# 986c2b3d72ee0e4a0b7fcfbe786d4e02 from core.basic.skill import PassiveSkill, ActiveSkill, get_data from core.basic.character import Character prefix = "gunblader/hitman/cn/skillDetail" # 弦月斩 # gunblader/hitman/3c5604bdbb0240b8f130f59ab40509c3 # 986c2b3d72ee0e4a0b7fcfbe786d4e02/3c5604bdbb0240b8f130f59ab40509c3 # MIGRATION: character 中没有同名技能“弦月斩”,暂不启用 # class Skill0(ActiveSkill): # """ # 用剑划出新月形状,使命中的敌人浮空。\n # 浮空力随技能等级的增加而增加。\n # """ # name = "弦月斩" # learnLv = 1 # masterLv = 10 # maxLv = 20 # cellPos = (4,1) # position = 4 # rangeLv = 3 # cd = 2 # mp = [0, 0] # 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) # # 浮空力比率 : {value1}% # data1 = get_data(f'{prefix}/{uuid}', 1) # 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。\n """ name = '穿透射击' cellPos = (2,1) learnLv = 1 masterLv = 60 maxLv = 70 position = 2 rangeLv = 2 cd = 5 mp = [6, 40] uuid = '92360eab6e1f378902018eca681ac629' hasVP = False hasUP = False custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 # 射击攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) # [转职为暗刃时] # 发射次数 : {value1}次 data1 = get_data(f'{prefix}/{uuid}', 1) # 射击攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) hit2 = 5 # [范围信息] # 子弹发射距离比率 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) # 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。\n """ name = '幽灵近战术' cellPos = (6,1) learnLv = 1 masterLv = 1 maxLv = 1 position = 6 rangeLv = 3 uuid = 'de3fea2d65c597f4d55c70a02b97fc79' hasVP = False hasUP = False custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 # 1 99 # 后跳 # gunblader/hitman/7822d6d52e10964a6755f142c666b494 # 986c2b3d72ee0e4a0b7fcfbe786d4e02/7822d6d52e10964a6755f142c666b494 # MIGRATION: character 中没有同名技能“后跳”,暂不启用 # class Skill3(ActiveSkill): # """ # 使自身向后方小跳并避开敌人的攻击。\n # """ # name = "后跳" # 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 # 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。\n """ name = '基础精通' 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) # 受身蹲伏 # gunblader/hitman/ce26c6b69d02a440a81b552bec94f03b # 986c2b3d72ee0e4a0b7fcfbe786d4e02/ce26c6b69d02a440a81b552bec94f03b # MIGRATION: character 中没有同名技能“受身蹲伏”,暂不启用 # 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" # learnLv = 1 # masterLv = 10 # 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 # gunblader/hitman/10b31c7e8cd2d60b9bcf3b1d3ada4b0a # 986c2b3d72ee0e4a0b7fcfbe786d4e02/10b31c7e8cd2d60b9bcf3b1d3ada4b0a # MIGRATION: character 中没有同名技能“技能连招”,暂不启用 # 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" # 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 # gunblader/hitman/892ef624d8bf3d7fc045f84825fd6104 # 986c2b3d72ee0e4a0b7fcfbe786d4e02/892ef624d8bf3d7fc045f84825fd6104 # MIGRATION: character 中没有同名技能“防具精通”,暂不启用 # 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" # 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 # 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。\n """ name = '重劈' cellPos = (1,2) learnLv = 5 masterLv = 60 maxLv = 70 position = 1 rangeLv = 2 cd = 4 mp = [20, 200] uuid = '1fadde0eece18649caddbca7bd58cc2f' hasVP = False hasUP = False custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 # 劈砍攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 1 # 冲击波攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) 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。\n """ name = 'G型手榴弹' cellPos = (6,3) learnLv = 10 masterLv = 60 maxLv = 70 position = 6 rangeLv = 2 cd = 6 mp = [20, 200] uuid = 'd085127b0edd719782bd618d5688f4a1' hasVP = False hasUP = False custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 # 爆炸攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 1 # - [转职为战线佣兵后] - # 攻击力增加率 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) # 爆炸范围增加 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) # [范围信息] # 爆炸范围比率 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) # 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。\n """ name = '瞬击' cellPos = (4,3) learnLv = 10 masterLv = 60 maxLv = 70 position = 4 rangeLv = 2 cd = 6 mp = [1, 100] uuid = '4b2c90ec226fd40e967875aa5eabefb2' hasVP = False hasUP = False custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 # 挥舞枪身攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 1 # 斩击攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) 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。\n """ name = '浮空连击' cellPos = (1,3) learnLv = 10 masterLv = 60 maxLv = 70 position = 1 rangeLv = 2 cd = 4.5 mp = [12, 125] uuid = 'd0cdaca82892e54097f22a1f60817048' hasVP = False hasUP = False custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 # 下斩攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 1 # 上挑攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) hit1 = 1 # 源光斩 # gunblader/hitman/1803b6a67047cafb9e289b4f33cc507b # 986c2b3d72ee0e4a0b7fcfbe786d4e02/1803b6a67047cafb9e289b4f33cc507b # MIGRATION: character 中没有同名技能“源光斩”,暂不启用 # class Skill12(ActiveSkill): # """ # 用源能动力源向剑注入能量后,向前发动斩击。 斩击后,能量残留一定时间,对敌人造成多段伤害。\n # - [转职为源能专家时] -\n # 装备源力剑时,无需注入源能直接发动斩击。\n # """ # name = "源光斩" # learnLv = 10 # masterLv = 60 # maxLv = 70 # cellPos = (7,3) # position = 7 # rangeLv = 2 # cd = 5 # mp = [16, 161] # uuid = "1803b6a67047cafb9e289b4f33cc507b" # hasVP = False # hasUP = False # custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 # # # 斩击攻击力 : {value0}% # data0 = get_data(f'{prefix}/{uuid}', 0) # # 能量多段攻击力 : {value1}% # data1 = get_data(f'{prefix}/{uuid}', 1) # # 多段攻击次数 : {value2}次 # data2 = get_data(f'{prefix}/{uuid}', 2) # # [范围信息] # # 范围比率 : {value3}% # data3 = get_data(f'{prefix}/{uuid}', 3) # 强化 - 后跳 # gunblader/hitman/2b340542e776818b78f3212af184bd6b # 986c2b3d72ee0e4a0b7fcfbe786d4e02/2b340542e776818b78f3212af184bd6b # MIGRATION: character 中没有同名技能“强化 - 后跳”,暂不启用 # class Skill13(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" # 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 # gunblader/hitman/1fea5a626f15230237946a11a9d11582 # 986c2b3d72ee0e4a0b7fcfbe786d4e02/1fea5a626f15230237946a11a9d11582 # MIGRATION: character 中没有同名技能“跃翔”,暂不启用 # class Skill14(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" # 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) # 源能护盾 # gunblader/hitman/0232c151ef3731c2dede51931a374723 # 986c2b3d72ee0e4a0b7fcfbe786d4e02/0232c151ef3731c2dede51931a374723 # MIGRATION: character 中没有同名技能“源能护盾”,暂不启用 # class Skill15(ActiveSkill): # """ # 向前方投掷源能动力源,形成可阻挡敌人远距离攻击的护盾。 (无法阻挡穿透攻击)\n # 我方可穿过该护盾,但是敌方不能。\n # 护盾的生命值降为0或者经过一定时间后自动爆炸。 再次按技能键可以手动引爆。 投掷动力源时,按向前方向键则可扔出更远的距离。\n # [转职为源能专家后]\n # 冷却时间缩短2秒,可以发动[源能提炼]。\n # [源能提炼]使用方法 : 按住技能键一定时间即可发动。\n # [源能提炼]发动效果 : 增加护盾大小、 爆炸范围、 持续时间和生命值。\n # 在决斗场中,被攻击和使用[受身蹲伏]时无法手动引爆。\n # """ # name = "源能护盾" # learnLv = 15 # masterLv = 60 # maxLv = 70 # cellPos = (7,4) # position = 7 # rangeLv = 2 # cd = 10 # mp = [23, 241] # uuid = "0232c151ef3731c2dede51931a374723" # hasVP = False # hasUP = True # custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 # # # 护盾生命值 : {value0} # data0 = get_data(f'{prefix}/{uuid}', 0) # # 护盾持续时间 : {value1}秒 # data1 = get_data(f'{prefix}/{uuid}', 1) # # 护盾爆炸攻击力 : {value2}% # data2 = get_data(f'{prefix}/{uuid}', 2) # # - 发动[源能提炼]时 - # # 护盾大小和爆炸范围增加 : {value3}% # data3 = get_data(f'{prefix}/{uuid}', 3) # # 护盾持续时间增加 : {value4}秒 # data4 = get_data(f'{prefix}/{uuid}', 4) # # 护盾生命值增加 : {value5}% # data5 = get_data(f'{prefix}/{uuid}', 5) # # [源能提炼]叠加数消耗量 : {value6}个 # data6 = get_data(f'{prefix}/{uuid}', 6) # # 蓄气动作持续时间上限 : {value7}秒 # data7 = get_data(f'{prefix}/{uuid}', 7) # # [范围信息] # # 护盾大小比率 : {value8}% # data8 = get_data(f'{prefix}/{uuid}', 8) # # 爆炸范围比率 : {value9}% # data9 = get_data(f'{prefix}/{uuid}', 9) # 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。]\n """ name = '长刀精通' cellPos = (1,4) learnLv = 15 masterLv = 10 maxLv = 20 position = 1 rangeLv = 3 uuid = 'c61f5a010370101402b05b21916c2071' 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) # [装备长刀时] # 命中率增加 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) 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。\n """ name = '捷影步' cellPos = (3,4) learnLv = 15 masterLv = 60 maxLv = 70 position = 3 rangeLv = 2 cd = 5 mp = [21, 220] uuid = '202edb928046f4fa6dedf6337377efd5' 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 # 射击攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) hit1 = 4 # 射击多段攻击次数 : {value2}次 data2 = get_data(f'{prefix}/{uuid}', 2) # 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。\n """ name = '掩护射击' cellPos = (2,4) learnLv = 15 masterLv = 60 maxLv = 70 position = 2 rangeLv = 2 cd = 6 mp = [21, 220] uuid = '2a3c96b88d02372505692da0a8b54743' hasVP = False hasUP = True custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 # 对单个敌人攻击次数上限 : {value0}次 data0 = get_data(f'{prefix}/{uuid}', 0) # 射击攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) hit1 = 10 # 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] # 子弹发射距离比率 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4) # 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。]\n """ name = '剑刃突刺' cellPos = (5,5) learnLv = 20 masterLv = 60 maxLv = 70 position = 5 rangeLv = 2 cd = 6 mp = [33, 346] uuid = 'bc11d28c04e01923a093d65752c55516' hasVP = False hasUP = True custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 # 突刺次数 : {value0}次 data0 = get_data(f'{prefix}/{uuid}', 0) # 突刺攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) hit1 = 4 # 终结横斩攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) 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) # 终结射击攻击力 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4) hit4 = 3 # [范围信息] # 子弹发射距离比率 : {value5}% data5 = get_data(f'{prefix}/{uuid}', 5) # 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。\n """ name = '轮盘连射' cellPos = (4,5) learnLv = 20 masterLv = 60 maxLv = 70 position = 4 rangeLv = 2 cd = 8 mp = [33, 346] uuid = 'faf9cd66281078b51be2ee0b0f6c5530' hasVP = False hasUP = True custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 # 射击次数 : {value0}次 data0 = get_data(f'{prefix}/{uuid}', 0) # 上挑攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) hit1 = 1 # 射击攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) hit2 = 10 # 下劈攻击力 : {value3}% 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] # 射击 x轴范围 : {value6}px data6 = get_data(f'{prefix}/{uuid}', 6) hit6 = 0 # 射击 y轴范围 : {value7}px data7 = get_data(f'{prefix}/{uuid}', 7) 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。\n """ name = '暴击' cellPos = (5,0) learnLv = 20 masterLv = 10 maxLv = 20 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) # 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。\n """ name = '利刃旋斩' cellPos = (5,6) learnLv = 25 masterLv = 60 maxLv = 70 position = 5 rangeLv = 2 cd = 7 mp = [33, 346] uuid = 'd296043df164385a14cb973c8c7c4d07' hasVP = False hasUP = True custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 # 旋转斩击多段攻击次数 : {value0}次 data0 = get_data(f'{prefix}/{uuid}', 0) # 左右斩击攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) hit1 = 2 # 旋转斩击攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) hit2 = 5 # 最终旋斩攻击力 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) 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]\n """ name = '暗刃战略' cellPos = (1,6) learnLv = 25 masterLv = 10 maxLv = 20 position = 1 rangeLv = 3 uuid = 'ca75c965f20a150f99f54155a37400df' hasVP = False hasUP = False custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 # 物理暴击伤害增加率 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) # 物理暴击率增加 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) associate = [{'data': data0, 'type': '*skillDamage'}] # 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。\n """ name = '潜行射击' cellPos = (3,6) learnLv = 25 masterLv = 60 maxLv = 70 position = 3 rangeLv = 2 cd = 6 mp = [61, 255] uuid = '6e33d47e6622ce03b6defdd912140270' hasVP = False hasUP = True custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 # 射击次数 : {value0}次 data0 = get_data(f'{prefix}/{uuid}', 0) # 基本移动距离 : {value1}px data1 = get_data(f'{prefix}/{uuid}', 1) hit1 = 15 # 按下方向键时 : {value2}px data2 = get_data(f'{prefix}/{uuid}', 2) # 射击攻击力 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) # [范围信息] # 子弹发射距离比率 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4) # 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。\n """ name = '战术指示' cellPos = (7,7) learnLv = 30 masterLv = 10 maxLv = 20 position = 7 rangeLv = 3 cd = 5 uuid = '1721e94897e9961d5c98130a13392f17' 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) # 基本攻击力和技能攻击力增加比率 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) # 攻击速度增加 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) # 移动速度增加 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) # 施放速度增加 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4) # 队友攻击速度增加 : {value5}% data5 = get_data(f'{prefix}/{uuid}', 5) # 队友移动速度增加 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6) # 队友施放速度增加 : {value7}% data7 = get_data(f'{prefix}/{uuid}', 7) # 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。\n """ name = '游弹枪袭' cellPos = (2,7) learnLv = 30 masterLv = 60 maxLv = 70 position = 2 rangeLv = 2 cd = 8 mp = [62, 651] uuid = 'b163d099c8cc27fdb6fd3639c2ee6df9' hasVP = False hasUP = True custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 # 射击攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 30 # 射击多段攻击次数 : {value1}次 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] # 子弹发射距离比率 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4) # 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。]\n """ name = '全方位射击' cellPos = (2,8) learnLv = 35 masterLv = 60 maxLv = 70 position = 2 rangeLv = 2 cube = 1 cd = 15 mp = [131, 1100] uuid = '51a08fd0c90f0a5276cd552047fac93d' hasVP = True hasUP = True custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501 # 周围射击次数 : {value0}次 data0 = get_data(f'{prefix}/{uuid}', 0) # 周围射击攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) hit1 = 15 # 最终射击次数 : {value2}次 data2 = get_data(f'{prefix}/{uuid}', 2) # 最终射击攻击力 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) hit3 = 6 # [范围信息] # 打击范围比率 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4) 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。]\n """ name = '回旋飞剑' cellPos = (3,8) learnLv = 35 masterLv = 60 maxLv = 70 position = 3 rangeLv = 2 cube = 1 cd = 20 mp = [62, 651] uuid = '28b583c75a49103a1d8aabf799c000a4' hasVP = True hasUP = True custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 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) hit0 = 1 # 长刀飞出时的攻击次数 : {value1}次 data1 = get_data(f'{prefix}/{uuid}', 1) # 长刀飞回时的攻击次数 : {value2}次 data2 = get_data(f'{prefix}/{uuid}', 2) # 长刀旋转攻击力 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) hit3 = 8 # 射击攻击次数上限 : {value4}次 data4 = get_data(f'{prefix}/{uuid}', 4) # 射击攻击力 : {value5}% data5 = get_data(f'{prefix}/{uuid}', 5) hit5 = 5 # [范围信息] # 长刀大小比率 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6) 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。\n """ name = '枪刃乱舞' cellPos = (3,9) learnLv = 40 masterLv = 60 maxLv = 70 position = 3 rangeLv = 2 cube = 1 cd = 25 mp = [174, 1461] uuid = 'f0cc2c950f3bdf4103c75fa496bcac34' hasVP = True hasUP = True custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501 # 斩击次数 : {value0}次 data0 = get_data(f'{prefix}/{uuid}', 0) # 斩击攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) hit1 = 10 # 射击次数 : {value2}次 data2 = get_data(f'{prefix}/{uuid}', 2) # 射击攻击力 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) hit3 = 15 # 最终横斩攻击力 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4) hit4 = 1 # 压制力 (4人队伍) : {value5}秒 ({value6}秒) data5 = get_data(f'{prefix}/{uuid}', 5) data6 = get_data(f'{prefix}/{uuid}', 6) # [范围信息] # 斩击范围比率 : {value7}% data7 = get_data(f'{prefix}/{uuid}', 7) # 射击范围比率 : {value8}% data8 = get_data(f'{prefix}/{uuid}', 8) 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。\n """ name = '疾光斩' cellPos = (5,10) learnLv = 45 masterLv = 60 maxLv = 70 position = 5 rangeLv = 2 cube = 2 cd = 45 mp = [305, 2562] uuid = '147d005ac868e0de52b1f255eea35d62' hasVP = True hasUP = True custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501 # 横斩攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 1 # [范围信息] # 斩击范围比率 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) 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。\n """ name = 'B.G枪刃改造' cellPos = (1,11) learnLv = 48 masterLv = 40 maxLv = 50 position = 1 rangeLv = 3 uuid = '47bd4871f29defc2a0021ee9261d7a5b' hasVP = False hasUP = False custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 # 基本攻击力和技能攻击力增加率 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) associate = [{'data': data0, 'type': '*skillDamage'}] # 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。\n """ name = '电光飞掠' cellPos = (6,11) learnLv = 50 masterLv = 40 maxLv = 50 position = 6 rangeLv = 5 cube = 5 cd = 145 mp = [1018, 8551] uuid = '669f1428193f61f9d92c743b72438c4d' hasVP = False hasUP = False custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 # 每次攻击移动距离 : {value0}px data0 = get_data(f'{prefix}/{uuid}', 0) # 剑术攻击次数 : {value1}次 data1 = get_data(f'{prefix}/{uuid}', 1) # 射击攻击次数 : {value2}次 data2 = get_data(f'{prefix}/{uuid}', 2) # 最终射击攻击次数 : {value3}次 data3 = get_data(f'{prefix}/{uuid}', 3) # 剑术攻击力 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4) hit4 = 13 # 射击攻击力 : {value5}% data5 = get_data(f'{prefix}/{uuid}', 5) hit5 = 8 # 最终射击攻击力 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6) 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。\n """ name = '近敌灭杀' cellPos = (4,12) learnLv = 60 masterLv = 40 maxLv = 50 position = 4 rangeLv = 2 cube = 2 cd = 25 mp = [340, 952] uuid = '8510294202d0e042dd29a2422fc6770d' 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 # 射击次数 : {value1}次 data1 = get_data(f'{prefix}/{uuid}', 1) # 射击攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) hit2 = 20 # 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] # 刺击距离比率 : {value5}% data5 = get_data(f'{prefix}/{uuid}', 5) 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。\n """ name = '大回旋坠斩' cellPos = (3,13) learnLv = 70 masterLv = 40 maxLv = 50 position = 3 rangeLv = 2 cube = 2 cd = 50 mp = [699, 1467] uuid = 'b3659936a9a74c4ed6f7faf07cca1f9e' hasVP = True hasUP = True custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501 # 射击次数 : {value0}次 data0 = get_data(f'{prefix}/{uuid}', 0) # 射击攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) hit1 = 10 # 旋转斩击次数 : {value2}次 data2 = get_data(f'{prefix}/{uuid}', 2) # 旋转斩击攻击力 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) hit3 = 10 # 最终坠斩攻击力 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4) hit4 = 1 # [范围信息] # 最后一击范围比率 : {value5}% data5 = get_data(f'{prefix}/{uuid}', 5) 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]\n """ name = 'B.C精锐特训' cellPos = (1,13) learnLv = 75 masterLv = 40 maxLv = 50 position = 1 rangeLv = 3 uuid = '38612d8f2561edc2eb68d5057a837bfa' hasVP = False hasUP = False custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 # 基本攻击力和技能攻击力增加率 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) associate = [{'data': data0, 'type': '*skillDamage'}] # 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。\n """ name = '致命焰火' cellPos = (2,13) learnLv = 75 masterLv = 40 maxLv = 50 position = 2 rangeLv = 2 cube = 3 cd = 40 mp = [579, 4487] uuid = '6a1d1f08a6572be420bb3a256c44c015' hasVP = True hasUP = True custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501 # 前方移动距离 : {value0}px data0 = get_data(f'{prefix}/{uuid}', 0) # 移动射击次数上限 : {value1}次 data1 = get_data(f'{prefix}/{uuid}', 1) # 移动射击攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) hit2 = 10 # 原地范围射击攻击次数上限 : {value3}次 data3 = get_data(f'{prefix}/{uuid}', 3) # 原地范围射击攻击力 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4) hit4 = 10 # 后方射击次数上限 : {value5}次 data5 = get_data(f'{prefix}/{uuid}', 5) # 后方射击攻击力 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6) hit6 = 0 # [范围信息] # 打击范围增加比率 : {value7}% data7 = get_data(f'{prefix}/{uuid}', 7) 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。]\n """ name = '碧波瞬斩' cellPos = (5,14) learnLv = 80 masterLv = 40 maxLv = 50 position = 5 rangeLv = 2 cube = 5 cd = 45 mp = [1240, 4072] uuid = 'a2d943797daca862a6f321aca6ac9bfa' hasVP = True hasUP = True custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 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) hit0 = 3 # [碧波瞬斩]攻击次数 : {value1}次 data1 = get_data(f'{prefix}/{uuid}', 1) # [范围信息] # [碧波瞬斩]斩击范围比率 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) 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。\n """ name = '集结·暮光之翼' cellPos = (6,14) learnLv = 85 masterLv = 40 maxLv = 50 position = 6 rangeLv = 5 cube = 10 cd = 180 mp = [2500, 5000] uuid = 'c7bf7ccab413009640e65ca6f2f0263a' hasVP = False hasUP = False custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 # 剑术攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 4 # 射击攻击次数 : {value1}次 data1 = get_data(f'{prefix}/{uuid}', 1) # 射击攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) hit2 = 11 # 最终齐射攻击次数 : {value3}次 data3 = get_data(f'{prefix}/{uuid}', 3) # 最终齐射攻击力 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4) hit4 = 20 # 最终齐射爆炸攻击力 : {value5}% data5 = get_data(f'{prefix}/{uuid}', 5) 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?]\n """ name = '暮光战略' cellPos = (5,15) learnLv = 95 masterLv = 40 maxLv = 50 position = 5 rangeLv = 3 uuid = '7f80b887a09e88e2c4728c898bd73654' 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) # [轮盘连射]暗刃射击次数 : {value1}次 data1 = get_data(f'{prefix}/{uuid}', 1) # [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) # [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) associate = [{'data': data0, 'type': '*skillDamage'}, {'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。\n """ name = '燃情协战' cellPos = (7,15) learnLv = 95 masterLv = 40 maxLv = 50 position = 7 rangeLv = 2 cube = 7 cd = 60 mp = [1007, 7550] uuid = 'e5c09f9132a48dc1d695968592cc5878' hasVP = False hasUP = False custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 # [普通施放时] # 暗刃支援射击攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 10 # 暗刃支援射击次数 : {value1}次 data1 = get_data(f'{prefix}/{uuid}', 1) # 罗朗斩击攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) hit2 = 6 # 罗朗斩击次数 : {value3}次 data3 = get_data(f'{prefix}/{uuid}', 3) # [前方突进时] # 比尔支援射击攻击力 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4) hit4 = 0 # 比尔支援射击次数 : {value5}次 data5 = get_data(f'{prefix}/{uuid}', 5) # 暗刃旋转斩击攻击力 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6) hit6 = 0 # 暗刃旋转斩击次数 : {value7}次 data7 = get_data(f'{prefix}/{uuid}', 7) # 暗刃终结斩击攻击力 : {value8}% data8 = get_data(f'{prefix}/{uuid}', 8) 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。\n """ name = '暮光密令 : 黎明决战' cellPos = (5,16) learnLv = 100 masterLv = 40 maxLv = 50 position = 5 rangeLv = 5 cube = 15 cd = 290 mp = [4028, 8056] uuid = 'e0daa922b19cdc35de879e938361464e' hasVP = False hasUP = False custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 # 比尔、 布兰德射击攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 22 # 比尔、 布兰德射击次数 : {value1}次 data1 = get_data(f'{prefix}/{uuid}', 1) # 暗刃、 罗朗登场攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) hit2 = 2 # 暗刃、 罗朗登场攻击次数 : {value3}次 data3 = get_data(f'{prefix}/{uuid}', 3) # 暗刃、 罗朗乱舞斩击攻击力 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4) hit4 = 4 # 暗刃、 罗朗乱舞斩击次数 : {value5}次 data5 = get_data(f'{prefix}/{uuid}', 5) # 比尔、 布兰德乱射攻击力 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6) hit6 = 16 # 比尔、 布兰德乱射次数 : {value7}次 data7 = get_data(f'{prefix}/{uuid}', 7) # 终结一击攻击力 : {value8}% data8 = get_data(f'{prefix}/{uuid}', 8) 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__)