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
+55 -2
View File
@@ -11,6 +11,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.thief.kunoichi import KunoichiSkillRef as Ref
class KunoichiAttribute(ProfessionAttribute):
@@ -37,6 +38,7 @@ class Skill0(ActiveSkill):
可消耗连击点数发动[终结之击]。\n
"""
name = "翔击"
ref = Ref.RISINGCUT
learnLv = 1
masterLv = 10
maxLv = 20
@@ -71,6 +73,7 @@ class Skill1(ActiveSkill):
"""
name = '投掷苦无'
ref = Ref.SHURIKEN
cellPos = (3,1)
learnLv = 1
masterLv = 60
@@ -108,6 +111,7 @@ class Skill2(PassiveSkill):
"""
name = '苦无掌握'
ref = Ref.EQUIPCHAKRAWEAPON
cellPos = (5,1)
learnLv = 1
masterLv = 1
@@ -130,6 +134,7 @@ 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
@@ -154,6 +159,7 @@ class Skill4(PassiveSkill):
"""
name = '基础精通'
ref = Ref.BASICATTACKUP
cellPos = (1,0)
learnLv = 1
masterLv = 115
@@ -181,6 +187,7 @@ 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
@@ -222,6 +229,7 @@ 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
@@ -244,6 +252,7 @@ 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
@@ -267,6 +276,7 @@ class Skill8(ActiveSkill):
攻击力、 攻击范围、 前进速度和前进距离随技能等级增加而增大。\n
"""
name = "切割"
ref = Ref.SLICER
learnLv = 5
masterLv = 1
maxLv = 6
@@ -298,6 +308,7 @@ class Skill9(ActiveSkill):
"""
name = '焰刃'
ref = Ref.FLAMECUT
cellPos = (6,2)
learnLv = 5
masterLv = 60
@@ -332,6 +343,7 @@ class Skill10(ActiveSkill):
在决斗场中,无法强制控制敌人,但是相比其他暗夜使者,可以使敌人进入更长时间的僵直状态。\n
"""
name = "影袭"
ref = Ref.SHADOWCUT
learnLv = 5
masterLv = 60
maxLv = 70
@@ -369,6 +381,7 @@ class Skill11(ActiveSkill):
在决斗场中,地图内球体的存在时间减少。\n
"""
name = "暗魂波"
ref = Ref.DARKSOUL
learnLv = 5
masterLv = 60
maxLv = 70
@@ -411,6 +424,7 @@ class Skill12(ActiveSkill):
可以利用方向键调整移动方向。\n
"""
name = "弧光闪"
ref = Ref.SHININGCUT
learnLv = 10
masterLv = 60
maxLv = 70
@@ -448,6 +462,7 @@ class Skill13(ActiveSkill):
在决斗场中,不适用持续时间减少和霸体护甲效果,施放技能时减少所受伤害。\n
"""
name = "骨盾"
ref = Ref.BONESHIELD
learnLv = 10
masterLv = 5
maxLv = 7
@@ -491,6 +506,7 @@ class Skill14(ActiveSkill):
"""
name = '忍法 : 影分身'
ref = Ref.SKINTAKEOFF
cellPos = (4,3)
learnLv = 10
masterLv = 40
@@ -527,6 +543,7 @@ class Skill15(ActiveSkill):
被扫腿踢命中的敌人将受到无属性物理伤害,且有一定几率进入减速状态。\n
"""
name = "碎踝"
ref = Ref.ANKLECUT
learnLv = 10
masterLv = 60
maxLv = 70
@@ -562,6 +579,7 @@ 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
@@ -589,6 +607,7 @@ 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
@@ -618,6 +637,7 @@ class Skill18(ActiveSkill):
连续踢击过程中连续按下攻击键时,会增加连续踢击的速度和命中次数。\n
"""
name = "疾空踏"
ref = Ref.DIVINGARROW
learnLv = 15
masterLv = 60
maxLv = 70
@@ -657,6 +677,7 @@ class Skill19(ActiveSkill):
"""
name = '忍法 : 飞鼠'
ref = Ref.FLYINGSQUIRREL
cellPos = (8,4)
learnLv = 15
masterLv = 60
@@ -697,6 +718,7 @@ class Skill20(ActiveSkill):
若[天诛]背击敌人时,则会追加一次刺击,且最后还会追加一次高伤害的切割攻击。\n
"""
name = "天诛"
ref = Ref.ERASER
learnLv = 15
masterLv = 60
maxLv = 70
@@ -728,6 +750,7 @@ class Skill21(ActiveSkill):
召唤暗属性的诅咒之箭后,向前方敌人发射; 被诅咒之箭命中的敌人会受到暗属性多段魔法伤害,并有一定几率进入诅咒状态。\n
"""
name = "诅咒之箭"
ref = Ref.CURSESPEAR
learnLv = 15
masterLv = 60
maxLv = 70
@@ -765,6 +788,7 @@ class Skill22(PassiveSkill):
"""
name = '忍术精通'
ref = Ref.NINJUTSU
cellPos = (4,4)
learnLv = 15
masterLv = 1
@@ -783,7 +807,7 @@ class Skill22(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'data': data1, 'type': '*cdReduce', 'skills': ['火遁·豪火球之术', '忍法 : 幻影手里剑', '火遁·飓风煞', '火遁·螺旋手里剑', '火遁·炎天道', '火遁·蟾蜍油炎弹', '火遁·炎舞天璇', '火遁·风魔手里剑', '八岐大蛇', '天照']}] # noqa: E501
associate = [
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data1)), skills=['火遁·豪火球之术', '忍法 : 幻影手里剑', '火遁·飓风煞', '火遁·螺旋手里剑', '火遁·炎天道', '火遁·蟾蜍油炎弹', '火遁·炎舞天璇', '火遁·风魔手里剑', '八岐大蛇', '天照']),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data1)), skills=[Ref.FLAMEBALL, Ref.ILUSIONSHURIKEN, Ref.FLAMETORNADO, Ref.BIGKUNAI, Ref.SKYROADS, Ref.GASOLINEFIRE, Ref.FLAMEFLOWER, Ref.FUUMASHURIKEN, Ref.YAMATAOROCHI, Ref.AMATERAS]),
]
# 火遁·豪火球之术
@@ -798,6 +822,7 @@ class Skill23(ActiveSkill):
"""
name = '火遁·豪火球之术'
ref = Ref.FLAMEBALL
cellPos = (6,4)
learnLv = 15
masterLv = 60
@@ -853,6 +878,7 @@ class Skill24(ActiveSkill):
"""
name = '空跃'
ref = Ref.AERIALJUMP
cellPos = (1,5)
learnLv = 20
masterLv = 1
@@ -877,6 +903,7 @@ class Skill25(ActiveSkill):
"""
name = '火遁·红莲'
ref = Ref.FIREHIDE
cellPos = (6,5)
learnLv = 20
masterLv = 10
@@ -910,6 +937,7 @@ class Skill26(ActiveSkill):
"""
name = '忍法 : 幻影手里剑'
ref = Ref.ILUSIONSHURIKEN
cellPos = (3,5)
learnLv = 20
masterLv = 60
@@ -960,6 +988,7 @@ class Skill27(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -987,6 +1016,7 @@ class Skill28(ActiveSkill):
"""
name = '忍法 : 原木分身术'
ref = Ref.WOODMOVE
cellPos = (7,5)
learnLv = 20
masterLv = 1
@@ -1017,6 +1047,7 @@ class Skill29(ActiveSkill):
"""
name = '火遁·飓风煞'
ref = Ref.FLAMETORNADO
cellPos = (6,6)
learnLv = 25
masterLv = 60
@@ -1069,6 +1100,7 @@ class Skill30(PassiveSkill):
"""
name = '苦无精通'
ref = Ref.SHURIKENIMPROVE
cellPos = (3,6)
learnLv = 25
masterLv = 10
@@ -1107,6 +1139,7 @@ class Skill31(PassiveSkill):
"""
name = '烈焰印记'
ref = Ref.MARKOFFLAME
cellPos = (5,6)
learnLv = 25
masterLv = 10
@@ -1145,6 +1178,7 @@ class Skill32(ActiveSkill):
"""
name = '火遁·螺旋手里剑'
ref = Ref.BIGKUNAI
cellPos = (3,7)
learnLv = 30
masterLv = 60
@@ -1197,6 +1231,7 @@ class Skill33(ActiveSkill):
"""
name = '忍法 : 残影术'
ref = Ref.LEAVETRACE
cellPos = (5,8)
learnLv = 35
masterLv = 1
@@ -1234,6 +1269,7 @@ class Skill34(ActiveSkill):
"""
name = '火遁·炎天道'
ref = Ref.SKYROADS
cellPos = (6,8)
learnLv = 35
masterLv = 60
@@ -1333,6 +1369,7 @@ class Skill35(ActiveSkill):
"""
name = '忍法 : 替身术'
ref = Ref.MIGAWARI
cellPos = (3,8)
learnLv = 35
masterLv = 60
@@ -1397,6 +1434,7 @@ class Skill36(ActiveSkill):
"""
name = '忍法 : 六道轮回'
ref = Ref.DEITIESREBIRTH
cellPos = (5,9)
learnLv = 40
masterLv = 1
@@ -1443,6 +1481,7 @@ class Skill37(ActiveSkill):
"""
name = '火遁·蟾蜍油炎弹'
ref = Ref.GASOLINEFIRE
cellPos = (7,9)
learnLv = 40
masterLv = 60
@@ -1532,6 +1571,7 @@ class Skill38(ActiveSkill):
"""
name = '火遁·炎舞天璇'
ref = Ref.FLAMEFLOWER
cellPos = (5,10)
learnLv = 45
masterLv = 60
@@ -1603,6 +1643,7 @@ class Skill39(PassiveSkill):
"""
name = '暗炎残星'
ref = Ref.KUROKAGENOJUTSU
cellPos = (3,10)
learnLv = 45
masterLv = 1
@@ -1637,6 +1678,7 @@ class Skill40(ActiveSkill):
"""
name = '毕方之印'
ref = Ref.FIREMARK
cellPos = (7,11)
learnLv = 48
masterLv = 40
@@ -1697,6 +1739,7 @@ class Skill41(ActiveSkill):
"""
name = '火遁·冥炎业火阵'
ref = Ref.DOOMFIELD
cellPos = (5,11)
learnLv = 50
masterLv = 40
@@ -1745,6 +1788,7 @@ class Skill42(ActiveSkill):
"""
name = '忍法 : 飞燕手里剑'
ref = Ref.FLYINGSWALLOW
cellPos = (3,12)
learnLv = 60
masterLv = 40
@@ -1852,6 +1896,7 @@ class Skill43(ActiveSkill):
"""
name = '火遁·风魔手里剑'
ref = Ref.FUUMASHURIKEN
cellPos = (7,13)
learnLv = 70
masterLv = 40
@@ -1934,6 +1979,7 @@ class Skill44(PassiveSkill):
"""
name = '八咫镜'
ref = Ref.MIRROROFYATA
cellPos = (8,13)
learnLv = 75
masterLv = 40
@@ -1971,6 +2017,7 @@ class Skill45(ActiveSkill):
"""
name = '八岐大蛇'
ref = Ref.YAMATAOROCHI
cellPos = (4,13)
learnLv = 75
masterLv = 40
@@ -2051,6 +2098,7 @@ class Skill46(PassiveSkill):
"""
name = '八尺琼勾玉'
ref = Ref.KURVEJADE
cellPos = (5,13)
learnLv = 75
masterLv = 1
@@ -2082,6 +2130,7 @@ class Skill47(ActiveSkill):
"""
name = '天照'
ref = Ref.AMATERAS
cellPos = (4,14)
learnLv = 80
masterLv = 40
@@ -2116,7 +2165,7 @@ class Skill47(ActiveSkill):
# 迁移前实现(保留对照):
# associate = [{'data': data4, 'skills': ['天照']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data4)), skills=['天照']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data4)), skills=[Ref.AMATERAS]),
]
mode = ['普通', '六道']
@@ -2165,6 +2214,7 @@ class Skill48(ActiveSkill):
"""
name = '火炎灼空 : 草雉剑'
ref = Ref.SWORDOFKUSANAGI
cellPos = (7,14)
learnLv = 85
masterLv = 40
@@ -2244,6 +2294,7 @@ class Skill49(PassiveSkill):
"""
name = '三元刹'
ref = Ref.CHAKRATRINITY
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -2278,6 +2329,7 @@ class Skill50(ActiveSkill):
"""
name = '勾玉之火 : 镰鼬'
ref = Ref.JADEKAMAITACHI
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -2323,6 +2375,7 @@ class Skill51(ActiveSkill):
"""
name = '火源限界·八咫乌'
ref = Ref.YATAGARASU
cellPos = (5,16)
learnLv = 100
masterLv = 40
+64 -10
View File
@@ -11,6 +11,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.thief.necro import NecroSkillRef as Ref
prefix = "thief/necro/cn/skillDetail"
@@ -24,6 +25,7 @@ class Skill0(ActiveSkill):
可消耗连击点数发动[终结之击]。\n
"""
name = "翔击"
ref = Ref.RISINGCUT
learnLv = 1
masterLv = 10
maxLv = 20
@@ -57,6 +59,7 @@ class Skill1(ActiveSkill):
技能等级越高,被苦无命中的敌人的僵直时间越长。\n
"""
name = "投掷苦无"
ref = Ref.SHURIKEN
learnLv = 1
masterLv = 60
maxLv = 70
@@ -90,6 +93,7 @@ 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
@@ -113,6 +117,7 @@ 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
@@ -140,6 +145,7 @@ 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
@@ -181,6 +187,7 @@ 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
@@ -203,6 +210,7 @@ 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
@@ -226,6 +234,7 @@ class Skill7(ActiveSkill):
攻击力、 攻击范围、 前进速度和前进距离随技能等级增加而增大。\n
"""
name = "切割"
ref = Ref.SLICER
cellPos = (0,2)
learnLv = 5
masterLv = 1
@@ -257,6 +266,7 @@ class Skill8(ActiveSkill):
攻击力、 击飞力、 发动速度和攻击范围随技能等级增加而增大。\n
"""
name = "焰刃"
ref = Ref.FLAMECUT
learnLv = 5
masterLv = 60
maxLv = 70
@@ -290,6 +300,7 @@ class Skill9(ActiveSkill):
在决斗场中,无法强制控制敌人,但是相比其他暗夜使者,可以使敌人进入更长时间的僵直状态。\n
"""
name = "影袭"
ref = Ref.SHADOWCUT
learnLv = 5
masterLv = 60
maxLv = 70
@@ -327,6 +338,7 @@ class Skill10(ActiveSkill):
在决斗场中,地图内球体的存在时间减少。\n
"""
name = "暗魂波"
ref = Ref.DARKSOUL
cellPos = (4,2)
learnLv = 5
masterLv = 60
@@ -374,6 +386,7 @@ class Skill11(ActiveSkill):
可以利用方向键调整移动方向。\n
"""
name = "弧光闪"
ref = Ref.SHININGCUT
learnLv = 10
masterLv = 60
maxLv = 70
@@ -411,6 +424,7 @@ class Skill12(ActiveSkill):
在决斗场中,不适用持续时间减少和霸体护甲效果,施放技能时减少所受伤害。\n
"""
name = "骨盾"
ref = Ref.BONESHIELD
cellPos = (5,3)
learnLv = 10
masterLv = 5
@@ -453,6 +467,7 @@ class Skill13(ActiveSkill):
留在地上的影分身会挑衅一定领域内的敌人; 影分身经过一段时间或受到一定伤害后,会爆炸并使敌人受到无属性魔法伤害。\n
"""
name = "忍法 : 影分身"
ref = Ref.SKINTAKEOFF
learnLv = 10
masterLv = 40
maxLv = 50
@@ -484,6 +499,7 @@ class Skill14(ActiveSkill):
被扫腿踢命中的敌人将受到无属性物理伤害,且有一定几率进入减速状态。\n
"""
name = "碎踝"
ref = Ref.ANKLECUT
learnLv = 10
masterLv = 60
maxLv = 70
@@ -519,6 +535,7 @@ class Skill15(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -546,6 +563,7 @@ class Skill16(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -575,6 +593,7 @@ class Skill17(ActiveSkill):
连续踢击过程中连续按下攻击键时,会增加连续踢击的速度和命中次数。\n
"""
name = "疾空踏"
ref = Ref.DIVINGARROW
learnLv = 15
masterLv = 60
maxLv = 70
@@ -613,6 +632,7 @@ class Skill18(ActiveSkill):
攻击力和爆炸范围随攻击次数递增,最后一击时增幅更大。\n
"""
name = "忍法 : 飞鼠"
ref = Ref.FLYINGSQUIRREL
learnLv = 15
masterLv = 60
maxLv = 70
@@ -653,6 +673,7 @@ class Skill19(ActiveSkill):
若[天诛]背击敌人时,则会追加一次刺击,且最后还会追加一次高伤害的切割攻击。\n
"""
name = "天诛"
ref = Ref.ERASER
learnLv = 15
masterLv = 60
maxLv = 70
@@ -684,6 +705,7 @@ class Skill20(ActiveSkill):
召唤暗属性的诅咒之箭后,向前方敌人发射; 被诅咒之箭命中的敌人会受到暗属性多段魔法伤害,并有一定几率进入诅咒状态。\n
"""
name = "诅咒之箭"
ref = Ref.CURSESPEAR
cellPos = (5,4)
learnLv = 15
masterLv = 60
@@ -724,6 +746,7 @@ class Skill21(ActiveSkill):
艾克尼亚 : 释放出艾克尼亚的灵体,造成大量伤害。\n
"""
name = "降临 : 尼古拉斯"
ref = Ref.SUMMONNICOLAS
cellPos = (2,4)
learnLv = 15
masterLv = 60
@@ -774,6 +797,7 @@ class Skill22(PassiveSkill):
除[千魂祭]、 [亡者君临 : 巴拉克之戮]、 [命运殇痕·摩罗斯之咒]的其他技能的冷却时间减少。 装备手杖时,施放速度增加。\n
"""
name = "手杖精通"
ref = Ref.WANDMASTERY
cellPos = (4,4)
learnLv = 15
masterLv = 1
@@ -793,7 +817,7 @@ class Skill22(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{"type":"*cdReduce","data":data0,"exceptSkills":["千魂祭","亡者君临 : 巴拉克之戮","命运殇痕·摩罗斯之咒"]}]
associate = [
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data0)), except_skills=['千魂祭', '亡者君临 : 巴拉克之戮', '命运殇痕·摩罗斯之咒']),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data0)), except_skills=[Ref.PHANTOMSTROM, Ref.BALLACREADVENT, Ref.HORROROFMOROS]),
]
# 驱使枯灵
@@ -811,6 +835,7 @@ class Skill23(ActiveSkill):
在决斗场中,适用单独的生命值和防御力。\n
"""
name = "驱使枯灵"
ref = Ref.NICOLASSUMMONZOMBIE
cellPos = (3,5)
learnLv = 20
masterLv = 60
@@ -882,6 +907,7 @@ class Skill24(ActiveSkill):
在决斗场中,守护模式下的尼古拉斯适用霸体状态。\n
"""
name = "服从"
ref = Ref.NICOLASBEHAVIOR
cellPos = (1,5)
learnLv = 20
masterLv = 10
@@ -912,7 +938,7 @@ class Skill24(ActiveSkill):
# 迁移前实现(保留对照):
# associate = [{"data":data1,"skills":["降临 : 尼古拉斯"]}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=['降临 : 尼古拉斯']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=[Ref.SUMMONNICOLAS]),
]
# 暴击
@@ -923,6 +949,7 @@ 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
@@ -945,6 +972,7 @@ class Skill26(ActiveSkill):
用毁灭之爪攻击敌人。\n
"""
name = "毁灭之爪"
ref = Ref.DARKNAIL
cellPos = (5,6)
learnLv = 25
masterLv = 60
@@ -976,6 +1004,7 @@ class Skill27(ActiveSkill):
增加黑夜术士的技能攻击力。\n
"""
name = "暗黑仪式"
ref = Ref.DARKRITUAL
cellPos = (6,6)
learnLv = 25
masterLv = 10
@@ -1004,6 +1033,7 @@ class Skill28(ActiveSkill):
若施放技能时按住技能键,尼古拉斯会瞬移到死灵术士前方展开蛛丝阵。\n
"""
name = "暗影蛛丝阵"
ref = Ref.NICOLASBLACKAREA
cellPos = (2,6)
learnLv = 25
masterLv = 60
@@ -1037,6 +1067,7 @@ class Skill29(PassiveSkill):
学习后,增加属性攻击力。\n
"""
name = "黑暗之环"
ref = Ref.RINGOFDARKNESS
cellPos = (4,6)
learnLv = 25
masterLv = 10
@@ -1067,6 +1098,7 @@ class Skill30(ActiveSkill):
在决斗场中,夜游魂落地瞬间就会出现百鬼之灵。\n
"""
name = "百鬼夜行"
ref = Ref.DARKLURE
cellPos = (5,7)
learnLv = 30
masterLv = 60
@@ -1110,6 +1142,7 @@ class Skill31(ActiveSkill):
敌人受到伤害时,有一定的几率进入减速和减少跳跃力的减益状态。\n
"""
name = "复苏者之怨"
ref = Ref.BLAMEOFDEAD
cellPos = (3,7)
learnLv = 30
masterLv = 60
@@ -1155,6 +1188,7 @@ class Skill32(PassiveSkill):
记载黑魔法知识的书,增加除[降临 : 尼古拉斯]外的技能攻击力,并增加[复苏者之缚]的复苏者区域范围。\n
"""
name = "黑魔法书 : 亡者之魂"
ref = Ref.GRIMGRIMOIRE
cellPos = (4,8)
learnLv = 30
masterLv = 1
@@ -1173,7 +1207,7 @@ class Skill32(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{"data":data0,"exceptSkills":["降临 : 尼古拉斯"]},]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), except_skills=['降临 : 尼古拉斯']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), except_skills=[Ref.SUMMONNICOLAS]),
]
# 降临 : 暴君巴拉克
@@ -1190,6 +1224,7 @@ class Skill33(ActiveSkill):
- 增加物理防御力、 魔法防御力和暗属性抗性,但会降低光属性抗性。\n
"""
name = "降临 : 暴君巴拉克"
ref = Ref.APPORTBALLACRE
cellPos = (7,8)
learnLv = 35
masterLv = 60
@@ -1281,10 +1316,10 @@ class Skill33(ActiveSkill):
# {"type":"+power0","data":data9,"skills":["巴拉克强击"],"ratio":1}
# ]
associate = [
SkillEffect(attribute=Power(0), operation=Operation.ADD, value=LevelTable(data6), skills=['暗击拳']),
SkillEffect(attribute=Power(1), operation=Operation.ADD, value=LevelTable(data7), skills=['暗击拳']),
SkillEffect(attribute=Power(0), operation=Operation.ADD, value=LevelTable(data8), skills=['狂野乱舞']),
SkillEffect(attribute=Power(0), operation=Operation.ADD, value=LevelTable(data9), skills=['巴拉克强击']),
SkillEffect(attribute=Power(0), operation=Operation.ADD, value=LevelTable(data6), skills=[Ref.GRABCOLLAR]),
SkillEffect(attribute=Power(1), operation=Operation.ADD, value=LevelTable(data7), skills=[Ref.GRABCOLLAR]),
SkillEffect(attribute=Power(0), operation=Operation.ADD, value=LevelTable(data8), skills=[Ref.MADNESSBALLACRE]),
SkillEffect(attribute=Power(0), operation=Operation.ADD, value=LevelTable(data9), skills=[Ref.BALLACRESTRONGATTACK]),
]
# 暗击拳
@@ -1296,6 +1331,7 @@ class Skill34(ActiveSkill):
只能在前冲时施放。\n
"""
name = "暗击拳"
ref = Ref.GRABCOLLAR
cellPos = (8,9)
learnLv = 35
masterLv = 1
@@ -1327,6 +1363,7 @@ class Skill35(ActiveSkill):
巴拉克向前方移动,挥剑攻击。 命中时将敌人向后击退。\n
"""
name = "狂野乱舞"
ref = Ref.MADNESSBALLACRE
cellPos = (9,9)
learnLv = 35
masterLv = 1
@@ -1354,6 +1391,7 @@ class Skill36(ActiveSkill):
巴拉克连接特定的行动,用剑碾压敌人。\n
"""
name = "巴拉克强击"
ref = Ref.BALLACRESTRONGATTACK
cellPos = (10,9)
learnLv = 35
masterLv = 1
@@ -1383,6 +1421,7 @@ class Skill37(ActiveSkill):
只有在召唤巴拉克的状态下,才能使用该技能。\n
"""
name = "巴拉克的野心"
ref = Ref.AMBITIONOFBALLACRE
cellPos = (7,9)
learnLv = 40
masterLv = 60
@@ -1442,6 +1481,7 @@ class Skill38(ActiveSkill):
施放吸影暗劲波时,若按住技能指令,则尼古拉斯将瞬移到黑夜术士的前方施放吸影暗劲波。 (在决斗场中,恢复尼古拉斯的生命值,不发动瞬移效果,且无法攻击倒地状态的敌人)\n
"""
name = "吸影暗劲波"
ref = Ref.NICOLASBLACKWAVE
cellPos = (2,9)
learnLv = 40
masterLv = 60
@@ -1498,6 +1538,7 @@ class Skill39(PassiveSkill):
学习[巴拉克的盟约]后,施放[巴拉克的野心]和[巴拉克的愤怒]时,立即发动追加攻击。\n
"""
name = "巴拉克的盟约"
ref = Ref.SACRIFICIALPACT
cellPos = (6,9)
learnLv = 40
masterLv = 1
@@ -1527,6 +1568,7 @@ class Skill40(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 = "巴拉克的愤怒"
ref = Ref.GUILLOTINE
cellPos = (7,10)
learnLv = 45
masterLv = 60
@@ -1590,6 +1632,7 @@ class Skill41(ActiveSkill):
无法在决斗场使用。\n
"""
name = "降临 : 莱迪娅"
ref = Ref.LIVINGDEAD
cellPos = (4,10)
learnLv = 45
masterLv = 60
@@ -1660,6 +1703,7 @@ class Skill42(PassiveSkill):
巴拉克降临时,使灵魂收割者周围的敌人进入恐惧状态,恐惧状态下的敌人受到的暴击伤害大幅增加。 掌握技能后,由于暴君之力的影响,增加灵魂收割者的暴击率。\n
"""
name = "无形之惧"
ref = Ref.FEAROFBALLACRE
cellPos = (7,11)
learnLv = 48
masterLv = 40
@@ -1695,6 +1739,7 @@ class Skill43(ActiveSkill):
只有在召唤巴拉克的状态下,才能使用该技能。\n
"""
name = "千魂祭"
ref = Ref.PHANTOMSTROM
cellPos = (5,11)
learnLv = 50
masterLv = 40
@@ -1746,6 +1791,7 @@ class Skill44(ActiveSkill):
只有在召唤范围内,敌人才会进入束缚状态; 脱离范围或召唤结束时,束缚状态将解除。\n
"""
name = "复苏者之缚"
ref = Ref.BLAMEOFDEADEX
cellPos = (4,12)
learnLv = 60
masterLv = 40
@@ -1804,6 +1850,7 @@ class Skill45(ActiveSkill):
再次按技能键,怨噬之沼再次向前方发动攻击,最多可以发动3次。\n
"""
name = "怨噬之沼"
ref = Ref.HATEFULGHOST
cellPos = (4,13)
learnLv = 70
masterLv = 40
@@ -1866,6 +1913,7 @@ class Skill46(ActiveSkill):
施放暗黑蛛丝引时,若按住技能键,则尼古拉斯将瞬移到黑夜术士的前方施放暗黑蛛丝引。\n
"""
name = "暗黑蛛丝引"
ref = Ref.NICOLASBLACKARACHNIA
cellPos = (2,13)
learnLv = 75
masterLv = 40
@@ -1925,7 +1973,7 @@ class Skill46(ActiveSkill):
# self.associate = [{"data":[0]+[-50]*self.maxLv,"skills":["降临 : 莱迪娅"]}]
# return super().effect(old, new)
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([0] + [-50] * maxLv)), skills=['降临 : 莱迪娅'], when=Equals(Read(SkillAttribute.VP), 2)),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([0] + [-50] * maxLv)), skills=[Ref.LIVINGDEAD], when=Equals(Read(SkillAttribute.VP), 2)),
]
# 亡魂之息
@@ -1937,6 +1985,7 @@ class Skill47(PassiveSkill):
[暗魂波]、 [诅咒之箭]适用单独的攻击力增加量。\n
"""
name = "亡魂之息"
ref = Ref.UNHOLYAURA
cellPos = (7,13)
learnLv = 75
masterLv = 40
@@ -1958,8 +2007,8 @@ class Skill47(PassiveSkill):
# {"data":data1,"skills":["暗魂波","诅咒之箭"]}
# ]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), except_skills=['暗魂波', '诅咒之箭']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=['暗魂波', '诅咒之箭']),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), except_skills=[Ref.DARKSOUL, Ref.CURSESPEAR]),
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=[Ref.DARKSOUL, Ref.CURSESPEAR]),
]
# 暴君湮灭斩
@@ -1971,6 +2020,7 @@ class Skill48(ActiveSkill):
只能在巴拉克降临的状态下施放,并且被[暴君湮灭斩]命中的敌人有一定几率陷入[无形之惧]。\n
"""
name = "暴君湮灭斩"
ref = Ref.EXECUTIONERSLASH
cellPos = (4,14)
learnLv = 80
masterLv = 40
@@ -2024,6 +2074,7 @@ class Skill49(ActiveSkill):
巴拉克登场后,敌人会感受到[无形之惧]。\n
"""
name = "亡者君临 : 巴拉克之戮"
ref = Ref.BALLACREADVENT
cellPos = (6,14)
learnLv = 85
masterLv = 40
@@ -2058,6 +2109,7 @@ class Skill50(PassiveSkill):
[驱使枯灵] : 由黑夜术士直接召唤。\n
"""
name = "冥河之钥"
ref = Ref.KEYOFACERON
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -2090,6 +2142,7 @@ class Skill51(ActiveSkill):
对无法抓取的敌人不适用控制效果。\n
"""
name = "亡者之茧"
ref = Ref.COCONOFUNDEAD
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -2127,6 +2180,7 @@ class Skill52(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 = "命运殇痕·摩罗斯之咒"
ref = Ref.HORROROFMOROS
cellPos = (5,16)
learnLv = 100
masterLv = 40
+56 -3
View File
@@ -13,6 +13,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.thief.rogue import RogueSkillRef as Ref
class RogueAttribute(ProfessionAttribute):
@@ -64,6 +65,7 @@ class Skill0(ActiveSkill):
"""
name = '翔击'
ref = Ref.RISINGCUT
cellPos = (5,1)
learnLv = 1
masterLv = 10
@@ -98,6 +100,7 @@ class Skill1(ActiveSkill):
技能等级越高,被苦无命中的敌人的僵直时间越长。\n
"""
name = "投掷苦无"
ref = Ref.SHURIKEN
learnLv = 1
masterLv = 60
maxLv = 70
@@ -131,6 +134,7 @@ 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
@@ -155,6 +159,7 @@ class Skill3(PassiveSkill):
"""
name = '基础精通'
ref = Ref.BASICATTACKUP
cellPos = (1,0)
learnLv = 1
masterLv = 115
@@ -182,6 +187,7 @@ 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
@@ -223,6 +229,7 @@ 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
@@ -245,6 +252,7 @@ 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
@@ -268,6 +276,7 @@ class Skill7(ActiveSkill):
攻击力、 攻击范围、 前进速度和前进距离随技能等级增加而增大。\n
"""
name = "切割"
ref = Ref.SLICER
learnLv = 5
masterLv = 1
maxLv = 6
@@ -298,6 +307,7 @@ class Skill8(ActiveSkill):
攻击力、 击飞力、 发动速度和攻击范围随技能等级增加而增大。\n
"""
name = "焰刃"
ref = Ref.FLAMECUT
learnLv = 5
masterLv = 60
maxLv = 70
@@ -331,6 +341,7 @@ class Skill9(ActiveSkill):
在决斗场中,无法强制控制敌人,但是相比其他暗夜使者,可以使敌人进入更长时间的僵直状态。\n
"""
name = "影袭"
ref = Ref.SHADOWCUT
learnLv = 5
masterLv = 60
maxLv = 70
@@ -368,6 +379,7 @@ class Skill10(ActiveSkill):
在决斗场中,地图内球体的存在时间减少。\n
"""
name = "暗魂波"
ref = Ref.DARKSOUL
learnLv = 5
masterLv = 60
maxLv = 70
@@ -411,6 +423,7 @@ class Skill11(ActiveSkill):
"""
name = '弧光闪'
ref = Ref.SHININGCUT
cellPos = (5,3)
learnLv = 10
masterLv = 60
@@ -450,6 +463,7 @@ class Skill12(ActiveSkill):
在决斗场中,不适用持续时间减少和霸体护甲效果,施放技能时减少所受伤害。\n
"""
name = "骨盾"
ref = Ref.BONESHIELD
learnLv = 10
masterLv = 5
maxLv = 7
@@ -492,6 +506,7 @@ class Skill13(ActiveSkill):
留在地上的影分身会挑衅一定领域内的敌人; 影分身经过一段时间或受到一定伤害后,会爆炸并使敌人受到无属性魔法伤害。\n
"""
name = "忍法 : 影分身"
ref = Ref.SKINTAKEOFF
learnLv = 10
masterLv = 40
maxLv = 50
@@ -524,6 +539,7 @@ class Skill14(ActiveSkill):
"""
name = '碎踝'
ref = Ref.ANKLECUT
cellPos = (7,3)
learnLv = 10
masterLv = 60
@@ -560,6 +576,7 @@ class Skill15(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -587,6 +604,7 @@ class Skill16(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -617,6 +635,7 @@ class Skill17(ActiveSkill):
"""
name = '疾空踏'
ref = Ref.DIVINGARROW
cellPos = (4,4)
learnLv = 15
masterLv = 60
@@ -658,6 +677,7 @@ class Skill18(ActiveSkill):
攻击力和爆炸范围随攻击次数递增,最后一击时增幅更大。\n
"""
name = "忍法 : 飞鼠"
ref = Ref.FLYINGSQUIRREL
learnLv = 15
masterLv = 60
maxLv = 70
@@ -698,6 +718,7 @@ class Skill19(ActiveSkill):
若[天诛]背击敌人时,则会追加一次刺击,且最后还会追加一次高伤害的切割攻击。\n
"""
name = "天诛"
ref = Ref.ERASER
learnLv = 15
masterLv = 60
maxLv = 70
@@ -731,6 +752,7 @@ class Skill20(ActiveSkill):
"""
name = '终结之击'
ref = Ref.HITEND
cellPos = (6,4)
learnLv = 15
masterLv = 20
@@ -786,6 +808,7 @@ class Skill21(ActiveSkill):
召唤暗属性的诅咒之箭后,向前方敌人发射; 被诅咒之箭命中的敌人会受到暗属性多段魔法伤害,并有一定几率进入诅咒状态。\n
"""
name = "诅咒之箭"
ref = Ref.CURSESPEAR
learnLv = 15
masterLv = 60
maxLv = 70
@@ -819,6 +842,7 @@ class Skill22(PassiveSkill):
"""
name = '弧光连闪'
ref = Ref.SHININGCUTAERIAL
cellPos = (4,6)
learnLv = 15
masterLv = 1
@@ -835,7 +859,7 @@ class Skill22(PassiveSkill):
# 迁移前实现(保留对照):
# associate = [{'type': '+hit0', 'data': data0, 'ratio': 1, 'skills': ['弧光闪']}]
associate = [
SkillEffect(attribute=Hit(0), operation=Operation.ADD, value=LevelTable(data0), skills=['弧光闪']),
SkillEffect(attribute=Hit(0), operation=Operation.ADD, value=LevelTable(data0), skills=[Ref.SHININGCUT]),
]
# 迅影
@@ -850,6 +874,7 @@ class Skill23(PassiveSkill):
"""
name = '迅影'
ref = Ref.SWIFT
cellPos = (0,4)
learnLv = 15
masterLv = 10
@@ -941,6 +966,7 @@ class Skill24(ActiveSkill):
"""
name = '绝心击'
ref = Ref.VANDITCUT
cellPos = (6,5)
learnLv = 20
masterLv = 60
@@ -986,6 +1012,7 @@ class Skill25(ActiveSkill):
"""
name = '空跃'
ref = Ref.AERIALJUMP
cellPos = (10,5)
learnLv = 20
masterLv = 1
@@ -1010,6 +1037,7 @@ class Skill26(ActiveSkill):
"""
name = '双刃穿刺'
ref = Ref.DOUBLEPIERCE
cellPos = (3,5)
learnLv = 20
masterLv = 60
@@ -1055,6 +1083,7 @@ class Skill27(PassiveSkill):
"""
name = '暗星武器精通'
ref = Ref.ROGUEWEAPONRMASTERY
cellPos = (0,5)
learnLv = 20
masterLv = 20
@@ -1100,7 +1129,7 @@ class Skill27(PassiveSkill):
associate = [
CharacterEffect(attribute=CharacterAttribute.P_ATK_P, value=1 + Percent(LevelTable(data0))),
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data1)), except_skills=[]),
SkillEffect(attribute=SkillAttribute.MAX_LAYER, operation=Operation.ADD, value=LevelTable(data2), skills=['终结之击']),
SkillEffect(attribute=SkillAttribute.MAX_LAYER, operation=Operation.ADD, value=LevelTable(data2), skills=[Ref.HITEND]),
]
# 旋舞斩
@@ -1114,6 +1143,7 @@ class Skill28(ActiveSkill):
"""
name = '旋舞斩'
ref = Ref.SWORDDANCE
cellPos = (8,5)
learnLv = 20
masterLv = 60
@@ -1146,6 +1176,7 @@ class Skill29(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -1171,6 +1202,7 @@ class Skill30(ActiveSkill):
"""
name = '旋刃'
ref = Ref.CHAINSAW
cellPos = (7,6)
learnLv = 25
masterLv = 60
@@ -1216,6 +1248,7 @@ class Skill31(ActiveSkill):
"""
name = '疾驰'
ref = Ref.BREAKINGRUSH
cellPos = (4,7)
learnLv = 30
masterLv = 1
@@ -1242,6 +1275,7 @@ class Skill32(ActiveSkill):
"""
name = '剑刃风暴'
ref = Ref.HURRICANE
cellPos = (8,7)
learnLv = 30
masterLv = 60
@@ -1283,6 +1317,7 @@ class Skill33(ActiveSkill):
"""
name = '侧步'
ref = Ref.SIDESTEP
cellPos = (3,7)
learnLv = 30
masterLv = 1
@@ -1306,6 +1341,7 @@ class Skill34(ActiveSkill):
"""
name = '暗掠'
ref = Ref.SHAKEDOWN
cellPos = (1,7)
learnLv = 30
masterLv = 10
@@ -1334,6 +1370,7 @@ class Skill35(ActiveSkill):
"""
name = '螺旋穿刺'
ref = Ref.VERTICALSPIRAL
cellPos = (3,8)
learnLv = 35
masterLv = 60
@@ -1410,6 +1447,7 @@ class Skill36(ActiveSkill):
"""
name = '雷光刃影'
ref = Ref.LIGHTNINGARROW
cellPos = (4,8)
learnLv = 35
masterLv = 60
@@ -1480,6 +1518,7 @@ class Skill37(ActiveSkill):
"""
name = '疾风乱舞'
ref = Ref.SONICASSAULT
cellPos = (6,9)
learnLv = 40
masterLv = 60
@@ -1547,6 +1586,7 @@ class Skill38(ActiveSkill):
"""
name = '死亡风暴'
ref = Ref.DEATHHURRICANE
cellPos = (8,9)
learnLv = 40
masterLv = 60
@@ -1567,7 +1607,7 @@ class Skill38(ActiveSkill):
data1 = get_data(f'{prefix}/{uuid}', 1)
def getSkillCD(self, mode=None) -> float:
return self.char.GetSkillByName('剑刃风暴').getSkillCD(mode)
return self.char.GetSkill(Ref.HURRICANE).getSkillCD(mode)
def vp_1(self):
"""
@@ -1608,6 +1648,7 @@ class Skill39(ActiveSkill):
"""
name = '绝境瞬狱袭'
ref = Ref.EXCELSTRIKE
cellPos = (5,10)
learnLv = 45
masterLv = 60
@@ -1678,6 +1719,7 @@ class Skill40(PassiveSkill):
"""
name = '月弧'
ref = Ref.MOONARC
cellPos = (6,11)
learnLv = 48
masterLv = 40
@@ -1717,6 +1759,7 @@ class Skill41(ActiveSkill):
"""
name = '月轮舞'
ref = Ref.SILVERSTREAM
cellPos = (5,11)
learnLv = 50
masterLv = 40
@@ -1756,6 +1799,7 @@ class Skill42(ActiveSkill):
"""
name = '月舞终结'
ref = Ref.STREAMCLOSER
cellPos = (5,12)
learnLv = 50
masterLv = 1
@@ -1801,6 +1845,7 @@ class Skill43(ActiveSkill):
"""
name = '旋刃冲击'
ref = Ref.CHAINSAWEX
cellPos = (7,12)
learnLv = 60
masterLv = 40
@@ -1874,6 +1919,7 @@ class Skill44(ActiveSkill):
"""
name = '陨落螺旋刺'
ref = Ref.VERTICALSPIRALEX
cellPos = (3,13)
learnLv = 70
masterLv = 40
@@ -1939,6 +1985,7 @@ class Skill45(PassiveSkill):
"""
name = '极限追击'
ref = Ref.HITBLEED
cellPos = (5,13)
learnLv = 75
masterLv = 40
@@ -1970,6 +2017,7 @@ class Skill46(ActiveSkill):
"""
name = '乱空杀'
ref = Ref.EXOTICRAMPANT
cellPos = (7,13)
learnLv = 75
masterLv = 40
@@ -2034,6 +2082,7 @@ class Skill47(ActiveSkill):
"""
name = '月影突袭'
ref = Ref.DISTRIBUTION
cellPos = (4,14)
learnLv = 80
masterLv = 40
@@ -2099,6 +2148,7 @@ class Skill48(ActiveSkill):
"""
name = '天渊星狱'
ref = Ref.NOVAREMNANT
cellPos = (6,14)
learnLv = 85
masterLv = 40
@@ -2135,6 +2185,7 @@ class Skill49(ActiveSkill):
"""
name = '幻灭瞬杀'
ref = Ref.VANISHINGILLUSION
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -2172,6 +2223,7 @@ class Skill50(PassiveSkill):
"""
name = '绝命时刻'
ref = Ref.MOMENTPANIC
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -2213,6 +2265,7 @@ class Skill51(ActiveSkill):
"""
name = '影·万古星辰'
ref = Ref.ADESPHANTOM
cellPos = (5,16)
learnLv = 100
masterLv = 40
@@ -9,6 +9,7 @@ from core.basic.skill_effect_types import (
SkillAttribute,
SkillEffect,
)
from core.character.refs.thief.shadow_dancer import ShadowDancerSkillRef as Ref
prefix = "thief/shadow_dancer/cn/skillDetail"
@@ -23,6 +24,7 @@ class Skill0(ActiveSkill):
可消耗连击点数发动[终结之击]。\n
"""
name = "翔击"
ref = Ref.RISINGCUT
learnLv = 1
masterLv = 10
maxLv = 20
@@ -56,6 +58,7 @@ class Skill1(ActiveSkill):
技能等级越高,被苦无命中的敌人的僵直时间越长。\n
"""
name = "投掷苦无"
ref = Ref.SHURIKEN
learnLv = 1
masterLv = 60
maxLv = 70
@@ -89,6 +92,7 @@ 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
@@ -113,6 +117,7 @@ class Skill3(PassiveSkill):
"""
name = '基础精通'
ref = Ref.BASICATTACKUP
cellPos = (1,0)
learnLv = 1
masterLv = 115
@@ -140,6 +145,7 @@ 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
@@ -181,6 +187,7 @@ 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
@@ -203,6 +210,7 @@ class Skill6(PassiveSkill):
穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n
"""
name = "防具精通"
ref = Ref.ARMORMASTERYETC
learnLv = 1
masterLv = 1
maxLv = 1
@@ -227,6 +235,7 @@ class Skill7(ActiveSkill):
"""
name = '切割'
ref = Ref.SLICER
cellPos = (3,2)
learnLv = 5
masterLv = 1
@@ -258,6 +267,7 @@ class Skill8(ActiveSkill):
攻击力、 击飞力、 发动速度和攻击范围随技能等级增加而增大。\n
"""
name = "焰刃"
ref = Ref.FLAMECUT
learnLv = 5
masterLv = 60
maxLv = 70
@@ -292,6 +302,7 @@ class Skill9(ActiveSkill):
"""
name = '影袭'
ref = Ref.SHADOWCUT
cellPos = (5,2)
learnLv = 5
masterLv = 60
@@ -330,6 +341,7 @@ class Skill10(ActiveSkill):
在决斗场中,地图内球体的存在时间减少。\n
"""
name = "暗魂波"
ref = Ref.DARKSOUL
learnLv = 5
masterLv = 60
maxLv = 70
@@ -372,6 +384,7 @@ class Skill11(ActiveSkill):
可以利用方向键调整移动方向。\n
"""
name = "弧光闪"
ref = Ref.SHININGCUT
learnLv = 10
masterLv = 60
maxLv = 70
@@ -410,6 +423,7 @@ class Skill12(ActiveSkill):
"""
name = '骨盾'
ref = Ref.BONESHIELD
cellPos = (1,3)
learnLv = 10
masterLv = 5
@@ -453,6 +467,7 @@ class Skill13(ActiveSkill):
留在地上的影分身会挑衅一定领域内的敌人; 影分身经过一段时间或受到一定伤害后,会爆炸并使敌人受到无属性魔法伤害。\n
"""
name = "忍法 : 影分身"
ref = Ref.SKINTAKEOFF
learnLv = 10
masterLv = 40
maxLv = 50
@@ -484,6 +499,7 @@ class Skill14(ActiveSkill):
被扫腿踢命中的敌人将受到无属性物理伤害,且有一定几率进入减速状态。\n
"""
name = "碎踝"
ref = Ref.ANKLECUT
learnLv = 10
masterLv = 60
maxLv = 70
@@ -519,6 +535,7 @@ class Skill15(PassiveSkill):
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
name = "强化 - 后跳"
ref = Ref.ESCAPEBACKSTEP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -546,6 +563,7 @@ class Skill16(ActiveSkill):
效果持续期间内,再次按技能键可以结束。\n
"""
name = "跃翔"
ref = Ref.JUMPPOWERUP
learnLv = 10
masterLv = 1
maxLv = 1
@@ -575,6 +593,7 @@ class Skill17(ActiveSkill):
连续踢击过程中连续按下攻击键时,会增加连续踢击的速度和命中次数。\n
"""
name = "疾空踏"
ref = Ref.DIVINGARROW
learnLv = 15
masterLv = 60
maxLv = 70
@@ -613,6 +632,7 @@ class Skill18(ActiveSkill):
攻击力和爆炸范围随攻击次数递增,最后一击时增幅更大。\n
"""
name = "忍法 : 飞鼠"
ref = Ref.FLYINGSQUIRREL
learnLv = 15
masterLv = 60
maxLv = 70
@@ -654,6 +674,7 @@ class Skill19(ActiveSkill):
"""
name = '天诛'
ref = Ref.ERASER
cellPos = (5,3)
learnLv = 15
masterLv = 60
@@ -688,6 +709,7 @@ class Skill20(ActiveSkill):
召唤暗属性的诅咒之箭后,向前方敌人发射; 被诅咒之箭命中的敌人会受到暗属性多段魔法伤害,并有一定几率进入诅咒状态。\n
"""
name = "诅咒之箭"
ref = Ref.CURSESPEAR
learnLv = 15
masterLv = 60
maxLv = 70
@@ -725,6 +747,7 @@ class Skill21(PassiveSkill):
"""
name = '潜行教义'
ref = Ref.ASSASSINATIONSKILL
cellPos = (3,4)
learnLv = 15
masterLv = 1
@@ -753,6 +776,7 @@ class Skill22(ActiveSkill):
"""
name = '追影步'
ref = Ref.SHADOWMOVE
cellPos = (7,4)
learnLv = 15
masterLv = 1
@@ -776,6 +800,7 @@ class Skill23(ActiveSkill):
"""
name = '撕裂'
ref = Ref.CUTTINGNECK
cellPos = (5,4)
learnLv = 15
masterLv = 60
@@ -806,6 +831,7 @@ class Skill24(PassiveSkill):
"""
name = '潜行之匕首精通'
ref = Ref.POINTEDKNIFE
cellPos = (3,5)
learnLv = 20
masterLv = 20
@@ -839,6 +865,7 @@ class Skill25(ActiveSkill):
"""
name = '挑空'
ref = Ref.HOLDUP
cellPos = (5,5)
learnLv = 20
masterLv = 60
@@ -881,6 +908,7 @@ class Skill26(ActiveSkill):
"""
name = '潜行领域'
ref = Ref.SHADOWDANCING
cellPos = (7,5)
learnLv = 20
masterLv = 10
@@ -925,6 +953,7 @@ class Skill27(PassiveSkill):
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
ref = Ref.PHYSICALCRITICALHITUP
learnLv = 20
masterLv = 10
maxLv = 20
@@ -950,6 +979,7 @@ class Skill28(ActiveSkill):
"""
name = '穿心'
ref = Ref.CARDIOCLASIS
cellPos = (5,6)
learnLv = 25
masterLv = 60
@@ -983,6 +1013,7 @@ class Skill29(ActiveSkill):
"""
name = '影遁'
ref = Ref.SHADOWFAKE
cellPos = (3,6)
learnLv = 25
masterLv = 1
@@ -1018,6 +1049,7 @@ class Skill30(ActiveSkill):
"""
name = '潜行信条'
ref = Ref.ASSASINSATTITUDE
cellPos = (3,7)
learnLv = 30
masterLv = 10
@@ -1048,6 +1080,7 @@ class Skill31(ActiveSkill):
"""
name = '追袭'
ref = Ref.GOTOHELL
cellPos = (7,7)
learnLv = 30
masterLv = 60
@@ -1083,6 +1116,7 @@ class Skill32(ActiveSkill):
"""
name = '刃舞'
ref = Ref.BLADEGUST
cellPos = (7,8)
learnLv = 35
masterLv = 60
@@ -1139,6 +1173,7 @@ class Skill33(ActiveSkill):
"""
name = '潜影刺击'
ref = Ref.COVERTACTION
cellPos = (6,8)
learnLv = 35
masterLv = 60
@@ -1193,6 +1228,7 @@ class Skill34(ActiveSkill):
"""
name = '影戮'
ref = Ref.FINALDESTRUCTION
cellPos = (7,9)
learnLv = 40
masterLv = 60
@@ -1261,6 +1297,7 @@ class Skill35(ActiveSkill):
"""
name = '瞬袭'
ref = Ref.ASSASSINATION
cellPos = (5,10)
learnLv = 45
masterLv = 60
@@ -1322,6 +1359,7 @@ class Skill36(PassiveSkill):
"""
name = '潜行之心'
ref = Ref.BEHINDATTACK
cellPos = (3,11)
learnLv = 48
masterLv = 40
@@ -1353,6 +1391,7 @@ class Skill37(ActiveSkill):
"""
name = '影斩·乱舞'
ref = Ref.ZETSUEI
cellPos = (7,11)
learnLv = 50
masterLv = 40
@@ -1384,6 +1423,7 @@ class Skill38(ActiveSkill):
"""
name = '绝境飞刃'
ref = Ref.SHADOWPIERCE
cellPos = (7,12)
learnLv = 60
masterLv = 40
@@ -1442,6 +1482,7 @@ class Skill39(ActiveSkill):
"""
name = '八荒影杀'
ref = Ref.SHADOWSTING
cellPos = (7,13)
learnLv = 70
masterLv = 40
@@ -1508,6 +1549,7 @@ class Skill40(ActiveSkill):
"""
name = '死亡连舞'
ref = Ref.DANCEOFGRIMREAPER
cellPos = (5,13)
learnLv = 75
masterLv = 40
@@ -1581,6 +1623,7 @@ class Skill41(PassiveSkill):
"""
name = '潜行之袭'
ref = Ref.VEILEDATTACK
cellPos = (3,13)
learnLv = 75
masterLv = 40
@@ -1609,6 +1652,7 @@ class Skill42(ActiveSkill):
"""
name = '摧心'
ref = Ref.EXTRACTHEART
cellPos = (3,14)
learnLv = 80
masterLv = 40
@@ -1667,6 +1711,7 @@ class Skill43(ActiveSkill):
"""
name = '幽冥链狱 : 瞬逝'
ref = Ref.CHAINREACTION
cellPos = (5,14)
learnLv = 85
masterLv = 40
@@ -1759,6 +1804,7 @@ class Skill44(PassiveSkill):
"""
name = '暗影禁忌'
ref = Ref.RULEOFSHADOW
cellPos = (5,15)
learnLv = 95
masterLv = 40
@@ -1793,6 +1839,7 @@ class Skill45(ActiveSkill):
"""
name = '影缚追魂锁'
ref = Ref.MENACINGSEIZE
cellPos = (7,15)
learnLv = 95
masterLv = 40
@@ -1831,6 +1878,7 @@ class Skill46(ActiveSkill):
"""
name = '无间影狱·噬灭'
ref = Ref.SHADOWLESS
cellPos = (5,16)
learnLv = 100
masterLv = 40