From 8e75e718aae6eae932ece5c2d1a006edcb417ea9 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E8=A5=BF=E7=93=9C=C2=B0?= Date: Sun, 9 Aug 2026 21:58:03 +0800 Subject: [PATCH] =?UTF-8?q?new:=E6=B7=BB=E5=8A=A0=E7=BC=AA=E6=96=AF?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- backend/core/basic/character/calc_buffer.py | 2 +- backend/core/character/GF/archer/muse.py | 1922 +++++++++++++++++ .../core/character/GF/extra/dark_knight.py | 3 +- .../GF/fighter_female/brawler_female.py | 70 +- .../character/GF/fighter_male/striker_male.py | 2 +- backend/core/character/GF/gunblader/hitman.py | 1 - .../character/GF/gunblader/trouble_shooter.py | 3 +- .../GF/gunner_female/mechanic_female.py | 342 ++- .../character/GF/gunner_female/paramedic.py | 5 +- backend/core/character/GF/knight/chaos.py | 160 +- .../core/character/GF/knight/elven_knight.py | 33 +- .../character/GF/mage_female/battle_mage.py | 1 - .../character/GF/mage_female/elementalist.py | 1 + .../character/GF/mage_female/enchantress.py | 1 + .../core/character/GF/mage_female/summoner.py | 393 ++-- .../core/character/GF/mage_female/witch.py | 1 + .../GF/mage_male/dimension_walker.py | 1 - .../GF/priest_female/crusader_female.py | 2 +- .../character/GF/priest_female/inquistor.py | 2 +- .../character/GF/priest_female/mistress.py | 2 +- .../character/GF/priest_female/sorceress.py | 2 +- .../character/GF/priest_male/crusader_male.py | 1 - .../GF/swordman_female/sword_master.py | 1 - .../character/GF/swordman_female/vegabond.py | 4 +- .../core/character/GF/thief/shadow_dancer.py | 1 - backend/core/character/adventure.py | 2 +- 26 files changed, 2421 insertions(+), 537 deletions(-) create mode 100644 backend/core/character/GF/archer/muse.py diff --git a/backend/core/basic/character/calc_buffer.py b/backend/core/basic/character/calc_buffer.py index ebfa4b75..706bb27f 100644 --- a/backend/core/basic/character/calc_buffer.py +++ b/backend/core/basic/character/calc_buffer.py @@ -37,7 +37,7 @@ class CalcBufferMixin(CharacterBase): value2 = (info[2][0] + info[2][2]) * info[2][1] value3 = info[3] value4 = info[4] - if i.buffType == 'awake' and self.bindAwake == 50: + if False and i.buffType == 'awake' and self.bindAwake == 50: pass else: skillInfos.append( diff --git a/backend/core/character/GF/archer/muse.py b/backend/core/character/GF/archer/muse.py new file mode 100644 index 00000000..0dade1eb --- /dev/null +++ b/backend/core/character/GF/archer/muse.py @@ -0,0 +1,1922 @@ +#944b9aab492c15a8474f96947ceeb9e4 +from core.basic.skill import PassiveBufferSkill,ActiveBufferSkill,ActiveSkill,PassiveSkill, get_data +from core.basic.character import Character +prefix = "archer/muse/cn/skillDetail" + + +# 凌跃一击 +# archer/muse/0969cd4054d93da07708108c0cc1c4b5 +# b9cb48777665de22c006fabaf9a560b3/0969cd4054d93da07708108c0cc1c4b5 +# MIGRATION: character 中没有同名技能“凌跃一击”,暂不启用 +# class Skill0(ActiveSkill): +# """ +# 该技能可在地面和空中施放。\n +# 向后微微跃起,并根据武器的不同,向地面发射不同的投射物,使敌人浮空。\n +# 攻击时,有霸体判定; 转职为缪斯或奇美拉后,技能类型变为独立攻击力。\n +# """ +# name = "凌跃一击" +# learnLv = 1 +# masterLv = 10 +# maxLv = 20 +# cellPos = (4,1) +# position = 4 +# rangeLv = 3 +# cd = 2 +# mp = [0, 0] +# uuid = "0969cd4054d93da07708108c0cc1c4b5" +# hasVP = False +# hasUP = False +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 +# +# # 箭矢攻击力 : {value0}% +# data0 = get_data(f'{prefix}/{uuid}', 0) +# # 冲击波攻击力 : {value1}% +# data1 = get_data(f'{prefix}/{uuid}', 1) +# # 冲击波浮空力 : {value2}% +# data2 = get_data(f'{prefix}/{uuid}', 2) +# # [转职为缪斯后] +# # 棱镜攻击力 : {value3} +# data3 = get_data(f'{prefix}/{uuid}', 3) +# # 冲击波攻击力 : {value4} +# data4 = get_data(f'{prefix}/{uuid}', 4) +# # [转职为妖护使后] +# # 妖兽上勾拳攻击力 : {value5}% +# data5 = get_data(f'{prefix}/{uuid}', 5) +# # [转职为奇美拉后] +# # 箭矢攻击力 : {value6} +# data6 = get_data(f'{prefix}/{uuid}', 6) +# # 冲击波攻击力 : {value7} +# data7 = get_data(f'{prefix}/{uuid}', 7) + +# 热场调音 +# archer/muse/04883563896fe1adac7505c6146b5f59 +# b9cb48777665de22c006fabaf9a560b3/04883563896fe1adac7505c6146b5f59 +class Skill1(ActiveSkill): + """ + 轻轻活动手指准备演奏。\n + 弓弦的震动在地面产生音波,对范围内的敌人造成多段伤害,并逐渐聚拢到中央。\n + """ + name = "热场调音" + learnLv = 1 + masterLv = 60 + maxLv = 70 + cellPos = (6,1) + position = 6 + rangeLv = 2 + cd = 4 + mp = [8, 43] + uuid = "04883563896fe1adac7505c6146b5f59" + hasVP = False + hasUP = False + custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 + + # 音波攻击力 : {value0} + data0 = get_data(f'{prefix}/{uuid}', 0) + # 音波最大多段攻击次数 : {value1}次 + data1 = get_data(f'{prefix}/{uuid}', 1) + # 神兽力恢复量 : {value2}格 + data2 = get_data(f'{prefix}/{uuid}', 2) + # [范围信息] + # 音波范围比率 : {value3}% + data3 = get_data(f'{prefix}/{uuid}', 3) + +# 后跳 +# archer/muse/7822d6d52e10964a6755f142c666b494 +# b9cb48777665de22c006fabaf9a560b3/7822d6d52e10964a6755f142c666b494 +# MIGRATION: character 中没有同名技能“后跳”,暂不启用 +# class Skill2(ActiveSkill): +# """ +# 使自身向后方小跳并避开敌人的攻击。\n +# """ +# name = "后跳" +# learnLv = 1 +# masterLv = 1 +# maxLv = 1 +# cellPos = (3,0) +# position = 3 +# rangeLv = None +# cd = [] +# uuid = "7822d6d52e10964a6755f142c666b494" +# icon = "$common/$uuid" +# hasVP = False +# hasUP = False +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 + + +# 基础精通 +# archer/muse/5a56514f35cf0270ae8d6c65f8fefd78 +# b9cb48777665de22c006fabaf9a560b3/5a56514f35cf0270ae8d6c65f8fefd78 +# MIGRATION: character 中没有同名技能“基础精通”,暂不启用 +# class Skill3(PassiveSkill): +# """ +# 增加基本攻击、 前冲攻击、 跳跃攻击、 [凌跃一击]技能的攻击力。\n +# 决斗场中,增益/减益技能、 被动技能的技能攻击力增加效果对[基础精通]无影响。\n +# """ +# name = "基础精通" +# learnLv = 1 +# masterLv = 115 +# maxLv = 200 +# cellPos = (1,0) +# position = 1 +# rangeLv = 1 +# uuid = "5a56514f35cf0270ae8d6c65f8fefd78" +# icon = "$common/$uuid" +# hasVP = False +# hasUP = False +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 +# +# # 基本攻击力变化率 : {value0}% +# data0 = get_data(f'{prefix}/{uuid}', 0) +# # 前冲攻击力变化率 : {value1}% +# data1 = get_data(f'{prefix}/{uuid}', 1) +# # 跳跃攻击力变化率 : {value2}% +# data2 = get_data(f'{prefix}/{uuid}', 2) + +# 受身蹲伏 +# archer/muse/ce26c6b69d02a440a81b552bec94f03b +# b9cb48777665de22c006fabaf9a560b3/ce26c6b69d02a440a81b552bec94f03b +# MIGRATION: character 中没有同名技能“受身蹲伏”,暂不启用 +# class Skill4(ActiveSkill): +# """ +# 使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n +# """ +# name = "受身蹲伏" +# learnLv = 1 +# masterLv = 10 +# maxLv = 20 +# cellPos = (2,0) +# position = 2 +# rangeLv = None +# cd = 5 +# mp = [1, 1] +# uuid = "ce26c6b69d02a440a81b552bec94f03b" +# icon = "$common/$uuid" +# hasVP = False +# hasUP = False +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 +# +# # 蹲伏姿势最短无敌时间 : {value0}秒 +# data0 = get_data(f'{prefix}/{uuid}', 0) +# # 蹲伏姿势最长无敌时间 : {value1}秒 +# data1 = get_data(f'{prefix}/{uuid}', 1) +# # 起身时霸体时间 : {value2}秒 +# data2 = get_data(f'{prefix}/{uuid}', 2) + +# 技能连招 +# archer/muse/10b31c7e8cd2d60b9bcf3b1d3ada4b0a +# b9cb48777665de22c006fabaf9a560b3/10b31c7e8cd2d60b9bcf3b1d3ada4b0a +# MIGRATION: character 中没有同名技能“技能连招”,暂不启用 +# class Skill5(ActiveSkill): +# """ +# 可以最多指定4个角色技能进行排列组合,并通过一个技能栏快捷键施放。\n +# 点击技能连招下方的图标,可以设置技能顺序和调整初始化时间。\n +# - 可将技能连招图标设置到技能栏快捷键中使用。\n +# - 仅限在城镇及修炼场中进行设置。\n +# 按顺序施放添加在连招栏位中的技能。\n +# - 具有再输入功能的技能,需结束所有再输入后,再切换至下一个技能。\n +# - 若所有技能均在冷却中,则显示冷却时间最短的技能。\n +# 当前序部署的技能冷却结束后,经过一定时间,将切换至该前序技能。\n +# - 切换至前序技能的时间可自行调整。 (0~5秒)\n +# - 设置为0秒时,技能冷却结束后将立即切换至前序部署的技能。\n +# - 设置为0秒时,可重复使用填充型技能及无冷却时间的技能。\n +# 包括觉醒技能在内的部分特殊技能将被排除在目标技能列表外,无法添加到技能连招中。\n +# 决斗场中无法使用技能连招。\n +# """ +# name = "技能连招" +# learnLv = 1 +# masterLv = 1 +# maxLv = 1 +# cellPos = (8,0) +# position = 8 +# rangeLv = None +# cd = [] +# uuid = "10b31c7e8cd2d60b9bcf3b1d3ada4b0a" +# hasVP = False +# hasUP = False +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 + + +# 防具精通 +# archer/muse/892ef624d8bf3d7fc045f84825fd6104 +# b9cb48777665de22c006fabaf9a560b3/892ef624d8bf3d7fc045f84825fd6104 +# MIGRATION: character 中没有同名技能“防具精通”,暂不启用 +# class Skill6(PassiveSkill): +# """ +# 穿戴防具时,可以增加各种属性。\n +# 穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n +# """ +# name = "防具精通" +# learnLv = 1 +# masterLv = 1 +# maxLv = 1 +# cellPos = (0,1) +# position = 0 +# rangeLv = None +# cd = [] +# uuid = "892ef624d8bf3d7fc045f84825fd6104" +# icon = "$common/$uuid" +# hasVP = False +# hasUP = False +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 + + +# 全力挥击 +# archer/muse/4655101518604f874721b3cc249aae10 +# b9cb48777665de22c006fabaf9a560b3/4655101518604f874721b3cc249aae10 +# MIGRATION: character 中没有同名技能“全力挥击”,暂不启用 +# class Skill7(ActiveSkill): +# """ +# 用力挥舞弓,击打周围的敌人,并向前推出。\n +# 转职为猎人时,再次按技能键会立即发射一枚爆炸箭矢,造成额外伤害。\n +# 转职为缪斯或奇美拉时,技能类型变为独立攻击力。\n +# """ +# name = "全力挥击" +# learnLv = 5 +# masterLv = 60 +# maxLv = 70 +# cellPos = (4,2) +# position = 4 +# rangeLv = 2 +# cd = 5 +# mp = [28, 165] +# uuid = "4655101518604f874721b3cc249aae10" +# hasVP = False +# hasUP = False +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 +# +# # 击打攻击力 : {value0}% +# data0 = get_data(f'{prefix}/{uuid}', 0) +# # [转职为猎人后] +# # 爆炸箭矢攻击力 : {value1}% +# data1 = get_data(f'{prefix}/{uuid}', 1) +# # [范围信息] +# # 转职为猎人时,爆炸箭矢射程 : {value2}px +# data2 = get_data(f'{prefix}/{uuid}', 2) +# # 转职为猎人时,爆炸箭矢爆炸范围比率 : {value3}% +# data3 = get_data(f'{prefix}/{uuid}', 3) + +# 激活均衡器 +# archer/muse/dcd536f1674630f01fc9667bb202b851 +# b9cb48777665de22c006fabaf9a560b3/dcd536f1674630f01fc9667bb202b851 +class Skill8(ActiveSkill): + """ + 用力拉动神弦弓的外弦后松开,向前方发射魔力,魔力以均衡器的形状显现,对前方的敌人造成伤害。\n + """ + name = "激活均衡器" + learnLv = 5 + masterLv = 60 + maxLv = 70 + cellPos = (5,2) + position = 5 + rangeLv = 2 + cd = 5 + mp = [21, 112] + uuid = "dcd536f1674630f01fc9667bb202b851" + hasVP = False + hasUP = False + custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 + + # [激活均衡器]攻击力 : {value0} + data0 = get_data(f'{prefix}/{uuid}', 0) + # 神兽力恢复量 : {value1}格 + data1 = get_data(f'{prefix}/{uuid}', 1) + # [范围信息] + # 均衡器大小比率 : {value2}% + data2 = get_data(f'{prefix}/{uuid}', 2) + +# 翻月翔击 +# archer/muse/c9664191611af31142e052dfaef84530 +# b9cb48777665de22c006fabaf9a560b3/c9664191611af31142e052dfaef84530 +# MIGRATION: character 中没有同名技能“翻月翔击”,暂不启用 +# class Skill9(ActiveSkill): +# """ +# 前冲并踢飞命中的敌人。\n +# 踢击仅对一名敌人造成伤害,冲击波可以对除该敌人外附近的敌人造成伤害。\n +# 对无法抓取的敌人不适用控制效果。\n +# 可以按方向键调整冲刺方向。\n +# 转职为缪斯或奇美拉后,技能类型变为独立攻击力。\n +# 转职为旅人时,可以强制中断踢击后的僵直并施放空中技能。\n +# 转职为妖护使时,可以在空中施放。\n +# """ +# name = "翻月翔击" +# learnLv = 10 +# masterLv = 60 +# maxLv = 70 +# cellPos = (4,3) +# position = 4 +# rangeLv = 2 +# cd = 5 +# mp = [35, 206] +# uuid = "c9664191611af31142e052dfaef84530" +# hasVP = False +# hasUP = False +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 +# +# # 踢击攻击力 : {value0}% +# data0 = get_data(f'{prefix}/{uuid}', 0) +# # 冲击波攻击力 : {value1}% +# data1 = get_data(f'{prefix}/{uuid}', 1) + +# 夜与梦 +# archer/muse/762c4e6d030eaf0abbfe1fec2b298574 +# b9cb48777665de22c006fabaf9a560b3/762c4e6d030eaf0abbfe1fec2b298574 +class Skill10(ActiveBufferSkill): + """ + 竖起神弦弓弹奏一小段旋律,向四周扩散开的旋律可以恢复自身和周围队友的生命值。\n + """ + name = "夜与梦" + learnLv = 10 + masterLv = 60 + maxLv = 70 + cellPos = (1,3) + position = 1 + rangeLv = 3 + cd = 10 + mp = [12, 65] + uuid = "762c4e6d030eaf0abbfe1fec2b298574" + hasVP = False + hasUP = True + custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 + + # 生命值恢复量 : {value0} + data0 = get_data(f'{prefix}/{uuid}', 0) + # [范围信息] + # 恢复范围 : {value1}px + data1 = get_data(f'{prefix}/{uuid}', 1) + +# 闪亮首秀 +# archer/muse/23a5e0fba03283cb1b324a847b3fe370 +# b9cb48777665de22c006fabaf9a560b3/23a5e0fba03283cb1b324a847b3fe370 +class Skill11(ActiveSkill): + """ + 该技能可在地面和空中施放。\n + 缪斯从烟雾中伴随着华丽的烟火登场,将周围的妨碍者击退,宣告闪亮首秀的开始。\n + 瞬移前按方向键,可以指定移动方向; 未按方向键时,默认向前移动。\n + 可在空中施放; 未按方向键时,在当前位置直接落地。\n + """ + name = "闪亮首秀" + learnLv = 10 + masterLv = 1 + maxLv = 11 + cellPos = (7,3) + position = 7 + rangeLv = 2 + cd = 5 + mp = [15, 24] + uuid = "23a5e0fba03283cb1b324a847b3fe370" + hasVP = False + hasUP = False + custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 + + # 爆竹攻击力 : {value0} + data0 = get_data(f'{prefix}/{uuid}', 0) + # X轴移动距离 : {value1}px + data1 = get_data(f'{prefix}/{uuid}', 1) + # Y轴移动距离 : {value2}px + data2 = get_data(f'{prefix}/{uuid}', 2) + # 神兽力恢复量 : {value3}格 + data3 = get_data(f'{prefix}/{uuid}', 3) + # [范围信息] + # 爆竹范围比率 : {value4}% + data4 = get_data(f'{prefix}/{uuid}', 4) + +# 强化 - 后跳 +# archer/muse/2b340542e776818b78f3212af184bd6b +# b9cb48777665de22c006fabaf9a560b3/2b340542e776818b78f3212af184bd6b +# MIGRATION: character 中没有同名技能“强化 - 后跳”,暂不启用 +# class Skill12(PassiveSkill): +# """ +# 施放技能期间、 被击或倒地的状态下,可以施放无敌状态的[后跳]。\n +# 该能力适用与[后跳]不同的冷却时间,并且不受冷却时间减少效果的影响。\n +# 根据施放情况的不同(强制中断技能和被敌人攻击),进入不同冷却时间。\n +# 无法强制中断觉醒技能和跳跃超过一定高度的技能。\n +# """ +# name = "强化 - 后跳" +# learnLv = 10 +# masterLv = 1 +# maxLv = 1 +# cellPos = (4,0) +# position = 4 +# rangeLv = None +# cd = 30 +# uuid = "2b340542e776818b78f3212af184bd6b" +# icon = "$common/$uuid" +# hasVP = False +# hasUP = False +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 +# +# # 强制中断技能时的冷却时间 : {value0}秒 +# data0 = get_data(f'{prefix}/{uuid}', 0) +# # 被击或倒地期间施放时的冷却时间 : {value1}秒 +# data1 = get_data(f'{prefix}/{uuid}', 1) + +# 跃翔 +# archer/muse/1fea5a626f15230237946a11a9d11582 +# b9cb48777665de22c006fabaf9a560b3/1fea5a626f15230237946a11a9d11582 +# MIGRATION: character 中没有同名技能“跃翔”,暂不启用 +# class Skill13(ActiveSkill): +# """ +# 增加自身20%的跳跃力,效果持续一定时间。\n +# 效果持续期间内,再次按技能键可以结束。\n +# """ +# name = "跃翔" +# learnLv = 10 +# masterLv = 1 +# maxLv = 1 +# cellPos = (6,0) +# position = 6 +# rangeLv = 3 +# cd = 5 +# mp = [13, 13] +# uuid = "1fea5a626f15230237946a11a9d11582" +# icon = "$common/$uuid" +# hasVP = False +# hasUP = False +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 +# +# # 持续时间 : {value0}秒 +# data0 = get_data(f'{prefix}/{uuid}', 0) + +# 悦耳音律 +# archer/muse/27bade584bb42fef68148d3a0b72bace +# b9cb48777665de22c006fabaf9a560b3/27bade584bb42fef68148d3a0b72bace +class Skill14(PassiveSkill): + """ + 为神弦弓注入魔力,使弓弦的张力可自由调节,产生丰富优美的音律。\n + 只有缪斯可以熟练驾驭拥有三条弦的神弦弓,利用它施展各种独特的弓术保护自己和他人,并与特殊生物进行交流。\n + 增加缪斯的基本攻击力和转职技能攻击力。 装备神弦弓时,[后跳]期间可以施放空中攻击。\n + 装备神弦弓以外的武器时,音律的丰富程度受限,无法施放以演奏为基础的技能。\n + """ + name = "悦耳音律" + learnLv = 15 + masterLv = 1 + maxLv = 11 + cellPos = (1,4) + position = 1 + rangeLv = 3 + uuid = "27bade584bb42fef68148d3a0b72bace" + hasVP = False + hasUP = False + custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 + + # 基本攻击力和转职技能攻击力增加率 : {value0}% + data0 = get_data(f'{prefix}/{uuid}', 0) + +# 多彩感性 +# archer/muse/0ed3148658fe37b3336ccb718dc0fdb0 +# b9cb48777665de22c006fabaf9a560b3/0ed3148658fe37b3336ccb718dc0fdb0 +class Skill15(PassiveBufferSkill): + """ + 缪斯通过扩音器传播的音乐在神界地区引起了轰动,饱含感情的旋律和与神兽交流的感悟,为她的音乐增添了更深层的共鸣。\n + 进入地下城时,出现神兽力能量条和用于变换和放大乐声的便携式扩音器。\n + 在扩音器的效果器开启状态下用技能成功演奏乐谱时消耗神兽力; 施放除基本攻击和觉醒技能以外的转职系列技能、 使用基本攻击命中敌人时恢复神兽力。\n + 神兽力能量条分为力 (红色) 和律 (蓝色) ,根据演奏的乐谱消耗对应的能量,但恢复时两者同时恢复。\n + 消耗神兽力的瞬间,扩音器产生魔力音波,增加范围内队员的所有速度,并对敌人造成多段伤害。\n + 魔力音波受[基础精通]技能影响,攻击力根据消耗的神兽力的增加而增加。\n + 切换[多彩感性]开启/关闭,可以选择是否对敌人造成魔力音波攻击。\n + 增加缪斯的精神和所有属性抗性; 使命中的敌人进入所受属性伤害增加的减益状态。\n + 属性伤害增加效果持续一段时间,该效果可以叠加一定次数。\n + 属性伤害增加效果无法与光明骑士 (男) 的[守护恩赐]、 光明骑士 (女) 的[圣光灌注]、 小魔女的[冥月绽放]、 协战师的[系统 · 战场信息]效果重复使用。\n + 单人挑战时,不适用属性伤害增加效果,仅适用单人挑战专属效果。\n + [当然了! 我的音乐里可是有许多奥秘,要不要听一听?]\n + """ + name = "多彩感性" + learnLv = 15 + masterLv = 60 + maxLv = 70 + cellPos = (2,4) + position = 2 + rangeLv = 3 + cd = 0 + mp = [0, 0] + uuid = "0ed3148658fe37b3336ccb718dc0fdb0" + hasVP = False + hasUP = False + custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 + + # 精神增加 : {value0} + data0 = get_data(f'{prefix}/{uuid}', 0) + # 所有属性抗性增加 : {value1} + data1 = get_data(f'{prefix}/{uuid}', 1) + # 神兽力能量条最大值 : {value2}格 + data2 = get_data(f'{prefix}/{uuid}', 2) + # 魔力音波速度增加 : {value3}% + data3 = get_data(f'{prefix}/{uuid}', 3) + # 魔力音波速度增加持续时间 : {value4}秒 + data4 = get_data(f'{prefix}/{uuid}', 4) + # 魔力音波攻击力 : {value5} x {value6} + data5 = get_data(f'{prefix}/{uuid}', 5) + data6 = get_data(f'{prefix}/{uuid}', 6) + # 每消耗1格神兽力,魔力音波攻击力增加率 : {value7}% + data7 = get_data(f'{prefix}/{uuid}', 7) + # 属性伤害量增加率 : {value8}% + data8 = get_data(f'{prefix}/{uuid}', 8) + # 属性伤害量增加持续时间 : {value9}秒 + data9 = get_data(f'{prefix}/{uuid}', 9) + # 属性伤害量增加最大叠加数 : {value10}次 + data10 = get_data(f'{prefix}/{uuid}', 10) + # [单人挑战专属效果] + # 独立攻击力增加率 : {value11}% + data11 = get_data(f'{prefix}/{uuid}', 11) + # 技能冷却时间减少率 : {value12}% + data12 = get_data(f'{prefix}/{uuid}', 12) + # [范围信息] + # 魔力音波范围比率 : {value13}% + data13 = get_data(f'{prefix}/{uuid}', 13) + + Spirit = data0 + associate = [{"data":data0,"type":"$+Spirit","ratio":1}] + CarryRatio = [0]+ [((1 + i / 100) ** 3) * 100 - 100 for i in data8]# noqa: E501 + +# 乐力全开 : 力 +# archer/muse/01384bbfc346775d1267fa0bc4ca605f +# b9cb48777665de22c006fabaf9a560b3/01384bbfc346775d1267fa0bc4ca605f +class Skill16(ActiveSkill): + """ + 开启扩音器内置的效果器 (力),开始演奏音乐; 用效果器 (力) 演奏的音乐可以强化队友攻击。\n + 施放技能时,神兽力能量条展开,具有音符属性的技能图标变为音符图标,按下与乐谱相同的第一个音符技能即开始演奏该乐谱。\n + - 4分音符(♩) : [音波冲击]、 [乐章再现]\n + - 8分音符(♪) : [街头演出]、 [缪斯之声]\n + - 16分音符(♬) : [震感频谱]、 [闪耀旋律]\n + 演奏乐谱时,根据乐谱长度消耗神兽力,神兽力会随缪斯的演奏从扩音器中与音乐一同传播,赋予范围内的队友增益效果。 演奏期间,所受物理、 魔法伤害减少。\n + 演奏失败时,虽不会消耗神兽力,但会熄灭消耗量高于当前神兽力的乐谱。\n + 缪斯的主动技能施放结束前,可以预输入[乐力全开]技能键,此时技能动作结束的瞬间,就会立即出现效果器。\n + 该功能可以在缪斯施放乐谱技能期间随时使用。\n + """ + name = "乐力全开 : 力" + learnLv = 15 + masterLv = 1 + maxLv = 1 + cellPos = (3,4) + position = 3 + rangeLv = 2 + cd = 0 + mp = [0, 0] + uuid = "01384bbfc346775d1267fa0bc4ca605f" + hasVP = False + hasUP = False + custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 + + # 乐谱演奏限时 : 5秒 + # 演奏时所受伤害减少率 : {value0}% + data0 = get_data(f'{prefix}/{uuid}', 0) + +# 幸福时光 +# archer/muse/128b9ddef2262f40723deae4407bdb42 +# b9cb48777665de22c006fabaf9a560b3/128b9ddef2262f40723deae4407bdb42 +class Skill17(PassiveSkill): + """ + [乐谱技能 - 力系列]\n + 学习后,乐谱中添加可以增加所有速度的力系列乐曲[幸福时光]。\n + 通过[乐力全开 : 力]成功演奏乐谱,消耗一定的神兽力,从扩音器中传出的音乐鼓舞队友,一段时间内增加所有速度。\n + 演奏期间,可以强制中断演奏并施放觉醒技能。\n + """ + name = "幸福时光" + learnLv = 15 + masterLv = 10 + maxLv = 20 + cellPos = (9,4) + position = 9 + rangeLv = 3 + uuid = "128b9ddef2262f40723deae4407bdb42" + hasVP = False + hasUP = False + custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 + + # 乐谱 : ♩♩ + # 持续时间 : {value0}秒 + data0 = get_data(f'{prefix}/{uuid}', 0) + # 攻击速度增加 : {value1}% + data1 = get_data(f'{prefix}/{uuid}', 1) + # 移动速度增加 : {value2}% + data2 = get_data(f'{prefix}/{uuid}', 2) + # 施放速度增加 : {value3}% + data3 = get_data(f'{prefix}/{uuid}', 3) + # 神兽力消耗量 : 2格 + # [范围信息] + # 效果适用范围 : {value4}px + data4 = get_data(f'{prefix}/{uuid}', 4) + +# 音波冲击 +# archer/muse/f0cc2c950f3bdf4103c75fa496bcac34 +# b9cb48777665de22c006fabaf9a560b3/f0cc2c950f3bdf4103c75fa496bcac34 +class Skill18(ActiveSkill): + """ + [音符技能 - 4分音符(♩)]\n + 演奏前检查扩音器的输出功率。 扩音器飞到前方,配合缪斯的扫弦释放音波,对周围的敌人造成伤害。 被最后的音波命中的敌人,有一定几率进入眩晕状态。\n + 施放[乐力全开]技能时,技能图标变为4分音符(♩),可用于演奏乐谱。\n + """ + name = "音波冲击" + learnLv = 15 + masterLv = 60 + maxLv = 70 + cellPos = (6,4) + position = 6 + rangeLv = 2 + cd = 5 + mp = [34, 180] + uuid = "f0cc2c950f3bdf4103c75fa496bcac34" + hasVP = False + hasUP = True + custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 + + # 第一次音波攻击力 : {value0} + data0 = get_data(f'{prefix}/{uuid}', 0) + # 第二次音波攻击力 : {value1} + data1 = get_data(f'{prefix}/{uuid}', 1) + # 第三次音波攻击力 : {value2} + data2 = get_data(f'{prefix}/{uuid}', 2) + # 第三次音波眩晕几率 : {value3}% + data3 = get_data(f'{prefix}/{uuid}', 3) + # 第三次音波眩晕持续时间 : {value4}秒 + data4 = get_data(f'{prefix}/{uuid}', 4) + # 神兽力恢复量 : {value5}格 + data5 = get_data(f'{prefix}/{uuid}', 5) + # [范围信息] + # 音波范围比率 : {value6}% + data6 = get_data(f'{prefix}/{uuid}', 6) + +# 乐力全开 : 律 +# archer/muse/dc1ffbe7bfcc6dc2be737951960da9ad +# b9cb48777665de22c006fabaf9a560b3/dc1ffbe7bfcc6dc2be737951960da9ad +class Skill19(ActiveSkill): + """ + 开启扩音器内置的效果器 (律),开始演奏音乐; 用效果器 (律) 演奏的音乐可以保护和治疗队友。\n + 施放技能时,神兽力能量条展开,具有音符属性的技能图标变为音符图标,按下与乐谱相同的第一个音符技能即开始演奏该乐谱。\n + - 4分音符(♩) : [音波冲击]、 [乐章再现]\n + - 8分音符(♪) : [街头演出]、 [缪斯之声]\n + - 16分音符(♬) : [震感频谱]、 [闪耀旋律]\n + 演奏乐谱时,根据乐谱长度消耗神兽力,神兽力会随缪斯的演奏从扩音器中与音乐一同传播,赋予范围内的队友增益效果。 演奏期间,所受物理、 魔法伤害减少。\n + 演奏失败时,虽不会消耗神兽力,但会熄灭消耗量高于当前神兽力的乐谱。\n + 缪斯的主动技能施放结束前,可以预输入[乐力全开]技能键,此时技能动作结束的瞬间,就会立即出现效果器。\n + 该功能可以在缪斯施放乐谱技能期间随时使用。\n + """ + name = "乐力全开 : 律" + learnLv = 20 + masterLv = 1 + maxLv = 1 + cellPos = (3,5) + position = 3 + rangeLv = 2 + cd = 0 + mp = [0, 0] + uuid = "dc1ffbe7bfcc6dc2be737951960da9ad" + hasVP = False + hasUP = False + custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 + + # 乐谱演奏限时 : 5秒 + # 演奏时所受伤害减少率 : {value0}% + data0 = get_data(f'{prefix}/{uuid}', 0) + +# 情绪调动 +# archer/muse/4b2c90ec226fd40e967875aa5eabefb2 +# b9cb48777665de22c006fabaf9a560b3/4b2c90ec226fd40e967875aa5eabefb2 +class Skill20(PassiveSkill): + """ + [乐谱技能 - 律系列]\n + 学习后,可以演奏乐谱中解除异常状态的律系列乐曲[情绪调动]。\n + 通过[乐力全开 : 律],成功演奏乐谱时,消耗一定的神兽力,同时从扩音器中传来的音乐渲染气氛,可以解除范围内队友的异常状态。\n + 演奏期间,可以强制中断演奏并施放觉醒技能。\n + """ + name = "情绪调动" + learnLv = 20 + masterLv = 1 + maxLv = 11 + cellPos = (9,5) + position = 9 + rangeLv = 3 + uuid = "4b2c90ec226fd40e967875aa5eabefb2" + hasVP = False + hasUP = False + custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 + + # 乐谱 : ♪♪ + # 异常状态消除数量上限 : {value0}个 + data0 = get_data(f'{prefix}/{uuid}', 0) + # 神兽力消耗量 : 2格 + # [范围信息] + # 异常状态消除适用范围 : {value1}px + data1 = get_data(f'{prefix}/{uuid}', 1) + +# 主角登场 +# archer/muse/e49e57b2e8fbeceb0a2c56a0c63fe6c5 +# b9cb48777665de22c006fabaf9a560b3/e49e57b2e8fbeceb0a2c56a0c63fe6c5 +class Skill21(ActiveBufferSkill): + """ + 缪斯已为演出准备就绪,散发出清爽的活力,感染力影响到周围的队友。\n + 增加一定范围内队员的生命值最大值、 魔法值最大值、 物理防御力、 魔法防御力、 体力和精神。\n + 该效果无法和光明骑士 (男) 的[守护徽章],光明骑士 (女) 的[守护祝福],小魔女的[小魔女的偏爱]、 协战师的[装甲强化]重复适用。\n + """ + name = "主角登场" + learnLv = 20 + masterLv = 10 + maxLv = 20 + cellPos = (1,5) + position = 1 + rangeLv = 3 + cd = 10 + mp = [25, 55] + uuid = "e49e57b2e8fbeceb0a2c56a0c63fe6c5" + hasVP = False + hasUP = False + custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 + buffer = True + + # 持续时间 : {value0}秒 + data0 = get_data(f'{prefix}/{uuid}', 0) + # 生命值最大值增加 : {value1} + data1 = get_data(f'{prefix}/{uuid}', 1) + # 魔法值最大值增加 : {value2} + data2 = get_data(f'{prefix}/{uuid}', 2) + # 物理防御力 : {value3} + data3 = get_data(f'{prefix}/{uuid}', 3) + # 魔法防御力 : {value4} + data4 = get_data(f'{prefix}/{uuid}', 4) + # 体力增加 : {value5} + data5 = get_data(f'{prefix}/{uuid}', 5) + # 精神增加 : {value6} + data6 = get_data(f'{prefix}/{uuid}', 6) + # [范围信息] + # 增益效果范围 : {value7}px + data7 = get_data(f'{prefix}/{uuid}', 7) + + Spirit = data6 + +# 街头演出 +# archer/muse/e4c354a89c337310aeb7041d5e742828 +# b9cb48777665de22c006fabaf9a560b3/e4c354a89c337310aeb7041d5e742828 +class Skill22(ActiveSkill): + """ + [音符技能 - 8分音符(♪)]\n + 周围一定范围内存在敌人时,可以施放该技能。\n + 演奏开始时,生成音符追击以缪斯为中心一定范围内的敌人,音符碰撞敌人时,化作五线谱形状的飘带,强控敌人一段时间。\n + 持续时间结束后,飘带引发爆炸,对目标造成伤害; 持续时间内再次按技能键,可以立即引爆。\n + 施放[乐力全开]系列技能时,技能图标变为8分音符(♪)。\n + """ + name = "街头演出" + learnLv = 20 + masterLv = 60 + maxLv = 70 + cellPos = (6,5) + position = 6 + rangeLv = 2 + cd = 10 + mp = [72, 387] + uuid = "e4c354a89c337310aeb7041d5e742828" + hasVP = False + hasUP = True + custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 + + # 音符最多生成个数 : {value0} + data0 = get_data(f'{prefix}/{uuid}', 0) + # 飘带维持时间 : {value1}秒 + data1 = get_data(f'{prefix}/{uuid}', 1) + # 飘带爆炸攻击力 : {value2} + data2 = get_data(f'{prefix}/{uuid}', 2) + # 神兽力恢复量 : {value3}格 + data3 = get_data(f'{prefix}/{uuid}', 3) + # 压制力 (4人队伍) : {value4}秒 ({value5}秒) + data4 = get_data(f'{prefix}/{uuid}', 4) + data5 = get_data(f'{prefix}/{uuid}', 5) + # [范围信息] + # 探索周围敌人范围 : {value6}px + data6 = get_data(f'{prefix}/{uuid}', 6) + +# 暴击 +# archer/muse/fc1262c19f3d0477ee8eda47b8db8696 +# b9cb48777665de22c006fabaf9a560b3/fc1262c19f3d0477ee8eda47b8db8696 +class Skill23(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) + +# 动感音符 +# archer/muse/fc7a3f4c2852c832a2f20af63d5d212f +# b9cb48777665de22c006fabaf9a560b3/fc7a3f4c2852c832a2f20af63d5d212f +class Skill24(ActiveSkill): + """ + 该技能可在地面或空中施放。\n + 脚蹬地面飞向空中,并向对角线下方发射动感音球,动感音球接触地面的瞬间,化作均衡器向两侧延伸,对延伸路径上的敌人造成多段伤害。\n + 空中施放时,立即发射动感音球。\n + 可以强制中断该技能的施放后僵直并立即施放[震感频谱]、 [乐章再现]。\n + """ + name = "动感音符" + learnLv = 25 + masterLv = 60 + maxLv = 70 + cellPos = (5,6) + position = 5 + rangeLv = 2 + cd = 7 + mp = [48, 256] + uuid = "fc7a3f4c2852c832a2f20af63d5d212f" + hasVP = False + hasUP = True + custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 + + # 均衡器多段攻击力 : {value0} x {value1} + data0 = get_data(f'{prefix}/{uuid}', 0) + data1 = get_data(f'{prefix}/{uuid}', 1) + # 神兽力恢复量 : {value2}格 + data2 = get_data(f'{prefix}/{uuid}', 2) + # 压制力 (4人队伍) : {value3}秒 ({value4}秒) + data3 = get_data(f'{prefix}/{uuid}', 3) + data4 = get_data(f'{prefix}/{uuid}', 4) + # [范围信息] + # 均衡器大小比率 : {value5}% + data5 = get_data(f'{prefix}/{uuid}', 5) + +# 可爱节拍 +# archer/muse/78be08a3f8c834d3b06fa20c6a08c5a5 +# b9cb48777665de22c006fabaf9a560b3/78be08a3f8c834d3b06fa20c6a08c5a5 +class Skill25(ActiveBufferSkill): + """ + 缪斯用一段充满魅力的乐声点燃气氛,队友们被缪斯可爱迷人而又充满个性的乐声所鼓舞。\n + 增加缪斯的基本攻击和技能攻击力; 增加范围内队友的力量、 智力、 命中率、 物理/魔法/独立攻击力。\n + 基本攻击力和技能攻击力增加效果在20级以后不再提升; 力量、 智力、 命中率、 物理/魔法/独立攻击力增加效果对自身无效。\n + 施放者的精神越高,力量、 智力、 命中率、 物理/魔法/独立攻击力增加效果越强。\n + 该效果无法和光明骑士 (男) 的[荣誉祝福]、 光明骑士 (女) 的[勇气祝福]、 小魔女的[禁术吟咏]、 协战师的[军械强化]重复适用。\n + """ + name = "可爱节拍" + learnLv = 30 + masterLv = 40 + maxLv = 50 + cellPos = (1,7) + position = 1 + rangeLv = 3 + cd = 10 + mp = [0, 0] + uuid = "78be08a3f8c834d3b06fa20c6a08c5a5" + hasVP = False + hasUP = False + custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 + buffer = True + buffType = "buff" + + # 持续时间 : {value0}秒 + data0 = get_data(f'{prefix}/{uuid}', 0) + # 命中率增加 : {value1}% + data1 = get_data(f'{prefix}/{uuid}', 1) + # [缪斯专属效果] + # 基本攻击和技能攻击力增加率 : {value2}% + data2 = get_data(f'{prefix}/{uuid}', 2) + # [队员专属效果] + # 力量增加 : {value3} + data3 = get_data(f'{prefix}/{uuid}', 3) + # 智力增加 : {value4} + data4 = get_data(f'{prefix}/{uuid}', 4) + # 物理攻击力增加 : {value5} + data5 = get_data(f'{prefix}/{uuid}', 5) + # 魔法攻击力增加 : {value6} + data6 = get_data(f'{prefix}/{uuid}', 6) + # 独立攻击力增加 : {value7} + data7 = get_data(f'{prefix}/{uuid}', 7) + # [范围信息] + # 增益效果范围 : {value8}px + data8 = get_data(f'{prefix}/{uuid}', 8) + + ATK = data5 + STRINT = data3 + +# 震感频谱 +# archer/muse/c27418ae613c647527200a7ca17d97fd +# b9cb48777665de22c006fabaf9a560b3/c27418ae613c647527200a7ca17d97fd +class Skill26(ActiveSkill): + """ + [音符技能 - 16分音符(♬)]\n + 扩音器移动到前方后,随着缪斯的扫弦放大乐声,放大后的乐声中蕴含的魔力在扩音器上下以均衡器的形式表现,然后伴随着节奏向中间聚拢,对范围内的敌人造成多段攻击,并将敌人聚集到中央。\n + 可以强制中断该技能的施放后僵直并立即施放[动感音符]、 [乐章再现]。\n + 施放[乐力全开]技能时,技能图标变为16分音符(♬),可用于演奏乐谱。\n + """ + name = "震感频谱" + learnLv = 30 + masterLv = 60 + maxLv = 70 + cellPos = (5,7) + position = 5 + rangeLv = 2 + cd = 15 + mp = [115, 616] + uuid = "c27418ae613c647527200a7ca17d97fd" + hasVP = False + hasUP = True + custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 + + # 均衡器攻击力 : {value0} x {value1} + data0 = get_data(f'{prefix}/{uuid}', 0) + data1 = get_data(f'{prefix}/{uuid}', 1) + # 神兽力恢复量 : {value2}格 + data2 = get_data(f'{prefix}/{uuid}', 2) + # 压制力 (4人队伍) : {value3}秒 ({value4}秒) + data3 = get_data(f'{prefix}/{uuid}', 3) + data4 = get_data(f'{prefix}/{uuid}', 4) + # [范围信息] + # 均衡器大小比率 : {value5}% + data5 = get_data(f'{prefix}/{uuid}', 5) + +# 自由律动 +# archer/muse/1fadde0eece18649caddbca7bd58cc2f +# b9cb48777665de22c006fabaf9a560b3/1fadde0eece18649caddbca7bd58cc2f +class Skill27(PassiveSkill): + """ + [乐谱技能 - 律系列]\n + 学习后,可以演奏乐谱中赋予保护罩的律系列乐曲[自由律动]。\n + 通过[乐力全开 : 律],成功演奏乐谱时,消耗一定的神兽力,同时从扩音器传来的音乐中蕴含的魔力庇护范围内的队友,形成棱镜状的保护罩。\n + 保护罩的生命值等于缪斯生命值的一定比率,持续期间代替承受物理、 魔法伤害; 保护罩生命值耗尽时,引发爆炸后消失,并对周围敌人造成伤害。\n + 使用消耗品增加的生命值不会提升该技能的增益效果。\n + 演奏期间,可以强制中断演奏并施放觉醒技能。\n + """ + name = "自由律动" + learnLv = 30 + masterLv = 10 + maxLv = 20 + cellPos = (9,7) + position = 9 + rangeLv = 3 + uuid = "1fadde0eece18649caddbca7bd58cc2f" + hasVP = False + hasUP = False + custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 + + # 乐谱 : ♩♩♪♬ + # 保护罩持续时间 : {value0}秒 + data0 = get_data(f'{prefix}/{uuid}', 0) + # 保护罩生命值比率 : {value1}% + data1 = get_data(f'{prefix}/{uuid}', 1) + # 保护罩爆炸攻击力 : {value2} + data2 = get_data(f'{prefix}/{uuid}', 2) + # 神兽力消耗量 : 4格 + # [范围信息] + # 效果适用范围 : {value3}px + data3 = get_data(f'{prefix}/{uuid}', 3) + +# 乐章再现 +# archer/muse/92360eab6e1f378902018eca681ac629 +# b9cb48777665de22c006fabaf9a560b3/92360eab6e1f378902018eca681ac629 +class Skill28(ActiveSkill): + """ + [音符技能 - 4分音符(♩)]\n + 用力将神弦弓的琴弦向前扫出并回拨,带着欢快乐声和活跃魔力的均衡器配合缪斯的动作往返于前方,对路径上的敌人造成多段伤害,击退敌人后,吸附至一处地点。\n + 可以强制中断该技能的施放后僵直并立即施放[动感音符]、 [震感频谱]。\n + 施放[乐力全开]技能时,技能图标变为4分音符(♩)。\n + """ + name = "乐章再现" + learnLv = 35 + masterLv = 60 + maxLv = 70 + cellPos = (5,8) + position = 5 + rangeLv = 2 + cube = 1 + cd = 15 + mp = [136, 729] + uuid = "92360eab6e1f378902018eca681ac629" + hasVP = True + hasUP = True + custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 + vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501 + + # 均衡器前进多段攻击力 : {value0} x {value1} + data0 = get_data(f'{prefix}/{uuid}', 0) + data1 = get_data(f'{prefix}/{uuid}', 1) + # 均衡器返回多段攻击力 : {value2} x {value3} + data2 = get_data(f'{prefix}/{uuid}', 2) + data3 = get_data(f'{prefix}/{uuid}', 3) + # 神兽力恢复量 : {value4}格 + data4 = get_data(f'{prefix}/{uuid}', 4) + # [范围信息] + # 均衡器大小比率 : {value5}% + data5 = get_data(f'{prefix}/{uuid}', 5) + + def vp_1(self): + """ + [乐章再现]\n + 均衡器前进攻击后,技能结束\n + - 总攻击力相同\n + 额外生成3个均衡器; 大小 +20%\n + 删除吸附敌人的功能\n + [独家演奏]\n + 复活对象的生命值和魔法值恢复量 +50%\n + 复活对象的速度增加效果持续时间 +5秒\n + """ + ... + + def vp_2(self): + """ + [乐章再现]\n + 在角色前方生成一个大范围的均衡器区域进行多段攻击,效果持续3秒\n + - 多段攻击次数 : 10次\n + - 总攻击力相同\n + 使被命中的敌人进入强制控制状态,直至均衡器攻击结束\n + [独家演奏]\n + 复活对象的生命值和魔法值恢复量 +50%\n + 复活对象的速度增加效果持续时间 +5秒\n + """ + ... + +# 音力增强 +# archer/muse/d0cdaca82892e54097f22a1f60817048 +# b9cb48777665de22c006fabaf9a560b3/d0cdaca82892e54097f22a1f60817048 +class Skill29(ActiveSkill): + """ + 发射凝聚魔力的光球,光球在和敌人碰撞的瞬间变成耀眼的蝴蝶群向前飞行,对敌人造成多段伤害。\n + 光球凝聚魔力期间,对近处敌人产生吸附效果。\n + """ + name = "音力增强" + learnLv = 40 + masterLv = 60 + maxLv = 70 + cellPos = (4,9) + position = 4 + rangeLv = 2 + cube = 1 + cd = 20 + mp = [209, 1123] + uuid = "d0cdaca82892e54097f22a1f60817048" + hasVP = True + hasUP = True + custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 + vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501 + + # 蝴蝶群多段攻击力 : {value0} x {value1} + data0 = get_data(f'{prefix}/{uuid}', 0) + data1 = get_data(f'{prefix}/{uuid}', 1) + # 神兽力恢复量 : {value2}格 + data2 = get_data(f'{prefix}/{uuid}', 2) + # [范围信息] + # 蝴蝶群爆炸范围比率 : {value3}% + data3 = get_data(f'{prefix}/{uuid}', 3) + + def vp_1(self): + """ + [音力增强]\n + 变更为可填充2次的技能\n + - 每次填充冷却时间 : 10秒\n + - 单次攻击力 -50%\n + 光球速度 +20%\n + 蝴蝶群爆炸范围 +25%\n + [甜蜜柔歌]\n + 演奏开始的同时,范围内队员的生命值立即恢复25%\n + """ + ... + + def vp_2(self): + """ + [音力增强]\n + 基本冷却时间变更为40秒\n + - 神兽力恢复量 +100%\n + - 攻击力 +100%\n + 未命中时,剩余冷却时间变更为5秒\n + [甜蜜柔歌]\n + 演奏开始的同时,范围内队员的生命值立即恢复25%\n + """ + ... + +# 燃情狂想曲 +# archer/muse/1803b6a67047cafb9e289b4f33cc507b +# b9cb48777665de22c006fabaf9a560b3/1803b6a67047cafb9e289b4f33cc507b +class Skill30(PassiveBufferSkill): + """ + [乐谱技能 - 力系列]\n + 学习后,乐谱中添加可以增加[可爱节拍]效果的力系列乐曲[燃情狂想曲]。\n + 通过[乐力全开 : 力]成功演奏乐谱时,消耗一定的神兽力,从扩音器传来的音乐激励范围内的队友,提高适用于队友的[可爱节拍]的增益效果。\n + 演奏期间,可以强制中断演奏并施放觉醒技能。\n + """ + name = "燃情狂想曲" + learnLv = 40 + masterLv = 1 + maxLv = 1 + cellPos = (9,9) + position = 9 + rangeLv = 3 + cube = 1 + uuid = "1803b6a67047cafb9e289b4f33cc507b" + hasVP = False + hasUP = False + custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 + buffer = True + buffType = "buffSub" + + # 乐谱 : ♪♪♩♬ + # 持续时间 : {value0}秒 + data0 = get_data(f'{prefix}/{uuid}', 0) + # [可爱节拍]增益效果增加率 : {value1}% + data1 = get_data(f'{prefix}/{uuid}', 1) + # 神兽力消耗量 : 4格 + # [范围信息] + # 效果适用范围 : {value2}px + data2 = get_data(f'{prefix}/{uuid}', 2) + + def skillInfo(self): + prep = self.char.BuffSkill.skillInfo() + ratio = self.data1[self.lv] / 100 + return prep[0] * ratio, [prep[1][0]*ratio,prep[1][1],prep[1][2]*ratio], [prep[2][0]*ratio,prep[2][1],prep[2][2]*ratio],0,self.getSkillCD() + +# 缪斯之声 +# archer/muse/0232c151ef3731c2dede51931a374723 +# b9cb48777665de22c006fabaf9a560b3/0232c151ef3731c2dede51931a374723 +class Skill31(ActiveSkill): + """ + [音符技能 - 8分音符(♪)]\n + 缪斯在聚光灯下,以一个强力的扫弦宣告演出的开始,展现自己的标志性乐声。 震撼的开场使范围内的敌人受到伤害并进入眩晕状态; 演奏过程中,也持续对敌人造成多段伤害。\n + 连续按技能键或攻击键时,增加演奏速度; 演奏期间按跳跃键,可以立即停止演奏。\n + 施放[乐力全开]系列技能时,技能图标变为8分音符(♪)。\n + """ + name = "缪斯之声" + learnLv = 45 + masterLv = 60 + maxLv = 70 + cellPos = (6,10) + position = 6 + rangeLv = 2 + cube = 2 + cd = 45 + mp = [362, 1946] + uuid = "0232c151ef3731c2dede51931a374723" + hasVP = True + hasUP = True + custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 + vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501 + + # 开场攻击力 : {value0} + data0 = get_data(f'{prefix}/{uuid}', 0) + # 开场眩晕几率 : {value1}% + data1 = get_data(f'{prefix}/{uuid}', 1) + # 开场眩晕持续时间 : {value2}秒 + data2 = get_data(f'{prefix}/{uuid}', 2) + # 演奏多段攻击力 : {value3} x {value4} + data3 = get_data(f'{prefix}/{uuid}', 3) + data4 = get_data(f'{prefix}/{uuid}', 4) + # 神兽力恢复量 : {value5}格 + data5 = get_data(f'{prefix}/{uuid}', 5) + # [范围信息] + # 攻击范围比率 : {value6}% + data6 = get_data(f'{prefix}/{uuid}', 6) + + def vp_1(self): + """ + [缪斯之声]\n + 施放技能时进入无敌状态\n + 攻击范围 +20%\n + [梦想的舞台]\n + 满足以下条件时当前生效的冷却时间减少1秒 (最多25秒)\n + - 消耗神兽力时\n + - [夜与梦] : 对队友施加恢复效果时\n + - [甜蜜柔歌] : 对队友施加增益效果时\n + - [多彩感性] : 适用属性伤害增加效果时 (冷却时间5秒)\n + """ + ... + + def vp_2(self): + """ + [缪斯之声]\n + 缪斯示意后,随机召唤3名乐队成员中的1人登场演奏\n + [街头演出]处于可施放状态时,同时施放\n + [梦想的舞台]\n + 满足以下条件时当前生效的冷却时间减少1秒 (最多25秒)\n + - 消耗神兽力时\n + - [夜与梦] : 对队友施加恢复效果时\n + - [甜蜜柔歌] : 对队友施加增益效果时\n + - [多彩感性] : 适用属性伤害增加效果时 (冷却时间5秒)\n + """ + ... + +# 甜蜜柔歌 +# archer/muse/d2c6df5105577fb59fb92529a36165a0 +# b9cb48777665de22c006fabaf9a560b3/d2c6df5105577fb59fb92529a36165a0 +class Skill32(PassiveSkill): + """ + [乐谱技能 - 律系列]\n + 学习后,乐谱中添加持续恢复体力的律系列乐曲[甜蜜柔歌]。\n + 通过[乐力全开 : 律],成功演奏乐谱时,消耗一定的神兽力,同时从扩音器中传来的音乐令队员心潮澎湃,技能持续时间内恢复生命值。\n + 演奏期间,可以强制中断演奏并施放觉醒技能。\n + """ + name = "甜蜜柔歌" + learnLv = 45 + masterLv = 10 + maxLv = 20 + cellPos = (9,10) + position = 9 + rangeLv = 3 + cube = 2 + uuid = "d2c6df5105577fb59fb92529a36165a0" + hasVP = False + hasUP = False + custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 + + # 乐谱 : ♬♪♩ + # 持续时间 : {value0}秒 + data0 = get_data(f'{prefix}/{uuid}', 0) + # 每秒生命值恢复量 : % + # 神兽力消耗量 : 3格 + # [范围信息] + # 效果适用范围 : {value1}px + data1 = get_data(f'{prefix}/{uuid}', 1) + +# 明星气场 +# archer/muse/de3fea2d65c597f4d55c70a02b97fc79 +# b9cb48777665de22c006fabaf9a560b3/de3fea2d65c597f4d55c70a02b97fc79 +class Skill33(PassiveBufferSkill): + """ + 充满个性的音乐和优秀的演奏实力,使得她每次演出都成为装点压轴舞台的明星。\n + 发动所有乐谱的追加效果,增加灵韵乐姬的基本攻击力和技能攻击力; 增加自身与一定范围内队员的力量、 智力、 体力、 精神、 攻击速度和移动速度。\n + 单人挑战时,如果精神高于智力,则智力补正为与精神一致。 (补正时,数值百分比增加效果除外)\n + 演奏乐谱时,增加当前适用中的[主角登场]、 [可爱节拍]效果的持续时间。 如果成功输入随机音符,则额外增加持续时间。\n + [这个舞台是属于大家的!]\n + """ + name = "明星气场" + learnLv = 48 + masterLv = 40 + maxLv = 50 + cellPos = (2,11) + position = 2 + rangeLv = 3 + uuid = "de3fea2d65c597f4d55c70a02b97fc79" + hasVP = False + hasUP = False + custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 + + # 力量、 智力增加 : {value0} + data0 = get_data(f'{prefix}/{uuid}', 0) + # 体力、 精神增加 : {value1} + data1 = get_data(f'{prefix}/{uuid}', 1) + # 攻击、 移动、 施放速度增加 : {value2}% + data2 = get_data(f'{prefix}/{uuid}', 2) + # [缪斯专属效果] + # 基本攻击力和技能攻击力增加率 : {value3}% + data3 = get_data(f'{prefix}/{uuid}', 3) + # [学习主角登场、 可爱节拍后] + # 成功演奏乐谱时持续时间增加 : {value4}秒 + data4 = get_data(f'{prefix}/{uuid}', 4) + # 成功演奏乐谱时持续时间额外增加 : {value5}秒 + data5 = get_data(f'{prefix}/{uuid}', 5) + # [范围信息] + # 四维和速度增加效果适用范围 : {value6}px + data6 = get_data(f'{prefix}/{uuid}', 6) + + STRINT = data0 + Spirit = data1 + associate = [{"data": data1,"type": "$+Spirit","ratio":1}] # type: ignore + +# 梦想的舞台 +# archer/muse/c61f5a010370101402b05b21916c2071 +# b9cb48777665de22c006fabaf9a560b3/c61f5a010370101402b05b21916c2071 +class Skill34(ActiveBufferSkill): + """ + 缪斯在聚光灯下登场,开始华丽的表演。\n + 音乐会专用的扩音器发出的强烈乐声让队友心跳加速,一定时间内增加力量、 智力、 攻击速度、 移动速度和施放速度,并对范围内敌人造成多段伤害。\n + 力量、 智力增加效果对自身无效。\n + [返场]\n + 施放技能期间,如果成功输入3个以上神兽力能量条上出现的随机音符,可以增益效果返场。\n + 返场仅限一段时间内使用,如果在[梦想的舞台]增益持续时间内使用,则增加持续时间,否则会作为新的增益效果适用。\n + 每成功输入1次随机音符,恢复1格神兽力。\n + 该效果无法与光明骑士 (男) 的[天启之光]、 光明骑士 (女) 的[圣光天启]、 小魔女的[开幕!人偶剧场]、 协战师的[强袭策略 : 区域肃清]重复适用。\n + """ + name = "梦想的舞台" + learnLv = 50 + masterLv = 40 + maxLv = 50 + cellPos = (6,11) + position = 6 + rangeLv = 5 + cube = 5 + cd = 160 + mp = [1139, 4676] + uuid = "c61f5a010370101402b05b21916c2071" + hasVP = False + hasUP = False + custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 + buffType = 'awake' + + # 增益效果持续时间 : {value0}秒 + data0 = get_data(f'{prefix}/{uuid}', 0) + # 力量增加 : {value1} + data1 = get_data(f'{prefix}/{uuid}', 1) + # 智力增加 : {value2} + data2 = get_data(f'{prefix}/{uuid}', 2) + # 攻击速度增加 : {value3}% + data3 = get_data(f'{prefix}/{uuid}', 3) + # 移动速度增加 : {value4}% + data4 = get_data(f'{prefix}/{uuid}', 4) + # 施放速度增加 : {value5}% + data5 = get_data(f'{prefix}/{uuid}', 5) + # 演奏多段攻击力 : {value6} x {value7} + data6 = get_data(f'{prefix}/{uuid}', 6) + data7 = get_data(f'{prefix}/{uuid}', 7) + # 每成功输入1个随机音符,增加返场效果的持续时间 : {value8}秒 + data8 = get_data(f'{prefix}/{uuid}', 8) + # 返场使用限时 : {value9}秒 + data9 = get_data(f'{prefix}/{uuid}', 9) + + STRINT = data1 + +# 调音放送 +# archer/muse/202edb928046f4fa6dedf6337377efd5 +# b9cb48777665de22c006fabaf9a560b3/202edb928046f4fa6dedf6337377efd5 +class Skill35(ActiveBufferSkill): + """ + 向前方发送布置舞台的信号,幕后人员收到信号后,会把音乐会专用的扩音器投放在指定位置,落下的扩音器引发冲击波,并因为无法承受落地冲击而爆炸,对更大范围造成巨大伤害。\n + """ + name = "调音放送" + learnLv = 60 + masterLv = 40 + maxLv = 50 + cellPos = (7,12) + position = 7 + rangeLv = 2 + cube = 2 + cd = 30 + mp = [258, 1059] + uuid = "202edb928046f4fa6dedf6337377efd5" + hasVP = True + hasUP = True + custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 + vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501 + + # 冲击波攻击力 : {value0} + data0 = get_data(f'{prefix}/{uuid}', 0) + # 扩音器爆炸攻击力 : {value1} x {value2} + data1 = get_data(f'{prefix}/{uuid}', 1) + data2 = get_data(f'{prefix}/{uuid}', 2) + # 神兽力恢复量 : {value3}格 + 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) + + def vp_1(self): + """ + [调音放送]\n + 可以指定扩音器的落地位置\n + 扩音器爆炸范围内的队友的生命值/魔法值恢复10%\n + - 队友的生命值/魔法值恢复成功时,缪斯的生命值额外恢复10%\n + 冲击波及爆炸范围 +20%\n + [幸福时光]\n + 攻击/移动/施放速度增加量 +5%\n + 增益效果持续时间 +5秒\n + """ + ... + + def vp_2(self): + """ + [调音放送]\n + 以角色为中心布置一个持续3秒的简易舞台\n + - 舞台上队友的所有速度 +10%\n + - 舞台上的敌人会受到多段伤害并被吸附到中心位置\n + - 多段攻击次数 : 10次\n + - 总攻击力相同\n + - 攻击时附加混乱状态5秒\n + 持续时间结束后,扩音器爆炸,舞台结束\n + - 持续时间内再次按技能键时立即爆炸\n + [幸福时光]\n + 攻击、 移动、 施放速度增加量 +5%\n + 增益效果持续时间 +5秒\n + """ + ... + +# 独家演奏 +# archer/muse/2a3c96b88d02372505692da0a8b54743 +# b9cb48777665de22c006fabaf9a560b3/2a3c96b88d02372505692da0a8b54743 +class Skill36(ActiveBufferSkill): + """ + 接到独家演奏邀请,仅为一人演奏乐曲。\n + 灵韵乐姬的队友生命值为0时,倒地一段时间,此时可申请独家演奏。 该状态下,维持自身适用的增益效果,按空格键申请[独家演奏]表演。\n + 灵韵乐姬收到表演邀请时,[独家演奏]技能激活; 与发出邀请的队友处于同一地图时,可以施放[独家演奏]。\n + 施放技能时,接受[独家演奏]效果的队友将马上恢复一定生命值、 魔法值,在一定时间内提高所有速度,并且受到持续的额外恢复效果直到演奏结束。\n + 因[独家演奏]而复活的队友无法初始化技能冷却时间。\n + 死亡状态下仍可用复活币复活,但适用中的增益效果消失。\n + """ + name = "独家演奏" + learnLv = 60 + masterLv = 1 + maxLv = 11 + cellPos = (1,12) + position = 1 + rangeLv = 3 + cube = 2 + mp = [4, 7] + uuid = "2a3c96b88d02372505692da0a8b54743" + hasVP = False + hasUP = False + custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 + + # 队友死亡状态维持时间 : 9秒 + # [独家演奏]适用对象生命值、 魔法值立即恢复量 : {value0}% + data0 = get_data(f'{prefix}/{uuid}', 0) + # [独家演奏]适用对象生命值、 魔法值额外恢复量 : {value1}% + data1 = get_data(f'{prefix}/{uuid}', 1) + # [独家演奏]对象所有速度增加 : {value2}% + data2 = get_data(f'{prefix}/{uuid}', 2) + # 速度增加效果持续时间 : {value3}秒 + data3 = get_data(f'{prefix}/{uuid}', 3) + +# 闪耀旋律 +# archer/muse/bc11d28c04e01923a093d65752c55516 +# b9cb48777665de22c006fabaf9a560b3/bc11d28c04e01923a093d65752c55516 +class Skill37(ActiveSkill): + """ + [音符技能 - 16分音符(♬)]\n + 演奏准备完毕后,连续快速地拨动神弦弓,以各种形式表现出来的魔力与美妙的音乐混杂在一起,演绎出华丽的现场效果,并对范围内的敌人造成多段打击。\n + 施放[乐力全开]系列技能时,技能图标变为16分音符(♬)。\n + """ + name = "闪耀旋律" + learnLv = 70 + masterLv = 40 + maxLv = 50 + cellPos = (4,13) + position = 4 + rangeLv = 2 + cube = 3 + cd = 40 + mp = [312, 1279] + uuid = "bc11d28c04e01923a093d65752c55516" + hasVP = True + hasUP = True + custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 + vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501 + + # 蝴蝶群生成次数 : 3次 + # 蝴蝶群多段攻击力 : {value0} x {value1} + data0 = get_data(f'{prefix}/{uuid}', 0) + data1 = get_data(f'{prefix}/{uuid}', 1) + # 神兽力恢复量 : {value2}格 + data2 = get_data(f'{prefix}/{uuid}', 2) + # [范围信息] + # 攻击范围比率 : {value3}% + data3 = get_data(f'{prefix}/{uuid}', 3) + + def vp_1(self): + """ + [闪耀旋律]\n + 施放技能时,立即拨动神弦弓\n + 施放[街头演出]、 [缪斯之声]过程中可使用,此时蝴蝶群将以角色为中心散开,造成多段攻击伤害\n + - 蝴蝶群散开多段攻击次数 : 4次\n + - 总攻击力相同\n + [自由律动]\n + 保护罩生命值比率 +30%\n + 保护罩持续时间 +1秒\n + """ + ... + + def vp_2(self): + """ + [闪耀旋律]\n + 变更为可填充3次的技能\n + - 每次填充冷却时间 : 13.3秒\n + - 蝴蝶群生成次数 -2次\n + - 总攻击力相同\n + - 攻击成功时神兽力恢复2格\n + 攻击范围 +20%\n + [自由律动]\n + 保护罩生命值比率 +30%\n + 保护罩持续时间 +1秒\n + """ + ... + +# 崭新曲风 +# archer/muse/faf9cd66281078b51be2ee0b0f6c5530 +# b9cb48777665de22c006fabaf9a560b3/faf9cd66281078b51be2ee0b0f6c5530 +class Skill38(PassiveBufferSkill): + """ + 出众的才华加上不懈的努力,时律之音的演奏实力突飞猛进,崭新的表演方式引领了新的流行方向,并达到了可以在舞台上即兴发挥的水平。\n + 学习后,增加时律之音的精神、 基本攻击力、 技能攻击力和魔法暴击率; 增加进入地下城时的神兽力基础值。\n + 时律之音掌握了即兴发挥的技巧,输入觉醒技能随机音符的过程中,即使输错音符,也被判定为成功。\n + 但由于不能让原曲产生太大的变动,所以不能频繁地即兴发挥。\n + [“曾有人批判她的音乐过于实验性,但现在,她证明了她的音乐和表演名副其实,是神界潮流趋势的代表。” --评论家洛克·夏勒]\n + """ + name = "崭新曲风" + learnLv = 75 + masterLv = 40 + maxLv = 50 + cellPos = (2,13) + position = 2 + rangeLv = 3 + uuid = "faf9cd66281078b51be2ee0b0f6c5530" + hasVP = False + hasUP = False + custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 + + # 精神增加 : {value0} + data0 = get_data(f'{prefix}/{uuid}', 0) + # 基本攻击力和转职技能攻击力增加率 : {value1}% + data1 = get_data(f'{prefix}/{uuid}', 1) + # 魔法暴击率增加 : {value2}% + data2 = get_data(f'{prefix}/{uuid}', 2) + # 即兴发挥冷却时间 : {value3}秒 + data3 = get_data(f'{prefix}/{uuid}', 3) + + Spirit = data0 + associate = [{"data": data0,"type": "$+Spirit","ratio":1}] # type: ignore + +# 巨星登场 +# archer/muse/1721e94897e9961d5c98130a13392f17 +# b9cb48777665de22c006fabaf9a560b3/1721e94897e9961d5c98130a13392f17 +class Skill39(ActiveSkill): + """ + 灿烂的灯光穿透黑暗,宣布演出的开始,范围内的敌人被时律之音令人眼花缭乱的舞台演出所震撼,陷入恍惚。\n + 施放[街头演出]、 [缪斯之声]技能期间,可以施放该技能,此时扩音器会飞到空中照明。\n + """ + name = "巨星登场" + learnLv = 75 + masterLv = 40 + maxLv = 50 + cellPos = (7,13) + position = 7 + rangeLv = 2 + cube = 3 + cd = 40 + mp = [720, 2955] + uuid = "1721e94897e9961d5c98130a13392f17" + hasVP = True + hasUP = True + custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 + vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501 + + # 照明攻击力 : {value0} + data0 = get_data(f'{prefix}/{uuid}', 0) + # 控制持续时间 : {value1}秒 + data1 = get_data(f'{prefix}/{uuid}', 1) + # 失明几率 : {value2}% + data2 = get_data(f'{prefix}/{uuid}', 2) + # 失明持续时间 : {value3}秒 + data3 = get_data(f'{prefix}/{uuid}', 3) + # 神兽力恢复量 : {value4}格 + 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) + data6 = get_data(f'{prefix}/{uuid}', 6) + # [范围信息] + # 攻击范围比率 : {value7}% + data7 = get_data(f'{prefix}/{uuid}', 7) + + def vp_1(self): + """ + [巨星登场]\n + 删除施放动作,始终由扩音器照明\n + - 扩音器在其他行动中时无法施放技能\n + 攻击范围 +30%\n + [音量顶峰]\n + 增益效果持续时间 +20秒\n + 随机音符成功时技能范围增加率额外 +5%\n + """ + ... + + def vp_2(self): + """ + [巨星登场]\n + 缪斯成为所有镜头焦点,所到之处闪光不停,对周围敌人造成多段伤害\n + - 闪光灯跟随缪斯持续5秒\n + - 多段攻击次数 : 15次\n + - 总攻击力相同\n + 删除附加眩晕和失明状态的功能\n + [音量顶峰]\n + 增益效果持续时间 +20秒\n + 随机音符成功时技能范围增加率额外 +5%\n + """ + ... + +# 音量顶峰 +# archer/muse/d296043df164385a14cb973c8c7c4d07 +# b9cb48777665de22c006fabaf9a560b3/d296043df164385a14cb973c8c7c4d07 +class Skill40(PassiveSkill): + """ + [乐谱技能 - 力系列]\n + 学习后,乐谱中添加持有增加技能范围效果的力系列乐曲[音量顶峰]。\n + 通过[乐力全开 : 力],成功演奏乐谱时,消耗一定的神兽力,同时从扩音器传来的音乐为范围内的队友带来刺激的魔力,持续时间内增加所有技能的范围。\n + 演奏期间,可以强制中断演奏并施放觉醒技能。\n + """ + name = "音量顶峰" + learnLv = 75 + masterLv = 10 + maxLv = 20 + cellPos = (9,13) + position = 9 + rangeLv = 3 + cube = 3 + uuid = "d296043df164385a14cb973c8c7c4d07" + hasVP = False + hasUP = False + custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 + + # 乐谱 : ♬♩♪ + # 持续时间 : {value0}秒 + data0 = get_data(f'{prefix}/{uuid}', 0) + # 技能范围增加率 : {value1}% + data1 = get_data(f'{prefix}/{uuid}', 1) + # 神兽力消耗量 : 3格 + # [范围信息] + # 效果适用范围 : {value2}px + data2 = get_data(f'{prefix}/{uuid}', 2) + +# 辉光变奏 +# archer/muse/ca75c965f20a150f99f54155a37400df +# b9cb48777665de22c006fabaf9a560b3/ca75c965f20a150f99f54155a37400df +class Skill41(ActiveSkill): + """ + 为了演出效果,在前方设置特制的大型棱镜,放射凝结魔力的光晕。 光晕的魔力接触大型棱镜后得到强化,光线向四周折射对周围敌人造成伤害。\n + 在光线持续时间内敌人受到持续伤害,并使队员获得霸体护甲。\n + 一段时间后随着魔力的发散,光线会爆炸并对周围敌人造成巨大伤害; 持续时间内再次按技能键,会让光线马上爆炸。\n + 爆炸发生后,棱镜中残留的魔力会继续维持霸体护甲效果。 当魔力完全耗尽时,棱镜消失,霸体护甲效果结束。\n + """ + name = "辉光变奏" + learnLv = 80 + masterLv = 40 + maxLv = 50 + cellPos = (7,14) + position = 7 + rangeLv = 2 + cube = 5 + cd = 50 + mp = [997, 4096] + uuid = "ca75c965f20a150f99f54155a37400df" + hasVP = True + hasUP = True + custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 + vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501 + + # 光线折射攻击力 : {value0} + data0 = get_data(f'{prefix}/{uuid}', 0) + # 光线多段攻击力 : {value1} x {value2} + data1 = get_data(f'{prefix}/{uuid}', 1) + data2 = get_data(f'{prefix}/{uuid}', 2) + # 光线持续时间 : {value3}秒 + data3 = get_data(f'{prefix}/{uuid}', 3) + # 光线爆炸攻击力 : {value4} + data4 = get_data(f'{prefix}/{uuid}', 4) + # 棱镜追加持续时间 : {value5}秒 + data5 = get_data(f'{prefix}/{uuid}', 5) + # 神兽力恢复量 : {value6}格 + data6 = get_data(f'{prefix}/{uuid}', 6) + # [范围信息] + # 光线范围比率 : {value7}% + data7 = get_data(f'{prefix}/{uuid}', 7) + + def vp_1(self): + """ + [辉光变奏]\n + 使被光线折射命中的敌人进入强制控制状态5秒\n + 光线持续时间 +5秒\n + - 光线多段攻击次数增加为2倍\n + - 总攻击力相同\n + 光线范围 +20%\n + 光线爆炸后,棱镜消失\n + 光线折射时形成耀眼的光晕,接触光晕的队员获得增益效果\n + - 进入霸体状态10秒,回避率 +20%\n + - 该增益效果每次技能仅生效1次\n + """ + ... + + def vp_2(self): + """ + [辉光变奏]\n + 光线折射的瞬间爆炸\n + - 删除光线多段攻击\n + - 总攻击力相同\n + - 删除再次输入技能键使光线立即爆炸的功能\n + 光线爆炸后,棱镜消失\n + 光线折射的瞬间形成耀眼的光晕,接触光晕的队员获得增益效果\n + - 进入霸体状态10秒,回避率 +20%\n + - 该增益效果每次技能仅生效1次\n + """ + ... + +# 开场 : 唯我璀璨 +# archer/muse/6e33d47e6622ce03b6defdd912140270 +# b9cb48777665de22c006fabaf9a560b3/6e33d47e6622ce03b6defdd912140270 +class Skill42(ActiveSkill): + """ + 架设只有时律之音才能驾驭的闪耀舞台。\n + 舞台开始时,四周变暗,范围内的敌人被控制,随后万众期待的时律之音闪亮登场,神兽力完全恢复,并开始绚丽多彩的表演吸引众人的视线,对范围内的所有敌人造成多段打击。\n + 聚光灯照亮了今天的主角——时律之音,伴随着宣告演出开始的五彩焰火,周围也变得明亮起来。\n + """ + name = "开场 : 唯我璀璨" + learnLv = 85 + masterLv = 40 + maxLv = 50 + cellPos = (6,14) + position = 6 + rangeLv = 5 + cube = 10 + cd = 170 + mp = [1605, 6589] + uuid = "6e33d47e6622ce03b6defdd912140270" + hasVP = False + hasUP = False + custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 + + # 入场灯光攻击力 : {value0} x {value1} + data0 = get_data(f'{prefix}/{uuid}', 0) + data1 = get_data(f'{prefix}/{uuid}', 1) + # 聚光灯攻击力 : {value2} x {value3} + data2 = get_data(f'{prefix}/{uuid}', 2) + data3 = get_data(f'{prefix}/{uuid}', 3) + # 焰火攻击力 : {value4} + data4 = get_data(f'{prefix}/{uuid}', 4) + # 技能使用时神兽力恢复量 : {value5}格 + data5 = get_data(f'{prefix}/{uuid}', 5) + # 压制力 (4人队伍) : {value6}秒 ({value7}秒) + data6 = get_data(f'{prefix}/{uuid}', 6) + data7 = get_data(f'{prefix}/{uuid}', 7) + +# 和茉霓之歌 +# archer/muse/b163d099c8cc27fdb6fd3639c2ee6df9 +# b9cb48777665de22c006fabaf9a560b3/b163d099c8cc27fdb6fd3639c2ee6df9 +class Skill43(PassiveBufferSkill): + """ + 聆风·缪斯为了巡演而成立的乐队“和茉霓”,即将发行第一张专辑“和茉霓之歌”。\n + 新专辑是聆风·缪斯对于作词的首次尝试,观众们能通过歌词更理解聆风·缪斯想要传达的故事。\n + 增加聆风·缪斯的基本攻击力和转职系列技能攻击力,并增加精神,同时神兽力每一段时间自动恢复; 在乐队成员的援助下,部分技能得到了强化。\n + [闪亮首秀]\n + 被击时可以施放。 施放时,保镖莱因出现并推开周围的人,护送缪斯离开到一定距离外。\n + [街头演出]\n + 立即强制控制范围内的敌人。 施放除觉醒技能外的技能期间,可以施放该技能,从和茉霓乐队的3位伴奏成员——键盘手穆雅、 鼓手芭拉、 贝斯手艾伊洛当中出现1位,代替缪斯进行演奏后消失。\n + [愿聆听和享受此曲的大家成为一体!]\n + """ + name = "和茉霓之歌" + learnLv = 95 + masterLv = 40 + maxLv = 50 + cellPos = (4,15) + position = 4 + rangeLv = 3 + uuid = "b163d099c8cc27fdb6fd3639c2ee6df9" + hasVP = False + hasUP = False + custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 + + # 基本攻击力和转职系列技能攻击力增加率 : {value0}% + data0 = get_data(f'{prefix}/{uuid}', 0) + # 精神增加 : {value1} + data1 = get_data(f'{prefix}/{uuid}', 1) + # 神兽力自动恢复量 : 每0.5秒0.1格 + # 被击期间施放[闪亮首秀]时适用的冷却时间 : {value2}秒 + data2 = get_data(f'{prefix}/{uuid}', 2) + + Spirit = data1 + associate = [{"data": data1,"type": "$+Spirit","ratio":1}] # type: ignore + +# 梦幻三重奏 +# archer/muse/51a08fd0c90f0a5276cd552047fac93d +# b9cb48777665de22c006fabaf9a560b3/51a08fd0c90f0a5276cd552047fac93d +class Skill44(ActiveSkill): + """ + 为乐队伴奏成员们特别准备的独奏舞台,和其他人一起欣赏乐队成员的表演。\n + 伴随着缪斯的介绍,华丽的舞台架设完毕,对范围内的敌人造成伤害,从缪斯的3位乐队成员中随机出现1位,在舞台中央进行演奏。\n + 舞台持续时间内,增加舞台上队友的物理、 魔法防御力。 缪斯增加神兽力恢复量,并在施放乐力全开系列技能期间,附加霸体效果。\n + """ + name = "梦幻三重奏" + learnLv = 95 + masterLv = 40 + maxLv = 50 + cellPos = (6,15) + position = 6 + rangeLv = 2 + cube = 7 + cd = 60 + mp = [999, 4101] + uuid = "51a08fd0c90f0a5276cd552047fac93d" + hasVP = False + hasUP = False + custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 + + # 舞台登场攻击力 : {value0} + data0 = get_data(f'{prefix}/{uuid}', 0) + # 舞台持续时间 : {value1}秒 + data1 = get_data(f'{prefix}/{uuid}', 1) + # 神兽力恢复量 : {value2}格 + data2 = get_data(f'{prefix}/{uuid}', 2) + # [增益效果] + # 物理防御力增加 : {value3} + data3 = get_data(f'{prefix}/{uuid}', 3) + # 魔法防御力增加 : {value4} + data4 = get_data(f'{prefix}/{uuid}', 4) + # 神兽力恢复量增加率 : {value5}% + data5 = get_data(f'{prefix}/{uuid}', 5) + +# 终曲 : 霓虹蝶梦 +# archer/muse/28b583c75a49103a1d8aabf799c000a4 +# b9cb48777665de22c006fabaf9a560b3/28b583c75a49103a1d8aabf799c000a4 +class Skill45(ActiveBufferSkill): + """ + 精心准备献给粉丝们的和茉霓巡回演唱会“终曲 : 霓虹蝶梦”即将拉开帷幕,聆风·缪斯和乐队成员们全心全意演奏的乐曲以及精彩的演出必将为观众留下深刻的感动。\n + 增益效果为[梦想的舞台]数值的一定比率; 每次成功输入返场的随机音符时,恢复1格神兽力能量条。\n + 根据选择的觉醒技能的不同,登场的乐队伴奏成员有所不同。\n + - 选择[梦想的舞台]时 -\n + 演奏“和茉霓之歌”专辑收录曲“特别合唱(云上的序曲版)”,和一同歌唱的粉丝们一起创造舞台,提供持续一段时间的增益效果。\n + 施放期间,可以输入返场的随机音符,满足返场条件时,在技能结束后再次按技能键,可以获得返场效果。\n + (切换房间后增益效果也不会消失)\n + - 选择[开场 : 唯我璀璨]时 -\n + 和所有伴奏成员们一起演奏“和茉霓之歌”专辑收录曲“特别合唱(我们的尾声版)”,结束演唱会,并提供可以与[梦想的舞台]重复适用的增益效果。 返场舞台结束后,仍然余韵不散,增益效果也会持续一段时间。\n + (切换房间时解除增益效果)\n + 聆风·缪斯在进入舞台前,预输入[梦想的舞台]技能键,可以无需施放动作立即施放,[梦想的舞台]的攻击力的一部分添加到[终曲 : 霓虹蝶梦]的乐曲高潮攻击力中,并且可使用[梦想的舞台]的返场随机音符。\n + [三次觉醒技能]\n + 施放三次觉醒技能时,与所选的技能共享冷却时间。\n + 若所选的技能还在冷却中,则无法施放三次觉醒技能。\n + """ + name = "终曲 : 霓虹蝶梦" + learnLv = 100 + masterLv = 40 + maxLv = 50 + cellPos = (5,16) + position = 5 + rangeLv = 5 + cube = 15 + cd = 270 + mp = [2605, 10698] + uuid = "28b583c75a49103a1d8aabf799c000a4" + hasVP = False + hasUP = False + custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 + buffType = 'awakeSub' + + # 演奏多段攻击力 : {value0} x {value1} + data0 = get_data(f'{prefix}/{uuid}', 0) + data1 = get_data(f'{prefix}/{uuid}', 1) + # 乐曲高潮多段攻击力 : {value2} x {value3} + data2 = get_data(f'{prefix}/{uuid}', 2) + data3 = get_data(f'{prefix}/{uuid}', 3) + # 压制力 (4人队伍) : {value4}秒 ({value5}秒) + data4 = get_data(f'{prefix}/{uuid}', 4) + data5 = get_data(f'{prefix}/{uuid}', 5) + # [选择梦想的舞台时的增益效果] + # 力量、 智力增加 : [梦想的舞台]增加量的{value6}% + data6 = get_data(f'{prefix}/{uuid}', 6) + # 攻击、 移动、 施放速度增加 : [梦想的舞台]增加量的{value7}% + data7 = get_data(f'{prefix}/{uuid}', 7) + # 增益效果持续时间 : {value8}秒 + data8 = get_data(f'{prefix}/{uuid}', 8) + # 返场所需随机音符成功数量 : {value9} + data9 = get_data(f'{prefix}/{uuid}', 9) + # 返场增益效果基本持续时间 : {value10}秒 + data10 = get_data(f'{prefix}/{uuid}', 10) + # 随机音符追加成功时增益增加时间 : {value11} + data11 = get_data(f'{prefix}/{uuid}', 11) + # 返场使用限时 : {value12}秒 + data12 = get_data(f'{prefix}/{uuid}', 12) + # [选择开场 : 唯我璀璨时的增益效果] + # 力量、 智力增加 : [梦想的舞台]增加量的{value13}% + data13 = get_data(f'{prefix}/{uuid}', 13) + # 效果持续时间 : {value14}秒 + data14 = get_data(f'{prefix}/{uuid}', 14) + # 预输入[梦想的舞台]时攻击力合算比率 : {value15}% + data15 = get_data(f'{prefix}/{uuid}', 15) + + def skillInfo(self): + """技能信息""" + prep = self.char.AwakeSkill.skillInfo() + ratio = 0 + # 绑定一觉时,替代一觉 + if self.char.bindAwake == 50: + ratio = self.data6[self.lv] / 100 + if self.char.bindAwake == 85: + ratio = self.data13[self.lv] / 100 + return prep[0] * ratio, [prep[1][0]*ratio,prep[1][1],prep[1][2]*ratio], [prep[2][0]*ratio,prep[2][1],prep[2][2]*ratio],0,self.getSkillCD() + +class classChange(Character): + def __init__(self, equVersion): + + self.name = 'muse' + self.nameCN = '聆风·缪斯' + self.role = 'archer' + self.角色 = '弓箭手' + self.职业 = '缪斯' + self.jobId = 'b9cb48777665de22c006fabaf9a560b3' + self.jobGrowId = '37495b941da3b1661bc900e68ef3b2c6' + + self.武器选项 = ['神弦弓'] # TODO + self.输出类型选项 = ['魔法固伤'] # TODO + self.输出类型 = '魔法固伤' # TODO + self.防具精通属性 = ['精神'] # TODO + self.防具类型 = '板甲' + self.buff = ... # TODO + + + self.buffer = True + + self.适用属性 = '精神' + + super().__init__(equVersion, __name__) + + def load_skills(self): + super().load_skills() + for skill in self.skills: + if skill.buffer and skill.buffType == 'buff' and skill.learnLv == 30: + self.BuffSkill = skill + if skill.buffer and skill.buffType == 'awake': + self.AwakeSkill = skill + diff --git a/backend/core/character/GF/extra/dark_knight.py b/backend/core/character/GF/extra/dark_knight.py index 60972a00..9feb06e6 100644 --- a/backend/core/character/GF/extra/dark_knight.py +++ b/backend/core/character/GF/extra/dark_knight.py @@ -1234,7 +1234,8 @@ class Skill35(ActiveSkill): # 攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) hit2 = 24 - # 压制力 (4人队伍) : {value3}秒 ({value4}秒) + # [范围信息] + # 落下范围 : {value3}px data3 = get_data(f'{prefix}/{uuid}', 3) data4 = get_data(f'{prefix}/{uuid}', 4) # [范围信息] diff --git a/backend/core/character/GF/fighter_female/brawler_female.py b/backend/core/character/GF/fighter_female/brawler_female.py index 806a8ddb..a3168ae8 100644 --- a/backend/core/character/GF/fighter_female/brawler_female.py +++ b/backend/core/character/GF/fighter_female/brawler_female.py @@ -501,10 +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 @@ -708,14 +708,14 @@ class Skill21(ActiveSkill): # 摆拳攻击时中毒攻击力 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6) hit6 = 1 - dataType6 = EnumDamageType.ENCHANTPOISON # 爆炸攻击时中毒攻击力 : {value7}% data7 = get_data(f'{prefix}/{uuid}', 7) hit7 = 1 - dataType7 = EnumDamageType.ENCHANTPOISON # [范围信息] # 爆炸范围比率 : {value8}% data8 = get_data(f'{prefix}/{uuid}', 8) + dataType6 = EnumDamageType.ENCHANTPOISON + dataType7 = EnumDamageType.ENCHANTPOISON # 每个异常增伤20%,最高60%增伤 skillDamage = 1.6 @@ -723,6 +723,7 @@ class Skill21(ActiveSkill): # 念气波 # fighter_female/brawler_female/01c3a2fb793d293a25ed8dc7a0d70c1a # a7a059ebe9e6054c0644b40ef316d6e9/01c3a2fb793d293a25ed8dc7a0d70c1a +# MIGRATION: character 中没有同名技能“念气波”,暂不启用 # class Skill22(ActiveSkill): # """ # 使念气实体化后向前方敌人发射。\n @@ -742,7 +743,7 @@ class Skill21(ActiveSkill): # 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}% @@ -844,7 +845,6 @@ class Skill24(ActiveSkill): # 针攻击时毒攻击力 : {value5}% data5 = get_data(f'{prefix}/{uuid}', 5) hit5 = 1 - dataType5 = EnumDamageType.ENCHANTPOISON # [学习猛毒之伤后] # 中毒攻击力 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6) @@ -853,6 +853,7 @@ class Skill24(ActiveSkill): data7 = get_data(f'{prefix}/{uuid}', 7) # 中毒持续时间 : {value8}秒 data8 = get_data(f'{prefix}/{uuid}', 8) + dataType5 = EnumDamageType.ENCHANTPOISON # 双重投掷 # fighter_female/brawler_female/4b2c90ec226fd40e967875aa5eabefb2 @@ -977,6 +978,7 @@ class Skill27(PassiveSkill): # 暴击 # fighter_female/brawler_female/fc1262c19f3d0477ee8eda47b8db8696 # a7a059ebe9e6054c0644b40ef316d6e9/fc1262c19f3d0477ee8eda47b8db8696 +# MIGRATION: character 中没有同名技能“暴击”,暂不启用 # class Skill28(PassiveSkill): # """ # 集中精神,提升物理/魔法暴击率。\n @@ -992,7 +994,7 @@ class Skill27(PassiveSkill): # 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) @@ -1078,14 +1080,14 @@ class Skill30(ActiveSkill): # 砖块攻击时中毒攻击力 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6) hit6 = 1 - dataType6 = EnumDamageType.ENCHANTPOISON # 砖碎块攻击时中毒攻击力 : {value7}% data7 = get_data(f'{prefix}/{uuid}', 7) hit7 = 1 - dataType7 = EnumDamageType.ENCHANTPOISON # [范围信息] # 碎块范围比率 : {value8}% data8 = get_data(f'{prefix}/{uuid}', 8) + dataType6 = EnumDamageType.ENCHANTPOISON + dataType7 = EnumDamageType.ENCHANTPOISON # 伏虎霸王拳 # fighter_female/brawler_female/8c2379737c5acc935c1731f67f607655 @@ -1123,17 +1125,17 @@ class Skill31(ActiveSkill): # [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) - dataType4 = EnumDamageType.ENCHANTPOISON # 最后一击时,中毒攻击力 : {value5}% data5 = get_data(f'{prefix}/{uuid}', 5) - 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) + dataType4 = EnumDamageType.ENCHANTPOISON + dataType5 = EnumDamageType.ENCHANTPOISON + dataType6 = EnumDamageType.ENCHANTPOISON # 旋风腿 # fighter_female/brawler_female/202edb928046f4fa6dedf6337377efd5 @@ -1321,10 +1323,10 @@ class Skill35(ActiveSkill): # 踢击命中时,中毒攻击力 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6) hit6 = 1 - dataType6 = EnumDamageType.ENCHANTPOISON # [范围信息] # 攻击范围比率 : {value7}% data7 = get_data(f'{prefix}/{uuid}', 7) + dataType6 = EnumDamageType.ENCHANTPOISON mode = ['不可抓取', '可抓取'] @@ -1469,10 +1471,10 @@ class Skill37(ActiveSkill): # 毒气柱攻击时中毒攻击力 : {value5}% data5 = get_data(f'{prefix}/{uuid}', 5) hit5 = 7 - dataType5 = EnumDamageType.ENCHANTPOISON # [范围信息] # 毒气柱爆炸范围比率 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6) + dataType5 = EnumDamageType.ENCHANTPOISON def vp_1(self): """ @@ -1545,16 +1547,16 @@ class Skill38(ActiveSkill): # 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) # 炸药爆炸范围比率 : {value11}% data11 = get_data(f'{prefix}/{uuid}', 11) + dataType8 = EnumDamageType.ENCHANTPOISON + dataType9 = EnumDamageType.ENCHANTPOISON def vp_1(self): """ @@ -1647,7 +1649,6 @@ class Skill40(ActiveSkill): # 毒雾中毒攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) hit1 = 33 - 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}% @@ -1666,6 +1667,7 @@ class Skill40(ActiveSkill): # 毒雾爆炸时攻击力 : {value8}% data8 = get_data(f'{prefix}/{uuid}', 8) hit8 = 4 + power1 = 1/3 dataType8 = EnumDamageType.ENCHANTPOISON # 猛毒擒月炎 @@ -1724,14 +1726,14 @@ class Skill41(ActiveSkill): # 摆拳攻击时中毒攻击力 : {value10}% data10 = get_data(f'{prefix}/{uuid}', 10) hit10 = 1 - dataType10 = EnumDamageType.ENCHANTPOISON # 爆炸攻击时中毒攻击力 : {value11}% data11 = get_data(f'{prefix}/{uuid}', 11) hit11 = 1 - dataType11 = EnumDamageType.ENCHANTPOISON # [范围信息] # 爆炸范围比率 : {value12}% data12 = get_data(f'{prefix}/{uuid}', 12) + dataType10 = EnumDamageType.ENCHANTPOISON + dataType11 = EnumDamageType.ENCHANTPOISON skillDamage = 1.6 @@ -1801,18 +1803,18 @@ class Skill42(ActiveSkill): # 冲击波中毒攻击力 : {value7}% data7 = get_data(f'{prefix}/{uuid}', 7) 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) + dataType7 = EnumDamageType.ENCHANTPOISON + dataType8 = EnumDamageType.ENCHANTPOISON + dataType9 = EnumDamageType.ENCHANTPOISON def vp_1(self): """ @@ -1939,14 +1941,14 @@ class Skill44(ActiveSkill): # 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) + dataType16 = EnumDamageType.ENCHANTPOISON + dataType17 = EnumDamageType.ENCHANTPOISON def vp_1(self): """ @@ -2023,14 +2025,14 @@ class Skill45(ActiveSkill): # 落地攻击时中毒攻击力 : {value9}% data9 = get_data(f'{prefix}/{uuid}', 9) hit9 = 1 - dataType9 = EnumDamageType.ENCHANTPOISON # 轰天雷爆炸时中毒攻击力 : {value10}% data10 = get_data(f'{prefix}/{uuid}', 10) hit10 = 5 - dataType10 = EnumDamageType.ENCHANTPOISON # [范围信息] # 攻击范围比率 : {value11}% data11 = get_data(f'{prefix}/{uuid}', 11) + dataType9 = EnumDamageType.ENCHANTPOISON + dataType10 = EnumDamageType.ENCHANTPOISON def vp_1(self): """ @@ -2148,27 +2150,27 @@ class Skill47(ActiveSkill): # 基本攻击第1击攻击时中毒攻击力 : {value11}% data11 = get_data(f'{prefix}/{uuid}', 11) hit11 = 1 - dataType11 = EnumDamageType.ENCHANTPOISON # 基本攻击第2击攻击时中毒攻击力 : {value12}% data12 = get_data(f'{prefix}/{uuid}', 12) hit12 = 1 - dataType12 = EnumDamageType.ENCHANTPOISON # 基本攻击第3击攻击时中毒攻击力 : {value13}% data13 = get_data(f'{prefix}/{uuid}', 13) hit13 = 1 - dataType13 = EnumDamageType.ENCHANTPOISON # 基本攻击第4击攻击时中毒攻击力 : {value14}% data14 = get_data(f'{prefix}/{uuid}', 14) hit14 = 1 - dataType14 = EnumDamageType.ENCHANTPOISON # 基本攻击第5击攻击时中毒攻击力 : {value15}% data15 = get_data(f'{prefix}/{uuid}', 15) hit15 = 1 - dataType15 = EnumDamageType.ENCHANTPOISON # 前冲攻击攻击时中毒攻击力 : {value16}% data16 = get_data(f'{prefix}/{uuid}', 16) # 跳跃攻击攻击时中毒攻击力 : {value17}% data17 = get_data(f'{prefix}/{uuid}', 17) + dataType11 = EnumDamageType.ENCHANTPOISON + dataType12 = EnumDamageType.ENCHANTPOISON + dataType13 = EnumDamageType.ENCHANTPOISON + dataType14 = EnumDamageType.ENCHANTPOISON + dataType15 = EnumDamageType.ENCHANTPOISON mode = ['平x一轮'] @@ -2312,13 +2314,13 @@ class Skill50(ActiveSkill): # 命中敌人时中毒攻击力 : {value13}% data13 = get_data(f'{prefix}/{uuid}', 13) hit13 = 1 - dataType13 = EnumDamageType.ENCHANTPOISON # 攻击地面时中毒攻击力 : {value14}% data14 = get_data(f'{prefix}/{uuid}', 14) - dataType14 = EnumDamageType.ENCHANTPOISON # 箱械爆炸攻击时中毒攻击力 : {value15}% data15 = get_data(f'{prefix}/{uuid}', 15) hit15 = 5 + dataType13 = EnumDamageType.ENCHANTPOISON + dataType14 = EnumDamageType.ENCHANTPOISON dataType15 = EnumDamageType.ENCHANTPOISON mode = ['命中', '地面'] @@ -2403,14 +2405,14 @@ class Skill51(ActiveSkill): # 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 + dataType14 = EnumDamageType.ENCHANTPOISON + dataType15 = EnumDamageType.ENCHANTPOISON dataType16 = EnumDamageType.ENCHANTPOISON class classChange(Character): diff --git a/backend/core/character/GF/fighter_male/striker_male.py b/backend/core/character/GF/fighter_male/striker_male.py index 10882c82..103d38f8 100644 --- a/backend/core/character/GF/fighter_male/striker_male.py +++ b/backend/core/character/GF/fighter_male/striker_male.py @@ -1001,7 +1001,7 @@ class Skill31(PassiveSkill): hasUP = False custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 - # + # <12::shine_step_level_property> # 闪击快打 # fighter_male/striker_male/d204ec03a0aed2f20211fb6ccc48d46d diff --git a/backend/core/character/GF/gunblader/hitman.py b/backend/core/character/GF/gunblader/hitman.py index 590b32e5..87c82ac1 100644 --- a/backend/core/character/GF/gunblader/hitman.py +++ b/backend/core/character/GF/gunblader/hitman.py @@ -90,7 +90,6 @@ class Skill2(PassiveSkill): hasUP = False custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 - # 1 99 # 后跳 # gunblader/hitman/7822d6d52e10964a6755f142c666b494 diff --git a/backend/core/character/GF/gunblader/trouble_shooter.py b/backend/core/character/GF/gunblader/trouble_shooter.py index 3656e1c3..89faa84c 100644 --- a/backend/core/character/GF/gunblader/trouble_shooter.py +++ b/backend/core/character/GF/gunblader/trouble_shooter.py @@ -1146,7 +1146,6 @@ class Skill30(ActiveSkill): # 首次爆炸攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 1 - power0 = 1.15 # 特殊灼伤攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) hit1 = 7 @@ -1159,7 +1158,7 @@ class Skill30(ActiveSkill): # 压制力 (4人队伍) : {value4}秒 ({value5}秒) data4 = get_data(f'{prefix}/{uuid}', 4) data5 = get_data(f'{prefix}/{uuid}', 5) - + power0 = 1.15 # 完美击球 # gunblader/trouble_shooter/27bade584bb42fef68148d3a0b72bace diff --git a/backend/core/character/GF/gunner_female/mechanic_female.py b/backend/core/character/GF/gunner_female/mechanic_female.py index f5d6f0e5..4acfb38c 100755 --- a/backend/core/character/GF/gunner_female/mechanic_female.py +++ b/backend/core/character/GF/gunner_female/mechanic_female.py @@ -8,108 +8,107 @@ prefix = "gunner_female/mechanic_female/cn/skillDetail" # 后撩踢 # gunner_female/mechanic_female/717f1e2104fe4b796f800352fa143ecc # 944b9aab492c15a8474f96947ceeb9e4/717f1e2104fe4b796f800352fa143ecc +# MIGRATION: character 中没有同名技能“后撩踢”,暂不启用 # class Skill0(ActiveSkill): # """ # 向敌人发出强威力的后撩踢并使其浮空。\n # 发动的瞬间存在霸体判定。\n # 转职为弹药专家或协战师后,技能类型变为独立攻击力。\n # """ - -# name = '后撩踢' -# cellPos = (5,1) +# name = "后撩踢" # learnLv = 1 # masterLv = 10 # maxLv = 20 +# cellPos = (5,1) # position = 5 # rangeLv = 3 # cd = 2 -# uuid = '717f1e2104fe4b796f800352fa143ecc' +# mp = [0, 0] +# uuid = "717f1e2104fe4b796f800352fa143ecc" # hasVP = False # hasUP = False -# custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 - +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 +# # # 发动速度增加率 : {value0}% # data0 = get_data(f'{prefix}/{uuid}', 0) # # 浮空力比率 : {value1}% # data1 = get_data(f'{prefix}/{uuid}', 1) # # 踢击攻击力 : {value2}% # data2 = get_data(f'{prefix}/{uuid}', 2) -# hit2 = 1 # 浮空弹 # gunner_female/mechanic_female/128b9ddef2262f40723deae4407bdb42 # 944b9aab492c15a8474f96947ceeb9e4/128b9ddef2262f40723deae4407bdb42 +# MIGRATION: character 中没有同名技能“浮空弹”,暂不启用 # class Skill1(ActiveSkill): # """ # 向敌人发射1发子弹并使其浮空。\n # 转职为协战师后,技能类型变为独立攻击力。\n # """ - -# name = '浮空弹' -# cellPos = (3,1) +# name = "浮空弹" # learnLv = 1 # masterLv = 60 # maxLv = 70 +# cellPos = (3,1) # position = 3 # rangeLv = 2 # cd = 3.6 # mp = [6, 140] -# uuid = '128b9ddef2262f40723deae4407bdb42' +# uuid = "128b9ddef2262f40723deae4407bdb42" # hasVP = False # hasUP = False -# custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 - +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 +# # # 子弹攻击力 : {value0}% # data0 = get_data(f'{prefix}/{uuid}', 0) -# hit0 = 1 # # 浮空力比率 : {value1}% # data1 = get_data(f'{prefix}/{uuid}', 1) # 后跳 # gunner_female/mechanic_female/7822d6d52e10964a6755f142c666b494 # 944b9aab492c15a8474f96947ceeb9e4/7822d6d52e10964a6755f142c666b494 +# MIGRATION: character 中没有同名技能“后跳”,暂不启用 # class Skill2(ActiveSkill): # """ # 使自身向后方小跳并避开敌人的攻击。\n # """ - -# name = '后跳' -# cellPos = (3,0) +# name = "后跳" # learnLv = 1 # masterLv = 1 # maxLv = 1 +# cellPos = (3,0) # position = 3 -# rangeLv = 1 -# mp = [1, 1] -# uuid = '7822d6d52e10964a6755f142c666b494' -# icon = '$common/$uuid' +# rangeLv = None +# cd = [] +# uuid = "7822d6d52e10964a6755f142c666b494" +# icon = "$common/$uuid" # hasVP = False # hasUP = False -# custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 # 基础精通 # gunner_female/mechanic_female/5a56514f35cf0270ae8d6c65f8fefd78 # 944b9aab492c15a8474f96947ceeb9e4/5a56514f35cf0270ae8d6c65f8fefd78 +# MIGRATION: character 中没有同名技能“基础精通”,暂不启用 # class Skill3(PassiveSkill): # """ # 增加基本攻击、 前冲攻击、 跳跃攻击、 [后撩踢]的攻击力。\n # 在决斗场中,增益/减益技能、 被动技能的技能攻击力增加效果对[基础精通]无影响。\n # """ - -# name = '基础精通' -# cellPos = (1,0) +# name = "基础精通" # learnLv = 1 # masterLv = 115 # maxLv = 200 +# cellPos = (1,0) # position = 1 # rangeLv = 1 -# uuid = '5a56514f35cf0270ae8d6c65f8fefd78' -# icon = '$common/$uuid' +# uuid = "5a56514f35cf0270ae8d6c65f8fefd78" +# icon = "$common/$uuid" # hasVP = False # hasUP = False -# custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 - +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 +# # # 基本攻击力变化率 : {value0}% # data0 = get_data(f'{prefix}/{uuid}', 0) # # 前冲攻击力变化率 : {value1}% @@ -120,26 +119,26 @@ prefix = "gunner_female/mechanic_female/cn/skillDetail" # 受身蹲伏 # gunner_female/mechanic_female/ce26c6b69d02a440a81b552bec94f03b # 944b9aab492c15a8474f96947ceeb9e4/ce26c6b69d02a440a81b552bec94f03b +# MIGRATION: character 中没有同名技能“受身蹲伏”,暂不启用 # class Skill4(ActiveSkill): # """ # 使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n # """ - -# name = '受身蹲伏' -# cellPos = (2,0) +# name = "受身蹲伏" # learnLv = 1 # masterLv = 10 # maxLv = 20 +# cellPos = (2,0) # position = 2 -# rangeLv = 1 +# rangeLv = None # cd = 5 # mp = [1, 1] -# uuid = 'ce26c6b69d02a440a81b552bec94f03b' -# icon = '$common/$uuid' +# uuid = "ce26c6b69d02a440a81b552bec94f03b" +# icon = "$common/$uuid" # hasVP = False # hasUP = False -# custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 - +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 +# # # 蹲伏姿势最短无敌时间 : {value0}秒 # data0 = get_data(f'{prefix}/{uuid}', 0) # # 蹲伏姿势最长无敌时间 : {value1}秒 @@ -184,54 +183,54 @@ prefix = "gunner_female/mechanic_female/cn/skillDetail" # 防具精通 # gunner_female/mechanic_female/892ef624d8bf3d7fc045f84825fd6104 # 944b9aab492c15a8474f96947ceeb9e4/892ef624d8bf3d7fc045f84825fd6104 -# class Skill5(PassiveSkill): +# MIGRATION: character 中没有同名技能“防具精通”,暂不启用 +# class Skill6(PassiveSkill): # """ # 穿戴防具时,可以增加各种属性。\n # 穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n # """ - -# name = '防具精通' -# cellPos = (0,1) +# name = "防具精通" # learnLv = 1 # masterLv = 1 # maxLv = 1 +# cellPos = (0,1) # position = 0 -# rangeLv = 1 -# uuid = '892ef624d8bf3d7fc045f84825fd6104' -# icon = '$common/$uuid' +# rangeLv = None +# cd = [] +# uuid = "892ef624d8bf3d7fc045f84825fd6104" +# icon = "$common/$uuid" # hasVP = False # hasUP = False -# custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 # M-137格林机枪 # gunner_female/mechanic_female/01c3a2fb793d293a25ed8dc7a0d70c1a # 944b9aab492c15a8474f96947ceeb9e4/01c3a2fb793d293a25ed8dc7a0d70c1a -# class Skill6(ActiveSkill): +# MIGRATION: character 中没有同名技能“M-137格林机枪”,暂不启用 +# class Skill7(ActiveSkill): # """ # 使用M-137格林机枪攻击敌人。 若连按攻击键可以延长发射时间,但按跳跃键或达到发射时间上限,则会停止发射。\n # 若发射中按住向上方向键,则可以向上发射。\n # """ - -# name = 'M-137格林机枪' -# cellPos = (4,2) +# name = "M-137格林机枪" # learnLv = 5 # masterLv = 60 # maxLv = 70 +# cellPos = (4,2) # position = 4 # rangeLv = 2 # cd = 5 # mp = [10, 180] -# uuid = '01c3a2fb793d293a25ed8dc7a0d70c1a' +# uuid = "01c3a2fb793d293a25ed8dc7a0d70c1a" # hasVP = False # hasUP = False -# custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 - +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 +# # # 取出机枪所用时间 : {value0}秒 # data0 = get_data(f'{prefix}/{uuid}', 0) # # 发射攻击力 : {value1}% # data1 = get_data(f'{prefix}/{uuid}', 1) -# hit1 = 16 # # 每秒发射次数 : {value2}次 # data2 = get_data(f'{prefix}/{uuid}', 2) # # 发射次数上限 : {value3}次 @@ -276,88 +275,85 @@ class Skill7(ActiveSkill): # 银弹 # gunner_female/mechanic_female/a6c8f69107f8c4f5d1a0c7a57d000290 # 944b9aab492c15a8474f96947ceeb9e4/a6c8f69107f8c4f5d1a0c7a57d000290 -# class Skill8(ActiveSkill): +# MIGRATION: character 中没有同名技能“银弹”,暂不启用 +# class Skill9(ActiveSkill): # """ # 使一定数量子弹的属性变成光属性,且命中敌人时附加光属性伤害。\n # 攻击不死族、 恶魔、 精灵类怪物时,可以大幅度增加伤害值。\n # """ - -# name = '银弹' -# cellPos = (6,2) +# name = "银弹" # learnLv = 5 # masterLv = 20 # maxLv = 30 +# cellPos = (6,2) # position = 6 # rangeLv = 2 # cd = 16 # mp = [60, 560] -# uuid = 'a6c8f69107f8c4f5d1a0c7a57d000290' +# uuid = "a6c8f69107f8c4f5d1a0c7a57d000290" # hasVP = False # hasUP = False -# custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 - +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 +# # # 银弹装弹数 : {value0}发 # data0 = get_data(f'{prefix}/{uuid}', 0) # # 附加攻击力 : {value1}% # data1 = get_data(f'{prefix}/{uuid}', 1) -# hit1 = 32 # # 不死族、 恶魔、 精灵时的附加攻击力 : {value2}% # data2 = get_data(f'{prefix}/{uuid}', 2) # 重火器拔击 # gunner_female/mechanic_female/1dad88963abdc96b091fcab185a8820d # 944b9aab492c15a8474f96947ceeb9e4/1dad88963abdc96b091fcab185a8820d -# class Skill9(PassiveSkill): +# MIGRATION: character 中没有同名技能“重火器拔击”,暂不启用 +# class Skill10(PassiveSkill): # """ # 使重火器的拔出动作出现攻击判定,命中敌人后可以将敌人击退。\n # """ - -# name = '重火器拔击' -# cellPos = (3,2) +# name = "重火器拔击" # learnLv = 5 # masterLv = 1 # maxLv = 11 +# cellPos = (3,2) # position = 3 # rangeLv = 3 -# uuid = '1dad88963abdc96b091fcab185a8820d' +# uuid = "1dad88963abdc96b091fcab185a8820d" # hasVP = False # hasUP = False -# custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 - +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 +# # # 攻击力 : {value0}% # data0 = get_data(f'{prefix}/{uuid}', 0) -# hit0 = 1 # # 敌人僵直时间增加率 : {value1}% # data1 = get_data(f'{prefix}/{uuid}', 1) # 上旋踢 # gunner_female/mechanic_female/0969cd4054d93da07708108c0cc1c4b5 # 944b9aab492c15a8474f96947ceeb9e4/0969cd4054d93da07708108c0cc1c4b5 -# class Skill10(ActiveSkill): +# MIGRATION: character 中没有同名技能“上旋踢”,暂不启用 +# class Skill11(ActiveSkill): # """ # 向周围的敌人发出炫丽的上旋踢攻击。\n # 前冲攻击或者倒地后,可以边发动上旋踢边站立。\n # 若学习了[花式枪术],施放时可以移动。\n # 转职为协战师后,技能类型变为独立攻击力。\n # """ - -# name = '上旋踢' -# cellPos = (2,3) +# name = "上旋踢" # learnLv = 10 # masterLv = 60 # maxLv = 70 +# cellPos = (2,3) # position = 2 # rangeLv = 2 # cd = 4.5 # mp = [25, 210] -# uuid = '0969cd4054d93da07708108c0cc1c4b5' +# uuid = "0969cd4054d93da07708108c0cc1c4b5" # hasVP = False # hasUP = False -# custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 - +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 +# # # 发动速度增加率 : {value0}% # data0 = get_data(f'{prefix}/{uuid}', 0) -# hit0 = 2 # # 攻击次数 : {value1}次 # data1 = get_data(f'{prefix}/{uuid}', 1) # # 踢击攻击力 : {value2}% @@ -369,134 +365,116 @@ class Skill7(ActiveSkill): # 钉刺射 # gunner_female/mechanic_female/4655101518604f874721b3cc249aae10 # 944b9aab492c15a8474f96947ceeb9e4/4655101518604f874721b3cc249aae10 -# class Skill11(ActiveSkill): +# MIGRATION: character 中没有同名技能“钉刺射”,暂不启用 +# class Skill12(ActiveSkill): # """ # 用滑铲攻击前方敌人,使其浮空,并对该敌人进行追射。\n # 前方敌人倒下时,会对周围的敌人造成伤害。\n # 可以抓取霸体和防御状态的敌人,但对无法抓取的敌人不适用抓取和控制效果。\n # 转职为协战师时,技能类型变为独立攻击力; 仅射击2次。\n # """ - -# name = '钉刺射' -# cellPos = (6,3) +# name = "钉刺射" # learnLv = 10 # masterLv = 60 # maxLv = 70 +# cellPos = (6,3) # position = 6 # rangeLv = 2 # cd = 6 # mp = [30, 252] -# uuid = '4655101518604f874721b3cc249aae10' +# uuid = "4655101518604f874721b3cc249aae10" # hasVP = False # hasUP = False -# custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 - +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 +# # # 发射子弹数 : {value0} # data0 = get_data(f'{prefix}/{uuid}', 0) # # 射击攻击力 : {value1}% # data1 = get_data(f'{prefix}/{uuid}', 1) -# hit1 = 0 # # 冲击波攻击力 : {value2}% # data2 = get_data(f'{prefix}/{uuid}', 2) -# mode = ['不可抓取', '可抓取'] - -# def setMode(self, mode): -# if mode == '不可抓取': -# self.hit1 = 0 -# elif mode == '可抓取': -# self.hit1 = 7 - # 炙烤 # gunner_female/mechanic_female/8c2379737c5acc935c1731f67f607655 # 944b9aab492c15a8474f96947ceeb9e4/8c2379737c5acc935c1731f67f607655 -# class Skill12(ActiveSkill): +# MIGRATION: character 中没有同名技能“炙烤”,暂不启用 +# class Skill13(ActiveSkill): # """ # 先向1名敌人发出强威力的后撩踢使其浮空,然后再用格林机枪对其进行猛烈追射,使敌人受到一定伤害。\n # 后撩踢的攻击力与当前已学的[后撩踢]攻击力相同。\n # 对无法抓取的敌人不适用控制效果,只能造成后撩踢的攻击伤害。\n # """ - -# name = '炙烤' -# cellPos = (4,3) +# name = "炙烤" # learnLv = 10 # masterLv = 60 # maxLv = 70 +# cellPos = (4,3) # position = 4 # rangeLv = 2 # cd = 8 # mp = [30, 322] -# uuid = '8c2379737c5acc935c1731f67f607655' +# uuid = "8c2379737c5acc935c1731f67f607655" # hasVP = False # hasUP = False -# custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 - +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 +# # # 攻击力 : {value0}% # data0 = get_data(f'{prefix}/{uuid}', 0) -# hit0 = 0 # # 发射次数 : {value1}次 # data1 = get_data(f'{prefix}/{uuid}', 1) -# mode = ['不可抓取', '可抓取'] - -# def setMode(self, mode): -# if mode == '不可抓取': -# self.hit1 = 0 -# elif mode == '可抓取': -# self.hit1 = 12 - # 浮空铲 # gunner_female/mechanic_female/dcd536f1674630f01fc9667bb202b851 # 944b9aab492c15a8474f96947ceeb9e4/dcd536f1674630f01fc9667bb202b851 -# class Skill13(ActiveSkill): +# MIGRATION: character 中没有同名技能“浮空铲”,暂不启用 +# class Skill14(ActiveSkill): # """ # 使滑铲(前冲攻击)命中的敌人浮空。\n # 前冲攻击时,可以强制中断并立即施放[浮空铲]。\n # 在决斗场中无法强制中断。\n # """ - -# name = '浮空铲' -# cellPos = (8,3) +# name = "浮空铲" # learnLv = 10 # masterLv = 1 # maxLv = 1 +# cellPos = (8,3) # position = 8 # rangeLv = 3 # cd = 8 # mp = [22, 22] -# uuid = 'dcd536f1674630f01fc9667bb202b851' +# uuid = "dcd536f1674630f01fc9667bb202b851" # hasVP = False # hasUP = False -# custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 - +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 +# # # 浮空力比率 : {value0}% # data0 = get_data(f'{prefix}/{uuid}', 0) # 强化 - 后跳 # gunner_female/mechanic_female/2b340542e776818b78f3212af184bd6b # 944b9aab492c15a8474f96947ceeb9e4/2b340542e776818b78f3212af184bd6b -# class Skill14(PassiveSkill): +# MIGRATION: character 中没有同名技能“强化 - 后跳”,暂不启用 +# class Skill15(PassiveSkill): # """ # 施放技能期间、 被击或倒地的状态下,可以施放无敌状态的[后跳]。\n # 该能力适用与[后跳]不同的冷却时间,并且不受冷却时间减少效果的影响。\n # 根据施放情况的不同(强制中断技能和被敌人攻击),进入不同冷却时间。\n # 无法强制中断觉醒技能和跳跃超过一定高度的技能。\n # """ - -# name = '强化 - 后跳' -# cellPos = (4,0) +# name = "强化 - 后跳" # learnLv = 10 # masterLv = 1 # maxLv = 1 +# cellPos = (4,0) # position = 4 -# rangeLv = 1 +# rangeLv = None # cd = 30 -# uuid = '2b340542e776818b78f3212af184bd6b' -# icon = '$common/$uuid' +# uuid = "2b340542e776818b78f3212af184bd6b" +# icon = "$common/$uuid" # hasVP = False # hasUP = False -# custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 - +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 +# # # 强制中断技能时的冷却时间 : {value0}秒 # data0 = get_data(f'{prefix}/{uuid}', 0) # # 被击或倒地期间施放时的冷却时间 : {value1}秒 @@ -505,55 +483,54 @@ class Skill7(ActiveSkill): # 跃翔 # gunner_female/mechanic_female/1fea5a626f15230237946a11a9d11582 # 944b9aab492c15a8474f96947ceeb9e4/1fea5a626f15230237946a11a9d11582 -# class Skill15(ActiveSkill): +# MIGRATION: character 中没有同名技能“跃翔”,暂不启用 +# class Skill16(ActiveSkill): # """ # 增加自身20%的跳跃力,效果持续一定时间。\n # 效果持续期间内,再次按技能键可以结束。\n # """ - -# name = '跃翔' -# cellPos = (6,0) +# name = "跃翔" # learnLv = 10 # masterLv = 1 # maxLv = 1 +# cellPos = (6,0) # position = 6 # rangeLv = 3 # cd = 5 # mp = [13, 13] -# uuid = '1fea5a626f15230237946a11a9d11582' -# icon = '$common/$uuid' +# uuid = "1fea5a626f15230237946a11a9d11582" +# icon = "$common/$uuid" # hasVP = False # hasUP = False -# custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 - +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 +# # # 持续时间 : {value0}秒 # data0 = get_data(f'{prefix}/{uuid}', 0) # 烟尘弹 # gunner_female/mechanic_female/0dbdeaf846356f8b9380f8fbb8e97377 # 944b9aab492c15a8474f96947ceeb9e4/0dbdeaf846356f8b9380f8fbb8e97377 -# class Skill16(ActiveSkill): +# MIGRATION: character 中没有同名技能“烟尘弹”,暂不启用 +# class Skill17(ActiveSkill): # """ # 向敌人脚下的地面快速连续射击,溅起尘土,对敌人造成伤害。\n # """ - -# name = '烟尘弹' -# cellPos = (0,3) +# name = "烟尘弹" # learnLv = 10 # masterLv = 60 # maxLv = 70 +# cellPos = (0,3) # position = 0 # rangeLv = 2 # cd = 6 # mp = [30, 322] -# uuid = '0dbdeaf846356f8b9380f8fbb8e97377' +# uuid = "0dbdeaf846356f8b9380f8fbb8e97377" # hasVP = False # hasUP = False -# custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 - +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 +# # # 连续射击攻击力 : {value0}% x {value1} # data0 = get_data(f'{prefix}/{uuid}', 0) -# hit0 = 6 # data1 = get_data(f'{prefix}/{uuid}', 1) # # [范围信息] # # 范围比率 : {value2}% @@ -562,30 +539,29 @@ class Skill7(ActiveSkill): # 刺踢 # gunner_female/mechanic_female/c9664191611af31142e052dfaef84530 # 944b9aab492c15a8474f96947ceeb9e4/c9664191611af31142e052dfaef84530 -# class Skill17(ActiveSkill): +# MIGRATION: character 中没有同名技能“刺踢”,暂不启用 +# class Skill18(ActiveSkill): # """ # 向前方敌人发出肉眼无法看清的快踢攻击。\n # 可以击退敌人并有一定几率使其进入眩晕状态。\n # 转职为协战师后,技能类型变为独立攻击力。\n # """ - -# name = '刺踢' -# cellPos = (8,4) +# name = "刺踢" # learnLv = 15 # masterLv = 60 # maxLv = 70 +# cellPos = (8,4) # position = 8 # rangeLv = 2 # cd = 4.4 # mp = [20, 224] -# uuid = 'c9664191611af31142e052dfaef84530' +# uuid = "c9664191611af31142e052dfaef84530" # hasVP = False # hasUP = True -# custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 - +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 +# # # 踢击攻击力 : {value0}% # data0 = get_data(f'{prefix}/{uuid}', 0) -# hit0 = 1 # # 发动速度增加率 : {value1}% # data1 = get_data(f'{prefix}/{uuid}', 1) # # 击退时间比率 : {value2}% @@ -601,34 +577,33 @@ class Skill7(ActiveSkill): # M-3喷火器 # gunner_female/mechanic_female/8f73f243041c2d27739fe7696f02bf9b # 944b9aab492c15a8474f96947ceeb9e4/8f73f243041c2d27739fe7696f02bf9b -# class Skill18(ActiveSkill): +# MIGRATION: character 中没有同名技能“M-3喷火器”,暂不启用 +# class Skill19(ActiveSkill): # """ # 用M-3喷火器向敌人喷射火焰,使敌人受到火属性伤害。 可以不受障碍物的影响进行攻击和多段打击。\n # 按住攻击键的期间,会持续喷射火焰到持续时间结束,放开攻击键时,火焰也会停止。 喷射后有与喷射时间成比例的延迟。\n # 技能等级越高,被攻击对象的僵直时间就越长。\n # """ - -# name = 'M-3喷火器' -# cellPos = (9,4) +# name = "M-3喷火器" # learnLv = 15 # masterLv = 60 # maxLv = 70 +# cellPos = (9,4) # position = 9 # rangeLv = 2 # cd = 7 # mp = [45, 392] -# uuid = '8f73f243041c2d27739fe7696f02bf9b' +# uuid = "8f73f243041c2d27739fe7696f02bf9b" # hasVP = False # hasUP = True -# custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 - +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 +# # # 喷火持续时间 : {value0}秒 # data0 = get_data(f'{prefix}/{uuid}', 0) # # 喷火攻击次数 : {value1}次 # data1 = get_data(f'{prefix}/{uuid}', 1) # # 喷火攻击力 : {value2}% # data2 = get_data(f'{prefix}/{uuid}', 2) -# hit2 = 15 # # 敌人僵直时间增加率 : {value3}% # data3 = get_data(f'{prefix}/{uuid}', 3) # # 移动速度比率 : {value4}% @@ -674,25 +649,25 @@ class Skill19(ActiveSkill): # 空中射击 # gunner_female/mechanic_female/bb34e8854a93fd250347a1c64119f7ab # 944b9aab492c15a8474f96947ceeb9e4/bb34e8854a93fd250347a1c64119f7ab -# class Skill20(ActiveSkill): +# MIGRATION: character 中没有同名技能“空中射击”,暂不启用 +# class Skill21(ActiveSkill): # """ # 增加跳跃攻击的空中停留时间以及跳跃射击的攻击力和射击次数上限,效果持续一定时间。\n # """ - -# name = '空中射击' -# cellPos = (7,4) +# name = "空中射击" # learnLv = 15 # masterLv = 10 # maxLv = 20 +# cellPos = (7,4) # position = 7 # rangeLv = 3 # cd = 40 # mp = [40, 168] -# uuid = 'bb34e8854a93fd250347a1c64119f7ab' +# uuid = "bb34e8854a93fd250347a1c64119f7ab" # hasVP = False # hasUP = False -# custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 - +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 +# # # 持续时间 : {value0}秒 # data0 = get_data(f'{prefix}/{uuid}', 0) # # 空中射击攻击力增加率 : {value1}% @@ -911,7 +886,7 @@ class Skill26(ActiveSkill): ratio_g = 1.0 associate = [ - {'data': data6, 'type': '+ratio_g', 'skills': ['改装 : G-2旋雷者']}, + {'data': data6, 'type': '+ratio_g', 'skills': ['改装 : G-2旋雷者']}, {'data': data7, 'type': '+ratio_g', 'skills': ['改装 : G-3捕食者']} ] @@ -925,47 +900,47 @@ class Skill26(ActiveSkill): # 暴击 # gunner_female/mechanic_female/fc1262c19f3d0477ee8eda47b8db8696 # 944b9aab492c15a8474f96947ceeb9e4/fc1262c19f3d0477ee8eda47b8db8696 -# class Skill27(PassiveSkill): +# MIGRATION: character 中没有同名技能“暴击”,暂不启用 +# class Skill28(PassiveSkill): # """ # 集中精神,提升物理/魔法暴击率。\n # """ - -# name = '暴击' -# cellPos = (5,0) +# name = "暴击" # learnLv = 20 # masterLv = 10 # maxLv = 20 +# cellPos = (5,0) # position = 5 # rangeLv = 3 -# uuid = 'fc1262c19f3d0477ee8eda47b8db8696' +# uuid = "fc1262c19f3d0477ee8eda47b8db8696" # hasVP = False # hasUP = False -# custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 - +# 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) # 快速拔枪 # gunner_female/mechanic_female/45442bbbe33540b4deeec29437dae70c # 944b9aab492c15a8474f96947ceeb9e4/45442bbbe33540b4deeec29437dae70c -# class Skill28(PassiveSkill): +# MIGRATION: character 中没有同名技能“快速拔枪”,暂不启用 +# class Skill29(PassiveSkill): # """ # 增加攻击速度和基本射击攻击力。\n # 转职为漫游枪手后,增加精通等级。\n # """ - -# name = '快速拔枪' -# cellPos = (0,6) +# name = "快速拔枪" # learnLv = 25 # masterLv = 10 # maxLv = 20 +# cellPos = (0,6) # position = 0 # rangeLv = 3 -# uuid = '45442bbbe33540b4deeec29437dae70c' +# uuid = "45442bbbe33540b4deeec29437dae70c" # hasVP = False # hasUP = False -# custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 - +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 +# # # 拔枪速度增加 : {value0}% # data0 = get_data(f'{prefix}/{uuid}', 0) # # 基本射击攻击力增加率 : {value1}% @@ -1057,7 +1032,7 @@ class Skill30(ActiveSkill): data7 = get_data(f'{prefix}/{uuid}', 7) associate = [ - {'data': data5, 'type': '+ratio_g', 'skills': ['G-1科罗纳']}, + {'data': data5, 'type': '+ratio_g', 'skills': ['G-1科罗纳']}, {'data': data6, 'type': '+ratio_g', 'skills': ['改装 : G-3捕食者']} ] @@ -1075,7 +1050,7 @@ class Skill30(ActiveSkill): self.hit1 = 0 / 1.5 ratio_g = 1.0 - + def getSkillData(self, lv: int = 0): data = super().getSkillData(lv) return data * self.ratio_g @@ -1193,11 +1168,11 @@ class Skill33(ActiveSkill): data7 = get_data(f'{prefix}/{uuid}', 7) associate = [ - {'data': data5, 'type': '+ratio_g', 'skills': ['G-1科罗纳']}, + {'data': data5, 'type': '+ratio_g', 'skills': ['G-1科罗纳']}, {'data': data6, 'type': '+ratio_g', 'skills': ['改装 : G-2旋雷者']}] ratio_g = 1.0 - + def getSkillData(self, lv: int = 0): data = super().getSkillData(lv) return data * self.ratio_g @@ -2025,6 +2000,7 @@ class Skill48(PassiveSkill): # 每蓄满1个旋雷者Y轴范围增加率 : 12.5% associate = [{'data': data0}] + # 每蓄满1个旋雷者Y轴范围增加率 : 12.5% # 超时空光耀加农炮 # gunner_female/mechanic_female/22158115cfe79a15c7369ced0b482646 diff --git a/backend/core/character/GF/gunner_female/paramedic.py b/backend/core/character/GF/gunner_female/paramedic.py index 1a21390a..1cfe264b 100644 --- a/backend/core/character/GF/gunner_female/paramedic.py +++ b/backend/core/character/GF/gunner_female/paramedic.py @@ -168,7 +168,6 @@ class Skill5(PassiveSkill): # 防御力增加 : {value0} data0 = get_data(f'{prefix}/{uuid}', 0) - # 1 99 # 技能连招 # gunner_female/paramedic/10b31c7e8cd2d60b9bcf3b1d3ada4b0a @@ -506,7 +505,7 @@ class Skill14(PassiveBufferSkill): # [保护模件 (黄金复苏)] Spirit = data1 associate = [{"data":data1,"type":"$+Spirit","ratio":1}] - CarryRatio = [0]+ [(1.055 ** 3) * 100 - 100]*maxLv# noqa: E501 + CarryRatio = [0]+ [((1 + i / 100) ** 3) * 100 - 100 for i in data1]# noqa: E501 # [激光炮击目标技能] # [保护模件 (缓冲)] # [保护模件 (净化)] @@ -638,7 +637,7 @@ class Skill18(ActiveBufferSkill): # 战服 · 机动打击 # gunner_female/paramedic/9e86a1210874dc2b0c83a4a5a54a7222 # 944b9aab492c15a8474f96947ceeb9e4/9e86a1210874dc2b0c83a4a5a54a7222 -class Skill19(ActiveBufferSkill): +class Skill19(ActiveSkill): """ 快速突进至前方,施展上踢攻击。 成功命中敌人后追加攻击。\n """ diff --git a/backend/core/character/GF/knight/chaos.py b/backend/core/character/GF/knight/chaos.py index 7aac4daa..3fc0905e 100644 --- a/backend/core/character/GF/knight/chaos.py +++ b/backend/core/character/GF/knight/chaos.py @@ -8,6 +8,7 @@ prefix = "knight/chaos/cn/skillDetail" # 盾挑 # knight/chaos/3c5604bdbb0240b8f130f59ab40509c3 # 0ee8fa5dc525c1a1f23fc6911e921e4a/3c5604bdbb0240b8f130f59ab40509c3 +# MIGRATION: character 中没有同名技能“盾挑”,暂不启用 # class Skill0(ActiveSkill): # """ # 用盾牌攻击敌人并使其浮空。\n @@ -16,29 +17,29 @@ prefix = "knight/chaos/cn/skillDetail" # 与敌人对战时,一边防守,一边寻找敌人的弱点,看准时机使用盾牌进行强力的攻击,让敌人防不胜防。\n # 只有完全掌握盾挑的人才有资格当上骑士团团长,千万不要小看这个技能。]\n # """ - -# name = '盾挑' -# cellPos = (3,1) +# name = "盾挑" # learnLv = 1 # masterLv = 10 # maxLv = 20 +# cellPos = (3,1) # position = 3 # rangeLv = 3 # cd = 2 -# uuid = '3c5604bdbb0240b8f130f59ab40509c3' +# mp = [0, 0] +# uuid = "3c5604bdbb0240b8f130f59ab40509c3" # hasVP = False # hasUP = False -# custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 - +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 +# # # 盾牌挑击攻击力 : {value0}% # data0 = get_data(f'{prefix}/{uuid}', 0) -# hit0 = 1 # # 浮空力比率 : {value1}% # data1 = get_data(f'{prefix}/{uuid}', 1) # 强踢 # knight/chaos/9dda3f4a849dba1a288dd65e116860f2 # 0ee8fa5dc525c1a1f23fc6911e921e4a/9dda3f4a849dba1a288dd65e116860f2 +# MIGRATION: character 中没有同名技能“强踢”,暂不启用 # class Skill1(ActiveSkill): # """ # 使用脚踢攻击前方敌人,威势之大甚至能够激起地上的沙石。\n @@ -46,24 +47,22 @@ prefix = "knight/chaos/cn/skillDetail" # [帝国的大竞技场中经常能够看到这个技能的身影。 虽然手段有些卑劣,但是因为它的实用性,即使是把名誉看的很重的骑士们也会使用。\n # 只有为了国家和君主愿意牺牲小我的人才是真正的骑士。]\n # """ - -# name = '强踢' -# cellPos = (5,1) +# name = "强踢" # learnLv = 1 # masterLv = 60 # maxLv = 70 +# cellPos = (5,1) # position = 5 # rangeLv = 2 # cd = 5 # mp = [2, 350] -# uuid = '9dda3f4a849dba1a288dd65e116860f2' +# uuid = "9dda3f4a849dba1a288dd65e116860f2" # hasVP = False # hasUP = False -# custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 - +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 +# # # 脚踢攻击力 : {value0}% # data0 = get_data(f'{prefix}/{uuid}', 0) -# hit0 = 1 # # 减速几率 : {value1}% # data1 = get_data(f'{prefix}/{uuid}', 1) # # 敌人移动速度减少 : {value2}% @@ -197,47 +196,48 @@ class Skill5(PassiveSkill): # 后跳 # knight/chaos/7822d6d52e10964a6755f142c666b494 # 0ee8fa5dc525c1a1f23fc6911e921e4a/7822d6d52e10964a6755f142c666b494 +# MIGRATION: character 中没有同名技能“后跳”,暂不启用 # class Skill6(ActiveSkill): # """ # 使自身向后方小跳并避开敌人的攻击。\n # """ - -# name = '后跳' -# cellPos = (3,0) +# name = "后跳" # learnLv = 1 # masterLv = 1 # maxLv = 1 +# cellPos = (3,0) # position = 3 -# rangeLv = 1 -# mp = [1, 1] -# uuid = '7822d6d52e10964a6755f142c666b494' +# rangeLv = None +# cd = [] +# uuid = "7822d6d52e10964a6755f142c666b494" +# icon = "$common/$uuid" # hasVP = False # hasUP = False -# custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 # 基础精通 # knight/chaos/5a56514f35cf0270ae8d6c65f8fefd78 # 0ee8fa5dc525c1a1f23fc6911e921e4a/5a56514f35cf0270ae8d6c65f8fefd78 +# MIGRATION: character 中没有同名技能“基础精通”,暂不启用 # class Skill7(PassiveSkill): # """ # 增加基本攻击、 前冲攻击、 跳跃攻击的攻击力。\n # 在决斗场中,增益/减益技能、 被动技能的技能攻击力增加效果对[基础精通]无影响。\n # """ - -# name = '基础精通' -# cellPos = (1,0) +# name = "基础精通" # learnLv = 1 # masterLv = 115 # maxLv = 200 +# cellPos = (1,0) # position = 1 # rangeLv = 1 -# uuid = '5a56514f35cf0270ae8d6c65f8fefd78' -# icon = '$common/$uuid' +# uuid = "5a56514f35cf0270ae8d6c65f8fefd78" +# icon = "$common/$uuid" # hasVP = False # hasUP = False -# custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 - +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 +# # # 基本攻击力变化率 : {value0}% # data0 = get_data(f'{prefix}/{uuid}', 0) # # 前冲攻击力变化率 : {value1}% @@ -248,25 +248,26 @@ class Skill5(PassiveSkill): # 受身蹲伏 # knight/chaos/ce26c6b69d02a440a81b552bec94f03b # 0ee8fa5dc525c1a1f23fc6911e921e4a/ce26c6b69d02a440a81b552bec94f03b +# MIGRATION: character 中没有同名技能“受身蹲伏”,暂不启用 # class Skill8(ActiveSkill): # """ # 使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n # """ - -# name = '受身蹲伏' -# cellPos = (2,0) +# name = "受身蹲伏" # learnLv = 1 # masterLv = 10 # maxLv = 20 +# cellPos = (2,0) # position = 2 -# rangeLv = 1 +# rangeLv = None # cd = 5 # mp = [1, 1] -# uuid = 'ce26c6b69d02a440a81b552bec94f03b' +# uuid = "ce26c6b69d02a440a81b552bec94f03b" +# icon = "$common/$uuid" # hasVP = False # hasUP = False -# custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 - +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 +# # # 蹲伏姿势最短无敌时间 : {value0}秒 # data0 = get_data(f'{prefix}/{uuid}', 0) # # 蹲伏姿势最长无敌时间 : {value1}秒 @@ -311,23 +312,25 @@ class Skill5(PassiveSkill): # 防具精通 # knight/chaos/892ef624d8bf3d7fc045f84825fd6104 # 0ee8fa5dc525c1a1f23fc6911e921e4a/892ef624d8bf3d7fc045f84825fd6104 -# class Skill9(PassiveSkill): +# MIGRATION: character 中没有同名技能“防具精通”,暂不启用 +# class Skill10(PassiveSkill): # """ # 穿戴防具时,可以增加各种属性。\n # 穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n # """ - -# name = '防具精通' -# cellPos = (0,1) +# name = "防具精通" # learnLv = 1 # masterLv = 1 # maxLv = 1 +# cellPos = (0,1) # position = 0 -# rangeLv = 1 -# uuid = '892ef624d8bf3d7fc045f84825fd6104' +# rangeLv = None +# cd = [] +# uuid = "892ef624d8bf3d7fc045f84825fd6104" +# icon = "$common/$uuid" # hasVP = False # hasUP = False -# custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 # 盾击 @@ -368,28 +371,28 @@ class Skill10(ActiveSkill): # 命运之轮 # knight/chaos/4655101518604f874721b3cc249aae10 # 0ee8fa5dc525c1a1f23fc6911e921e4a/4655101518604f874721b3cc249aae10 -# class Skill11(ActiveSkill): +# MIGRATION: character 中没有同名技能“命运之轮”,暂不启用 +# class Skill12(ActiveSkill): # """ # 使用盾牌将敌人拉过来后,将其挑至空中禁锢在命运之轮中。\n # 对无法抓取的敌人不适用控制效果。\n # 转职为混沌魔灵或龙骑士后,技能类型变为独立攻击力。\n # [命运之轮开始旋转了。]\n # """ - -# name = '命运之轮' -# cellPos = (7,2) +# name = "命运之轮" # learnLv = 5 # masterLv = 60 # maxLv = 70 +# cellPos = (7,2) # position = 7 # rangeLv = 2 # cd = 8 -# mp = [5, 249] -# uuid = '4655101518604f874721b3cc249aae10' +# mp = [5, 250] +# uuid = "4655101518604f874721b3cc249aae10" # hasVP = False # hasUP = False -# custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 - +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 +# # # 拉扯攻击力 : {value0}% # data0 = get_data(f'{prefix}/{uuid}', 0) # # 挑飞攻击力 : {value1}% @@ -397,16 +400,6 @@ class Skill10(ActiveSkill): # # 命运之轮持续时间 : {value2}秒 # data2 = get_data(f'{prefix}/{uuid}', 2) -# mode = ['不可抓取', '可抓取'] - -# def setMode(self, mode): -# if mode == '不可抓取': -# self.hit0 = 1 -# self.hit1 = 0 -# elif mode == '可抓取': -# self.hit0 = 1 -# self.hit1 = 1 - # 自动防御 # knight/chaos/f2fb27162beb0b87a7cb9af7900e95f2 # 0ee8fa5dc525c1a1f23fc6911e921e4a/f2fb27162beb0b87a7cb9af7900e95f2 @@ -595,27 +588,28 @@ class Skill16(ActiveSkill): # 强化 - 后跳 # knight/chaos/2b340542e776818b78f3212af184bd6b # 0ee8fa5dc525c1a1f23fc6911e921e4a/2b340542e776818b78f3212af184bd6b -# class Skill17(PassiveSkill): +# MIGRATION: character 中没有同名技能“强化 - 后跳”,暂不启用 +# class Skill18(PassiveSkill): # """ # 施放技能期间、 被击或倒地的状态下,可以施放无敌状态的[后跳]。\n # 该能力适用与[后跳]不同的冷却时间,并且不受冷却时间减少效果的影响。\n # 根据施放情况的不同(强制中断技能和被敌人攻击),进入不同冷却时间。\n # 无法强制中断觉醒技能和跳跃超过一定高度的技能。\n # """ - -# name = '强化 - 后跳' -# cellPos = (4,0) +# name = "强化 - 后跳" # learnLv = 10 # masterLv = 1 # maxLv = 1 +# cellPos = (4,0) # position = 4 -# rangeLv = 1 +# rangeLv = None # cd = 30 -# uuid = '2b340542e776818b78f3212af184bd6b' +# uuid = "2b340542e776818b78f3212af184bd6b" +# icon = "$common/$uuid" # hasVP = False # hasUP = False -# custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 - +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 +# # # 强制中断技能时的冷却时间 : {value0}秒 # data0 = get_data(f'{prefix}/{uuid}', 0) # # 被击或倒地期间施放时的冷却时间 : {value1}秒 @@ -624,27 +618,27 @@ class Skill16(ActiveSkill): # 跃翔 # knight/chaos/1fea5a626f15230237946a11a9d11582 # 0ee8fa5dc525c1a1f23fc6911e921e4a/1fea5a626f15230237946a11a9d11582 -# class Skill18(ActiveSkill): +# MIGRATION: character 中没有同名技能“跃翔”,暂不启用 +# class Skill19(ActiveSkill): # """ # 增加自身20%的跳跃力,效果持续一定时间。\n # 效果持续期间内,再次按技能键可以结束。\n # """ - -# name = '跃翔' -# cellPos = (6,0) +# name = "跃翔" # learnLv = 10 # masterLv = 1 # maxLv = 1 +# cellPos = (6,0) # position = 6 # rangeLv = 3 # cd = 5 # mp = [13, 13] -# uuid = '1fea5a626f15230237946a11a9d11582' -# icon = '$common/$uuid' +# uuid = "1fea5a626f15230237946a11a9d11582" +# icon = "$common/$uuid" # hasVP = False # hasUP = False -# custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 - +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 +# # # 持续时间 : {value0}秒 # data0 = get_data(f'{prefix}/{uuid}', 0) @@ -1100,23 +1094,23 @@ class Skill30(ActiveSkill): # 暴击 # knight/chaos/fc1262c19f3d0477ee8eda47b8db8696 # 0ee8fa5dc525c1a1f23fc6911e921e4a/fc1262c19f3d0477ee8eda47b8db8696 -# class Skill31(PassiveSkill): +# MIGRATION: character 中没有同名技能“暴击”,暂不启用 +# class Skill32(PassiveSkill): # """ # 集中精神,提升物理/魔法暴击率。\n # """ - -# name = '暴击' -# cellPos = (5,0) +# name = "暴击" # learnLv = 20 # masterLv = 10 # maxLv = 20 +# cellPos = (5,0) # position = 5 # rangeLv = 3 -# uuid = 'fc1262c19f3d0477ee8eda47b8db8696' +# uuid = "fc1262c19f3d0477ee8eda47b8db8696" # hasVP = False # hasUP = False -# custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 - +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 +# # # 物理/魔法暴击率增加 : {value0}% # data0 = get_data(f'{prefix}/{uuid}', 0) diff --git a/backend/core/character/GF/knight/elven_knight.py b/backend/core/character/GF/knight/elven_knight.py index d20582a1..5f0a48f0 100644 --- a/backend/core/character/GF/knight/elven_knight.py +++ b/backend/core/character/GF/knight/elven_knight.py @@ -562,27 +562,28 @@ class Skill13(ActiveSkill): # 强化 - 后跳 # knight/elven_knight/2b340542e776818b78f3212af184bd6b # 0ee8fa5dc525c1a1f23fc6911e921e4a/2b340542e776818b78f3212af184bd6b -# class Skill14(PassiveSkill): +# MIGRATION: character 中没有同名技能“强化 - 后跳”,暂不启用 +# class Skill15(PassiveSkill): # """ # 施放技能期间、 被击或倒地的状态下,可以施放无敌状态的[后跳]。\n # 该能力适用与[后跳]不同的冷却时间,并且不受冷却时间减少效果的影响。\n # 根据施放情况的不同(强制中断技能和被敌人攻击),进入不同冷却时间。\n # 无法强制中断觉醒技能和跳跃超过一定高度的技能。\n # """ - -# name = '强化 - 后跳' -# cellPos = (4,0) +# name = "强化 - 后跳" # learnLv = 10 # masterLv = 1 # maxLv = 1 +# cellPos = (4,0) # position = 4 -# rangeLv = 1 +# rangeLv = None # cd = 30 -# uuid = '2b340542e776818b78f3212af184bd6b' +# uuid = "2b340542e776818b78f3212af184bd6b" +# icon = "$common/$uuid" # hasVP = False # hasUP = False -# custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 - +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 +# # # 强制中断技能时的冷却时间 : {value0}秒 # data0 = get_data(f'{prefix}/{uuid}', 0) # # 被击或倒地期间施放时的冷却时间 : {value1}秒 @@ -591,27 +592,27 @@ class Skill13(ActiveSkill): # 跃翔 # knight/elven_knight/1fea5a626f15230237946a11a9d11582 # 0ee8fa5dc525c1a1f23fc6911e921e4a/1fea5a626f15230237946a11a9d11582 -# class Skill15(ActiveSkill): +# MIGRATION: character 中没有同名技能“跃翔”,暂不启用 +# class Skill16(ActiveSkill): # """ # 增加自身20%的跳跃力,效果持续一定时间。\n # 效果持续期间内,再次按技能键可以结束。\n # """ - -# name = '跃翔' -# cellPos = (6,0) +# name = "跃翔" # learnLv = 10 # masterLv = 1 # maxLv = 1 +# cellPos = (6,0) # position = 6 # rangeLv = 3 # cd = 5 # mp = [13, 13] -# uuid = '1fea5a626f15230237946a11a9d11582' -# icon = '$common/$uuid' +# uuid = "1fea5a626f15230237946a11a9d11582" +# icon = "$common/$uuid" # hasVP = False # hasUP = False -# custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 - +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 +# # # 持续时间 : {value0}秒 # data0 = get_data(f'{prefix}/{uuid}', 0) diff --git a/backend/core/character/GF/mage_female/battle_mage.py b/backend/core/character/GF/mage_female/battle_mage.py index 4613c4f3..7a140e1c 100644 --- a/backend/core/character/GF/mage_female/battle_mage.py +++ b/backend/core/character/GF/mage_female/battle_mage.py @@ -1165,7 +1165,6 @@ class Skill24(PassiveSkill): associate = [{'type': '+useChange', 'data': [0, 100], 'skills': ['煌龙偃月']}] - # 1 99 # 斗神意志 # mage_female/battle_mage/dcb31a63ef58954f44ff2070c42a9a98 diff --git a/backend/core/character/GF/mage_female/elementalist.py b/backend/core/character/GF/mage_female/elementalist.py index f4148c56..f7949f6d 100644 --- a/backend/core/character/GF/mage_female/elementalist.py +++ b/backend/core/character/GF/mage_female/elementalist.py @@ -331,6 +331,7 @@ class Skill9(ActiveSkill): # rangeLv = 2 # cd = 10 # mp = [65, 672] +# dule = {'cd': 8, 'mp': [13, 134]} # uuid = "a5fa08f5d509e6ff2ebc68856a470b5a" # hasVP = False # hasUP = False diff --git a/backend/core/character/GF/mage_female/enchantress.py b/backend/core/character/GF/mage_female/enchantress.py index 8fce649e..a902975c 100644 --- a/backend/core/character/GF/mage_female/enchantress.py +++ b/backend/core/character/GF/mage_female/enchantress.py @@ -331,6 +331,7 @@ prefix = "mage_female/enchantress/cn/skillDetail" # rangeLv = 2 # cd = 10 # mp = [65, 672] +# dule = {'cd': 8, 'mp': [13, 134]} # uuid = "a5fa08f5d509e6ff2ebc68856a470b5a" # hasVP = False # hasUP = False diff --git a/backend/core/character/GF/mage_female/summoner.py b/backend/core/character/GF/mage_female/summoner.py index fc8cc233..a9d01d8a 100644 --- a/backend/core/character/GF/mage_female/summoner.py +++ b/backend/core/character/GF/mage_female/summoner.py @@ -36,30 +36,29 @@ class SummonSkill(ActiveSkill): # 魔法星弹 # mage_female/summoner/45442bbbe33540b4deeec29437dae70c # 3909d0b188e9c95311399f776e331da5/45442bbbe33540b4deeec29437dae70c +# MIGRATION: character 中没有同名技能“魔法星弹”,暂不启用 # class Skill0(ActiveSkill): # """ # 向前方敌人发射魔法星弹,可以用方向键调整魔法星弹的飞行方向。\n # """ - -# name = '魔法星弹' -# cellPos = (4,1) +# name = "魔法星弹" # learnLv = 1 # masterLv = 60 # maxLv = 70 +# cellPos = (4,1) # position = 4 # rangeLv = 2 # cd = 0.5 # mp = [8, 91] -# uuid = '45442bbbe33540b4deeec29437dae70c' +# uuid = "45442bbbe33540b4deeec29437dae70c" # hasVP = False # hasUP = False -# custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 - +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 +# # # 飞行距离 : {value0}px # data0 = get_data(f'{prefix}/{uuid}', 0) # # 攻击力 : {value1} # data1 = get_data(f'{prefix}/{uuid}', 1) -# hit1 = 1 # # 基本穿刺力 : {value2}% # data2 = get_data(f'{prefix}/{uuid}', 2) # # [范围信息] @@ -69,28 +68,28 @@ class SummonSkill(ActiveSkill): # 天击 # mage_female/summoner/01c3a2fb793d293a25ed8dc7a0d70c1a # 3909d0b188e9c95311399f776e331da5/01c3a2fb793d293a25ed8dc7a0d70c1a +# MIGRATION: character 中没有同名技能“天击”,暂不启用 # class Skill1(ActiveSkill): # """ # 用武器向上击打敌人并使其浮空,若发动时按住上下方向键,则能向一旁侧滑后再返回攻击。\n # 转职为魔道学者后,技能类型变为独立攻击力。\n # """ - -# name = '天击' -# cellPos = (6,1) +# name = "天击" # learnLv = 1 # masterLv = 10 # maxLv = 20 +# cellPos = (6,1) # position = 6 # rangeLv = 3 # cd = 2 -# uuid = '01c3a2fb793d293a25ed8dc7a0d70c1a' +# mp = [0, 0] +# uuid = "01c3a2fb793d293a25ed8dc7a0d70c1a" # hasVP = False # hasUP = False -# custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 - +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 +# # # 攻击力 : {value0}% # data0 = get_data(f'{prefix}/{uuid}', 0) -# hit0 = 1 # # [天击]攻击速度增加 : {value1}% # data1 = get_data(f'{prefix}/{uuid}', 1) # # 浮空力比率 : {value2}% @@ -99,47 +98,48 @@ class SummonSkill(ActiveSkill): # 后跳 # mage_female/summoner/7822d6d52e10964a6755f142c666b494 # 3909d0b188e9c95311399f776e331da5/7822d6d52e10964a6755f142c666b494 +# MIGRATION: character 中没有同名技能“后跳”,暂不启用 # class Skill2(ActiveSkill): # """ # 使自身向后方小跳并避开敌人的攻击。\n # """ - -# name = '后跳' -# cellPos = (3,0) +# name = "后跳" # learnLv = 1 # masterLv = 1 # maxLv = 1 +# cellPos = (3,0) # position = 3 -# rangeLv = 1 -# mp = [1, 1] -# uuid = '7822d6d52e10964a6755f142c666b494' +# rangeLv = None +# cd = [] +# uuid = "7822d6d52e10964a6755f142c666b494" +# icon = "$common/$uuid" # hasVP = False # hasUP = False -# custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 # 基础精通 # mage_female/summoner/5a56514f35cf0270ae8d6c65f8fefd78 # 3909d0b188e9c95311399f776e331da5/5a56514f35cf0270ae8d6c65f8fefd78 +# MIGRATION: character 中没有同名技能“基础精通”,暂不启用 # class Skill3(PassiveSkill): # """ # 增加基本攻击、 前冲攻击、 跳跃攻击、 [天击]的攻击力。\n # 在决斗场中,增益/减益技能、 被动技能的技能攻击力增加效果对[基础精通]无影响。\n # """ - -# name = '基础精通' -# cellPos = (1,0) +# name = "基础精通" # learnLv = 1 # masterLv = 115 # maxLv = 200 +# cellPos = (1,0) # position = 1 # rangeLv = 1 -# uuid = '5a56514f35cf0270ae8d6c65f8fefd78' -# icon = '$common/$uuid' +# uuid = "5a56514f35cf0270ae8d6c65f8fefd78" +# icon = "$common/$uuid" # hasVP = False # hasUP = False -# custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 - +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 +# # # 基本攻击力变化率 : {value0}% # data0 = get_data(f'{prefix}/{uuid}', 0) # # 前冲攻击力变化率 : {value1}% @@ -150,25 +150,26 @@ class SummonSkill(ActiveSkill): # 受身蹲伏 # mage_female/summoner/ce26c6b69d02a440a81b552bec94f03b # 3909d0b188e9c95311399f776e331da5/ce26c6b69d02a440a81b552bec94f03b +# MIGRATION: character 中没有同名技能“受身蹲伏”,暂不启用 # class Skill4(ActiveSkill): # """ # 使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n # """ - -# name = '受身蹲伏' -# cellPos = (2,0) +# name = "受身蹲伏" # learnLv = 1 # masterLv = 10 # maxLv = 20 +# cellPos = (2,0) # position = 2 -# rangeLv = 1 +# rangeLv = None # cd = 5 # mp = [1, 1] -# uuid = 'ce26c6b69d02a440a81b552bec94f03b' +# uuid = "ce26c6b69d02a440a81b552bec94f03b" +# icon = "$common/$uuid" # hasVP = False # hasUP = False -# custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 - +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 +# # # 蹲伏姿势最短无敌时间 : {value0}秒 # data0 = get_data(f'{prefix}/{uuid}', 0) # # 蹲伏姿势最长无敌时间 : {value1}秒 @@ -213,82 +214,82 @@ class SummonSkill(ActiveSkill): # 防具精通 # mage_female/summoner/892ef624d8bf3d7fc045f84825fd6104 # 3909d0b188e9c95311399f776e331da5/892ef624d8bf3d7fc045f84825fd6104 -# class Skill5(PassiveSkill): +# MIGRATION: character 中没有同名技能“防具精通”,暂不启用 +# class Skill6(PassiveSkill): # """ # 穿戴防具时,可以增加各种属性。\n # 穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n # """ - -# name = '防具精通' -# cellPos = (0,1) +# name = "防具精通" # learnLv = 1 # masterLv = 1 # maxLv = 1 +# cellPos = (0,1) # position = 0 -# rangeLv = 1 -# uuid = '892ef624d8bf3d7fc045f84825fd6104' +# rangeLv = None +# cd = [] +# uuid = "892ef624d8bf3d7fc045f84825fd6104" +# icon = "$common/$uuid" # hasVP = False # hasUP = False -# custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 # 龙牙 # mage_female/summoner/717f1e2104fe4b796f800352fa143ecc # 3909d0b188e9c95311399f776e331da5/717f1e2104fe4b796f800352fa143ecc -# class Skill6(ActiveSkill): +# MIGRATION: character 中没有同名技能“龙牙”,暂不启用 +# class Skill7(ActiveSkill): # """ # 用武器用力击刺敌人使其进入较长时间的僵直状态。\n # """ - -# name = '龙牙' -# cellPos = (1,2) +# name = "龙牙" # learnLv = 5 # masterLv = 60 # maxLv = 70 +# cellPos = (1,2) # position = 1 # rangeLv = 2 # cd = 2 # mp = [14, 140] -# uuid = '717f1e2104fe4b796f800352fa143ecc' +# uuid = "717f1e2104fe4b796f800352fa143ecc" # hasVP = False # hasUP = False -# custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 - +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 +# # # 攻击力 : {value0}% # data0 = get_data(f'{prefix}/{uuid}', 0) -# hit0 = 1 # # [龙牙]攻击速度增加 : {value1}% # data1 = get_data(f'{prefix}/{uuid}', 1) # 杰克爆弹 # mage_female/summoner/9cb6f9ed646fa87f9b7680a42ce83d1a # 3909d0b188e9c95311399f776e331da5/9cb6f9ed646fa87f9b7680a42ce83d1a -# class Skill7(ActiveSkill): +# MIGRATION: character 中没有同名技能“杰克爆弹”,暂不启用 +# class Skill8(ActiveSkill): # """ # 向前方发射火属性的杰克爆弹。 杰克爆弹与敌人碰撞后会引发爆炸。\n # 长按技能键蓄气后发动时,增加杰克爆弹的体积和射程。\n # 在决斗场中,蓄气时间越长,攻击力越高。\n # """ - -# name = '杰克爆弹' -# cellPos = (6,2) +# name = "杰克爆弹" # learnLv = 5 # masterLv = 60 # maxLv = 70 +# cellPos = (6,2) # position = 6 # rangeLv = 2 # cd = 1 # mp = [18, 175] -# uuid = '9cb6f9ed646fa87f9b7680a42ce83d1a' +# uuid = "9cb6f9ed646fa87f9b7680a42ce83d1a" # hasVP = False # hasUP = False -# custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 - +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 +# # # 最大蓄气时间 : {value0}秒 # data0 = get_data(f'{prefix}/{uuid}', 0) # # 爆炸攻击力 : {value1} ~ {value2}% # data1 = get_data(f'{prefix}/{uuid}', 1) -# hit1 = 1 # data2 = get_data(f'{prefix}/{uuid}', 2) # # 射程 : {value3} ~ {value4}px # data3 = get_data(f'{prefix}/{uuid}', 3) @@ -304,34 +305,33 @@ class SummonSkill(ActiveSkill): # 光电鳗 # mage_female/summoner/78bd107acd474518b606be1e4fd38239 # 3909d0b188e9c95311399f776e331da5/78bd107acd474518b606be1e4fd38239 -# class Skill8(ActiveSkill): +# MIGRATION: character 中没有同名技能“光电鳗”,暂不启用 +# class Skill9(ActiveSkill): # """ # 发射光属性电鳗,使触碰到的敌人受到伤害。 电鳗会在施放技能位置周围旋转并散开。\n # 长按技能键蓄气后发动时,增加光电鳗的体积和持续时间。\n # 在决斗场中,蓄气时间越长,攻击力越高。\n # """ - -# name = '光电鳗' -# cellPos = (5,2) +# name = "光电鳗" # learnLv = 5 # masterLv = 60 # maxLv = 70 +# cellPos = (5,2) # position = 5 # rangeLv = 2 # cd = 2 # mp = [20, 168] -# uuid = '78bd107acd474518b606be1e4fd38239' +# uuid = "78bd107acd474518b606be1e4fd38239" # hasVP = False # hasUP = False -# custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 - +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 +# # # 光电鳗数量 : {value0}个 # data0 = get_data(f'{prefix}/{uuid}', 0) # # 最大蓄气时间 : {value1}秒 # data1 = get_data(f'{prefix}/{uuid}', 1) # # 攻击力 : {value2} ~ {value3}% # data2 = get_data(f'{prefix}/{uuid}', 2) -# hit2 = 3 # data3 = get_data(f'{prefix}/{uuid}', 3) # # 持续时间 : {value4} ~ {value5}秒 # data4 = get_data(f'{prefix}/{uuid}', 4) @@ -386,44 +386,44 @@ class Skill9(SummonSkill): data8 = get_data(f'{prefix}/{uuid}', 8) # 棒暴击攻击力 : {value9}% data9 = get_data(f'{prefix}/{uuid}', 9) - hit9 = 1 * 4 - dataType9 = EnumDataType.D + hit9 = 1 * 4 # 重击攻击力 : {value10}% data10 = get_data(f'{prefix}/{uuid}', 10) hit10 = 1 * 6 - dataType10 = EnumDataType.D # 重击眩晕几率 : {value11}% data11 = get_data(f'{prefix}/{uuid}', 11) # 投掷石头攻击力 : {value12}% data12 = get_data(f'{prefix}/{uuid}', 12) hit12 = 1 * 6 - dataType12 = EnumDataType.D # 3连投攻击力 : {value13}% data13 = get_data(f'{prefix}/{uuid}', 13) hit13 = 3 * 4 - dataType13 = EnumDataType.D # 扩散投攻击力 : {value14}% data14 = get_data(f'{prefix}/{uuid}', 14) hit14 = 5 * 4 - dataType14 = EnumDataType.D # 爆弹撞击攻击力 : {value15}% data15 = get_data(f'{prefix}/{uuid}', 15) hit15 = 1 * 3 - dataType15 = EnumDataType.D # 爆弹爆炸攻击力 : {value16}% data16 = get_data(f'{prefix}/{uuid}', 16) hit16 = 1 * 3 - dataType16 = EnumDataType.D # 棒暴击多段攻击力 : {value17}% data17 = get_data(f'{prefix}/{uuid}', 17) hit17 = 3 - dataType17 = EnumDataType.A # 棒暴击最后一击攻击力 : {value18}% data18 = get_data(f'{prefix}/{uuid}', 18) hit18 = 1 - dataType18 = EnumDataType.A # 在一个地图内可召唤的契约召唤兽数量上限 : {value19} data19 = get_data(f'{prefix}/{uuid}', 19) + dataType9 = EnumDataType.D + dataType10 = EnumDataType.D + dataType12 = EnumDataType.D + dataType13 = EnumDataType.D + dataType14 = EnumDataType.D + dataType15 = EnumDataType.D + dataType16 = EnumDataType.D + dataType17 = EnumDataType.A + dataType18 = EnumDataType.A # 魔法护盾 # mage_female/summoner/dcd536f1674630f01fc9667bb202b851 @@ -690,27 +690,28 @@ class Skill15(ActiveSkill): # 强化 - 后跳 # mage_female/summoner/2b340542e776818b78f3212af184bd6b # 3909d0b188e9c95311399f776e331da5/2b340542e776818b78f3212af184bd6b -# class Skill16(PassiveSkill): +# MIGRATION: character 中没有同名技能“强化 - 后跳”,暂不启用 +# class Skill17(PassiveSkill): # """ # 施放技能期间、 被击或倒地的状态下,可以施放无敌状态的[后跳]。\n # 该能力适用与[后跳]不同的冷却时间,并且不受冷却时间减少效果的影响。\n # 根据施放情况的不同(强制中断技能和被敌人攻击),进入不同冷却时间。\n # 无法强制中断觉醒技能和跳跃超过一定高度的技能。\n # """ - -# name = '强化 - 后跳' -# cellPos = (4,0) +# name = "强化 - 后跳" # learnLv = 10 # masterLv = 1 # maxLv = 1 +# cellPos = (4,0) # position = 4 -# rangeLv = 1 +# rangeLv = None # cd = 30 -# uuid = '2b340542e776818b78f3212af184bd6b' +# uuid = "2b340542e776818b78f3212af184bd6b" +# icon = "$common/$uuid" # hasVP = False # hasUP = False -# custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 - +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 +# # # 强制中断技能时的冷却时间 : {value0}秒 # data0 = get_data(f'{prefix}/{uuid}', 0) # # 被击或倒地期间施放时的冷却时间 : {value1}秒 @@ -719,61 +720,59 @@ class Skill15(ActiveSkill): # 跃翔 # mage_female/summoner/1fea5a626f15230237946a11a9d11582 # 3909d0b188e9c95311399f776e331da5/1fea5a626f15230237946a11a9d11582 -# class Skill17(ActiveSkill): +# MIGRATION: character 中没有同名技能“跃翔”,暂不启用 +# class Skill18(ActiveSkill): # """ # 增加自身20%的跳跃力,效果持续一定时间。\n # 效果持续期间内,再次按技能键可以结束。\n # """ - -# name = '跃翔' -# cellPos = (6,0) +# name = "跃翔" # learnLv = 10 # masterLv = 1 # maxLv = 1 +# cellPos = (6,0) # position = 6 # rangeLv = 3 # cd = 5 # mp = [13, 13] -# uuid = '1fea5a626f15230237946a11a9d11582' -# icon = '$common/$uuid' +# uuid = "1fea5a626f15230237946a11a9d11582" +# icon = "$common/$uuid" # hasVP = False # hasUP = False -# custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 - +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 +# # # 持续时间 : {value0}秒 # data0 = get_data(f'{prefix}/{uuid}', 0) # 落花掌 # mage_female/summoner/8c2379737c5acc935c1731f67f607655 # 3909d0b188e9c95311399f776e331da5/8c2379737c5acc935c1731f67f607655 -# class Skill18(ActiveSkill): +# MIGRATION: character 中没有同名技能“落花掌”,暂不启用 +# class Skill19(ActiveSkill): # """ # 向前方敌人发出猛力一掌,击飞敌人。\n # 若蓄气后发动,则可以增加前进距离; 若攻击时按住向后方向键,则可以原地攻击。\n # 被击飞的敌人可对被撞击的敌人造成伤害。 蓄气达最大值后攻击敌人,可以使撞到墙壁的敌人受到附加伤害并向上弹开。\n # 转职为战斗法师后,才可以强制中断当前动作,并立即施放该技能。\n # """ - -# name = '落花掌' -# cellPos = (9,4) +# name = "落花掌" # learnLv = 15 # masterLv = 60 # maxLv = 70 +# cellPos = (9,4) # position = 9 # rangeLv = 2 # cd = 3 # mp = [20, 210] -# uuid = '8c2379737c5acc935c1731f67f607655' +# uuid = "8c2379737c5acc935c1731f67f607655" # hasVP = False # hasUP = True -# custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 - +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 +# # # 攻击力 : {value0}% # data0 = get_data(f'{prefix}/{uuid}', 0) -# hit0 = 1 # # 间接撞击攻击力 : {value1}% # data1 = get_data(f'{prefix}/{uuid}', 1) -# hit1 = 0 # # 落花掌攻击速度增加 : {value2}% # data2 = get_data(f'{prefix}/{uuid}', 2) # # 击飞力比率 : {value3}% @@ -784,26 +783,26 @@ class Skill15(ActiveSkill): # 精灵召唤 : 亚德炎 # mage_female/summoner/ade01c1d6afc8a05055225045e89fe49 # 3909d0b188e9c95311399f776e331da5/ade01c1d6afc8a05055225045e89fe49 -# class Skill19(ActiveSkill): +# MIGRATION: character 中没有同名技能“精灵召唤 : 亚德炎”,暂不启用 +# class Skill20(ActiveSkill): # """ # 从周围的火属性物体中召唤出火之精灵亚德炎,使其协助自身攻击敌人。\n # 若召唤者死亡,则召唤出的精灵会消失。\n # """ - -# name = '精灵召唤 : 亚德炎' -# cellPos = (1,4) +# name = "精灵召唤 : 亚德炎" # learnLv = 15 # masterLv = 60 # maxLv = 70 +# cellPos = (1,4) # position = 1 # rangeLv = 2 # cd = 10 # mp = [33, 346] -# uuid = 'ade01c1d6afc8a05055225045e89fe49' +# uuid = "ade01c1d6afc8a05055225045e89fe49" # hasVP = False # hasUP = True -# custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 - +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 +# # # 精灵存在时间 : {value0}秒 # data0 = get_data(f'{prefix}/{uuid}', 0) # # 同时召唤的数量上限 : {value1} @@ -818,27 +817,27 @@ class Skill15(ActiveSkill): # 精灵召唤 : 冰奈斯 # mage_female/summoner/ff171dc487807bb9aa28900ca9a46b41 # 3909d0b188e9c95311399f776e331da5/ff171dc487807bb9aa28900ca9a46b41 -# class Skill20(ActiveSkill): +# MIGRATION: character 中没有同名技能“精灵召唤 : 冰奈斯”,暂不启用 +# class Skill21(ActiveSkill): # """ # 从周围的冰属性物体中召唤出冰之精灵冰奈斯,使其协助自身攻击敌人。\n # 召唤出的冰奈斯可以恢复召唤师的生命值。 (在决斗场中无效)\n # 若召唤者死亡,则召唤出的精灵会消失。\n # """ - -# name = '精灵召唤 : 冰奈斯' -# cellPos = (0,4) +# name = "精灵召唤 : 冰奈斯" # learnLv = 15 # masterLv = 60 # maxLv = 70 +# cellPos = (0,4) # position = 0 # rangeLv = 2 # cd = 10 # mp = [33, 346] -# uuid = 'ff171dc487807bb9aa28900ca9a46b41' +# uuid = "ff171dc487807bb9aa28900ca9a46b41" # hasVP = False # hasUP = True -# custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 - +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 +# # # 存在时间 : {value0}秒 # data0 = get_data(f'{prefix}/{uuid}', 0) # # 同时召唤的数量上限 : {value1} @@ -861,26 +860,26 @@ class Skill15(ActiveSkill): # 精灵召唤 : 瑟冥特克 # mage_female/summoner/547ab2b2bd860d3e37355a9cfbc1077c # 3909d0b188e9c95311399f776e331da5/547ab2b2bd860d3e37355a9cfbc1077c -# class Skill21(ActiveSkill): +# MIGRATION: character 中没有同名技能“精灵召唤 : 瑟冥特克”,暂不启用 +# class Skill22(ActiveSkill): # """ # 从周围的暗属性物体中召唤出暗之精灵瑟冥特克,使其协助自身攻击敌人。\n # 若召唤者死亡,则召唤出的精灵会消失。\n # """ - -# name = '精灵召唤 : 瑟冥特克' -# cellPos = (3,4) +# name = "精灵召唤 : 瑟冥特克" # learnLv = 15 # masterLv = 60 # maxLv = 70 +# cellPos = (3,4) # position = 3 # rangeLv = 2 # cd = 10 # mp = [33, 346] -# uuid = '547ab2b2bd860d3e37355a9cfbc1077c' +# uuid = "547ab2b2bd860d3e37355a9cfbc1077c" # hasVP = False # hasUP = True -# custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 - +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 +# # # 精灵存在时间 : {value0}秒 # data0 = get_data(f'{prefix}/{uuid}', 0) # # 同时召唤的数量上限 : {value1} @@ -895,26 +894,26 @@ class Skill15(ActiveSkill): # 精灵召唤 : 雷沃斯 # mage_female/summoner/506e7ed77d517419a6e1c437a2cedb17 # 3909d0b188e9c95311399f776e331da5/506e7ed77d517419a6e1c437a2cedb17 -# class Skill22(ActiveSkill): +# MIGRATION: character 中没有同名技能“精灵召唤 : 雷沃斯”,暂不启用 +# class Skill23(ActiveSkill): # """ # 从周围的光属性物体中召唤出光之精灵雷沃斯,使其协助自身攻击敌人。\n # 若召唤者死亡,则召唤出的精灵会消失。\n # """ - -# name = '精灵召唤 : 雷沃斯' -# cellPos = (2,4) +# name = "精灵召唤 : 雷沃斯" # learnLv = 15 # masterLv = 60 # maxLv = 70 +# cellPos = (2,4) # position = 2 # rangeLv = 2 # cd = 10 # mp = [33, 346] -# uuid = '506e7ed77d517419a6e1c437a2cedb17' +# uuid = "506e7ed77d517419a6e1c437a2cedb17" # hasVP = False # hasUP = True -# custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 - +# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 +# # # 精灵存在时间 : {value0}秒 # data0 = get_data(f'{prefix}/{uuid}', 0) # # 同时召唤的数量上限 : {value1} @@ -1340,15 +1339,12 @@ class Skill32(SummonSkill): # 撕咬的近身攻击力 : {value5}% data5 = get_data(f'{prefix}/{uuid}', 5) hit5 = 1 * 8.25 - dataType5 = EnumDataType.D # 火焰球攻击力 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6) hit6 = 1 * 16.25 - dataType6 = EnumDataType.D # 火焰龙息攻击力 : {value7}% data7 = get_data(f'{prefix}/{uuid}', 7) hit7 = 1 * 7 - dataType7 = EnumDataType.D # 灼伤几率 : {value8}% data8 = get_data(f'{prefix}/{uuid}', 8) # 灼伤持续时间 : {value9}秒 @@ -1358,7 +1354,6 @@ class Skill32(SummonSkill): # 龙威多段攻击力 : {value11}% data11 = get_data(f'{prefix}/{uuid}', 11) hit11 = 5 - dataType11 = EnumDataType.A # 龙威多段攻击次数 : {value12}次 data12 = get_data(f'{prefix}/{uuid}', 12) # 在一个地图内可召唤的契约召唤兽数量上限 : {value13} @@ -1369,6 +1364,10 @@ class Skill32(SummonSkill): # [范围信息] # 学习[心灵感应]后,龙威范围比率 : {value16}% data16 = get_data(f'{prefix}/{uuid}', 16) + dataType5 = EnumDataType.D + dataType6 = EnumDataType.D + dataType7 = EnumDataType.D + dataType11 = EnumDataType.A # 召唤解除 # mage_female/summoner/2e2b7efe778656690f9c8cb6e47c3932 @@ -1396,23 +1395,23 @@ class Skill33(ActiveSkill): # 暴击 # mage_female/summoner/fc1262c19f3d0477ee8eda47b8db8696 # 3909d0b188e9c95311399f776e331da5/fc1262c19f3d0477ee8eda47b8db8696 -# class Skill34(PassiveSkill): +# MIGRATION: character 中没有同名技能“暴击”,暂不启用 +# class Skill35(PassiveSkill): # """ # 集中精神,提升物理/魔法暴击率。\n # """ - -# name = '暴击' -# cellPos = (5,0) +# name = "暴击" # learnLv = 20 # masterLv = 10 # maxLv = 20 +# cellPos = (5,0) # position = 5 # rangeLv = 3 -# uuid = 'fc1262c19f3d0477ee8eda47b8db8696' +# uuid = "fc1262c19f3d0477ee8eda47b8db8696" # hasVP = False # hasUP = False -# custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 - +# 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) @@ -1453,15 +1452,12 @@ class Skill35(SummonSkill): # 挥刀攻击力 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4) hit4 = 1 * 13 - dataType4 = EnumDataType.D # 直刺攻击力 : {value5}% data5 = get_data(f'{prefix}/{uuid}', 5) hit5 = 1 * 9 - dataType5 = EnumDataType.D # 剑气攻击力 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6) hit6 = 1 - dataType6 = EnumDataType.A # 庇护光环物理/魔法防御力增加率 : {value7}% data7 = get_data(f'{prefix}/{uuid}', 7) # 在一个地图内可召唤的契约召唤兽数量上限 : {value8} @@ -1472,6 +1468,9 @@ class Skill35(SummonSkill): # [范围信息] # 学到[心灵感应]后,剑气大小比率 : {value11}% data11 = get_data(f'{prefix}/{uuid}', 11) + dataType4 = EnumDataType.D + dataType5 = EnumDataType.D + dataType6 = EnumDataType.A # 魔力印记 # mage_female/summoner/92360eab6e1f378902018eca681ac629 @@ -1603,16 +1602,13 @@ class Skill38(SummonSkill): # 穿刺攻击力 : {value16}% data16 = get_data(f'{prefix}/{uuid}', 16) hit16 = 1 * 16 - dataType16 = EnumDataType.D # 吐蚀攻击力 : {value17}% x {value18} data17 = get_data(f'{prefix}/{uuid}', 17) hit17 = 6 * 5 - dataType17 = EnumDataType.D data18 = get_data(f'{prefix}/{uuid}', 18) # 喷吐蚀块攻击力 : {value19}% data19 = get_data(f'{prefix}/{uuid}', 19) hit19 = 1 - dataType19 = EnumDataType.A # 在一个地图内可召唤的契约召唤兽数量上限 : {value20} data20 = get_data(f'{prefix}/{uuid}', 20) # 压制力 (4人队伍) : {value21}秒 ({value22}秒) @@ -1623,7 +1619,9 @@ class Skill38(SummonSkill): data23 = get_data(f'{prefix}/{uuid}', 23) # 学习[逆月],被蚀蚕食的袄索的攻击范围比率 : {value24}% data24 = get_data(f'{prefix}/{uuid}', 24) - + dataType16 = EnumDataType.D + dataType17 = EnumDataType.D + dataType19 = EnumDataType.A # 精灵召唤 : 亡魂默克尔 # mage_female/summoner/6a1d1f08a6572be420bb3a256c44c015 @@ -1664,11 +1662,9 @@ class Skill39(SummonSkill): # 暗黑镰刀斩击攻击力 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4) hit4 = 1 * 13 - dataType4 = EnumDataType.D # 暗黑镰刀下斩攻击力 : {value5}% data5 = get_data(f'{prefix}/{uuid}', 5) hit5 = 1 * 13 - dataType5 = EnumDataType.D # 死亡爆炸攻击力 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6) # 死亡爆炸诅咒几率 : {value7}% @@ -1680,13 +1676,11 @@ class Skill39(SummonSkill): # 暗黑雾攻击力 : {value10}% data10 = get_data(f'{prefix}/{uuid}', 10) hit10 = 4 * 6 - dataType10 = EnumDataType.D # 暗黑雾多段攻击次数 : {value11}次 data11 = get_data(f'{prefix}/{uuid}', 11) # 黑雾攻击力 : {value12}% data12 = get_data(f'{prefix}/{uuid}', 12) hit12 = 6 - dataType12 = EnumDataType.A # 黑雾多段攻击次数 : {value13}次 data13 = get_data(f'{prefix}/{uuid}', 13) # 在一个地图内可召唤的高级精灵数量上限 : {value14} @@ -1694,7 +1688,10 @@ class Skill39(SummonSkill): # [范围信息] # 学习[蚀月附灵]后黑雾攻击范围比率 : {value15}% data15 = get_data(f'{prefix}/{uuid}', 15) - + dataType4 = EnumDataType.D + dataType5 = EnumDataType.D + dataType10 = EnumDataType.D + dataType12 = EnumDataType.A # 精灵召唤 : 极光格雷林 # mage_female/summoner/a2d943797daca862a6f321aca6ac9bfa @@ -1735,7 +1732,6 @@ class Skill40(SummonSkill): # 闪电攻击力 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4) hit4 = 2 * 32 - dataType4 = EnumDataType.D # 闪电感电几率 : {value5}% data5 = get_data(f'{prefix}/{uuid}', 5) # 闪电感电持续时间 : {value6}秒 @@ -1743,7 +1739,6 @@ class Skill40(SummonSkill): # 闪电3连发攻击力 : {value7}% data7 = get_data(f'{prefix}/{uuid}', 7) hit7 = 3 * 16 - dataType7 = EnumDataType.D # 闪电3连发感电几率 : {value8}% data8 = get_data(f'{prefix}/{uuid}', 8) # 闪电3连发感电持续时间 : {value9}秒 @@ -1761,12 +1756,14 @@ class Skill40(SummonSkill): # 天雷攻击力 : {value15}% data15 = get_data(f'{prefix}/{uuid}', 15) hit15 = 1 - dataType15 = EnumDataType.A # 在一个地图内可召唤的高级精灵数量上限 : {value16} data16 = get_data(f'{prefix}/{uuid}', 16) # [范围信息] # 学习[蚀月附灵]后,落雷范围比率 : {value17}% data17 = get_data(f'{prefix}/{uuid}', 17) + dataType4 = EnumDataType.D + dataType7 = EnumDataType.D + dataType15 = EnumDataType.A # 精灵召唤 : 冰影阿奎利斯 # mage_female/summoner/c7bf7ccab413009640e65ca6f2f0263a @@ -1808,11 +1805,9 @@ class Skill41(SummonSkill): # 落冰攻击力 : {value5}% data5 = get_data(f'{prefix}/{uuid}', 5) hit5 = 3 * 14 - dataType5 = EnumDataType.D # 冰息攻击力 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6) hit6 = 1 * 11 - dataType6 = EnumDataType.D # 冰息冰冻几率 : {value7}% data7 = get_data(f'{prefix}/{uuid}', 7) # 死亡爆炸攻击力 : {value8}% @@ -1824,13 +1819,11 @@ class Skill41(SummonSkill): # 冰导弹攻击力 : {value11}% data11 = get_data(f'{prefix}/{uuid}', 11) hit11 = 3 * 4 - dataType11 = EnumDataType.D # 冰导弹多段攻击次数 : {value12}次 data12 = get_data(f'{prefix}/{uuid}', 12) # 七重冰导弹攻击力 : {value13}% data13 = get_data(f'{prefix}/{uuid}', 13) hit13 = 7 - dataType13 = EnumDataType.A # 七重冰导弹多段攻击次数 : {value14}次 data14 = get_data(f'{prefix}/{uuid}', 14) # 冰导弹,七重冰导弹冰冻几率 : {value15}% @@ -1844,7 +1837,10 @@ class Skill41(SummonSkill): data18 = get_data(f'{prefix}/{uuid}', 18) # 学习[蚀月附灵]后,七重冰导弹大小比率 : {value19}% data19 = get_data(f'{prefix}/{uuid}', 19) - + dataType5 = EnumDataType.D + dataType6 = EnumDataType.D + dataType11 = EnumDataType.D + dataType13 = EnumDataType.A # 精灵召唤 : 火焰赫瑞克 # mage_female/summoner/1b1cfab062e0768bcc889e33e1f30dbf @@ -1885,31 +1881,24 @@ class Skill42(SummonSkill): # 火焰剑上斩攻击力 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4) hit4 = 1 * 15 - dataType4 = EnumDataType.D # 火焰下重斩攻击力 : {value5}% data5 = get_data(f'{prefix}/{uuid}', 5) hit5 = 1 * 11 - dataType5 = EnumDataType.D # 火焰下重斩剑气攻击力 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6) hit6 = 1 * 11 - dataType6 = EnumDataType.D # 火焰爆剑术第1击攻击力 : {value7}% data7 = get_data(f'{prefix}/{uuid}', 7) hit7 = 1 - dataType7 = EnumDataType.A # 火焰爆剑术第2击攻击力 : {value8}% data8 = get_data(f'{prefix}/{uuid}', 8) hit8 = 1 - dataType8 = EnumDataType.A # 火焰爆剑术第3击攻击力 : {value9}% data9 = get_data(f'{prefix}/{uuid}', 9) hit9 = 1 - dataType9 = EnumDataType.A # 火焰爆剑术爆炸攻击力 : {value10}% data10 = get_data(f'{prefix}/{uuid}', 10) hit10 = 3 - dataType10 = EnumDataType.A # 死亡爆炸攻击力 : {value11}% data11 = get_data(f'{prefix}/{uuid}', 11) # 死亡爆炸灼伤几率 : {value12}% @@ -1921,7 +1910,13 @@ class Skill42(SummonSkill): # [范围信息] # 学习[蚀月附灵]后,火焰爆剑术范围比率 : {value15}% data15 = get_data(f'{prefix}/{uuid}', 15) - + dataType4 = EnumDataType.D + dataType5 = EnumDataType.D + dataType6 = EnumDataType.D + dataType7 = EnumDataType.A + dataType8 = EnumDataType.A + dataType9 = EnumDataType.A + dataType10 = EnumDataType.A # 召唤兽狂化 # mage_female/summoner/ecc23c980ea71450c0ad0c3fd232f329 @@ -1999,21 +1994,17 @@ class Skill44(SummonSkill): # 杖攻击的攻击力 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6) hit6 = 1 * 4 - dataType6 = EnumDataType.D # 冰冻针刺攻击力 : {value7}% data7 = get_data(f'{prefix}/{uuid}', 7) hit7 = 10 * 3 - dataType7 = EnumDataType.D # 冰冻针刺冰冻几率 : 5% # 冰冻针刺冰冻持续时间 : 3秒 # 火球攻击力 : {value8}% data8 = get_data(f'{prefix}/{uuid}', 8) hit8 = 1 * 11 - dataType8 = EnumDataType.D # 冰柱攻击力 : {value9}% data9 = get_data(f'{prefix}/{uuid}', 9) hit9 = 1 * 9 - dataType9 = EnumDataType.D # 寒冰柱冰冻几率 : {value10}% data10 = get_data(f'{prefix}/{uuid}', 10) # 寒冰柱冰冻持续时间 : {value11}秒 @@ -2025,16 +2016,20 @@ class Skill44(SummonSkill): # 陨石冲击攻击力 : {value14}% data14 = get_data(f'{prefix}/{uuid}', 14) hit14 = 1 - dataType14 = EnumDataType.A # 陨石冲击爆炸攻击力 : {value15}% data15 = get_data(f'{prefix}/{uuid}', 15) hit15 = 1 - dataType15 = EnumDataType.A # 在一个地图内可召唤的契约召唤兽数量上限 : {value16} data16 = get_data(f'{prefix}/{uuid}', 16) # [范围信息] # 学到[心灵感应]后,陨石冲击范围比率 : {value17}% data17 = get_data(f'{prefix}/{uuid}', 17) + dataType6 = EnumDataType.D + dataType7 = EnumDataType.D + dataType8 = EnumDataType.D + dataType9 = EnumDataType.D + dataType14 = EnumDataType.A + dataType15 = EnumDataType.A mode = ['秒伤', '附灵'] @@ -2107,23 +2102,18 @@ class Skill45(SummonSkill): # 元素之触攻击力 : {value7}% data7 = get_data(f'{prefix}/{uuid}', 7) hit7 = 1 * 9 - dataType7 = EnumDataType.D # 波刃攻击力 : {value8}% data8 = get_data(f'{prefix}/{uuid}', 8) hit8 = 2 * 5 - dataType8 = EnumDataType.D # 闪电攻击力 : {value9}% data9 = get_data(f'{prefix}/{uuid}', 9) hit9 = 3 * 3 - dataType9 = EnumDataType.D # 激光攻击力 : {value10}% data10 = get_data(f'{prefix}/{uuid}', 10) hit10 = 4 * 2 - dataType10 = EnumDataType.D # 超高密度镭射光攻击力 : {value11}% data11 = get_data(f'{prefix}/{uuid}', 11) hit11 = 8 - dataType11 = EnumDataType.A # 超高密度镭射光多段攻击次数 : {value12}次 data12 = get_data(f'{prefix}/{uuid}', 12) # 周围每个己方精灵增加的攻击力比率 : 15% @@ -2135,6 +2125,11 @@ class Skill45(SummonSkill): data14 = get_data(f'{prefix}/{uuid}', 14) # 学习[蚀月附灵]后,激光大小比率 : {value15}% data15 = get_data(f'{prefix}/{uuid}', 15) + dataType7 = EnumDataType.D + dataType8 = EnumDataType.D + dataType9 = EnumDataType.D + dataType10 = EnumDataType.D + dataType11 = EnumDataType.A def setMode(self, mode): if self.vp == 1: @@ -2299,30 +2294,30 @@ class Skill48(SummonSkill): # 横劈攻击力 : {value5}% data5 = get_data(f'{prefix}/{uuid}', 5) hit5 = 1 * 9.5 - dataType5 = EnumDataType.D # 愤怒突进攻击力 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6) hit6 = 1 * 6 - dataType6 = EnumDataType.D # 咆哮攻击力 : {value7}% data7 = get_data(f'{prefix}/{uuid}', 7) hit7 = 1 * 6 - dataType7 = EnumDataType.D # 狂暴愤怒横劈攻击力 : {value8}% data8 = get_data(f'{prefix}/{uuid}', 8) hit8 = 1 - dataType8 = EnumDataType.A # 狂暴愤怒下劈攻击力 : {value9}% data9 = get_data(f'{prefix}/{uuid}', 9) hit9 = 1 - dataType9 = EnumDataType.A # 狂暴愤怒冲击波攻击力 : {value10}% data10 = get_data(f'{prefix}/{uuid}', 10) hit10 = 1 - dataType10 = EnumDataType.A # [范围信息] # 学到[心灵感应]后,狂暴愤怒范围比率 : {value11}% data11 = get_data(f'{prefix}/{uuid}', 11) + dataType5 = EnumDataType.D + dataType6 = EnumDataType.D + dataType7 = EnumDataType.D + dataType8 = EnumDataType.A + dataType9 = EnumDataType.A + dataType10 = EnumDataType.A # def setMode(self, mode): # if self.vp == 1: @@ -2422,15 +2417,12 @@ class Skill50(SummonSkill): # 夜冥流 · 不动剑攻击力 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6) hit6 = 1 * 16.2 - dataType6 = EnumDataType.D # 夜冥流 · 疾风剑攻击力 : {value7}% data7 = get_data(f'{prefix}/{uuid}', 7) hit7 = 1 * 10.2 - dataType7 = EnumDataType.D # 夜冥流 · 残心剑攻击力 : {value8}% data8 = get_data(f'{prefix}/{uuid}', 8) hit8 = 1 * 8.1 - dataType8 = EnumDataType.D # 必杀剑 · 千鬼杀斩击攻击力 : {value9}% data9 = get_data(f'{prefix}/{uuid}', 9) # 必杀剑 · 千鬼杀剑气攻击力 : {value10}% @@ -2439,6 +2431,9 @@ class Skill50(SummonSkill): data11 = get_data(f'{prefix}/{uuid}', 11) # 必杀剑 · 狱冥天地攻击力 : {value12}% data12 = get_data(f'{prefix}/{uuid}', 12) + dataType6 = EnumDataType.D + dataType7 = EnumDataType.D + dataType8 = EnumDataType.D def setMode(self, mode): mode = '秒伤' @@ -2447,7 +2442,6 @@ class Skill50(SummonSkill): def getSkillCD(self, mode=None): return 1.0 - # 必杀剑·千鬼杀 # mage_female/summoner/4c3e0c5955661f7bbc1ed6a6d3bb7803 # 3909d0b188e9c95311399f776e331da5/4c3e0c5955661f7bbc1ed6a6d3bb7803 @@ -2471,8 +2465,6 @@ class Skill51(ActiveSkill): hasVP = False hasUP = False custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 - - # [必杀剑·千鬼杀]的攻击力数值与[契约召唤 : 征服者卡西利亚斯]一致。 hit0 = 1 hit1 = 5 @@ -2482,6 +2474,8 @@ class Skill51(ActiveSkill): self.data1 = source.data10 return super().getSkillData(source.lv) + # [必杀剑·千鬼杀]的攻击力数值与[契约召唤 : 征服者卡西利亚斯]一致。 + # 支配之环 # mage_female/summoner/4e9e8942841b9767f683fb23c1ef1435 # 3909d0b188e9c95311399f776e331da5/4e9e8942841b9767f683fb23c1ef1435 @@ -2841,45 +2835,37 @@ class Skill58(SummonSkill): # 基本攻击第1击攻击力 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) hit3 = 1 * 4.6 - dataType3 = EnumDataType.D # 基本攻击第1击冷却时间 : {value4}秒 data4 = get_data(f'{prefix}/{uuid}', 4) # 基本攻击第2击攻击力 : {value5}% data5 = get_data(f'{prefix}/{uuid}', 5) hit5 = 1 * 3.795 - dataType5 = EnumDataType.D # 基本攻击第2击冷却时间 : {value6}秒 data6 = get_data(f'{prefix}/{uuid}', 6) # 蚀击突进攻击力 : {value7}% data7 = get_data(f'{prefix}/{uuid}', 7) hit7 = 1 * 4.6 - dataType7 = EnumDataType.D # 蚀击第1击攻击力 : {value8}% data8 = get_data(f'{prefix}/{uuid}', 8) hit8 = 1 * 4.6 - dataType8 = EnumDataType.D # 蚀击第2击攻击力 : {value9}% data9 = get_data(f'{prefix}/{uuid}', 9) hit9 = 1 * 4.6 - dataType9 = EnumDataType.D # 蚀击冷却时间 : {value10}秒 data10 = get_data(f'{prefix}/{uuid}', 10) # 蚀握突进多段攻击力 : {value11}% data11 = get_data(f'{prefix}/{uuid}', 11) hit11 = 4 * 3.335 - dataType11 = EnumDataType.D # 蚀握突进多段攻击次数 : {value12}次 data12 = get_data(f'{prefix}/{uuid}', 12) # 蚀握抓取攻击力 : {value13}% data13 = get_data(f'{prefix}/{uuid}', 13) hit13 = 1 * 3.335 - dataType13 = EnumDataType.D # 蚀握冷却时间 : {value14}秒 data14 = get_data(f'{prefix}/{uuid}', 14) # 蚀旋攻击力 : {value15}% data15 = get_data(f'{prefix}/{uuid}', 15) hit15 = 3 - dataType15 = EnumDataType.A # 蚀旋多段攻击次数 : {value16}次 data16 = get_data(f'{prefix}/{uuid}', 16) # 召唤结束时冲击波攻击力 : {value17}% @@ -2892,11 +2878,18 @@ class Skill58(SummonSkill): data20 = get_data(f'{prefix}/{uuid}', 20) # 攻击力增加率上限 : {value21}% data21 = get_data(f'{prefix}/{uuid}', 21) + dataType3 = EnumDataType.D + dataType5 = EnumDataType.D + dataType7 = EnumDataType.D + dataType8 = EnumDataType.D + dataType9 = EnumDataType.D + dataType11 = EnumDataType.D + dataType13 = EnumDataType.D + dataType15 = EnumDataType.A # 自身强化 skillDamage = 1.15 - # 咒令 : 逆月之蚀 # mage_female/summoner/3b712691fcaaaa80438e5e31b6451884 # 3909d0b188e9c95311399f776e331da5/3b712691fcaaaa80438e5e31b6451884 diff --git a/backend/core/character/GF/mage_female/witch.py b/backend/core/character/GF/mage_female/witch.py index aa556ba1..8309da35 100644 --- a/backend/core/character/GF/mage_female/witch.py +++ b/backend/core/character/GF/mage_female/witch.py @@ -333,6 +333,7 @@ class Skill3(PassiveSkill): # rangeLv = 2 # cd = 10 # mp = [65, 672] +# dule = {'cd': 8, 'mp': [13, 134]} # uuid = "a5fa08f5d509e6ff2ebc68856a470b5a" # hasVP = False # hasUP = False diff --git a/backend/core/character/GF/mage_male/dimension_walker.py b/backend/core/character/GF/mage_male/dimension_walker.py index 1ef077fc..b33823ed 100644 --- a/backend/core/character/GF/mage_male/dimension_walker.py +++ b/backend/core/character/GF/mage_male/dimension_walker.py @@ -1016,7 +1016,6 @@ class Skill29(PassiveSkill): hasUP = False custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 - # 1 99 # 乖离 : 迷雾 # mage_male/dimension_walker/5892d1fa4462e561ac8f8d2c74892b0a diff --git a/backend/core/character/GF/priest_female/crusader_female.py b/backend/core/character/GF/priest_female/crusader_female.py index a5fa5d6a..54bb90eb 100644 --- a/backend/core/character/GF/priest_female/crusader_female.py +++ b/backend/core/character/GF/priest_female/crusader_female.py @@ -361,7 +361,7 @@ class Skill10(ActiveBufferSkill): # 大幅度挥动巨兵,勾起敌人后砸向地面。\n # 对可抓取的敌人成功勾起后,进入无敌状态。 随后按下向后键,可将敌人扔向后方。\n # 对无法抓取的敌人不适用控制效果。\n -# 堕落的七宗罪状态下使用时,将被勾起的敌人拉到角色位置后砸向地面。\n +# 在[原罪释放·净化]状态下施放时,将被勾起的敌人拉到角色位置后砸向地面。\n # 转职为光明骑士后,技能类型变为独立攻击力。\n # """ # name = "钩颈斩" diff --git a/backend/core/character/GF/priest_female/inquistor.py b/backend/core/character/GF/priest_female/inquistor.py index 25459763..997273ee 100644 --- a/backend/core/character/GF/priest_female/inquistor.py +++ b/backend/core/character/GF/priest_female/inquistor.py @@ -277,7 +277,7 @@ class Skill6(ActiveSkill): # 大幅度挥动巨兵,勾起敌人后砸向地面。\n # 对可抓取的敌人成功勾起后,进入无敌状态。 随后按下向后键,可将敌人扔向后方。\n # 对无法抓取的敌人不适用控制效果。\n -# 堕落的七宗罪状态下使用时,将被勾起的敌人拉到角色位置后砸向地面。\n +# 在[原罪释放·净化]状态下施放时,将被勾起的敌人拉到角色位置后砸向地面。\n # 转职为光明骑士后,技能类型变为独立攻击力。\n # """ # name = "钩颈斩" diff --git a/backend/core/character/GF/priest_female/mistress.py b/backend/core/character/GF/priest_female/mistress.py index adac7fcc..217eef18 100644 --- a/backend/core/character/GF/priest_female/mistress.py +++ b/backend/core/character/GF/priest_female/mistress.py @@ -271,7 +271,7 @@ class Skill8(ActiveSkill): 大幅度挥动巨兵,勾起敌人后砸向地面。\n 对可抓取的敌人成功勾起后,进入无敌状态。 随后按下向后键,可将敌人扔向后方。\n 对无法抓取的敌人不适用控制效果。\n - 堕落的七宗罪状态下使用时,将被勾起的敌人拉到角色位置后砸向地面。\n + 在[原罪释放·净化]状态下施放时,将被勾起的敌人拉到角色位置后砸向地面。\n 转职为光明骑士后,技能类型变为独立攻击力。\n """ name = "钩颈斩" diff --git a/backend/core/character/GF/priest_female/sorceress.py b/backend/core/character/GF/priest_female/sorceress.py index bd42fcde..0fab95d6 100644 --- a/backend/core/character/GF/priest_female/sorceress.py +++ b/backend/core/character/GF/priest_female/sorceress.py @@ -274,7 +274,7 @@ class Skill3(PassiveSkill): # 大幅度挥动巨兵,勾起敌人后砸向地面。\n # 对可抓取的敌人成功勾起后,进入无敌状态。 随后按下向后键,可将敌人扔向后方。\n # 对无法抓取的敌人不适用控制效果。\n -# 堕落的七宗罪状态下使用时,将被勾起的敌人拉到角色位置后砸向地面。\n +# 在[原罪释放·净化]状态下施放时,将被勾起的敌人拉到角色位置后砸向地面。\n # 转职为光明骑士后,技能类型变为独立攻击力。\n # """ # name = "钩颈斩" diff --git a/backend/core/character/GF/priest_male/crusader_male.py b/backend/core/character/GF/priest_male/crusader_male.py index 5203a5cb..b71a08d5 100644 --- a/backend/core/character/GF/priest_male/crusader_male.py +++ b/backend/core/character/GF/priest_male/crusader_male.py @@ -1522,7 +1522,6 @@ class Skill39(PassiveSkill): hasUP = False custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 - # 1 99 # 圣光突袭 # priest_male/crusader_male/c47b66efd27845ef14954928ea2f95c8 diff --git a/backend/core/character/GF/swordman_female/sword_master.py b/backend/core/character/GF/swordman_female/sword_master.py index c40cc630..8a2d9cf3 100644 --- a/backend/core/character/GF/swordman_female/sword_master.py +++ b/backend/core/character/GF/swordman_female/sword_master.py @@ -134,7 +134,6 @@ class Skill1(ActiveSkill): if weapon[0] == '钝器': self.hit3 = 3 - # 1 99 # 后跳 # swordman_female/sword_master/7822d6d52e10964a6755f142c666b494 diff --git a/backend/core/character/GF/swordman_female/vegabond.py b/backend/core/character/GF/swordman_female/vegabond.py index 508f8f68..ed209986 100644 --- a/backend/core/character/GF/swordman_female/vegabond.py +++ b/backend/core/character/GF/swordman_female/vegabond.py @@ -958,9 +958,9 @@ class Skill29(ActiveSkill): hit0 = 1 # 砸地物理攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) - hit2 = 1 # 周围冲击波攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) + hit2 = 1 # [范围信息] # 冲击波范围 : {value3}px data3 = get_data(f'{prefix}/{uuid}', 3) @@ -1672,8 +1672,8 @@ class Skill43(ActiveSkill): hit0 = 1 # 连续斩击攻击力 : {value1}% X {value2} data1 = get_data(f'{prefix}/{uuid}', 1) - hit2 = 18 data2 = get_data(f'{prefix}/{uuid}', 2) + hit2 = 18 # 前冲攻击力 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) hit3 = 1 diff --git a/backend/core/character/GF/thief/shadow_dancer.py b/backend/core/character/GF/thief/shadow_dancer.py index 6832db2e..aef9b255 100644 --- a/backend/core/character/GF/thief/shadow_dancer.py +++ b/backend/core/character/GF/thief/shadow_dancer.py @@ -770,7 +770,6 @@ class Skill21(ActiveSkill): hasUP = False custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 - # 1 99 # 撕裂 # thief/shadow_dancer/c5a2956d8ed3af1746ed2f76ca971a09 diff --git a/backend/core/character/adventure.py b/backend/core/character/adventure.py index 0a3a23f6..2cc5f70f 100644 --- a/backend/core/character/adventure.py +++ b/backend/core/character/adventure.py @@ -196,7 +196,7 @@ adv = [ 'name': 'archer', 'title': '弓箭手', 'children': [ - {'id': 0, 'name': 'muse', 'title': '聆风·缪斯', 'open': False}, + {'id': 0, 'name': 'muse', 'title': '聆风·缪斯', 'open': True, 'class': 'GF.archer.muse'}, {'id': 1, 'name': 'traveler', 'title': '聆风·旅人', 'open': True, 'class': 'GF.archer.traveler'}, {'id': 2, 'name': 'hunter', 'title': '聆风·猎人', 'open': True, 'class': 'GF.archer.hunter'}, {'id': 3, 'name': 'vigilante', 'title': '聆风·妖护使', 'open': True, 'class': 'GF.archer.vigilante'},