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")
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")
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)
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
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
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")
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")
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"]
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)
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
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)
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