new:添加精灵骑士
This commit is contained in:
@@ -1325,6 +1325,11 @@ class Skill35(ActiveSkill):
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self.skillRation *= 0.5
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self.skillRation *= 0.5
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...
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...
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def effect(self, old, new):
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if self.vp == 2:
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self.associate = [{"type":"*skillRation","data":[0] + [-25]*self.maxLv,"skills":["崩拳"]}]
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return super().effect(old, new)
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# 回天连环击
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# 回天连环击
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# fighter_female/striker_female/e0daa922b19cdc35de879e938361464e
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# fighter_female/striker_female/e0daa922b19cdc35de879e938361464e
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# a7a059ebe9e6054c0644b40ef316d6e9/e0daa922b19cdc35de879e938361464e
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# a7a059ebe9e6054c0644b40ef316d6e9/e0daa922b19cdc35de879e938361464e
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@@ -811,7 +811,7 @@ class Skill25(ActiveSkill):
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def effect(self, old, new):
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def effect(self, old, new):
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if self.vp == 2:
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if self.vp == 2:
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self.associate = [{'type': '*skillRation', 'data': [0] + [-17.7] * self.maxLv, 'skills': ['钩爪突袭']}]
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self.associate = [{'type': '*skillRation', 'data': [0] + [-17.6] * self.maxLv, 'skills': ['钩爪突袭']}]
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return super().effect(old, new)
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return super().effect(old, new)
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# 逆浪断空
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# 逆浪断空
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@@ -383,6 +383,8 @@ class Skill9(PassiveSkill):
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hasUP = False
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hasUP = False
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custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
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custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
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damage = False
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# 格挡几率 : {value0}%
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# 格挡几率 : {value0}%
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data0 = get_data(f'{prefix}/{uuid}', 0)
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data0 = get_data(f'{prefix}/{uuid}', 0)
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# 格挡成功时所受伤害减少率 : {value1}%
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# 格挡成功时所受伤害减少率 : {value1}%
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@@ -560,58 +562,58 @@ class Skill13(ActiveSkill):
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# 强化 - 后跳
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# 强化 - 后跳
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# knight/elven_knight/2b340542e776818b78f3212af184bd6b
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# knight/elven_knight/2b340542e776818b78f3212af184bd6b
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# 0ee8fa5dc525c1a1f23fc6911e921e4a/2b340542e776818b78f3212af184bd6b
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# 0ee8fa5dc525c1a1f23fc6911e921e4a/2b340542e776818b78f3212af184bd6b
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class Skill14(PassiveSkill):
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# class Skill14(PassiveSkill):
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"""
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# """
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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
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# 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
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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
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# 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
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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
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# 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
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无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
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# 无法强制中断觉醒技能和跳跃超过一定高度的技能。\n
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"""
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# """
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name = '强化 - 后跳'
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# name = '强化 - 后跳'
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cellPos = (4,0)
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# cellPos = (4,0)
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learnLv = 10
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# learnLv = 10
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masterLv = 1
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# masterLv = 1
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maxLv = 1
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# maxLv = 1
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position = 4
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# position = 4
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rangeLv = 1
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# rangeLv = 1
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cd = 30
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# cd = 30
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uuid = '2b340542e776818b78f3212af184bd6b'
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# uuid = '2b340542e776818b78f3212af184bd6b'
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hasVP = False
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# hasVP = False
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hasUP = False
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# hasUP = False
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custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
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# custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
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# 强制中断技能时的冷却时间 : {value0}秒
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# # 强制中断技能时的冷却时间 : {value0}秒
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data0 = get_data(f'{prefix}/{uuid}', 0)
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# data0 = get_data(f'{prefix}/{uuid}', 0)
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# 被击或倒地期间施放时的冷却时间 : {value1}秒
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# # 被击或倒地期间施放时的冷却时间 : {value1}秒
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data1 = get_data(f'{prefix}/{uuid}', 1)
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# data1 = get_data(f'{prefix}/{uuid}', 1)
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# 跃翔
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# 跃翔
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# knight/elven_knight/1fea5a626f15230237946a11a9d11582
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# knight/elven_knight/1fea5a626f15230237946a11a9d11582
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# 0ee8fa5dc525c1a1f23fc6911e921e4a/1fea5a626f15230237946a11a9d11582
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# 0ee8fa5dc525c1a1f23fc6911e921e4a/1fea5a626f15230237946a11a9d11582
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class Skill15(ActiveSkill):
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# class Skill15(ActiveSkill):
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"""
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# """
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增加自身20%的跳跃力,效果持续一定时间。\n
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# 增加自身20%的跳跃力,效果持续一定时间。\n
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效果持续期间内,再次按技能键可以结束。\n
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# 效果持续期间内,再次按技能键可以结束。\n
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"""
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# """
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name = '跃翔'
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# name = '跃翔'
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cellPos = (6,0)
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# cellPos = (6,0)
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learnLv = 10
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# learnLv = 10
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masterLv = 1
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# masterLv = 1
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maxLv = 1
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# maxLv = 1
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position = 6
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# position = 6
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rangeLv = 3
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# rangeLv = 3
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cd = 5
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# cd = 5
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mp = [13, 13]
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# mp = [13, 13]
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uuid = '1fea5a626f15230237946a11a9d11582'
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# uuid = '1fea5a626f15230237946a11a9d11582'
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icon = '$common/$uuid'
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# icon = '$common/$uuid'
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hasVP = False
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# hasVP = False
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hasUP = False
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# hasUP = False
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custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
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# custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
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# 持续时间 : {value0}秒
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# # 持续时间 : {value0}秒
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data0 = get_data(f'{prefix}/{uuid}', 0)
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# data0 = get_data(f'{prefix}/{uuid}', 0)
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# 防御姿态
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# 防御姿态
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# knight/elven_knight/45442bbbe33540b4deeec29437dae70c
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# knight/elven_knight/45442bbbe33540b4deeec29437dae70c
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@@ -833,6 +835,26 @@ class Skill18(ActiveSkill):
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self.hit16 = 0
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self.hit16 = 0
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self.hit17 = 10
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self.hit17 = 10
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def getSkillCD(self, mode):
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self.cd = 120
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if mode == '平x一轮':
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return 1
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elif mode == '前冲':
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return 1
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if mode == '刺击':
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self.cd = 2
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elif mode == '践踏':
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self.cd = 3
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elif mode == '前踏':
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self.cd = 8
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elif mode == '后撩踢':
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self.cd = 7
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elif mode == '奔袭':
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self.cd = 7
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elif mode == '旋风刺击':
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self.cd = 15
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return super().getSkillCD(mode)
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# 愤怒冲撞
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# 愤怒冲撞
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# knight/elven_knight/dcd536f1674630f01fc9667bb202b851
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# knight/elven_knight/dcd536f1674630f01fc9667bb202b851
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# 0ee8fa5dc525c1a1f23fc6911e921e4a/dcd536f1674630f01fc9667bb202b851
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# 0ee8fa5dc525c1a1f23fc6911e921e4a/dcd536f1674630f01fc9667bb202b851
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@@ -921,12 +943,12 @@ class Skill21(ActiveSkill):
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maxLv = 30
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maxLv = 30
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position = 9
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position = 9
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rangeLv = 3
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rangeLv = 3
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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]
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mp = [7, 450]
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mp = [7, 450]
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uuid = '0ed3148658fe37b3336ccb718dc0fdb0'
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uuid = '0ed3148658fe37b3336ccb718dc0fdb0'
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hasVP = False
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hasVP = False
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hasUP = False
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hasUP = False
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custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
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custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
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cdList = get_data(f'{prefix}/{uuid}', "cdList")
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# 持续时间 : {value0}秒
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# 持续时间 : {value0}秒
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data0 = get_data(f'{prefix}/{uuid}', 0)
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data0 = get_data(f'{prefix}/{uuid}', 0)
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@@ -945,6 +967,10 @@ class Skill21(ActiveSkill):
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# 出血几率 : {value7}%
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# 出血几率 : {value7}%
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data7 = get_data(f'{prefix}/{uuid}', 7)
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data7 = get_data(f'{prefix}/{uuid}', 7)
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def getSkillCD(self, mode=None):
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self.cd = self.cdList[self.lv]
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return super().getSkillCD(mode)
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# 战吼
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# 战吼
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# knight/elven_knight/01384bbfc346775d1267fa0bc4ca605f
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# knight/elven_knight/01384bbfc346775d1267fa0bc4ca605f
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# 0ee8fa5dc525c1a1f23fc6911e921e4a/01384bbfc346775d1267fa0bc4ca605f
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# 0ee8fa5dc525c1a1f23fc6911e921e4a/01384bbfc346775d1267fa0bc4ca605f
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@@ -1252,7 +1278,7 @@ class Skill30(ActiveSkill):
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mode = ['挥盾', '推进']
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mode = ['挥盾', '推进']
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associate = [{'type': '+chainPower', 'data': data4}]
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associate = [{'type': '+chain_power', 'data': data3}]
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def setMode(self, mode):
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def setMode(self, mode):
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if mode == '挥盾':
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if mode == '挥盾':
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@@ -1442,36 +1468,17 @@ class Skill34(ActiveSkill):
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chain = 6
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chain = 6
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形态 = ['6c(秒断)', '5c(秒断)', '4c(秒断)', '3c(秒断)', '6c(满)', '5c(满)', '4c(满)', '3c(满)']
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mode = ['秒断', '满']
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def 形态变更(self, 形态, char: Character):
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def setMode(self, mode):
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if (形态 == '' or 形态 not in self.形态) and len(self.形态) > 0:
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if self.vp == 2:
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形态 = self.形态[0]
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mode = '满'
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if 形态 == '6c(秒断)':
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if mode == '秒断':
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self.hit0 = 1
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self.hit0 = 1
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self.chain = 6
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self.chain = 6
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if 形态 == '5c(秒断)':
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elif mode == '满':
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self.hit0 = 1
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self.chain = 5
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if 形态 == '4c(秒断)':
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self.hit0 = 1
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self.chain = 4
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if 形态 == '3c(秒断)':
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self.hit0 = 1
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self.chain = 3
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if 形态 == '6c(满)':
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self.hit0 = 18
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self.hit0 = 18
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self.chain = 6
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self.chain = 6
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if 形态 == '5c(满)':
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self.hit0 = 18
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self.chain = 5
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if 形态 == '4c(满)':
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self.hit0 = 18
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self.chain = 4
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if 形态 == '3c(满)':
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self.hit0 = 18
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self.chain = 3
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self.剑盾加成 = 1 + self.chain * char.get_skill_by_name('剑盾猛攻').剑盾倍率()
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def vp_1(self):
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def vp_1(self):
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"""
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"""
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@@ -1490,7 +1497,6 @@ class Skill34(ActiveSkill):
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所受伤害减少效果只适用于自身\n
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所受伤害减少效果只适用于自身\n
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- 删除保护范围\n
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- 删除保护范围\n
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"""
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"""
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self.setMode('6c(满)')
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# 自然束缚
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# 自然束缚
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# knight/elven_knight/e49e57b2e8fbeceb0a2c56a0c63fe6c5
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# knight/elven_knight/e49e57b2e8fbeceb0a2c56a0c63fe6c5
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@@ -1672,6 +1678,11 @@ class Skill37(ActiveSkill):
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"""
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"""
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...
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...
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def effect(self, old, new):
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if self.vp == 2:
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self.associate = [{"type":"*skillRation","data":[0] + [40]*self.maxLv,"skills":["生命审判"]}]
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return super().effect(old, new)
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# 自然恩泽
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# 自然恩泽
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# knight/elven_knight/4b2c90ec226fd40e967875aa5eabefb2
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# knight/elven_knight/4b2c90ec226fd40e967875aa5eabefb2
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# 0ee8fa5dc525c1a1f23fc6911e921e4a/4b2c90ec226fd40e967875aa5eabefb2
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# 0ee8fa5dc525c1a1f23fc6911e921e4a/4b2c90ec226fd40e967875aa5eabefb2
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@@ -1913,7 +1924,7 @@ class Skill42(PassiveSkill):
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# 连锁数上限增加 : {value2}
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# 连锁数上限增加 : {value2}
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data2 = get_data(f'{prefix}/{uuid}', 2)
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data2 = get_data(f'{prefix}/{uuid}', 2)
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associate = [{'data': data0, 'type': '*skillDamage'}]
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associate = [{'data': data1, 'type': '*skillDamage'}]
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# 剑盾强袭
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# 剑盾强袭
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# knight/elven_knight/b89c9ab317bc0a443f6497b7cca2f6a8
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# knight/elven_knight/b89c9ab317bc0a443f6497b7cca2f6a8
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@@ -1951,19 +1962,7 @@ class Skill43(ActiveSkill):
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chain = 6
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chain = 6
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# 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
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chain_power = 0.05
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def 形态变更(self, 形态, char: Character):
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if (形态 == '' or 形态 not in self.形态) and len(self.形态) > 0:
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形态 = self.形态[0]
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if 形态 == '6c':
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self.chain = 6
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if 形态 == '5c':
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self.chain = 5
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if 形态 == '4c':
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self.chain = 4
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if 形态 == '3c':
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self.chain = 3
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self.剑盾加成 = 1 + self.chain * char.get_skill_by_name('剑盾猛攻').剑盾倍率1()
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def vp_1(self):
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def vp_1(self):
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"""
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"""
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@@ -160,7 +160,7 @@ adv = [
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'name': 'knight',
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'name': 'knight',
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'title': '守护者',
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'title': '守护者',
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'children': [
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'children': [
|
||||||
{'id': 0, 'name': 'elven_knight', 'title': '皓曦·精灵骑士', 'open': False},
|
{'id': 0, 'name': 'elven_knight', 'title': '皓曦·精灵骑士', 'open': True, 'class': 'GF.knight.elven_knight'},
|
||||||
{'id': 1, 'name': 'chaos', 'title': '皓曦·混沌魔灵', 'open': False},
|
{'id': 1, 'name': 'chaos', 'title': '皓曦·混沌魔灵', 'open': False},
|
||||||
{'id': 2, 'name': 'paladin', 'title': '皓曦·帕拉丁', 'open': True, 'class': 'GF.knight.paladin'},
|
{'id': 2, 'name': 'paladin', 'title': '皓曦·帕拉丁', 'open': True, 'class': 'GF.knight.paladin'},
|
||||||
{'id': 3, 'name': 'dragon_knight', 'title': '皓曦·龙骑士', 'open': True, 'class': 'GF.knight.dragon_knight'},
|
{'id': 3, 'name': 'dragon_knight', 'title': '皓曦·龙骑士', 'open': True, 'class': 'GF.knight.dragon_knight'},
|
||||||
|
|||||||
Reference in New Issue
Block a user