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@@ -897,6 +897,7 @@ class Skill19(ActiveSkill):
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# 基本攻击力 : {value0}%
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# 基本攻击力 : {value0}%
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data0 = get_data(f"{prefix}/{uuid}", 0, lambda x = None: x)
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data0 = get_data(f"{prefix}/{uuid}", 0, lambda x = None: x)
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hit0 = 1
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# 太刀 - 刺伤效果几率 : {value1}%
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# 太刀 - 刺伤效果几率 : {value1}%
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data1 = get_data(f"{prefix}/{uuid}", 1, lambda x = None: x)
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data1 = get_data(f"{prefix}/{uuid}", 1, lambda x = None: x)
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# 太刀 - 刺伤效果数 : {value2}个
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# 太刀 - 刺伤效果数 : {value2}个
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@@ -1227,10 +1228,9 @@ class Skill24(ActiveSkill):
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hit0 = 12
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hit0 = 12
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# 基础斩击次数 : {value1}次
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# 基础斩击次数 : {value1}次
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data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
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data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x)
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hit1 = 3
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# 剑气攻击力 : {value2}%
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# 剑气攻击力 : {value2}%
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data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
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data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x)
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hit2 = 0
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hit2 = 3
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# 剑气多段攻击次数 : {value3}次
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# 剑气多段攻击次数 : {value3}次
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data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
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data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x)
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# 短剑 - 斩击攻击力减少率 : {value4}%
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# 短剑 - 斩击攻击力减少率 : {value4}%
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@@ -1257,6 +1257,7 @@ class Skill24(ActiveSkill):
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data14 = get_data(f'{prefix}/{uuid}', 14, lambda x = None: x)
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data14 = get_data(f'{prefix}/{uuid}', 14, lambda x = None: x)
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# 钝器 - 冲击波攻击力 : {value15}%
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# 钝器 - 冲击波攻击力 : {value15}%
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data15 = get_data(f'{prefix}/{uuid}', 15, lambda x = None: x)
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data15 = get_data(f'{prefix}/{uuid}', 15, lambda x = None: x)
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hit15 = 0
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# [范围信息]
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# [范围信息]
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# 范围比率 : {value16}%
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# 范围比率 : {value16}%
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data16 = get_data(f'{prefix}/{uuid}', 16, lambda x = None: x)
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data16 = get_data(f'{prefix}/{uuid}', 16, lambda x = None: x)
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@@ -1266,12 +1267,12 @@ class Skill24(ActiveSkill):
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hit17 = 4
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hit17 = 4
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# 75被动影子剑气部分
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# 75被动影子剑气部分
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data18 = data1
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data18 = data2
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power18 = 0
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power18 = 0
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hit18 = 3
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hit18 = 3
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# 75被动钝器冲击波部分
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# 75被动钝器冲击波部分
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data19 = data2
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data19 = data15
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power19 = 0
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power19 = 0
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hit19 = 1
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hit19 = 1
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@@ -1285,15 +1286,15 @@ class Skill24(ActiveSkill):
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# 减少斩击攻击力
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# 减少斩击攻击力
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self.power0 *= 1 - 0.1
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self.power0 *= 1 - 0.1
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# 增加剑气攻击力和次数
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# 增加剑气攻击力和次数
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self.power1 *= 1.2
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self.power2 *= 1.2
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self.hit1 = self.hit4 = 4
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self.hit2 = self.hit18 = 4
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elif weapon[0] == "巨剑":
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elif weapon[0] == "巨剑":
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# 增加斩击攻击力
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# 增加斩击攻击力
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self.power0 *= 1 + 0.5
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self.power0 *= 1 + 0.5
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elif weapon[0] == "钝器":
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elif weapon[0] == "钝器":
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# 不会产生剑气 变成冲击波
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# 不会产生剑气 变成冲击波
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self.hit2 = self.hit5 = 1
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self.hit15 = self.hit19 = 1
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self.hit1 = self.hit4 = 0
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self.hit2 = self.hit18 = 0
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pass
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pass
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# 极 · 鬼剑术 (斩铁式)
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# 极 · 鬼剑术 (斩铁式)
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@@ -1622,7 +1623,7 @@ class Skill30(ActiveSkill):
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elif weapon[0] == "巨剑":
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elif weapon[0] == "巨剑":
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# 增加斩击攻击力
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# 增加斩击攻击力
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self.power0 *= 1 + 0.08
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self.power0 *= 1 + 0.08
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self.power1 *= 1 + 0.08
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self.power2 *= 1 + 0.08
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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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@@ -1747,7 +1748,7 @@ class Skill31(PassiveSkill):
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{"type":"+dataplus1","data":data15,"skills":["极 · 神剑术 (流星落)"],"weapon":["光剑"],"ratio":1},
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{"type":"+dataplus1","data":data15,"skills":["极 · 神剑术 (流星落)"],"weapon":["光剑"],"ratio":1},
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{"type":"*powerplus0","data":data19,"skills":["极 · 神剑术 (流星落)"],"weapon":["巨剑"]},
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{"type":"*powerplus0","data":data19,"skills":["极 · 神剑术 (流星落)"],"weapon":["巨剑"]},
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{"type":"+dataplus1","data":data20,"skills":["极 · 神剑术 (流星落)"],"weapon":["钝器"],"ratio":1},
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{"type":"+dataplus1","data":data20,"skills":["极 · 神剑术 (流星落)"],"weapon":["钝器"],"ratio":1},
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{"type":"*power1","data":data23,"skills":["极 · 神剑术 (破空斩)"]}
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{"type":"*power2","data":data23,"skills":["极 · 神剑术 (破空斩)"]}
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]
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]
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