#8d4d2001cdb357e41633c234eb7501b5 from core.basic.skill import PassiveSkill, ActiveSkill, get_data from core.basic.character import Character from core.basic.skill_effect_types import ( Equals, LevelTable, Percent, Read, SkillAttribute, SkillEffect, ) from core.character.refs.imperialknight.breaker import BreakerSkillRef as Ref prefix = "imperialknight/breaker/cn/skillDetail" # 上撩斩 # imperialknight/breaker/3c5604bdbb0240b8f130f59ab40509c3 # 8d4d2001cdb357e41633c234eb7501b5/3c5604bdbb0240b8f130f59ab40509c3 class Skill0(ActiveSkill): """ 用武器从地面向上用力挥砍,使被击中的敌人浮空。\n 攻击时存在霸体判定。\n """ name = "上撩斩" ref = Ref.RAISEUPPERCUT cellPos = (5,1) learnLv = 1 masterLv = 10 maxLv = 20 position = 5 rangeLv = 3 cd = 2 uuid = "3c5604bdbb0240b8f130f59ab40509c3" hasVP = False hasUP = False custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 # 上挑攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 1 # 帝国威严 # imperialknight/breaker/717f1e2104fe4b796f800352fa143ecc # 8d4d2001cdb357e41633c234eb7501b5/717f1e2104fe4b796f800352fa143ecc class Skill1(PassiveSkill): """ 踏上甲板的破浪者,每一步都彰显着帝国势不可挡的威严。\n 减少除觉醒技能以外的转职技能的冷却时间,减少施放技能时的魔法值消耗量。\n """ name = "帝国威严" ref = Ref.DECKBREAKER cellPos = (1,1) learnLv = 1 masterLv = 1 maxLv = 1 position = 1 rangeLv = 3 uuid = "717f1e2104fe4b796f800352fa143ecc" hasVP = False hasUP = False custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 # 技能冷却时间减少率 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) # 技能魔法值消耗量减少率 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) # 迁移前实现(保留对照): # associate = [ {"type":"*cdReduce","data":data0,"exceptSkills":['鸣镝破阵']}, ] associate = [ SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data0)), except_skills=[Ref.OPENWARFANFARE]), ] # 狂野横扫 # imperialknight/breaker/eb71e1d82d92c7e1d40500a0dcd77aa6 # 8d4d2001cdb357e41633c234eb7501b5/eb71e1d82d92c7e1d40500a0dcd77aa6 class Skill2(ActiveSkill): """ 大幅挥动枪锚横扫,攻击前方敌人。\n """ name = "狂野横扫" ref = Ref.WIDECLEAVE cellPos = (3,1) learnLv = 1 masterLv = 60 maxLv = 70 position = 3 rangeLv = 2 cd = 3 mp = [11, 46] uuid = "eb71e1d82d92c7e1d40500a0dcd77aa6" hasVP = False hasUP = False custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 # 枪锚斩击攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 1 # 后跳 # imperialknight/breaker/7822d6d52e10964a6755f142c666b494 # 8d4d2001cdb357e41633c234eb7501b5/7822d6d52e10964a6755f142c666b494 class Skill3(ActiveSkill): """ 使自身向后方小跳并避开敌人的攻击。\n """ name = "后跳" ref = Ref.BACKSTEP learnLv = 1 masterLv = 1 maxLv = 1 cellPos = (3,0) position = 3 rangeLv = None cd = [] uuid = "7822d6d52e10964a6755f142c666b494" icon = "$common/$uuid" hasVP = False hasUP = False custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 # 基础精通 # imperialknight/breaker/5a56514f35cf0270ae8d6c65f8fefd78 # 8d4d2001cdb357e41633c234eb7501b5/5a56514f35cf0270ae8d6c65f8fefd78 class Skill4(PassiveSkill): """ 增加基本攻击、 前冲攻击、 跳跃攻击、 [上撩斩]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。\n """ name = "基础精通" ref = Ref.BASICATTACKUP cellPos = (1,0) learnLv = 1 masterLv = 115 maxLv = 200 position = 1 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) # 迁移前实现(保留对照): # associate = [{'type': '*skillDamage', 'data': [i - 100 if i > 0 else 0 for i in data0], 'skills': ['钩爪突袭']}] associate = [ SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0])), skills=[Ref.HOOKSHOT]), ] # 受身蹲伏 # imperialknight/breaker/ce26c6b69d02a440a81b552bec94f03b # 8d4d2001cdb357e41633c234eb7501b5/ce26c6b69d02a440a81b552bec94f03b class Skill5(ActiveSkill): """ 使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n """ name = "受身蹲伏" ref = Ref.QUICKSTANDING learnLv = 1 masterLv = 1 maxLv = 20 cellPos = (2,0) position = 2 rangeLv = None cd = 5 mp = [1, 1] uuid = "ce26c6b69d02a440a81b552bec94f03b" icon = "$common/$uuid" hasVP = False hasUP = False custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 # 蹲伏姿势最短无敌时间 : {value0}秒 data0 = get_data(f'{prefix}/{uuid}', 0) # 蹲伏姿势最长无敌时间 : {value1}秒 data1 = get_data(f'{prefix}/{uuid}', 1) # 起身时霸体时间 : {value2}秒 data2 = get_data(f'{prefix}/{uuid}', 2) # 技能连招 # imperialknight/breaker/10b31c7e8cd2d60b9bcf3b1d3ada4b0a # 8d4d2001cdb357e41633c234eb7501b5/10b31c7e8cd2d60b9bcf3b1d3ada4b0a class Skill6(ActiveSkill): """ 可以最多指定4个角色技能进行排列组合,并通过一个技能栏快捷键施放。\n 点击技能连招下方的图标,可以设置技能顺序和调整初始化时间。\n - 可将技能连招图标设置到技能栏快捷键中使用。\n - 仅限在城镇及修炼场中进行设置。\n 按顺序施放添加在连招栏位中的技能。\n - 具有再输入功能的技能,需结束所有再输入后,再切换至下一个技能。\n - 若所有技能均在冷却中,则显示冷却时间最短的技能。\n 当前序部署的技能冷却结束后,经过一定时间,将切换至该前序技能。\n - 切换至前序技能的时间可自行调整。 (0~5秒)\n - 设置为0秒时,技能冷却结束后将立即切换至前序部署的技能。\n - 设置为0秒时,可重复使用填充型技能及无冷却时间的技能。\n 包括觉醒技能在内的部分特殊技能将被排除在目标技能列表外,无法添加到技能连招中。\n 决斗场中无法使用技能连招。\n """ name = "技能连招" ref = Ref.SKILLPRESETTYPE1 learnLv = 1 masterLv = 1 maxLv = 1 cellPos = (8,0) position = 8 rangeLv = None cd = [] uuid = "10b31c7e8cd2d60b9bcf3b1d3ada4b0a" hasVP = False hasUP = False custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 # 防具精通 # imperialknight/breaker/892ef624d8bf3d7fc045f84825fd6104 # 8d4d2001cdb357e41633c234eb7501b5/892ef624d8bf3d7fc045f84825fd6104 class Skill7(PassiveSkill): """ 穿戴防具时,可以增加各种属性。\n 穿戴的防具越多,效果越强; 可根据转职,增加不同的属性种类及数值。\n """ name = "防具精通" ref = Ref.ARMORMASTERYETC learnLv = 1 masterLv = 1 maxLv = 1 cellPos = (0,1) position = 0 rangeLv = None cd = [] uuid = "892ef624d8bf3d7fc045f84825fd6104" icon = "$common/$uuid" hasVP = False hasUP = False custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 # 穿心刺 # imperialknight/breaker/9dda3f4a849dba1a288dd65e116860f2 # 8d4d2001cdb357e41633c234eb7501b5/9dda3f4a849dba1a288dd65e116860f2 class Skill8(ActiveSkill): """ 向前方迅速突进,攻击敌人要害后向下劈斩。\n 攻击可抓取的敌人时,使敌人进入强制控制状态。\n """ name = "穿心刺" ref = Ref.POINTTHRUST cellPos = (5,2) learnLv = 5 masterLv = 60 maxLv = 70 position = 5 rangeLv = 3 cd = 5 mp = [30, 124] uuid = "9dda3f4a849dba1a288dd65e116860f2" hasVP = False hasUP = False custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 # 命中要害攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 1 # 下劈攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) hit1 = 1 # 舰炮飞踢 # imperialknight/breaker/4655101518604f874721b3cc249aae10 # 8d4d2001cdb357e41633c234eb7501b5/4655101518604f874721b3cc249aae10 class Skill9(ActiveSkill): """ 对破浪者而言,强悍的体魄是不亚于枪锚的利器。 施放时,向前方发动飞踢。\n 可以在空中施放。 在空中施放时,向前方的地面下劈踢击。\n 施放过程中所受伤害减少。\n """ name = "舰炮飞踢" ref = Ref.CANNONKICK cellPos = (6,2) learnLv = 5 masterLv = 60 maxLv = 70 position = 6 rangeLv = 2 cd = 3 mp = [22, 93] uuid = "4655101518604f874721b3cc249aae10" hasVP = False hasUP = False custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 # 飞踢攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 1 # 施放期间所受伤害减少率 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) # 破浪斩 # imperialknight/breaker/0969cd4054d93da07708108c0cc1c4b5 # 8d4d2001cdb357e41633c234eb7501b5/0969cd4054d93da07708108c0cc1c4b5 class Skill10(ActiveSkill): """ 用迅捷的动作对前方敌人发动下劈。\n """ name = "破浪斩" ref = Ref.QUICKBISECTION cellPos = (5,3) learnLv = 10 masterLv = 60 maxLv = 70 position = 5 rangeLv = 2 cd = 5 mp = [23, 97] uuid = "0969cd4054d93da07708108c0cc1c4b5" hasVP = False hasUP = False custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 # 下劈攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 1 # 无畏登舰 # imperialknight/breaker/c9664191611af31142e052dfaef84530 # 8d4d2001cdb357e41633c234eb7501b5/c9664191611af31142e052dfaef84530 class Skill11(ActiveSkill): """ 向前方勇猛突进,撞飞突进中碰到的所有敌人。\n 长按技能键可以维持突进状态,突进状态下按跳跃键 (C) 可以跳跃。\n 突进过程中可以强制中断并施放[激流勇进]、 [怒海冲击],此时将跳过相应技能的准备动作直接施放。\n 突进过程中减少所受伤害。\n """ name = "无畏登舰" ref = Ref.ROUGHBOARDING cellPos = (6,3) learnLv = 10 masterLv = 60 maxLv = 70 position = 6 rangeLv = 3 cd = 7 mp = [42, 177] uuid = "c9664191611af31142e052dfaef84530" hasVP = False hasUP = False custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 # 突进攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 1 # 突进持续时间上限 : {value1}秒 data1 = get_data(f'{prefix}/{uuid}', 1) # 突进期间所受伤害减少率 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) # 强化 - 后跳 # imperialknight/breaker/2b340542e776818b78f3212af184bd6b # 8d4d2001cdb357e41633c234eb7501b5/2b340542e776818b78f3212af184bd6b class Skill12(PassiveSkill): """ 施放技能期间、 被击或倒地的状态下,可以施放无敌状态的[后跳]。\n 该能力适用与[后跳]不同的冷却时间,并且不受冷却时间减少效果的影响。\n 根据施放情况的不同(强制中断技能和被敌人攻击),进入不同冷却时间。\n 无法强制中断觉醒技能和跳跃超过一定高度的技能。\n """ name = "强化 - 后跳" ref = Ref.ESCAPEBACKSTEP learnLv = 10 masterLv = 1 maxLv = 1 cellPos = (4,0) position = 4 rangeLv = None cd = 30 uuid = "2b340542e776818b78f3212af184bd6b" icon = "$common/$uuid" hasVP = False hasUP = False custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 # 强制中断技能时的冷却时间 : {value0}秒 data0 = get_data(f'{prefix}/{uuid}', 0) # 被击或倒地期间施放时的冷却时间 : {value1}秒 data1 = get_data(f'{prefix}/{uuid}', 1) # 跃翔 # imperialknight/breaker/1fea5a626f15230237946a11a9d11582 # 8d4d2001cdb357e41633c234eb7501b5/1fea5a626f15230237946a11a9d11582 class Skill13(ActiveSkill): """ 增加自身20%的跳跃力,效果持续一定时间。\n 效果持续期间内,再次按技能键可以结束。\n """ name = "跃翔" ref = Ref.JUMPPOWERUP learnLv = 10 masterLv = 1 maxLv = 1 cellPos = (6,0) position = 6 rangeLv = 3 cd = 5 mp = [13, 13] uuid = "1fea5a626f15230237946a11a9d11582" icon = "$common/$uuid" 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) # 无情铁律 # imperialknight/breaker/f2fb27162beb0b87a7cb9af7900e95f2 # 8d4d2001cdb357e41633c234eb7501b5/f2fb27162beb0b87a7cb9af7900e95f2 class Skill14(PassiveSkill): """ 对帝国的敌人绝不姑息。 增加破浪者的基本攻击力、 转职技能攻击力和物理暴击率。\n """ name = "无情铁律" ref = Ref.NOQUARTER cellPos = (1,4) learnLv = 15 masterLv = 10 maxLv = 20 position = 1 rangeLv = 2 uuid = "f2fb27162beb0b87a7cb9af7900e95f2" 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) # 物理暴击率增加 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) # 迁移前实现(保留对照): # associate = [{"data":data0}] associate = [ SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0))), ] # 枪锚踢击 # imperialknight/breaker/cfacda0647b9a0f595df2c2aad30c18d # 8d4d2001cdb357e41633c234eb7501b5/cfacda0647b9a0f595df2c2aad30c18d class Skill15(ActiveSkill): """ 以枪锚为支点,施放强力旋转踢击。 被击中的敌人会被踢飞到远处,撞到其他敌人或墙上。\n 施放时可通过方向键调整踢击的方向。\n 施放过程中减少所受伤害。\n """ name = "枪锚踢击" ref = Ref.ANCHORKICK cellPos = (6,4) learnLv = 15 masterLv = 60 maxLv = 70 position = 6 rangeLv = 2 cd = 7 mp = [50, 210] uuid = "cfacda0647b9a0f595df2c2aad30c18d" hasVP = False hasUP = True custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 # 踢击攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 1 # 施放期间所受伤害减少率 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) # 钩爪突袭 # imperialknight/breaker/2f5d03c7848effbc0a23f4df45d9ca46 # 8d4d2001cdb357e41633c234eb7501b5/2f5d03c7848effbc0a23f4df45d9ca46 class Skill16(ActiveSkill): """ 学习技能后,会自动锚定范围内最强的敌人设置钩爪。 如果追踪范围内存在敌人,施放技能时,向钩爪锚定的敌人发动突袭并进行飞踢攻击。\n 可以取消转职技能施放后的僵直并施放[钩爪突袭],也可以取消[钩爪突袭]施放后的僵直并施放转职技能。\n 可以在地面和空中施放。\n 受[基础精通]的影响。\n """ name = "钩爪突袭" ref = Ref.HOOKSHOT cellPos = (4,4) learnLv = 15 masterLv = 1 maxLv = 1 position = 4 rangeLv = 1 cd = 3 uuid = "2f5d03c7848effbc0a23f4df45d9ca46" hasVP = False hasUP = True custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 # 飞踢攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 1 # 钩爪维持时间 : {value1}秒 data1 = get_data(f'{prefix}/{uuid}', 1) # 压制力 (4人队伍) : {value2}秒 ({value3}秒) data2 = get_data(f'{prefix}/{uuid}', 2) data3 = get_data(f'{prefix}/{uuid}', 3) # [范围信息] # 敌人追踪范围 : {value4}px data4 = get_data(f'{prefix}/{uuid}', 4) # 停航戒令 # imperialknight/breaker/45442bbbe33540b4deeec29437dae70c # 8d4d2001cdb357e41633c234eb7501b5/45442bbbe33540b4deeec29437dae70c class Skill17(ActiveSkill): """ 向帝国之敌发出止步警告。 若敢违抗,破浪者将开启她最热衷的处刑时刻。\n 增加基本攻击力和转职技能攻击力。\n """ name = "停航戒令" ref = Ref.AVAST cellPos = (2,5) learnLv = 20 masterLv = 10 maxLv = 20 position = 2 rangeLv = 3 cd = 5 uuid = "45442bbbe33540b4deeec29437dae70c" 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) # 基本攻击力和转职技能攻击力增加率 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) # 船体碎击 # imperialknight/breaker/01c3a2fb793d293a25ed8dc7a0d70c1a # 8d4d2001cdb357e41633c234eb7501b5/01c3a2fb793d293a25ed8dc7a0d70c1a class Skill18(ActiveSkill): """ 向前方高高跃起后下劈地面。\n 可以在空中施放。\n """ name = "船体碎击" ref = Ref.HULLBREACH cellPos = (3,5) learnLv = 20 masterLv = 60 maxLv = 70 position = 3 rangeLv = 2 cd = 8 mp = [53, 225] uuid = "01c3a2fb793d293a25ed8dc7a0d70c1a" hasVP = False hasUP = True custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 # 下劈攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 1 # [范围信息] # 攻击范围比率 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) # 暴击 # imperialknight/breaker/fc1262c19f3d0477ee8eda47b8db8696 # 8d4d2001cdb357e41633c234eb7501b5/fc1262c19f3d0477ee8eda47b8db8696 class Skill19(PassiveSkill): """ 集中精神,提升物理/魔法暴击率。\n """ name = "暴击" ref = Ref.PHYSICALCRITICALHITUP learnLv = 20 masterLv = 10 maxLv = 20 cellPos = (5,0) position = 5 rangeLv = 3 uuid = "fc1262c19f3d0477ee8eda47b8db8696" hasVP = False hasUP = False custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 # 物理/魔法暴击率增加 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) # 旋风扫荡 # imperialknight/breaker/8f73f243041c2d27739fe7696f02bf9b # 8d4d2001cdb357e41633c234eb7501b5/8f73f243041c2d27739fe7696f02bf9b class Skill20(ActiveSkill): """ 用枪锚向前方大幅横扫,将被击中的敌人聚集到一处。 枪锚扫过的地方会刮起旋风,对范围内的敌人造成伤害。\n """ name = "旋风扫荡" ref = Ref.SWEEPINGSTRIKE cellPos = (3,6) learnLv = 25 masterLv = 60 maxLv = 70 position = 3 rangeLv = 2 cd = 8 mp = [72, 302] uuid = "8f73f243041c2d27739fe7696f02bf9b" hasVP = False hasUP = True custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 # 枪锚斩击攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 1 # 旋风多段攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) hit1 = 4 # 旋风多段攻击次数 : {value2}次 data2 = get_data(f'{prefix}/{uuid}', 2) # 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) # [范围信息] # 旋风大小比率 : {value5}% data5 = get_data(f'{prefix}/{uuid}', 5) # 海战体术 # imperialknight/breaker/8c2379737c5acc935c1731f67f607655 # 8d4d2001cdb357e41633c234eb7501b5/8c2379737c5acc935c1731f67f607655 class Skill21(PassiveSkill): """ 虽看似在肆意破坏,但海战体术实际上更需要精妙的技巧。\n 增加基本攻击力和转职技能攻击力,同时提高命中率。\n """ name = "海战体术" ref = Ref.BOARDINGACTIONPRO cellPos = (1,7) learnLv = 30 masterLv = 10 maxLv = 20 position = 1 rangeLv = 2 uuid = "8c2379737c5acc935c1731f67f607655" 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) # 命中率增加 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) # 迁移前实现(保留对照): # associate = [{"data":data0}] associate = [ SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0))), ] # 激流勇进 # imperialknight/breaker/9cb6f9ed646fa87f9b7680a42ce83d1a # 8d4d2001cdb357e41633c234eb7501b5/9cb6f9ed646fa87f9b7680a42ce83d1a class Skill22(ActiveSkill): """ 向前方进行强力刺击。 命中敌人后会将其拉至破浪者前方。\n 按前方向键可以向前突进。\n 可以取消[激流勇进]施放后的僵直并施放转职技能。\n """ name = "激流勇进" ref = Ref.TIDEPIERCER cellPos = (6,7) learnLv = 30 masterLv = 60 maxLv = 70 position = 6 rangeLv = 2 cd = 8 mp = [64, 270] uuid = "9cb6f9ed646fa87f9b7680a42ce83d1a" hasVP = False hasUP = True custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 # 刺击攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 1 # 按前方向键前进距离 : {value1}px data1 = get_data(f'{prefix}/{uuid}', 1) # 深海召唤 # imperialknight/breaker/3829c15bf5f520c13998a3479ba0ce7b # 8d4d2001cdb357e41633c234eb7501b5/3829c15bf5f520c13998a3479ba0ce7b class Skill23(ActiveSkill): """ 破浪者选取有利于海战的物件,投向周围最强敌人的头顶。 该物件随后会响应破浪者的攻击,对周围敌人造成额外伤害。\n 如果索敌范围内没有敌人,该物件则会被投向破浪者前方。\n 在其他动作中施放时,可以无施放动作直接发动技能。 (觉醒技能除外)\n """ name = "深海召唤" ref = Ref.DEEPWATERCALL cellPos = (5,7) learnLv = 30 masterLv = 60 maxLv = 70 position = 5 rangeLv = 2 cd = 10 mp = [80, 338] uuid = "3829c15bf5f520c13998a3479ba0ce7b" hasVP = False hasUP = True custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 # 坠落攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 1 # 炮弹/火药桶爆炸攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) # 炮弹/火药桶爆炸多段攻击次数 : {value2}次 data2 = get_data(f'{prefix}/{uuid}', 2) # 水柱多段攻击力 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) hit3 = 3 # 水柱多段攻击次数 : {value4}次 data4 = get_data(f'{prefix}/{uuid}', 4) # [范围信息] # 索敌范围 : {value5}px data5 = get_data(f'{prefix}/{uuid}', 5) # 攻击范围比率 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6) # 狂风斩 # imperialknight/breaker/4224f9b0b8c7c903e9a1e0f9d9f6d04d # 8d4d2001cdb357e41633c234eb7501b5/4224f9b0b8c7c903e9a1e0f9d9f6d04d class Skill24(ActiveSkill): """ 以十字形交替挥动枪锚。 第一次斩击后,在一定时间内再次按技能键可发动第二次斩击。 连续施放时,可以取消第一次斩击施放后的僵直并立即施放第二次斩击。\n """ name = "狂风斩" ref = Ref.GALESLASH cellPos = (3,8) learnLv = 35 masterLv = 60 maxLv = 70 position = 3 rangeLv = 2 cube = 1 cd = 14 mp = [142, 598] uuid = "4224f9b0b8c7c903e9a1e0f9d9f6d04d" hasVP = True hasUP = True custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501 # 第一次斩击攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 1 # 第二次斩击攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) hit1 = 1 # 追加按键有效时间 : {value2}秒 data2 = get_data(f'{prefix}/{uuid}', 2) # [范围信息] # 攻击范围比率 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) def vp_1(self): """ [狂风斩]\n 变更为不分开斩击,一次性发动两次斩击\n """ ... def vp_2(self): """ [狂风斩]\n 追踪一定范围内的敌人\n 施放时,所受伤害减少30%,效果持续8秒\n """ ... # 潮汐之缚 # imperialknight/breaker/78bd107acd474518b606be1e4fd38239 # 8d4d2001cdb357e41633c234eb7501b5/78bd107acd474518b606be1e4fd38239 class Skill25(ActiveSkill): """ 向追踪范围内钩爪锚定的敌人迅速接近并发动突袭。 若与敌人距离较近,则突袭改为斩击。\n 每次攻击钩爪锚定的敌人时,都会减少[潮汐之缚]的剩余冷却时间。\n 若敌人为可抓取状态,在地面按下方向键时,可以将其拉至破浪者身前。\n 可以取消转职技能施放后的僵直并施放[潮汐之缚],也可以取消[潮汐之缚]施放后的僵直并施放转职技能。\n 可以在地面和空中施放。\n """ name = "潮汐之缚" ref = Ref.TIDEBOUND cellPos = (4,8) learnLv = 35 masterLv = 60 maxLv = 70 position = 4 rangeLv = 3 cd = 18 mp = [122, 516] uuid = "78bd107acd474518b606be1e4fd38239" hasVP = True hasUP = True custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501 # 飞踢攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 1 # 钩爪维持时间 : {value1}秒 data1 = get_data(f'{prefix}/{uuid}', 1) # 攻击被钩住的敌人时冷却时间减少量 : {value2}秒 data2 = get_data(f'{prefix}/{uuid}', 2) # 攻击被钩住的敌人时冷却时间减少量上限 : {value3}秒 data3 = get_data(f'{prefix}/{uuid}', 3) # 压制力 (4人队伍) : {value4}秒 ({value5}秒) data4 = get_data(f'{prefix}/{uuid}', 4) data5 = get_data(f'{prefix}/{uuid}', 5) # [范围信息] # 敌人追踪范围 : {value6}px data6 = get_data(f'{prefix}/{uuid}', 6) def vp_1(self): """ [潮汐之缚]\n 变更为攻击敌人时,不会减少[潮汐之缚]的剩余冷却时间\n 基础冷却时间变为9秒\n - 技能攻击力 -11.5%\n """ self.cd = 9 self.skillRation *= 1 - 0.115 def vp_2(self): """ [潮汐之缚]\n 索敌范围 +20%\n 施放时,初始化[钩爪突袭]的冷却时间\n [钩爪突袭]\n 索敌范围 +20%\n 攻击力 -17.6%\n """ pass # self.cd = 7 # self.skillRation *= 1 - 0.5 # 迁移前实现(保留对照): # def effect(self, old, new): # if self.vp == 2: # self.associate = [{'type': '*skillRation', 'data': [0] + [-17.6] * self.maxLv, 'skills': ['钩爪突袭']}] # return super().effect(old, new) associate = [ SkillEffect(attribute=SkillAttribute.PANEL_RATIO, value=1 + Percent(LevelTable([0] + [-17.6] * maxLv)), skills=[Ref.HOOKSHOT], when=Equals(Read(SkillAttribute.VP), 2)), ] # 逆浪断空 # imperialknight/breaker/d085127b0edd719782bd618d5688f4a1 # 8d4d2001cdb357e41633c234eb7501b5/d085127b0edd719782bd618d5688f4a1 class Skill26(ActiveSkill): """ 连续攻击两次后,施放强力上挑斩击。\n """ name = "逆浪断空" ref = Ref.RIPTIDEUPRISING cellPos = (3,9) learnLv = 40 masterLv = 60 maxLv = 70 position = 3 rangeLv = 2 cube = 1 cd = 18 mp = [196, 825] uuid = "d085127b0edd719782bd618d5688f4a1" hasVP = True hasUP = True custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501 # 第一次斩击攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 1 # 第二次斩击攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) hit1 = 1 # 终结斩击攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) hit2 = 1 # [范围信息] # 攻击范围比率 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) def vp_1(self): """ [逆浪断空]\n 立即施放终结斩击,向前方发射冲击波\n 攻击范围 +30%\n """ ... def vp_2(self): """ [逆浪断空]\n 可以取消转职技能的施放后僵直并施放该技能,也可以取消该技能的施放后僵直并施放转职技能\n 被连续斩击命中的敌人聚集到前方\n """ ... # 乘风破浪 # imperialknight/breaker/42c82812f86ff6704ae9952a2e6093a4 # 8d4d2001cdb357e41633c234eb7501b5/42c82812f86ff6704ae9952a2e6093a4 class Skill27(ActiveSkill): """ 将枪锚深深插入地面,通过聚集全力的斩击产生强烈的冲击波。\n 可以取消转职技能的施放后僵直并施放[乘风破浪],也可以取消[乘风破浪]的施放后僵直并施放转职技能。\n """ name = "乘风破浪" ref = Ref.WAVEBREAKER cellPos = (3,10) learnLv = 45 masterLv = 60 maxLv = 70 position = 3 rangeLv = 2 cube = 2 cd = 40 mp = [334, 1406] uuid = "42c82812f86ff6704ae9952a2e6093a4" hasVP = True hasUP = True custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501 # 全力斩击攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 1 # [范围信息] # 攻击范围比率 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) def vp_1(self): """ [乘风破浪]\n 快速挥动枪锚,随后生成以圆形炸开的海浪轨迹\n 施放时,增加破浪者的速度\n - 加速效果持续时间 : 10秒\n - 攻击速度 +10%\n - 移动速度 +10%\n """ ... def vp_2(self): """ [乘风破浪]\n 攻击范围 +30%\n 命中敌人后,敌人进入3秒的强制控制状态\n 对被命中的敌人施加压制力\n 技能结束后维持0.5秒无敌状态\n """ ... # 桀骜不驯 # imperialknight/breaker/3d8f3d438405d79f8d3ed68072674d1e # 8d4d2001cdb357e41633c234eb7501b5/3d8f3d438405d79f8d3ed68072674d1e class Skill28(PassiveSkill): """ 想要凭蛮力阻挡破浪者几乎不可能,更别提只靠口头威胁……\n 增加基本攻击力和转职技能攻击力,部分技能施放过程中,额外减少所受伤害。\n [目标技能]\n [舰炮飞踢]、 [无畏登舰]、 [枪锚踢击]、 [怒海冲击]、 [战栗轰击]\n """ name = "桀骜不驯" ref = Ref.TROUBLEMAKER cellPos = (1,11) learnLv = 48 masterLv = 40 maxLv = 50 position = 1 rangeLv = 3 uuid = "3d8f3d438405d79f8d3ed68072674d1e" 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) # 部分技能所受伤害额外减少率 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) # 迁移前实现(保留对照): # associate = [ {"data":data0} ] associate = [ SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0))), ] # 鸣镝破阵 # imperialknight/breaker/ade01c1d6afc8a05055225045e89fe49 # 8d4d2001cdb357e41633c234eb7501b5/ade01c1d6afc8a05055225045e89fe49 class Skill29(ActiveSkill): """ 以锁链缠绕船首并全力砸下,在剧烈的爆炸声中吹响开战的号角。\n """ name = "鸣镝破阵" ref = Ref.OPENWARFANFARE cellPos = (5,11) learnLv = 50 masterLv = 40 maxLv = 50 position = 5 rangeLv = 5 cube = 5 cd = 135 mp = [916, 3007] uuid = "ade01c1d6afc8a05055225045e89fe49" hasVP = False hasUP = False custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 # 投掷铁链多段攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 4 # 投掷铁链多段攻击次数 : {value1}次 data1 = get_data(f'{prefix}/{uuid}', 1) # 铁链摆动多段攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) hit2 = 4 # 铁链摆动多段攻击次数 : {value3}次 data3 = get_data(f'{prefix}/{uuid}', 3) # 爆炸攻击力 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4) hit4 = 1 # 怒海冲击 # imperialknight/breaker/ff171dc487807bb9aa28900ca9a46b41 # 8d4d2001cdb357e41633c234eb7501b5/ff171dc487807bb9aa28900ca9a46b41 class Skill30(ActiveSkill): """ 用无法抵挡的气势,进行猛烈的刺击。\n 可以在[无畏登舰]施放过程中强制中断并施放该技能。 被命中的敌人会被拉至破浪者的前方。\n 施放过程中所受伤害减少。\n """ name = "怒海冲击" ref = Ref.PIERCEIMPACT cellPos = (6,12) learnLv = 60 masterLv = 40 maxLv = 50 position = 6 rangeLv = 2 cube = 1 cd = 25 mp = [219, 718] uuid = "ff171dc487807bb9aa28900ca9a46b41" hasVP = True hasUP = True custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501 # 刺击攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 1 # 刺击期间所受伤害减少率 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) def vp_1(self): """ [怒海冲击]\n 不再进行突进,原地发散席卷周围的强劲气势\n 可以取消转职技能的施放后僵直并施放该技能,也可以取消[怒海冲击]的施放后僵直并施放转职技能\n """ ... def vp_2(self): """ [怒海冲击]\n 通过踏地强制控制周围大范围敌人并进行压制后,发动终结刺击攻击\n 施放时,在一定时间内,部分技能施放过程中所受伤害额外减少\n [目标技能]\n [舰炮飞踢]、 [无畏登舰]、 [枪锚踢击]、 [怒海冲击]、 [战栗轰击]\n """ # 游戏内存在bug self.skillDamage *= 1.9 ... # 气卷万涛 # imperialknight/breaker/547ab2b2bd860d3e37355a9cfbc1077c # 8d4d2001cdb357e41633c234eb7501b5/547ab2b2bd860d3e37355a9cfbc1077c class Skill31(ActiveSkill): """ 以漩涡状挥动枪锚,吸附敌人后发动强力终结斩击。\n """ name = "气卷万涛" ref = Ref.MAELSTROM cellPos = (3,13) learnLv = 70 masterLv = 40 maxLv = 50 position = 3 rangeLv = 2 cube = 2 cd = 50 mp = [390, 1281] uuid = "547ab2b2bd860d3e37355a9cfbc1077c" hasVP = True hasUP = True custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501 # 上升气流多段攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 8 # 上升气流多段攻击次数 : {value1}次 data1 = get_data(f'{prefix}/{uuid}', 1) # 终结斩击攻击力 : {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) # [范围信息] # 攻击范围比率 : {value5}% data5 = get_data(f'{prefix}/{uuid}', 5) def vp_1(self): """ [气卷万涛]\n 变更为通过单次斩击产生席卷周围的漩涡\n 施放技能时,增加破浪者的速度\n - 加速效果持续时间 : 10秒\n - 攻击速度 +10%\n - 移动速度 +10%\n """ ... def vp_2(self): """ [气卷万涛]\n 施放时变为无敌状态\n 攻击范围 +30%\n """ ... # 海妖之歌 # imperialknight/breaker/506e7ed77d517419a6e1c437a2cedb17 # 8d4d2001cdb357e41633c234eb7501b5/506e7ed77d517419a6e1c437a2cedb17 class Skill32(PassiveSkill): """ 优雅而恐怖的海妖传说传遍了帝国内外。\n 增加破浪者的基本攻击力和转职技能攻击力。\n """ name = "海妖之歌" ref = Ref.IRONSONG cellPos = (1,13) learnLv = 75 masterLv = 40 maxLv = 50 position = 1 rangeLv = 3 uuid = "506e7ed77d517419a6e1c437a2cedb17" 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) # 迁移前实现(保留对照): # associate = [ {"data":data0} ] associate = [ SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0))), ] # 战栗轰击 # imperialknight/breaker/a5fa08f5d509e6ff2ebc68856a470b5a # 8d4d2001cdb357e41633c234eb7501b5/a5fa08f5d509e6ff2ebc68856a470b5a class Skill33(ActiveSkill): """ 如炮弹般腾空跃起,俯冲坠地衔接枪锚猛击,粉碎目标区域的敌人。\n 可通过方向键指定强袭位置。 施放过程中所受伤害减少。\n """ name = "战栗轰击" ref = Ref.DREADFALLBARRAGE cellPos = (6,13) learnLv = 75 masterLv = 40 maxLv = 50 position = 6 rangeLv = 2 cube = 3 cd = 40 mp = [716, 2349] uuid = "a5fa08f5d509e6ff2ebc68856a470b5a" hasVP = True hasUP = True custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501 # 坠地攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 1 # 最后一击攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) hit1 = 1 # 施放期间所受伤害减少率 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) # [范围信息] # 最后一击范围比率 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) def vp_1(self): """ [战栗轰击]\n 变更为立即进行终结下劈的技能\n 可以在空中施放\n 变更为可填充2次的技能\n - 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 def vp_2(self): """ [战栗轰击]\n 跳到高空中,对大范围敌人进行强力下劈\n - 攻击范围 +70%\n 基础冷却时间变为80秒\n - 攻击力 +100%\n """ self.cd = 80 self.skillRation *= 2 # 蛟龙惊涛 # imperialknight/breaker/5dc7008b12a459325b548b0715c6b73c # 8d4d2001cdb357e41633c234eb7501b5/5dc7008b12a459325b548b0715c6b73c class Skill34(ActiveSkill): """ 一边向前方移动,一边发动强力旋转斩击,将甲板上的敌人全部横扫。\n 按前方向键可以增加移动距离。\n """ name = "蛟龙惊涛" ref = Ref.SEADRAGONTOOTH cellPos = (3,14) learnLv = 80 masterLv = 40 maxLv = 50 position = 3 rangeLv = 2 cube = 5 cd = 45 mp = [882, 2894] uuid = "5dc7008b12a459325b548b0715c6b73c" hasVP = True hasUP = True custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501 # 第一次旋转多段攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 3 # 第一次旋转多段攻击次数 : {value1}次 data1 = get_data(f'{prefix}/{uuid}', 1) # 第二次旋转多段攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) hit2 = 3 # 第二次旋转多段攻击次数 : {value3}次 data3 = get_data(f'{prefix}/{uuid}', 3) # 最后一击多段攻击力 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4) hit4 = 3 # 最后一击多段攻击次数 : {value5}次 data5 = get_data(f'{prefix}/{uuid}', 5) # [范围信息] # 攻击范围比率 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6) def vp_1(self): """ [蛟龙惊涛]\n 向前方发射物体,引发多次多段攻击\n """ ... def vp_2(self): """ [蛟龙惊涛]\n 将最后被击中的敌人标记为猎物\n - 被标记为猎物的敌人进入出血状态\n - 若攻击被标记的敌人,每存在1个标记,恢复破浪者30%的生命值\n 攻击范围 +30%\n """ ... # 四海游龙 # imperialknight/breaker/8ee0099656df08a0b39225f8a21d514b # 8d4d2001cdb357e41633c234eb7501b5/8ee0099656df08a0b39225f8a21d514b class Skill35(ActiveSkill): """ 正面强攻并非破浪者唯一的手段。 她能潜入敌舰下方将其撞碎,随后跃出水面发动终结斩击,将一切葬送海底。\n 长按技能键可维持潜水状态; 潜水过程中,可以通过前后方向键选择终结斩击的位置。\n 潜水状态下施放[海神降临]时,可以将两个技能合并施放,此时两者攻击力也会合并计算。\n """ name = "四海游龙" ref = Ref.SEABANE cellPos = (5,14) learnLv = 85 masterLv = 40 maxLv = 50 position = 5 rangeLv = 5 cube = 10 cd = 170 mp = [1457, 4785] uuid = "8ee0099656df08a0b39225f8a21d514b" hasVP = False hasUP = False custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 # 敌舰破坏攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 3 # 敌舰破坏多段攻击次数 : {value1}次 data1 = get_data(f'{prefix}/{uuid}', 1) # 终结斩击攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) hit2 = 5 # 终结斩击多段攻击次数 : {value3}次 data3 = get_data(f'{prefix}/{uuid}', 3) # 潜水状态最长维持时间 : {value4}秒 data4 = get_data(f'{prefix}/{uuid}', 4) # 逆流而上 # imperialknight/breaker/9bff7f2559e003766fee2853dca00631 # 8d4d2001cdb357e41633c234eb7501b5/9bff7f2559e003766fee2853dca00631 class Skill36(PassiveSkill): """ 风向决定浪潮。 但若波浪拥有意志,亦能掀起逆流狂潮。\n 鸣锋·破浪者的基本攻击力和转职技能攻击力增加。 此外,[钩爪突袭]和[潮汐之缚]变更为可以在倒地状态下使用,部分技能得到强化。\n [船体碎击]\n 增加以打击点为中心生成冲击波的功能。\n [激流勇进]\n 技能施放特效变更,施放过程中所受伤害减少。\n """ name = "逆流而上" ref = Ref.RIPTIDE cellPos = (1,15) learnLv = 95 masterLv = 40 maxLv = 50 position = 1 rangeLv = 3 uuid = "9bff7f2559e003766fee2853dca00631" 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) # [激流勇进]所受伤害减少率 : 30% # 迁移前实现(保留对照): # associate = [ {"data":data0} ] associate = [ SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0))), ] # [激流勇进]所受伤害减少率 : 30% # 狂澜风暴舞 # imperialknight/breaker/da6e37c1e3f0e8867f70007d89c239ff # 8d4d2001cdb357e41633c234eb7501b5/da6e37c1e3f0e8867f70007d89c239ff class Skill37(ActiveSkill): """ 化作无可阻挡的猛烈风暴,通过连续斩击扫除周围所有敌人。\n 可再次按技能键或攻击键取消每次斩击后的僵直; 施放斩击时,可以按方向键移动施放。\n 可以取消转职技能的施放后僵直来连接[狂澜风暴舞],也可以取消[狂澜风暴舞]的施放后僵直来连接转职技能。\n """ name = "狂澜风暴舞" ref = Ref.UNBOUNDTEMPEST cellPos = (3,15) learnLv = 95 masterLv = 40 maxLv = 50 position = 3 rangeLv = 2 cube = 7 cd = 60 mp = [943, 3096] uuid = "da6e37c1e3f0e8867f70007d89c239ff" hasVP = False hasUP = False custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 # 第一次斩击攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 1 # 第二次斩击攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) hit1 = 1 # 第三次斩击攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) hit2 = 1 # 最后一击攻击力 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) hit3 = 1 # 海神降临 # imperialknight/breaker/a6c8f69107f8c4f5d1a0c7a57d000290 # 8d4d2001cdb357e41633c234eb7501b5/a6c8f69107f8c4f5d1a0c7a57d000290 class Skill38(ActiveSkill): """ 海神之威划破长空,凭一己之力粉碎敌军舰队。 受袭战舰被鸣锋·破浪者的锁链缠绕抡起,随后引发剧烈的连环爆炸。\n 可以强制中断[四海游龙]的潜水状态,并合并施放[海神降临]技能。\n """ name = "海神降临" ref = Ref.SEAGODFALLDOWN cellPos = (5,16) learnLv = 100 masterLv = 40 maxLv = 50 position = 5 rangeLv = 5 cube = 15 cd = 270 mp = [2258, 7414] uuid = "a6c8f69107f8c4f5d1a0c7a57d000290" hasVP = False hasUP = False custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 # 第一次粉碎攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 1 # 第二次粉碎攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) hit1 = 1 # 终结爆炸多段攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) hit2 = 5 # 终结爆炸多段次数 : {value3}次 data3 = get_data(f'{prefix}/{uuid}', 3) class classChange(Character): def __init__(self, equVersion): self.name = 'breaker' self.nameCN = '鸣锋·破浪者' self.role = 'imperialknight' self.角色 = '帝国骑士' self.职业 = '破浪者' self.jobId = '8d4d2001cdb357e41633c234eb7501b5' self.jobGrowId = '37495b941da3b1661bc900e68ef3b2c6' self.武器选项 = ['枪锚'] # TODO self.输出类型选项 = ['物理百分比'] # TODO self.输出类型 = '物理百分比' # TODO self.防具精通属性 = ['力量'] # TODO self.防具类型 = '重甲' self.buff = 2.083 # TODO super().__init__(equVersion, __name__)