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@@ -150,9 +150,13 @@ class Skill22(ActiveSkill):
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data1 = get_data(f'{prefix}/{uuid}', 1)
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# 增加发射子弹数上限 : 左轮枪{value2}发、 自动手枪{value3}发、 步枪{value4}发、 手炮{value5}发、 手弩{value6}发
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data2 = get_data(f'{prefix}/{uuid}', 2)
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# 增加发射子弹数上限 : 左轮枪{value2}发、 自动手枪{value3}发、 步枪{value4}发、 手炮{value5}发、 手弩{value6}发
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data3 = get_data(f'{prefix}/{uuid}', 3)
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# 增加发射子弹数上限 : 左轮枪{value2}发、 自动手枪{value3}发、 步枪{value4}发、 手炮{value5}发、 手弩{value6}发
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data4 = get_data(f'{prefix}/{uuid}', 4)
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# 增加发射子弹数上限 : 左轮枪{value2}发、 自动手枪{value3}发、 步枪{value4}发、 手炮{value5}发、 手弩{value6}发
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data5 = get_data(f'{prefix}/{uuid}', 5)
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# 增加发射子弹数上限 : 左轮枪{value2}发、 自动手枪{value3}发、 步枪{value4}发、 手炮{value5}发、 手弩{value6}发
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data6 = get_data(f'{prefix}/{uuid}', 6)
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# G-14手雷
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@@ -296,15 +300,15 @@ class Skill28(PassiveSkill):
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hasVP = False
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hasUP = False
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custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501
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# 物理、 魔法攻击力增加率 : {value0}%
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# 物理、 魔法攻击力增加比率 : {value0}%
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data0 = get_data(f'{prefix}/{uuid}', 0)
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# 独立攻击力增加率 : {value1}%
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data1 = get_data(f'{prefix}/{uuid}', 1)
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# 转职后技能冷却时间减少率 : {value2}%
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data2 = get_data(f'{prefix}/{uuid}', 2)
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# 攻击速度增加 : {value0}%
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# 攻击速度增加量 : {value3}%
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data3 = get_data(f'{prefix}/{uuid}', 3)
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# 施放速度增加 : {value1}%
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# 施放速度增加 : {value4}%
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data4 = get_data(f'{prefix}/{uuid}', 4)
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# (冷却时间减少效果不适用于一次、 二次、 三次觉醒技能)
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# 填装速度增加 : {value5}%
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@@ -357,7 +361,8 @@ class Skill29(ActiveSkill):
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# 944b9aab492c15a8474f96947ceeb9e4/45442bbbe33540b4deeec29437dae70c
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class Skill30(PassiveSkill):
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"""
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快速拔枪攻击敌人, 发动后可以增加攻击速度和普通射击的攻击力。 转职为漫游枪手后增加精通等级。
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增加攻击速度和基本射击攻击力。\n
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转职为漫游枪手后, 增加精通等级。
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"""
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name = "快速拔枪"
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learnLv = 25
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@@ -662,7 +667,8 @@ class Skill37(ActiveSkill):
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def vp_1(self):
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"""
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[聚合弹]\n
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空中施放时,向正下方地面发射爆炸的火属性特殊弹药\n
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空中施放时, 不消耗单兵推进器使用次数\n
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空中施放时, 向正下方地面发射会爆炸的火属性特殊弹药\n
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- 攻击大范围敌人\n
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- 被击中的敌人会被推向爆炸的外围
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"""
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@@ -672,8 +678,8 @@ class Skill37(ActiveSkill):
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"""
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[聚合弹]\n
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空中施放时, 不消耗单兵推进器使用次数\n
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投放光学伪装并急速俯冲向地面, 随后在地面进行射击\n
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- 在落向地面的过程及落下后进入无敌状态
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在周围散布光学伪装并进行射击\n
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- 在射击和射击后进入0.3秒无敌状态
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"""
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...
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@@ -764,6 +770,7 @@ class Skill39(ActiveSkill):
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# 攻击力 : {value0} X {value1}
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data0 = get_data(f'{prefix}/{uuid}', 0)
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hit0 = 5
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# 攻击力 : {value0} X {value1}
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data1 = get_data(f'{prefix}/{uuid}', 1)
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# 眩晕几率 : {value2}%
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data2 = get_data(f'{prefix}/{uuid}', 2)
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@@ -848,6 +855,7 @@ class Skill41(ActiveSkill):
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# 电磁波多段攻击力 : {value2} X {value3}次
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data2 = get_data(f'{prefix}/{uuid}', 2)
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hit2 = 20
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# 电磁波多段攻击力 : {value2} X {value3}次
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data3 = get_data(f'{prefix}/{uuid}', 3)
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# 机动装置爆炸攻击力 : {value4}
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data4 = get_data(f'{prefix}/{uuid}', 4)
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@@ -937,10 +945,12 @@ class Skill43(ActiveSkill):
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# 真空攻击力 : {value0} X {value1}
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data0 = get_data(f'{prefix}/{uuid}', 0)
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hit0 = 20
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# 真空攻击力 : {value0} X {value1}
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data1 = get_data(f'{prefix}/{uuid}', 1)
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# 真空热量吸收攻击力 : {value2} X {value3}
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data2 = get_data(f'{prefix}/{uuid}', 2)
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hit2 = 5
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# 真空热量吸收攻击力 : {value2} X {value3}
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data3 = get_data(f'{prefix}/{uuid}', 3)
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# 真空爆炸攻击力 : {value4}
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data4 = get_data(f'{prefix}/{uuid}', 4)
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@@ -1020,6 +1030,7 @@ class Skill45(ActiveSkill):
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# 爆炸攻击力 : {value0} X {value1}
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data0 = get_data(f'{prefix}/{uuid}', 0)
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hit0 = 6
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# 爆炸攻击力 : {value0} X {value1}
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data1 = get_data(f'{prefix}/{uuid}', 1)
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# [范围信息]
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# 爆炸范围比率 : {value2}%
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@@ -1069,6 +1080,7 @@ class Skill46(ActiveSkill):
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# 光子手雷爆炸攻击力 : {value0} X {value1}
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data0 = get_data(f'{prefix}/{uuid}', 0)
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hit0 = 8
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# 光子手雷爆炸攻击力 : {value0} X {value1}
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data1 = get_data(f'{prefix}/{uuid}', 1)
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# [范围信息]
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# 爆炸范围比率 : {value2}%
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@@ -1124,6 +1136,7 @@ class Skill47(ActiveSkill):
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# 攻击力 : {value0} X {value1}次
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data0 = get_data(f'{prefix}/{uuid}', 0)
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hit0 = 40
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# 攻击力 : {value0} X {value1}次
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data1 = get_data(f'{prefix}/{uuid}', 1)
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# 单兵推进器-02X
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@@ -1213,10 +1226,12 @@ class Skill50(ActiveSkill):
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# 第1次轰炸攻击力 : {value0} x {value1}
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data0 = get_data(f'{prefix}/{uuid}', 0)
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hit0 = 7
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# 第1次轰炸攻击力 : {value0} x {value1}
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data1 = get_data(f'{prefix}/{uuid}', 1)
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# 终结轰炸攻击力 : {value2} x {value3}
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data2 = get_data(f'{prefix}/{uuid}', 2)
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hit2 = 5
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# 终结轰炸攻击力 : {value2} x {value3}
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data3 = get_data(f'{prefix}/{uuid}', 3)
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@@ -885,7 +885,16 @@ class Skill32(ActiveSkill):
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# 魔化状态下[审判]攻击力增加率 : {value10}%
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data10 = get_data(f'{prefix}/{uuid}', 10)
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associate = [{"data": [0] + [10]*60,"skills":[name]}]
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associate = [{"data": [0] + [10]*maxLv,"skills":[name]}]
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@property
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def lv(self):
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"""技能等级"""
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return self.char.GetSkillByName("魔化 : 末日守卫者").lv
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@lv.setter
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def lv(self, value):
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...
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def skillInfo(self, mode = None):
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pre = self.char.GetSkillByName("魔化 : 末日守卫者")
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@@ -1,4 +1,6 @@
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#41f1cdc2ff58bb5fdc287be0db2a8df3
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from core.basic.roleinfo import CharacterEquipInfo
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from core.basic.formula import 武器强化计算
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from core.basic.skill import PassiveSkill, ActiveSkill, get_data
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from core.basic.character import Character
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prefix = "swordman_male/ghostblade/cn/skillDetail"
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@@ -1114,3 +1116,17 @@ class classChange(Character):
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self.buff = 2.083
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super().__init__(equVersion, __name__)
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def calc_weapon(self,cur:CharacterEquipInfo):
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if cur.equInfo.itemDetailType in ['太刀'] and self.GetSkillByName("剑影太刀精通").lv > 0:
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cur.equInfo.AtkP = cur.equInfo.AtkM
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# 传世武器强化系数取所有武器的最高的1.12
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if '传世武器' in cur.equInfo.categorize:
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value = 武器强化计算(115, '史诗', cur.reinforce, cur.equInfo.itemDetailType, '魔法', 1.12)
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self.SetStatus(AtkP=value, AtkM=value)
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else:
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# 强化计算
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value = 武器强化计算(115, '史诗', cur.reinforce, cur.equInfo.itemDetailType, '魔法')
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self.SetStatus(AtkP=value, AtkM=value)
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else:
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super().calc_weapon(cur)
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@@ -1121,9 +1121,16 @@ class Skill41(ActiveSkill):
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# [冥炎剑]最后一击范围比率 : {value4}%
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data4 = get_data(f'{prefix}/{uuid}', 4)
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def skillInfo(self, mode: str | None = None):
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self.lv = self.char.GetSkillByName("冥炎之卡洛").lv
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return super().skillInfo(mode)
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@property
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def lv(self):
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"""技能等级"""
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return self.char.GetSkillByName("冥炎之卡洛").lv
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@lv.setter
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def lv(self, value):
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...
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def vp_1(self):
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"""
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+1
-1
Submodule backend/openapi updated: e9dd5f73c1...f4a7a2bb50
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