new:添加精灵骑士

This commit is contained in:
2026-07-24 10:51:07 +08:00
parent d7a9cde695
commit 74df57f174
4 changed files with 92 additions and 88 deletions
@@ -1325,6 +1325,11 @@ class Skill35(ActiveSkill):
self.skillRation *= 0.5
...
def effect(self, old, new):
if self.vp == 2:
self.associate = [{"type":"*skillRation","data":[0] + [-25]*self.maxLv,"skills":["崩拳"]}]
return super().effect(old, new)
# 回天连环击
# fighter_female/striker_female/e0daa922b19cdc35de879e938361464e
# a7a059ebe9e6054c0644b40ef316d6e9/e0daa922b19cdc35de879e938361464e
@@ -811,7 +811,7 @@ class Skill25(ActiveSkill):
def effect(self, old, new):
if self.vp == 2:
self.associate = [{'type': '*skillRation', 'data': [0] + [-17.7] * self.maxLv, 'skills': ['钩爪突袭']}]
self.associate = [{'type': '*skillRation', 'data': [0] + [-17.6] * self.maxLv, 'skills': ['钩爪突袭']}]
return super().effect(old, new)
# 逆浪断空
@@ -383,6 +383,8 @@ class Skill9(PassiveSkill):
hasUP = False
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
damage = False
# 格挡几率 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
# 格挡成功时所受伤害减少率 : {value1}%
@@ -560,58 +562,58 @@ class Skill13(ActiveSkill):
# 强化 - 后跳
# knight/elven_knight/2b340542e776818b78f3212af184bd6b
# 0ee8fa5dc525c1a1f23fc6911e921e4a/2b340542e776818b78f3212af184bd6b
class Skill14(PassiveSkill):
"""
施放技能期间、 被击或倒地的状态下,可以施放无敌状态的[后跳]。\n
该能力适用与[后跳]不同的冷却时间,并且不受冷却时间减少效果的影响。\n
根据施放情况的不同(强制中断技能和被敌人攻击),进入不同冷却时间。\n
无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
"""
# class Skill14(PassiveSkill):
# """
# 施放技能期间、 被击或倒地的状态下,可以施放无敌状态的[后跳]。\n
# 该能力适用与[后跳]不同的冷却时间,并且不受冷却时间减少效果的影响。\n
# 根据施放情况的不同(强制中断技能和被敌人攻击),进入不同冷却时间。\n
# 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'
cellPos = (4,0)
learnLv = 10
masterLv = 1
maxLv = 1
position = 4
rangeLv = 1
cd = 30
uuid = '2b340542e776818b78f3212af184bd6b'
hasVP = False
hasUP = False
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
# name = '强化 - 后跳'
# cellPos = (4,0)
# learnLv = 10
# masterLv = 1
# maxLv = 1
# position = 4
# rangeLv = 1
# cd = 30
# uuid = '2b340542e776818b78f3212af184bd6b'
# hasVP = False
# hasUP = False
# custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
# 强制中断技能时的冷却时间 : {value0}秒
data0 = get_data(f'{prefix}/{uuid}', 0)
# 被击或倒地期间施放时的冷却时间 : {value1}秒
data1 = get_data(f'{prefix}/{uuid}', 1)
# # 强制中断技能时的冷却时间 : {value0}秒
# data0 = get_data(f'{prefix}/{uuid}', 0)
# # 被击或倒地期间施放时的冷却时间 : {value1}秒
# data1 = get_data(f'{prefix}/{uuid}', 1)
# 跃翔
# knight/elven_knight/1fea5a626f15230237946a11a9d11582
# 0ee8fa5dc525c1a1f23fc6911e921e4a/1fea5a626f15230237946a11a9d11582
class Skill15(ActiveSkill):
"""
增加自身20%的跳跃力,效果持续一定时间。\n
效果持续期间内,再次按技能键可以结束。\n
"""
# class Skill15(ActiveSkill):
# """
# 增加自身20%的跳跃力,效果持续一定时间。\n
# 效果持续期间内,再次按技能键可以结束。\n
# """
name = '跃翔'
cellPos = (6,0)
learnLv = 10
masterLv = 1
maxLv = 1
position = 6
rangeLv = 3
cd = 5
mp = [13, 13]
uuid = '1fea5a626f15230237946a11a9d11582'
icon = '$common/$uuid'
hasVP = False
hasUP = False
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
# name = '跃翔'
# cellPos = (6,0)
# learnLv = 10
# masterLv = 1
# maxLv = 1
# position = 6
# rangeLv = 3
# cd = 5
# mp = [13, 13]
# uuid = '1fea5a626f15230237946a11a9d11582'
# icon = '$common/$uuid'
# hasVP = False
# hasUP = False
# custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
# 持续时间 : {value0}秒
data0 = get_data(f'{prefix}/{uuid}', 0)
# # 持续时间 : {value0}秒
# data0 = get_data(f'{prefix}/{uuid}', 0)
# 防御姿态
# knight/elven_knight/45442bbbe33540b4deeec29437dae70c
@@ -833,6 +835,26 @@ class Skill18(ActiveSkill):
self.hit16 = 0
self.hit17 = 10
def getSkillCD(self, mode):
self.cd = 120
if mode == '平x一轮':
return 1
elif mode == '前冲':
return 1
if mode == '刺击':
self.cd = 2
elif mode == '践踏':
self.cd = 3
elif mode == '前踏':
self.cd = 8
elif mode == '后撩踢':
self.cd = 7
elif mode == '奔袭':
self.cd = 7
elif mode == '旋风刺击':
self.cd = 15
return super().getSkillCD(mode)
# 愤怒冲撞
# knight/elven_knight/dcd536f1674630f01fc9667bb202b851
# 0ee8fa5dc525c1a1f23fc6911e921e4a/dcd536f1674630f01fc9667bb202b851
@@ -921,12 +943,12 @@ class Skill21(ActiveSkill):
maxLv = 30
position = 9
rangeLv = 3
cd = [10, 10.4, 10.8, 11.2, 11.7, 12.1, 12.5, 12.9, 13.3, 13.7, 14.1, 14.6, 15, 15.4, 15.8, 16.2, 16.6, 17, 17.4, 17.9, 18.3, 18.7, 19.1, 19.5, 19.9, 20.3, 20.8, 21.2, 21.6, 22]
mp = [7, 450]
uuid = '0ed3148658fe37b3336ccb718dc0fdb0'
hasVP = False
hasUP = False
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
cdList = get_data(f'{prefix}/{uuid}', "cdList")
# 持续时间 : {value0}秒
data0 = get_data(f'{prefix}/{uuid}', 0)
@@ -945,6 +967,10 @@ class Skill21(ActiveSkill):
# 出血几率 : {value7}%
data7 = get_data(f'{prefix}/{uuid}', 7)
def getSkillCD(self, mode=None):
self.cd = self.cdList[self.lv]
return super().getSkillCD(mode)
# 战吼
# knight/elven_knight/01384bbfc346775d1267fa0bc4ca605f
# 0ee8fa5dc525c1a1f23fc6911e921e4a/01384bbfc346775d1267fa0bc4ca605f
@@ -1252,7 +1278,7 @@ class Skill30(ActiveSkill):
mode = ['挥盾', '推进']
associate = [{'type': '+chainPower', 'data': data4}]
associate = [{'type': '+chain_power', 'data': data3}]
def setMode(self, mode):
if mode == '挥盾':
@@ -1442,36 +1468,17 @@ class Skill34(ActiveSkill):
chain = 6
形态 = ['6c(秒断)', '5c(秒断)', '4c(秒断)', '3c(秒断)', '6c(满)', '5c(满)', '4c(满)', '3c(满)']
mode = ['秒断', '满']
def 形态变更(self, 形态, char: Character):
if (形态 == '' or 形态 not in self.形态) and len(self.形态) > 0:
形态 = self.形态[0]
if 形态 == '6c(秒断)':
def setMode(self, mode):
if self.vp == 2:
mode = '满'
if mode == '秒断':
self.hit0 = 1
self.chain = 6
if 形态 == '5c(秒断)':
self.hit0 = 1
self.chain = 5
if 形态 == '4c(秒断)':
self.hit0 = 1
self.chain = 4
if 形态 == '3c(秒断)':
self.hit0 = 1
self.chain = 3
if 形态 == '6c(满)':
elif mode == '满':
self.hit0 = 18
self.chain = 6
if 形态 == '5c(满)':
self.hit0 = 18
self.chain = 5
if 形态 == '4c(满)':
self.hit0 = 18
self.chain = 4
if 形态 == '3c(满)':
self.hit0 = 18
self.chain = 3
self.剑盾加成 = 1 + self.chain * char.get_skill_by_name('剑盾猛攻').剑盾倍率()
def vp_1(self):
"""
@@ -1490,7 +1497,6 @@ class Skill34(ActiveSkill):
所受伤害减少效果只适用于自身\n
- 删除保护范围\n
"""
self.setMode('6c(满)')
# 自然束缚
# knight/elven_knight/e49e57b2e8fbeceb0a2c56a0c63fe6c5
@@ -1672,6 +1678,11 @@ class Skill37(ActiveSkill):
"""
...
def effect(self, old, new):
if self.vp == 2:
self.associate = [{"type":"*skillRation","data":[0] + [40]*self.maxLv,"skills":["生命审判"]}]
return super().effect(old, new)
# 自然恩泽
# knight/elven_knight/4b2c90ec226fd40e967875aa5eabefb2
# 0ee8fa5dc525c1a1f23fc6911e921e4a/4b2c90ec226fd40e967875aa5eabefb2
@@ -1913,7 +1924,7 @@ class Skill42(PassiveSkill):
# 连锁数上限增加 : {value2}
data2 = get_data(f'{prefix}/{uuid}', 2)
associate = [{'data': data0, 'type': '*skillDamage'}]
associate = [{'data': data1, 'type': '*skillDamage'}]
# 剑盾强袭
# knight/elven_knight/b89c9ab317bc0a443f6497b7cca2f6a8
@@ -1951,19 +1962,7 @@ class Skill43(ActiveSkill):
chain = 6
# 剑盾强袭的剑盾猛攻倍率需额外处理,即在原剑盾猛攻倍率上+5%之和,再乘以剑盾层数
def 形态变更(self, 形态, char: Character):
if (形态 == '' or 形态 not in self.形态) and len(self.形态) > 0:
形态 = self.形态[0]
if 形态 == '6c':
self.chain = 6
if 形态 == '5c':
self.chain = 5
if 形态 == '4c':
self.chain = 4
if 形态 == '3c':
self.chain = 3
self.剑盾加成 = 1 + self.chain * char.get_skill_by_name('剑盾猛攻').剑盾倍率1()
chain_power = 0.05
def vp_1(self):
"""