import inspect from core.abstract.character import CharacterProperty from core.basic.equipment import EquEffect from .register import register def check_suit(char: CharacterProperty) -> bool: caller_frame = inspect.stack()[1] fun_name = caller_frame.function 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 # region 潜影暗袭 @register def oath_skill_2010101(char: CharacterProperty): 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): 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): 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): 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=37800)) pass @register def oath_skill_2010202(char: CharacterProperty): 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): 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): 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=37800)) pass @register def oath_skill_2010302(char: CharacterProperty): 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): 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): 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=37800)) pass @register def oath_skill_2010402(char: CharacterProperty): 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): 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): 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=37800)) char.equ_effect.append(EquEffect(name='噬影之冥[烙印爆炸]', icon='/equipment/skill/132.png', cd=20, data=63000)) pass @register def oath_skill_2010502(char: CharacterProperty): 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): 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): char.equ_effect.append(EquEffect(name='火灵安珀', icon='/equipment/skill/29.png', cd=2, data=27560)) char.equ_effect.append(EquEffect(name='水灵阿库娅', icon='/equipment/skill/29.png', cd=3, data=34320)) char.equ_effect.append(EquEffect(name='风灵希尔珂', icon='/equipment/skill/29.png', cd=2, data=29380)) char.SetStatus(SpeedM=0.15) char.equ_effect.append(EquEffect(name='元素释放', icon='/equipment/skill/29.png', cd=10, data=346450)) pass @register def oath_skill_2020102(char: CharacterProperty): char.equ_effect.append(EquEffect(name='火灵安珀', icon='/equipment/skill/29.png', cd=2, data=27560)) char.equ_effect.append(EquEffect(name='水灵阿库娅', icon='/equipment/skill/29.png', cd=3, data=34320)) char.equ_effect.append(EquEffect(name='风灵希尔珂', icon='/equipment/skill/29.png', cd=2, data=29380)) char.SetStatus(SpeedM=0.15) char.equ_effect.append(EquEffect(name='元素释放', icon='/equipment/skill/29.png', cd=10, data=346450)) pass @register def oath_skill_2020103(char: CharacterProperty): char.equ_effect.append(EquEffect(name='火灵安珀', icon='/equipment/skill/29.png', cd=2, data=27560)) char.equ_effect.append(EquEffect(name='水灵阿库娅', icon='/equipment/skill/29.png', cd=3, data=34320)) char.equ_effect.append(EquEffect(name='风灵希尔珂', icon='/equipment/skill/29.png', cd=2, data=29380)) char.SetStatus(SpeedM=0.15) char.equ_effect.append(EquEffect(name='元素释放', icon='/equipment/skill/29.png', cd=10, data=346450)) pass @register def oath_skill_2020201(char: CharacterProperty): char.equ_effect.append(EquEffect(name='精灵战士奥伯龙', icon='/equipment/skill/29.png', cd=3, data=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=27560)) char.equ_effect.append(EquEffect(name='水灵阿库娅', icon='/equipment/skill/29.png', cd=3, data=34320)) char.equ_effect.append(EquEffect(name='风灵希尔珂', icon='/equipment/skill/29.png', cd=2, data=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=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=346450 + 69300)) # 誓约效果 char.SetStatus(SkillAttack=0.019) pass @register def oath_skill_2020202(char: CharacterProperty): # 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=146318)) char.equ_effect.append(EquEffect(name='水灵阿库娅', icon='/equipment/skill/29.png', cd=3, data=34320)) char.equ_effect.append(EquEffect(name='风灵希尔珂', icon='/equipment/skill/29.png', cd=2, data=29380)) char.equ_effect.append(EquEffect(name='元素释放', icon='/equipment/skill/29.png', cd=10, data=346450)) pass @register def oath_skill_2020203(char: CharacterProperty): char.equ_effect.append(EquEffect(name='火灵安珀', icon='/equipment/skill/29.png', cd=2, data=27560)) char.equ_effect.append(EquEffect(name='水灵阿库娅', icon='/equipment/skill/29.png', cd=3, data=34320)) char.equ_effect.append(EquEffect(name='风灵希尔珂', icon='/equipment/skill/29.png', cd=2, data=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=96590)) # 誓约 char.equ_effect.append(EquEffect(name='电灵斯帕克', icon='/equipment/skill/29.png', cd=2, data=25200)) pass @register def oath_skill_2020301(char: CharacterProperty): char.equ_effect.append(EquEffect(name='精灵战士奥伯龙', icon='/equipment/skill/29.png', cd=3, data=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=27560)) char.equ_effect.append(EquEffect(name='水灵阿库娅', icon='/equipment/skill/29.png', cd=3, data=34320)) char.equ_effect.append(EquEffect(name='风灵希尔珂', icon='/equipment/skill/29.png', cd=2, data=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=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=346450 + 69300)) # 誓约效果 char.SetStatus(SkillAttack=0.019) pass @register def oath_skill_2020302(char: CharacterProperty): # 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=196875)) char.equ_effect.append(EquEffect(name='风灵希尔珂', icon='/equipment/skill/29.png', cd=2, data=29380)) char.equ_effect.append(EquEffect(name='元素释放', icon='/equipment/skill/29.png', cd=10, data=346450)) pass @register def oath_skill_2020303(char: CharacterProperty): char.equ_effect.append(EquEffect(name='火灵安珀', icon='/equipment/skill/29.png', cd=2, data=27560)) char.equ_effect.append(EquEffect(name='水灵阿库娅', icon='/equipment/skill/29.png', cd=3, data=34320)) char.equ_effect.append(EquEffect(name='风灵希尔珂', icon='/equipment/skill/29.png', cd=2, data=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=96590)) # 誓约 char.equ_effect.append(EquEffect(name='电灵斯帕克', icon='/equipment/skill/29.png', cd=2, data=25200)) char.equ_effect.append(EquEffect(name='地灵盖亚', icon='/equipment/skill/29.png', cd=3, data=37800)) pass @register def oath_skill_2020401(char: CharacterProperty): char.equ_effect.append(EquEffect(name='精灵战士奥伯龙', icon='/equipment/skill/29.png', cd=3, data=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=27560)) char.equ_effect.append(EquEffect(name='水灵阿库娅', icon='/equipment/skill/29.png', cd=3, data=34320)) char.equ_effect.append(EquEffect(name='风灵希尔珂', icon='/equipment/skill/29.png', cd=2, data=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=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=346450 + 69300)) # 誓约效果 char.SetStatus(SkillAttack=0.019) pass @register def oath_skill_2020402(char: CharacterProperty): # 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=261923)) char.equ_effect.append(EquEffect(name='元素释放', icon='/equipment/skill/29.png', cd=10, data=346450)) pass @register def oath_skill_2020403(char: CharacterProperty): char.equ_effect.append(EquEffect(name='火灵安珀', icon='/equipment/skill/29.png', cd=2, data=27560)) char.equ_effect.append(EquEffect(name='水灵阿库娅', icon='/equipment/skill/29.png', cd=3, data=34320)) char.equ_effect.append(EquEffect(name='风灵希尔珂', icon='/equipment/skill/29.png', cd=2, data=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=96590)) # 誓约 char.equ_effect.append(EquEffect(name='电灵斯帕克', icon='/equipment/skill/29.png', cd=2, data=25200)) char.equ_effect.append(EquEffect(name='地灵盖亚', icon='/equipment/skill/29.png', cd=3, data=37800)) char.equ_effect.append(EquEffect(name='暗灵诺特纳', icon='/equipment/skill/29.png', cd=2, data=25200)) pass @register def oath_skill_2020501(char: CharacterProperty): char.equ_effect.append(EquEffect(name='精灵战士奥伯龙', icon='/equipment/skill/29.png', cd=3, data=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=27560)) char.equ_effect.append(EquEffect(name='水灵阿库娅', icon='/equipment/skill/29.png', cd=3, data=34320)) char.equ_effect.append(EquEffect(name='风灵希尔珂', icon='/equipment/skill/29.png', cd=2, data=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=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=346450 + 69300)) # 誓约效果 char.SetStatus(SkillAttack=0.019) pass @register def oath_skill_2020502(char: CharacterProperty): # 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=315000)) char.equ_effect.append(EquEffect(name='心之女王', icon='/equipment/skill/130.png', cd=120, data=1732500)) pass @register def oath_skill_2020503(char: CharacterProperty): char.equ_effect.append(EquEffect(name='火灵安珀', icon='/equipment/skill/29.png', cd=2, data=27560)) char.equ_effect.append(EquEffect(name='水灵阿库娅', icon='/equipment/skill/29.png', cd=3, data=34320)) char.equ_effect.append(EquEffect(name='风灵希尔珂', icon='/equipment/skill/29.png', cd=2, data=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=96590)) # 誓约 char.equ_effect.append(EquEffect(name='电灵斯帕克', icon='/equipment/skill/29.png', cd=2, data=25200)) char.equ_effect.append(EquEffect(name='地灵盖亚', icon='/equipment/skill/29.png', cd=3, data=37800)) char.equ_effect.append(EquEffect(name='暗灵诺特纳', icon='/equipment/skill/29.png', cd=2, data=25200)) char.equ_effect.append(EquEffect(name='光灵卢切', icon='/equipment/skill/29.png', cd=3, data=37800)) pass # endregion # region 理想之黄金乡 @register def oath_skill_2030101(char: CharacterProperty): 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=17000)) elif reinforce < 110: char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=18700)) elif reinforce < 132: char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=21250)) else: char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=25500)) pass @register def oath_skill_2030102(char: CharacterProperty): 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=17000)) elif reinforce < 110: char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=18700)) elif reinforce < 132: char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=21250)) else: char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=25500)) pass @register def oath_skill_2030103(char: CharacterProperty): 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=17000)) elif reinforce < 110: char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=18700)) elif reinforce < 132: char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=21250)) else: char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=25500)) pass @register def oath_skill_2030201(char: CharacterProperty): 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_1 // 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=17000)) elif reinforce < 110: char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=18700)) elif reinforce < 132: char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=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=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): char.SetStatus(SkillAttack=0.132, SpeedA=0.16, SpeedM=0.16, SpeedR=0.16) pass @register def oath_skill_2030203(char: CharacterProperty): 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): 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_1 // 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=17000)) elif reinforce < 110: char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=18700)) elif reinforce < 132: char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=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=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): char.SetStatus(SkillAttack=0.132, SpeedA=0.18, SpeedM=0.18, SpeedR=0.18) pass @register def oath_skill_2030303(char: CharacterProperty): 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=1400000)) pass @register def oath_skill_2030401(char: CharacterProperty): 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_1 // 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=17000)) elif reinforce < 110: char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=18700)) elif reinforce < 132: char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=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=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): char.SetStatus(SkillAttack=0.132, SpeedA=0.20, SpeedM=0.20, SpeedR=0.20) pass @register def oath_skill_2030403(char: CharacterProperty): 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=1400000 + 3000000)) elif reinforce >= 121: char.equ_effect.append(EquEffect(name='黄金之王', icon='/equipment/skill/133.png', cd=240, data=1400000)) pass @register def oath_skill_2030501(char: CharacterProperty): 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_1 // 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=17000)) elif reinforce < 110: char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=18700)) elif reinforce < 132: char.equ_effect.append(EquEffect(name='淘银热', icon='/equipment/suit/0.png', cd=10, data=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=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): char.SetStatus(SkillAttack=0.132, SpeedA=0.22, SpeedM=0.22, SpeedR=0.22) pass @register def oath_skill_2030503(char: CharacterProperty): 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=2000000)) elif reinforce >= 121: char.equ_effect.append(EquEffect(name='黄金之王', icon='/equipment/skill/133.png', cd=240, data=1400000)) pass # endregion # region 龙战八荒 @register def oath_skill_2040101(char: CharacterProperty): 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=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=13900)) char.equ_effect.append(EquEffect(name='黑龙横扫', icon='/equipment/suit/1.png', cd=4, data=12950)) char.equ_effect.append(EquEffect(name='应龙腾霄', icon='/equipment/suit/1.png', cd=10, data=18250)) pass @register def oath_skill_2040102(char: CharacterProperty): 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=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=13900)) char.equ_effect.append(EquEffect(name='黑龙横扫', icon='/equipment/suit/1.png', cd=4, data=12950)) char.equ_effect.append(EquEffect(name='应龙腾霄', icon='/equipment/suit/1.png', cd=10, data=18250)) pass @register def oath_skill_2040103(char: CharacterProperty): 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=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=13900)) char.equ_effect.append(EquEffect(name='黑龙横扫', icon='/equipment/suit/1.png', cd=4, data=12950)) char.equ_effect.append(EquEffect(name='应龙腾霄', icon='/equipment/suit/1.png', cd=10, data=18250)) pass @register def oath_skill_2040201(char: CharacterProperty): 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=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=13900)) char.equ_effect.append(EquEffect(name='黑龙横扫', icon='/equipment/suit/1.png', cd=4, data=12950)) char.equ_effect.append(EquEffect(name='应龙腾霄', icon='/equipment/suit/1.png', cd=10, data=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): 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=13900)) char.equ_effect.append(EquEffect(name='黑龙横扫', icon='/equipment/suit/1.png', cd=4, data=12950)) char.equ_effect.append(EquEffect(name='应龙腾霄', icon='/equipment/suit/1.png', cd=10, data=18250)) char.equ_effect.append(EquEffect(name='龙王降世', icon='/equipment/suit/125.png', cd=60, data=510300)) for skill in char.skill: if skill.cube > 0: skill.skillDamage *= 1.07 pass @register def oath_skill_2040203(char: CharacterProperty): char.SetStatus(SpeedA=0.3, SpeedM=0.3, SpeedR=0.3) char.SetStatus(SkillAttack=0.015 * 10) pass @register def oath_skill_2040301(char: CharacterProperty): 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=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=13900)) char.equ_effect.append(EquEffect(name='黑龙横扫', icon='/equipment/suit/1.png', cd=4, data=12950)) char.equ_effect.append(EquEffect(name='应龙腾霄', icon='/equipment/suit/1.png', cd=10, data=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): 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=13900)) char.equ_effect.append(EquEffect(name='黑龙横扫', icon='/equipment/suit/1.png', cd=4, data=12950)) char.equ_effect.append(EquEffect(name='应龙腾霄', icon='/equipment/suit/1.png', cd=10, data=18250)) char.equ_effect.append(EquEffect(name='龙王降世', icon='/equipment/suit/125.png', cd=60, data=510300)) for skill in char.skill: if skill.cube > 0: skill.skillDamage *= 1.1 pass @register def oath_skill_2040303(char: CharacterProperty): char.SetStatus(SpeedA=0.3, SpeedM=0.3, SpeedR=0.3) char.SetStatus(SkillAttack=0.025 * 7) pass @register def oath_skill_2040401(char: CharacterProperty): 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=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=13900)) char.equ_effect.append(EquEffect(name='黑龙横扫', icon='/equipment/suit/1.png', cd=4, data=12950)) char.equ_effect.append(EquEffect(name='应龙腾霄', icon='/equipment/suit/1.png', cd=10, data=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): 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=13900)) char.equ_effect.append(EquEffect(name='黑龙横扫', icon='/equipment/suit/1.png', cd=4, data=12950)) char.equ_effect.append(EquEffect(name='应龙腾霄', icon='/equipment/suit/1.png', cd=10, data=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=680400)) pass @register def oath_skill_2040403(char: CharacterProperty): char.SetStatus(SpeedA=0.3, SpeedM=0.3, SpeedR=0.3) char.SetStatus(SkillAttack=0.035 * 7) pass @register def oath_skill_2040501(char: CharacterProperty): 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=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=13900)) char.equ_effect.append(EquEffect(name='黑龙横扫', icon='/equipment/suit/1.png', cd=4, data=12950)) char.equ_effect.append(EquEffect(name='应龙腾霄', icon='/equipment/suit/1.png', cd=10, data=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): 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=13900)) char.equ_effect.append(EquEffect(name='黑龙横扫', icon='/equipment/suit/1.png', cd=4, data=12950)) char.equ_effect.append(EquEffect(name='应龙腾霄', icon='/equipment/suit/1.png', cd=10, data=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=1020600)) pass @register def oath_skill_2040503(char: CharacterProperty): char.SetStatus(SpeedA=0.3, SpeedM=0.3, SpeedR=0.3) char.SetStatus(SkillAttack=0.06 * 5) pass # endregion # region 暗黑净化 @register def oath_skill_2050101(char: CharacterProperty): 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): 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): 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): char.SetSkillCD(cd=0.1) # 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): char.SetSkillCD(cd=0.7) char.SetStatus(EquEffectRatio=0.195) pass @register def oath_skill_2050203(char: CharacterProperty): char.SetSkillCD(cd=-0.1) char.SetStatus(EquEffectRatio=-0.15, SkillAttack=0.42) pass @register def oath_skill_2050301(char: CharacterProperty): char.SetSkillCD(cd=0.1) # 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): char.SetSkillCD(cd=0.7) char.SetStatus(EquEffectRatio=0.195) pass @register def oath_skill_2050303(char: CharacterProperty): char.SetSkillCD(cd=-0.1) char.SetStatus(EquEffectRatio=-0.15, SkillAttack=0.42) pass @register def oath_skill_2050401(char: CharacterProperty): char.SetSkillCD(cd=0.1) # 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): char.SetSkillCD(cd=0.7) char.SetStatus(EquEffectRatio=0.195) pass @register def oath_skill_2050403(char: CharacterProperty): char.SetSkillCD(cd=-0.1) char.SetStatus(EquEffectRatio=-0.15, SkillAttack=0.42) pass @register def oath_skill_2050501(char: CharacterProperty): char.SetSkillCD(cd=0.1) # 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): char.SetSkillCD(cd=0.7) char.SetStatus(EquEffectRatio=0.195) pass @register def oath_skill_2050503(char: CharacterProperty): char.SetSkillCD(cd=-0.1) char.SetStatus(EquEffectRatio=-0.15, SkillAttack=0.42) pass # endregion # region 天命者的气运 @register def oath_skill_2060101(char: CharacterProperty): 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): 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): 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): 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): 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): char.SetStatus(SkillAttack=0.03) char.SetStatus(EquEffectRatio=0.19) char.SetStatus(SkillAttack=0.03) pass @register def oath_skill_2060301(char: CharacterProperty): char.AddElementDB('火', 33, 1) char.AddElementDB('冰', 33, 1) char.AddElementDB('光', 33, 1) char.AddElementDB('暗', 33, 1) 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): 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): char.SetStatus(SkillAttack=0.03) char.SetStatus(EquEffectRatio=0.19) char.SetStatus(SkillAttack=0.03) pass @register def oath_skill_2060401(char: CharacterProperty): char.AddElementDB('火', 33, 1) char.AddElementDB('冰', 33, 1) char.AddElementDB('光', 33, 1) char.AddElementDB('暗', 33, 1) 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): 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): char.SetStatus(SkillAttack=0.03) char.SetStatus(EquEffectRatio=0.19) char.SetStatus(SkillAttack=0.03) pass @register def oath_skill_2060501(char: CharacterProperty): char.AddElementDB('火', 33, 1) char.AddElementDB('冰', 33, 1) char.AddElementDB('光', 33, 1) char.AddElementDB('暗', 33, 1) 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): 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_2060503(char: CharacterProperty): 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): 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=607200)) pass @register def oath_skill_2070102(char: CharacterProperty): 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=607200)) pass @register def oath_skill_2070103(char: CharacterProperty): 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=607200)) pass @register def oath_skill_2070201(char: CharacterProperty): char.SetSkillRation(100, 100, 0.1) char.SetSkillRation(85, 85, 0.1) char.SetStatus(SpeedA=0.1, SpeedM=0.1, SpeedR=0.1) 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=532630)) # 誓约追加 char.SetStatus(SkillAttack=0.05, EquEffectRatio=0.065) pass @register def oath_skill_2070202(char: CharacterProperty): 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() item.skillDamage *= 1.4 char.equ_effect.append(EquEffect(name='能量释放', icon='/equipment/suit/4.png', cd=cd, data=438410 * 1.4)) pass @register def oath_skill_2070203(char: CharacterProperty): 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) 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=242880)) pass @register def oath_skill_2070301(char: CharacterProperty): char.SetSkillRation(100, 100, 0.1) char.SetSkillRation(85, 85, 0.1) char.SetStatus(SpeedA=0.1, SpeedM=0.1, SpeedR=0.1) 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=532630)) # 誓约追加 char.SetStatus(SkillAttack=0.05, EquEffectRatio=0.065) pass @register def oath_skill_2070302(char: CharacterProperty): 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() item.skillDamage *= 1.55 char.equ_effect.append(EquEffect(name='能量释放', icon='/equipment/suit/4.png', cd=cd, data=438410 * 1.55)) pass @register def oath_skill_2070303(char: CharacterProperty): 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) 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=242880)) pass @register def oath_skill_2070401(char: CharacterProperty): if not char.buffer: char.SetSkillCD(50, 50, 0.1, []) 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) 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=532630)) # 誓约追加 char.SetStatus(SkillAttack=0.05, EquEffectRatio=0.065) pass @register def oath_skill_2070402(char: CharacterProperty): 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() item.skillDamage *= 2 char.equ_effect.append(EquEffect(name='能量释放', icon='/equipment/suit/4.png', cd=cd, data=438410 * 2)) pass @register def oath_skill_2070403(char: CharacterProperty): 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) # 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=242880)) pass @register def oath_skill_2070501(char: CharacterProperty): if not char.buffer: char.SetSkillCD(50, 50, 0.1, []) char.SetSkillCD(85, 85, 0.2, []) char.SetSkillRation(100, 100, 0.25) char.SetSkillRation(85, 85, 0.2) char.SetSkillRation(50, 50, 0.1) char.SetStatus(SpeedA=0.1, SpeedM=0.1, SpeedR=0.1) 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=532630)) # 誓约追加 char.SetStatus(SkillAttack=0.05, EquEffectRatio=0.065) pass @register def oath_skill_2070502(char: CharacterProperty): 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() item.skillDamage *= 2 * 1.2 char.equ_effect.append(EquEffect(name='能量释放', icon='/equipment/suit/4.png', cd=cd, data=438410 * 1.2 * 2)) pass @register def oath_skill_2070503(char: CharacterProperty): 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) # 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=242880)) pass # endregion # region 造化自然 @register def oath_skill_2080101(char: CharacterProperty): char.equ_effect.append(EquEffect(name='狂澜怒涛', icon='/equipment/skill/54.png', cd=60, data=241500)) char.equ_effect.append(EquEffect(name='暴风雪', icon='/equipment/suit/6.png', cd=5, data=77700)) char.SetStatus(SpeedM=0.1, SpeedA=0.1, SpeedR=0.1) pass @register def oath_skill_2080102(char: CharacterProperty): char.equ_effect.append(EquEffect(name='狂澜怒涛', icon='/equipment/skill/54.png', cd=60, data=241500)) char.equ_effect.append(EquEffect(name='暴风雪', icon='/equipment/suit/6.png', cd=5, data=77700)) char.SetStatus(SpeedM=0.1, SpeedA=0.1, SpeedR=0.1) pass @register def oath_skill_2080103(char: CharacterProperty): char.equ_effect.append(EquEffect(name='狂澜怒涛', icon='/equipment/skill/54.png', cd=60, data=241500)) char.equ_effect.append(EquEffect(name='暴风雪', icon='/equipment/suit/6.png', cd=5, data=77700)) char.SetStatus(SpeedM=0.1, SpeedA=0.1, SpeedR=0.1) pass @register def oath_skill_2080201(char: CharacterProperty): char.equ_effect.append(EquEffect(name='灾害', icon='/equipment/suit/5.png', cd=3, data=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=241500)) char.equ_effect.append(EquEffect(name='暴风雪', icon='/equipment/suit/6.png', cd=5, data=77700)) 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): char.equ_effect.append(EquEffect(name='狂澜怒涛', icon='/equipment/skill/54.png', cd=60, data=241500)) pass @register def oath_skill_2080203(char: CharacterProperty): char.equ_effect.append(EquEffect(name='陨石冲击', icon='/equipment/skill/129.png', cd=120, data=170100)) char.equ_effect.append(EquEffect(name='地壳裂痕', icon='/equipment/suit/6.png', cd=30, data=132300)) char.SetStatus(SpeedM=0.1, SpeedA=0.1, SpeedR=0.1) pass @register def oath_skill_2080301(char: CharacterProperty): char.equ_effect.append(EquEffect(name='灾害', icon='/equipment/suit/5.png', cd=3, data=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=241500)) char.equ_effect.append(EquEffect(name='暴风雪', icon='/equipment/suit/6.png', cd=5, data=77700)) 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): char.equ_effect.append(EquEffect(name='狂澜怒涛', icon='/equipment/skill/54.png', cd=60, data=241500)) pass @register def oath_skill_2080303(char: CharacterProperty): char.equ_effect.append(EquEffect(name='陨石冲击', icon='/equipment/skill/129.png', cd=120, data=255150)) char.equ_effect.append(EquEffect(name='地壳爆裂', icon='/equipment/suit/6.png', cd=30, data=198450)) char.SetStatus(SpeedM=0.1, SpeedA=0.1, SpeedR=0.1) pass @register def oath_skill_2080401(char: CharacterProperty): char.equ_effect.append(EquEffect(name='灾害', icon='/equipment/suit/5.png', cd=3, data=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=241500)) char.equ_effect.append(EquEffect(name='暴风雪', icon='/equipment/suit/6.png', cd=5, data=77700)) 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): char.equ_effect.append(EquEffect(name='狂澜怒涛', icon='/equipment/skill/54.png', cd=60, data=241500)) pass @register def oath_skill_2080403(char: CharacterProperty): char.equ_effect.append(EquEffect(name='陨石冲击', icon='/equipment/skill/129.png', cd=120, data=340200)) char.equ_effect.append(EquEffect(name='大地震', icon='/equipment/suit/6.png', cd=30, data=264600)) char.SetStatus(SpeedM=0.1, SpeedA=0.1, SpeedR=0.1) pass @register def oath_skill_2080501(char: CharacterProperty): char.equ_effect.append(EquEffect(name='灾害', icon='/equipment/suit/5.png', cd=3, data=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=241500)) char.equ_effect.append(EquEffect(name='暴风雪', icon='/equipment/suit/6.png', cd=5, data=77700)) 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): # 原套装效果 char.equ_effect.append(EquEffect(name='狂澜怒涛', icon='/equipment/skill/54.png', cd=60, data=241500)) char.SetStatus(SpeedM=0.1 + 0.1, SpeedA=0.1 + 0.1, SpeedR=0.1 + 0.1) pass @register def oath_skill_2080503(char: CharacterProperty): char.equ_effect.append(EquEffect(name='巨型陨石冲击', icon='/equipment/skill/129.png', cd=120, data=425250)) char.equ_effect.append(EquEffect(name='熔岩爆炸', icon='/equipment/suit/6.png', cd=30, data=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): char.equ_effect.append(EquEffect(name='突破', icon='/equipment/skill/0.png', cd=8, data=10200)) char.equ_effect.append(EquEffect(name='审判', icon='/equipment/skill/1.png', cd=15, data=19000)) char.equ_effect.append(EquEffect(name='降临', icon='/equipment/skill/3.png', cd=140, data=329400)) char.equ_effect.append(EquEffect(name='天罚', icon='/equipment/suit/7.png', cd=20, data=233500)) pass @register def oath_skill_2090102(char: CharacterProperty): char.equ_effect.append(EquEffect(name='突破', icon='/equipment/skill/0.png', cd=8, data=10200)) char.equ_effect.append(EquEffect(name='审判', icon='/equipment/skill/1.png', cd=15, data=19000)) char.equ_effect.append(EquEffect(name='降临', icon='/equipment/skill/3.png', cd=140, data=329400)) char.equ_effect.append(EquEffect(name='天罚', icon='/equipment/suit/7.png', cd=20, data=233500)) pass @register def oath_skill_2090103(char: CharacterProperty): char.equ_effect.append(EquEffect(name='突破', icon='/equipment/skill/0.png', cd=8, data=10200)) char.equ_effect.append(EquEffect(name='审判', icon='/equipment/skill/1.png', cd=15, data=19000)) char.equ_effect.append(EquEffect(name='降临', icon='/equipment/skill/3.png', cd=140, data=329400)) char.equ_effect.append(EquEffect(name='天罚', icon='/equipment/suit/7.png', cd=20, data=233500)) pass @register def oath_skill_2090201(char: CharacterProperty): pass @register def oath_skill_2090202(char: CharacterProperty): pass @register def oath_skill_2090203(char: CharacterProperty): pass @register def oath_skill_2090301(char: CharacterProperty): pass @register def oath_skill_2090302(char: CharacterProperty): pass @register def oath_skill_2090303(char: CharacterProperty): pass @register def oath_skill_2090401(char: CharacterProperty): pass @register def oath_skill_2090402(char: CharacterProperty): pass @register def oath_skill_2090403(char: CharacterProperty): pass @register def oath_skill_2090501(char: CharacterProperty): char.equ_effect.append(EquEffect(name='真:天罚', icon='/equipment/suit/7.png', cd=20, data=281100)) if check_suit(char): # 原套装效果 char.equ_effect.append(EquEffect(name='入阵', icon='/equipment/skill/0.png', cd=8, data=10200)) char.equ_effect.append(EquEffect(name='追踪', icon='/equipment/skill/1.png', cd=15, data=19000)) char.equ_effect.append(EquEffect(name='降临', icon='/equipment/skill/3.png', cd=140, data=329400)) char.equ_effect.append(EquEffect(name='天罚', icon='/equipment/suit/7.png', cd=20, data=233500)) pass @register def oath_skill_2090502(char: CharacterProperty): char.setStatus(SpeedA=0.2, SpeedM=0.2, SpeedR=0.2) char.equ_effect.append(EquEffect(name='诸神黄昏', icon='/equipment/skill/117.png', cd=120, data=992250)) pass @register def oath_skill_2090503(char: CharacterProperty): char.equ_effect.append(EquEffect(name='一击', icon='/equipment/suit/7.png', cd=1, data=25200)) char.equ_effect.append(EquEffect(name='审判', icon='/equipment/suit/7.png', cd=5, data=94500)) char.equ_effect.append(EquEffect(name='天罚', icon='/equipment/suit/7.png', cd=10, data=315000)) char.equ_effect.append(EquEffect(name='一击[超越]', icon='/equipment/suit/7.png', cd=1, data=25200 + 11340)) char.equ_effect.append(EquEffect(name='审判[超越]', icon='/equipment/suit/7.png', cd=5, data=94500 + 42525)) char.equ_effect.append(EquEffect(name='天罚[超越]', icon='/equipment/suit/7.png', cd=10, data=315000 + 141750)) pass # endregion # region 青丘灵珠 @register def oath_skill_2100101(char: CharacterProperty): pass @register def oath_skill_2100102(char: CharacterProperty): pass @register def oath_skill_2100103(char: CharacterProperty): pass @register def oath_skill_2100201(char: CharacterProperty): pass @register def oath_skill_2100202(char: CharacterProperty): pass @register def oath_skill_2100203(char: CharacterProperty): pass @register def oath_skill_2100301(char: CharacterProperty): pass @register def oath_skill_2100302(char: CharacterProperty): pass @register def oath_skill_2100303(char: CharacterProperty): pass @register def oath_skill_2100401(char: CharacterProperty): pass @register def oath_skill_2100402(char: CharacterProperty): pass @register def oath_skill_2100403(char: CharacterProperty): pass @register def oath_skill_2100501(char: CharacterProperty): char.SetStatus(SkillAttack=0.4) if check_suit(char): # 原套装效果 char.SetStatus(SkillAttack=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=100)) pass @register def oath_skill_2100502(char: CharacterProperty): char.equ_effect.append(EquEffect(name='幻影狐狸', icon='/equipment/suit/8.png', cd=1, data=12863)) char.equ_effect.append(EquEffect(name='狐狸乱舞', icon='/equipment/suit/8.png', cd=6, data=154350)) char.equ_effect.append(EquEffect(name='狐狸乱舞', icon='/equipment/suit/8.png', cd=7, data=12863)) pass @register def oath_skill_2100503(char: CharacterProperty): pass # endregion # region 群猎美学 @register def oath_skill_2110101(char: CharacterProperty): pass @register def oath_skill_2110102(char: CharacterProperty): pass @register def oath_skill_2110103(char: CharacterProperty): pass @register def oath_skill_2110201(char: CharacterProperty): pass @register def oath_skill_2110202(char: CharacterProperty): pass @register def oath_skill_2110203(char: CharacterProperty): pass @register def oath_skill_2110301(char: CharacterProperty): pass @register def oath_skill_2110302(char: CharacterProperty): pass @register def oath_skill_2110303(char: CharacterProperty): pass @register def oath_skill_2110401(char: CharacterProperty): pass @register def oath_skill_2110402(char: CharacterProperty): pass @register def oath_skill_2110403(char: CharacterProperty): pass @register def oath_skill_2110501(char: CharacterProperty): char.SetStatus(SkillAttack=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): char.SetStatus(SkillAttack=0.2, SpeedA=0.3, SpeedM=0.3, SpeedR=0.3) pass @register def oath_skill_2110503(char: CharacterProperty): 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): pass @register def oath_skill_2120102(char: CharacterProperty): pass @register def oath_skill_2120103(char: CharacterProperty): pass @register def oath_skill_2120201(char: CharacterProperty): pass @register def oath_skill_2120202(char: CharacterProperty): pass @register def oath_skill_2120203(char: CharacterProperty): pass @register def oath_skill_2120301(char: CharacterProperty): pass @register def oath_skill_2120302(char: CharacterProperty): pass @register def oath_skill_2120303(char: CharacterProperty): pass @register def oath_skill_2120401(char: CharacterProperty): pass @register def oath_skill_2120402(char: CharacterProperty): pass @register def oath_skill_2120403(char: CharacterProperty): pass @register def oath_skill_2120501(char: CharacterProperty): char.equ_effect.append(EquEffect(name='自爆模式', icon='/equipment/skill/57.png', cd=1, data=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=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=55000 * 1.25 + 18700 * 1.25)) # 誓约追加 char.SetStatus(SkillAttack=0.02) pass @register def oath_skill_2120502(char: CharacterProperty): char.equ_effect.append(EquEffect(name='暴走模式', icon='/equipment/skill/57.png', cd=30, data=756000)) char.SetStatus(SpeedA=0.25, SpeedM=0.25, SpeedR=0.25) pass @register def oath_skill_2120503(char: CharacterProperty): char.equ_effect.append(EquEffect(name='火炮模式', icon='/equipment/skill/57.png', cd=1, data=31185)) pass # endregion