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
@@ -11,6 +11,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.priest_male.avenger import AvengerSkillRef as Ref
prefix = "priest_male/avenger/cn/skillDetail"
@@ -25,6 +26,7 @@ class Skill0(ActiveSkill):
转职为驱魔师后,可以蓄气攻击。\n
"""
name = "空斩打"
ref = Ref.ANTIAIRUPPER
learnLv = 1
masterLv = 10
maxLv = 20
@@ -55,6 +57,7 @@ class Skill1(ActiveSkill):
转职为光明骑士时,技能类型变为独立攻击力。\n
"""
name = "虎袭"
ref = Ref.SMASHER
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
@@ -222,6 +230,7 @@ class Skill7(ActiveSkill):
选择一定范围内的队员恢复生命值。\n
"""
name = "缓慢愈合"
ref = Ref.SLOWHEAL
learnLv = 5
masterLv = 60
maxLv = 70
@@ -252,6 +261,7 @@ class Skill8(ActiveSkill):
转职成为蓝拳使者时,才可以强制中断基本攻击动作,并立即施放该技能。\n
"""
name = "直拳冲击"
ref = Ref.LUCKYSTRAIGHT
learnLv = 5
masterLv = 60
maxLv = 70
@@ -282,6 +292,7 @@ class Skill9(ActiveSkill):
使一定范围内的队员消除异常状态。\n
"""
name = "净化"
ref = Ref.CURE
learnLv = 10
masterLv = 1
maxLv = 11
@@ -309,6 +320,7 @@ class Skill10(ActiveSkill):
向前方敌人发动前冲攻击后,可以用上勾拳进行追击。\n
"""
name = "勾拳追击"
ref = Ref.SECONDUPPER
learnLv = 10
masterLv = 60
maxLv = 70
@@ -338,6 +350,7 @@ class Skill11(ActiveSkill):
若在[魔化 : 末日守卫者]状态下施放该技能,则增加攻击力和冷却时间。\n
"""
name = "恶魔之手"
ref = Ref.GRASPHANDOFANGER
cellPos = (7,3)
learnLv = 10
masterLv = 60
@@ -370,8 +383,8 @@ class Skill11(ActiveSkill):
# 迁移前实现(保留对照):
# associate = [{"data":data4,"skills":[name]},{"data":data5,"skills":[name],"type":"*cd"}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data4)), skills=[name]),
SkillEffect(attribute=SkillAttribute.CD, value=1 + Percent(LevelTable(data5)), skills=[name]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data4)), skills=[Ref.GRASPHANDOFANGER]),
SkillEffect(attribute=SkillAttribute.CD, value=1 + Percent(LevelTable(data5)), skills=[Ref.GRASPHANDOFANGER]),
]
# 强化 - 后跳
@@ -385,6 +398,7 @@ class Skill12(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -412,6 +426,7 @@ class Skill13(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -443,6 +458,7 @@ class Skill14(ActiveSkill):
在决斗场中,施放其他技能过程中无法使用该技能。\n
"""
name = "化魔"
ref = Ref.CHANGEHPTOMP
cellPos = (1,4)
learnLv = 15
masterLv = 1
@@ -492,6 +508,7 @@ class Skill15(ActiveSkill):
[逆龙七杀]\n
"""
name = "落凤锤"
ref = Ref.QUAKEAREA
learnLv = 15
masterLv = 60
maxLv = 70
@@ -528,6 +545,7 @@ class Skill16(PassiveSkill):
在决斗场中,决斗开始时恶魔能量初始值为0。\n
"""
name = "恶魔之力"
ref = Ref.DEVILSTRIKE
cellPos = (3,4)
learnLv = 15
masterLv = 20
@@ -563,6 +581,7 @@ class Skill17(ActiveSkill):
若在[魔化 : 末日守卫者]状态下施放该技能,则增加攻击力和冷却时间。\n
"""
name = "魔镰之舞"
ref = Ref.HIGHSPEEDSLASH
cellPos = (5,4)
learnLv = 15
masterLv = 60
@@ -590,8 +609,8 @@ class Skill17(ActiveSkill):
# 迁移前实现(保留对照):
# associate = [{"data":data2,"skills":[name]},{"data":data3,"skills":[name],"type":"*cd"}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data2)), skills=[name]),
SkillEffect(attribute=SkillAttribute.CD, value=1 + Percent(LevelTable(data3)), skills=[name]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data2)), skills=[Ref.HIGHSPEEDSLASH]),
SkillEffect(attribute=SkillAttribute.CD, value=1 + Percent(LevelTable(data3)), skills=[Ref.HIGHSPEEDSLASH]),
]
# 半魔化
@@ -606,6 +625,7 @@ class Skill18(ActiveSkill):
[恶魔之手]、 [魔镰之舞]、 [裂地锤]、 [回旋飞镰]、 [黑暗之刺]、 [厄运之轮]、 [黑暗之触]、 [恶魔之拳]、 [黑暗权能]、 [地狱之门]、 [末日浩劫]、 [不朽战吼]、 [毁灭强击]、 [永堕 : 混沌弑神]、 [极恶洪流]、 [末日福音 : 毁灭之翼]\n
"""
name = "半魔化"
ref = Ref.METAMORPHOSIS
cellPos = (6,4)
learnLv = 15
masterLv = 1
@@ -650,6 +670,7 @@ class Skill19(ActiveSkill):
[升天阵]可以把浮空的敌人聚集到阵的中心。\n
"""
name = "升天阵"
ref = Ref.RISINGAREA
learnLv = 20
masterLv = 60
maxLv = 70
@@ -681,6 +702,7 @@ class Skill20(PassiveSkill):
增加魔法攻击力和暴击率。 装备镰刀时,增加攻击速度和暗属性抗性,减少光属性抗性。\n
"""
name = "镰刀精通"
ref = Ref.SCYTHEMASTERY
cellPos = (6,5)
learnLv = 20
masterLv = 10
@@ -719,6 +741,7 @@ class Skill21(ActiveSkill):
黑暗石柱会追加爆炸,对敌人造成伤害。\n
"""
name = "裂地锤"
ref = Ref.EARTHQUAKE
cellPos = (8,5)
learnLv = 20
masterLv = 60
@@ -746,7 +769,7 @@ class Skill21(ActiveSkill):
# 迁移前实现(保留对照):
# associate = [{"data":data3,"skills":[name],"type":"*cd"}]
associate = [
SkillEffect(attribute=SkillAttribute.CD, value=1 + Percent(LevelTable(data3)), skills=[name]),
SkillEffect(attribute=SkillAttribute.CD, value=1 + Percent(LevelTable(data3)), skills=[Ref.EARTHQUAKE]),
]
# 暴击
@@ -757,6 +780,7 @@ class Skill22(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -780,6 +804,7 @@ class Skill23(ActiveSkill):
若在[魔化 : 末日守卫者]状态下施放该技能,则增加攻击力和冷却时间。\n
"""
name = "回旋飞镰"
ref = Ref.SPINCUTTER
cellPos = (4,6)
learnLv = 25
masterLv = 60
@@ -822,8 +847,8 @@ class Skill23(ActiveSkill):
# 迁移前实现(保留对照):
# associate = [{"data":data8,"skills":[name]},{"data":data9,"skills":[name],"type":"*cd"}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data8)), skills=[name]),
SkillEffect(attribute=SkillAttribute.CD, value=1 + Percent(LevelTable(data9)), skills=[name]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data8)), skills=[Ref.SPINCUTTER]),
SkillEffect(attribute=SkillAttribute.CD, value=1 + Percent(LevelTable(data9)), skills=[Ref.SPINCUTTER]),
]
# 堕落之魂
@@ -835,6 +860,7 @@ class Skill24(ActiveSkill):
[堕落之魂]的技能等级会随着[恶魔之力]的技能等级增加而增加。\n
"""
name = "堕落之魂"
ref = Ref.FALLINGSOUL
cellPos = (1,6)
learnLv = 25
masterLv = 1
@@ -864,6 +890,7 @@ class Skill25(ActiveSkill):
被击状态下也能施放技能,被击状态下施放技能时,攻击力会增加。\n
"""
name = "黑暗之刺"
ref = Ref.HEDGEHOG
cellPos = (2,7)
learnLv = 30
masterLv = 60
@@ -899,7 +926,7 @@ class Skill25(ActiveSkill):
# 迁移前实现(保留对照):
# associate = [{"data":data3,"skills":[name],"type":"*cd"}]
associate = [
SkillEffect(attribute=SkillAttribute.CD, value=1 + Percent(LevelTable(data3)), skills=[name]),
SkillEffect(attribute=SkillAttribute.CD, value=1 + Percent(LevelTable(data3)), skills=[Ref.HEDGEHOG]),
]
# 恶魔诅咒
@@ -911,6 +938,7 @@ class Skill26(PassiveSkill):
使用除[魔化 : 末日守卫者]技能之外的惩戒者转职技能时,发动[恶魔诅咒]效果,并增加移动速度。\n
"""
name = "恶魔诅咒"
ref = Ref.HEARTHINGS
cellPos = (1,7)
learnLv = 30
masterLv = 10
@@ -934,7 +962,7 @@ class Skill26(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{"data":data0,"exceptSkills":["魔化 : 末日守卫者"]}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), except_skills=['魔化 : 末日守卫者']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), except_skills=[Ref.AWAKENING]),
]
# 厄运之轮
@@ -948,6 +976,7 @@ class Skill27(ActiveSkill):
死亡打击会瞬间斩过敌人,并造成伤害。\n
"""
name = "厄运之轮"
ref = Ref.SPINNINGDEFORMATION
cellPos = (5,8)
learnLv = 35
masterLv = 60
@@ -988,8 +1017,8 @@ class Skill27(ActiveSkill):
# 迁移前实现(保留对照):
# associate = [{"data":data3,"skills":[name]},{"data":data4,"skills":[name],"type":"*cd"}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data3)), skills=[name]),
SkillEffect(attribute=SkillAttribute.CD, value=1 + Percent(LevelTable(data4)), skills=[name]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data3)), skills=[Ref.SPINNINGDEFORMATION]),
SkillEffect(attribute=SkillAttribute.CD, value=1 + Percent(LevelTable(data4)), skills=[Ref.SPINNINGDEFORMATION]),
]
def vp_1(self):
@@ -1022,6 +1051,7 @@ class Skill28(ActiveSkill):
在决斗场中,只有攻击之前的动作为霸体状态,爆炸范围内的敌人会被拉到惩戒者的位置。\n
"""
name = "恶魔之拳"
ref = Ref.DEVILFIST
cellPos = (7,9)
learnLv = 40
masterLv = 60
@@ -1090,6 +1120,7 @@ class Skill29(ActiveSkill):
[魔化 : 末日守卫者]状态下施放时,增加判定大小和攻击力。\n
"""
name = "黑暗之触"
ref = Ref.REAPER
cellPos = (1,9)
learnLv = 40
masterLv = 50
@@ -1173,6 +1204,7 @@ class Skill30(ActiveSkill):
若在[魔化 : 末日守卫者]状态下施放该技能,会用缠绕着恶魔气息的手臂对敌人进行抓挠攻击。\n
"""
name = "黑暗权能"
ref = Ref.POWEROFDARKNESS
cellPos = (3,10)
learnLv = 45
masterLv = 60
@@ -1247,6 +1279,7 @@ class Skill31(PassiveSkill):
在噩梦的作用下,增加技能攻击力。\n
"""
name = "恶魔唤醒"
ref = Ref.NIGHTMARE
cellPos = (9,11)
learnLv = 48
masterLv = 40
@@ -1274,9 +1307,9 @@ class Skill31(PassiveSkill):
# {"data":data3,"exceptSkills":["审判","魔化 : 末日守卫者"]},
# ]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=['魔化 : 末日守卫者']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data2)), skills=['审判']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data3)), except_skills=['审判', '魔化 : 末日守卫者']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=[Ref.AWAKENING]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data2)), skills=[Ref.EXECUTION]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data3)), except_skills=[Ref.EXECUTION, Ref.AWAKENING]),
]
# 魔化 : 末日守卫者
@@ -1294,6 +1327,7 @@ class Skill32(ActiveSkill):
[他的内心里还留有披上神圣的礼官服时的纯粹、 正直、 慈爱与怜悯。]\n
"""
name = "魔化 : 末日守卫者"
ref = Ref.AWAKENING
cellPos = (1,11)
learnLv = 50
masterLv = 40
@@ -1396,6 +1430,7 @@ class Skill33(ActiveSkill):
只有在半魔化及魔化状态下才能聚集恶魔之力施放[审判]。 若在[魔化 : 末日守卫者]状态下施放该技能,则可以增加攻击力。\n
"""
name = "审判"
ref = Ref.EXECUTION
cellPos = (2,12)
learnLv = 50
masterLv = 1
@@ -1440,13 +1475,13 @@ class Skill33(ActiveSkill):
# 迁移前实现(保留对照):
# associate = [{"data": [0] + [10]*maxLv,"skills":[name]}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([0] + [10] * maxLv)), skills=[name]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([0] + [10] * maxLv)), skills=[Ref.EXECUTION]),
]
level_source = '魔化 : 末日守卫者'
level_source = Ref.AWAKENING
def skillInfo(self, mode = None):
pre = self.char.GetSkillByName("魔化 : 末日守卫者")
pre = self.char.GetSkill(Ref.AWAKENING)
for data in [self.data1, self.data2, self.data3, self.data4, self.data5, self.data6, self.data7, self.data8, self.data9]:
data[:] = [0] + [data[1] * (1+(lv-1)*16/69) for lv in range(1,pre.maxLv+1)]
return super().skillInfo(mode)
@@ -1461,6 +1496,7 @@ class Skill34(ActiveSkill):
[神的惩罚者从不畏惧痛苦……和死亡!]\n
"""
name = "恶魔屏障"
ref = Ref.AVENGERGUARD
cellPos = (1,12)
learnLv = 50
masterLv = 1
@@ -1485,6 +1521,7 @@ class Skill35(PassiveSkill):
该效果具有单独的冷却时间,在冷却时间内生命值降为0则不会发动技能。\n
"""
name = "邪魔再临"
ref = Ref.EVILRETURN
cellPos = (2,11)
learnLv = 50
masterLv = 1
@@ -1509,6 +1546,7 @@ class Skill36(ActiveSkill):
利用恶魔的力量打开地狱之门,从中释放出大量的恶魔气息攻击敌人。 在[魔化 : 末日守卫者]状态下,技能攻击力会大幅提升。\n
"""
name = "地狱之门"
ref = Ref.PANDEMONIUMEX
cellPos = (4,12)
learnLv = 60
masterLv = 40
@@ -1538,7 +1576,7 @@ class Skill36(ActiveSkill):
# 迁移前实现(保留对照):
# associate = [{"data":data2,"skills":[name]}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data2)), skills=[name]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data2)), skills=[Ref.PANDEMONIUMEX]),
]
def vp_1(self):
@@ -1568,6 +1606,7 @@ class Skill37(ActiveSkill):
在[魔化 : 末日守卫者]状态下,惩戒者会造成更大的灾难。\n
"""
name = "末日浩劫"
ref = Ref.DISASTEREX
cellPos = (8,13)
learnLv = 70
masterLv = 40
@@ -1598,7 +1637,7 @@ class Skill37(ActiveSkill):
# 迁移前实现(保留对照):
# associate = [{"data":data1,"skills":[name]}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=[name]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=[Ref.DISASTEREX]),
]
def vp_1(self):
@@ -1632,6 +1671,7 @@ class Skill38(ActiveSkill):
[啊,没有归宿的可怜的野兽……]\n
"""
name = "不朽战吼"
ref = Ref.DARKHOWLING
cellPos = (3,13)
learnLv = 75
masterLv = 40
@@ -1720,6 +1760,7 @@ class Skill39(PassiveSkill):
恶魔的力量进一步得到进化。增加[恶魔之力]的攻击力,并且大幅增加基本攻击和[恶魔之力]之外的所有技能攻击力。而且,施放[毁灭强击]、 [不朽战吼]、 [永堕 : 混沌弑神]、 [极恶洪流]、 [末日福音 : 毁灭之翼]过程中可以立即魔化。\n
"""
name = "原罪之力"
ref = Ref.EVILSTRIKE
cellPos = (1,13)
learnLv = 75
masterLv = 40
@@ -1741,8 +1782,8 @@ class Skill39(PassiveSkill):
# {"data":data0,"skills":["恶魔之力"]}
# ]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), except_skills=['恶魔之力']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), skills=['恶魔之力']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), except_skills=[Ref.DEVILSTRIKE]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), skills=[Ref.DEVILSTRIKE]),
]
# 毁灭强击
@@ -1757,6 +1798,7 @@ class Skill40(ActiveSkill):
[你以为世人会歌颂你们的功绩吗? 他们只会在被救赎后,用轻蔑的眼神指责你们,用苛责的方式打压你们,让你们终生悔过和赎罪。 --致不朽战士]\n
"""
name = "毁灭强击"
ref = Ref.DOOMCRUSH
cellPos = (2,14)
learnLv = 80
masterLv = 40
@@ -1800,7 +1842,7 @@ class Skill40(ActiveSkill):
# 迁移前实现(保留对照):
# associate = [{"data":data6,"skills":[name]}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data6)), skills=[name]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data6)), skills=[Ref.DOOMCRUSH]),
]
def vp_1(self):
@@ -1833,6 +1875,7 @@ class Skill41(ActiveSkill):
若技能结束之前按<X>键或<Z>键,则可以通过消耗额外的恶魔能量,进行更强力的终结一击。 半魔化状态下减少恶魔能量消耗量。\n
"""
name = "永堕 : 混沌弑神"
ref = Ref.UNHOLYFURY
cellPos = (4,14)
learnLv = 85
masterLv = 40
@@ -1879,8 +1922,8 @@ class Skill41(ActiveSkill):
# 迁移前实现(保留对照):
# associate = [{"data":data9,"skills":[name]},{"data":data7,"skills":[name],"type":"+power5"}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data9)), skills=[name]),
SkillEffect(attribute=Power(5), operation=Operation.ADD, value=Percent(LevelTable(data7)), skills=[name]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data9)), skills=[Ref.UNHOLYFURY]),
SkillEffect(attribute=Power(5), operation=Operation.ADD, value=Percent(LevelTable(data7)), skills=[Ref.UNHOLYFURY]),
]
# - [半魔化状态下] -
# 恶魔能量消耗量减少 : 100%
@@ -1896,6 +1939,7 @@ class Skill42(PassiveSkill):
[啊……这是您对我的试练吗]\n
"""
name = "光之影"
ref = Ref.RIGHTEOUSDEVILIZE
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -1935,6 +1979,7 @@ class Skill43(ActiveSkill):
[魔化 : 末日守卫者]状态下使用时,造成额外伤害。 [半魔化]状态下使用时,减少恶魔能量消耗量。\n
"""
name = "极恶洪流"
ref = Ref.DIRESTREAM
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -1970,8 +2015,8 @@ class Skill43(ActiveSkill):
# 迁移前实现(保留对照):
# associate = [{"data":data5,"skills":[name]},{"data":data4,"skills":[name]}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data5)), skills=[name]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data4)), skills=[name]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data5)), skills=[Ref.DIRESTREAM]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data4)), skills=[Ref.DIRESTREAM]),
]
# [半魔化]状态下施放时
# 恶魔能量消耗量减少 : 100%
@@ -1989,6 +2034,7 @@ class Skill44(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 = "末日福音 : 毁灭之翼"
ref = Ref.MORTALGOSPEL
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -2024,7 +2070,7 @@ class Skill44(ActiveSkill):
# 迁移前实现(保留对照):
# associate = [{"data":data4,"skills":[name]}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data4)), skills=[name]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data4)), skills=[Ref.MORTALGOSPEL]),
]
class classChange(Character):
@@ -9,6 +9,7 @@ from core.basic.skill_effect_types import (
Operation,
Percent,
)
from core.character.refs.priest_male.crusader_male import CrusaderMaleSkillRef as Ref
prefix = "priest_male/crusader_male/cn/skillDetail"
@@ -23,6 +24,7 @@ class Skill0(ActiveSkill):
转职为驱魔师后,可以蓄气攻击。\n
"""
name = "空斩打"
ref = Ref.ANTIAIRUPPER
cellPos = (6,1)
learnLv = 1
masterLv = 10
@@ -52,6 +54,7 @@ class Skill1(ActiveSkill):
转职为光明骑士时,技能类型变为独立攻击力。\n
"""
name = "虎袭"
ref = Ref.SMASHER
learnLv = 1
masterLv = 60
maxLv = 70
@@ -84,6 +87,7 @@ class Skill2(PassiveBufferSkill):
获得神的恩泽,增加所有异常状态的抗性。\n
"""
name = "神的恩赐"
ref = Ref.GRACEOFGOD
cellPos = (1,1)
learnLv = 1
masterLv = 1
@@ -106,6 +110,7 @@ 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
@@ -129,6 +134,7 @@ 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
@@ -156,6 +162,7 @@ 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
@@ -197,6 +204,7 @@ 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
@@ -219,6 +227,7 @@ 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
@@ -241,6 +250,7 @@ class Skill8(ActiveBufferSkill):
选择一定范围内的队员恢复生命值。\n
"""
name = "缓慢愈合"
ref = Ref.SLOWHEAL
cellPos = (3,2)
learnLv = 5
masterLv = 60
@@ -271,6 +281,7 @@ class Skill9(ActiveSkill):
转职成为蓝拳使者时,才可以强制中断基本攻击动作,并立即施放该技能。\n
"""
name = "直拳冲击"
ref = Ref.LUCKYSTRAIGHT
learnLv = 5
masterLv = 60
maxLv = 70
@@ -301,6 +312,7 @@ class Skill10(ActiveBufferSkill):
使一定范围内的队员消除异常状态。\n
"""
name = "净化"
ref = Ref.CURE
cellPos = (4,3)
learnLv = 10
masterLv = 1
@@ -328,6 +340,7 @@ class Skill11(ActiveSkill):
向前方敌人发动前冲攻击后,可以用上勾拳进行追击。\n
"""
name = "勾拳追击"
ref = Ref.SECONDUPPER
learnLv = 10
masterLv = 60
maxLv = 70
@@ -357,6 +370,7 @@ class Skill12(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -384,6 +398,7 @@ class Skill13(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -420,6 +435,7 @@ class Skill14(ActiveSkill):
[逆龙七杀]\n
"""
name = "落凤锤"
ref = Ref.QUAKEAREA
cellPos = (6,4)
learnLv = 15
masterLv = 60
@@ -450,6 +466,7 @@ class Skill15(ActiveSkill):
凝聚力量用双臂划出十字形刀刃攻击前方敌人。\n
"""
name = "纯白之刃"
ref = Ref.BLADEOFPUREWHITE
cellPos = (7,4)
learnLv = 15
masterLv = 60
@@ -490,6 +507,7 @@ class Skill16(PassiveSkill):
仅发动[信仰之翼 : 裁决],不适用增益效果。\n
"""
name = "勇气恩赐"
ref = Ref.GRACEOFCOURAGE
cellPos = (9,4)
learnLv = 15
masterLv = 15
@@ -516,6 +534,7 @@ class Skill17(PassiveBufferSkill):
单人挑战时,不适用属性伤害增加效果,且如果体力或精神高于智力,则智力提升至与体力或精神一致,并适用单人挑战专属效果。\n
"""
name = "守护恩赐"
ref = Ref.GRACEOFPROTECTION
cellPos = (2,4)
learnLv = 15
masterLv = 60
@@ -566,6 +585,7 @@ class Skill18(ActiveSkill):
闪电攻击受[基础精通]影响。\n
"""
name = "光之正义"
ref = Ref.REVENGEOFLIGHT
cellPos = (4,5)
learnLv = 20
masterLv = 1
@@ -615,6 +635,7 @@ class Skill19(PassiveSkill):
光明骑士死亡时,恢复一定范围内队员的生命值和魔法值。\n
"""
name = "灵魂牺牲"
ref = Ref.SACRIFICEOFSOUL
cellPos = (0,5)
learnLv = 20
masterLv = 1
@@ -649,6 +670,7 @@ class Skill20(ActiveSkill):
蓄气时,增加穿刺攻击力和穿刺敌人数量。\n
"""
name = "胜利之矛"
ref = Ref.SPEAROFVICTORY
cellPos = (6,5)
learnLv = 20
masterLv = 60
@@ -688,6 +710,7 @@ class Skill21(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -712,6 +735,7 @@ class Skill22(ActiveSkill):
增加基本攻击力、 技能攻击力、 所有速度和命中率。\n
"""
name = "圣灵之槌"
ref = Ref.HOLYMACE
cellPos = (9,5)
learnLv = 20
masterLv = 20
@@ -760,6 +784,7 @@ class Skill23(ActiveBufferSkill):
该技能效果不与光明骑士 (女) 的[守护祝福]、 小魔女的[小魔女的偏爱]技能、 缪斯的[主角登场]、 协战师的[装甲强化]效果叠加。\n
"""
name = "守护徽章"
ref = Ref.EMBLEMOFSAFEGUARD
cellPos = (2,6)
learnLv = 25
masterLv = 10
@@ -812,6 +837,7 @@ class Skill24(ActiveSkill):
在决斗场中,只能吸收物理伤害。\n
"""
name = "圣光守护"
ref = Ref.DIVINELIGHT
cellPos = (1,6)
learnLv = 25
masterLv = 10
@@ -841,6 +867,7 @@ class Skill25(PassiveSkill):
缩短[缓慢愈合]的生命值恢复时间,提高生命值恢复比率。\n
"""
name = "快速愈合"
ref = Ref.FASTHEAL
cellPos = (3,6)
learnLv = 25
masterLv = 1
@@ -867,6 +894,7 @@ class Skill26(ActiveBufferSkill):
学习[守护恩赐]后,对魔法阵内的自身和队友额外发动所有速度增加增益效果。\n
"""
name = "圣光十字"
ref = Ref.CROSSCRASH
cellPos = (5,6)
learnLv = 25
masterLv = 60
@@ -910,6 +938,7 @@ class Skill27(ActiveSkill):
队员可以通过盾壁,但敌方无法通过。\n
"""
name = "圣光沁盾"
ref = Ref.DEFLECTWALL
cellPos = (7,7)
learnLv = 30
masterLv = 60
@@ -947,6 +976,7 @@ class Skill28(ActiveBufferSkill):
效果不与光明骑士 (女) 的[勇气祝福]、 小魔女的[禁术吟咏]、 缪斯的[可爱节拍]、 协战师的[军械强化]效果叠加。\n
"""
name = "荣誉祝福"
ref = Ref.GLORIOUSBLESS
cellPos = (2,7)
learnLv = 30
masterLv = 10
@@ -995,6 +1025,7 @@ class Skill29(PassiveSkill):
盾壁生命值以[圣光沁盾]生命值的一定比例适用。\n
"""
name = "双子沁盾"
ref = Ref.DEFLECTWALLEX
cellPos = (8,7)
learnLv = 30
masterLv = 1
@@ -1027,6 +1058,7 @@ class Skill30(PassiveSkill):
学习技能后,增加基本攻击力、 转职技能攻击力和魔法暴击率。\n
"""
name = "坚定信念"
ref = Ref.HARDENEDWILL
cellPos = (5,7)
learnLv = 30
masterLv = 10
@@ -1054,6 +1086,7 @@ class Skill31(ActiveSkill):
在决斗场中,面向光球的敌人进入眩晕状态。\n
"""
name = "圣光球"
ref = Ref.FLASHGLOBE
cellPos = (7,8)
learnLv = 35
masterLv = 60
@@ -1131,6 +1164,7 @@ class Skill32(PassiveSkill):
按前方向键,可以在远处生成光球。\n
"""
name = "圣光琉璃碎"
ref = Ref.FLASHSCRAP
cellPos = (8,8)
learnLv = 35
masterLv = 1
@@ -1163,6 +1197,7 @@ class Skill33(ActiveSkill):
发生爆炸时,吸附周围的敌人。\n
"""
name = "圣光聚合"
ref = Ref.HAPTISM
cellPos = (5,8)
learnLv = 35
masterLv = 60
@@ -1231,6 +1266,7 @@ class Skill34(ActiveBufferSkill):
仅在存在队员时可以使用,决斗场中无法使用。\n
"""
name = "生命源泉"
ref = Ref.FOUNTAINOFLIFE
cellPos = (0,9)
learnLv = 40
masterLv = 1
@@ -1265,6 +1301,7 @@ class Skill35(ActiveSkill):
决斗场中不适用忏悔效果。\n
"""
name = "忏悔之锤"
ref = Ref.HAMMEROFCONTRITION
cellPos = (5,9)
learnLv = 40
masterLv = 60
@@ -1326,6 +1363,7 @@ class Skill36(ActiveBufferSkill):
施放过程中按跳跃键时,可以中断技能。\n
"""
name = "圣愈之风"
ref = Ref.HEALWIND
cellPos = (3,10)
learnLv = 45
masterLv = 1
@@ -1365,6 +1403,7 @@ class Skill37(ActiveSkill):
光刃飞下过程中按跳跃键,可以立即出现正义天使。\n
"""
name = "正义审判"
ref = Ref.JUDGEMENT
cellPos = (6,10)
learnLv = 45
masterLv = 60
@@ -1429,6 +1468,7 @@ class Skill38(PassiveBufferSkill):
学习[勇气恩赐]后,不会发动光环效果。\n
"""
name = "信念光环"
ref = Ref.AURAOFFAITH
cellPos = (5,11)
learnLv = 48
masterLv = 40
@@ -1473,6 +1513,7 @@ class Skill39(ActiveBufferSkill):
学习[勇气恩赐]后,天空中将不会降下充满神圣之力的光芒。\n
"""
name = "天启之光"
ref = Ref.APOCALYPSE
cellPos = (6,11)
learnLv = 50
masterLv = 40
@@ -1519,6 +1560,7 @@ class Skill40(PassiveSkill):
天启者的体力和精神补正为两者中数值较高的一方、 物理暴击率和魔法暴击率补正为两者中数值较高的一方。\n
"""
name = "圣念"
ref = Ref.MEDITATION
cellPos = (0,11)
learnLv = 50
masterLv = 1
@@ -1539,6 +1581,7 @@ class Skill41(ActiveSkill):
携神圣之力向前突进,然后挥舞巨兵。\n
"""
name = "圣光突袭"
ref = Ref.MIRACLESPLITER
cellPos = (7,12)
learnLv = 60
masterLv = 40
@@ -1604,6 +1647,7 @@ class Skill42(ActiveSkill):
投掷时击退近距离的敌人,然后神圣之矛垂直下落,引发爆炸。\n
"""
name = "神圣之矛"
ref = Ref.SPEAROFDESTINY
cellPos = (6,13)
learnLv = 70
masterLv = 40
@@ -1672,6 +1716,7 @@ class Skill43(ActiveBufferSkill):
可以利用方向键调整魔法阵生成位置。\n
"""
name = "圣佑结界"
ref = Ref.HOLLYSANCTUARY
cellPos = (5,13)
learnLv = 75
masterLv = 40
@@ -1741,6 +1786,7 @@ class Skill44(ActiveBufferSkill):
[守护徽章]、 [荣誉祝福]。\n
"""
name = "神圣之光"
ref = Ref.DIVINEFLASH
cellPos = (4,13)
learnLv = 75
masterLv = 40
@@ -1828,6 +1874,7 @@ class Skill45(ActiveSkill):
- 施放[惩罚之锤]时自动施放\n
"""
name = "惩罚之锤"
ref = Ref.JUPITER
cellPos = (4,14)
learnLv = 80
masterLv = 40
@@ -1887,6 +1934,7 @@ class Skill46(ActiveBufferSkill):
每名队员最多生成1层信仰效果,对自身使用时不生成。\n
"""
name = "神圣洗礼 : 信仰之翼"
ref = Ref.DIVINEPUNISHMENT
cellPos = (5,14)
learnLv = 85
masterLv = 40
@@ -1934,6 +1982,7 @@ class Skill47(ActiveSkill):
在[神圣洗礼 : 信仰之翼]已激活的状态下使用技能,则[神圣洗礼 : 信仰之翼]与[信仰之翼 : 裁决]技能一起结束。\n
"""
name = "信仰之翼 : 裁决"
ref = Ref.PENALTY
cellPos = (6,14)
learnLv = 85
masterLv = 1
@@ -1967,6 +2016,7 @@ class Skill48(ActiveSkill):
按向前方向键,可以增加跳跃距离。\n
"""
name = "惩罚之锤 : 天怒"
ref = Ref.ASTRAFE
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -2006,6 +2056,7 @@ class Skill49(PassiveBufferSkill):
攻击失败时,会在自身位置生成魔法阵。\n
"""
name = "神之代行者"
ref = Ref.DIVINEAGENT
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -2054,6 +2105,7 @@ class Skill50(ActiveBufferSkill):
若关联的技能还在冷却中,则无法使用三次觉醒技能。\n
"""
name = "生命礼赞 : 神威"
ref = Ref.LASTJUDGMENT
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_male.crusader_male import CrusaderMaleSkillRef as Ref
prefix = "priest_male/crusader_male/cn/skillDetail"
# 空斩打
@@ -24,6 +25,7 @@ class Skill0(ActiveSkill):
转职为驱魔师后, 可以蓄气攻击。
"""
name = "空斩打"
ref = Ref.ANTIAIRUPPER
learnLv = 1
masterLv = 10
maxLv = 20
@@ -58,6 +60,7 @@ class Skill1(ActiveSkill):
转职为光明骑士时, 技能类型变为独立攻击力。
"""
name = "虎袭"
ref = Ref.SMASHER
learnLv = 1
masterLv = 60
maxLv = 70
@@ -90,6 +93,7 @@ class Skill2(PassiveSkill):
获得神的恩泽, 增加所有异常状态的抗性。
"""
name = "神的恩赐"
ref = Ref.GRACEOFGOD
learnLv = 15
masterLv = 1
maxLv = 1
@@ -116,6 +120,7 @@ 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。
"""
name = "基础精通"
ref = Ref.BASICATTACKUP
learnLv = 1
masterLv = 115
maxLv = 200
@@ -145,12 +150,12 @@ class Skill4(PassiveSkill):
# {'type': '*power7', 'data': [i - 100 if i > 0 else 0 for i in data0], 'skills': ['惩罚之锤']}
# ]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=['空斩打', '光之正义']),
SkillEffect(attribute=Power(2), value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=['惩罚之锤']),
SkillEffect(attribute=Power(3), value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=['惩罚之锤']),
SkillEffect(attribute=Power(4), value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=['惩罚之锤']),
SkillEffect(attribute=Power(6), value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=['惩罚之锤']),
SkillEffect(attribute=Power(7), value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=['惩罚之锤']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=[Ref.ANTIAIRUPPER, Ref.REVENGEOFLIGHT]),
SkillEffect(attribute=Power(2), value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=[Ref.JUPITER]),
SkillEffect(attribute=Power(3), value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=[Ref.JUPITER]),
SkillEffect(attribute=Power(4), value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=[Ref.JUPITER]),
SkillEffect(attribute=Power(6), value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=[Ref.JUPITER]),
SkillEffect(attribute=Power(7), value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=[Ref.JUPITER]),
]
@@ -184,6 +189,7 @@ class Skill14(ActiveSkill):
[逆龙七杀]
"""
name = "落凤锤"
ref = Ref.QUAKEAREA
learnLv = 15
masterLv = 60
maxLv = 70
@@ -214,6 +220,7 @@ class Skill15(ActiveSkill):
凝聚力量用双臂划出十字形刀刃攻击前方敌人。
"""
name = "纯白之刃"
ref = Ref.BLADEOFPUREWHITE
learnLv = 15
masterLv = 60
maxLv = 70
@@ -267,6 +274,7 @@ class Skill16(PassiveSkill):
仅发动[信仰之翼 : 裁决], 不适用增益效果。
"""
name = "勇气恩赐"
ref = Ref.GRACEOFCOURAGE
learnLv = 15
masterLv = 15
maxLv = 25
@@ -299,6 +307,7 @@ class Skill18(ActiveSkill):
闪电攻击受[基础精通]影响。
"""
name = "光之正义"
ref = Ref.REVENGEOFLIGHT
learnLv = 20
masterLv = 1
maxLv = 11
@@ -354,6 +363,7 @@ class Skill19(PassiveSkill):
光明骑士死亡时, 恢复一定范围内队员的生命值和魔法值。
"""
name = "灵魂牺牲"
ref = Ref.SACRIFICEOFSOUL
learnLv = 20
masterLv = 1
maxLv = 6
@@ -395,6 +405,7 @@ class Skill20(ActiveSkill):
蓄气时, 增加穿刺攻击力和穿刺敌人数量。
"""
name = "胜利之矛"
ref = Ref.SPEAROFVICTORY
learnLv = 20
masterLv = 60
maxLv = 70
@@ -439,6 +450,7 @@ class Skill22(ActiveSkill):
增加基本攻击力、 技能攻击力、 所有速度和命中率。
"""
name = "圣灵之槌"
ref = Ref.HOLYMACE
learnLv = 20
masterLv = 20
maxLv = 30
@@ -491,6 +503,7 @@ class Skill26(ActiveSkill):
学习[守护恩赐]后, 对魔法阵内的自身和队友额外发动所有速度增加增益效果。
"""
name = "圣光十字"
ref = Ref.CROSSCRASH
learnLv = 25
masterLv = 60
maxLv = 70
@@ -537,6 +550,7 @@ class Skill27(ActiveSkill):
队员可以通过盾壁, 但敌方无法通过。
"""
name = "圣光沁盾"
ref = Ref.DEFLECTWALL
learnLv = 30
masterLv = 60
maxLv = 70
@@ -576,6 +590,7 @@ class Skill29(PassiveSkill):
盾壁生命值以[圣光沁盾]生命值的一定比例适用。
"""
name = "双子沁盾"
ref = Ref.DEFLECTWALLEX
learnLv = 30
masterLv = 1
maxLv = 1
@@ -609,6 +624,7 @@ class Skill30(PassiveSkill):
学习技能后, 增加基本攻击力、 转职技能攻击力和魔法暴击率。
"""
name = "坚定信念"
ref = Ref.HARDENEDWILL
learnLv = 30
masterLv = 10
maxLv = 20
@@ -645,6 +661,7 @@ class Skill31(ActiveSkill):
在决斗场中, 面向光球的敌人进入眩晕状态。
"""
name = "圣光球"
ref = Ref.FLASHGLOBE
learnLv = 35
masterLv = 60
maxLv = 70
@@ -753,6 +770,7 @@ class Skill32(PassiveSkill):
按前方向键, 可以在远处生成光球。
"""
name = "圣光琉璃碎"
ref = Ref.FLASHSCRAP
learnLv = 35
masterLv = 1
maxLv = 1
@@ -779,7 +797,7 @@ class Skill32(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'data': [0, 92.5 - 100], 'skills': ['圣光球']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([0, 92.5 - 100])), skills=['圣光球']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([0, 92.5 - 100])), skills=[Ref.FLASHGLOBE]),
]
# 圣光聚合
@@ -792,6 +810,7 @@ class Skill33(ActiveSkill):
发生爆炸时, 吸附周围的敌人。
"""
name = "圣光聚合"
ref = Ref.HAPTISM
learnLv = 35
masterLv = 60
maxLv = 70
@@ -884,6 +903,7 @@ class Skill34(ActiveSkill):
仅在存在队员时可以使用, 决斗场中无法使用。
"""
name = "生命源泉"
ref = Ref.FOUNTAINOFLIFE
learnLv = 40
masterLv = 1
maxLv = 11
@@ -920,6 +940,7 @@ class Skill35(ActiveSkill):
决斗场中不适用忏悔效果。
"""
name = "忏悔之锤"
ref = Ref.HAMMEROFCONTRITION
learnLv = 40
masterLv = 60
maxLv = 70
@@ -997,6 +1018,7 @@ class Skill36(ActiveSkill):
施放过程中按跳跃键时, 可以中断技能。
"""
name = "圣愈之风"
ref = Ref.HEALWIND
learnLv = 45
masterLv = 1
maxLv = 11
@@ -1037,6 +1059,7 @@ class Skill37(ActiveSkill):
光刃飞下过程中按跳跃键, 可以立即出现正义天使。
"""
name = "正义审判"
ref = Ref.JUDGEMENT
learnLv = 45
masterLv = 60
maxLv = 70
@@ -1122,6 +1145,7 @@ class Skill38(PassiveSkill):
学习[勇气恩赐]后, 不会发动光环效果。
"""
name = "信念光环"
ref = Ref.AURAOFFAITH
learnLv = 48
masterLv = 40
maxLv = 50
@@ -1172,6 +1196,7 @@ class Skill39(ActiveSkill):
学习[勇气恩赐]后, 天空中将不会降下充满神圣之力的光芒。
"""
name = "天启之光"
ref = Ref.APOCALYPSE
learnLv = 50
masterLv = 40
maxLv = 50
@@ -1216,6 +1241,7 @@ class Skill40(PassiveSkill):
天启者的体力和精神补正为两者中数值较高的一方、 物理暴击率和魔法暴击率补正为两者中数值较高的一方。
"""
name = "圣念"
ref = Ref.MEDITATION
learnLv = 50
masterLv = 1
maxLv = 1
@@ -1236,6 +1262,7 @@ class Skill41(ActiveSkill):
携神圣之力向前突进, 然后挥舞巨兵。
"""
name = "圣光突袭"
ref = Ref.MIRACLESPLITER
learnLv = 60
masterLv = 40
maxLv = 50
@@ -1322,6 +1349,7 @@ class Skill42(ActiveSkill):
投掷时击退近距离的敌人, 然后神圣之矛垂直下落, 引发爆炸。
"""
name = "神圣之矛"
ref = Ref.SPEAROFDESTINY
learnLv = 70
masterLv = 40
maxLv = 50
@@ -1416,6 +1444,7 @@ class Skill43(ActiveSkill):
可以利用方向键调整魔法阵生成位置。
"""
name = "圣佑结界"
ref = Ref.HOLLYSANCTUARY
learnLv = 75
masterLv = 40
maxLv = 50
@@ -1511,6 +1540,7 @@ class Skill44(ActiveSkill):
[守护徽章]、 [荣誉祝福]。
"""
name = "神圣之光"
ref = Ref.DIVINEFLASH
learnLv = 75
masterLv = 40
maxLv = 50
@@ -1614,6 +1644,7 @@ class Skill45(ActiveSkill):
- 施放[惩罚之锤]时自动施放
"""
name = "惩罚之锤"
ref = Ref.JUPITER
learnLv = 80
masterLv = 40
maxLv = 50
@@ -1683,9 +1714,9 @@ class Skill45(ActiveSkill):
if mode == "平X一轮":
return 0.5
elif mode == "空斩打":
return self.char.GetSkillByName("空斩打").getSkillCD()
return self.char.GetSkill(Ref.ANTIAIRUPPER).getSkillCD()
elif mode == "落凤锤":
return self.char.GetSkillByName("落凤锤").getSkillCD()
return self.char.GetSkill(Ref.QUAKEAREA).getSkillCD()
# 神圣洗礼 : 信仰之翼
# priest_male/crusader_male/c524c4f378d1cd0ff99e4580750a4567
@@ -1711,6 +1742,7 @@ class Skill46(ActiveSkill):
每名队员最多生成1层信仰效果, 对自身使用时不生成。
"""
name = "神圣洗礼 : 信仰之翼"
ref = Ref.DIVINEPUNISHMENT
learnLv = 85
masterLv = 40
maxLv = 50
@@ -1751,6 +1783,7 @@ class Skill47(ActiveSkill):
在[神圣洗礼 : 信仰之翼]已激活的状态下使用技能, 则[神圣洗礼 : 信仰之翼]与[信仰之翼 : 裁决]技能一起结束。
"""
name = "信仰之翼 : 裁决"
ref = Ref.PENALTY
learnLv = 85
masterLv = 1
maxLv = 1
@@ -1765,7 +1798,7 @@ class Skill47(ActiveSkill):
hasVP = False
hasUP = False
level_source = '神圣洗礼 : 信仰之翼'
level_source = Ref.DIVINEPUNISHMENT
# 爆炸攻击力 : {value0}
data0 = get_data(f'{prefix}/{uuid}', 0)
@@ -1794,6 +1827,7 @@ class Skill48(ActiveSkill):
按向前方向键, 可以增加跳跃距离。
"""
name = "惩罚之锤 : 天怒"
ref = Ref.ASTRAFE
learnLv = 95
masterLv = 40
maxLv = 50
@@ -1843,6 +1877,7 @@ class Skill49(PassiveSkill):
攻击失败时, 会在自身位置生成魔法阵。
"""
name = "神之代行者"
ref = Ref.DIVINEAGENT
learnLv = 95
masterLv = 40
maxLv = 50
@@ -1900,6 +1935,7 @@ class Skill50(ActiveSkill):
若关联的技能还在冷却中, 则无法使用三次觉醒技能。
"""
name = "生命礼赞 : 神威"
ref = Ref.LASTJUDGMENT
learnLv = 100
masterLv = 40
maxLv = 50
@@ -12,6 +12,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.priest_male.exorcist import ExorcistSkillRef as Ref
prefix = "priest_male/exorcist/cn/skillDetail"
@@ -39,6 +40,7 @@ class Skill0(ActiveSkill):
"""
name = '空斩打'
ref = Ref.ANTIAIRUPPER
cellPos = (7,1)
learnLv = 1
masterLv = 10
@@ -69,6 +71,7 @@ class Skill1(ActiveSkill):
转职为光明骑士时,技能类型变为独立攻击力。\n
"""
name = "虎袭"
ref = Ref.SMASHER
learnLv = 1
masterLv = 60
maxLv = 70
@@ -101,6 +104,7 @@ 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
@@ -125,6 +129,7 @@ class Skill3(PassiveSkill):
"""
name = '基础精通'
ref = Ref.BASICATTACKUP
cellPos = (1,0)
learnLv = 1
masterLv = 115
@@ -147,7 +152,7 @@ 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': ['空斩打', '疾风打']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=['空斩打', '疾风打']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=[Ref.ANTIAIRUPPER, Ref.GALESMASH]),
]
# 受身蹲伏
@@ -158,6 +163,7 @@ class Skill4(ActiveSkill):
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
ref = Ref.QUICKSTANDING
learnLv = 1
masterLv = 1
maxLv = 20
@@ -189,6 +195,7 @@ class Skill5(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
@@ -213,6 +220,7 @@ class Skill6(PassiveSkill):
"""
name = '法阵 : 万悟'
ref = Ref.ADAPTATION
cellPos = (2,1)
learnLv = 1
masterLv = 1
@@ -249,6 +257,7 @@ 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
@@ -271,6 +280,7 @@ 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
@@ -293,6 +303,7 @@ class Skill9(ActiveSkill):
选择一定范围内的队员恢复生命值。\n
"""
name = "缓慢愈合"
ref = Ref.SLOWHEAL
learnLv = 5
masterLv = 60
maxLv = 70
@@ -323,6 +334,7 @@ class Skill10(ActiveSkill):
转职成为蓝拳使者时,才可以强制中断基本攻击动作,并立即施放该技能。\n
"""
name = "直拳冲击"
ref = Ref.LUCKYSTRAIGHT
learnLv = 5
masterLv = 60
maxLv = 70
@@ -353,6 +365,7 @@ class Skill11(ActiveSkill):
使一定范围内的队员消除异常状态。\n
"""
name = "净化"
ref = Ref.CURE
learnLv = 10
masterLv = 1
maxLv = 11
@@ -380,6 +393,7 @@ class Skill12(ActiveSkill):
向前方敌人发动前冲攻击后,可以用上勾拳进行追击。\n
"""
name = "勾拳追击"
ref = Ref.SECONDUPPER
learnLv = 10
masterLv = 60
maxLv = 70
@@ -409,6 +423,7 @@ class Skill13(ActiveSkill):
若在[魔化 : 末日守卫者]状态下施放该技能,则增加攻击力和冷却时间。\n
"""
name = "恶魔之手"
ref = Ref.GRASPHANDOFANGER
learnLv = 10
masterLv = 60
maxLv = 70
@@ -450,6 +465,7 @@ class Skill14(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
@@ -477,6 +493,7 @@ class Skill15(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
@@ -508,6 +525,7 @@ class Skill16(ActiveSkill):
在决斗场中,施放其他技能过程中无法使用该技能。\n
"""
name = "化魔"
ref = Ref.CHANGEHPTOMP
learnLv = 15
masterLv = 1
maxLv = 11
@@ -559,6 +577,7 @@ class Skill17(ActiveSkill):
"""
name = '落凤锤'
ref = Ref.QUAKEAREA
cellPos = (4,4)
learnLv = 15
masterLv = 60
@@ -595,6 +614,7 @@ class Skill18(PassiveSkill):
"""
name = '潜龙'
ref = Ref.CHARGEWEAPON
cellPos = (8,4)
learnLv = 15
masterLv = 1
@@ -619,6 +639,7 @@ class Skill19(PassiveSkill):
"""
name = '驱魔震慑'
ref = Ref.FORCEOFEXORCISM
cellPos = (0,4)
learnLv = 15
masterLv = 1
@@ -644,6 +665,7 @@ class Skill20(ActiveSkill):
"""
name = '疾风打'
ref = Ref.GALESMASH
cellPos = (6,4)
learnLv = 15
masterLv = 1
@@ -679,6 +701,7 @@ class Skill21(ActiveSkill):
"""
name = '封魔莲华'
ref = Ref.CHAKRAOFPASSION
cellPos = (6,5)
learnLv = 20
masterLv = 10
@@ -710,6 +733,7 @@ class Skill22(PassiveSkill):
"""
name = '巨兵精通'
ref = Ref.BIGWEAPONMASTERY
cellPos = (8,5)
learnLv = 20
masterLv = 20
@@ -743,6 +767,7 @@ class Skill23(ActiveSkill):
"""
name = '升天阵'
ref = Ref.RISINGAREA
cellPos = (2,5)
learnLv = 20
masterLv = 60
@@ -776,6 +801,7 @@ class Skill24(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
@@ -804,6 +830,7 @@ class Skill25(ActiveSkill):
"""
name = '星落打'
ref = Ref.HOMERUN
cellPos = (7,6)
learnLv = 25
masterLv = 60
@@ -836,6 +863,7 @@ class Skill26(ActiveSkill):
"""
name = '式神 : 热炎朱雀'
ref = Ref.SUZAKU
cellPos = (3,6)
learnLv = 25
masterLv = 60
@@ -875,6 +903,7 @@ class Skill27(ActiveSkill):
"""
name = '式神 : 地之玄武'
ref = Ref.HYUNMOONEW
cellPos = (3,7)
learnLv = 30
masterLv = 60
@@ -911,6 +940,7 @@ class Skill28(PassiveSkill):
"""
name = '驱魔之书'
ref = Ref.BOOKOFEXOCISM
cellPos = (8,7)
learnLv = 30
masterLv = 10
@@ -930,7 +960,7 @@ class Skill28(PassiveSkill):
# associate = [{'data': data0}, {'data': data1, 'type': '*cdReduce', 'exceptSkills': ['四座千泰门', '真龙焚天', '雷鸣怒海·火啸山崩']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0))),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data1)), except_skills=['四座千泰门', '真龙焚天', '雷鸣怒海·火啸山崩']),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data1)), except_skills=[Ref.FOURGODDOOR, Ref.ADVANCEDDRAGON, Ref.SKYEARTHSTRIKE]),
]
# 式神 : 空之白虎
@@ -945,6 +975,7 @@ class Skill29(ActiveSkill):
"""
name = '式神 : 空之白虎'
ref = Ref.BEAKHONEW
cellPos = (3,8)
learnLv = 35
masterLv = 60
@@ -1007,6 +1038,7 @@ class Skill30(ActiveSkill):
"""
name = '狂乱锤击'
ref = Ref.REPEATEDSMASH
cellPos = (5,8)
learnLv = 35
masterLv = 60
@@ -1073,6 +1105,7 @@ class Skill31(ActiveSkill):
"""
name = '疾空旋风破'
ref = Ref.GIANTSWING
cellPos = (7,9)
learnLv = 40
masterLv = 60
@@ -1128,8 +1161,8 @@ class Skill31(ActiveSkill):
# ]
# return super().effect(old, new)
associate = [
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [150] * maxLv)), skills=['式神 : 热炎朱雀'], when=Equals(Read(SkillAttribute.VP), 2)),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable([0] + [-150] * maxLv)), skills=['式神 : 热炎朱雀'], when=Equals(Read(SkillAttribute.VP), 2)),
SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [150] * maxLv)), skills=[Ref.SUZAKU], when=Equals(Read(SkillAttribute.VP), 2)),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable([0] + [-150] * maxLv)), skills=[Ref.SUZAKU], when=Equals(Read(SkillAttribute.VP), 2)),
]
# 无双击
@@ -1142,6 +1175,7 @@ class Skill32(ActiveSkill):
"""
name = '无双击'
ref = Ref.ATOMICSMASH
cellPos = (5,10)
learnLv = 45
masterLv = 60
@@ -1195,6 +1229,7 @@ class Skill33(PassiveSkill):
"""
name = '斗志散发'
ref = Ref.RADIATEFIGHTINGAURA
cellPos = (8,11)
learnLv = 48
masterLv = 40
@@ -1223,6 +1258,7 @@ class Skill34(ActiveSkill):
"""
name = '四座千泰门'
ref = Ref.FOURGODDOOR
cellPos = (4,11)
learnLv = 50
masterLv = 40
@@ -1257,6 +1293,7 @@ class Skill35(ActiveSkill):
"""
name = '式神 : 幻海青龙'
ref = Ref.OCEANDRAGON
cellPos = (3,12)
learnLv = 60
masterLv = 40
@@ -1319,6 +1356,7 @@ class Skill36(ActiveSkill):
"""
name = '逆鳞震'
ref = Ref.DANGEROUSSCALE
cellPos = (5,13)
learnLv = 70
masterLv = 40
@@ -1374,6 +1412,7 @@ class Skill37(PassiveSkill):
"""
name = '式神契结 : 真龙'
ref = Ref.YELLOWDRAGON
cellPos = (3,13)
learnLv = 75
masterLv = 1
@@ -1409,6 +1448,7 @@ class Skill38(PassiveSkill):
"""
name = '式神之力'
ref = Ref.STAGEOFHERMIT
cellPos = (8,13)
learnLv = 75
masterLv = 40
@@ -1443,6 +1483,7 @@ class Skill39(ActiveSkill):
"""
name = '逆龙七杀'
ref = Ref.THEBEST7HIT
cellPos = (7,13)
learnLv = 75
masterLv = 40
@@ -1517,6 +1558,7 @@ class Skill40(ActiveSkill):
"""
name = '升龙·开阵'
ref = Ref.DRAGONCIRCLE
cellPos = (2,14)
learnLv = 80
masterLv = 40
@@ -1576,6 +1618,7 @@ class Skill41(ActiveSkill):
"""
name = '真龙焚天'
ref = Ref.ADVANCEDDRAGON
cellPos = (5,14)
learnLv = 85
masterLv = 40
@@ -1609,6 +1652,7 @@ class Skill42(PassiveSkill):
"""
name = '式神之悟'
ref = Ref.GODOFEXORCISM
cellPos = (8,15)
learnLv = 95
masterLv = 40
@@ -1640,6 +1684,7 @@ class Skill43(ActiveSkill):
"""
name = '式神灭却·合'
ref = Ref.FOURGODPOWER
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -1683,6 +1728,7 @@ class Skill44(ActiveSkill):
"""
name = '雷鸣怒海·火啸山崩'
ref = Ref.SKYEARTHSTRIKE
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_male.infighter import InfighterSkillRef as Ref
prefix = "priest_male/infighter/cn/skillDetail"
@@ -23,6 +24,7 @@ class Skill0(ActiveSkill):
转职为驱魔师后,可以蓄气攻击。\n
"""
name = "空斩打"
ref = Ref.ANTIAIRUPPER
learnLv = 1
masterLv = 10
maxLv = 20
@@ -53,6 +55,7 @@ class Skill1(ActiveSkill):
转职为光明骑士时,技能类型变为独立攻击力。\n
"""
name = "虎袭"
ref = Ref.SMASHER
cellPos = (3,1)
learnLv = 1
masterLv = 60
@@ -85,6 +88,7 @@ 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
@@ -108,6 +112,7 @@ 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
@@ -135,6 +140,7 @@ 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
@@ -176,6 +182,7 @@ 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
@@ -198,6 +205,7 @@ 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
@@ -220,6 +228,7 @@ class Skill7(ActiveSkill):
选择一定范围内的队员恢复生命值。\n
"""
name = "缓慢愈合"
ref = Ref.SLOWHEAL
learnLv = 5
masterLv = 60
maxLv = 70
@@ -250,6 +259,7 @@ class Skill8(ActiveSkill):
转职成为蓝拳使者时,才可以强制中断基本攻击动作,并立即施放该技能。\n
"""
name = "直拳冲击"
ref = Ref.LUCKYSTRAIGHT
cellPos = (6,2)
learnLv = 5
masterLv = 60
@@ -282,6 +292,7 @@ class Skill9(ActiveSkill):
使一定范围内的队员消除异常状态。\n
"""
name = "净化"
ref = Ref.CURE
learnLv = 10
masterLv = 1
maxLv = 11
@@ -309,6 +320,7 @@ class Skill10(ActiveSkill):
向前方敌人发动前冲攻击后,可以用上勾拳进行追击。\n
"""
name = "勾拳追击"
ref = Ref.SECONDUPPER
cellPos = (5,3)
learnLv = 10
masterLv = 60
@@ -339,6 +351,7 @@ class Skill11(ActiveSkill):
若在[魔化 : 末日守卫者]状态下施放该技能,则增加攻击力和冷却时间。\n
"""
name = "恶魔之手"
ref = Ref.GRASPHANDOFANGER
learnLv = 10
masterLv = 60
maxLv = 70
@@ -380,6 +393,7 @@ 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
@@ -407,6 +421,7 @@ 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
@@ -435,6 +450,7 @@ class Skill14(ActiveSkill):
只能在[意念驱动]已施放的状态下使用。\n
"""
name = "俯冲"
ref = Ref.DUCKING
cellPos = (6,4)
learnLv = 15
masterLv = 1
@@ -466,6 +482,7 @@ class Skill15(ActiveSkill):
只能在[意念驱动]已施放的状态下使用。\n
"""
name = "摆动"
ref = Ref.SWAY
cellPos = (3,4)
learnLv = 15
masterLv = 1
@@ -496,6 +513,7 @@ class Skill16(ActiveSkill):
在决斗场中,施放其他技能过程中无法使用该技能。\n
"""
name = "化魔"
ref = Ref.CHANGEHPTOMP
learnLv = 15
masterLv = 1
maxLv = 11
@@ -546,6 +564,7 @@ class Skill17(ActiveSkill):
[逆龙七杀]\n
"""
name = "落凤锤"
ref = Ref.QUAKEAREA
learnLv = 15
masterLv = 60
maxLv = 70
@@ -580,6 +599,7 @@ class Skill18(ActiveSkill):
进入地下城时,巨兵初始状态为插入地面; 在决斗场中,巨兵初始状态为握在手中。\n
"""
name = "意念驱动"
ref = Ref.WILLDRIVER
cellPos = (2,4)
learnLv = 15
masterLv = 10
@@ -611,7 +631,7 @@ class Skill18(ActiveSkill):
# associate = [{"data":data2},{"data":data5,"type":"*cdReduce","exceptSkills":["泯灭神击","制裁 : 怒火疾风","正义执行 : 雷米迪奥斯的圣座"]}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data2))),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data5)), except_skills=['泯灭神击', '制裁 : 怒火疾风', '正义执行 : 雷米迪奥斯的圣座']),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data5)), except_skills=[Ref.BIGBANGPUNCH, Ref.WRATHOFGOD, Ref.CONSTELLATIONOFLEMIEDIOS]),
]
# 百炼成刚
@@ -622,6 +642,7 @@ class Skill19(PassiveSkill):
强化身体,提升移动速度、 攻击速度和跳跃力。 并向外散放拳气,使[基本攻击的上钩拳]、 [勾拳追击]、 [前冲攻击]可以向更低位置的敌人发动。\n
"""
name = "百炼成刚"
ref = Ref.EXTENDEDPUNCH
cellPos = (0,4)
learnLv = 15
masterLv = 1
@@ -649,6 +670,7 @@ class Skill20(ActiveSkill):
学习一定等级的[技巧精通]后,[摆动]中也可以发出攻击。\n
"""
name = "俯冲直拳"
ref = Ref.DUCKINGSTRAIGHT
cellPos = (7,5)
learnLv = 15
masterLv = 60
@@ -675,6 +697,7 @@ class Skill21(ActiveSkill):
学习一定等级的[技巧精通]后,[摆动]中也可以发出攻击。\n
"""
name = "俯冲翔拳"
ref = Ref.DUCKINGUPPER
cellPos = (6,5)
learnLv = 15
masterLv = 60
@@ -714,6 +737,7 @@ class Skill22(PassiveSkill):
- [俯冲直拳]、 [俯冲腹拳]、 [俯冲翔拳]、 [圣拳连击]\n
"""
name = "技巧精通"
ref = Ref.TECHNICALMASTERY
cellPos = (1,5)
learnLv = 20
masterLv = 10
@@ -768,11 +792,11 @@ class Skill22(PassiveSkill):
# ]
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(data9, data10)])), skills=['俯冲直拳']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i * j for i, j in zip(data11, data12)])), skills=['俯冲腹拳']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i * j for i, j in zip(data13, data14)])), skills=['俯冲翔拳']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i * j for i, j in zip(data15, data16)])), skills=['圣拳连击']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data6)), skills=['神圣反击']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i * j for i, j in zip(data9, data10)])), skills=[Ref.DUCKINGSTRAIGHT]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i * j for i, j in zip(data11, data12)])), skills=[Ref.DUCKINGBODYBLOW]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i * j for i, j in zip(data13, data14)])), skills=[Ref.DUCKINGUPPER]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i * j for i, j in zip(data15, data16)])), skills=[Ref.GORGEOUSCOMBINATION]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data6)), skills=[Ref.HOLYCOUNTER]),
]
# 俯冲腹拳
@@ -784,6 +808,7 @@ class Skill23(ActiveSkill):
学习一定等级的[技巧精通]后,[摆动]中也可以发出攻击。\n
"""
name = "俯冲腹拳"
ref = Ref.DUCKINGBODYBLOW
cellPos = (8,5)
learnLv = 20
masterLv = 60
@@ -817,6 +842,7 @@ class Skill24(ActiveSkill):
只能在已施放[意念驱动]的状态下使用。\n
"""
name = "圣拳锤击"
ref = Ref.DIVINECRUSH
cellPos = (5,5)
learnLv = 20
masterLv = 60
@@ -850,6 +876,7 @@ class Skill25(ActiveSkill):
[升天阵]可以把浮空的敌人聚集到阵的中心。\n
"""
name = "升天阵"
ref = Ref.RISINGAREA
learnLv = 20
masterLv = 60
maxLv = 70
@@ -881,6 +908,7 @@ 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
@@ -905,6 +933,7 @@ class Skill27(ActiveSkill):
技能等级越高,敌人被摆拳击中后的僵直时间越长,但只能在[意念驱动]已施放状态下使用。\n
"""
name = "圣拳连击"
ref = Ref.GORGEOUSCOMBINATION
cellPos = (5,6)
learnLv = 25
masterLv = 60
@@ -942,6 +971,7 @@ class Skill28(PassiveSkill):
使用[急速闪避]、 [俯冲]、 [摆动]成功回避敌人的攻击时,增加自身的暴击率和命中率。\n
"""
name = "急速闪避"
ref = Ref.QUICKPARRY
cellPos = (9,6)
learnLv = 25
masterLv = 5
@@ -1011,6 +1041,7 @@ class Skill29(ActiveSkill):
只能在已施放[意念驱动]的状态下使用。\n
"""
name = "瞬拳"
ref = Ref.SIDEWIND
cellPos = (4,6)
learnLv = 25
masterLv = 60
@@ -1046,6 +1077,7 @@ class Skill30(ActiveSkill):
攻击力为自身掌握的[俯冲腹拳]与[神圣反击]原攻击力的总和。 被敌人攻击时,自身伤害会有所减少,且给予不死族、 恶魔、 精灵系列怪物125%的反击伤害。\n
"""
name = "神圣反击"
ref = Ref.HOLYCOUNTER
cellPos = (2,7)
learnLv = 30
masterLv = 1
@@ -1075,7 +1107,7 @@ class Skill30(ActiveSkill):
self.power2 *= self.preRatio
def skillInfo(self, mode = None):
pre = self.char.GetSkillByName("俯冲腹拳")
pre = self.char.GetSkill(Ref.DUCKINGBODYBLOW)
data = pre.skillInfo()[0]
self.data2 = [0]+[data]*self.maxLv
self.hit2 = 1
@@ -1090,6 +1122,7 @@ class Skill31(ActiveSkill):
学习一定等级的[技巧精通]后,[俯冲]中也可以发出攻击。\n
"""
name = "破碎之锤"
ref = Ref.CHOPPINGHAMMER
cellPos = (3,7)
learnLv = 30
masterLv = 60
@@ -1132,6 +1165,7 @@ class Skill32(ActiveSkill):
使用该技能时,无法强制中断当前进行的普通攻击动作。\n
"""
name = "幻影化身"
ref = Ref.SHADOWBOXER
cellPos = (7,8)
learnLv = 35
masterLv = 10
@@ -1160,6 +1194,7 @@ class Skill33(ActiveSkill):
只能在[意念驱动]已施放的状态下使用。\n
"""
name = "刺拳猛击"
ref = Ref.MACHINEGUNJAB
cellPos = (4,8)
learnLv = 35
masterLv = 60
@@ -1216,6 +1251,7 @@ class Skill34(ActiveSkill):
在决斗场中不发动霸体护甲,减少吸附敌人的力量和范围。\n
"""
name = "旋涡重拳"
ref = Ref.CORKSCREWBLOW
cellPos = (2,8)
learnLv = 35
masterLv = 60
@@ -1279,6 +1315,7 @@ class Skill35(ActiveSkill):
只能在已施放[意念驱动]的状态下使用。\n
"""
name = "神圣组合拳"
ref = Ref.HEAVENLYCOMBINATION
cellPos = (6,9)
learnLv = 40
masterLv = 60
@@ -1337,6 +1374,7 @@ class Skill36(ActiveSkill):
决斗场中无法使用[干涸之泉]强制中断,且按跳跃键无法立即发动最后一击。\n
"""
name = "极速飓风拳"
ref = Ref.HURRICANEROLL
cellPos = (5,10)
learnLv = 45
masterLv = 60
@@ -1396,6 +1434,7 @@ class Skill37(PassiveSkill):
增加[幻影化身]的分身数量,但分身的攻击力将会低于该技能原有分身的攻击力。\n
"""
name = "双重幻影"
ref = Ref.DOUBLESHADOWBOXER
cellPos = (7,10)
learnLv = 45
masterLv = 1
@@ -1420,6 +1459,7 @@ class Skill38(PassiveSkill):
学习此技能后,对敌人的攻击力增加,且可强制中断当前技能并施放神击系技能。\n
"""
name = "干涸之泉"
ref = Ref.DRYOUT
cellPos = (5,11)
learnLv = 48
masterLv = 40
@@ -1450,6 +1490,7 @@ class Skill39(ActiveSkill):
只能在[意念驱动]已施放的状态下使用。\n
"""
name = "泯灭神击"
ref = Ref.BIGBANGPUNCH
cellPos = (2,11)
learnLv = 50
masterLv = 40
@@ -1491,6 +1532,7 @@ class Skill40(ActiveSkill):
只能在[意念驱动]已施放状态下使用。\n
"""
name = "破碎之拳"
ref = Ref.GATLINGPUNCH
cellPos = (4,12)
learnLv = 60
masterLv = 40
@@ -1548,7 +1590,7 @@ class Skill40(ActiveSkill):
# self.associate = [{"data":[0]+[-28.5]*self.maxLv,"skills":["刺拳猛击"]}]
# return super().effect(old, new)
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([0] + [-28.5] * maxLv)), skills=['刺拳猛击'], when=Equals(Read(SkillAttribute.VP), 2)),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([0] + [-28.5] * maxLv)), skills=[Ref.MACHINEGUNJAB], when=Equals(Read(SkillAttribute.VP), 2)),
]
# 破坏之拳
@@ -1561,6 +1603,7 @@ class Skill41(ActiveSkill):
只能在[意念驱动]已施放状态下使用。\n
"""
name = "破坏之拳"
ref = Ref.DEMOLITIONPUNCH
cellPos = (8,13)
learnLv = 70
masterLv = 40
@@ -1614,6 +1657,7 @@ class Skill42(ActiveSkill):
仅能在[意念驱动]已施放状态下使用。\n
"""
name = "仲裁怒击"
ref = Ref.NUCLEARPUNCH
cellPos = (5,13)
learnLv = 75
masterLv = 40
@@ -1671,6 +1715,7 @@ class Skill43(PassiveSkill):
为了实现正义,将身体锻炼到极致,可以增加命中率、 基本攻击力和技能攻击力。\n
"""
name = "正义惩戒"
ref = Ref.DEATHBLOW
cellPos = (2,13)
learnLv = 75
masterLv = 40
@@ -1703,6 +1748,7 @@ class Skill44(ActiveSkill):
只有在施放[意念驱动]的状态下才能使用。\n
"""
name = "超重拳"
ref = Ref.ATOMICCHOPPER
cellPos = (3,14)
learnLv = 80
masterLv = 40
@@ -1765,6 +1811,7 @@ class Skill45(ActiveSkill):
只能在已施放[意念驱动]的状态下使用。\n
"""
name = "制裁 : 怒火疾风"
ref = Ref.WRATHOFGOD
cellPos = (6,14)
learnLv = 85
masterLv = 40
@@ -1806,6 +1853,7 @@ class Skill46(PassiveSkill):
- 删除攻击敌人时产生的冲击波,即使未攻击敌人,捶地时也会插入巨兵,发生神圣力爆炸\n
"""
name = "绝对正义"
ref = Ref.JUSTICEOFONE
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -1835,6 +1883,7 @@ class Skill47(ActiveSkill):
只能在[意念驱动]已施放状态下使用。\n
"""
name = "正义铁拳"
ref = Ref.AGGRESSIVEJUDGEMENT
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -1876,6 +1925,7 @@ 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 = "正义执行 : 雷米迪奥斯的圣座"
ref = Ref.CONSTELLATIONOFLEMIEDIOS
cellPos = (5,16)
learnLv = 100
masterLv = 40