@@ -1,19 +1,10 @@
#a7a059ebe9e6054c0644b40ef316d6e9
from core . basic . skill import (
PassiveSkill ,
ActiveSkill ,
get_data ,
_get_skill_damage_suffixes ,
_get_skill_dataplus_suffixes ,
)
from core . basic . skill import PassiveSkill , ActiveSkill , get_data , _get_skill_damage_suffixes , _get_skill_dataplus_suffixes
from core . basic . character import Character
from core . basic . enum . skill import EnumDamageType
prefix = " fighter_female/brawler_female/cn/skillDetail "
class EnumDamageType ( EnumDamageType ) :
ENCHANTPOISON = ' enchantpoison '
class ActiveSkill ( ActiveSkill ) :
enchantPoisonRatio = 1.0
""" 涂毒伤害系数 """
@@ -78,12 +69,12 @@ class Skill1(PassiveSkill):
通过对毒的修炼,减少自身受到的中毒伤害。 \n
"""
name = " 剧毒抵抗 "
learnLv = None
learnLv = 15
masterLv = 1
maxLv = 1
cellPos = ( 7 , 1 )
position = 7
rangeLv = None
rangeLv = 1
uuid = " 03bb5314ffd41e9458d67ef924fef38f "
hasVP = False
hasUP = False
@@ -510,10 +501,10 @@ class Skill15(ActiveSkill):
# 沙尘命中时中毒攻击力 : {value5}%
data5 = get_data ( f ' { prefix } / { uuid } ' , 5 )
hit5 = 2
dataType5 = EnumDamageType . ENCHANTPOISON
# [范围信息]
# 沙尘大小比率 : {value6}%
data6 = get_data ( f ' { prefix } / { uuid } ' , 6 )
dataType5 = EnumDamageType . ENCHANTPOISON
# 鹰踏
# fighter_female/brawler_female/78bd107acd474518b606be1e4fd38239
@@ -700,18 +691,15 @@ class Skill21(ActiveSkill):
# 摆拳攻击力 : {value0}%
data0 = get_data ( f ' { prefix } / { uuid } ' , 0 )
hit0 = 1
power0 = 1.6 #TODO: CHECK
# 爆炸攻击力 : {value1}%
data1 = get_data ( f ' { prefix } / { uuid } ' , 1 )
hit1 = 1
power1 = 1.6 #TODO: CHECK
# 每个异常状态附加攻击力 : {value2}%
data2 = get_data ( f ' { prefix } / { uuid } ' , 2 )
# [灼伤效果]
# 灼伤攻击力 : {value3}%
data3 = get_data ( f ' { prefix } / { uuid } ' , 3 )
hit3 = 1
power3 = 1.6 #TODO: CHECK
# 灼伤几率 : {value4}%
data4 = get_data ( f ' { prefix } / { uuid } ' , 4 )
# 灼伤持续时间 : {value5}秒
@@ -720,61 +708,59 @@ class Skill21(ActiveSkill):
# 摆拳攻击时中毒攻击力 : {value6}%
data6 = get_data ( f ' { prefix } / { uuid } ' , 6 )
hit6 = 1
power6 = 1.6 #TODO: CHECK
dataType6 = EnumDamageType . ENCHANTPOISON
# 爆炸攻击时中毒攻击力 : {value7}%
data7 = get_data ( f ' { prefix } / { uuid } ' , 7 )
hit7 = 1
power7 = 1.6 #TODO: CHECK
dataType7 = EnumDamageType . ENCHANTPOISON
# [范围信息]
# 爆炸范围比率 : {value8}%
data8 = get_data ( f ' { prefix } / { uuid } ' , 8 )
# 每个异常增伤20%,最高60%增伤
skillDamage = 1.0
skillDamage = 1.6
# 念气波
# fighter_female/brawler_female/01c3a2fb793d293a25ed8dc7a0d70c1a
# a7a059ebe9e6054c0644b40ef316d6e9/01c3a2fb793d293a25ed8dc7a0d70c1a
class Skill22 ( ActiveSkill ) :
"""
使念气实体化后向前方敌人发射。 \n
念气波对周围敌人具有诱导性,在命中时爆炸,对附近的敌人造成光属性伤害并进入感电状态。 \n
转职为气功师后,可以强制中断基本攻击动作施放,并大幅度减少冷却时间。 \n
"""
name = " 念气波 "
learnLv = 15
masterLv = 60
maxLv = 70
cellPos = ( 10 , 4 )
position = 10
rangeLv = 2
cd = 1
mp = [ 15 , 154 ]
uuid = " 01c3a2fb793d293a25ed8dc7a0d70c1a "
hasVP = False
hasUP = True
custom = get_data ( f ' { prefix } / { uuid } ' , " custom " ) # noqa: E501
# class Skill22(ActiveSkill):
# """
# 使念气实体化后向前方敌人发射。\n
# 念气波对周围敌人具有诱导性,在命中时爆炸,对附近的敌人造成光属性伤害并进入感电状态。\n
# 转职为气功师后,可以强制中断基本攻击动作施放,并大幅度减少冷却时间。\n
# """
# name = "念气波"
# learnLv = 15
# masterLv = 60
# maxLv = 70
# cellPos = (10,4)
# position = 10
# rangeLv = 2
# cd = 1
# mp = [15, 154]
# uuid = "01c3a2fb793d293a25ed8dc7a0d70c1a"
# hasVP = False
# hasUP = True
# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501
# 攻击力 : {value0}%
data0 = get_data ( f ' { prefix } / { uuid } ' , 0 )
# 诱导性比率 : {value1}%
data1 = get_data ( f ' { prefix } / { uuid } ' , 1 )
# 感电几率 : {value2}%
data2 = get_data ( f ' { prefix } / { uuid } ' , 2 )
# 感电持续时间 : {value3}秒
data3 = get_data ( f ' { prefix } / { uuid } ' , 3 )
# 感电攻击力 : {value4}%
data4 = get_data ( f ' { prefix } / { uuid } ' , 4 )
# [转职为气功师后]
# 念气波冷却时间减少率 : {value5}%
data5 = get_data ( f ' { prefix } / { uuid } ' , 5 )
# [范围信息]
# 念气波大小比率 : {value6}%
data6 = get_data ( f ' { prefix } / { uuid } ' , 6 )
# 射程距离 : {value7}px
data7 = get_data ( f ' { prefix } / { uuid } ' , 7 )
# # 攻击力 : {value0}%
# data0 = get_data(f'{prefix}/{uuid}', 0)
# # 诱导性比率 : {value1}%
# data1 = get_data(f'{prefix}/{uuid}', 1)
# # 感电几率 : {value2}%
# data2 = get_data(f'{prefix}/{uuid}', 2)
# # 感电持续时间 : {value3}秒
# data3 = get_data(f'{prefix}/{uuid}', 3)
# # 感电攻击力 : {value4}%
# data4 = get_data(f'{prefix}/{uuid}', 4)
# # [转职为气功师后]
# # 念气波冷却时间减少率 : {value5}%
# data5 = get_data(f'{prefix}/{uuid}', 5)
# # [范围信息]
# # 念气波大小比率 : {value6}%
# data6 = get_data(f'{prefix}/{uuid}', 6)
# # 射程距离 : {value7}px
# data7 = get_data(f'{prefix}/{uuid}', 7)
# 涂毒
# fighter_female/brawler_female/762c4e6d030eaf0abbfe1fec2b298574
@@ -981,8 +967,7 @@ class Skill27(PassiveSkill):
maxLv = 1
cellPos = ( 9 , 5 )
position = 9
rangeLv = None
cd = [ ]
rangeLv = 1
uuid = " 8572675ec6a1f50b6eff6a867376c2de "
hasVP = False
hasUP = False
@@ -992,24 +977,24 @@ class Skill27(PassiveSkill):
# 暴击
# fighter_female/brawler_female/fc1262c19f3d0477ee8eda47b8db8696
# a7a059ebe9e6054c0644b40ef316d6e9/fc1262c19f3d0477ee8eda47b8db8696
class Skill28 ( PassiveSkill ) :
"""
集中精神,提升物理/魔法暴击率。 \n
"""
name = " 暴击 "
learnLv = 20
masterLv = 10
maxLv = 20
cellPos = ( 5 , 0 )
position = 5
rangeLv = 3
uuid = " fc1262c19f3d0477ee8eda47b8db8696 "
hasVP = False
hasUP = False
custom = get_data ( f ' { prefix } / { uuid } ' , " custom " ) # noqa: E501
# class Skill28(PassiveSkill):
# """
# 集中精神,提升物理/魔法暴击率。\n
# """
# name = "暴击"
# learnLv = 20
# masterLv = 10
# maxLv = 20
# cellPos = (5,0)
# position = 5
# rangeLv = 3
# uuid = "fc1262c19f3d0477ee8eda47b8db8696"
# hasVP = False
# hasUP = False
# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501
# 物理/魔法暴击率增加 : {value0}%
data0 = get_data ( f ' { prefix } / { uuid } ' , 0 )
# # 物理/魔法暴击率增加 : {value0}%
# data0 = get_data(f'{prefix}/{uuid}', 0)
# 爪精通
# fighter_female/brawler_female/e4c354a89c337310aeb7041d5e742828
@@ -1048,6 +1033,8 @@ class Skill29(PassiveSkill):
# 出血持续时间 : {value6}秒
data6 = get_data ( f ' { prefix } / { uuid } ' , 6 )
associate = [ { " data " : data0 , " type " : " $*PAtkP " } , { " data " : data1 , " type " : " $*PAtkM " } ]
# 砖袭
# fighter_female/brawler_female/bc11d28c04e01923a093d65752c55516
# a7a059ebe9e6054c0644b40ef316d6e9/bc11d28c04e01923a093d65752c55516
@@ -1128,25 +1115,22 @@ class Skill31(ActiveSkill):
data0 = get_data ( f ' { prefix } / { uuid } ' , 0 )
# 连击攻击力 : {value1}%
data1 = get_data ( f ' { prefix } / { uuid } ' , 1 )
hit1 = 0
# 最后一击攻击力 : {value2}%
data2 = get_data ( f ' { prefix } / { uuid } ' , 2 )
hit2 = 1
power2 = 29.728 #TODO: CHECK
# 抓取失败时,冲击波攻击力 : {value3}%
data3 = get_data ( f ' { prefix } / { uuid } ' , 3 )
hit3 = 1
# [发动涂毒时附加中毒攻击力]
# 连击时,中毒攻击力 : {value4}%
data4 = get_data ( f ' { prefix } / { uuid } ' , 4 )
hit4 = 0
dataType4 = EnumDamageType . ENCHANTPOISON
# 最后一击时,中毒攻击力 : {value5}%
data5 = get_data ( f ' { prefix } / { uuid } ' , 5 )
hit5 = 1
power5 = 29.728 #TODO: CHECK
dataType5 = EnumDamageType . ENCHANTPOISON
# 抓取失败时,冲击波中毒攻击力 : {value6}%
data6 = get_data ( f ' { prefix } / { uuid } ' , 6 )
hit6 = 1
dataType6 = EnumDamageType . ENCHANTPOISON
# [范围信息]
# 冲击波范围比率 : {value7}%
data7 = get_data ( f ' { prefix } / { uuid } ' , 7 )
@@ -1176,6 +1160,7 @@ class Skill32(ActiveSkill):
# 回旋踢攻击力 : {value0}%
data0 = get_data ( f ' { prefix } / { uuid } ' , 0 )
hit0 = 4
# 攻击次数 : {value1}次
data1 = get_data ( f ' { prefix } / { uuid } ' , 1 )
@@ -1220,6 +1205,8 @@ class Skill33(ActiveSkill):
# 控制型异常状态抗性减少范围 : {value5}px
data5 = get_data ( f ' { prefix } / { uuid } ' , 5 )
associate = [ { " data " : data1 } ]
# 天罗地网
# fighter_female/brawler_female/d0cdaca82892e54097f22a1f60817048
# a7a059ebe9e6054c0644b40ef316d6e9/d0cdaca82892e54097f22a1f60817048
@@ -1257,13 +1244,13 @@ class Skill34(ActiveSkill):
# [束缚效果]
# 束缚几率 : {value4}%
data4 = get_data ( f ' { prefix } / { uuid } ' , 4 )
hit4 = 1
dataType4 = EnumDamageType . ENCHANTPOISON
# 束缚持续时间 : {value5}秒
data5 = get_data ( f ' { prefix } / { uuid } ' , 5 )
# [发动涂毒时附加中毒攻击力]
# 罗网攻击时中毒攻击力 : {value6}%
data6 = get_data ( f ' { prefix } / { uuid } ' , 6 )
hit6 = 1
dataType6 = EnumDamageType . ENCHANTPOISON
def vp_1 ( self ) :
"""
@@ -1278,8 +1265,8 @@ class Skill34(ActiveSkill):
基本冷却时间变更为5.5秒 \n
- 总攻击力 -50 % \n
"""
self . power0 * = 0.5
self . power4 * = 0.5
self . cd = 5.5
self . skillRation * = 0.5
def vp_2 ( self ) :
"""
@@ -1318,7 +1305,6 @@ class Skill35(ActiveSkill):
# 踢击攻击力 : {value0}%
data0 = get_data ( f ' { prefix } / { uuid } ' , 0 )
hit0 = 1
power0 = 1.2 #TODO: CHECK
# 对无法抓取的敌人攻击力增加率 : {value1}%
data1 = get_data ( f ' { prefix } / { uuid } ' , 1 )
# [失明效果]
@@ -1344,11 +1330,7 @@ class Skill35(ActiveSkill):
def setMode ( self , mode ) :
if mode == ' 不可抓取 ' :
self . power0 = 1.2 #TODO: CHECK
self . power6 = 1.2 #TODO: CHECK
elif mode == ' 可抓取 ' :
self . power0 = 1.0 #TODO: CHECK
self . power6 = 1.0 #TODO: CHECK
self . skillDamage * = 1.2
def vp_1 ( self ) :
"""
@@ -1366,8 +1348,7 @@ class Skill35(ActiveSkill):
攻击范围 +50 % \n
"""
self . cd = 40
self . power0 * = 2
self . power6 * = 2
self . skillRation * = 1.5
# 狂 · 霸王拳
# fighter_female/brawler_female/b3659936a9a74c4ed6f7faf07cca1f9e
@@ -1418,29 +1399,8 @@ class Skill36(PassiveSkill):
data10 = get_data ( f ' { prefix } / { uuid } ' , 10 )
data11 = get_data ( f ' { prefix } / { uuid } ' , 11 )
def effect ( self , old , new ) :
super ( ) . effect ( old , new )
skill = self . char . GetSkillByName ( ' 伏虎霸王拳 ' )
if skill is None :
return
if getattr ( self , ' vp ' , 0 ) == 2 :
skill . hit1 = 6
skill . power1 = 4.672 #TODO: CHECK
skill . hit2 = 1
skill . power2 = 2.336 #TODO: CHECK
skill . hit4 = 6
skill . power4 = 4.672 #TODO: CHECK
skill . hit5 = 1
skill . power5 = 2.336 #TODO: CHECK
else :
skill . hit1 = 0
skill . power1 = 1 #TODO: CHECK
skill . hit2 = 1
skill . power2 = 29.728 #TODO: CHECK
skill . hit4 = 0
skill . power4 = 1 #TODO: CHECK
skill . hit5 = 1
skill . power5 = 29.728 #TODO: CHECK
associate = [ { ' data ' : data2 , ' type ' : ' *power3 ' , ' skills ' : [ ' 伏虎霸王拳 ' ] } , { ' data ' : [ i * 3 for i in data3 ] , ' skills ' : [ ' 伏虎霸王拳 ' ] } , { ' data ' : data9 , ' type ' : ' *power6 ' , ' skills ' : [ ' 伏虎霸王拳 ' ] } ]
def vp_1 ( self ) :
"""
@@ -1464,6 +1424,7 @@ class Skill36(PassiveSkill):
- [毒影针] : 中毒/出血 \n
- [砖袭] : 眩晕 \n
"""
# TODO : 每次连击攻击均合算[万毒噬心诀]基本攻击第1击的攻击力
. . .
# 毒雷引爆
@@ -1521,9 +1482,9 @@ class Skill37(ActiveSkill):
- 单次攻击力 -50 % \n
毒气柱爆炸范围 +40 % \n
"""
self . power1 * = 0.5
self . power2 * = 0.5
self . power5 * = 0.5
self . cd = 12
self . skillRation * = 0.5
. . .
def vp_2 ( self ) :
"""
@@ -1563,7 +1524,7 @@ class Skill38(ActiveSkill):
# 生活用品攻击力 : {value0}%
data0 = get_data ( f ' { prefix } / { uuid } ' , 0 )
hit0 = 50
hit0 = 25
# 生活用品多段攻击次数 : {value1}次
data1 = get_data ( f ' { prefix } / { uuid } ' , 1 )
# 炸药爆炸攻击力 : {value2}%
@@ -1571,24 +1532,24 @@ class Skill38(ActiveSkill):
hit2 = 1
# 压制力 (4人队伍) : {value3}秒 ({value4}秒)
data3 = get_data ( f ' { prefix } / { uuid } ' , 3 )
hit3 = 1
data4 = get_data ( f ' { prefix } / { uuid } ' , 4 )
# [灼伤效果]
# 灼伤攻击力 : {value5}%
data5 = get_data ( f ' { prefix } / { uuid } ' , 5 )
hit5 = 1
# 灼伤几率 : {value6}%
data6 = get_data ( f ' { prefix } / { uuid } ' , 6 )
hit6 = 50
dataType6 = EnumDamageType . ENCHANTPOISON
# 灼伤持续时间 : {value7}秒
data7 = get_data ( f ' { prefix } / { uuid } ' , 7 )
hit7 = 1
dataType7 = EnumDamageType . ENCHANTPOISON
# - [发动涂毒时附加中毒攻击力] -
# 生活用品攻击时中毒攻击力 : {value8}%
data8 = get_data ( f ' { prefix } / { uuid } ' , 8 )
hit8 = 25
dataType8 = EnumDamageType . ENCHANTPOISON
# 炸药爆炸攻击时中毒攻击力 : {value9}%
data9 = get_data ( f ' { prefix } / { uuid } ' , 9 )
hit9 = 1
dataType9 = EnumDamageType . ENCHANTPOISON
# [范围信息]
# 生活用品大小比率 : {value10}%
data10 = get_data ( f ' { prefix } / { uuid } ' , 10 )
@@ -1612,11 +1573,7 @@ class Skill38(ActiveSkill):
施放时进入无敌状态 \n
施放时引发风暴,吸附敌人 \n
"""
self . power0 * = 0.5
self . power2 * = 0.5
self . power3 * = 0.5
self . power6 * = 0.5
self . power7 * = 0.5
. . .
# 猛毒之血
# fighter_female/brawler_female/6e33d47e6622ce03b6defdd912140270
@@ -1656,6 +1613,8 @@ class Skill39(PassiveSkill):
# 中毒生成持续时间 : {value6}秒
data6 = get_data ( f ' { prefix } / { uuid } ' , 6 )
associate = [ { ' data ' : data0 } ]
# 死亡毒雾
# fighter_female/brawler_female/ca75c965f20a150f99f54155a37400df
# a7a059ebe9e6054c0644b40ef316d6e9/ca75c965f20a150f99f54155a37400df
@@ -1688,7 +1647,7 @@ class Skill40(ActiveSkill):
# 毒雾中毒攻击力 : {value1}%
data1 = get_data ( f ' { prefix } / { uuid } ' , 1 )
hit1 = 33
power1 = 0.125 #TODO: CHECK
power1 = 1 / 3
# 毒雾中毒持续时间 : {value2}秒
data2 = get_data ( f ' { prefix } / { uuid } ' , 2 )
# 毒雾爆炸攻击力 : {value3}%
@@ -1739,18 +1698,15 @@ class Skill41(ActiveSkill):
# 摆拳攻击力 : {value0}%
data0 = get_data ( f ' { prefix } / { uuid } ' , 0 )
hit0 = 1
power0 = 1.6 #TODO: CHECK
# 爆炸攻击力 : {value1}%
data1 = get_data ( f ' { prefix } / { uuid } ' , 1 )
hit1 = 1
power1 = 1.6 #TODO: CHECK
# 每个异常状态攻击力增加率 : {value2}%
data2 = get_data ( f ' { prefix } / { uuid } ' , 2 )
# [中毒效果]
# 中毒攻击力 : {value3}%
data3 = get_data ( f ' { prefix } / { uuid } ' , 3 )
hit3 = 1
power3 = 1.6 #TODO: CHECK
# 中毒几率 : {value4}%
data4 = get_data ( f ' { prefix } / { uuid } ' , 4 )
# 中毒持续时间 : {value5}秒
@@ -1768,17 +1724,17 @@ class Skill41(ActiveSkill):
# 摆拳攻击时中毒攻击力 : {value10}%
data10 = get_data ( f ' { prefix } / { uuid } ' , 10 )
hit10 = 1
power10 = 1.6 #TODO: CHECK
dataType10 = EnumDamageType . ENCHANTPOISON
# 爆炸攻击时中毒攻击力 : {value11}%
data11 = get_data ( f ' { prefix } / { uuid } ' , 11 )
hit11 = 1
power11 = 1.6 #TODO: CHECK
dataType11 = EnumDamageType . ENCHANTPOISON
# [范围信息]
# 爆炸范围比率 : {value12}%
data12 = get_data ( f ' { prefix } / { uuid } ' , 12 )
skillDamage = 1.6
def vp_1 ( self ) :
"""
[猛毒擒月炎] \n
@@ -1840,20 +1796,20 @@ class Skill42(ActiveSkill):
data4 = get_data ( f ' { prefix } / { uuid } ' , 4 )
# 压制力 (4人队伍) : {value5}秒 ({value6}秒)
data5 = get_data ( f ' { prefix } / { uuid } ' , 5 )
hit5 = 1
dataType5 = EnumDamageType . ENCHANTPOISON
data6 = get_data ( f ' { prefix } / { uuid } ' , 6 )
hit6 = 1
dataType6 = EnumDamageType . ENCHANTPOISON
# [发动涂毒时附加中毒攻击力]
# 冲击波中毒攻击力 : {value7}%
data7 = get_data ( f ' { prefix } / { uuid } ' , 7 )
hit7 = 5
hit7 = 1
dataType7 = EnumDamageType . ENCHANTPOISON
# 砖块攻击时中毒攻击力 : {value8}%
data8 = get_data ( f ' { prefix } / { uuid } ' , 8 )
hit8 = 1
dataType8 = EnumDamageType . ENCHANTPOISON
# 砖块爆炸时中毒攻击力 : {value9}%
data9 = get_data ( f ' { prefix } / { uuid } ' , 9 )
hit9 = 5
dataType9 = EnumDamageType . ENCHANTPOISON
# [范围信息]
# 砖块爆炸大小比率 : {value10}%
data10 = get_data ( f ' { prefix } / { uuid } ' , 10 )
@@ -1868,12 +1824,8 @@ class Skill42(ActiveSkill):
- 每次攻击力 -50 % \n
可以在空中施放 \n
"""
self . power0 * = 0.5
self . power1 * = 0.5
self . power2 * = 0.5
self . power5 * = 0.5
self . power6 * = 0.5
self . power7 * = 0.5
self . cd = 25
self . skillRation * = 0.5
def vp_2 ( self ) :
"""
@@ -1917,6 +1869,8 @@ class Skill43(PassiveSkill):
# 基本攻击力和技能攻击力增加率 : {value2}%
data2 = get_data ( f ' { prefix } / { uuid } ' , 2 )
associate = [ { ' data ' : data2 } ]
# 连环毒爆弹
# fighter_female/brawler_female/faf9cd66281078b51be2ee0b0f6c5530
# a7a059ebe9e6054c0644b40ef316d6e9/faf9cd66281078b51be2ee0b0f6c5530
@@ -1947,11 +1901,9 @@ class Skill44(ActiveSkill):
# 踢击攻击力 : {value0}%
data0 = get_data ( f ' { prefix } / { uuid } ' , 0 )
hit0 = 1
power0 = 1.5 #TODO: CHECK
# 毒爆弹爆炸攻击力 : {value1}%
data1 = get_data ( f ' { prefix } / { uuid } ' , 1 )
hit1 = 1
power1 = 1.4 #TODO: CHECK
# 毒爆弹第1次转移人数上限 : {value2}个
data2 = get_data ( f ' { prefix } / { uuid } ' , 2 )
# 第1次转移时,攻击力减少率 : {value3}%
@@ -1966,36 +1918,32 @@ class Skill44(ActiveSkill):
data7 = get_data ( f ' { prefix } / { uuid } ' , 7 )
# 压制力 (4人队伍) : {value8}秒 ({value9}秒)
data8 = get_data ( f ' { prefix } / { uuid } ' , 8 )
hit8 = 1
power8 = 1.4 #TODO: CHECK
data9 = get_data ( f ' { prefix } / { uuid } ' , 9 )
# [中毒效果]
# 中毒攻击力 : {value10}%
data10 = get_data ( f ' { prefix } / { uuid } ' , 10 )
hit10 = 1
# 中毒几率 : {value11}%
data11 = get_data ( f ' { prefix } / { uuid } ' , 11 )
hit11 = 1
power11 = 1.4 #TODO: CHECK
# 中毒持续时间 : {value12}秒
data12 = get_data ( f ' { prefix } / { uuid } ' , 12 )
# [灼伤效果]
# 灼伤攻击力 : {value13}%
data13 = get_data ( f ' { prefix } / { uuid } ' , 13 )
hit13 = 1
# 灼伤几率 : {value14}%
data14 = get_data ( f ' { prefix } / { uuid } ' , 14 )
hit14 = 1
power14 = 1.4 #TODO: CHECK
dataType14 = EnumDamageType . ENCHANTPOISON
# 灼伤持续时间 : {value15}秒
data15 = get_data ( f ' { prefix } / { uuid } ' , 15 )
hit15 = 1
power15 = 1.4 #TODO: CHECK
dataType15 = EnumDamageType . ENCHANTPOISON
# [发动涂毒时附加中毒攻击力]
# 踢击时中毒攻击力 : {value16}%
data16 = get_data ( f ' { prefix } / { uuid } ' , 16 )
hit16 = 1
dataType16 = EnumDamageType . ENCHANTPOISON
# 毒爆弹爆炸时中毒攻击力 : {value17}%
data17 = get_data ( f ' { prefix } / { uuid } ' , 17 )
hit17 = 1
dataType17 = EnumDamageType . ENCHANTPOISON
# [范围信息]
# 爆炸范围比率 : {value18}%
data18 = get_data ( f ' { prefix } / { uuid } ' , 18 )
@@ -2134,6 +2082,15 @@ class Skill46(PassiveSkill):
# 毒爆弹爆炸攻击时中毒攻击力变化率 : {value2}%
data2 = get_data ( f ' { prefix } / { uuid } ' , 2 )
associate = [
{ ' data ' : data0 , ' type ' : ' *power0 ' , ' skills ' : [ ' 连环毒爆弹 ' ] } ,
{ ' data ' : data1 , ' type ' : ' *power1 ' , ' skills ' : [ ' 连环毒爆弹 ' ] } ,
{ ' data ' : data1 , ' type ' : ' *power10 ' , ' skills ' : [ ' 连环毒爆弹 ' ] } ,
{ ' data ' : data1 , ' type ' : ' *power13 ' , ' skills ' : [ ' 连环毒爆弹 ' ] } ,
{ ' data ' : data2 , ' type ' : ' *power16 ' , ' skills ' : [ ' 连环毒爆弹 ' ] } ,
{ ' data ' : data2 , ' type ' : ' *power17 ' , ' skills ' : [ ' 连环毒爆弹 ' ] }
]
# 万毒噬心诀
# fighter_female/brawler_female/2a3c96b88d02372505692da0a8b54743
# a7a059ebe9e6054c0644b40ef316d6e9/2a3c96b88d02372505692da0a8b54743
@@ -2213,17 +2170,14 @@ class Skill47(ActiveSkill):
# 跳跃攻击攻击时中毒攻击力 : {value17}%
data17 = get_data ( f ' { prefix } / { uuid } ' , 17 )
mode = [ ' 平x一轮 ' , ' 第一击 ' ]
mode = [ ' 平x一轮 ' ]
associate = [ { " data " : data10 } ]
def setMode ( self , mode ) :
if mode == ' 平x一轮 ' :
self . hit3 = self . hit4 = self . hit5 = self . hit6 = self . hit7 = 1
self . hit11 = self . hit12 = self . hit13 = self . hit14 = self . hit15 = 1
elif mode == ' 第一击 ' :
self . hit3 = 6
self . hit4 = self . hit5 = self . hit6 = self . hit7 = 0
self . hit11 = 6
self . hit12 = self . hit13 = self . hit14 = self . hit15 = 0
# 禁技 : 万毒蛇窟
# fighter_female/brawler_female/8b08f9504167a9c0f3a1d29d71b7943e
@@ -2291,6 +2245,8 @@ class Skill49(PassiveSkill):
# [擒月炎]攻击可抓取敌人时的控制持续时间 : {value1}秒
data1 = get_data ( f ' { prefix } / { uuid } ' , 1 )
associate = [ { " data " : data0 } ]
# 钻心毒爆
# fighter_female/brawler_female/f4a561e272cc434a4905b3aa0c0de090
# a7a059ebe9e6054c0644b40ef316d6e9/f4a561e272cc434a4905b3aa0c0de090
@@ -2430,11 +2386,11 @@ class Skill51(ActiveSkill):
hit6 = 1
# 压制力 (4人队伍) : {value7}秒 ({value8}秒)
data7 = get_data ( f ' { prefix } / { uuid } ' , 7 )
hit7 = 1
data8 = get_data ( f ' { prefix } / { uuid } ' , 8 )
# [中毒效果]
# 中毒攻击力 : {value9}%
data9 = get_data ( f ' { prefix } / { uuid } ' , 9 )
hit9 = 1
# 中毒持续时间 : {value10}秒
data10 = get_data ( f ' { prefix } / { uuid } ' , 10 )
# 中毒几率 : {value11}%
@@ -2442,20 +2398,20 @@ class Skill51(ActiveSkill):
# [发动涂毒时附加中毒攻击力]
# 对可抓取敌人的膝踢攻击时中毒攻击力 : {value12}%
data12 = get_data ( f ' { prefix } / { uuid } ' , 12 )
hit12 = 1
dataType12 = EnumDamageType . ENCHANTPOISON
# 对可抓取敌人的下劈攻击时中毒攻击力 : {value13}%
data13 = get_data ( f ' { prefix } / { uuid } ' , 13 )
hit13 = 8
dataType13 = EnumDamageType . ENCHANTPOISON
# 对无法抓取敌人的下劈攻击时中毒攻击力 : {value14}%
data14 = get_data ( f ' { prefix } / { uuid } ' , 14 )
hit14 = 1
dataType14 = EnumDamageType . ENCHANTPOISON
# 毒蛇群多段攻击中毒攻击力 : {value15}%
data15 = get_data ( f ' { prefix } / { uuid } ' , 15 )
hit15 = 8
dataType15 = EnumDamageType . ENCHANTPOISON
# 最后一击毒龙攻击时中毒攻击力 : {value16}%
data16 = get_data ( f ' { prefix } / { uuid } ' , 16 )
hit16 = 1
dataType16 = EnumDamageType . ENCHANTPOISON
class classChange ( Character ) :
def __init__ ( self , equVersion ) :
@@ -2468,11 +2424,11 @@ class classChange(Character):
self . jobId = ' a7a059ebe9e6054c0644b40ef316d6e9 '
self . jobGrowId = ' 6d459bc74ba73ee4fe5cdc4655400193 '
self . 武器选项 = [ ] # TODO
self . 输出类型选项 = [ ] # TODO
self . 输出类型 = ' ' # TODO
self . 防具精通属性 = [ ' ' ] # TODO
self . 防具类型 = ' '
self . 武器选项 = [ ' 手套 ' , ' 臂铠 ' , ' 爪 ' , ' 东方棍 ' ]
self . 输出类型选项 = [ ' 魔法百分比 ' , ' 物理百分比 ' ]
self . 输出类型 = ' 物理百分比 '
self . 防具精通属性 = [ ' 力量 ' , ' 智力 ' ]
self . 防具类型 = ' 重甲 '
# 涂毒单独处理
self . buff = 1.0