import sys from core.abstract.character import CharacterProperty from core.basic.equipment import EquEffect from .effect_damage import effect_damage from .register import register def check_suit(char: CharacterProperty) -> bool: fun_name = sys._getframe(1).f_code.co_name suitId = int(int(fun_name.split('_')[-1]) / 10000) + 16000 result = next((x for x in char.suitInfo if str(x.suitId) == str(suitId)), None) is not None return result @register def oathPointEffect(point): """誓约积分效果""" SkillAttackList = [ 0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0, 3.5, 4.0, 4.5, 5.0, 5.5, 6.0, 6.5, 7.0, 7.5, 8.0, 8.5, 9.0, 9.5, 10.0, 10.5, 11.0, 11.5, 12.0, 12.5, 13.0, 13.5, 14.0, 14.5, 17.0, 17.5, 18.0, 18.5, 19.0, 19.5, 20.0, 20.5, 21.0, 21.5, 22.0, 22.5, 23.0, 23.5, 24.0, 24.5, 25.0, 25.5, 28.0, 28.5, 29.0, 29.5, 30.0, 30.5, 31.0, 31.5, 32.0, 32.5, 33.0, 33.5, 34.0, 34.5, 35.0, 35.5, 36.0, 36.5, 39.0, 39.5, 40.0, 40.5, 41.0, 41.5, 42.0, 42.5, 43.0, 43.5, 44.0, 44.5, 45.0, 45.5, 46.0, 46.5, 47.0, 47.5, 50.0, 50.5, 51.0, 51.5, 52.0, 52.5, 53.0, 53.5, 54.0, 54.5, 55.0, 55.5, 56.0, 56.5, 57.0, 57.5, 58.0, 58.5, 62.0, 63.0, 64.0, 65.0, 66.0, 67.0, 68.0, 69.0, 70.0, 71.0, 72.0, 73.0, 74.0, 75.0, 76.0, 77.0, 78.0, 79.0, 80.0, 81.0, 82.0, 83.0, 84.0, 85.0, 86.0, 87.0, 88.0, 89.0, 90.0, 91.0, 92.0, 93.0, 94.0, 95.0, 96.0, 97.0, 98.0, 99.0, 100.0, ] BufferList = [ 0, 100, 200, 300, 400, 500, 600, 700, 800, 900, 1000, 1100, 1200, 1300, 1400, 1500, 1600, 1700, 1800, 1900, 2000, 2100, 2200, 2300, 2400, 2500, 2600, 2700, 2800, 2900, 3300, 3380, 3460, 3540, 3620, 3700, 3780, 3860, 3940, 4020, 4100, 4180, 4260, 4340, 4420, 4500, 4580, 4660, 5060, 5140, 5220, 5300, 5380, 5460, 5540, 5620, 5700, 5780, 5860, 5940, 6020, 6100, 6180, 6260, 6340, 6420, 6720, 6790, 6860, 6930, 7000, 7070, 7140, 7210, 7280, 7350, 7420, 7490, 7560, 7630, 7700, 7770, 7840, 7910, 8210, 8280, 8350, 8420, 8490, 8560, 8630, 8700, 8770, 8840, 8910, 8980, 9050, 9120, 9190, 9260, 9330, 9400, 9700, 9820, 9940, 10060, 10180, 10300, 10420, 10540, 10660, 10780, 10900, 11020, 11140, 11260, 11380, 11500, 11620, 11740, 11860, 11980, 12100, 12220, 12340, 12460, 12580, 12700, 12820, 12940, 13060, 13180, 13300, 13420, 13540, 13660, 13780, 13900, 14020, 14140, 14260, ] index = int(min(point // 25, len(SkillAttackList) - 1)) SkillAttack = SkillAttackList[index] / 100 Buffer = BufferList[index] return round(SkillAttack, 4), int(round(Buffer)) # region 潜影暗袭 @register def oath_skill_2010101(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): if check_suit(char): # 原套装效果 char.SetStatus(SpeedA=0.15, SpeedM=0.15, SpeedR=0.15) pass @register def oath_skill_2010102(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): if check_suit(char): # 原套装效果 char.SetStatus(SpeedA=0.15, SpeedM=0.15, SpeedR=0.15) pass @register def oath_skill_2010103(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): if check_suit(char): # 原套装效果 char.SetStatus(SpeedA=0.15, SpeedM=0.15, SpeedR=0.15) pass @register def oath_skill_2010201(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): if check_suit(char): # 原套装效果 char.SetStatus(SpeedA=0.15, SpeedM=0.15, SpeedR=0.15) # 誓约效果 char.equ_effect.append(EquEffect(name='噬影之冥[幽冥潜影]', icon='/equipment/skill/132.png', cd=4, data=effect_damage(oathEffectDamage, 0, 37800))) pass @register def oath_skill_2010202(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetStatus(SkillAttack=0.04) # 原套装效果 char.SetStatus(SpeedA=0.15, SpeedM=0.15, SpeedR=0.15) pass @register def oath_skill_2010203(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetStatus(SpeedA=0.05, SpeedM=0.05, SpeedR=0.05) # 原套装效果 char.SetStatus(SpeedA=0.15, SpeedM=0.15, SpeedR=0.15) pass @register def oath_skill_2010301(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): if check_suit(char): # 原套装效果 char.SetStatus(SpeedA=0.15, SpeedM=0.15, SpeedR=0.15) # 誓约效果 char.equ_effect.append(EquEffect(name='噬影之冥[幽冥潜影]', icon='/equipment/skill/132.png', cd=4, data=effect_damage(oathEffectDamage, 0, 37800))) pass @register def oath_skill_2010302(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetStatus(SkillAttack=0.06) # 原套装效果 char.SetStatus(SpeedA=0.15, SpeedM=0.15, SpeedR=0.15) pass @register def oath_skill_2010303(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetStatus(SpeedA=0.1, SpeedM=0.1, SpeedR=0.1) # 原套装效果 char.SetStatus(SpeedA=0.15, SpeedM=0.15, SpeedR=0.15) pass @register def oath_skill_2010401(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): if check_suit(char): # 原套装效果 char.SetStatus(SpeedA=0.15, SpeedM=0.15, SpeedR=0.15) # 誓约效果 char.equ_effect.append(EquEffect(name='噬影之冥[幽冥潜影]', icon='/equipment/skill/132.png', cd=4, data=effect_damage(oathEffectDamage, 0, 37800))) pass @register def oath_skill_2010402(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetStatus(SkillAttack=0.08) # 原套装效果 char.SetStatus(SpeedA=0.15, SpeedM=0.15, SpeedR=0.15) pass @register def oath_skill_2010403(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetStatus(SpeedA=0.1, SpeedM=0.1, SpeedR=0.1) # 原套装效果 char.SetStatus(SpeedA=0.15, SpeedM=0.15, SpeedR=0.15) pass @register def oath_skill_2010501(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): if check_suit(char): # 原套装效果 char.SetStatus(SpeedA=0.15, SpeedM=0.15, SpeedR=0.15) # 誓约效果 char.equ_effect.append(EquEffect(name='噬影之冥[幽冥潜影]', icon='/equipment/skill/132.png', cd=4, data=effect_damage(oathEffectDamage, 0, 37800))) char.equ_effect.append(EquEffect(name='噬影之冥[烙印爆炸]', icon='/equipment/skill/132.png', cd=20, data=effect_damage(oathEffectDamage, 1, 63000))) pass @register def oath_skill_2010502(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetStatus(SkillAttack=0.1) # 原套装效果 char.SetStatus(SpeedA=0.15, SpeedM=0.15, SpeedR=0.15) pass @register def oath_skill_2010503(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetStatus(SpeedA=0.1, SpeedM=0.1, SpeedR=0.1) # 原套装效果 char.SetStatus(SpeedA=0.15, SpeedM=0.15, SpeedR=0.15) pass # endregion # region 精灵国度 @register def oath_skill_2020101(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.equ_effect.append(EquEffect(name='火灵安珀', icon='/equipment/skill/29.png', cd=2, data=effect_damage(suitEffectDamage, 0, 27560))) char.equ_effect.append(EquEffect(name='水灵阿库娅', icon='/equipment/skill/29.png', cd=3, data=effect_damage(suitEffectDamage, 1, 34320))) char.equ_effect.append(EquEffect(name='风灵希尔珂', icon='/equipment/skill/29.png', cd=2, data=effect_damage(suitEffectDamage, 2, 29380))) char.SetStatus(SpeedM=0.15) char.equ_effect.append(EquEffect(name='元素释放', icon='/equipment/skill/29.png', cd=10, data=effect_damage(suitEffectDamage, 4, 346450))) pass @register def oath_skill_2020102(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.equ_effect.append(EquEffect(name='火灵安珀', icon='/equipment/skill/29.png', cd=2, data=effect_damage(suitEffectDamage, 0, 27560))) char.equ_effect.append(EquEffect(name='水灵阿库娅', icon='/equipment/skill/29.png', cd=3, data=effect_damage(suitEffectDamage, 1, 34320))) char.equ_effect.append(EquEffect(name='风灵希尔珂', icon='/equipment/skill/29.png', cd=2, data=effect_damage(suitEffectDamage, 2, 29380))) char.SetStatus(SpeedM=0.15) char.equ_effect.append(EquEffect(name='元素释放', icon='/equipment/skill/29.png', cd=10, data=effect_damage(suitEffectDamage, 4, 346450))) pass @register def oath_skill_2020103(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.equ_effect.append(EquEffect(name='火灵安珀', icon='/equipment/skill/29.png', cd=2, data=effect_damage(suitEffectDamage, 0, 27560))) char.equ_effect.append(EquEffect(name='水灵阿库娅', icon='/equipment/skill/29.png', cd=3, data=effect_damage(suitEffectDamage, 1, 34320))) char.equ_effect.append(EquEffect(name='风灵希尔珂', icon='/equipment/skill/29.png', cd=2, data=effect_damage(suitEffectDamage, 2, 29380))) char.SetStatus(SpeedM=0.15) char.equ_effect.append(EquEffect(name='元素释放', icon='/equipment/skill/29.png', cd=10, data=effect_damage(suitEffectDamage, 4, 346450))) pass @register def oath_skill_2020201(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.equ_effect.append(EquEffect(name='精灵战士奥伯龙', icon='/equipment/skill/29.png', cd=3, data=effect_damage(oathEffectDamage, 0, 37800))) if check_suit(char): # 原套装效果 char.equ_effect.append(EquEffect(name='火灵安珀', icon='/equipment/skill/29.png', cd=2, data=effect_damage(suitEffectDamage, 0, 27560))) char.equ_effect.append(EquEffect(name='水灵阿库娅', icon='/equipment/skill/29.png', cd=3, data=effect_damage(suitEffectDamage, 1, 34320))) char.equ_effect.append(EquEffect(name='风灵希尔珂', icon='/equipment/skill/29.png', cd=2, data=effect_damage(suitEffectDamage, 2, 29380))) char.SetStatus(SpeedM=0.15) char.equ_effect.append(EquEffect(name='精灵女王提泰妮娅', icon='/equipment/skill/29.png', cd=5, data=effect_damage(suitEffectDamage, 3, 96590))) # 誓约追加69300%伤害 char.equ_effect.append(EquEffect(name='元素释放', icon='/equipment/skill/17.png', cd=10, data=effect_damage(suitEffectDamage, 4, 346450) + effect_damage(oathEffectDamage, 1, 69300))) # 誓约效果 char.SetStatus(SkillAttack=0.019) pass @register def oath_skill_2020202(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): # 原套装效果 char.SetStatus(SpeedM=0.15) char.equ_effect.append(EquEffect(name='三位一体提泰妮娅', icon='/equipment/skill/29.png', cd=5, data=effect_damage(oathEffectDamage, 0, 146318))) char.equ_effect.append(EquEffect(name='水灵阿库娅', icon='/equipment/skill/29.png', cd=3, data=effect_damage(suitEffectDamage, 1, 34320))) char.equ_effect.append(EquEffect(name='风灵希尔珂', icon='/equipment/skill/29.png', cd=2, data=effect_damage(suitEffectDamage, 2, 29380))) char.equ_effect.append(EquEffect(name='元素释放', icon='/equipment/skill/29.png', cd=10, data=effect_damage(suitEffectDamage, 4, 346450))) pass @register def oath_skill_2020203(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.equ_effect.append(EquEffect(name='火灵安珀', icon='/equipment/skill/29.png', cd=2, data=effect_damage(suitEffectDamage, 0, 27560))) char.equ_effect.append(EquEffect(name='水灵阿库娅', icon='/equipment/skill/29.png', cd=3, data=effect_damage(suitEffectDamage, 1, 34320))) char.equ_effect.append(EquEffect(name='风灵希尔珂', icon='/equipment/skill/29.png', cd=2, data=effect_damage(suitEffectDamage, 2, 29380))) char.SetStatus(SpeedM=0.15) char.equ_effect.append(EquEffect(name='精灵女王提泰妮娅', icon='/equipment/skill/29.png', cd=5, data=effect_damage(suitEffectDamage, 3, 96590))) # 誓约 char.equ_effect.append(EquEffect(name='电灵斯帕克', icon='/equipment/skill/29.png', cd=2, data=effect_damage(oathEffectDamage, 0, 25200))) pass @register def oath_skill_2020301(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.equ_effect.append(EquEffect(name='精灵战士奥伯龙', icon='/equipment/skill/29.png', cd=3, data=effect_damage(oathEffectDamage, 0, 37800))) if check_suit(char): # 原套装效果 char.equ_effect.append(EquEffect(name='火灵安珀', icon='/equipment/skill/29.png', cd=2, data=effect_damage(suitEffectDamage, 0, 27560))) char.equ_effect.append(EquEffect(name='水灵阿库娅', icon='/equipment/skill/29.png', cd=3, data=effect_damage(suitEffectDamage, 1, 34320))) char.equ_effect.append(EquEffect(name='风灵希尔珂', icon='/equipment/skill/29.png', cd=2, data=effect_damage(suitEffectDamage, 2, 29380))) char.SetStatus(SpeedM=0.15) char.equ_effect.append(EquEffect(name='精灵女王提泰妮娅', icon='/equipment/skill/29.png', cd=5, data=effect_damage(suitEffectDamage, 3, 96590))) # 誓约追加69300%伤害 char.equ_effect.append(EquEffect(name='元素释放', icon='/equipment/skill/17.png', cd=10, data=effect_damage(suitEffectDamage, 4, 346450) + effect_damage(oathEffectDamage, 1, 69300))) # 誓约效果 char.SetStatus(SkillAttack=0.019) pass @register def oath_skill_2020302(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): # 原套装效果 char.SetStatus(SpeedM=0.15) # 誓约效果 char.equ_effect.append(EquEffect(name='三位一体提泰妮娅', icon='/equipment/skill/29.png', cd=5, data=effect_damage(oathEffectDamage, 0, 196875))) char.equ_effect.append(EquEffect(name='风灵希尔珂', icon='/equipment/skill/29.png', cd=2, data=effect_damage(suitEffectDamage, 2, 29380))) char.equ_effect.append(EquEffect(name='元素释放', icon='/equipment/skill/29.png', cd=10, data=effect_damage(suitEffectDamage, 4, 346450))) pass @register def oath_skill_2020303(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.equ_effect.append(EquEffect(name='火灵安珀', icon='/equipment/skill/29.png', cd=2, data=effect_damage(suitEffectDamage, 0, 27560))) char.equ_effect.append(EquEffect(name='水灵阿库娅', icon='/equipment/skill/29.png', cd=3, data=effect_damage(suitEffectDamage, 1, 34320))) char.equ_effect.append(EquEffect(name='风灵希尔珂', icon='/equipment/skill/29.png', cd=2, data=effect_damage(suitEffectDamage, 2, 29380))) char.SetStatus(SpeedM=0.15) char.equ_effect.append(EquEffect(name='精灵女王提泰妮娅', icon='/equipment/skill/29.png', cd=5, data=effect_damage(suitEffectDamage, 3, 96590))) # 誓约 char.equ_effect.append(EquEffect(name='电灵斯帕克', icon='/equipment/skill/29.png', cd=2, data=effect_damage(oathEffectDamage, 0, 25200))) char.equ_effect.append(EquEffect(name='地灵盖亚', icon='/equipment/skill/29.png', cd=3, data=effect_damage(oathEffectDamage, 1, 37800))) pass @register def oath_skill_2020401(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.equ_effect.append(EquEffect(name='精灵战士奥伯龙', icon='/equipment/skill/29.png', cd=3, data=effect_damage(oathEffectDamage, 0, 37800))) if check_suit(char): # 原套装效果 char.equ_effect.append(EquEffect(name='火灵安珀', icon='/equipment/skill/29.png', cd=2, data=effect_damage(suitEffectDamage, 0, 27560))) char.equ_effect.append(EquEffect(name='水灵阿库娅', icon='/equipment/skill/29.png', cd=3, data=effect_damage(suitEffectDamage, 1, 34320))) char.equ_effect.append(EquEffect(name='风灵希尔珂', icon='/equipment/skill/29.png', cd=2, data=effect_damage(suitEffectDamage, 2, 29380))) char.SetStatus(SpeedM=0.15) char.equ_effect.append(EquEffect(name='精灵女王提泰妮娅', icon='/equipment/skill/29.png', cd=5, data=effect_damage(suitEffectDamage, 3, 96590))) # 誓约追加69300%伤害 char.equ_effect.append(EquEffect(name='元素释放', icon='/equipment/skill/17.png', cd=10, data=effect_damage(suitEffectDamage, 4, 346450) + effect_damage(oathEffectDamage, 1, 69300))) # 誓约效果 char.SetStatus(SkillAttack=0.019) pass @register def oath_skill_2020402(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): # 原套装效果 char.SetStatus(SpeedM=0.15) # 誓约效果 char.equ_effect.append(EquEffect(name='三位一体提泰妮娅', icon='/equipment/skill/29.png', cd=5, data=effect_damage(oathEffectDamage, 0, 261923))) char.equ_effect.append(EquEffect(name='元素释放', icon='/equipment/skill/29.png', cd=10, data=effect_damage(suitEffectDamage, 4, 346450))) pass @register def oath_skill_2020403(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.equ_effect.append(EquEffect(name='火灵安珀', icon='/equipment/skill/29.png', cd=2, data=effect_damage(suitEffectDamage, 0, 27560))) char.equ_effect.append(EquEffect(name='水灵阿库娅', icon='/equipment/skill/29.png', cd=3, data=effect_damage(suitEffectDamage, 1, 34320))) char.equ_effect.append(EquEffect(name='风灵希尔珂', icon='/equipment/skill/29.png', cd=2, data=effect_damage(suitEffectDamage, 2, 29380))) char.SetStatus(SpeedM=0.15) char.equ_effect.append(EquEffect(name='精灵女王提泰妮娅', icon='/equipment/skill/29.png', cd=5, data=effect_damage(suitEffectDamage, 3, 96590))) # 誓约 char.equ_effect.append(EquEffect(name='电灵斯帕克', icon='/equipment/skill/29.png', cd=2, data=effect_damage(oathEffectDamage, 0, 25200))) char.equ_effect.append(EquEffect(name='地灵盖亚', icon='/equipment/skill/29.png', cd=3, data=effect_damage(oathEffectDamage, 1, 37800))) char.equ_effect.append(EquEffect(name='暗灵诺特纳', icon='/equipment/skill/29.png', cd=2, data=effect_damage(oathEffectDamage, 2, 25200))) pass @register def oath_skill_2020501(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.equ_effect.append(EquEffect(name='精灵战士奥伯龙', icon='/equipment/skill/29.png', cd=3, data=effect_damage(oathEffectDamage, 0, 37800))) if check_suit(char): # 原套装效果 char.equ_effect.append(EquEffect(name='火灵安珀', icon='/equipment/skill/29.png', cd=2, data=effect_damage(suitEffectDamage, 0, 27560))) char.equ_effect.append(EquEffect(name='水灵阿库娅', icon='/equipment/skill/29.png', cd=3, data=effect_damage(suitEffectDamage, 1, 34320))) char.equ_effect.append(EquEffect(name='风灵希尔珂', icon='/equipment/skill/29.png', cd=2, data=effect_damage(suitEffectDamage, 2, 29380))) char.SetStatus(SpeedM=0.15) char.equ_effect.append(EquEffect(name='精灵女王提泰妮娅', icon='/equipment/skill/29.png', cd=5, data=effect_damage(suitEffectDamage, 3, 96590))) # 誓约追加69300%伤害 char.equ_effect.append(EquEffect(name='元素释放', icon='/equipment/skill/17.png', cd=10, data=effect_damage(suitEffectDamage, 4, 346450) + effect_damage(oathEffectDamage, 1, 69300))) # 誓约效果 char.SetStatus(SkillAttack=0.019) pass @register def oath_skill_2020502(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): # 原套装效果 char.SetStatus(SpeedM=0.15) # 誓约效果 char.equ_effect.append(EquEffect(name='三位一体提泰妮娅', icon='/equipment/skill/29.png', cd=5, data=effect_damage(oathEffectDamage, 0, 315000))) char.equ_effect.append(EquEffect(name='心之女王', icon='/equipment/skill/130.png', cd=120, data=effect_damage(oathEffectDamage, 1, 1732500))) pass @register def oath_skill_2020503(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.equ_effect.append(EquEffect(name='火灵安珀', icon='/equipment/skill/29.png', cd=2, data=effect_damage(suitEffectDamage, 0, 27560))) char.equ_effect.append(EquEffect(name='水灵阿库娅', icon='/equipment/skill/29.png', cd=3, data=effect_damage(suitEffectDamage, 1, 34320))) char.equ_effect.append(EquEffect(name='风灵希尔珂', icon='/equipment/skill/29.png', cd=2, data=effect_damage(suitEffectDamage, 2, 29380))) char.SetStatus(SpeedM=0.15) char.equ_effect.append(EquEffect(name='精灵女王提泰妮娅', icon='/equipment/skill/29.png', cd=5, data=effect_damage(suitEffectDamage, 3, 96590))) # 誓约 char.equ_effect.append(EquEffect(name='电灵斯帕克', icon='/equipment/skill/29.png', cd=2, data=effect_damage(oathEffectDamage, 0, 25200))) char.equ_effect.append(EquEffect(name='地灵盖亚', icon='/equipment/skill/29.png', cd=3, data=effect_damage(oathEffectDamage, 1, 37800))) char.equ_effect.append(EquEffect(name='暗灵诺特纳', icon='/equipment/skill/29.png', cd=2, data=effect_damage(oathEffectDamage, 2, 25200))) char.equ_effect.append(EquEffect(name='光灵卢切', icon='/equipment/skill/29.png', cd=3, data=effect_damage(oathEffectDamage, 3, 37800))) pass # endregion # region 理想之黄金乡 @register def oath_skill_2030101(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): reinforce, reinforce_0, reinforce_1, reinforce_2 = char.GetReinforceSum() char.SetStatus(SkillRange=0.02 * min(reinforce // 11, 12)) # char.SetStatus(DamageReduce=0.01 * min(reinforce_0 // 5, 7)) char.SetStatus(SkillAttack=0.01 * min(reinforce_1 // 3, 12)) char.SetStatus(SpeedA=0.02 * min(reinforce_2 // 3, 12)) char.SetStatus(SpeedM=0.02 * min(reinforce_2 // 3, 12)) char.SetStatus(SpeedR=0.02 * min(reinforce_2 // 3, 12)) if char.buffer: char.SetSkillCD(cd=0.02 * min(reinforce // 1, 12)) if reinforce >= 110: char.SetStatus(SkillAttack=0.02 * min((reinforce - 110) // 11, 2)) if char.buffer: char.SetStatus(Buffer=1500 * min((reinforce - 110) // 11, 2)) if reinforce < 88: char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=effect_damage(suitEffectDamage, 0, 17000))) elif reinforce < 110: char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=effect_damage(suitEffectDamage, 1, 18700))) elif reinforce < 132: char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=effect_damage(suitEffectDamage, 2, 21250))) else: char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=effect_damage(suitEffectDamage, 3, 25500))) pass @register def oath_skill_2030102(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): reinforce, reinforce_0, reinforce_1, reinforce_2 = char.GetReinforceSum() char.SetStatus(SkillRange=0.02 * min(reinforce // 11, 12)) # char.SetStatus(DamageReduce=0.01 * min(reinforce_0 // 5, 7)) char.SetStatus(SkillAttack=0.01 * min(reinforce_1 // 3, 12)) char.SetStatus(SpeedA=0.02 * min(reinforce_2 // 3, 12)) char.SetStatus(SpeedM=0.02 * min(reinforce_2 // 3, 12)) char.SetStatus(SpeedR=0.02 * min(reinforce_2 // 3, 12)) if char.buffer: char.SetSkillCD(cd=0.02 * min(reinforce // 1, 12)) if reinforce >= 110: char.SetStatus(SkillAttack=0.02 * min((reinforce - 110) // 11, 2)) if char.buffer: char.SetStatus(Buffer=1500 * min((reinforce - 110) // 11, 2)) if reinforce < 88: char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=effect_damage(suitEffectDamage, 0, 17000))) elif reinforce < 110: char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=effect_damage(suitEffectDamage, 1, 18700))) elif reinforce < 132: char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=effect_damage(suitEffectDamage, 2, 21250))) else: char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=effect_damage(suitEffectDamage, 3, 25500))) pass @register def oath_skill_2030103(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): reinforce, reinforce_0, reinforce_1, reinforce_2 = char.GetReinforceSum() char.SetStatus(SkillRange=0.02 * min(reinforce // 11, 12)) # char.SetStatus(DamageReduce=0.01 * min(reinforce_0 // 5, 7)) char.SetStatus(SkillAttack=0.01 * min(reinforce_1 // 3, 12)) char.SetStatus(SpeedA=0.02 * min(reinforce_2 // 3, 12)) char.SetStatus(SpeedM=0.02 * min(reinforce_2 // 3, 12)) char.SetStatus(SpeedR=0.02 * min(reinforce_2 // 3, 12)) if char.buffer: char.SetSkillCD(cd=0.02 * min(reinforce // 1, 12)) if reinforce >= 110: char.SetStatus(SkillAttack=0.02 * min((reinforce - 110) // 11, 2)) if char.buffer: char.SetStatus(Buffer=1500 * min((reinforce - 110) // 11, 2)) if reinforce < 88: char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=effect_damage(suitEffectDamage, 0, 17000))) elif reinforce < 110: char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=effect_damage(suitEffectDamage, 1, 18700))) elif reinforce < 132: char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=effect_damage(suitEffectDamage, 2, 21250))) else: char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=effect_damage(suitEffectDamage, 3, 25500))) pass @register def oath_skill_2030201(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetStatus(SpeedA=0.07, SpeedM=0.07, SpeedR=0.07) reinforce, reinforce_0, reinforce_1, reinforce_2 = char.GetReinforceSum() char.SetStatus(SkillAttack=0.005 * min(reinforce // 11, 8)) char.SetStatus(SpeedA=0.01 * min(reinforce_2 // 3, 8)) char.SetStatus(SpeedM=0.01 * min(reinforce_2 // 3, 8)) char.SetStatus(SpeedR=0.01 * min(reinforce_2 // 3, 8)) if check_suit(char): # 原套装效果 char.SetStatus(SkillAttack=0.01 * min(reinforce_1 // 3, 12)) char.SetStatus(SpeedA=0.02 * min(reinforce_2 // 3, 12)) char.SetStatus(SpeedM=0.02 * min(reinforce_2 // 3, 12)) char.SetStatus(SpeedR=0.02 * min(reinforce_2 // 3, 12)) if char.buffer: char.SetSkillCD(cd=0.02 * min(reinforce // 1, 12)) if reinforce >= 110: char.SetStatus(SkillAttack=0.02 * min((reinforce - 110) // 11, 2)) if char.buffer: char.SetStatus(Buffer=750 * min((reinforce - 110) // 11, 2)) if reinforce < 88: char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=effect_damage(suitEffectDamage, 0, 17000))) elif reinforce < 110: char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=effect_damage(suitEffectDamage, 1, 18700))) elif reinforce < 132: char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=effect_damage(suitEffectDamage, 2, 21250))) else: # 132以上删除[淘金热] # char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=effect_damage(suitEffectDamage, 3, 25500))) pass # 誓约效果 if reinforce >= 110: char.SetStatus(SkillAttack=0.005) if reinforce >= 121: char.SetStatus(SkillAttack=0.015) if reinforce >= 132: char.SetStatus(SkillAttack=0.025) pass @register def oath_skill_2030202(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetStatus(SkillAttack=0.132, SpeedA=0.16, SpeedM=0.16, SpeedR=0.16) pass @register def oath_skill_2030203(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): reinforce, reinforce_0, reinforce_1, reinforce_2 = char.GetReinforceSum() if reinforce >= 121: char.SetStatus(SkillAttack=0.1, SpeedA=0.2, SpeedM=0.2, SpeedR=0.2) pass @register def oath_skill_2030301(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetStatus(SpeedA=0.07, SpeedM=0.07, SpeedR=0.07) reinforce, reinforce_0, reinforce_1, reinforce_2 = char.GetReinforceSum() char.SetStatus(SkillAttack=0.005 * min(reinforce // 11, 10)) char.SetStatus(SpeedA=0.01 * min(reinforce_2 // 3, 10)) char.SetStatus(SpeedM=0.01 * min(reinforce_2 // 3, 10)) char.SetStatus(SpeedR=0.01 * min(reinforce_2 // 3, 10)) if check_suit(char): # 原套装效果 char.SetStatus(SkillAttack=0.01 * min(reinforce_1 // 3, 12)) char.SetStatus(SpeedA=0.02 * min(reinforce_2 // 3, 12)) char.SetStatus(SpeedM=0.02 * min(reinforce_2 // 3, 12)) char.SetStatus(SpeedR=0.02 * min(reinforce_2 // 3, 12)) if char.buffer: char.SetSkillCD(cd=0.02 * min(reinforce // 1, 12)) if reinforce >= 110: char.SetStatus(SkillAttack=0.02 * min((reinforce - 110) // 11, 2)) if char.buffer: char.SetStatus(Buffer=750 * min((reinforce - 110) // 11, 2)) if reinforce < 88: char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=effect_damage(suitEffectDamage, 0, 17000))) elif reinforce < 110: char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=effect_damage(suitEffectDamage, 1, 18700))) elif reinforce < 132: char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=effect_damage(suitEffectDamage, 2, 21250))) else: # 132以上删除[淘金热] # char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=effect_damage(suitEffectDamage, 3, 25500))) pass # 誓约效果 if reinforce >= 110: char.SetStatus(SkillAttack=0.005) if reinforce >= 121: char.SetStatus(SkillAttack=0.015) if reinforce >= 132: char.SetStatus(SkillAttack=0.025) pass @register def oath_skill_2030302(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetStatus(SkillAttack=0.132, SpeedA=0.18, SpeedM=0.18, SpeedR=0.18) pass @register def oath_skill_2030303(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): reinforce, reinforce_0, reinforce_1, reinforce_2 = char.GetReinforceSum() if reinforce >= 121: char.SetStatus(SkillAttack=0.1, SpeedA=0.23, SpeedM=0.23, SpeedR=0.23) if reinforce >= 121: char.equ_effect.append(EquEffect(name='黄金之王', icon='/equipment/skill/133.png', cd=240, data=effect_damage(oathEffectDamage, 0, 1400000))) pass @register def oath_skill_2030401(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetStatus(SpeedA=0.07, SpeedM=0.07, SpeedR=0.07) reinforce, reinforce_0, reinforce_1, reinforce_2 = char.GetReinforceSum() char.SetStatus(SkillAttack=0.005 * min(reinforce // 11, 11)) char.SetStatus(SpeedA=0.01 * min(reinforce_2 // 3, 11)) char.SetStatus(SpeedM=0.01 * min(reinforce_2 // 3, 11)) char.SetStatus(SpeedR=0.01 * min(reinforce_2 // 3, 11)) if check_suit(char): # 原套装效果 char.SetStatus(SkillAttack=0.01 * min(reinforce_1 // 3, 12)) char.SetStatus(SpeedA=0.02 * min(reinforce_2 // 3, 12)) char.SetStatus(SpeedM=0.02 * min(reinforce_2 // 3, 12)) char.SetStatus(SpeedR=0.02 * min(reinforce_2 // 3, 12)) if char.buffer: char.SetSkillCD(cd=0.02 * min(reinforce // 1, 12)) if reinforce >= 110: char.SetStatus(SkillAttack=0.02 * min((reinforce - 110) // 11, 2)) if char.buffer: char.SetStatus(Buffer=750 * min((reinforce - 110) // 11, 2)) if reinforce < 88: char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=effect_damage(suitEffectDamage, 0, 17000))) elif reinforce < 110: char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=effect_damage(suitEffectDamage, 1, 18700))) elif reinforce < 132: char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=effect_damage(suitEffectDamage, 2, 21250))) else: # 132以上删除[淘金热] # char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=effect_damage(suitEffectDamage, 3, 25500))) pass # 誓约效果 if reinforce >= 110: char.SetStatus(SkillAttack=0.005) if reinforce >= 121: char.SetStatus(SkillAttack=0.015) if reinforce >= 132: char.SetStatus(SkillAttack=0.025) pass @register def oath_skill_2030402(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetStatus(SkillAttack=0.132, SpeedA=0.20, SpeedM=0.20, SpeedR=0.20) pass @register def oath_skill_2030403(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): reinforce, reinforce_0, reinforce_1, reinforce_2 = char.GetReinforceSum() if reinforce >= 121: char.SetStatus(SkillAttack=0.1, SpeedA=0.25, SpeedM=0.25, SpeedR=0.25) if reinforce >= 132: char.equ_effect.append(EquEffect(name='理想成真', icon='/equipment/skill/133.png', cd=240, data=effect_damage(oathEffectDamage, 1, 3000000) + effect_damage(oathEffectDamage, 2, 3000000))) elif reinforce >= 121: char.equ_effect.append(EquEffect(name='黄金之王', icon='/equipment/skill/133.png', cd=240, data=effect_damage(oathEffectDamage, 0, 1400000))) pass @register def oath_skill_2030501(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetStatus(SpeedA=0.07, SpeedM=0.07, SpeedR=0.07) reinforce, reinforce_0, reinforce_1, reinforce_2 = char.GetReinforceSum() char.SetStatus(SkillAttack=0.005 * min(reinforce // 11, 12)) char.SetStatus(SpeedA=0.01 * min(reinforce_2 // 3, 12)) char.SetStatus(SpeedM=0.01 * min(reinforce_2 // 3, 12)) char.SetStatus(SpeedR=0.01 * min(reinforce_2 // 3, 12)) if check_suit(char): # 原套装效果 char.SetStatus(SkillAttack=0.01 * min(reinforce_1 // 3, 12)) char.SetStatus(SpeedA=0.02 * min(reinforce_2 // 3, 12)) char.SetStatus(SpeedM=0.02 * min(reinforce_2 // 3, 12)) char.SetStatus(SpeedR=0.02 * min(reinforce_2 // 3, 12)) if char.buffer: char.SetSkillCD(cd=0.02 * min(reinforce // 1, 12)) if reinforce >= 110: char.SetStatus(SkillAttack=0.02 * min((reinforce - 110) // 11, 2)) if char.buffer: char.SetStatus(Buffer=750 * min((reinforce - 110) // 11, 2)) if reinforce < 88: char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=effect_damage(suitEffectDamage, 0, 17000))) elif reinforce < 110: char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=effect_damage(suitEffectDamage, 1, 18700))) elif reinforce < 132: char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=effect_damage(suitEffectDamage, 2, 21250))) else: # 132以上删除[淘金热] # char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=effect_damage(suitEffectDamage, 3, 25500))) pass # 誓约效果 if reinforce >= 110: char.SetStatus(SkillAttack=0.005) if reinforce >= 121: char.SetStatus(SkillAttack=0.015) if reinforce >= 132: char.SetStatus(SkillAttack=0.025) @register def oath_skill_2030502(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetStatus(SkillAttack=0.132, SpeedA=0.22, SpeedM=0.22, SpeedR=0.22) pass @register def oath_skill_2030503(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): reinforce, reinforce_0, reinforce_1, reinforce_2 = char.GetReinforceSum() if reinforce >= 121: char.SetStatus(SkillAttack=0.1, SpeedA=0.3, SpeedM=0.3, SpeedR=0.3) if reinforce >= 132: char.equ_effect.append(EquEffect(name='理想成真', icon='/equipment/skill/133.png', cd=240, data=effect_damage(oathEffectDamage, 1, 2000000))) elif reinforce >= 121: char.equ_effect.append(EquEffect(name='黄金之王', icon='/equipment/skill/133.png', cd=240, data=effect_damage(oathEffectDamage, 0, 1400000))) pass # endregion # region 龙战八荒 @register def oath_skill_2040101(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): if char.equ_options.get('1', 0) == 1: char.SetStatus(SpeedA=0.1, SpeedM=0.1, SpeedR=0.1) char.equ_effect.append(EquEffect(name='应龙腾霄', icon='/equipment/suit/1.png', cd=10, data=effect_damage(suitEffectDamage, 0, 18250))) elif char.equ_options.get('1', 0) == 0: char.SetStatus(SpeedA=0.3, SpeedM=0.3, SpeedR=0.3) char.SetStatus(SkillAttack=0.03) char.equ_effect.append(EquEffect(name='白龙强袭', icon='/equipment/suit/1.png', cd=3, data=effect_damage(suitEffectDamage, 1, 13900))) char.equ_effect.append(EquEffect(name='黑龙横扫', icon='/equipment/suit/1.png', cd=4, data=effect_damage(suitEffectDamage, 2, 12950))) char.equ_effect.append(EquEffect(name='应龙腾霄', icon='/equipment/suit/1.png', cd=10, data=effect_damage(suitEffectDamage, 0, 18250))) pass @register def oath_skill_2040102(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): if char.equ_options.get('1', 0) == 1: char.SetStatus(SpeedA=0.1, SpeedM=0.1, SpeedR=0.1) char.equ_effect.append(EquEffect(name='应龙腾霄', icon='/equipment/suit/1.png', cd=10, data=effect_damage(suitEffectDamage, 0, 18250))) elif char.equ_options.get('1', 0) == 0: char.SetStatus(SpeedA=0.3, SpeedM=0.3, SpeedR=0.3) char.SetStatus(SkillAttack=0.03) char.equ_effect.append(EquEffect(name='白龙强袭', icon='/equipment/suit/1.png', cd=3, data=effect_damage(suitEffectDamage, 1, 13900))) char.equ_effect.append(EquEffect(name='黑龙横扫', icon='/equipment/suit/1.png', cd=4, data=effect_damage(suitEffectDamage, 2, 12950))) char.equ_effect.append(EquEffect(name='应龙腾霄', icon='/equipment/suit/1.png', cd=10, data=effect_damage(suitEffectDamage, 0, 18250))) pass @register def oath_skill_2040103(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): if char.equ_options.get('1', 0) == 1: char.SetStatus(SpeedA=0.1, SpeedM=0.1, SpeedR=0.1) char.equ_effect.append(EquEffect(name='应龙腾霄', icon='/equipment/suit/1.png', cd=10, data=effect_damage(suitEffectDamage, 0, 18250))) elif char.equ_options.get('1', 0) == 0: char.SetStatus(SpeedA=0.3, SpeedM=0.3, SpeedR=0.3) char.SetStatus(SkillAttack=0.03) char.equ_effect.append(EquEffect(name='白龙强袭', icon='/equipment/suit/1.png', cd=3, data=effect_damage(suitEffectDamage, 1, 13900))) char.equ_effect.append(EquEffect(name='黑龙横扫', icon='/equipment/suit/1.png', cd=4, data=effect_damage(suitEffectDamage, 2, 12950))) char.equ_effect.append(EquEffect(name='应龙腾霄', icon='/equipment/suit/1.png', cd=10, data=effect_damage(suitEffectDamage, 0, 18250))) pass @register def oath_skill_2040201(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetStatus(SpeedA=0.1, SpeedM=0.1, SpeedR=0.1) if check_suit(char): if char.equ_options.get('1', 0) == 1: char.SetStatus(SpeedA=0.1, SpeedM=0.1, SpeedR=0.1) char.equ_effect.append(EquEffect(name='应龙腾霄', icon='/equipment/suit/1.png', cd=10, data=effect_damage(suitEffectDamage, 0, 18250))) elif char.equ_options.get('1', 0) == 0: char.SetStatus(SpeedA=0.3, SpeedM=0.3, SpeedR=0.3) char.SetStatus(SkillAttack=0.03) char.equ_effect.append(EquEffect(name='白龙强袭', icon='/equipment/suit/1.png', cd=3, data=effect_damage(suitEffectDamage, 1, 13900))) char.equ_effect.append(EquEffect(name='黑龙横扫', icon='/equipment/suit/1.png', cd=4, data=effect_damage(suitEffectDamage, 2, 12950))) char.equ_effect.append(EquEffect(name='应龙腾霄', icon='/equipment/suit/1.png', cd=10, data=effect_damage(suitEffectDamage, 0, 18250))) # 誓约追加效果 char.SetStatus(SkillAttack=0.025) # 技能范围 + 20% pass @register def oath_skill_2040202(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetStatus(SpeedA=0.3, SpeedM=0.3, SpeedR=0.3) char.SetStatus(SkillAttack=0.03) char.equ_effect.append(EquEffect(name='白龙强袭', icon='/equipment/suit/1.png', cd=3, data=effect_damage(suitEffectDamage, 1, 13900))) char.equ_effect.append(EquEffect(name='黑龙横扫', icon='/equipment/suit/1.png', cd=4, data=effect_damage(suitEffectDamage, 2, 12950))) char.equ_effect.append(EquEffect(name='应龙腾霄', icon='/equipment/suit/1.png', cd=10, data=effect_damage(suitEffectDamage, 0, 18250))) char.equ_effect.append(EquEffect(name='龙王降世', icon='/equipment/suit/125.png', cd=60, data=effect_damage(oathEffectDamage, 0, 510300))) for skill in char.skills: if skill.cube > 0: skill.skillDamage *= 1.06 pass @register def oath_skill_2040203(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetStatus(SpeedA=0.3, SpeedM=0.3, SpeedR=0.3) char.SetStatus(SkillAttack=0.015 * 10 + 0.01) pass @register def oath_skill_2040301(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetStatus(SpeedA=0.1, SpeedM=0.1, SpeedR=0.1) if check_suit(char): if char.equ_options.get('1', 0) == 1: char.SetStatus(SpeedA=0.1, SpeedM=0.1, SpeedR=0.1) char.equ_effect.append(EquEffect(name='应龙腾霄', icon='/equipment/suit/1.png', cd=10, data=effect_damage(suitEffectDamage, 0, 18250))) elif char.equ_options.get('1', 0) == 0: char.SetStatus(SpeedA=0.3, SpeedM=0.3, SpeedR=0.3) char.SetStatus(SkillAttack=0.03) char.equ_effect.append(EquEffect(name='白龙强袭', icon='/equipment/suit/1.png', cd=3, data=effect_damage(suitEffectDamage, 1, 13900))) char.equ_effect.append(EquEffect(name='黑龙横扫', icon='/equipment/suit/1.png', cd=4, data=effect_damage(suitEffectDamage, 2, 12950))) char.equ_effect.append(EquEffect(name='应龙腾霄', icon='/equipment/suit/1.png', cd=10, data=effect_damage(suitEffectDamage, 0, 18250))) # 誓约追加效果 char.SetStatus(SkillAttack=0.025) # 技能范围 + 20% pass @register def oath_skill_2040302(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetStatus(SpeedA=0.3, SpeedM=0.3, SpeedR=0.3) char.SetStatus(SkillAttack=0.03) char.equ_effect.append(EquEffect(name='白龙强袭', icon='/equipment/suit/1.png', cd=3, data=effect_damage(suitEffectDamage, 1, 13900))) char.equ_effect.append(EquEffect(name='黑龙横扫', icon='/equipment/suit/1.png', cd=4, data=effect_damage(suitEffectDamage, 2, 12950))) char.equ_effect.append(EquEffect(name='应龙腾霄', icon='/equipment/suit/1.png', cd=10, data=effect_damage(suitEffectDamage, 0, 18250))) char.equ_effect.append(EquEffect(name='龙王降世', icon='/equipment/suit/125.png', cd=60, data=effect_damage(oathEffectDamage, 0, 510300))) for skill in char.skills: if skill.cube > 0: skill.skillDamage *= 1.06 pass @register def oath_skill_2040303(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetStatus(SpeedA=0.3, SpeedM=0.3, SpeedR=0.3) char.SetStatus(SkillAttack=0.025 * 7 + 0.01) pass @register def oath_skill_2040401(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetStatus(SpeedA=0.15, SpeedM=0.15, SpeedR=0.15) if check_suit(char): if char.equ_options.get('1', 0) == 1: char.SetStatus(SpeedA=0.1, SpeedM=0.1, SpeedR=0.1) char.equ_effect.append(EquEffect(name='应龙腾霄', icon='/equipment/suit/1.png', cd=10, data=effect_damage(suitEffectDamage, 0, 18250))) elif char.equ_options.get('1', 0) == 0: char.SetStatus(SpeedA=0.3, SpeedM=0.3, SpeedR=0.3) char.SetStatus(SkillAttack=0.03) char.equ_effect.append(EquEffect(name='白龙强袭', icon='/equipment/suit/1.png', cd=3, data=effect_damage(suitEffectDamage, 1, 13900))) char.equ_effect.append(EquEffect(name='黑龙横扫', icon='/equipment/suit/1.png', cd=4, data=effect_damage(suitEffectDamage, 2, 12950))) char.equ_effect.append(EquEffect(name='应龙腾霄', icon='/equipment/suit/1.png', cd=10, data=effect_damage(suitEffectDamage, 0, 18250))) # 誓约追加效果 char.SetStatus(SkillAttack=0.025) # 技能范围 + 20% pass @register def oath_skill_2040402(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetStatus(SpeedA=0.3, SpeedM=0.3, SpeedR=0.3) char.SetStatus(SkillAttack=0.03) char.equ_effect.append(EquEffect(name='白龙强袭', icon='/equipment/suit/1.png', cd=3, data=effect_damage(suitEffectDamage, 1, 13900))) char.equ_effect.append(EquEffect(name='黑龙横扫', icon='/equipment/suit/1.png', cd=4, data=effect_damage(suitEffectDamage, 2, 12950))) char.equ_effect.append(EquEffect(name='应龙腾霄', icon='/equipment/suit/1.png', cd=10, data=effect_damage(suitEffectDamage, 0, 18250))) char.SetStatus(SpeedA=0.3, SpeedM=0.3, SpeedR=0.3) char.SetStatus(SkillAttack=0.1) char.equ_effect.append(EquEffect(name='龙王降世', icon='/equipment/suit/125.png', cd=60, data=effect_damage(oathEffectDamage, 0, 680400))) pass @register def oath_skill_2040403(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetStatus(SpeedA=0.3, SpeedM=0.3, SpeedR=0.3) char.SetStatus(SkillAttack=0.035 * 7 + 0.01) pass @register def oath_skill_2040501(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetStatus(SpeedA=0.2, SpeedM=0.2, SpeedR=0.2) if check_suit(char): if char.equ_options.get('1', 0) == 1: char.SetStatus(SpeedA=0.1, SpeedM=0.1, SpeedR=0.1) char.equ_effect.append(EquEffect(name='应龙腾霄', icon='/equipment/suit/1.png', cd=10, data=effect_damage(suitEffectDamage, 0, 18250))) elif char.equ_options.get('1', 0) == 0: char.SetStatus(SpeedA=0.3, SpeedM=0.3, SpeedR=0.3) char.SetStatus(SkillAttack=0.03) char.equ_effect.append(EquEffect(name='白龙强袭', icon='/equipment/suit/1.png', cd=3, data=effect_damage(suitEffectDamage, 1, 13900))) char.equ_effect.append(EquEffect(name='黑龙横扫', icon='/equipment/suit/1.png', cd=4, data=effect_damage(suitEffectDamage, 2, 12950))) char.equ_effect.append(EquEffect(name='应龙腾霄', icon='/equipment/suit/1.png', cd=10, data=effect_damage(suitEffectDamage, 0, 18250))) # 誓约追加效果 char.SetStatus(SkillAttack=0.025) # 技能范围 + 20% pass @register def oath_skill_2040502(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetStatus(SpeedA=0.3, SpeedM=0.3, SpeedR=0.3) char.SetStatus(SkillAttack=0.03) char.equ_effect.append(EquEffect(name='白龙强袭', icon='/equipment/suit/1.png', cd=3, data=effect_damage(suitEffectDamage, 1, 13900))) char.equ_effect.append(EquEffect(name='黑龙横扫', icon='/equipment/suit/1.png', cd=4, data=effect_damage(suitEffectDamage, 2, 12950))) char.equ_effect.append(EquEffect(name='应龙腾霄', icon='/equipment/suit/1.png', cd=10, data=effect_damage(suitEffectDamage, 0, 18250))) char.SetStatus(SpeedA=0.3, SpeedM=0.3, SpeedR=0.3) char.SetStatus(SkillAttack=0.1) char.equ_effect.append(EquEffect(name='应龙降世', icon='/equipment/suit/125.png', cd=60, data=effect_damage(oathEffectDamage, 0, 1020600))) pass @register def oath_skill_2040503(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetStatus(SpeedA=0.3, SpeedM=0.3, SpeedR=0.3) char.SetStatus(SkillAttack=0.06 * 5 + 0.01) pass # endregion # region 暗黑净化 @register def oath_skill_2050101(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): if char.equ_options.get('2', 0) == 0: char.SetStatus(SkillAttack=0.175) char.SetSkillCD(cd=0.3) char.SetStatus(EquEffectRatio=0.15) else: char.SetSkillCD(cd=0.55) char.SetStatus(EquEffectRatio=0.325) pass @register def oath_skill_2050102(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): if char.equ_options.get('2', 0) == 0: char.SetStatus(SkillAttack=0.175) char.SetSkillCD(cd=0.3) char.SetStatus(EquEffectRatio=0.15) else: char.SetSkillCD(cd=0.55) char.SetStatus(EquEffectRatio=0.325) pass @register def oath_skill_2050103(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): if char.equ_options.get('2', 0) == 0: char.SetStatus(SkillAttack=0.175) char.SetSkillCD(cd=0.3) char.SetStatus(EquEffectRatio=0.15) else: char.SetSkillCD(cd=0.55) char.SetStatus(EquEffectRatio=0.325) pass @register def oath_skill_2050201(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetSkillCD(cd=0.1) char.SetStatus(EquEffectRatio=0.05) # 特效? # char.SetStatus(EquEffectRatio=0.05) if check_suit(char): # 原套装效果 誓约锁定净化 char.SetStatus(SkillAttack=0.175) char.SetSkillCD(cd=0.3) char.SetStatus(EquEffectRatio=0.15) # 誓约追加 char.SetStatus(SkillAttack=0.02) pass @register def oath_skill_2050202(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetSkillCD(cd=0.7) char.SetStatus(EquEffectRatio=0.195) pass @register def oath_skill_2050203(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetSkillCD(cd=-0.1) char.SetStatus(EquEffectRatio=-0.15, SkillAttack=0.49) pass @register def oath_skill_2050301(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetSkillCD(cd=0.1) char.SetStatus(EquEffectRatio=0.05) # 特效? # char.SetStatus(EquEffectRatio=0.05) if check_suit(char): # 原套装效果 誓约锁定净化 char.SetStatus(SkillAttack=0.175) char.SetSkillCD(cd=0.3) char.SetStatus(EquEffectRatio=0.15) # 誓约追加 char.SetStatus(SkillAttack=0.02) pass @register def oath_skill_2050302(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetSkillCD(cd=0.7) char.SetStatus(EquEffectRatio=0.195) pass @register def oath_skill_2050303(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetSkillCD(cd=-0.1) char.SetStatus(EquEffectRatio=-0.15, SkillAttack=0.49) pass @register def oath_skill_2050401(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetSkillCD(cd=0.1) char.SetStatus(EquEffectRatio=0.05) # 特效? # char.SetStatus(EquEffectRatio=0.05) if check_suit(char): # 原套装效果 誓约锁定净化 char.SetStatus(SkillAttack=0.175) char.SetSkillCD(cd=0.3) char.SetStatus(EquEffectRatio=0.15) # 誓约追加 char.SetStatus(SkillAttack=0.02) pass @register def oath_skill_2050402(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetSkillCD(cd=0.7) char.SetStatus(EquEffectRatio=0.195) pass @register def oath_skill_2050403(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetSkillCD(cd=-0.1) char.SetStatus(EquEffectRatio=-0.15, SkillAttack=0.49) pass @register def oath_skill_2050501(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetSkillCD(cd=0.1) char.SetStatus(EquEffectRatio=0.05) # 特效? # char.SetStatus(EquEffectRatio=0.05) if check_suit(char): # 原套装效果 誓约锁定净化 char.SetStatus(SkillAttack=0.175) char.SetSkillCD(cd=0.3) char.SetStatus(EquEffectRatio=0.15) # 誓约追加 char.SetStatus(SkillAttack=0.02) pass @register def oath_skill_2050502(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetSkillCD(cd=0.7) char.SetStatus(EquEffectRatio=0.195) pass @register def oath_skill_2050503(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetSkillCD(cd=-0.1) char.SetStatus(EquEffectRatio=-0.15, SkillAttack=0.49) pass # endregion # region 天命者的气运 @register def oath_skill_2060101(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetStatus(SkillAttack=0.03) char.AddElementDB('火', 33, 1) char.AddElementDB('冰', 33, 1) char.AddElementDB('光', 33, 1) char.AddElementDB('暗', 33, 1) char.SetStatus(EquEffectRatio=0.19) pass @register def oath_skill_2060102(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetStatus(SkillAttack=0.03) char.AddElementDB('火', 33, 1) char.AddElementDB('冰', 33, 1) char.AddElementDB('光', 33, 1) char.AddElementDB('暗', 33, 1) char.SetStatus(EquEffectRatio=0.19) pass @register def oath_skill_2060103(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetStatus(SkillAttack=0.03) char.AddElementDB('火', 33, 1) char.AddElementDB('冰', 33, 1) char.AddElementDB('光', 33, 1) char.AddElementDB('暗', 33, 1) char.SetStatus(EquEffectRatio=0.19) pass @register def oath_skill_2060201(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetStatus(EquEffectRatio=0.01) if check_suit(char): # 原套装效果 char.SetStatus(SkillAttack=0.03) char.SetStatus(EquEffectRatio=0.19) # 誓约追加 char.SetStatus(SkillAttack=0.01, EquEffectRatio=0.075) pass @register def oath_skill_2060202(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetStatus(EquEffectRatio=0.075) char.SetStatus(SkillAttack=0.03) char.AddElementDB('火', 33, 1) char.AddElementDB('冰', 33, 1) char.AddElementDB('光', 33, 1) char.AddElementDB('暗', 33, 1) char.SetStatus(EquEffectRatio=0.19) pass @register def oath_skill_2060203(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetStatus(EquEffectRatio=0.075) char.SetStatus(SkillAttack=0.03) char.SetStatus(EquEffectRatio=0.19) char.SetStatus(SkillAttack=0.03) pass @register def oath_skill_2060301(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.AddElementDB('火', 33, 1) char.AddElementDB('冰', 33, 1) char.AddElementDB('光', 33, 1) char.AddElementDB('暗', 33, 1) char.SetStatus(EquEffectRatio=0.04) if check_suit(char): # 原套装效果 char.SetStatus(SkillAttack=0.03) char.SetStatus(EquEffectRatio=0.19) # 誓约追加 char.SetStatus(SkillAttack=0.01, EquEffectRatio=0.085) pass @register def oath_skill_2060302(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetStatus(EquEffectRatio=0.12) char.SetStatus(SkillAttack=0.03) char.AddElementDB('火', 33, 1) char.AddElementDB('冰', 33, 1) char.AddElementDB('光', 33, 1) char.AddElementDB('暗', 33, 1) char.SetStatus(EquEffectRatio=0.19) pass @register def oath_skill_2060303(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetStatus(EquEffectRatio=0.12) char.SetStatus(SkillAttack=0.03) char.SetStatus(EquEffectRatio=0.19) char.SetStatus(SkillAttack=0.03) pass @register def oath_skill_2060401(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.AddElementDB('火', 33, 1) char.AddElementDB('冰', 33, 1) char.AddElementDB('光', 33, 1) char.AddElementDB('暗', 33, 1) char.SetStatus(EquEffectRatio=0.08) if check_suit(char): # 原套装效果 char.SetStatus(SkillAttack=0.03) char.SetStatus(EquEffectRatio=0.19) # 誓约追加 char.SetStatus(SkillAttack=0.01, EquEffectRatio=0.095) pass @register def oath_skill_2060402(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetStatus(EquEffectRatio=0.17) char.SetStatus(SkillAttack=0.03) char.AddElementDB('火', 33, 1) char.AddElementDB('冰', 33, 1) char.AddElementDB('光', 33, 1) char.AddElementDB('暗', 33, 1) char.SetStatus(EquEffectRatio=0.19) pass @register def oath_skill_2060403(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetStatus(EquEffectRatio=0.17) char.SetStatus(SkillAttack=0.03) char.SetStatus(EquEffectRatio=0.19) char.SetStatus(SkillAttack=0.03) pass @register def oath_skill_2060501(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.AddElementDB('火', 33, 1) char.AddElementDB('冰', 33, 1) char.AddElementDB('光', 33, 1) char.AddElementDB('暗', 33, 1) char.SetStatus(EquEffectRatio=0.095) if check_suit(char): # 原套装效果 char.SetStatus(SkillAttack=0.03) char.SetStatus(EquEffectRatio=0.19) # 誓约追加 char.SetStatus(SkillAttack=0.01, EquEffectRatio=0.1) pass @register def oath_skill_2060502(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetStatus(SkillAttack=0.03) char.SetStatus(EquEffectRatio=0.205) char.AddElementDB('火', 33, 1) char.AddElementDB('冰', 33, 1) char.AddElementDB('光', 33, 1) char.AddElementDB('暗', 33, 1) char.SetStatus(EquEffectRatio=0.19) pass @register def oath_skill_2060503(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetStatus(EquEffectRatio=0.205) char.SetStatus(SkillAttack=0.03) char.SetStatus(EquEffectRatio=0.19) char.SetStatus(SkillAttack=0.03) pass # endregion # region 究极能量 @register def oath_skill_2070101(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): if not char.buffer: char.SetSkillCD(50, 50, 0.7, []) char.SetSkillCD(85, 85, 0.6, []) char.SetSkillCD(100, 100, 0.6, []) char.SetSkillRation(100, 100, 0.76) char.SetSkillRation(85, 85, 0.6) char.SetSkillRation(50, 50, 0.15) char.SetStatus(EquEffectRatio=0.275) cd = 0 for item in char.skills: if item.learnLv == 100: cd = item.getSkillCD() char.equ_effect.append(EquEffect(name='能量释放', icon='/equipment/suit/4.png', cd=cd, data=effect_damage(suitEffectDamage, 0, 607200))) pass @register def oath_skill_2070102(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): if not char.buffer: char.SetSkillCD(50, 50, 0.7, []) char.SetSkillCD(85, 85, 0.6, []) char.SetSkillCD(100, 100, 0.6, []) char.SetSkillRation(100, 100, 0.76) char.SetSkillRation(85, 85, 0.6) char.SetSkillRation(50, 50, 0.15) char.SetStatus(EquEffectRatio=0.275) cd = 0 for item in char.skills: if item.learnLv == 100: cd = item.getSkillCD() char.equ_effect.append(EquEffect(name='能量释放', icon='/equipment/suit/4.png', cd=cd, data=effect_damage(suitEffectDamage, 0, 607200))) pass @register def oath_skill_2070103(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): if not char.buffer: char.SetSkillCD(50, 50, 0.7, []) char.SetSkillCD(85, 85, 0.6, []) char.SetSkillCD(100, 100, 0.6, []) char.SetSkillRation(100, 100, 0.76) char.SetSkillRation(85, 85, 0.6) char.SetSkillRation(50, 50, 0.15) char.SetStatus(EquEffectRatio=0.275) cd = 0 for item in char.skills: if item.learnLv == 100: cd = item.getSkillCD() char.equ_effect.append(EquEffect(name='能量释放', icon='/equipment/suit/4.png', cd=cd, data=effect_damage(suitEffectDamage, 0, 607200))) pass @register def oath_skill_2070201(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetSkillRation(100, 100, 0.1) char.SetSkillRation(85, 85, 0.1) char.SetStatus(SpeedA=0.1, SpeedM=0.1, SpeedR=0.1) char.SetStatus(EquEffectRatio=0.075) if check_suit(char): # 原套装效果 if not char.buffer: char.SetSkillCD(50, 50, 0.7, []) char.SetSkillCD(85, 85, 0.6, []) char.SetSkillCD(100, 100, 0.6, []) char.SetSkillRation(100, 100, 0.76) char.SetSkillRation(85, 85, 0.6) char.SetSkillRation(50, 50, 0.15) char.SetStatus(EquEffectRatio=0.275) cd = 0 for item in char.skills: if item.learnLv == 100: cd = item.getSkillCD() char.equ_effect.append(EquEffect(name='能量释放', icon='/equipment/suit/4.png', cd=cd, data=effect_damage(oathEffectDamage, 0, 532630))) # 誓约追加 char.SetStatus(SkillAttack=0.05, EquEffectRatio=0.065) pass @register def oath_skill_2070202(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): if not char.buffer: char.SetSkillCD(50, 50, 0.7, []) char.SetSkillCD(85, 85, 0.6, []) char.SetSkillCD(100, 100, 0.6, []) char.SetSkillRation(100, 100, 0.76) char.SetSkillRation(85, 85, 0.6) char.SetSkillRation(50, 50, 0.15) char.SetStatus(EquEffectRatio=0.275) char.SetStatus(EquEffectRatio=0.385) cd = 0 for item in char.skills: if item.learnLv == 100: cd = item.getSkillCD() item.skillDamage *= 1.4 char.equ_effect.append(EquEffect(name='能量释放', icon='/equipment/suit/4.png', cd=cd, data=effect_damage(oathEffectDamage, 0, 438410) * 1.4)) pass @register def oath_skill_2070203(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): if not char.buffer: char.SetSkillCD(50, 50, 0.7, []) char.SetSkillCD(85, 85, 0.6, []) char.SetSkillRation(100, 100, 0.6) char.SetSkillRation(85, 85, 0.9) char.SetSkillRation(50, 50, 0.35) char.SetStatus(EquEffectRatio=0.275) char.SetStatus(EquEffectRatio=0.25) for item in char.skills: if item.learnLv == 85: cd = item.getSkillCD() char.equ_effect.append(EquEffect(name='能量释放', icon='/equipment/suit/4.png', cd=cd, data=effect_damage(oathEffectDamage, 0, 242880))) pass @register def oath_skill_2070301(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): if not char.buffer: char.SetSkillCD(50, 50, 0.5, []) char.SetSkillRation(100, 100, 0.1) char.SetSkillRation(85, 85, 0.1) char.SetStatus(SpeedA=0.1, SpeedM=0.1, SpeedR=0.1) char.SetStatus(EquEffectRatio=0.075) if check_suit(char): # 原套装效果 if not char.buffer: char.SetSkillCD(50, 50, 0.7, []) char.SetSkillCD(85, 85, 0.6, []) char.SetSkillCD(100, 100, 0.6, []) char.SetSkillRation(100, 100, 0.76) char.SetSkillRation(85, 85, 0.6) char.SetSkillRation(50, 50, 0.15) char.SetStatus(EquEffectRatio=0.275) cd = 0 for item in char.skills: if item.learnLv == 100: cd = item.getSkillCD() char.equ_effect.append(EquEffect(name='能量释放', icon='/equipment/suit/4.png', cd=cd, data=effect_damage(oathEffectDamage, 0, 532630))) # 誓约追加 char.SetStatus(SkillAttack=0.05, EquEffectRatio=0.065) pass @register def oath_skill_2070302(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): if not char.buffer: char.SetSkillCD(50, 50, 0.7, []) char.SetSkillCD(85, 85, 0.6, []) char.SetSkillCD(100, 100, 0.6, []) char.SetSkillRation(100, 100, 0.76) char.SetSkillRation(85, 85, 0.6) char.SetSkillRation(50, 50, 0.15) char.SetStatus(EquEffectRatio=0.275) char.SetStatus(EquEffectRatio=0.385) cd = 0 for item in char.skills: if item.learnLv == 100: cd = item.getSkillCD() item.skillDamage *= 1.55 char.equ_effect.append(EquEffect(name='能量释放', icon='/equipment/suit/4.png', cd=cd, data=effect_damage(oathEffectDamage, 0, 438410) * 1.55)) pass @register def oath_skill_2070303(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): if not char.buffer: char.SetSkillCD(50, 50, 0.7, []) char.SetSkillCD(85, 85, 0.7, []) char.SetSkillRation(100, 100, 0.6) char.SetSkillRation(85, 85, 1.1) char.SetSkillRation(50, 50, 0.55) char.SetStatus(EquEffectRatio=0.275) char.SetStatus(EquEffectRatio=0.25) for item in char.skills: if item.learnLv == 85: cd = item.getSkillCD() char.equ_effect.append(EquEffect(name='能量释放', icon='/equipment/suit/4.png', cd=cd, data=effect_damage(oathEffectDamage, 0, 242880))) pass @register def oath_skill_2070401(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): if not char.buffer: char.SetSkillCD(50, 50, 0.6, []) char.SetSkillCD(85, 85, 0.2, []) char.SetSkillRation(100, 100, 0.15) char.SetSkillRation(85, 85, 0.1) char.SetStatus(SpeedA=0.1, SpeedM=0.1, SpeedR=0.1) char.SetStatus(EquEffectRatio=0.075) if check_suit(char): # 原套装效果 if not char.buffer: char.SetSkillCD(50, 50, 0.7, []) char.SetSkillCD(85, 85, 0.6, []) char.SetSkillCD(100, 100, 0.6, []) char.SetSkillRation(100, 100, 0.76) char.SetSkillRation(85, 85, 0.6) char.SetSkillRation(50, 50, 0.15) char.SetStatus(EquEffectRatio=0.275) cd = 0 for item in char.skills: if item.learnLv == 100: cd = item.getSkillCD() char.equ_effect.append(EquEffect(name='能量释放', icon='/equipment/suit/4.png', cd=cd, data=effect_damage(oathEffectDamage, 0, 532630))) # 誓约追加 char.SetStatus(SkillAttack=0.05, EquEffectRatio=0.065) pass @register def oath_skill_2070402(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): if not char.buffer: char.SetSkillCD(50, 50, 0.7, []) char.SetSkillCD(85, 85, 0.6, []) char.SetSkillCD(100, 100, 0.6, []) char.SetSkillRation(100, 100, 0.76) char.SetSkillRation(85, 85, 0.6) char.SetSkillRation(50, 50, 0.15) char.SetStatus(EquEffectRatio=0.275) char.SetStatus(EquEffectRatio=0.385) cd = 0 for item in char.skills: if item.learnLv == 100: cd = item.getSkillCD() item.skillDamage *= 2 char.equ_effect.append(EquEffect(name='能量释放', icon='/equipment/suit/4.png', cd=cd, data=effect_damage(oathEffectDamage, 0, 438410) * 2)) pass @register def oath_skill_2070403(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): if not char.buffer: char.SetSkillCD(50, 50, 0.7, []) char.SetSkillCD(85, 85, 0.7, []) char.SetSkillRation(100, 100, 0.6) char.SetSkillRation(85, 85, 1.1) char.SetSkillRation(50, 50, 0.55) char.SetStatus(EquEffectRatio=0.275) char.SetStatus(EquEffectRatio=0.25) # 剩余冷却效果实现 cd = 0 for item in char.skills: if item.learnLv == 85: cd = item.getSkillCD() char.equ_effect.append(EquEffect(name='能量释放', icon='/equipment/suit/4.png', cd=cd, data=effect_damage(oathEffectDamage, 0, 242880))) pass @register def oath_skill_2070501(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): if not char.buffer: char.SetSkillCD(50, 50, 0.7, []) char.SetSkillCD(85, 85, 0.2, []) char.SetSkillRation(100, 100, 0.20) char.SetSkillRation(85, 85, 0.15) char.SetSkillRation(50, 50, 0.1) char.SetStatus(SpeedA=0.1, SpeedM=0.1, SpeedR=0.1) char.SetStatus(EquEffectRatio=0.075) if check_suit(char): # 原套装效果 if not char.buffer: char.SetSkillCD(50, 50, 0.7, []) char.SetSkillCD(85, 85, 0.6, []) char.SetSkillCD(100, 100, 0.6, []) char.SetSkillRation(100, 100, 0.76) char.SetSkillRation(85, 85, 0.6) char.SetSkillRation(50, 50, 0.15) char.SetStatus(EquEffectRatio=0.275) cd = 0 for item in char.skills: if item.learnLv == 100: cd = item.getSkillCD() char.equ_effect.append(EquEffect(name='能量释放', icon='/equipment/suit/4.png', cd=cd, data=effect_damage(oathEffectDamage, 0, 532630))) # 誓约追加 char.SetStatus(SkillAttack=0.05, EquEffectRatio=0.065) pass @register def oath_skill_2070502(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): if not char.buffer: char.SetSkillCD(50, 50, 0.7, []) char.SetSkillCD(85, 85, 0.6, []) char.SetSkillCD(100, 100, 0.6, []) char.SetSkillRation(100, 100, 0.76) char.SetSkillRation(85, 85, 0.6) char.SetSkillRation(50, 50, 0.15) char.SetStatus(EquEffectRatio=0.275) char.SetStatus(EquEffectRatio=0.385) cd = 0 for item in char.skills: if item.learnLv == 100: cd = item.getSkillCD() item.skillDamage *= 2 * 1.2 char.equ_effect.append(EquEffect(name='能量释放', icon='/equipment/suit/4.png', cd=cd, data=effect_damage(oathEffectDamage, 0, 438410) * 1.2 * 2)) pass @register def oath_skill_2070503(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): if not char.buffer: char.SetSkillCD(50, 50, 0.7, []) char.SetSkillCD(85, 85, 0.7, []) char.SetSkillRation(100, 100, 0.6) char.SetSkillRation(85, 85, 1.1) char.SetSkillRation(50, 50, 0.55) char.SetStatus(EquEffectRatio=0.275) char.SetStatus(EquEffectRatio=0.25) # 剩余冷却效果实现 cd = 0 for item in char.skills: if item.learnLv == 85: item.cdCut = 18 cd = item.getSkillCD() if item.learnLv == 50: item.cdCut = 13 if item.learnLv == 100: cd = item.getSkillCD() # item.skillDamage *= 2 char.equ_effect.append(EquEffect(name='能量释放', icon='/equipment/suit/4.png', cd=cd, data=effect_damage(oathEffectDamage, 0, 242880))) pass # endregion # region 造化自然 @register def oath_skill_2080101(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.equ_effect.append(EquEffect(name='狂澜怒涛', icon='/equipment/skill/54.png', cd=60, data=effect_damage(suitEffectDamage, 1, 305500))) char.equ_effect.append(EquEffect(name='暴风雪', icon='/equipment/suit/6.png', cd=5, data=effect_damage(suitEffectDamage, 0, 98350))) char.SetStatus(SpeedM=0.1, SpeedA=0.1, SpeedR=0.1) pass @register def oath_skill_2080102(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.equ_effect.append(EquEffect(name='狂澜怒涛', icon='/equipment/skill/54.png', cd=60, data=effect_damage(suitEffectDamage, 1, 305500))) char.equ_effect.append(EquEffect(name='暴风雪', icon='/equipment/suit/6.png', cd=5, data=effect_damage(suitEffectDamage, 0, 98350))) char.SetStatus(SpeedM=0.1, SpeedA=0.1, SpeedR=0.1) pass @register def oath_skill_2080103(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.equ_effect.append(EquEffect(name='狂澜怒涛', icon='/equipment/skill/54.png', cd=60, data=effect_damage(suitEffectDamage, 1, 305500))) char.equ_effect.append(EquEffect(name='暴风雪', icon='/equipment/suit/6.png', cd=5, data=effect_damage(suitEffectDamage, 0, 98350))) char.SetStatus(SpeedM=0.1, SpeedA=0.1, SpeedR=0.1) pass @register def oath_skill_2080201(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.equ_effect.append(EquEffect(name='灾害', icon='/equipment/suit/5.png', cd=3, data=effect_damage(oathEffectDamage, 0, 17010))) if check_suit(char): # 原套装效果 char.equ_effect.append(EquEffect(name='狂澜怒涛', icon='/equipment/skill/54.png', cd=60, data=effect_damage(suitEffectDamage, 1, 305500))) char.equ_effect.append(EquEffect(name='暴风雪', icon='/equipment/suit/6.png', cd=5, data=effect_damage(suitEffectDamage, 0, 98350))) char.SetStatus(SpeedM=0.1, SpeedA=0.1, SpeedR=0.1) # 誓约追加 char.SetStatus(SkillAttack=0.035) pass @register def oath_skill_2080202(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.equ_effect.append(EquEffect(name='暴风雪', icon='/equipment/suit/6.png', cd=5, data=effect_damage(suitEffectDamage, 0, 98350))) char.SetStatus(SkillAttack=0.03) pass @register def oath_skill_2080203(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.equ_effect.append(EquEffect(name='陨石冲击', icon='/equipment/skill/129.png', cd=120, data=effect_damage(oathEffectDamage, 1, 170100))) char.equ_effect.append(EquEffect(name='地壳裂痕', icon='/equipment/suit/6.png', cd=30, data=effect_damage(oathEffectDamage, 0, 132300))) char.SetStatus(SpeedM=0.1, SpeedA=0.1, SpeedR=0.1) pass @register def oath_skill_2080301(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.equ_effect.append(EquEffect(name='灾害', icon='/equipment/suit/5.png', cd=3, data=effect_damage(oathEffectDamage, 0, 22680))) if check_suit(char): # 原套装效果 char.equ_effect.append(EquEffect(name='狂澜怒涛', icon='/equipment/skill/54.png', cd=60, data=effect_damage(suitEffectDamage, 1, 305500))) char.equ_effect.append(EquEffect(name='暴风雪', icon='/equipment/suit/6.png', cd=5, data=effect_damage(suitEffectDamage, 0, 98350))) char.SetStatus(SpeedM=0.1, SpeedA=0.1, SpeedR=0.1) # 誓约追加 char.SetStatus(SkillAttack=0.035) pass @register def oath_skill_2080302(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.equ_effect.append(EquEffect(name='暴风雪', icon='/equipment/suit/6.png', cd=5, data=effect_damage(suitEffectDamage, 0, 98350))) char.SetStatus(SkillAttack=0.03) pass @register def oath_skill_2080303(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.equ_effect.append(EquEffect(name='陨石冲击', icon='/equipment/skill/129.png', cd=120, data=effect_damage(oathEffectDamage, 1, 255150))) char.equ_effect.append(EquEffect(name='地壳爆裂', icon='/equipment/suit/6.png', cd=30, data=effect_damage(oathEffectDamage, 0, 198450))) char.SetStatus(SpeedM=0.1, SpeedA=0.1, SpeedR=0.1) pass @register def oath_skill_2080401(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.equ_effect.append(EquEffect(name='灾害', icon='/equipment/suit/5.png', cd=3, data=effect_damage(oathEffectDamage, 0, 28350))) if check_suit(char): # 原套装效果 char.equ_effect.append(EquEffect(name='狂澜怒涛', icon='/equipment/skill/54.png', cd=60, data=effect_damage(suitEffectDamage, 1, 305500))) char.equ_effect.append(EquEffect(name='暴风雪', icon='/equipment/suit/6.png', cd=5, data=effect_damage(suitEffectDamage, 0, 98350))) char.SetStatus(SpeedM=0.1, SpeedA=0.1, SpeedR=0.1) # 誓约追加 char.SetStatus(SkillAttack=0.035) pass @register def oath_skill_2080402(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.equ_effect.append(EquEffect(name='暴风雪', icon='/equipment/suit/6.png', cd=5, data=effect_damage(suitEffectDamage, 0, 98350))) char.SetStatus(SkillAttack=0.03) pass @register def oath_skill_2080403(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.equ_effect.append(EquEffect(name='陨石冲击', icon='/equipment/skill/129.png', cd=120, data=effect_damage(oathEffectDamage, 1, 340200))) char.equ_effect.append(EquEffect(name='大地震', icon='/equipment/suit/6.png', cd=30, data=effect_damage(oathEffectDamage, 0, 264600))) char.SetStatus(SpeedM=0.1, SpeedA=0.1, SpeedR=0.1) pass @register def oath_skill_2080501(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.equ_effect.append(EquEffect(name='灾害', icon='/equipment/suit/5.png', cd=3, data=effect_damage(oathEffectDamage, 0, 34020))) if check_suit(char): # 原套装效果 char.equ_effect.append(EquEffect(name='狂澜怒涛', icon='/equipment/skill/54.png', cd=60, data=effect_damage(suitEffectDamage, 1, 305500))) char.equ_effect.append(EquEffect(name='暴风雪', icon='/equipment/suit/6.png', cd=5, data=effect_damage(suitEffectDamage, 0, 98350))) char.SetStatus(SpeedM=0.1, SpeedA=0.1, SpeedR=0.1) # 誓约追加 char.SetStatus(SkillAttack=0.035) pass @register def oath_skill_2080502(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): # 原套装效果 char.equ_effect.append(EquEffect(name='暴风雪', icon='/equipment/suit/6.png', cd=5, data=effect_damage(suitEffectDamage, 0, 98350))) char.SetStatus(SpeedM=0.1 + 0.1, SpeedA=0.1 + 0.1, SpeedR=0.1 + 0.1) char.SetStatus(SkillAttack=0.03) pass @register def oath_skill_2080503(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.equ_effect.append(EquEffect(name='巨型陨石冲击', icon='/equipment/skill/129.png', cd=120, data=effect_damage(oathEffectDamage, 1, 425250))) char.equ_effect.append(EquEffect(name='熔岩爆炸', icon='/equipment/suit/6.png', cd=30, data=effect_damage(oathEffectDamage, 0, 330750))) char.SetStatus(SpeedM=0.1, SpeedA=0.1, SpeedR=0.1) pass # endregion # region 诸神黄昏之女武神 @register def oath_skill_2090101(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.equ_effect.append(EquEffect(name='破阵', icon='/equipment/skill/0.png', cd=8, data=effect_damage(suitEffectDamage, 0, 12900))) char.equ_effect.append(EquEffect(name='审判', icon='/equipment/skill/1.png', cd=15, data=effect_damage(suitEffectDamage, 1, 24050))) char.equ_effect.append(EquEffect(name='降临', icon='/equipment/skill/3.png', cd=140, data=effect_damage(suitEffectDamage, 2, 416700))) char.equ_effect.append(EquEffect(name='天罚', icon='/equipment/suit/7.png', cd=20, data=effect_damage(suitEffectDamage, 3, 295370))) pass @register def oath_skill_2090102(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.equ_effect.append(EquEffect(name='破阵', icon='/equipment/skill/0.png', cd=8, data=effect_damage(suitEffectDamage, 0, 12900))) char.equ_effect.append(EquEffect(name='审判', icon='/equipment/skill/1.png', cd=15, data=effect_damage(suitEffectDamage, 1, 24050))) char.equ_effect.append(EquEffect(name='降临', icon='/equipment/skill/3.png', cd=140, data=effect_damage(suitEffectDamage, 2, 416700))) char.equ_effect.append(EquEffect(name='天罚', icon='/equipment/suit/7.png', cd=20, data=effect_damage(suitEffectDamage, 3, 295370))) pass @register def oath_skill_2090103(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.equ_effect.append(EquEffect(name='破阵', icon='/equipment/skill/0.png', cd=8, data=effect_damage(suitEffectDamage, 0, 12900))) char.equ_effect.append(EquEffect(name='审判', icon='/equipment/skill/1.png', cd=15, data=effect_damage(suitEffectDamage, 1, 24050))) char.equ_effect.append(EquEffect(name='降临', icon='/equipment/skill/3.png', cd=140, data=effect_damage(suitEffectDamage, 2, 416700))) char.equ_effect.append(EquEffect(name='天罚', icon='/equipment/suit/7.png', cd=20, data=effect_damage(suitEffectDamage, 3, 295370))) pass @register def oath_skill_2090201(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): if check_suit(char): # 原套装效果 char.equ_effect.append(EquEffect(name='破阵', icon='/equipment/skill/0.png', cd=8, data=effect_damage(suitEffectDamage, 0, 12900))) char.equ_effect.append(EquEffect(name='审判', icon='/equipment/skill/1.png', cd=15, data=effect_damage(suitEffectDamage, 1, 24050))) char.equ_effect.append(EquEffect(name='降临', icon='/equipment/skill/3.png', cd=140, data=effect_damage(suitEffectDamage, 2, 416700))) char.equ_effect.append(EquEffect(name='天罚', icon='/equipment/suit/7.png', cd=20, data=effect_damage(suitEffectDamage, 3, 295370))) # 誓约追加 char.SetStatus(SkillAttack=0.03) pass @register def oath_skill_2090202(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.equ_effect.append(EquEffect(name='破阵', icon='/equipment/skill/0.png', cd=8, data=effect_damage(suitEffectDamage, 0, 12900))) char.equ_effect.append(EquEffect(name='审判', icon='/equipment/skill/1.png', cd=15, data=effect_damage(suitEffectDamage, 1, 24050))) char.SetStatus(SpeedA=0.10, SpeedM=0.10, SpeedR=0.10) char.equ_effect.append(EquEffect(name='降临', icon='/equipment/skill/3.png', cd=120, data=effect_damage(suitEffectDamage, 2, 416700) + effect_damage(suitEffectDamage, 3, 150300))) pass @register def oath_skill_2090203(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): # 原套装效果 char.equ_effect.append(EquEffect(name='破阵', icon='/equipment/skill/0.png', cd=8, data=effect_damage(suitEffectDamage, 0, 12900))) char.equ_effect.append(EquEffect(name='审判', icon='/equipment/skill/1.png', cd=15, data=effect_damage(suitEffectDamage, 1, 24050))) # 誓约追加 char.equ_effect.append(EquEffect(name='一击', icon='/equipment/suit/7.png', cd=1, data=effect_damage(oathEffectDamage, 0, 25200))) pass @register def oath_skill_2090301(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.equ_effect.append(EquEffect(name='天罚', icon='/equipment/suit/7.png', cd=20, data=effect_damage(oathEffectDamage, 0, 183330))) if check_suit(char): # 原套装效果 char.equ_effect.append(EquEffect(name='破阵', icon='/equipment/skill/0.png', cd=8, data=effect_damage(suitEffectDamage, 0, 12900))) char.equ_effect.append(EquEffect(name='审判', icon='/equipment/skill/1.png', cd=15, data=effect_damage(suitEffectDamage, 1, 24050))) char.equ_effect.append(EquEffect(name='降临', icon='/equipment/skill/3.png', cd=140, data=effect_damage(suitEffectDamage, 2, 416700))) char.equ_effect.append(EquEffect(name='天罚', icon='/equipment/suit/7.png', cd=20, data=effect_damage(suitEffectDamage, 3, 295370))) # 誓约追加 char.SetStatus(SkillAttack=0.03) pass @register def oath_skill_2090302(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.equ_effect.append(EquEffect(name='破阵', icon='/equipment/skill/0.png', cd=8, data=effect_damage(suitEffectDamage, 0, 12900))) char.equ_effect.append(EquEffect(name='审判', icon='/equipment/skill/1.png', cd=15, data=effect_damage(suitEffectDamage, 1, 24050))) char.SetStatus(SpeedA=0.10, SpeedM=0.10, SpeedR=0.10) char.equ_effect.append(EquEffect(name='降临', icon='/equipment/skill/3.png', cd=120, data=effect_damage(suitEffectDamage, 2, 416700) + effect_damage(suitEffectDamage, 3, 292050))) pass @register def oath_skill_2090303(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): # 原套装效果 char.equ_effect.append(EquEffect(name='破阵', icon='/equipment/skill/0.png', cd=8, data=effect_damage(suitEffectDamage, 0, 12900))) char.equ_effect.append(EquEffect(name='审判', icon='/equipment/skill/1.png', cd=15, data=effect_damage(suitEffectDamage, 1, 24050))) # 誓约追加 char.equ_effect.append(EquEffect(name='一击', icon='/equipment/suit/7.png', cd=1, data=effect_damage(oathEffectDamage, 0, 25200))) char.equ_effect.append(EquEffect(name='审判', icon='/equipment/suit/7.png', cd=5, data=effect_damage(oathEffectDamage, 1, 94500))) pass @register def oath_skill_2090401(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.equ_effect.append(EquEffect(name='天罚', icon='/equipment/suit/7.png', cd=20, data=effect_damage(oathEffectDamage, 0, 183330))) if check_suit(char): # 原套装效果 char.equ_effect.append(EquEffect(name='破阵', icon='/equipment/skill/0.png', cd=8, data=effect_damage(suitEffectDamage, 0, 12900))) char.equ_effect.append(EquEffect(name='审判', icon='/equipment/skill/1.png', cd=15, data=effect_damage(suitEffectDamage, 1, 24050))) char.equ_effect.append(EquEffect(name='降临', icon='/equipment/skill/3.png', cd=140, data=effect_damage(suitEffectDamage, 2, 416700))) char.equ_effect.append(EquEffect(name='天罚', icon='/equipment/suit/7.png', cd=20, data=effect_damage(suitEffectDamage, 3, 295370))) # 誓约追加 char.SetStatus(SkillAttack=0.03) pass @register def oath_skill_2090402(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.equ_effect.append(EquEffect(name='破阵', icon='/equipment/skill/0.png', cd=8, data=effect_damage(suitEffectDamage, 0, 12900))) char.equ_effect.append(EquEffect(name='审判', icon='/equipment/skill/1.png', cd=15, data=effect_damage(suitEffectDamage, 1, 24050))) char.SetStatus(SpeedA=0.2, SpeedM=0.2, SpeedR=0.2) char.equ_effect.append(EquEffect(name='降临', icon='/equipment/skill/3.png', cd=120, data=effect_damage(suitEffectDamage, 2, 416700) + effect_damage(suitEffectDamage, 3, 433800))) pass @register def oath_skill_2090403(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): # 原套装效果 char.equ_effect.append(EquEffect(name='破阵', icon='/equipment/skill/0.png', cd=8, data=effect_damage(suitEffectDamage, 0, 12900))) char.equ_effect.append(EquEffect(name='审判', icon='/equipment/skill/1.png', cd=15, data=effect_damage(suitEffectDamage, 1, 24050))) # 誓约追加 char.equ_effect.append(EquEffect(name='一击', icon='/equipment/suit/7.png', cd=1, data=effect_damage(oathEffectDamage, 0, 25200))) char.equ_effect.append(EquEffect(name='审判', icon='/equipment/suit/7.png', cd=5, data=effect_damage(oathEffectDamage, 1, 94500))) char.equ_effect.append(EquEffect(name='天罚', icon='/equipment/suit/7.png', cd=10, data=effect_damage(oathEffectDamage, 2, 315000))) pass @register def oath_skill_2090501(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.equ_effect.append(EquEffect(name='真:天罚', icon='/equipment/suit/7.png', cd=20, data=effect_damage(oathEffectDamage, 0, 281100))) if check_suit(char): # 原套装效果 char.equ_effect.append(EquEffect(name='破阵', icon='/equipment/skill/0.png', cd=8, data=effect_damage(suitEffectDamage, 0, 12900))) char.equ_effect.append(EquEffect(name='审判', icon='/equipment/skill/1.png', cd=15, data=effect_damage(suitEffectDamage, 1, 24050))) char.equ_effect.append(EquEffect(name='降临', icon='/equipment/skill/3.png', cd=140, data=effect_damage(suitEffectDamage, 2, 416700))) char.equ_effect.append(EquEffect(name='天罚', icon='/equipment/suit/7.png', cd=20, data=effect_damage(suitEffectDamage, 3, 295370))) # 誓约追加 char.SetStatus(SkillAttack=0.03) pass @register def oath_skill_2090502(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.equ_effect.append(EquEffect(name='破阵', icon='/equipment/skill/0.png', cd=8, data=effect_damage(suitEffectDamage, 0, 12900))) char.equ_effect.append(EquEffect(name='审判', icon='/equipment/skill/1.png', cd=15, data=effect_damage(suitEffectDamage, 1, 24050))) char.SetStatus(SpeedA=0.2, SpeedM=0.2, SpeedR=0.2) char.equ_effect.append(EquEffect(name='末日黄昏', icon='/equipment/skill/117.png', cd=140, data=effect_damage(oathEffectDamage, 0, 992250))) pass @register def oath_skill_2090503(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.equ_effect.append(EquEffect(name='破阵', icon='/equipment/skill/0.png', cd=8, data=effect_damage(suitEffectDamage, 0, 12900))) char.equ_effect.append(EquEffect(name='审判', icon='/equipment/skill/1.png', cd=15, data=effect_damage(suitEffectDamage, 1, 24050))) char.equ_effect.append(EquEffect(name='一击', icon='/equipment/suit/7.png', cd=1, data=effect_damage(oathEffectDamage, 0, 25200))) char.equ_effect.append(EquEffect(name='审判', icon='/equipment/suit/7.png', cd=5, data=effect_damage(oathEffectDamage, 1, 94500))) char.equ_effect.append(EquEffect(name='天罚', icon='/equipment/suit/7.png', cd=10, data=effect_damage(oathEffectDamage, 2, 315000))) char.equ_effect.append(EquEffect(name='一击[超越]', icon='/equipment/suit/7.png', cd=1, data=effect_damage(oathEffectDamage, 0, 25200) + effect_damage(oathEffectDamage, 2, 11340))) char.equ_effect.append(EquEffect(name='审判[超越]', icon='/equipment/suit/7.png', cd=5, data=effect_damage(oathEffectDamage, 1, 94500) + effect_damage(oathEffectDamage, 4, 42525))) char.equ_effect.append(EquEffect(name='天罚[超越]', icon='/equipment/suit/7.png', cd=10, data=effect_damage(oathEffectDamage, 2, 315000) + effect_damage(oathEffectDamage, 6, 141750))) pass # endregion # region 青丘灵珠 @register def oath_skill_2100101(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetStatus(SkillAttack=0.4) pass @register def oath_skill_2100102(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetStatus(SkillAttack=0.4) pass @register def oath_skill_2100103(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetStatus(SkillAttack=0.4) pass @register def oath_skill_2100201(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): if check_suit(char): # 原套装效果 char.SetStatus(SkillAttack=0.4 + 0.1) # 誓约追加 char.SetStatus(SkillAttack=0.047) char.equ_effect.append(EquEffect(name='狐狸', icon='/equipment/suit/8.png', cd=2, data=effect_damage(oathEffectDamage, 0, 100))) else: char.SetStatus(SkillAttack=0.1) pass @register def oath_skill_2100202(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.equ_effect.append(EquEffect(name='幻影攻击', icon='/equipment/suit/8.png', cd=1, data=effect_damage(oathEffectDamage, 0, 9188))) char.equ_effect.append(EquEffect(name='狐仙乱舞', icon='/equipment/suit/8.png', cd=7, data=effect_damage(oathEffectDamage, 1, 55125))) pass @register def oath_skill_2100203(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): pass @register def oath_skill_2100301(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): if check_suit(char): # 原套装效果 char.SetStatus(SkillAttack=0.4+0.2) # 誓约追加 char.SetStatus(SkillAttack=0.081) char.equ_effect.append(EquEffect(name='狐狸', icon='/equipment/suit/8.png', cd=2, data=effect_damage(oathEffectDamage, 0, 100))) else: char.SetStatus(SkillAttack=0.2) pass @register def oath_skill_2100302(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.equ_effect.append(EquEffect(name='幻影攻击', icon='/equipment/suit/8.png', cd=1, data=effect_damage(oathEffectDamage, 0, 11025))) char.equ_effect.append(EquEffect(name='狐仙乱舞', icon='/equipment/suit/8.png', cd=7, data=effect_damage(oathEffectDamage, 1, 66150))) pass @register def oath_skill_2100303(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): pass @register def oath_skill_2100401(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): if check_suit(char): # 原套装效果 char.SetStatus(SkillAttack=0.4+0.3) # 誓约追加 char.SetStatus(SkillAttack=0.103) char.equ_effect.append(EquEffect(name='狐狸', icon='/equipment/suit/8.png', cd=2, data=effect_damage(oathEffectDamage, 0, 100))) else: char.SetStatus(SkillAttack=0.3) pass @register def oath_skill_2100402(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.equ_effect.append(EquEffect(name='幻影攻击', icon='/equipment/suit/8.png', cd=1, data=effect_damage(oathEffectDamage, 0, 12863))) char.equ_effect.append(EquEffect(name='狐仙乱舞', icon='/equipment/suit/8.png', cd=7, data=effect_damage(oathEffectDamage, 1, 77175))) pass @register def oath_skill_2100403(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): pass @register def oath_skill_2100501(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): if check_suit(char): # 原套装效果 char.SetStatus(SkillAttack=0.4+0.4) # 誓约追加 char.SetStatus(SkillAttack=0.121) char.equ_effect.append(EquEffect(name='狐狸', icon='/equipment/suit/8.png', cd=2, data=effect_damage(oathEffectDamage, 0, 100))) else: char.SetStatus(SkillAttack=0.4) pass @register def oath_skill_2100502(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.equ_effect.append(EquEffect(name='幻影攻击', icon='/equipment/suit/8.png', cd=1, data=effect_damage(oathEffectDamage, 0, 12863))) char.equ_effect.append(EquEffect(name='狐仙乱舞', icon='/equipment/suit/8.png', cd=7, data=effect_damage(oathEffectDamage, 1, 154350))) char.equ_effect.append(EquEffect(name='爆破', icon='/equipment/suit/8.png', cd=1, data=effect_damage(oathEffectDamage, 2, 12863))) pass @register def oath_skill_2100503(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): pass # endregion # region 群猎美学 @register def oath_skill_2110101(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): if char.equ_options.get('3', 0) == 0: char.SetStatus(SkillAttack=0.181) else: char.SetStatus(SkillAttack=0.08, SpeedA=0.3, SpeedM=0.3, SpeedR=0.3) pass @register def oath_skill_2110102(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): if char.equ_options.get('3', 0) == 0: char.SetStatus(SkillAttack=0.181) else: char.SetStatus(SkillAttack=0.08, SpeedA=0.3, SpeedM=0.3, SpeedR=0.3) pass @register def oath_skill_2110103(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): if char.equ_options.get('3', 0) == 0: char.SetStatus(SkillAttack=0.181) else: char.SetStatus(SkillAttack=0.08, SpeedA=0.3, SpeedM=0.3, SpeedR=0.3) pass @register def oath_skill_2110201(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): if check_suit(char): if char.equ_options.get('3', 0) == 0: char.SetStatus(SkillAttack=0.181) else: char.SetStatus(SkillAttack=0.08, SpeedA=0.3, SpeedM=0.3, SpeedR=0.3) char.SetStatus(SkillAttack=0.025) pass pass @register def oath_skill_2110202(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetStatus(SkillAttack=0.09, SpeedA=0.1, SpeedM=0.1, SpeedR=0.1) pass @register def oath_skill_2110203(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): if char.equ_options.get('3', 0) == 0: # char.SetStatus(SkillAttack=0.181) pass else: char.SetStatus(SkillAttack=0.12) pass @register def oath_skill_2110301(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): if check_suit(char): if char.equ_options.get('3', 0) == 0: char.SetStatus(SkillAttack=0.181) else: char.SetStatus(SkillAttack=0.08, SpeedA=0.3, SpeedM=0.3, SpeedR=0.3) char.SetStatus(SkillAttack=0.025) pass @register def oath_skill_2110302(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetStatus(SkillAttack=0.11, SpeedA=0.3, SpeedM=0.3, SpeedR=0.3) pass @register def oath_skill_2110303(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): if char.equ_options.get('3', 0) == 0: # char.SetStatus(SkillAttack=0.181) pass else: char.SetStatus(SkillAttack=0.14) pass @register def oath_skill_2110401(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetStatus(SpeedA=0.1, SpeedM=0.1, SpeedR=0.1) if check_suit(char): if char.equ_options.get('3', 0) == 0: char.SetStatus(SkillAttack=0.181) else: char.SetStatus(SkillAttack=0.08, SpeedA=0.3, SpeedM=0.3, SpeedR=0.3) char.SetStatus(SkillAttack=0.025) pass @register def oath_skill_2110402(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetStatus(SkillAttack=0.13, SpeedA=0.3, SpeedM=0.3, SpeedR=0.3) pass @register def oath_skill_2110403(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): if char.equ_options.get('3', 0) == 0: # char.SetStatus(SkillAttack=0.181) pass else: char.SetStatus(SkillAttack=0.16, SpeedA=0.15, SpeedM=0.15, SpeedR=0.15) pass @register def oath_skill_2110501(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetStatus(SpeedA=0.1, SpeedM=0.1, SpeedR=0.1) if check_suit(char): if char.equ_options.get('3', 0) == 0: char.SetStatus(SkillAttack=0.181) else: char.SetStatus(SkillAttack=0.08, SpeedA=0.3, SpeedM=0.3, SpeedR=0.3) char.SetStatus(SkillAttack=0.025) pass @register def oath_skill_2110502(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.SetStatus(SkillAttack=0.2, SpeedA=0.3, SpeedM=0.3, SpeedR=0.3) pass @register def oath_skill_2110503(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): if char.equ_options.get('3', 0) == 0: # char.SetStatus(SkillAttack=0.181) pass else: char.SetStatus(SkillAttack=0.16, SpeedA=0.6, SpeedM=0.6, SpeedR=0.6) pass # endregion # region 冥思者的魔力领域 @register def oath_skill_2120101(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): if char.equ_options.get('4', 0) == 0: char.equ_effect.append(EquEffect(name='普通模式', icon='/equipment/skill/57.png', cd=1, data=effect_damage(oathEffectDamage, 0, 92125))) char.SetStatus(SpeedM=0.25) else: char.equ_effect.append(EquEffect(name='追击模式', icon='/equipment/skill/57.png', cd=1, data=effect_damage(oathEffectDamage, 1, 55000) + effect_damage(oathEffectDamage, 2, 18700))) pass @register def oath_skill_2120102(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): if char.equ_options.get('4', 0) == 0: char.equ_effect.append(EquEffect(name='普通模式', icon='/equipment/skill/57.png', cd=1, data=effect_damage(oathEffectDamage, 0, 92125))) char.SetStatus(SpeedM=0.25) else: char.equ_effect.append(EquEffect(name='追击模式', icon='/equipment/skill/57.png', cd=1, data=effect_damage(oathEffectDamage, 1, 55000) + effect_damage(oathEffectDamage, 2, 18700))) pass @register def oath_skill_2120103(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): if char.equ_options.get('4', 0) == 0: char.equ_effect.append(EquEffect(name='普通模式', icon='/equipment/skill/57.png', cd=1, data=effect_damage(oathEffectDamage, 0, 92125))) char.SetStatus(SpeedM=0.25) else: char.equ_effect.append(EquEffect(name='追击模式', icon='/equipment/skill/57.png', cd=1, data=effect_damage(oathEffectDamage, 1, 55000) + effect_damage(oathEffectDamage, 2, 18700))) pass @register def oath_skill_2120201(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.equ_effect.append(EquEffect(name='自爆模式', icon='/equipment/skill/57.png', cd=1, data=effect_damage(oathEffectDamage, 0, 11340))) if check_suit(char): # 原套装效果 if char.equ_options.get('4', 0) == 0: char.equ_effect.append(EquEffect(name='普通模式', icon='/equipment/skill/57.png', cd=1, data=effect_damage(oathEffectDamage, 1, 92125))) char.SetStatus(SpeedM=0.25) else: char.equ_effect.append(EquEffect(name='追击模式', icon='/equipment/skill/57.png', cd=1, data=effect_damage(oathEffectDamage, 2, 55000) * 1.25 + effect_damage(oathEffectDamage, 3, 18700) * 1.25)) # 誓约追加 char.SetStatus(SkillAttack=0.02) pass @register def oath_skill_2120202(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.equ_effect.append(EquEffect(name='暴走模式', icon='/equipment/skill/57.png', cd=30, data=effect_damage(oathEffectDamage, 0, 756000))) char.SetStatus(SpeedA=0.25, SpeedM=0.25, SpeedR=0.25) pass @register def oath_skill_2120203(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.equ_effect.append(EquEffect(name='火炮模式', icon='/equipment/skill/57.png', cd=1, data=effect_damage(oathEffectDamage, 0, 31185))) pass @register def oath_skill_2120301(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.equ_effect.append(EquEffect(name='自爆模式', icon='/equipment/skill/57.png', cd=1, data=effect_damage(oathEffectDamage, 0, 15120))) if check_suit(char): # 原套装效果 if char.equ_options.get('4', 0) == 0: char.equ_effect.append(EquEffect(name='普通模式', icon='/equipment/skill/57.png', cd=1, data=effect_damage(oathEffectDamage, 1, 92125))) char.SetStatus(SpeedM=0.25) else: char.equ_effect.append(EquEffect(name='追击模式', icon='/equipment/skill/57.png', cd=1, data=effect_damage(oathEffectDamage, 2, 55000) * 1.25 + effect_damage(oathEffectDamage, 3, 18700) * 1.25)) # 誓约追加 char.SetStatus(SkillAttack=0.02) pass @register def oath_skill_2120302(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.equ_effect.append(EquEffect(name='暴走模式', icon='/equipment/skill/57.png', cd=30, data=effect_damage(oathEffectDamage, 0, 850500))) char.SetStatus(SpeedA=0.25, SpeedM=0.25, SpeedR=0.25) pass @register def oath_skill_2120303(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.equ_effect.append(EquEffect(name='火炮模式', icon='/equipment/skill/57.png', cd=0.5, data=effect_damage(oathEffectDamage, 0, 31185))) pass @register def oath_skill_2120401(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.equ_effect.append(EquEffect(name='自爆模式', icon='/equipment/skill/57.png', cd=1, data=effect_damage(oathEffectDamage, 0, 18900))) if check_suit(char): # 原套装效果 if char.equ_options.get('4', 0) == 0: char.equ_effect.append(EquEffect(name='普通模式', icon='/equipment/skill/57.png', cd=1, data=effect_damage(oathEffectDamage, 1, 92125))) char.SetStatus(SpeedM=0.25) else: char.equ_effect.append(EquEffect(name='追击模式', icon='/equipment/skill/57.png', cd=1, data=effect_damage(oathEffectDamage, 2, 55000) * 1.25 + effect_damage(oathEffectDamage, 3, 18700) * 1.25)) # 誓约追加 char.SetStatus(SkillAttack=0.02) pass @register def oath_skill_2120402(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.equ_effect.append(EquEffect(name='暴走模式', icon='/equipment/skill/57.png', cd=30, data=effect_damage(oathEffectDamage, 0, 945000))) char.SetStatus(SpeedA=0.25, SpeedM=0.25, SpeedR=0.25) pass @register def oath_skill_2120403(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.equ_effect.append(EquEffect(name='火炮模式', icon='/equipment/skill/57.png', cd=0.5, data=effect_damage(oathEffectDamage, 0, 33495))) pass @register def oath_skill_2120501(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.equ_effect.append(EquEffect(name='自爆模式', icon='/equipment/skill/57.png', cd=1, data=effect_damage(oathEffectDamage, 0, 22680))) if check_suit(char): # 原套装效果 if char.equ_options.get('4', 0) == 0: char.equ_effect.append(EquEffect(name='普通模式', icon='/equipment/skill/57.png', cd=1, data=effect_damage(oathEffectDamage, 1, 92125))) char.SetStatus(SpeedM=0.25) else: char.equ_effect.append(EquEffect(name='追击模式', icon='/equipment/skill/57.png', cd=1, data=effect_damage(oathEffectDamage, 2, 55000) * 1.25 + effect_damage(oathEffectDamage, 3, 18700) * 1.25)) # 誓约追加 char.SetStatus(SkillAttack=0.02) pass @register def oath_skill_2120502(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.equ_effect.append(EquEffect(name='暴走模式', icon='/equipment/skill/57.png', cd=30, data=effect_damage(oathEffectDamage, 0, 1134000))) char.SetStatus(SpeedA=0.25, SpeedM=0.25, SpeedR=0.25) pass @register def oath_skill_2120503(char: CharacterProperty, oathEffectDamage: list[float] = [], suitEffectDamage: list[float] = []): char.equ_effect.append(EquEffect(name='火炮模式', icon='/equipment/skill/57.png', cd=0.5, data=effect_damage(oathEffectDamage, 0, 38115))) pass # endregion