#ddc49e9ad1ff72a00b53c6cff5b1e920 from core.basic.skill import PassiveSkill, ActiveSkill, get_data from core.basic.character import Character prefix = "thief/rogue/cn/skillDetail" class PassiveSkill(PassiveSkill): endpower = 1 class ActiveSkill(ActiveSkill): endpower = 1 def getSkillData(self,lv:int=0): res = 0 keys = [key.replace("data","") for key in dir(self) if key.startswith('data') and not key.startswith('dataplus')] for i in keys: data = getattr(self, f'data{i}', []) plus = getattr(self, f'plus{i}', 0) if len(data) == 0: break if lv < len(data): hit = getattr(self, f'hit{i}', 0) power = getattr(self, f'power{i}', 1) group = getattr(self, f'group{i}', "normal") res += hit * power * (data[lv] + plus) * (self.endpower if group == "end" else 1) keys = [key.replace("dataplus","") for key in dir(self) if key.startswith('dataplus')] for i in keys: data = getattr(self, f'dataplus{i}', 0) hit = getattr(self, f'hitplus{i}', 1) power = getattr(self, f'powerplus{i}', 1) group = getattr(self, f'groupplus{i}', "normal") res += hit * power * data * (self.endpower if group == "end" else 1) return res # 翔击 # thief/rogue/3c5604bdbb0240b8f130f59ab40509c3 # ddc49e9ad1ff72a00b53c6cff5b1e920/3c5604bdbb0240b8f130f59ab40509c3 class Skill0(ActiveSkill): """ 向敌人发出向上的切割攻击, 并使敌人浮空。\n 在空中也可以使用[翔击], 且按住技能键的时间越长, [翔击]的跳跃高度就越高。\n 可消耗连击点数发动[终结之击]。 """ name = "翔击" learnLv = 1 masterLv = 10 maxLv = 20 position = 5 #TODO rangeLv = 3 cd = 2 uuid = "3c5604bdbb0240b8f130f59ab40509c3" hasVP = False hasUP = False custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 # 攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 1 # 浮空力比率 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) # [终结之击]攻击力 : {value2}% X {value3} data2 = get_data(f'{prefix}/{uuid}', 2) data2 = [0, 71, 83, 94, 105, 117, 128, 139, 151, 162, 173, 185, 196, 207, 219, 230, 241, 253, 264, 276, 287]# noqa: E501 hit2 = 5 data3 = get_data(f'{prefix}/{uuid}', 3) # [终结之击]浮空力比率 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4) # 基础精通 # thief/rogue/5a56514f35cf0270ae8d6c65f8fefd78 # ddc49e9ad1ff72a00b53c6cff5b1e920/5a56514f35cf0270ae8d6c65f8fefd78 class Skill3(PassiveSkill): """ 增加基本攻击、 前冲攻击、 跳跃攻击、 [翔击]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。 """ name = "基础精通" learnLv = 1 masterLv = 115 maxLv = 200 position = 1 #TODO rangeLv = 1 uuid = "5a56514f35cf0270ae8d6c65f8fefd78" icon = "$common/$uuid" hasVP = False hasUP = False custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 # 基本攻击力变化率 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) # 前冲攻击力变化率 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) # 跳跃攻击力变化率 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) # 弧光闪 # thief/rogue/0969cd4054d93da07708108c0cc1c4b5 # ddc49e9ad1ff72a00b53c6cff5b1e920/0969cd4054d93da07708108c0cc1c4b5 class Skill10(ActiveSkill): """ 急速冲向前方的敌人并对其进行闪电般的攻击。\n 按上下方向键可向Y轴移动; 若急速前冲过程中按跳跃键, 则可停止移动。\n 暗星可以连续发动两次[弧光闪]; 可在空中施放[弧光闪]; 可强制中断转职技能, 并施放[弧光闪]; 可消耗连击点数发动可控制左右方向的[终结之击]; 学习[弧光连闪]后, 增加追加攻击的可发动次数。\n 转职为影舞者后, 可以强制中断技能并施放[追影步]; 学习[潜行教义]后, 可以再次按技能键发动追加攻击。\n 可以利用方向键调整移动方向。 """ name = "弧光闪" learnLv = 10 masterLv = 60 maxLv = 70 position = 5 #TODO rangeLv = 2 cd = 6 mp = [18, 190] uuid = "0969cd4054d93da07708108c0cc1c4b5" hasVP = False hasUP = False custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 # 攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) # [终结之击]攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) data1 = [0, 850, 932, 1020, 1108, 1192, 1278, 1363, 1450, 1533, 1622, 1712, 1794, 1882, 1965, 2055, 2135, 2224, 2307, 2395, 2485, 2567, 2655, 2739, 2827, 2910, 2999, 3082, 3169, 3257, 3344, 3429, 3512, 3602, 3686, 3774, 3856, 3946, 4038, 4116, 4206, 4289, 4379, 4457, 4549, 4627, 4719, 4809, 4893, 4983, 5063, 5153, 5236, 5321, 5409, 5494, 5581, 5664, 5755, 5840, 5926, 6010, 6100, 6183, 6270, 6355, 6443, 6530, 6611, 6701, 6783]# noqa: E501 hit1 = 1 #TODO group1 = "end" # 发动速度比率 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) # 僵直时间比率 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) # 碎踝 # thief/rogue/5dc7008b12a459325b548b0715c6b73c # ddc49e9ad1ff72a00b53c6cff5b1e920/5dc7008b12a459325b548b0715c6b73c class Skill13(ActiveSkill): """ 用强力的扫腿踢攻击敌人的脚踝。 """ name = "碎踝" learnLv = 10 masterLv = 60 maxLv = 70 position = 7 #TODO rangeLv = 2 cd = 7 mp = [15, 168] uuid = "5dc7008b12a459325b548b0715c6b73c" hasVP = False hasUP = False custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 # 攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 1 # 减速几率 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) # 减速持续时间 : {value2}秒 data2 = get_data(f'{prefix}/{uuid}', 2) # 移动速度减少率 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) # 攻击速度减少率 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4) # 疾空踏 # thief/rogue/717f1e2104fe4b796f800352fa143ecc # ddc49e9ad1ff72a00b53c6cff5b1e920/717f1e2104fe4b796f800352fa143ecc class Skill16(ActiveSkill): """ 从空中快速下降并向敌人发出连续踢击。\n 连续踢击结束前, 输入Z键可以发动最后一击。\n 只能在空中使用, 且在下落过程中有敌人时才能施放连续踢击。\n 终结攻击会引发冲击波, 被命中的敌人会被击飞。\n 连续踢击过程中连续按下攻击键时, 会增加连续踢击的速度和命中次数。 """ name = "疾空踏" learnLv = 15 masterLv = 60 maxLv = 70 position = 4 #TODO rangeLv = 2 cd = 6.5 mp = [22, 235] uuid = "717f1e2104fe4b796f800352fa143ecc" hasVP = False hasUP = True custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 # 连续踢击攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 13 # 连续踢击次数 : {value1}次~{value2}次 data1 = get_data(f'{prefix}/{uuid}', 1) data2 = get_data(f'{prefix}/{uuid}', 2) # 最后一击攻击力 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) hit3 = 1 # 冲击波攻击力 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4) hit4 = 1 # 最后一击浮空力比率 : {value5}% data5 = get_data(f'{prefix}/{uuid}', 5) # [范围信息] # 冲击波范围比率 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6) # 终结之击 # thief/rogue/cfacda0647b9a0f595df2c2aad30c18d # ddc49e9ad1ff72a00b53c6cff5b1e920/cfacda0647b9a0f595df2c2aad30c18d class Skill19(ActiveSkill): """ [终结之击]只能在有连击点数的情况下施放, 施放后将消耗所有连击点数并发动追加攻击。\n 消耗的连击点数越多, 该技能给予敌人的伤害就越大。 """ name = "终结之击" learnLv = 15 masterLv = 20 maxLv = 30 position = 6 #TODO rangeLv = 2 mp = [18, 56] uuid = "cfacda0647b9a0f595df2c2aad30c18d" hasVP = False hasUP = False custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 # [终结之击]攻击力比率 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) # - 消耗连击点数后, 攻击力增加比率 - # 1点 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) # 2点 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) # 3点 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) # 4点 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4) # 5点 : {value5}% data5 = get_data(f'{prefix}/{uuid}', 5) # 6点 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6) # 7点 : {value7}% data7 = get_data(f'{prefix}/{uuid}', 7) _maxLayer = 6 associate = [ {"type":"*endpower","data":data0}, {"type":"*endpower"} ] @property def maxLayer(self): return self._maxLayer @maxLayer.setter def maxLayer(self, value): if self._maxLayer != value: skills = self.char.GetSkillNames('all', True) if self.lv > 0: raito = (getattr(self, f"data{int(value)}")[self.lv] - 100) / (getattr(self, f"data{int(self.maxLayer)}")[self.lv] - 100) for name in skills: skill = self.char.GetSkillByName(name) if skill.type == "active" and skill.damage: skill.endpower *= raito self._maxLayer = value def update_skill_attribute(self, skill, type, old, new, data,ratio,weapon = []): if len(data) == 0: data = getattr(self, f"data{int(self.maxLayer)}") data = [ i - 100 if i > 100 else 0 for i in data] super().update_skill_attribute(skill, type, old, new, data, ratio, weapon) # 弧光连闪 # thief/rogue/4b2c90ec226fd40e967875aa5eabefb2 # ddc49e9ad1ff72a00b53c6cff5b1e920/4b2c90ec226fd40e967875aa5eabefb2 class Skill21(PassiveSkill): """ 增加[弧光闪]的追加攻击发动次数。 """ name = "弧光连闪" learnLv = 15 masterLv = 1 maxLv = 10 position = 5 #TODO rangeLv = 2 uuid = "4b2c90ec226fd40e967875aa5eabefb2" hasVP = False hasUP = False custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 # [弧光闪]追加攻击发动次数增加 : {value0} data0 = get_data(f'{prefix}/{uuid}', 0) associate = [{"type":"+hit0","data":data0,"ratio":1,"skills":["弧光闪"]}] # 迅影 # thief/rogue/1b1cfab062e0768bcc889e33e1f30dbf # ddc49e9ad1ff72a00b53c6cff5b1e920/1b1cfab062e0768bcc889e33e1f30dbf class Skill22(PassiveSkill): """ 使暗星的行动变得更加敏捷, 可增加命中率、 回避率、 攻击速度和移动速度。\n 强制中断后施放的技能命中敌人时, 可以获得连击点数。\n 可通过攻击敌人时收集的攻击点数, 额外获得连击点数; 攻击点数能量条蓄满后, 可自动转换为连击点数。\n 学习后, 后跳过程中可以发动基本攻击。 """ name = "迅影" learnLv = 15 masterLv = 10 maxLv = 20 position = 1 #TODO rangeLv = 5 uuid = "1b1cfab062e0768bcc889e33e1f30dbf" hasVP = False hasUP = False custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 # 攻击速度增加 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) # 移动速度增加 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) # 命中率增加 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) # 回避率增加 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) # [每个技能命中敌人时可收集的攻击点数 / 攻击点数收集上限] # 基本攻击 : {value4}P / {value5}P data4 = get_data(f'{prefix}/{uuid}', 4) data5 = get_data(f'{prefix}/{uuid}', 5) # 前冲攻击 : {value6}P / {value7}P data6 = get_data(f'{prefix}/{uuid}', 6) data7 = get_data(f'{prefix}/{uuid}', 7) # 跳跃攻击 : {value8}P / {value9}P data8 = get_data(f'{prefix}/{uuid}', 8) data9 = get_data(f'{prefix}/{uuid}', 9) # [翔击] : {value10}P / {value11}P data10 = get_data(f'{prefix}/{uuid}', 10) data11 = get_data(f'{prefix}/{uuid}', 11) # [弧光闪] : {value12}P / {value13}P data12 = get_data(f'{prefix}/{uuid}', 12) data13 = get_data(f'{prefix}/{uuid}', 13) # [双刃穿刺] : {value14}P / {value15}P data14 = get_data(f'{prefix}/{uuid}', 14) data15 = get_data(f'{prefix}/{uuid}', 15) # [绝心击] : {value16}P / {value17}P data16 = get_data(f'{prefix}/{uuid}', 16) data17 = get_data(f'{prefix}/{uuid}', 17) # [旋舞斩] : {value18}P / {value19}P data18 = get_data(f'{prefix}/{uuid}', 18) data19 = get_data(f'{prefix}/{uuid}', 19) # [旋刃] : {value20}P / {value21}P data20 = get_data(f'{prefix}/{uuid}', 20) data21 = get_data(f'{prefix}/{uuid}', 21) # [剑刃风暴] : {value22}P / {value23}P data22 = get_data(f'{prefix}/{uuid}', 22) data23 = get_data(f'{prefix}/{uuid}', 23) # [雷光刃影] : {value24}P / {value25}P data24 = get_data(f'{prefix}/{uuid}', 24) data25 = get_data(f'{prefix}/{uuid}', 25) # [螺旋穿刺] : {value26}P / {value27}P data26 = get_data(f'{prefix}/{uuid}', 26) data27 = get_data(f'{prefix}/{uuid}', 27) # [疾风乱舞] : {value28}P / {value29}P data28 = get_data(f'{prefix}/{uuid}', 28) data29 = get_data(f'{prefix}/{uuid}', 29) # [绝境瞬狱袭] : {value30}P / {value31}P data30 = get_data(f'{prefix}/{uuid}', 30) data31 = get_data(f'{prefix}/{uuid}', 31) # [旋刃冲击] : {value32}P / {value33}P data32 = get_data(f'{prefix}/{uuid}', 32) data33 = get_data(f'{prefix}/{uuid}', 33) # [陨落螺旋刺] : {value34}P / {value35}P data34 = get_data(f'{prefix}/{uuid}', 34) data35 = get_data(f'{prefix}/{uuid}', 35) # [乱空杀] : {value36}P / {value37}P data36 = get_data(f'{prefix}/{uuid}', 36) data37 = get_data(f'{prefix}/{uuid}', 37) # [月影突袭] : {value38}P / {value39}P data38 = get_data(f'{prefix}/{uuid}', 38) data39 = get_data(f'{prefix}/{uuid}', 39) # [天渊星狱] : {value40}P / {value41}P data40 = get_data(f'{prefix}/{uuid}', 40) data41 = get_data(f'{prefix}/{uuid}', 41) # [幻灭瞬杀] : {value42}P / {value43}P data42 = get_data(f'{prefix}/{uuid}', 42) data43 = get_data(f'{prefix}/{uuid}', 43) # 绝心击 # thief/rogue/4224f9b0b8c7c903e9a1e0f9d9f6d04d # ddc49e9ad1ff72a00b53c6cff5b1e920/4224f9b0b8c7c903e9a1e0f9d9f6d04d class Skill23(ActiveSkill): """ 快速迈进并向前方敌人进行斩击, 被斩击命中的敌人将受到伤害, 并有一定几率进入眩晕状态。\n 斩击后, 可消耗连击点数发动[终结之击]。 """ name = "绝心击" learnLv = 20 masterLv = 60 maxLv = 70 position = 6 #TODO rangeLv = 2 cd = 7 mp = [25, 273] uuid = "4224f9b0b8c7c903e9a1e0f9d9f6d04d" hasVP = False hasUP = True custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 # 斩击攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 1 # 眩晕几率 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) # 眩晕持续时间 : {value2}秒 data2 = get_data(f'{prefix}/{uuid}', 2) # - [终结之击]时 - # 踢击攻击力 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) hit3 = 1 #TODO group3 = "end" # 切割攻击力 : {value4}% X {value5} data4 = get_data(f'{prefix}/{uuid}', 4) hit4 = 3 group4 = "end" data5 = get_data(f'{prefix}/{uuid}', 5) # [范围信息] # 范围比率 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6) # 空跃 # thief/rogue/d085127b0edd719782bd618d5688f4a1 # ddc49e9ad1ff72a00b53c6cff5b1e920/d085127b0edd719782bd618d5688f4a1 class Skill24(ActiveSkill): """ 在跳跃中进行再一次跳跃。 """ name = "空跃" learnLv = 20 masterLv = 1 maxLv = 1 position = 10 #TODO rangeLv = 1 uuid = "d085127b0edd719782bd618d5688f4a1" hasVP = False hasUP = False custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 # 双刃穿刺 # thief/rogue/8ee0099656df08a0b39225f8a21d514b # ddc49e9ad1ff72a00b53c6cff5b1e920/8ee0099656df08a0b39225f8a21d514b class Skill25(ActiveSkill): """ 用双手把武器插入敌人身体后, 再用脚踢进行攻击。\n 对可抓取的敌人命中刺击时, 进入无敌状态并强控敌人。\n 对无法抓取的敌人不适用控制效果。\n 可消耗连击点数发动[终结之击]。 """ name = "双刃穿刺" learnLv = 20 masterLv = 60 maxLv = 70 position = 3 #TODO rangeLv = 2 cd = 7 mp = [47, 518] uuid = "8ee0099656df08a0b39225f8a21d514b" hasVP = False hasUP = True custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 # 双手刺击攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 1 # 第1次踢击攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) hit1 = 1 # 第2次踢击攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) hit2 = 1 # [终结之击]攻击力比率 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) hit3 = 1 #TODO group3 = "end" # 周围敌人的伤害比率 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4) # [范围信息] # 范围比率 : {value5}% data5 = get_data(f'{prefix}/{uuid}', 5) # 暗星武器精通 # thief/rogue/da6e37c1e3f0e8867f70007d89c239ff # ddc49e9ad1ff72a00b53c6cff5b1e920/da6e37c1e3f0e8867f70007d89c239ff class Skill26(PassiveSkill): """ 学习后, 增加物理攻击力, 并减少转职技能的冷却时间, 同时增加[终结之击]攻击力。 技能达到15级以上时, 提升每个技能命中敌人时可收集的攻击点数和攻击点数收集上限, 并且在装备匕首和双剑时获得额外效果。\n [装备匕首时]\n 使用匕首系武器时, 增加攻击速度、 回避率、 命中率。\n [装备双剑时]\n 使用双剑系武器时, 增加敌人的僵直率、 回避率、 命中率。 """ name = "暗星武器精通" learnLv = 20 masterLv = 20 maxLv = 30 position = 0 #TODO rangeLv = 4 uuid = "da6e37c1e3f0e8867f70007d89c239ff" hasVP = False hasUP = False custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 # 物理攻击力增加率 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) # 冷却时间减少率 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) # [终结之击]攻击力增加率 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) # 每次攻击可收集的攻击点数比率 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) # 每次攻击可收集的攻击点数最大值比率 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4) # [装备匕首时] # 攻击速度增加 : {value5}% data5 = get_data(f'{prefix}/{uuid}', 5) # 回避率增加 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6) # 命中率增加 : {value7}%. data7 = get_data(f'{prefix}/{uuid}', 7) # [装备双剑时] # 敌人僵直率增加 : {value8}% data8 = get_data(f'{prefix}/{uuid}', 8) # 回避率增加 : {value9}% data9 = get_data(f'{prefix}/{uuid}', 9) # 命中率增加 : {value10}% data10 = get_data(f'{prefix}/{uuid}', 10) associate = [ {"type":"$*PAtkP","data":data0}, {"type":"*cdReduce","data":data1,"exceptSkills":[]}, {"type":"+maxLayer","data":data2,"ratio":1,"skills":["终结追击"]}, ] # 旋舞斩 # thief/rogue/c7bf7ccab413009640e65ca6f2f0263a # ddc49e9ad1ff72a00b53c6cff5b1e920/c7bf7ccab413009640e65ca6f2f0263a class Skill27(ActiveSkill): """ 在原地快速旋转并攻击周围敌人。\n 在地上施放转职技能时, 可强制中断当前进行的技能动作, 并立即施放[旋舞斩]。\n 可消耗1点连击点数发动[终结之击]。 [终结之击]发动后若存在连击点数, 则可以继续发动[终结之击]。 """ name = "旋舞斩" learnLv = 20 masterLv = 60 maxLv = 70 position = 8 #TODO rangeLv = 2 cd = 7 mp = [25, 273] uuid = "c7bf7ccab413009640e65ca6f2f0263a" hasVP = False hasUP = True custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 # 回旋斩击攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 1 # [终结之击]攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) hit1 = 1 #TODO group1 = "end" # [范围信息] # 范围比率 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) # 旋刃 # thief/rogue/01384bbfc346775d1267fa0bc4ca605f # ddc49e9ad1ff72a00b53c6cff5b1e920/01384bbfc346775d1267fa0bc4ca605f class Skill29(ActiveSkill): """ 旋转刀锋, 以极快速度切割敌人。\n 再次输入技能键或Z键, 可以发动第二击和第三击横扫攻击, 第三击横扫后消耗连击点数发动[终结之击]。\n 学习[绝命时刻]后, 施放时将以极快的速度一次性发动第一击、 第二击、 第三击横扫攻击。 """ name = "旋刃" learnLv = 25 masterLv = 60 maxLv = 70 position = 7 #TODO rangeLv = 2 cd = 8 mp = [45, 469] uuid = "01384bbfc346775d1267fa0bc4ca605f" hasVP = False hasUP = True custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 # 第1次斩击攻击力 : {value0}% X {value1} data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 3 data1 = get_data(f'{prefix}/{uuid}', 1) # 第2次斩击攻击力 : {value2}% X {value3} data2 = get_data(f'{prefix}/{uuid}', 2) hit2 = 3 data3 = get_data(f'{prefix}/{uuid}', 3) # 第3次斩击攻击力 : {value4}% X {value5} data4 = get_data(f'{prefix}/{uuid}', 4) hit4 = 3 data5 = get_data(f'{prefix}/{uuid}', 5) # [终结之击]攻击力 : {value6}% X {value7} data6 = get_data(f'{prefix}/{uuid}', 6) hit6 = 3 group6 = "end" data7 = get_data(f'{prefix}/{uuid}', 7) # [范围信息] # 范围比率 : {value8}% data8 = get_data(f'{prefix}/{uuid}', 8) # 疾驰 # thief/rogue/42c82812f86ff6704ae9952a2e6093a4 # ddc49e9ad1ff72a00b53c6cff5b1e920/42c82812f86ff6704ae9952a2e6093a4 class Skill30(ActiveSkill): """ 用极快的速度向前方冲刺。\n 施放技能时, 若按上/下方向键, 则可以控制冲刺方向; 移动时, 进入无敌状态。\n 可以强制中断冲刺并立即施放基本攻击、 跳跃以及技能; 可以强制中断当前进行的技能动作, 并立即施放[疾驰]。 """ name = "疾驰" learnLv = 30 masterLv = 1 maxLv = 1 position = 4 #TODO rangeLv = 2 cd = 5 mp = [10, 10] uuid = "42c82812f86ff6704ae9952a2e6093a4" hasVP = False hasUP = False custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 # 剑刃风暴 # thief/rogue/3829c15bf5f520c13998a3479ba0ce7b # ddc49e9ad1ff72a00b53c6cff5b1e920/3829c15bf5f520c13998a3479ba0ce7b class Skill31(ActiveSkill): """ 快速旋转切割周围的敌人。\n 旋转时, 可以用方向键控制移动方向, 在空中也可以发动。\n 旋转攻击中可以消耗连击点数发动[终结之击]; 发动[终结之击]时, 可以垂直上升并使敌人浮空。\n 学习[绝命时刻]后, 增加移动速度和吸附力, 减少多段攻击间隔。 """ name = "剑刃风暴" learnLv = 30 masterLv = 60 maxLv = 70 position = 8 #TODO rangeLv = 2 cd = 10 mp = [65, 699] uuid = "3829c15bf5f520c13998a3479ba0ce7b" hasVP = False hasUP = True custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 # 旋转攻击力 : {value0}% X {value1} data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 10 data1 = get_data(f'{prefix}/{uuid}', 1) # [终结之击]攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) hit2 = 1 group2 = "end" # 旋转时移动速度 : {value3} data3 = get_data(f'{prefix}/{uuid}', 3) # [范围信息] # 范围比率 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4) # 侧步 # thief/rogue/e49e57b2e8fbeceb0a2c56a0c63fe6c5 # ddc49e9ad1ff72a00b53c6cff5b1e920/e49e57b2e8fbeceb0a2c56a0c63fe6c5 class Skill32(ActiveSkill): """ 向Y轴侧跳移动, 按上下方向键可以控制移动方向。 若不按方向键, 则默认向下方移动。\n 可以强制中断转职技能并立即施放[侧步]。 施放时可以按攻击键进行跳跃攻击。\n 在决斗场中施放[侧步]时无法进行跳跃攻击。 """ name = "侧步" learnLv = 30 masterLv = 1 maxLv = 1 position = 3 #TODO rangeLv = 1 cd = 1.2 mp = [3, 3] uuid = "e49e57b2e8fbeceb0a2c56a0c63fe6c5" hasVP = False hasUP = False custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 # 暗掠 # thief/rogue/b501ae53638d33a32351904f31cb6aa3 # ddc49e9ad1ff72a00b53c6cff5b1e920/b501ae53638d33a32351904f31cb6aa3 class Skill33(ActiveSkill): """ 增加暴击伤害, 效果持续一定时间。 """ name = "暗掠" learnLv = 30 masterLv = 10 maxLv = 20 position = 1 #TODO rangeLv = 2 cd = 5 uuid = "b501ae53638d33a32351904f31cb6aa3" hasVP = False hasUP = False custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 # 增益效果持续时间 : {value0}秒 data0 = get_data(f'{prefix}/{uuid}', 0) # 暴击伤害增加率 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) # 螺旋穿刺 # thief/rogue/bb34e8854a93fd250347a1c64119f7ab # ddc49e9ad1ff72a00b53c6cff5b1e920/bb34e8854a93fd250347a1c64119f7ab class Skill34(ActiveSkill): """ 向前移动并使自身急速旋转攻击敌人。\n 若在地面上施放该技能, 则以抛物线跳跃并旋转; 若在空中施放该技能, 则水平前进并发动旋转攻击。\n 向前移动过程中, 若再次按技能键或键, 则直接向下进行强力攻击并形成冲击波; 此时, 可以消耗连击点数发动[终结之击]。 """ name = "螺旋穿刺" learnLv = 35 masterLv = 60 maxLv = 70 position = 3 #TODO rangeLv = 2 cube = 1 cd = 15 mp = [128, 1072] uuid = "bb34e8854a93fd250347a1c64119f7ab" hasVP = True hasUP = True custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501 # 移动距离 : {value0}px data0 = get_data(f'{prefix}/{uuid}', 0) # 旋转攻击力 : {value1}% X {value2} data1 = get_data(f'{prefix}/{uuid}', 1) hit1 = 6 data2 = get_data(f'{prefix}/{uuid}', 2) # 向下强击攻击力 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) hit3 = 1 #TODO # 冲击波攻击力 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4) # [终结之击]攻击力 : {value5}% data5 = get_data(f'{prefix}/{uuid}', 5) hit5 = 1 #TODO group5 = "end" # [范围信息] # 范围比率 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6) def vp_1(self): """ [螺旋穿刺]\n 基本冷却时间变更为30秒\n - 总攻击力 +100%\n 施放过程中回避率 +50%\n 可以通过按左、 右方向键调整[终结之击]发动方向 """ self.cd = 30 self.skillRation *= 2 ... def vp_2(self): """ [螺旋穿刺]\n 攻击范围及移动距离 +60%\n 地面施放时, 会跳跃后发动技能\n 旋转攻击强化\n - 不穿透敌人\n - 多段攻击次数 +200%\n - 多段攻击间隔 -67%\n [终结之击]变更\n - 旋转攻击中再次按技能键无法发动下劈\n - 旋转攻击中可以发动[终结之击]\n - [终结之击]变更为下劈攻击\n - 下劈攻击及下劈冲击波攻击力合算至[终结之击]\n 总攻击力相同 """ ... # 雷光刃影 # thief/rogue/e4c354a89c337310aeb7041d5e742828 # ddc49e9ad1ff72a00b53c6cff5b1e920/e4c354a89c337310aeb7041d5e742828 class Skill35(ActiveSkill): """ 抓取敌人后, 对其进行连续地突刺攻击, 最后再向下猛踢敌人。\n 向下猛踢碰到地面时, 生成冲击波; 抓取成功时, 进入无敌状态, 并使敌人进入强制控制状态。\n 攻击无法抓取的敌人时, 将直接进行向下猛踢, 增加向下猛踢攻击力且不会控制敌人。 向下猛踢后, 可消耗连击点数发动[终结之击]。\n 在决斗场中[终结之击]无法使敌人浮空。 """ name = "雷光刃影" learnLv = 35 masterLv = 60 maxLv = 70 position = 4 #TODO rangeLv = 2 cube = 1 cd = 15 mp = [91, 763] uuid = "e4c354a89c337310aeb7041d5e742828" hasVP = True hasUP = True custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501 # 突刺攻击力 : {value0}% X {value1} data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 0 data1 = get_data(f'{prefix}/{uuid}', 1) # 踢击攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) hit2 = 0 # 踢击攻击力 (无法抓取的敌人) : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) hit3 = 1 # 踢击冲击波攻击力 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4) hit4 = 1 # [终结之击]攻击力 : {value5}% data5 = get_data(f'{prefix}/{uuid}', 5) hit5 = 1 group5 = "end" # [范围信息] # 范围比率 (除踢击冲击波) : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6) # 踢击冲击波范围比率 : {value7}% data7 = get_data(f'{prefix}/{uuid}', 7) def vp_1(self): """ [雷光刃影]\n 固定以对无法抓取目标的形态发动\n - 踢击攻击下落速度 +40%\n [月轮舞]\n 使用[雷光刃影]的[终结之击]时, 攻击速度和移动速度增加量增加20%, 效果持续15秒 """ ... def vp_2(self): """ [雷光刃影]\n 吸附周围敌人并抓取\n 攻击范围 +25%\n 抓取失败时冷却时间变更为2秒 """ ... # 疾风乱舞 # thief/rogue/1dad88963abdc96b091fcab185a8820d # ddc49e9ad1ff72a00b53c6cff5b1e920/1dad88963abdc96b091fcab185a8820d class Skill36(ActiveSkill): """ 快速接近前方敌人, 并对该敌人进行狂风般的乱舞攻击。\n 突进过程中, 按上下方向键可以调整移动方向, 成功抓住后进入无敌状态并强控敌人。\n 乱舞攻击时, 若按跳跃键, 则会向周围的其他敌人瞬移, 并对其进行乱舞攻击。此时, 会在之前乱舞攻击过的敌人身上留下一个分身; 分身会在一定时间内持续攻击该敌人后消失。\n 后踢后, 可消耗连击点数发动[终结之击]。\n 在决斗场中, 强制中断基本攻击和技能动作发动时, 无法沿Y轴移动。 """ name = "疾风乱舞" learnLv = 40 masterLv = 60 maxLv = 70 position = 6 #TODO rangeLv = 2 cube = 1 cd = 25 mp = [164, 1376] uuid = "1dad88963abdc96b091fcab185a8820d" hasVP = True hasUP = True custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501 # 乱舞攻击力 : {value0}% X {value1} data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 11 data1 = get_data(f'{prefix}/{uuid}', 1) # 分身攻击力 : {value2}% X {value3} data2 = get_data(f'{prefix}/{uuid}', 2) hit2 = 4 data3 = get_data(f'{prefix}/{uuid}', 3) # 最后一击攻击力 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4) hit4 = 1 # [终结之击]攻击力 : {value5}% data5 = get_data(f'{prefix}/{uuid}', 5) hit5 = 1 group5 = "end" # 瞬移距离上限 : {value6}px data6 = get_data(f'{prefix}/{uuid}', 6) # [范围信息] # 范围比率 : {value7}% data7 = get_data(f'{prefix}/{uuid}', 7) def vp_1(self): """ [疾风乱舞]\n 移动功能强化\n 施放时追踪最近的敌人\n - 突进距离上限 +50%\n - 瞬移范围 +100% """ ... def vp_2(self): """ [疾风乱舞]\n 突进过程中, 进入无敌状态\n 抓取成功时, 为600px范围内的所有敌人赋予与暗星的攻击相同的瞬移分身\n 无法通过跳跃键瞬移 """ ... # 死亡风暴 # thief/rogue/c77a417c43de80c4ce32c1ed405d174a # ddc49e9ad1ff72a00b53c6cff5b1e920/c77a417c43de80c4ce32c1ed405d174a class Skill37(ActiveSkill): """ 施放[剑刃风暴]时, 由风暴中心向外呈环形投掷匕首。 """ name = "死亡风暴" learnLv = 40 masterLv = 60 maxLv = 70 position = 8 #TODO type = "passive" rangeLv = 3 uuid = "c77a417c43de80c4ce32c1ed405d174a" hasVP = True hasUP = False custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501 # 匕首攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 30 # 投掷匕首数量 : {value1}个 data1 = get_data(f'{prefix}/{uuid}', 1) def getSkillCD(self,mode=None) -> float: return self.char.GetSkillByName("剑刃风暴").getSkillCD(mode) def vp_1(self): """ [死亡风暴]\n 向600px范围内最强敌人投掷匕首\n 匕首发射数 -33%\n - 总攻击力相同\n [剑刃风暴]\n 每次攻击获得的连击点数 +100%\n 施放[终结之击]时, 剩余旋转攻击力合算至[终结之击]攻击力\n - 学习[陨落风暴]后, 合算[陨落螺旋刺]的旋转攻击力 """ ... def vp_2(self): """ [死亡风暴]\n 不再投掷匕首, 而是在风暴内部生成刀刃飓风\n - 刀刃飓风多段攻击次数 : 10次\n - 总攻击力相同\n [剑刃风暴]\n - 攻击范围及移动距离 +30%\n 聚集敌人功能强化\n - 吸附力 +200%\n - 可以吸附霸体状态的敌人 """ ... # 绝境瞬狱袭 # thief/rogue/128b9ddef2262f40723deae4407bdb42 # ddc49e9ad1ff72a00b53c6cff5b1e920/128b9ddef2262f40723deae4407bdb42 class Skill38(ActiveSkill): """ 前冲突击使敌人浮空, 然后发动连续攻击。\n 前冲和连续攻击过程中, 自身进入无敌状态, 前冲攻击没有命中敌人时, 不会发动连续攻击。\n 可以在地上和空中发动, 第3击后可消耗连击点数发动[终结之击]。\n 在决斗场中, 无法在空中发动。 """ name = "绝境瞬狱袭" learnLv = 45 masterLv = 60 maxLv = 70 position = 5 #TODO rangeLv = 2 cube = 2 cd = 45 mp = [311, 2612] uuid = "128b9ddef2262f40723deae4407bdb42" hasVP = True hasUP = True custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501 # 前冲突击攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 1 # 第1击攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) hit1 = 1 # 第2击攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) hit2 = 1 # 第3击攻击力 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) hit3 = 1 # [终结之击]攻击力 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4) hit4 = 1 group4 = "end" # [范围信息] # 范围比率 : {value5}% data5 = get_data(f'{prefix}/{uuid}', 5) def vp_1(self): """ [绝境瞬狱袭]\n 移动功能强化\n - 前冲攻击范围 +60%\n - 前冲攻击时可以Y轴移动\n 施放速度 +20% """ ... def vp_2(self): """ [绝境瞬狱袭]\n 变更为可填充2次的技能\n - 首次施放后10秒内可以施放第二次\n - 删除第2击、 第3击攻击\n - 前冲、 第1击攻击后发动[终结之击]\n - 发动[终结之击]时命中率增加20%, 效果持续10秒\n - 包括[终结之击]在内的所有攻击可以获得最大连击点数\n - 总攻击力相同 """ ... # 月弧 # thief/rogue/de3fea2d65c597f4d55c70a02b97fc79 # ddc49e9ad1ff72a00b53c6cff5b1e920/de3fea2d65c597f4d55c70a02b97fc79 class Skill39(PassiveSkill): """ 获得连击点数时, 增加命中率、 回避率、 物理暴击率和暴击伤害, 效果持续一定时间。 """ name = "月弧" learnLv = 48 masterLv = 40 maxLv = 50 position = 6 #TODO rangeLv = 3 uuid = "de3fea2d65c597f4d55c70a02b97fc79" hasVP = False hasUP = False custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 # 持续时间 : {value0}秒 data0 = get_data(f'{prefix}/{uuid}', 0) # 暴击伤害增加率 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) # 物理暴击率增加 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) # 回避率增加 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) # 命中率增加 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4) associate = [{"data":data1}] # 月轮舞 # thief/rogue/c61f5a010370101402b05b21916c2071 # ddc49e9ad1ff72a00b53c6cff5b1e920/c61f5a010370101402b05b21916c2071 class Skill40(ActiveSkill): """ 施放[月轮舞]后, 会进入月舞模式并持续一定时间。 在月舞模式下, 增加攻击范围, 且基本攻击、 前冲攻击和跳跃攻击变成多段攻击; 获得连击点数时, 增加攻击速度和移动速度。\n 在月舞模式下, 基本攻击、 跳跃攻击和前冲攻击不受[基础精通]的影响。 增加攻击速度和移动速度的增益效果可以重叠一定次数。\n 施放技能动作中, 进入无敌状态; 可以在空中施放。 """ name = "月轮舞" learnLv = 50 masterLv = 40 maxLv = 50 position = 5 #TODO rangeLv = 5 cube = 7 cd = 145 mp = [850, 7000] uuid = "c61f5a010370101402b05b21916c2071" hasVP = False hasUP = False custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 damage = False bind = False # 月舞模式持续时间 : {value0}秒 data0 = get_data(f'{prefix}/{uuid}', 0) # 普通/跳跃/前冲攻击次数增加 : {value1}次 data1 = get_data(f'{prefix}/{uuid}', 1) # 效果重叠次数上限 : {value2}次 data2 = get_data(f'{prefix}/{uuid}', 2) # 每次重叠攻击速度增加 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) # 每次重叠移动速度增加 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4) # 月舞终结 # thief/rogue/dec8961c485edb02036ba00c789010f0 # ddc49e9ad1ff72a00b53c6cff5b1e920/dec8961c485edb02036ba00c789010f0 class Skill41(ActiveSkill): """ 可以在[月轮舞]增益状态下施放, 施放时发动强力连续斩击。\n 共发动4次斩击, 1~3次斩击命中时, 分身进行突进攻击后发动终结斩击。\n 被1~3段斩击命中的敌人会被强制控制并吸附过来, 并且可以在空中发动。\n 学习后, 技能等级补正为与[月轮舞]相同。 """ name = "月舞终结" learnLv = 50 masterLv = 40 maxLv = 50 position = 5 #TODO rangeLv = 5 cd = 145 mp = [850, 7000] uuid = "dec8961c485edb02036ba00c789010f0" hasVP = False hasUP = False custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 # 第1次斩击攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 1 # 第2次斩击攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) hit1 = 1 # 第3次斩击攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) hit2 = 1 # 分身突进攻击力 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) hit3 = 1 # 最后斩击攻击力 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4) hit4 = 1 # 旋刃冲击 # thief/rogue/6a1d1f08a6572be420bb3a256c44c015 # ddc49e9ad1ff72a00b53c6cff5b1e920/6a1d1f08a6572be420bb3a256c44c015 class Skill42(ActiveSkill): """ 向前方投掷2个旋转刀刃。\n 旋转刀刃在一定时间内聚拢敌人, 造成多段伤害。\n 投掷出的旋转刀刃在触碰到敌人时停止移动, 若没有触碰到敌人, 则会移动至最大距离。\n 旋转刀刃持续期间, 可消耗连击点数发动[终结之击]。 发动[终结之击]时, 快速移动到第一次投掷的旋转刀刃的位置, 对敌人造成多段伤害。 多次施放技能后发动[终结之击]时, 移动到存在的旋转刀刃中最先投掷的刀锋位置。\n 在持续时间内, 即使发动[终结之击], 旋转刀刃也不会消失。 """ name = "旋刃冲击" learnLv = 60 masterLv = 40 maxLv = 50 position = 7 #TODO rangeLv = 2 cube = 2 cd = 30 mp = [400, 1120] uuid = "6a1d1f08a6572be420bb3a256c44c015" hasVP = True hasUP = True custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501 # 旋转刀刃攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 30 # 旋转刀刃持续时间 : {value1}秒 data1 = get_data(f'{prefix}/{uuid}', 1) # 旋转刀刃多段攻击间隔 : {value2}秒 data2 = get_data(f'{prefix}/{uuid}', 2) # 旋转刀刃投掷距离上限 : {value3}px data3 = get_data(f'{prefix}/{uuid}', 3) # [终结之击]攻击力 : {value4}% X {value5} data4 = get_data(f'{prefix}/{uuid}', 4) hit4 = 5 group4 = "end" data5 = get_data(f'{prefix}/{uuid}', 5) # [范围信息] # 范围比率 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6) def vp_1(self): """ [旋刃冲击]\n [双刃穿刺]命中时自动施放[旋刃冲击], 并适用以下效果\n - 可施放[旋刃冲击]时发动\n - [双刃穿刺]的第2、 3次攻击生成旋转刀刃\n - 旋转刀刃不吸附敌人\n [终结之击]攻击强化\n - 施放速度 +80%\n - 多段攻击次数 -80%\n - 总攻击力相同\n [双刃穿刺]\n 攻击范围 +25% """ ... def vp_2(self): """ [旋刃冲击]\n 范围 +70%\n 旋转刀刃强化\n - 每次攻击获得的连击点数 +100%\n - 可获得的连击点数上限 +1100%\n - 持续时间 +100%\n - 总攻击力相同\n [终结之击]攻击时, 获得最大连击点数 """ ... # 陨落螺旋刺 # thief/rogue/38612d8f2561edc2eb68d5057a837bfa # ddc49e9ad1ff72a00b53c6cff5b1e920/38612d8f2561edc2eb68d5057a837bfa class Skill43(ActiveSkill): """ 跳跃后, 以极快的速度旋转并冲向地面, 落地时生成冲击波。\n 在地面发动时, 可以使用方向键调整落地位置; 在空中发动时, 立即向地面发动旋转攻击。\n 可消耗连击点数发动[终结之击]。 """ name = "陨落螺旋刺" learnLv = 70 masterLv = 40 maxLv = 50 position = 3 #TODO rangeLv = 2 cube = 3 cd = 50 mp = [800, 1680] uuid = "38612d8f2561edc2eb68d5057a837bfa" hasVP = True hasUP = True custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501 # 旋转攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 3 # 冲击波攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) hit1 = 1 # [终结之击]攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) hit2 = 1 # [范围信息] # 范围比率 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) def vp_1(self): """ [陨落螺旋刺]\n 处于可以施放状态下施放[剑刃风暴]时, 自动发动[陨落螺旋刺], 并适用以下效果\n - 删除冲击波攻击\n - 旋转攻击多段攻击次数上限 +7\n - [剑刃风暴]旋转攻击时, 附加[陨落螺旋刺]旋转攻击力\n - [剑刃风暴]终结之击攻击时, 附加[陨落螺旋刺]终结之击攻击力\n - 以施放[剑刃风暴]终结之击时消耗的连击点数为标准, 适用[陨落螺旋刺]终结之击攻击力\n - 总攻击力相同 """ ... def vp_2(self): """ [陨落螺旋刺]\n 攻击范围 +40%\n 降落速度 +300%\n - 增加落地后可发动[终结之击]的时间\n - 地面施放时跳跃高度 +50%\n 删除旋转攻击\n - 每次攻击获得的连击点数 +300%\n - 总攻击力相同 """ ... # 极限追击 # thief/rogue/0c3a468aee1f7ce06bf91eb3319518c1 # ddc49e9ad1ff72a00b53c6cff5b1e920/0c3a468aee1f7ce06bf91eb3319518c1 class Skill44(PassiveSkill): """ 将身体能力强化到极致, 增加物理攻击力和连击点数上限, 并可以强制中断技能后施放。\n 强制中断技能的功能可以在已学的技能栏中, 通过鼠标右击进行开启/关闭切换。 """ name = "极限追击" learnLv = 75 masterLv = 40 maxLv = 50 position = 5 #TODO rangeLv = 3 uuid = "0c3a468aee1f7ce06bf91eb3319518c1" hasVP = False hasUP = False custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 # 物理攻击力增加率 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) # 连击点数上限增加量 : {value1}个 data1 = get_data(f'{prefix}/{uuid}', 1) associate = [{"data":data0,"type":"$*PAtkP"}] # 乱空杀 # thief/rogue/5cac3411ccef1af333953e0ded5e942d # ddc49e9ad1ff72a00b53c6cff5b1e920/5cac3411ccef1af333953e0ded5e942d class Skill45(ActiveSkill): """ 以极快的速度掠过敌人进行攻击。\n 下劈后, 可以通1过消耗连击点数使用[终结之击]。 """ name = "乱空杀" learnLv = 75 masterLv = 40 maxLv = 50 position = 7 #TODO rangeLv = 3 cube = 3 cd = 30 mp = [580, 4500] uuid = "5cac3411ccef1af333953e0ded5e942d" hasVP = True hasUP = True custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501 # 连续斩击攻击力 : {value0}% X {value1} data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 6 data1 = get_data(f'{prefix}/{uuid}', 1) # 向下斩击攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) hit2 = 1 # [终结之击]攻击力 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) hit3 = 1 group3 = "end" # [范围信息] # 范围比率 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4) def vp_1(self): """ [乱空杀]\n 施放以下技能过程中发动时, 由分身施放\n - 适用技能 : [疾驰]、 [旋刃]、 [疾风乱舞]、 [月影突袭]\n - 分身施放时, 无法获得[乱空杀]的连击点数, 按最大连击点数适用[终结之击]攻击力\n - 基本冷却时间变更为24.9秒\n - 总攻击力 -17% """ self.cd = 24.9 self.skillRation *= 1 - 0.17 ... def vp_2(self): """ [乱空杀]\n 攻击范围 +45%\n 快速地攻击前后方\n - 连续斩击多段攻击次数 -50%\n - 每次攻击获得的连击点数 +67%\n - 总攻击力相同 """ ... # 月影突袭 # thief/rogue/e1daab884dd07fc9e70d08b83d1790eb # ddc49e9ad1ff72a00b53c6cff5b1e920/e1daab884dd07fc9e70d08b83d1790eb class Skill46(ActiveSkill): """ 向前方突进, 用肉眼看不见的速度多次斩击。\n 斩击可以将敌人聚集到中央。 多段斩击后, 可消耗连击点数发动[终结之击]。 """ name = "月影突袭" learnLv = 80 masterLv = 40 maxLv = 50 position = 4 #TODO rangeLv = 2 cube = 5 cd = 50 mp = [800, 6000] uuid = "e1daab884dd07fc9e70d08b83d1790eb" hasVP = True hasUP = True custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501 # 多段斩击攻击力 : {value0}% X {value1} data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 10 data1 = get_data(f'{prefix}/{uuid}', 1) # [终结之击]攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) hit2 = 1 #TODO group2 = "end" # [范围信息] # 范围比率 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) def vp_1(self): """ [月影突袭]\n 可以在空中施放\n 多段攻击强化\n - 施放速度 +25%\n - 使敌人进入混乱异常状态, 效果持续3秒\n [终结之击]攻击强化\n - 施放速度 +25%\n - 多段攻击后可以立即发动 """ ... def vp_2(self): """ [月影突袭]\n 攻击范围 +35%\n 多段攻击可以吸附霸体和无法抓取类型的敌人\n 变更为可填充2次的技能\n - 每次填充冷却时间 : 25秒\n - 单次攻击力 -50% """ self.cd = 25 self.skillRation *= 1 - 0.5 ... # 天渊星狱 # thief/rogue/002cbdd9bfd0f0b970451ae8d48d029e # ddc49e9ad1ff72a00b53c6cff5b1e920/002cbdd9bfd0f0b970451ae8d48d029e class Skill47(ActiveSkill): """ 化为一束星光快速造成多段攻击, 随后从空中坠下引起爆炸。\n 吸附多段攻击命中的敌人, 可以在空中施放。\n 对无法抓取的敌人不适用控制效果。\n 从空中坠下后, 可消耗连击点数发动[终结之击]。 """ name = "天渊星狱" learnLv = 85 masterLv = 40 maxLv = 50 position = 6 #TODO rangeLv = 5 cube = 10 cd = 180 mp = [2500, 8000] uuid = "002cbdd9bfd0f0b970451ae8d48d029e" hasVP = False hasUP = False custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 # 星光多段攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 7 # 爆炸攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) hit1 = 1 # [终结之击]攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) hit2 = 1 group2 = "end" # 幻灭瞬杀 # thief/rogue/9376d04c476cd41d60ed1974ca69ab95 # ddc49e9ad1ff72a00b53c6cff5b1e920/9376d04c476cd41d60ed1974ca69ab95 class Skill48(ActiveSkill): """ 瞬间释放超越身体极限的力量, 向前方突进。 突进时, 隐夜·暗星如残影攻击般快速攻击敌人。\n 前方范围内存在敌人时才能施放该技能, 可以在地上和空中发动。\n 突进后, 可以消耗连击点数发动[终结之击]。 """ name = "幻灭瞬杀" learnLv = 95 masterLv = 40 maxLv = 50 position = 7 #TODO rangeLv = 2 cube = 7 cd = 60 mp = [960, 7200] uuid = "9376d04c476cd41d60ed1974ca69ab95" hasVP = False hasUP = False custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 # 突进残影攻击力 : {value0}% X {value1} data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 5 data1 = get_data(f'{prefix}/{uuid}', 1) # [终结之击]攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) hit2 = 1 group2 = "end" # 绝命时刻 # thief/rogue/5536486eaf9b13c9a8283447cb5e77ab # ddc49e9ad1ff72a00b53c6cff5b1e920/5536486eaf9b13c9a8283447cb5e77ab class Skill49(PassiveSkill): """ 激发超越身体极限的力量, 获得强大的攻击力和敌人无法感知的行动速度。\n 学习后, 增加基本攻击力和转职技能攻击力, [旋刃]和[剑刃风暴]技能附加特殊效果。\n [旋刃]\n 以极快的速度发动第1击、第2击和第3击。\n [剑刃风暴]\n 增加移动速度和吸附力。 """ name = "绝命时刻" learnLv = 95 masterLv = 40 maxLv = 50 position = 5 #TODO rangeLv = 3 uuid = "5536486eaf9b13c9a8283447cb5e77ab" hasVP = False hasUP = False custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 # 基本攻击力和转职技能攻击力增加率 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) # [剑刃风暴] # 移动速度增加率 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) # 吸附力增加率 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) # 多段攻击间隔减少率 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) associate = [{"data":data0}] # 影·万古星辰 # thief/rogue/ef9d26746effee9199b54541f01b8752 # ddc49e9ad1ff72a00b53c6cff5b1e920/ef9d26746effee9199b54541f01b8752 class Skill50(ActiveSkill): """ 集中精神后, 暂时突破身体的极限, 将力量强化到极致。 然后, 凝聚星辰能量, 如光速般移动。\n 移动时, 隐夜·暗星以极快的速度对范围内最强的敌人进行多次旋转斩击。\n 可以在地上和空中施放, 施放时, 连击点数累积到上限。\n 可以在旋转斩击后, 消耗连击点数发动[终结之击]。\n [三次觉醒技能]\n 使用三次觉醒技能时, 与关联的技能共享冷却时间。\n 若关联的技能还在冷却中, 则无法使用三次觉醒技能。 """ name = "影·万古星辰" learnLv = 100 masterLv = 40 maxLv = 50 position = 5 #TODO rangeLv = 5 cube = 15 cd = 290 mp = [4028, 9667] uuid = "ef9d26746effee9199b54541f01b8752" hasVP = False hasUP = False custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 # 旋转斩击攻击力 : {value0}% X {value1} data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 13 data1 = get_data(f'{prefix}/{uuid}', 1) # [终结之击]攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) hit2 = 1 group2 = "end" class classChange(Character): def __init__(self, equVersion): self.name = 'rogue' self.nameCN = '隐夜·刺客' self.role = 'thief' self.角色 = '暗夜使者' self.职业 = '刺客' self.jobId = 'ddc49e9ad1ff72a00b53c6cff5b1e920' self.jobGrowId = '37495b941da3b1661bc900e68ef3b2c6' self.武器选项 = ['匕首', '双剑', '手杖'] self.输出类型选项 = ['物理百分比'] self.输出类型 = '物理百分比' self.防具精通属性 = ['力量'] self.防具类型 = '皮甲' self.buff = 1.84 super().__init__(equVersion, __name__)