diablo2-web/docs/skills-parity-data.json

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{
"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
}