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