Files
dcalc/backend/core/equipment/version_0/oathSuitSkill.py
T
2026-09-04 17:10:37 +08:00

2582 lines
112 KiB
Python

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