Lv110版本源码上传

This commit is contained in:
西瓜°
2024-11-04 15:00:40 +08:00
parent a6dbccdead
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from core.basic.property import CharacterProperty
import core.equipment.entry_0.params as pa
asrahan_infos = [{
"type":0,
"name":"雷电",
"desc": "增益量 {0}<br/>攻击强化 +{1}%<br/>技能伤害 +{2}%<br/><br/>@[天雷加速]@<br/>接收天雷之力,所有速度 +{3}%<br/><br/>@[过度填充]@<br/>天雷超负荷状态下攻击时,会发动电击。 (冷却时间{4}秒)<br/>- 电击伤害量{5}%",
"lvinfo": [
{"lv":1,"params":[380,0,3,15,0,0]},
{"lv":2,"params":[399,35,3,15,0,0]},
{"lv":3,"params":[418,70,3,15,0,0]},
{"lv":4,"params":[437,105,3,15,0,0]},
{"lv":5,"params":[817,105,5,25,0,0]},
{"lv":6,"params":[836,140,5,25,0,0]},
{"lv":7,"params":[855,175,5,25,0,0]},
{"lv":8,"params":[874,210,5,25,0,0]},
{"lv":9,"params":[893,245,5,25,0,0]},
{"lv":10,"params":[1273,245,7,25,5,3053]},
{"lv":11,"params":[1292,280,7,25,5,3053]},
{"lv":12,"params":[1311,315,7,25,5,3053]},
{"lv":13,"params":[1330,350,7,25,5,3053]},
{"lv":14,"params":[1349,385,7,25,5,3053]},
{"lv":15,"params":[1729,385,9,25,3,3053]},
{"lv":16,"params":[1748,420,9,25,3,3053]},
{"lv":17,"params":[1767,455,9,25,3,3053]},
{"lv":18,"params":[1786,490,9,25,3,3053]},
{"lv":19,"params":[1805,525,9,25,3,3053]},
{"lv":20,"params":[1824,525,9,25,3,3053]},
],
"prefix":"雷 : ",
"max":"增益量 380<br/><br/>@[狂舞之雷]@<br/>进入地下城时,重现狂舞之雷。<br/>- 技能伤害 +5%<br/>- 所有速度 +30%<br/>- 电击发动冷却时间 -2秒"
},{
"type":1,
"name":"清风",
"desc": "增益量 {0}<br/>攻击强化 +{1}%<br/>50、85、100级主动技能攻击力 +{2}%<br/><br/>@[肆虐风暴]@<br/>施放觉醒技能时,生成{5}个攻击敌人的肆虐风暴。<br>- 肆虐风暴伤害量{3}%<br/><br/>@[风神庇佑]@<br/>受到风神庇佑,所有速度 +{4}%",
"lvinfo": [
{"lv":1,"params":[380,0,10,4585,0,1]},
{"lv":2,"params":[399,35,10,4585,0,1]},
{"lv":3,"params":[418,70,10,4585,0,1]},
{"lv":4,"params":[437,105,10,4585,0,1]},
{"lv":5,"params":[817,105,17,4585,15,1]},
{"lv":6,"params":[836,140,17,4585,15,1]},
{"lv":7,"params":[855,175,17,4585,15,1]},
{"lv":8,"params":[874,210,17,4585,15,1]},
{"lv":9,"params":[893,245,17,4585,15,1]},
{"lv":10,"params":[1273,245,24,9170,15,1]},
{"lv":11,"params":[1292,280,24,9170,15,1]},
{"lv":12,"params":[1311,315,24,9170,15,1]},
{"lv":13,"params":[1330,350,24,9170,15,1]},
{"lv":14,"params":[1349,385,24,9170,15,1]},
{"lv":15,"params":[1729,385,31,9170,15,2]},
{"lv":16,"params":[1748,420,31,9170,15,2]},
{"lv":17,"params":[1767,455,31,9170,15,2]},
{"lv":18,"params":[1786,490,31,9170,15,2]},
{"lv":19,"params":[1805,525,31,9170,15,2]},
{"lv":20,"params":[1824,525,31,9170,15,2]}
],
"prefix":"风 : ",
"max":"增益量 380<br/><br/>@[苍穹之风]@<br/>进入地下城时,重现苍穹之风。<br/>- 技能伤害 +2%<br/>- 50、85、100级主动技能攻击力 +7%<br/>- 获得生命值最大值30%数值的保护罩<br/>- 攻击时,生成肆虐风暴。 (冷却时间3秒)"
},
{
"type":2,
"name":"白雪",
"desc": "增益量 {0}<br/>攻击强化 +{1}%<br/>技能冷却时间恢复速度 +{2}% (觉醒技能除外)<br/>所有速度 +10%<br/><br/>@[命运卡牌]@<br/>每10秒抽取一次命运卡牌,根据卡牌赋予效果。<br/><br/>* 红日之命运(50%)<br/> - 回避率 +{3}%<br/><br/>* 蓝月之命运(50%)<br/> - 物理/魔法所受伤害 -{4}%<br/><br/>* 耀星之命运 ({5}%)<br/> - 回避率 +20%<br/> - 物理/魔法所受伤害 -20%",
"lvinfo": [
{"lv":1,"params":[380,0,11,10,10,0]},
{"lv":2,"params":[399,35,11,10,10,0]},
{"lv":3,"params":[418,70,11,10,10,0]},
{"lv":4,"params":[437,105,11,10,10,0]},
{"lv":5,"params":[817,105,21,15,15,0]},
{"lv":6,"params":[836,140,21,15,15,0]},
{"lv":7,"params":[855,175,21,15,15,0]},
{"lv":8,"params":[874,210,21,15,15,0]},
{"lv":9,"params":[893,245,21,15,15,0]},
{"lv":10,"params":[1273,245,31,15,15,10]},
{"lv":11,"params":[1292,280,31,15,15,10]},
{"lv":12,"params":[1311,315,31,15,15,10]},
{"lv":13,"params":[1330,350,31,15,15,10]},
{"lv":14,"params":[1349,385,31,15,15,10]},
{"lv":15,"params":[1729,385,41,15,15,30]},
{"lv":16,"params":[1748,420,41,15,15,30]},
{"lv":17,"params":[1767,455,41,15,15,30]},
{"lv":18,"params":[1786,490,41,15,15,30]},
{"lv":19,"params":[1805,525,41,15,15,30]},
{"lv":20,"params":[1824,525,41,15,15,30]}
],
"prefix":"霜 : ",
"max":"增益量 380<br/><br/>@[命运之雪]@<br/>进入地下城时,重现命运之雪。<br/>- 技能伤害 +2%<br/>- 技能冷却时间恢复速度 +20% (觉醒技能除外)<br/>- 适用耀星之命运效果"
},{
"type":3,
"name":"业火",
"desc": "增益量 {0}<br/>攻击强化 +{1}%<br/>技能伤害 +{2}%<br/><br/>@[火焰绽裂]@<br/>攻击时,施放火焰绽裂。 (冷却时间{3}秒)<br>- 火焰绽裂伤害量{4}%<br/><br/>@[火焰回响]@<br/>施放3次火焰绽裂时,追加施放{5}次火焰绽裂。",
"lvinfo": [
{"lv":1,"params":[380,0,3,3,2751,0]},
{"lv":2,"params":[399,35,3,3,2751,0]},
{"lv":3,"params":[418,70,3,3,2751,0]},
{"lv":4,"params":[437,105,3,3,2751,0]},
{"lv":5,"params":[817,105,5,3,5502,0]},
{"lv":6,"params":[836,140,5,3,5502,0]},
{"lv":7,"params":[855,175,5,3,5502,0]},
{"lv":8,"params":[874,210,5,3,5502,0]},
{"lv":9,"params":[893,245,5,3,5502,0]},
{"lv":10,"params":[1273,245,7,3,5502,1]},
{"lv":11,"params":[1292,280,7,3,5502,1]},
{"lv":12,"params":[1311,315,7,3,5502,1]},
{"lv":13,"params":[1330,350,7,3,5502,1]},
{"lv":14,"params":[1349,385,7,3,5502,1]},
{"lv":15,"params":[1729,385,9,2,5502,1]},
{"lv":16,"params":[1748,420,9,2,5502,1]},
{"lv":17,"params":[1767,455,9,2,5502,1]},
{"lv":18,"params":[1786,490,9,2,5502,1]},
{"lv":19,"params":[1805,525,9,2,5502,1]},
{"lv":20,"params":[1824,525,9,2,5502,1]}
],
"prefix":"焰 : ",
"max":"增益量 380<br/><br/>@[爆裂之火]@<br/>进入地下城时,重现爆裂之火。<br/>- 技能伤害 +5%<br/>- 技能范围 +30%<br/>- 强化的火焰绽裂冷却时间 -1秒"
},
{
"type":4,
"name":"流水",
"desc": "增益量 {0}<br/>攻击强化 +{1}%<br/>技能伤害 +{2}%<br/><br/>@[四季的祝福]@<br/>激活四季的祝福,强化自身并给所有队员赋予50%效果的祝福。<br/>- 相同的祝福无法叠加<br/><br/>* 暖春的祝福<br/> - 技能伤害 +{3}%<br/><br/>* 盛夏的祝福<br/> - 每10秒恢复{4}%的生命值和魔法值,持续10秒。<br/><br/>* 金秋的祝福<br/> - 物理/魔法所受伤害 -{5}%<br/><br/>* 凛冬的祝福<br/> - 所有速度 +{6}%",
"lvinfo": [
{"lv":1,"params":[380,0,2,1,0,0,0]},
{"lv":2,"params":[399,35,2,1,0,0,0]},
{"lv":3,"params":[418,70,2,1,0,0,0]},
{"lv":4,"params":[437,105,2,1,0,0,0]},
{"lv":5,"params":[817,105,4,1,10,0,0]},
{"lv":6,"params":[836,140,4,1,10,0,0]},
{"lv":7,"params":[855,175,4,1,10,0,0]},
{"lv":8,"params":[874,210,4,1,10,0,0]},
{"lv":9,"params":[893,245,4,1,10,0,0]},
{"lv":10,"params":[1273,245,6,1,10,10,0]},
{"lv":11,"params":[1292,280,6,1,10,10,0]},
{"lv":12,"params":[1311,315,6,1,10,10,0]},
{"lv":13,"params":[1330,350,6,1,10,10,0]},
{"lv":14,"params":[1349,385,6,1,10,10,0]},
{"lv":15,"params":[1729,385,8,1,10,10,10]},
{"lv":16,"params":[1748,420,8,1,10,10,10]},
{"lv":17,"params":[1767,455,8,1,10,10,10]},
{"lv":18,"params":[1786,490,8,1,10,10,10]},
{"lv":19,"params":[1805,525,8,1,10,10,10]},
{"lv":20,"params":[1824,525,8,1,10,10,10]},
],
"prefix":"雨 : ",
"max":"增益量 380<br/><br/>@[四季之歌]@<br/>进入地下城时,重现四季之歌。<br/>- 技能伤害 +5%<br/>- 韧性条减少量 +10%<br/>- 赋予队友100%效果的[四季的祝福]"
}, {
"type":5,
"name":"失衡",
"desc": "增益量 {0}<br/>攻击强化 +{1}%<br/>技能伤害 +{2}%<br/><br/>物理/魔法暴击率 +{3}%<br/><br/>移动速度 +{4}%<br/><br/>攻击速度 +{5}%<br/>施放速度 +{5}%<br/><br/>所有属性强化 +{6}",
"lvinfo": [
{"lv":1,"params":[380,0,3,5,0,0,0]},
{"lv":2,"params":[399,35,3,5,0,0,0]},
{"lv":3,"params":[418,70,3,5,0,0,0]},
{"lv":4,"params":[437,105,3,5,0,0,0]},
{"lv":5,"params":[817,105,5,5,15,0,0]},
{"lv":6,"params":[836,140,5,5,15,0,0]},
{"lv":7,"params":[855,175,5,5,15,0,0]},
{"lv":8,"params":[874,210,5,5,15,0,0]},
{"lv":9,"params":[893,245,5,5,15,0,0]},
{"lv":10,"params":[1273,245,7,5,15,15,0]},
{"lv":11,"params":[1292,280,7,5,15,15,0]},
{"lv":12,"params":[1311,315,7,5,15,15,0]},
{"lv":13,"params":[1330,350,7,5,15,15,0]},
{"lv":14,"params":[1349,385,7,5,15,15,0]},
{"lv":15,"params":[1729,385,7,5,15,15,14]},
{"lv":16,"params":[1748,420,7,5,15,15,14]},
{"lv":17,"params":[1767,455,7,5,15,15,14]},
{"lv":18,"params":[1786,490,7,5,15,15,14]},
{"lv":19,"params":[1805,525,7,5,15,15,14]},
{"lv":20,"params":[1824,525,7,5,15,15,14]}
],
"prefix":"失衡 : ",
"max":"增益量 380<br/><br/>@[失衡之契]@<br/>进入地下城时,重现失衡之契。<br/>- 技能伤害 +5%<br/>- 攻击时,恢复1%的生命值和魔法值。 (冷却时间1秒)"
}
]
def asrahan_effect(char: CharacterProperty = {}, type=-1,lv = 0,additional=0):
if type < 0 or lv + additional == 0:
return
char.技能攻击力加成(0.01*additional)
char.辅助属性加成(buff量=190*additional)
lastLv = lv + additional
params = asrahan_infos[type]["lvinfo"][lastLv-1]["params"]
# 基础属性部分
char.辅助属性加成(buff量=params[0])
char.攻击强化加成(params[1])
# 金
if type == 0:
char.技能攻击力加成(params[2]/100)
if lastLv >= 1:
char.所有速度增加(0.15,'武器')
if lastLv >= 5:
char.所有速度增加(0.1,'武器')
if lastLv >= 20:
if char.类型 == '辅助':
char.辅助属性加成(buff量=380)
char.技能攻击力加成( 0.05)
char.所有速度增加(0.3,'武器')
# 木
if type == 1:
for i in [50,85,100]:
char.技能倍率加成(i,i,params[2]/100)
if lastLv >= 5:
char.所有速度增加(0.15,'武器')
if lastLv >= 20:
if char.类型 == '辅助':
char.辅助属性加成(buff量=380)
char.技能攻击力加成(0.02)
for i in [50,85,100]:
char.技能倍率加成(i,i,0.07*pa.ws_rate)
# 水
if type == 2:
char.技能恢复加成(1,100,params[2]/100, excName=char.觉醒技能)
if lastLv >= 1:
char.所有速度增加(0.1,'武器')
if lastLv >= 20:
if char.类型 == '辅助':
char.辅助属性加成(buff量=380)
char.技能攻击力加成(0.02)
char.技能恢复加成(1,100,0.2, excName=char.觉醒技能)
# 火
if type == 3:
char.技能攻击力加成(params[2]/100)
if lastLv >= 20:
if char.类型 == '辅助':
char.辅助属性加成(buff量=380)
char.技能攻击力加成(0.05)
char.set_eq_params('skill_range', char.get_eq_params('skill_range')+ 0.3)
char.multiply_eq_params('skill_range_multi',1+ 0.3)
# 土
if type == 4:
char.技能攻击力加成(params[2]/100)
if lastLv >= 1:
char.技能攻击力加成(0.01)
if char.类型 == '辅助':
char.被动增伤倍率 *= 1 + 0.005 + 0.005 * (pa.ws_rate if lastLv >= 20 else 0)
if lastLv >= 15:
char.所有速度增加(0.1,'武器')
if lastLv >= 20:
char.技能攻击力加成( 0.05)
if char.类型 == '辅助':
char.辅助属性加成(buff量=380)
# 失调
if type == 5:
char.技能攻击力加成(params[2]/100)
if lastLv >= 5:
char.移动速度增加(0.15)
if lastLv >= 10:
char.施放速度增加(0.15)
char.攻击速度增加(0.15,'武器')
if lastLv >= 15:
char.所有属性强化加成(14)
if lastLv >= 20:
char.技能攻击力加成(0.05)
if char.类型 == '辅助':
char.辅助属性加成(buff量=380)
# char.所有速度增加( 0.3,'武器')
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from core.basic.property import CharacterProperty
from core.equipment.property import 成长词条计算
import core.equipment.entry_0.params as pa
def entry_14001(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['所有属性强化 +26', '技能攻击力 +29%', '攻击时,附加10%的伤害', '力量、智力 +10%', '物理、魔法、独立攻击力 +11%']
if mode == 0:
char.所有属性强化加成(26)
char.技能攻击力加成(part=part, x=0.29)
char.附加伤害加成(0.10)
char.百分比力智加成(0.1)
char.百分比三攻加成(0.11)
if mode == 1:
pass
def entry_14002(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['技能攻击力 +29%', '所有职业Lv1~45所有技能Lv +1', '技能MP消耗量 -20%', '攻击时,额外增加11%的伤害增加量', '所有职业Lv1~45所有技能Lv +1', "力量、智力 +12%"]
if mode == 0:
char.技能攻击力加成(part=part, x=0.29)
char.技能等级加成('所有', 1, 45, 1)
char.伤害增加加成(0.11)
char.百分比力智加成(0.12)
if mode == 1:
char.技能等级加成('所有', 1, 45, 1)
char.MP消耗量加成(-0.2)
pass
def entry_14003(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['技能攻击力 +31%', '物理、魔法、独立攻击力 +3%', '最终伤害 +10%', '攻击时,额外增加8%的伤害增加量', '所有属性强化 +24', '所有职业Lv1~45所有技能冷却时间 -10%', ]
if mode == 0:
char.技能攻击力加成(part=part, x=0.31)
char.百分比三攻加成(0.03)
char.最终伤害加成(0.1)
char.伤害增加加成(0.08)
char.所有属性强化加成(24)
if mode == 1:
char.技能冷却缩减(1, 45, 0.1)
pass
def entry_14004(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['暗属性抗性 +10', '技能攻击力 +19%', '每5点暗属性抗性,增加1%的最终伤害(最多增加5%)', '所有职业Lv5~100所有技能Lv +1', '物理、魔法、独立攻击力 +7%', '物理、魔法、独立攻击力 +80']
if mode == 0:
char.暗属性抗性加成(10)
char.技能攻击力加成(part=part, x=0.19)
char.百分比三攻加成(0.07)
char.基础属性加成(三攻=80)
char.最终伤害加成(0.05)
char.技能等级加成('所有', 5, 100, 1)
if mode == 1:
pass
def entry_14005(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['所有属性强化 +18', '技能攻击力 +30%', '物理、魔法、独立攻击力 +4%', '力量、智力 +10%', '暴击时,额外增加8%的伤害增加量', '物理、魔法、独立攻击力 +170']
if mode == 0:
char.技能攻击力加成(part=part, x=0.30)
char.所有属性强化加成(18)
char.百分比力智加成(0.1)
char.暴击伤害加成(0.08)
char.基础属性加成(三攻=170)
if mode == 1:
char.百分比三攻加成(0.04)
pass
def entry_14006(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['所有属性强化 +28', '技能攻击力 +29%', '暴击时,额外增加7%的伤害增加量', '攻击时,额外增加5%的伤害增加量', '攻击时,附加6%的伤害', "最终伤害 +5%"]
if mode == 0:
char.技能攻击力加成(part=part, x=0.29)
char.所有属性强化加成(28)
char.附加伤害加成(0.06)
char.暴击伤害加成(0.07)
char.伤害增加加成(0.05)
char.最终伤害加成(0.05)
if mode == 1:
pass
def entry_14007(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['所有属性强化 +26', '技能攻击力 +30%', '攻击时,额外增加4%的伤害增加量', '物理、魔法、独立攻击力 +3%''暴击时,额外增加10%的伤害增加量', "力量、智力 +8%"]
if mode == 0:
char.技能攻击力加成(part=part, x=0.30)
char.所有属性强化加成(26)
char.暴击伤害加成(0.10)
char.百分比三攻加成(0.03)
char.伤害增加加成(0.04)
char.百分比力智加成(0.08)
if mode == 1:
pass
def entry_14008(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['技能攻击力 +27%', '物理、魔法、独立攻击力 +7%''所有属性强化 +40', '攻击时,额外增加10%的伤害增加量', "攻击时,附加10%的伤害"]
if mode == 0:
char.技能攻击力加成(part=part, x=0.27)
char.所有属性强化加成(40)
char.百分比三攻加成(0.07)
char.伤害增加加成(0.10)
char.附加伤害加成(0.10)
if mode == 1:
pass
def entry_14009(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['所有属性强化 +29', '技能攻击力 +30%', '技能快捷栏中每存在一个空栏,攻击时额外增加1%的伤害增加量(最多增加6%)', '物理、魔法、独立攻击力 +8%', '力量、智力 +8%', '暴击时,额外增加15%的伤害增加量']
if mode == 0:
char.技能攻击力加成(part=part, x=0.30)
char.所有属性强化加成(29)
char.伤害增加加成(
min(0.06, len(list(filter(lambda i: i == "", char.hotkey)))*0.01))
char.百分比三攻加成(0.08)
char.百分比力智加成(0.08)
char.暴击伤害加成(0.15)
if mode == 1:
pass
def entry_14010(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['所有属性强化 +22', '技能攻击力 +34%', "攻击速度 +15%", "最终伤害 +10%", '暴击时,额外增加8%的伤害增加量', '攻击时,额外增加4%的伤害增加量', '力量、智力 +3%', ]
if mode == 0:
char.技能攻击力加成(part=part, x=0.34)
char.所有属性强化加成(22)
char.伤害增加加成(0.04)
char.暴击伤害加成(0.08)
char.百分比力智加成(0.03)
if mode == 1:
char.攻击速度增加(part=part, x=0.15)
pass
def entry_14011(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['所有属性强化 +23', '所有职业Lv45 全部技能 Lv +2''技能攻击力 +25%', "技能攻击力 +4%", "最终伤害 +4%", '攻击时,额外增加9%的伤害增加量', '暴击时,额外增加7%的伤害增加量', ]
if mode == 0:
char.技能攻击力加成(part=part, x=0.25)
char.技能攻击力加成(part=part, x=0.04)
char.所有属性强化加成(23)
char.最终伤害加成(0.04)
char.伤害增加加成(0.09)
char.暴击伤害加成(0.07)
if char.职业 == '缔造者':
char.技能等级加成('所有', 50, 50, 2)
else:
char.技能等级加成('所有', 45, 45, 2)
if mode == 1:
pass
def entry_14012(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['攻击速度 +6%', '移动速度 +6%', '施放速度 +9%', "技能攻击力 +35%", "所有职业Lv1~48所有技能Lv+1", '物理、魔法、独立攻击力 +70', '最终伤害 +5%', "力量、智力 +160"]
if mode == 0:
char.攻击速度增加(part=part, x=0.06)
char.移动速度增加(0.06)
char.施放速度增加(0.09)
char.技能攻击力加成(part=part, x=0.35)
char.技能等级加成('所有', 1, 48, 1)
char.基础属性加成(三攻=70)
char.最终伤害加成(0.05)
char.基础属性加成(力智=100)
if mode == 1:
pass
def entry_14013(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['所有属性强化 +20', "技能攻击力 +34%", "攻击时发生持续伤害3秒,伤害量为对敌人造成伤害的5%", '暴击时,额外增加7%的伤害增加量', '攻击时,附加4%的伤害', "攻击时,额外增加9%的伤害增加量"]
if mode == 0:
char.所有属性强化加成(20)
char.技能攻击力加成(part=part, x=0.34)
char.持续伤害加成(0.05)
char.暴击伤害加成(0.07)
char.附加伤害加成(0.04)
char.伤害增加加成(0.09)
if mode == 1:
pass
def entry_14014(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['所有属性强化 +22', "技能攻击力 +24%", "所有职业Lv1~80所有技能冷却时间 -13%(Lv50技能除外)", '攻击时,附加9%的伤害', "力量、智力 +4%", "最终伤害 +4%", "物理、魔法、独立攻击力 +7%"]
if mode == 0:
char.所有属性强化加成(22)
char.技能攻击力加成(part=part, x=0.24)
char.技能冷却缩减(1, 80, 0.13, [50])
char.附加伤害加成(0.09)
char.百分比力智加成(0.04)
char.最终伤害加成(0.04)
char.百分比三攻加成(0.07)
if mode == 1:
pass
def entry_14015(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['所有属性强化 +29', '技能攻击力 +30%', '暴击时,额外增加10%的伤害增加', "物理、魔法独立攻击力 +10%", '攻击时,附加10%的伤害', ]
if mode == 0:
char.所有属性强化加成(29)
char.技能攻击力加成(part=part, x=0.30)
char.技能冷却缩减(1, 80, 0.13, [50])
char.附加伤害加成(0.10)
char.暴击伤害加成(0.10)
char.百分比三攻加成(0.10)
if mode == 1:
pass
def entry_14016(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['所有属性强化 +31', '技能攻击力 +23%', '攻击时附加5%的伤害', '最终伤害 +4% ', "物理、魔法、独立攻击力 +13%", '力量、智力 +4%', '技能攻击力 +5% ']
if mode == 0:
char.所有属性强化加成(31)
char.技能攻击力加成(part=part, x=0.23)
char.附加伤害加成(0.5)
char.最终伤害加成(0.04)
char.百分比三攻加成(0.13)
char.百分比力智加成(0.04)
char.技能攻击力加成(part=part, x=0.05)
if mode == 1:
pass
def entry_14017(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['所有属性强化 +14', '技能攻击力 +25%', '所有职业Lv45技能攻击力-30%', "所有职业Lv45技能冷却时间恢复速度 +100%", '所有职业Lv1~45所有技能Lv +1', "攻击时,附加5%的伤害", '力量、智力+8%', '最终伤害+6%']
if mode == 0:
char.所有属性强化加成(14)
char.技能攻击力加成(part=part, x=0.25)
if char.职业 == '缔造者':
char.技能倍率加成(50, 50, -0.3)
char.技能恢复加成(50, 50, 1)
else:
char.技能倍率加成(45, 45, -0.3)
char.技能恢复加成(45, 45, 1)
char.技能等级加成('所有', 1, 45, 1)
char.附加伤害加成(0.05)
char.百分比力智加成(0.08)
char.最终伤害加成(0.06)
if mode == 1:
pass
def entry_14018(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['所有属性强化 +23', '技能攻击力 +33%', '攻击时,额外增加5%的伤害增加量', '暴击时,额外增加7%的伤害增加量', "最终伤害 +6%", '攻击时,附加5%的伤害'
]
if mode == 0:
char.所有属性强化加成(23)
char.技能攻击力加成(part=part, x=0.33)
char.伤害增加加成(0.05)
char.暴击伤害加成(0.07)
char.最终伤害加成(0.06)
char.附加伤害加成(0.05)
if mode == 1:
char.所有属性强化加成(24, mode=1)
pass
def entry_14019(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['所有属性强化 +6', '技能攻击力 +30%', '所有属性强化 +24''力量、智力 +12%', '攻击时,额外增加9%的伤害增加量', "最终伤害 +9%"]
if mode == 0:
char.所有属性强化加成(6)
char.技能攻击力加成(part=part, x=0.3)
char.百分比力智加成(0.24)
char.伤害增加加成(0.09)
char.最终伤害加成(0.09)
if mode == 1:
char.所有属性强化加成(24, mode=1)
pass
def entry_14020(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['所有属性强化 +25', '技能攻击力 +25%', '物理、魔法、独立攻击力 +3%''技能攻击力 +6%', '暴击时,额外增加9%的伤害增加', "力量、智力 +6%"]
if mode == 0:
char.所有属性强化加成(25)
char.技能攻击力加成(part=part, x=0.25)
char.百分比力智加成(0.6)
char.暴击伤害加成(0.09)
char.百分比力智加成(0.06)
if mode == 1:
pass
def entry_14021(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['所有属性强化+16', '技能攻击力+16%', '强化、增幅数值每增加1,额外增加1%的技能攻击力最多适用至+13) ''Lv15~30所有技能冷却时间恢复速度+30%', '所有职业Lv1~48所有技能Lv +1', "物理、魔法、独立攻击力+110", "暴击时,额外增加10%的伤害增加量", "攻击时,额外增加11%的伤害增加量"]
if mode == 0:
char.所有属性强化加成(16)
char.技能攻击力加成(part=part, x=0.16)
char.技能攻击力加成(part=part, x=min(char.获取强化等级([part]), 13)*0.01)
char.技能恢复加成(15, 30, 0.3)
char.基础属性加成(三攻=110)
char.暴击伤害加成(0.1)
char.伤害增加加成(0.11)
pass
if mode == 1:
pass
def entry_14022(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ["所有属性强化+32", "攻击时,附加7%的伤害", "技能攻击力+30%", "暴击时,额外增加4%的伤害增加量", "力量、智力+10%", "攻击时,额外增加3%的伤害增加量", "物理、魔法独立攻击力 +8%"]
if mode == 0:
char.所有属性强化加成(32)
char.附加伤害加成(0.07)
char.技能攻击力加成(part=part, x=0.3)
char.暴击伤害加成(0.04)
char.百分比力智加成(0.1)
char.伤害增加加成(0.03)
char.百分比三攻加成(0.08)
pass
if mode == 1:
pass
def entry_14023(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['所有属性强化+35', '攻击时,附加8%的伤害', '技能攻击力+27%', '力量、智力+160', '最终伤害+12%', '物理、魔法、独立攻击力+12%']
if mode == 0:
char.所有属性强化加成(35)
char.附加伤害加成(0.08)
char.技能攻击力加成(part=part, x=0.27)
char.基础属性加成(力智=160)
char.最终伤害加成(0.12)
char.百分比三攻加成(0.12)
pass
if mode == 1:
pass
def entry_14024(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['所有属性强化+5', '技能攻击力 +30%', '所有属性强化+36(81暗抗)', '力量、智力+240', '攻击时,附加7%的伤害', '物理、魔法、独立攻击力+12%']
if mode == 0:
char.所有属性强化加成(5)
char.所有属性强化加成(36)
char.技能攻击力加成(part=part, x=0.3)
char.基础属性加成(力智=240)
char.附加伤害加成(0.07)
char.百分比三攻加成(0.12)
pass
if mode == 1:
pass
def entry_14025(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['所有属性强化+5', '力量、智力+8%', '技能攻击力+30%', '技能冷却时间-15%(觉醒技能除外)', '力量、智力+4%', '所有属性强化+20', '物理、魔法、独立攻击力+100', '最终伤害+8%']
if mode == 0:
char.所有属性强化加成(5)
char.百分比力智加成(0.08)
char.技能攻击力加成(part=part, x=0.3)
char.技能冷却缩减(1, 100, 0.15, excName=char.觉醒技能)
char.百分比力智加成(0.04)
char.所有属性强化加成(20)
char.基础属性加成(三攻=100)
char.最终伤害加成(0.08)
pass
if mode == 1:
pass
def entry_14026(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['所有属性强化+31', '最终伤害+5%', '技能攻击力+25%', '技能攻击力+3%', '攻击时,附加4%的伤害', '力量、智力+7%', '物理、魔法、独立攻击力+12%']
if mode == 0:
char.所有属性强化加成(31)
char.技能攻击力加成(part=part, x=0.03)
char.附加伤害加成(0.04)
char.百分比力智加成(0.07)
char.百分比三攻加成(0.12)
pass
if mode == 1:
char.最终伤害加成(0.05)
char.技能攻击力加成(part=part, x=0.25)
pass
def entry_14027(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['所有属性强化+2', '力量、智力+11%', '技能攻击力+29%', '攻击时,额外增加10%的伤害增加量', '所有属性强化+32', '暴击时,额外增加12%的伤害增加量']
if mode == 0:
char.所有属性强化加成(2)
char.百分比力智加成(0.11)
char.伤害增加加成(0.10)
char.所有属性强化加成(32)
char.暴击伤害加成(0.12)
pass
if mode == 1:
char.技能攻击力加成(part=part, x=0.29)
pass
def entry_14028(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['所有属性强化+25', '最终伤害+5%', '技能攻击力+30%', '攻击时,附加4%的伤害', '物理、魔法、独立攻击力+9%', '技能攻击力+4%', '最终伤害+7%']
if mode == 0:
char.移动速度增加(0.15)
char.所有属性强化加成(25)
char.最终伤害加成(0.05)
char.技能攻击力加成(part=part, x=0.3)
char.附加伤害加成(0.04)
char.百分比三攻加成(0.09)
char.技能攻击力加成(part=part, x=0.04)
char.最终伤害加成(0.07)
pass
if mode == 1:
pass
def entry_14029(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['技能攻击力+27%', '所有属性强化+12', '所有属性强化+40', '最终伤害+8%', '力量、智力+5%', '攻击时,额外增加4%的伤害增加量']
if mode == 0:
char.技能攻击力加成(part=part, x=0.27)
char.所有属性强化加成(40)
char.最终伤害加成(0.08)
char.百分比力智加成(0.05)
char.伤害增加加成(0.04)
pass
if mode == 1:
char.所有属性强化加成(12, mode=1)
char.攻击速度增加(part=part, x=0.15)
char.移动速度增加(0.15)
char.施放速度增加(37.5)
pass
def entry_14030(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['所有属性强化+39', '攻击时,额外增加5%的伤害增加量', '技能攻击力+25%', '物理、魔法、独立攻击力+6%', '技能攻击力+4%', '攻击时,附加8%的伤害', '力量、智力+5%']
if mode == 0:
char.所有属性强化加成(39)
char.伤害增加加成(0.05)
char.技能攻击力加成(part=part, x=0.25)
char.技能攻击力加成(part=part, x=0.04)
char.附加伤害加成(0.08)
char.百分比力智加成(0.05)
pass
if mode == 1:
pass
def entry_14031(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['攻击时,附加5%的伤害', '技能攻击力+30%', '所有属性强化+30', '攻击时,额外增加12%的伤害增加量', '力量、智力+220', '攻击时,附加12%的伤害']
if mode == 0:
char.附加伤害加成(0.05)
char.技能攻击力加成(part=part, x=0.3)
char.所有属性强化加成(30)
char.伤害增加加成(0.12)
char.基础属性加成(力智=220)
char.附加伤害加成(0.12)
pass
if mode == 1:
pass
def entry_14032(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['技能攻击力+30%', '最终伤害+6%(18暗抗)', '最终伤害+12%', '所有属性强化+40', '攻击时,附加9%的伤害']
if mode == 0:
char.技能攻击力加成(part=part, x=0.3)
char.最终伤害加成(0.6)
char.最终伤害加成(0.12)
char.所有属性强化加成(0.4)
char.附加伤害加成(0.09)
pass
if mode == 1:
pass
def entry_14033(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['技能攻击力+19%', '最终伤害+10%', '所有职业Lv50所有技能Lv+1', '所有职业Lv85所有技能Lv+1', '所有职业Lv100所有技能Lv+1', '力量、智力+300', '暴击时,额外增加11%的伤害增加量', '所有职业Lv60~100所有技能Lv+1']
if mode == 0:
char.技能攻击力加成(part=part, x=0.19)
char.最终伤害加成(0.1)
char.基础属性加成(力智=300)
char.暴击伤害加成(0.11)
pass
if mode == 1:
char.技能等级加成('所有', 50, 50, 1)
char.技能等级加成('所有', 85, 85, 1)
char.技能等级加成('所有', 100, 100, 1)
pass
def entry_14034(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['所有属性强化+10', '技能攻击力+27%', '物理、魔法、独立攻击力+120', '所有职业Lv1~45所有技能+1', '力量、智力+4%', '攻击时,附加7%的伤害', '最终伤害+10%(期望)']
if mode == 0:
char.所有属性强化加成(10)
char.技能攻击力加成(part=part, x=0.27)
char.基础属性加成(三攻=120)
char.技能等级加成('所有', 1, 45, 1)
char.百分比力智加成(0.04)
char.附加伤害加成(0.07)
pass
if mode == 1:
char.最终伤害加成(0.1)
pass
def entry_14035(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['所有属性强化+23', '技能攻击力+27%', '攻击时,附加5.3%的伤害(期望)', '所有属性强化+16', '攻击时发生持续伤害3秒,伤害量为对敌人造成伤害的10%', '暴击时,额外增加8%的伤害增加量', '力量、智力+140']
if mode == 0:
char.所有属性强化加成(23)
char.技能攻击力加成(part=part, x=0.27)
char.附加伤害加成(0.053)
char.所有属性强化加成(16)
char.持续伤害加成(0.1)
char.暴击伤害加成(0.08)
char.基础属性加成(力智=140)
pass
if mode == 1:
pass
def entry_14036(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['所有职业Lv1~85所有技能Lv+1(特性技能除外)', '所有职业Lv100所有技能Lv+1(特性技能除外)', '所有属性强化+20*改造等级', '所有属性强化+12', '5阶段', '- 技能攻击力+1%(x20)', '6阶段', '- 技能攻击力+3%', '7阶段', '- 所有属性强化+12']
if mode == 0:
改造lv = char.获取改造等级([part])
char.技能等级加成('所有', 1, 85, 1)
char.技能等级加成('所有', 100, 100, 1)
char.所有属性强化加成(20*改造lv)
char.所有属性强化加成(12)
if 改造lv >= 5:
for i in range(0, 20):
char.技能攻击力加成(part=part, x=0.01)
if 改造lv >= 6:
char.技能攻击力加成(part=part, x=0.03)
if 改造lv >= 7:
char.所有属性强化加成(12)
pass
if mode == 1:
pass
def entry_14037(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['暴击时,额外增加2%*改造等级的伤害增加量', '所有属性强化+8*改造等级', '暴击时,额外增加3%的伤害增加量', '1阶段', '-暴击时,额外增加28%的伤害增加量', '4阶段', '-技能攻击力+10%', '6阶段', '-技能攻击力+3%', '7阶段', '-暴击时,额外增加3%的伤害增加量']
if mode == 0:
改造lv = char.获取改造等级([part])
char.暴击伤害加成(0.02*改造lv)
char.所有属性强化加成(8*改造lv)
char.暴击伤害加成(0.03)
if 改造lv >= 1:
char.暴击伤害加成(0.28)
if 改造lv >= 4:
char.技能攻击力加成(part=part, x=0.1)
if 改造lv >= 6:
char.技能攻击力加成(part=part, x=0.03)
if 改造lv >= 7:
char.暴击伤害加成(0.03)
pass
if mode == 1:
pass
def entry_14038(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ["攻击时,额外增加3%*改造等级的伤害增加量", '所有属性强化+4*改造等级', "攻击时,额外增加3%的伤害增加量", '1阶段', '-力量、智力+18%', '4阶段', "-攻击时,附加1.75%的属性伤害(期望)", "-技能攻击力+8.65%(期望)", "6阶段", "-技能攻击力+3%", "7阶段", "-攻击时,额外增加3%的伤害增加量"]
if mode == 0:
改造lv = char.获取改造等级([part])
char.伤害增加加成(0.03*改造lv)
char.伤害增加加成(0.03)
char.所有属性强化加成(4*改造lv)
if 改造lv >= 1:
char.百分比力智加成(0.18)
if 改造lv >= 4:
char.属性附加加成(0.0175)
char.技能攻击力加成(part=part, x=0.0865)
if 改造lv >= 6:
char.技能攻击力加成(part=part, x=0.03)
if 改造lv >= 7:
char.暴击伤害加成(0.03)
pass
if mode == 1:
pass
def entry_14039(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['力量、智力+30*改造等级', '所有属性强化+8*改造等级', '攻击时,附加3%的伤害', '1阶段', '-攻击时,附加35%的伤害', '5阶段', '-攻击时,附加10%的伤害', '-技能攻击力+7%', '6阶段', '-技能攻击力+3%', '7阶段', '-攻击时,附加3%的伤害']
if mode == 0:
改造lv = char.获取改造等级([part])
char.基础属性加成(力智=30*改造lv)
char.所有属性强化加成(8*改造lv)
char.附加伤害加成(0.03)
if 改造lv >= 1:
char.附加伤害加成(0.35)
if 改造lv >= 5:
char.附加伤害加成(0.1)
char.技能攻击力加成(part=part, x=0.07)
pass
if 改造lv >= 6:
char.技能攻击力加成(part=part, x=0.03)
pass
if 改造lv >= 7:
char.附加伤害加成(0.03)
pass
pass
if mode == 1:
pass
def entry_14040(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['物理、魔法、独立攻击力+40*改造等级', '所有属性强化+8*改造等级', '攻击时,额外增加3%的伤害增加量', '1阶段', '-攻击时,增加35%的伤害', '5阶段', '-所有属性强化+40', '6阶段', '-技能攻击力+3%', '7阶段', '-攻击时,额外增加3%的伤害增加量']
if mode == 0:
改造lv = char.获取改造等级([part])
char.基础属性加成(三攻=40*改造lv)
char.所有属性强化加成(8*改造lv)
char.伤害增加加成(0.03)
if 改造lv >= 1:
char.附加伤害加成(0.35)
pass
if 改造lv >= 4:
char.所有属性强化加成(40)
pass
if 改造lv >= 6:
char.技能攻击力加成(part=part, x=0.03)
pass
if 改造lv >= 7:
char.伤害增加加成(0.03)
pass
pass
if mode == 1:
pass
def entry_14041(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['所有属性强化+16*改造等级', '所有属性强化+12', '1阶段', '-所有职业Lv1~85所有技能Lv+2(特性技能除外)', '-所有职业Lv100所有技能Lv+2(特性技能除外)', '4阶段', '-力量、智力+8%', '6阶段', '-技能攻击力+3%', '7阶段', '-所有属性强化+12']
if mode == 0:
改造lv = char.获取改造等级([part])
char.所有属性强化加成(16*改造lv)
char.所有属性强化加成(12)
if 改造lv >= 1:
char.技能等级加成('所有', 1, 85, 2)
char.技能等级加成('所有', 100, 100, 2)
pass
if 改造lv >= 4:
char.百分比力智加成(0.08)
pass
if 改造lv >= 6:
char.技能攻击力加成(part=part, x=0.03)
pass
if 改造lv >= 7:
char.所有属性强化加成(12)
pass
pass
if mode == 1:
pass
def entry_14042(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['暴击时,额外增加2%*改造等级的伤害增加量', '所有属性强化+8*改造等级', '暴击时,额外增加3%的伤害增加量', '1阶段', '-物理、魔法、独立攻击力+18%', '4阶段', '-攻击时,额外增加8%的伤害增加量', '-技能攻击力+7%', '5阶段', '-装备[青面修罗的面具]、[噙毒手套]中一种以上时,攻击时,附加7%的伤害', '6阶段', '-技能攻击力+3%', '7阶段', '-暴击时,额外增加3%的伤害增加量']
if mode == 0:
改造lv = char.获取改造等级([part])
char.所有属性强化加成(8*改造lv)
char.暴击伤害加成(0.03)
if 改造lv >= 1:
char.百分比三攻加成(0.18)
pass
if 改造lv >= 4:
char.伤害增加加成(0.08)
char.技能攻击力加成(part=part, x=0.07)
pass
if 改造lv >= 5:
if 40 in char.装备栏 or 36 in char.装备栏:
char.附加伤害加成(0.07)
pass
if 改造lv >= 6:
char.技能攻击力加成(part=part, x=0.03)
pass
if 改造lv >= 7:
char.暴击伤害加成(0.03)
pass
pass
if mode == 1:
pass
def entry_14043(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['攻击时,额外增加2%*改造等级的伤害增加', '所有属性强化+8*改造等级', '攻击时,额外增加3%的伤害增加量', '1阶段', '-所有职业Lv50、85、100所有技能Lv+2', '-攻击时,附加4%的属性伤害', '5阶段', '-攻击时,额外增加5%的伤害增加量', '-技能攻击力+6%', '6阶段', '-技能攻击力+3%', '7阶段', '-攻击时,额外增加3%的伤害增加量']
if mode == 0:
改造lv = char.获取改造等级([part])
char.所有属性强化加成(8*改造lv)
char.伤害增加加成(0.03)
if 改造lv >= 1:
char.技能等级加成('所有', 50, 50, 2)
char.技能等级加成('所有', 85, 85, 2)
char.技能等级加成('所有', 100, 100, 2)
char.属性附加加成(0.04)
pass
if 改造lv >= 5:
char.伤害增加加成(0.05)
char.技能攻击力加成(part=part, x=0.06)
pass
if 改造lv >= 6:
char.技能攻击力加成(part=part, x=0.03)
pass
if 改造lv >= 7:
char.伤害增加加成(0.03)
pass
pass
if mode == 1:
pass
def entry_14044(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['技能攻击力+4*改造等级', '攻击时,附加3%的伤害', '1阶段', '-攻击时,额外增加7%的伤害增加量', '-Lv50主动技能攻击力+30%', '-Lv85主动技能攻击力+25%', '-Lv100主动技能攻击力+16%', '5阶段', '-技能攻击力+12%', '6阶段', '-技能攻击力+3%', '7阶段', '-攻击时,附加3%的伤害']
if mode == 0:
改造lv = char.获取改造等级([part])
char.技能攻击力加成(part=part, x=0.04*改造lv)
char.附加伤害加成(0.03)
if 改造lv >= 1:
char.伤害增加加成(0.07)
char.技能倍率加成(50, 50, 0.3, type="active")
char.技能倍率加成(85, 85, 0.25, type="active")
char.技能倍率加成(100, 100, 0.16, type="active")
pass
if 改造lv >= 5:
char.技能攻击力加成(part=part, x=0.12)
pass
if 改造lv >= 6:
char.技能攻击力加成(part=part, x=0.03)
pass
if 改造lv >= 7:
char.附加伤害加成(0.03)
pass
pass
if mode == 1:
pass
def entry_14045(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['暴击时,额外增加2%*改造等级的伤害增加量', '所有属性强化+8*改造等级', '暴击时,额外增加3%的伤害增加量', '1阶段', '-暴击时,额外增加5%的伤害增加量', '-所有属性强化+30', '-所有职业Lv50~85所有技能Lv+1(特性技能除外)', '-所有职业Lv100技能Lv+1(特性技能除外)', '5阶段', '-暴击时,额外增加10%的伤害增加量', '-技能攻击力+2%', '6阶段', '-技能攻击力+3%', '7阶段', '-暴击时,额外增加3%的伤害增加量']
if mode == 0:
改造lv = char.获取改造等级([part])
char.暴击伤害加成(0.02*改造lv)
char.所有属性强化加成(8*改造lv)
char.暴击伤害加成(0.03)
if 改造lv >= 1:
char.暴击伤害加成(0.05)
char.所有属性强化加成(30)
char.技能等级加成('所有', 50, 85, 1)
char.技能等级加成('所有', 100, 100, 1)
pass
if 改造lv >= 5:
char.暴击伤害加成(0.06)
char.技能攻击力加成(part=part, x=0.02)
pass
if 改造lv >= 6:
char.技能攻击力加成(part=part, x=0.03)
pass
if 改造lv >= 7:
char.暴击伤害加成(0.03)
pass
pass
if mode == 1:
pass
def entry_14046(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['最终伤害+2%*改造等级', '所有属性强化+8*改造等级', '最终伤害+3%', '1阶段', '-技能攻击力+5%', '-所有属性强化+42', '5阶段', '-技能攻击力+9%', '6阶段', '-技能攻击力+3%', '7阶段', '-最终伤害+3%']
if mode == 0:
改造lv = char.获取改造等级([part])
char.最终伤害加成(0.03)
char.最终伤害加成(0.02*改造lv)
char.所有属性强化加成(8*改造lv)
if 改造lv >= 1:
char.技能攻击力加成(part=part, x=0.05)
char.所有属性强化加成(42)
pass
if 改造lv >= 5:
char.技能攻击力加成(part=part, x=0.09)
pass
if 改造lv >= 6:
char.技能攻击力加成(part=part, x=0.03)
pass
if 改造lv >= 7:
char.最终伤害加成(0.03)
pass
pass
if mode == 1:
pass
def entry_14047(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['物理、魔法、独立攻击力+2%*改造等级', '所有属性强化+8*改造等级', '物理、魔法、独立攻击力+3%', '1阶段', '-最终伤害+10%', '-物理、魔法、独立攻击力+11%', '5阶段', '-攻击时,附加4%的伤害', '-技能攻击力+7%', '6阶段', '-技能攻击力+3%', '7阶段', '-物理、魔法、独立攻击力+3%']
if mode == 0:
改造lv = char.获取改造等级([part])
char.百分比三攻加成(0.02*改造lv)
char.所有属性强化加成(8*改造lv)
char.百分比三攻加成(0.03)
if 改造lv >= 1:
char.最终伤害加成(0.1)
char.百分比三攻加成(0.11)
pass
if 改造lv >= 5:
char.附加伤害加成(0.04)
char.技能攻击力加成(part=part, x=0.07)
pass
if 改造lv >= 6:
char.技能攻击力加成(part=part, x=0.03)
pass
if 改造lv >= 7:
char.百分比三攻加成(0.03)
pass
pass
if mode == 1:
pass
def entry_14048(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['所有属性强化+16*改造等级', '所有属性强化+12', '1阶段', '-力量、智力+5%', '-技能攻击力+13%', '4阶段', '-攻击时,附加5%的属性伤害', '6阶段', '-技能攻击力+3%', '7阶段', '-所有属性强化+12']
if mode == 0:
改造lv = char.获取改造等级([part])
char.所有属性强化加成(16*改造lv)
char.所有属性强化加成(12)
if 改造lv >= 1:
char.百分比力智加成(0.05)
char.技能攻击力加成(part=part, x=0.13)
pass
if 改造lv >= 4:
char.属性附加加成(0.05)
pass
if 改造lv >= 6:
char.技能攻击力加成(part=part, x=0.03)
pass
if 改造lv >= 7:
char.所有属性强化加成(12)
pass
pass
if mode == 1:
pass
def entry_14049(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ["攻击时,额外增加2%*改造等级的伤害增加量", '所有属性强化+8*改造等级', "攻击时,额外增加3%的伤害增加量""1阶段", "-攻击时,额外增加12%的伤害增加量", "攻击时,附加10%的伤害", "4阶段", "-发生持续伤害3秒,伤害量为对敌人造成伤害的4%", "-技能攻击力 +7%", "6阶段", "-技能攻击力 +3%", "7阶段", "-攻击时,额外增加3%的伤害增加量"
]
if mode == 0:
改造lv = char.获取改造等级([part])
char.伤害增加加成(0.02*改造lv)
char.所有属性强化加成(8*改造lv)
char.伤害增加加成(0.03)
if 改造lv >= 1:
char.伤害增加加成(0.12)
char.附加伤害加成(0.1)
pass
if 改造lv >= 4:
char.持续伤害加成(0.04)
char.技能攻击力加成(part=part, x=0.07)
pass
if 改造lv >= 6:
char.技能攻击力加成(part=part, x=0.03)
pass
if 改造lv >= 7:
char.伤害增加加成(0.03)
pass
pass
if mode == 1:
pass
def entry_14050(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['技能攻击力+4*改造等级', '攻击时,附加3%的伤害', '1阶段', '-所有属性强化+40', '-攻击时,额外增加10%的伤害增加量', '4阶段', '-攻击时,附加10%的伤害', '6阶段', '-技能攻击力+3%', '7阶段', '-攻击时,附加3%的伤害']
if mode == 0:
改造lv = char.获取改造等级([part])
char.技能攻击力加成(part=part, x=0.04*改造lv)
char.附加伤害加成(0.03)
if 改造lv >= 1:
char.所有属性强化加成(40)
char.伤害增加加成(0.1)
pass
if 改造lv >= 4:
char.附加伤害加成(0.1)
pass
if 改造lv >= 6:
char.技能攻击力加成(part=part, x=0.03)
pass
if 改造lv >= 7:
char.附加伤害加成(0.03)
pass
pass
if mode == 1:
pass
def entry_14051(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['物理、魔法、独立攻击力+3%*改造等级', '所有属性强化+4*改造等级', '物理、魔法、独立攻击力+3%', '1阶段', '-物理、魔法、独立攻击力+14%', '-最终伤害+8%', '4阶段', '-技能攻击力+10%', '6阶段', '-技能攻击力+3%', '7阶段', '-物理、魔法、独立攻击力+3%']
if mode == 0:
改造lv = char.获取改造等级([part])
char.百分比三攻加成(0.03*改造lv)
char.所有属性强化加成(4*改造lv)
char.百分比三攻加成(0.03)
if 改造lv >= 1:
char.百分比三攻加成(0.14)
char.最终伤害加成(0.08)
pass
if 改造lv >= 4:
char.技能攻击力加成(part=part, x=0.1)
pass
if 改造lv >= 6:
char.技能攻击力加成(part=part, x=0.03)
pass
if 改造lv >= 7:
char.百分比三攻加成(0.03)
pass
pass
if mode == 1:
pass
def entry_14052(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['技能攻击力+4*改造等级', '攻击时,附加3%的伤害', '1阶段', '-暴击时,额外增加18%的伤害增加量', '4阶段', '-攻击时,附加4%的伤害', '6阶段', '-技能攻击力+3%', '7阶段', '-攻击时,附加3%的伤害']
if mode == 0:
改造lv = char.获取改造等级([part])
char.技能攻击力加成(part=part, x=0.04*改造lv)
char.附加伤害加成(0.03)
if 改造lv >= 1:
char.暴击伤害加成(0.18)
pass
if 改造lv >= 4:
char.附加伤害加成(0.04)
pass
if 改造lv >= 6:
char.技能攻击力加成(part=part, x=0.03)
pass
if 改造lv >= 7:
char.附加伤害加成(0.03)
pass
pass
if mode == 1:
pass
def entry_14053(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['暴击时,额外增加3%*改造等级的伤害增加量', '所有属性强化+4*改造等级', '暴击时,额外增加3%的伤害增加量', '1阶段', '-力量、智力+15%', '-所有属性强化+10', '4阶段', '-技能攻击力+14%', '6阶段', '-技能攻击力+3%', '7阶段', '-暴击时,额外增加3%的伤害增加量']
if mode == 0:
改造lv = char.获取改造等级([part])
char.暴击伤害加成(0.03*改造lv)
char.所有属性强化加成(4*改造lv)
char.暴击伤害加成(0.03)
if 改造lv >= 1:
char.百分比力智加成(0.15)
char.所有属性强化加成(10)
pass
if 改造lv >= 4:
char.技能攻击力加成(part=part, x=0.14)
pass
if 改造lv >= 6:
char.技能攻击力加成(part=part, x=0.03)
pass
if 改造lv >= 7:
char.暴击伤害加成(0.03)
pass
+671
View File
@@ -0,0 +1,671 @@
entry_chose = [] # (20000 + id, [chose1, 2, 3...]) 额外选项设置,参考20074消灭敌人词条
multi_select = {} # id : True/False 设置选项是否支持多选
variable_set = {} # id : setfunc 参数返回设置函数
# zs_bd_rate = 0
# def set_zs_bd_rate(x):
# global zs_bd_rate
# zs_bd_rate = x[0]/100
# entry_chose.append((20000, ["冰冻结算灼伤比例:{}%".format(str(i))
# for i in range(0, 101)], ""))
# multi_select[20000] = False
# variable_set[20000] = set_zs_bd_rate
control_state = False
def set_control_state(x):
global control_state
control_state = (x[0] == 1)
entry_chose.append((20001, ["控制型异常:不生效", "控制型异常:生效"], ""))
multi_select[20001] = False
variable_set[20001] = set_control_state
zd_rate = 1.0
def set_zd_rate(x):
global zd_rate
zd_rate = 1 - x[0]/5
entry_chose.append((20002, ["中毒层数:{}层".format(str(6-i))
for i in range(0, 6)], ""))
multi_select[20002] = False
variable_set[20002] = set_zd_rate
cx_rate = 1.0
def set_cx_rate(x):
global cx_rate
cx_rate = 1 - x[0]/10
entry_chose.append((20003, ["出血层数:{}层".format(str(11-i))
for i in range(0, 11)], ""))
multi_select[20003] = False
variable_set[20003] = set_cx_rate
gd_rate = 1.0
def set_gd_rate(x):
global gd_rate
gd_rate = 1 - x[0]/10
entry_chose.append((20004, ["感电层数:{}层".format(str(11-i))
for i in range(0, 11)], ""))
multi_select[20004] = False
variable_set[20004] = set_gd_rate
bd_cd = 99.99
def set_bd_cd(x):
global bd_cd
if x[0] == 0:
bd_cd = 99
else:
bd_cd = 3.5 - x[0]*0.5
entry_chose.append((20005, ["职业无赋予冰冻","职业冰冻CD:3秒","职业冰冻CD:2.5秒","职业冰冻CD:2秒","职业冰冻CD:1.5秒","职业冰冻CD:1秒","职业冰冻CD:0.5秒","职业冰冻CD:0秒"], ""))
multi_select[20005] = False
variable_set[20005] = set_bd_cd
cx_cd = 99.99
def set_cx_cd(x):
global cx_cd
if x[0] == 0:
cx_cd = 99
else:
cx_cd = 3.5 - x[0]*0.5
entry_chose.append((20006, ["职业无赋予出血","职业出血CD:3秒","职业出血CD:2.5秒","职业出血CD:2秒","职业出血CD:1.5秒","职业出血CD:1秒","职业出血CD:0.5秒","职业出血CD:0秒"], ""))
multi_select[20006] = False
variable_set[20006] = set_cx_cd
zd_cd = 99.99
def set_zd_cd(x):
global zd_cd
if x[0] == 0:
zd_cd = 99
else:
zd_cd = 3.5 - x[0]*0.5
entry_chose.append((20007, ["职业无赋予中毒","职业中毒CD:3秒","职业中毒CD:2.5秒","职业中毒CD:2秒","职业中毒CD:1.5秒","职业中毒CD:1秒","职业中毒CD:0.5秒","职业中毒CD:0秒"], ""))
multi_select[20007] = False
variable_set[20007] = set_zd_cd
gd_cd = 99.99
def set_gd_cd(x):
global gd_cd
if x[0] == 0:
gd_cd = 99
else:
gd_cd = 3.5 - x[0]*0.5
entry_chose.append((20008, ["职业无赋予感电","职业感电CD:3秒","职业感电CD:2.5秒","职业感电CD:2秒","职业感电CD:1.5秒","职业感电CD:1秒","职业感电CD:0.5秒","职业感电CD:0秒"], ""))
multi_select[20008] = False
variable_set[20008] = set_gd_cd
zs_cd = 99.99
def set_zs_cd(x):
global zs_cd
if x[0] == 0:
zs_cd = 99
else:
zs_cd = 3.5 - x[0]*0.5
entry_chose.append((20009, ["职业无赋予灼伤","职业灼伤CD:3秒","职业灼伤CD:2.5秒","职业灼伤CD:2秒","职业灼伤CD:1.5秒","职业灼伤CD:1秒","职业灼伤CD:0.5秒","职业灼伤CD:0秒"], ""))
multi_select[20009] = False
variable_set[20009] = set_zs_cd
ws_rate = 1.0
def set_ws_rate(x):
global ws_rate
ws_rate = 1 - x[0]/100
entry_chose.append((20010, ["雾神武器适用:{}%".format(str(100-i))
for i in range(0, 101)], ""))
multi_select[20010] = False
variable_set[20010] = set_ws_rate
# hl = []
# hl_list = [0, 1, 2]
# def set_hl(x):
# global hl
# hl = []
# for i in x:
# # 暂不确定为什么用户会超过上限
# try:
# hl.append(hl_list[min(i,2)])
# except Exception:
# pass
# entry_chose.append((31283,
# ['选择火龙融合状态',
# '火龙之怒buff',
# '火龙的气息:44层',
# ], ""))
# multi_select[31283] = True
# variable_set[31283] = set_hl
# jl_1 = 1
# jl_2 = 1
# jl_3 = 1
# jl_list = [1, 3, 5, -1]
# def set_jl_1(x):
# global jl_1
# jl_1 = jl_list[x[0]]
# def set_jl_2(x):
# global jl_2
# jl_2 = jl_list[x[0]]
# def set_jl_3(x):
# global jl_3
# jl_3 = jl_list[x[0]]
# entry_chose.append((31286,
# ['金龙手镯触发:1次',
# '金龙手镯触发:3次',
# '金龙手镯触发:5次',
# '金龙手镯触发:期望',
# ], ""))
# multi_select[31286] = False
# variable_set[31286] = set_jl_1
# entry_chose.append((31287,
# ['金龙项链触发:1次',
# '金龙项链触发:3次',
# '金龙项链触发:5次',
# '金龙项链触发:期望',
# ], ""))
# multi_select[31287] = False
# variable_set[31287] = set_jl_2
# entry_chose.append((31288,
# ['金龙戒指触发:1次',
# '金龙戒指触发:3次',
# '金龙戒指触发:5次',
# '金龙戒指触发:期望',
# ], ""))
# multi_select[31288] = False
# variable_set[31288] = set_jl_3
# bl = 5
# zl = 30
# hq_jd = 5
# buff_info = 1
# buff_info_list = [1, 2, 3]
# def set_buff_info(x):
# global buff_info
# buff_info = buff_info_list[x[0]]
# entry_chose.append(
# (31441, ['武器融合效果:Buff效果', '武器融合效果:80连击效果', '武器融合效果:期望'], ""))
# multi_select[31441] = False
# variable_set[31441] = set_buff_info
# lhjs = 1
# lhjs_list = [round(1-0.1*i, 2) for i in range(0, 11)]
# def set_lhjs(x):
# global lhjs
# lhjs = lhjs_list[min(x[0],10)]
# entry_chose.append((31465,
# ['灵魂拘束适用{}%技攻'.format(i) for i in lhjs_list], ""))
# multi_select[31465] = False
# variable_set[31465] = set_lhjs
own_type = []
own_type_list = ['', '出血', '中毒', '灼伤', '感电', '眩晕',
'诅咒', '睡眠', '束缚', '冰冻', '减速', '石化', '失明', '混乱']
def set_own_type(x):
global own_type
own_type = []
for i in x:
own_type.append(own_type_list[i])
entry_chose.append((21127, ['选择自身异常状态'] + ['自身处于{}状态'.format(i)
for i in own_type_list[1:]], ""))
variable_set[21127] = set_own_type
# mp_used = 0
# mp_used_list = [0, 1, 2, 3, 4, 5]
# def set_mp_used(x):
# global mp_used
# mp_used = mp_used_list[x[0]]
# entry_chose.append((21050,
# ['已消耗MP 0~9999',
# '已消耗MP 10000~19999',
# '已消耗MP 20000~29999',
# '已消耗MP 30000~39999',
# '已消耗MP 40000~49999',
# '已消耗MP 50000+',
# ], ""))
# multi_select[21050] = False
# variable_set[21050] = set_mp_used
# sy_cq = 0
# sy_cq_list = [0, 1, 2, 3]
# def set_sy_cq(x):
# global sy_cq
# sy_cq = sy_cq_list[x[0]]
# entry_chose.append((20948, ["双音戒指拾取{}个黑球".format(i) for i in sy_cq_list], ""))
# multi_select[20948] = False
# variable_set[20948] = set_sy_cq
# cd_kj = 6
# cd_kj_list = [12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0]
# def set_cd_kj(x):
# global cd_kj
# cd_kj = cd_kj_list[x[0]]
# entry_chose.append((20990, ["快捷栏{}个技能冷却中".format(i) for i in cd_kj_list], ""))
# multi_select[20990] = False
# variable_set[20990] = set_cd_kj
enemy_type = []
enemy_type_list = ['', '机械', '恶魔', '精灵',
'天使', '龙族', '人型', '野兽', '植物', '不死', '昆虫']
def set_enemy_type(x):
global enemy_type
enemy_type = []
for i in x:
enemy_type.append(enemy_type_list[i])
entry_chose.append((20037, ['选择敌人类型'] + ['攻击{}敌人'.format(i)
for i in enemy_type_list[1:]], ""))
variable_set[20037] = set_enemy_type
attack_type = []
attack_type_list = ['', '普通敌人', '稀有敌人', '领主敌人', '正面攻击', '背面攻击', '破招攻击',
'非破招攻击', '精英敌人']
def set_attack_type(x):
global attack_type
attack_type = []
for i in x:
attack_type.append(attack_type_list[i])
entry_chose.append((20351, ['选择攻击类型'] + ['{}'.format(i)
for i in attack_type_list[1:]], ""))
variable_set[20351] = set_attack_type
state_type = []
state_type_list = ['', '出血', '中毒', '灼伤', '感电', '眩晕',
'诅咒', '睡眠', '束缚', '冰冻', '减速', '石化', '失明', '混乱']
def set_state_type(x):
global state_type
state_type = []
for i in x:
state_type.append(state_type_list[i])
if bd_cd < 99 and '冰冻' not in state_type:
state_type.append('冰冻')
entry_chose.append((20042, ['选择敌人状态'] + ['攻击{}敌人'.format(i)
for i in state_type_list[1:]], ""))
variable_set[20042] = set_state_type
def get_state_type():
# global state_type
temp = list(set(state_type))
if control_state:
temp = list(filter(lambda x: x != '', temp))
else:
temp = list(filter(lambda x: x not in ['', '眩晕',
'诅咒', '睡眠', '束缚', '冰冻', '减速', '石化', '失明', '混乱'], temp))
return temp
teammate_num = 1
teammate_num_list = [0, 1, 2, 3, 4]
def set_teammate_num(x):
global teammate_num
teammate_num = teammate_num_list[x[0]]
entry_chose.append((20165, ['选择队员数量'] + ['队员:{}名'.format(i)
for i in teammate_num_list[1:]], ""))
multi_select[20165] = False
variable_set[20165] = set_teammate_num
dungeons_type = []
dungeons_type_list = ['', '[贵族机要]', '[毁坏的寂静城(高级)]', '[机械战神试验场]', '[团结]']
def set_dungeons_type(x):
global dungeons_type
dungeons_type = []
for i in x:
if i < len(dungeons_type_list):
dungeons_type.append(dungeons_type_list[i])
entry_chose.append((20189, ['选择地下城类型'] + ['{}'.format(i)
for i in dungeons_type_list[1:]], ""))
variable_set[20189] = set_dungeons_type
# distance_num_list = [0, 50, 100, 150, 200, 250, 300]
# def set_distance_num(x):
# global distance_num
# distance_num = distance_num_list[x[0]]
# entry_chose.append((20253, ['选择敌人距离'] + ['距离敌人{}~{}px'.format(i, i + 50)
# for i in distance_num_list[1:]], ""))
# multi_select[20253] = False
# variable_set[20253] = set_distance_num
# combo_num = 0
enemy_num = 0
enemy_num_list = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10]
def set_enemy_num(x):
global enemy_num
enemy_num = enemy_num_list[min(x[0], 10)]
entry_chose.append((20183, ['选择敌人数量'] + ['{}个敌人'.format(i)
for i in enemy_num_list[1:]], ""))
multi_select[20183] = False
variable_set[20183] = set_enemy_num
# toughness_num = 0
# toughness_num_list = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10]
# def set_toughness_num(x):
# global toughness_num
# toughness_num = toughness_num_list[x[0]]
# entry_chose.append((20194, ['选择敌人韧性削减'] + ['韧性减少:{}%'.format(i * 10)
# for i in toughness_num_list[1:]], ""))
# multi_select[20194] = False
# variable_set[20194] = set_toughness_num
hp_rate_num = 0
hp_rate_num_list = [90, 0, 10, 20, 30, 40, 50, 60, 70, 80, 90]
def get_hp_rate_num(char):
cur = char.get_eq_params('hp_max')
cur = 100 if cur == 0 else cur
return min(cur,hp_rate_num)
def set_hp_rate_num(x):
global hp_rate_num
hp_rate_num = hp_rate_num_list[x[0]]
entry_chose.append((20814, ['选择HP范围'] +
['HP:10%以下',
'HP:10%~20%',
'HP:20%~30%',
'HP:30%~40%',
'HP:40%~50%',
'HP:50%~60%',
'HP:60%~70%',
'HP:70%~80%',
'HP:80%~90%',
'HP:90%以上',
], ""))
multi_select[20814] = False
variable_set[20814] = set_hp_rate_num
mp_rate_num = 0
mp_rate_num_list = [90, 0, 10, 20, 30, 40, 50, 60, 70, 80, 90]
def set_mp_rate_num(x):
global mp_rate_num
mp_rate_num = mp_rate_num_list[x[0]]
def get_mp_rate_num(char):
cur = char.get_eq_params('mp_max')
cur = 100 if cur == 0 else cur
return min(cur,mp_rate_num)
entry_chose.append((20813, ['选择MP范围'] +
['MP:10%以下',
'MP:10%~20%',
'MP:20%~30%',
'MP:30%~40%',
'MP:40%~50%',
'MP:50%~60%',
'MP:60%~70%',
'MP:70%~80%',
'MP:80%~90%',
'MP:90%以上',
], ""))
multi_select[20813] = False
variable_set[20813] = set_mp_rate_num
# gold_num = 40
# wuse_number = 0
# wuse_number_list = [0, 50, 100, 150, 200, 250]
# def set_wuse_num(x):
# global wuse_number
# wuse_number = wuse_number_list[x[0]]
# entry_chose.append((21261, ['累计无色消耗:{}个'.format(i)
# for i in wuse_number_list], ""))
# multi_select[21261] = False
# variable_set[21261] = set_wuse_num
cp_soul_bender = 5
cp_soul_bender_list = [5, 4, 3, 2, 1, 0]
def set_cp_soul_bender(x):
global cp_soul_bender
cp_soul_bender = cp_soul_bender_list[x[0]]
entry_chose.append((30550, ['CP武器-[冥界之焰]叠加5次',
'CP武器-[冥界之焰]叠加4次',
'CP武器-[冥界之焰]叠加3次',
'CP武器-[冥界之焰]叠加2次',
'CP武器-[冥界之焰]叠加1次',
'CP武器-[冥界之焰]叠加0次'
], "soul_bender"))
multi_select[30550] = False
variable_set[30550] = set_cp_soul_bender
cp_striker_male = 0
cp_striker_male_list = [1, 0]
def set_cp_striker_male(x):
global cp_striker_male
cp_striker_male = cp_striker_male_list[x[0]]
entry_chose.append((30579, ['CP武器-[双重释放]Buff触发',
'CP武器-[双重释放]Buff未触发',
], "striker_male"))
multi_select[30579] = False
variable_set[30579] = set_cp_striker_male
cp_elemental_bomber = 0
cp_elemental_bomber_list = [0, 1, 2, 3, 4, 5]
def set_cp_elemental_bomber(x):
global cp_elemental_bomber
cp_elemental_bomber = cp_elemental_bomber_list[x[0]]
entry_chose.append((30647, ['CP武器-[元素之力]0层',
'CP武器-[元素之力]1层',
'CP武器-[元素之力]2层',
'CP武器-[元素之力]3层',
'CP武器-[元素之力]4层',
'CP武器-[元素之力]5层',
], "elemental_bomber"))
multi_select[30647] = False
variable_set[30647] = set_cp_elemental_bomber
cp_witch_1 = 0
cp_witch_list_1 = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15]
def set_cp_witch_1(x):
global cp_witch_1
cp_witch_1 = cp_witch_list_1[x[0]]
entry_chose.append((30663, ['CP武器-积攒普通糖果:{}个'.format(i)
for i in cp_witch_list_1], "witch"))
multi_select[30663] = False
variable_set[30663] = set_cp_witch_1
cp_witch_2 = 0
cp_witch_list_2 = [0, 1, 2, 3, 4, 5]
def set_cp_witch_2(x):
global cp_witch_2
cp_witch_2 = cp_witch_list_2[x[0]]
entry_chose.append((30664, ['CP武器-积攒稀有糖果:{}个'.format(i)
for i in cp_witch_list_2], "witch"))
multi_select[30664] = False
variable_set[30664] = set_cp_witch_2
# cp_witch_3 = 0
# cp_witch_list_3 = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15]
# def set_cp_witch_3(x):
# global cp_witch_3
# cp_witch_3 = cp_witch_list_3[x[0]]
# entry_chose.append((30665, ['CP武器-存储普通糖果:{}个'.format(i)
# for i in cp_witch_list_3], "witch"))
# multi_select[30665] = False
# variable_set[30665] = set_cp_witch_3
# cp_witch_4 = 0
# cp_witch_list_4 = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15]
# def set_cp_witch_4(x):
# global cp_witch_4
# cp_witch_4 = cp_witch_list_4[x[0]]
# entry_chose.append((30666, ['CP武器-存储稀有糖果:{}个'.format(i)
# for i in cp_witch_list_4], "witch"))
# multi_select[30666] = False
# variable_set[30666] = set_cp_witch_4
combat_max = 0
# in_buff_info = 2
# in_buff_info_list = [1, 2, 3]
# def set_in_buff_info(x):
# global in_buff_info
# in_buff_info = in_buff_info_list[x[0]]
# entry_chose.append(
# (31586, ['海贼头肩:Buff效果', '海贼头肩:80连击效果', '海贼头肩:期望'], ""))
# multi_select[31586] = False
# variable_set[31586] = set_buff_info
cp_kunoichi = 30
def set_cp_kunoichi(x):
global cp_kunoichi
cp_kunoichi = x[0]*0.1
entry_chose.append((30724, ["CP武器灼伤结算加成:{}%".format(str(round(i*0.1,1)))
for i in range(0, 101)], "kunoichi"))
multi_select[30724] = False
variable_set[30724] = set_cp_kunoichi
random = 0
# random_list = [0, 1,2]
# def set_random(x):
# global random
# random = random_list[x[0]]
# entry_chose.append((30223, ['随机词条-期望计算',
# '随机词条-高伤计算',
# '随机词条-低伤计算',
# ], ""))
# multi_select[30223] = False
# variable_set[30223] = set_random
+165
View File
@@ -0,0 +1,165 @@
from core.basic.property import CharacterProperty
from core.equipment.property import 成长词条计算
import core.equipment.entry_0.params as pa
def entry_10101(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
# (宠物)
return ["增益量 +3%", "所有职业Lv1~50 全部技能+1", "Lv30 Buff技能力量、智力增加量 +3%", "Lv30 Buff技能物理、魔法、独立攻击力 +3%"]
if mode == 0:
char.技能等级加成('所有', 1, 50, 1)
char.辅助属性加成(buff百分比力智=0.03, buff百分比三攻=0.03, 百分比buff量=0.03)
def entry_10102(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
# (宠物)
return ["所有属性强化 +15", "攻击、施放、移动速度 +4%", "MP最大值 +5%", "攻击强化增幅 +12%", "增益量 +2%", "所有职业Lv1~50 全部技能+1", ]
if mode == 0:
char.技能等级加成('所有', 1, 50, 1)
char.辅助属性加成(百分比buff量=0.02)
char.所有速度增加(part=part, x=0.04)
char.所有属性强化加成(15)
char.百分比攻击强化加成(0.12)
def entry_10103(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
# (宠物)
return ["所有属性强化 +25", "攻击、施放、移动速度 +5%", "MP最大值 +5%", "攻击强化增幅 +15%", "增益量 +5%", "所有职业Lv1~75 全部技能+1", ]
if mode == 0:
char.技能等级加成('所有', 1, 75, 1)
char.辅助属性加成(百分比buff量=0.05)
char.所有速度增加(part=part, x=0.05)
char.所有属性强化加成(25)
char.百分比攻击强化加成(0.15)
def entry_11001(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['攻击速度 +5%', '移动速度 +5%', '施放速度 +5%', '所有属性强化 +25', '所有职业Lv1~95 全部技能+1', '物理、魔法、独立攻击力 +20%', '攻击时,附加15%伤害', '所有技能冷却时间 -5%(加算)', '攻击强化增幅 +35%']
if mode == 0:
char.所有属性强化加成(25)
char.附加伤害加成(0.15)
char.百分比三攻加成(0.2)
char.百分比攻击强化加成(0.35)
char.加算冷却缩减(0.05)
char.技能等级加成('所有', 1, 95, 1)
char.所有速度增加(part=part, x=0.05)
if mode == 1:
pass
def entry_11002(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['攻击速度 +5%', '移动速度 +5%', '施放速度 +5%', '所有属性强化 +25', '所有职业Lv1~95 全部技能+1', '物理、魔法、独立攻击力 +15%', '攻击时,附加20%伤害', '所有技能冷却时间 -5%(加算)', '攻击强化增幅 +35%']
if mode == 0:
char.所有属性强化加成(25)
char.附加伤害加成(0.20)
char.百分比三攻加成(0.15)
char.百分比攻击强化加成(0.35)
char.加算冷却缩减(0.05)
char.技能等级加成('所有', 1, 95, 1)
char.所有速度增加(part=part, x=0.05)
if mode == 1:
pass
def entry_11003(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['攻击速度 +5%', '移动速度 +5%', '施放速度 +5%', '所有属性强化 +25', '所有职业Lv1~95 全部技能+1', '物理、魔法、独立攻击力 +12%', '攻击时,附加10%伤害', '所有技能冷却时间 -5%(加算)', '攻击强化增幅 +22%']
if mode == 0:
char.所有属性强化加成(25)
char.附加伤害加成(0.10)
char.百分比三攻加成(0.12)
char.百分比攻击强化加成(0.22)
char.加算冷却缩减(0.05)
char.技能等级加成('所有', 1, 95, 1)
char.所有速度增加(part=part, x=0.05)
if mode == 1:
pass
def entry_11004(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['攻击速度 +5%', '移动速度 +5%', '施放速度 +5%', '所有属性强化 +25', '所有职业Lv1~95 全部技能+1', '物理、魔法、独立攻击力 +10%', '攻击时,附加12%伤害', '所有技能冷却时间 -5%(加算)', '攻击强化增幅 +22%']
if mode == 0:
char.所有属性强化加成(25)
char.附加伤害加成(0.12)
char.百分比三攻加成(0.10)
char.百分比攻击强化加成(0.22)
char.加算冷却缩减(0.05)
char.技能等级加成('所有', 1, 95, 1)
char.所有速度增加(part=part, x=0.05)
if mode == 1:
pass
def entry_11005(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['攻击速度 +5%', '移动速度 +5%', '施放速度 +5%', '所有属性强化 +25', '所有职业Lv1~80 全部技能+1', '暴击时,额外增加20%的伤害增加量', '力量、智力 +12%', '所有技能冷却时间 -5%(加算)', '攻击强化增幅 +32%']
if mode == 0:
char.所有属性强化加成(25)
char.暴击伤害加成(0.20)
char.百分比力智加成(0.12)
char.百分比攻击强化加成(0.32)
char.加算冷却缩减(0.05)
char.技能等级加成('所有', 1, 80, 1)
char.所有速度增加(part=part, x=0.05)
if mode == 1:
pass
def entry_11006(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['攻击速度 +5%', '移动速度 +5%', '施放速度 +5%', '所有属性强化 +25', '所有职业Lv1~80 全部技能+1', '物理、魔法、独立攻击力 +12%', '攻击时,附加10%伤害', '所有技能冷却时间 -5%(加算)', '攻击强化增幅 +22%']
if mode == 0:
char.所有属性强化加成(25)
char.百分比三攻加成(0.12)
char.附加伤害加成(0.10)
char.百分比攻击强化加成(0.22)
char.加算冷却缩减(0.05)
char.技能等级加成('所有', 1, 80, 1)
char.所有速度增加(part=part, x=0.05)
if mode == 1:
pass
def entry_11007(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['攻击速度 +5%', '移动速度 +5%', '施放速度 +5%', '所有属性强化 +25', '所有职业Lv1~95 全部技能+1', '所有技能冷却时间 -5%(加算)', '攻击强化增幅 +25%']
if mode == 0:
char.所有属性强化加成(25)
char.百分比攻击强化加成(0.25)
char.加算冷却缩减(0.05)
char.技能等级加成('所有', 1, 95, 1)
char.所有速度增加(part=part, x=0.05)
if mode == 1:
pass
def entry_11009(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['攻击速度 +5%', '移动速度 +5%', '施放速度 +5%', '所有属性强化 +25', '所有职业Lv1~95 全部技能+1', '所有技能冷却时间 -5%(加算)', '攻击强化增幅 +40%']
if mode == 0:
char.所有属性强化加成(25)
char.百分比攻击强化加成(0.40)
char.加算冷却缩减(0.05)
char.技能等级加成('所有', 1, 95, 1)
char.所有速度增加(part=part, x=0.05)
if mode == 1:
pass
def entry_11010(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['攻击速度 +5%', '移动速度 +5%', '施放速度 +5%', '所有属性强化 +25', '所有职业Lv1~95 全部技能+1', '所有技能冷却时间 -5%(加算)', '攻击强化增幅 +30%']
if mode == 0:
char.所有属性强化加成(25)
char.百分比攻击强化加成(0.30)
char.加算冷却缩减(0.05)
char.技能等级加成('所有', 1, 95, 1)
char.所有速度增加(part=part, x=0.05)
if mode == 1:
pass
def entry_11011(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['攻击速度 +5%', '移动速度 +5%', '施放速度 +5%', '所有属性强化 +25', '所有职业Lv1~95 全部技能+1', '所有技能冷却时间 -5%(加算)', '攻击强化增幅 +45%']
if mode == 0:
char.所有属性强化加成(25)
char.百分比攻击强化加成(0.45)
char.加算冷却缩减(0.05)
char.技能等级加成('所有', 1, 95, 1)
char.所有速度增加(part=part, x=0.05)
if mode == 1:
pass
+650
View File
@@ -0,0 +1,650 @@
from core.basic.property import CharacterProperty
from functools import reduce
import core.equipment.entry_0.params as pa
# 规律系 - [魔弹射手]
def entry_20000(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return "攻击时,发射魔弹,对附近的敌人造成伤害。(冷却时间0.5秒)<br/>- 魔弹伤害量:{0}%<br/>魔弹发射个数:{1}个"
lv_params = [[98, 1], [196, 1], [294, 1], [588, 1], [979, 1], [1126, 1], [1350, 1]]
cost = [30, 30, 30, 30, 30, 60, 60]
if mode == 0:
if lv > 0:
char.辅助属性加成(buff量=7.2*reduce(lambda x, y: x+y, cost[:lv]))
pass
if mode == 1:
pass
# 规律系 - [魔力增幅]
def entry_20001(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return "魔弹伤害量 +{0}%"
lv_params = [[10], [15], [20], [25], [30], [35], [40]]
cost = [30, 30, 30, 30, 30, 60, 60]
if mode == 0:
if lv > 0:
char.辅助属性加成(buff量=7.2*reduce(lambda x, y: x+y, cost[:lv]))
pass
if mode == 1:
pass
# 规律系 - [预备弹夹]
def entry_20002(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return "魔弹发射个数 +{0}个"
lv_params = [[2]]
cost = [80]
if mode == 0:
if lv > 0:
char.辅助属性加成(buff量=7.2*reduce(lambda x, y: x+y, cost[:lv]))
pass
if mode == 1:
pass
# 规律系 - [乱射]
def entry_20003(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return "第6次发射魔弹时,魔弹个数增加至{0}倍{1}"
lv_params = [[3, ''], [3, '<br/>第66次发射魔弹时,触发魔弹暴走。<br/>- 魔弹暴走的伤害量应用魔弹射手的数值']]
cost = [100, 100]
if mode == 0:
if lv > 0:
char.辅助属性加成(buff量=7.2*reduce(lambda x, y: x+y, cost[:lv]))
pass
if mode == 1:
pass
# 规律系 - [魔剑舞者]
def entry_20004(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return "攻击时,生成[魔剑风暴],对附近的敌人造成伤害。 (冷却时间5秒)。<br/>- [魔剑风暴]伤害量:{0}%<br/>- [魔剑风暴]持续时间:{1}秒"
lv_params = [[306, 1.5], [459, 1.5], [612, 1.5], [688, 2], [917, 2.5], [1070, 3], [1310, 3.5], [1441, 3.5], [1572, 3.5], [1868, 3.5]]
cost = [10, 10, 10, 20, 20, 20, 20, 30, 30, 60]
if mode == 0:
if lv > 0:
char.辅助属性加成(buff量=7.2*reduce(lambda x, y: x+y, cost[:lv]))
pass
if mode == 1:
pass
# 规律系 - [荆棘护甲]
def entry_20005(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return "[魔剑风暴]范围 +{0}%"
lv_params = [[10], [20], [30], [40], [50]]
cost = [20, 20, 20, 20, 20]
if mode == 0:
if lv > 0:
char.辅助属性加成(buff量=7.2*reduce(lambda x, y: x+y, cost[:lv]))
pass
if mode == 1:
pass
# 规律系 - [剑刃账幕]
def entry_20006(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return "[魔剑风暴]伤害量 +{0}%"
lv_params = [[5], [10], [15], [20], [25], [30], [35]]
cost = [20, 20, 20, 30, 30, 50, 50]
if mode == 0:
if lv > 0:
char.辅助属性加成(buff量=7.2*reduce(lambda x, y: x+y, cost[:lv]))
pass
if mode == 1:
pass
# 规律系 - [剑痕]
def entry_20007(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return "[魔剑风暴]多段攻击间隔 -{0}%"
lv_params = [[10], [20], [30], [40], [50], [55], [65]]
cost = [30, 30, 30, 30, 30, 60, 60]
if mode == 0:
if lv > 0:
char.辅助属性加成(buff量=7.2*reduce(lambda x, y: x+y, cost[:lv]))
pass
if mode == 1:
pass
# 规律系 - [魔工学炮手]
def entry_20008(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return "生成1个追踪敌人进行攻击的魔力炮。 (再次生成所需冷却时间30秒)<br/>- 魔力炮伤害量:{0}%<br/>- 魔力炮持续时间:10秒"
lv_params = [[486], [973], [1459], [2919], [4864], [5837], [7094]]
cost = [20, 20, 20, 20, 20, 40, 40]
if mode == 0:
if lv > 0:
char.辅助属性加成(buff量=7.2*reduce(lambda x, y: x+y, cost[:lv]))
pass
if mode == 1:
pass
# 规律系 - [核融合]
def entry_20009(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return "魔力炮伤害量 +{0}%"
lv_params = [[5], [7], [10], [15], [20]]
cost = [30, 30, 30, 50, 50]
if mode == 0:
if lv > 0:
char.辅助属性加成(buff量=7.2*reduce(lambda x, y: x+y, cost[:lv]))
pass
if mode == 1:
pass
# 规律系 - [空气力学]
def entry_20010(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return "魔力炮多段攻击间隔 -{0}%"
lv_params = [[7], [10], [12], [15], [20]]
cost = [30, 30, 30, 30, 30]
if mode == 0:
if lv > 0:
char.辅助属性加成(buff量=7.2*reduce(lambda x, y: x+y, cost[:lv]))
pass
if mode == 1:
pass
# 规律系 - [魔力猎食]
def entry_20011(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return "每次攻击魔力炮时,持续时间 +{0}秒。 (冷却时间{1}秒){2}"
lv_params = [[3, 5, ''], [4, 4, ''], [5, 3, ''], [5, 3, '<br/>魔力炮攻击时,释放魔力波动。 (冷却时间7秒)<br/>- 魔力波动伤害量:魔力炮伤害量的100%'], [5, 3, '<br/>魔力炮攻击时,释放魔力波动。 (冷却时间7秒)<br/>- 魔力波动伤害量:魔力炮伤害量的300%']]
cost = [40, 50, 50, 80, 80]
if mode == 0:
if lv > 0:
char.辅助属性加成(buff量=7.2*reduce(lambda x, y: x+y, cost[:lv]))
pass
if mode == 1:
pass
# 规律系 - [强力一击]
def entry_20016(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return "技能伤害 +{0}%"
lv_params = [[10], [16], [22], [28], [35]]
cost = [96, 96, 96, 96, 96]
if mode == 0:
if lv > 0:
char.辅助属性加成(buff量=7.2*reduce(lambda x, y: x+y, cost[:lv]))
char.技能攻击力加成(lv_params[lv-1][0]/100)
if char.实际名称 == 'crusader_male':
char.get_skill_by_name('生命源泉').CDR *= 0.5
pass
if mode == 1:
pass
# 规律系 - [冥想]
def entry_20017(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return "技能冷却时间 -{0}%"
lv_params = [[10], [20]]
cost = [96, 96]
if mode == 0:
if lv > 0:
char.辅助属性加成(buff量=7.2*reduce(lambda x, y: x+y, cost[:lv]))
char.技能冷却缩减(1, 100, lv_params[lv-1][0]/100, excName=char.觉醒技能)
pass
if mode == 1:
pass
# 猛攻系 - [速攻:连击]
def entry_20100(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return "施放技能时,进入[连击]状态5秒。<br/>[连击]:所有速度 +{0}%"
lv_params = [[2], [3], [4], [4.5], [5]]
cost = [40, 40, 45, 35, 35]
if mode == 0:
if lv > 0:
char.辅助属性加成(buff量=7.2*reduce(lambda x, y: x+y, cost[:lv]))
if lv > 0:
char.所有速度增加(lv_params[lv-1][0]/100, '特性')
pass
if mode == 1:
pass
# 猛攻系 - [速攻:奔涌击]
def entry_20101(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return "[连击]状态下,施放技能时,进入[奔涌击]状态5秒。<br/>[奔涌击]:所有速度 +{0}%"
lv_params = [[2], [3], [4], [4.5], [5]]
cost = [45, 45, 50, 40, 40]
if mode == 0:
if lv > 0:
char.辅助属性加成(buff量=7.2*reduce(lambda x, y: x+y, cost[:lv]))
if lv > 0:
char.所有速度增加(lv_params[lv-1][0]/100, '特性')
pass
if mode == 1:
pass
# 猛攻系 - [速攻:闪影击]
def entry_20102(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return "[奔涌击]状态下,施放技能时,进入[闪影击]状态5秒。<br/>[闪影击]:所有速度 +{0}%"
lv_params = [[4], [5], [6], [6.5], [7]]
cost = [50, 50, 55, 45, 45]
if mode == 0:
if lv > 0:
char.辅助属性加成(buff量=7.2*reduce(lambda x, y: x+y, cost[:lv]))
if lv > 0:
char.所有速度增加(lv_params[lv-1][0]/100, '特性')
pass
if mode == 1:
pass
# 猛攻系 - [破竹之势]
def entry_20103(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return "[闪影击]状态下,施放技能时{0},技能伤害 +{1}%,效果持续10秒。"
lv_params = [[',解除所有[速攻]效果', 3], [',解除所有[速攻]效果', 4], ['', 5]]
cost = [60, 50, 50]
if mode == 0:
if lv > 0:
char.辅助属性加成(buff量=7.2*reduce(lambda x, y: x+y, cost[:lv]))
if lv > 0:
char.技能攻击力加成(lv_params[lv-1][1]/100)
pass
if mode == 1:
pass
# 猛攻系 - [强袭:破击]
def entry_20104(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return "施放技能时,进入[破击]状态5秒。<br/>[破击]:物理/魔法所受伤害 -{0}%"
lv_params = [[1], [2], [3], [3.5], [4]]
cost = [40, 40, 45, 45, 45]
if mode == 0:
if lv > 0:
char.辅助属性加成(buff量=7.2*reduce(lambda x, y: x+y, cost[:lv]))
pass
if mode == 1:
pass
# 猛攻系 - [强袭:强腕击]
def entry_20105(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return "[破击]状态下,施放技能时,进入[强腕击]状态5秒。<br/>[强腕击]:物理/魔法所受伤害 -{0}%"
lv_params = [[1], [2], [3], [3.5], [4]]
cost = [45, 45, 50, 40, 40]
if mode == 0:
if lv > 0:
char.辅助属性加成(buff量=7.2*reduce(lambda x, y: x+y, cost[:lv]))
pass
if mode == 1:
pass
# 猛攻系 - [强袭:泰山击]
def entry_20106(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return "[强腕击]状态下,施放技能时,进入[泰山击]状态5秒。<br/>[泰山击]:物理/魔法所受伤害 -{0}%"
lv_params = [[1], [2], [3], [3.5], [4]]
cost = [50, 50, 55, 45, 45]
if mode == 0:
if lv > 0:
char.辅助属性加成(buff量=7.2*reduce(lambda x, y: x+y, cost[:lv]))
pass
if mode == 1:
pass
# 猛攻系 - [英雄豪杰]
def entry_20107(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return "[泰山击]状态下,施放技能时{0},技能伤害 +{1}%,并进入霸体状态,效果持续10秒。"
lv_params = [[',解除所有[强袭]效果', 3], [',解除所有[强袭]效果', 4], ['', 5]]
cost = [60, 50, 50]
if mode == 0:
if lv > 0:
char.辅助属性加成(buff量=7.2*reduce(lambda x, y: x+y, cost[:lv]))
if lv > 0:
char.技能攻击力加成(lv_params[lv-1][1]/100)
pass
if mode == 1:
pass
# 猛攻系 - [强力一击]
def entry_20108(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return "技能伤害 +{0}%"
lv_params = [[10], [16], [22], [28], [35]]
cost = [96, 96, 96, 96, 96]
if mode == 0:
if lv > 0:
char.辅助属性加成(buff量=7.2*reduce(lambda x, y: x+y, cost[:lv]))
char.技能攻击力加成(lv_params[lv-1][0]/100)
if char.实际名称 == 'crusader_male':
char.get_skill_by_name('生命源泉').CDR *= 0.5
pass
if mode == 1:
pass
# 猛攻系 - [冥想]
def entry_20109(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return "技能冷却时间 -{0}%"
lv_params = [[10], [20]]
cost = [96, 96]
if mode == 0:
if lv > 0:
char.辅助属性加成(buff量=7.2*reduce(lambda x, y: x+y, cost[:lv]))
char.技能冷却缩减(1, 100, lv_params[lv-1][0]/100, excName=char.觉醒技能)
pass
if mode == 1:
pass
# 保护系 - [保护罩填充]
def entry_20200(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return "施放技能时,赋予生命值最大值3%的保护罩。 (冷却时间3秒;最多叠加{0}次)"
lv_params = [[1], [2], [3], [4], [5]]
cost = [30, 30, 30, 30, 30]
if mode == 0:
if lv > 0:
char.辅助属性加成(buff量=7.2*reduce(lambda x, y: x+y, cost[:lv]))
if lv > 0:
char.set_eq_params('protect', char.get_eq_params(
'protect') + 0.03 * lv_params[lv-1][0])
pass
if mode == 1:
pass
# 保护系 - [护盾爆裂 - 爆炸]
def entry_20201(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return "保护罩解除时,引发爆炸,攻击周围敌人。<br/>- 爆炸伤害量:{0}%"
lv_params = [[152], [304], [456], [912], [1521]]
cost = [15, 15, 15, 15, 15]
if mode == 0:
if lv > 0:
char.辅助属性加成(buff量=7.2*reduce(lambda x, y: x+y, cost[:lv]))
pass
if mode == 1:
pass
# 保护系 - [火盾]
def entry_20202(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return "生成火焰,对触碰到保护罩的敌人造成伤害。 (冷却时间0.3秒)<br/>- 火焰伤害量:{0}%"
lv_params = [[101], [203], [304], [608], [1014], [1217], [1521]]
cost = [25, 25, 25, 25, 25, 40, 40]
if mode == 0:
if lv > 0:
char.辅助属性加成(buff量=7.2*reduce(lambda x, y: x+y, cost[:lv]))
pass
if mode == 1:
pass
# 保护系 - [背水一战]
def entry_20203(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return "解除觉醒技能关联。<br/>50级技能冷却时间 -50%<br/>50级技能攻击力 +{0}%<br/>50级增益技能效果 -70% (仅限辅助职业)"
lv_params = [[0], [10], [15], [25], [30]]
cost = [100, 60, 60, 70, 70]
if mode == 0:
if lv > 0:
char.辅助属性加成(buff量=7.2*reduce(lambda x, y: x+y, cost[:lv]))
if lv > 0:
char.技能冷却缩减(50, 50, 0.5)
char.技能倍率加成(50,50,lv_params[lv-1][0]/100)
if char.类型 == '辅助':
char.辅助属性加成(觉醒百分比力智Total=-0.7)
pass
if mode == 1:
pass
# 保护系 - [保护罩续充]
def entry_20204(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return "装备的填充型保护罩的填充冷却时间 -1秒"
lv_params = [[]]
cost = [30]
if mode == 0:
if lv > 0:
char.辅助属性加成(buff量=7.2*reduce(lambda x, y: x+y, cost[:lv]))
pass
if mode == 1:
pass
# 保护系 - [护盾爆裂 - 恢复]
def entry_20205(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return "保护罩解除时,周围300px范围内的队员恢复{0}%的生命值和魔法值。"
lv_params = [[1], [1.5], [2], [2.5], [3]]
cost = [15, 15, 15, 15, 15]
if mode == 0:
if lv > 0:
char.辅助属性加成(buff量=7.2*reduce(lambda x, y: x+y, cost[:lv]))
pass
if mode == 1:
pass
# 保护系 - [水盾]
def entry_20206(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return "保护罩周围{0}px内队友的生命值/魔法值恢复{1}%。 (冷却时间3秒)<br/><br/>技能伤害 +{2}%"
lv_params = [[100, 0.2, 0], [150, 0.3, 0], [200, 0.5, 0], [250, 0.7, 0], [300, 1, 0], [300, 1, 0.5], [300, 1, 1]]
cost = [25, 25, 25, 25, 25, 40, 40]
if mode == 0:
if lv > 0:
char.技能攻击力加成(lv_params[lv-1][2]/100)
char.辅助属性加成(buff量=7.2*reduce(lambda x, y: x+y, cost[:lv]))
pass
if mode == 1:
pass
# 保护系 - [披靡庇护]
def entry_20207(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return "100级技能攻击力 +{0}%<br/>施放100级技能后,进入无敌状态一段时间。"
lv_params = [[15], [17], [20], [22], [25]]
cost = [100, 60, 60, 70, 70]
if mode == 0:
if lv > 0:
char.辅助属性加成(buff量=7.2*reduce(lambda x, y: x+y, cost[:lv]))
if lv > 0:
char.技能倍率加成(100, 100, lv_params[lv-1][0]/100)
pass
if mode == 1:
pass
# 保护系 - [强力一击]
def entry_20208(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return "技能伤害 +{0}%"
lv_params = [[10], [16], [22], [28], [35]]
cost = [96, 96, 96, 96, 96]
if mode == 0:
if lv > 0:
char.辅助属性加成(buff量=7.2*reduce(lambda x, y: x+y, cost[:lv]))
char.技能攻击力加成(lv_params[lv-1][0]/100)
if char.实际名称 == 'crusader_male':
char.get_skill_by_name('生命源泉').CDR *= 0.5
pass
if mode == 1:
pass
# 保护系 - [冥想]
def entry_20209(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return "技能冷却时间 -{0}%"
lv_params = [[10], [20]]
cost = [96, 96]
if mode == 0:
if lv > 0:
char.辅助属性加成(buff量=7.2*reduce(lambda x, y: x+y, cost[:lv]))
char.技能冷却缩减(1, 100, lv_params[lv-1][0]/100, excName=char.觉醒技能)
pass
if mode == 1:
pass
# 具现系 - [灵药炼制]
def entry_20300(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return "每{0}秒炼制一~四等灵药<br/>- 腕力灵药:技能伤害 +1/2/4/5%,效果持续20秒。<br/>- 铁壁灵药:物理/魔法所受伤害 -4/7/10/15%,效果持续20秒。<br/>- 神速灵药:所有速度 +5/10/15/20%,效果持续20秒。"
lv_params = [[30], [28], [26], [23], [20], [18], [15]]
cost = [20, 20, 20, 20, 20, 50, 50]
if mode == 0:
if lv > 0:
char.辅助属性加成(buff量=7.2*reduce(lambda x, y: x+y, cost[:lv]))
pass
if mode == 1:
pass
# 具现系 - [力量精通]
def entry_20301(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return "拾取灵药时,技能伤害 +{0}%,效果持续{1}秒。"
lv_params = [[1, 5], [1, 10], [1, 13], [1, 16], [1, 20], [1.5, 25], [2, 25]]
cost = [20, 20, 20, 20, 20, 40, 40]
if mode == 0:
if lv > 0:
char.辅助属性加成(buff量=7.2*reduce(lambda x, y: x+y, cost[:lv]))
pass
if mode == 1:
pass
# 具现系 - [强化 - 力量精通]
def entry_20302(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return "拾取灵药时,所有速度 +5%,效果持续{0}秒。"
lv_params = [[5], [10], [13], [16], [20], [22], [25]]
cost = [30, 30, 30, 30, 30, 50, 50]
if mode == 0:
if lv > 0:
char.辅助属性加成(buff量=7.2*reduce(lambda x, y: x+y, cost[:lv]))
pass
if mode == 1:
pass
# 具现系 - [传说再现 - 破坏]
def entry_20303(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return "高度成熟的炼制术有时会产生意想不到的效果。<br/>- 有{0}%的几率生成武具,而非灵药。<br/>{1}"
lv_params = [[1, ''], [2, ''], [3, ''], [5, ''], [10, ''], [10, '<br/>增强武具的效果。'], [10, '<br/>增强武具的效果。']]
cost = [30, 30, 30, 20, 20, 30, 30]
if mode == 0:
if lv > 0:
char.辅助属性加成(buff量=7.2*reduce(lambda x, y: x+y, cost[:lv]))
pass
if mode == 1:
pass
# 具现系 - [高效炼制]
def entry_20304(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return "炼制时,有{0}%的几率,额外炼成1个灵药。"
lv_params = [[10], [12], [24], [26], [28], [30], [32], [34], [37], [40]]
cost = [20, 20, 20, 20, 20, 40, 40, 50, 50, 60]
if mode == 0:
if lv > 0:
char.辅助属性加成(buff量=7.2*reduce(lambda x, y: x+y, cost[:lv]))
pass
if mode == 1:
pass
# 具现系 - [精巧收尾]
def entry_20305(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return "炼制时不会生成四等灵药。"
lv_params = [[]]
cost = [80]
if mode == 0:
if lv > 0:
char.辅助属性加成(buff量=7.2*reduce(lambda x, y: x+y, cost[:lv]))
pass
if mode == 1:
pass
# 具现系 - [完美炼制]
def entry_20306(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return "炼制时不会生成三等灵药。"
lv_params = [[]]
cost = [100]
if mode == 0:
if lv > 0:
char.辅助属性加成(buff量=7.2*reduce(lambda x, y: x+y, cost[:lv]))
pass
if mode == 1:
pass
# 具现系 - [一级炼制术士]
def entry_20307(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return "炼制时不会生成二等灵药。"
lv_params = [[]]
cost = [100]
if mode == 0:
if lv > 0:
char.辅助属性加成(buff量=7.2*reduce(lambda x, y: x+y, cost[:lv]))
pass
if mode == 1:
pass
# 具现系 - [治愈精通]
def entry_20308(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return "拾取灵药时,恢复{0}%的生命值和魔法值。"
lv_params = [[2], [3], [4], [5], [7], [8], [10]]
cost = [20, 20, 20, 20, 20, 40, 40]
if mode == 0:
if lv > 0:
char.辅助属性加成(buff量=7.2*reduce(lambda x, y: x+y, cost[:lv]))
pass
if mode == 1:
pass
# 具现系 - [强化 - 治愈精通]
def entry_20309(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return "拾取灵药时,进入霸体状态{0}秒,进入无敌状态{1}秒。"
lv_params = [[5, 0], [10, 0], [13, 0], [16, 0], [20, 0], [20, 0.2], [20, 0.5]]
cost = [30, 30, 30, 30, 30, 50, 50]
if mode == 0:
if lv > 0:
char.辅助属性加成(buff量=7.2*reduce(lambda x, y: x+y, cost[:lv]))
pass
if mode == 1:
pass
# 具现系 - [传说再现 - 守护]
def entry_20310(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return "高度成熟的炼制术有时会重现传说。<br/>- 有{0}%的几率生成武具,而非灵药。<br/>{1}"
lv_params = [[1, ''], [2, ''], [3, ''], [5, ''], [10, ''], [10, '<br/>增强武具的效果。'], [10, '<br/>增强武具的效果。']]
cost = [30, 30, 30, 20, 20, 30, 30]
if mode == 0:
if lv > 0:
char.辅助属性加成(buff量=7.2*reduce(lambda x, y: x+y, cost[:lv]))
pass
if mode == 1:
pass
# 具现系 - [强力一击]
def entry_20311(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return "技能伤害 +{0}%"
lv_params = [[10], [16], [22], [28], [35]]
cost = [96, 96, 96, 96, 96]
if mode == 0:
if lv > 0:
char.辅助属性加成(buff量=7.2*reduce(lambda x, y: x+y, cost[:lv]))
char.技能攻击力加成(lv_params[lv-1][0]/100)
if char.实际名称 == 'crusader_male':
char.get_skill_by_name('生命源泉').CDR *= 0.5
pass
if mode == 1:
pass
# 具现系 - [冥想]
def entry_20312(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return "技能冷却时间 -{0}%"
lv_params = [[10], [20]]
cost = [96, 96]
if mode == 0:
if lv > 0:
char.辅助属性加成(buff量=7.2*reduce(lambda x, y: x+y, cost[:lv]))
char.技能冷却缩减(1, 100, lv_params[lv-1][0]/100, excName=char.觉醒技能)
pass
if mode == 1:
pass
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from core.basic.property import CharacterProperty
from core.equipment.property import 成长词条计算
import core.equipment.entry_0.params as pa
def entry_30001(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['技能伤害 +3%']
if mode == 0:
char.技能攻击力加成(0.03)
if char.bufferCarry or char.类型 == "辅助":
char.set_eq_params('skill_range', char.get_eq_params('skill_range')+0.2)
char.multiply_eq_params('skill_range_multi',1.2)
if mode == 1:
pass
def entry_30002(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['移动速度 +15%']
if mode == 0:
char.移动速度增加(0.15)
if char.bufferCarry or char.类型 == "辅助":
char.set_eq_params('skill_range', char.get_eq_params('skill_range')+0.1)
char.multiply_eq_params('skill_range_multi',1.1)
if mode == 1:
pass
def entry_30003(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['攻击强化 +150.0%','物理/魔法防御力 +4,000','单人挑战时,技能伤害 +5%']
if mode == 0:
char.攻击强化加成(150)
char.add_eq_params('defense',7000)
if pa.teammate_num == 1:
char.技能攻击力加成(0.05)
pass
if mode == 1:
pass
def entry_30004(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['技能冷却时间恢复速度 +5% (觉醒技能除外)','魔法值最大值 +630','单人挑战时,技能伤害 +5%']
if mode == 0:
char.技能恢复加成(1, 100, 0.05, excName=char.觉醒技能)
if pa.teammate_num == 1:
char.技能攻击力加成(0.05)
pass
if mode == 1:
pass
def entry_30005(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['技能范围 +5%','单人挑战时,技能伤害 +5%']
if mode == 0:
char.set_eq_params('skill_range', char.get_eq_params('skill_range')+0.05)
char.multiply_eq_params('skill_range_multi',1.05)
if pa.teammate_num == 1:
char.技能攻击力加成(0.05)
pass
if mode == 1:
pass
def entry_30006(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['技能伤害 +2%','单人挑战时,技能伤害 +5%']
if mode == 0:
char.技能攻击力加成(0.02)
if pa.teammate_num == 1:
char.技能攻击力加成(0.05)
pass
if mode == 1:
pass
def entry_30007(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['攻击强化 +200.0%','物理/魔法所受伤害 -10%','单人挑战时,技能伤害 +5%']
if mode == 0:
char.攻击强化加成(200)
char.add_eq_params('hurted_ratio',0.1)
if pa.teammate_num == 1:
char.技能攻击力加成(0.05)
pass
if mode == 1:
pass
def entry_30008(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['技能伤害 +2%','所有速度 +5%','单人挑战时,技能伤害 +5%']
if mode == 0:
char.技能攻击力加成(0.02)
char.所有速度增加(0.05)
if pa.teammate_num == 1:
char.技能攻击力加成(0.05)
pass
if mode == 1:
pass
def entry_30009(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['所有速度 +5%','单人挑战时,技能伤害 +5%']
if mode == 0:
char.所有速度增加(0.05)
if pa.teammate_num == 1:
char.技能攻击力加成(0.05)
pass
if mode == 1:
pass
def entry_30010(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['技能伤害 +2%','单人挑战时,技能伤害 +5%']
if mode == 0:
char.技能攻击力加成(0.02)
if pa.teammate_num == 1:
char.技能攻击力加成(0.05)
pass
if mode == 1:
pass
def entry_30011(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['攻击强化 +150.0%','技能范围 +5%','单人挑战时,技能伤害 +5%']
if mode == 0:
char.攻击强化加成(150)
char.set_eq_params('skill_range', char.get_eq_params('skill_range')+0.05)
char.multiply_eq_params('skill_range_multi',1.05)
if pa.teammate_num == 1:
char.技能攻击力加成(0.05)
pass
if mode == 1:
pass
def entry_30012(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['中毒抗性 +5%','技能伤害 +6%','单人挑战时,技能伤害 +5%']
if mode == 0:
char.异常抗性加成('中毒',0.05)
char.技能攻击力加成(0.06)
if pa.teammate_num == 1:
char.技能攻击力加成(0.05)
pass
if mode == 1:
pass
def entry_30013(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['所有速度 +5%','单人挑战时,技能伤害 +5%']
if mode == 0:
char.所有速度增加(0.05)
char.技能攻击力加成(0.02)
if pa.teammate_num == 1:
char.技能攻击力加成(0.05)
pass
if mode == 1:
pass
def entry_30014(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['技能伤害 +2%','单人挑战时,技能伤害 +5%']
if mode == 0:
char.技能攻击力加成(0.075)
if pa.teammate_num == 1:
char.技能攻击力加成(0.05)
pass
if mode == 1:
pass
def entry_30015(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['攻击强化 +150.0%','技能范围 +5%','单人挑战时,技能伤害 +5%']
if mode == 0:
char.攻击强化加成(150)
char.set_eq_params('skill_range', char.get_eq_params('skill_range')+0.05)
char.multiply_eq_params('skill_range_multi',1.05)
if pa.teammate_num == 1:
char.技能攻击力加成(0.05)
pass
if mode == 1:
pass
def entry_30016(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['感电抗性 +5%','技能伤害 +2%','单人挑战时,技能伤害 +5%']
if mode == 0:
char.异常抗性加成('感电',0.05)
char.技能攻击力加成(0.02)
if pa.teammate_num == 1:
char.技能攻击力加成(0.05)
pass
if mode == 1:
pass
def entry_30017(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['所有速度 +5%','单人挑战时,技能伤害 +5%']
if mode == 0:
char.所有速度增加(0.05)
if pa.teammate_num == 1:
char.技能攻击力加成(0.05)
pass
if mode == 1:
pass
def entry_30018(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['技能伤害 +2%','单人挑战时,技能伤害 +5%']
if mode == 0:
char.技能攻击力加成(0.02)
if pa.teammate_num == 1:
char.技能攻击力加成(0.05)
pass
if mode == 1:
pass
def entry_30019(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['攻击强化 +150.0%','队员生命值恢复量 +5%','单人挑战时,技能伤害 +5%']
if mode == 0:
char.攻击强化加成(150)
if pa.teammate_num == 1:
char.技能攻击力加成(0.05)
pass
if mode == 1:
pass
def entry_30020(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['生命值最大值 +600','技能冷却时间 -10% (觉醒技能除外)','单人挑战时,技能伤害 +5%']
if mode == 0:
char.技能冷却缩减(1, 100, 0.1, excName=char.觉醒技能)
if pa.teammate_num == 1:
char.技能攻击力加成(0.05)
pass
if mode == 1:
pass
def entry_30021(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['技能范围 +10%','单人挑战时,技能伤害 +5%']
if mode == 0:
char.set_eq_params('skill_range', char.get_eq_params('skill_range')+0.1)
char.multiply_eq_params('skill_range_multi',1.1)
if pa.teammate_num == 1:
char.技能攻击力加成(0.05)
pass
if mode == 1:
pass
def entry_30022(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['技能伤害 +2%','单人挑战时,技能伤害 +5%']
if mode == 0:
char.技能攻击力加成(0.02)
if pa.teammate_num == 1:
char.技能攻击力加成(0.05)
pass
if mode == 1:
pass
def entry_30023(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['攻击强化 +150.0%','技能范围 +5%','单人挑战时,技能伤害 +5%']
if mode == 0:
char.攻击强化加成(150)
char.set_eq_params('skill_range', char.get_eq_params('skill_range')+0.05)
char.multiply_eq_params('skill_range_multi',1.05)
if pa.teammate_num == 1:
char.技能攻击力加成(0.05)
pass
if mode == 1:
pass
def entry_30024(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['出血抗性 +5%','技能伤害 +2%','单人挑战时,技能伤害 +5%']
if mode == 0:
char.异常抗性加成('出血',0.05)
char.技能攻击力加成(0.02)
if pa.teammate_num == 1:
char.技能攻击力加成(0.05)
pass
if mode == 1:
pass
def entry_30025(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['所有速度 +5%','单人挑战时,技能伤害 +5%']
if mode == 0:
char.所有速度增加(0.05)
if pa.teammate_num == 1:
char.技能攻击力加成(0.05)
pass
if mode == 1:
pass
def entry_30026(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['技能伤害 +2%','单人挑战时,技能伤害 +5%']
if mode == 0:
char.技能攻击力加成(0.02)
if pa.teammate_num == 1:
char.技能攻击力加成(0.05)
pass
if mode == 1:
pass
def entry_30027(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['攻击强化 +150.0%','技能范围 +5%','单人挑战时,技能伤害 +5%']
if mode == 0:
char.攻击强化加成(150)
char.set_eq_params('skill_range', char.get_eq_params('skill_range')+0.05)
char.multiply_eq_params('skill_range_multi',1.05)
if pa.teammate_num == 1:
char.技能攻击力加成(0.05)
pass
if mode == 1:
pass
def entry_30028(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['灼伤抗性 +5%','技能伤害 +2%','单人挑战时,技能伤害 +5%']
if mode == 0:
char.异常抗性加成('灼伤',0.05)
char.技能攻击力加成(0.02)
if pa.teammate_num == 1:
char.技能攻击力加成(0.05)
pass
if mode == 1:
pass
def entry_30029(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['所有速度 +5%','单人挑战时,技能伤害 +5%']
if mode == 0:
char.所有速度增加(0.05)
if pa.teammate_num == 1:
char.技能攻击力加成(0.05)
pass
if mode == 1:
pass
def entry_30030(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['技能伤害 +2%','单人挑战时,技能伤害 +5%']
if mode == 0:
char.技能攻击力加成(0.02)
if pa.teammate_num == 1:
char.技能攻击力加成(0.05)
pass
if mode == 1:
pass
def entry_30031(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['攻击强化 +150.0%','装备提供的保护罩最大值 +5%','单人挑战时,技能伤害 +5%']
if mode == 0:
char.攻击强化加成(150)
char.set_eq_params('protect',char.get_eq_params('protect') + 0.05)
if pa.teammate_num == 1:
char.技能攻击力加成(0.05)
pass
if mode == 1:
pass
def entry_30032(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['技能伤害 +2%','生命值最大值 +400','单人挑战时,技能伤害 +5%']
if mode == 0:
char.技能攻击力加成(0.02)
if pa.teammate_num == 1:
char.技能攻击力加成(0.05)
pass
if mode == 1:
pass
def entry_30033(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['技能范围 +5%','单人挑战时,技能伤害 +5%']
if mode == 0:
char.set_eq_params('skill_range', char.get_eq_params('skill_range')+0.05)
char.multiply_eq_params('skill_range_multi',1.05)
if pa.teammate_num == 1:
char.技能攻击力加成(0.05)
pass
if mode == 1:
pass
def entry_30034(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['技能伤害 +2%','单人挑战时,技能伤害 +5%']
if mode == 0:
char.技能攻击力加成(0.02)
if pa.teammate_num == 1:
char.技能攻击力加成(0.05)
pass
if mode == 1:
pass
def entry_30035(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['攻击强化 +150.0%','攻击时,恢复1750点魔法值。 (冷却时间1秒)','单人挑战时,技能伤害 +5%']
if mode == 0:
char.攻击强化加成(150)
if pa.teammate_num == 1:
char.技能攻击力加成(0.05)
pass
if mode == 1:
pass
def entry_30036(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['技能伤害 +2%','装备的魔法值恢复量 +10%','单人挑战时,技能伤害 +5%']
if mode == 0:
char.技能攻击力加成(0.02)
if pa.teammate_num == 1:
char.技能攻击力加成(0.05)
pass
if mode == 1:
pass
def entry_30037(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['所有速度 +5%','单人挑战时,技能伤害 +5%']
if mode == 0:
char.所有速度增加(0.05)
if pa.teammate_num == 1:
char.技能攻击力加成(0.05)
pass
if mode == 1:
pass
def entry_30038(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['技能伤害 +2%','单人挑战时,技能伤害 +5%']
if mode == 0:
char.技能攻击力加成(0.02)
if pa.teammate_num == 1:
char.技能攻击力加成(0.05)
pass
if mode == 1:
pass
# 固定装备:烈火 : 缠火的理性 , 烈火 : 缠结的意志 , 烈火 : 汹涌的不羁 , 烈火 : 无尽的燃烧 , 烈火 : 最后的一步
def entry_30039(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['[内面的火花]', '根据烈火装备个数(2/3/5)适用以下效果。', '- 技能范围 +10%/+15%/+25%']
if mode == 0:
char.set_eq_params('skill_range', char.get_eq_params('skill_range')+0.10)
char.multiply_eq_params('skill_range_multi',1.10)
pass
if mode == 1:
pass
# 固定装备:烈火 : 缠火的理性 , 烈火 : 缠结的意志 , 烈火 : 汹涌的不羁 , 烈火 : 无尽的燃烧 , 烈火 : 最后的一步
def entry_30040(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['[内面的火花]', '根据烈火装备个数(2/3/5)适用以下效果。', '- 技能范围 +10%/+15%/+25%']
if mode == 0:
char.set_eq_params('skill_range', char.get_eq_params('skill_range')+0.15)
char.multiply_eq_params('skill_range_multi',1.15)
pass
if mode == 1:
pass
# 固定装备:烈火 : 缠火的理性 , 烈火 : 缠结的意志 , 烈火 : 汹涌的不羁 , 烈火 : 无尽的燃烧 , 烈火 : 最后的一步
def entry_30041(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['[内面的火花]', '根据烈火装备个数(2/3/5)适用以下效果。', '- 技能范围 +10%/+15%/+25%']
if mode == 0:
char.set_eq_params('skill_range', char.get_eq_params('skill_range')+0.25)
char.multiply_eq_params('skill_range_multi',1.25)
pass
if mode == 1:
pass
# 固定装备:雪景 : 蔓延的寒气 , 雪景 : 绵延的小雪 , 雪景 : 严寒的感觉 , 雪景 : 未定的命运 , 雪景 : 未被留下的脚印
def entry_30042(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['[幻视之瞳]', '根据雪景装备个数(2/3/5)适用以下效果。', '- 闪避率 +30%/45%/75%- 被击时,解除[幻视之瞳]效果。 (再次适用的冷却时间30秒)']
if mode == 0:
pass
if mode == 1:
pass
# 固定装备:雪景 : 蔓延的寒气 , 雪景 : 绵延的小雪 , 雪景 : 严寒的感觉 , 雪景 : 未定的命运 , 雪景 : 未被留下的脚印
def entry_30043(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['[幻视之瞳]', '根据雪景装备个数(2/3/5)适用以下效果。', '- 闪避率 +30%/45%/75%- 被击时,解除[幻视之瞳]效果。 (再次适用的冷却时间30秒)']
if mode == 0:
pass
if mode == 1:
pass
# 固定装备:雪景 : 蔓延的寒气 , 雪景 : 绵延的小雪 , 雪景 : 严寒的感觉 , 雪景 : 未定的命运 , 雪景 : 未被留下的脚印
def entry_30044(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['[幻视之瞳]', '根据雪景装备个数(2/3/5)适用以下效果。', '- 闪避率 +30%/45%/75%- 被击时,解除[幻视之瞳]效果。 (再次适用的冷却时间30秒)']
if mode == 0:
pass
if mode == 1:
pass
# 固定装备:对流 : 席卷前的寂静 , 对流 : 一扫而过的痕迹 , 对流 : 千变幻流 , 对流 : 无法制御的疾风 , 对流 : 狂风的重量
def entry_30045(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['[浓缩的对流]', '根据对流装备个数(2/3/5)适用以下效果。', '- 移动速度 +6%/9%/15%']
if mode == 0:
char.移动速度增加(0.06)
pass
if mode == 1:
pass
# 固定装备:对流 : 席卷前的寂静 , 对流 : 一扫而过的痕迹 , 对流 : 千变幻流 , 对流 : 无法制御的疾风 , 对流 : 狂风的重量
def entry_30046(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['[浓缩的对流]', '根据对流装备个数(2/3/5)适用以下效果。', '- 移动速度 +6%/9%/15%']
if mode == 0:
char.移动速度增加(0.09)
pass
if mode == 1:
pass
# 固定装备:对流 : 席卷前的寂静 , 对流 : 一扫而过的痕迹 , 对流 : 千变幻流 , 对流 : 无法制御的疾风 , 对流 : 狂风的重量
def entry_30047(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['[浓缩的对流]', '根据对流装备个数(2/3/5)适用以下效果。', '- 移动速度 +6%/9%/15%']
if mode == 0:
char.移动速度增加(0.15)
pass
if mode == 1:
pass
# 固定装备:雷鸣 : 覆盖大地的暗云 , 雷鸣 : 如影随形的痛苦 , 雷鸣 : 昏昏欲睡的感觉 , 雷鸣 : 铭刻天空的伤痕 , 雷鸣 : 踏足乌云的脚步
def entry_30048(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['[怒雷之云]', '攻击时,召唤怒雷之云攻击最多4名敌人,根据雷鸣装备个数(2/3/5)适用以下效果。', '- 怒雷之云召唤冷却时间7.5秒/5秒/3秒。', '- 造成总攻击强化1500%的伤害,敌人韧性条 -5。']
if mode == 0:
pass
if mode == 1:
pass
# 固定装备:雷鸣 : 覆盖大地的暗云 , 雷鸣 : 如影随形的痛苦 , 雷鸣 : 昏昏欲睡的感觉 , 雷鸣 : 铭刻天空的伤痕 , 雷鸣 : 踏足乌云的脚步
def entry_30049(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['[怒雷之云]', '攻击时,召唤怒雷之云攻击最多4名敌人,根据雷鸣装备个数(2/3/5)适用以下效果。', '- 怒雷之云召唤冷却时间7.5秒/5秒/3秒。', '- 造成总攻击强化1500%的伤害,敌人韧性条 -5。']
if mode == 0:
pass
if mode == 1:
pass
# 固定装备:雷鸣 : 覆盖大地的暗云 , 雷鸣 : 如影随形的痛苦 , 雷鸣 : 昏昏欲睡的感觉 , 雷鸣 : 铭刻天空的伤痕 , 雷鸣 : 踏足乌云的脚步
def entry_30050(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['[怒雷之云]', '攻击时,召唤怒雷之云攻击最多4名敌人,根据雷鸣装备个数(2/3/5)适用以下效果。', '- 怒雷之云召唤冷却时间7.5秒/5秒/3秒。', '- 造成总攻击强化1500%的伤害,敌人韧性条 -5。']
if mode == 0:
pass
if mode == 1:
pass
# 固定装备:大地 : 生命回归之土 , 大地 : 迎接死亡的时间 , 大地 : 开花时节 , 大地 : 生与死的交错 , 大地 : 碎裂的脚步
def entry_30051(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['[生死的境界]', '根据大地装备个数(2/3/5)适用以下效果。', '- 所有速度 +6%/9%/15%']
if mode == 0:
char.所有速度增加(0.06)
pass
if mode == 1:
pass
# 固定装备:大地 : 生命回归之土 , 大地 : 迎接死亡的时间 , 大地 : 开花时节 , 大地 : 生与死的交错 , 大地 : 碎裂的脚步
def entry_30052(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['[生死的境界]', '根据大地装备个数(2/3/5)适用以下效果。', '- 所有速度 +6%/9%/15%']
if mode == 0:
char.所有速度增加(0.09)
pass
if mode == 1:
pass
# 固定装备:大地 : 生命回归之土 , 大地 : 迎接死亡的时间 , 大地 : 开花时节 , 大地 : 生与死的交错 , 大地 : 碎裂的脚步
def entry_30053(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['[生死的境界]', '根据大地装备个数(2/3/5)适用以下效果。', '- 所有速度 +6%/9%/15%']
if mode == 0:
char.所有速度增加(0.15)
pass
if mode == 1:
pass
def entry_30054(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['技能伤害 +2%','技能冷却时间 -15% (觉醒技能除外)','','物理/魔法暴击率 +10%','所有速度 +10%','物理/魔法所有伤害 -10%','','[辅助职业专属属性]','1~25级技能等级 +2','技能范围 +15%']
if mode == 0:
damage = [0.02,0.06,0.08,0.1,0.12,0.13,0.15]
char.技能攻击力加成(damage[char.兼容数量统计(15)])
char.技能冷却缩减(1,100,0.15, excName=char.觉醒技能)
char.所有速度增加(0.3)
char.add_eq_params('hurted_ratio',0.3)
if char.类型 == "辅助" or char.bufferCarry:
char.技能等级加成('所有',1,25,2)
char.set_eq_params('skill_range', char.get_eq_params('skill_range')+0.15)
char.multiply_eq_params('skill_range_multi',1.15)
char.所有速度增加(0.2)
pass
if mode == 1:
pass
def entry_30055(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['技能冷却时间恢复速度 +30% (觉醒技能除外)','','[辅助职业专属属性]','力量 +50','智力 +50','体力 +50','精神 +50','','技能范围 +15%']
if mode == 0:
damage = [0,0.027,0.047,0.075,0.104,0.133]
char.技能攻击力加成(damage[char.兼容数量统计(16)])
char.技能恢复加成(1,100,0.3,excName=char.觉醒技能)
if char.类型 == "辅助" or char.bufferCarry:
char.基础属性加成(四维=50)
char.set_eq_params('skill_range', char.get_eq_params('skill_range')+0.15)
char.multiply_eq_params('skill_range_multi',1.15)
pass
if mode == 1:
pass
def entry_30056(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['技能伤害 +22.8%','技能冷却时间 -15% (觉醒技能除外)','','所有速度 +30%','物理/魔法所有伤害 -10%','','穿戴全套“痕”系列装备时,适用以下效果。','- 技能伤害 +1.5%','- 移动速度 +10%','','[辅助职业专属属性]','1~25级技能等级 +2','技能范围 +15%']
if mode == 0:
char.技能攻击力加成(0.228)
char.技能冷却缩减(1,100,0.15, excName=char.觉醒技能)
char.所有速度增加(0.3)
char.add_eq_params('hurted_ratio',0.2)
if len(list(set(char.suits) & set([30057,30059,30061]))) > 0:
char.技能攻击力加成(0.015)
char.移动速度增加(0.15)
if char.类型 == "辅助" or char.bufferCarry:
char.技能等级加成('所有',1,25,2)
char.set_eq_params('skill_range', char.get_eq_params('skill_range')+0.15)
char.multiply_eq_params('skill_range_multi',1.15)
pass
if mode == 1:
pass
def entry_30057(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['技能伤害 +19.3%','技能冷却时间恢复速度 +30% (觉醒技能除外)','','穿戴全套“录”系列装备时,适用以下效果。','- 技能伤害 +1.5%','- 技能范围 +10%','','[辅助职业专属属性]','力量 +50','智力 +50','体力 +50','精神 +50','','技能范围 +15%']
if mode == 0:
char.技能攻击力加成(0.193)
char.技能恢复加成(1,100,0.3,excName=char.觉醒技能)
if len(list(set(char.suits) & set([30056,30058,30060]))) > 0:
char.技能攻击力加成(0.015)
char.set_eq_params('skill_range', char.get_eq_params('skill_range')+0.1)
char.multiply_eq_params('skill_range_multi',1.1)
if char.类型 == "辅助" or char.bufferCarry:
char.基础属性加成(四维=50)
char.set_eq_params('skill_range', char.get_eq_params('skill_range')+0.15)
char.multiply_eq_params('skill_range_multi',1.15)
pass
if mode == 1:
pass
def entry_30058(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['技能伤害 +13%','技能冷却时间 -35% (觉醒技能除外)','','[沙场老将的战术]','沙场老将决胜千里之外,增加所有队员的士气。','- 队员攻击速度 +10%。','- 队员物理/魔法所有伤害 -5%','','所有速度 +10%','物理/魔法所受伤害 -10%','','穿戴全套“痕”系列装备时,适用以下效果。','- 技能伤害 +1.5%','- 移动速度 +10%','','[辅助职业专属属性]','技能伤害 +5%','1~25级技能等级 +2','技能范围 +20%']
if mode == 0:
char.技能攻击力加成(0.13)
char.技能冷却缩减(1,100,0.35, excName=char.觉醒技能)
char.攻击速度增加(0.1)
char.所有速度增加(0.10)
char.add_eq_params('hurted_ratio',0.3)
if len(list(set(char.suits) & set([30057,30059,30061]))) > 0:
char.技能攻击力加成(0.015)
char.移动速度增加(0.15)
if char.类型 == "辅助" or char.bufferCarry:
char.技能攻击力加成(0.05)
char.set_eq_params('skill_range', char.get_eq_params('skill_range')+0.2)
char.multiply_eq_params('skill_range_multi',1.2)
char.所有速度增加(0.3)
char.技能等级加成('所有',1,25,2)
pass
if mode == 1:
pass
def entry_30059(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['技能伤害 +11.3%','技能冷却时间恢复速度 +60% (觉醒技能除外)','','[沙场老将的谋略]','沙场老将运筹帷幄之中,增加所有队员的士气。','- 队员移动速度 +10%。','- 每1秒队员生命值/魔法值恢复0.2%','','穿戴全套“录”系列装备时,适用以下效果。','- 技能伤害 +1.5%','- 技能范围 +10%','','[辅助职业专属属性]','技能伤害 +3%','力量 +50','智力 +50','体力 +50','精神 +50','技能范围 +20%','','获得相当于生命值最大值30%的[填充型保护罩]']
if mode == 0:
char.技能攻击力加成(0.113)
char.技能恢复加成(1,100,0.6,excName=char.觉醒技能)
char.移动速度增加(0.1)
if len(list(set(char.suits) & set([30056,30058,30060]))) > 0:
char.技能攻击力加成(0.015)
char.set_eq_params('skill_range', char.get_eq_params('skill_range')+0.1)
char.multiply_eq_params('skill_range_multi',1.1)
if char.类型 == "辅助" or char.bufferCarry:
char.技能攻击力加成(0.03)
char.基础属性加成(四维=50)
char.set_eq_params('skill_range', char.get_eq_params('skill_range')+0.2)
char.multiply_eq_params('skill_range_multi',1.2)
char.set_eq_params('protect',char.get_eq_params('protect') + 0.3)
pass
if mode == 1:
pass
def entry_30060(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['技能伤害 +22.7%','技能冷却时间 -10% (觉醒技能除外)',')','所有速度 +10%','生命值最大值 +30%','物理/魔法所受伤害 -20%','回避率 +30%','','穿戴全套“痕”系列装备时,适用以下效果。','- 技能伤害 +1.5%','- 移动速度 +10%','','[辅助职业专属属性]','技能伤害 +2%','1~25技能等级 +2']
if mode == 0:
char.技能攻击力加成(0.227)
char.技能冷却缩减(1,100,0.1, excName=char.觉醒技能)
char.所有速度增加(0.1)
if len(list(set(char.suits) & set([30057,30059,30061]))) > 0:
char.技能攻击力加成(0.015)
char.移动速度增加(0.15)
if char.类型 == "辅助" or char.bufferCarry:
char.技能等级加成('所有',1,25,2)
char.技能攻击力加成(0.02)
pass
if mode == 1:
pass
def entry_30061(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['技能伤害 +18.6%','技能冷却时间恢复速度 +20% (觉醒技能除外)','','攻击时,恢复3%的生命值。(冷却时间1秒)','生命值最大值 +20%','','穿戴全套“录”系列装备时,适用以下效果。','- 技能伤害 +1.5%','- 技能范围 +10%','','[辅助职业专属属性]','技能伤害 +1%','力量 +50','智力 +50','体力 +50','精神 +50']
if mode == 0:
char.技能攻击力加成(0.186)
char.技能恢复加成(1,100,0.2,excName=char.觉醒技能)
if len(list(set(char.suits) & set([30056,30058,30060]))) > 0:
char.技能攻击力加成(0.015)
char.set_eq_params('skill_range', char.get_eq_params('skill_range')+0.1)
char.multiply_eq_params('skill_range_multi',1.1)
if char.类型 == "辅助" or char.bufferCarry:
char.基础属性加成(四维 = 50)
char.技能攻击力加成(0.1)
pass
if mode == 1:
pass
+173
View File
@@ -0,0 +1,173 @@
from core.basic.property import CharacterProperty
from core.equipment.property import 成长词条计算
import core.equipment.entry_0.params as pa
def entry_12001(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['攻击速度 +4%', '移动速度 +4%', '施放速度 +4%', '所有属性强化 +25', '物理、魔法、独立攻击力 +5%', '暴击时,额外增加5%的伤害增加量', '最终伤害 +5%', '力量、智力 +5%', '攻击时,附加5%的伤害', '攻击强化增幅 +25%', '攻击时,有3%的几率增加35点力量、智力、体力、精神,效果持续20秒(冷却时间30秒)', '施放技能时,有5%的几率增加5%的物理、魔法暴击率,效果持续20秒(冷却时间30秒)']
if mode == 0:
char.所有属性强化加成(25)
char.百分比三攻加成(0.05)
char.暴击伤害加成(0.05)
char.最终伤害加成(0.05)
char.百分比力智加成(0.05)
char.附加伤害加成(0.05)
char.百分比攻击强化加成(0.25)
char.所有速度增加(part=part, x=0.04)
if mode == 1:
# char.基础属性加成(力智=35)
char.暴击率增加(0.05)
pass
def entry_12002(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['攻击速度 +4%', '移动速度 +4%', '施放速度 +4%', '所有属性强化 +22', '物理、魔法、独立攻击力 +12%', '攻击时,附加10%的伤害', '攻击强化增幅 +22%', '攻击时,有3%的几率增加35点力量、智力、体力、精神,效果持续20秒(冷却时间30秒)', '施放技能时,有5%的几率增加5%的物理、魔法暴击率,效果持续20秒(冷却时间30秒)']
if mode == 0:
char.所有属性强化加成(22)
char.百分比三攻加成(0.12)
char.附加伤害加成(0.10)
char.百分比攻击强化加成(0.22)
char.所有速度增加(part=part, x=0.04)
if mode == 1:
# char.基础属性加成(力智=35)
char.暴击率增加(0.05)
pass
def entry_12003(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['攻击速度 +3%', '移动速度 +3%', '施放速度 +3%', '火属性强化 +15', '攻击强化增幅 +17%', '攻击时,有3%的几率获得所有属性强化+10并增加3%的攻击、移动和施放速度,效果持续30秒(冷却时间40秒)']
if mode == 0:
char.火属性强化加成(15)
char.所有速度增加(part=part, x=0.03)
char.百分比攻击强化加成(0.17)
if mode == 1:
char.所有速度增加(part=part, x=0.03)
char.所有属性强化加成(10, mode=1)
pass
def entry_12004(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['攻击速度 +3%', '移动速度 +3%', '施放速度 +3%', '冰属性强化 +15', '攻击强化增幅 +17%', '攻击时,有3%的几率获得所有属性强化+10并增加3%的攻击、移动和施放速度,效果持续30秒(冷却时间40秒)']
if mode == 0:
char.冰属性强化加成(15)
char.所有速度增加(part=part, x=0.03)
char.百分比攻击强化加成(0.17)
if mode == 1:
char.所有速度增加(part=part, x=0.03)
char.所有属性强化加成(10, mode=1)
pass
def entry_12005(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['攻击速度 +3%', '移动速度 +3%', '施放速度 +3%', '光属性强化 +15', '攻击强化增幅 +17%', '攻击时,有3%的几率获得所有属性强化+10并增加3%的攻击、移动和施放速度,效果持续30秒(冷却时间40秒)']
if mode == 0:
char.光属性强化加成(15)
char.所有速度增加(part=part, x=0.03)
char.百分比攻击强化加成(0.17)
if mode == 1:
char.所有速度增加(part=part, x=0.03)
char.所有属性强化加成(10, mode=1)
pass
def entry_12006(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['攻击速度 +3%', '移动速度 +3%', '施放速度 +3%', '暗属性强化 +15', '攻击强化增幅 +17%', '攻击时,有3%的几率获得所有属性强化+10并增加3%的攻击、移动和施放速度,效果持续30秒(冷却时间40秒)']
if mode == 0:
char.暗属性强化加成(15)
char.所有速度增加(part=part, x=0.03)
char.百分比攻击强化加成(0.17)
if mode == 1:
char.所有速度增加(part=part, x=0.03)
char.所有属性强化加成(10, mode=1)
pass
def entry_12007(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['攻击速度 +3%', '移动速度 +3%', '施放速度 +3%', '所有属性强化 +20', '攻击时,额外增加6%的伤害增加量', '暴击时,额外增加6%的伤害增加量', '力量、智力 +6%', '攻击强化增幅 +18%', '攻击时,有3%的几率增加35点力量、智力、体力、精神,效果持续20秒(冷却时间30秒)', '施放技能时,有5%的几率增加5%的物理、魔法暴击率,效果持续20秒(冷却时间30秒)']
if mode == 0:
char.所有属性强化加成(20)
char.伤害增加加成(0.06)
char.暴击伤害加成(0.06)
char.百分比力智加成(0.06)
char.百分比攻击强化加成(0.18)
char.所有速度增加(part=part, x=0.03)
if mode == 1:
# char.基础属性加成(力智=35)
char.暴击率增加(0.05)
def entry_12008(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['攻击速度 +3%', '移动速度 +3%', '施放速度 +3%', '命中率 +2%', '回避率 +2%', '所有属性强化 +20', '攻击强化增幅 +20%', 'Lv95被动技能等级 +1', '攻击时,有3%的几率增加35点力量、智力、体力、精神,效果持续20秒(冷却时间30秒)', '施放技能时,有5%的几率增加5%的物理、魔法暴击率,效果持续20秒(冷却时间30秒)']
if mode == 0:
char.所有属性强化加成(20)
char.百分比攻击强化加成(0.2)
char.所有速度增加(part=part, x=0.03)
char.技能等级加成('被动', 95, 95, 1)
if mode == 1:
# char.基础属性加成(力智=35)
char.暴击率增加(0.05)
def entry_12009(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['攻击速度 +3%', '移动速度 +3%', '施放速度 +3%', '命中率 +2%', '回避率 +2%', '所有属性强化 +20', '攻击强化增幅 +20%', 'Lv95被动技能等级 +1', '攻击时,有3%的几率增加35点力量、智力、体力、精神,效果持续20秒(冷却时间30秒)', '施放技能时,有5%的几率增加5%的物理、魔法暴击率,效果持续20秒(冷却时间30秒)']
if mode == 0:
char.所有属性强化加成(20)
char.百分比攻击强化加成(0.2)
char.所有速度增加(part=part, x=0.03)
char.技能等级加成('被动', 95, 95, 1)
if mode == 1:
# char.基础属性加成(力智=35)
char.暴击率增加(0.05)
def entry_12010(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['攻击速度 +4%', '移动速度 +4%', '施放速度 +4%', '命中率 +3%', '回避率 +3%', '所有属性强化 +25', '攻击强化增幅 +28%', 'Lv95被动技能等级 +1', '攻击时,有3%的几率增加35点力量、智力、体力、精神,效果持续20秒(冷却时间30秒)', '施放技能时,有5%的几率增加5%的物理、魔法暴击率,效果持续20秒(冷却时间30秒)']
if mode == 0:
char.所有属性强化加成(25)
char.百分比攻击强化加成(0.28)
char.所有速度增加(part=part, x=0.04)
char.技能等级加成('被动', 95, 95, 1)
if mode == 1:
# char.基础属性加成(力智=35)
char.暴击率增加(0.05)
def entry_12011(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['攻击速度 +3%', '移动速度 +3%', '施放速度 +3%', '命中率 +2%', '回避率 +2%', '所有属性强化 +20', '攻击强化增幅 +22%', 'Lv95被动技能等级 +1', '攻击时,有3%的几率增加35点力量、智力、体力、精神,效果持续20秒(冷却时间30秒)', '施放技能时,有5%的几率增加5%的物理、魔法暴击率,效果持续20秒(冷却时间30秒)']
if mode == 0:
char.所有属性强化加成(20)
char.百分比攻击强化加成(0.22)
char.所有速度增加(part=part, x=0.03)
char.技能等级加成('被动', 95, 95, 1)
if mode == 1:
# char.基础属性加成(力智=35)
char.暴击率增加(0.05)
def entry_12012(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ['攻击速度 +4%', '移动速度 +4%', '施放速度 +4%', '命中率 +3%', '回避率 +3%', '所有属性强化 +30', '攻击强化增幅 +30%', 'Lv95被动技能等级 +1', '攻击时,有3%的几率增加35点力量、智力、体力、精神,效果持续20秒(冷却时间30秒)', '施放技能时,有5%的几率增加5%的物理、魔法暴击率,效果持续20秒(冷却时间30秒)']
if mode == 0:
char.所有属性强化加成(30)
char.百分比攻击强化加成(0.30)
char.所有速度增加(part=part, x=0.04)
char.技能等级加成('被动', 95, 95, 1)
if mode == 1:
# char.基础属性加成(力智=35)
char.暴击率增加(0.05)
def entry_13001(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ["Lv1~35 全部 技能 Lv +1"]
if mode == 0:
char.技能等级加成('所有', 1, 35, 1)
if mode == 1:
pass
def entry_13002(char: CharacterProperty = {}, mode=0, text=False, part='', lv=0, params=[], sj=False, carry=True):
if text:
return ["Lv15~35 全部 技能 Lv +1", "所有属性强化 +15", "攻击、施放、移动速度 +3%"]
if mode == 0:
char.技能等级加成('所有', 15, 35, 1)
char.所有属性强化加成(15)
if mode == 1:
pass
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