ROSARYSHOOTING]),
SkillEffect(attribute=SorceressAttribute.PEARL_CD_REDUCE, value=1 - Percent(LevelTable(data2)), skills=[Ref.CINTAMANI]),
]
# 退魔阴阳符
@@ -1310,6 +1346,7 @@ class Skill35(ActiveSkill):
"""
name = '退魔阴阳符'
ref = Ref.ROSARYWILDSHOT
cellPos = (7,13)
learnLv = 75
masterLv = 40
@@ -1373,6 +1410,7 @@ class Skill36(ActiveSkill):
"""
name = '天坠阴阳玉'
ref = Ref.BIGROSARY
cellPos = (4,14)
learnLv = 80
masterLv = 40
@@ -1435,6 +1473,7 @@ class Skill37(ActiveSkill):
"""
name = '龙威如狱·龙恩如海'
ref = Ref.WRATHOFGODDRAGON
cellPos = (6,14)
learnLv = 85
masterLv = 40
@@ -1477,6 +1516,7 @@ class Skill38(PassiveSkill):
"""
name = '乾坤之境'
ref = Ref.POWEROFAGENT
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -1505,6 +1545,7 @@ class Skill39(ActiveSkill):
"""
name = '天泽神龙阵'
ref = Ref.SWALLOWSKYDRGON
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -1540,6 +1581,7 @@ class Skill40(ActiveSkill):
"""
name = '神龙之舞·天一'
ref = Ref.SKYSORCERESSUNITE
cellPos = (5,16)
learnLv = 100
masterLv = 40