codex/gf-hit-power-implementation #7

Merged
imelon merged 2 commits from codex/gf-hit-power-implementation into master 2026-07-27 00:28:27 +08:00
31 changed files with 568 additions and 192 deletions
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@@ -116,7 +116,7 @@ class Skill2(ActiveSkill):
hit0 = 1
# 冲击波攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 1
hit1 = 0
# [范围信息]
# 冲击波范围比率 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
@@ -716,7 +716,7 @@ class Skill21(ActiveSkill):
# 横斩攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
hit0 = 2
# 压制力 (4人队伍) : {value1}秒 ({value2}秒)
data1 = get_data(f'{prefix}/{uuid}', 1)
data2 = get_data(f'{prefix}/{uuid}', 2)
@@ -1,5 +1,11 @@
#a7a059ebe9e6054c0644b40ef316d6e9
from core.basic.skill import PassiveSkill, ActiveSkill, get_data
from core.basic.skill import (
PassiveSkill,
ActiveSkill,
get_data,
_get_skill_damage_suffixes,
_get_skill_dataplus_suffixes,
)
from core.basic.character import Character
from core.basic.enum.skill import EnumDamageType
prefix = "fighter_female/brawler_female/cn/skillDetail"
@@ -14,7 +20,7 @@ class ActiveSkill(ActiveSkill):
def getSkillData(self, lv: int = 0):
res = 0
for i in super()._get_skill_damage_suffixes(self.__class__):
for i in _get_skill_damage_suffixes(self.__class__):
data = getattr(self, f'data{i}', [])
plus = getattr(self, f'plus{i}', 0)
hit = getattr(self, f'hit{i}', 0)
@@ -26,7 +32,7 @@ class ActiveSkill(ActiveSkill):
isEnchantPoison = getattr(self, f'dataType{i}', EnumDamageType.DIRECT) == EnumDamageType.ENCHANTPOISON
enchantPoisonRatio = getattr(self, f'enchantPoisonRatio', 1.0) if isEnchantPoison else 1.0
res += hit * power * (data[lv] + plus) * enchantPoisonRatio
for i in super()._get_skill_dataplus_suffixes(self.__class__):
for i in _get_skill_dataplus_suffixes(self.__class__):
data = getattr(self, f'dataplus{i}', 0)
hit = getattr(self, f'hitplus{i}', 1)
power = getattr(self, f'powerplus{i}', 1)
@@ -490,7 +496,7 @@ class Skill15(ActiveSkill):
# 沙尘攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
hit0 = 2
# [失明效果]
# 失明几率 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
@@ -503,7 +509,7 @@ class Skill15(ActiveSkill):
# [发动涂毒时附加中毒攻击力]
# 沙尘命中时中毒攻击力 : {value5}%
data5 = get_data(f'{prefix}/{uuid}', 5)
hit5 = 1
hit5 = 2
# [范围信息]
# 沙尘大小比率 : {value6}%
data6 = get_data(f'{prefix}/{uuid}', 6)
@@ -668,7 +674,7 @@ class Skill15(ActiveSkill):
# 擒月炎
# fighter_female/brawler_female/0969cd4054d93da07708108c0cc1c4b5
# a7a059ebe9e6054c0644b40ef316d6e9/0969cd4054d93da07708108c0cc1c4b5
class Skill21(PassiveSkill):
class Skill21(ActiveSkill):
"""
用摆拳攻击并抓取1名敌人,引爆手中猛毒火药。\n
抓取敌人时吸附周围的敌人,再次按技能键可以提前引爆。\n
@@ -694,14 +700,18 @@ class Skill21(PassiveSkill):
# 摆拳攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
power0 = 1.6 #TODO:CHECK
# 爆炸攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 1
power1 = 1.6 #TODO:CHECK
# 每个异常状态附加攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
# [灼伤效果]
# 灼伤攻击力 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3)
hit3 = 1
power3 = 1.6 #TODO:CHECK
# 灼伤几率 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4)
# 灼伤持续时间 : {value5}秒
@@ -709,14 +719,20 @@ class Skill21(PassiveSkill):
# - [发动涂毒时附加中毒攻击力] -
# 摆拳攻击时中毒攻击力 : {value6}%
data6 = get_data(f'{prefix}/{uuid}', 6)
hit6 = 1
power6 = 1.6 #TODO:CHECK
dataType6 = EnumDamageType.ENCHANTPOISON
# 爆炸攻击时中毒攻击力 : {value7}%
data7 = get_data(f'{prefix}/{uuid}', 7)
hit7 = 1
power7 = 1.6 #TODO:CHECK
dataType7 = EnumDamageType.ENCHANTPOISON
# [范围信息]
# 爆炸范围比率 : {value8}%
data8 = get_data(f'{prefix}/{uuid}', 8)
# 每个异常增伤20%,最高60%增伤
skillDamage = 1.6
skillDamage = 1.0
# 念气波
# fighter_female/brawler_female/01c3a2fb793d293a25ed8dc7a0d70c1a
@@ -782,7 +798,7 @@ class Skill23(ActiveSkill):
hasUP = False
custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501
enchantPoisonRatio = 1.0
enchantPoisonRatio = 10.21 - 1
# 持续时间 : {value0}秒
data0 = get_data(f'{prefix}/{uuid}', 0)
@@ -796,7 +812,10 @@ class Skill23(ActiveSkill):
# 技能中包含的[涂毒]中毒攻击力变化率 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4)
associate = [{"type":"*enchantPoisonRatio","data":[enchantPoisonRatio*100]*maxLv}]
associate = [{
"type": "*enchantPoisonRatio",
"data": [0] + [enchantPoisonRatio * 100] * maxLv,
}]
# 袭刺
# fighter_female/brawler_female/dde3b443bd5e61d90c34e5ee771e2c28
@@ -826,9 +845,11 @@ class Skill24(ActiveSkill):
data0 = get_data(f'{prefix}/{uuid}', 0)
# 针攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 1
# [出血效果]
# 出血攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 1
# 出血几率 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3)
# 出血持续时间 : {value4}秒
@@ -836,9 +857,12 @@ class Skill24(ActiveSkill):
# [涂毒发动时额外毒攻击力]
# 针攻击时毒攻击力 : {value5}%
data5 = get_data(f'{prefix}/{uuid}', 5)
hit5 = 1
dataType5 = EnumDamageType.ENCHANTPOISON
# [学习猛毒之伤后]
# 中毒攻击力 : {value6}%
data6 = get_data(f'{prefix}/{uuid}', 6)
hit6 = 1
# 中毒几率 : {value7}%
data7 = get_data(f'{prefix}/{uuid}', 7)
# 中毒持续时间 : {value8}秒
@@ -907,6 +931,7 @@ class Skill26(ActiveSkill):
# 毒针攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# [僵直效果]
# 僵直减少 : {value1}
data1 = get_data(f'{prefix}/{uuid}', 1)
@@ -919,6 +944,7 @@ class Skill26(ActiveSkill):
# [出血效果]
# 出血攻击力 : {value5}%
data5 = get_data(f'{prefix}/{uuid}', 5)
hit5 = 1
# 出血几率 : {value6}%
data6 = get_data(f'{prefix}/{uuid}', 6)
# 出血持续时间 : {value7}秒
@@ -926,6 +952,7 @@ class Skill26(ActiveSkill):
# [中毒效果]
# 中毒攻击力 : {value8}%
data8 = get_data(f'{prefix}/{uuid}', 8)
hit8 = 1
# 中毒几率 : {value9}%
data9 = get_data(f'{prefix}/{uuid}', 9)
# 中毒持续时间 : {value10}秒
@@ -938,6 +965,8 @@ class Skill26(ActiveSkill):
# [发动涂毒时附加中毒攻击力]
# 中毒攻击力 : {value13}%
data13 = get_data(f'{prefix}/{uuid}', 13)
hit13 = 1
dataType13 = EnumDamageType.ENCHANTPOISON
# 疾风连击
# fighter_female/brawler_female/8572675ec6a1f50b6eff6a867376c2de
@@ -1045,8 +1074,10 @@ class Skill30(ActiveSkill):
# 砖块攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 砖碎块攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 1
# [眩晕效果]
# 砖块眩晕几率 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
@@ -1059,8 +1090,12 @@ class Skill30(ActiveSkill):
# [发动涂毒时附加中毒攻击力]
# 砖块攻击时中毒攻击力 : {value6}%
data6 = get_data(f'{prefix}/{uuid}', 6)
hit6 = 1
dataType6 = EnumDamageType.ENCHANTPOISON
# 砖碎块攻击时中毒攻击力 : {value7}%
data7 = get_data(f'{prefix}/{uuid}', 7)
hit7 = 1
dataType7 = EnumDamageType.ENCHANTPOISON
# [范围信息]
# 碎块范围比率 : {value8}%
data8 = get_data(f'{prefix}/{uuid}', 8)
@@ -1093,15 +1128,23 @@ class Skill31(ActiveSkill):
data0 = get_data(f'{prefix}/{uuid}', 0)
# 连击攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 0
# 最后一击攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 1
power2 = 29.728 #TODO:CHECK
# 抓取失败时,冲击波攻击力 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3)
# [发动涂毒时附加中毒攻击力]
# 连击时,中毒攻击力 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4)
hit4 = 0
dataType4 = EnumDamageType.ENCHANTPOISON
# 最后一击时,中毒攻击力 : {value5}%
data5 = get_data(f'{prefix}/{uuid}', 5)
hit5 = 1
power5 = 29.728 #TODO:CHECK
dataType5 = EnumDamageType.ENCHANTPOISON
# 抓取失败时,冲击波中毒攻击力 : {value6}%
data6 = get_data(f'{prefix}/{uuid}', 6)
# [范围信息]
@@ -1205,6 +1248,7 @@ class Skill34(ActiveSkill):
# 罗网攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 强制控制持续时间 : {value1}秒
data1 = get_data(f'{prefix}/{uuid}', 1)
# 压制力 (4人队伍) : {value2}秒 ({value3}秒)
@@ -1213,6 +1257,8 @@ class Skill34(ActiveSkill):
# [束缚效果]
# 束缚几率 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4)
hit4 = 1
dataType4 = EnumDamageType.ENCHANTPOISON
# 束缚持续时间 : {value5}秒
data5 = get_data(f'{prefix}/{uuid}', 5)
# [发动涂毒时附加中毒攻击力]
@@ -1232,7 +1278,8 @@ class Skill34(ActiveSkill):
基本冷却时间变更为5.5秒\n
- 总攻击力 -50%\n
"""
...
self.power0 *= 0.5
self.power4 *= 0.5
def vp_2(self):
"""
@@ -1270,6 +1317,8 @@ class Skill35(ActiveSkill):
# 踢击攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
power0 = 1.2 #TODO:CHECK
# 对无法抓取的敌人攻击力增加率 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
# [失明效果]
@@ -1285,10 +1334,22 @@ class Skill35(ActiveSkill):
# [发动涂毒时附加中毒攻击力]
# 踢击命中时,中毒攻击力 : {value6}%
data6 = get_data(f'{prefix}/{uuid}', 6)
hit6 = 1
dataType6 = EnumDamageType.ENCHANTPOISON
# [范围信息]
# 攻击范围比率 : {value7}%
data7 = get_data(f'{prefix}/{uuid}', 7)
mode = ['不可抓取', '可抓取']
def setMode(self, mode):
if mode == '不可抓取':
self.power0 = 1.2 #TODO:CHECK
self.power6 = 1.2 #TODO:CHECK
elif mode == '可抓取':
self.power0 = 1.0 #TODO:CHECK
self.power6 = 1.0 #TODO:CHECK
def vp_1(self):
"""
[裂地飞沙]\n
@@ -1304,7 +1365,9 @@ class Skill35(ActiveSkill):
- 总攻击力 +100%\n
攻击范围 +50%\n
"""
...
self.cd = 40
self.power0 *= 2
self.power6 *= 2
# 狂 · 霸王拳
# fighter_female/brawler_female/b3659936a9a74c4ed6f7faf07cca1f9e
@@ -1355,6 +1418,30 @@ class Skill36(PassiveSkill):
data10 = get_data(f'{prefix}/{uuid}', 10)
data11 = get_data(f'{prefix}/{uuid}', 11)
def effect(self, old, new):
super().effect(old, new)
skill = self.char.GetSkillByName('伏虎霸王拳')
if skill is None:
return
if getattr(self, 'vp', 0) == 2:
skill.hit1 = 6
skill.power1 = 4.672 #TODO:CHECK
skill.hit2 = 1
skill.power2 = 2.336 #TODO:CHECK
skill.hit4 = 6
skill.power4 = 4.672 #TODO:CHECK
skill.hit5 = 1
skill.power5 = 2.336 #TODO:CHECK
else:
skill.hit1 = 0
skill.power1 = 1 #TODO:CHECK
skill.hit2 = 1
skill.power2 = 29.728 #TODO:CHECK
skill.hit4 = 0
skill.power4 = 1 #TODO:CHECK
skill.hit5 = 1
skill.power5 = 29.728 #TODO:CHECK
def vp_1(self):
"""
[狂·霸王拳]\n
@@ -1408,9 +1495,11 @@ class Skill37(ActiveSkill):
data0 = get_data(f'{prefix}/{uuid}', 0)
# 毒气柱攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 7
# [中毒效果]
# 中毒攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 7
# 中毒几率 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3)
# 中毒持续时间 : {value4}秒
@@ -1418,6 +1507,8 @@ class Skill37(ActiveSkill):
# [发动涂毒时附加中毒攻击力]
# 毒气柱攻击时中毒攻击力 : {value5}%
data5 = get_data(f'{prefix}/{uuid}', 5)
hit5 = 7
dataType5 = EnumDamageType.ENCHANTPOISON
# [范围信息]
# 毒气柱爆炸范围比率 : {value6}%
data6 = get_data(f'{prefix}/{uuid}', 6)
@@ -1430,7 +1521,9 @@ class Skill37(ActiveSkill):
- 单次攻击力 -50%\n
毒气柱爆炸范围 +40%\n
"""
...
self.power1 *= 0.5
self.power2 *= 0.5
self.power5 *= 0.5
def vp_2(self):
"""
@@ -1470,20 +1563,27 @@ class Skill38(ActiveSkill):
# 生活用品攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 50
# 生活用品多段攻击次数 : {value1}次
data1 = get_data(f'{prefix}/{uuid}', 1)
# 炸药爆炸攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 1
# 压制力 (4人队伍) : {value3}秒 ({value4}秒)
data3 = get_data(f'{prefix}/{uuid}', 3)
hit3 = 1
data4 = get_data(f'{prefix}/{uuid}', 4)
# [灼伤效果]
# 灼伤攻击力 : {value5}%
data5 = get_data(f'{prefix}/{uuid}', 5)
# 灼伤几率 : {value6}%
data6 = get_data(f'{prefix}/{uuid}', 6)
hit6 = 50
dataType6 = EnumDamageType.ENCHANTPOISON
# 灼伤持续时间 : {value7}秒
data7 = get_data(f'{prefix}/{uuid}', 7)
hit7 = 1
dataType7 = EnumDamageType.ENCHANTPOISON
# - [发动涂毒时附加中毒攻击力] -
# 生活用品攻击时中毒攻击力 : {value8}%
data8 = get_data(f'{prefix}/{uuid}', 8)
@@ -1512,7 +1612,11 @@ class Skill38(ActiveSkill):
施放时进入无敌状态\n
施放时引发风暴,吸附敌人\n
"""
...
self.power0 *= 0.5
self.power2 *= 0.5
self.power3 *= 0.5
self.power6 *= 0.5
self.power7 *= 0.5
# 猛毒之血
# fighter_female/brawler_female/6e33d47e6622ce03b6defdd912140270
@@ -1583,10 +1687,13 @@ class Skill40(ActiveSkill):
data0 = get_data(f'{prefix}/{uuid}', 0)
# 毒雾中毒攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 33
power1 = 0.125 #TODO:CHECK
# 毒雾中毒持续时间 : {value2}秒
data2 = get_data(f'{prefix}/{uuid}', 2)
# 毒雾爆炸攻击力 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3)
hit3 = 4
# 毒雾爆炸多段攻击次数 : {value4}次
data4 = get_data(f'{prefix}/{uuid}', 4)
# 毒雾大小比率 : {value5}%
@@ -1599,11 +1706,13 @@ class Skill40(ActiveSkill):
# [发动涂毒时附加中毒攻击力]
# 毒雾爆炸时攻击力 : {value8}%
data8 = get_data(f'{prefix}/{uuid}', 8)
hit8 = 4
dataType8 = EnumDamageType.ENCHANTPOISON
# 猛毒擒月炎
# fighter_female/brawler_female/b89c9ab317bc0a443f6497b7cca2f6a8
# a7a059ebe9e6054c0644b40ef316d6e9/b89c9ab317bc0a443f6497b7cca2f6a8
class Skill41(PassiveSkill):
class Skill41(ActiveSkill):
"""
用摆拳攻击并抓取1名敌人,引爆手中猛毒火药。\n
抓取敌人时吸附周围的敌人,再次按技能键可以提前引爆。\n
@@ -1629,13 +1738,19 @@ class Skill41(PassiveSkill):
# 摆拳攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
power0 = 1.6 #TODO:CHECK
# 爆炸攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 1
power1 = 1.6 #TODO:CHECK
# 每个异常状态攻击力增加率 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
# [中毒效果]
# 中毒攻击力 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3)
hit3 = 1
power3 = 1.6 #TODO:CHECK
# 中毒几率 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4)
# 中毒持续时间 : {value5}秒
@@ -1652,8 +1767,14 @@ class Skill41(PassiveSkill):
# [发动涂毒时附加中毒攻击力]
# 摆拳攻击时中毒攻击力 : {value10}%
data10 = get_data(f'{prefix}/{uuid}', 10)
hit10 = 1
power10 = 1.6 #TODO:CHECK
dataType10 = EnumDamageType.ENCHANTPOISON
# 爆炸攻击时中毒攻击力 : {value11}%
data11 = get_data(f'{prefix}/{uuid}', 11)
hit11 = 1
power11 = 1.6 #TODO:CHECK
dataType11 = EnumDamageType.ENCHANTPOISON
# [范围信息]
# 爆炸范围比率 : {value12}%
data12 = get_data(f'{prefix}/{uuid}', 12)
@@ -1706,20 +1827,29 @@ class Skill42(ActiveSkill):
# 冲击波攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 砖块攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 1
# 砖块爆炸攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 5
# 砖块爆炸多段攻击次数 : {value3}次
data3 = get_data(f'{prefix}/{uuid}', 3)
# 砖块爆炸时强制控制持续时间 : {value4}秒
data4 = get_data(f'{prefix}/{uuid}', 4)
# 压制力 (4人队伍) : {value5}秒 ({value6}秒)
data5 = get_data(f'{prefix}/{uuid}', 5)
hit5 = 1
dataType5 = EnumDamageType.ENCHANTPOISON
data6 = get_data(f'{prefix}/{uuid}', 6)
hit6 = 1
dataType6 = EnumDamageType.ENCHANTPOISON
# [发动涂毒时附加中毒攻击力]
# 冲击波中毒攻击力 : {value7}%
data7 = get_data(f'{prefix}/{uuid}', 7)
hit7 = 5
dataType7 = EnumDamageType.ENCHANTPOISON
# 砖块攻击时中毒攻击力 : {value8}%
data8 = get_data(f'{prefix}/{uuid}', 8)
# 砖块爆炸时中毒攻击力 : {value9}%
@@ -1738,7 +1868,12 @@ class Skill42(ActiveSkill):
- 每次攻击力 -50%\n
可以在空中施放\n
"""
...
self.power0 *= 0.5
self.power1 *= 0.5
self.power2 *= 0.5
self.power5 *= 0.5
self.power6 *= 0.5
self.power7 *= 0.5
def vp_2(self):
"""
@@ -1811,8 +1946,12 @@ class Skill44(ActiveSkill):
# 踢击攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
power0 = 1.5 #TODO:CHECK
# 毒爆弹爆炸攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 1
power1 = 1.4 #TODO:CHECK
# 毒爆弹第1次转移人数上限 : {value2}个
data2 = get_data(f'{prefix}/{uuid}', 2)
# 第1次转移时,攻击力减少率 : {value3}%
@@ -1827,12 +1966,16 @@ class Skill44(ActiveSkill):
data7 = get_data(f'{prefix}/{uuid}', 7)
# 压制力 (4人队伍) : {value8}秒 ({value9}秒)
data8 = get_data(f'{prefix}/{uuid}', 8)
hit8 = 1
power8 = 1.4 #TODO:CHECK
data9 = get_data(f'{prefix}/{uuid}', 9)
# [中毒效果]
# 中毒攻击力 : {value10}%
data10 = get_data(f'{prefix}/{uuid}', 10)
# 中毒几率 : {value11}%
data11 = get_data(f'{prefix}/{uuid}', 11)
hit11 = 1
power11 = 1.4 #TODO:CHECK
# 中毒持续时间 : {value12}秒
data12 = get_data(f'{prefix}/{uuid}', 12)
# [灼伤效果]
@@ -1840,8 +1983,14 @@ class Skill44(ActiveSkill):
data13 = get_data(f'{prefix}/{uuid}', 13)
# 灼伤几率 : {value14}%
data14 = get_data(f'{prefix}/{uuid}', 14)
hit14 = 1
power14 = 1.4 #TODO:CHECK
dataType14 = EnumDamageType.ENCHANTPOISON
# 灼伤持续时间 : {value15}秒
data15 = get_data(f'{prefix}/{uuid}', 15)
hit15 = 1
power15 = 1.4 #TODO:CHECK
dataType15 = EnumDamageType.ENCHANTPOISON
# [发动涂毒时附加中毒攻击力]
# 踢击时中毒攻击力 : {value16}%
data16 = get_data(f'{prefix}/{uuid}', 16)
@@ -1901,12 +2050,15 @@ class Skill45(ActiveSkill):
# 落地攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 轰天雷爆炸多段攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 5
# 轰天雷爆炸多段攻击次数 : {value2}次
data2 = get_data(f'{prefix}/{uuid}', 2)
# 猛毒地带攻击力 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3)
hit3 = 10
# 猛毒地带持续时间 : {value4}秒
data4 = get_data(f'{prefix}/{uuid}', 4)
# 猛毒地带移动速度减少率 : {value5}%
@@ -1914,6 +2066,7 @@ class Skill45(ActiveSkill):
# [中毒效果]
# 中毒攻击力 : {value6}%
data6 = get_data(f'{prefix}/{uuid}', 6)
hit6 = 10
# 中毒几率 : {value7}%
data7 = get_data(f'{prefix}/{uuid}', 7)
# 中毒持续时间 : {value8}秒
@@ -1921,8 +2074,12 @@ class Skill45(ActiveSkill):
# [发动涂毒时附加中毒攻击力]
# 落地攻击时中毒攻击力 : {value9}%
data9 = get_data(f'{prefix}/{uuid}', 9)
hit9 = 1
dataType9 = EnumDamageType.ENCHANTPOISON
# 轰天雷爆炸时中毒攻击力 : {value10}%
data10 = get_data(f'{prefix}/{uuid}', 10)
hit10 = 5
dataType10 = EnumDamageType.ENCHANTPOISON
# [范围信息]
# 攻击范围比率 : {value11}%
data11 = get_data(f'{prefix}/{uuid}', 11)
@@ -2011,14 +2168,19 @@ class Skill47(ActiveSkill):
data2 = get_data(f'{prefix}/{uuid}', 2)
# 基本攻击第1击攻击力 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3)
hit3 = 1
# 基本攻击第2击攻击力 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4)
hit4 = 1
# 基本攻击第3击攻击力 : {value5}%
data5 = get_data(f'{prefix}/{uuid}', 5)
hit5 = 1
# 基本攻击第4击攻击力 : {value6}%
data6 = get_data(f'{prefix}/{uuid}', 6)
hit6 = 1
# 基本攻击第5击攻击力 : {value7}%
data7 = get_data(f'{prefix}/{uuid}', 7)
hit7 = 1
# 前冲攻击力 : {value8}%
data8 = get_data(f'{prefix}/{uuid}', 8)
# 跳跃攻击力 : {value9}%
@@ -2028,19 +2190,41 @@ class Skill47(ActiveSkill):
# [发动涂毒时附加中毒攻击力]
# 基本攻击第1击攻击时中毒攻击力 : {value11}%
data11 = get_data(f'{prefix}/{uuid}', 11)
hit11 = 1
dataType11 = EnumDamageType.ENCHANTPOISON
# 基本攻击第2击攻击时中毒攻击力 : {value12}%
data12 = get_data(f'{prefix}/{uuid}', 12)
hit12 = 1
dataType12 = EnumDamageType.ENCHANTPOISON
# 基本攻击第3击攻击时中毒攻击力 : {value13}%
data13 = get_data(f'{prefix}/{uuid}', 13)
hit13 = 1
dataType13 = EnumDamageType.ENCHANTPOISON
# 基本攻击第4击攻击时中毒攻击力 : {value14}%
data14 = get_data(f'{prefix}/{uuid}', 14)
hit14 = 1
dataType14 = EnumDamageType.ENCHANTPOISON
# 基本攻击第5击攻击时中毒攻击力 : {value15}%
data15 = get_data(f'{prefix}/{uuid}', 15)
hit15 = 1
dataType15 = EnumDamageType.ENCHANTPOISON
# 前冲攻击攻击时中毒攻击力 : {value16}%
data16 = get_data(f'{prefix}/{uuid}', 16)
# 跳跃攻击攻击时中毒攻击力 : {value17}%
data17 = get_data(f'{prefix}/{uuid}', 17)
mode = ['平x一轮', '第一击']
def setMode(self, mode):
if mode == '平x一轮':
self.hit3 = self.hit4 = self.hit5 = self.hit6 = self.hit7 = 1
self.hit11 = self.hit12 = self.hit13 = self.hit14 = self.hit15 = 1
elif mode == '第一击':
self.hit3 = 6
self.hit4 = self.hit5 = self.hit6 = self.hit7 = 0
self.hit11 = 6
self.hit12 = self.hit13 = self.hit14 = self.hit15 = 0
# 禁技 : 万毒蛇窟
# fighter_female/brawler_female/8b08f9504167a9c0f3a1d29d71b7943e
# a7a059ebe9e6054c0644b40ef316d6e9/8b08f9504167a9c0f3a1d29d71b7943e
@@ -2069,11 +2253,14 @@ class Skill48(ActiveSkill):
# [禁技 : 万毒蛇窟]攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 8
# [禁技 : 万毒蛇窟]多段攻击次数 : {value1}次
data1 = get_data(f'{prefix}/{uuid}', 1)
# [发动涂毒时附加中毒攻击力]
# [禁技 : 万毒蛇窟]攻击时中毒攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 8
dataType2 = EnumDamageType.ENCHANTPOISON
# 身化万毒
# fighter_female/brawler_female/78b86e64fbb74c1db1b71c50a5ac21cd
@@ -2133,15 +2320,18 @@ class Skill50(ActiveSkill):
# 命中敌人时攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 攻击地面时攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
# 箱械爆炸攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 5
# 箱械爆炸多段攻击次数上限 : {value3}次
data3 = get_data(f'{prefix}/{uuid}', 3)
# [出血效果]
# 出血攻击力 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4)
hit4 = 1
# 出血几率 : {value5}%
data5 = get_data(f'{prefix}/{uuid}', 5)
# 出血持续时间 : {value6}秒
@@ -2149,6 +2339,7 @@ class Skill50(ActiveSkill):
# [中毒效果]
# 中毒攻击力 : {value7}%
data7 = get_data(f'{prefix}/{uuid}', 7)
hit7 = 5
# 中毒几率 : {value8}%
data8 = get_data(f'{prefix}/{uuid}', 8)
# 中毒持续时间 : {value9}秒
@@ -2156,6 +2347,7 @@ class Skill50(ActiveSkill):
# [灼伤效果]
# 灼伤攻击力 : {value10}%
data10 = get_data(f'{prefix}/{uuid}', 10)
hit10 = 5
# 灼伤几率 : {value11}%
data11 = get_data(f'{prefix}/{uuid}', 11)
# 灼伤持续时间 : {value12}秒
@@ -2163,10 +2355,31 @@ class Skill50(ActiveSkill):
# [发动涂毒时附加中毒攻击力]
# 命中敌人时中毒攻击力 : {value13}%
data13 = get_data(f'{prefix}/{uuid}', 13)
hit13 = 1
dataType13 = EnumDamageType.ENCHANTPOISON
# 攻击地面时中毒攻击力 : {value14}%
data14 = get_data(f'{prefix}/{uuid}', 14)
dataType14 = EnumDamageType.ENCHANTPOISON
# 箱械爆炸攻击时中毒攻击力 : {value15}%
data15 = get_data(f'{prefix}/{uuid}', 15)
hit15 = 5
dataType15 = EnumDamageType.ENCHANTPOISON
mode = ['命中', '地面']
def setMode(self, mode):
if mode == '命中':
self.hit0 = 1
self.hit1 = 0
self.hit4 = 1
self.hit13 = 1
self.hit14 = 0
elif mode == '地面':
self.hit0 = 0
self.hit1 = 1
self.hit4 = 0
self.hit13 = 0
self.hit14 = 1
# 万毒噬心诀 : 毒龙吞天
# fighter_female/brawler_female/0e409ac3e1c1f3976b3ef2bfe4c13069
@@ -2199,20 +2412,25 @@ class Skill51(ActiveSkill):
# 解除束缚时攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 对可抓取敌人膝踢攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
# 对可抓取敌人下劈攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
# 对无法抓取敌人的下劈攻击力 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3)
hit3 = 1
# 毒蛇群多段攻击力 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4)
hit4 = 8
# 毒蛇群多段攻击次数上限 : {value5}次
data5 = get_data(f'{prefix}/{uuid}', 5)
# 最后一击毒龙攻击力 : {value6}%
data6 = get_data(f'{prefix}/{uuid}', 6)
hit6 = 1
# 压制力 (4人队伍) : {value7}秒 ({value8}秒)
data7 = get_data(f'{prefix}/{uuid}', 7)
hit7 = 1
data8 = get_data(f'{prefix}/{uuid}', 8)
# [中毒效果]
# 中毒攻击力 : {value9}%
@@ -2224,10 +2442,16 @@ class Skill51(ActiveSkill):
# [发动涂毒时附加中毒攻击力]
# 对可抓取敌人的膝踢攻击时中毒攻击力 : {value12}%
data12 = get_data(f'{prefix}/{uuid}', 12)
hit12 = 1
dataType12 = EnumDamageType.ENCHANTPOISON
# 对可抓取敌人的下劈攻击时中毒攻击力 : {value13}%
data13 = get_data(f'{prefix}/{uuid}', 13)
hit13 = 8
dataType13 = EnumDamageType.ENCHANTPOISON
# 对无法抓取敌人的下劈攻击时中毒攻击力 : {value14}%
data14 = get_data(f'{prefix}/{uuid}', 14)
hit14 = 1
dataType14 = EnumDamageType.ENCHANTPOISON
# 毒蛇群多段攻击中毒攻击力 : {value15}%
data15 = get_data(f'{prefix}/{uuid}', 15)
# 最后一击毒龙攻击时中毒攻击力 : {value16}%
@@ -2256,4 +2480,4 @@ class classChange(Character):
def load_skills(self):
super().load_skills()
self.GetSkillByName("涂毒").enchantPoisonRatio = 9.44 - 1
self.GetSkillByName("涂毒").enchantPoisonRatio = 10.21 - 1
@@ -1197,6 +1197,7 @@ class Skill34(ActiveSkill):
data2 = get_data(f'{prefix}/{uuid}', 2)
# 感电攻击力 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3)
hit3 = 1
# 多段攻击次数 : {value4}次
data4 = get_data(f'{prefix}/{uuid}', 4)
# [范围信息]
@@ -1369,7 +1369,7 @@ class Skill36(ActiveSkill):
# {感电效果]
# 感电攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 1
hit2 = 2
# 感电几率 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3)
# 感电持续时间 : {value4}秒
+1 -1
View File
@@ -600,7 +600,7 @@ class Skill17(ActiveSkill):
# 斩击/射击攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 2
hit0 = 1
# [范围信息]
# 攻击范围比率 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
@@ -818,11 +818,11 @@ class Skill23(ActiveSkill):
data0 = get_data(f'{prefix}/{uuid}', 0)
# 基本移动距离 : {value1}px
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 15
# 按下方向键时 : {value2}px
data2 = get_data(f'{prefix}/{uuid}', 2)
# 射击攻击力 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3)
hit3 = 15
# [范围信息]
# 子弹发射距离比率 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4)
@@ -1146,9 +1146,10 @@ class Skill30(ActiveSkill):
# 首次爆炸攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
power0 = 1.15
# 特殊灼伤攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 1
hit1 = 7
# 霰弹枪射击攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 4
@@ -1159,8 +1160,6 @@ class Skill30(ActiveSkill):
data4 = get_data(f'{prefix}/{uuid}', 4)
data5 = get_data(f'{prefix}/{uuid}', 5)
# 以前3,6,9的自增伤
skillRation = 1.1
# 完美击球
# gunblader/trouble_shooter/27bade584bb42fef68148d3a0b72bace
@@ -1039,7 +1039,7 @@ class Skill32(ActiveSkill):
data0 = get_data(f'{prefix}/{uuid}', 0)
# 榴弹攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 8
hit1 = 4
# [范围信息]
# 攻击范围扩大率 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
@@ -1057,6 +1057,9 @@ class Skill32(ActiveSkill):
[除外目标技能]\n
- [M-137格林机枪]、 [M-3喷火器]、 [聚焦喷火器]、 [远古粒子炮]、 [火力全开]、 [制胜·最终兵器]\n
"""
self.hit1 = 1
self.cd = 3
self.skillRation /= 5
...
def vp_2(self):
@@ -1130,6 +1133,8 @@ class Skill33(ActiveSkill):
- 每次填充冷却时间 : 4秒\n
- 总攻击力相同\n
"""
self.cd = 4
self.skillRation /= 5
...
# 光热反应
@@ -1752,9 +1757,9 @@ class Skill46(ActiveSkill):
# 喷火攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 25
# 喷火攻击次数 : {value1}次
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 25
# 移动速度比率 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
@@ -990,7 +990,7 @@ class Skill29(ActiveSkill):
# 第1击多段攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 5
hit0 = 1
# 第1击多段攻击间隔 : {value1}秒
data1 = get_data(f'{prefix}/{uuid}', 1)
# 第2击攻击力 : {value2}%
@@ -1315,7 +1315,7 @@ class Skill36(ActiveSkill):
# 第1次鹰枪攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 14
hit0 = 16
# 第2次鹰枪攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 18
@@ -1473,6 +1473,8 @@ class Skill39(ActiveSkill):
- 每次攻击力 -50%\n
在施放突跃舞步过程中按反方向键并施放技能时,可以消耗花式枪术进行逆向连接施放\n
"""
self.cd = 12.5
self.skillRation *= 0.5
...
def vp_2(self):
@@ -1774,7 +1776,7 @@ class Skill45(PassiveSkill):
# [花式枪术]
# 可强制中断次数上限增加量 : {value3}
data3 = get_data(f'{prefix}/{uuid}', 3)
associate = [{"data":data0}]
associate = [{"data":data0},{"data":data1,"type":"=power0","skills":["锁链截击"]}]
# 毁灭风暴
# gunner_female/ranger_female/d59c9840f65381bde8487757f1753c71
@@ -1573,7 +1573,7 @@ class Skill42(ActiveSkill):
data1 = get_data(f'{prefix}/{uuid}', 1)
# 重力场多段攻击力 : {value2}
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 29
hit2 = 30
# 重力场爆炸攻击力 : {value3}
data3 = get_data(f'{prefix}/{uuid}', 3)
hit3 = 1
@@ -858,6 +858,7 @@ class Skill27(ActiveSkill):
data1 = get_data(f'{prefix}/{uuid}', 1)
# 盾牌攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 1
# 压制力 (4人队伍) : {value3}秒 ({value4}秒)
data3 = get_data(f'{prefix}/{uuid}', 3)
data4 = get_data(f'{prefix}/{uuid}', 4)
@@ -593,7 +593,7 @@ class Skill5(ActiveSkill):
data1 = get_data(f'{prefix}/{uuid}', 1)
# 攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 8
hit2 = 10
# 敌人僵直时间增加率 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3)
# 移动速度比率 : {value4}%
@@ -1288,6 +1288,8 @@ class Skill24(ActiveSkill):
# 激光攻击力增加率 : {value5}%
data5 = get_data(f'{prefix}/{uuid}', 5)
skillDamage = 1.1
# 等离子放射器
# gunner_male/launcher_male/2a0a39184de92acf1c1375e00b77404c
# afdf3b989339de478e85b614d274d1ef/2a0a39184de92acf1c1375e00b77404c
@@ -957,7 +957,7 @@ class Skill29(ActiveSkill):
# 子弹攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 30
hit0 = 29
# 每秒发射子弹数 : {value1}发
data1 = get_data(f'{prefix}/{uuid}', 1)
# 子弹穿刺几率 : {value2}%
@@ -1873,9 +1873,9 @@ class Skill49(ActiveSkill):
# 追加爆炸攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 消耗所有能量时追加爆炸攻击力上限 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 1
# 模式持续时间 : {value2}秒
data2 = get_data(f'{prefix}/{uuid}', 2)
# 可用能量上限 : {value3}
@@ -349,9 +349,9 @@ class Skill6(ActiveSkill):
data0 = get_data(f'{prefix}/{uuid}', 0)
# 踢击攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 2
# 攻击次数 : {value2}次
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 2
# [范围信息]
# 攻击范围比率 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3)
@@ -1408,9 +1408,9 @@ class Skill33(ActiveSkill):
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 20
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 1
# 最后射击攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 1
# 压制力 (4人队伍) : {value3}秒 ({value4}秒)
data3 = get_data(f'{prefix}/{uuid}', 3)
data4 = get_data(f'{prefix}/{uuid}', 4)
@@ -1130,7 +1130,7 @@ class Skill14(ActiveSkill):
# 攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1 #TODO
hit0 = 1
# 贯穿力增加值 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
# 射程增加值 : {value2}%
@@ -1458,28 +1458,30 @@ class Skill21(ActiveSkill):
# 黑玫瑰持续时间 : {value0}秒
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1 #TODO
hit0 = 0
# [散弹兵罗占娜]
# 攻击力 : {value1}% X {value2}
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 16
hit1 = 8
data2 = get_data(f'{prefix}/{uuid}', 2)
# 眩晕几率 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3)
# 眩晕持续时间 : {value4}秒
data4 = get_data(f'{prefix}/{uuid}', 4)
hit4 = 82
# [突击兵阿娜卡]
# 攻击力 : {value5}% X {value6}
data5 = get_data(f'{prefix}/{uuid}', 5)
hit5 = 38
data6 = get_data(f'{prefix}/{uuid}', 6)
# [突击兵欧比娅]
# 攻击力 : {value7}% X {value8}
data7 = get_data(f'{prefix}/{uuid}', 7)
hit7 = 38
data8 = get_data(f'{prefix}/{uuid}', 8)
# [榴弹兵艾米妲]
# 攻击力 : {value9}% X {value10}
data9 = get_data(f'{prefix}/{uuid}', 9)
hit9 = 8
data10 = get_data(f'{prefix}/{uuid}', 10)
# 爆炸范围 : {value11}px
data11 = get_data(f'{prefix}/{uuid}', 11)
@@ -1510,10 +1512,10 @@ class Skill22(ActiveSkill):
data1 = get_data(f'{prefix}/{uuid}', 1)
# 重力场多段攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 29
hit2 = 30
# 重力场爆炸攻击力 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3)
hit3 = 1 #TODO
hit3 = 1
# [范围信息]
# 重力场范围比率 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4)
+4 -1
View File
@@ -2006,15 +2006,18 @@ class Skill48(ActiveSkill):
# 乱舞攻击力 : {value0} x {value1}
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 12
power0 = 1.1 #TODO:CHECK
data1 = get_data(f'{prefix}/{uuid}', 1)
# 多段攻击间隔 : {value2}秒
data2 = get_data(f'{prefix}/{uuid}', 2)
# 最后一击攻击力 : {value3}
data3 = get_data(f'{prefix}/{uuid}', 3)
hit3 = 1
power3 = 1.1 #TODO:CHECK
# 最后一击多段攻击力 : {value4} x {value5}
data4 = get_data(f'{prefix}/{uuid}', 4)
hit4 = 3
power4 = 1.1 #TODO:CHECK
data5 = get_data(f'{prefix}/{uuid}', 5)
# 每个已召唤的魔灵增加技能攻击力比率 : {value6}%
data6 = get_data(f'{prefix}/{uuid}', 6)
@@ -2206,6 +2209,7 @@ class Skill52(ActiveSkill):
# 激光第一击攻击力 : {value0}
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 激光多段攻击攻击力 : {value1} x {value2}
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 10
@@ -2213,7 +2217,6 @@ class Skill52(ActiveSkill):
# [范围信息]
# 激光大小比率 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3)
hit9 = 1
def vp_1(self):
"""
@@ -727,6 +727,7 @@ class Skill15(ActiveSkill):
hit1 = 1
# 冲击波独立攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 1
# 压制力 (4人队伍) : {value3}秒 ({value4}秒)
data3 = get_data(f'{prefix}/{uuid}', 3)
data4 = get_data(f'{prefix}/{uuid}', 4)
@@ -883,7 +884,7 @@ class Skill19(ActiveSkill):
# 攻击范围比率 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3)
skillRation = 1.08
skillRation = 1.07
# 炫纹强压
# mage_female/battle_mage/2f5d03c7848effbc0a23f4df45d9ca46
@@ -1584,8 +1584,8 @@ class Skill39(ActiveSkill):
data1 = get_data(f'{prefix}/{uuid}', 1)
# 多段攻击力 : {value2}% x {value3}
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 20
data3 = get_data(f'{prefix}/{uuid}', 3)
hit3 = 20
# 最后一击攻击力 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4)
hit4 = 1
+249 -124
View File
@@ -5,6 +5,21 @@ from core.basic.character import Character
prefix = "mage_female/summoner/cn/skillDetail"
class SummonSkill(ActiveSkill):
"""将 Excel 的 20 秒木桩次数换算为每秒伤害。"""
def getSkillData(self, lv: int = 0):
data = super().getSkillData(lv)
mode = getattr(self, 'currentMode', '') or '秒伤'
return data / 20 if mode.startswith('秒伤') else data
def getSkillCD(self, mode=None):
mode = mode or '秒伤'
if mode.startswith('秒伤'):
return 1.0
return super().getSkillCD(mode)
# 魔法星弹
# mage_female/summoner/45442bbbe33540b4deeec29437dae70c
# 3909d0b188e9c95311399f776e331da5/45442bbbe33540b4deeec29437dae70c
@@ -316,7 +331,7 @@ class Skill8(ActiveSkill):
# 契约召唤 : 赫德尔
# mage_female/summoner/a5fa08f5d509e6ff2ebc68856a470b5a
# 3909d0b188e9c95311399f776e331da5/a5fa08f5d509e6ff2ebc68856a470b5a
class Skill9(ActiveSkill):
class Skill9(SummonSkill):
"""
召唤出哥布林赫德尔,使其协助自身攻击敌人; 若召唤者死亡或魔法值不足时,则召唤兽消失。\n
召唤兽的行动模式 : 棒攻击、 对自身施放增加移动速度和攻击速度的效果、 重击、 投掷石头、 3连投的投掷石头、 扩散式的投掷石头、 投掷爆弹\n
@@ -357,27 +372,34 @@ class Skill9(ActiveSkill):
data8 = get_data(f'{prefix}/{uuid}', 8)
# 棒暴击攻击力 : {value9}%
data9 = get_data(f'{prefix}/{uuid}', 9)
hit9 = 1 * 4 / 20
hit9 = 1
power9 = 4 #TODO:CHECK
# 重击攻击力 : {value10}%
data10 = get_data(f'{prefix}/{uuid}', 10)
hit10 = 1 * 6 / 20
hit10 = 1
power10 = 6 #TODO:CHECK
# 重击眩晕几率 : {value11}%
data11 = get_data(f'{prefix}/{uuid}', 11)
# 投掷石头攻击力 : {value12}%
data12 = get_data(f'{prefix}/{uuid}', 12)
hit12 = 1 * 6 / 20
hit12 = 1
power12 = 6 #TODO:CHECK
# 3连投攻击力 : {value13}%
data13 = get_data(f'{prefix}/{uuid}', 13)
hit13 = 3 * 4 / 20
hit13 = 3
power13 = 4 #TODO:CHECK
# 扩散投攻击力 : {value14}%
data14 = get_data(f'{prefix}/{uuid}', 14)
hit14 = 5 * 4 / 20
hit14 = 5
power14 = 4 #TODO:CHECK
# 爆弹撞击攻击力 : {value15}%
data15 = get_data(f'{prefix}/{uuid}', 15)
hit15 = 1 * 3 / 20
hit15 = 1
power15 = 3 #TODO:CHECK
# 爆弹爆炸攻击力 : {value16}%
data16 = get_data(f'{prefix}/{uuid}', 16)
hit16 = 1 * 3 / 20
hit16 = 1
power16 = 3 #TODO:CHECK
# 棒暴击多段攻击力 : {value17}%
data17 = get_data(f'{prefix}/{uuid}', 17)
hit17 = 0
@@ -391,13 +413,13 @@ class Skill9(ActiveSkill):
def setMode(self, mode):
if mode == '秒伤':
self.hit9 = 1 * 4 / 20
self.hit10 = 1 * 6 / 20
self.hit12 = 1 * 6 / 20
self.hit13 = 3 * 4 / 20
self.hit14 = 5 * 4 / 20
self.hit15 = 1 * 3 / 20
self.hit16 = 1 * 3 / 20
self.hit9 = self.hit10 = self.hit12 = self.hit15 = self.hit16 = 1
self.hit13 = 3
self.hit14 = 5
self.power9 = 4 #TODO:CHECK
self.power10 = self.power12 = 6 #TODO:CHECK
self.power13 = self.power14 = 4 #TODO:CHECK
self.power15 = self.power16 = 3 #TODO:CHECK
self.hit17 = 0
self.hit18 = 0
elif mode == '附灵':
@@ -637,12 +659,13 @@ class Skill15(ActiveSkill):
# 鞭挞攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1.7157
# [绝对支配]第1击攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 1
hit1 = 0
# [绝对支配]第2击攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 1
hit2 = 0
# 敌人僵直时间增加比率 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3)
# 增益效果持续时间 : {value4}秒
@@ -1228,6 +1251,7 @@ class Skill31(ActiveSkill):
# 攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
power0 = 1 / 1.03 #TODO:CHECK
# 灼伤几率 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
# 灼伤时间 : {value2}秒
@@ -1287,7 +1311,7 @@ class Skill31(ActiveSkill):
# 契约召唤 : 弗利特
# mage_female/summoner/c77a417c43de80c4ce32c1ed405d174a
# 3909d0b188e9c95311399f776e331da5/c77a417c43de80c4ce32c1ed405d174a
class Skill32(ActiveSkill):
class Skill32(SummonSkill):
"""
召唤出弗利特,使其协助自身攻击敌人。\n
若召唤者死亡或魔法值不足时,则召唤兽消失。\n
@@ -1321,13 +1345,16 @@ class Skill32(ActiveSkill):
data4 = get_data(f'{prefix}/{uuid}', 4)
# 撕咬的近身攻击力 : {value5}%
data5 = get_data(f'{prefix}/{uuid}', 5)
hit5 = 1 * 8.25 / 20
hit5 = 1
power5 = 8.25 #TODO:CHECK
# 火焰球攻击力 : {value6}%
data6 = get_data(f'{prefix}/{uuid}', 6)
hit6 = 1 * 16.25 / 20
hit6 = 1
power6 = 16.25 #TODO:CHECK
# 火焰龙息攻击力 : {value7}%
data7 = get_data(f'{prefix}/{uuid}', 7)
hit7 = 1 * 7 / 20
hit7 = 1
power7 = 7 #TODO:CHECK
# 灼伤几率 : {value8}%
data8 = get_data(f'{prefix}/{uuid}', 8)
# 灼伤持续时间 : {value9}秒
@@ -1352,9 +1379,10 @@ class Skill32(ActiveSkill):
def setMode(self, mode):
if mode == '秒伤':
self.hit5 = 1 * 8.25 / 20
self.hit6 = 1 * 16.25 / 20
self.hit7 = 1 * 7 / 20
self.hit5 = self.hit6 = self.hit7 = 1
self.power5 = 8.25 #TODO:CHECK
self.power6 = 16.25 #TODO:CHECK
self.power7 = 7 #TODO:CHECK
self.hit11 = 0
elif mode == '附灵':
self.hit5 = self.hit6 = self.hit7 = 0
@@ -1415,7 +1443,7 @@ class Skill34(PassiveSkill):
# 契约召唤 : 桑德尔
# mage_female/summoner/e49e57b2e8fbeceb0a2c56a0c63fe6c5
# 3909d0b188e9c95311399f776e331da5/e49e57b2e8fbeceb0a2c56a0c63fe6c5
class Skill35(ActiveSkill):
class Skill35(SummonSkill):
"""
召唤出黑骑士桑德尔,使其协助自身攻击敌人。\n
若召唤者死亡或魔法值不足时,则召唤兽消失。\n
@@ -1447,10 +1475,12 @@ class Skill35(ActiveSkill):
data3 = get_data(f'{prefix}/{uuid}', 3)
# 挥刀攻击力 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4)
hit4 = 1 * 13 / 20
hit4 = 1
power4 = 13 #TODO:CHECK
# 直刺攻击力 : {value5}%
data5 = get_data(f'{prefix}/{uuid}', 5)
hit5 = 1 * 9 / 20
hit5 = 1
power5 = 9 #TODO:CHECK
# 剑气攻击力 : {value6}%
data6 = get_data(f'{prefix}/{uuid}', 6)
hit6 = 0
@@ -1469,8 +1499,9 @@ class Skill35(ActiveSkill):
def setMode(self, mode):
if mode == '秒伤':
self.hit4 = 1 * 13 / 20
self.hit5 = 1 * 9 / 20
self.hit4 = self.hit5 = 1
self.power4 = 13 #TODO:CHECK
self.power5 = 9 #TODO:CHECK
self.hit6 = 0
elif mode == '附灵':
self.hit4 = self.hit5 = 0
@@ -1549,7 +1580,7 @@ class Skill37(PassiveSkill):
# 契约召唤 : 袄索
# mage_female/summoner/e4c354a89c337310aeb7041d5e742828
# 3909d0b188e9c95311399f776e331da5/e4c354a89c337310aeb7041d5e742828
class Skill38(ActiveSkill):
class Skill38(SummonSkill):
"""
召唤出魔界花袄索,使其协助自身攻击敌人; 若召唤者死亡或魔法值不足时,则召唤兽会消失。\n
行动模式 : 近身藤刺攻击,远程藤根攻击,混乱毒气,发射毒虫\n
@@ -1610,10 +1641,12 @@ class Skill38(ActiveSkill):
data15 = get_data(f'{prefix}/{uuid}', 15)
# 穿刺攻击力 : {value16}%
data16 = get_data(f'{prefix}/{uuid}', 16)
hit16 = 1 * 16 / 20
hit16 = 1
power16 = 16 #TODO:CHECK
# 吐蚀攻击力 : {value17}% x {value18}
data17 = get_data(f'{prefix}/{uuid}', 17)
hit17 = 6 * 5 / 20
hit17 = 6
power17 = 5 #TODO:CHECK
data18 = get_data(f'{prefix}/{uuid}', 18)
# 喷吐蚀块攻击力 : {value19}%
data19 = get_data(f'{prefix}/{uuid}', 19)
@@ -1633,12 +1666,14 @@ class Skill38(ActiveSkill):
def setMode(self, mode):
if mode == '秒伤':
self.hit16 = 1 * 16 / 20
self.hit17 = 6 * 5 / 20
self.hit16 = 1
self.power16 = 16 #TODO:CHECK
self.hit17 = 6
self.power17 = 5 #TODO:CHECK
self.hit19 = 0
elif mode == '附灵':
self.hit16 = self.hit17 = 0
self.hit18 = 1
self.hit19 = 1
self.cd = 15
def getSkillCD(self, mode=None):
@@ -1649,7 +1684,7 @@ class Skill38(ActiveSkill):
# 精灵召唤 : 亡魂默克尔
# mage_female/summoner/6a1d1f08a6572be420bb3a256c44c015
# 3909d0b188e9c95311399f776e331da5/6a1d1f08a6572be420bb3a256c44c015
class Skill39(ActiveSkill):
class Skill39(SummonSkill):
"""
召唤出高级精灵亡魂默克尔,使其协助自身攻击敌人; 若召唤者死亡,则召唤兽消失。\n
亡魂默克尔的攻击命中敌人时,有一定几率出现暗影爆炸; 当亡魂默克尔死亡时,会发生爆炸对周围造成伤害,并有一定几率使敌人进入诅咒状态。\n
@@ -1683,10 +1718,12 @@ class Skill39(ActiveSkill):
data3 = get_data(f'{prefix}/{uuid}', 3)
# 暗黑镰刀斩击攻击力 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4)
hit4 = 1 * 13 / 20
hit4 = 1
power4 = 14.95 #TODO:CHECK
# 暗黑镰刀下斩攻击力 : {value5}%
data5 = get_data(f'{prefix}/{uuid}', 5)
hit5 = 1 * 13 / 20
hit5 = 1
power5 = 14.95 #TODO:CHECK
# 死亡爆炸攻击力 : {value6}%
data6 = get_data(f'{prefix}/{uuid}', 6)
# 死亡爆炸诅咒几率 : {value7}%
@@ -1697,7 +1734,8 @@ class Skill39(ActiveSkill):
data9 = get_data(f'{prefix}/{uuid}', 9)
# 暗黑雾攻击力 : {value10}%
data10 = get_data(f'{prefix}/{uuid}', 10)
hit10 = 4 * 6 / 20
hit10 = 4
power10 = 6.9 #TODO:CHECK
# 暗黑雾多段攻击次数 : {value11}次
data11 = get_data(f'{prefix}/{uuid}', 11)
# 黑雾攻击力 : {value12}%
@@ -1715,13 +1753,15 @@ class Skill39(ActiveSkill):
def setMode(self, mode):
if mode == '秒伤':
self.hit4 = 1 * 13 / 20
self.hit5 = 1 * 13 / 20
self.hit10 = 4 * 6 / 20
self.hit4 = self.hit5 = 1
self.power4 = self.power5 = 14.95 #TODO:CHECK
self.hit10 = 4
self.power10 = 6.9 #TODO:CHECK
self.hit12 = 0
elif mode == '附灵':
self.hit4 = self.hit5 = self.hit10 = 0
self.hit12 = 6
self.power12 = 1.15 #TODO:CHECK
self.cd = 15
def getSkillCD(self, mode=None):
@@ -1732,7 +1772,7 @@ class Skill39(ActiveSkill):
# 精灵召唤 : 极光格雷林
# mage_female/summoner/a2d943797daca862a6f321aca6ac9bfa
# 3909d0b188e9c95311399f776e331da5/a2d943797daca862a6f321aca6ac9bfa
class Skill40(ActiveSkill):
class Skill40(SummonSkill):
"""
召唤出高级精灵极光格雷林,使其协助自身攻击敌人; 若召唤者死亡,则召唤兽消失。\n
极光格雷林的攻击命中敌人时,有一定几率使敌人进入感电状态; 当极光格雷林死亡时,会发生爆炸并给予周围敌人伤害,而且有一定几率使敌人进入感电状态。\n
@@ -1766,14 +1806,16 @@ class Skill40(ActiveSkill):
data3 = get_data(f'{prefix}/{uuid}', 3)
# 闪电攻击力 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4)
hit4 = 2 * (8 * 3 + 8) / 20
hit4 = 2
power4 = 36.8 #TODO:CHECK
# 闪电感电几率 : {value5}%
data5 = get_data(f'{prefix}/{uuid}', 5)
# 闪电感电持续时间 : {value6}秒
data6 = get_data(f'{prefix}/{uuid}', 6)
# 闪电3连发攻击力 : {value7}%
data7 = get_data(f'{prefix}/{uuid}', 7)
hit7 = 3 * (4 * 3 + 4) / 20
hit7 = 3
power7 = 18.4 #TODO:CHECK
# 闪电3连发感电几率 : {value8}%
data8 = get_data(f'{prefix}/{uuid}', 8)
# 闪电3连发感电持续时间 : {value9}秒
@@ -1801,12 +1843,15 @@ class Skill40(ActiveSkill):
def setMode(self, mode):
if mode == '秒伤':
self.hit4 = 2 * (8 * 3 + 8) / 20
self.hit7 = 3 * (4 * 3 + 4) / 20
self.hit4 = 2
self.power4 = 36.8 #TODO:CHECK
self.hit7 = 3
self.power7 = 18.4 #TODO:CHECK
self.hit15 = 0
elif mode == '附灵':
self.hit4 = self.hit7 = 0
self.hit15 = 1
self.power15 = 1.15 #TODO:CHECK
self.cd = 15
def getSkillCD(self, mode=None):
@@ -1817,7 +1862,7 @@ class Skill40(ActiveSkill):
# 精灵召唤 : 冰影阿奎利斯
# mage_female/summoner/c7bf7ccab413009640e65ca6f2f0263a
# 3909d0b188e9c95311399f776e331da5/c7bf7ccab413009640e65ca6f2f0263a
class Skill41(ActiveSkill):
class Skill41(SummonSkill):
"""
召唤出高级精灵冰影阿奎利斯,使其协助自身攻击敌人; 若召唤者死亡,则召唤兽消失。\n
冰影阿奎利斯冰息攻击命中敌人时,有一定几率使敌人进入冰冻状态; 当冰影阿奎利斯死亡时,会发生爆炸并给予周围敌人伤害,而且有一定几率使敌人进入冰冻状态。\n
@@ -1852,10 +1897,12 @@ class Skill41(ActiveSkill):
data4 = get_data(f'{prefix}/{uuid}', 4)
# 落冰攻击力 : {value5}%
data5 = get_data(f'{prefix}/{uuid}', 5)
hit5 = 3 * 14 / 20
hit5 = 3
power5 = 16.1 #TODO:CHECK
# 冰息攻击力 : {value6}%
data6 = get_data(f'{prefix}/{uuid}', 6)
hit6 = 1 * 11 / 20
hit6 = 1
power6 = 12.65 #TODO:CHECK
# 冰息冰冻几率 : {value7}%
data7 = get_data(f'{prefix}/{uuid}', 7)
# 死亡爆炸攻击力 : {value8}%
@@ -1866,7 +1913,8 @@ class Skill41(ActiveSkill):
data10 = get_data(f'{prefix}/{uuid}', 10)
# 冰导弹攻击力 : {value11}%
data11 = get_data(f'{prefix}/{uuid}', 11)
hit11 = 3 * 4 / 20
hit11 = 3
power11 = 4.6 #TODO:CHECK
# 冰导弹多段攻击次数 : {value12}次
data12 = get_data(f'{prefix}/{uuid}', 12)
# 七重冰导弹攻击力 : {value13}%
@@ -1890,13 +1938,17 @@ class Skill41(ActiveSkill):
def setMode(self, mode):
if mode == '秒伤':
self.hit5 = 3 * 14 / 20
self.hit6 = 1 * 11 / 20
self.hit11 = 3 * 4 / 20
self.hit5 = 3
self.power5 = 16.1 #TODO:CHECK
self.hit6 = 1
self.power6 = 12.65 #TODO:CHECK
self.hit11 = 3
self.power11 = 4.6 #TODO:CHECK
self.hit13 = 0
elif mode == '附灵':
self.hit5 = self.hit6 = self.hit11 = 0
self.hit13 = 7
self.power13 = 1.15 #TODO:CHECK
self.cd = 15
def getSkillCD(self, mode=None):
@@ -1907,7 +1959,7 @@ class Skill41(ActiveSkill):
# 精灵召唤 : 火焰赫瑞克
# mage_female/summoner/1b1cfab062e0768bcc889e33e1f30dbf
# 3909d0b188e9c95311399f776e331da5/1b1cfab062e0768bcc889e33e1f30dbf
class Skill42(ActiveSkill):
class Skill42(SummonSkill):
"""
召唤出高级精灵火焰赫瑞克,使其协助自身攻击敌人; 若召唤者死亡,则召唤兽消失。\n
火焰赫瑞克的攻击命中敌人时,有一定几率出现火属性爆炸; 当火焰赫瑞克死亡时,会发生爆炸并给予周围敌人火属性魔法伤害,而且有一定几率使敌人进入灼伤状态。\n
@@ -1941,13 +1993,16 @@ class Skill42(ActiveSkill):
data3 = get_data(f'{prefix}/{uuid}', 3)
# 火焰剑上斩攻击力 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4)
hit4 = 1 * 15 / 20
hit4 = 1
power4 = 17.25 #TODO:CHECK
# 火焰下重斩攻击力 : {value5}%
data5 = get_data(f'{prefix}/{uuid}', 5)
hit5 = 1 * 11 / 20
hit5 = 1
power5 = 12.65 #TODO:CHECK
# 火焰下重斩剑气攻击力 : {value6}%
data6 = get_data(f'{prefix}/{uuid}', 6)
hit6 = 1 * 11 / 20
hit6 = 1
power6 = 12.65 #TODO:CHECK
# 火焰爆剑术第1击攻击力 : {value7}%
data7 = get_data(f'{prefix}/{uuid}', 7)
hit7 = 0
@@ -1976,9 +2031,9 @@ class Skill42(ActiveSkill):
def setMode(self, mode):
if mode == '秒伤':
self.hit4 = 1 * 15 / 20
self.hit5 = 1 * 11 / 20
self.hit6 = 1 * 11 / 20
self.hit4 = self.hit5 = self.hit6 = 1
self.power4 = 17.25 #TODO:CHECK
self.power5 = self.power6 = 12.65 #TODO:CHECK
self.hit7 = self.hit8 = self.hit9 = self.hit10 = 0
elif mode == '附灵':
self.hit4 = self.hit5 = self.hit6 = 0
@@ -1986,6 +2041,7 @@ class Skill42(ActiveSkill):
self.hit8 = 1
self.hit9 = 1
self.hit10 = 3
self.power7 = self.power8 = self.power9 = self.power10 = 1.15 #TODO:CHECK
self.cd = 15
def getSkillCD(self, mode=None):
@@ -2030,7 +2086,7 @@ class Skill43(ActiveSkill):
# 契约召唤 : 路易丝
# mage_female/summoner/fc7a3f4c2852c832a2f20af63d5d212f
# 3909d0b188e9c95311399f776e331da5/fc7a3f4c2852c832a2f20af63d5d212f
class Skill44(ActiveSkill):
class Skill44(SummonSkill):
"""
召唤出路易丝姐姐,使其协助自身攻击敌人; 若召唤者死亡或维持契约所需魔法值不足,则召唤兽消失。\n
召唤兽攻击方式 : 杖攻击、 发射冰冻针刺、 发射火球、 召唤冰柱、 召唤兽消失死亡时时发射陨石\n
@@ -2067,18 +2123,22 @@ class Skill44(ActiveSkill):
data5 = get_data(f'{prefix}/{uuid}', 5)
# 杖攻击的攻击力 : {value6}%
data6 = get_data(f'{prefix}/{uuid}', 6)
hit6 = 1 * 4 / 20
hit6 = 1
power6 = 4 #TODO:CHECK
# 冰冻针刺攻击力 : {value7}%
data7 = get_data(f'{prefix}/{uuid}', 7)
hit7 = 10 * 3 / 20
hit7 = 10
power7 = 3 #TODO:CHECK
# 冰冻针刺冰冻几率 : 5%
# 冰冻针刺冰冻持续时间 : 3秒
# 火球攻击力 : {value8}%
data8 = get_data(f'{prefix}/{uuid}', 8)
hit8 = 1 * 11 / 20
hit8 = 1
power8 = 11 #TODO:CHECK
# 冰柱攻击力 : {value9}%
data9 = get_data(f'{prefix}/{uuid}', 9)
hit9 = 1 * 9 / 20
hit9 = 1
power9 = 9 #TODO:CHECK
# 寒冰柱冰冻几率 : {value10}%
data10 = get_data(f'{prefix}/{uuid}', 10)
# 寒冰柱冰冻持续时间 : {value11}秒
@@ -2103,10 +2163,12 @@ class Skill44(ActiveSkill):
def setMode(self, mode):
if mode == '秒伤':
self.hit6 = 1 * 4 / 20
self.hit7 = 10 * 3 / 20
self.hit8 = 1 * 11 / 20
self.hit9 = 1 * 9 / 20
self.hit6 = self.hit8 = self.hit9 = 1
self.hit7 = 10
self.power6 = 4 #TODO:CHECK
self.power7 = 3 #TODO:CHECK
self.power8 = 11 #TODO:CHECK
self.power9 = 9 #TODO:CHECK
self.hit14 = self.hit15 = 0
elif mode == '附灵':
self.hit6 = self.hit7 = self.hit8 = self.hit9 = 0
@@ -2145,7 +2207,7 @@ class Skill44(ActiveSkill):
# 精灵召唤 : 伊伽贝拉
# mage_female/summoner/128b9ddef2262f40723deae4407bdb42
# 3909d0b188e9c95311399f776e331da5/128b9ddef2262f40723deae4407bdb42
class Skill45(ActiveSkill):
class Skill45(SummonSkill):
"""
召唤出精灵王伊伽贝拉,使其协助自身攻击敌人。\n
若召唤者死亡,则召唤出的精灵会消失。\n
@@ -2185,16 +2247,20 @@ class Skill45(ActiveSkill):
data6 = get_data(f'{prefix}/{uuid}', 6)
# 元素之触攻击力 : {value7}%
data7 = get_data(f'{prefix}/{uuid}', 7)
hit7 = 1 * 9.2 / 20
hit7 = 1
power7 = 11.96 #TODO:CHECK
# 波刃攻击力 : {value8}%
data8 = get_data(f'{prefix}/{uuid}', 8)
hit8 = 2 * 4.9 / 20
hit8 = 2
power8 = 6.37 #TODO:CHECK
# 闪电攻击力 : {value9}%
data9 = get_data(f'{prefix}/{uuid}', 9)
hit9 = 3 * 3 / 20
hit9 = 3
power9 = 3.9 #TODO:CHECK
# 激光攻击力 : {value10}%
data10 = get_data(f'{prefix}/{uuid}', 10)
hit10 = 4 * 2 / 20
hit10 = 4
power10 = 2.6 #TODO:CHECK
# 超高密度镭射光攻击力 : {value11}%
data11 = get_data(f'{prefix}/{uuid}', 11)
hit11 = 0
@@ -2210,18 +2276,33 @@ class Skill45(ActiveSkill):
# 学习[蚀月附灵]后,激光大小比率 : {value15}%
data15 = get_data(f'{prefix}/{uuid}', 15)
mode = ['秒伤', '附灵']
mode = ['秒伤', '秒伤(无终结)', '附灵']
def setMode(self, mode):
if mode == '秒伤':
self.hit7 = 1 * 9.2 / 20
self.hit8 = 2 * 4.9 / 20
self.hit9 = 3 * 3 / 20
self.hit10 = 4 * 2 / 20
self.hit7 = 1
self.power7 = 11.96 #TODO:CHECK
self.hit8 = 2
self.power8 = 6.37 #TODO:CHECK
self.hit9 = 3
self.power9 = 3.9 #TODO:CHECK
self.hit10 = 4
self.power10 = 2.6 #TODO:CHECK
self.hit11 = 0
elif mode == '秒伤(无终结)':
self.hit7 = 1
self.power7 = 13.13 #TODO:CHECK
self.hit8 = 2
self.power8 = 6.5 #TODO:CHECK
self.hit9 = 3
self.power9 = 4.55 #TODO:CHECK
self.hit10 = 4
self.power10 = 2.6 #TODO:CHECK
self.hit11 = 0
elif mode == '附灵':
self.hit7 = self.hit8 = self.hit9 = self.hit10 = 0
self.hit11 = 8
self.power11 = 1.3 #TODO:CHECK
self.cd = 30
def getSkillCD(self, mode=None):
@@ -2230,7 +2311,7 @@ class Skill45(ActiveSkill):
return super().getSkillCD(mode)
# 自身强化
skillDamage = 1.3
skillDamage = 1.0
associate = [{'type': '*skillDamage', 'data': data13, 'skills': ['精灵召唤 : 亡魂默克尔', '精灵召唤 : 极光格雷林', '精灵召唤 : 冰影阿奎利斯', '精灵召唤 : 火焰赫瑞克']}]
@@ -2242,11 +2323,7 @@ class Skill45(ActiveSkill):
- 至高精灵王\n
"""
# 在 VP1 下,如果当前模式是“秒伤”,则调整各项hit
if getattr(self, 'currentMode', None) == '秒伤':
self.hit7 = 1 * 10.1 / 20
self.hit8 = 2 * 5 / 20
self.hit9 = 3 * 3.5 / 20
self.hit10 = 4 * 2 / 20
...
def vp_2(self):
"""
@@ -2326,7 +2403,7 @@ class Skill47(ActiveSkill):
- 单次攻击力 -50%\n
"""
self.cd = 15
self.skillRation *= 0.5
self.power0 *= 0.5
def vp_2(self):
"""
@@ -2346,7 +2423,7 @@ class Skill47(ActiveSkill):
# 契约召唤 : 牛头王库鲁塔
# mage_female/summoner/ef896bbdc68660c22b6e60502044d690
# 3909d0b188e9c95311399f776e331da5/ef896bbdc68660c22b6e60502044d690
class Skill48(ActiveSkill):
class Skill48(SummonSkill):
"""
召唤出牛头王库鲁塔,使其协助自身攻击敌人; 若召唤者死亡或维持契约所需魔法值不足,则召唤兽消失。\n
召唤兽行动模式 : 横劈、 愤怒突进、 咆哮\n
@@ -2381,13 +2458,16 @@ class Skill48(ActiveSkill):
data4 = get_data(f'{prefix}/{uuid}', 4)
# 横劈攻击力 : {value5}%
data5 = get_data(f'{prefix}/{uuid}', 5)
hit5 = 1 * 9.5 / 20
hit5 = 1
power5 = 9.5 #TODO:CHECK
# 愤怒突进攻击力 : {value6}%
data6 = get_data(f'{prefix}/{uuid}', 6)
hit6 = 1 * 6 / 20
hit6 = 1
power6 = 6 #TODO:CHECK
# 咆哮攻击力 : {value7}%
data7 = get_data(f'{prefix}/{uuid}', 7)
hit7 = 1 * 6 / 20
hit7 = 1
power7 = 6 #TODO:CHECK
# 狂暴愤怒横劈攻击力 : {value8}%
data8 = get_data(f'{prefix}/{uuid}', 8)
hit8 = 0
@@ -2401,13 +2481,19 @@ class Skill48(ActiveSkill):
# 学到[心灵感应]后,狂暴愤怒范围比率 : {value11}%
data11 = get_data(f'{prefix}/{uuid}', 11)
mode = ['秒伤', '附灵']
mode = ['秒伤', '秒伤(无终结)', '附灵']
def setMode(self, mode):
if mode == '秒伤':
self.hit5 = 1 * 9.5 / 20
self.hit6 = 1 * 6 / 20
self.hit7 = 1 * 6 / 20
self.hit5 = self.hit6 = self.hit7 = 1
self.power5 = 9.5 #TODO:CHECK
self.power6 = self.power7 = 6 #TODO:CHECK
self.hit8 = self.hit9 = self.hit10 = 0
elif mode == '秒伤(无终结)':
self.hit5 = self.hit6 = self.hit7 = 1
self.power5 = 10.8 #TODO:CHECK
self.power6 = 6 #TODO:CHECK
self.power7 = 6.8 #TODO:CHECK
self.hit8 = self.hit9 = self.hit10 = 0
elif mode == '附灵':
self.hit5 = self.hit6 = self.hit7 = 0
@@ -2471,7 +2557,7 @@ class Skill49(PassiveSkill):
# 契约召唤 : 征服者卡西利亚斯
# mage_female/summoner/0b8db1e10b3abbd24d38564e708675d5
# 3909d0b188e9c95311399f776e331da5/0b8db1e10b3abbd24d38564e708675d5
class Skill50(ActiveSkill):
class Skill50(SummonSkill):
"""
召唤出征服者卡西利亚斯,使其协助自身攻击敌人; 召唤卡西利亚斯时,会追加消减召唤者的生命值,若召唤者死亡,则召唤兽消失。\n
卡西利亚斯出现时,可以将周围的敌人震倒; 当卡西利亚斯死亡或消失时,会发动必杀剑 · 狱冥天地。\n
@@ -2507,13 +2593,16 @@ class Skill50(ActiveSkill):
data5 = get_data(f'{prefix}/{uuid}', 5)
# 夜冥流 · 不动剑攻击力 : {value6}%
data6 = get_data(f'{prefix}/{uuid}', 6)
hit6 = 1 * 13.2 / 20
hit6 = 1
power6 = 13.2 #TODO:CHECK
# 夜冥流 · 疾风剑攻击力 : {value7}%
data7 = get_data(f'{prefix}/{uuid}', 7)
hit7 = 1 * 9.5 / 20
hit7 = 1
power7 = 9.5 #TODO:CHECK
# 夜冥流 · 残心剑攻击力 : {value8}%
data8 = get_data(f'{prefix}/{uuid}', 8)
hit8 = 1 * 7.1 / 20
hit8 = 1
power8 = 7.1 #TODO:CHECK
# 必杀剑 · 千鬼杀斩击攻击力 : {value9}%
data9 = get_data(f'{prefix}/{uuid}', 9)
hit9 = 0
@@ -2525,18 +2614,25 @@ class Skill50(ActiveSkill):
# 必杀剑 · 狱冥天地攻击力 : {value12}%
data12 = get_data(f'{prefix}/{uuid}', 12)
mode = ['秒伤', '附灵']
mode = ['秒伤', '秒伤(无终结)', '附灵']
def setMode(self, mode):
if mode == '秒伤':
self.hit6 = 1 * 13.2 / 20
self.hit7 = 1 * 9.5 / 20
self.hit8 = 1 * 7.1 / 20
self.hit6 = self.hit7 = self.hit8 = 1
self.power6 = 13.2 #TODO:CHECK
self.power7 = 9.5 #TODO:CHECK
self.power8 = 7.1 #TODO:CHECK
self.hit9 = self.hit10 = 0
elif mode == '秒伤(无终结)':
self.hit6 = self.hit7 = self.hit8 = 1
self.power6 = 16.2 #TODO:CHECK
self.power7 = 10.2 #TODO:CHECK
self.power8 = 8.1 #TODO:CHECK
self.hit9 = self.hit10 = 0
elif mode == '附灵':
self.hit6 = self.hit7 = self.hit8 = 0
self.hit9 = 1
self.hit10 = 1
self.hit10 = 5
def getSkillCD(self, mode=None):
if mode == '秒伤':
@@ -2568,6 +2664,14 @@ class Skill51(ActiveSkill):
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
# [必杀剑·千鬼杀]的攻击力数值与[契约召唤 : 征服者卡西利亚斯]一致。
data9 = Skill50.data9
hit9 = 1
data10 = Skill50.data10
hit10 = 5
def getSkillData(self, lv: int = 0):
source = self.char.GetSkillByName('契约召唤 : 征服者卡西利亚斯')
return super().getSkillData(source.lv)
# 支配之环
# mage_female/summoner/4e9e8942841b9767f683fb23c1ef1435
@@ -2820,7 +2924,7 @@ class Skill56(ActiveSkill):
self.hit4 = 1
self.hit5 = 3 * 11
self.hit7 = 1 * 10
self.hi8 = 5 * 4
self.hit8 = 5 * 4
def vp_2(self):
"""
@@ -2895,7 +2999,7 @@ class Skill57(ActiveSkill):
# 传说召唤 : 逆月者拉莫斯
# mage_female/summoner/d89f26862e348a801b30bb9fd7125db5
# 3909d0b188e9c95311399f776e331da5/d89f26862e348a801b30bb9fd7125db5
class Skill58(ActiveSkill):
class Skill58(SummonSkill):
"""
召唤曾经封印在月亮上的古代暗黑女战士拉莫斯并肩战斗。\n
拉莫斯会吸收周围己方召唤兽的力量并强化自身,同时能够自由变换蚀的形态攻击敌人。\n
@@ -2926,33 +3030,40 @@ class Skill58(ActiveSkill):
data2 = get_data(f'{prefix}/{uuid}', 2)
# 基本攻击第1击攻击力 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3)
hit3 = 1 * 4 / 20
hit3 = 1
power3 = 4.6 #TODO:CHECK
# 基本攻击第1击冷却时间 : {value4}秒
data4 = get_data(f'{prefix}/{uuid}', 4)
# 基本攻击第2击攻击力 : {value5}%
data5 = get_data(f'{prefix}/{uuid}', 5)
hit5 = 1 * 3.3 / 20
hit5 = 1
power5 = 3.795 #TODO:CHECK
# 基本攻击第2击冷却时间 : {value6}秒
data6 = get_data(f'{prefix}/{uuid}', 6)
# 蚀击突进攻击力 : {value7}%
data7 = get_data(f'{prefix}/{uuid}', 7)
hit7 = 1 * 4 / 20
hit7 = 1
power7 = 4.6 #TODO:CHECK
# 蚀击第1击攻击力 : {value8}%
data8 = get_data(f'{prefix}/{uuid}', 8)
hit8 = 1 * 4 / 20
hit8 = 1
power8 = 4.6 #TODO:CHECK
# 蚀击第2击攻击力 : {value9}%
data9 = get_data(f'{prefix}/{uuid}', 9)
hit9 = 1 * 4 / 20
hit9 = 1
power9 = 4.6 #TODO:CHECK
# 蚀击冷却时间 : {value10}秒
data10 = get_data(f'{prefix}/{uuid}', 10)
# 蚀握突进多段攻击力 : {value11}%
data11 = get_data(f'{prefix}/{uuid}', 11)
hit11 = 1 * 2.9 / 20
hit11 = 4
power11 = 3.335 #TODO:CHECK
# 蚀握突进多段攻击次数 : {value12}次
data12 = get_data(f'{prefix}/{uuid}', 12)
# 蚀握抓取攻击力 : {value13}%
data13 = get_data(f'{prefix}/{uuid}', 13)
hit13 = 1 * 2.9 / 20
hit13 = 1
power13 = 3.335 #TODO:CHECK
# 蚀握冷却时间 : {value14}秒
data14 = get_data(f'{prefix}/{uuid}', 14)
# 蚀旋攻击力 : {value15}%
@@ -2972,22 +3083,30 @@ class Skill58(ActiveSkill):
data21 = get_data(f'{prefix}/{uuid}', 21)
# 自身强化
skillDamage = 1.15
skillDamage = 1.0
mode = ['秒伤', '附灵']
mode = ['秒伤', '秒伤(无终结)', '附灵']
def setMode(self, mode):
if mode == '秒伤':
self.hit3 = 1 * 4 / 20
self.hit5 = 1 * 3.3 / 20
self.hit8 = 1 * 4 / 20
self.hit9 = 1 * 4 / 20
self.hit11 = 1 * 2.9 / 20
self.hit13 = 1 * 2.9 / 20
self.hit3 = self.hit5 = self.hit7 = self.hit8 = self.hit9 = self.hit13 = 1
self.power3 = self.power7 = self.power8 = self.power9 = 4.6 #TODO:CHECK
self.power5 = 3.795 #TODO:CHECK
self.hit11 = 4
self.power11 = self.power13 = 3.335 #TODO:CHECK
self.hit15 = 0
elif mode == '秒伤(无终结)':
self.hit3 = self.hit5 = self.hit7 = self.hit8 = self.hit9 = self.hit13 = 1
self.power3 = 5.75 #TODO:CHECK
self.power5 = 4.6 #TODO:CHECK
self.power7 = self.power8 = self.power9 = 6.555 #TODO:CHECK
self.hit11 = 4
self.power11 = self.power13 = 3.565 #TODO:CHECK
self.hit15 = 0
elif mode == '附灵':
self.hit3 = self.hit5 = self.hit8 = self.hit9 = self.hit11 = self.hit13 = 0
self.hit3 = self.hit5 = self.hit7 = self.hit8 = self.hit9 = self.hit11 = self.hit13 = 0
self.hit15 = 3
self.power15 = 1.15 #TODO:CHECK
self.cd = 10
def getSkillCD(self, mode=None):
@@ -3025,25 +3144,29 @@ class Skill59(ActiveSkill):
# 蚀下落攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
power0 = 1.15 #TODO:CHECK
# 蚀啃噬攻击力 : {value1}
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 5
power1 = 1.15 #TODO:CHECK
# 蚀啃噬多段攻击次数 : {value2}次
data2 = get_data(f'{prefix}/{uuid}', 2)
# 蚀回归攻击力 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3)
hit3 = 7
power3 = 1.15 #TODO:CHECK
# 蚀回归多段攻击次数 : {value4}次
data4 = get_data(f'{prefix}/{uuid}', 4)
# 下劈攻击力 : {value5}%
data5 = get_data(f'{prefix}/{uuid}', 5)
hit5 = 1
power5 = 1.15 #TODO:CHECK
# 压制力 (4人队伍) : {value6}秒 ({value7}秒)
data6 = get_data(f'{prefix}/{uuid}', 6)
data7 = get_data(f'{prefix}/{uuid}', 7)
# 自身强化
skillDamage = 1.15
skillDamage = 1.0
def skillInfo(self, mode: str | None = None):
self.lv = self.char.GetSkillByName('传说召唤 : 逆月者拉莫斯').lv
@@ -3114,14 +3237,16 @@ class Skill61(ActiveSkill):
# 蚀多段攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 9
power0 = 1.3 #TODO:CHECK
# 蚀多段攻击次数 : {value1}次
data1 = get_data(f'{prefix}/{uuid}', 1)
# 蚀爆炸攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 1
power2 = 1.3 #TODO:CHECK
# 自身强化
skillDamage = 1.3
skillDamage = 1.0
# 魔月·德拉里昂
# mage_female/summoner/efdf4a86b626b8887a145dea6f46a4fe
@@ -660,6 +660,7 @@ class Skill19(ActiveSkill):
hit1 = 1
# 血翼斩击攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 1
# 鲜血长枪
# mage_male/blood_mage/002cbdd9bfd0f0b970451ae8d48d029e
@@ -1356,6 +1357,8 @@ class Skill35(ActiveSkill):
在第一只冥犬的对面额外召唤一只冥犬,同时进行攻击\n
- 猩红气息吸收量 +100%\n
"""
self.cd = 60
self.skillRation *= 1 + 1.0
...
# 鲜血之殇
@@ -1849,15 +1849,16 @@ class Skill43(ActiveSkill):
# 彼端怪物每次悲鸣时攻击力 : {value0}
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 25
# 彼端怪物悲鸣次数 : {value1}次
data1 = get_data(f'{prefix}/{uuid}', 1)
# [媒介召唤]
# 媒介对象受到的伤害 : {value2}
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 1
hit2 = 0
# 彼端怪物每次悲鸣时攻击力 : {value3}
data3 = get_data(f'{prefix}/{uuid}', 3)
hit3 = 25
hit3 = 0
# [范围信息]
# 攻击范围比率 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4)
@@ -961,14 +961,13 @@ class Skill29(ActiveSkill):
# 前方火环攻击力 : {value0}% x{value1}
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 10
data1 = get_data(f'{prefix}/{uuid}', 1)
# 自身中心火环攻击力 : {value2}% x{value3}
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 6
data3 = get_data(f'{prefix}/{uuid}', 3)
# 自身中心火环爆炸攻击力 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4)
hit4 = 1
# [范围信息]
# 攻击范围比率 : {value5}%
data5 = get_data(f'{prefix}/{uuid}', 5)
@@ -975,12 +975,12 @@ class Skill28(ActiveSkill):
# 突进多段攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 0
hit0 = 22
# 突进多段攻击次数上限 : {value1}次
data1 = get_data(f'{prefix}/{uuid}', 1)
# 对无法抓取的敌人攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 1
hit2 = 0
# [范围信息]
# 按向前方向键时移动距离 : {value3}px
data3 = get_data(f'{prefix}/{uuid}', 3)
@@ -1545,6 +1545,8 @@ class Skill38(ActiveSkill):
- 每次填充冷却时间 : 20秒\n
- 单次攻击力 -50%\n
"""
self.cd = 20
self.skillRation *= 0.5
...
# 永罪冰狱
@@ -1259,7 +1259,7 @@ class Skill32(ActiveSkill):
# 多段攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 15
hit0 = 18
# 爆炸攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 1
@@ -856,11 +856,12 @@ class Skill26(ActiveSkill):
# 克库斯飞出攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 5
hit0 = 3
# 克库斯飞出多段攻击次数 : {value1}次
data1 = get_data(f'{prefix}/{uuid}', 1)
# 克库斯返回攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 2
# 克库斯返回多段攻击次数 : {value3}次
data3 = get_data(f'{prefix}/{uuid}', 3)
# 压制力 (4人队伍) : {value4}秒 ({value5}秒)
@@ -917,7 +917,7 @@ class Skill28(ActiveSkill):
hit1 = 1
# 连续斩击攻击力 : {value2}% X {value3}
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 1
hit2 = 8
data3 = get_data(f'{prefix}/{uuid}', 3)
# 向下斩击攻击力 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4)
@@ -955,9 +955,10 @@ class Skill29(ActiveSkill):
# 刺击物理攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 2
hit0 = 1
# 砸地物理攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
hit2 = 1
# 周围冲击波攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
# [范围信息]
@@ -1137,7 +1138,7 @@ class Skill33(ActiveSkill):
# 斩击攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 0
hit0 = 10
# 旋转斩击多段攻击次数上限 : {value1}次
data1 = get_data(f'{prefix}/{uuid}', 1)
# 原地斩击攻击力 : {value2}%
@@ -1668,18 +1669,23 @@ class Skill43(ActiveSkill):
# 月光飞剑刺进地面攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 20
hit0 = 1
# 连续斩击攻击力 : {value1}% X {value2}
data1 = get_data(f'{prefix}/{uuid}', 1)
hit2 = 18
data2 = get_data(f'{prefix}/{uuid}', 2)
# 前冲攻击力 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3)
hit3 = 1
# 空中斩击攻击力 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4)
hit4 = 1
# 回落斩击攻击力 : {value5}%
data5 = get_data(f'{prefix}/{uuid}', 5)
hit5 = 1
# 上挑斩击攻击力 : {value6}%
data6 = get_data(f'{prefix}/{uuid}', 6)
hit6 = 1
# 最后一击攻击力 : {value7}%
data7 = get_data(f'{prefix}/{uuid}', 7)
hit7 = 1
@@ -554,6 +554,7 @@ class Skill1(ActiveSkill):
# 鬼印珠攻击力 : {value0}
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 18
# 鬼印珠多段攻击次数 : {value1}次
data1 = get_data(f'{prefix}/{uuid}', 1)
# 鬼印珠爆炸攻击力 : {value2}
@@ -574,7 +575,6 @@ class Skill1(ActiveSkill):
data8 = get_data(f'{prefix}/{uuid}', 8)
# 鬼印珠爆炸比率 : {value9}%
data9 = get_data(f'{prefix}/{uuid}', 9)
hi0 = 18
# 三段刃
# swordman_male/asura/f2fb27162beb0b87a7cb9af7900e95f2
@@ -2192,7 +2192,7 @@ class Skill23(ActiveSkill):
# [感电效果]
# 感电攻击力 : {value3}
data3 = get_data(f'{prefix}/{uuid}', 3)
hit3 = 25
hit3 = 5
# 感电几率 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4)
# 感电持续时间 : {value5}秒
@@ -58,8 +58,7 @@ class Skill0(ActiveSkill):
# [范围信息]
# 斩击范围比率 : {value9}%
data9 = get_data(f'{prefix}/{uuid}', 9)
power7 = 1
power8 = 1
associate = [{'data': data2, 'skills': ['鬼斩']}]
# 上挑
# swordman_male/soul_bender/fc7a3f4c2852c832a2f20af63d5d212f
@@ -1273,7 +1272,7 @@ class Skill32(PassiveSkill):
# [范围信息]
# 噬灵鬼斩大小比率 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3)
associate = [{'type': '*power7', 'data': data1, 'skills': ['鬼斩']}] # noqa: E501
associate = [{'data': data1, 'skills': ['鬼斩']}] # noqa: E501
# 嗜魂之手
# swordman_male/soul_bender/3829c15bf5f520c13998a3479ba0ce7b
@@ -1507,7 +1506,7 @@ class Skill37(ActiveSkill):
data1 = get_data(f'{prefix}/{uuid}', 1)
# 腐蚀攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 15
hit2 = 10
# 异常状态诱发间隔 : {value3}秒
data3 = get_data(f'{prefix}/{uuid}', 3)
# 减速几率 : {value4}%
@@ -1746,13 +1745,13 @@ class Skill41(ActiveSkill):
# 第1击攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
hit0 = 2
# 第2击攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 1
hit1 = 2
# 第3击攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 1
hit2 = 2
# 第4击攻击力 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3)
hit3 = 1
@@ -1874,7 +1873,7 @@ class Skill43(ActiveSkill):
data7 = get_data(f'{prefix}/{uuid}', 7)
# 沼泽攻击力 : {value8}%
data8 = get_data(f'{prefix}/{uuid}', 8)
hit8 = 5
hit8 = 7
# 每只鬼神对怖拉修的攻击力增加量 : {value9}%
data9 = get_data(f'{prefix}/{uuid}', 9)
# 鬼神叠加数上限 : {value10}
+1 -1
View File
@@ -302,7 +302,7 @@ class Skill8(ActiveSkill):
# 攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 2
hit0 = 1
# 击飞力比率 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
# 发动速度增加率 : {value2}%
+1 -1
View File
@@ -343,7 +343,7 @@ class Skill9(ActiveSkill):
data0 = get_data(f'{prefix}/{uuid}', 0)
# 多段攻击攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 3
hit1 = 2
# 爆炸攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 1