new:添加缪斯
This commit is contained in:
@@ -37,7 +37,7 @@ class CalcBufferMixin(CharacterBase):
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value2 = (info[2][0] + info[2][2]) * info[2][1]
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value2 = (info[2][0] + info[2][2]) * info[2][1]
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value3 = info[3]
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value3 = info[3]
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value4 = info[4]
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value4 = info[4]
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if i.buffType == 'awake' and self.bindAwake == 50:
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if False and i.buffType == 'awake' and self.bindAwake == 50:
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pass
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pass
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else:
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else:
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skillInfos.append(
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skillInfos.append(
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File diff suppressed because it is too large
Load Diff
@@ -1234,7 +1234,8 @@ class Skill35(ActiveSkill):
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# 攻击力 : {value2}%
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# 攻击力 : {value2}%
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data2 = get_data(f'{prefix}/{uuid}', 2)
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data2 = get_data(f'{prefix}/{uuid}', 2)
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hit2 = 24
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hit2 = 24
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# 压制力 (4人队伍) : {value3}秒 ({value4}秒)
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# [范围信息]
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# 落下范围 : {value3}px
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data3 = get_data(f'{prefix}/{uuid}', 3)
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data3 = get_data(f'{prefix}/{uuid}', 3)
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data4 = get_data(f'{prefix}/{uuid}', 4)
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data4 = get_data(f'{prefix}/{uuid}', 4)
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# [范围信息]
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# [范围信息]
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@@ -501,10 +501,10 @@ class Skill15(ActiveSkill):
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# 沙尘命中时中毒攻击力 : {value5}%
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# 沙尘命中时中毒攻击力 : {value5}%
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data5 = get_data(f'{prefix}/{uuid}', 5)
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data5 = get_data(f'{prefix}/{uuid}', 5)
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hit5 = 2
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hit5 = 2
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dataType5 = EnumDamageType.ENCHANTPOISON
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# [范围信息]
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# [范围信息]
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# 沙尘大小比率 : {value6}%
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# 沙尘大小比率 : {value6}%
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data6 = get_data(f'{prefix}/{uuid}', 6)
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data6 = get_data(f'{prefix}/{uuid}', 6)
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dataType5 = EnumDamageType.ENCHANTPOISON
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# 鹰踏
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# 鹰踏
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# fighter_female/brawler_female/78bd107acd474518b606be1e4fd38239
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# fighter_female/brawler_female/78bd107acd474518b606be1e4fd38239
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@@ -708,14 +708,14 @@ class Skill21(ActiveSkill):
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# 摆拳攻击时中毒攻击力 : {value6}%
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# 摆拳攻击时中毒攻击力 : {value6}%
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data6 = get_data(f'{prefix}/{uuid}', 6)
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data6 = get_data(f'{prefix}/{uuid}', 6)
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hit6 = 1
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hit6 = 1
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dataType6 = EnumDamageType.ENCHANTPOISON
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# 爆炸攻击时中毒攻击力 : {value7}%
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# 爆炸攻击时中毒攻击力 : {value7}%
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data7 = get_data(f'{prefix}/{uuid}', 7)
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data7 = get_data(f'{prefix}/{uuid}', 7)
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hit7 = 1
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hit7 = 1
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dataType7 = EnumDamageType.ENCHANTPOISON
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# [范围信息]
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# [范围信息]
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# 爆炸范围比率 : {value8}%
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# 爆炸范围比率 : {value8}%
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data8 = get_data(f'{prefix}/{uuid}', 8)
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data8 = get_data(f'{prefix}/{uuid}', 8)
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dataType6 = EnumDamageType.ENCHANTPOISON
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dataType7 = EnumDamageType.ENCHANTPOISON
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# 每个异常增伤20%,最高60%增伤
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# 每个异常增伤20%,最高60%增伤
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skillDamage = 1.6
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skillDamage = 1.6
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@@ -723,6 +723,7 @@ class Skill21(ActiveSkill):
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# 念气波
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# 念气波
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# fighter_female/brawler_female/01c3a2fb793d293a25ed8dc7a0d70c1a
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# fighter_female/brawler_female/01c3a2fb793d293a25ed8dc7a0d70c1a
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# a7a059ebe9e6054c0644b40ef316d6e9/01c3a2fb793d293a25ed8dc7a0d70c1a
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# a7a059ebe9e6054c0644b40ef316d6e9/01c3a2fb793d293a25ed8dc7a0d70c1a
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# MIGRATION: character 中没有同名技能“念气波”,暂不启用
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# class Skill22(ActiveSkill):
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# class Skill22(ActiveSkill):
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# """
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# """
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# 使念气实体化后向前方敌人发射。\n
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# 使念气实体化后向前方敌人发射。\n
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@@ -742,7 +743,7 @@ class Skill21(ActiveSkill):
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# hasVP = False
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# hasVP = False
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# hasUP = True
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# hasUP = True
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# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501
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# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501
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#
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# # 攻击力 : {value0}%
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# # 攻击力 : {value0}%
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# data0 = get_data(f'{prefix}/{uuid}', 0)
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# data0 = get_data(f'{prefix}/{uuid}', 0)
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# # 诱导性比率 : {value1}%
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# # 诱导性比率 : {value1}%
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@@ -844,7 +845,6 @@ class Skill24(ActiveSkill):
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# 针攻击时毒攻击力 : {value5}%
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# 针攻击时毒攻击力 : {value5}%
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data5 = get_data(f'{prefix}/{uuid}', 5)
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data5 = get_data(f'{prefix}/{uuid}', 5)
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hit5 = 1
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hit5 = 1
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dataType5 = EnumDamageType.ENCHANTPOISON
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# [学习猛毒之伤后]
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# [学习猛毒之伤后]
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# 中毒攻击力 : {value6}%
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# 中毒攻击力 : {value6}%
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data6 = get_data(f'{prefix}/{uuid}', 6)
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data6 = get_data(f'{prefix}/{uuid}', 6)
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@@ -853,6 +853,7 @@ class Skill24(ActiveSkill):
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data7 = get_data(f'{prefix}/{uuid}', 7)
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data7 = get_data(f'{prefix}/{uuid}', 7)
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# 中毒持续时间 : {value8}秒
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# 中毒持续时间 : {value8}秒
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data8 = get_data(f'{prefix}/{uuid}', 8)
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data8 = get_data(f'{prefix}/{uuid}', 8)
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dataType5 = EnumDamageType.ENCHANTPOISON
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# 双重投掷
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# 双重投掷
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# fighter_female/brawler_female/4b2c90ec226fd40e967875aa5eabefb2
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# fighter_female/brawler_female/4b2c90ec226fd40e967875aa5eabefb2
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@@ -977,6 +978,7 @@ class Skill27(PassiveSkill):
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# 暴击
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# 暴击
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# fighter_female/brawler_female/fc1262c19f3d0477ee8eda47b8db8696
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# fighter_female/brawler_female/fc1262c19f3d0477ee8eda47b8db8696
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# a7a059ebe9e6054c0644b40ef316d6e9/fc1262c19f3d0477ee8eda47b8db8696
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# a7a059ebe9e6054c0644b40ef316d6e9/fc1262c19f3d0477ee8eda47b8db8696
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# MIGRATION: character 中没有同名技能“暴击”,暂不启用
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# class Skill28(PassiveSkill):
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# class Skill28(PassiveSkill):
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# """
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# """
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# 集中精神,提升物理/魔法暴击率。\n
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# 集中精神,提升物理/魔法暴击率。\n
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@@ -992,7 +994,7 @@ class Skill27(PassiveSkill):
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# hasVP = False
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# hasVP = False
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# hasUP = False
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# hasUP = False
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# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501
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# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501
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#
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# # 物理/魔法暴击率增加 : {value0}%
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# # 物理/魔法暴击率增加 : {value0}%
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# data0 = get_data(f'{prefix}/{uuid}', 0)
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# data0 = get_data(f'{prefix}/{uuid}', 0)
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@@ -1078,14 +1080,14 @@ class Skill30(ActiveSkill):
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# 砖块攻击时中毒攻击力 : {value6}%
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# 砖块攻击时中毒攻击力 : {value6}%
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data6 = get_data(f'{prefix}/{uuid}', 6)
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data6 = get_data(f'{prefix}/{uuid}', 6)
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hit6 = 1
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hit6 = 1
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dataType6 = EnumDamageType.ENCHANTPOISON
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# 砖碎块攻击时中毒攻击力 : {value7}%
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# 砖碎块攻击时中毒攻击力 : {value7}%
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data7 = get_data(f'{prefix}/{uuid}', 7)
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data7 = get_data(f'{prefix}/{uuid}', 7)
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hit7 = 1
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hit7 = 1
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dataType7 = EnumDamageType.ENCHANTPOISON
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# [范围信息]
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# [范围信息]
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# 碎块范围比率 : {value8}%
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# 碎块范围比率 : {value8}%
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data8 = get_data(f'{prefix}/{uuid}', 8)
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data8 = get_data(f'{prefix}/{uuid}', 8)
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dataType6 = EnumDamageType.ENCHANTPOISON
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dataType7 = EnumDamageType.ENCHANTPOISON
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# 伏虎霸王拳
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# 伏虎霸王拳
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# fighter_female/brawler_female/8c2379737c5acc935c1731f67f607655
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# fighter_female/brawler_female/8c2379737c5acc935c1731f67f607655
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@@ -1123,17 +1125,17 @@ class Skill31(ActiveSkill):
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# [发动涂毒时附加中毒攻击力]
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# [发动涂毒时附加中毒攻击力]
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# 连击时,中毒攻击力 : {value4}%
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# 连击时,中毒攻击力 : {value4}%
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data4 = get_data(f'{prefix}/{uuid}', 4)
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data4 = get_data(f'{prefix}/{uuid}', 4)
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dataType4 = EnumDamageType.ENCHANTPOISON
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# 最后一击时,中毒攻击力 : {value5}%
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# 最后一击时,中毒攻击力 : {value5}%
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data5 = get_data(f'{prefix}/{uuid}', 5)
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data5 = get_data(f'{prefix}/{uuid}', 5)
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dataType5 = EnumDamageType.ENCHANTPOISON
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# 抓取失败时,冲击波中毒攻击力 : {value6}%
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# 抓取失败时,冲击波中毒攻击力 : {value6}%
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data6 = get_data(f'{prefix}/{uuid}', 6)
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data6 = get_data(f'{prefix}/{uuid}', 6)
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hit6 = 1
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hit6 = 1
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dataType6 = EnumDamageType.ENCHANTPOISON
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# [范围信息]
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# [范围信息]
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# 冲击波范围比率 : {value7}%
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# 冲击波范围比率 : {value7}%
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data7 = get_data(f'{prefix}/{uuid}', 7)
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data7 = get_data(f'{prefix}/{uuid}', 7)
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dataType4 = EnumDamageType.ENCHANTPOISON
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dataType5 = EnumDamageType.ENCHANTPOISON
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dataType6 = EnumDamageType.ENCHANTPOISON
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# 旋风腿
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# 旋风腿
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# fighter_female/brawler_female/202edb928046f4fa6dedf6337377efd5
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# fighter_female/brawler_female/202edb928046f4fa6dedf6337377efd5
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@@ -1321,10 +1323,10 @@ class Skill35(ActiveSkill):
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# 踢击命中时,中毒攻击力 : {value6}%
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# 踢击命中时,中毒攻击力 : {value6}%
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data6 = get_data(f'{prefix}/{uuid}', 6)
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data6 = get_data(f'{prefix}/{uuid}', 6)
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hit6 = 1
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hit6 = 1
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dataType6 = EnumDamageType.ENCHANTPOISON
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# [范围信息]
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# [范围信息]
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# 攻击范围比率 : {value7}%
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# 攻击范围比率 : {value7}%
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data7 = get_data(f'{prefix}/{uuid}', 7)
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data7 = get_data(f'{prefix}/{uuid}', 7)
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dataType6 = EnumDamageType.ENCHANTPOISON
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mode = ['不可抓取', '可抓取']
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mode = ['不可抓取', '可抓取']
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@@ -1469,10 +1471,10 @@ class Skill37(ActiveSkill):
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# 毒气柱攻击时中毒攻击力 : {value5}%
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# 毒气柱攻击时中毒攻击力 : {value5}%
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data5 = get_data(f'{prefix}/{uuid}', 5)
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data5 = get_data(f'{prefix}/{uuid}', 5)
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hit5 = 7
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hit5 = 7
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dataType5 = EnumDamageType.ENCHANTPOISON
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# [范围信息]
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# [范围信息]
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# 毒气柱爆炸范围比率 : {value6}%
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# 毒气柱爆炸范围比率 : {value6}%
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data6 = get_data(f'{prefix}/{uuid}', 6)
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data6 = get_data(f'{prefix}/{uuid}', 6)
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dataType5 = EnumDamageType.ENCHANTPOISON
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def vp_1(self):
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def vp_1(self):
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"""
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"""
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@@ -1545,16 +1547,16 @@ class Skill38(ActiveSkill):
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# 生活用品攻击时中毒攻击力 : {value8}%
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# 生活用品攻击时中毒攻击力 : {value8}%
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data8 = get_data(f'{prefix}/{uuid}', 8)
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data8 = get_data(f'{prefix}/{uuid}', 8)
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hit8 = 25
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hit8 = 25
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dataType8 = EnumDamageType.ENCHANTPOISON
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# 炸药爆炸攻击时中毒攻击力 : {value9}%
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# 炸药爆炸攻击时中毒攻击力 : {value9}%
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data9 = get_data(f'{prefix}/{uuid}', 9)
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data9 = get_data(f'{prefix}/{uuid}', 9)
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hit9 = 1
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hit9 = 1
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dataType9 = EnumDamageType.ENCHANTPOISON
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# [范围信息]
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# [范围信息]
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# 生活用品大小比率 : {value10}%
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# 生活用品大小比率 : {value10}%
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data10 = get_data(f'{prefix}/{uuid}', 10)
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data10 = get_data(f'{prefix}/{uuid}', 10)
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# 炸药爆炸范围比率 : {value11}%
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# 炸药爆炸范围比率 : {value11}%
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data11 = get_data(f'{prefix}/{uuid}', 11)
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data11 = get_data(f'{prefix}/{uuid}', 11)
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dataType8 = EnumDamageType.ENCHANTPOISON
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dataType9 = EnumDamageType.ENCHANTPOISON
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def vp_1(self):
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def vp_1(self):
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"""
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"""
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@@ -1647,7 +1649,6 @@ class Skill40(ActiveSkill):
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# 毒雾中毒攻击力 : {value1}%
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# 毒雾中毒攻击力 : {value1}%
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data1 = get_data(f'{prefix}/{uuid}', 1)
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data1 = get_data(f'{prefix}/{uuid}', 1)
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hit1 = 33
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hit1 = 33
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power1 = 1/3
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# 毒雾中毒持续时间 : {value2}秒
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# 毒雾中毒持续时间 : {value2}秒
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data2 = get_data(f'{prefix}/{uuid}', 2)
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data2 = get_data(f'{prefix}/{uuid}', 2)
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# 毒雾爆炸攻击力 : {value3}%
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# 毒雾爆炸攻击力 : {value3}%
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@@ -1666,6 +1667,7 @@ class Skill40(ActiveSkill):
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# 毒雾爆炸时攻击力 : {value8}%
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# 毒雾爆炸时攻击力 : {value8}%
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data8 = get_data(f'{prefix}/{uuid}', 8)
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data8 = get_data(f'{prefix}/{uuid}', 8)
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hit8 = 4
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hit8 = 4
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power1 = 1/3
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dataType8 = EnumDamageType.ENCHANTPOISON
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dataType8 = EnumDamageType.ENCHANTPOISON
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# 猛毒擒月炎
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# 猛毒擒月炎
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@@ -1724,14 +1726,14 @@ class Skill41(ActiveSkill):
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# 摆拳攻击时中毒攻击力 : {value10}%
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# 摆拳攻击时中毒攻击力 : {value10}%
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data10 = get_data(f'{prefix}/{uuid}', 10)
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data10 = get_data(f'{prefix}/{uuid}', 10)
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hit10 = 1
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hit10 = 1
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dataType10 = EnumDamageType.ENCHANTPOISON
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# 爆炸攻击时中毒攻击力 : {value11}%
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# 爆炸攻击时中毒攻击力 : {value11}%
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data11 = get_data(f'{prefix}/{uuid}', 11)
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data11 = get_data(f'{prefix}/{uuid}', 11)
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hit11 = 1
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hit11 = 1
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dataType11 = EnumDamageType.ENCHANTPOISON
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# [范围信息]
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# [范围信息]
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# 爆炸范围比率 : {value12}%
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# 爆炸范围比率 : {value12}%
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data12 = get_data(f'{prefix}/{uuid}', 12)
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data12 = get_data(f'{prefix}/{uuid}', 12)
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dataType10 = EnumDamageType.ENCHANTPOISON
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dataType11 = EnumDamageType.ENCHANTPOISON
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skillDamage = 1.6
|
skillDamage = 1.6
|
||||||
|
|
||||||
@@ -1801,18 +1803,18 @@ class Skill42(ActiveSkill):
|
|||||||
# 冲击波中毒攻击力 : {value7}%
|
# 冲击波中毒攻击力 : {value7}%
|
||||||
data7 = get_data(f'{prefix}/{uuid}', 7)
|
data7 = get_data(f'{prefix}/{uuid}', 7)
|
||||||
hit7 = 1
|
hit7 = 1
|
||||||
dataType7 = EnumDamageType.ENCHANTPOISON
|
|
||||||
# 砖块攻击时中毒攻击力 : {value8}%
|
# 砖块攻击时中毒攻击力 : {value8}%
|
||||||
data8 = get_data(f'{prefix}/{uuid}', 8)
|
data8 = get_data(f'{prefix}/{uuid}', 8)
|
||||||
hit8 = 1
|
hit8 = 1
|
||||||
dataType8 = EnumDamageType.ENCHANTPOISON
|
|
||||||
# 砖块爆炸时中毒攻击力 : {value9}%
|
# 砖块爆炸时中毒攻击力 : {value9}%
|
||||||
data9 = get_data(f'{prefix}/{uuid}', 9)
|
data9 = get_data(f'{prefix}/{uuid}', 9)
|
||||||
hit9 = 5
|
hit9 = 5
|
||||||
dataType9 = EnumDamageType.ENCHANTPOISON
|
|
||||||
# [范围信息]
|
# [范围信息]
|
||||||
# 砖块爆炸大小比率 : {value10}%
|
# 砖块爆炸大小比率 : {value10}%
|
||||||
data10 = get_data(f'{prefix}/{uuid}', 10)
|
data10 = get_data(f'{prefix}/{uuid}', 10)
|
||||||
|
dataType7 = EnumDamageType.ENCHANTPOISON
|
||||||
|
dataType8 = EnumDamageType.ENCHANTPOISON
|
||||||
|
dataType9 = EnumDamageType.ENCHANTPOISON
|
||||||
|
|
||||||
def vp_1(self):
|
def vp_1(self):
|
||||||
"""
|
"""
|
||||||
@@ -1939,14 +1941,14 @@ class Skill44(ActiveSkill):
|
|||||||
# 踢击时中毒攻击力 : {value16}%
|
# 踢击时中毒攻击力 : {value16}%
|
||||||
data16 = get_data(f'{prefix}/{uuid}', 16)
|
data16 = get_data(f'{prefix}/{uuid}', 16)
|
||||||
hit16 = 1
|
hit16 = 1
|
||||||
dataType16 = EnumDamageType.ENCHANTPOISON
|
|
||||||
# 毒爆弹爆炸时中毒攻击力 : {value17}%
|
# 毒爆弹爆炸时中毒攻击力 : {value17}%
|
||||||
data17 = get_data(f'{prefix}/{uuid}', 17)
|
data17 = get_data(f'{prefix}/{uuid}', 17)
|
||||||
hit17 = 1
|
hit17 = 1
|
||||||
dataType17 = EnumDamageType.ENCHANTPOISON
|
|
||||||
# [范围信息]
|
# [范围信息]
|
||||||
# 爆炸范围比率 : {value18}%
|
# 爆炸范围比率 : {value18}%
|
||||||
data18 = get_data(f'{prefix}/{uuid}', 18)
|
data18 = get_data(f'{prefix}/{uuid}', 18)
|
||||||
|
dataType16 = EnumDamageType.ENCHANTPOISON
|
||||||
|
dataType17 = EnumDamageType.ENCHANTPOISON
|
||||||
|
|
||||||
def vp_1(self):
|
def vp_1(self):
|
||||||
"""
|
"""
|
||||||
@@ -2023,14 +2025,14 @@ class Skill45(ActiveSkill):
|
|||||||
# 落地攻击时中毒攻击力 : {value9}%
|
# 落地攻击时中毒攻击力 : {value9}%
|
||||||
data9 = get_data(f'{prefix}/{uuid}', 9)
|
data9 = get_data(f'{prefix}/{uuid}', 9)
|
||||||
hit9 = 1
|
hit9 = 1
|
||||||
dataType9 = EnumDamageType.ENCHANTPOISON
|
|
||||||
# 轰天雷爆炸时中毒攻击力 : {value10}%
|
# 轰天雷爆炸时中毒攻击力 : {value10}%
|
||||||
data10 = get_data(f'{prefix}/{uuid}', 10)
|
data10 = get_data(f'{prefix}/{uuid}', 10)
|
||||||
hit10 = 5
|
hit10 = 5
|
||||||
dataType10 = EnumDamageType.ENCHANTPOISON
|
|
||||||
# [范围信息]
|
# [范围信息]
|
||||||
# 攻击范围比率 : {value11}%
|
# 攻击范围比率 : {value11}%
|
||||||
data11 = get_data(f'{prefix}/{uuid}', 11)
|
data11 = get_data(f'{prefix}/{uuid}', 11)
|
||||||
|
dataType9 = EnumDamageType.ENCHANTPOISON
|
||||||
|
dataType10 = EnumDamageType.ENCHANTPOISON
|
||||||
|
|
||||||
def vp_1(self):
|
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}%
|
# 基本攻击第1击攻击时中毒攻击力 : {value11}%
|
||||||
data11 = get_data(f'{prefix}/{uuid}', 11)
|
data11 = get_data(f'{prefix}/{uuid}', 11)
|
||||||
hit11 = 1
|
hit11 = 1
|
||||||
dataType11 = EnumDamageType.ENCHANTPOISON
|
|
||||||
# 基本攻击第2击攻击时中毒攻击力 : {value12}%
|
# 基本攻击第2击攻击时中毒攻击力 : {value12}%
|
||||||
data12 = get_data(f'{prefix}/{uuid}', 12)
|
data12 = get_data(f'{prefix}/{uuid}', 12)
|
||||||
hit12 = 1
|
hit12 = 1
|
||||||
dataType12 = EnumDamageType.ENCHANTPOISON
|
|
||||||
# 基本攻击第3击攻击时中毒攻击力 : {value13}%
|
# 基本攻击第3击攻击时中毒攻击力 : {value13}%
|
||||||
data13 = get_data(f'{prefix}/{uuid}', 13)
|
data13 = get_data(f'{prefix}/{uuid}', 13)
|
||||||
hit13 = 1
|
hit13 = 1
|
||||||
dataType13 = EnumDamageType.ENCHANTPOISON
|
|
||||||
# 基本攻击第4击攻击时中毒攻击力 : {value14}%
|
# 基本攻击第4击攻击时中毒攻击力 : {value14}%
|
||||||
data14 = get_data(f'{prefix}/{uuid}', 14)
|
data14 = get_data(f'{prefix}/{uuid}', 14)
|
||||||
hit14 = 1
|
hit14 = 1
|
||||||
dataType14 = EnumDamageType.ENCHANTPOISON
|
|
||||||
# 基本攻击第5击攻击时中毒攻击力 : {value15}%
|
# 基本攻击第5击攻击时中毒攻击力 : {value15}%
|
||||||
data15 = get_data(f'{prefix}/{uuid}', 15)
|
data15 = get_data(f'{prefix}/{uuid}', 15)
|
||||||
hit15 = 1
|
hit15 = 1
|
||||||
dataType15 = EnumDamageType.ENCHANTPOISON
|
|
||||||
# 前冲攻击攻击时中毒攻击力 : {value16}%
|
# 前冲攻击攻击时中毒攻击力 : {value16}%
|
||||||
data16 = get_data(f'{prefix}/{uuid}', 16)
|
data16 = get_data(f'{prefix}/{uuid}', 16)
|
||||||
# 跳跃攻击攻击时中毒攻击力 : {value17}%
|
# 跳跃攻击攻击时中毒攻击力 : {value17}%
|
||||||
data17 = get_data(f'{prefix}/{uuid}', 17)
|
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']
|
mode = ['平x一轮']
|
||||||
|
|
||||||
@@ -2312,13 +2314,13 @@ class Skill50(ActiveSkill):
|
|||||||
# 命中敌人时中毒攻击力 : {value13}%
|
# 命中敌人时中毒攻击力 : {value13}%
|
||||||
data13 = get_data(f'{prefix}/{uuid}', 13)
|
data13 = get_data(f'{prefix}/{uuid}', 13)
|
||||||
hit13 = 1
|
hit13 = 1
|
||||||
dataType13 = EnumDamageType.ENCHANTPOISON
|
|
||||||
# 攻击地面时中毒攻击力 : {value14}%
|
# 攻击地面时中毒攻击力 : {value14}%
|
||||||
data14 = get_data(f'{prefix}/{uuid}', 14)
|
data14 = get_data(f'{prefix}/{uuid}', 14)
|
||||||
dataType14 = EnumDamageType.ENCHANTPOISON
|
|
||||||
# 箱械爆炸攻击时中毒攻击力 : {value15}%
|
# 箱械爆炸攻击时中毒攻击力 : {value15}%
|
||||||
data15 = get_data(f'{prefix}/{uuid}', 15)
|
data15 = get_data(f'{prefix}/{uuid}', 15)
|
||||||
hit15 = 5
|
hit15 = 5
|
||||||
|
dataType13 = EnumDamageType.ENCHANTPOISON
|
||||||
|
dataType14 = EnumDamageType.ENCHANTPOISON
|
||||||
dataType15 = EnumDamageType.ENCHANTPOISON
|
dataType15 = EnumDamageType.ENCHANTPOISON
|
||||||
|
|
||||||
mode = ['命中', '地面']
|
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}%
|
# 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)
|
data14 = get_data(f'{prefix}/{uuid}', 14)
|
||||||
hit14 = 1
|
hit14 = 1
|
||||||
dataType14 = EnumDamageType.ENCHANTPOISON
|
|
||||||
# 毒蛇群多段攻击中毒攻击力 : {value15}%
|
# 毒蛇群多段攻击中毒攻击力 : {value15}%
|
||||||
data15 = get_data(f'{prefix}/{uuid}', 15)
|
data15 = get_data(f'{prefix}/{uuid}', 15)
|
||||||
hit15 = 8
|
hit15 = 8
|
||||||
dataType15 = EnumDamageType.ENCHANTPOISON
|
|
||||||
# 最后一击毒龙攻击时中毒攻击力 : {value16}%
|
# 最后一击毒龙攻击时中毒攻击力 : {value16}%
|
||||||
data16 = get_data(f'{prefix}/{uuid}', 16)
|
data16 = get_data(f'{prefix}/{uuid}', 16)
|
||||||
hit16 = 1
|
hit16 = 1
|
||||||
|
dataType14 = EnumDamageType.ENCHANTPOISON
|
||||||
|
dataType15 = EnumDamageType.ENCHANTPOISON
|
||||||
dataType16 = EnumDamageType.ENCHANTPOISON
|
dataType16 = EnumDamageType.ENCHANTPOISON
|
||||||
|
|
||||||
class classChange(Character):
|
class classChange(Character):
|
||||||
|
|||||||
@@ -1001,7 +1001,7 @@ class Skill31(PassiveSkill):
|
|||||||
hasUP = False
|
hasUP = False
|
||||||
custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501
|
custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501
|
||||||
|
|
||||||
#
|
# <12::shine_step_level_property>
|
||||||
|
|
||||||
# 闪击快打
|
# 闪击快打
|
||||||
# fighter_male/striker_male/d204ec03a0aed2f20211fb6ccc48d46d
|
# fighter_male/striker_male/d204ec03a0aed2f20211fb6ccc48d46d
|
||||||
|
|||||||
@@ -90,7 +90,6 @@ class Skill2(PassiveSkill):
|
|||||||
hasUP = False
|
hasUP = False
|
||||||
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
|
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
|
||||||
|
|
||||||
# 1 99
|
|
||||||
|
|
||||||
# 后跳
|
# 后跳
|
||||||
# gunblader/hitman/7822d6d52e10964a6755f142c666b494
|
# gunblader/hitman/7822d6d52e10964a6755f142c666b494
|
||||||
|
|||||||
@@ -1146,7 +1146,6 @@ class Skill30(ActiveSkill):
|
|||||||
# 首次爆炸攻击力 : {value0}%
|
# 首次爆炸攻击力 : {value0}%
|
||||||
data0 = get_data(f'{prefix}/{uuid}', 0)
|
data0 = get_data(f'{prefix}/{uuid}', 0)
|
||||||
hit0 = 1
|
hit0 = 1
|
||||||
power0 = 1.15
|
|
||||||
# 特殊灼伤攻击力 : {value1}%
|
# 特殊灼伤攻击力 : {value1}%
|
||||||
data1 = get_data(f'{prefix}/{uuid}', 1)
|
data1 = get_data(f'{prefix}/{uuid}', 1)
|
||||||
hit1 = 7
|
hit1 = 7
|
||||||
@@ -1159,7 +1158,7 @@ class Skill30(ActiveSkill):
|
|||||||
# 压制力 (4人队伍) : {value4}秒 ({value5}秒)
|
# 压制力 (4人队伍) : {value4}秒 ({value5}秒)
|
||||||
data4 = get_data(f'{prefix}/{uuid}', 4)
|
data4 = get_data(f'{prefix}/{uuid}', 4)
|
||||||
data5 = get_data(f'{prefix}/{uuid}', 5)
|
data5 = get_data(f'{prefix}/{uuid}', 5)
|
||||||
|
power0 = 1.15
|
||||||
|
|
||||||
# 完美击球
|
# 完美击球
|
||||||
# gunblader/trouble_shooter/27bade584bb42fef68148d3a0b72bace
|
# gunblader/trouble_shooter/27bade584bb42fef68148d3a0b72bace
|
||||||
|
|||||||
@@ -8,108 +8,107 @@ prefix = "gunner_female/mechanic_female/cn/skillDetail"
|
|||||||
# 后撩踢
|
# 后撩踢
|
||||||
# gunner_female/mechanic_female/717f1e2104fe4b796f800352fa143ecc
|
# gunner_female/mechanic_female/717f1e2104fe4b796f800352fa143ecc
|
||||||
# 944b9aab492c15a8474f96947ceeb9e4/717f1e2104fe4b796f800352fa143ecc
|
# 944b9aab492c15a8474f96947ceeb9e4/717f1e2104fe4b796f800352fa143ecc
|
||||||
|
# MIGRATION: character 中没有同名技能“后撩踢”,暂不启用
|
||||||
# class Skill0(ActiveSkill):
|
# class Skill0(ActiveSkill):
|
||||||
# """
|
# """
|
||||||
# 向敌人发出强威力的后撩踢并使其浮空。\n
|
# 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
|
# 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
|
# 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"
|
||||||
# name = '后撩踢'
|
|
||||||
# cellPos = (5,1)
|
|
||||||
# learnLv = 1
|
# learnLv = 1
|
||||||
# masterLv = 10
|
# masterLv = 10
|
||||||
# maxLv = 20
|
# maxLv = 20
|
||||||
|
# cellPos = (5,1)
|
||||||
# position = 5
|
# position = 5
|
||||||
# rangeLv = 3
|
# rangeLv = 3
|
||||||
# cd = 2
|
# cd = 2
|
||||||
# uuid = '717f1e2104fe4b796f800352fa143ecc'
|
# mp = [0, 0]
|
||||||
|
# uuid = "717f1e2104fe4b796f800352fa143ecc"
|
||||||
# hasVP = False
|
# hasVP = False
|
||||||
# hasUP = 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}%
|
# # 发动速度增加率 : {value0}%
|
||||||
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
||||||
# # 浮空力比率 : {value1}%
|
# # 浮空力比率 : {value1}%
|
||||||
# data1 = get_data(f'{prefix}/{uuid}', 1)
|
# data1 = get_data(f'{prefix}/{uuid}', 1)
|
||||||
# # 踢击攻击力 : {value2}%
|
# # 踢击攻击力 : {value2}%
|
||||||
# data2 = get_data(f'{prefix}/{uuid}', 2)
|
# data2 = get_data(f'{prefix}/{uuid}', 2)
|
||||||
# hit2 = 1
|
|
||||||
|
|
||||||
# 浮空弹
|
# 浮空弹
|
||||||
# gunner_female/mechanic_female/128b9ddef2262f40723deae4407bdb42
|
# gunner_female/mechanic_female/128b9ddef2262f40723deae4407bdb42
|
||||||
# 944b9aab492c15a8474f96947ceeb9e4/128b9ddef2262f40723deae4407bdb42
|
# 944b9aab492c15a8474f96947ceeb9e4/128b9ddef2262f40723deae4407bdb42
|
||||||
|
# MIGRATION: character 中没有同名技能“浮空弹”,暂不启用
|
||||||
# class Skill1(ActiveSkill):
|
# class Skill1(ActiveSkill):
|
||||||
# """
|
# """
|
||||||
# 向敌人发射1发子弹并使其浮空。\n
|
# 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
|
# 转职为协战师后,技能类型变为独立攻击力。\n
|
||||||
# """
|
# """
|
||||||
|
# name = "浮空弹"
|
||||||
# name = '浮空弹'
|
|
||||||
# cellPos = (3,1)
|
|
||||||
# learnLv = 1
|
# learnLv = 1
|
||||||
# masterLv = 60
|
# masterLv = 60
|
||||||
# maxLv = 70
|
# maxLv = 70
|
||||||
|
# cellPos = (3,1)
|
||||||
# position = 3
|
# position = 3
|
||||||
# rangeLv = 2
|
# rangeLv = 2
|
||||||
# cd = 3.6
|
# cd = 3.6
|
||||||
# mp = [6, 140]
|
# mp = [6, 140]
|
||||||
# uuid = '128b9ddef2262f40723deae4407bdb42'
|
# uuid = "128b9ddef2262f40723deae4407bdb42"
|
||||||
# hasVP = False
|
# hasVP = False
|
||||||
# hasUP = 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}%
|
# # 子弹攻击力 : {value0}%
|
||||||
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
||||||
# hit0 = 1
|
|
||||||
# # 浮空力比率 : {value1}%
|
# # 浮空力比率 : {value1}%
|
||||||
# data1 = get_data(f'{prefix}/{uuid}', 1)
|
# data1 = get_data(f'{prefix}/{uuid}', 1)
|
||||||
|
|
||||||
# 后跳
|
# 后跳
|
||||||
# gunner_female/mechanic_female/7822d6d52e10964a6755f142c666b494
|
# gunner_female/mechanic_female/7822d6d52e10964a6755f142c666b494
|
||||||
# 944b9aab492c15a8474f96947ceeb9e4/7822d6d52e10964a6755f142c666b494
|
# 944b9aab492c15a8474f96947ceeb9e4/7822d6d52e10964a6755f142c666b494
|
||||||
|
# MIGRATION: character 中没有同名技能“后跳”,暂不启用
|
||||||
# class Skill2(ActiveSkill):
|
# class Skill2(ActiveSkill):
|
||||||
# """
|
# """
|
||||||
# 使自身向后方小跳并避开敌人的攻击。\n
|
# 使自身向后方小跳并避开敌人的攻击。\n
|
||||||
# """
|
# """
|
||||||
|
# name = "后跳"
|
||||||
# name = '后跳'
|
|
||||||
# cellPos = (3,0)
|
|
||||||
# learnLv = 1
|
# learnLv = 1
|
||||||
# masterLv = 1
|
# masterLv = 1
|
||||||
# maxLv = 1
|
# maxLv = 1
|
||||||
|
# cellPos = (3,0)
|
||||||
# position = 3
|
# position = 3
|
||||||
# rangeLv = 1
|
# rangeLv = None
|
||||||
# mp = [1, 1]
|
# cd = []
|
||||||
# uuid = '7822d6d52e10964a6755f142c666b494'
|
# uuid = "7822d6d52e10964a6755f142c666b494"
|
||||||
# icon = '$common/$uuid'
|
# icon = "$common/$uuid"
|
||||||
# hasVP = False
|
# hasVP = False
|
||||||
# hasUP = 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
|
# 基础精通
|
||||||
# gunner_female/mechanic_female/5a56514f35cf0270ae8d6c65f8fefd78
|
# gunner_female/mechanic_female/5a56514f35cf0270ae8d6c65f8fefd78
|
||||||
# 944b9aab492c15a8474f96947ceeb9e4/5a56514f35cf0270ae8d6c65f8fefd78
|
# 944b9aab492c15a8474f96947ceeb9e4/5a56514f35cf0270ae8d6c65f8fefd78
|
||||||
|
# MIGRATION: character 中没有同名技能“基础精通”,暂不启用
|
||||||
# class Skill3(PassiveSkill):
|
# 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
|
# 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
|
# 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"
|
||||||
# name = '基础精通'
|
|
||||||
# cellPos = (1,0)
|
|
||||||
# learnLv = 1
|
# learnLv = 1
|
||||||
# masterLv = 115
|
# masterLv = 115
|
||||||
# maxLv = 200
|
# maxLv = 200
|
||||||
|
# cellPos = (1,0)
|
||||||
# position = 1
|
# position = 1
|
||||||
# rangeLv = 1
|
# rangeLv = 1
|
||||||
# uuid = '5a56514f35cf0270ae8d6c65f8fefd78'
|
# uuid = "5a56514f35cf0270ae8d6c65f8fefd78"
|
||||||
# icon = '$common/$uuid'
|
# icon = "$common/$uuid"
|
||||||
# hasVP = False
|
# hasVP = False
|
||||||
# hasUP = 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}%
|
# # 基本攻击力变化率 : {value0}%
|
||||||
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
||||||
# # 前冲攻击力变化率 : {value1}%
|
# # 前冲攻击力变化率 : {value1}%
|
||||||
@@ -120,26 +119,26 @@ prefix = "gunner_female/mechanic_female/cn/skillDetail"
|
|||||||
# 受身蹲伏
|
# 受身蹲伏
|
||||||
# gunner_female/mechanic_female/ce26c6b69d02a440a81b552bec94f03b
|
# gunner_female/mechanic_female/ce26c6b69d02a440a81b552bec94f03b
|
||||||
# 944b9aab492c15a8474f96947ceeb9e4/ce26c6b69d02a440a81b552bec94f03b
|
# 944b9aab492c15a8474f96947ceeb9e4/ce26c6b69d02a440a81b552bec94f03b
|
||||||
|
# MIGRATION: character 中没有同名技能“受身蹲伏”,暂不启用
|
||||||
# class Skill4(ActiveSkill):
|
# 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
|
# 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"
|
||||||
# name = '受身蹲伏'
|
|
||||||
# cellPos = (2,0)
|
|
||||||
# learnLv = 1
|
# learnLv = 1
|
||||||
# masterLv = 10
|
# masterLv = 10
|
||||||
# maxLv = 20
|
# maxLv = 20
|
||||||
|
# cellPos = (2,0)
|
||||||
# position = 2
|
# position = 2
|
||||||
# rangeLv = 1
|
# rangeLv = None
|
||||||
# cd = 5
|
# cd = 5
|
||||||
# mp = [1, 1]
|
# mp = [1, 1]
|
||||||
# uuid = 'ce26c6b69d02a440a81b552bec94f03b'
|
# uuid = "ce26c6b69d02a440a81b552bec94f03b"
|
||||||
# icon = '$common/$uuid'
|
# icon = "$common/$uuid"
|
||||||
# hasVP = False
|
# hasVP = False
|
||||||
# hasUP = 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
|
# # 蹲伏姿势最短无敌时间 : {value0}秒
|
||||||
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
||||||
# # 蹲伏姿势最长无敌时间 : {value1}秒
|
# # 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
|
# 防具精通
|
||||||
# gunner_female/mechanic_female/892ef624d8bf3d7fc045f84825fd6104
|
# gunner_female/mechanic_female/892ef624d8bf3d7fc045f84825fd6104
|
||||||
# 944b9aab492c15a8474f96947ceeb9e4/892ef624d8bf3d7fc045f84825fd6104
|
# 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
|
# 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"
|
||||||
# name = '防具精通'
|
|
||||||
# cellPos = (0,1)
|
|
||||||
# learnLv = 1
|
# learnLv = 1
|
||||||
# masterLv = 1
|
# masterLv = 1
|
||||||
# maxLv = 1
|
# maxLv = 1
|
||||||
|
# cellPos = (0,1)
|
||||||
# position = 0
|
# position = 0
|
||||||
# rangeLv = 1
|
# rangeLv = None
|
||||||
# uuid = '892ef624d8bf3d7fc045f84825fd6104'
|
# cd = []
|
||||||
# icon = '$common/$uuid'
|
# uuid = "892ef624d8bf3d7fc045f84825fd6104"
|
||||||
|
# icon = "$common/$uuid"
|
||||||
# hasVP = False
|
# hasVP = False
|
||||||
# hasUP = 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
|
# M-137格林机枪
|
||||||
# gunner_female/mechanic_female/01c3a2fb793d293a25ed8dc7a0d70c1a
|
# gunner_female/mechanic_female/01c3a2fb793d293a25ed8dc7a0d70c1a
|
||||||
# 944b9aab492c15a8474f96947ceeb9e4/01c3a2fb793d293a25ed8dc7a0d70c1a
|
# 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
|
# 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
|
# 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"
|
||||||
# name = 'M-137格林机枪'
|
|
||||||
# cellPos = (4,2)
|
|
||||||
# learnLv = 5
|
# learnLv = 5
|
||||||
# masterLv = 60
|
# masterLv = 60
|
||||||
# maxLv = 70
|
# maxLv = 70
|
||||||
|
# cellPos = (4,2)
|
||||||
# position = 4
|
# position = 4
|
||||||
# rangeLv = 2
|
# rangeLv = 2
|
||||||
# cd = 5
|
# cd = 5
|
||||||
# mp = [10, 180]
|
# mp = [10, 180]
|
||||||
# uuid = '01c3a2fb793d293a25ed8dc7a0d70c1a'
|
# uuid = "01c3a2fb793d293a25ed8dc7a0d70c1a"
|
||||||
# hasVP = False
|
# hasVP = False
|
||||||
# hasUP = 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
|
# # 取出机枪所用时间 : {value0}秒
|
||||||
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
||||||
# # 发射攻击力 : {value1}%
|
# # 发射攻击力 : {value1}%
|
||||||
# data1 = get_data(f'{prefix}/{uuid}', 1)
|
# data1 = get_data(f'{prefix}/{uuid}', 1)
|
||||||
# hit1 = 16
|
|
||||||
# # 每秒发射次数 : {value2}次
|
# # 每秒发射次数 : {value2}次
|
||||||
# data2 = get_data(f'{prefix}/{uuid}', 2)
|
# data2 = get_data(f'{prefix}/{uuid}', 2)
|
||||||
# # 发射次数上限 : {value3}次
|
# # 发射次数上限 : {value3}次
|
||||||
@@ -276,88 +275,85 @@ class Skill7(ActiveSkill):
|
|||||||
# 银弹
|
# 银弹
|
||||||
# gunner_female/mechanic_female/a6c8f69107f8c4f5d1a0c7a57d000290
|
# gunner_female/mechanic_female/a6c8f69107f8c4f5d1a0c7a57d000290
|
||||||
# 944b9aab492c15a8474f96947ceeb9e4/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
|
# 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
|
# 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"
|
||||||
# name = '银弹'
|
|
||||||
# cellPos = (6,2)
|
|
||||||
# learnLv = 5
|
# learnLv = 5
|
||||||
# masterLv = 20
|
# masterLv = 20
|
||||||
# maxLv = 30
|
# maxLv = 30
|
||||||
|
# cellPos = (6,2)
|
||||||
# position = 6
|
# position = 6
|
||||||
# rangeLv = 2
|
# rangeLv = 2
|
||||||
# cd = 16
|
# cd = 16
|
||||||
# mp = [60, 560]
|
# mp = [60, 560]
|
||||||
# uuid = 'a6c8f69107f8c4f5d1a0c7a57d000290'
|
# uuid = "a6c8f69107f8c4f5d1a0c7a57d000290"
|
||||||
# hasVP = False
|
# hasVP = False
|
||||||
# hasUP = 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
|
# # 银弹装弹数 : {value0}发
|
||||||
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
||||||
# # 附加攻击力 : {value1}%
|
# # 附加攻击力 : {value1}%
|
||||||
# data1 = get_data(f'{prefix}/{uuid}', 1)
|
# data1 = get_data(f'{prefix}/{uuid}', 1)
|
||||||
# hit1 = 32
|
|
||||||
# # 不死族、 恶魔、 精灵时的附加攻击力 : {value2}%
|
# # 不死族、 恶魔、 精灵时的附加攻击力 : {value2}%
|
||||||
# data2 = get_data(f'{prefix}/{uuid}', 2)
|
# data2 = get_data(f'{prefix}/{uuid}', 2)
|
||||||
|
|
||||||
# 重火器拔击
|
# 重火器拔击
|
||||||
# gunner_female/mechanic_female/1dad88963abdc96b091fcab185a8820d
|
# gunner_female/mechanic_female/1dad88963abdc96b091fcab185a8820d
|
||||||
# 944b9aab492c15a8474f96947ceeb9e4/1dad88963abdc96b091fcab185a8820d
|
# 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
|
# 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"
|
||||||
# name = '重火器拔击'
|
|
||||||
# cellPos = (3,2)
|
|
||||||
# learnLv = 5
|
# learnLv = 5
|
||||||
# masterLv = 1
|
# masterLv = 1
|
||||||
# maxLv = 11
|
# maxLv = 11
|
||||||
|
# cellPos = (3,2)
|
||||||
# position = 3
|
# position = 3
|
||||||
# rangeLv = 3
|
# rangeLv = 3
|
||||||
# uuid = '1dad88963abdc96b091fcab185a8820d'
|
# uuid = "1dad88963abdc96b091fcab185a8820d"
|
||||||
# hasVP = False
|
# hasVP = False
|
||||||
# hasUP = 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}%
|
# # 攻击力 : {value0}%
|
||||||
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
||||||
# hit0 = 1
|
|
||||||
# # 敌人僵直时间增加率 : {value1}%
|
# # 敌人僵直时间增加率 : {value1}%
|
||||||
# data1 = get_data(f'{prefix}/{uuid}', 1)
|
# data1 = get_data(f'{prefix}/{uuid}', 1)
|
||||||
|
|
||||||
# 上旋踢
|
# 上旋踢
|
||||||
# gunner_female/mechanic_female/0969cd4054d93da07708108c0cc1c4b5
|
# gunner_female/mechanic_female/0969cd4054d93da07708108c0cc1c4b5
|
||||||
# 944b9aab492c15a8474f96947ceeb9e4/0969cd4054d93da07708108c0cc1c4b5
|
# 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
|
# 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
|
# 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
|
# 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
|
# 转职为协战师后,技能类型变为独立攻击力。\n
|
||||||
# """
|
# """
|
||||||
|
# name = "上旋踢"
|
||||||
# name = '上旋踢'
|
|
||||||
# cellPos = (2,3)
|
|
||||||
# learnLv = 10
|
# learnLv = 10
|
||||||
# masterLv = 60
|
# masterLv = 60
|
||||||
# maxLv = 70
|
# maxLv = 70
|
||||||
|
# cellPos = (2,3)
|
||||||
# position = 2
|
# position = 2
|
||||||
# rangeLv = 2
|
# rangeLv = 2
|
||||||
# cd = 4.5
|
# cd = 4.5
|
||||||
# mp = [25, 210]
|
# mp = [25, 210]
|
||||||
# uuid = '0969cd4054d93da07708108c0cc1c4b5'
|
# uuid = "0969cd4054d93da07708108c0cc1c4b5"
|
||||||
# hasVP = False
|
# hasVP = False
|
||||||
# hasUP = 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}%
|
# # 发动速度增加率 : {value0}%
|
||||||
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
||||||
# hit0 = 2
|
|
||||||
# # 攻击次数 : {value1}次
|
# # 攻击次数 : {value1}次
|
||||||
# data1 = get_data(f'{prefix}/{uuid}', 1)
|
# data1 = get_data(f'{prefix}/{uuid}', 1)
|
||||||
# # 踢击攻击力 : {value2}%
|
# # 踢击攻击力 : {value2}%
|
||||||
@@ -369,134 +365,116 @@ class Skill7(ActiveSkill):
|
|||||||
# 钉刺射
|
# 钉刺射
|
||||||
# gunner_female/mechanic_female/4655101518604f874721b3cc249aae10
|
# gunner_female/mechanic_female/4655101518604f874721b3cc249aae10
|
||||||
# 944b9aab492c15a8474f96947ceeb9e4/4655101518604f874721b3cc249aae10
|
# 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
|
# 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
|
# 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
|
# 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
|
# 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"
|
||||||
# name = '钉刺射'
|
|
||||||
# cellPos = (6,3)
|
|
||||||
# learnLv = 10
|
# learnLv = 10
|
||||||
# masterLv = 60
|
# masterLv = 60
|
||||||
# maxLv = 70
|
# maxLv = 70
|
||||||
|
# cellPos = (6,3)
|
||||||
# position = 6
|
# position = 6
|
||||||
# rangeLv = 2
|
# rangeLv = 2
|
||||||
# cd = 6
|
# cd = 6
|
||||||
# mp = [30, 252]
|
# mp = [30, 252]
|
||||||
# uuid = '4655101518604f874721b3cc249aae10'
|
# uuid = "4655101518604f874721b3cc249aae10"
|
||||||
# hasVP = False
|
# hasVP = False
|
||||||
# hasUP = 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}
|
# # 发射子弹数 : {value0}
|
||||||
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
||||||
# # 射击攻击力 : {value1}%
|
# # 射击攻击力 : {value1}%
|
||||||
# data1 = get_data(f'{prefix}/{uuid}', 1)
|
# data1 = get_data(f'{prefix}/{uuid}', 1)
|
||||||
# hit1 = 0
|
|
||||||
# # 冲击波攻击力 : {value2}%
|
# # 冲击波攻击力 : {value2}%
|
||||||
# data2 = get_data(f'{prefix}/{uuid}', 2)
|
# 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
|
# 炙烤
|
||||||
# gunner_female/mechanic_female/8c2379737c5acc935c1731f67f607655
|
# gunner_female/mechanic_female/8c2379737c5acc935c1731f67f607655
|
||||||
# 944b9aab492c15a8474f96947ceeb9e4/8c2379737c5acc935c1731f67f607655
|
# 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
|
# 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
|
# 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
|
# 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"
|
||||||
# name = '炙烤'
|
|
||||||
# cellPos = (4,3)
|
|
||||||
# learnLv = 10
|
# learnLv = 10
|
||||||
# masterLv = 60
|
# masterLv = 60
|
||||||
# maxLv = 70
|
# maxLv = 70
|
||||||
|
# cellPos = (4,3)
|
||||||
# position = 4
|
# position = 4
|
||||||
# rangeLv = 2
|
# rangeLv = 2
|
||||||
# cd = 8
|
# cd = 8
|
||||||
# mp = [30, 322]
|
# mp = [30, 322]
|
||||||
# uuid = '8c2379737c5acc935c1731f67f607655'
|
# uuid = "8c2379737c5acc935c1731f67f607655"
|
||||||
# hasVP = False
|
# hasVP = False
|
||||||
# hasUP = 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}%
|
# # 攻击力 : {value0}%
|
||||||
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
||||||
# hit0 = 0
|
|
||||||
# # 发射次数 : {value1}次
|
# # 发射次数 : {value1}次
|
||||||
# data1 = get_data(f'{prefix}/{uuid}', 1)
|
# 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
|
# 浮空铲
|
||||||
# gunner_female/mechanic_female/dcd536f1674630f01fc9667bb202b851
|
# gunner_female/mechanic_female/dcd536f1674630f01fc9667bb202b851
|
||||||
# 944b9aab492c15a8474f96947ceeb9e4/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
|
# 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
|
# 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
|
# 在决斗场中无法强制中断。\n
|
||||||
# """
|
# """
|
||||||
|
# name = "浮空铲"
|
||||||
# name = '浮空铲'
|
|
||||||
# cellPos = (8,3)
|
|
||||||
# learnLv = 10
|
# learnLv = 10
|
||||||
# masterLv = 1
|
# masterLv = 1
|
||||||
# maxLv = 1
|
# maxLv = 1
|
||||||
|
# cellPos = (8,3)
|
||||||
# position = 8
|
# position = 8
|
||||||
# rangeLv = 3
|
# rangeLv = 3
|
||||||
# cd = 8
|
# cd = 8
|
||||||
# mp = [22, 22]
|
# mp = [22, 22]
|
||||||
# uuid = 'dcd536f1674630f01fc9667bb202b851'
|
# uuid = "dcd536f1674630f01fc9667bb202b851"
|
||||||
# hasVP = False
|
# hasVP = False
|
||||||
# hasUP = 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}%
|
# # 浮空力比率 : {value0}%
|
||||||
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
||||||
|
|
||||||
# 强化 - 后跳
|
# 强化 - 后跳
|
||||||
# gunner_female/mechanic_female/2b340542e776818b78f3212af184bd6b
|
# gunner_female/mechanic_female/2b340542e776818b78f3212af184bd6b
|
||||||
# 944b9aab492c15a8474f96947ceeb9e4/2b340542e776818b78f3212af184bd6b
|
# 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
|
# 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
|
# 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
|
# 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
|
# 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"
|
||||||
# name = '强化 - 后跳'
|
|
||||||
# cellPos = (4,0)
|
|
||||||
# learnLv = 10
|
# learnLv = 10
|
||||||
# masterLv = 1
|
# masterLv = 1
|
||||||
# maxLv = 1
|
# maxLv = 1
|
||||||
|
# cellPos = (4,0)
|
||||||
# position = 4
|
# position = 4
|
||||||
# rangeLv = 1
|
# rangeLv = None
|
||||||
# cd = 30
|
# cd = 30
|
||||||
# uuid = '2b340542e776818b78f3212af184bd6b'
|
# uuid = "2b340542e776818b78f3212af184bd6b"
|
||||||
# icon = '$common/$uuid'
|
# icon = "$common/$uuid"
|
||||||
# hasVP = False
|
# hasVP = False
|
||||||
# hasUP = 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
|
# # 强制中断技能时的冷却时间 : {value0}秒
|
||||||
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
||||||
# # 被击或倒地期间施放时的冷却时间 : {value1}秒
|
# # 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
|
# 跃翔
|
||||||
# gunner_female/mechanic_female/1fea5a626f15230237946a11a9d11582
|
# gunner_female/mechanic_female/1fea5a626f15230237946a11a9d11582
|
||||||
# 944b9aab492c15a8474f96947ceeb9e4/1fea5a626f15230237946a11a9d11582
|
# 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
|
# 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
|
# 效果持续期间内,再次按技能键可以结束。\n
|
||||||
# """
|
# """
|
||||||
|
# name = "跃翔"
|
||||||
# name = '跃翔'
|
|
||||||
# cellPos = (6,0)
|
|
||||||
# learnLv = 10
|
# learnLv = 10
|
||||||
# masterLv = 1
|
# masterLv = 1
|
||||||
# maxLv = 1
|
# maxLv = 1
|
||||||
|
# cellPos = (6,0)
|
||||||
# position = 6
|
# position = 6
|
||||||
# rangeLv = 3
|
# rangeLv = 3
|
||||||
# cd = 5
|
# cd = 5
|
||||||
# mp = [13, 13]
|
# mp = [13, 13]
|
||||||
# uuid = '1fea5a626f15230237946a11a9d11582'
|
# uuid = "1fea5a626f15230237946a11a9d11582"
|
||||||
# icon = '$common/$uuid'
|
# icon = "$common/$uuid"
|
||||||
# hasVP = False
|
# hasVP = False
|
||||||
# hasUP = 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
|
# # 持续时间 : {value0}秒
|
||||||
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
||||||
|
|
||||||
# 烟尘弹
|
# 烟尘弹
|
||||||
# gunner_female/mechanic_female/0dbdeaf846356f8b9380f8fbb8e97377
|
# gunner_female/mechanic_female/0dbdeaf846356f8b9380f8fbb8e97377
|
||||||
# 944b9aab492c15a8474f96947ceeb9e4/0dbdeaf846356f8b9380f8fbb8e97377
|
# 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
|
# 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"
|
||||||
# name = '烟尘弹'
|
|
||||||
# cellPos = (0,3)
|
|
||||||
# learnLv = 10
|
# learnLv = 10
|
||||||
# masterLv = 60
|
# masterLv = 60
|
||||||
# maxLv = 70
|
# maxLv = 70
|
||||||
|
# cellPos = (0,3)
|
||||||
# position = 0
|
# position = 0
|
||||||
# rangeLv = 2
|
# rangeLv = 2
|
||||||
# cd = 6
|
# cd = 6
|
||||||
# mp = [30, 322]
|
# mp = [30, 322]
|
||||||
# uuid = '0dbdeaf846356f8b9380f8fbb8e97377'
|
# uuid = "0dbdeaf846356f8b9380f8fbb8e97377"
|
||||||
# hasVP = False
|
# hasVP = False
|
||||||
# hasUP = 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}
|
# # 连续射击攻击力 : {value0}% x {value1}
|
||||||
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
||||||
# hit0 = 6
|
|
||||||
# data1 = get_data(f'{prefix}/{uuid}', 1)
|
# data1 = get_data(f'{prefix}/{uuid}', 1)
|
||||||
# # [范围信息]
|
# # [范围信息]
|
||||||
# # 范围比率 : {value2}%
|
# # 范围比率 : {value2}%
|
||||||
@@ -562,30 +539,29 @@ class Skill7(ActiveSkill):
|
|||||||
# 刺踢
|
# 刺踢
|
||||||
# gunner_female/mechanic_female/c9664191611af31142e052dfaef84530
|
# gunner_female/mechanic_female/c9664191611af31142e052dfaef84530
|
||||||
# 944b9aab492c15a8474f96947ceeb9e4/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
|
# 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
|
# 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
|
# 转职为协战师后,技能类型变为独立攻击力。\n
|
||||||
# """
|
# """
|
||||||
|
# name = "刺踢"
|
||||||
# name = '刺踢'
|
|
||||||
# cellPos = (8,4)
|
|
||||||
# learnLv = 15
|
# learnLv = 15
|
||||||
# masterLv = 60
|
# masterLv = 60
|
||||||
# maxLv = 70
|
# maxLv = 70
|
||||||
|
# cellPos = (8,4)
|
||||||
# position = 8
|
# position = 8
|
||||||
# rangeLv = 2
|
# rangeLv = 2
|
||||||
# cd = 4.4
|
# cd = 4.4
|
||||||
# mp = [20, 224]
|
# mp = [20, 224]
|
||||||
# uuid = 'c9664191611af31142e052dfaef84530'
|
# uuid = "c9664191611af31142e052dfaef84530"
|
||||||
# hasVP = False
|
# hasVP = False
|
||||||
# hasUP = True
|
# 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}%
|
# # 踢击攻击力 : {value0}%
|
||||||
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
||||||
# hit0 = 1
|
|
||||||
# # 发动速度增加率 : {value1}%
|
# # 发动速度增加率 : {value1}%
|
||||||
# data1 = get_data(f'{prefix}/{uuid}', 1)
|
# data1 = get_data(f'{prefix}/{uuid}', 1)
|
||||||
# # 击退时间比率 : {value2}%
|
# # 击退时间比率 : {value2}%
|
||||||
@@ -601,34 +577,33 @@ class Skill7(ActiveSkill):
|
|||||||
# M-3喷火器
|
# M-3喷火器
|
||||||
# gunner_female/mechanic_female/8f73f243041c2d27739fe7696f02bf9b
|
# gunner_female/mechanic_female/8f73f243041c2d27739fe7696f02bf9b
|
||||||
# 944b9aab492c15a8474f96947ceeb9e4/8f73f243041c2d27739fe7696f02bf9b
|
# 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
|
# 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
|
# 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
|
# 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"
|
||||||
# name = 'M-3喷火器'
|
|
||||||
# cellPos = (9,4)
|
|
||||||
# learnLv = 15
|
# learnLv = 15
|
||||||
# masterLv = 60
|
# masterLv = 60
|
||||||
# maxLv = 70
|
# maxLv = 70
|
||||||
|
# cellPos = (9,4)
|
||||||
# position = 9
|
# position = 9
|
||||||
# rangeLv = 2
|
# rangeLv = 2
|
||||||
# cd = 7
|
# cd = 7
|
||||||
# mp = [45, 392]
|
# mp = [45, 392]
|
||||||
# uuid = '8f73f243041c2d27739fe7696f02bf9b'
|
# uuid = "8f73f243041c2d27739fe7696f02bf9b"
|
||||||
# hasVP = False
|
# hasVP = False
|
||||||
# hasUP = True
|
# 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
|
# # 喷火持续时间 : {value0}秒
|
||||||
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
||||||
# # 喷火攻击次数 : {value1}次
|
# # 喷火攻击次数 : {value1}次
|
||||||
# data1 = get_data(f'{prefix}/{uuid}', 1)
|
# data1 = get_data(f'{prefix}/{uuid}', 1)
|
||||||
# # 喷火攻击力 : {value2}%
|
# # 喷火攻击力 : {value2}%
|
||||||
# data2 = get_data(f'{prefix}/{uuid}', 2)
|
# data2 = get_data(f'{prefix}/{uuid}', 2)
|
||||||
# hit2 = 15
|
|
||||||
# # 敌人僵直时间增加率 : {value3}%
|
# # 敌人僵直时间增加率 : {value3}%
|
||||||
# data3 = get_data(f'{prefix}/{uuid}', 3)
|
# data3 = get_data(f'{prefix}/{uuid}', 3)
|
||||||
# # 移动速度比率 : {value4}%
|
# # 移动速度比率 : {value4}%
|
||||||
@@ -674,25 +649,25 @@ class Skill19(ActiveSkill):
|
|||||||
# 空中射击
|
# 空中射击
|
||||||
# gunner_female/mechanic_female/bb34e8854a93fd250347a1c64119f7ab
|
# gunner_female/mechanic_female/bb34e8854a93fd250347a1c64119f7ab
|
||||||
# 944b9aab492c15a8474f96947ceeb9e4/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
|
# 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"
|
||||||
# name = '空中射击'
|
|
||||||
# cellPos = (7,4)
|
|
||||||
# learnLv = 15
|
# learnLv = 15
|
||||||
# masterLv = 10
|
# masterLv = 10
|
||||||
# maxLv = 20
|
# maxLv = 20
|
||||||
|
# cellPos = (7,4)
|
||||||
# position = 7
|
# position = 7
|
||||||
# rangeLv = 3
|
# rangeLv = 3
|
||||||
# cd = 40
|
# cd = 40
|
||||||
# mp = [40, 168]
|
# mp = [40, 168]
|
||||||
# uuid = 'bb34e8854a93fd250347a1c64119f7ab'
|
# uuid = "bb34e8854a93fd250347a1c64119f7ab"
|
||||||
# hasVP = False
|
# hasVP = False
|
||||||
# hasUP = 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
|
# # 持续时间 : {value0}秒
|
||||||
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
||||||
# # 空中射击攻击力增加率 : {value1}%
|
# # 空中射击攻击力增加率 : {value1}%
|
||||||
@@ -911,7 +886,7 @@ class Skill26(ActiveSkill):
|
|||||||
ratio_g = 1.0
|
ratio_g = 1.0
|
||||||
|
|
||||||
associate = [
|
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']}
|
{'data': data7, 'type': '+ratio_g', 'skills': ['改装 : G-3捕食者']}
|
||||||
]
|
]
|
||||||
|
|
||||||
@@ -925,47 +900,47 @@ class Skill26(ActiveSkill):
|
|||||||
# 暴击
|
# 暴击
|
||||||
# gunner_female/mechanic_female/fc1262c19f3d0477ee8eda47b8db8696
|
# gunner_female/mechanic_female/fc1262c19f3d0477ee8eda47b8db8696
|
||||||
# 944b9aab492c15a8474f96947ceeb9e4/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
|
# 集中精神,提升物理/魔法暴击率。\n
|
||||||
# """
|
# """
|
||||||
|
# name = "暴击"
|
||||||
# name = '暴击'
|
|
||||||
# cellPos = (5,0)
|
|
||||||
# learnLv = 20
|
# learnLv = 20
|
||||||
# masterLv = 10
|
# masterLv = 10
|
||||||
# maxLv = 20
|
# maxLv = 20
|
||||||
|
# cellPos = (5,0)
|
||||||
# position = 5
|
# position = 5
|
||||||
# rangeLv = 3
|
# rangeLv = 3
|
||||||
# uuid = 'fc1262c19f3d0477ee8eda47b8db8696'
|
# uuid = "fc1262c19f3d0477ee8eda47b8db8696"
|
||||||
# hasVP = False
|
# hasVP = False
|
||||||
# hasUP = 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}%
|
# # 物理/魔法暴击率增加 : {value0}%
|
||||||
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
||||||
|
|
||||||
# 快速拔枪
|
# 快速拔枪
|
||||||
# gunner_female/mechanic_female/45442bbbe33540b4deeec29437dae70c
|
# gunner_female/mechanic_female/45442bbbe33540b4deeec29437dae70c
|
||||||
# 944b9aab492c15a8474f96947ceeb9e4/45442bbbe33540b4deeec29437dae70c
|
# 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
|
# 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
|
# 转职为漫游枪手后,增加精通等级。\n
|
||||||
# """
|
# """
|
||||||
|
# name = "快速拔枪"
|
||||||
# name = '快速拔枪'
|
|
||||||
# cellPos = (0,6)
|
|
||||||
# learnLv = 25
|
# learnLv = 25
|
||||||
# masterLv = 10
|
# masterLv = 10
|
||||||
# maxLv = 20
|
# maxLv = 20
|
||||||
|
# cellPos = (0,6)
|
||||||
# position = 0
|
# position = 0
|
||||||
# rangeLv = 3
|
# rangeLv = 3
|
||||||
# uuid = '45442bbbe33540b4deeec29437dae70c'
|
# uuid = "45442bbbe33540b4deeec29437dae70c"
|
||||||
# hasVP = False
|
# hasVP = False
|
||||||
# hasUP = 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}%
|
# # 拔枪速度增加 : {value0}%
|
||||||
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
||||||
# # 基本射击攻击力增加率 : {value1}%
|
# # 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)
|
data7 = get_data(f'{prefix}/{uuid}', 7)
|
||||||
|
|
||||||
associate = [
|
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']}
|
{'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
|
self.hit1 = 0 / 1.5
|
||||||
|
|
||||||
ratio_g = 1.0
|
ratio_g = 1.0
|
||||||
|
|
||||||
def getSkillData(self, lv: int = 0):
|
def getSkillData(self, lv: int = 0):
|
||||||
data = super().getSkillData(lv)
|
data = super().getSkillData(lv)
|
||||||
return data * self.ratio_g
|
return data * self.ratio_g
|
||||||
@@ -1193,11 +1168,11 @@ class Skill33(ActiveSkill):
|
|||||||
data7 = get_data(f'{prefix}/{uuid}', 7)
|
data7 = get_data(f'{prefix}/{uuid}', 7)
|
||||||
|
|
||||||
associate = [
|
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']}]
|
{'data': data6, 'type': '+ratio_g', 'skills': ['改装 : G-2旋雷者']}]
|
||||||
|
|
||||||
ratio_g = 1.0
|
ratio_g = 1.0
|
||||||
|
|
||||||
def getSkillData(self, lv: int = 0):
|
def getSkillData(self, lv: int = 0):
|
||||||
data = super().getSkillData(lv)
|
data = super().getSkillData(lv)
|
||||||
return data * self.ratio_g
|
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%
|
# 每蓄满1个旋雷者Y轴范围增加率 : 12.5%
|
||||||
|
|
||||||
associate = [{'data': data0}]
|
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
|
# 超时空光耀加农炮
|
||||||
# gunner_female/mechanic_female/22158115cfe79a15c7369ced0b482646
|
# gunner_female/mechanic_female/22158115cfe79a15c7369ced0b482646
|
||||||
|
|||||||
@@ -168,7 +168,6 @@ class Skill5(PassiveSkill):
|
|||||||
# 防御力增加 : {value0}
|
# 防御力增加 : {value0}
|
||||||
data0 = get_data(f'{prefix}/{uuid}', 0)
|
data0 = get_data(f'{prefix}/{uuid}', 0)
|
||||||
|
|
||||||
# 1 99
|
|
||||||
|
|
||||||
# 技能连招
|
# 技能连招
|
||||||
# gunner_female/paramedic/10b31c7e8cd2d60b9bcf3b1d3ada4b0a
|
# gunner_female/paramedic/10b31c7e8cd2d60b9bcf3b1d3ada4b0a
|
||||||
@@ -506,7 +505,7 @@ class Skill14(PassiveBufferSkill):
|
|||||||
# [保护模件 (黄金复苏)]
|
# [保护模件 (黄金复苏)]
|
||||||
Spirit = data1
|
Spirit = data1
|
||||||
associate = [{"data":data1,"type":"$+Spirit","ratio":1}]
|
associate = [{"data":data1,"type":"$+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]
|
# [激光炮击目标技能]
|
||||||
# [保护模件 (缓冲)]
|
# [保护模件 (缓冲)]
|
||||||
# [保护模件 (净化)]
|
# [保护模件 (净化)]
|
||||||
@@ -638,7 +637,7 @@ class Skill18(ActiveBufferSkill):
|
|||||||
# 战服 · 机动打击
|
# 战服 · 机动打击
|
||||||
# gunner_female/paramedic/9e86a1210874dc2b0c83a4a5a54a7222
|
# gunner_female/paramedic/9e86a1210874dc2b0c83a4a5a54a7222
|
||||||
# 944b9aab492c15a8474f96947ceeb9e4/9e86a1210874dc2b0c83a4a5a54a7222
|
# 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
|
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
|
||||||
"""
|
"""
|
||||||
|
|||||||
@@ -8,6 +8,7 @@ prefix = "knight/chaos/cn/skillDetail"
|
|||||||
# 盾挑
|
# 盾挑
|
||||||
# knight/chaos/3c5604bdbb0240b8f130f59ab40509c3
|
# knight/chaos/3c5604bdbb0240b8f130f59ab40509c3
|
||||||
# 0ee8fa5dc525c1a1f23fc6911e921e4a/3c5604bdbb0240b8f130f59ab40509c3
|
# 0ee8fa5dc525c1a1f23fc6911e921e4a/3c5604bdbb0240b8f130f59ab40509c3
|
||||||
|
# MIGRATION: character 中没有同名技能“盾挑”,暂不启用
|
||||||
# class Skill0(ActiveSkill):
|
# class Skill0(ActiveSkill):
|
||||||
# """
|
# """
|
||||||
# 用盾牌攻击敌人并使其浮空。\n
|
# 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
|
# 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
|
# 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"
|
||||||
# name = '盾挑'
|
|
||||||
# cellPos = (3,1)
|
|
||||||
# learnLv = 1
|
# learnLv = 1
|
||||||
# masterLv = 10
|
# masterLv = 10
|
||||||
# maxLv = 20
|
# maxLv = 20
|
||||||
|
# cellPos = (3,1)
|
||||||
# position = 3
|
# position = 3
|
||||||
# rangeLv = 3
|
# rangeLv = 3
|
||||||
# cd = 2
|
# cd = 2
|
||||||
# uuid = '3c5604bdbb0240b8f130f59ab40509c3'
|
# mp = [0, 0]
|
||||||
|
# uuid = "3c5604bdbb0240b8f130f59ab40509c3"
|
||||||
# hasVP = False
|
# hasVP = False
|
||||||
# hasUP = 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}%
|
# # 盾牌挑击攻击力 : {value0}%
|
||||||
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
||||||
# hit0 = 1
|
|
||||||
# # 浮空力比率 : {value1}%
|
# # 浮空力比率 : {value1}%
|
||||||
# data1 = get_data(f'{prefix}/{uuid}', 1)
|
# data1 = get_data(f'{prefix}/{uuid}', 1)
|
||||||
|
|
||||||
# 强踢
|
# 强踢
|
||||||
# knight/chaos/9dda3f4a849dba1a288dd65e116860f2
|
# knight/chaos/9dda3f4a849dba1a288dd65e116860f2
|
||||||
# 0ee8fa5dc525c1a1f23fc6911e921e4a/9dda3f4a849dba1a288dd65e116860f2
|
# 0ee8fa5dc525c1a1f23fc6911e921e4a/9dda3f4a849dba1a288dd65e116860f2
|
||||||
|
# MIGRATION: character 中没有同名技能“强踢”,暂不启用
|
||||||
# class Skill1(ActiveSkill):
|
# 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
|
# 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
|
# [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
|
# 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"
|
||||||
# name = '强踢'
|
|
||||||
# cellPos = (5,1)
|
|
||||||
# learnLv = 1
|
# learnLv = 1
|
||||||
# masterLv = 60
|
# masterLv = 60
|
||||||
# maxLv = 70
|
# maxLv = 70
|
||||||
|
# cellPos = (5,1)
|
||||||
# position = 5
|
# position = 5
|
||||||
# rangeLv = 2
|
# rangeLv = 2
|
||||||
# cd = 5
|
# cd = 5
|
||||||
# mp = [2, 350]
|
# mp = [2, 350]
|
||||||
# uuid = '9dda3f4a849dba1a288dd65e116860f2'
|
# uuid = "9dda3f4a849dba1a288dd65e116860f2"
|
||||||
# hasVP = False
|
# hasVP = False
|
||||||
# hasUP = 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}%
|
# # 脚踢攻击力 : {value0}%
|
||||||
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
||||||
# hit0 = 1
|
|
||||||
# # 减速几率 : {value1}%
|
# # 减速几率 : {value1}%
|
||||||
# data1 = get_data(f'{prefix}/{uuid}', 1)
|
# data1 = get_data(f'{prefix}/{uuid}', 1)
|
||||||
# # 敌人移动速度减少 : {value2}%
|
# # 敌人移动速度减少 : {value2}%
|
||||||
@@ -197,47 +196,48 @@ class Skill5(PassiveSkill):
|
|||||||
# 后跳
|
# 后跳
|
||||||
# knight/chaos/7822d6d52e10964a6755f142c666b494
|
# knight/chaos/7822d6d52e10964a6755f142c666b494
|
||||||
# 0ee8fa5dc525c1a1f23fc6911e921e4a/7822d6d52e10964a6755f142c666b494
|
# 0ee8fa5dc525c1a1f23fc6911e921e4a/7822d6d52e10964a6755f142c666b494
|
||||||
|
# MIGRATION: character 中没有同名技能“后跳”,暂不启用
|
||||||
# class Skill6(ActiveSkill):
|
# class Skill6(ActiveSkill):
|
||||||
# """
|
# """
|
||||||
# 使自身向后方小跳并避开敌人的攻击。\n
|
# 使自身向后方小跳并避开敌人的攻击。\n
|
||||||
# """
|
# """
|
||||||
|
# name = "后跳"
|
||||||
# name = '后跳'
|
|
||||||
# cellPos = (3,0)
|
|
||||||
# learnLv = 1
|
# learnLv = 1
|
||||||
# masterLv = 1
|
# masterLv = 1
|
||||||
# maxLv = 1
|
# maxLv = 1
|
||||||
|
# cellPos = (3,0)
|
||||||
# position = 3
|
# position = 3
|
||||||
# rangeLv = 1
|
# rangeLv = None
|
||||||
# mp = [1, 1]
|
# cd = []
|
||||||
# uuid = '7822d6d52e10964a6755f142c666b494'
|
# uuid = "7822d6d52e10964a6755f142c666b494"
|
||||||
|
# icon = "$common/$uuid"
|
||||||
# hasVP = False
|
# hasVP = False
|
||||||
# hasUP = 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
|
# 基础精通
|
||||||
# knight/chaos/5a56514f35cf0270ae8d6c65f8fefd78
|
# knight/chaos/5a56514f35cf0270ae8d6c65f8fefd78
|
||||||
# 0ee8fa5dc525c1a1f23fc6911e921e4a/5a56514f35cf0270ae8d6c65f8fefd78
|
# 0ee8fa5dc525c1a1f23fc6911e921e4a/5a56514f35cf0270ae8d6c65f8fefd78
|
||||||
|
# MIGRATION: character 中没有同名技能“基础精通”,暂不启用
|
||||||
# class Skill7(PassiveSkill):
|
# class Skill7(PassiveSkill):
|
||||||
# """
|
# """
|
||||||
# 增加基本攻击、 前冲攻击、 跳跃攻击的攻击力。\n
|
# 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
|
# 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"
|
||||||
# name = '基础精通'
|
|
||||||
# cellPos = (1,0)
|
|
||||||
# learnLv = 1
|
# learnLv = 1
|
||||||
# masterLv = 115
|
# masterLv = 115
|
||||||
# maxLv = 200
|
# maxLv = 200
|
||||||
|
# cellPos = (1,0)
|
||||||
# position = 1
|
# position = 1
|
||||||
# rangeLv = 1
|
# rangeLv = 1
|
||||||
# uuid = '5a56514f35cf0270ae8d6c65f8fefd78'
|
# uuid = "5a56514f35cf0270ae8d6c65f8fefd78"
|
||||||
# icon = '$common/$uuid'
|
# icon = "$common/$uuid"
|
||||||
# hasVP = False
|
# hasVP = False
|
||||||
# hasUP = 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}%
|
# # 基本攻击力变化率 : {value0}%
|
||||||
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
||||||
# # 前冲攻击力变化率 : {value1}%
|
# # 前冲攻击力变化率 : {value1}%
|
||||||
@@ -248,25 +248,26 @@ class Skill5(PassiveSkill):
|
|||||||
# 受身蹲伏
|
# 受身蹲伏
|
||||||
# knight/chaos/ce26c6b69d02a440a81b552bec94f03b
|
# knight/chaos/ce26c6b69d02a440a81b552bec94f03b
|
||||||
# 0ee8fa5dc525c1a1f23fc6911e921e4a/ce26c6b69d02a440a81b552bec94f03b
|
# 0ee8fa5dc525c1a1f23fc6911e921e4a/ce26c6b69d02a440a81b552bec94f03b
|
||||||
|
# MIGRATION: character 中没有同名技能“受身蹲伏”,暂不启用
|
||||||
# class Skill8(ActiveSkill):
|
# 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
|
# 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"
|
||||||
# name = '受身蹲伏'
|
|
||||||
# cellPos = (2,0)
|
|
||||||
# learnLv = 1
|
# learnLv = 1
|
||||||
# masterLv = 10
|
# masterLv = 10
|
||||||
# maxLv = 20
|
# maxLv = 20
|
||||||
|
# cellPos = (2,0)
|
||||||
# position = 2
|
# position = 2
|
||||||
# rangeLv = 1
|
# rangeLv = None
|
||||||
# cd = 5
|
# cd = 5
|
||||||
# mp = [1, 1]
|
# mp = [1, 1]
|
||||||
# uuid = 'ce26c6b69d02a440a81b552bec94f03b'
|
# uuid = "ce26c6b69d02a440a81b552bec94f03b"
|
||||||
|
# icon = "$common/$uuid"
|
||||||
# hasVP = False
|
# hasVP = False
|
||||||
# hasUP = 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
|
# # 蹲伏姿势最短无敌时间 : {value0}秒
|
||||||
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
||||||
# # 蹲伏姿势最长无敌时间 : {value1}秒
|
# # 蹲伏姿势最长无敌时间 : {value1}秒
|
||||||
@@ -311,23 +312,25 @@ class Skill5(PassiveSkill):
|
|||||||
# 防具精通
|
# 防具精通
|
||||||
# knight/chaos/892ef624d8bf3d7fc045f84825fd6104
|
# knight/chaos/892ef624d8bf3d7fc045f84825fd6104
|
||||||
# 0ee8fa5dc525c1a1f23fc6911e921e4a/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
|
# 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"
|
||||||
# name = '防具精通'
|
|
||||||
# cellPos = (0,1)
|
|
||||||
# learnLv = 1
|
# learnLv = 1
|
||||||
# masterLv = 1
|
# masterLv = 1
|
||||||
# maxLv = 1
|
# maxLv = 1
|
||||||
|
# cellPos = (0,1)
|
||||||
# position = 0
|
# position = 0
|
||||||
# rangeLv = 1
|
# rangeLv = None
|
||||||
# uuid = '892ef624d8bf3d7fc045f84825fd6104'
|
# cd = []
|
||||||
|
# uuid = "892ef624d8bf3d7fc045f84825fd6104"
|
||||||
|
# icon = "$common/$uuid"
|
||||||
# hasVP = False
|
# hasVP = False
|
||||||
# hasUP = False
|
# hasUP = False
|
||||||
# custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
|
# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501
|
||||||
|
|
||||||
|
|
||||||
# 盾击
|
# 盾击
|
||||||
@@ -368,28 +371,28 @@ class Skill10(ActiveSkill):
|
|||||||
# 命运之轮
|
# 命运之轮
|
||||||
# knight/chaos/4655101518604f874721b3cc249aae10
|
# knight/chaos/4655101518604f874721b3cc249aae10
|
||||||
# 0ee8fa5dc525c1a1f23fc6911e921e4a/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
|
# 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
|
# 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
|
# 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
|
# [命运之轮开始旋转了。]\n
|
||||||
# """
|
# """
|
||||||
|
# name = "命运之轮"
|
||||||
# name = '命运之轮'
|
|
||||||
# cellPos = (7,2)
|
|
||||||
# learnLv = 5
|
# learnLv = 5
|
||||||
# masterLv = 60
|
# masterLv = 60
|
||||||
# maxLv = 70
|
# maxLv = 70
|
||||||
|
# cellPos = (7,2)
|
||||||
# position = 7
|
# position = 7
|
||||||
# rangeLv = 2
|
# rangeLv = 2
|
||||||
# cd = 8
|
# cd = 8
|
||||||
# mp = [5, 249]
|
# mp = [5, 250]
|
||||||
# uuid = '4655101518604f874721b3cc249aae10'
|
# uuid = "4655101518604f874721b3cc249aae10"
|
||||||
# hasVP = False
|
# hasVP = False
|
||||||
# hasUP = 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}%
|
# # 拉扯攻击力 : {value0}%
|
||||||
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
||||||
# # 挑飞攻击力 : {value1}%
|
# # 挑飞攻击力 : {value1}%
|
||||||
@@ -397,16 +400,6 @@ class Skill10(ActiveSkill):
|
|||||||
# # 命运之轮持续时间 : {value2}秒
|
# # 命运之轮持续时间 : {value2}秒
|
||||||
# data2 = get_data(f'{prefix}/{uuid}', 2)
|
# 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
|
# 自动防御
|
||||||
# knight/chaos/f2fb27162beb0b87a7cb9af7900e95f2
|
# knight/chaos/f2fb27162beb0b87a7cb9af7900e95f2
|
||||||
# 0ee8fa5dc525c1a1f23fc6911e921e4a/f2fb27162beb0b87a7cb9af7900e95f2
|
# 0ee8fa5dc525c1a1f23fc6911e921e4a/f2fb27162beb0b87a7cb9af7900e95f2
|
||||||
@@ -595,27 +588,28 @@ class Skill16(ActiveSkill):
|
|||||||
# 强化 - 后跳
|
# 强化 - 后跳
|
||||||
# knight/chaos/2b340542e776818b78f3212af184bd6b
|
# knight/chaos/2b340542e776818b78f3212af184bd6b
|
||||||
# 0ee8fa5dc525c1a1f23fc6911e921e4a/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
|
# 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
|
# 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
|
# 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
|
# 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"
|
||||||
# name = '强化 - 后跳'
|
|
||||||
# cellPos = (4,0)
|
|
||||||
# learnLv = 10
|
# learnLv = 10
|
||||||
# masterLv = 1
|
# masterLv = 1
|
||||||
# maxLv = 1
|
# maxLv = 1
|
||||||
|
# cellPos = (4,0)
|
||||||
# position = 4
|
# position = 4
|
||||||
# rangeLv = 1
|
# rangeLv = None
|
||||||
# cd = 30
|
# cd = 30
|
||||||
# uuid = '2b340542e776818b78f3212af184bd6b'
|
# uuid = "2b340542e776818b78f3212af184bd6b"
|
||||||
|
# icon = "$common/$uuid"
|
||||||
# hasVP = False
|
# hasVP = False
|
||||||
# hasUP = 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
|
# # 强制中断技能时的冷却时间 : {value0}秒
|
||||||
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
||||||
# # 被击或倒地期间施放时的冷却时间 : {value1}秒
|
# # 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
|
# 跃翔
|
||||||
# knight/chaos/1fea5a626f15230237946a11a9d11582
|
# knight/chaos/1fea5a626f15230237946a11a9d11582
|
||||||
# 0ee8fa5dc525c1a1f23fc6911e921e4a/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
|
# 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
|
# 效果持续期间内,再次按技能键可以结束。\n
|
||||||
# """
|
# """
|
||||||
|
# name = "跃翔"
|
||||||
# name = '跃翔'
|
|
||||||
# cellPos = (6,0)
|
|
||||||
# learnLv = 10
|
# learnLv = 10
|
||||||
# masterLv = 1
|
# masterLv = 1
|
||||||
# maxLv = 1
|
# maxLv = 1
|
||||||
|
# cellPos = (6,0)
|
||||||
# position = 6
|
# position = 6
|
||||||
# rangeLv = 3
|
# rangeLv = 3
|
||||||
# cd = 5
|
# cd = 5
|
||||||
# mp = [13, 13]
|
# mp = [13, 13]
|
||||||
# uuid = '1fea5a626f15230237946a11a9d11582'
|
# uuid = "1fea5a626f15230237946a11a9d11582"
|
||||||
# icon = '$common/$uuid'
|
# icon = "$common/$uuid"
|
||||||
# hasVP = False
|
# hasVP = False
|
||||||
# hasUP = 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
|
# # 持续时间 : {value0}秒
|
||||||
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
||||||
|
|
||||||
@@ -1100,23 +1094,23 @@ class Skill30(ActiveSkill):
|
|||||||
# 暴击
|
# 暴击
|
||||||
# knight/chaos/fc1262c19f3d0477ee8eda47b8db8696
|
# knight/chaos/fc1262c19f3d0477ee8eda47b8db8696
|
||||||
# 0ee8fa5dc525c1a1f23fc6911e921e4a/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
|
# 集中精神,提升物理/魔法暴击率。\n
|
||||||
# """
|
# """
|
||||||
|
# name = "暴击"
|
||||||
# name = '暴击'
|
|
||||||
# cellPos = (5,0)
|
|
||||||
# learnLv = 20
|
# learnLv = 20
|
||||||
# masterLv = 10
|
# masterLv = 10
|
||||||
# maxLv = 20
|
# maxLv = 20
|
||||||
|
# cellPos = (5,0)
|
||||||
# position = 5
|
# position = 5
|
||||||
# rangeLv = 3
|
# rangeLv = 3
|
||||||
# uuid = 'fc1262c19f3d0477ee8eda47b8db8696'
|
# uuid = "fc1262c19f3d0477ee8eda47b8db8696"
|
||||||
# hasVP = False
|
# hasVP = False
|
||||||
# hasUP = 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}%
|
# # 物理/魔法暴击率增加 : {value0}%
|
||||||
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
||||||
|
|
||||||
|
|||||||
@@ -562,27 +562,28 @@ class Skill13(ActiveSkill):
|
|||||||
# 强化 - 后跳
|
# 强化 - 后跳
|
||||||
# knight/elven_knight/2b340542e776818b78f3212af184bd6b
|
# knight/elven_knight/2b340542e776818b78f3212af184bd6b
|
||||||
# 0ee8fa5dc525c1a1f23fc6911e921e4a/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
|
# 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
|
# 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
|
# 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
|
# 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"
|
||||||
# name = '强化 - 后跳'
|
|
||||||
# cellPos = (4,0)
|
|
||||||
# learnLv = 10
|
# learnLv = 10
|
||||||
# masterLv = 1
|
# masterLv = 1
|
||||||
# maxLv = 1
|
# maxLv = 1
|
||||||
|
# cellPos = (4,0)
|
||||||
# position = 4
|
# position = 4
|
||||||
# rangeLv = 1
|
# rangeLv = None
|
||||||
# cd = 30
|
# cd = 30
|
||||||
# uuid = '2b340542e776818b78f3212af184bd6b'
|
# uuid = "2b340542e776818b78f3212af184bd6b"
|
||||||
|
# icon = "$common/$uuid"
|
||||||
# hasVP = False
|
# hasVP = False
|
||||||
# hasUP = 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
|
# # 强制中断技能时的冷却时间 : {value0}秒
|
||||||
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
||||||
# # 被击或倒地期间施放时的冷却时间 : {value1}秒
|
# # 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
|
# 跃翔
|
||||||
# knight/elven_knight/1fea5a626f15230237946a11a9d11582
|
# knight/elven_knight/1fea5a626f15230237946a11a9d11582
|
||||||
# 0ee8fa5dc525c1a1f23fc6911e921e4a/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
|
# 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
|
# 效果持续期间内,再次按技能键可以结束。\n
|
||||||
# """
|
# """
|
||||||
|
# name = "跃翔"
|
||||||
# name = '跃翔'
|
|
||||||
# cellPos = (6,0)
|
|
||||||
# learnLv = 10
|
# learnLv = 10
|
||||||
# masterLv = 1
|
# masterLv = 1
|
||||||
# maxLv = 1
|
# maxLv = 1
|
||||||
|
# cellPos = (6,0)
|
||||||
# position = 6
|
# position = 6
|
||||||
# rangeLv = 3
|
# rangeLv = 3
|
||||||
# cd = 5
|
# cd = 5
|
||||||
# mp = [13, 13]
|
# mp = [13, 13]
|
||||||
# uuid = '1fea5a626f15230237946a11a9d11582'
|
# uuid = "1fea5a626f15230237946a11a9d11582"
|
||||||
# icon = '$common/$uuid'
|
# icon = "$common/$uuid"
|
||||||
# hasVP = False
|
# hasVP = False
|
||||||
# hasUP = 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
|
# # 持续时间 : {value0}秒
|
||||||
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
# data0 = get_data(f'{prefix}/{uuid}', 0)
|
||||||
|
|
||||||
|
|||||||
@@ -1165,7 +1165,6 @@ class Skill24(PassiveSkill):
|
|||||||
|
|
||||||
associate = [{'type': '+useChange', 'data': [0, 100], 'skills': ['煌龙偃月']}]
|
associate = [{'type': '+useChange', 'data': [0, 100], 'skills': ['煌龙偃月']}]
|
||||||
|
|
||||||
# 1 99
|
|
||||||
|
|
||||||
# 斗神意志
|
# 斗神意志
|
||||||
# mage_female/battle_mage/dcb31a63ef58954f44ff2070c42a9a98
|
# mage_female/battle_mage/dcb31a63ef58954f44ff2070c42a9a98
|
||||||
|
|||||||
@@ -331,6 +331,7 @@ class Skill9(ActiveSkill):
|
|||||||
# rangeLv = 2
|
# rangeLv = 2
|
||||||
# cd = 10
|
# cd = 10
|
||||||
# mp = [65, 672]
|
# mp = [65, 672]
|
||||||
|
# dule = {'cd': 8, 'mp': [13, 134]}
|
||||||
# uuid = "a5fa08f5d509e6ff2ebc68856a470b5a"
|
# uuid = "a5fa08f5d509e6ff2ebc68856a470b5a"
|
||||||
# hasVP = False
|
# hasVP = False
|
||||||
# hasUP = False
|
# hasUP = False
|
||||||
|
|||||||
@@ -331,6 +331,7 @@ prefix = "mage_female/enchantress/cn/skillDetail"
|
|||||||
# rangeLv = 2
|
# rangeLv = 2
|
||||||
# cd = 10
|
# cd = 10
|
||||||
# mp = [65, 672]
|
# mp = [65, 672]
|
||||||
|
# dule = {'cd': 8, 'mp': [13, 134]}
|
||||||
# uuid = "a5fa08f5d509e6ff2ebc68856a470b5a"
|
# uuid = "a5fa08f5d509e6ff2ebc68856a470b5a"
|
||||||
# hasVP = False
|
# hasVP = False
|
||||||
# hasUP = False
|
# hasUP = False
|
||||||
|
|||||||
File diff suppressed because it is too large
Load Diff
@@ -333,6 +333,7 @@ class Skill3(PassiveSkill):
|
|||||||
# rangeLv = 2
|
# rangeLv = 2
|
||||||
# cd = 10
|
# cd = 10
|
||||||
# mp = [65, 672]
|
# mp = [65, 672]
|
||||||
|
# dule = {'cd': 8, 'mp': [13, 134]}
|
||||||
# uuid = "a5fa08f5d509e6ff2ebc68856a470b5a"
|
# uuid = "a5fa08f5d509e6ff2ebc68856a470b5a"
|
||||||
# hasVP = False
|
# hasVP = False
|
||||||
# hasUP = False
|
# hasUP = False
|
||||||
|
|||||||
@@ -1016,7 +1016,6 @@ class Skill29(PassiveSkill):
|
|||||||
hasUP = False
|
hasUP = False
|
||||||
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
|
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
|
||||||
|
|
||||||
# 1 99
|
|
||||||
|
|
||||||
# 乖离 : 迷雾
|
# 乖离 : 迷雾
|
||||||
# mage_male/dimension_walker/5892d1fa4462e561ac8f8d2c74892b0a
|
# mage_male/dimension_walker/5892d1fa4462e561ac8f8d2c74892b0a
|
||||||
|
|||||||
@@ -361,7 +361,7 @@ class Skill10(ActiveBufferSkill):
|
|||||||
# 大幅度挥动巨兵,勾起敌人后砸向地面。\n
|
# 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
|
# 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
|
# 转职为光明骑士后,技能类型变为独立攻击力。\n
|
||||||
# """
|
# """
|
||||||
# name = "钩颈斩"
|
# name = "钩颈斩"
|
||||||
|
|||||||
@@ -277,7 +277,7 @@ class Skill6(ActiveSkill):
|
|||||||
# 大幅度挥动巨兵,勾起敌人后砸向地面。\n
|
# 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
|
# 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
|
# 转职为光明骑士后,技能类型变为独立攻击力。\n
|
||||||
# """
|
# """
|
||||||
# name = "钩颈斩"
|
# name = "钩颈斩"
|
||||||
|
|||||||
@@ -271,7 +271,7 @@ class Skill8(ActiveSkill):
|
|||||||
大幅度挥动巨兵,勾起敌人后砸向地面。\n
|
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
|
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
|
转职为光明骑士后,技能类型变为独立攻击力。\n
|
||||||
"""
|
"""
|
||||||
name = "钩颈斩"
|
name = "钩颈斩"
|
||||||
|
|||||||
@@ -274,7 +274,7 @@ class Skill3(PassiveSkill):
|
|||||||
# 大幅度挥动巨兵,勾起敌人后砸向地面。\n
|
# 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
|
# 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
|
# 转职为光明骑士后,技能类型变为独立攻击力。\n
|
||||||
# """
|
# """
|
||||||
# name = "钩颈斩"
|
# name = "钩颈斩"
|
||||||
|
|||||||
@@ -1522,7 +1522,6 @@ class Skill39(PassiveSkill):
|
|||||||
hasUP = False
|
hasUP = False
|
||||||
custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501
|
custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501
|
||||||
|
|
||||||
# 1 99
|
|
||||||
|
|
||||||
# 圣光突袭
|
# 圣光突袭
|
||||||
# priest_male/crusader_male/c47b66efd27845ef14954928ea2f95c8
|
# priest_male/crusader_male/c47b66efd27845ef14954928ea2f95c8
|
||||||
|
|||||||
@@ -134,7 +134,6 @@ class Skill1(ActiveSkill):
|
|||||||
if weapon[0] == '钝器':
|
if weapon[0] == '钝器':
|
||||||
self.hit3 = 3
|
self.hit3 = 3
|
||||||
|
|
||||||
# 1 99
|
|
||||||
|
|
||||||
# 后跳
|
# 后跳
|
||||||
# swordman_female/sword_master/7822d6d52e10964a6755f142c666b494
|
# swordman_female/sword_master/7822d6d52e10964a6755f142c666b494
|
||||||
|
|||||||
@@ -958,9 +958,9 @@ class Skill29(ActiveSkill):
|
|||||||
hit0 = 1
|
hit0 = 1
|
||||||
# 砸地物理攻击力 : {value1}%
|
# 砸地物理攻击力 : {value1}%
|
||||||
data1 = get_data(f'{prefix}/{uuid}', 1)
|
data1 = get_data(f'{prefix}/{uuid}', 1)
|
||||||
hit2 = 1
|
|
||||||
# 周围冲击波攻击力 : {value2}%
|
# 周围冲击波攻击力 : {value2}%
|
||||||
data2 = get_data(f'{prefix}/{uuid}', 2)
|
data2 = get_data(f'{prefix}/{uuid}', 2)
|
||||||
|
hit2 = 1
|
||||||
# [范围信息]
|
# [范围信息]
|
||||||
# 冲击波范围 : {value3}px
|
# 冲击波范围 : {value3}px
|
||||||
data3 = get_data(f'{prefix}/{uuid}', 3)
|
data3 = get_data(f'{prefix}/{uuid}', 3)
|
||||||
@@ -1672,8 +1672,8 @@ class Skill43(ActiveSkill):
|
|||||||
hit0 = 1
|
hit0 = 1
|
||||||
# 连续斩击攻击力 : {value1}% X {value2}
|
# 连续斩击攻击力 : {value1}% X {value2}
|
||||||
data1 = get_data(f'{prefix}/{uuid}', 1)
|
data1 = get_data(f'{prefix}/{uuid}', 1)
|
||||||
hit2 = 18
|
|
||||||
data2 = get_data(f'{prefix}/{uuid}', 2)
|
data2 = get_data(f'{prefix}/{uuid}', 2)
|
||||||
|
hit2 = 18
|
||||||
# 前冲攻击力 : {value3}%
|
# 前冲攻击力 : {value3}%
|
||||||
data3 = get_data(f'{prefix}/{uuid}', 3)
|
data3 = get_data(f'{prefix}/{uuid}', 3)
|
||||||
hit3 = 1
|
hit3 = 1
|
||||||
|
|||||||
@@ -770,7 +770,6 @@ class Skill21(ActiveSkill):
|
|||||||
hasUP = False
|
hasUP = False
|
||||||
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
|
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
|
||||||
|
|
||||||
# 1 99
|
|
||||||
|
|
||||||
# 撕裂
|
# 撕裂
|
||||||
# thief/shadow_dancer/c5a2956d8ed3af1746ed2f76ca971a09
|
# thief/shadow_dancer/c5a2956d8ed3af1746ed2f76ca971a09
|
||||||
|
|||||||
@@ -196,7 +196,7 @@ adv = [
|
|||||||
'name': 'archer',
|
'name': 'archer',
|
||||||
'title': '弓箭手',
|
'title': '弓箭手',
|
||||||
'children': [
|
'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': 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': 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'},
|
{'id': 3, 'name': 'vigilante', 'title': '聆风·妖护使', 'open': True, 'class': 'GF.archer.vigilante'},
|
||||||
|
|||||||
Reference in New Issue
Block a user