feat:优化职业技能关联实现
This commit is contained in:
@@ -1,6 +1,23 @@
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# ddc49e9ad1ff72a00b53c6cff5b1e920
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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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CharacterAttribute,
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CharacterEffect,
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LevelTable,
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Operation,
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Percent,
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ProfessionAttribute,
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SkillAttribute,
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SkillEffect,
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)
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class KunoichiAttribute(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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NINPOU = 'ninpou'
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"""忍者:六道轮回记录技能的伤害倍率。"""
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prefix = "thief/kunoichi/cn/skillDetail"
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@@ -763,7 +780,11 @@ class Skill22(PassiveSkill):
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data0 = get_data(f'{prefix}/{uuid}', 0)
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# 忍术技能冷却时间减少率 : {value1}%
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data1 = get_data(f'{prefix}/{uuid}', 1)
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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
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# 迁移前实现(保留对照):
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# 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
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associate = [
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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']),
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]
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# 火遁·豪火球之术
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# thief/kunoichi/dcb31a63ef58954f44ff2070c42a9a98
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@@ -1066,7 +1087,11 @@ class Skill30(PassiveSkill):
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data1 = get_data(f'{prefix}/{uuid}', 1)
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# 基本攻击投掷出苦无的几率 : {value2}%
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data2 = get_data(f'{prefix}/{uuid}', 2)
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associate = [{'data': data0, 'type': '$*PAtkM'}]
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# 迁移前实现(保留对照):
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# associate = [{'data': data0, 'type': '$*PAtkM'}]
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associate = [
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CharacterEffect(attribute=CharacterAttribute.P_ATK_M, value=1 + Percent(LevelTable(data0))),
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]
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# 烈焰印记
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# thief/kunoichi/374f53e8989ef04a8506c8ec99d9ecdc
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@@ -1101,7 +1126,11 @@ class Skill31(PassiveSkill):
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data2 = get_data(f'{prefix}/{uuid}', 2)
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# 灼伤持续时间 : {value3}秒
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data3 = get_data(f'{prefix}/{uuid}', 3)
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associate = [{'data': data0}]
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# 迁移前实现(保留对照):
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# associate = [{'data': data0}]
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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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# 火遁·螺旋手里剑
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# thief/kunoichi/7e904ea3d2a9faa054604e55120a9268
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@@ -1190,7 +1219,11 @@ class Skill33(ActiveSkill):
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# 决斗场前置冷却时间 : {value3}秒
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data3 = get_data(f'{prefix}/{uuid}', 3)
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associate = [{'data': [i - 100 if i > 0 else 0 for i in data0]}]
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# 迁移前实现(保留对照):
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# associate = [{'data': [i - 100 if i > 0 else 0 for i in data0]}]
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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]))),
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]
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# 火遁·炎天道
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# thief/kunoichi/5152480fdde81362575a488d4cec4af9
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@@ -1390,7 +1423,11 @@ class Skill36(ActiveSkill):
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# 范围 : {value4}%
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data4 = get_data(f'{prefix}/{uuid}', 4)
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associate = [{'data': data1, 'type': '+ninpou'}] # noqa: E501
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# 迁移前实现(保留对照):
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# associate = [{'data': data1, 'type': '+ninpou'}] # noqa: E501
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associate = [
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SkillEffect(attribute=KunoichiAttribute.NINPOU, operation=Operation.ADD, value=Percent(LevelTable(data1))),
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]
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# 火遁·蟾蜍油炎弹
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# thief/kunoichi/fc458e449ee00b01dbf88d09aae65462
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@@ -1581,7 +1618,11 @@ class Skill39(PassiveSkill):
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data0 = get_data(f'{prefix}/{uuid}', 0)
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# 追踪标记持续时间 : {value1}秒
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data1 = get_data(f'{prefix}/{uuid}', 1)
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associate = [{'data': data0}]
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# 迁移前实现(保留对照):
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# associate = [{'data': data0}]
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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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# 毕方之印
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# thief/kunoichi/2c9d9a36c8401bddff6cdb80fab8dc24
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@@ -1637,7 +1678,11 @@ class Skill40(ActiveSkill):
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data11 = get_data(f'{prefix}/{uuid}', 11)
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hit11 = 1
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associate = [{'data': data0}]
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# 迁移前实现(保留对照):
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# associate = [{'data': data0}]
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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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def getSkillCD(self, mode=None):
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return 1.0
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@@ -1909,7 +1954,11 @@ class Skill44(PassiveSkill):
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# [忍法 : 六道轮回]强化残影攻击速度增加率 : {value3}%
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data3 = get_data(f'{prefix}/{uuid}', 3)
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associate = [{"data": data0}]
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# 迁移前实现(保留对照):
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# associate = [{"data": data0}]
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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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# 八岐大蛇
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# thief/kunoichi/147d005ac868e0de52b1f255eea35d62
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@@ -2064,7 +2113,11 @@ class Skill47(ActiveSkill):
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# 锁定敌人范围 : {value5}px
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data5 = get_data(f'{prefix}/{uuid}', 5)
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associate = [{'data': data4, 'skills': ['天照']}]
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# 迁移前实现(保留对照):
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# associate = [{'data': data4, 'skills': ['天照']}]
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associate = [
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SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data4)), skills=['天照']),
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]
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mode = ['普通', '六道']
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@@ -2206,7 +2259,11 @@ class Skill49(PassiveSkill):
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data0 = get_data(f'{prefix}/{uuid}', 0)
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# 基本攻击力和技能攻击力增加率 : {value1}%
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data1 = get_data(f'{prefix}/{uuid}', 1)
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associate = [{'data': data1}]
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# 迁移前实现(保留对照):
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# associate = [{'data': data1}]
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associate = [
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SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1))),
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]
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# 勾玉之火 : 镰鼬
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# thief/kunoichi/845e0ce3235e19f60cc82a082d072cba
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@@ -1,6 +1,16 @@
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#ddc49e9ad1ff72a00b53c6cff5b1e920
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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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Equals,
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LevelTable,
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Operation,
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Percent,
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Power,
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Read,
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SkillAttribute,
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SkillEffect,
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)
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prefix = "thief/necro/cn/skillDetail"
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@@ -780,7 +790,11 @@ class Skill22(PassiveSkill):
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# [装备手杖时]
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# 施放速度增加 : {value1}%
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data1 = get_data(f'{prefix}/{uuid}', 1)
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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"]}]
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# 迁移前实现(保留对照):
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# 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"]}]
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associate = [
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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']),
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]
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# 驱使枯灵
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# thief/necro/d0cdaca82892e54097f22a1f60817048
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@@ -895,7 +909,11 @@ class Skill24(ActiveSkill):
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# 黑夜术士魔法防御力增加 : {value4}
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data4 = get_data(f'{prefix}/{uuid}', 4)
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associate = [{"data":data1,"skills":["降临 : 尼古拉斯"]}]
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# 迁移前实现(保留对照):
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# associate = [{"data":data1,"skills":["降临 : 尼古拉斯"]}]
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associate = [
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SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=['降临 : 尼古拉斯']),
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]
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# 暴击
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# thief/necro/fc1262c19f3d0477ee8eda47b8db8696
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@@ -1032,7 +1050,11 @@ class Skill29(PassiveSkill):
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# 属性攻击力增加率 : {value0}%
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data0 = get_data(f'{prefix}/{uuid}', 0)
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associate = [{"data":data0}]
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# 迁移前实现(保留对照):
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# associate = [{"data":data0}]
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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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# 百鬼夜行
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# thief/necro/04883563896fe1adac7505c6146b5f59
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@@ -1148,7 +1170,11 @@ class Skill32(PassiveSkill):
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data0 = get_data(f'{prefix}/{uuid}', 0)
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# [复苏者之缚]范围增加率 : {value1}%
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data1 = get_data(f'{prefix}/{uuid}', 1)
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associate = [{"data":data0,"exceptSkills":["降临 : 尼古拉斯"]},]
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# 迁移前实现(保留对照):
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# associate = [{"data":data0,"exceptSkills":["降临 : 尼古拉斯"]},]
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associate = [
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SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), except_skills=['降临 : 尼古拉斯']),
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]
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# 降临 : 暴君巴拉克
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# thief/necro/dcd536f1674630f01fc9667bb202b851
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@@ -1247,12 +1273,19 @@ class Skill33(ActiveSkill):
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self.setMode("x3")
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...
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# 迁移前实现(保留对照):
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# associate = [
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# {"type":"+power0","data":data6,"skills":["暗击拳"],"ratio":1},
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# {"type":"+power1","data":data7,"skills":["暗击拳"],"ratio":1},
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# {"type":"+power0","data":data8,"skills":["狂野乱舞"],"ratio":1},
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# {"type":"+power0","data":data9,"skills":["巴拉克强击"],"ratio":1}
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# ]
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associate = [
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{"type":"+power0","data":data6,"skills":["暗击拳"],"ratio":1},
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{"type":"+power1","data":data7,"skills":["暗击拳"],"ratio":1},
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{"type":"+power0","data":data8,"skills":["狂野乱舞"],"ratio":1},
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{"type":"+power0","data":data9,"skills":["巴拉克强击"],"ratio":1}
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]
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SkillEffect(attribute=Power(0), operation=Operation.ADD, value=LevelTable(data6), skills=['暗击拳']),
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SkillEffect(attribute=Power(1), operation=Operation.ADD, value=LevelTable(data7), skills=['暗击拳']),
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SkillEffect(attribute=Power(0), operation=Operation.ADD, value=LevelTable(data8), skills=['狂野乱舞']),
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SkillEffect(attribute=Power(0), operation=Operation.ADD, value=LevelTable(data9), skills=['巴拉克强击']),
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]
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# 暗击拳
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# thief/necro/1c1a9606eb702ebe5a7bb4397f3aeae0
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@@ -1478,7 +1511,11 @@ class Skill39(PassiveSkill):
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# 技能攻击力增加率 : {value0}%
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data0 = get_data(f'{prefix}/{uuid}', 0)
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associate = [{"data":data0}]
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# 迁移前实现(保留对照):
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# associate = [{"data":data0}]
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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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# 巴拉克的愤怒
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# thief/necro/0ed3148658fe37b3336ccb718dc0fdb0
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@@ -1642,7 +1679,11 @@ class Skill42(PassiveSkill):
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data2 = get_data(f'{prefix}/{uuid}', 2)
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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":data2}]
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# 迁移前实现(保留对照):
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# associate = [{"data":data2}]
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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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# 千魂祭
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# thief/necro/2a3c96b88d02372505692da0a8b54743
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@@ -1878,10 +1919,14 @@ class Skill46(ActiveSkill):
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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 = [{"data":[0]+[-50]*self.maxLv,"skills":["降临 : 莱迪娅"]}]
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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 = [{"data":[0]+[-50]*self.maxLv,"skills":["降临 : 莱迪娅"]}]
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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([0] + [-50] * maxLv)), skills=['降临 : 莱迪娅'], when=Equals(Read(SkillAttribute.VP), 2)),
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]
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# 亡魂之息
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# thief/necro/78b86e64fbb74c1db1b71c50a5ac21cd
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@@ -1907,9 +1952,14 @@ class Skill47(PassiveSkill):
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data0 = get_data(f'{prefix}/{uuid}', 0)
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# [暗魂波]、 [诅咒之箭]攻击力增加率 : {value1}%
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data1 = get_data(f'{prefix}/{uuid}', 1)
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# 迁移前实现(保留对照):
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# associate = [
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# {"data":data0,"exceptSkills":["暗魂波","诅咒之箭"]},
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# {"data":data1,"skills":["暗魂波","诅咒之箭"]}
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# ]
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associate = [
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{"data":data0,"exceptSkills":["暗魂波","诅咒之箭"]},
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{"data":data1,"skills":["暗魂波","诅咒之箭"]}
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SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0)), except_skills=['暗魂波', '诅咒之箭']),
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SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1)), skills=['暗魂波', '诅咒之箭']),
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]
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# 暴君湮灭斩
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@@ -2021,7 +2071,11 @@ class Skill50(PassiveSkill):
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# 基本攻击和转职技能攻击力增加率 : {value0}%
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data0 = get_data(f'{prefix}/{uuid}', 0)
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associate = [{"data":data0}]
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# 迁移前实现(保留对照):
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# associate = [{"data":data0}]
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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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# 亡者之茧
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# thief/necro/b1ccbd90d0b40f543ece3b18fcef827f
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@@ -1,6 +1,25 @@
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# ddc49e9ad1ff72a00b53c6cff5b1e920
|
||||
from core.basic.skill import PassiveSkill, ActiveSkill, get_data, _get_skill_damage_suffixes, _get_skill_dataplus_suffixes
|
||||
from core.basic.character import Character
|
||||
from core.basic.skill_effect_types import (
|
||||
CharacterAttribute,
|
||||
CharacterEffect,
|
||||
Constant,
|
||||
Hit,
|
||||
LevelTable,
|
||||
Operation,
|
||||
Percent,
|
||||
ProfessionAttribute,
|
||||
SkillAttribute,
|
||||
SkillEffect,
|
||||
)
|
||||
|
||||
|
||||
class RogueAttribute(ProfessionAttribute):
|
||||
"""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。"""
|
||||
END_POWER = 'endpower'
|
||||
"""刺客:终结追击分组的伤害倍率。"""
|
||||
|
||||
|
||||
prefix = "thief/rogue/cn/skillDetail"
|
||||
|
||||
@@ -744,13 +763,20 @@ class Skill20(ActiveSkill):
|
||||
|
||||
maxLayer = 6
|
||||
|
||||
associate = [{'type': '*endpower', 'data': data0}, {'type': '*endpower'}]
|
||||
# 迁移前实现(保留对照):
|
||||
# associate = [{'type': '*endpower', 'data': data0}, {'type': '*endpower'}]
|
||||
associate = [
|
||||
SkillEffect(attribute=RogueAttribute.END_POWER, value=1 + Percent(LevelTable(data0))),
|
||||
SkillEffect(attribute=RogueAttribute.END_POWER, value=1 + Percent(Constant(0))),
|
||||
]
|
||||
|
||||
def update_skill_attribute(self, skill, type, old, new, data, ratio=100, weapon=(), weapon_type=None, weapon_options=()):
|
||||
if len(data) == 0:
|
||||
data = getattr(self, f'data{int(self.maxLayer)}')
|
||||
data = [i - 100 if i > 100 else 0 for i in data]
|
||||
super().update_skill_attribute(skill, type, old, new, data, ratio, weapon, weapon_type, weapon_options)
|
||||
# 迁移前实现(保留对照):
|
||||
# def update_skill_attribute(self, skill, type, old, new, data, ratio=100, weapon=(), weapon_type=None, weapon_options=()):
|
||||
# if len(data) == 0:
|
||||
# data = getattr(self, f'data{int(self.maxLayer)}')
|
||||
# data = [i - 100 if i > 100 else 0 for i in data]
|
||||
# super().update_skill_attribute(skill, type, old, new, data, ratio, weapon, weapon_type, weapon_options)
|
||||
# 原第二条关联未提供 data,旧引擎默认零表,不进入空表分支;保留原有效倍率。
|
||||
|
||||
# 诅咒之箭
|
||||
# thief/rogue/547ab2b2bd860d3e37355a9cfbc1077c
|
||||
@@ -806,7 +832,11 @@ class Skill22(PassiveSkill):
|
||||
|
||||
# [弧光闪]追加攻击发动次数增加 : {value0}
|
||||
data0 = get_data(f'{prefix}/{uuid}', 0)
|
||||
associate = [{'type': '+hit0', 'data': data0, 'ratio': 1, 'skills': ['弧光闪']}]
|
||||
# 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']),
|
||||
]
|
||||
|
||||
# 迅影
|
||||
# thief/rogue/1b1cfab062e0768bcc889e33e1f30dbf
|
||||
@@ -1061,10 +1091,16 @@ class Skill27(PassiveSkill):
|
||||
# 命中率增加 : {value10}%
|
||||
data10 = get_data(f'{prefix}/{uuid}', 10)
|
||||
|
||||
# 迁移前实现(保留对照):
|
||||
# associate = [
|
||||
# {'type': '$*PAtkP', 'data': data0},
|
||||
# {'type': '*cdReduce', 'data': data1, 'exceptSkills': []},
|
||||
# {'type': '+maxLayer', 'data': data2, 'ratio': 1, 'skills': ['终结之击']},
|
||||
# ]
|
||||
associate = [
|
||||
{'type': '$*PAtkP', 'data': data0},
|
||||
{'type': '*cdReduce', 'data': data1, 'exceptSkills': []},
|
||||
{'type': '+maxLayer', 'data': data2, 'ratio': 1, 'skills': ['终结之击']},
|
||||
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']),
|
||||
]
|
||||
|
||||
# 旋舞斩
|
||||
@@ -1664,7 +1700,11 @@ class Skill40(PassiveSkill):
|
||||
# 命中率增加 : {value4}%
|
||||
data4 = get_data(f'{prefix}/{uuid}', 4)
|
||||
|
||||
associate = [{'data': data1}]
|
||||
# 迁移前实现(保留对照):
|
||||
# associate = [{'data': data1}]
|
||||
associate = [
|
||||
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1))),
|
||||
]
|
||||
|
||||
# 月轮舞
|
||||
# thief/rogue/c61f5a010370101402b05b21916c2071
|
||||
@@ -1914,7 +1954,11 @@ class Skill45(PassiveSkill):
|
||||
data0 = get_data(f'{prefix}/{uuid}', 0)
|
||||
# 连击点数上限增加量 : {value1}个
|
||||
data1 = get_data(f'{prefix}/{uuid}', 1)
|
||||
associate = [{'data': data0, 'type': '$*PAtkP'}]
|
||||
# 迁移前实现(保留对照):
|
||||
# associate = [{'data': data0, 'type': '$*PAtkP'}]
|
||||
associate = [
|
||||
CharacterEffect(attribute=CharacterAttribute.P_ATK_P, value=1 + Percent(LevelTable(data0))),
|
||||
]
|
||||
|
||||
# 乱空杀
|
||||
# thief/rogue/5cac3411ccef1af333953e0ded5e942d
|
||||
@@ -2148,7 +2192,11 @@ class Skill50(PassiveSkill):
|
||||
data2 = get_data(f'{prefix}/{uuid}', 2)
|
||||
# 多段攻击间隔减少率 : {value3}%
|
||||
data3 = get_data(f'{prefix}/{uuid}', 3)
|
||||
associate = [{'data': data0}]
|
||||
# 迁移前实现(保留对照):
|
||||
# associate = [{'data': data0}]
|
||||
associate = [
|
||||
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0))),
|
||||
]
|
||||
|
||||
# 影·万古星辰
|
||||
# thief/rogue/ef9d26746effee9199b54541f01b8752
|
||||
|
||||
@@ -1,6 +1,14 @@
|
||||
# ddc49e9ad1ff72a00b53c6cff5b1e920
|
||||
from core.basic.skill import PassiveSkill, ActiveSkill, get_data
|
||||
from core.basic.character import Character
|
||||
from core.basic.skill_effect_types import (
|
||||
CharacterAttribute,
|
||||
CharacterEffect,
|
||||
LevelTable,
|
||||
Percent,
|
||||
SkillAttribute,
|
||||
SkillEffect,
|
||||
)
|
||||
|
||||
prefix = "thief/shadow_dancer/cn/skillDetail"
|
||||
|
||||
@@ -730,7 +738,11 @@ class Skill21(PassiveSkill):
|
||||
|
||||
# 暴击伤害增加率 : {value0}%
|
||||
data0 = get_data(f'{prefix}/{uuid}', 0)
|
||||
associate = [{'data': data0}]
|
||||
# 迁移前实现(保留对照):
|
||||
# associate = [{'data': data0}]
|
||||
associate = [
|
||||
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0))),
|
||||
]
|
||||
|
||||
# 追影步
|
||||
# thief/shadow_dancer/0fbb8de70002ad34f046c94c2cb3e863
|
||||
@@ -811,7 +823,11 @@ class Skill24(PassiveSkill):
|
||||
# 命中率增加 : {value1}%
|
||||
data1 = get_data(f'{prefix}/{uuid}', 1)
|
||||
|
||||
associate = [{'data': data0, 'type': '$*PAtkP'}]
|
||||
# 迁移前实现(保留对照):
|
||||
# associate = [{'data': data0, 'type': '$*PAtkP'}]
|
||||
associate = [
|
||||
CharacterEffect(attribute=CharacterAttribute.P_ATK_P, value=1 + Percent(LevelTable(data0))),
|
||||
]
|
||||
|
||||
# 挑空
|
||||
# thief/shadow_dancer/e0a072e8cef2d77893aad5f68aeed56a
|
||||
@@ -1322,7 +1338,11 @@ class Skill36(PassiveSkill):
|
||||
# 背击时攻击力增加率 : {value1}%
|
||||
data1 = get_data(f'{prefix}/{uuid}', 1)
|
||||
|
||||
associate = [{'data': data1}]
|
||||
# 迁移前实现(保留对照):
|
||||
# associate = [{'data': data1}]
|
||||
associate = [
|
||||
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1))),
|
||||
]
|
||||
|
||||
# 影斩·乱舞
|
||||
# thief/shadow_dancer/8b08f9504167a9c0f3a1d29d71b7943e
|
||||
@@ -1574,7 +1594,11 @@ class Skill41(PassiveSkill):
|
||||
|
||||
# 基本攻击力和技能攻击力增加量 : {value0}%
|
||||
data0 = get_data(f'{prefix}/{uuid}', 0)
|
||||
associate = [{'data': data0}]
|
||||
# 迁移前实现(保留对照):
|
||||
# associate = [{'data': data0}]
|
||||
associate = [
|
||||
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0))),
|
||||
]
|
||||
|
||||
# 摧心
|
||||
# thief/shadow_dancer/b163d099c8cc27fdb6fd3639c2ee6df9
|
||||
@@ -1752,7 +1776,11 @@ class Skill44(PassiveSkill):
|
||||
data1 = get_data(f'{prefix}/{uuid}', 1)
|
||||
# [潜行领域]暗袭分身召唤数增加 : {value2}
|
||||
data2 = get_data(f'{prefix}/{uuid}', 2)
|
||||
associate = [{'data': data0}]
|
||||
# 迁移前实现(保留对照):
|
||||
# associate = [{'data': data0}]
|
||||
associate = [
|
||||
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0))),
|
||||
]
|
||||
|
||||
# 影缚追魂锁
|
||||
# thief/shadow_dancer/9ceb0c55f40f1fc0fe0fcc65c8fee3a0
|
||||
|
||||
Reference in New Issue
Block a user