feat:优化职业技能关联实现
This commit is contained in:
@@ -1,6 +1,31 @@
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# b9cb48777665de22c006fabaf9a560b3
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from core.basic.skill import PassiveSkill, ActiveSkill, get_data
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from core.basic.character import Character
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from core.basic.skill_effect_types import (
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All,
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CharacterAttribute,
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CharacterEffect,
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Equals,
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GreaterThan,
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LevelTable,
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MissingTargetPolicy,
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Not,
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Operation,
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Percent,
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ProfessionAttribute,
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Read,
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SkillAttribute,
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SkillEffect,
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)
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class TravelerAttribute(ProfessionAttribute):
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"""本职业专用的最终效果属性;字段含义与技能实现保持一致。"""
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TRAVELER_CDR = 'travelerCDR'
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"""旅人:装载模式的冷却缩减参数。"""
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TRAVELER_DAMAGE = 'travelerDamage'
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"""旅人:装载模式的伤害加成参数。"""
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prefix = "archer/traveler/cn/skillDetail"
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@@ -172,7 +197,11 @@ class Skill4(PassiveSkill):
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# 跳跃攻击力变化率 : {value2}%
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data2 = get_data(f'{prefix}/{uuid}', 2)
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associate = [{'type': '*skillDamage', 'data': [i - 100 if i > 0 else 0 for i in data0], 'skills': ['迷雾箭雨']}]
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# 迁移前实现(保留对照):
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# associate = [{'type': '*skillDamage', 'data': [i - 100 if i > 0 else 0 for i in data0], 'skills': ['迷雾箭雨']}]
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associate = [
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SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=['迷雾箭雨']),
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]
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# 受身蹲伏
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# archer/traveler/ce26c6b69d02a440a81b552bec94f03b
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@@ -592,7 +621,11 @@ class Skill17(PassiveSkill):
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# 命中率增加 : {value1}%
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data1 = get_data(f'{prefix}/{uuid}', 1)
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associate = [{'type': '$*PAtkP', 'data': data0}]
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# 迁移前实现(保留对照):
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# associate = [{'type': '$*PAtkP', 'data': data0}]
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associate = [
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CharacterEffect(attribute=CharacterAttribute.P_ATK_P, value=1 + Percent(LevelTable(data0))),
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]
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# 暴击
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# archer/traveler/fc1262c19f3d0477ee8eda47b8db8696
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@@ -790,7 +823,11 @@ class Skill23(ActiveSkill):
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# 暴击伤害增加率 : {value3}%
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data3 = get_data(f'{prefix}/{uuid}', 3)
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associate = [ {"data": data3}]
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# 迁移前实现(保留对照):
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# associate = [ {"data": data3}]
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associate = [
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SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data3))),
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]
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# 高原雾花
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# archer/traveler/42c82812f86ff6704ae9952a2e6093a4
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@@ -932,7 +969,11 @@ class Skill26(ActiveSkill):
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# 空中施放技能结束后霸体护甲持续时间 : {value2}秒
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data2 = get_data(f'{prefix}/{uuid}', 2)
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associate = [{'data': data0, 'type': '=travelerDamage', 'skills': ['装置驱动', '浓雾暴雨', '登跃飞锚', '神雾兵仗·妖旋风', '流雾疾风', '装载 : 烟花漫天', '装置驱动·星云', '神雾兵仗·流星']}]
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# 迁移前实现(保留对照):
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# associate = [{'data': data0, 'type': '=travelerDamage', 'skills': ['装置驱动', '浓雾暴雨', '登跃飞锚', '神雾兵仗·妖旋风', '流雾疾风', '装载 : 烟花漫天', '装置驱动·星云', '神雾兵仗·流星']}]
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associate = [
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SkillEffect(attribute=TravelerAttribute.TRAVELER_DAMAGE, operation=Operation.ASSIGN, value=LevelTable(data0), skills=['装置驱动', '浓雾暴雨', '登跃飞锚', '神雾兵仗·妖旋风', '流雾疾风', '装载 : 烟花漫天', '装置驱动·星云', '神雾兵仗·流星'], missing_target=MissingTargetPolicy.SKIP),
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]
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# 浓雾暴雨
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# archer/traveler/ade01c1d6afc8a05055225045e89fe49
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@@ -1106,7 +1147,11 @@ class Skill29(PassiveSkill):
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# 技能和消耗品生命值、 魔法值恢复效果增加率 : {value1}%
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data1 = get_data(f'{prefix}/{uuid}', 1)
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associate = [{'data': data0, 'type': '*skillDamage'}]
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# 迁移前实现(保留对照):
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# associate = [{'data': data0, 'type': '*skillDamage'}]
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associate = [
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SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0))),
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]
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# 旷野火炎
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# archer/traveler/506e7ed77d517419a6e1c437a2cedb17
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@@ -1175,7 +1220,11 @@ class Skill31(PassiveSkill):
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# 增益最大持续时间 : {value1}秒
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data1 = get_data(f'{prefix}/{uuid}', 1)
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associate = [{'data': data0, 'type': '=travelerCDR', 'skills': ['装置驱动', '浓雾暴雨', '登跃飞锚', '神雾兵仗·妖旋风', '流雾疾风', '装载 : 烟花漫天', '装置驱动·星云', '神雾兵仗·流星']}]
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# 迁移前实现(保留对照):
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# associate = [{'data': data0, 'type': '=travelerCDR', 'skills': ['装置驱动', '浓雾暴雨', '登跃飞锚', '神雾兵仗·妖旋风', '流雾疾风', '装载 : 烟花漫天', '装置驱动·星云', '神雾兵仗·流星']}]
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associate = [
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SkillEffect(attribute=TravelerAttribute.TRAVELER_CDR, operation=Operation.ASSIGN, value=LevelTable(data0), skills=['装置驱动', '浓雾暴雨', '登跃飞锚', '神雾兵仗·妖旋风', '流雾疾风', '装载 : 烟花漫天', '装置驱动·星云', '神雾兵仗·流星'], missing_target=MissingTargetPolicy.SKIP),
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]
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# 登跃飞锚
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# archer/traveler/a5fa08f5d509e6ff2ebc68856a470b5a
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@@ -1311,10 +1360,14 @@ class Skill33(TravelerActiveSkill):
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self.cd = 22.5
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self.skillRation *= 0.5
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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] + [-17] * self.maxLv, 'skills': ['绝技袭击']}]
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return super().effect(old, new)
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# 迁移前实现(保留对照):
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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] + [-17] * self.maxLv, 'skills': ['绝技袭击']}]
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# return super().effect(old, new)
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associate = [
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SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-17] * maxLv)), skills=['绝技袭击'], when=Equals(Read(SkillAttribute.VP), 2)),
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]
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# 流浪之星的纹章
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# archer/traveler/8ee0099656df08a0b39225f8a21d514b
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@@ -1343,12 +1396,17 @@ class Skill34(PassiveSkill):
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# [神雾兵仗·流星]冷却时间减少率 : {value1}%
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data1 = get_data(f'{prefix}/{uuid}', 1)
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def effect(self, old, new):
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if self.char.GetSkillByName('自动操作模式').lv > 0 and self.char.GetSkillByName('神雾兵仗·流星').vp != 2:
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self.associate = [{'data': self.data0, 'type': '*skillDamage'}]
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else:
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self.associate = [{'data': self.data0, 'type': '*skillDamage'}, {'data': self.data1, 'type': '*cdReduce', 'skills': ['神雾兵仗·流星']}]
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return super().effect(old, new)
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# 迁移前实现(保留对照):
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# def effect(self, old, new):
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# if self.char.GetSkillByName('自动操作模式').lv > 0 and self.char.GetSkillByName('神雾兵仗·流星').vp != 2:
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# self.associate = [{'data': self.data0, 'type': '*skillDamage'}]
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# else:
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# self.associate = [{'data': self.data0, 'type': '*skillDamage'}, {'data': self.data1, 'type': '*cdReduce', 'skills': ['神雾兵仗·流星']}]
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# return super().effect(old, new)
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associate = [
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SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0))),
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SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data1)), skills=['神雾兵仗·流星'], when=Not(All([GreaterThan(Read(SkillAttribute.LEVEL, '自动操作模式'), 0), Not(Equals(Read(SkillAttribute.VP, '神雾兵仗·流星'), 2))]))),
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]
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# 流雾疾风
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# archer/traveler/da6e37c1e3f0e8867f70007d89c239ff
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@@ -1486,10 +1544,14 @@ class Skill37(TravelerActiveSkill):
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- [装置驱动]爆炸时追加小型烟花漫天\n
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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] + [-26.6] * self.maxLv, 'skills': ['装置驱动']}]
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return super().effect(old, new)
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# 迁移前实现(保留对照):
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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] + [-26.6] * self.maxLv, 'skills': ['装置驱动']}]
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# return super().effect(old, new)
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associate = [
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SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-26.6] * maxLv)), skills=['装置驱动'], when=Equals(Read(SkillAttribute.VP), 2)),
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]
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# 神雾兵仗·北极星
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# archer/traveler/a6c8f69107f8c4f5d1a0c7a57d000290
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@@ -1567,7 +1629,11 @@ class Skill39(TravelerActiveSkill):
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# 基本攻击力和转职技能攻击力增加率 : {value2}%
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data2 = get_data(f'{prefix}/{uuid}', 2)
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associate = [{'data': data2, 'type': '*skillDamage'}]
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# 迁移前实现(保留对照):
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# associate = [{'data': data2, 'type': '*skillDamage'}]
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associate = [
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SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data2))),
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]
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# 装置驱动 : 星云
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# archer/traveler/03bb5314ffd41e9458d67ef924fef38f
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