This commit is contained in:
2025-07-07 17:56:49 +08:00
parent 1e077893f0
commit 7984e4090a
22 changed files with 2710 additions and 2702 deletions
@@ -24,11 +24,11 @@ class Skill0(ActiveSkill):
hasUP = False
# 近距离攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
# 枪头攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# 枪头攻击判定距离 : {value2}px
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
mode = ["枪头","近距离"]
@@ -59,10 +59,10 @@ class Skill1(ActiveSkill):
hasUP = False
# 挑击攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 浮空力增加率 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# 基础精通
@@ -85,11 +85,11 @@ class Skill3(PassiveSkill):
hasUP = False
# 基本攻击力变化率 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
# 前冲攻击力变化率 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# 跳跃攻击力变化率 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
associate = [{"type":"*skillRation","data":[i-100 if i>0 else 0 for i in data0],"skills":["猎杀枪"]}]
@@ -116,12 +116,12 @@ class Skill6(ActiveSkill):
hasUP = False
# 被扔时的冲撞伤害 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
# 撞到墙壁、 地面时的冲撞伤害 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# [学习帝国枪术后]
# 可抓取的敌人数量 : {value2}
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
mode = ["可抓取","不可抓取"]
@@ -153,10 +153,10 @@ class Skill7(ActiveSkill):
hasUP = False
# 反击的攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 所受伤害减少率 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# 落凤枪
# demonic_lancer/dragoon/c9664191611af31142e052dfaef84530
@@ -178,14 +178,14 @@ class Skill8(ActiveSkill):
hasUP = False
# 落地攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 地面爆炸攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 1
# [范围信息]
# 爆炸范围 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
# 横扫
# demonic_lancer/dragoon/fc7a3f4c2852c832a2f20af63d5d212f
@@ -207,7 +207,7 @@ class Skill9(ActiveSkill):
hasUP = False
# 横斩攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 魔枪发射
@@ -231,10 +231,10 @@ class Skill10(ActiveSkill):
hasUP = False
# 魔法枪多段攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 4
# 魔法枪多段攻击次数 : {value1}次
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# 连环枪
@@ -258,19 +258,19 @@ class Skill13(ActiveSkill):
# 命中敌人后, 即刻发动下一攻击所需的按键间隔 : 0.5秒
# 横斩攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 上挑攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 1
# 向上攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 1
# 下刺攻击力 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
data3 = get_data(f'{prefix}/{uuid}', 3)
hit3 = 1
# 敌人的僵直增加量 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4, lambda x = None: x)
data4 = get_data(f'{prefix}/{uuid}', 4)
# 扫堂枪
# demonic_lancer/dragoon/128b9ddef2262f40723deae4407bdb42
@@ -292,7 +292,7 @@ class Skill14(ActiveSkill):
hasUP = True
# 横斩攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 狩猎技艺
@@ -330,11 +330,11 @@ class Skill16(PassiveSkill):
hasUP = False
# 魔法武器攻击力增加率 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
# 攻击速度增加 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# 魔法暴击率增加 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
associate = [ {"type":"$*PAtkM","data":data0}, ]
@@ -363,17 +363,17 @@ class Skill17(ActiveSkill):
cd = 1
# 魔法枪再次生成时间 : {value0}秒
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
# 恢复的魔法枪数量 : {value1}个
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# 基本攻击时一次射出的魔法枪数量 : {value2}个
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
# 施放技能时一次射出的魔法枪数量 : {value3}个
data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
data3 = get_data(f'{prefix}/{uuid}', 3)
# 发射冷却时间 : {value4}秒
data4 = get_data(f'{prefix}/{uuid}', 4, lambda x = None: x)
data4 = get_data(f'{prefix}/{uuid}', 4)
# 魔法枪攻击力 : {value5}%
data5 = get_data(f'{prefix}/{uuid}', 5, lambda x = None: x)
data5 = get_data(f'{prefix}/{uuid}', 5)
hit5 = 1
def getSkillCD(self, mode=None):
@@ -401,13 +401,13 @@ class Skill18(ActiveSkill):
hasUP = True
# 攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 浮空力比率 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# [范围信息]
# 攻击范围扩大率 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
# 光焰飞枪
# demonic_lancer/dragoon/6a1d1f08a6572be420bb3a256c44c015
@@ -429,13 +429,13 @@ class Skill19(ActiveSkill):
hasUP = True
# 多段攻击次数 : {value0}次
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
# 魔法攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 5
# [范围信息]
# 攻击范围扩大率 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
# 狩猎本能
# demonic_lancer/dragoon/e0a072e8cef2d77893aad5f68aeed56a
@@ -455,9 +455,9 @@ class Skill20(PassiveSkill):
hasUP = False
# 暴击伤害增加率 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
# 命中率增加 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
associate = [ {"data":data0,"type":"*skillRation"}]
@@ -481,9 +481,9 @@ class Skill22(ActiveSkill):
hasUP = False
# 持续时间 : {value0}秒
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
# 基本攻击力和技能攻击力增加率 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# 猎杀枪 : 掠食
# demonic_lancer/dragoon/b3659936a9a74c4ed6f7faf07cca1f9e
@@ -512,14 +512,14 @@ class Skill23(ActiveSkill):
hasUP = True
# 地面发射攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 地面发射控制时间 : {value1}秒
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# 空中发射控制时间 : {value2}秒
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
# 空中发射攻击力 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
data3 = get_data(f'{prefix}/{uuid}', 3)
hit3 = 0
mode = ["地面","空中"]
@@ -554,17 +554,17 @@ class Skill24(ActiveSkill):
hasUP = True
# 突进距离 : {value0}px
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
# 按前方向键施放时突进距离 : {value1}px
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# 突进攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 1
# 下刺攻击力 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
data3 = get_data(f'{prefix}/{uuid}', 3)
hit3 = 1
# 生成的魔法枪攻击力 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4, lambda x = None: x)
data4 = get_data(f'{prefix}/{uuid}', 4)
hit4 = 3
# 光焰枪
@@ -587,7 +587,7 @@ class Skill25(ActiveSkill):
hasUP = False
# 魔法枪攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 猎杀枪 : 穿心
@@ -615,16 +615,16 @@ class Skill26(ActiveSkill):
hasUP = True
# 旋转多段攻击次数 : {value0}次
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
# 旋转时攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 6
# 返回时攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 1
# [范围信息]
# 攻击范围扩大率 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
data3 = get_data(f'{prefix}/{uuid}', 3)
# 利刃收割
# demonic_lancer/dragoon/1b1cfab062e0768bcc889e33e1f30dbf
@@ -648,18 +648,18 @@ class Skill27(ActiveSkill):
vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501
# 挥击攻击力 : {value0}% X {value1}
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 4
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# 击退攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 1
# 上升攻击力 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
data3 = get_data(f'{prefix}/{uuid}', 3)
hit3 = 0
# [范围信息]
# 攻击范围扩大率 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4, lambda x = None: x)
data4 = get_data(f'{prefix}/{uuid}', 4)
mode = ["击退","上升"]
@@ -720,12 +720,12 @@ class Skill28(ActiveSkill):
vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501
# 屏障生成位置 : {value0}px
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
# 屏障多段攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 1
# 屏障爆炸攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 1
def vp_1(self):
@@ -771,17 +771,17 @@ class Skill29(ActiveSkill):
vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501
# 基本降落位置 : {value0}px
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
# 空中施放技能所需最低高度 : {value1}px
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# 降落冲撞攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 1
# 强制控制时间 : {value3}秒
data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
data3 = get_data(f'{prefix}/{uuid}', 3)
# [范围信息]
# 冲击波范围扩大率 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4, lambda x = None: x)
data4 = get_data(f'{prefix}/{uuid}', 4)
def vp_1(self):
"""
@@ -826,16 +826,16 @@ class Skill30(ActiveSkill):
vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501
# 魔法枪发射次数 : {value0}次
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
# 魔法枪攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 20
# 终结攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 1
# [范围信息]
# 攻击范围扩大率 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
data3 = get_data(f'{prefix}/{uuid}', 3)
def vp_1(self):
"""
@@ -878,9 +878,9 @@ class Skill31(PassiveSkill):
hasUP = False
# 猎杀枪重新生成时间 : {value0}秒
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
# 技能攻击力增加率 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
associate = [ {"data":[-i for i in data0],"type":"+cd","skills":["猎杀枪"],"ratio":1}, {"data":data1,"type":"*skillRation"}]
@@ -907,13 +907,13 @@ class Skill32(ActiveSkill):
hasUP = False
# 直接攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 猎杀枪多段攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 10
# 降落冲撞爆炸攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 1
# 长按前方向键时降落位置 : 中间位置的前方300px
# 长按后方向键时降落位置 : 中间位置的后方300px
@@ -943,15 +943,15 @@ class Skill33(ActiveSkill):
vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501
# 魔法枪乱舞攻击力 : {value0}% X {value1}
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 4
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# 地面爆炸攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 1
# [范围信息]
# 地面爆炸范围比率 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
data3 = get_data(f'{prefix}/{uuid}', 3)
def vp_1(self):
"""
@@ -1000,11 +1000,11 @@ class Skill34(ActiveSkill):
vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501
# 突进攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# [范围信息]
# 攻击范围扩大率 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
def vp_1(self):
"""
@@ -1049,11 +1049,11 @@ class Skill35(PassiveSkill):
hasUP = False
# 基本攻击和技能攻击力增加率量 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
# 攻击速度增加 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# 命中率增加 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
associate = [ {"data":data0,"type":"*skillRation"}]
@@ -1082,10 +1082,10 @@ class Skill36(ActiveSkill):
vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501
# 投掷攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 拔枪挥斩攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 1
def vp_1(self):
@@ -1137,18 +1137,18 @@ class Skill37(ActiveSkill):
vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501
# 移动距离上限 : {value0}px
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
# 利刃风车多段攻击攻击力 : {value1}% X {value2}
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 11
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
# 利刃风车爆炸攻击力 : {value3}% X {value4}
data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
data3 = get_data(f'{prefix}/{uuid}', 3)
hit3 = 1
data4 = get_data(f'{prefix}/{uuid}', 4, lambda x = None: x)
data4 = get_data(f'{prefix}/{uuid}', 4)
# [范围信息]
# 利刃风车大小比率 : {value5}%
data5 = get_data(f'{prefix}/{uuid}', 5, lambda x = None: x)
data5 = get_data(f'{prefix}/{uuid}', 5)
def vp_1(self):
"""
@@ -1192,12 +1192,12 @@ class Skill38(ActiveSkill):
hasUP = False
# 探测范围 : {value0}px
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
# 穿刺攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 1
# 爆炸攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 1
# 狩魔之魂
@@ -1221,7 +1221,7 @@ class Skill39(PassiveSkill):
hasUP = False
# 基本攻击力和转职技能攻击力增加率 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
# [蛮横冲撞]按向前方向键时前进距离额外增加 : 30%
associate = [ {"data":data0,"type":"*skillRation"}]
@@ -1247,11 +1247,11 @@ class Skill40(ActiveSkill):
hasUP = False
# 猎杀枪多段攻击力 : {value0}% X {value1}
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 10
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# 巨型猎杀枪攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 1
# 红月·狂狩盛宴
@@ -1281,11 +1281,11 @@ class Skill41(ActiveSkill):
hasUP = False
# 猎杀枪多段攻击力 : {value0}% X {value1}
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 3
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# 贯穿攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 1
class classChange(Character):
@@ -24,11 +24,11 @@ class Skill0(ActiveSkill):
hasUP = False
# 近距离攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
# 枪头攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# 枪头攻击判定距离 : {value2}px
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
mode = ["枪头","近距离"]
@@ -59,10 +59,10 @@ class Skill1(ActiveSkill):
hasUP = False
# 挑击攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 浮空力增加率 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# 基础精通
@@ -85,11 +85,11 @@ class Skill3(PassiveSkill):
hasUP = False
# 基本攻击力变化率 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
# 前冲攻击力变化率 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# 跳跃攻击力变化率 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
# 回旋钩
@@ -114,13 +114,13 @@ class Skill6(ActiveSkill):
hasUP = False
# 被扔时的冲撞伤害 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 撞到墙壁、 地面时的冲撞伤害 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# [学习帝国枪术后]
# 可抓取的敌人数量 : {value2}
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
mode = ["可抓取","不可抓取"]
@@ -152,10 +152,10 @@ class Skill7(ActiveSkill):
hasUP = False
# 反击的攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 所受伤害减少率 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# 落凤枪
# demonic_lancer/skirmisher/c9664191611af31142e052dfaef84530
@@ -177,14 +177,14 @@ class Skill8(ActiveSkill):
hasUP = False
# 落地攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 地面爆炸攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 1
# [范围信息]
# 爆炸范围 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
# 横扫
# demonic_lancer/skirmisher/fc7a3f4c2852c832a2f20af63d5d212f
@@ -206,7 +206,7 @@ class Skill9(ActiveSkill):
hasUP = False
# 横斩攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 魔枪发射
@@ -230,10 +230,10 @@ class Skill10(ActiveSkill):
hasUP = False
# 魔法枪多段攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 4
# 魔法枪多段攻击次数 : {value1}次
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
@@ -258,19 +258,19 @@ class Skill13(ActiveSkill):
# 命中敌人后, 即刻发动下一攻击所需的按键间隔 : 0.5秒
# 横斩攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 上挑攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 1
# 向上攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 1
# 下刺攻击力 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
data3 = get_data(f'{prefix}/{uuid}', 3)
hit3 = 1
# 敌人的僵直增加量 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4, lambda x = None: x)
data4 = get_data(f'{prefix}/{uuid}', 4)
# 长枪精通
# demonic_lancer/skirmisher/f2fb27162beb0b87a7cb9af7900e95f2
@@ -291,13 +291,13 @@ class Skill14(PassiveSkill):
hasUP = False
# 攻击力增加率 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
# 攻击速度增加 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# 命中率增加 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
# 冷却时间减少率 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
data3 = get_data(f'{prefix}/{uuid}', 3)
associate = [ {"type":"$*PAtkP","data":data0},{"type":"*cdReduce","data":data3,"exceptSkills":["流云幻灭","极影无形杀","问鼎·千军破云"]},]
@@ -351,18 +351,18 @@ class Skill16(ActiveSkill):
hasUP = True
# 旋风多段攻击次数 : {value0}
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
# 刺击攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 1
# 旋风攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 8
# [范围信息]
# 旋风吸入敌人的范围增加率 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
data3 = get_data(f'{prefix}/{uuid}', 3)
# 旋风吸入敌人的力量增加率 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4, lambda x = None: x)
data4 = get_data(f'{prefix}/{uuid}', 4)
# 扫堂枪
# demonic_lancer/skirmisher/128b9ddef2262f40723deae4407bdb42
@@ -384,7 +384,7 @@ class Skill17(ActiveSkill):
hasUP = True
# 横斩攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 无双枪术
@@ -407,9 +407,9 @@ class Skill18(ActiveSkill):
hasUP = False
# 攻击力比率 : 打击量的{value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
# [无双枪术]持续时间 : {value1}秒
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# 双重刺击
# demonic_lancer/skirmisher/d085127b0edd719782bd618d5688f4a1
@@ -432,19 +432,19 @@ class Skill19(ActiveSkill):
hasUP = True
# 第1击攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 0
# 第1击枪头攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 1
# 第2击攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 0
# 第2击枪头攻击力 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
data3 = get_data(f'{prefix}/{uuid}', 3)
hit3 = 1
# 枪头攻击判定距离 : {value4}px
data4 = get_data(f'{prefix}/{uuid}', 4, lambda x = None: x)
data4 = get_data(f'{prefix}/{uuid}', 4)
mode = ["枪头","近距离"]
@@ -480,15 +480,15 @@ class Skill20(ActiveSkill):
hasUP = True
# 横扫攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 基础的浮空力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# 使倒地的敌人再次浮空的浮空力比率 : 基础浮空力的{value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
# [范围信息]
# 攻击范围 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
data3 = get_data(f'{prefix}/{uuid}', 3)
# 行云 : 落
@@ -516,15 +516,15 @@ class Skill22(ActiveSkill):
hasUP = True
# 投枪攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 浮空的敌人的超级控制时间 : {value1}秒
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# 地面的敌人超级控制时间 : {value2}秒
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
# [范围信息]
# 攻击范围 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
data3 = get_data(f'{prefix}/{uuid}', 3)
# 旋风枪
# demonic_lancer/skirmisher/01c3a2fb793d293a25ed8dc7a0d70c1a
@@ -547,13 +547,13 @@ class Skill23(ActiveSkill):
hasUP = True
# 旋转攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 11
# 击打数 : {value1}
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# [范围信息]
# 大小 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
# 行云 : 沐
# demonic_lancer/skirmisher/85f7c810ad503790e8626439fe936d56
@@ -573,7 +573,7 @@ class Skill24(PassiveSkill):
hasUP = False
# 技能攻击力增加率 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
associate = [ {"data":data0,"type":"*skillRation"}]
@@ -598,22 +598,22 @@ class Skill25(ActiveSkill):
hasUP = True
# 对被刺穿敌人的攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 0
# 被刺穿后弹开时的攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 0
# 普通突进攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 1
# 普通刺击攻击力 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
data3 = get_data(f'{prefix}/{uuid}', 3)
hit3 = 1
# 弹开的敌人撞到地面时的冲撞攻击力 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4, lambda x = None: x)
data4 = get_data(f'{prefix}/{uuid}', 4)
hit4 = 0
# 弹开的敌人撞到墙壁时的冲撞攻击力 : {value5}%
data5 = get_data(f'{prefix}/{uuid}', 5, lambda x = None: x)
data5 = get_data(f'{prefix}/{uuid}', 5)
hit5 = 0
mode = ["不可抓取", "可抓取(地面)", "可抓取(墙壁)"]
@@ -652,17 +652,17 @@ class Skill26(ActiveSkill):
vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501
# 横扫攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 上挑攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 1
# 最后一击攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 1
# [范围信息]
# 攻击范围增加 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
data3 = get_data(f'{prefix}/{uuid}', 3)
def vp_1(self):
"""
@@ -705,17 +705,17 @@ class Skill27(ActiveSkill):
vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501
# 第1击攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 第2击攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 1
# 第3击攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 1
# [范围信息]
# 攻击范围: {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
data3 = get_data(f'{prefix}/{uuid}', 3)
def vp_1(self):
"""
@@ -759,15 +759,15 @@ class Skill28(ActiveSkill):
vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501
# 旋转攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 15
# 旋转速度增加率 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# 旋转多段攻击次数 : {value2}次
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
# [范围信息]
# 攻击范围 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
data3 = get_data(f'{prefix}/{uuid}', 3)
def vp_1(self):
"""
@@ -813,24 +813,24 @@ class Skill29(ActiveSkill):
vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501
# 刺击次数 : {value0}
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
# 近距离刺击攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 0
# 引起受创效果的刺击攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 15
# 每1次刺击对应的横斩攻击力 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
data3 = get_data(f'{prefix}/{uuid}', 3)
hit3 = 15
# 最后横斩攻击力 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4, lambda x = None: x)
data4 = get_data(f'{prefix}/{uuid}', 4)
hit4 = 1
# 积累受创效果判定距离 : {value5}px
data5 = get_data(f'{prefix}/{uuid}', 5, lambda x = None: x)
data5 = get_data(f'{prefix}/{uuid}', 5)
# [范围信息]
# 攻击范围 : {value6}%
data6 = get_data(f'{prefix}/{uuid}', 6, lambda x = None: x)
data6 = get_data(f'{prefix}/{uuid}', 6)
mode = ["枪头","近距离"]
@@ -884,15 +884,15 @@ class Skill30(PassiveSkill):
hasUP = False
# [行云 : 风]攻击力增加率 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
# [行云 : 疾]攻击力增加率 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# [行云 : 落]攻击力增加率 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
# [连环枪]攻击力增加率 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
data3 = get_data(f'{prefix}/{uuid}', 3)
# 基本攻击和其他技能的攻击力增加率 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4, lambda x = None: x)
data4 = get_data(f'{prefix}/{uuid}', 4)
associate = [
{"data":data0,"type":"*skillRation","skills":["行云 : 风"]},
@@ -923,36 +923,36 @@ class Skill31(ActiveSkill):
hasUP = False
# 第一击攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 第2击攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 1
# 第3击攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 1
# 第4击攻击力 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
data3 = get_data(f'{prefix}/{uuid}', 3)
hit3 = 3
# 第5击攻击力 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4, lambda x = None: x)
data4 = get_data(f'{prefix}/{uuid}', 4)
hit4 = 1
# 第6击攻击力 : {value5}%
data5 = get_data(f'{prefix}/{uuid}', 5, lambda x = None: x)
data5 = get_data(f'{prefix}/{uuid}', 5)
hit5 = 1
# 第7击攻击力 : {value6}%
data6 = get_data(f'{prefix}/{uuid}', 6, lambda x = None: x)
data6 = get_data(f'{prefix}/{uuid}', 6)
hit6 = 1
# 第8击攻击力 : {value7}%
data7 = get_data(f'{prefix}/{uuid}', 7, lambda x = None: x)
data7 = get_data(f'{prefix}/{uuid}', 7)
hit7 = 1
# 斗气长枪攻击力 : {value8}%
data8 = get_data(f'{prefix}/{uuid}', 8, lambda x = None: x)
data8 = get_data(f'{prefix}/{uuid}', 8)
hit8 = 1
# 第4击多段攻击次数 : {value9}次
data9 = get_data(f'{prefix}/{uuid}', 9, lambda x = None: x)
data9 = get_data(f'{prefix}/{uuid}', 9)
# 斗气长枪的超级控制时间 : {value10}秒
data10 = get_data(f'{prefix}/{uuid}', 10, lambda x = None: x)
data10 = get_data(f'{prefix}/{uuid}', 10)
# [流云幻灭]追加效果
# - 斗气长枪攻击力 +10%
skillRation = 1.1
@@ -982,15 +982,15 @@ class Skill32(ActiveSkill):
vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501
# 集束长枪的攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 20*2
# 集束长枪的发射数量 : {value1}个
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# 最多发射次数 : {value2}次
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
# [范围信息]
# 集束长枪大小 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
data3 = get_data(f'{prefix}/{uuid}', 3)
def vp_1(self):
"""
@@ -1034,18 +1034,18 @@ class Skill33(ActiveSkill):
vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501
# 枪身攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# [三一斩月]攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 8
# 敌人的僵直度增加 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
# 新月的基础击打数 : {value3}
data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
data3 = get_data(f'{prefix}/{uuid}', 3)
# [范围信息]
# 轨迹大小 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4, lambda x = None: x)
data4 = get_data(f'{prefix}/{uuid}', 4)
def vp_1(self):
"""
@@ -1095,27 +1095,27 @@ class Skill34(PassiveSkill):
hasUP = False
# 施放[行云诀]时的无敌时间 : {value0}秒
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
# 物理暴击率增加 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# 幻影与相应技能原攻击力的比率
# - [行云 : 风]、 [行云 : 疾]、 [行云 : 落] : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
# - [刺击]、 [双重刺击] : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
data3 = get_data(f'{prefix}/{uuid}', 3)
# - 地面基本攻击 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4, lambda x = None: x)
data4 = get_data(f'{prefix}/{uuid}', 4)
# 连接使用刺击系列技能时, 攻击速度增加率
# - [刺击] → [双重刺击] : {value5}%
data5 = get_data(f'{prefix}/{uuid}', 5, lambda x = None: x)
data5 = get_data(f'{prefix}/{uuid}', 5)
# - [双重刺击] → [无双突刺] : {value6}%
data6 = get_data(f'{prefix}/{uuid}', 6, lambda x = None: x)
data6 = get_data(f'{prefix}/{uuid}', 6)
# - [刺击] → [双重刺击] → [无双突刺] : {value7}%
data7 = get_data(f'{prefix}/{uuid}', 7, lambda x = None: x)
data7 = get_data(f'{prefix}/{uuid}', 7)
# [行云 : 风]攻击速度增加率 : {value8}%
data8 = get_data(f'{prefix}/{uuid}', 8, lambda x = None: x)
data8 = get_data(f'{prefix}/{uuid}', 8)
# 除行云系外的技能攻击力增加率 : {value9}%
data9 = get_data(f'{prefix}/{uuid}', 9, lambda x = None: x)
data9 = get_data(f'{prefix}/{uuid}', 9)
associate = [
{"data":data2,"type":"*skillRation","skills":["行云 : 风","行云 : 疾","行云 : 落"]},
@@ -1147,19 +1147,19 @@ class Skill35(ActiveSkill):
vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501
# 第1~2击攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 2
# 第3~4击攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 0
# 第3~4击枪头攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 2
# 枪头攻击判定距离 : {value3}px
data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
data3 = get_data(f'{prefix}/{uuid}', 3)
# [范围信息]
# 攻击范围 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4, lambda x = None: x)
data4 = get_data(f'{prefix}/{uuid}', 4)
mode = ["枪头","近距离"]
@@ -1212,14 +1212,14 @@ class Skill36(ActiveSkill):
vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501
# 突进攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 终结攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 1
# [范围信息]
# 打击范围 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
def vp_1(self):
"""
@@ -1263,20 +1263,20 @@ class Skill37(ActiveSkill):
hasUP = False
# 第1次刺击攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 乱舞斩击次数 : {value1}次
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# 乱舞斩击攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 7
# 乱舞刺击次数 : {value3}次
data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
data3 = get_data(f'{prefix}/{uuid}', 3)
# 乱舞刺击攻击力 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4, lambda x = None: x)
data4 = get_data(f'{prefix}/{uuid}', 4)
hit4 = 17
# 最后一击攻击力 : {value5}%
data5 = get_data(f'{prefix}/{uuid}', 5, lambda x = None: x)
data5 = get_data(f'{prefix}/{uuid}', 5)
hit5 = 1
# 一身是胆
@@ -1301,7 +1301,7 @@ class Skill38(PassiveSkill):
hasUP = False
# 基本攻击力和转职技能攻击力增加率 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
associate = [ {"data":data0,"type":"*skillRation"}]
@@ -1326,18 +1326,18 @@ class Skill39(ActiveSkill):
hasUP = False
# 地面下劈攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 挥击攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 2
# 爆炸攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 2
# 挥击多段攻击次数 : {value3}次
data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
data3 = get_data(f'{prefix}/{uuid}', 3)
# 爆炸多段攻击次数 : {value4}次
data4 = get_data(f'{prefix}/{uuid}', 4, lambda x = None: x)
data4 = get_data(f'{prefix}/{uuid}', 4)
# 问鼎·千军破云
# demonic_lancer/skirmisher/2e2b7efe778656690f9c8cb6e47c3932
@@ -1364,18 +1364,18 @@ class Skill40(ActiveSkill):
hasUP = False
# 魔枪挥击攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 幻影乱舞攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 5
# 终结穿刺攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 4
# 乱舞多段攻击次数 : {value3}次
data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
data3 = get_data(f'{prefix}/{uuid}', 3)
# 穿刺多段攻击次数 : {value4}次
data4 = get_data(f'{prefix}/{uuid}', 4, lambda x = None: x)
data4 = get_data(f'{prefix}/{uuid}', 4)
class classChange(Character):
@@ -24,13 +24,13 @@ class Skill0(ActiveSkill):
hasUP = False
# 近距离攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 0
# 枪头攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 1
# 枪头攻击判定距离 : {value2}px
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
mode = ["枪头","近距离"]
@@ -61,10 +61,10 @@ class Skill1(ActiveSkill):
hasUP = False
# 挑击攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 浮空力增加率 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# 基础精通
@@ -87,11 +87,11 @@ class Skill3(PassiveSkill):
hasUP = False
# 基本攻击力变化率 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
# 前冲攻击力变化率 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# 跳跃攻击力变化率 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
associate = [{"type":"*skillRation","data":[i-100 if i>0 else 0 for i in data0],"skills":["霸王戟"]}]
@@ -118,13 +118,13 @@ class Skill6(ActiveSkill):
hasUP = False
# 被扔时的冲撞伤害 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 撞到墙壁、 地面时的冲撞伤害 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# [学习帝国枪术后]
# 可抓取的敌人数量 : {value2}
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
mode = ["可抓取","不可抓取"]
@@ -157,10 +157,10 @@ class Skill7(ActiveSkill):
hasUP = False
# 反击的攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 所受伤害减少率 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# 落凤枪
# demonic_lancer/vanguard/c9664191611af31142e052dfaef84530
@@ -182,14 +182,14 @@ class Skill8(ActiveSkill):
hasUP = False
# 落地攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 地面爆炸攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 1
# [范围信息]
# 爆炸范围 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
# 横扫
# demonic_lancer/vanguard/fc7a3f4c2852c832a2f20af63d5d212f
@@ -211,7 +211,7 @@ class Skill9(ActiveSkill):
hasUP = False
# 横斩攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 魔枪发射
@@ -235,10 +235,10 @@ class Skill10(ActiveSkill):
hasUP = False
# 魔法枪多段攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 4
# 魔法枪多段攻击次数 : {value1}次
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# 连环枪
# demonic_lancer/vanguard/717f1e2104fe4b796f800352fa143ecc
@@ -261,19 +261,19 @@ class Skill13(ActiveSkill):
# 命中敌人后, 即刻发动下一攻击所需的按键间隔 : 0.5秒
# 横斩攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 上挑攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 1
# 向上攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 1
# 下刺攻击力 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
data3 = get_data(f'{prefix}/{uuid}', 3)
hit3 = 1
# 敌人的僵直增加量 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4, lambda x = None: x)
data4 = get_data(f'{prefix}/{uuid}', 4)
# 狂暴战戟
# demonic_lancer/vanguard/0ed3148658fe37b3336ccb718dc0fdb0
@@ -314,7 +314,7 @@ class Skill15(ActiveSkill):
hasUP = True
# 横斩攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 霸王戟
@@ -337,7 +337,7 @@ class Skill16(ActiveSkill):
hasUP = False
# 后跳中使用时冷却时间 : {value0}秒
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
# 接平x第一下
data1 = [(i*1.091*1.051) for i in [0, 289.33]]
hit1 = 1
@@ -384,18 +384,18 @@ class Skill17(PassiveSkill):
hasUP = False
# 物理武器攻击力增加率 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
# 装备战戟时, 攻击速度增加 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# 装备战戟时, 命中率增加 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
# 装备战戟时, 魔法值消耗减少率 : 20%
# 被普通怪物攻击时, 不会僵直的伤害量上限 : 生命值最大值的{value3}%
data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
data3 = get_data(f'{prefix}/{uuid}', 3)
# 被稀有怪物攻击时, 不会僵直的伤害量上限 : 生命值最大值的{value4}%
data4 = get_data(f'{prefix}/{uuid}', 4, lambda x = None: x)
data4 = get_data(f'{prefix}/{uuid}', 4)
# 被领主怪物攻击时, 不会僵直的伤害量上限 : 生命值最大值的{value5}%
data5 = get_data(f'{prefix}/{uuid}', 5, lambda x = None: x)
data5 = get_data(f'{prefix}/{uuid}', 5)
associate = [ {"type":"$*PAtkP","data":data0}]
@@ -420,17 +420,17 @@ class Skill18(ActiveSkill):
hasUP = True
# 多段打击攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 5
# 多段攻击次数上限 : {value1}次
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# 最后一击攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 1
# 眩晕几率 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
data3 = get_data(f'{prefix}/{uuid}', 3)
# 眩晕持续时间 : {value4}秒
data4 = get_data(f'{prefix}/{uuid}', 4, lambda x = None: x)
data4 = get_data(f'{prefix}/{uuid}', 4)
# 不灭战戟
# demonic_lancer/vanguard/de3fea2d65c597f4d55c70a02b97fc79
@@ -452,11 +452,11 @@ class Skill19(ActiveSkill):
hasUP = False
# 增益效果持续时间 : {value0}秒
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
# 暴击伤害增加率 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# 物理暴击率增加 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
# 追魂斩
@@ -479,11 +479,11 @@ class Skill21(ActiveSkill):
hasUP = True
# 横斩攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# [范围信息]
# 斩击范围比率 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# 战戟猛攻
# demonic_lancer/vanguard/92360eab6e1f378902018eca681ac629
@@ -509,22 +509,22 @@ class Skill22(ActiveSkill):
cd = 3
# 斩击攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 所受伤害减少率 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# 增益效果持续时间 : {value2}秒
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
# 物理攻击力增加率 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
data3 = get_data(f'{prefix}/{uuid}', 3)
# 生命值最大值增加 : {value4}
data4 = get_data(f'{prefix}/{uuid}', 4, lambda x = None: x)
data4 = get_data(f'{prefix}/{uuid}', 4)
# 能量层数 : 2
# 能量恢复时间 : {value5}秒
data5 = get_data(f'{prefix}/{uuid}', 5, lambda x = None: x)
data5 = get_data(f'{prefix}/{uuid}', 5)
# [范围信息]
# 斩击范围比率 : {value6}%
data6 = get_data(f'{prefix}/{uuid}', 6, lambda x = None: x)
data6 = get_data(f'{prefix}/{uuid}', 6)
associate = [ {"type":"$*PAtkP","data":data3}]
@@ -551,11 +551,11 @@ class Skill23(ActiveSkill):
hasUP = True
# 下劈攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# [范围信息]
# 下斩范围比率 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# 冷血突刺
# demonic_lancer/vanguard/e49e57b2e8fbeceb0a2c56a0c63fe6c5
@@ -579,16 +579,16 @@ class Skill24(ActiveSkill):
vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501
# 刺击攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 每1次旋风打击的攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 6
# 多段攻击次数上限 : {value2}次
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
# [范围信息]
# 旋风范围 : {value3}px
data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
data3 = get_data(f'{prefix}/{uuid}', 3)
def vp_1(self):
"""
@@ -631,11 +631,11 @@ class Skill25(ActiveSkill):
vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501
# 横斩攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# [范围信息]
# 斩击范围比率 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
def vp_1(self):
"""
@@ -678,16 +678,16 @@ class Skill26(ActiveSkill):
vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501
# 每1次横斩的攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 12
# 横斩次数 : {value1}次
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# 最后一击攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 1
# [范围信息]
# 攻击范围比率 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
data3 = get_data(f'{prefix}/{uuid}', 3)
def vp_1(self):
"""
@@ -732,16 +732,16 @@ class Skill27(ActiveSkill):
vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501
# 每1次旋转横斩的攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 9
# 旋转横斩次数 : {value1}次
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# 最后一击攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 1
# [范围信息]
# 挥斩范围比率 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
data3 = get_data(f'{prefix}/{uuid}', 3)
def vp_1(self):
"""
@@ -784,20 +784,20 @@ class Skill28(PassiveSkill):
hasUP = False
# 基本攻击力和技能攻击力增加率 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
# [战戟猛攻]叠加次数增加量 : {value1}
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# [战戟猛攻]效果额外攻击速度 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
# - [每个阶段发动效果所需的生命值比率] -
# 第1阶段 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
data3 = get_data(f'{prefix}/{uuid}', 3)
# 第2阶段 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4, lambda x = None: x)
data4 = get_data(f'{prefix}/{uuid}', 4)
# [第1阶段]被击时, 不会进入僵直的伤害量上限增加 : 生命值最大值的{value5}%
data5 = get_data(f'{prefix}/{uuid}', 5, lambda x = None: x)
data5 = get_data(f'{prefix}/{uuid}', 5)
# [第2阶段]被击时, 不会进入僵直的伤害量上限增加 : 生命值最大值的{value6}%
data6 = get_data(f'{prefix}/{uuid}', 6, lambda x = None: x)
data6 = get_data(f'{prefix}/{uuid}', 6)
associate = [ {"data":data0,"type":"*skillRation"}]
@@ -824,10 +824,10 @@ class Skill29(ActiveSkill):
hasUP = False
# 下劈攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 最后一击攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 1
# 长虹贯日
@@ -852,16 +852,16 @@ class Skill30(ActiveSkill):
vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501
# 刺击攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 最后一击攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 1
# [范围信息]
# 最后冲击波范围比率 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
# 最终爆炸范围比率 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
data3 = get_data(f'{prefix}/{uuid}', 3)
def vp_1(self):
"""
@@ -905,13 +905,13 @@ class Skill31(ActiveSkill):
vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501
# 下劈攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 冲击波攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# [范围信息]
# 冲击波范围比率 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
def vp_1(self):
"""
@@ -958,15 +958,15 @@ class Skill32(ActiveSkill):
vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501
# 回旋斩击攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 2
# 旋转斩击次数 : 2次
# 最后一击攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 1
# [范围信息]
# 攻击范围比率 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
def vp_1(self):
"""
@@ -1008,9 +1008,9 @@ class Skill33(PassiveSkill):
hasUP = False
# 追加伤害比率 : 击打量的{value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
# [战戟猛攻]能量层数增加量 : {value1}
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
associate = [ {"data":data0,"type":"*skillRation"}]
@@ -1036,18 +1036,18 @@ class Skill34(ActiveSkill):
vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501
# 斩击攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 多段打击攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 10
# 多段攻击次数 : {value2}次
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
# 控制时间 : {value3}秒
data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
data3 = get_data(f'{prefix}/{uuid}', 3)
# [范围信息]
# 攻击范围比率 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4, lambda x = None: x)
data4 = get_data(f'{prefix}/{uuid}', 4)
def vp_1(self):
"""
@@ -1092,10 +1092,10 @@ class Skill35(ActiveSkill):
hasUP = False
# 第1~4击攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 4
# 最后一击攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 1
# 灭天之魂
@@ -1123,10 +1123,10 @@ class Skill36(PassiveSkill):
hasUP = False
# 基本攻击力和转职技能攻击力增加率 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
# [战戟猛攻]
# 命中时能量恢复时间减少量 : {value1}秒
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
associate = [ {"data":data0,"type":"*skillRation"},{"data":[-i for i in data1],"type":"+cd","skills":["战戟猛攻"],"ratio":1}]
@@ -1151,10 +1151,10 @@ class Skill37(ActiveSkill):
hasUP = False
# 魔枪插地攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 终结上挑攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 1
# 天劫·斗灭乾坤
@@ -1182,7 +1182,7 @@ class Skill38(ActiveSkill):
hasUP = False
# 下劈攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1