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
+140 -140
View File
@@ -25,16 +25,16 @@ class Skill1(ActiveSkill):
hasUP = False
# 射击攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
# [转职为暗刃时]
# 发射次数 : {value1}次
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# 射击攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 5
# [范围信息]
# 子弹发射距离比率 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
data3 = get_data(f'{prefix}/{uuid}', 3)
# 幽灵近战术
# gunblader/hitman/de3fea2d65c597f4d55c70a02b97fc79
@@ -75,11 +75,11 @@ class Skill4(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)
# 重劈
@@ -104,10 +104,10 @@ class Skill7(ActiveSkill):
hasUP = False
# 劈砍攻击力 : {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)
hit1 = 1
# G型手榴弹
@@ -133,16 +133,16 @@ class Skill8(ActiveSkill):
hasUP = False
# 爆炸攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# - [转职为战线佣兵后] -
# 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)
# 爆炸范围增加 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
# [范围信息]
# 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)
# 瞬击
# gunblader/hitman/4b2c90ec226fd40e967875aa5eabefb2
@@ -165,10 +165,10 @@ class Skill9(ActiveSkill):
hasUP = False
# 挥舞枪身攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 =1
# 斩击攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 1
# 浮空连击
@@ -193,10 +193,10 @@ class Skill10(ActiveSkill):
hasUP = False
# 下斩攻击力 : {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
@@ -220,11 +220,11 @@ class Skill15(PassiveSkill):
hasUP = False
# 物理攻击力增加率 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
# 命中率增加 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# 冷却时间减少率 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
associate = [
{"type":"$*PAtkP","data":data0},
@@ -253,13 +253,13 @@ class Skill16(ActiveSkill):
hasUP = True
# 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
# 射击攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 4
# 射击多段攻击次数 : {value2}次
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
# 掩护射击
# gunblader/hitman/2a3c96b88d02372505692da0a8b54743
@@ -283,13 +283,13 @@ class Skill17(ActiveSkill):
hasUP = True
# 对单个敌人攻击次数上限 : {value0}次
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
# 射击攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 10
# [范围信息]
# 子弹发射距离比率 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
# 剑刃突刺
# gunblader/hitman/bc11d28c04e01923a093d65752c55516
@@ -315,21 +315,21 @@ class Skill18(ActiveSkill):
hasUP = True
# 突刺次数 : {value0}次
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
# 突刺攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 4
# 终结横斩攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 1
# 终结射击对单个敌人攻击次数上限 : {value3}次
data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
data3 = get_data(f'{prefix}/{uuid}', 3)
# 终结射击攻击力 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4, lambda x = None: x)
data4 = get_data(f'{prefix}/{uuid}', 4)
hit4 = 3
# [范围信息]
# 子弹发射距离比率 : {value5}%
data5 = get_data(f'{prefix}/{uuid}', 5, lambda x = None: x)
data5 = get_data(f'{prefix}/{uuid}', 5)
# 轮盘连射
# gunblader/hitman/faf9cd66281078b51be2ee0b0f6c5530
@@ -353,21 +353,21 @@ class Skill19(ActiveSkill):
hasUP = True
# 射击次数 : {value0}次
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
# 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
# 射击攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 10
# power2 = 3.72 倍率写在三觉被动上
# 下劈攻击力 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
data3 = get_data(f'{prefix}/{uuid}', 3)
# [范围信息]
# 射击 x轴范围 : {value4}px
data4 = get_data(f'{prefix}/{uuid}', 4, lambda x = None: x)
data4 = get_data(f'{prefix}/{uuid}', 4)
# 射击 y轴范围 : {value5}px
data5 = get_data(f'{prefix}/{uuid}', 5, lambda x = None: x)
data5 = get_data(f'{prefix}/{uuid}', 5)
data6 = data2
hit6 = 0
@@ -391,7 +391,7 @@ class Skill20(PassiveSkill):
hasUP = False
# 物理/魔法暴击率增加 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
# 利刃旋斩
# gunblader/hitman/d296043df164385a14cb973c8c7c4d07
@@ -414,15 +414,15 @@ class Skill21(ActiveSkill):
hasUP = True
# 旋转斩击多段攻击次数 : {value0}次
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
# 左右斩击攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 2
# 旋转斩击攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 5
# 最终旋斩攻击力 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
data3 = get_data(f'{prefix}/{uuid}', 3)
hit3 = 1
# 暗刃战略
@@ -452,9 +452,9 @@ class Skill22(PassiveSkill):
hasUP = False
# 物理暴击伤害增加率 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
# 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)
associate = [ {"data":data0,"type":"*skillRation"}]
@@ -480,17 +480,17 @@ class Skill23(ActiveSkill):
hasUP = True
# 射击次数 : {value0}次
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
# 基本移动距离 : {value1}px
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 15
# 按下方向键时 : {value2}px
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
# 射击攻击力 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
data3 = get_data(f'{prefix}/{uuid}', 3)
# [范围信息]
# 子弹发射距离比率 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4, lambda x = None: x)
data4 = get_data(f'{prefix}/{uuid}', 4)
# 战术指示
# gunblader/hitman/1721e94897e9961d5c98130a13392f17
@@ -511,21 +511,21 @@ class Skill24(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)
# 基本攻击力和技能攻击力增加比率 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# 攻击速度增加 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
# 移动速度增加 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
data3 = get_data(f'{prefix}/{uuid}', 3)
# 施放速度增加 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4, lambda x = None: x)
data4 = get_data(f'{prefix}/{uuid}', 4)
# 队友攻击速度增加 : {value5}%
data5 = get_data(f'{prefix}/{uuid}', 5, lambda x = None: x)
data5 = get_data(f'{prefix}/{uuid}', 5)
# 队友移动速度增加 : {value6}%
data6 = get_data(f'{prefix}/{uuid}', 6, lambda x = None: x)
data6 = get_data(f'{prefix}/{uuid}', 6)
# 队友施放速度增加 : {value7}%
data7 = get_data(f'{prefix}/{uuid}', 7, lambda x = None: x)
data7 = get_data(f'{prefix}/{uuid}', 7)
# 游弹枪袭
# gunblader/hitman/b163d099c8cc27fdb6fd3639c2ee6df9
@@ -549,13 +549,13 @@ class Skill25(ActiveSkill):
hasUP = True
# 射击攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 30
# 射击多段攻击次数 : {value1}次
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# [范围信息]
# 子弹发射距离比率 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
# 全方位射击
# gunblader/hitman/51a08fd0c90f0a5276cd552047fac93d
@@ -583,18 +583,18 @@ class Skill26(ActiveSkill):
vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501
# 周围射击次数 : {value0}次
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
# 周围射击攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 15
# 最终射击次数 : {value2}次
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
# 最终射击攻击力 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
data3 = get_data(f'{prefix}/{uuid}', 3)
hit3 = 6
# [范围信息]
# 打击范围比率 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4, lambda x = None: x)
data4 = get_data(f'{prefix}/{uuid}', 4)
def vp_1(self):
"""
@@ -639,23 +639,23 @@ class Skill27(ActiveSkill):
vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501
# 投掷前的旋转上挑攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 长刀飞出时的攻击次数 : {value1}次
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# 长刀飞回时的攻击次数 : {value2}次
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
# 长刀旋转攻击力 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
data3 = get_data(f'{prefix}/{uuid}', 3)
hit3 = 8
# 射击攻击次数上限 : {value4}次
data4 = get_data(f'{prefix}/{uuid}', 4, lambda x = None: x)
data4 = get_data(f'{prefix}/{uuid}', 4)
# 射击攻击力 : {value5}%
data5 = get_data(f'{prefix}/{uuid}', 5, lambda x = None: x)
data5 = get_data(f'{prefix}/{uuid}', 5)
hit5 = 5
# [范围信息]
# 长刀大小比率 : {value6}%
data6 = get_data(f'{prefix}/{uuid}', 6, lambda x = None: x)
data6 = get_data(f'{prefix}/{uuid}', 6)
def vp_1(self):
"""
@@ -703,23 +703,23 @@ class Skill28(ActiveSkill):
vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501
# 斩击次数 : {value0}次
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
# 斩击攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 10
# 射击次数 : {value2}次
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
# 射击攻击力 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
data3 = get_data(f'{prefix}/{uuid}', 3)
hit3 = 15
# 最终横斩攻击力 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4, lambda x = None: x)
data4 = get_data(f'{prefix}/{uuid}', 4)
hit4 = 1
# [范围信息]
# 斩击范围比率 : {value5}%
data5 = get_data(f'{prefix}/{uuid}', 5, lambda x = None: x)
data5 = get_data(f'{prefix}/{uuid}', 5)
# 射击范围比率 : {value6}%
data6 = get_data(f'{prefix}/{uuid}', 6, lambda x = None: x)
data6 = get_data(f'{prefix}/{uuid}', 6)
def vp_1(self):
"""
@@ -762,11 +762,11 @@ class Skill29(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):
"""
@@ -803,7 +803,7 @@ class Skill30(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)
associate = [ {"data":data0,"type":"*skillRation"}]
@@ -830,21 +830,21 @@ class Skill31(ActiveSkill):
hasUP = False
# 每次攻击移动距离 : {value0}px
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
# 剑术攻击次数 : {value1}次
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# 射击攻击次数 : {value2}次
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
# 最终射击攻击次数 : {value3}次
data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
data3 = get_data(f'{prefix}/{uuid}', 3)
# 剑术攻击力 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4, lambda x = None: x)
data4 = get_data(f'{prefix}/{uuid}', 4)
hit4 = 13
# 射击攻击力 : {value5}%
data5 = get_data(f'{prefix}/{uuid}', 5, lambda x = None: x)
data5 = get_data(f'{prefix}/{uuid}', 5)
hit5 = 8
# 最终射击攻击力 : {value6}%
data6 = get_data(f'{prefix}/{uuid}', 6, lambda x = None: x)
data6 = get_data(f'{prefix}/{uuid}', 6)
hit6 = 8
# 近敌灭杀
@@ -872,16 +872,16 @@ class Skill32(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
# 射击次数 : {value1}次
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# 射击攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 20
# [范围信息]
# 刺击距离比率 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
data3 = get_data(f'{prefix}/{uuid}', 3)
def vp_1(self):
"""
@@ -927,21 +927,21 @@ class Skill33(ActiveSkill):
vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501
# 射击次数 : {value0}次
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
# 射击攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 10
# 旋转斩击次数 : {value2}次
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
# 旋转斩击攻击力 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
data3 = get_data(f'{prefix}/{uuid}', 3)
hit3 = 10
# 最终坠斩攻击力 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4, lambda x = None: x)
data4 = get_data(f'{prefix}/{uuid}', 4)
hit4 = 1
# [范围信息]
# 最后一击范围比率 : {value5}%
data5 = get_data(f'{prefix}/{uuid}', 5, lambda x = None: x)
data5 = get_data(f'{prefix}/{uuid}', 5)
def vp_1(self):
"""
@@ -997,7 +997,7 @@ class Skill34(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)
associate = [ {"data":data0,"type":"*skillRation"}]
@@ -1027,25 +1027,25 @@ class Skill35(ActiveSkill):
vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501
# 前方移动距离 : {value0}px
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
# 移动射击次数上限 : {value1}次
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# 移动射击攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 10
# 原地范围射击攻击次数上限 : {value3}次
data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
data3 = get_data(f'{prefix}/{uuid}', 3)
# 原地范围射击攻击力 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4, lambda x = None: x)
data4 = get_data(f'{prefix}/{uuid}', 4)
hit4 = 10
# 后方射击次数上限 : {value5}次
data5 = get_data(f'{prefix}/{uuid}', 5, lambda x = None: x)
data5 = get_data(f'{prefix}/{uuid}', 5)
# 后方射击攻击力 : {value6}%
data6 = get_data(f'{prefix}/{uuid}', 6, lambda x = None: x)
data6 = get_data(f'{prefix}/{uuid}', 6)
hit6 = 0
# [范围信息]
# 打击范围增加比率 : {value7}%
data7 = get_data(f'{prefix}/{uuid}', 7, lambda x = None: x)
data7 = get_data(f'{prefix}/{uuid}', 7)
mode = ['原地','后方']
@@ -1114,13 +1114,13 @@ class Skill36(ActiveSkill):
vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501
# [碧波瞬斩]每一击攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 3
# [碧波瞬斩]攻击次数 : {value1}次
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# [范围信息]
# [碧波瞬斩]斩击范围比率 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
def vp_1(self):
"""
@@ -1165,20 +1165,20 @@ class Skill37(ActiveSkill):
hasUP = False
# 剑术攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 4
# 射击攻击次数 : {value1}次
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# 射击攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 11
# 最终齐射攻击次数 : {value3}次
data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
data3 = get_data(f'{prefix}/{uuid}', 3)
# 最终齐射攻击力 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4, lambda x = None: x)
data4 = get_data(f'{prefix}/{uuid}', 4)
hit4 = 20
# 最终齐射爆炸攻击力 : {value5}%
data5 = get_data(f'{prefix}/{uuid}', 5, lambda x = None: x)
data5 = get_data(f'{prefix}/{uuid}', 5)
hit5 = 1
# 暮光战略
@@ -1205,13 +1205,13 @@ 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)
# [轮盘连射]暗刃射击次数 : {value1}次
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# [轮盘连射]暗刃射击攻击力 : 原射击攻击力的{value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
# [轮盘连射]罗朗斩击攻击力 : [轮盘连射]攻击力总和的{value3}%
data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
data3 = get_data(f'{prefix}/{uuid}', 3)
associate = [
{"data":data0,"type":"*skillRation"},
@@ -1244,28 +1244,28 @@ class Skill39(ActiveSkill):
# [普通施放时]
# 暗刃支援射击攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 10
# 暗刃支援射击次数 : {value1}次
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# 罗朗斩击攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 6
# 罗朗斩击次数 : {value3}次
data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
data3 = get_data(f'{prefix}/{uuid}', 3)
# [前方突进时]
# 比尔支援射击攻击力 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4, lambda x = None: x)
data4 = get_data(f'{prefix}/{uuid}', 4)
hit4 = 0
# 比尔支援射击次数 : {value5}次
data5 = get_data(f'{prefix}/{uuid}', 5, lambda x = None: x)
data5 = get_data(f'{prefix}/{uuid}', 5)
# 暗刃旋转斩击攻击力 : {value6}%
data6 = get_data(f'{prefix}/{uuid}', 6, lambda x = None: x)
data6 = get_data(f'{prefix}/{uuid}', 6)
hit6 = 0
# 暗刃旋转斩击次数 : {value7}次
data7 = get_data(f'{prefix}/{uuid}', 7, lambda x = None: x)
data7 = get_data(f'{prefix}/{uuid}', 7)
# 暗刃终结斩击攻击力 : {value8}%
data8 = get_data(f'{prefix}/{uuid}', 8, lambda x = None: x)
data8 = get_data(f'{prefix}/{uuid}', 8)
hit8 = 0
mode = ['常规','突进']
@@ -1308,27 +1308,27 @@ class Skill40(ActiveSkill):
hasUP = False
# 比尔、 布兰德射击攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x)
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 22
# 比尔、 布兰德射击次数 : {value1}次
data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
data1 = get_data(f'{prefix}/{uuid}', 1)
# 暗刃、 罗朗登场攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 2
# 暗刃、 罗朗登场攻击次数 : {value3}次
data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
data3 = get_data(f'{prefix}/{uuid}', 3)
# 暗刃、 罗朗乱舞斩击攻击力 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4, lambda x = None: x)
data4 = get_data(f'{prefix}/{uuid}', 4)
hit4 = 4
# 暗刃、 罗朗乱舞斩击次数 : {value5}次
data5 = get_data(f'{prefix}/{uuid}', 5, lambda x = None: x)
data5 = get_data(f'{prefix}/{uuid}', 5)
# 比尔、 布兰德乱射攻击力 : {value6}%
data6 = get_data(f'{prefix}/{uuid}', 6, lambda x = None: x)
data6 = get_data(f'{prefix}/{uuid}', 6)
hit6 = 16
# 比尔、 布兰德乱射次数 : {value7}次
data7 = get_data(f'{prefix}/{uuid}', 7, lambda x = None: x)
data7 = get_data(f'{prefix}/{uuid}', 7)
# 终结一击攻击力 : {value8}%
data8 = get_data(f'{prefix}/{uuid}', 8, lambda x = None: x)
data8 = get_data(f'{prefix}/{uuid}', 8)
hit8 = 1
class classChange(Character):