{ "classes": [ { "code": "ama", "name": "Amazon (亚马逊)", "totalSkills": 30, "gradeCount": { "A": 7, "B": 23, "C": 0, "D": 0 }, "skills": [ { "id": 6, "name": "Magic Arrow", "charClass": "ama", "reqLevel": 1, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 0, "srvDoFuncName": "nullptr", "srvDoFuncFile": "None", "srvDoFuncLine": 0, "srvPrgFuncs": [], "srvMissile": "magicarrow", "srvMissiles": [ "magicarrow" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/ama/skill-006-magic-arrow.ts", "webTreeModule": "src/game/skills/amazon-bow.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [0] nullptr 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [magicarrow],支持弹道碰撞与NextDelay。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 7, "name": "Fire Arrow", "charClass": "ama", "reqLevel": 1, "srvStFunc": 4, "srvStFuncName": "SKILLS_SrvSt04_Arrow_Bolt", "srvStFuncFile": "SkillAma.cpp", "srvStFuncLine": 56, "srvDoFunc": 0, "srvDoFuncName": "nullptr", "srvDoFuncFile": "None", "srvDoFuncLine": 0, "srvPrgFuncs": [], "srvMissile": "firearrow", "srvMissiles": [ "firearrow" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/ama/skill-007-fire-arrow.ts", "webTreeModule": "src/game/skills/amazon-bow.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [4] SKILLS_SrvSt04_Arrow_Bolt 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [0] nullptr 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [firearrow],支持弹道碰撞与NextDelay。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[4]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 8, "name": "Inner Sight", "charClass": "ama", "reqLevel": 1, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 6, "srvDoFuncName": "SKILLS_SrvDo006_InnerSight_SlowMissiles", "srvDoFuncFile": "SkillAma.cpp", "srvDoFuncLine": 384, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/ama/skill-008-inner-sight.ts", "webTreeModule": "src/game/skills/amazon-passive.ts", "webRegistryBranch": "Branch 6: Curses & Warcries", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [6] SKILLS_SrvDo006_InnerSight_SlowMissiles 触发动作帧处理。 Web端由 registry.ts 中的 Branch 6: Curses & Warcries 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 9, "name": "Critical Strike", "charClass": "ama", "reqLevel": 1, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 0, "srvDoFuncName": "nullptr", "srvDoFuncFile": "None", "srvDoFuncLine": 0, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": true, "passiveState": "criticalstrike", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/ama/skill-009-critical-strike.ts", "webTreeModule": "src/game/skills/amazon-passive.ts", "webRegistryBranch": "Branch 1: Passive Skills", "parityGrade": "A", "paritySummary": "【严格对齐】核心数学公式、弹道/状态定义与 1.13c D2MOO 完全吻合。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [0] nullptr 触发动作帧处理。 Web端由 registry.ts 中的 Branch 1: Passive Skills 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [criticalstrike],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "None" }, { "id": 10, "name": "Jab", "charClass": "ama", "reqLevel": 1, "srvStFunc": 5, "srvStFuncName": "SKILLS_SrvSt05_Jab", "srvStFuncFile": "SkillAma.cpp", "srvStFuncLine": 69, "srvDoFunc": 7, "srvDoFuncName": "SKILLS_SrvDo007_Jab", "srvDoFuncFile": "SkillAma.cpp", "srvDoFuncLine": 427, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/ama/skill-010-jab.ts", "webTreeModule": "src/game/skills/amazon-javelin-spear.ts", "webRegistryBranch": "Branch 9: Pure Melee & Multi-hit", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [5] SKILLS_SrvSt05_Jab 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [7] SKILLS_SrvDo007_Jab 触发动作帧处理。 Web端由 registry.ts 中的 Branch 9: Pure Melee & Multi-hit 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[5]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 11, "name": "Cold Arrow", "charClass": "ama", "reqLevel": 6, "srvStFunc": 4, "srvStFuncName": "SKILLS_SrvSt04_Arrow_Bolt", "srvStFuncFile": "SkillAma.cpp", "srvStFuncLine": 56, "srvDoFunc": 0, "srvDoFuncName": "nullptr", "srvDoFuncFile": "None", "srvDoFuncLine": 0, "srvPrgFuncs": [], "srvMissile": "coldarrow", "srvMissiles": [ "coldarrow" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/ama/skill-011-cold-arrow.ts", "webTreeModule": "src/game/skills/amazon-bow.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [4] SKILLS_SrvSt04_Arrow_Bolt 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [0] nullptr 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [coldarrow],支持弹道碰撞与NextDelay。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[4]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 12, "name": "Multiple Shot", "charClass": "ama", "reqLevel": 6, "srvStFunc": 4, "srvStFuncName": "SKILLS_SrvSt04_Arrow_Bolt", "srvStFuncFile": "SkillAma.cpp", "srvStFuncLine": 56, "srvDoFunc": 8, "srvDoFuncName": "SKILLS_SrvDo008_MultipleShot_Teeth_ShockWave", "srvDoFuncFile": "SkillAma.cpp", "srvDoFuncLine": 476, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [ "multipleshotarrow", "multipleshotbolt" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/ama/skill-012-multiple-shot.ts", "webTreeModule": "src/game/skills/amazon-bow.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [4] SKILLS_SrvSt04_Arrow_Bolt 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [8] SKILLS_SrvDo008_MultipleShot_Teeth_ShockWave 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [multipleshotarrow, multipleshotbolt],支持弹道碰撞与NextDelay。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[4]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 13, "name": "Dodge", "charClass": "ama", "reqLevel": 6, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 0, "srvDoFuncName": "nullptr", "srvDoFuncFile": "None", "srvDoFuncLine": 0, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": true, "passiveState": "dodge", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/ama/skill-013-dodge.ts", "webTreeModule": "src/game/skills/amazon-passive.ts", "webRegistryBranch": "Branch 1: Passive Skills", "parityGrade": "A", "paritySummary": "【严格对齐】核心数学公式、弹道/状态定义与 1.13c D2MOO 完全吻合。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [0] nullptr 触发动作帧处理。 Web端由 registry.ts 中的 Branch 1: Passive Skills 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [dodge],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "None" }, { "id": 14, "name": "Power Strike", "charClass": "ama", "reqLevel": 6, "srvStFunc": 6, "srvStFuncName": "SKILLS_SrvSt06_PowerStrike_ChargedStrike", "srvStFuncFile": "SkillAma.cpp", "srvStFuncLine": 80, "srvDoFunc": 2, "srvDoFuncName": "SKILLS_SrvDo002_Kick_PowerStrike_MonIceSpear_Impale_Bash_Stun_Concentrate_BearSmite_Vengeance_Berserk_FireClaws", "srvDoFuncFile": "Skills.cpp", "srvDoFuncLine": 2094, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/ama/skill-014-power-strike.ts", "webTreeModule": "src/game/skills/amazon-javelin-spear.ts", "webRegistryBranch": "Branch 9: Pure Melee & Multi-hit", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [6] SKILLS_SrvSt06_PowerStrike_ChargedStrike 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [2] SKILLS_SrvDo002_Kick_PowerStrike_MonIceSpear_Impale_Bash_Stun_Concentrate_BearSmite_Vengeance_Berserk_FireClaws 触发动作帧处理。 Web端由 registry.ts 中的 Branch 9: Pure Melee & Multi-hit 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[6]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 15, "name": "Poison Javelin", "charClass": "ama", "reqLevel": 6, "srvStFunc": 4, "srvStFuncName": "SKILLS_SrvSt04_Arrow_Bolt", "srvStFuncFile": "SkillAma.cpp", "srvStFuncLine": 56, "srvDoFunc": 0, "srvDoFuncName": "nullptr", "srvDoFuncFile": "None", "srvDoFuncLine": 0, "srvPrgFuncs": [], "srvMissile": "poisonjav", "srvMissiles": [ "poisonjav" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 15, "webImplFile": "src/game/skills/impl/ama/skill-015-poison-javelin.ts", "webTreeModule": "src/game/skills/amazon-javelin-spear.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [4] SKILLS_SrvSt04_Arrow_Bolt 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [0] nullptr 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [poisonjav],支持弹道碰撞与NextDelay。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[4]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 16, "name": "Exploding Arrow", "charClass": "ama", "reqLevel": 12, "srvStFunc": 4, "srvStFuncName": "SKILLS_SrvSt04_Arrow_Bolt", "srvStFuncFile": "SkillAma.cpp", "srvStFuncLine": 56, "srvDoFunc": 0, "srvDoFuncName": "nullptr", "srvDoFuncFile": "None", "srvDoFuncLine": 0, "srvPrgFuncs": [], "srvMissile": "explodingarrow", "srvMissiles": [ "explodingarrow" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/ama/skill-016-exploding-arrow.ts", "webTreeModule": "src/game/skills/amazon-bow.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [4] SKILLS_SrvSt04_Arrow_Bolt 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [0] nullptr 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [explodingarrow],支持弹道碰撞与NextDelay。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[4]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 17, "name": "Slow Missiles", "charClass": "ama", "reqLevel": 12, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 6, "srvDoFuncName": "SKILLS_SrvDo006_InnerSight_SlowMissiles", "srvDoFuncFile": "SkillAma.cpp", "srvDoFuncLine": 384, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/ama/skill-017-slow-missiles.ts", "webTreeModule": "src/game/skills/amazon-passive.ts", "webRegistryBranch": "Branch 6: Curses & Warcries", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [6] SKILLS_SrvDo006_InnerSight_SlowMissiles 触发动作帧处理。 Web端由 registry.ts 中的 Branch 6: Curses & Warcries 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 18, "name": "Avoid", "charClass": "ama", "reqLevel": 12, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 0, "srvDoFuncName": "nullptr", "srvDoFuncFile": "None", "srvDoFuncLine": 0, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": true, "passiveState": "avoid", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/ama/skill-018-avoid.ts", "webTreeModule": "src/game/skills/amazon-passive.ts", "webRegistryBranch": "Branch 1: Passive Skills", "parityGrade": "A", "paritySummary": "【严格对齐】核心数学公式、弹道/状态定义与 1.13c D2MOO 完全吻合。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [0] nullptr 触发动作帧处理。 Web端由 registry.ts 中的 Branch 1: Passive Skills 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [avoid],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "None" }, { "id": 19, "name": "Impale", "charClass": "ama", "reqLevel": 12, "srvStFunc": 7, "srvStFuncName": "SKILLS_SrvSt07_Impale", "srvStFuncFile": "SkillAma.cpp", "srvStFuncLine": 117, "srvDoFunc": 2, "srvDoFuncName": "SKILLS_SrvDo002_Kick_PowerStrike_MonIceSpear_Impale_Bash_Stun_Concentrate_BearSmite_Vengeance_Berserk_FireClaws", "srvDoFuncFile": "Skills.cpp", "srvDoFuncLine": 2094, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/ama/skill-019-impale.ts", "webTreeModule": "src/game/skills/amazon-javelin-spear.ts", "webRegistryBranch": "Branch 9: Pure Melee & Multi-hit", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [7] SKILLS_SrvSt07_Impale 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [2] SKILLS_SrvDo002_Kick_PowerStrike_MonIceSpear_Impale_Bash_Stun_Concentrate_BearSmite_Vengeance_Berserk_FireClaws 触发动作帧处理。 Web端由 registry.ts 中的 Branch 9: Pure Melee & Multi-hit 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[7]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 20, "name": "Lightning Bolt", "charClass": "ama", "reqLevel": 12, "srvStFunc": 4, "srvStFuncName": "SKILLS_SrvSt04_Arrow_Bolt", "srvStFuncFile": "SkillAma.cpp", "srvStFuncLine": 56, "srvDoFunc": 0, "srvDoFuncName": "nullptr", "srvDoFuncFile": "None", "srvDoFuncLine": 0, "srvPrgFuncs": [], "srvMissile": "lightningjavelin", "srvMissiles": [ "lightningjavelin" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/ama/skill-020-lightning-bolt.ts", "webTreeModule": "src/game/skills/amazon-javelin-spear.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [4] SKILLS_SrvSt04_Arrow_Bolt 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [0] nullptr 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [lightningjavelin],支持弹道碰撞与NextDelay。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[4]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 21, "name": "Ice Arrow", "charClass": "ama", "reqLevel": 18, "srvStFunc": 4, "srvStFuncName": "SKILLS_SrvSt04_Arrow_Bolt", "srvStFuncFile": "SkillAma.cpp", "srvStFuncLine": 56, "srvDoFunc": 0, "srvDoFuncName": "nullptr", "srvDoFuncFile": "None", "srvDoFuncLine": 0, "srvPrgFuncs": [], "srvMissile": "icearrow", "srvMissiles": [ "icearrow" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/ama/skill-021-ice-arrow.ts", "webTreeModule": "src/game/skills/amazon-bow.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [4] SKILLS_SrvSt04_Arrow_Bolt 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [0] nullptr 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [icearrow],支持弹道碰撞与NextDelay。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[4]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 22, "name": "Guided Arrow", "charClass": "ama", "reqLevel": 18, "srvStFunc": 4, "srvStFuncName": "SKILLS_SrvSt04_Arrow_Bolt", "srvStFuncFile": "SkillAma.cpp", "srvStFuncLine": 56, "srvDoFunc": 10, "srvDoFuncName": "SKILLS_SrvDo010_GuidedArrow_BoneSpirit", "srvDoFuncFile": "SkillAma.cpp", "srvDoFuncLine": 570, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [ "guidedarrow", "guidedarrow", "guidedarrow" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/ama/skill-022-guided-arrow.ts", "webTreeModule": "src/game/skills/amazon-bow.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "A", "paritySummary": "【严格对齐】核心数学公式、弹道/状态定义与 1.13c D2MOO 完全吻合。", "dim1_srvSt": "D2MOO使用 SrvSt [4] SKILLS_SrvSt04_Arrow_Bolt 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [10] SKILLS_SrvDo010_GuidedArrow_BoneSpirit 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [guidedarrow, guidedarrow, guidedarrow],支持弹道碰撞与NextDelay。【关键真值】1.13c严格禁止穿透(canPierce=0, pierceChancePct=0),彻底消除反弹回穿。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[4]驱动模式与前置校验)" ], "remediationPriority": "None" }, { "id": 23, "name": "Penetrate", "charClass": "ama", "reqLevel": 18, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 0, "srvDoFuncName": "nullptr", "srvDoFuncFile": "None", "srvDoFuncLine": 0, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": true, "passiveState": "penetrate", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/ama/skill-023-penetrate.ts", "webTreeModule": "src/game/skills/amazon-passive.ts", "webRegistryBranch": "Branch 1: Passive Skills", "parityGrade": "A", "paritySummary": "【严格对齐】核心数学公式、弹道/状态定义与 1.13c D2MOO 完全吻合。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [0] nullptr 触发动作帧处理。 Web端由 registry.ts 中的 Branch 1: Passive Skills 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [penetrate],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "None" }, { "id": 24, "name": "Charged Strike", "charClass": "ama", "reqLevel": 18, "srvStFunc": 6, "srvStFuncName": "SKILLS_SrvSt06_PowerStrike_ChargedStrike", "srvStFuncFile": "SkillAma.cpp", "srvStFuncLine": 80, "srvDoFunc": 11, "srvDoFuncName": "SKILLS_SrvDo011_ChargedStrike", "srvDoFuncFile": "SkillAma.cpp", "srvDoFuncLine": 657, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [ "chargedstrikebolt", "chargedstrikebolt", "chargedstrikebolt" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/ama/skill-024-charged-strike.ts", "webTreeModule": "src/game/skills/amazon-javelin-spear.ts", "webRegistryBranch": "Branch 9: Pure Melee & Multi-hit", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [6] SKILLS_SrvSt06_PowerStrike_ChargedStrike 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [11] SKILLS_SrvDo011_ChargedStrike 触发动作帧处理。 Web端由 registry.ts 中的 Branch 9: Pure Melee & Multi-hit 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [chargedstrikebolt, chargedstrikebolt, chargedstrikebolt],支持弹道碰撞与NextDelay。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[6]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 25, "name": "Plague Javelin", "charClass": "ama", "reqLevel": 18, "srvStFunc": 4, "srvStFuncName": "SKILLS_SrvSt04_Arrow_Bolt", "srvStFuncFile": "SkillAma.cpp", "srvStFuncLine": 56, "srvDoFunc": 0, "srvDoFuncName": "nullptr", "srvDoFuncFile": "None", "srvDoFuncLine": 0, "srvPrgFuncs": [], "srvMissile": "plaguejavelin", "srvMissiles": [ "plaguejavelin" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 100, "webImplFile": "src/game/skills/impl/ama/skill-025-plague-javelin.ts", "webTreeModule": "src/game/skills/amazon-javelin-spear.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [4] SKILLS_SrvSt04_Arrow_Bolt 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [0] nullptr 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [plaguejavelin],支持弹道碰撞与NextDelay。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[4]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 26, "name": "Strafe", "charClass": "ama", "reqLevel": 24, "srvStFunc": 8, "srvStFuncName": "SKILLS_SrvSt08_Strafe", "srvStFuncFile": "SkillAma.cpp", "srvStFuncLine": 191, "srvDoFunc": 12, "srvDoFuncName": "SKILLS_SrvDo012_Strafe", "srvDoFuncFile": "SkillAma.cpp", "srvDoFuncLine": 711, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [ "strafearrow", "strafebolt" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/ama/skill-026-strafe.ts", "webTreeModule": "src/game/skills/amazon-bow.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [8] SKILLS_SrvSt08_Strafe 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [12] SKILLS_SrvDo012_Strafe 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [strafearrow, strafebolt],支持弹道碰撞与NextDelay。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[8]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 27, "name": "Immolation Arrow", "charClass": "ama", "reqLevel": 24, "srvStFunc": 4, "srvStFuncName": "SKILLS_SrvSt04_Arrow_Bolt", "srvStFuncFile": "SkillAma.cpp", "srvStFuncLine": 56, "srvDoFunc": 0, "srvDoFuncName": "nullptr", "srvDoFuncFile": "None", "srvDoFuncLine": 0, "srvPrgFuncs": [], "srvMissile": "immolationarrow", "srvMissiles": [ "immolationarrow" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 25, "webImplFile": "src/game/skills/impl/ama/skill-027-immolation-arrow.ts", "webTreeModule": "src/game/skills/amazon-bow.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [4] SKILLS_SrvSt04_Arrow_Bolt 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [0] nullptr 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [immolationarrow],支持弹道碰撞与NextDelay。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[4]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 28, "name": "Dopplezon", "charClass": "ama", "reqLevel": 24, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 15, "srvDoFuncName": "SKILLS_SrvDo015_Dopplezon", "srvDoFuncFile": "SkillAma.cpp", "srvDoFuncLine": 922, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "dopplezon", "summon": "dopplezon", "petType": "dopplezon", "delay": 0, "webImplFile": "src/game/skills/impl/ama/skill-028-dopplezon.ts", "webTreeModule": "src/game/skills/amazon-passive.ts", "webRegistryBranch": "Branch 3: Summons & Entities", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [15] SKILLS_SrvDo015_Dopplezon 触发动作帧处理。 Web端由 registry.ts 中的 Branch 3: Summons & Entities 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [dopplezon],受 StateBus 统一管控。", "dim6_summons": "通过 SummonManager 生产宠物 [dopplezon],遵循 PetType 上限与 AI 属性。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 29, "name": "Evade", "charClass": "ama", "reqLevel": 24, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 0, "srvDoFuncName": "nullptr", "srvDoFuncFile": "None", "srvDoFuncLine": 0, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": true, "passiveState": "evade", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/ama/skill-029-evade.ts", "webTreeModule": "src/game/skills/amazon-passive.ts", "webRegistryBranch": "Branch 1: Passive Skills", "parityGrade": "A", "paritySummary": "【严格对齐】核心数学公式、弹道/状态定义与 1.13c D2MOO 完全吻合。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [0] nullptr 触发动作帧处理。 Web端由 registry.ts 中的 Branch 1: Passive Skills 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [evade],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "None" }, { "id": 30, "name": "Fend", "charClass": "ama", "reqLevel": 24, "srvStFunc": 9, "srvStFuncName": "SKILLS_SrvSt09_Fend", "srvStFuncFile": "SkillAma.cpp", "srvStFuncLine": 258, "srvDoFunc": 13, "srvDoFuncName": "SKILLS_SrvDo013_Fend_Zeal_Fury", "srvDoFuncFile": "SkillAma.cpp", "srvDoFuncLine": 795, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/ama/skill-030-fend.ts", "webTreeModule": "src/game/skills/amazon-javelin-spear.ts", "webRegistryBranch": "Branch 9: Pure Melee & Multi-hit", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [9] SKILLS_SrvSt09_Fend 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [13] SKILLS_SrvDo013_Fend_Zeal_Fury 触发动作帧处理。 Web端由 registry.ts 中的 Branch 9: Pure Melee & Multi-hit 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[9]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 31, "name": "Freezing Arrow", "charClass": "ama", "reqLevel": 30, "srvStFunc": 4, "srvStFuncName": "SKILLS_SrvSt04_Arrow_Bolt", "srvStFuncFile": "SkillAma.cpp", "srvStFuncLine": 56, "srvDoFunc": 0, "srvDoFuncName": "nullptr", "srvDoFuncFile": "None", "srvDoFuncLine": 0, "srvPrgFuncs": [], "srvMissile": "freezingarrow", "srvMissiles": [ "freezingarrow" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/ama/skill-031-freezing-arrow.ts", "webTreeModule": "src/game/skills/amazon-bow.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [4] SKILLS_SrvSt04_Arrow_Bolt 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [0] nullptr 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [freezingarrow],支持弹道碰撞与NextDelay。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[4]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 32, "name": "Valkyrie", "charClass": "ama", "reqLevel": 30, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 16, "srvDoFuncName": "SKILLS_SrvDo016_Valkyrie", "srvDoFuncFile": "SkillAma.cpp", "srvDoFuncLine": 979, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "valkyrie", "petType": "valkyrie", "delay": 150, "webImplFile": "src/game/skills/impl/ama/skill-032-valkyrie.ts", "webTreeModule": "src/game/skills/amazon-passive.ts", "webRegistryBranch": "Branch 3: Summons & Entities", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [16] SKILLS_SrvDo016_Valkyrie 触发动作帧处理。 Web端由 registry.ts 中的 Branch 3: Summons & Entities 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "通过 SummonManager 生产宠物 [valkyrie],遵循 PetType 上限与 AI 属性。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 33, "name": "Pierce", "charClass": "ama", "reqLevel": 30, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 0, "srvDoFuncName": "nullptr", "srvDoFuncFile": "None", "srvDoFuncLine": 0, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": true, "passiveState": "pierce", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/ama/skill-033-pierce.ts", "webTreeModule": "src/game/skills/amazon-passive.ts", "webRegistryBranch": "Branch 1: Passive Skills", "parityGrade": "A", "paritySummary": "【严格对齐】核心数学公式、弹道/状态定义与 1.13c D2MOO 完全吻合。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [0] nullptr 触发动作帧处理。 Web端由 registry.ts 中的 Branch 1: Passive Skills 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [pierce],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "None" }, { "id": 34, "name": "Lightning Strike", "charClass": "ama", "reqLevel": 30, "srvStFunc": 10, "srvStFuncName": "SKILLS_SrvSt10_LightningStrike", "srvStFuncFile": "SkillAma.cpp", "srvStFuncLine": 339, "srvDoFunc": 14, "srvDoFuncName": "SKILLS_SrvDo014_LightningStrike", "srvDoFuncFile": "SkillAma.cpp", "srvDoFuncLine": 870, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [ "lightningstrike", "lightningstrike", "lightningstrike" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/ama/skill-034-lightning-strike.ts", "webTreeModule": "src/game/skills/amazon-javelin-spear.ts", "webRegistryBranch": "Branch 9: Pure Melee & Multi-hit", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [10] SKILLS_SrvSt10_LightningStrike 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [14] SKILLS_SrvDo014_LightningStrike 触发动作帧处理。 Web端由 registry.ts 中的 Branch 9: Pure Melee & Multi-hit 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [lightningstrike, lightningstrike, lightningstrike],支持弹道碰撞与NextDelay。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[10]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 35, "name": "Lightning Fury", "charClass": "ama", "reqLevel": 30, "srvStFunc": 4, "srvStFuncName": "SKILLS_SrvSt04_Arrow_Bolt", "srvStFuncFile": "SkillAma.cpp", "srvStFuncLine": 56, "srvDoFunc": 0, "srvDoFuncName": "nullptr", "srvDoFuncFile": "None", "srvDoFuncLine": 0, "srvPrgFuncs": [], "srvMissile": "lightningfury", "srvMissiles": [ "lightningfury" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/ama/skill-035-lightning-fury.ts", "webTreeModule": "src/game/skills/amazon-javelin-spear.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [4] SKILLS_SrvSt04_Arrow_Bolt 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [0] nullptr 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [lightningfury],支持弹道碰撞与NextDelay。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[4]驱动模式与前置校验)" ], "remediationPriority": "P2" } ] }, { "code": "sor", "name": "Sorceress (巫师)", "totalSkills": 30, "gradeCount": { "A": 5, "B": 25, "C": 0, "D": 0 }, "skills": [ { "id": 36, "name": "Fire Bolt", "charClass": "sor", "reqLevel": 1, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 0, "srvDoFuncName": "nullptr", "srvDoFuncFile": "None", "srvDoFuncLine": 0, "srvPrgFuncs": [], "srvMissile": "firebolt", "srvMissiles": [ "firebolt" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/sor/skill-036-fire-bolt.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [0] nullptr 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [firebolt],支持弹道碰撞与NextDelay。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 37, "name": "Warmth", "charClass": "sor", "reqLevel": 1, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 0, "srvDoFuncName": "nullptr", "srvDoFuncFile": "None", "srvDoFuncLine": 0, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": true, "passiveState": "warmth", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/sor/skill-037-warmth.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 1: Passive Skills", "parityGrade": "A", "paritySummary": "【严格对齐】核心数学公式、弹道/状态定义与 1.13c D2MOO 完全吻合。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [0] nullptr 触发动作帧处理。 Web端由 registry.ts 中的 Branch 1: Passive Skills 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [warmth],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "None" }, { "id": 38, "name": "Charged Bolt", "charClass": "sor", "reqLevel": 1, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 17, "srvDoFuncName": "SKILLS_SrvDo017_ChargedBolt_BoltSentry", "srvDoFuncFile": "SkillSor.cpp", "srvDoFuncLine": 279, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [ "chargedbolt", "chargedbolt", "chargedbolt" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/sor/skill-038-charged-bolt.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [17] SKILLS_SrvDo017_ChargedBolt_BoltSentry 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [chargedbolt, chargedbolt, chargedbolt],支持弹道碰撞与NextDelay。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 39, "name": "Ice Bolt", "charClass": "sor", "reqLevel": 1, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 0, "srvDoFuncName": "nullptr", "srvDoFuncFile": "None", "srvDoFuncLine": 0, "srvPrgFuncs": [], "srvMissile": "icebolt", "srvMissiles": [ "icebolt" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/sor/skill-039-ice-bolt.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [0] nullptr 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [icebolt],支持弹道碰撞与NextDelay。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 40, "name": "Frozen Armor", "charClass": "sor", "reqLevel": 1, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 18, "srvDoFuncName": "SKILLS_SrvDo018_DefensiveBuff", "srvDoFuncFile": "SkillSor.cpp", "srvDoFuncLine": 338, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "frozenarmor", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/sor/skill-040-frozen-armor.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 7: Buffs & Armors", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [18] SKILLS_SrvDo018_DefensiveBuff 触发动作帧处理。 Web端由 registry.ts 中的 Branch 7: Buffs & Armors 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [frozenarmor],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 41, "name": "Inferno", "charClass": "sor", "reqLevel": 6, "srvStFunc": 11, "srvStFuncName": "SKILLS_SrvSt11_Inferno_ArcticBlast", "srvStFuncFile": "SkillSor.cpp", "srvStFuncLine": 177, "srvDoFunc": 19, "srvDoFuncName": "SKILLS_SrvDo019_Inferno_ArcticBlast", "srvDoFuncFile": "SkillSor.cpp", "srvDoFuncLine": 394, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [ "infernoflame1", "infernoflame1", "infernoflame1" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/sor/skill-041-inferno.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [11] SKILLS_SrvSt11_Inferno_ArcticBlast 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [19] SKILLS_SrvDo019_Inferno_ArcticBlast 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [infernoflame1, infernoflame1, infernoflame1],支持弹道碰撞与NextDelay。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[11]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 42, "name": "Static Field", "charClass": "sor", "reqLevel": 6, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 20, "srvDoFuncName": "SKILLS_SrvDo020_StaticField", "srvDoFuncFile": "SkillSor.cpp", "srvDoFuncLine": 406, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/sor/skill-042-static-field.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 8: Static Field", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [20] SKILLS_SrvDo020_StaticField 触发动作帧处理。 Web端由 registry.ts 中的 Branch 8: Static Field 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 43, "name": "Telekinesis", "charClass": "sor", "reqLevel": 6, "srvStFunc": 12, "srvStFuncName": "SKILLS_SrvSt12_Telekinesis_DragonFlight", "srvStFuncFile": "SkillSor.cpp", "srvStFuncLine": 190, "srvDoFunc": 21, "srvDoFuncName": "SKILLS_SrvDo021_Telekinesis", "srvDoFuncFile": "SkillSor.cpp", "srvDoFuncLine": 497, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/sor/skill-043-telekinesis.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [12] SKILLS_SrvSt12_Telekinesis_DragonFlight 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [21] SKILLS_SrvDo021_Telekinesis 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[12]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 44, "name": "Frost Nova", "charClass": "sor", "reqLevel": 6, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 22, "srvDoFuncName": "SKILLS_SrvDo022_NovaAttack", "srvDoFuncFile": "SkillSor.cpp", "srvDoFuncLine": 578, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [ "frostnova", "frostnova", "frostnova" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/sor/skill-044-frost-nova.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [22] SKILLS_SrvDo022_NovaAttack 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [frostnova, frostnova, frostnova],支持弹道碰撞与NextDelay。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 45, "name": "Ice Blast", "charClass": "sor", "reqLevel": 6, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 0, "srvDoFuncName": "nullptr", "srvDoFuncFile": "None", "srvDoFuncLine": 0, "srvPrgFuncs": [], "srvMissile": "iceblast", "srvMissiles": [ "iceblast" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/sor/skill-045-ice-blast.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [0] nullptr 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [iceblast],支持弹道碰撞与NextDelay。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 46, "name": "Blaze", "charClass": "sor", "reqLevel": 12, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 23, "srvDoFuncName": "SKILLS_SrvDo023_Blaze_EnergyShield_SpiderLay", "srvDoFuncFile": "SkillSor.cpp", "srvDoFuncLine": 604, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [ "blaze", "blaze", "blaze" ], "passive": false, "passiveState": "", "aura": false, "auraState": "blaze", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/sor/skill-046-blaze.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 7: Buffs & Armors", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [23] SKILLS_SrvDo023_Blaze_EnergyShield_SpiderLay 触发动作帧处理。 Web端由 registry.ts 中的 Branch 7: Buffs & Armors 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [blaze, blaze, blaze],支持弹道碰撞与NextDelay。", "dim5_states": "关联状态机 [blaze],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 47, "name": "Fire Ball", "charClass": "sor", "reqLevel": 12, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 0, "srvDoFuncName": "nullptr", "srvDoFuncFile": "None", "srvDoFuncLine": 0, "srvPrgFuncs": [], "srvMissile": "fireball", "srvMissiles": [ "fireball" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/sor/skill-047-fire-ball.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [0] nullptr 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [fireball],支持弹道碰撞与NextDelay。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 48, "name": "Nova", "charClass": "sor", "reqLevel": 12, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 22, "srvDoFuncName": "SKILLS_SrvDo022_NovaAttack", "srvDoFuncFile": "SkillSor.cpp", "srvDoFuncLine": 578, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [ "nova", "nova", "nova" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/sor/skill-048-nova.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [22] SKILLS_SrvDo022_NovaAttack 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [nova, nova, nova],支持弹道碰撞与NextDelay。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 49, "name": "Lightning", "charClass": "sor", "reqLevel": 12, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 0, "srvDoFuncName": "nullptr", "srvDoFuncFile": "None", "srvDoFuncLine": 0, "srvPrgFuncs": [], "srvMissile": "lightningbolt", "srvMissiles": [ "lightningbolt" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/sor/skill-049-lightning.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [0] nullptr 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [lightningbolt],支持弹道碰撞与NextDelay。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 50, "name": "Shiver Armor", "charClass": "sor", "reqLevel": 12, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 18, "srvDoFuncName": "SKILLS_SrvDo018_DefensiveBuff", "srvDoFuncFile": "SkillSor.cpp", "srvDoFuncLine": 338, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "shiverarmor", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/sor/skill-050-shiver-armor.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 7: Buffs & Armors", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [18] SKILLS_SrvDo018_DefensiveBuff 触发动作帧处理。 Web端由 registry.ts 中的 Branch 7: Buffs & Armors 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [shiverarmor],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 51, "name": "Fire Wall", "charClass": "sor", "reqLevel": 18, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 24, "srvDoFuncName": "SKILLS_SrvDo024_FireWall", "srvDoFuncFile": "SkillSor.cpp", "srvDoFuncLine": 694, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [ "firewallmaker", "firewall" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 35, "webImplFile": "src/game/skills/impl/sor/skill-051-fire-wall.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [24] SKILLS_SrvDo024_FireWall 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [firewallmaker, firewall],支持弹道碰撞与NextDelay。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 52, "name": "Enchant", "charClass": "sor", "reqLevel": 18, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 25, "srvDoFuncName": "SKILLS_SrvDo025_Enchant", "srvDoFuncFile": "SkillSor.cpp", "srvDoFuncLine": 766, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "enchant", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/sor/skill-052-enchant.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 7: Buffs & Armors", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [25] SKILLS_SrvDo025_Enchant 触发动作帧处理。 Web端由 registry.ts 中的 Branch 7: Buffs & Armors 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [enchant],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 53, "name": "Chain Lightning", "charClass": "sor", "reqLevel": 18, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 26, "srvDoFuncName": "SKILLS_SrvDo026_ChainLightning", "srvDoFuncFile": "SkillSor.cpp", "srvDoFuncLine": 812, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [ "chainlightning", "chainlightning", "chainlightning" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/sor/skill-053-chain-lightning.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [26] SKILLS_SrvDo026_ChainLightning 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [chainlightning, chainlightning, chainlightning],支持弹道碰撞与NextDelay。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 54, "name": "Teleport", "charClass": "sor", "reqLevel": 18, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 27, "srvDoFuncName": "SKILLS_SrvDo027_Teleport", "srvDoFuncFile": "SkillSor.cpp", "srvDoFuncLine": 874, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/sor/skill-054-teleport.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 7: Buffs & Armors", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [27] SKILLS_SrvDo027_Teleport 触发动作帧处理。 Web端由 registry.ts 中的 Branch 7: Buffs & Armors 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 55, "name": "Glacial Spike", "charClass": "sor", "reqLevel": 18, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 0, "srvDoFuncName": "nullptr", "srvDoFuncFile": "None", "srvDoFuncLine": 0, "srvPrgFuncs": [], "srvMissile": "glacialspike", "srvMissiles": [ "glacialspike" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/sor/skill-055-glacial-spike.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [0] nullptr 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [glacialspike],支持弹道碰撞与NextDelay。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 56, "name": "Meteor", "charClass": "sor", "reqLevel": 24, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 28, "srvDoFuncName": "SKILLS_SrvDo028_Meteor_Blizzard_Eruption_BaalTaunt_Catapult", "srvDoFuncFile": "SkillSor.cpp", "srvDoFuncLine": 896, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [ "meteorcenter", "meteorcenter", "meteorcenter" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 30, "webImplFile": "src/game/skills/impl/sor/skill-056-meteor.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [28] SKILLS_SrvDo028_Meteor_Blizzard_Eruption_BaalTaunt_Catapult 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [meteorcenter, meteorcenter, meteorcenter],支持弹道碰撞与NextDelay。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 57, "name": "Thunder Storm", "charClass": "sor", "reqLevel": 24, "srvStFunc": 13, "srvStFuncName": "SKILLS_SrvSt13_ThunderStorm", "srvStFuncFile": "SkillSor.cpp", "srvStFuncLine": 222, "srvDoFunc": 29, "srvDoFuncName": "SKILLS_SrvDo029_ThunderStorm", "srvDoFuncFile": "SkillSor.cpp", "srvDoFuncLine": 918, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [ "thunderstorm1" ], "passive": false, "passiveState": "", "aura": false, "auraState": "thunderstorm", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/sor/skill-057-thunder-storm.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [13] SKILLS_SrvSt13_ThunderStorm 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [29] SKILLS_SrvDo029_ThunderStorm 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [thunderstorm1],支持弹道碰撞与NextDelay。", "dim5_states": "关联状态机 [thunderstorm],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[13]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 58, "name": "Energy Shield", "charClass": "sor", "reqLevel": 24, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 23, "srvDoFuncName": "SKILLS_SrvDo023_Blaze_EnergyShield_SpiderLay", "srvDoFuncFile": "SkillSor.cpp", "srvDoFuncLine": 604, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "energyshield", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/sor/skill-058-energy-shield.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 7: Buffs & Armors", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [23] SKILLS_SrvDo023_Blaze_EnergyShield_SpiderLay 触发动作帧处理。 Web端由 registry.ts 中的 Branch 7: Buffs & Armors 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [energyshield],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 59, "name": "Blizzard", "charClass": "sor", "reqLevel": 24, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 28, "srvDoFuncName": "SKILLS_SrvDo028_Meteor_Blizzard_Eruption_BaalTaunt_Catapult", "srvDoFuncFile": "SkillSor.cpp", "srvDoFuncLine": 896, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [ "blizzardcenter", "blizzardcenter", "blizzardcenter" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 45, "webImplFile": "src/game/skills/impl/sor/skill-059-blizzard.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [28] SKILLS_SrvDo028_Meteor_Blizzard_Eruption_BaalTaunt_Catapult 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [blizzardcenter, blizzardcenter, blizzardcenter],支持弹道碰撞与NextDelay。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 60, "name": "Chilling Armor", "charClass": "sor", "reqLevel": 24, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 18, "srvDoFuncName": "SKILLS_SrvDo018_DefensiveBuff", "srvDoFuncFile": "SkillSor.cpp", "srvDoFuncLine": 338, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [ "chillingarmorbolt" ], "passive": false, "passiveState": "", "aura": false, "auraState": "chillingarmor", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/sor/skill-060-chilling-armor.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 7: Buffs & Armors", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [18] SKILLS_SrvDo018_DefensiveBuff 触发动作帧处理。 Web端由 registry.ts 中的 Branch 7: Buffs & Armors 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [chillingarmorbolt],支持弹道碰撞与NextDelay。", "dim5_states": "关联状态机 [chillingarmor],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 61, "name": "Fire Mastery", "charClass": "sor", "reqLevel": 30, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 0, "srvDoFuncName": "nullptr", "srvDoFuncFile": "None", "srvDoFuncLine": 0, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": true, "passiveState": "firemastery", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/sor/skill-061-fire-mastery.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 1: Passive Skills", "parityGrade": "A", "paritySummary": "【严格对齐】核心数学公式、弹道/状态定义与 1.13c D2MOO 完全吻合。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [0] nullptr 触发动作帧处理。 Web端由 registry.ts 中的 Branch 1: Passive Skills 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [firemastery],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "None" }, { "id": 62, "name": "Hydra", "charClass": "sor", "reqLevel": 30, "srvStFunc": 14, "srvStFuncName": "SKILLS_SrvSt14_Hydra", "srvStFuncFile": "SkillSor.cpp", "srvStFuncLine": 241, "srvDoFunc": 144, "srvDoFuncName": "SKILLS_SrvDo144_Hydra", "srvDoFuncFile": "SkillSor.cpp", "srvDoFuncLine": 1088, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "hydra1", "petType": "hydra", "delay": 40, "webImplFile": "src/game/skills/impl/sor/skill-062-hydra.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 3: Summons & Entities", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [14] SKILLS_SrvSt14_Hydra 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [144] SKILLS_SrvDo144_Hydra 触发动作帧处理。 Web端由 registry.ts 中的 Branch 3: Summons & Entities 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "通过 SummonManager 生产宠物 [hydra1],遵循 PetType 上限与 AI 属性。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[14]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 63, "name": "Lightning Mastery", "charClass": "sor", "reqLevel": 30, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 0, "srvDoFuncName": "nullptr", "srvDoFuncFile": "None", "srvDoFuncLine": 0, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": true, "passiveState": "lightningmastery", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/sor/skill-063-lightning-mastery.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 1: Passive Skills", "parityGrade": "A", "paritySummary": "【严格对齐】核心数学公式、弹道/状态定义与 1.13c D2MOO 完全吻合。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [0] nullptr 触发动作帧处理。 Web端由 registry.ts 中的 Branch 1: Passive Skills 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [lightningmastery],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "None" }, { "id": 64, "name": "Frozen Orb", "charClass": "sor", "reqLevel": 30, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 0, "srvDoFuncName": "nullptr", "srvDoFuncFile": "None", "srvDoFuncLine": 0, "srvPrgFuncs": [], "srvMissile": "frozenorb", "srvMissiles": [ "frozenorb" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 25, "webImplFile": "src/game/skills/impl/sor/skill-064-frozen-orb.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "A", "paritySummary": "【严格对齐】核心数学公式、弹道/状态定义与 1.13c D2MOO 完全吻合。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [0] nullptr 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [frozenorb],支持弹道碰撞与NextDelay。【关键真值】主球生成64点放射子弹,第30刻爆裂发射高密度暴风雪弹幕。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "None" }, { "id": 65, "name": "Cold Mastery", "charClass": "sor", "reqLevel": 30, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 0, "srvDoFuncName": "nullptr", "srvDoFuncFile": "None", "srvDoFuncLine": 0, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": true, "passiveState": "coldmastery", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/sor/skill-065-cold-mastery.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 1: Passive Skills", "parityGrade": "A", "paritySummary": "【严格对齐】核心数学公式、弹道/状态定义与 1.13c D2MOO 完全吻合。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [0] nullptr 触发动作帧处理。 Web端由 registry.ts 中的 Branch 1: Passive Skills 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [coldmastery],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "None" } ] }, { "code": "nec", "name": "Necromancer (死灵法师)", "totalSkills": 30, "gradeCount": { "A": 4, "B": 26, "C": 0, "D": 0 }, "skills": [ { "id": 66, "name": "Amplify Damage", "charClass": "nec", "reqLevel": 1, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 30, "srvDoFuncName": "SKILLS_SrvDo030_Curse", "srvDoFuncFile": "SkillNec.cpp", "srvDoFuncLine": 428, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/nec/skill-066-amplify-damage.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 6: Curses & Warcries", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [30] SKILLS_SrvDo030_Curse 触发动作帧处理。 Web端由 registry.ts 中的 Branch 6: Curses & Warcries 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 67, "name": "Teeth", "charClass": "nec", "reqLevel": 1, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 8, "srvDoFuncName": "SKILLS_SrvDo008_MultipleShot_Teeth_ShockWave", "srvDoFuncFile": "SkillAma.cpp", "srvDoFuncLine": 476, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [ "teeth" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/nec/skill-067-teeth.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [8] SKILLS_SrvDo008_MultipleShot_Teeth_ShockWave 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [teeth],支持弹道碰撞与NextDelay。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 68, "name": "Bone Armor", "charClass": "nec", "reqLevel": 1, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 18, "srvDoFuncName": "SKILLS_SrvDo018_DefensiveBuff", "srvDoFuncFile": "SkillSor.cpp", "srvDoFuncLine": 338, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "bonearmor", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/nec/skill-068-bone-armor.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 7: Buffs & Armors", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [18] SKILLS_SrvDo018_DefensiveBuff 触发动作帧处理。 Web端由 registry.ts 中的 Branch 7: Buffs & Armors 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [bonearmor],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 69, "name": "Skeleton Mastery", "charClass": "nec", "reqLevel": 1, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 0, "srvDoFuncName": "nullptr", "srvDoFuncFile": "None", "srvDoFuncLine": 0, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": true, "passiveState": "skel_mastery", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/nec/skill-069-skeleton-mastery.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 1: Passive Skills", "parityGrade": "A", "paritySummary": "【严格对齐】核心数学公式、弹道/状态定义与 1.13c D2MOO 完全吻合。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [0] nullptr 触发动作帧处理。 Web端由 registry.ts 中的 Branch 1: Passive Skills 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [skel_mastery],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "None" }, { "id": 70, "name": "Raise Skeleton", "charClass": "nec", "reqLevel": 1, "srvStFunc": 15, "srvStFuncName": "SKILLS_SrvSt15_RaiseSkeleton_Mage", "srvStFuncFile": "SkillNec.cpp", "srvStFuncLine": 97, "srvDoFunc": 31, "srvDoFuncName": "SKILLS_SrvDo031_RaiseSkeleton_Mage", "srvDoFuncFile": "SkillNec.cpp", "srvDoFuncLine": 1150, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "necroskeleton", "petType": "skeleton", "delay": 0, "webImplFile": "src/game/skills/impl/nec/skill-070-raise-skeleton.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 3: Summons & Entities", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [15] SKILLS_SrvSt15_RaiseSkeleton_Mage 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [31] SKILLS_SrvDo031_RaiseSkeleton_Mage 触发动作帧处理。 Web端由 registry.ts 中的 Branch 3: Summons & Entities 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "通过 SummonManager 生产宠物 [necroskeleton],遵循 PetType 上限与 AI 属性。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[15]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 71, "name": "Dim Vision", "charClass": "nec", "reqLevel": 6, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 30, "srvDoFuncName": "SKILLS_SrvDo030_Curse", "srvDoFuncFile": "SkillNec.cpp", "srvDoFuncLine": 428, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/nec/skill-071-dim-vision.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 6: Curses & Warcries", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [30] SKILLS_SrvDo030_Curse 触发动作帧处理。 Web端由 registry.ts 中的 Branch 6: Curses & Warcries 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 72, "name": "Weaken", "charClass": "nec", "reqLevel": 6, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 30, "srvDoFuncName": "SKILLS_SrvDo030_Curse", "srvDoFuncFile": "SkillNec.cpp", "srvDoFuncLine": 428, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/nec/skill-072-weaken.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 6: Curses & Warcries", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [30] SKILLS_SrvDo030_Curse 触发动作帧处理。 Web端由 registry.ts 中的 Branch 6: Curses & Warcries 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 73, "name": "Poison Dagger", "charClass": "nec", "reqLevel": 6, "srvStFunc": 16, "srvStFuncName": "SKILLS_SrvSt16_PoisonDagger", "srvStFuncFile": "SkillNec.cpp", "srvStFuncLine": 113, "srvDoFunc": 32, "srvDoFuncName": "SKILLS_SrvDo032_PoisonDagger", "srvDoFuncFile": "SkillNec.cpp", "srvDoFuncLine": 1254, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/nec/skill-073-poison-dagger.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 7: Buffs & Armors", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [16] SKILLS_SrvSt16_PoisonDagger 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [32] SKILLS_SrvDo032_PoisonDagger 触发动作帧处理。 Web端由 registry.ts 中的 Branch 7: Buffs & Armors 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[16]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 74, "name": "Corpse Explosion", "charClass": "nec", "reqLevel": 6, "srvStFunc": 17, "srvStFuncName": "SKILLS_SrvSt17_Poison_CorpseExplosion", "srvStFuncFile": "SkillNec.cpp", "srvStFuncLine": 157, "srvDoFunc": 55, "srvDoFuncName": "SKILLS_SrvDo055_CorpseExplosion", "srvDoFuncFile": "SkillDruid.cpp", "srvDoFuncLine": 2404, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/nec/skill-074-corpse-explosion.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 5: Corpse & Utility", "parityGrade": "A", "paritySummary": "【严格对齐】核心数学公式、弹道/状态定义与 1.13c D2MOO 完全吻合。", "dim1_srvSt": "D2MOO使用 SrvSt [17] SKILLS_SrvSt17_Poison_CorpseExplosion 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [55] SKILLS_SrvDo055_CorpseExplosion 触发动作帧处理。 Web端由 registry.ts 中的 Branch 5: Corpse & Utility 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。【关键真值】1.13c按怪物基础生命值70%-120%结算(50%物理+50%火焰),受抗性穿透影响。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[17]驱动模式与前置校验)" ], "remediationPriority": "None" }, { "id": 75, "name": "Clay Golem", "charClass": "nec", "reqLevel": 6, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 56, "srvDoFuncName": "SKILLS_SrvDo056_Golem", "srvDoFuncFile": "SkillNec.cpp", "srvDoFuncLine": 1373, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "ClayGolem", "petType": "golem", "delay": 0, "webImplFile": "src/game/skills/impl/nec/skill-075-clay-golem.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 3: Summons & Entities", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [56] SKILLS_SrvDo056_Golem 触发动作帧处理。 Web端由 registry.ts 中的 Branch 3: Summons & Entities 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "通过 SummonManager 生产宠物 [ClayGolem],遵循 PetType 上限与 AI 属性。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 76, "name": "Iron Maiden", "charClass": "nec", "reqLevel": 12, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 30, "srvDoFuncName": "SKILLS_SrvDo030_Curse", "srvDoFuncFile": "SkillNec.cpp", "srvDoFuncLine": 428, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/nec/skill-076-iron-maiden.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 6: Curses & Warcries", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [30] SKILLS_SrvDo030_Curse 触发动作帧处理。 Web端由 registry.ts 中的 Branch 6: Curses & Warcries 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 77, "name": "Terror", "charClass": "nec", "reqLevel": 12, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 30, "srvDoFuncName": "SKILLS_SrvDo030_Curse", "srvDoFuncFile": "SkillNec.cpp", "srvDoFuncLine": 428, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/nec/skill-077-terror.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 6: Curses & Warcries", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [30] SKILLS_SrvDo030_Curse 触发动作帧处理。 Web端由 registry.ts 中的 Branch 6: Curses & Warcries 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 78, "name": "Bone Wall", "charClass": "nec", "reqLevel": 12, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 60, "srvDoFuncName": "SKILLS_SrvDo060_BoneWall", "srvDoFuncFile": "SkillNec.cpp", "srvDoFuncLine": 1627, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [ "bonewallmaker" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "bonewall", "petType": "none", "delay": 0, "webImplFile": "src/game/skills/impl/nec/skill-078-bone-wall.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 3: Summons & Entities", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [60] SKILLS_SrvDo060_BoneWall 触发动作帧处理。 Web端由 registry.ts 中的 Branch 3: Summons & Entities 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [bonewallmaker],支持弹道碰撞与NextDelay。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "通过 SummonManager 生产宠物 [bonewall],遵循 PetType 上限与 AI 属性。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 79, "name": "Golem Mastery", "charClass": "nec", "reqLevel": 12, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 0, "srvDoFuncName": "nullptr", "srvDoFuncFile": "None", "srvDoFuncLine": 0, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": true, "passiveState": "golem_mastery", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/nec/skill-079-golem-mastery.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 1: Passive Skills", "parityGrade": "A", "paritySummary": "【严格对齐】核心数学公式、弹道/状态定义与 1.13c D2MOO 完全吻合。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [0] nullptr 触发动作帧处理。 Web端由 registry.ts 中的 Branch 1: Passive Skills 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [golem_mastery],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "None" }, { "id": 80, "name": "Raise Skeletal Mage", "charClass": "nec", "reqLevel": 12, "srvStFunc": 15, "srvStFuncName": "SKILLS_SrvSt15_RaiseSkeleton_Mage", "srvStFuncFile": "SkillNec.cpp", "srvStFuncLine": 97, "srvDoFunc": 31, "srvDoFuncName": "SKILLS_SrvDo031_RaiseSkeleton_Mage", "srvDoFuncFile": "SkillNec.cpp", "srvDoFuncLine": 1150, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "necromage", "petType": "skeletonmage", "delay": 0, "webImplFile": "src/game/skills/impl/nec/skill-080-raise-skeletal-mage.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 3: Summons & Entities", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [15] SKILLS_SrvSt15_RaiseSkeleton_Mage 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [31] SKILLS_SrvDo031_RaiseSkeleton_Mage 触发动作帧处理。 Web端由 registry.ts 中的 Branch 3: Summons & Entities 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "通过 SummonManager 生产宠物 [necromage],遵循 PetType 上限与 AI 属性。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[15]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 81, "name": "Confuse", "charClass": "nec", "reqLevel": 18, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 61, "srvDoFuncName": "SKILLS_SrvDo061_Confuse", "srvDoFuncFile": "SkillNec.cpp", "srvDoFuncLine": 652, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/nec/skill-081-confuse.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [61] SKILLS_SrvDo061_Confuse 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 82, "name": "Life Tap", "charClass": "nec", "reqLevel": 18, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 30, "srvDoFuncName": "SKILLS_SrvDo030_Curse", "srvDoFuncFile": "SkillNec.cpp", "srvDoFuncLine": 428, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/nec/skill-082-life-tap.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 6: Curses & Warcries", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [30] SKILLS_SrvDo030_Curse 触发动作帧处理。 Web端由 registry.ts 中的 Branch 6: Curses & Warcries 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 83, "name": "Poison Explosion", "charClass": "nec", "reqLevel": 18, "srvStFunc": 17, "srvStFuncName": "SKILLS_SrvSt17_Poison_CorpseExplosion", "srvStFuncFile": "SkillNec.cpp", "srvStFuncLine": 157, "srvDoFunc": 63, "srvDoFuncName": "SKILLS_SrvDo063_PoisonExplosion", "srvDoFuncFile": "SkillNec.cpp", "srvDoFuncLine": 1844, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [ "poisonexplosioncloud" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/nec/skill-083-poison-explosion.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 5: Corpse & Utility", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [17] SKILLS_SrvSt17_Poison_CorpseExplosion 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [63] SKILLS_SrvDo063_PoisonExplosion 触发动作帧处理。 Web端由 registry.ts 中的 Branch 5: Corpse & Utility 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [poisonexplosioncloud],支持弹道碰撞与NextDelay。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[17]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 84, "name": "Bone Spear", "charClass": "nec", "reqLevel": 18, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 0, "srvDoFuncName": "nullptr", "srvDoFuncFile": "None", "srvDoFuncLine": 0, "srvPrgFuncs": [], "srvMissile": "bonespear", "srvMissiles": [ "bonespear" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/nec/skill-084-bone-spear.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [0] nullptr 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [bonespear],支持弹道碰撞与NextDelay。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 85, "name": "BloodGolem", "charClass": "nec", "reqLevel": 18, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 56, "srvDoFuncName": "SKILLS_SrvDo056_Golem", "srvDoFuncFile": "SkillNec.cpp", "srvDoFuncLine": 1373, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "BloodGolem", "petType": "golem", "delay": 0, "webImplFile": "src/game/skills/impl/nec/skill-085-bloodgolem.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 3: Summons & Entities", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [56] SKILLS_SrvDo056_Golem 触发动作帧处理。 Web端由 registry.ts 中的 Branch 3: Summons & Entities 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "通过 SummonManager 生产宠物 [BloodGolem],遵循 PetType 上限与 AI 属性。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 86, "name": "Attract", "charClass": "nec", "reqLevel": 24, "srvStFunc": 18, "srvStFuncName": "SKILLS_SrvSt18_Attract", "srvStFuncFile": "Skills.cpp", "srvStFuncLine": 4201, "srvDoFunc": 59, "srvDoFuncName": "SKILLS_SrvDo059_Attract", "srvDoFuncFile": "SkillNec.cpp", "srvDoFuncLine": 559, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/nec/skill-086-attract.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [18] SKILLS_SrvSt18_Attract 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [59] SKILLS_SrvDo059_Attract 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[18]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 87, "name": "Decrepify", "charClass": "nec", "reqLevel": 24, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 30, "srvDoFuncName": "SKILLS_SrvDo030_Curse", "srvDoFuncFile": "SkillNec.cpp", "srvDoFuncLine": 428, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/nec/skill-087-decrepify.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 6: Curses & Warcries", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [30] SKILLS_SrvDo030_Curse 触发动作帧处理。 Web端由 registry.ts 中的 Branch 6: Curses & Warcries 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 88, "name": "Bone Prison", "charClass": "nec", "reqLevel": 24, "srvStFunc": 19, "srvStFuncName": "SKILLS_SrvSt19_BonePrison", "srvStFuncFile": "SkillNec.cpp", "srvStFuncLine": 173, "srvDoFunc": 62, "srvDoFuncName": "SKILLS_SrvDo062_BonePrison", "srvDoFuncFile": "SkillNec.cpp", "srvDoFuncLine": 1751, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "bonewall", "petType": "none", "delay": 0, "webImplFile": "src/game/skills/impl/nec/skill-088-bone-prison.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 3: Summons & Entities", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [19] SKILLS_SrvSt19_BonePrison 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [62] SKILLS_SrvDo062_BonePrison 触发动作帧处理。 Web端由 registry.ts 中的 Branch 3: Summons & Entities 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "通过 SummonManager 生产宠物 [bonewall],遵循 PetType 上限与 AI 属性。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[19]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 89, "name": "Summon Resist", "charClass": "nec", "reqLevel": 24, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 0, "srvDoFuncName": "nullptr", "srvDoFuncFile": "None", "srvDoFuncLine": 0, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": true, "passiveState": "summonresist", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/nec/skill-089-summon-resist.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 1: Passive Skills", "parityGrade": "A", "paritySummary": "【严格对齐】核心数学公式、弹道/状态定义与 1.13c D2MOO 完全吻合。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [0] nullptr 触发动作帧处理。 Web端由 registry.ts 中的 Branch 1: Passive Skills 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [summonresist],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "None" }, { "id": 90, "name": "IronGolem", "charClass": "nec", "reqLevel": 24, "srvStFunc": 20, "srvStFuncName": "SKILLS_SrvSt20_IronGolem", "srvStFuncFile": "SkillNec.cpp", "srvStFuncLine": 185, "srvDoFunc": 57, "srvDoFuncName": "SKILLS_SrvDo057_IronGolem", "srvDoFuncFile": "SkillNec.cpp", "srvDoFuncLine": 1422, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "thorns", "summon": "IronGolem", "petType": "golem", "delay": 0, "webImplFile": "src/game/skills/impl/nec/skill-090-irongolem.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 3: Summons & Entities", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [20] SKILLS_SrvSt20_IronGolem 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [57] SKILLS_SrvDo057_IronGolem 触发动作帧处理。 Web端由 registry.ts 中的 Branch 3: Summons & Entities 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [thorns],受 StateBus 统一管控。", "dim6_summons": "通过 SummonManager 生产宠物 [IronGolem],遵循 PetType 上限与 AI 属性。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[20]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 91, "name": "Lower Resist", "charClass": "nec", "reqLevel": 30, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 30, "srvDoFuncName": "SKILLS_SrvDo030_Curse", "srvDoFuncFile": "SkillNec.cpp", "srvDoFuncLine": 428, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/nec/skill-091-lower-resist.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 6: Curses & Warcries", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [30] SKILLS_SrvDo030_Curse 触发动作帧处理。 Web端由 registry.ts 中的 Branch 6: Curses & Warcries 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 92, "name": "Poison Nova", "charClass": "nec", "reqLevel": 30, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 22, "srvDoFuncName": "SKILLS_SrvDo022_NovaAttack", "srvDoFuncFile": "SkillSor.cpp", "srvDoFuncLine": 578, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [ "poisonnova" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/nec/skill-092-poison-nova.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [22] SKILLS_SrvDo022_NovaAttack 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [poisonnova],支持弹道碰撞与NextDelay。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 93, "name": "Bone Spirit", "charClass": "nec", "reqLevel": 30, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 10, "srvDoFuncName": "SKILLS_SrvDo010_GuidedArrow_BoneSpirit", "srvDoFuncFile": "SkillAma.cpp", "srvDoFuncLine": 570, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [ "bonespirit", "bonespirit" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/nec/skill-093-bone-spirit.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [10] SKILLS_SrvDo010_GuidedArrow_BoneSpirit 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [bonespirit, bonespirit],支持弹道碰撞与NextDelay。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 94, "name": "FireGolem", "charClass": "nec", "reqLevel": 30, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 56, "srvDoFuncName": "SKILLS_SrvDo056_Golem", "srvDoFuncFile": "SkillNec.cpp", "srvDoFuncLine": 1373, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "FireGolem", "petType": "golem", "delay": 0, "webImplFile": "src/game/skills/impl/nec/skill-094-firegolem.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 3: Summons & Entities", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [56] SKILLS_SrvDo056_Golem 触发动作帧处理。 Web端由 registry.ts 中的 Branch 3: Summons & Entities 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "通过 SummonManager 生产宠物 [FireGolem],遵循 PetType 上限与 AI 属性。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 95, "name": "Revive", "charClass": "nec", "reqLevel": 30, "srvStFunc": 21, "srvStFuncName": "SKILLS_SrvSt21_Revive", "srvStFuncFile": "SkillNec.cpp", "srvStFuncLine": 197, "srvDoFunc": 58, "srvDoFuncName": "SKILLS_SrvDo058_Revive", "srvDoFuncFile": "SkillNec.cpp", "srvDoFuncLine": 1490, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "revive", "delay": 0, "webImplFile": "src/game/skills/impl/nec/skill-095-revive.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 3: Summons & Entities", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [21] SKILLS_SrvSt21_Revive 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [58] SKILLS_SrvDo058_Revive 触发动作帧处理。 Web端由 registry.ts 中的 Branch 3: Summons & Entities 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[21]驱动模式与前置校验)" ], "remediationPriority": "P2" } ] }, { "code": "pal", "name": "Paladin (圣骑士)", "totalSkills": 30, "gradeCount": { "A": 0, "B": 30, "C": 0, "D": 0 }, "skills": [ { "id": 96, "name": "Sacrifice", "charClass": "pal", "reqLevel": 1, "srvStFunc": 29, "srvStFuncName": "SKILLS_SrvSt29_Sacrifice", "srvStFuncFile": "SkillPal.cpp", "srvStFuncLine": 71, "srvDoFunc": 64, "srvDoFuncName": "SKILLS_SrvDo064_Sacrifice", "srvDoFuncFile": "SkillPal.cpp", "srvDoFuncLine": 109, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/pal/skill-096-sacrifice.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 9: Pure Melee & Multi-hit", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [29] SKILLS_SrvSt29_Sacrifice 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [64] SKILLS_SrvDo064_Sacrifice 触发动作帧处理。 Web端由 registry.ts 中的 Branch 9: Pure Melee & Multi-hit 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[29]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 97, "name": "Smite", "charClass": "pal", "reqLevel": 1, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 150, "srvDoFuncName": "SKILLS_SrvDo150_Smite", "srvDoFuncFile": "SkillPal.cpp", "srvDoFuncLine": 146, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/pal/skill-097-smite.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 9: Pure Melee & Multi-hit", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [150] SKILLS_SrvDo150_Smite 触发动作帧处理。 Web端由 registry.ts 中的 Branch 9: Pure Melee & Multi-hit 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 98, "name": "Might", "charClass": "pal", "reqLevel": 1, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 65, "srvDoFuncName": "SKILLS_SrvDo065_BasicAura", "srvDoFuncFile": "SkillPal.cpp", "srvDoFuncLine": 227, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": true, "auraState": "might", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/pal/skill-098-might.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 4: Auras", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [65] SKILLS_SrvDo065_BasicAura 触发动作帧处理。 Web端由 registry.ts 中的 Branch 4: Auras 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [might],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 99, "name": "Prayer", "charClass": "pal", "reqLevel": 1, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 65, "srvDoFuncName": "SKILLS_SrvDo065_BasicAura", "srvDoFuncFile": "SkillPal.cpp", "srvDoFuncLine": 227, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": true, "auraState": "prayer", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/pal/skill-099-prayer.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 4: Auras", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [65] SKILLS_SrvDo065_BasicAura 触发动作帧处理。 Web端由 registry.ts 中的 Branch 4: Auras 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [prayer],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 100, "name": "Resist Fire", "charClass": "pal", "reqLevel": 1, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 65, "srvDoFuncName": "SKILLS_SrvDo065_BasicAura", "srvDoFuncFile": "SkillPal.cpp", "srvDoFuncLine": 227, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "passive_resistfire", "aura": true, "auraState": "resistfire", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/pal/skill-100-resist-fire.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 4: Auras", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [65] SKILLS_SrvDo065_BasicAura 触发动作帧处理。 Web端由 registry.ts 中的 Branch 4: Auras 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [passive_resistfire],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 101, "name": "Holy Bolt", "charClass": "pal", "reqLevel": 6, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 0, "srvDoFuncName": "nullptr", "srvDoFuncFile": "None", "srvDoFuncLine": 0, "srvPrgFuncs": [], "srvMissile": "holybolt", "srvMissiles": [ "holybolt" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/pal/skill-101-holy-bolt.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [0] nullptr 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [holybolt],支持弹道碰撞与NextDelay。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 102, "name": "Holy Fire", "charClass": "pal", "reqLevel": 6, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 66, "srvDoFuncName": "SKILLS_SrvDo066_HolyFire_HolyShock_Sanctuary_Conviction", "srvDoFuncFile": "SkillPal.cpp", "srvDoFuncLine": 484, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": true, "auraState": "holyfire", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/pal/skill-102-holy-fire.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 4: Auras", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [66] SKILLS_SrvDo066_HolyFire_HolyShock_Sanctuary_Conviction 触发动作帧处理。 Web端由 registry.ts 中的 Branch 4: Auras 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [holyfire],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 103, "name": "Thorns", "charClass": "pal", "reqLevel": 6, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 65, "srvDoFuncName": "SKILLS_SrvDo065_BasicAura", "srvDoFuncFile": "SkillPal.cpp", "srvDoFuncLine": 227, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": true, "auraState": "thorns", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/pal/skill-103-thorns.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 4: Auras", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [65] SKILLS_SrvDo065_BasicAura 触发动作帧处理。 Web端由 registry.ts 中的 Branch 4: Auras 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [thorns],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 104, "name": "Defiance", "charClass": "pal", "reqLevel": 6, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 65, "srvDoFuncName": "SKILLS_SrvDo065_BasicAura", "srvDoFuncFile": "SkillPal.cpp", "srvDoFuncLine": 227, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": true, "auraState": "defiance", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/pal/skill-104-defiance.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 4: Auras", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [65] SKILLS_SrvDo065_BasicAura 触发动作帧处理。 Web端由 registry.ts 中的 Branch 4: Auras 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [defiance],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 105, "name": "Resist Cold", "charClass": "pal", "reqLevel": 6, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 65, "srvDoFuncName": "SKILLS_SrvDo065_BasicAura", "srvDoFuncFile": "SkillPal.cpp", "srvDoFuncLine": 227, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "passive_resistcold", "aura": true, "auraState": "resistcold", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/pal/skill-105-resist-cold.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 4: Auras", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [65] SKILLS_SrvDo065_BasicAura 触发动作帧处理。 Web端由 registry.ts 中的 Branch 4: Auras 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [passive_resistcold],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 106, "name": "Zeal", "charClass": "pal", "reqLevel": 12, "srvStFunc": 37, "srvStFuncName": "SKILLS_SrvSt37_Zeal_Fury_BloodLordFrenzy", "srvStFuncFile": "SkillAma.cpp", "srvStFuncLine": 304, "srvDoFunc": 13, "srvDoFuncName": "SKILLS_SrvDo013_Fend_Zeal_Fury", "srvDoFuncFile": "SkillAma.cpp", "srvDoFuncLine": 795, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/pal/skill-106-zeal.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 9: Pure Melee & Multi-hit", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [37] SKILLS_SrvSt37_Zeal_Fury_BloodLordFrenzy 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [13] SKILLS_SrvDo013_Fend_Zeal_Fury 触发动作帧处理。 Web端由 registry.ts 中的 Branch 9: Pure Melee & Multi-hit 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[37]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 107, "name": "Charge", "charClass": "pal", "reqLevel": 12, "srvStFunc": 31, "srvStFuncName": "SKILLS_SrvSt31_Charge", "srvStFuncFile": "SkillPal.cpp", "srvStFuncLine": 611, "srvDoFunc": 67, "srvDoFuncName": "SKILLS_SrvDo067_Charge", "srvDoFuncFile": "SkillPal.cpp", "srvDoFuncLine": 711, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/pal/skill-107-charge.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 9: Pure Melee & Multi-hit", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [31] SKILLS_SrvSt31_Charge 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [67] SKILLS_SrvDo067_Charge 触发动作帧处理。 Web端由 registry.ts 中的 Branch 9: Pure Melee & Multi-hit 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[31]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 108, "name": "Blessed Aim", "charClass": "pal", "reqLevel": 12, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 65, "srvDoFuncName": "SKILLS_SrvDo065_BasicAura", "srvDoFuncFile": "SkillPal.cpp", "srvDoFuncLine": 227, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "penetrate", "aura": true, "auraState": "blessedaim", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/pal/skill-108-blessed-aim.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 4: Auras", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [65] SKILLS_SrvDo065_BasicAura 触发动作帧处理。 Web端由 registry.ts 中的 Branch 4: Auras 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [penetrate],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 109, "name": "Cleansing", "charClass": "pal", "reqLevel": 12, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 65, "srvDoFuncName": "SKILLS_SrvDo065_BasicAura", "srvDoFuncFile": "SkillPal.cpp", "srvDoFuncLine": 227, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": true, "auraState": "cleansing", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/pal/skill-109-cleansing.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 4: Auras", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [65] SKILLS_SrvDo065_BasicAura 触发动作帧处理。 Web端由 registry.ts 中的 Branch 4: Auras 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [cleansing],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 110, "name": "Resist Lightning", "charClass": "pal", "reqLevel": 12, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 65, "srvDoFuncName": "SKILLS_SrvDo065_BasicAura", "srvDoFuncFile": "SkillPal.cpp", "srvDoFuncLine": 227, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "passive_resistltng", "aura": true, "auraState": "resistlight", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/pal/skill-110-resist-lightning.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 4: Auras", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [65] SKILLS_SrvDo065_BasicAura 触发动作帧处理。 Web端由 registry.ts 中的 Branch 4: Auras 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [passive_resistltng],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 111, "name": "Vengeance", "charClass": "pal", "reqLevel": 18, "srvStFunc": 35, "srvStFuncName": "SKILLS_SrvSt35_Vengeance", "srvStFuncFile": "SkillPal.cpp", "srvStFuncLine": 914, "srvDoFunc": 2, "srvDoFuncName": "SKILLS_SrvDo002_Kick_PowerStrike_MonIceSpear_Impale_Bash_Stun_Concentrate_BearSmite_Vengeance_Berserk_FireClaws", "srvDoFuncFile": "Skills.cpp", "srvDoFuncLine": 2094, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/pal/skill-111-vengeance.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 9: Pure Melee & Multi-hit", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [35] SKILLS_SrvSt35_Vengeance 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [2] SKILLS_SrvDo002_Kick_PowerStrike_MonIceSpear_Impale_Bash_Stun_Concentrate_BearSmite_Vengeance_Berserk_FireClaws 触发动作帧处理。 Web端由 registry.ts 中的 Branch 9: Pure Melee & Multi-hit 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[35]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 112, "name": "Blessed Hammer", "charClass": "pal", "reqLevel": 18, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 73, "srvDoFuncName": "SKILLS_SrvDo073_BlessedHammer", "srvDoFuncFile": "SkillPal.cpp", "srvDoFuncLine": 1051, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [ "blessedhammer" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/pal/skill-112-blessed-hammer.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [73] SKILLS_SrvDo073_BlessedHammer 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [blessedhammer],支持弹道碰撞与NextDelay。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 113, "name": "Concentration", "charClass": "pal", "reqLevel": 18, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 65, "srvDoFuncName": "SKILLS_SrvDo065_BasicAura", "srvDoFuncFile": "SkillPal.cpp", "srvDoFuncLine": 227, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": true, "auraState": "concentration", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/pal/skill-113-concentration.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 4: Auras", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [65] SKILLS_SrvDo065_BasicAura 触发动作帧处理。 Web端由 registry.ts 中的 Branch 4: Auras 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [concentration],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 114, "name": "Holy Freeze", "charClass": "pal", "reqLevel": 18, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 81, "srvDoFuncName": "SKILLS_SrvDo081_HolyFreeze", "srvDoFuncFile": "SkillPal.cpp", "srvDoFuncLine": 1305, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": true, "auraState": "holywind", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/pal/skill-114-holy-freeze.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 4: Auras", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [81] SKILLS_SrvDo081_HolyFreeze 触发动作帧处理。 Web端由 registry.ts 中的 Branch 4: Auras 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [holywind],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 115, "name": "Vigor", "charClass": "pal", "reqLevel": 18, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 65, "srvDoFuncName": "SKILLS_SrvDo065_BasicAura", "srvDoFuncFile": "SkillPal.cpp", "srvDoFuncLine": 227, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": true, "auraState": "stamina", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/pal/skill-115-vigor.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 4: Auras", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [65] SKILLS_SrvDo065_BasicAura 触发动作帧处理。 Web端由 registry.ts 中的 Branch 4: Auras 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [stamina],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 116, "name": "Conversion", "charClass": "pal", "reqLevel": 24, "srvStFunc": 32, "srvStFuncName": "SKILLS_SrvSt32_Conversion_Bash_Stun_Concentrate_BearSmite", "srvStFuncFile": "SkillBar.cpp", "srvStFuncLine": 60, "srvDoFunc": 79, "srvDoFuncName": "SKILLS_SrvDo079_Conversion", "srvDoFuncFile": "SkillPal.cpp", "srvDoFuncLine": 1110, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/pal/skill-116-conversion.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 9: Pure Melee & Multi-hit", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [32] SKILLS_SrvSt32_Conversion_Bash_Stun_Concentrate_BearSmite 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [79] SKILLS_SrvDo079_Conversion 触发动作帧处理。 Web端由 registry.ts 中的 Branch 9: Pure Melee & Multi-hit 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[32]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 117, "name": "Holy Shield", "charClass": "pal", "reqLevel": 24, "srvStFunc": 36, "srvStFuncName": "SKILLS_SrvSt36_HolyShield", "srvStFuncFile": "SkillPal.cpp", "srvStFuncLine": 1099, "srvDoFunc": 18, "srvDoFuncName": "SKILLS_SrvDo018_DefensiveBuff", "srvDoFuncFile": "SkillSor.cpp", "srvDoFuncLine": 338, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "holyshield", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/pal/skill-117-holy-shield.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 7: Buffs & Armors", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [36] SKILLS_SrvSt36_HolyShield 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [18] SKILLS_SrvDo018_DefensiveBuff 触发动作帧处理。 Web端由 registry.ts 中的 Branch 7: Buffs & Armors 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [holyshield],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[36]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 118, "name": "Holy Shock", "charClass": "pal", "reqLevel": 24, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 66, "srvDoFuncName": "SKILLS_SrvDo066_HolyFire_HolyShock_Sanctuary_Conviction", "srvDoFuncFile": "SkillPal.cpp", "srvDoFuncLine": 484, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": true, "auraState": "holyshock", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/pal/skill-118-holy-shock.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 4: Auras", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [66] SKILLS_SrvDo066_HolyFire_HolyShock_Sanctuary_Conviction 触发动作帧处理。 Web端由 registry.ts 中的 Branch 4: Auras 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [holyshock],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 119, "name": "Sanctuary", "charClass": "pal", "reqLevel": 24, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 66, "srvDoFuncName": "SKILLS_SrvDo066_HolyFire_HolyShock_Sanctuary_Conviction", "srvDoFuncFile": "SkillPal.cpp", "srvDoFuncLine": 484, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": true, "auraState": "sanctuary", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/pal/skill-119-sanctuary.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 4: Auras", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [66] SKILLS_SrvDo066_HolyFire_HolyShock_Sanctuary_Conviction 触发动作帧处理。 Web端由 registry.ts 中的 Branch 4: Auras 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [sanctuary],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 120, "name": "Meditation", "charClass": "pal", "reqLevel": 24, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 65, "srvDoFuncName": "SKILLS_SrvDo065_BasicAura", "srvDoFuncFile": "SkillPal.cpp", "srvDoFuncLine": 227, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": true, "auraState": "meditation", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/pal/skill-120-meditation.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 4: Auras", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [65] SKILLS_SrvDo065_BasicAura 触发动作帧处理。 Web端由 registry.ts 中的 Branch 4: Auras 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [meditation],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 121, "name": "Fist of the Heavens", "charClass": "pal", "reqLevel": 30, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 80, "srvDoFuncName": "SKILLS_SrvDo080_FistOfTheHeavens", "srvDoFuncFile": "SkillPal.cpp", "srvDoFuncLine": 1264, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [ "fistoftheheavensdelay" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 25, "webImplFile": "src/game/skills/impl/pal/skill-121-fist-of-the-heavens.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [80] SKILLS_SrvDo080_FistOfTheHeavens 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [fistoftheheavensdelay],支持弹道碰撞与NextDelay。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 122, "name": "Fanaticism", "charClass": "pal", "reqLevel": 30, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 65, "srvDoFuncName": "SKILLS_SrvDo065_BasicAura", "srvDoFuncFile": "SkillPal.cpp", "srvDoFuncLine": 227, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": true, "auraState": "fanaticism", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/pal/skill-122-fanaticism.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 4: Auras", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [65] SKILLS_SrvDo065_BasicAura 触发动作帧处理。 Web端由 registry.ts 中的 Branch 4: Auras 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [fanaticism],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 123, "name": "Conviction", "charClass": "pal", "reqLevel": 30, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 66, "srvDoFuncName": "SKILLS_SrvDo066_HolyFire_HolyShock_Sanctuary_Conviction", "srvDoFuncFile": "SkillPal.cpp", "srvDoFuncLine": 484, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": true, "auraState": "conviction", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/pal/skill-123-conviction.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 4: Auras", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [66] SKILLS_SrvDo066_HolyFire_HolyShock_Sanctuary_Conviction 触发动作帧处理。 Web端由 registry.ts 中的 Branch 4: Auras 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [conviction],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 124, "name": "Redemption", "charClass": "pal", "reqLevel": 30, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 82, "srvDoFuncName": "SKILLS_SrvDo082_Redemption", "srvDoFuncFile": "SkillPal.cpp", "srvDoFuncLine": 1483, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": true, "auraState": "redemption", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/pal/skill-124-redemption.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 4: Auras", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [82] SKILLS_SrvDo082_Redemption 触发动作帧处理。 Web端由 registry.ts 中的 Branch 4: Auras 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [redemption],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 125, "name": "Salvation", "charClass": "pal", "reqLevel": 30, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 65, "srvDoFuncName": "SKILLS_SrvDo065_BasicAura", "srvDoFuncFile": "SkillPal.cpp", "srvDoFuncLine": 227, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": true, "auraState": "resistall", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/pal/skill-125-salvation.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 4: Auras", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [65] SKILLS_SrvDo065_BasicAura 触发动作帧处理。 Web端由 registry.ts 中的 Branch 4: Auras 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [resistall],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" } ] }, { "code": "bar", "name": "Barbarian (野蛮人)", "totalSkills": 30, "gradeCount": { "A": 10, "B": 20, "C": 0, "D": 0 }, "skills": [ { "id": 126, "name": "Bash", "charClass": "bar", "reqLevel": 1, "srvStFunc": 32, "srvStFuncName": "SKILLS_SrvSt32_Conversion_Bash_Stun_Concentrate_BearSmite", "srvStFuncFile": "SkillBar.cpp", "srvStFuncLine": 60, "srvDoFunc": 2, "srvDoFuncName": "SKILLS_SrvDo002_Kick_PowerStrike_MonIceSpear_Impale_Bash_Stun_Concentrate_BearSmite_Vengeance_Berserk_FireClaws", "srvDoFuncFile": "Skills.cpp", "srvDoFuncLine": 2094, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/bar/skill-126-bash.ts", "webTreeModule": "src/game/skills/barbarian-combat.ts", "webRegistryBranch": "Branch 9: Pure Melee & Multi-hit", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [32] SKILLS_SrvSt32_Conversion_Bash_Stun_Concentrate_BearSmite 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [2] SKILLS_SrvDo002_Kick_PowerStrike_MonIceSpear_Impale_Bash_Stun_Concentrate_BearSmite_Vengeance_Berserk_FireClaws 触发动作帧处理。 Web端由 registry.ts 中的 Branch 9: Pure Melee & Multi-hit 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[32]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 127, "name": "Sword Mastery", "charClass": "bar", "reqLevel": 1, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 0, "srvDoFuncName": "nullptr", "srvDoFuncFile": "None", "srvDoFuncLine": 0, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": true, "passiveState": "swordmastery", "aura": true, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/bar/skill-127-sword-mastery.ts", "webTreeModule": "src/game/skills/barbarian-masteries.ts", "webRegistryBranch": "Branch 1: Passive Skills", "parityGrade": "A", "paritySummary": "【严格对齐】核心数学公式、弹道/状态定义与 1.13c D2MOO 完全吻合。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [0] nullptr 触发动作帧处理。 Web端由 registry.ts 中的 Branch 1: Passive Skills 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [swordmastery],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "None" }, { "id": 128, "name": "Axe Mastery", "charClass": "bar", "reqLevel": 1, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 0, "srvDoFuncName": "nullptr", "srvDoFuncFile": "None", "srvDoFuncLine": 0, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": true, "passiveState": "axemastery", "aura": true, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/bar/skill-128-axe-mastery.ts", "webTreeModule": "src/game/skills/barbarian-masteries.ts", "webRegistryBranch": "Branch 1: Passive Skills", "parityGrade": "A", "paritySummary": "【严格对齐】核心数学公式、弹道/状态定义与 1.13c D2MOO 完全吻合。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [0] nullptr 触发动作帧处理。 Web端由 registry.ts 中的 Branch 1: Passive Skills 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [axemastery],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "None" }, { "id": 129, "name": "Mace Mastery", "charClass": "bar", "reqLevel": 1, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 0, "srvDoFuncName": "nullptr", "srvDoFuncFile": "None", "srvDoFuncLine": 0, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": true, "passiveState": "macemastery", "aura": true, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/bar/skill-129-mace-mastery.ts", "webTreeModule": "src/game/skills/barbarian-masteries.ts", "webRegistryBranch": "Branch 1: Passive Skills", "parityGrade": "A", "paritySummary": "【严格对齐】核心数学公式、弹道/状态定义与 1.13c D2MOO 完全吻合。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [0] nullptr 触发动作帧处理。 Web端由 registry.ts 中的 Branch 1: Passive Skills 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [macemastery],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "None" }, { "id": 130, "name": "Howl", "charClass": "bar", "reqLevel": 1, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 22, "srvDoFuncName": "SKILLS_SrvDo022_NovaAttack", "srvDoFuncFile": "SkillSor.cpp", "srvDoFuncLine": 578, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [ "howl" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/bar/skill-130-howl.ts", "webTreeModule": "src/game/skills/barbarian-warcries.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [22] SKILLS_SrvDo022_NovaAttack 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [howl],支持弹道碰撞与NextDelay。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 131, "name": "Find Potion", "charClass": "bar", "reqLevel": 1, "srvStFunc": 33, "srvStFuncName": "SKILLS_SrvSt33_FindPotion_GrimWard", "srvStFuncFile": "SkillBar.cpp", "srvStFuncLine": 148, "srvDoFunc": 69, "srvDoFuncName": "SKILLS_SrvDo069_FindPotion", "srvDoFuncFile": "SkillBar.cpp", "srvDoFuncLine": 166, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/bar/skill-131-find-potion.ts", "webTreeModule": "src/game/skills/barbarian-warcries.ts", "webRegistryBranch": "Branch 5: Corpse & Utility", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [33] SKILLS_SrvSt33_FindPotion_GrimWard 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [69] SKILLS_SrvDo069_FindPotion 触发动作帧处理。 Web端由 registry.ts 中的 Branch 5: Corpse & Utility 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[33]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 132, "name": "Leap", "charClass": "bar", "reqLevel": 6, "srvStFunc": 40, "srvStFuncName": "SKILLS_SrvSt40_Leap", "srvStFuncFile": "SkillBar.cpp", "srvStFuncLine": 1190, "srvDoFunc": 77, "srvDoFuncName": "SKILLS_SrvDo077_Leap", "srvDoFuncFile": "SkillBar.cpp", "srvDoFuncLine": 1366, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [ "leapknockback" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/bar/skill-132-leap.ts", "webTreeModule": "src/game/skills/barbarian-combat.ts", "webRegistryBranch": "Branch 9: Pure Melee & Multi-hit", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [40] SKILLS_SrvSt40_Leap 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [77] SKILLS_SrvDo077_Leap 触发动作帧处理。 Web端由 registry.ts 中的 Branch 9: Pure Melee & Multi-hit 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [leapknockback],支持弹道碰撞与NextDelay。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[40]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 133, "name": "Double Swing", "charClass": "bar", "reqLevel": 6, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 70, "srvDoFuncName": "SKILLS_SrvDo070_DoubleSwing", "srvDoFuncFile": "SkillBar.cpp", "srvDoFuncLine": 312, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/bar/skill-133-double-swing.ts", "webTreeModule": "src/game/skills/barbarian-combat.ts", "webRegistryBranch": "Branch 9: Pure Melee & Multi-hit", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [70] SKILLS_SrvDo070_DoubleSwing 触发动作帧处理。 Web端由 registry.ts 中的 Branch 9: Pure Melee & Multi-hit 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 134, "name": "Pole Arm Mastery", "charClass": "bar", "reqLevel": 6, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 0, "srvDoFuncName": "nullptr", "srvDoFuncFile": "None", "srvDoFuncLine": 0, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": true, "passiveState": "polearmmastery", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/bar/skill-134-pole-arm-mastery.ts", "webTreeModule": "src/game/skills/barbarian-masteries.ts", "webRegistryBranch": "Branch 1: Passive Skills", "parityGrade": "A", "paritySummary": "【严格对齐】核心数学公式、弹道/状态定义与 1.13c D2MOO 完全吻合。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [0] nullptr 触发动作帧处理。 Web端由 registry.ts 中的 Branch 1: Passive Skills 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [polearmmastery],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "None" }, { "id": 135, "name": "Throwing Mastery", "charClass": "bar", "reqLevel": 6, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 0, "srvDoFuncName": "nullptr", "srvDoFuncFile": "None", "srvDoFuncLine": 0, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": true, "passiveState": "throwingmastery", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/bar/skill-135-throwing-mastery.ts", "webTreeModule": "src/game/skills/barbarian-masteries.ts", "webRegistryBranch": "Branch 1: Passive Skills", "parityGrade": "A", "paritySummary": "【严格对齐】核心数学公式、弹道/状态定义与 1.13c D2MOO 完全吻合。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [0] nullptr 触发动作帧处理。 Web端由 registry.ts 中的 Branch 1: Passive Skills 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [throwingmastery],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "None" }, { "id": 136, "name": "Spear Mastery", "charClass": "bar", "reqLevel": 6, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 0, "srvDoFuncName": "nullptr", "srvDoFuncFile": "None", "srvDoFuncLine": 0, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": true, "passiveState": "spearmastery", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/bar/skill-136-spear-mastery.ts", "webTreeModule": "src/game/skills/barbarian-masteries.ts", "webRegistryBranch": "Branch 1: Passive Skills", "parityGrade": "A", "paritySummary": "【严格对齐】核心数学公式、弹道/状态定义与 1.13c D2MOO 完全吻合。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [0] nullptr 触发动作帧处理。 Web端由 registry.ts 中的 Branch 1: Passive Skills 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [spearmastery],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "None" }, { "id": 137, "name": "Taunt", "charClass": "bar", "reqLevel": 6, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 71, "srvDoFuncName": "SKILLS_SrvDo071_Taunt", "srvDoFuncFile": "SkillBar.cpp", "srvDoFuncLine": 360, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/bar/skill-137-taunt.ts", "webTreeModule": "src/game/skills/barbarian-warcries.ts", "webRegistryBranch": "Branch 6: Curses & Warcries", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [71] SKILLS_SrvDo071_Taunt 触发动作帧处理。 Web端由 registry.ts 中的 Branch 6: Curses & Warcries 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 138, "name": "Shout", "charClass": "bar", "reqLevel": 6, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 68, "srvDoFuncName": "SKILLS_SrvDo068_BasicShout", "srvDoFuncFile": "SkillBar.cpp", "srvDoFuncLine": 288, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [ "shout" ], "passive": false, "passiveState": "", "aura": false, "auraState": "shout", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/bar/skill-138-shout.ts", "webTreeModule": "src/game/skills/barbarian-warcries.ts", "webRegistryBranch": "Branch 6: Curses & Warcries", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [68] SKILLS_SrvDo068_BasicShout 触发动作帧处理。 Web端由 registry.ts 中的 Branch 6: Curses & Warcries 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [shout],支持弹道碰撞与NextDelay。", "dim5_states": "关联状态机 [shout],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 139, "name": "Stun", "charClass": "bar", "reqLevel": 12, "srvStFunc": 32, "srvStFuncName": "SKILLS_SrvSt32_Conversion_Bash_Stun_Concentrate_BearSmite", "srvStFuncFile": "SkillBar.cpp", "srvStFuncLine": 60, "srvDoFunc": 2, "srvDoFuncName": "SKILLS_SrvDo002_Kick_PowerStrike_MonIceSpear_Impale_Bash_Stun_Concentrate_BearSmite_Vengeance_Berserk_FireClaws", "srvDoFuncFile": "Skills.cpp", "srvDoFuncLine": 2094, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/bar/skill-139-stun.ts", "webTreeModule": "src/game/skills/barbarian-combat.ts", "webRegistryBranch": "Branch 9: Pure Melee & Multi-hit", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [32] SKILLS_SrvSt32_Conversion_Bash_Stun_Concentrate_BearSmite 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [2] SKILLS_SrvDo002_Kick_PowerStrike_MonIceSpear_Impale_Bash_Stun_Concentrate_BearSmite_Vengeance_Berserk_FireClaws 触发动作帧处理。 Web端由 registry.ts 中的 Branch 9: Pure Melee & Multi-hit 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[32]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 140, "name": "Double Throw", "charClass": "bar", "reqLevel": 12, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 74, "srvDoFuncName": "SKILLS_SrvDo074_DoubleThrow", "srvDoFuncFile": "SkillBar.cpp", "srvDoFuncLine": 491, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/bar/skill-140-double-throw.ts", "webTreeModule": "src/game/skills/barbarian-combat.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [74] SKILLS_SrvDo074_DoubleThrow 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 141, "name": "Increased Stamina", "charClass": "bar", "reqLevel": 12, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 0, "srvDoFuncName": "nullptr", "srvDoFuncFile": "None", "srvDoFuncLine": 0, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": true, "passiveState": "increasedstamina", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/bar/skill-141-increased-stamina.ts", "webTreeModule": "src/game/skills/barbarian-masteries.ts", "webRegistryBranch": "Branch 1: Passive Skills", "parityGrade": "A", "paritySummary": "【严格对齐】核心数学公式、弹道/状态定义与 1.13c D2MOO 完全吻合。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [0] nullptr 触发动作帧处理。 Web端由 registry.ts 中的 Branch 1: Passive Skills 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [increasedstamina],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "None" }, { "id": 142, "name": "Find Item", "charClass": "bar", "reqLevel": 12, "srvStFunc": 34, "srvStFuncName": "SKILLS_SrvSt34_FindItem", "srvStFuncFile": "SkillBar.cpp", "srvStFuncLine": 427, "srvDoFunc": 72, "srvDoFuncName": "SKILLS_SrvDo072_FindItem", "srvDoFuncFile": "SkillBar.cpp", "srvDoFuncLine": 439, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/bar/skill-142-find-item.ts", "webTreeModule": "src/game/skills/barbarian-warcries.ts", "webRegistryBranch": "Branch 5: Corpse & Utility", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [34] SKILLS_SrvSt34_FindItem 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [72] SKILLS_SrvDo072_FindItem 触发动作帧处理。 Web端由 registry.ts 中的 Branch 5: Corpse & Utility 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[34]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 143, "name": "Leap Attack", "charClass": "bar", "reqLevel": 18, "srvStFunc": 41, "srvStFuncName": "SKILLS_SrvSt41_LeapAttack", "srvStFuncFile": "SkillBar.cpp", "srvStFuncLine": 1564, "srvDoFunc": 78, "srvDoFuncName": "SKILLS_SrvDo078_LeapAttack", "srvDoFuncFile": "SkillBar.cpp", "srvDoFuncLine": 1621, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/bar/skill-143-leap-attack.ts", "webTreeModule": "src/game/skills/barbarian-combat.ts", "webRegistryBranch": "Branch 9: Pure Melee & Multi-hit", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [41] SKILLS_SrvSt41_LeapAttack 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [78] SKILLS_SrvDo078_LeapAttack 触发动作帧处理。 Web端由 registry.ts 中的 Branch 9: Pure Melee & Multi-hit 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[41]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 144, "name": "Concentrate", "charClass": "bar", "reqLevel": 18, "srvStFunc": 32, "srvStFuncName": "SKILLS_SrvSt32_Conversion_Bash_Stun_Concentrate_BearSmite", "srvStFuncFile": "SkillBar.cpp", "srvStFuncLine": 60, "srvDoFunc": 2, "srvDoFuncName": "SKILLS_SrvDo002_Kick_PowerStrike_MonIceSpear_Impale_Bash_Stun_Concentrate_BearSmite_Vengeance_Berserk_FireClaws", "srvDoFuncFile": "Skills.cpp", "srvDoFuncLine": 2094, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "concentrate", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/bar/skill-144-concentrate.ts", "webTreeModule": "src/game/skills/barbarian-combat.ts", "webRegistryBranch": "Branch 9: Pure Melee & Multi-hit", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [32] SKILLS_SrvSt32_Conversion_Bash_Stun_Concentrate_BearSmite 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [2] SKILLS_SrvDo002_Kick_PowerStrike_MonIceSpear_Impale_Bash_Stun_Concentrate_BearSmite_Vengeance_Berserk_FireClaws 触发动作帧处理。 Web端由 registry.ts 中的 Branch 9: Pure Melee & Multi-hit 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [concentrate],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[32]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 145, "name": "Iron Skin", "charClass": "bar", "reqLevel": 18, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 0, "srvDoFuncName": "nullptr", "srvDoFuncFile": "None", "srvDoFuncLine": 0, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": true, "passiveState": "ironskin", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/bar/skill-145-iron-skin.ts", "webTreeModule": "src/game/skills/barbarian-masteries.ts", "webRegistryBranch": "Branch 1: Passive Skills", "parityGrade": "A", "paritySummary": "【严格对齐】核心数学公式、弹道/状态定义与 1.13c D2MOO 完全吻合。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [0] nullptr 触发动作帧处理。 Web端由 registry.ts 中的 Branch 1: Passive Skills 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [ironskin],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "None" }, { "id": 146, "name": "Battle Cry", "charClass": "bar", "reqLevel": 18, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 68, "srvDoFuncName": "SKILLS_SrvDo068_BasicShout", "srvDoFuncFile": "SkillBar.cpp", "srvDoFuncLine": 288, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [ "battlecry" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/bar/skill-146-battle-cry.ts", "webTreeModule": "src/game/skills/barbarian-warcries.ts", "webRegistryBranch": "Branch 6: Curses & Warcries", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [68] SKILLS_SrvDo068_BasicShout 触发动作帧处理。 Web端由 registry.ts 中的 Branch 6: Curses & Warcries 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [battlecry],支持弹道碰撞与NextDelay。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 147, "name": "Frenzy", "charClass": "bar", "reqLevel": 24, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 9, "srvDoFuncName": "SKILLS_SrvDo009_Frenzy", "srvDoFuncFile": "SkillBar.cpp", "srvDoFuncLine": 708, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "frenzy", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/bar/skill-147-frenzy.ts", "webTreeModule": "src/game/skills/barbarian-combat.ts", "webRegistryBranch": "Branch 9: Pure Melee & Multi-hit", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [9] SKILLS_SrvDo009_Frenzy 触发动作帧处理。 Web端由 registry.ts 中的 Branch 9: Pure Melee & Multi-hit 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [frenzy],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 148, "name": "Increased Speed", "charClass": "bar", "reqLevel": 24, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 0, "srvDoFuncName": "nullptr", "srvDoFuncFile": "None", "srvDoFuncLine": 0, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": true, "passiveState": "increasedspeed", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/bar/skill-148-increased-speed.ts", "webTreeModule": "src/game/skills/barbarian-masteries.ts", "webRegistryBranch": "Branch 1: Passive Skills", "parityGrade": "A", "paritySummary": "【严格对齐】核心数学公式、弹道/状态定义与 1.13c D2MOO 完全吻合。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [0] nullptr 触发动作帧处理。 Web端由 registry.ts 中的 Branch 1: Passive Skills 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [increasedspeed],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "None" }, { "id": 149, "name": "Battle Orders", "charClass": "bar", "reqLevel": 24, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 68, "srvDoFuncName": "SKILLS_SrvDo068_BasicShout", "srvDoFuncFile": "SkillBar.cpp", "srvDoFuncLine": 288, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [ "battleorders" ], "passive": false, "passiveState": "", "aura": false, "auraState": "battleorders", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/bar/skill-149-battle-orders.ts", "webTreeModule": "src/game/skills/barbarian-warcries.ts", "webRegistryBranch": "Branch 6: Curses & Warcries", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [68] SKILLS_SrvDo068_BasicShout 触发动作帧处理。 Web端由 registry.ts 中的 Branch 6: Curses & Warcries 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [battleorders],支持弹道碰撞与NextDelay。", "dim5_states": "关联状态机 [battleorders],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 150, "name": "Grim Ward", "charClass": "bar", "reqLevel": 24, "srvStFunc": 33, "srvStFuncName": "SKILLS_SrvSt33_FindPotion_GrimWard", "srvStFuncFile": "SkillBar.cpp", "srvStFuncLine": 148, "srvDoFunc": 75, "srvDoFuncName": "SKILLS_SrvDo075_GrimWard", "srvDoFuncFile": "SkillBar.cpp", "srvDoFuncLine": 531, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [ "grimwardmediumstart", "grimwardsmallstart", "grimwardlargestart" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/bar/skill-150-grim-ward.ts", "webTreeModule": "src/game/skills/barbarian-warcries.ts", "webRegistryBranch": "Branch 5: Corpse & Utility", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [33] SKILLS_SrvSt33_FindPotion_GrimWard 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [75] SKILLS_SrvDo075_GrimWard 触发动作帧处理。 Web端由 registry.ts 中的 Branch 5: Corpse & Utility 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [grimwardmediumstart, grimwardsmallstart, grimwardlargestart],支持弹道碰撞与NextDelay。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[33]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 151, "name": "Whirlwind", "charClass": "bar", "reqLevel": 30, "srvStFunc": 38, "srvStFuncName": "SKILLS_SrvSt38_Whirlwind", "srvStFuncFile": "SkillBar.cpp", "srvStFuncLine": 752, "srvDoFunc": 76, "srvDoFuncName": "SKILLS_SrvDo076_Whirlwind", "srvDoFuncFile": "SkillBar.cpp", "srvDoFuncLine": 916, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "whirlwind", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/bar/skill-151-whirlwind.ts", "webTreeModule": "src/game/skills/barbarian-combat.ts", "webRegistryBranch": "Branch 9: Pure Melee & Multi-hit", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [38] SKILLS_SrvSt38_Whirlwind 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [76] SKILLS_SrvDo076_Whirlwind 触发动作帧处理。 Web端由 registry.ts 中的 Branch 9: Pure Melee & Multi-hit 统一分发执行。【架构差异】D2MOO由循环碰撞点(每4帧/8帧检测)与武器IAS断点驱动;Web端按时钟周期范围碰撞结算。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [whirlwind],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[38]驱动模式与前置校验)", "旋风逐帧路径碰撞检测与双持攻击断点与原版C++底层结构存在时序差异" ], "remediationPriority": "P1" }, { "id": 152, "name": "Berserk", "charClass": "bar", "reqLevel": 30, "srvStFunc": 39, "srvStFuncName": "SKILLS_SrvSt39_Berserk", "srvStFuncFile": "SkillBar.cpp", "srvStFuncLine": 1102, "srvDoFunc": 2, "srvDoFuncName": "SKILLS_SrvDo002_Kick_PowerStrike_MonIceSpear_Impale_Bash_Stun_Concentrate_BearSmite_Vengeance_Berserk_FireClaws", "srvDoFuncFile": "Skills.cpp", "srvDoFuncLine": 2094, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "berserk", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/bar/skill-152-berserk.ts", "webTreeModule": "src/game/skills/barbarian-combat.ts", "webRegistryBranch": "Branch 9: Pure Melee & Multi-hit", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [39] SKILLS_SrvSt39_Berserk 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [2] SKILLS_SrvDo002_Kick_PowerStrike_MonIceSpear_Impale_Bash_Stun_Concentrate_BearSmite_Vengeance_Berserk_FireClaws 触发动作帧处理。 Web端由 registry.ts 中的 Branch 9: Pure Melee & Multi-hit 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [berserk],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[39]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 153, "name": "Natural Resistance", "charClass": "bar", "reqLevel": 30, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 0, "srvDoFuncName": "nullptr", "srvDoFuncFile": "None", "srvDoFuncLine": 0, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": true, "passiveState": "naturalresistance", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/bar/skill-153-natural-resistance.ts", "webTreeModule": "src/game/skills/barbarian-masteries.ts", "webRegistryBranch": "Branch 1: Passive Skills", "parityGrade": "A", "paritySummary": "【严格对齐】核心数学公式、弹道/状态定义与 1.13c D2MOO 完全吻合。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [0] nullptr 触发动作帧处理。 Web端由 registry.ts 中的 Branch 1: Passive Skills 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [naturalresistance],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "None" }, { "id": 154, "name": "War Cry", "charClass": "bar", "reqLevel": 30, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 68, "srvDoFuncName": "SKILLS_SrvDo068_BasicShout", "srvDoFuncFile": "SkillBar.cpp", "srvDoFuncLine": 288, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [ "warcry" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/bar/skill-154-war-cry.ts", "webTreeModule": "src/game/skills/barbarian-warcries.ts", "webRegistryBranch": "Branch 6: Curses & Warcries", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [68] SKILLS_SrvDo068_BasicShout 触发动作帧处理。 Web端由 registry.ts 中的 Branch 6: Curses & Warcries 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [warcry],支持弹道碰撞与NextDelay。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 155, "name": "Battle Command", "charClass": "bar", "reqLevel": 30, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 68, "srvDoFuncName": "SKILLS_SrvDo068_BasicShout", "srvDoFuncFile": "SkillBar.cpp", "srvDoFuncLine": 288, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [ "battlecommand" ], "passive": false, "passiveState": "", "aura": false, "auraState": "battlecommand", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/bar/skill-155-battle-command.ts", "webTreeModule": "src/game/skills/barbarian-warcries.ts", "webRegistryBranch": "Branch 6: Curses & Warcries", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [68] SKILLS_SrvDo068_BasicShout 触发动作帧处理。 Web端由 registry.ts 中的 Branch 6: Curses & Warcries 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [battlecommand],支持弹道碰撞与NextDelay。", "dim5_states": "关联状态机 [battlecommand],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" } ] }, { "code": "dru", "name": "Druid (德鲁伊)", "totalSkills": 30, "gradeCount": { "A": 1, "B": 29, "C": 0, "D": 0 }, "skills": [ { "id": 221, "name": "Raven", "charClass": "dru", "reqLevel": 1, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 114, "srvDoFuncName": "SKILLS_SrvDo114_Raven", "srvDoFuncFile": "SkillDruid.cpp", "srvDoFuncLine": 46, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "druidhawk", "petType": "raven", "delay": 0, "webImplFile": "src/game/skills/impl/dru/skill-221-raven.ts", "webTreeModule": "src/game/skills/druid-summon.ts", "webRegistryBranch": "Branch 3: Summons & Entities", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [114] SKILLS_SrvDo114_Raven 触发动作帧处理。 Web端由 registry.ts 中的 Branch 3: Summons & Entities 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "通过 SummonManager 生产宠物 [druidhawk],遵循 PetType 上限与 AI 属性。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 222, "name": "Plague Poppy", "charClass": "dru", "reqLevel": 1, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 115, "srvDoFuncName": "SKILLS_SrvDo115_Vines", "srvDoFuncFile": "SkillDruid.cpp", "srvDoFuncLine": 96, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "vine_beast", "summon": "plaguepoppy", "petType": "vine", "delay": 0, "webImplFile": "src/game/skills/impl/dru/skill-222-plague-poppy.ts", "webTreeModule": "src/game/skills/druid-summon.ts", "webRegistryBranch": "Branch 3: Summons & Entities", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [115] SKILLS_SrvDo115_Vines 触发动作帧处理。 Web端由 registry.ts 中的 Branch 3: Summons & Entities 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [vine_beast],受 StateBus 统一管控。", "dim6_summons": "通过 SummonManager 生产宠物 [plaguepoppy],遵循 PetType 上限与 AI 属性。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 223, "name": "Wearwolf", "charClass": "dru", "reqLevel": 1, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 116, "srvDoFuncName": "SKILLS_SrvDo116_Wearwolf_Wearbear", "srvDoFuncFile": "SkillDruid.cpp", "srvDoFuncLine": 262, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "wolf", "summon": "", "petType": "", "delay": 25, "webImplFile": "src/game/skills/impl/dru/skill-223-wearwolf.ts", "webTreeModule": "src/game/skills/druid-shapeshift.ts", "webRegistryBranch": "Branch 7: Buffs & Armors", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [116] SKILLS_SrvDo116_Wearwolf_Wearbear 触发动作帧处理。 Web端由 registry.ts 中的 Branch 7: Buffs & Armors 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [wolf],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 224, "name": "Shape Shifting", "charClass": "dru", "reqLevel": 1, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 0, "srvDoFuncName": "nullptr", "srvDoFuncFile": "None", "srvDoFuncLine": 0, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": true, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/dru/skill-224-shape-shifting.ts", "webTreeModule": "src/game/skills/druid-shapeshift.ts", "webRegistryBranch": "Branch 1: Passive Skills", "parityGrade": "A", "paritySummary": "【严格对齐】核心数学公式、弹道/状态定义与 1.13c D2MOO 完全吻合。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [0] nullptr 触发动作帧处理。 Web端由 registry.ts 中的 Branch 1: Passive Skills 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "None" }, { "id": 225, "name": "Firestorm", "charClass": "dru", "reqLevel": 1, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 117, "srvDoFuncName": "SKILLS_SrvDo117_Firestorm", "srvDoFuncFile": "SkillDruid.cpp", "srvDoFuncLine": 357, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [ "firestormmaker" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 15, "webImplFile": "src/game/skills/impl/dru/skill-225-firestorm.ts", "webTreeModule": "src/game/skills/druid-elemental.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [117] SKILLS_SrvDo117_Firestorm 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [firestormmaker],支持弹道碰撞与NextDelay。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 226, "name": "Oak Sage", "charClass": "dru", "reqLevel": 6, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 119, "srvDoFuncName": "SKILLS_SrvDo119_DruidSummon", "srvDoFuncFile": "SkillDruid.cpp", "srvDoFuncLine": 415, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "oaksage", "petType": "totem", "delay": 0, "webImplFile": "src/game/skills/impl/dru/skill-226-oak-sage.ts", "webTreeModule": "src/game/skills/druid-summon.ts", "webRegistryBranch": "Branch 3: Summons & Entities", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [119] SKILLS_SrvDo119_DruidSummon 触发动作帧处理。 Web端由 registry.ts 中的 Branch 3: Summons & Entities 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "通过 SummonManager 生产宠物 [oaksage],遵循 PetType 上限与 AI 属性。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 227, "name": "Summon Spirit Wolf", "charClass": "dru", "reqLevel": 6, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 119, "srvDoFuncName": "SKILLS_SrvDo119_DruidSummon", "srvDoFuncFile": "SkillDruid.cpp", "srvDoFuncLine": 415, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "spiritwolf", "petType": "spiritwolf", "delay": 0, "webImplFile": "src/game/skills/impl/dru/skill-227-summon-spirit-wolf.ts", "webTreeModule": "src/game/skills/druid-summon.ts", "webRegistryBranch": "Branch 3: Summons & Entities", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [119] SKILLS_SrvDo119_DruidSummon 触发动作帧处理。 Web端由 registry.ts 中的 Branch 3: Summons & Entities 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "通过 SummonManager 生产宠物 [spiritwolf],遵循 PetType 上限与 AI 属性。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 228, "name": "Wearbear", "charClass": "dru", "reqLevel": 6, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 116, "srvDoFuncName": "SKILLS_SrvDo116_Wearwolf_Wearbear", "srvDoFuncFile": "SkillDruid.cpp", "srvDoFuncLine": 262, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "bear", "summon": "", "petType": "", "delay": 25, "webImplFile": "src/game/skills/impl/dru/skill-228-wearbear.ts", "webTreeModule": "src/game/skills/druid-shapeshift.ts", "webRegistryBranch": "Branch 7: Buffs & Armors", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [116] SKILLS_SrvDo116_Wearwolf_Wearbear 触发动作帧处理。 Web端由 registry.ts 中的 Branch 7: Buffs & Armors 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [bear],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 229, "name": "Molten Boulder", "charClass": "dru", "reqLevel": 6, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 0, "srvDoFuncName": "nullptr", "srvDoFuncFile": "None", "srvDoFuncLine": 0, "srvPrgFuncs": [], "srvMissile": "moltenboulderemerge", "srvMissiles": [ "moltenboulderemerge" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 50, "webImplFile": "src/game/skills/impl/dru/skill-229-molten-boulder.ts", "webTreeModule": "src/game/skills/druid-elemental.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [0] nullptr 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [moltenboulderemerge],支持弹道碰撞与NextDelay。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 230, "name": "Arctic Blast", "charClass": "dru", "reqLevel": 6, "srvStFunc": 11, "srvStFuncName": "SKILLS_SrvSt11_Inferno_ArcticBlast", "srvStFuncFile": "SkillSor.cpp", "srvStFuncLine": 177, "srvDoFunc": 19, "srvDoFuncName": "SKILLS_SrvDo019_Inferno_ArcticBlast", "srvDoFuncFile": "SkillSor.cpp", "srvDoFuncLine": 394, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [ "arcticblast1" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/dru/skill-230-arctic-blast.ts", "webTreeModule": "src/game/skills/druid-elemental.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [11] SKILLS_SrvSt11_Inferno_ArcticBlast 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [19] SKILLS_SrvDo019_Inferno_ArcticBlast 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [arcticblast1],支持弹道碰撞与NextDelay。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[11]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 231, "name": "Cycle of Life", "charClass": "dru", "reqLevel": 12, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 115, "srvDoFuncName": "SKILLS_SrvDo115_Vines", "srvDoFuncFile": "SkillDruid.cpp", "srvDoFuncLine": 96, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "vine_beast", "summon": "cycleoflife", "petType": "vine", "delay": 0, "webImplFile": "src/game/skills/impl/dru/skill-231-cycle-of-life.ts", "webTreeModule": "src/game/skills/druid-summon.ts", "webRegistryBranch": "Branch 3: Summons & Entities", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [115] SKILLS_SrvDo115_Vines 触发动作帧处理。 Web端由 registry.ts 中的 Branch 3: Summons & Entities 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [vine_beast],受 StateBus 统一管控。", "dim6_summons": "通过 SummonManager 生产宠物 [cycleoflife],遵循 PetType 上限与 AI 属性。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 232, "name": "Feral Rage", "charClass": "dru", "reqLevel": 12, "srvStFunc": 56, "srvStFuncName": "SKILLS_SrvSt56_FeralRage_Maul", "srvStFuncFile": "SkillDruid.cpp", "srvStFuncLine": 471, "srvDoFunc": 120, "srvDoFuncName": "SKILLS_SrvDo120_FeralRage_Maul", "srvDoFuncFile": "SkillDruid.cpp", "srvDoFuncLine": 528, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "feralrage", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/dru/skill-232-feral-rage.ts", "webTreeModule": "src/game/skills/druid-shapeshift.ts", "webRegistryBranch": "Branch 9: Pure Melee & Multi-hit", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [56] SKILLS_SrvSt56_FeralRage_Maul 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [120] SKILLS_SrvDo120_FeralRage_Maul 触发动作帧处理。 Web端由 registry.ts 中的 Branch 9: Pure Melee & Multi-hit 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [feralrage],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[56]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 233, "name": "Maul", "charClass": "dru", "reqLevel": 12, "srvStFunc": 56, "srvStFuncName": "SKILLS_SrvSt56_FeralRage_Maul", "srvStFuncFile": "SkillDruid.cpp", "srvStFuncLine": 471, "srvDoFunc": 120, "srvDoFuncName": "SKILLS_SrvDo120_FeralRage_Maul", "srvDoFuncFile": "SkillDruid.cpp", "srvDoFuncLine": 528, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "maul", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/dru/skill-233-maul.ts", "webTreeModule": "src/game/skills/druid-shapeshift.ts", "webRegistryBranch": "Branch 9: Pure Melee & Multi-hit", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [56] SKILLS_SrvSt56_FeralRage_Maul 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [120] SKILLS_SrvDo120_FeralRage_Maul 触发动作帧处理。 Web端由 registry.ts 中的 Branch 9: Pure Melee & Multi-hit 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [maul],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[56]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 234, "name": "Eruption", "charClass": "dru", "reqLevel": 12, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 28, "srvDoFuncName": "SKILLS_SrvDo028_Meteor_Blizzard_Eruption_BaalTaunt_Catapult", "srvDoFuncFile": "SkillSor.cpp", "srvDoFuncLine": 896, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [ "erruption center" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 50, "webImplFile": "src/game/skills/impl/dru/skill-234-eruption.ts", "webTreeModule": "src/game/skills/druid-elemental.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [28] SKILLS_SrvDo028_Meteor_Blizzard_Eruption_BaalTaunt_Catapult 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [erruption center],支持弹道碰撞与NextDelay。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 235, "name": "Cyclone Armor", "charClass": "dru", "reqLevel": 12, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 18, "srvDoFuncName": "SKILLS_SrvDo018_DefensiveBuff", "srvDoFuncFile": "SkillSor.cpp", "srvDoFuncLine": 338, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "cyclonearmor", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/dru/skill-235-cyclone-armor.ts", "webTreeModule": "src/game/skills/druid-elemental.ts", "webRegistryBranch": "Branch 7: Buffs & Armors", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [18] SKILLS_SrvDo018_DefensiveBuff 触发动作帧处理。 Web端由 registry.ts 中的 Branch 7: Buffs & Armors 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [cyclonearmor],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 236, "name": "Heart of Wolverine", "charClass": "dru", "reqLevel": 18, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 119, "srvDoFuncName": "SKILLS_SrvDo119_DruidSummon", "srvDoFuncFile": "SkillDruid.cpp", "srvDoFuncLine": 415, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "heartofwolverine", "petType": "totem", "delay": 0, "webImplFile": "src/game/skills/impl/dru/skill-236-heart-of-wolverine.ts", "webTreeModule": "src/game/skills/druid-summon.ts", "webRegistryBranch": "Branch 3: Summons & Entities", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [119] SKILLS_SrvDo119_DruidSummon 触发动作帧处理。 Web端由 registry.ts 中的 Branch 3: Summons & Entities 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "通过 SummonManager 生产宠物 [heartofwolverine],遵循 PetType 上限与 AI 属性。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 237, "name": "Summon Fenris", "charClass": "dru", "reqLevel": 18, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 119, "srvDoFuncName": "SKILLS_SrvDo119_DruidSummon", "srvDoFuncFile": "SkillDruid.cpp", "srvDoFuncLine": 415, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "fenris", "petType": "fenris", "delay": 0, "webImplFile": "src/game/skills/impl/dru/skill-237-summon-fenris.ts", "webTreeModule": "src/game/skills/druid-summon.ts", "webRegistryBranch": "Branch 3: Summons & Entities", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [119] SKILLS_SrvDo119_DruidSummon 触发动作帧处理。 Web端由 registry.ts 中的 Branch 3: Summons & Entities 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "通过 SummonManager 生产宠物 [fenris],遵循 PetType 上限与 AI 属性。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 238, "name": "Rabies", "charClass": "dru", "reqLevel": 18, "srvStFunc": 57, "srvStFuncName": "SKILLS_SrvSt57_Rabies", "srvStFuncFile": "SkillDruid.cpp", "srvStFuncLine": 606, "srvDoFunc": 121, "srvDoFuncName": "SKILLS_SrvDo121_Rabies", "srvDoFuncFile": "SkillDruid.cpp", "srvDoFuncLine": 726, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [ "rabiesplague" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/dru/skill-238-rabies.ts", "webTreeModule": "src/game/skills/druid-shapeshift.ts", "webRegistryBranch": "Branch 9: Pure Melee & Multi-hit", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [57] SKILLS_SrvSt57_Rabies 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [121] SKILLS_SrvDo121_Rabies 触发动作帧处理。 Web端由 registry.ts 中的 Branch 9: Pure Melee & Multi-hit 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [rabiesplague],支持弹道碰撞与NextDelay。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[57]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 239, "name": "Fire Claws", "charClass": "dru", "reqLevel": 18, "srvStFunc": 58, "srvStFuncName": "SKILLS_SrvSt58_FireClaws", "srvStFuncFile": "SkillDruid.cpp", "srvStFuncLine": 834, "srvDoFunc": 2, "srvDoFuncName": "SKILLS_SrvDo002_Kick_PowerStrike_MonIceSpear_Impale_Bash_Stun_Concentrate_BearSmite_Vengeance_Berserk_FireClaws", "srvDoFuncFile": "Skills.cpp", "srvDoFuncLine": 2094, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/dru/skill-239-fire-claws.ts", "webTreeModule": "src/game/skills/druid-shapeshift.ts", "webRegistryBranch": "Branch 9: Pure Melee & Multi-hit", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [58] SKILLS_SrvSt58_FireClaws 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [2] SKILLS_SrvDo002_Kick_PowerStrike_MonIceSpear_Impale_Bash_Stun_Concentrate_BearSmite_Vengeance_Berserk_FireClaws 触发动作帧处理。 Web端由 registry.ts 中的 Branch 9: Pure Melee & Multi-hit 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[58]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 240, "name": "Twister", "charClass": "dru", "reqLevel": 18, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 118, "srvDoFuncName": "SKILLS_SrvDo118_Twister_Tornado", "srvDoFuncFile": "SkillDruid.cpp", "srvDoFuncLine": 386, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [ "twister" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/dru/skill-240-twister.ts", "webTreeModule": "src/game/skills/druid-elemental.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [118] SKILLS_SrvDo118_Twister_Tornado 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [twister],支持弹道碰撞与NextDelay。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 241, "name": "Vines", "charClass": "dru", "reqLevel": 24, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 115, "srvDoFuncName": "SKILLS_SrvDo115_Vines", "srvDoFuncFile": "SkillDruid.cpp", "srvDoFuncLine": 96, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "vine_beast", "summon": "vinecreature", "petType": "vine", "delay": 0, "webImplFile": "src/game/skills/impl/dru/skill-241-vines.ts", "webTreeModule": "src/game/skills/druid-summon.ts", "webRegistryBranch": "Branch 3: Summons & Entities", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [115] SKILLS_SrvDo115_Vines 触发动作帧处理。 Web端由 registry.ts 中的 Branch 3: Summons & Entities 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [vine_beast],受 StateBus 统一管控。", "dim6_summons": "通过 SummonManager 生产宠物 [vinecreature],遵循 PetType 上限与 AI 属性。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 242, "name": "Hunger", "charClass": "dru", "reqLevel": 24, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 122, "srvDoFuncName": "SKILLS_SrvDo122_Hunger", "srvDoFuncFile": "SkillDruid.cpp", "srvDoFuncLine": 869, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/dru/skill-242-hunger.ts", "webTreeModule": "src/game/skills/druid-shapeshift.ts", "webRegistryBranch": "Branch 9: Pure Melee & Multi-hit", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [122] SKILLS_SrvDo122_Hunger 触发动作帧处理。 Web端由 registry.ts 中的 Branch 9: Pure Melee & Multi-hit 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 243, "name": "Shock Wave", "charClass": "dru", "reqLevel": 24, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 8, "srvDoFuncName": "SKILLS_SrvDo008_MultipleShot_Teeth_ShockWave", "srvDoFuncFile": "SkillAma.cpp", "srvDoFuncLine": 476, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [ "shockwave", "shockwave" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/dru/skill-243-shock-wave.ts", "webTreeModule": "src/game/skills/druid-shapeshift.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [8] SKILLS_SrvDo008_MultipleShot_Teeth_ShockWave 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [shockwave, shockwave],支持弹道碰撞与NextDelay。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 244, "name": "Volcano", "charClass": "dru", "reqLevel": 24, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 123, "srvDoFuncName": "SKILLS_SrvDo123_Volcano", "srvDoFuncFile": "SkillDruid.cpp", "srvDoFuncLine": 914, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [ "volcano" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 100, "webImplFile": "src/game/skills/impl/dru/skill-244-volcano.ts", "webTreeModule": "src/game/skills/druid-elemental.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [123] SKILLS_SrvDo123_Volcano 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [volcano],支持弹道碰撞与NextDelay。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 245, "name": "Tornado", "charClass": "dru", "reqLevel": 24, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 118, "srvDoFuncName": "SKILLS_SrvDo118_Twister_Tornado", "srvDoFuncFile": "SkillDruid.cpp", "srvDoFuncLine": 386, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [ "tornado" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/dru/skill-245-tornado.ts", "webTreeModule": "src/game/skills/druid-elemental.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [118] SKILLS_SrvDo118_Twister_Tornado 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [tornado],支持弹道碰撞与NextDelay。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 246, "name": "Spirit of Barbs", "charClass": "dru", "reqLevel": 30, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 119, "srvDoFuncName": "SKILLS_SrvDo119_DruidSummon", "srvDoFuncFile": "SkillDruid.cpp", "srvDoFuncLine": 415, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "spiritofbarbs", "petType": "totem", "delay": 0, "webImplFile": "src/game/skills/impl/dru/skill-246-spirit-of-barbs.ts", "webTreeModule": "src/game/skills/druid-summon.ts", "webRegistryBranch": "Branch 3: Summons & Entities", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [119] SKILLS_SrvDo119_DruidSummon 触发动作帧处理。 Web端由 registry.ts 中的 Branch 3: Summons & Entities 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "通过 SummonManager 生产宠物 [spiritofbarbs],遵循 PetType 上限与 AI 属性。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 247, "name": "Summon Grizzly", "charClass": "dru", "reqLevel": 30, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 119, "srvDoFuncName": "SKILLS_SrvDo119_DruidSummon", "srvDoFuncFile": "SkillDruid.cpp", "srvDoFuncLine": 415, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "druidbear", "petType": "grizzly", "delay": 0, "webImplFile": "src/game/skills/impl/dru/skill-247-summon-grizzly.ts", "webTreeModule": "src/game/skills/druid-summon.ts", "webRegistryBranch": "Branch 3: Summons & Entities", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [119] SKILLS_SrvDo119_DruidSummon 触发动作帧处理。 Web端由 registry.ts 中的 Branch 3: Summons & Entities 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "通过 SummonManager 生产宠物 [druidbear],遵循 PetType 上限与 AI 属性。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 248, "name": "Fury", "charClass": "dru", "reqLevel": 30, "srvStFunc": 37, "srvStFuncName": "SKILLS_SrvSt37_Zeal_Fury_BloodLordFrenzy", "srvStFuncFile": "SkillAma.cpp", "srvStFuncLine": 304, "srvDoFunc": 13, "srvDoFuncName": "SKILLS_SrvDo013_Fend_Zeal_Fury", "srvDoFuncFile": "SkillAma.cpp", "srvDoFuncLine": 795, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/dru/skill-248-fury.ts", "webTreeModule": "src/game/skills/druid-shapeshift.ts", "webRegistryBranch": "Branch 9: Pure Melee & Multi-hit", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [37] SKILLS_SrvSt37_Zeal_Fury_BloodLordFrenzy 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [13] SKILLS_SrvDo013_Fend_Zeal_Fury 触发动作帧处理。 Web端由 registry.ts 中的 Branch 9: Pure Melee & Multi-hit 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[37]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 249, "name": "Armageddon", "charClass": "dru", "reqLevel": 30, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 124, "srvDoFuncName": "SKILLS_SrvDo124_Armageddon_Hurricane", "srvDoFuncFile": "SkillDruid.cpp", "srvDoFuncLine": 957, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [ "armageddoncontrol", "armageddoncontrol", "armageddoncontrol" ], "passive": false, "passiveState": "", "aura": false, "auraState": "armageddon", "summon": "", "petType": "", "delay": 150, "webImplFile": "src/game/skills/impl/dru/skill-249-armageddon.ts", "webTreeModule": "src/game/skills/druid-elemental.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [124] SKILLS_SrvDo124_Armageddon_Hurricane 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [armageddoncontrol, armageddoncontrol, armageddoncontrol],支持弹道碰撞与NextDelay。", "dim5_states": "关联状态机 [armageddon],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 250, "name": "Hurricane", "charClass": "dru", "reqLevel": 30, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 124, "srvDoFuncName": "SKILLS_SrvDo124_Armageddon_Hurricane", "srvDoFuncFile": "SkillDruid.cpp", "srvDoFuncLine": 957, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "hurricane", "summon": "", "petType": "", "delay": 150, "webImplFile": "src/game/skills/impl/dru/skill-250-hurricane.ts", "webTreeModule": "src/game/skills/druid-elemental.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [124] SKILLS_SrvDo124_Armageddon_Hurricane 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [hurricane],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" } ] }, { "code": "ass", "name": "Assassin (刺客)", "totalSkills": 30, "gradeCount": { "A": 2, "B": 28, "C": 0, "D": 0 }, "skills": [ { "id": 251, "name": "Fire Trauma", "charClass": "ass", "reqLevel": 1, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 0, "srvDoFuncName": "nullptr", "srvDoFuncFile": "None", "srvDoFuncLine": 0, "srvPrgFuncs": [], "srvMissile": "bomb in air", "srvMissiles": [ "bomb in air" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/ass/skill-251-fire-trauma.ts", "webTreeModule": "src/game/skills/assassin-traps.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [0] nullptr 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [bomb in air],支持弹道碰撞与NextDelay。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 252, "name": "Claw Mastery", "charClass": "ass", "reqLevel": 1, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 0, "srvDoFuncName": "nullptr", "srvDoFuncFile": "None", "srvDoFuncLine": 0, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": true, "passiveState": "clawmastery", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/ass/skill-252-claw-mastery.ts", "webTreeModule": "src/game/skills/assassin-shadow.ts", "webRegistryBranch": "Branch 1: Passive Skills", "parityGrade": "A", "paritySummary": "【严格对齐】核心数学公式、弹道/状态定义与 1.13c D2MOO 完全吻合。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [0] nullptr 触发动作帧处理。 Web端由 registry.ts 中的 Branch 1: Passive Skills 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [clawmastery],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "None" }, { "id": 253, "name": "Psychic Hammer", "charClass": "ass", "reqLevel": 1, "srvStFunc": 22, "srvStFuncName": "SKILLS_SrvSt22_PsychicHammer", "srvStFuncFile": "SkillAss.cpp", "srvStFuncLine": 72, "srvDoFunc": 33, "srvDoFuncName": "SKILLS_SrvDo033_PsychicHammer", "srvDoFuncFile": "SkillAss.cpp", "srvDoFuncLine": 101, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/ass/skill-253-psychic-hammer.ts", "webTreeModule": "src/game/skills/assassin-shadow.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [22] SKILLS_SrvSt22_PsychicHammer 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [33] SKILLS_SrvDo033_PsychicHammer 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[22]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 254, "name": "Tiger Strike", "charClass": "ass", "reqLevel": 1, "srvStFunc": 23, "srvStFuncName": "SKILLS_SrvSt23_AssasinChargeStrikes", "srvStFuncFile": "SkillAss.cpp", "srvStFuncLine": 160, "srvDoFunc": 34, "srvDoFuncName": "SKILLS_SrvDo034_TigerStrike_CobraStrike_RoyalStrike", "srvDoFuncFile": "SkillAss.cpp", "srvDoFuncLine": 179, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "progressive_damage", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/ass/skill-254-tiger-strike.ts", "webTreeModule": "src/game/skills/assassin-martial-arts.ts", "webRegistryBranch": "Branch 9: Pure Melee & Multi-hit", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [23] SKILLS_SrvSt23_AssasinChargeStrikes 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [34] SKILLS_SrvDo034_TigerStrike_CobraStrike_RoyalStrike 触发动作帧处理。 Web端由 registry.ts 中的 Branch 9: Pure Melee & Multi-hit 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [progressive_damage],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[23]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 255, "name": "Dragon Talon", "charClass": "ass", "reqLevel": 1, "srvStFunc": 24, "srvStFuncName": "SKILLS_SrvSt24_DragonTalon", "srvStFuncFile": "SkillAss.cpp", "srvStFuncLine": 1121, "srvDoFunc": 42, "srvDoFuncName": "SKILLS_SrvDo042_DragonTalon", "srvDoFuncFile": "SkillAss.cpp", "srvDoFuncLine": 1250, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/ass/skill-255-dragon-talon.ts", "webTreeModule": "src/game/skills/assassin-martial-arts.ts", "webRegistryBranch": "Branch 9: Pure Melee & Multi-hit", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [24] SKILLS_SrvSt24_DragonTalon 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [42] SKILLS_SrvDo042_DragonTalon 触发动作帧处理。 Web端由 registry.ts 中的 Branch 9: Pure Melee & Multi-hit 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[24]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 256, "name": "Shock Field", "charClass": "ass", "reqLevel": 6, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 43, "srvDoFuncName": "SKILLS_SrvDo043_ShockField", "srvDoFuncFile": "SkillAss.cpp", "srvDoFuncLine": 1370, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [ "shock field in air" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 15, "webImplFile": "src/game/skills/impl/ass/skill-256-shock-field.ts", "webTreeModule": "src/game/skills/assassin-traps.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [43] SKILLS_SrvDo043_ShockField 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [shock field in air],支持弹道碰撞与NextDelay。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 257, "name": "Blade Sentinel", "charClass": "ass", "reqLevel": 6, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 44, "srvDoFuncName": "SKILLS_SrvDo044_BladeSentinel", "srvDoFuncFile": "SkillAss.cpp", "srvDoFuncLine": 1469, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [ "blade creeper" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "bladecreeper", "petType": "assassintrap", "delay": 50, "webImplFile": "src/game/skills/impl/ass/skill-257-blade-sentinel.ts", "webTreeModule": "src/game/skills/assassin-traps.ts", "webRegistryBranch": "Branch 3: Summons & Entities", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [44] SKILLS_SrvDo044_BladeSentinel 触发动作帧处理。 Web端由 registry.ts 中的 Branch 3: Summons & Entities 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [blade creeper],支持弹道碰撞与NextDelay。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "通过 SummonManager 生产宠物 [bladecreeper],遵循 PetType 上限与 AI 属性。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 258, "name": "Quickness", "charClass": "ass", "reqLevel": 6, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 18, "srvDoFuncName": "SKILLS_SrvDo018_DefensiveBuff", "srvDoFuncFile": "SkillSor.cpp", "srvDoFuncLine": 338, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "quickness", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/ass/skill-258-quickness.ts", "webTreeModule": "src/game/skills/assassin-shadow.ts", "webRegistryBranch": "Branch 7: Buffs & Armors", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [18] SKILLS_SrvDo018_DefensiveBuff 触发动作帧处理。 Web端由 registry.ts 中的 Branch 7: Buffs & Armors 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [quickness],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 259, "name": "Fists of Fire", "charClass": "ass", "reqLevel": 6, "srvStFunc": 23, "srvStFuncName": "SKILLS_SrvSt23_AssasinChargeStrikes", "srvStFuncFile": "SkillAss.cpp", "srvStFuncLine": 160, "srvDoFunc": 35, "srvDoFuncName": "SKILLS_SrvDo035_FistsOfFire_ClawsOfThunder_BladesOfIce", "srvDoFuncFile": "SkillAss.cpp", "srvDoFuncLine": 272, "srvPrgFuncs": [ { "index": 1, "funcId": 143, "name": "SKILLS_SrvDo143_FistsOfFire_RoyalStrike_ProgressiveFn", "file": "SkillAss.cpp", "line": 799 }, { "index": 2, "funcId": 38, "name": "SKILLS_SrvDo038_FistsOfFire_BladesOfIce_ProgressiveFn2", "file": "SkillAss.cpp", "line": 584 }, { "index": 3, "funcId": 39, "name": "SKILLS_SrvDo039_FistsOfFire_BladesOfIce_ProgressiveFn3", "file": "SkillAss.cpp", "line": 621 } ], "srvMissile": "", "srvMissiles": [ "fistsoffirefirewall" ], "passive": false, "passiveState": "", "aura": false, "auraState": "progressive_fire", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/ass/skill-259-fists-of-fire.ts", "webTreeModule": "src/game/skills/assassin-martial-arts.ts", "webRegistryBranch": "Branch 9: Pure Melee & Multi-hit", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [23] SKILLS_SrvSt23_AssasinChargeStrikes 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [35] SKILLS_SrvDo035_FistsOfFire_ClawsOfThunder_BladesOfIce 触发动作帧处理。 Web端由 registry.ts 中的 Branch 9: Pure Melee & Multi-hit 统一分发执行。【连击系统】D2MOO由 SrvPrgFunc[143,38,39] 依聚气段数逐级释放;Web端由 MartialArtsTracker 判定生效。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [fistsoffirefirewall],支持弹道碰撞与NextDelay。", "dim5_states": "关联状态机 [progressive_fire],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[23]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 260, "name": "Dragon Claw", "charClass": "ass", "reqLevel": 6, "srvStFunc": 25, "srvStFuncName": "SKILLS_SrvSt25_64_DragonClaw_MonFrenzy", "srvStFuncFile": "SkillMonst.cpp", "srvStFuncLine": 2078, "srvDoFunc": 46, "srvDoFuncName": "SKILLS_SrvDo046_DragonClaw", "srvDoFuncFile": "SkillAss.cpp", "srvDoFuncLine": 1544, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/ass/skill-260-dragon-claw.ts", "webTreeModule": "src/game/skills/assassin-martial-arts.ts", "webRegistryBranch": "Branch 9: Pure Melee & Multi-hit", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [25] SKILLS_SrvSt25_64_DragonClaw_MonFrenzy 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [46] SKILLS_SrvDo046_DragonClaw 触发动作帧处理。 Web端由 registry.ts 中的 Branch 9: Pure Melee & Multi-hit 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[25]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 261, "name": "Charged Bolt Sentry", "charClass": "ass", "reqLevel": 12, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 45, "srvDoFuncName": "SKILLS_SrvDo045_Sentry", "srvDoFuncFile": "SkillAss.cpp", "srvDoFuncLine": 1520, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "chargeboltsentry", "petType": "assassintrap", "delay": 0, "webImplFile": "src/game/skills/impl/ass/skill-261-charged-bolt-sentry.ts", "webTreeModule": "src/game/skills/assassin-traps.ts", "webRegistryBranch": "Branch 3: Summons & Entities", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [45] SKILLS_SrvDo045_Sentry 触发动作帧处理。 Web端由 registry.ts 中的 Branch 3: Summons & Entities 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "通过 SummonManager 生产宠物 [chargeboltsentry],遵循 PetType 上限与 AI 属性。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 262, "name": "Wake of Fire Sentry", "charClass": "ass", "reqLevel": 12, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 45, "srvDoFuncName": "SKILLS_SrvDo045_Sentry", "srvDoFuncFile": "SkillAss.cpp", "srvDoFuncLine": 1520, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "wakeofdestruction", "petType": "assassintrap", "delay": 0, "webImplFile": "src/game/skills/impl/ass/skill-262-wake-of-fire-sentry.ts", "webTreeModule": "src/game/skills/assassin-traps.ts", "webRegistryBranch": "Branch 3: Summons & Entities", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [45] SKILLS_SrvDo045_Sentry 触发动作帧处理。 Web端由 registry.ts 中的 Branch 3: Summons & Entities 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "通过 SummonManager 生产宠物 [wakeofdestruction],遵循 PetType 上限与 AI 属性。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 263, "name": "Weapon Block", "charClass": "ass", "reqLevel": 12, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 0, "srvDoFuncName": "nullptr", "srvDoFuncFile": "None", "srvDoFuncLine": 0, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": true, "passiveState": "weaponblock", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/ass/skill-263-weapon-block.ts", "webTreeModule": "src/game/skills/assassin-shadow.ts", "webRegistryBranch": "Branch 1: Passive Skills", "parityGrade": "A", "paritySummary": "【严格对齐】核心数学公式、弹道/状态定义与 1.13c D2MOO 完全吻合。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [0] nullptr 触发动作帧处理。 Web端由 registry.ts 中的 Branch 1: Passive Skills 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [weaponblock],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "None" }, { "id": 264, "name": "Cloak of Shadows", "charClass": "ass", "reqLevel": 12, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 47, "srvDoFuncName": "SKILLS_SrvDo047_CloakOfShadows", "srvDoFuncFile": "SkillAss.cpp", "srvDoFuncLine": 1652, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "cloak_of_shadows", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/ass/skill-264-cloak-of-shadows.ts", "webTreeModule": "src/game/skills/assassin-shadow.ts", "webRegistryBranch": "Branch 6: Curses & Warcries", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [47] SKILLS_SrvDo047_CloakOfShadows 触发动作帧处理。 Web端由 registry.ts 中的 Branch 6: Curses & Warcries 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [cloak_of_shadows],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 265, "name": "Cobra Strike", "charClass": "ass", "reqLevel": 12, "srvStFunc": 23, "srvStFuncName": "SKILLS_SrvSt23_AssasinChargeStrikes", "srvStFuncFile": "SkillAss.cpp", "srvStFuncLine": 160, "srvDoFunc": 34, "srvDoFuncName": "SKILLS_SrvDo034_TigerStrike_CobraStrike_RoyalStrike", "srvDoFuncFile": "SkillAss.cpp", "srvDoFuncLine": 179, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "progressive_steal", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/ass/skill-265-cobra-strike.ts", "webTreeModule": "src/game/skills/assassin-martial-arts.ts", "webRegistryBranch": "Branch 9: Pure Melee & Multi-hit", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [23] SKILLS_SrvSt23_AssasinChargeStrikes 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [34] SKILLS_SrvDo034_TigerStrike_CobraStrike_RoyalStrike 触发动作帧处理。 Web端由 registry.ts 中的 Branch 9: Pure Melee & Multi-hit 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [progressive_steal],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[23]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 266, "name": "Blade Fury", "charClass": "ass", "reqLevel": 18, "srvStFunc": 26, "srvStFuncName": "SKILLS_SrvSt26_BladeFury", "srvStFuncFile": "SkillAss.cpp", "srvStFuncLine": 1829, "srvDoFunc": 48, "srvDoFuncName": "SKILLS_SrvDo048_BladeFury", "srvDoFuncFile": "SkillAss.cpp", "srvDoFuncLine": 1769, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [ "bladefragment1" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/ass/skill-266-blade-fury.ts", "webTreeModule": "src/game/skills/assassin-traps.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [26] SKILLS_SrvSt26_BladeFury 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [48] SKILLS_SrvDo048_BladeFury 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [bladefragment1],支持弹道碰撞与NextDelay。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[26]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 267, "name": "Fade", "charClass": "ass", "reqLevel": 18, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 18, "srvDoFuncName": "SKILLS_SrvDo018_DefensiveBuff", "srvDoFuncFile": "SkillSor.cpp", "srvDoFuncLine": 338, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "fade", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/ass/skill-267-fade.ts", "webTreeModule": "src/game/skills/assassin-shadow.ts", "webRegistryBranch": "Branch 7: Buffs & Armors", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [18] SKILLS_SrvDo018_DefensiveBuff 触发动作帧处理。 Web端由 registry.ts 中的 Branch 7: Buffs & Armors 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [fade],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 268, "name": "Shadow Warrior", "charClass": "ass", "reqLevel": 18, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 49, "srvDoFuncName": "SKILLS_SrvDo049_ShadowWarrior_Master", "srvDoFuncFile": "SkillAss.cpp", "srvDoFuncLine": 1975, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "shadowwarrior", "summon": "shadowwarrior", "petType": "shadowwarrior", "delay": 150, "webImplFile": "src/game/skills/impl/ass/skill-268-shadow-warrior.ts", "webTreeModule": "src/game/skills/assassin-shadow.ts", "webRegistryBranch": "Branch 3: Summons & Entities", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [49] SKILLS_SrvDo049_ShadowWarrior_Master 触发动作帧处理。 Web端由 registry.ts 中的 Branch 3: Summons & Entities 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [shadowwarrior],受 StateBus 统一管控。", "dim6_summons": "通过 SummonManager 生产宠物 [shadowwarrior],遵循 PetType 上限与 AI 属性。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 269, "name": "Claws of Thunder", "charClass": "ass", "reqLevel": 18, "srvStFunc": 23, "srvStFuncName": "SKILLS_SrvSt23_AssasinChargeStrikes", "srvStFuncFile": "SkillAss.cpp", "srvStFuncLine": 160, "srvDoFunc": 35, "srvDoFuncName": "SKILLS_SrvDo035_FistsOfFire_ClawsOfThunder_BladesOfIce", "srvDoFuncFile": "SkillAss.cpp", "srvDoFuncLine": 272, "srvPrgFuncs": [ { "index": 2, "funcId": 36, "name": "SKILLS_SrvDo036_ClawsOfThunder_ProgressiveFn2", "file": "SkillAss.cpp", "line": 680 }, { "index": 3, "funcId": 37, "name": "SKILLS_SrvDo037_ClawsOfThunder_ProgressiveFn3", "file": "SkillAss.cpp", "line": 706 } ], "srvMissile": "", "srvMissiles": [ "clawsofthundernova", "clawsofthunderbolt" ], "passive": false, "passiveState": "", "aura": false, "auraState": "progressive_lightning", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/ass/skill-269-claws-of-thunder.ts", "webTreeModule": "src/game/skills/assassin-martial-arts.ts", "webRegistryBranch": "Branch 9: Pure Melee & Multi-hit", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [23] SKILLS_SrvSt23_AssasinChargeStrikes 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [35] SKILLS_SrvDo035_FistsOfFire_ClawsOfThunder_BladesOfIce 触发动作帧处理。 Web端由 registry.ts 中的 Branch 9: Pure Melee & Multi-hit 统一分发执行。【连击系统】D2MOO由 SrvPrgFunc[36,37] 依聚气段数逐级释放;Web端由 MartialArtsTracker 判定生效。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [clawsofthundernova, clawsofthunderbolt],支持弹道碰撞与NextDelay。", "dim5_states": "关联状态机 [progressive_lightning],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[23]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 270, "name": "Dragon Tail", "charClass": "ass", "reqLevel": 18, "srvStFunc": 27, "srvStFuncName": "SKILLS_SrvSt27_DragonTail", "srvStFuncFile": "SkillAss.cpp", "srvStFuncLine": 2093, "srvDoFunc": 50, "srvDoFuncName": "SKILLS_SrvDo050_DragonTail", "srvDoFuncFile": "SkillAss.cpp", "srvDoFuncLine": 2131, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [ "dragontail missile" ], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/ass/skill-270-dragon-tail.ts", "webTreeModule": "src/game/skills/assassin-martial-arts.ts", "webRegistryBranch": "Branch 9: Pure Melee & Multi-hit", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [27] SKILLS_SrvSt27_DragonTail 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [50] SKILLS_SrvDo050_DragonTail 触发动作帧处理。 Web端由 registry.ts 中的 Branch 9: Pure Melee & Multi-hit 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [dragontail missile],支持弹道碰撞与NextDelay。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[27]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 271, "name": "Lightning Sentry", "charClass": "ass", "reqLevel": 24, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 45, "srvDoFuncName": "SKILLS_SrvDo045_Sentry", "srvDoFuncFile": "SkillAss.cpp", "srvDoFuncLine": 1520, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "lightningsentry", "petType": "assassintrap", "delay": 0, "webImplFile": "src/game/skills/impl/ass/skill-271-lightning-sentry.ts", "webTreeModule": "src/game/skills/assassin-traps.ts", "webRegistryBranch": "Branch 3: Summons & Entities", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [45] SKILLS_SrvDo045_Sentry 触发动作帧处理。 Web端由 registry.ts 中的 Branch 3: Summons & Entities 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "通过 SummonManager 生产宠物 [lightningsentry],遵循 PetType 上限与 AI 属性。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 272, "name": "Inferno Sentry", "charClass": "ass", "reqLevel": 24, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 45, "srvDoFuncName": "SKILLS_SrvDo045_Sentry", "srvDoFuncFile": "SkillAss.cpp", "srvDoFuncLine": 1520, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "infernosentry", "petType": "assassintrap", "delay": 0, "webImplFile": "src/game/skills/impl/ass/skill-272-inferno-sentry.ts", "webTreeModule": "src/game/skills/assassin-traps.ts", "webRegistryBranch": "Branch 3: Summons & Entities", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [45] SKILLS_SrvDo045_Sentry 触发动作帧处理。 Web端由 registry.ts 中的 Branch 3: Summons & Entities 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "通过 SummonManager 生产宠物 [infernosentry],遵循 PetType 上限与 AI 属性。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 273, "name": "Mind Blast", "charClass": "ass", "reqLevel": 24, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 51, "srvDoFuncName": "SKILLS_SrvDo051_MindBlast", "srvDoFuncFile": "SkillAss.cpp", "srvDoFuncLine": 2314, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/ass/skill-273-mind-blast.ts", "webTreeModule": "src/game/skills/assassin-shadow.ts", "webRegistryBranch": "Branch 6: Curses & Warcries", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [51] SKILLS_SrvDo051_MindBlast 触发动作帧处理。 Web端由 registry.ts 中的 Branch 6: Curses & Warcries 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 274, "name": "Blades of Ice", "charClass": "ass", "reqLevel": 24, "srvStFunc": 23, "srvStFuncName": "SKILLS_SrvSt23_AssasinChargeStrikes", "srvStFuncFile": "SkillAss.cpp", "srvStFuncLine": 160, "srvDoFunc": 35, "srvDoFuncName": "SKILLS_SrvDo035_FistsOfFire_ClawsOfThunder_BladesOfIce", "srvDoFuncFile": "SkillAss.cpp", "srvDoFuncLine": 272, "srvPrgFuncs": [ { "index": 2, "funcId": 38, "name": "SKILLS_SrvDo038_FistsOfFire_BladesOfIce_ProgressiveFn2", "file": "SkillAss.cpp", "line": 584 }, { "index": 3, "funcId": 39, "name": "SKILLS_SrvDo039_FistsOfFire_BladesOfIce_ProgressiveFn3", "file": "SkillAss.cpp", "line": 621 } ], "srvMissile": "", "srvMissiles": [ "bladesoficecubes" ], "passive": false, "passiveState": "", "aura": false, "auraState": "progressive_cold", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/ass/skill-274-blades-of-ice.ts", "webTreeModule": "src/game/skills/assassin-martial-arts.ts", "webRegistryBranch": "Branch 9: Pure Melee & Multi-hit", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [23] SKILLS_SrvSt23_AssasinChargeStrikes 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [35] SKILLS_SrvDo035_FistsOfFire_ClawsOfThunder_BladesOfIce 触发动作帧处理。 Web端由 registry.ts 中的 Branch 9: Pure Melee & Multi-hit 统一分发执行。【连击系统】D2MOO由 SrvPrgFunc[38,39] 依聚气段数逐级释放;Web端由 MartialArtsTracker 判定生效。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [bladesoficecubes],支持弹道碰撞与NextDelay。", "dim5_states": "关联状态机 [progressive_cold],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[23]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 275, "name": "Dragon Flight", "charClass": "ass", "reqLevel": 24, "srvStFunc": 12, "srvStFuncName": "SKILLS_SrvSt12_Telekinesis_DragonFlight", "srvStFuncFile": "SkillSor.cpp", "srvStFuncLine": 190, "srvDoFunc": 52, "srvDoFuncName": "SKILLS_SrvDo052_DragonFlight", "srvDoFuncFile": "SkillAss.cpp", "srvDoFuncLine": 2353, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 25, "webImplFile": "src/game/skills/impl/ass/skill-275-dragon-flight.ts", "webTreeModule": "src/game/skills/assassin-martial-arts.ts", "webRegistryBranch": "Branch 9: Pure Melee & Multi-hit", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [12] SKILLS_SrvSt12_Telekinesis_DragonFlight 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [52] SKILLS_SrvDo052_DragonFlight 触发动作帧处理。 Web端由 registry.ts 中的 Branch 9: Pure Melee & Multi-hit 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[12]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 276, "name": "Death Sentry", "charClass": "ass", "reqLevel": 30, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 45, "srvDoFuncName": "SKILLS_SrvDo045_Sentry", "srvDoFuncFile": "SkillAss.cpp", "srvDoFuncLine": 1520, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "deathsentry", "petType": "assassintrap", "delay": 0, "webImplFile": "src/game/skills/impl/ass/skill-276-death-sentry.ts", "webTreeModule": "src/game/skills/assassin-traps.ts", "webRegistryBranch": "Branch 3: Summons & Entities", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [45] SKILLS_SrvDo045_Sentry 触发动作帧处理。 Web端由 registry.ts 中的 Branch 3: Summons & Entities 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "通过 SummonManager 生产宠物 [deathsentry],遵循 PetType 上限与 AI 属性。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 277, "name": "Blade Shield", "charClass": "ass", "reqLevel": 30, "srvStFunc": 28, "srvStFuncName": "SKILLS_SrvSt28_BladeShield", "srvStFuncFile": "SkillAss.cpp", "srvStFuncLine": 2426, "srvDoFunc": 54, "srvDoFuncName": "SKILLS_SrvDo054_BladeShield", "srvDoFuncFile": "SkillAss.cpp", "srvDoFuncLine": 2556, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [ "blade shield attachment" ], "passive": false, "passiveState": "", "aura": false, "auraState": "bladeshield", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/ass/skill-277-blade-shield.ts", "webTreeModule": "src/game/skills/assassin-traps.ts", "webRegistryBranch": "Branch 7: Buffs & Armors", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [28] SKILLS_SrvSt28_BladeShield 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [54] SKILLS_SrvDo054_BladeShield 触发动作帧处理。 Web端由 registry.ts 中的 Branch 7: Buffs & Armors 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [blade shield attachment],支持弹道碰撞与NextDelay。", "dim5_states": "关联状态机 [bladeshield],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[28]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 278, "name": "Venom", "charClass": "ass", "reqLevel": 30, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 18, "srvDoFuncName": "SKILLS_SrvDo018_DefensiveBuff", "srvDoFuncFile": "SkillSor.cpp", "srvDoFuncLine": 338, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "venomclaws", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/ass/skill-278-venom.ts", "webTreeModule": "src/game/skills/assassin-shadow.ts", "webRegistryBranch": "Branch 7: Buffs & Armors", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [18] SKILLS_SrvDo018_DefensiveBuff 触发动作帧处理。 Web端由 registry.ts 中的 Branch 7: Buffs & Armors 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [venomclaws],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 279, "name": "Shadow Master", "charClass": "ass", "reqLevel": 30, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 49, "srvDoFuncName": "SKILLS_SrvDo049_ShadowWarrior_Master", "srvDoFuncFile": "SkillAss.cpp", "srvDoFuncLine": 1975, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "shadowwarrior", "summon": "shadowmaster", "petType": "shadowwarrior", "delay": 150, "webImplFile": "src/game/skills/impl/ass/skill-279-shadow-master.ts", "webTreeModule": "src/game/skills/assassin-shadow.ts", "webRegistryBranch": "Branch 3: Summons & Entities", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [49] SKILLS_SrvDo049_ShadowWarrior_Master 触发动作帧处理。 Web端由 registry.ts 中的 Branch 3: Summons & Entities 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [shadowwarrior],受 StateBus 统一管控。", "dim6_summons": "通过 SummonManager 生产宠物 [shadowmaster],遵循 PetType 上限与 AI 属性。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 280, "name": "Royal Strike", "charClass": "ass", "reqLevel": 30, "srvStFunc": 23, "srvStFuncName": "SKILLS_SrvSt23_AssasinChargeStrikes", "srvStFuncFile": "SkillAss.cpp", "srvStFuncLine": 160, "srvDoFunc": 34, "srvDoFuncName": "SKILLS_SrvDo034_TigerStrike_CobraStrike_RoyalStrike", "srvDoFuncFile": "SkillAss.cpp", "srvDoFuncLine": 179, "srvPrgFuncs": [ { "index": 1, "funcId": 40, "name": "SKILLS_SrvDo040_RoyalStrike_ProgressiveFn1", "file": "SkillAss.cpp", "line": 935 }, { "index": 2, "funcId": 143, "name": "SKILLS_SrvDo143_FistsOfFire_RoyalStrike_ProgressiveFn", "file": "SkillAss.cpp", "line": 799 }, { "index": 3, "funcId": 41, "name": "SKILLS_SrvDo041_RoyalStrike_ProgressiveFn3", "file": "SkillAss.cpp", "line": 961 } ], "srvMissile": "", "srvMissiles": [ "royalstrikemeteorcenter", "royalstrikechainlightning", "royalstrikechaosice" ], "passive": false, "passiveState": "", "aura": false, "auraState": "progressive_other", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/ass/skill-280-royal-strike.ts", "webTreeModule": "src/game/skills/assassin-martial-arts.ts", "webRegistryBranch": "Branch 9: Pure Melee & Multi-hit", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [23] SKILLS_SrvSt23_AssasinChargeStrikes 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [34] SKILLS_SrvDo034_TigerStrike_CobraStrike_RoyalStrike 触发动作帧处理。 Web端由 registry.ts 中的 Branch 9: Pure Melee & Multi-hit 统一分发执行。【连击系统】D2MOO由 SrvPrgFunc[40,143,41] 依聚气段数逐级释放;Web端由 MartialArtsTracker 判定生效。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "生成主投射物 [royalstrikemeteorcenter, royalstrikechainlightning, royalstrikechaosice],支持弹道碰撞与NextDelay。", "dim5_states": "关联状态机 [progressive_other],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[23]驱动模式与前置校验)" ], "remediationPriority": "P2" } ] } ], "universal": [ { "id": 0, "name": "Attack", "charClass": "", "reqLevel": 1, "srvStFunc": 1, "srvStFuncName": "SKILLS_SrvSt01_Attack_LeftHandSwing", "srvStFuncFile": "Skills.cpp", "srvStFuncLine": 1946, "srvDoFunc": 1, "srvDoFuncName": "SKILLS_SrvDo001_Attack_LeftHandSwing", "srvDoFuncFile": "Skills.cpp", "srvDoFuncLine": 2025, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/uni/skill-000-attack.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 9: Pure Melee & Multi-hit", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [1] SKILLS_SrvSt01_Attack_LeftHandSwing 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [1] SKILLS_SrvDo001_Attack_LeftHandSwing 触发动作帧处理。 Web端由 registry.ts 中的 Branch 9: Pure Melee & Multi-hit 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[1]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 1, "name": "Kick", "charClass": "", "reqLevel": 1, "srvStFunc": 2, "srvStFuncName": "SKILLS_SrvSt02_Kick", "srvStFuncFile": "Skills.cpp", "srvStFuncLine": 1978, "srvDoFunc": 2, "srvDoFuncName": "SKILLS_SrvDo002_Kick_PowerStrike_MonIceSpear_Impale_Bash_Stun_Concentrate_BearSmite_Vengeance_Berserk_FireClaws", "srvDoFuncFile": "Skills.cpp", "srvDoFuncLine": 2094, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/uni/skill-001-kick.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 9: Pure Melee & Multi-hit", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [2] SKILLS_SrvSt02_Kick 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [2] SKILLS_SrvDo002_Kick_PowerStrike_MonIceSpear_Impale_Bash_Stun_Concentrate_BearSmite_Vengeance_Berserk_FireClaws 触发动作帧处理。 Web端由 registry.ts 中的 Branch 9: Pure Melee & Multi-hit 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[2]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 2, "name": "Throw", "charClass": "", "reqLevel": 1, "srvStFunc": 65, "srvStFuncName": "SKILLS_SrvSt65_Throw_LeftHandThrow", "srvStFuncFile": "Skills.cpp", "srvStFuncLine": 1965, "srvDoFunc": 3, "srvDoFuncName": "SKILLS_SrvDo003_Throw", "srvDoFuncFile": "Skills.cpp", "srvDoFuncLine": 2220, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/uni/skill-002-throw.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [65] SKILLS_SrvSt65_Throw_LeftHandThrow 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [3] SKILLS_SrvDo003_Throw 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[65]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 3, "name": "Unsummon", "charClass": "", "reqLevel": 1, "srvStFunc": 3, "srvStFuncName": "SKILLS_SrvSt03_Unsummon", "srvStFuncFile": "Skills.cpp", "srvStFuncLine": 1997, "srvDoFunc": 4, "srvDoFuncName": "SKILLS_SrvDo004_Unsummon", "srvDoFuncFile": "Skills.cpp", "srvDoFuncLine": 2207, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/uni/skill-003-unsummon.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 2: Unsummon", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [3] SKILLS_SrvSt03_Unsummon 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [4] SKILLS_SrvDo004_Unsummon 触发动作帧处理。 Web端由 registry.ts 中的 Branch 2: Unsummon 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[3]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 4, "name": "Left Hand Throw", "charClass": "", "reqLevel": 1, "srvStFunc": 65, "srvStFuncName": "SKILLS_SrvSt65_Throw_LeftHandThrow", "srvStFuncFile": "Skills.cpp", "srvStFuncLine": 1965, "srvDoFunc": 5, "srvDoFuncName": "SKILLS_SrvDo005_LeftHandThrow", "srvDoFuncFile": "Skills.cpp", "srvDoFuncLine": 2278, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/uni/skill-004-left-hand-throw.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [65] SKILLS_SrvSt65_Throw_LeftHandThrow 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [5] SKILLS_SrvDo005_LeftHandThrow 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[65]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 5, "name": "Left Hand Swing", "charClass": "", "reqLevel": 1, "srvStFunc": 1, "srvStFuncName": "SKILLS_SrvSt01_Attack_LeftHandSwing", "srvStFuncFile": "Skills.cpp", "srvStFuncLine": 1946, "srvDoFunc": 1, "srvDoFuncName": "SKILLS_SrvDo001_Attack_LeftHandSwing", "srvDoFuncFile": "Skills.cpp", "srvDoFuncLine": 2025, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/uni/skill-005-left-hand-swing.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 9: Pure Melee & Multi-hit", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [1] SKILLS_SrvSt01_Attack_LeftHandSwing 进行施法前置验证与武器限制检查。Web端由战斗主循环与 SkillExecContext 判定条件,未显式解耦 SrvSt 帧时序。", "dim2_srvDo": "D2MOO由 SrvDo [1] SKILLS_SrvDo001_Attack_LeftHandSwing 触发动作帧处理。 Web端由 registry.ts 中的 Branch 9: Pure Melee & Multi-hit 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [ "起手与动作帧未解耦(D2MOO由SrvSt[1]驱动模式与前置校验)" ], "remediationPriority": "P2" }, { "id": 217, "name": "Scroll of Identify", "charClass": "", "reqLevel": 1, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 113, "srvDoFuncName": "SKILLS_SrvDo113_Scroll_Book", "srvDoFuncFile": "SkillItem.cpp", "srvDoFuncLine": 898, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/uni/skill-217-scroll-of-identify.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [113] SKILLS_SrvDo113_Scroll_Book 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 218, "name": "Book of Identify", "charClass": "", "reqLevel": 1, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 113, "srvDoFuncName": "SKILLS_SrvDo113_Scroll_Book", "srvDoFuncFile": "SkillItem.cpp", "srvDoFuncLine": 898, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/uni/skill-218-book-of-identify.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [113] SKILLS_SrvDo113_Scroll_Book 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 219, "name": "Scroll of Townportal", "charClass": "", "reqLevel": 1, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 113, "srvDoFuncName": "SKILLS_SrvDo113_Scroll_Book", "srvDoFuncFile": "SkillItem.cpp", "srvDoFuncLine": 898, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/uni/skill-219-scroll-of-townportal.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [113] SKILLS_SrvDo113_Scroll_Book 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 220, "name": "Book of Townportal", "charClass": "", "reqLevel": 1, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 113, "srvDoFuncName": "SKILLS_SrvDo113_Scroll_Book", "srvDoFuncFile": "SkillItem.cpp", "srvDoFuncLine": 898, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/uni/skill-220-book-of-townportal.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 10: Missiles & Spells", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [113] SKILLS_SrvDo113_Scroll_Book 触发动作帧处理。 Web端由 registry.ts 中的 Branch 10: Missiles & Spells 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "无被动/光环专属常驻状态。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" }, { "id": 350, "name": "Delerium Change", "charClass": "", "reqLevel": 1, "srvStFunc": 0, "srvStFuncName": "nullptr", "srvStFuncFile": "None", "srvStFuncLine": 0, "srvDoFunc": 116, "srvDoFuncName": "SKILLS_SrvDo116_Wearwolf_Wearbear", "srvDoFuncFile": "SkillDruid.cpp", "srvDoFuncLine": 262, "srvPrgFuncs": [], "srvMissile": "", "srvMissiles": [], "passive": false, "passiveState": "", "aura": false, "auraState": "delerium", "summon": "", "petType": "", "delay": 0, "webImplFile": "src/game/skills/impl/uni/skill-350-delerium-change.ts", "webTreeModule": "src/game/skills/skills.ts", "webRegistryBranch": "Branch 7: Buffs & Armors", "parityGrade": "B", "paritySummary": "【功能对齐】核心战斗逻辑、数值与视觉效果完备,与原版存在网络帧/状态机解耦架构差异。", "dim1_srvSt": "D2MOO使用 SrvSt [0] nullptr 进行施法前置验证与武器限制检查。原版无额外起手验证(直通动作执行)。Web端与原版一致,直接调度。", "dim2_srvDo": "D2MOO由 SrvDo [116] SKILLS_SrvDo116_Wearwolf_Wearbear 触发动作帧处理。 Web端由 registry.ts 中的 Branch 7: Buffs & Armors 统一分发执行。", "dim3_formulas": "严格遵循 1.13c 5-band 阶梯成长与 24.8 定点法力消耗。协同仅统计硬点投入(blvl)。", "dim4_missiles": "无直系投射物生成。", "dim5_states": "关联状态机 [delerium],受 StateBus 统一管控。", "dim6_summons": "不涉及宠物/次级实体生成。", "keyDifferences": [], "remediationPriority": "P2" } ], "totalSkillsAudited": 221 }