750 lines
25 KiB
Lua
750 lines
25 KiB
Lua
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---技能配置表
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---@type table<ESkillName, SkillConfig>
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SkillConfig = SkillConfig or {
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-----------------------------------自带技能-----------------------------------
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[ESkillName.Heal] = {
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SkillName = ESkillName.Heal, --技能名称
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SkillType = ESkillType.Active, --技能类型(主动、被动技能)
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SkillAccess = ESkillAccessType.BuiltIn, --技能的获取方式(BuiltIn为自带技能,Talented为天赋技能,Aquired为角色技能,影响的是技能所能适配的槽位)
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CoolDownDuration = 20.0, --技能的冷却时间
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EnergyCost = 0.0, --技能的能量消耗
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Conditions = { ESkillCastConditionType.IsNeedHeal }, --技能执行前的附加条件(通用条件)
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NeedCheckTargetBeforeCast = false, --是否需要在判断技能能否施放时判断有没有目标(仅对主动技能有效,用于指向特定目标的技能,默认不判断,即值为false)
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SelectorData = {
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SelectorType = ESkillSelectorType.SelfPawn, --目标选取器类型(SelfPawn表示施法者自己,NearestPawn表示离施法者最近的Pawn,CircleRange表示施法者圆形范围内的Pawn,Straightforward表示施法者矩形范围内的Pawn)
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LimitNum = 0, --选取目标的个数(选取器类型不为SelfPawn时才有效,0则不作个数上的限制)
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ForwardOffset = 0, --选取点离施法者前方的偏移距离
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Param_Float = 0.0, --用于CircleRange类型选取器,表示圆形范围的半径
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Param_Vector = {X = 0, Y = 0, Z = 0}, --用于StraightForward类型选取器,X表示选取范围的长度,Y表示选取范围的宽度,Z表示选取范围的高度
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},
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TaskData = {
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DurationPolicy = ETaskDurationPolicy.Instant, --技能持续类型(Instant表示瞬时,HasDuration表示持续一段时间)
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Duration = 0.0, --技能持续时间(时长类型为HasDuration时才生效)
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Period = 0.0, --循环执行的周期(时长类型为HasDuration且Duration>0时才生效)
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ExecuteOnApply = false, --是否刚开始就执行(时长类型为HasDuration且Period>0时才生效)
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EffectId = 1, --技能特效ID(EffectTables表中)
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},
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},
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-----------------------------------天赋技能-----------------------------------
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[ESkillName.Dash] = {
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SkillName = ESkillName.Dash,
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SkillType = ESkillType.Active,
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SkillAccess = ESkillAccessType.Talented,
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CoolDownDuration = 5.0,
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EnergyCost = 10.0,
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Conditions = {},
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NeedCheckTargetBeforeCast = false,
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SelectorData = {
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SelectorType = ESkillSelectorType.SelfPawn,
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LimitNum = 0,
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ForwardOffset = 0,
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Param_Float = 0.0,
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Param_Vector = {X = 0, Y = 0, Z = 0},
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},
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TaskData = {
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DurationPolicy = ETaskDurationPolicy.Instant,
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Duration = 0.0,
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Period = 0.0,
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ExecuteOnApply = false,
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EffectId = 2,
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},
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},
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[ESkillName.Anger] = {
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SkillName = ESkillName.Anger,
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SkillType = ESkillType.Active,
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SkillAccess = ESkillAccessType.Talented,
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CoolDownDuration = 50.0,
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EnergyCost = 20.0,
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Conditions = {},
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NeedCheckTargetBeforeCast = false,
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SelectorData = {
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SelectorType = ESkillSelectorType.SelfPawn,
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LimitNum = 0,
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ForwardOffset = 0,
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Param_Float = 0.0,
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Param_Vector = {X = 0, Y = 0, Z = 0},
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},
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TaskData = {
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DurationPolicy = ETaskDurationPolicy.HasDuration,
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Duration = 8.0,
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Period = 0.0,
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ExecuteOnApply = false,
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EffectId = 3,
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},
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},
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[ESkillName.ShadowKill] = {
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SkillName = ESkillName.ShadowKill,
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SkillType = ESkillType.Active,
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SkillAccess = ESkillAccessType.Talented,
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CoolDownDuration = 50.0,
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EnergyCost = 20.0,
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Conditions = {},
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NeedCheckTargetBeforeCast = false,
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SelectorData = {
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SelectorType = ESkillSelectorType.SelfPawn,
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LimitNum = 0,
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ForwardOffset = 0,
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Param_Float = 0.0,
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Param_Vector = {X = 0, Y = 0, Z = 0},
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},
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TaskData = {
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DurationPolicy = ETaskDurationPolicy.HasDuration,
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Duration = 8.0,
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Period = 0.0,
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ExecuteOnApply = false,
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EffectId = 4,
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},
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},
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[ESkillName.Slash] = {
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SkillName = ESkillName.Slash,
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SkillType = ESkillType.Active,
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SkillAccess = ESkillAccessType.Talented,
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CoolDownDuration = 25.0,
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EnergyCost = 20.0,
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Conditions = {},
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NeedCheckTargetBeforeCast = false,
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SelectorData = {
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SelectorType = ESkillSelectorType.CircleRange,
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LimitNum = 0,
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ForwardOffset = 0,
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Param_Float = 300.0,
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Param_Vector = {X = 0, Y = 0, Z = 0},
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},
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TaskData = {
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DurationPolicy = ETaskDurationPolicy.Instant,
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Duration = 0.0,
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Period = 0.0,
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ExecuteOnApply = false,
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EffectId = 5,
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},
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},
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[ESkillName.Stun] = {
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SkillName = ESkillName.Stun,
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SkillType = ESkillType.Active,
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SkillAccess = ESkillAccessType.Talented,
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CoolDownDuration = 30.0,
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EnergyCost = 20.0,
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Conditions = {},
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NeedCheckTargetBeforeCast = false,
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SelectorData = {
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SelectorType = ESkillSelectorType.CircleRange,
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LimitNum = 0,
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ForwardOffset = 0,
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Param_Float = 300.0,
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Param_Vector = {X = 0, Y = 0, Z = 0},
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},
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TaskData = {
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DurationPolicy = ETaskDurationPolicy.HasDuration,
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Duration = 3.0,
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Period = 0.0,
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ExecuteOnApply = false,
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EffectId = 6,
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},
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},
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[ESkillName.Exhaust] = {
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SkillName = ESkillName.Exhaust,
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SkillType = ESkillType.Active,
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SkillAccess = ESkillAccessType.Talented,
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CoolDownDuration = 45.0,
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EnergyCost = 20.0,
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Conditions = {},
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NeedCheckTargetBeforeCast = false,
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SelectorData = {
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SelectorType = ESkillSelectorType.CircleRange,
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LimitNum = 0,
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ForwardOffset = 0,
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Param_Float = 300.0,
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Param_Vector = {X = 0, Y = 0, Z = 0},
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},
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TaskData = {
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DurationPolicy = ETaskDurationPolicy.HasDuration,
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Duration = 8.0,
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Period = 0.0,
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ExecuteOnApply = false,
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EffectId = 8,
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},
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},
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[ESkillName.Penetration] = {
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SkillName = ESkillName.Penetration,
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SkillType = ESkillType.Active,
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SkillAccess = ESkillAccessType.Talented,
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CoolDownDuration = 50.0,
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EnergyCost = 20.0,
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Conditions = {},
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NeedCheckTargetBeforeCast = false,
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SelectorData = {
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SelectorType = ESkillSelectorType.SelfPawn,
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LimitNum = 0,
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ForwardOffset = 0,
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Param_Float = 0.0,
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Param_Vector = {X = 0, Y = 0, Z = 0},
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},
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TaskData = {
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DurationPolicy = ETaskDurationPolicy.HasDuration,
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Duration = 8.0,
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Period = 0.0,
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ExecuteOnApply = false,
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EffectId = 9,
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},
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},
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-----------------------------------角色技能-----------------------------------
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[ESkillName.Counter] = {
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SkillName = ESkillName.Counter,
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SkillType = ESkillType.Passive,
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SkillAccess = ESkillAccessType.Acquired,
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CoolDownDuration = 0.0,
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EnergyCost = 0.0,
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Conditions = {},
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NeedCheckTargetBeforeCast = false,
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SelectorData = {
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SelectorType = ESkillSelectorType.CircleRange,
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LimitNum = 0,
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ForwardOffset = 0,
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Param_Float = 300.0,
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Param_Vector = {X = 0, Y = 0, Z = 0},
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},
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TaskData = {
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DurationPolicy = ETaskDurationPolicy.Instant,
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Duration = 0.0,
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Period = 0.0,
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ExecuteOnApply = false,
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EffectId = 10,
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},
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},
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[ESkillName.ElectricShock] = {
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SkillName = ESkillName.ElectricShock,
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SkillType = ESkillType.Passive,
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SkillAccess = ESkillAccessType.Acquired,
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CoolDownDuration = 0.0,
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EnergyCost = 0.0,
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Conditions = {},
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NeedCheckTargetBeforeCast = false,
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SelectorData = {
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SelectorType = ESkillSelectorType.CircleRange,
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LimitNum = 5,
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ForwardOffset = 0,
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Param_Float = 500.0,
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Param_Vector = {X = 0, Y = 0, Z = 0},
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},
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TaskData = {
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DurationPolicy = ETaskDurationPolicy.Instant,
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Duration = 0.0,
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Period = 0.0,
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ExecuteOnApply = false,
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EffectId = 11,
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},
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},
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[ESkillName.StarFall] = {
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SkillName = ESkillName.StarFall,
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SkillType = ESkillType.Passive,
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SkillAccess = ESkillAccessType.Acquired,
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CoolDownDuration = 0.0,
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EnergyCost = 0.0,
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Conditions = {},
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NeedCheckTargetBeforeCast = false,
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SelectorData = {
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SelectorType = ESkillSelectorType.CircleRange,
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LimitNum = 0,
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ForwardOffset = 0,
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Param_Float = 0.0,
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Param_Vector = {X = 0, Y = 0, Z = 0},
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},
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TaskData = {
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DurationPolicy = ETaskDurationPolicy.Instant,
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Duration = 0.0,
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Period = 0.0,
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ExecuteOnApply = false,
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EffectId = 12,
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},
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},
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[ESkillName.Ray] = {
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SkillName = ESkillName.Ray,
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SkillType = ESkillType.Passive,
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SkillAccess = ESkillAccessType.Acquired,
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CoolDownDuration = 0.0,
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EnergyCost = 0.0,
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Conditions = {},
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NeedCheckTargetBeforeCast = false,
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SelectorData = {
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SelectorType = ESkillSelectorType.Straightforward,
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LimitNum = 0,
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ForwardOffset = 0,
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Param_Float = 0.0,
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Param_Vector = {X = 0, Y = 0, Z = 0},
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},
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TaskData = {
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DurationPolicy = ETaskDurationPolicy.Instant,
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Duration = 0.0,
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Period = 0.0,
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ExecuteOnApply = false,
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EffectId = 13,
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},
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},
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[ESkillName.Crack] = {
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SkillName = ESkillName.Crack,
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SkillType = ESkillType.Passive,
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SkillAccess = ESkillAccessType.Acquired,
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CoolDownDuration = 0.0,
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EnergyCost = 0.0,
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Conditions = {},
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NeedCheckTargetBeforeCast = false,
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SelectorData = {
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SelectorType = ESkillSelectorType.SelfPawn,
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LimitNum = 0,
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ForwardOffset = 0,
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Param_Float = 0.0,
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Param_Vector = {X = 0, Y = 0, Z = 0},
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},
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TaskData = {
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DurationPolicy = ETaskDurationPolicy.Instant,
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Duration = 0.0,
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Period = 0.0,
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ExecuteOnApply = false,
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EffectId = 14,
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},
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},
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[ESkillName.Weaken] = {
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SkillName = ESkillName.Weaken,
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SkillType = ESkillType.Passive,
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SkillAccess = ESkillAccessType.Acquired,
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CoolDownDuration = 0.0,
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EnergyCost = 0.0,
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Conditions = {},
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NeedCheckTargetBeforeCast = false,
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SelectorData = {
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SelectorType = ESkillSelectorType.SelfPawn,
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LimitNum = 0,
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ForwardOffset = 0,
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Param_Float = 0.0,
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Param_Vector = {X = 0, Y = 0, Z = 0},
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},
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TaskData = {
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DurationPolicy = ETaskDurationPolicy.Instant,
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Duration = 0.0,
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Period = 0.0,
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ExecuteOnApply = false,
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EffectId = 15,
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},
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},
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[ESkillName.Scabbing] = {
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SkillName = ESkillName.Scabbing,
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SkillType = ESkillType.Passive,
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SkillAccess = ESkillAccessType.Acquired,
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CoolDownDuration = 0.0,
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EnergyCost = 0.0,
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Conditions = {},
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NeedCheckTargetBeforeCast = false,
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SelectorData = {
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SelectorType = ESkillSelectorType.SelfPawn,
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LimitNum = 0,
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ForwardOffset = 0,
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Param_Float = 0.0,
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Param_Vector = {X = 0, Y = 0, Z = 0},
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},
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TaskData = {
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DurationPolicy = ETaskDurationPolicy.Instant,
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Duration = 0.0,
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Period = 0.0,
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ExecuteOnApply = false,
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EffectId = 16,
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},
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},
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[ESkillName.DeathStrike] = {
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SkillName = ESkillName.DeathStrike,
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SkillType = ESkillType.Active,
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SkillAccess = ESkillAccessType.Acquired,
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CoolDownDuration = 35.0,
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EnergyCost = 40.0,
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Conditions = {},
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NeedCheckTargetBeforeCast = true,
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SelectorData = {
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SelectorType = ESkillSelectorType.NearestPawn,
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LimitNum = 0,
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ForwardOffset = 0,
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Param_Float = 0.0,
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Param_Vector = {X = 0, Y = 0, Z = 0},
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},
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TaskData = {
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DurationPolicy = ETaskDurationPolicy.Instant,
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Duration = 0.0,
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Period = 0.0,
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ExecuteOnApply = false,
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EffectId = 17,
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},
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},
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[ESkillName.Roar] = {
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SkillName = ESkillName.Roar,
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SkillType = ESkillType.Active,
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SkillAccess = ESkillAccessType.Acquired,
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CoolDownDuration = 20.0,
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EnergyCost = 40.0,
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Conditions = {},
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NeedCheckTargetBeforeCast = false,
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SelectorData = {
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SelectorType = ESkillSelectorType.CircleRange,
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LimitNum = 0,
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ForwardOffset = 0,
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Param_Float = 400.0,
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Param_Vector = {X = 0, Y = 0, Z = 0},
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},
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TaskData = {
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DurationPolicy = ETaskDurationPolicy.Instant,
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Duration = 0.0,
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Period = 0.0,
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ExecuteOnApply = false,
|
|||
|
EffectId = 18,
|
|||
|
},
|
|||
|
},
|
|||
|
[ESkillName.LightWave] = {
|
|||
|
SkillName = ESkillName.LightWave,
|
|||
|
SkillType = ESkillType.Active,
|
|||
|
SkillAccess = ESkillAccessType.Acquired,
|
|||
|
CoolDownDuration = 20.0,
|
|||
|
EnergyCost = 40.0,
|
|||
|
Conditions = {},
|
|||
|
NeedCheckTargetBeforeCast = false,
|
|||
|
SelectorData = {
|
|||
|
SelectorType = ESkillSelectorType.Straightforward,
|
|||
|
LimitNum = 0,
|
|||
|
ForwardOffset = 0,
|
|||
|
Param_Float = 0.0,
|
|||
|
Param_Vector = {X = 5000, Y = 300, Z = 300},
|
|||
|
},
|
|||
|
TaskData = {
|
|||
|
DurationPolicy = ETaskDurationPolicy.Instant,
|
|||
|
Duration = 0.0,
|
|||
|
Period = 0.0,
|
|||
|
ExecuteOnApply = false,
|
|||
|
EffectId = 19,
|
|||
|
},
|
|||
|
},
|
|||
|
[ESkillName.IceFrost] = {
|
|||
|
SkillName = ESkillName.IceFrost,
|
|||
|
SkillType = ESkillType.Active,
|
|||
|
SkillAccess = ESkillAccessType.Acquired,
|
|||
|
CoolDownDuration = 20.0,
|
|||
|
EnergyCost = 40.0,
|
|||
|
Conditions = {},
|
|||
|
NeedCheckTargetBeforeCast = false,
|
|||
|
SelectorData = {
|
|||
|
SelectorType = ESkillSelectorType.CircleRange,
|
|||
|
LimitNum = 0,
|
|||
|
ForwardOffset = 0,
|
|||
|
Param_Float = 1000.0,
|
|||
|
Param_Vector = {X = 0, Y = 0, Z = 0},
|
|||
|
},
|
|||
|
TaskData = {
|
|||
|
DurationPolicy = ETaskDurationPolicy.HasDuration,
|
|||
|
Duration = 3.0,
|
|||
|
Period = 0.0,
|
|||
|
ExecuteOnApply = false,
|
|||
|
EffectId = 20,
|
|||
|
},
|
|||
|
},
|
|||
|
[ESkillName.ToxicRain] = {
|
|||
|
SkillName = ESkillName.ToxicRain,
|
|||
|
SkillType = ESkillType.Active,
|
|||
|
SkillAccess = ESkillAccessType.Acquired,
|
|||
|
CoolDownDuration = 20.0,
|
|||
|
EnergyCost = 40.0,
|
|||
|
Conditions = {},
|
|||
|
NeedCheckTargetBeforeCast = true,
|
|||
|
SelectorData = {
|
|||
|
SelectorType = ESkillSelectorType.NearestPawn,
|
|||
|
LimitNum = 0,
|
|||
|
ForwardOffset = 0,
|
|||
|
Param_Float = 0.0,
|
|||
|
Param_Vector = {X = 0, Y = 0, Z = 0},
|
|||
|
},
|
|||
|
TaskData = {
|
|||
|
DurationPolicy = ETaskDurationPolicy.HasDuration,
|
|||
|
Duration = 3.0,
|
|||
|
Period = 0.0,
|
|||
|
ExecuteOnApply = false,
|
|||
|
EffectId = 21,
|
|||
|
},
|
|||
|
},
|
|||
|
[ESkillName.Puncture] = {
|
|||
|
SkillName = ESkillName.Puncture,
|
|||
|
SkillType = ESkillType.Active,
|
|||
|
SkillAccess = ESkillAccessType.Acquired,
|
|||
|
CoolDownDuration = 20.0,
|
|||
|
EnergyCost = 40.0,
|
|||
|
Conditions = {},
|
|||
|
NeedCheckTargetBeforeCast = false,
|
|||
|
SelectorData = {
|
|||
|
SelectorType = ESkillSelectorType.Straightforward,
|
|||
|
LimitNum = 0,
|
|||
|
ForwardOffset = 0,
|
|||
|
Param_Float = 0.0,
|
|||
|
Param_Vector = {X = 1000, Y = 100, Z = 200},
|
|||
|
},
|
|||
|
TaskData = {
|
|||
|
DurationPolicy = ETaskDurationPolicy.Instant,
|
|||
|
Duration = 0.0,
|
|||
|
Period = 0.0,
|
|||
|
ExecuteOnApply = false,
|
|||
|
EffectId = 22,
|
|||
|
},
|
|||
|
},
|
|||
|
[ESkillName.Seal] = {
|
|||
|
SkillName = ESkillName.Seal,
|
|||
|
SkillType = ESkillType.Active,
|
|||
|
SkillAccess = ESkillAccessType.Acquired,
|
|||
|
CoolDownDuration = 20.0,
|
|||
|
EnergyCost = 40.0,
|
|||
|
Conditions = {},
|
|||
|
NeedCheckTargetBeforeCast = false,
|
|||
|
SelectorData = {
|
|||
|
SelectorType = ESkillSelectorType.NearestPawn,
|
|||
|
LimitNum = 0,
|
|||
|
ForwardOffset = 0,
|
|||
|
Param_Float = 0.0,
|
|||
|
Param_Vector = {X = 0, Y = 0, Z = 0},
|
|||
|
},
|
|||
|
TaskData = {
|
|||
|
DurationPolicy = ETaskDurationPolicy.Instant,
|
|||
|
Duration = 0.0,
|
|||
|
Period = 0.0,
|
|||
|
ExecuteOnApply = false,
|
|||
|
EffectId = 23,
|
|||
|
},
|
|||
|
},
|
|||
|
[ESkillName.AbsorbSoul] = {
|
|||
|
SkillName = ESkillName.AbsorbSoul,
|
|||
|
SkillType = ESkillType.Active,
|
|||
|
SkillAccess = ESkillAccessType.Acquired,
|
|||
|
CoolDownDuration = 20.0,
|
|||
|
EnergyCost = 40.0,
|
|||
|
Conditions = {},
|
|||
|
NeedCheckTargetBeforeCast = false,
|
|||
|
SelectorData = {
|
|||
|
SelectorType = ESkillSelectorType.CircleRange,
|
|||
|
LimitNum = 0,
|
|||
|
ForwardOffset = 0,
|
|||
|
Param_Float = 400.0,
|
|||
|
Param_Vector = {X = 0, Y = 0, Z = 0},
|
|||
|
},
|
|||
|
TaskData = {
|
|||
|
DurationPolicy = ETaskDurationPolicy.Instant,
|
|||
|
Duration = 0.0,
|
|||
|
Period = 0.0,
|
|||
|
ExecuteOnApply = false,
|
|||
|
EffectId = 24,
|
|||
|
},
|
|||
|
},
|
|||
|
[ESkillName.Tread] = {
|
|||
|
SkillName = ESkillName.Tread,
|
|||
|
SkillType = ESkillType.Active,
|
|||
|
SkillAccess = ESkillAccessType.Acquired,
|
|||
|
CoolDownDuration = 20.0,
|
|||
|
EnergyCost = 40.0,
|
|||
|
Conditions = {},
|
|||
|
NeedCheckTargetBeforeCast = false,
|
|||
|
SelectorData = {
|
|||
|
SelectorType = ESkillSelectorType.CircleRange,
|
|||
|
LimitNum = 0,
|
|||
|
ForwardOffset = 0,
|
|||
|
Param_Float = 300.0,
|
|||
|
Param_Vector = {X = 0, Y = 0, Z = 0},
|
|||
|
},
|
|||
|
TaskData = {
|
|||
|
DurationPolicy = ETaskDurationPolicy.Instant,
|
|||
|
Duration = 0.0,
|
|||
|
Period = 0.0,
|
|||
|
ExecuteOnApply = false,
|
|||
|
EffectId = 25,
|
|||
|
},
|
|||
|
},
|
|||
|
[ESkillName.Stomp] = {
|
|||
|
SkillName = ESkillName.Stomp,
|
|||
|
SkillType = ESkillType.Active,
|
|||
|
SkillAccess = ESkillAccessType.Acquired,
|
|||
|
CoolDownDuration = 25.0,
|
|||
|
EnergyCost = 40.0,
|
|||
|
Conditions = {},
|
|||
|
NeedCheckTargetBeforeCast = false,
|
|||
|
SelectorData = {
|
|||
|
SelectorType = ESkillSelectorType.CircleRange,
|
|||
|
LimitNum = 0,
|
|||
|
ForwardOffset = 0,
|
|||
|
Param_Float = 500.0,
|
|||
|
Param_Vector = {X = 0, Y = 0, Z = 0},
|
|||
|
},
|
|||
|
TaskData = {
|
|||
|
DurationPolicy = ETaskDurationPolicy.Instant,
|
|||
|
Duration = 0.0,
|
|||
|
Period = 0.0,
|
|||
|
ExecuteOnApply = false,
|
|||
|
EffectId = 26,
|
|||
|
},
|
|||
|
},
|
|||
|
[ESkillName.StrongWind] = {
|
|||
|
SkillName = ESkillName.StrongWind,
|
|||
|
SkillType = ESkillType.Active,
|
|||
|
SkillAccess = ESkillAccessType.Acquired,
|
|||
|
CoolDownDuration = 30.0,
|
|||
|
EnergyCost = 40.0,
|
|||
|
Conditions = {},
|
|||
|
NeedCheckTargetBeforeCast = false,
|
|||
|
SelectorData = {
|
|||
|
SelectorType = ESkillSelectorType.CircleRange,
|
|||
|
LimitNum = 0,
|
|||
|
ForwardOffset = 0,
|
|||
|
Param_Float = 300.0,
|
|||
|
Param_Vector = {X = 0, Y = 0, Z = 0},
|
|||
|
},
|
|||
|
TaskData = {
|
|||
|
DurationPolicy = ETaskDurationPolicy.Instant,
|
|||
|
Duration = 0.0,
|
|||
|
Period = 0.0,
|
|||
|
ExecuteOnApply = false,
|
|||
|
EffectId = 27,
|
|||
|
},
|
|||
|
},
|
|||
|
[ESkillName.FireDomain] = {
|
|||
|
SkillName = ESkillName.FireDomain,
|
|||
|
SkillType = ESkillType.Active,
|
|||
|
SkillAccess = ESkillAccessType.Acquired,
|
|||
|
CoolDownDuration = 22.0,
|
|||
|
EnergyCost = 40.0,
|
|||
|
Conditions = {},
|
|||
|
NeedCheckTargetBeforeCast = false,
|
|||
|
SelectorData = {
|
|||
|
SelectorType = ESkillSelectorType.Straightforward,
|
|||
|
LimitNum = 0,
|
|||
|
ForwardOffset = 0,
|
|||
|
Param_Float = 0.0,
|
|||
|
Param_Vector = {X = 400, Y = 100, Z = 200},
|
|||
|
},
|
|||
|
TaskData = {
|
|||
|
DurationPolicy = ETaskDurationPolicy.HasDuration,
|
|||
|
Duration = 3.0,
|
|||
|
Period = 0.0,
|
|||
|
ExecuteOnApply = false,
|
|||
|
EffectId = 28,
|
|||
|
},
|
|||
|
},
|
|||
|
[ESkillName.Flowing] = {
|
|||
|
SkillName = ESkillName.Flowing,
|
|||
|
SkillType = ESkillType.Active,
|
|||
|
SkillAccess = ESkillAccessType.Acquired,
|
|||
|
CoolDownDuration = 20.0,
|
|||
|
EnergyCost = 40.0,
|
|||
|
Conditions = {},
|
|||
|
NeedCheckTargetBeforeCast = false,
|
|||
|
SelectorData = {
|
|||
|
SelectorType = ESkillSelectorType.Straightforward,
|
|||
|
LimitNum = 0,
|
|||
|
ForwardOffset = 0,
|
|||
|
Param_Float = 0.0,
|
|||
|
Param_Vector = {X = 800, Y = 200, Z = 200},
|
|||
|
},
|
|||
|
TaskData = {
|
|||
|
DurationPolicy = ETaskDurationPolicy.HasDuration,
|
|||
|
Duration = 3.0,
|
|||
|
Period = 1.0,
|
|||
|
ExecuteOnApply = true,
|
|||
|
EffectId = 29,
|
|||
|
},
|
|||
|
},
|
|||
|
[ESkillName.Tear] = {
|
|||
|
SkillName = ESkillName.Tear,
|
|||
|
SkillType = ESkillType.Active,
|
|||
|
SkillAccess = ESkillAccessType.Acquired,
|
|||
|
CoolDownDuration = 30.0,
|
|||
|
EnergyCost = 40.0,
|
|||
|
Conditions = {},
|
|||
|
NeedCheckTargetBeforeCast = false,
|
|||
|
SelectorData = {
|
|||
|
SelectorType = ESkillSelectorType.CircleRange,
|
|||
|
LimitNum = 0,
|
|||
|
ForwardOffset = 0,
|
|||
|
Param_Float = 200.0,
|
|||
|
Param_Vector = {X = 0, Y = 0, Z = 0},
|
|||
|
},
|
|||
|
TaskData = {
|
|||
|
DurationPolicy = ETaskDurationPolicy.HasDuration,
|
|||
|
Duration = 5.0,
|
|||
|
Period = 1.0,
|
|||
|
ExecuteOnApply = true,
|
|||
|
EffectId = 30,
|
|||
|
},
|
|||
|
},
|
|||
|
[ESkillName.StickStrike] = {
|
|||
|
SkillName = ESkillName.StickStrike,
|
|||
|
SkillType = ESkillType.Active,
|
|||
|
SkillAccess = ESkillAccessType.Acquired,
|
|||
|
CoolDownDuration = 20.0,
|
|||
|
EnergyCost = 40.0,
|
|||
|
Conditions = {},
|
|||
|
NeedCheckTargetBeforeCast = false,
|
|||
|
SelectorData = {
|
|||
|
SelectorType = ESkillSelectorType.Straightforward,
|
|||
|
LimitNum = 0,
|
|||
|
ForwardOffset = 0,
|
|||
|
Param_Float = 0.0,
|
|||
|
Param_Vector = {X = 1000, Y = 200, Z = 200},
|
|||
|
},
|
|||
|
TaskData = {
|
|||
|
DurationPolicy = ETaskDurationPolicy.Instant,
|
|||
|
Duration = 0.0,
|
|||
|
Period = 0.0,
|
|||
|
ExecuteOnApply = false,
|
|||
|
EffectId = 31,
|
|||
|
},
|
|||
|
},
|
|||
|
[ESkillName.Shuttle] = {
|
|||
|
SkillName = ESkillName.Shuttle,
|
|||
|
SkillType = ESkillType.Active,
|
|||
|
SkillAccess = ESkillAccessType.Acquired,
|
|||
|
CoolDownDuration = 35.0,
|
|||
|
EnergyCost = 40.0,
|
|||
|
Conditions = {},
|
|||
|
NeedCheckTargetBeforeCast = true,
|
|||
|
SelectorData = {
|
|||
|
SelectorType = ESkillSelectorType.CircleRange,
|
|||
|
LimitNum = 0,
|
|||
|
ForwardOffset = 0,
|
|||
|
Param_Float = 400.0,
|
|||
|
Param_Vector = {X = 0, Y = 0, Z = 0},
|
|||
|
},
|
|||
|
TaskData = {
|
|||
|
DurationPolicy = ETaskDurationPolicy.Instant,
|
|||
|
Duration = 0.0,
|
|||
|
Period = 0.0,
|
|||
|
ExecuteOnApply = false,
|
|||
|
EffectId = 33,
|
|||
|
},
|
|||
|
},
|
|||
|
[ESkillName.Bombing] = {
|
|||
|
SkillName = ESkillName.Bombing,
|
|||
|
SkillType = ESkillType.Active,
|
|||
|
SkillAccess = ESkillAccessType.Acquired,
|
|||
|
CoolDownDuration = 35.0,
|
|||
|
EnergyCost = 40.0,
|
|||
|
Conditions = {},
|
|||
|
NeedCheckTargetBeforeCast = false,
|
|||
|
SelectorData = {
|
|||
|
SelectorType = ESkillSelectorType.CircleRange,
|
|||
|
LimitNum = 8,
|
|||
|
ForwardOffset = 0,
|
|||
|
Param_Float = 400.0,
|
|||
|
Param_Vector = {X = 0, Y = 0, Z = 0},
|
|||
|
},
|
|||
|
TaskData = {
|
|||
|
DurationPolicy = ETaskDurationPolicy.HasDuration,
|
|||
|
Duration = 5.0,
|
|||
|
Period = 0.5,
|
|||
|
ExecuteOnApply = false,
|
|||
|
EffectId = 34,
|
|||
|
},
|
|||
|
},
|
|||
|
}
|
|||
|
|
|||
|
return SkillConfig;
|