#986c2b3d72ee0e4a0b7fcfbe786d4e02 from core.basic.skill import PassiveSkill, ActiveSkill, get_data from core.basic.character import Character prefix = "gunblader/hitman/cn/skillDetail" # 穿透射击 # gunblader/hitman/92360eab6e1f378902018eca681ac629 # 986c2b3d72ee0e4a0b7fcfbe786d4e02/92360eab6e1f378902018eca681ac629 class Skill1(ActiveSkill): """ [射击]\n 快速拔枪射击前方敌人。\n 子弹100%穿透目标。 转职为暗刃后, 增加发射次数并应用单独的攻击力。 """ name = "穿透射击" learnLv = 1 masterLv = 60 maxLv = 70 position = 2 #TODO rangeLv = 2 cd = 5 mp = [6, 40] uuid = "92360eab6e1f378902018eca681ac629" hasVP = False hasUP = False # 射击攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x) # [转职为暗刃时] # 发射次数 : {value1}次 data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x) # 射击攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x) hit2 = 5 # [范围信息] # 子弹发射距离比率 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x) # 幽灵近战术 # gunblader/hitman/de3fea2d65c597f4d55c70a02b97fc79 # 986c2b3d72ee0e4a0b7fcfbe786d4e02/de3fea2d65c597f4d55c70a02b97fc79 class Skill2(PassiveSkill): """ 将暗刃的基本枪械幽灵5号与近身战斗秘技C.Q.B结合, 形成独特的战斗技巧。\n 转职时, 基本攻击、 前冲攻击和跳跃攻击变更为暗刃专用攻击。 """ name = "幽灵近战术" learnLv = 1 masterLv = 1 maxLv = 1 position = 6 #TODO rangeLv = 3 uuid = "de3fea2d65c597f4d55c70a02b97fc79" hasVP = False hasUP = False # 基础精通 # gunblader/hitman/5a56514f35cf0270ae8d6c65f8fefd78 # 986c2b3d72ee0e4a0b7fcfbe786d4e02/5a56514f35cf0270ae8d6c65f8fefd78 class Skill4(PassiveSkill): """ 增加基本攻击、 前冲攻击、 跳跃攻击和[弦月斩]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 # 基本攻击力变化率 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x) # 前冲攻击力变化率 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x) # 跳跃攻击力变化率 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x) # 重劈 # gunblader/hitman/1fadde0eece18649caddbca7bd58cc2f # 986c2b3d72ee0e4a0b7fcfbe786d4e02/1fadde0eece18649caddbca7bd58cc2f class Skill7(ActiveSkill): """ [剑术]\n 强力劈砍地面, 引发冲击波。\n 向下劈砍敌人, 用击打地面的剑和剑产生的冲击波的力量使敌人浮空。 """ name = "重劈" learnLv = 5 masterLv = 60 maxLv = 70 position = 1 #TODO rangeLv = 2 cd = 4 mp = [20, 200] uuid = "1fadde0eece18649caddbca7bd58cc2f" hasVP = False hasUP = False # 劈砍攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x) hit0 = 1 # 冲击波攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x) hit1 = 1 # G型手榴弹 # gunblader/hitman/d085127b0edd719782bd618d5688f4a1 # 986c2b3d72ee0e4a0b7fcfbe786d4e02/d085127b0edd719782bd618d5688f4a1 class Skill8(ActiveSkill): """ 取出G型手榴弹, 拔掉保险环后扔向前方。\n G型手榴弹飞出一定距离后触地爆炸, 对敌人造成伤害并使其浮空。\n 手榴弹飞行过程中碰到敌人时立即爆炸。\n 转职为战线佣兵后, 增加攻击力与爆炸范围。 """ name = "G型手榴弹" learnLv = 10 masterLv = 60 maxLv = 70 position = 6 #TODO rangeLv = 2 cd = 6 mp = [20, 200] uuid = "d085127b0edd719782bd618d5688f4a1" hasVP = False hasUP = False # 爆炸攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x) hit0 = 1 # - [转职为战线佣兵后] - # 攻击力增加率 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x) # 爆炸范围增加 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x) # [范围信息] # 爆炸范围比率 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x) # 瞬击 # gunblader/hitman/4b2c90ec226fd40e967875aa5eabefb2 # 986c2b3d72ee0e4a0b7fcfbe786d4e02/4b2c90ec226fd40e967875aa5eabefb2 class Skill9(ActiveSkill): """ 挥舞枪身击打敌人后颈, 把击中的敌人拖到自己身前, 最后挥剑斩击拉过来的敌人。\n 对无法抓取的敌人不适用控制效果。 """ name = "瞬击" learnLv = 10 masterLv = 60 maxLv = 70 position = 4 #TODO rangeLv = 2 cd = 6 mp = [1, 100] uuid = "4b2c90ec226fd40e967875aa5eabefb2" hasVP = False hasUP = False # 挥舞枪身攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x) hit0 =1 # 斩击攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x) hit1 = 1 # 浮空连击 # gunblader/hitman/d0cdaca82892e54097f22a1f60817048 # 986c2b3d72ee0e4a0b7fcfbe786d4e02/d0cdaca82892e54097f22a1f60817048 class Skill10(ActiveSkill): """ [剑术]\n 以迅雷不及掩耳之势快速连击两次。\n 第二次上挑攻击命中时使敌人浮空, 有利于连接下一次攻击。 """ name = "浮空连击" learnLv = 10 masterLv = 60 maxLv = 70 position = 1 #TODO rangeLv = 2 cd = 4.5 mp = [12, 125] uuid = "d0cdaca82892e54097f22a1f60817048" hasVP = False hasUP = False # 下斩攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x) hit0 = 1 # 上挑攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x) hit1 = 1 # 长刀精通 # gunblader/hitman/c61f5a010370101402b05b21916c2071 # 986c2b3d72ee0e4a0b7fcfbe786d4e02/c61f5a010370101402b05b21916c2071 class Skill15(PassiveSkill): """ 增加物理攻击力, 并减少技能冷却时间, 但觉醒技能除外。 装备长刀时,增加命中率。 \n 在决斗场中, 不适用冷却时间减少效果。\n [一开始是想用剑的长度来弥补剑术的缺陷, 但现在已经像自己的双手一样运用自如了。] """ name = "长刀精通" learnLv = 15 masterLv = 10 maxLv = 20 position = 4 #TODO rangeLv = 3 uuid = "c61f5a010370101402b05b21916c2071" hasVP = False hasUP = False # 物理攻击力增加率 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x) # 命中率增加 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x) # 冷却时间减少率 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x) associate = [ {"type":"$*PAtkP","data":data0}, {"type":"*cdReduce","data":data2,"exceptSkills":['电光飞掠', '集结·暮光之翼', '暮光密令 : 黎明决战']}, ] # 捷影步 # gunblader/hitman/202edb928046f4fa6dedf6337377efd5 # 986c2b3d72ee0e4a0b7fcfbe786d4e02/202edb928046f4fa6dedf6337377efd5 class Skill16(ActiveSkill): """ [混合]\n 为了在战场上迅速移动而开发的暗刃专用移动技能。\n 在[捷影步]过程中再次按技能键、 攻击键、 或键, 向敌人发动横斩并连接射击击退敌人。 """ name = "捷影步" learnLv = 15 masterLv = 60 maxLv = 70 position = 3 #TODO rangeLv = 2 cd = 5 mp = [21, 220] uuid = "202edb928046f4fa6dedf6337377efd5" hasVP = False hasUP = True # 斩击攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x) hit0 = 1 # 射击攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x) hit1 = 4 # 射击多段攻击次数 : {value2}次 data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x) # 掩护射击 # gunblader/hitman/2a3c96b88d02372505692da0a8b54743 # 986c2b3d72ee0e4a0b7fcfbe786d4e02/2a3c96b88d02372505692da0a8b54743 class Skill17(ActiveSkill): """ [射击]\n 向左右快速射击, 对前方敌人造成伤害。\n 可以在[后跳]过程中施放, 敌人每次被击中都会沿Y轴小幅移动。 """ name = "掩护射击" learnLv = 15 masterLv = 60 maxLv = 70 position = 2 #TODO rangeLv = 2 cd = 6 mp = [21, 220] uuid = "2a3c96b88d02372505692da0a8b54743" hasVP = False hasUP = True # 对单个敌人攻击次数上限 : {value0}次 data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x) # 射击攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x) hit1 = 10 # [范围信息] # 子弹发射距离比率 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x) # 剑刃突刺 # gunblader/hitman/bc11d28c04e01923a093d65752c55516 # 986c2b3d72ee0e4a0b7fcfbe786d4e02/bc11d28c04e01923a093d65752c55516 class Skill18(ActiveSkill): """ [剑术]\n 以极快的速度对附近敌人发动连续突刺, 然后在射击的同时横斩击飞敌人。\n 按住向前方向键施放技能, 发动终结攻击时, 可以小幅向前移动并进行攻击。\n 在决斗场中, 发动终结攻击后不会向前方移动。\n [用敌人来不及反应的超快的速度突袭敌人, 这是基础阶段的近身战斗术。] """ name = "剑刃突刺" learnLv = 20 masterLv = 60 maxLv = 70 position = 5 #TODO rangeLv = 2 cd = 6 mp = [33, 346] uuid = "bc11d28c04e01923a093d65752c55516" hasVP = False hasUP = True # 突刺次数 : {value0}次 data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x) # 突刺攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x) hit1 = 4 # 终结横斩攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x) hit2 = 1 # 终结射击对单个敌人攻击次数上限 : {value3}次 data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x) # 终结射击攻击力 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4, lambda x = None: x) hit4 = 3 # [范围信息] # 子弹发射距离比率 : {value5}% data5 = get_data(f'{prefix}/{uuid}', 5, lambda x = None: x) # 轮盘连射 # gunblader/hitman/faf9cd66281078b51be2ee0b0f6c5530 # 986c2b3d72ee0e4a0b7fcfbe786d4e02/faf9cd66281078b51be2ee0b0f6c5530 class Skill19(ActiveSkill): """ [混合]\n 上挑攻击地面的敌人, 使敌人浮空, 然后进行射击造成伤害。\n 对于无法抓取的敌人, 上挑后直接下劈攻击敌人。 """ name = "轮盘连射" learnLv = 20 masterLv = 60 maxLv = 70 position = 4 #TODO rangeLv = 2 cd = 8 mp = [33, 346] uuid = "faf9cd66281078b51be2ee0b0f6c5530" hasVP = False hasUP = True # 射击次数 : {value0}次 data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x) # 上挑攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x) hit1 = 1 # 射击攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x) hit2 = 10 # power2 = 3.72 倍率写在三觉被动上 # 下劈攻击力 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x) # [范围信息] # 射击 x轴范围 : {value4}px data4 = get_data(f'{prefix}/{uuid}', 4, lambda x = None: x) # 射击 y轴范围 : {value5}px data5 = get_data(f'{prefix}/{uuid}', 5, lambda x = None: x) data6 = data2 hit6 = 0 power6 = 0 # 暴击 # gunblader/hitman/fc1262c19f3d0477ee8eda47b8db8696 # 986c2b3d72ee0e4a0b7fcfbe786d4e02/fc1262c19f3d0477ee8eda47b8db8696 class Skill20(PassiveSkill): """ 集中精神, 提升物理/魔法暴击率。 """ name = "暴击" learnLv = 20 masterLv = 10 maxLv = 20 position = 5 #TODO rangeLv = 3 uuid = "fc1262c19f3d0477ee8eda47b8db8696" hasVP = False hasUP = False # 物理/魔法暴击率增加 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x) # 利刃旋斩 # gunblader/hitman/d296043df164385a14cb973c8c7c4d07 # 986c2b3d72ee0e4a0b7fcfbe786d4e02/d296043df164385a14cb973c8c7c4d07 class Skill21(ActiveSkill): """ [剑术]\n 左右斩击敌人2次, 然后利用弹力腾空旋转并发动连续斩击, 落地后大幅度挥剑, 发动近身连续斩击。 """ name = "利刃旋斩" learnLv = 25 masterLv = 60 maxLv = 70 position = 5 #TODO rangeLv = 2 cd = 7 mp = [33, 346] uuid = "d296043df164385a14cb973c8c7c4d07" hasVP = False hasUP = True # 旋转斩击多段攻击次数 : {value0}次 data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x) # 左右斩击攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x) hit1 = 2 # 旋转斩击攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x) hit2 = 5 # 最终旋斩攻击力 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x) hit3 = 1 # 暗刃战略 # gunblader/hitman/ca75c965f20a150f99f54155a37400df # 986c2b3d72ee0e4a0b7fcfbe786d4e02/ca75c965f20a150f99f54155a37400df class Skill22(PassiveSkill): """ 施放射击系技能后, 可以取消僵直, 立即施放剑术、 混合系技能 (部分通用技能除外)。\n 增加物理暴击伤害, 物理暴击率。\n - [无法取消僵直的通用技能] -\n [瞬击]、 [源光斩]、 [G型手榴弹]、 [源能护盾]\n [射击系技能]\n [穿透射击]、 [掩护射击]、 [潜行射击]、 [游弹枪袭]、 [全方位射击]\n [剑术系技能]\n [毁灭强击]、 [浮空连击]、 [剑刃突刺]、 [利刃旋斩]、 [枪刃乱舞]、 [疾光斩]、 [碧波瞬斩]\n [混合系技能]\n [捷影步]、 [轮盘连射]、 [回旋飞剑]、 [近敌灭杀]、 [大回旋坠斩]、 [燃情协战] """ name = "暗刃战略" learnLv = 25 masterLv = 10 maxLv = 20 position = 1 #TODO rangeLv = 3 uuid = "ca75c965f20a150f99f54155a37400df" hasVP = False hasUP = False # 物理暴击伤害增加率 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x) # 物理暴击率增加 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x) associate = [ {"data":data0,"type":"*skillRation"}] # 潜行射击 # gunblader/hitman/6e33d47e6622ce03b6defdd912140270 # 986c2b3d72ee0e4a0b7fcfbe786d4e02/6e33d47e6622ce03b6defdd912140270 class Skill23(ActiveSkill): """ [射击]\n 快速移动一定距离并进行射击, 按向后或下方向键时, 可以进行短距离滑行并减少推力。\n 可以强制中断射击技能施放后僵直并施放该技能。 """ name = "潜行射击" learnLv = 25 masterLv = 60 maxLv = 70 position = 3 #TODO rangeLv = 2 cd = 6 mp = [61, 255] uuid = "6e33d47e6622ce03b6defdd912140270" hasVP = False hasUP = True # 射击次数 : {value0}次 data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x) # 基本移动距离 : {value1}px data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x) hit1 = 15 # 按下方向键时 : {value2}px data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x) # 射击攻击力 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x) # [范围信息] # 子弹发射距离比率 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4, lambda x = None: x) # 战术指示 # gunblader/hitman/1721e94897e9961d5c98130a13392f17 # 986c2b3d72ee0e4a0b7fcfbe786d4e02/1721e94897e9961d5c98130a13392f17 class Skill24(ActiveSkill): """ 暗刃身为组织的最强王牌兼指挥官, 发挥出色的战斗能力, 增加自身基本攻击力和技能攻击力, 并凭借优秀的指挥能力, 提升包括自身在内所有队员的攻击速度、 移动速度和施放速度。 """ name = "战术指示" learnLv = 30 masterLv = 10 maxLv = 20 position = 7 #TODO rangeLv = 3 cd = 5 uuid = "1721e94897e9961d5c98130a13392f17" hasVP = False hasUP = False # 增益效果持续时间 : {value0}秒 data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x) # 基本攻击力和技能攻击力增加比率 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x) # 攻击速度增加 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x) # 移动速度增加 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x) # 施放速度增加 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4, lambda x = None: x) # 队友攻击速度增加 : {value5}% data5 = get_data(f'{prefix}/{uuid}', 5, lambda x = None: x) # 队友移动速度增加 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6, lambda x = None: x) # 队友施放速度增加 : {value7}% data7 = get_data(f'{prefix}/{uuid}', 7, lambda x = None: x) # 游弹枪袭 # gunblader/hitman/b163d099c8cc27fdb6fd3639c2ee6df9 # 986c2b3d72ee0e4a0b7fcfbe786d4e02/b163d099c8cc27fdb6fd3639c2ee6df9 class Skill25(ActiveSkill): """ [射击]\n 向前面的敌人发动无差别射击, 直到打光幽灵5号的子弹。\n 射击过程中按跳跃键, 可以中断技能。 """ name = "游弹枪袭" learnLv = 30 masterLv = 60 maxLv = 70 position = 2 #TODO rangeLv = 2 cd = 8 mp = [62, 651] uuid = "b163d099c8cc27fdb6fd3639c2ee6df9" hasVP = False hasUP = True # 射击攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x) hit0 = 30 # 射击多段攻击次数 : {value1}次 data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x) # [范围信息] # 子弹发射距离比率 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x) # 全方位射击 # gunblader/hitman/51a08fd0c90f0a5276cd552047fac93d # 986c2b3d72ee0e4a0b7fcfbe786d4e02/51a08fd0c90f0a5276cd552047fac93d class Skill26(ActiveSkill): """ [射击]\n 向周围敌人发动无差别射击。\n 按住技能键或攻击键可以增加连射速度。\n 射击的过程中按跳跃键可以中断技能。\n [这是暗刃闯进敌阵时先发制人的射击术, 当周围都是敌人时最有效。] """ name = "全方位射击" learnLv = 35 masterLv = 60 maxLv = 70 position = 2 #TODO rangeLv = 2 cube = 1 cd = 15 mp = [131, 1100] uuid = "51a08fd0c90f0a5276cd552047fac93d" hasVP = True hasUP = True vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501 # 周围射击次数 : {value0}次 data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x) # 周围射击攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x) hit1 = 15 # 最终射击次数 : {value2}次 data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x) # 最终射击攻击力 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x) hit3 = 6 # [范围信息] # 打击范围比率 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4, lambda x = None: x) def vp_1(self): """ [알파 스트라이크]\n 브랜드가 나타나 히트맨 대신 공격\n 황혼의 날개, 여명의 비상을 제외한 다른 스킬 도중 시전 가능, 이 경우 시전 모션 없이 즉시 발동 """ ... def vp_2(self): """ [全方位射击]\n 比尔和布兰德出现, 和暗刃一起乱射枪击清扫战场\n - 总攻击力相同\n 固定以最大连击数为标准进行射击\n 可以强制中断射击技能施放后僵直并施放 """ ... # 回旋飞剑 # gunblader/hitman/28b583c75a49103a1d8aabf799c000a4 # 986c2b3d72ee0e4a0b7fcfbe786d4e02/28b583c75a49103a1d8aabf799c000a4 class Skill27(ActiveSkill): """ [混合]\n 旋转并向前方投掷长刀, 在长刀飞回之前持续进行射击。\n 长刀飞出一定距离后自动飞回, 对范围内的敌人造成伤害并将敌人推向攻击方向。\n [此战斗术的灵感来自阿拉德的飞剑流剑士。] """ name = "回旋飞剑" learnLv = 35 masterLv = 60 maxLv = 70 position = 3 #TODO rangeLv = 2 cube = 1 cd = 20 mp = [62, 651] uuid = "28b583c75a49103a1d8aabf799c000a4" hasVP = True hasUP = True vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501 # 投掷前的旋转上挑攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x) hit0 = 1 # 长刀飞出时的攻击次数 : {value1}次 data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x) # 长刀飞回时的攻击次数 : {value2}次 data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x) # 长刀旋转攻击力 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x) hit3 = 8 # 射击攻击次数上限 : {value4}次 data4 = get_data(f'{prefix}/{uuid}', 4, lambda x = None: x) # 射击攻击力 : {value5}% data5 = get_data(f'{prefix}/{uuid}', 5, lambda x = None: x) hit5 = 5 # [范围信息] # 长刀大小比率 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6, lambda x = None: x) def vp_1(self): """ [回旋飞剑]\n 删除上挑, 射击的同时投掷长刀\n 投掷出的长刀在前方旋转, 吸引范围内敌人 (包括霸体状态的敌人), 被命中的敌人会进入强制控制状态3秒\n - 总攻击力相同\n 长刀旋转大小 +30% """ ... def vp_2(self): """ [回旋飞剑]\n 施放技能过程中所受伤害 -70%\n - 基本冷却时间变更为18秒\n - 总攻击力 -10%\n [游弹枪袭]处于可施放的状态时, 比尔会出现并施放[游弹枪袭] """ self.cd = 18 self.skillRation *= 0.9 # 枪刃乱舞 # gunblader/hitman/f0cc2c950f3bdf4103c75fa496bcac34 # 986c2b3d72ee0e4a0b7fcfbe786d4e02/f0cc2c950f3bdf4103c75fa496bcac34 class Skill28(ActiveSkill): """ [剑术]\n 以肉眼看不见的速度发动斩击和射击, 横扫敌人。\n 在一定范围内快速连续攻击, 然后用强力横斩将敌人击飞。\n 连按技能键或攻击键, 可以加快斩击与射击区间的施放速度。 """ name = "枪刃乱舞" learnLv = 40 masterLv = 60 maxLv = 70 position = 3 #TODO rangeLv = 2 cube = 1 cd = 25 mp = [174, 1461] uuid = "f0cc2c950f3bdf4103c75fa496bcac34" hasVP = True hasUP = True vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501 # 斩击次数 : {value0}次 data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x) # 斩击攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x) hit1 = 10 # 射击次数 : {value2}次 data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x) # 射击攻击力 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x) hit3 = 15 # 最终横斩攻击力 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4, lambda x = None: x) hit4 = 1 # [范围信息] # 斩击范围比率 : {value5}% data5 = get_data(f'{prefix}/{uuid}', 5, lambda x = None: x) # 射击范围比率 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6, lambda x = None: x) def vp_1(self): """ [枪刃乱舞]\n 斩击速度 +30%\n 斩击命中时强制控制敌人, 霸体状态的目标也会被吸附到前方\n 无论是否输入技能键, 都固定以最大连击速度为标准施放 """ ... def vp_2(self): """ [枪刃乱舞]\n 下达命令让组织成员肃清前方\n 随后出现下级暗刃清扫敌人\n [某下级暗刃 : 这可是个露脸的好机会, 得让老大好好记住我!] """ ... # 疾光斩 # gunblader/hitman/147d005ac868e0de52b1f255eea35d62 # 986c2b3d72ee0e4a0b7fcfbe786d4e02/147d005ac868e0de52b1f255eea35d62 class Skill29(ActiveSkill): """ [剑术]\n 聚集力量向前方发动疾光斩。 """ name = "疾光斩" learnLv = 45 masterLv = 60 maxLv = 70 position = 5 #TODO rangeLv = 2 cube = 2 cd = 45 mp = [305, 2562] uuid = "147d005ac868e0de52b1f255eea35d62" hasVP = True hasUP = True vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501 # 横斩攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x) hit0 = 1 # [范围信息] # 斩击范围比率 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x) def vp_1(self): """ [疾光斩]\n 发动速度 +50%\n 命中后可强制中断并施放暗刃的转职技能 """ ... def vp_2(self): """ [疾光斩]\n 施放技能时进入无敌状态\n 斩击范围 +30% """ ... # B.G枪刃改造 # gunblader/hitman/47bd4871f29defc2a0021ee9261d7a5b # 986c2b3d72ee0e4a0b7fcfbe786d4e02/47bd4871f29defc2a0021ee9261d7a5b class Skill30(PassiveSkill): """ 对暗刃视如己命的长刀与幽灵5号进行加工, 可以更有效地使用技能。\n 增加基本攻击力和技能攻击力。 """ name = "B.G枪刃改造" learnLv = 48 masterLv = 40 maxLv = 50 position = 1 #TODO rangeLv = 3 uuid = "47bd4871f29defc2a0021ee9261d7a5b" hasVP = False hasUP = False # 基本攻击力和技能攻击力增加率 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x) associate = [ {"data":data0,"type":"*skillRation"}] # 电光飞掠 # gunblader/hitman/669f1428193f61f9d92c743b72438c4d # 986c2b3d72ee0e4a0b7fcfbe786d4e02/669f1428193f61f9d92c743b72438c4d class Skill31(ActiveSkill): """ 左右大幅移动, 用剑术和射击蹂躏敌人。\n 移动过程中每次击中敌人时, 都会使敌人向攻击范围的中心地点小幅移动。\n 第四次旋转剑击后, 向前方敌人连续射击, 对敌人造成伤害并使其浮空。 """ name = "电光飞掠" learnLv = 50 masterLv = 40 maxLv = 50 position = 6 #TODO rangeLv = 5 cube = 5 cd = 145 mp = [1018, 8551] uuid = "669f1428193f61f9d92c743b72438c4d" hasVP = False hasUP = False # 每次攻击移动距离 : {value0}px data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x) # 剑术攻击次数 : {value1}次 data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x) # 射击攻击次数 : {value2}次 data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x) # 最终射击攻击次数 : {value3}次 data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x) # 剑术攻击力 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4, lambda x = None: x) hit4 = 13 # 射击攻击力 : {value5}% data5 = get_data(f'{prefix}/{uuid}', 5, lambda x = None: x) hit5 = 8 # 最终射击攻击力 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6, lambda x = None: x) hit6 = 8 # 近敌灭杀 # gunblader/hitman/8510294202d0e042dd29a2422fc6770d # 986c2b3d72ee0e4a0b7fcfbe786d4e02/8510294202d0e042dd29a2422fc6770d class Skill32(ActiveSkill): """ [混合]\n 爆发性地射出剑气刺向多名敌人, 然后将敌人拉到前方进行零距离射击。\n 被刺中的敌人会被强制控制, 直到射击结束为止都无法移动。\n 射击过程中按跳跃键, 可以立即结束射击。 """ name = "近敌灭杀" learnLv = 60 masterLv = 40 maxLv = 50 position = 4 #TODO rangeLv = 2 cube = 2 cd = 25 mp = [340, 952] uuid = "8510294202d0e042dd29a2422fc6770d" hasVP = True hasUP = True vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501 # 刺击攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x) hit0 = 1 # 射击次数 : {value1}次 data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x) # 射击攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x) hit2 = 20 # [范围信息] # 刺击距离比率 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x) def vp_1(self): """ [近敌灭杀]\n 刺击距离 +20%\n 刺击准备动作变更为无敌状态\n 射击结束后增加无敌时间 """ ... def vp_2(self): """ [近敌灭杀]\n 暗刃、 比尔和布兰德一起射击前方的敌人\n 随后罗朗加入, 与暗刃一起对大范围敌人发起斩击\n - 总攻击力相同\n [暮光之翼, 集结。] """ ... # 大回旋坠斩 # gunblader/hitman/b3659936a9a74c4ed6f7faf07cca1f9e # 986c2b3d72ee0e4a0b7fcfbe786d4e02/b3659936a9a74c4ed6f7faf07cca1f9e class Skill33(ActiveSkill): """ [混合]\n 为了在战场上突袭敌人而开发的技能。 螺旋形旋转斩击周围敌人, 同时进行射击。\n 旋转斩击命中敌人时会将敌人推向角色移动方向, 最终坠斩使敌人受到伤害的同时使其浮空。\n 施放技能时按向前方向键, 可以旋转更远的距离。 """ name = "大回旋坠斩" learnLv = 70 masterLv = 40 maxLv = 50 position = 3 #TODO rangeLv = 2 cube = 2 cd = 50 mp = [699, 1467] uuid = "b3659936a9a74c4ed6f7faf07cca1f9e" hasVP = True hasUP = True vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501 # 射击次数 : {value0}次 data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x) # 射击攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x) hit1 = 10 # 旋转斩击次数 : {value2}次 data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x) # 旋转斩击攻击力 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x) hit3 = 10 # 最终坠斩攻击力 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4, lambda x = None: x) hit4 = 1 # [范围信息] # 最后一击范围比率 : {value5}% data5 = get_data(f'{prefix}/{uuid}', 5, lambda x = None: x) def vp_1(self): """ [大回旋坠斩]\n 准备动作后直接发动最终坠斩\n - 删除射击和旋转斩击\n - 总攻击力相同\n 可以在空中或后跳中施放\n 最终坠斩攻击范围 +30% """ ... def vp_2(self): """ [大回旋坠斩]\n 变更为可填充2次的技能\n - 每次填充冷却时间 : 25秒\n - 攻击力 -50%\n 固定向前方旋转突进, 攻击周围敌人后落地\n 删除最后一击\n - 总攻击力相同\n 可以强制中断落地后僵直并施放[潜行射击]\n - 强制中断时可以变更施放方向\n 施放时, 初始化[潜行射击]技能冷却时间\n [潜行射击]攻击力 -50% """ self.cd = 25 self.skillRation *= 0.5 def effect(self, old, new): if self.vp == 2: self.associate = [{"type":"*skillRation","data":[0] + [-50]*self.maxLv,"skills":["潜行射击"]}] return super().effect(old, new) # B.C精锐特训 # gunblader/hitman/38612d8f2561edc2eb68d5057a837bfa # 986c2b3d72ee0e4a0b7fcfbe786d4e02/38612d8f2561edc2eb68d5057a837bfa class Skill34(PassiveSkill): """ 通过持续的战斗指挥训练, 大幅提升角色在战场上的战斗能力。\n 增加基本攻击力和技能攻击力, 增加可以取消僵直的技能, 而且这些技能在施放过程中, 可以强制中断并立即连接其他技能。\n - [可取消僵直的技能] -\n [回旋飞剑]、 [近敌灭杀] """ name = "B.C精锐特训" learnLv = 75 masterLv = 40 maxLv = 50 position = 1 #TODO rangeLv = 3 uuid = "38612d8f2561edc2eb68d5057a837bfa" hasVP = False hasUP = False # 基本攻击力和技能攻击力增加率 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x) associate = [ {"data":data0,"type":"*skillRation"}] # 致命焰火 # gunblader/hitman/6a1d1f08a6572be420bb3a256c44c015 # 986c2b3d72ee0e4a0b7fcfbe786d4e02/6a1d1f08a6572be420bb3a256c44c015 class Skill35(ActiveSkill): """ [射击]\n 把幽灵5号的弹匣扔到一定距离之外, 然后一边射击一边移动到弹匣位置。\n 移动过程中击中敌人时, 都会使敌人向暗刃的攻击方向小幅移动。\n 在弹匣位置更换弹匣后进行原地大范围射击, 若在更换弹匣前按向后方向键, 则转身向后方射击。\n 连续按技能键或攻击键可以增加射击速度。 """ name = "致命焰火" learnLv = 75 masterLv = 40 maxLv = 50 position = 2 #TODO rangeLv = 2 cube = 3 cd = 40 mp = [579, 4487] uuid = "6a1d1f08a6572be420bb3a256c44c015" hasVP = True hasUP = True vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501 # 前方移动距离 : {value0}px data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x) # 移动射击次数上限 : {value1}次 data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x) # 移动射击攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x) hit2 = 10 # 原地范围射击攻击次数上限 : {value3}次 data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x) # 原地范围射击攻击力 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4, lambda x = None: x) hit4 = 10 # 后方射击次数上限 : {value5}次 data5 = get_data(f'{prefix}/{uuid}', 5, lambda x = None: x) # 后方射击攻击力 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6, lambda x = None: x) hit6 = 0 # [范围信息] # 打击范围增加比率 : {value7}% data7 = get_data(f'{prefix}/{uuid}', 7, lambda x = None: x) mode = ['原地','后方'] def setMode(self, mode): if mode == "原地": self.hit2 = 10 self.hit4 = 10 self.hit6 = 0 elif mode == "后方": self.hit2 = 10 self.hit4 = 0 self.hit6 = 15 def vp_1(self): """ [致命焰火]\n 将弹匣散布至周围后装填, 并在原地快速射击\n - 总攻击力相同\n 可以强制中断暗刃的转职技能的施放后僵直, 并施放该技能 """ ... def vp_2(self): """ [致命焰火]\n 施放过程中按键可以向对角线方向移动\n - 删除原地范围射击、 后方射击\n - 总攻击力相同\n 移动射击攻击范围 +50%\n 删除按技能键时增加攻击速度的功能\n 变更为可填充2次的技能\n - 每次填充冷却时间 : 20秒\n - 攻击力 -50% """ self.cd = 20 self.skillRation *= 0.5 def effect(self, old, new): if self.vp == 2: self.associate = [{"type":"*skillRation","data":[0] + [-50]*self.maxLv,"skills":["潜行射击"]}] return super().effect(old, new) # 碧波瞬斩 # gunblader/hitman/a2d943797daca862a6f321aca6ac9bfa # 986c2b3d72ee0e4a0b7fcfbe786d4e02/a2d943797daca862a6f321aca6ac9bfa class Skill36(ActiveSkill): """ [剑术]\n 瞬间发动迅捷无比的连续斩击。\n 向前方敌人同时发动连续斩击, 对敌人造成伤害。\n 被击中的敌人会僵直一段时间, 无法行动。\n [此剑术源自阿拉德一位无名剑士的奥义, 变形化用为独特风格的剑术。] """ name = "碧波瞬斩" learnLv = 80 masterLv = 40 maxLv = 50 position = 5 #TODO rangeLv = 2 cube = 5 cd = 45 mp = [1240, 4072] uuid = "a2d943797daca862a6f321aca6ac9bfa" hasVP = True hasUP = True vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501 # [碧波瞬斩]每一击攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x) hit0 = 3 # [碧波瞬斩]攻击次数 : {value1}次 data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x) # [范围信息] # [碧波瞬斩]斩击范围比率 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x) def vp_1(self): """ [碧波瞬斩]\n 施放过程中所受伤害 -70%\n 蓄力后强力一闪进行1次攻击\n - 总攻击力相同\n - 基本冷却时间变更为58.5秒\n - 总攻击力 +30% """ self.cd = 58.5 self.skillRation *= 1.3 def vp_2(self): """ [碧波瞬斩]\n 施放时, 罗朗会出现在对面一起施放[碧波瞬斩]\n - 总攻击力相同\n 技能命中时, 可以强制中断并施放[疾光斩]技能\n - 连接施放该技能时, 罗朗会一起施放[疾光斩] """ ... # 集结·暮光之翼 # gunblader/hitman/c7bf7ccab413009640e65ca6f2f0263a # 986c2b3d72ee0e4a0b7fcfbe786d4e02/c7bf7ccab413009640e65ca6f2f0263a class Skill37(ActiveSkill): """ 快速移动, 利用剑术与射击攻击敌人, 然后站在战场中间召唤暮光之翼队员布兰德与比尔, 与他们一起向周围敌人发动溃灭射击。 """ name = "集结·暮光之翼" learnLv = 85 masterLv = 40 maxLv = 50 position = 6 #TODO rangeLv = 5 cube = 10 cd = 180 mp = [2500, 5000] uuid = "c7bf7ccab413009640e65ca6f2f0263a" hasVP = False hasUP = False # 剑术攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x) hit0 = 4 # 射击攻击次数 : {value1}次 data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x) # 射击攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x) hit2 = 11 # 最终齐射攻击次数 : {value3}次 data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x) # 最终齐射攻击力 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4, lambda x = None: x) hit4 = 20 # 最终齐射爆炸攻击力 : {value5}% data5 = get_data(f'{prefix}/{uuid}', 5, lambda x = None: x) hit5 = 1 # 暮光战略 # gunblader/hitman/7f80b887a09e88e2c4728c898bd73654 # 986c2b3d72ee0e4a0b7fcfbe786d4e02/7f80b887a09e88e2c4728c898bd73654 class Skill38(PassiveSkill): """ 紧急呼叫退役的暮光之翼队员罗朗, 用暮光之翼专属的终极组织战术“D.Tactics”指挥战友。\n 增加基本攻击力和除[轮盘连射]之外的转职技能攻击力, 变更部分技能效果。\n [轮盘连射]\n 暗刃快速上挑并进行射击的瞬间, 罗朗出现并出剑下劈, 在敌人身上留下伤痕, 短时间内强控敌人。 对无法抓取的敌人也发动相同的攻击。\n [游弹枪袭]\n 前方射击时, 比尔从对面登场进行支援射击, 将敌人推到暗刃的交火距离内。\n [没想到会在这种情况下再见, 你说是吗?] """ name = "暮光战略" learnLv = 95 masterLv = 40 maxLv = 50 position = 5 #TODO rangeLv = 3 uuid = "7f80b887a09e88e2c4728c898bd73654" hasVP = False hasUP = False # 基本攻击力和转职技能攻击力增加率 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x) # [轮盘连射]暗刃射击次数 : {value1}次 data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x) # [轮盘连射]暗刃射击攻击力 : 原射击攻击力的{value2}% data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x) # [轮盘连射]罗朗斩击攻击力 : [轮盘连射]攻击力总和的{value3}% data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x) associate = [ {"data":data0,"type":"*skillRation"}, {"data":data1,"type":"=hit2","skills":["轮盘连射"],"ratio":1}, {"data":[i - 100 if i >0 else 0 for i in data2],"type":"*power2","skills":["轮盘连射"]} ] # 燃情协战 # gunblader/hitman/e5c09f9132a48dc1d695968592cc5878 # 986c2b3d72ee0e4a0b7fcfbe786d4e02/e5c09f9132a48dc1d695968592cc5878 class Skill39(ActiveSkill): """ [混合]\n 暗刃在后方支援射击, 罗朗出现并向前冲, 快速斩击周围敌人。\n 按向前方向键施放时, 比尔在后方进行支援射击, 同时暗刃突进, 横扫前方敌人。\n 未学习[暮光战略]的状态下, 罗朗不会出现并发动。 """ name = "燃情协战" learnLv = 95 masterLv = 40 maxLv = 50 position = 7 #TODO rangeLv = 2 cube = 7 cd = 60 mp = [1007, 7550] uuid = "e5c09f9132a48dc1d695968592cc5878" hasVP = False hasUP = False # [普通施放时] # 暗刃支援射击攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x) hit0 = 10 # 暗刃支援射击次数 : {value1}次 data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x) # 罗朗斩击攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x) hit2 = 6 # 罗朗斩击次数 : {value3}次 data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x) # [前方突进时] # 比尔支援射击攻击力 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4, lambda x = None: x) hit4 = 0 # 比尔支援射击次数 : {value5}次 data5 = get_data(f'{prefix}/{uuid}', 5, lambda x = None: x) # 暗刃旋转斩击攻击力 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6, lambda x = None: x) hit6 = 0 # 暗刃旋转斩击次数 : {value7}次 data7 = get_data(f'{prefix}/{uuid}', 7, lambda x = None: x) # 暗刃终结斩击攻击力 : {value8}% data8 = get_data(f'{prefix}/{uuid}', 8, lambda x = None: x) hit8 = 0 mode = ['常规','突进'] def setMode(self, mode): if mode == "常规": self.hit0 = 10 self.hit2 = 6 self.hit4 = self.hit6 = self.hit8 = 0 elif mode == "突进": self.hit0 = self.hit2 = 0 self.hit4 = 10 self.hit6 = 5 self.hit8 = 1 # 暮光密令 : 黎明决战 # gunblader/hitman/e0daa922b19cdc35de879e938361464e # 986c2b3d72ee0e4a0b7fcfbe786d4e02/e0daa922b19cdc35de879e938361464e class Skill40(ActiveSkill): """ 比尔和布兰德接到苍暮·暗刃的密令, 对周围发动无差别射击, 扬起尘土, 隐藏所有人的身影。\n 稍后, 暗刃和罗朗现身, 无情斩击敌人。\n 然后, 所有暮光之翼队员集结在一起, 发动终结一击。\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 = "暮光密令 : 黎明决战" learnLv = 100 masterLv = 40 maxLv = 50 position = 5 #TODO rangeLv = 5 cube = 15 cd = 290 mp = [4028, 8056] uuid = "e0daa922b19cdc35de879e938361464e" hasVP = False hasUP = False # 比尔、 布兰德射击攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0, lambda x = None: x) hit0 = 22 # 比尔、 布兰德射击次数 : {value1}次 data1 = get_data(f'{prefix}/{uuid}', 1, lambda x = None: x) # 暗刃、 罗朗登场攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2, lambda x = None: x) hit2 = 2 # 暗刃、 罗朗登场攻击次数 : {value3}次 data3 = get_data(f'{prefix}/{uuid}', 3, lambda x = None: x) # 暗刃、 罗朗乱舞斩击攻击力 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4, lambda x = None: x) hit4 = 4 # 暗刃、 罗朗乱舞斩击次数 : {value5}次 data5 = get_data(f'{prefix}/{uuid}', 5, lambda x = None: x) # 比尔、 布兰德乱射攻击力 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6, lambda x = None: x) hit6 = 16 # 比尔、 布兰德乱射次数 : {value7}次 data7 = get_data(f'{prefix}/{uuid}', 7, lambda x = None: x) # 终结一击攻击力 : {value8}% data8 = get_data(f'{prefix}/{uuid}', 8, lambda x = None: x) hit8 = 1 class classChange(Character): def __init__(self, equVersion): self.name = 'hitman' self.nameCN = '苍暮·暗刃' self.role = 'gunblader' self.角色 = '枪剑士' self.职业 = '暗刃' self.jobId = '986c2b3d72ee0e4a0b7fcfbe786d4e02' self.jobGrowId = '37495b941da3b1661bc900e68ef3b2c6' self.武器选项 = ['长刀','小太刀','重剑','源力剑'] 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 = '轻甲' self.buff = 1.85 super().__init__(equVersion, __name__)