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@@ -636,7 +636,7 @@ class Character:
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# 贴膜
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if fusion is None:
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continue
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fun = effects.equ_func_list.get(str(fusion.id), None)
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fun = effects.stone_func_list.get(str(fusion.id), None)
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# 获取装备基础属性 并给角色设置(大写开头属性为角色属性)
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filtered_dict = {k: v for k, v in fusion.__dict__.items() if k[0].isupper()}
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self.SetStatus(**filtered_dict)
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@@ -719,7 +719,7 @@ class Character:
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pass
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pass
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def calc_jade(self):
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def calc_jade(self,jade):
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"""计算辟邪玉效果"""
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pass
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@@ -8,8 +8,8 @@ def 强化技攻(强化等级:int, 强化类型:int, 部位:str):
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if 部位 not in ['武器', '耳环']:
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return 0
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else:
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return 强化技攻[强化等级]
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return 增幅技攻[强化等级]
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return 强化技攻[强化等级] / 100
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return 增幅技攻[强化等级] / 100
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# endregion
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@@ -24,19 +24,19 @@ class CharacterInfo(enum.Enum):
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INT = '智力', '/ui/UI_ProfileIcon_003.png', lambda x: round(x, 0)
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"""智力"""
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AtkP = '物理攻击力', '/ui/UI_ProfileIcon_006.png', lambda x: round(x, 0)
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AtkP = '物理攻击', '/ui/UI_ProfileIcon_006.png', lambda x: round(x, 0)
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"""物理攻击力"""
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AtkM = '魔法攻击力', '/ui/UI_ProfileIcon_007.png', lambda x: round(x, 0)
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AtkM = '魔法攻击', '/ui/UI_ProfileIcon_007.png', lambda x: round(x, 0)
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"""魔法攻击力"""
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AtkI = '独立攻击力', '/ui/UI_ProfileIcon_008.png', lambda x: round(x, 0)
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AtkI = '独立攻击', '/ui/UI_ProfileIcon_008.png', lambda x: round(x, 0)
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"""独立攻击力"""
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ElementDB = '攻击属性', '/ui/UI_ProfileIcon_009.png', lambda x: f'火({int(x['火'])})/光({int(x['光'])})/冰({int(x['冰'])})/暗({int(x['暗'])})'
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ElementDB = '攻击属性', '/ui/UI_ProfileIcon_009.png', lambda x: f'火({int(x['火'])})/冰({int(x['冰'])})/光({int(x['光'])})/暗({int(x['暗'])})'
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"""攻击属性"""
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SkillAttack = '技能攻击力增加', '/ui/UI_ProfileIcon_047.png', lambda x: f'{format(x * 100 - 100, ".2f")}%'
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SkillAttack = '技能伤害', '/ui/UI_ProfileIcon_047.png', lambda x: f'{format(x * 100 - 100, ".1f")}%'
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"""技能攻击力"""
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SpeedA = '攻击速度', '/ui/UI_ProfileIcon_012.png', lambda x: f'{format(x * 100, ".2f")}%'
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@@ -48,7 +48,7 @@ class CharacterInfo(enum.Enum):
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SpeedR = '施放速度', '/ui/UI_ProfileIcon_013.png', lambda x: f'{format(x * 100, ".2f")}%'
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"""施放速度"""
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Attack = '攻击强化', '/ui/UI_ProfileIcon_015.png', lambda x: f'{format(x * 100, ".2f")}%'
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Attack = '攻击强化', '/ui/UI_ProfileIcon_015.png', lambda x: f'{format(x, ".1f")}%'
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"""攻击强化"""
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AttackP = '攻击强化%', '/ui/UI_ProfileIcon_015.png', lambda x: f'{format(x * 100 - 100, ".2f")}%'
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@@ -102,10 +102,12 @@ class Skill5(PassiveSkill):
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rangeLv = 3
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data0 = [0, 10, 20, 30, 40, 50, 60, 70, 80, 90, 100, 110, 120, 130, 140, 150, 160, 170, 180, 190, 200] # noqa: E501
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data1 = [0] + [(1+1+1.2)/3] * 20
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associate = [
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{'type': '*skillRation', 'data': data0, 'skills': ['G-14手雷','G-35L感电手雷','G-18C冰冻手雷']}
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]
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{'type': '*skillRation', 'data': data0, 'skills': ['G-14手雷','G-35L感电手雷','G-18C冰冻手雷']},
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{'type': '*skillRation', 'data': data1, 'skills': ['G-14手雷','G-35L感电手雷','G-18C冰冻手雷']},
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]
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# M18阔剑地雷 M18 클레이모어
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# https://api.neople.co.kr/df/skills/944b9aab492c15a8474f96947ceeb9e4/2ff50c35efcf0f287c4c418c8454da48?apikey=fdvit1Kj64EAJm0qfB3JEAD8FLExLDD0
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@@ -4,6 +4,7 @@ from .equ import equ_func_list
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from .avatar import get_dress_list,calc_dress_effect
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from .enchant import enchant_func_list
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from .emblem import emblem_func_list
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from .stone import stone_func_list
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options = [
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{'id': 1, 'name': '龙战八荒,', 'options': ['BUFF OFF', 'BUFF ON', '期望']},
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@@ -14,7 +14,7 @@ def jade_0(char: Character = {}, value=0):
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pass
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def jade_1(char: Character = {}, value=0):
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char.SetStatus(SkillDamage=value/100)
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char.SetStatus(SkillAttack=value/100)
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def jade_2(char: Character = {}, value=0):
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char.SetStatus(AttackP=value/100)
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@@ -1,7 +1,6 @@
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from core.basic.character import Character
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from core.basic.equipment import EquEffect
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suit_func_list = {}
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stone_func_list = {}
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# region 潜影暗袭 套装
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@@ -240,7 +239,7 @@ def stone_23(char: Character):
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技能伤害+6%
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"""
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char.SetStatus(SkillAttack=0.06)
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char.SetStatus(SkillAttack=0.06)
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pass
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@@ -2554,7 +2553,7 @@ def stone_1049(char: Character):
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for i in range(0, 1000):
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try:
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if str(i) not in suit_func_list.keys():
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suit_func_list[str(i)] = eval(f'stone_{i}')
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if str(i) not in stone_func_list.keys():
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stone_func_list[str(i)] = eval(f'stone_{i}')
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except Exception:
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pass
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@@ -746,7 +746,7 @@ def suit_48(char: Character):
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reinforce = reinforce_0 + reinforce_1 + reinforce_2 + reinforce_3
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char.SetStatus(SkillRange=0.02 * min(reinforce // 11, 7))
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# char.SetStatus(DamageReduce=0.01 * min(reinforce_0 // 5, 7))
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char.SetStatus(SkillDamage=0.01 * min(reinforce_1 // 3, 7))
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char.SetStatus(SkillAttack=0.01 * min(reinforce_1 // 3, 7))
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char.SetStatus(SpeedA=0.02 * min(reinforce_2 // 3, 7))
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char.SetStatus(SpeedM=0.02 * min(reinforce_2 // 3, 7))
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char.SetStatus(SpeedR=0.02 * min(reinforce_2 // 3, 7))
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@@ -843,7 +843,7 @@ def suit_53(char: Character):
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reinforce = reinforce_0 + reinforce_1 + reinforce_2 + reinforce_3
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char.SetStatus(SkillRange=0.02 * min(reinforce // 11, 12))
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# char.SetStatus(DamageReduce=0.01 * min(reinforce_0 // 5, 7))
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char.SetStatus(SkillDamage=0.01 * min(reinforce_1 // 3, 12))
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char.SetStatus(SkillAttack=0.01 * min(reinforce_1 // 3, 12))
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char.SetStatus(SpeedA=0.02 * min(reinforce_2 // 3, 12))
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char.SetStatus(SpeedM=0.02 * min(reinforce_2 // 3, 12))
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char.SetStatus(SpeedR=0.02 * min(reinforce_2 // 3, 12))
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@@ -982,7 +982,7 @@ def suit_58(char: Character):
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reinforce = reinforce_0 + reinforce_1 + reinforce_2 + reinforce_3
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char.SetStatus(SkillRange=0.02 * min(reinforce // 11, 12))
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# char.SetStatus(DamageReduce=0.01 * min(reinforce_0 // 5, 7))
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char.SetStatus(SkillDamage=0.01 * min(reinforce_1 // 3, 12))
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char.SetStatus(SkillAttack=0.01 * min(reinforce_1 // 3, 12))
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char.SetStatus(SpeedA=0.02 * min(reinforce_2 // 3, 12))
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char.SetStatus(SpeedM=0.02 * min(reinforce_2 // 3, 12))
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char.SetStatus(SpeedR=0.02 * min(reinforce_2 // 3, 12))
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@@ -991,7 +991,7 @@ def suit_58(char: Character):
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char.SetSkillCD(cd=0.02 * min(reinforce // 1, 12))
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if reinforce >= 110:
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char.SetStatus(SkillDamage=0.02 * min((reinforce - 110) // 11, 2))
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char.SetStatus(SkillAttack=0.02 * min((reinforce - 110) // 11, 2))
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if char.buffer:
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char.SetSkillCD(Buffer=750 * min((reinforce - 110) // 11, 2))
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@@ -1171,7 +1171,7 @@ def suit_63(char: Character):
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reinforce = reinforce_0 + reinforce_1 + reinforce_2 + reinforce_3
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char.SetStatus(SkillRange=0.02 * min(reinforce // 11, 12))
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# char.SetStatus(DamageReduce=0.01 * min(reinforce_0 // 5, 7))
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char.SetStatus(SkillDamage=0.01 * min(reinforce_1 // 3, 12))
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char.SetStatus(SkillAttack=0.01 * min(reinforce_1 // 3, 12))
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char.SetStatus(SpeedA=0.02 * min(reinforce_2 // 3, 12))
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char.SetStatus(SpeedM=0.02 * min(reinforce_2 // 3, 12))
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char.SetStatus(SpeedR=0.02 * min(reinforce_2 // 3, 12))
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@@ -1180,7 +1180,7 @@ def suit_63(char: Character):
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char.SetSkillCD(cd=0.02 * min(reinforce // 1, 12))
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if reinforce >= 110:
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char.SetStatus(SkillDamage=0.02 * min((reinforce - 110) // 11, 2))
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char.SetStatus(SkillAttack=0.02 * min((reinforce - 110) // 11, 2))
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if char.buffer:
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char.SetSkillCD(Buffer=1500 * min((reinforce - 110) // 11, 2))
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@@ -1382,11 +1382,11 @@ def suit_79(char: Character):
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char.equ_effect.append(EquEffect(name='烛龙腾霄', icon='/equipment/suit/1.png', cd=10, data=14400))
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elif char.equ_options.get('1', 0) == 1:
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char.SetStatus(SpeedA=0.3, SpeedM=0.3, SpeedR=0.3)
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char.SetStatus(SkillDamage=0.03)
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char.SetStatus(SkillAttack=0.03)
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char.equ_effect.append(EquEffect(name='白龙强袭', icon='/equipment/suit/1.png', cd=3, data=6000))
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elif char.equ_options.get('1', 0) == 2:
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char.SetStatus(SpeedA=0.2, SpeedM=0.2, SpeedR=0.2)
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char.SetStatus(SkillDamage=0.015)
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char.SetStatus(SkillAttack=0.015)
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char.equ_effect.append(EquEffect(name='白龙强袭', icon='/equipment/suit/1.png', cd=3, data=6000))
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char.equ_effect.append(EquEffect(name='烛龙腾霄', icon='/equipment/suit/1.png', cd=10, data=14400))
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pass
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@@ -1517,7 +1517,7 @@ def suit_84(char: Character):
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char.equ_effect.append(EquEffect(name='烛龙腾霄', icon='/equipment/suit/1.png', cd=10, data=14400))
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elif char.equ_options.get('1', 0) == 1:
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char.SetStatus(SpeedA=0.3, SpeedM=0.3, SpeedR=0.3)
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char.SetStatus(SkillDamage=0.03)
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char.SetStatus(SkillAttack=0.03)
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char.equ_effect.append(EquEffect(name='白龙强袭', icon='/equipment/suit/1.png', cd=3, data=6000))
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char.equ_effect.append(EquEffect(name='应龙之怒', icon='/equipment/suit/1.png', cd=4, data=7200))
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pass
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@@ -1636,7 +1636,7 @@ def suit_95(char: Character):
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- 进入霸体状态
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"""
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if char.equ_options.get('2', 0) == 0:
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char.SetStatus(SkillDamage=0.175)
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char.SetStatus(SkillAttack=0.175)
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char.SetSkillCD(cd=0.3)
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else:
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char.SetSkillCD(cd=0.55)
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@@ -1887,7 +1887,7 @@ def suit_111(char: Character):
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攻击时, 有3%的几率发动[神的祝福]。 (发动冷却1秒)
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剩余冷却时间33秒以下的技能中, 初始化剩余时间最长的1个技能 (觉醒技能除外)
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"""
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char.SetStatus(SkillDamage=0.03)
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char.SetStatus(SkillAttack=0.03)
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pass
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@@ -1964,7 +1964,7 @@ def suit_116(char: Character):
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- 剩余冷却时间33秒以下的技能中,初始化剩余时间最短的1个技能(觉醒技能除外)
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- 立即发动[第二次幸运]
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"""
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char.SetStatus(SkillDamage=0.03)
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char.SetStatus(SkillAttack=0.03)
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char.AddElementDB('火',33,1)
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char.AddElementDB('冰',33,1)
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char.AddElementDB('光',33,1)
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