コード例 #1
0
 def skyward_harp_2(unit_obj, sim, _):
     skyward_harp = WeaponAction(unit_obj, 1)
     skyward_harp.tick_damage = [1.25]
     skyward_harp.add_to_damage_queue(sim)
     unit_obj.triggerable_buffs["Skyward Harp 2"].live_cd = 4 - (
         (unit_obj.weapon_rank - 1) * 0.5)
     print(unit_obj.character + " proced Skyward Harp")
コード例 #2
0
 def dragonspine(unit_obj, sim, _):
     dragonspine = WeaponAction(unit_obj, 1)
     d = (unit_obj.weapon_rank - 1) * 0.15 + 0.8
     if sim.enemy.element == "Cryo":
         d *= 2.5
     dragonspine.tick_damage = [d]
     dragonspine.add_to_damage_queue(sim)
     unit_obj.triggerable_buffs["Dragonspine"].live_cd = 10
     print("Dragonspine effect")
コード例 #3
0
 def eye_of_perception_2(unit_obj, sim, _):
     eop = WeaponAction(unit_obj, 1)
     eop.ticks = 1
     d = (unit_obj.weapon_rank - 1) * 0.3 + 2.4
     eop.tick_damage = [d]
     eop.tick_times = [0.1]
     eop.tick_units = [0]
     eop.add_to_damage_queue(sim)
     unit_obj.triggerable_buffs["Eye of Perception 2"].live_cd = 12 - (
         unit_obj.weapon_rank - 1)
コード例 #4
0
 def the_flute_2(unit_obj, sim, _):
     tf = WeaponAction(unit_obj, 1)
     tf.ticks = 1
     d = (unit_obj.weapon_rank - 1) * 0.05 + 0.2
     tf.tick_damage = [d]
     tf.add_to_damage_queue(sim)
     unit_obj.triggerable_buffs["The Flute 2"].live_cd = 0.5
コード例 #5
0
 def prototype_archaic_2(unit_obj, sim, _):
     archaic = WeaponAction(unit_obj, 1)
     d = 2.4 + (unit_obj.weapon_rank - 1) * 0.6
     archaic.tick_damage = [d]
     archaic.tick_times = [0.5]
     archaic.add_to_damage_queue(sim)
     unit_obj.triggerable_buffs["Prototype Archaic 2"].live_cd = 15
コード例 #6
0
 def skyward_atlas_2(unit_obj, sim, _):
     atlas = WeaponAction(unit_obj, 6)
     d = (unit_obj.weapon_rank - 1) * 0.4 + 1.6
     atlas.tick_damage = [d] * 6
     atlas.tick_times = [2.5, 5, 7.5, 10, 12.5, 15]
     atlas.add_to_damage_queue(sim)
     unit_obj.triggerable_buffs["Skyward Atlas 2"].live_cd = 30
     print(unit_obj.character + " proced Skyward Atlas")
コード例 #7
0
 def viridescent_hunt_2(unit_obj, sim, __):
     viri_hunt = WeaponAction(unit_obj, 8)
     d = ((unit_obj.weapon_rank - 1) * 0.25 + 1) * 0.4
     viri_hunt.tick_damage = [d] * 8
     viri_hunt.tick_times = [0.5, 1, 1.5, 2, 2.5, 3, 3.5, 4]
     viri_hunt.add_to_damage_queue(sim)
     unit_obj.triggerable_buffs["The Viridescent Hunt 2"].live_cd = 14 - (
         unit_obj.weapon_rank - 1)
     print(unit_obj.character + " proced The Viridescent Hunt")
コード例 #8
0
 def skyward_pride_3(unit_obj, sim, _):
     if unit_obj.triggerable_buffs["Skyward Pride 3"].stacks > 0:
         sp = WeaponAction(unit_obj, 1)
         d = (unit_obj.weapon_rank - 1) * 0.2 + 0.8
         sp.tick_damage = [d]
         sp.tick_times = [0.1]
         sp.add_to_damage_queue(sim)
         unit_obj.triggerable_buffs["Skyward Pride 3"].stacks -= 1
     else:
         del unit_obj.triggerable_buffs["Skyward Pride 3"]
コード例 #9
0
 def skyward_blade_3(unit_obj, sim, _):
     sb = WeaponAction(unit_obj, 1)
     sb.ticks = 1
     d = (unit_obj.weapon_rank - 1) * 0.05 + 0.2
     sb.tick_damage = [d]
     sb.add_to_damage_queue(sim)
コード例 #10
0
 def aquila_favonia_2(unit_obj, sim, _):
     aq = WeaponAction(unit_obj, 1)
     d = (unit_obj.weapon_rank - 1) * 0.3 + 2
     aq.tick_damage = [d]
     aq.add_to_damage_queue(sim)
     unit_obj.triggerable_buffs["Aquila Favonia 2"].live_cd = 15
コード例 #11
0
 def crescent_pike_2(unit_obj, sim, _):
     cres = WeaponAction(unit_obj, 1)
     d = (unit_obj.weapon_rank - 1) * 0.05 + 0.2
     cres.tick_damage = [d]
     cres.add_to_damage_queue(sim)
コード例 #12
0
 def skyward_spine_2(unit_obj, sim, _):
     skyward_spine = WeaponAction(unit_obj, 1)
     d = 0.4 + (unit_obj.weapon_rank - 1) * 0.1
     skyward_spine.tick_damage = [d]
     skyward_spine.add_to_damage_queue(sim)
     unit_obj.triggerable_buffs["Skyward Spine 2"].live_cd = 2