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dcalc/backend/core/character/GF/archer/chimera.py
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#b9cb48777665de22c006fabaf9a560b3
from core.basic.skill import PassiveSkill, ActiveSkill, get_data
from core.basic.character import Character
prefix = "archer/chimera/cn/skillDetail"
# 凌跃一击
# archer/chimera/0969cd4054d93da07708108c0cc1c4b5
# b9cb48777665de22c006fabaf9a560b3/0969cd4054d93da07708108c0cc1c4b5
class Skill0(ActiveSkill):
"""
该技能可在地面和空中施放。\n
向后微微跃起,并根据武器的不同,向地面发射不同的投射物,使敌人浮空。\n
攻击时,有霸体判定; 转职为缪斯或奇美拉后,技能类型变为独立攻击力。\n
"""
name = "凌跃一击"
cellPos = (6,1)
learnLv = 1
masterLv = 10
maxLv = 20
position = 6
rangeLv = 3
cd = 2
uuid = "0969cd4054d93da07708108c0cc1c4b5"
hasVP = False
hasUP = False
custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501
# 箭矢攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
# 冲击波攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
# 冲击波浮空力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
# [转职为缪斯后]
# 棱镜攻击力 : {value3}
data3 = get_data(f'{prefix}/{uuid}', 3)
# 冲击波攻击力 : {value4}
data4 = get_data(f'{prefix}/{uuid}', 4)
# [转职为妖护使后]
# 妖兽上勾拳攻击力 : {value5}%
data5 = get_data(f'{prefix}/{uuid}', 5)
# [转职为奇美拉后]
# 箭矢攻击力 : {value6}
data6 = get_data(f'{prefix}/{uuid}', 6)
hit6 = 1
# 冲击波攻击力 : {value7}
data7 = get_data(f'{prefix}/{uuid}', 7)
hit7 = 1
# 后跳
# archer/chimera/7822d6d52e10964a6755f142c666b494
# b9cb48777665de22c006fabaf9a560b3/7822d6d52e10964a6755f142c666b494
class Skill1(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
# archer/chimera/5a56514f35cf0270ae8d6c65f8fefd78
# b9cb48777665de22c006fabaf9a560b3/5a56514f35cf0270ae8d6c65f8fefd78
class Skill2(PassiveSkill):
"""
增加基本攻击、 前冲攻击、 跳跃攻击、 [凌跃一击]技能的攻击力。\n
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)
associate = [{"type":"*skillDamage","data":[i-100 if i>0 else 0 for i in data0],"skills":["华丽回收"]}]
# 受身蹲伏
# archer/chimera/ce26c6b69d02a440a81b552bec94f03b
# b9cb48777665de22c006fabaf9a560b3/ce26c6b69d02a440a81b552bec94f03b
class Skill3(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 = 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)
# 肃静!
# archer/chimera/e2cfb515fe293cf121a649fcc4bab84b
# b9cb48777665de22c006fabaf9a560b3/e2cfb515fe293cf121a649fcc4bab84b
class Skill4(PassiveSkill):
"""
奇美拉似乎被他人的说教影响了,其技能和部分台词将变得更加乖巧。\n
"""
name = "肃静!"
cellPos = (5,1)
learnLv = 1
masterLv = 1
maxLv = 1
position = 5
rangeLv = 2
uuid = "e2cfb515fe293cf121a649fcc4bab84b"
hasVP = False
hasUP = False
custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501
# 回收利用
# archer/chimera/7e60ce8aaca12593f889e8551fd1b03a
# b9cb48777665de22c006fabaf9a560b3/7e60ce8aaca12593f889e8551fd1b03a
class Skill5(PassiveSkill):
"""
由于频繁的研究和实验,奇美拉经常面临资金困境,因此选择使用可回收的暗器。\n
可以装备嵌合弓,并可在后跳时进行基本攻击。\n
施放各系列技能后,会留下可“回收利用”武器。 在装备嵌合弓的状态下回收武器后,将减少该系列技能的剩余冷却时间。\n
武器回收成功时,提升移动速度,该效果持续3秒且随时间逐渐减弱。 冷却时间减少比率按照各技能冷却时间比率计算,每个技能最多适用1次冷却时间减少功能。\n
学习后,在最近的“回收利用”武器处显示提醒回收的特效。\n
每种类型的“回收利用”武器在地图上最多存在6个,超出数量时,最早出现的“回收利用”武器将消失。\n
"""
name = "回收利用"
cellPos = (1,1)
learnLv = 1
masterLv = 1
maxLv = 1
position = 1
rangeLv = 2
uuid = "7e60ce8aaca12593f889e8551fd1b03a"
hasVP = False
hasUP = False
custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501
# 回收武器后,技能冷却时间减少率 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
# 回收武器后,移动速度提升率 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
# 回收武器后,移动速度提升持续时间 : {value2}秒
data2 = get_data(f'{prefix}/{uuid}', 2)
associate = [ {"type":"*cdRatio","data":data0,"skills":['投掷匕首', '首足连击', '空翻刃袭', '利剑四重奏', '土星环', '环形毒液', '狂锯旋斧', '刺猬困境', '王冠粉碎者', '巨镰斯诺克', '环阿拉德狂飙']}, ]
# 技能连招
# archer/chimera/10b31c7e8cd2d60b9bcf3b1d3ada4b0a
# b9cb48777665de22c006fabaf9a560b3/10b31c7e8cd2d60b9bcf3b1d3ada4b0a
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"
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
# archer/chimera/892ef624d8bf3d7fc045f84825fd6104
# b9cb48777665de22c006fabaf9a560b3/892ef624d8bf3d7fc045f84825fd6104
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"
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
# 全力挥击
# archer/chimera/4655101518604f874721b3cc249aae10
# b9cb48777665de22c006fabaf9a560b3/4655101518604f874721b3cc249aae10
class Skill8(ActiveSkill):
"""
用力挥舞弓,击打周围的敌人,并向前推出。\n
转职为猎人时,再次按技能键会立即发射一枚爆炸箭矢,造成额外伤害。\n
转职为缪斯或奇美拉时,技能类型变为独立攻击力。\n
"""
name = "全力挥击"
cellPos = (7,2)
learnLv = 5
masterLv = 60
maxLv = 70
position = 7
rangeLv = 2
cd = 5
mp = [28, 165]
uuid = "4655101518604f874721b3cc249aae10"
hasVP = False
hasUP = False
custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501
# 击打攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# [转职为猎人后]
# 爆炸箭矢攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
# [范围信息]
# 转职为猎人时,爆炸箭矢射程 : {value2}px
data2 = get_data(f'{prefix}/{uuid}', 2)
# 转职为猎人时,爆炸箭矢爆炸范围比率 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3)
# 投掷匕首
# archer/chimera/05a07505ea102d31540afdb1fbec491f
# b9cb48777665de22c006fabaf9a560b3/05a07505ea102d31540afdb1fbec491f
class Skill9(ActiveSkill):
"""
[匕首系列]\n
可以消灭试图逼近的小型敌人,向前方投掷匕首,攻击敌人。\n
投掷后,匕首会击中敌人身体或插入地面,并可“回收利用”。\n
"""
name = "投掷匕首"
cellPos = (2,2)
learnLv = 5
masterLv = 60
maxLv = 70
position = 2
rangeLv = 2
# TOCHEK-STONE:基础 CD:Stone 为 5 秒,dcalc 为 10 秒;Stone 页面展示原值一半,回收利用 15% 另计。
cd = 10 #5
mp = [28, 165]
uuid = "05a07505ea102d31540afdb1fbec491f"
hasVP = False
hasUP = False
custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501
# 匕首投掷攻击力 : {value0}
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 翻月翔击
# archer/chimera/c9664191611af31142e052dfaef84530
# b9cb48777665de22c006fabaf9a560b3/c9664191611af31142e052dfaef84530
class Skill10(ActiveSkill):
"""
前冲并踢飞命中的敌人。\n
踢击仅对一名敌人造成伤害,冲击波可以对除该敌人外附近的敌人造成伤害。\n
对无法抓取的敌人不适用控制效果。\n
可以按方向键调整冲刺方向。\n
转职为缪斯或奇美拉后,技能类型变为独立攻击力。\n
转职为旅人时,可以强制中断踢击后的僵直并施放空中技能。\n
转职为妖护使时,可以在空中施放。\n
"""
name = "翻月翔击"
cellPos = (8,3)
learnLv = 10
masterLv = 60
maxLv = 70
position = 8
rangeLv = 2
cd = 5
mp = [35, 206]
uuid = "c9664191611af31142e052dfaef84530"
hasVP = False
hasUP = False
custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501
# 踢击攻击力 : {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
# 强化 - 后跳
# archer/chimera/2b340542e776818b78f3212af184bd6b
# b9cb48777665de22c006fabaf9a560b3/2b340542e776818b78f3212af184bd6b
class Skill11(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
# archer/chimera/1fea5a626f15230237946a11a9d11582
# b9cb48777665de22c006fabaf9a560b3/1fea5a626f15230237946a11a9d11582
class Skill12(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)
# 瞬影
# archer/chimera/e11831002360a0d4e08c53ff686eea67
# b9cb48777665de22c006fabaf9a560b3/e11831002360a0d4e08c53ff686eea67
class Skill13(ActiveSkill):
"""
持剑向前突进并斩击前方敌人,以突破敌群或占据有利的战斗位置。 可以在空中或地面使用,若附近有“回收利用”的武器,将移动至其位置并攻击。\n
施放技能后,在突进及首次斩击前再次按下技能键,可发动追加斩击,并移动至最近的可“回收利用”武器处。\n
可通过[回收利用]的技能特效预测到达位置,第一次触发时为蓝色回收特效,第二次为红色回收特效。 可预测各自的移动目标。\n
学习[瞬影清除]技能后,按方向键后使用技能时,不会回收武器,而是向指定方向移动和攻击。\n
学习[败果之慧]技能后,施放技能时会处于无敌状态。\n
"""
name = "瞬影"
cellPos = (5,3)
learnLv = 10
masterLv = 60
maxLv = 70
position = 5
rangeLv = 2
cd = 4
mp = [23, 138]
uuid = "e11831002360a0d4e08c53ff686eea67"
hasVP = False
hasUP = False
custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501
# 持剑突进时斩击攻击力 : {value0}
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 追加斩击攻击力 : {value1}
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 1
# [范围信息]
# 斩击范围比率 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
# 可回收武器的搜索范围 : {value3}px
data3 = get_data(f'{prefix}/{uuid}', 3)
# 瞬影清除
# archer/chimera/3a691a432c58abebc08211df45c4f4bd
# b9cb48777665de22c006fabaf9a560b3/3a691a432c58abebc08211df45c4f4bd
class Skill14(PassiveSkill):
"""
施放[瞬影]技能前,如果先按方向键,则不会向“回收利用”武器所在方向移动,而是向指定方向移动并清除敌人。\n
"""
name = "瞬影清除"
learnLv = 10
masterLv = 1
maxLv = 1
cellPos = (5,4)
position = 5
rangeLv = 2
cd = []
uuid = "3a691a432c58abebc08211df45c4f4bd"
hasVP = False
hasUP = False
custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501
# 首足连击
# archer/chimera/3f4ddb4df24a9f78c7778568e80107dd
# b9cb48777665de22c006fabaf9a560b3/3f4ddb4df24a9f78c7778568e80107dd
class Skill15(ActiveSkill):
"""
[斧头系列]\n
向前方对角线方向投掷斧头以转移视线,随后瞄准敌人足部方向,再次向地面投掷斧头。\n
第二次投掷的斧头将用力砸向地面,并可“回收利用”。\n
"""
name = "首足连击"
cellPos = (4,4)
learnLv = 15
masterLv = 60
maxLv = 70
position = 4
rangeLv = 2
# TOCHEK-STONE:基础 CD:Stone 为 5 秒,dcalc 为 10 秒;Stone 页面展示原值一半,回收利用 15% 另计。
cd = 10
mp = [45, 267]
uuid = "3f4ddb4df24a9f78c7778568e80107dd"
hasVP = False
hasUP = True
custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501
# 第一个斧头攻击力 : {value0}
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 第二个斧头攻击力 : {value1}
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 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)
# 华丽回收
# archer/chimera/438e291ec31b6b831b0c8e33ff41f138
# b9cb48777665de22c006fabaf9a560b3/438e291ec31b6b831b0c8e33ff41f138
# TOCHEK-STONE:基础类:Stone 为 PassiveSkill,dcalc 为 ActiveSkill;确认面板、关联与计算行为是否等价。
class Skill16(ActiveSkill):
"""
利用奇美拉的遗物变形魔方来“回收利用”武器。 回收时可对周围的敌人造成伤害。\n
攻击力会受[基础精通]的影响,但无法获得[双重螺旋]技能的异常状态附加伤害效果。\n
"""
name = "华丽回收"
cellPos = (1,4)
learnLv = 15
masterLv = 1
maxLv = 10
position = 1
rangeLv = 2
uuid = "438e291ec31b6b831b0c8e33ff41f138"
type = "passive"
hasVP = False
hasUP = False
custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501
# 回收武器的攻击力 : {value0}
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 攻击范围比率 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
# 暴击
# archer/chimera/fc1262c19f3d0477ee8eda47b8db8696
# b9cb48777665de22c006fabaf9a560b3/fc1262c19f3d0477ee8eda47b8db8696
class Skill17(PassiveSkill):
"""
集中精神,提升物理/魔法暴击率。\n
"""
name = "暴击"
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)
# 双重螺旋
# archer/chimera/b224e3c19599a2496f7470936485e0ad
# b9cb48777665de22c006fabaf9a560b3/b224e3c19599a2496f7470936485e0ad
class Skill18(ActiveSkill):
"""
使用奇美拉制作的特殊药品。 学习后,将提升转职技能的攻击力。\n
施放技能时,赋予除普通攻击和[华丽回收]的回收攻击外,其它所有攻击技能都将附加出血或中毒的异常状态伤害的效果。 该效果仅在装备嵌合弓时生效。\n
再次施放技能,可切换异常状态效果; 进入地下城时,最后选择的异常状态效果将自动生效。\n
"""
name = "双重螺旋"
cellPos = (1,5)
learnLv = 20
masterLv = 10
maxLv = 20
position = 1
rangeLv = 3
cd = 3
mp = [613, 820]
uuid = "b224e3c19599a2496f7470936485e0ad"
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)
# 异常状态攻击力比率 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
# 异常状态持续时间 : {value2}秒
data2 = get_data(f'{prefix}/{uuid}', 2)
associate = [
{"type":"*skillDamage","data":data0},
{"type":"*skillDamage","data":data1,"exceptSkills":["华丽回收"]},
]
# 空翻刃袭
# archer/chimera/683ecd07d9b89dbe9afee8570a3a828d
# b9cb48777665de22c006fabaf9a560b3/683ecd07d9b89dbe9afee8570a3a828d
class Skill19(ActiveSkill):
"""
[匕首系列]\n
奇美拉后跃时,向前方直线上逼近的敌人投掷多把匕首,最多可命中3次。 若攻击范围达到特定数值,将增加匕首投掷数量。\n
最先投掷的匕首会击中敌人身体或插入地面,并可“回收利用”。\n
"""
name = "空翻刃袭"
cellPos = (2,5)
learnLv = 20
masterLv = 60
maxLv = 70
position = 2
rangeLv = 2
# TOCHEK-STONE:基础 CD:Stone 为 9 秒,dcalc 为 18 秒;Stone 页面展示原值一半,回收利用 15% 另计。
cd = 18 #9
mp = [87, 516]
uuid = "683ecd07d9b89dbe9afee8570a3a828d"
hasVP = False
hasUP = True
custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501
# 匕首投掷攻击力 : {value0} X {value1}
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 3
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]
# 匕首投掷范围比率 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4)
# 喷毒
# archer/chimera/a988247dfc78c82e364af39ef66e84a0
# b9cb48777665de22c006fabaf9a560b3/a988247dfc78c82e364af39ef66e84a0
class Skill20(ActiveSkill):
"""
举起嵌合弓进入防御姿态,降低所受的伤害。 施放技能后短时间内,若防御成功,可格挡敌人的攻击,免除自身所受伤害并进行反击。 反击成功后,进入短暂无敌状态。\n
"""
name = "喷毒"
cellPos = (5,6)
learnLv = 25
masterLv = 10
maxLv = 20
position = 5
rangeLv = 2
cd = 12
mp = [183, 1084]
uuid = "a988247dfc78c82e364af39ef66e84a0"
hasVP = False
hasUP = True
custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501
# 防御姿态伤害减少率 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
# 反击攻击力 : {value1}
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 1
# 可反击时间 : {value2}秒
data2 = get_data(f'{prefix}/{uuid}', 2)
# 反击成功后无敌时间 : {value3}秒
data3 = get_data(f'{prefix}/{uuid}', 3)
# 唯物主义魔方
# archer/chimera/5f75a60c73b72ad60bd4321b96b16662
# b9cb48777665de22c006fabaf9a560b3/5f75a60c73b72ad60bd4321b96b16662
class Skill21(ActiveSkill): #不用
"""
启动神秘的遗物——变形魔方,解锁充满变数的战斗模式,提升基本攻击力、 技能攻击力和物理暴击率。\n
"""
name = "唯物主义魔方"
cellPos = (7,6)
learnLv = 25
masterLv = 10
maxLv = 20
position = 7
rangeLv = 3
cd = 5
mp = [728, 1713]
uuid = "5f75a60c73b72ad60bd4321b96b16662"
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率 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
# 物理暴击率增加 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
# 利剑四重奏
# archer/chimera/04c7b4361ca81f041e868169ff044252
# b9cb48777665de22c006fabaf9a560b3/04c7b4361ca81f041e868169ff044252
class Skill22(ActiveSkill):
"""
[剑系列]\n
与其它投掷攻击技能衔接时,可以高效消灭敌人。 短暂滞空后射出利剑,并额外克隆三柄,一共发射四柄利剑。 其中克隆的利剑可将命中的敌人聚集于一处。\n
最先射出的利剑会击中敌人身体或插入地面,并可“回收利用”。\n
"""
name = "利剑四重奏"
cellPos = (3,6)
learnLv = 25
masterLv = 60
maxLv = 70
position = 3
rangeLv = 2
# TOCHEK-STONE:基础 CD:Stone 为 7.5 秒,dcalc 为 15 秒;Stone 页面展示原值一半,回收利用 15% 另计。
cd = 15 #7.5
mp = [64, 379]
uuid = "04c7b4361ca81f041e868169ff044252"
hasVP = False
hasUP = True
custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501
# 剑发射攻击力 : {value0} x {value1}
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 4
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]
# 范围比率 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4)
# 遗物之力 · 克隆
# archer/chimera/67e7dd8996b5735e788c9420730c077d
# b9cb48777665de22c006fabaf9a560b3/67e7dd8996b5735e788c9420730c077d
class Skill23(PassiveSkill):
"""
解锁神秘的遗物——变形魔方的“克隆”能力。 可提升技能攻击力,且由于无需携带过多武器,也将提升角色的速度。\n
[外形和结构能轻松复刻,但性能却没那么简单! 得指定向量,这可是非常繁琐的工作。 而且,克隆品的维持时间非常短,所以用于印钞是不现实的。]\n
"""
name = "遗物之力 · 克隆"
cellPos = (6,6)
learnLv = 25
masterLv = 10
maxLv = 20
position = 6
rangeLv = 3
uuid = "67e7dd8996b5735e788c9420730c077d"
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)
# 攻击速度增加率 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
# 移动速度增加率 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
associate = [ {"type":"*skillDamage","data":data0} ]
# 土星环
# archer/chimera/e862146efac2fce3de3a12f038f4116b
# b9cb48777665de22c006fabaf9a560b3/e862146efac2fce3de3a12f038f4116b
class Skill24(ActiveSkill):
"""
[斧头系列]\n
奇美拉落入敌阵中心后,横扫周围敌人的技能。 投掷旋转的斧头,斧头将围绕奇美拉转动,斩击四周敌人。\n
耗尽旋转次数的斧头,会落在技能施放位置的前方,并可“回收利用”。 若施放技能时按住向下方向键,斧头会额外旋转半圈,落在后方位置,再“回收利用”。\n
[学习败果之慧后]\n
施放[瞬影]过程中,可以预输入[土星环]技能。 预输入成功时,可以配合[瞬影]技能的斩击动作施放[土星环]。\n
"""
name = "土星环"
cellPos = (4,7)
learnLv = 30
masterLv = 60
maxLv = 70
position = 4
rangeLv = 2
# TOCHEK-STONE:基础 CD:Stone 为 15 秒,dcalc 为 30 秒;Stone 页面展示原值一半,回收利用 15% 另计。
cd = 30 #15
mp = [175, 1036]
uuid = "e862146efac2fce3de3a12f038f4116b"
hasVP = False
hasUP = True
custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501
# 旋转斧头攻击力 : {value0} x {value1}
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 3
data1 = get_data(f'{prefix}/{uuid}', 1)
# 碎心连刺
# archer/chimera/5f11bba71728448bb64de0dba2b252cf
# b9cb48777665de22c006fabaf9a560b3/5f11bba71728448bb64de0dba2b252cf
class Skill25(ActiveSkill):
"""
用剑对被控制的敌人发动致命一击。 持剑突进刺中敌人,将其控制后再用匕首补刀,并利用刺入的剑将敌人劈成两半,造成高额伤害,手段极为残忍。\n
对于无法抓取的敌人,踩住刺入的剑,借助旋转力将其纵向劈开,造成伤害,同样相当残忍。\n
"""
name = "碎心连刺"
cellPos = (5,8)
learnLv = 35
masterLv = 60
maxLv = 70
position = 5
rangeLv = 2
cube = 1
cd = 15
mp = [183, 1083]
uuid = "5f11bba71728448bb64de0dba2b252cf"
hasVP = True
hasUP = True
custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501
vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501
# 剑刺击攻击力 : {value0}
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 匕首刺击攻击力 : {value1} x {value2}
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 0
data2 = get_data(f'{prefix}/{uuid}', 2)
# 剑斩击攻击力 : {value3} x {value4}
data3 = get_data(f'{prefix}/{uuid}', 3)
hit3 = 0
data4 = get_data(f'{prefix}/{uuid}', 4)
# 剑最后一击攻击力 : {value5}
data5 = get_data(f'{prefix}/{uuid}', 5)
hit5 = 0
# [无法抓取的敌人]
# 旋转剑攻击力 : {value6} x {value7}
data6 = get_data(f'{prefix}/{uuid}', 6)
hit6 = 3
data7 = get_data(f'{prefix}/{uuid}', 7)
# 压制力 (4人队伍) : {value8}秒 ({value9}秒)
data8 = get_data(f'{prefix}/{uuid}', 8)
data9 = get_data(f'{prefix}/{uuid}', 9)
mode = ['不可抓取','可抓取']
def setMode(self, mode):
if self.vp == 1:
mode = "可抓取"
if mode == "不可抓取":
self.hit0 = 1
self.hit1 = 0
self.hit3 = 0
self.hit5 = 0
self.hit6 = 3
elif mode == "可抓取":
self.hit0 = 1
self.hit1 = 2
self.hit3 = 3
self.hit5 = 1
self.hit6 = 0
#点VP1两个形态都适用可抓取的伤害
def vp_1(self):
"""
[碎心连刺]\n
无论敌人是否可抓取,都用剑刺中后用斧头下劈,使剑旋转进行攻击\n
攻击力与对可抓取的敌人的攻击力相同\n
"""
...
def vp_2(self):
"""
[碎心连刺]\n
成功命中敌人时,初始化[瞬影]技能的冷却时间\n
[瞬影]技能攻击力 -26%\n
"""
...
def effect(self, old, new):
if self.vp == 2:
self.associate = [{"data":[0]+[-26]*self.maxLv,"skills":["瞬影"]}]
return super().effect(old, new)
# 环形毒液
# archer/chimera/854997c3bdfc3a2b498b4c4001f69e06
# b9cb48777665de22c006fabaf9a560b3/854997c3bdfc3a2b498b4c4001f69e06
class Skill26(ActiveSkill):
"""
[匕首系列]\n
向前跳跃,借助离心力将涂有剧毒的匕首投掷到地面,对聚集的敌人造成范围伤害。 然后通过跺脚,使匕首上的毒液触发连锁反应,引发爆炸造成伤害。 施放技能时,可通过上下方向键在Y轴方向小幅调整位置。\n
在施放技能位置稍前方所投掷的匕首可“回收利用”,若匕首命中敌人,将附着于其身上。\n
"""
name = "环形毒液"
cellPos = (2,8)
learnLv = 35
masterLv = 60
maxLv = 70
position = 2
rangeLv = 2
cube = 1
cd = 15
mp = [121, 286]
uuid = "854997c3bdfc3a2b498b4c4001f69e06"
hasVP = True
hasUP = True
custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501
vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501
# 匕首投掷攻击力 : {value0} x {value1}
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 5
data1 = get_data(f'{prefix}/{uuid}', 1)
# 毒液爆炸攻击力 : {value2} x {value3}
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 5
data3 = get_data(f'{prefix}/{uuid}', 3)
# [范围信息]
# 爆炸攻击范围比率 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4)
def vp_1(self):
"""
[环形毒液]\n
删除匕首投掷攻击力,合算至爆炸攻击力\n
投掷匕首后,可通过再次按技能键引发爆炸\n
追加操作等待时间 : 5秒\n
爆炸范围 +20%\n
"""
...
def vp_2(self):
"""
[环形毒液]\n
向前方投掷变形魔方\n
变形魔方开启后,以圆形范围自动投掷匕首\n
变形魔方关闭时,回收投掷的匕首并吸附周围的敌人\n
匕首回收时,发动匕首“回收利用”效果\n
"""
...
# 狂锯旋斧
# archer/chimera/61c8cb33dd20b4ff335e8deed70d3d9c
# b9cb48777665de22c006fabaf9a560b3/61c8cb33dd20b4ff335e8deed70d3d9c
class Skill27(ActiveSkill):
"""
[斧头系列]\n
用力投掷斧头,以割裂坚硬的表皮,并使其旋转着攻击敌人。 若命中敌人,斧头会附着于其身上旋转,随后掉落地面; 若未命中,则在掉落的位置继续旋转。\n
耗尽旋转次数的斧头会落在地面,并可“回收利用”。\n
"""
name = "狂锯旋斧"
cellPos = (4,9)
learnLv = 40
masterLv = 60
maxLv = 70
position = 4
rangeLv = 2
cube = 1
# TOCHEK-STONE:基础 CD:Stone 为 20 秒,dcalc 为 40 秒;Stone 页面展示原值一半,回收利用 15% 另计。
cd = 40 #20
mp = [283, 1672]
uuid = "61c8cb33dd20b4ff335e8deed70d3d9c"
hasVP = True
hasUP = True
custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501
vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501
# 斧头第一击攻击力 : {value0}
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 斧头旋转时攻击力 : {value1} x {value2}
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 15
data2 = get_data(f'{prefix}/{uuid}', 2)
# 斧头最后一击攻击力 : {value3}
data3 = get_data(f'{prefix}/{uuid}', 3)
hit3 = 1
# [范围信息]
# 斧头旋转时攻击范围比率 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4)
def vp_1(self):
"""
[狂锯旋斧]\n
攻击力的20%变更为灼伤攻击力\n
多段攻击间隔与施放时间 -50%\n
将被命中的敌人吸附到斧头中心\n
"""
...
def vp_2(self):
"""
[狂锯旋斧]\n
不再附着在敌人身上\n
斧头第一击和最后一击伤害合算至多段攻击伤害\n
落在地面时,挖出4种“回收利用”武器中的1种\n
攻击范围 +50%\n
减少投掷斧头的力量\n
"""
...
# 刺猬困境
# archer/chimera/38c485cc41f46a7959ae4336325aa45c
# b9cb48777665de22c006fabaf9a560b3/38c485cc41f46a7959ae4336325aa45c
class Skill28(ActiveSkill):
"""
[剑系列]\n
该技能适用于对付擅长全方位防御的敌人。 在前方克隆并放置6柄利剑,随后用嵌合弓发射手中的剑,与克隆的利剑一同射向敌人。\n
手中直接发射的剑命中敌人后,可“回收利用”; 若未命中,剑将插进地面。\n
"""
name = "刺猬困境"
cellPos = (3,10)
learnLv = 45
masterLv = 60
maxLv = 70
position = 3
rangeLv = 2
cube = 2
# TOCHEK-STONE:基础 CD:Stone 为 45 秒,dcalc 为 90 秒;Stone 页面展示原值一半,回收利用 15% 另计。
cd = 90 #45
mp = [490, 2900]
uuid = "38c485cc41f46a7959ae4336325aa45c"
hasVP = True
hasUP = True
custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501
vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501
# 克隆剑的攻击力 : {value0} x {value1}
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 6
data1 = get_data(f'{prefix}/{uuid}', 1)
# 手中剑的攻击力 : {value2}
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 1
# [范围信息]
# 爆炸攻击范围比率 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3)
def vp_1(self):
"""
[刺猬困境]\n
可以在转职技能过程中施放\n
变更为普通系列技能\n
冷却时间 -15%\n
发射体攻击力合并计入爆炸攻击力\n
总攻击力的20%变更为感电攻击力\n
"""
...
def vp_2(self):
"""
[刺猬困境]\n
变更为普通系列技能\n
冷却时间 -15%\n
向前方跳跃并生成利剑后,踏着生成的剑移动到高处\n
随后与生成的利剑一起下落,进行最后一击\n
下落攻击力与发射体攻击力相同\n
技能过程中进入无敌状态\n
攻击速度适用比率 +30%\n
"""
...
# 遗物之力 · 巨大化
# archer/chimera/7a3fc9d473e8ffe21dd900ddf228a437
# b9cb48777665de22c006fabaf9a560b3/7a3fc9d473e8ffe21dd900ddf228a437
class Skill29(PassiveSkill):
"""
解锁神秘的遗物——变形魔方的“巨大化”能力。 可提升技能攻击力,且由于防具变得更厚,也将提升物理防御力。\n
[巨大化效果可以增加质量和密度,真厉害! 但遗憾的是,结构复杂的生物没办法享受这个能力。]\n
"""
name = "遗物之力 · 巨大化"
cellPos = (6,11)
learnLv = 48
masterLv = 40
maxLv = 50
position = 6
rangeLv = 3
uuid = "7a3fc9d473e8ffe21dd900ddf228a437"
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)
# 物理防御力增加 : {value1}
data1 = get_data(f'{prefix}/{uuid}', 1)
associate = [ {"type":"*skillDamage","data":data0} ]
# 重力加速度
# archer/chimera/94c450d6214cafdc673f763badceeaf1
# b9cb48777665de22c006fabaf9a560b3/94c450d6214cafdc673f763badceeaf1
class Skill30(ActiveSkill):
"""
将斧头投掷向墙壁,借助反作用力飞向高空,随后将斧头巨大化,使其砸向地面,粉碎敌人的头颅。\n
"""
name = "重力加速度"
cellPos = (4,11)
learnLv = 50
masterLv = 40
maxLv = 50
position = 4
rangeLv = 5
cube = 5
cd = 135
mp = [1423, 6389]
uuid = "94c450d6214cafdc673f763badceeaf1"
hasVP = False
hasUP = False
custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501
# 斧头砸落攻击力 : {value0}
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 废物清理
# archer/chimera/a99040fc36c75e998aa3ed012b7759c5
# b9cb48777665de22c006fabaf9a560b3/a99040fc36c75e998aa3ed012b7759c5
class Skill31(ActiveSkill):
"""
清除附近敌人的群体攻击技能。 施放技能时消耗填充数量,用斧头强力捶击地面,对周围敌人造成伤害,并强制“回收利用”武器。\n
此时回收的武器不会触发“华丽回收”效果。\n
按住前方向键并施放技能,角色会先向前移动,再用斧头进行捶击。\n
施放技能后,每隔一定时间填充施放次数。\n
"""
name = "废物清理"
cellPos = (4,12)
learnLv = 60
masterLv = 40
maxLv = 50
position = 4
rangeLv = 2
cube = 1
cd = 16 / 2 #这个20是堆栈两层,每层10韩服的,国服是16,每层8
mp = [234, 1052]
uuid = "a99040fc36c75e998aa3ed012b7759c5"
hasVP = True
hasUP = True
custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501
vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501
# 斧头冲击波攻击力 : {value0}
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# [废物清理]层数 : {value1}个
data1 = get_data(f'{prefix}/{uuid}', 1)
# [范围信息]
# 攻击范围比率 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
# 武器回收范围比率 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3)
#VP2点了后堆栈层数-1,伤害翻倍,冷却也算是翻倍,就是把2堆栈合成1次伤害,CD就是原来2堆栈的CD
def vp_1(self):
"""
[废物清理]\n
武器回收范围 +70%\n
攻击范围 +25%\n
"""
...
def vp_2(self):
"""
[废物清理]\n
填充次数 -1\n
攻击力 +100%\n
通过[废物清理]回收武器时,发动[华丽回收]。\n
"""
self.cd = 16
self.skillRation *= 2
...
# 王冠粉碎者
# archer/chimera/b39ccc3dadab9d94569430e39cdf7d60
# b9cb48777665de22c006fabaf9a560b3/b39ccc3dadab9d94569430e39cdf7d60
class Skill32(ActiveSkill):
"""
[剑系列]\n
该技能适用于对付处于防御姿态和反应迅速的敌人。 克隆多柄利剑并使其短暂悬空,然后用斧头向上击打,使空中的剑高速坠落,攻击敌人并造成伤害。 最后巨剑会直插地面,造成高额伤害。\n
可在最后坠落的剑所在位置进行“回收利用”。\n
"""
name = "王冠粉碎者"
cellPos = (3,13)
learnLv = 70
masterLv = 40
maxLv = 50
position = 3
rangeLv = 2
cube = 3
# TOCHEK-STONE:基础 CD:Stone 为 40 秒,dcalc 为 80 秒;Stone 页面展示原值一半,回收利用 15% 另计。
cd = 80 #40
mp = [214, 959]
uuid = "b39ccc3dadab9d94569430e39cdf7d60"
hasVP = True
hasUP = True
custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501
vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501
# 剑的坠落攻击力 : {value0} x 4
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 4
# 最后一剑的坠落攻击力 : {value1}
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 1
def vp_1(self):
"""
[王冠粉碎者]\n
攻击速度适用比率增加\n
追踪周围800px内的敌人后落下武器\n
"""
...
def vp_2(self):
"""
[王冠粉碎者]\n
变更为斧头系列技能\n
变更为单次攻击\n
攻击范围 +50%\n
同时生成可“回收利用”的剑和斧头\n
"""
...
# 遗物奥义 · 变形
# archer/chimera/696721534394b40e78ac96e880f19e5a
# b9cb48777665de22c006fabaf9a560b3/696721534394b40e78ac96e880f19e5a
class Skill33(PassiveSkill):
"""
解锁神秘的遗物——变形魔方的“变形”能力。 凭借对万物真理的领悟 (至少奇美拉本人如此认为),能够看透敌人,进而提升暴击率、 基本攻击力和转职技能攻击力。\n
[虽然我也不清楚具体原理,但只要是我能理解的结构,通通都能变形,甚至连成分都能改变! 变形魔方为什么会有这种力量? 简直太可怕了!]\n
"""
name = "遗物奥义 · 变形"
cellPos = (6,13)
learnLv = 75
masterLv = 40
maxLv = 50
position = 6
rangeLv = 3
uuid = "696721534394b40e78ac96e880f19e5a"
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)
# 物理暴击率增加率 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
associate = [ {"type":"*skillDamage","data":data0} ]
# 巨镰斯诺克
# archer/chimera/0dbdeaf846356f8b9380f8fbb8e97377
# b9cb48777665de22c006fabaf9a560b3/0dbdeaf846356f8b9380f8fbb8e97377
class Skill34(ActiveSkill):
"""
[长兵器系列]\n
该技能适用于消灭地面上的野兽群。 向前方敌人射出长矛,刺入敌人身体的长矛会克隆成3个,随后变形为巨镰,在命中的敌人周围进行乱舞攻击并造成伤害,最终一齐向目标敌人发动最后一击。\n
若长矛未命中敌人,将插在地面并攻击周围敌人。\n
命中敌人身体的长兵器,可“回收利用”; 若未命中,长兵器则会插在地面。\n
"""
name = "巨镰斯诺克"
cellPos = (1,13)
learnLv = 75
masterLv = 40
maxLv = 50
position = 1
rangeLv = 2
cube = 3
# TOCHEK-STONE:基础 CD:Stone 为 40 秒,dcalc 为 80 秒;Stone 页面展示原值一半,回收利用 15% 另计。
cd = 80 #40
mp = [989, 4441]
uuid = "0dbdeaf846356f8b9380f8fbb8e97377"
hasVP = True
hasUP = True
custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501
vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501
# 第一击攻击力 : {value0}
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 乱舞多段攻击力 : {value1} x {value2}
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 15
data2 = get_data(f'{prefix}/{uuid}', 2)
# 最后一击攻击力 : {value3}
data3 = get_data(f'{prefix}/{uuid}', 3)
hit3 = 1
# [范围信息]
# 乱舞攻击范围比率 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4)
def vp_1(self):
"""
[巨镰斯诺克]\n
删除发射体\n
发射体攻击力合算至最终攻击\n
跳跃后脚下立刻生成可“回收利用”的长兵器\n
变形的巨镰追踪施放者进行攻击\n
"""
...
def vp_2(self):
"""
[巨镰斯诺克]\n
发射体未命中时,不会发动技能\n
发动该效果时,冷却时间变更为5秒\n
乱舞速度 +20%\n
多段攻击间隔 -20%\n
"""
...
# 环阿拉德狂飙
# archer/chimera/56fca6cff74d828e92301a40cd2148b9
# b9cb48777665de22c006fabaf9a560b3/56fca6cff74d828e92301a40cd2148b9
class Skill35(ActiveSkill):
"""
[长兵器系列]\n
该技能适用于聚集大量敌人后进行群体攻击。 将长兵器堆叠后发射,随后长兵器变形为巨型齿轮,向前方射出并攻击敌人。 该齿轮绕行圆形的阿拉德星球一圈后,将再次出现发动最后一击,并引发最终爆炸,造成高额伤害。\n
最后一击时,根据齿轮经过的路径 (概率决定),附加灼伤、 冰冻、 感电异常状态。\n
"""
name = "环阿拉德狂飙"
cellPos = (1,14)
learnLv = 80
masterLv = 40
maxLv = 50
position = 1
rangeLv = 2
cube = 5
# TOCHEK-STONE:基础 CD:Stone 为 45 秒,dcalc 为 90 秒;Stone 页面展示原值一半,回收利用 15% 另计。
cd = 90
mp = [1239, 5566]
uuid = "56fca6cff74d828e92301a40cd2148b9"
hasVP = True
hasUP = True
custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501
vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501
# 第一个齿轮攻击力 : {value0} x {value1}
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 4
data1 = get_data(f'{prefix}/{uuid}', 1)
# 第二个齿轮攻击力 : {value2} x {value3}
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 3
data3 = get_data(f'{prefix}/{uuid}', 3)
# 第三个齿轮攻击力 : {value4} x {value5}
data4 = get_data(f'{prefix}/{uuid}', 4)
hit4 = 1
data5 = get_data(f'{prefix}/{uuid}', 5)
# [灼伤最后一击]
# 灼伤最终爆炸攻击力 : {value6}
data6 = get_data(f'{prefix}/{uuid}', 6)
hit6 = 1
# 灼伤最后一击攻击力 : {value7}
data7 = get_data(f'{prefix}/{uuid}', 7)
hit7 = 1
# 灼伤最后一击持续时间 : {value8}秒
data8 = get_data(f'{prefix}/{uuid}', 8)
# [冰冻最后一击]
# 冰冻最终爆炸攻击力 : {value9}
data9 = get_data(f'{prefix}/{uuid}', 9)
hit9 = 0
# 冰冻最后一击持续时间 : {value10}秒
data10 = get_data(f'{prefix}/{uuid}', 10)
# [感电最后一击]
# 感电最终爆炸攻击力 : {value11}
data11 = get_data(f'{prefix}/{uuid}', 11)
hit11 = 0
# 感电最后一击攻击力 : {value12}
data12 = get_data(f'{prefix}/{uuid}', 12)
hit12 = 0
# 感电最后一击持续时间 : {value13}秒
data13 = get_data(f'{prefix}/{uuid}', 13)
# [范围信息]
# 攻击范围比率 : {value14}%
data14 = get_data(f'{prefix}/{uuid}', 14)
power7 = 1/1.1 # BUG 10%是双重螺旋的异常倍率,这个灼伤在不点VP的时候,这部分无法收到这个加成,如果点VP1就能收到加成
mode = ['灼伤','冰冻','感电']
def setMode(self, mode):
if self.vp > 0:
mode = "灼伤"
if mode == "灼伤":
self.hit0 = 4
self.hit2 = 3
self.hit4 = 1
self.hit6 = 1
self.hit7 = 1
self.hit9 = self.hit11 = self.hit12 = 0
elif mode == "冰冻":
self.hit0 = 4
self.hit2 = 3
self.hit4 = 1
self.hit9 = 1
self.hit6 = self.hit7 = self.hit11 = self.hit12 = 0
elif mode == "感电":
self.hit0 = 4
self.hit2 = 3
self.hit4 = 1
self.hit11 = 1
self.hit12 = 1
self.hit6 = self.hit7 = self.hit9 = 0
def vp_1(self):
"""
[环阿拉德狂飙]\n
最后一击变更为一次性特殊爆炸\n
特殊爆炸攻击力为原技能爆炸攻击力和灼伤伤害之和\n
特殊爆炸攻击会一次性结算自身造成的中毒/灼伤/感电/出血异常状态伤害\n
"""
self.power7 *= 1.1
def vp_2(self):
"""
[环阿拉德狂飙]\n
变更为普通系列技能\n
冷却时间 -15%\n
召唤无限制锯齿轮\n
- 锯齿轮攻击力为总攻击力的20%\n
- 锯齿轮出现的冷却时间为当前技能冷却时间的20%\n
- 再次施放技能时,不再召唤锯齿轮\n
"""
self.cd = 45*(1-0.15)*0.2
self.skillRation *= 0.2
# 幻爆天使之翼
# archer/chimera/6166762c62f234c5f50c2d2ebc5e48d0
# b9cb48777665de22c006fabaf9a560b3/6166762c62f234c5f50c2d2ebc5e48d0
class Skill36(ActiveSkill):
"""
利用变形魔方与所持有武器的力量,施展终极技能。 靠近附近最强的敌人后,暂时开启变形魔方,将敌人吸入遗物内部,随后将其中的无数武器与敌人一同释放,造成致命伤害。\n
若附近没有可追踪的目标,则无法施放此技能。\n
"""
name = "幻爆天使之翼"
cellPos = (2,14)
learnLv = 85
masterLv = 40
maxLv = 50
position = 2
rangeLv = 5
cube = 10
cd = 170
mp = [2400, 10777]
uuid = "6166762c62f234c5f50c2d2ebc5e48d0"
hasVP = False
hasUP = False
custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501
# 武器总释放伤害 : {value0}
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 追踪范围 : {value1}px
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)
# 败果之慧
# archer/chimera/d59c9840f65381bde8487757f1753c71
# b9cb48777665de22c006fabaf9a560b3/d59c9840f65381bde8487757f1753c71
class Skill37(PassiveSkill):
"""
聆风·奇美拉克服了对遗物的未知恐惧。 突破束缚后,她凭着更加狂暴的战斗风格,成为了战场的主宰。 可提升基本攻击力和转职技能攻击力,[瞬影]和[土星环]技能将获得附加效果。\n
[瞬影] : 施放技能时处于无敌状态。\n
[土星环] : 在施放[瞬影]过程中,可预输入该技能指令。 预输入成功后,发动[瞬影]的斩击动作,可同时投掷旋转的斧头。\n
"""
name = "败果之慧"
cellPos = (6,15)
learnLv = 95
masterLv = 40
maxLv = 50
position = 6
rangeLv = 3
uuid = "d59c9840f65381bde8487757f1753c71"
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 = [ {"type":"*skillDamage","data":data0} ]
# 颠倒之浩劫
# archer/chimera/bbc15561bec24f9c1e79e23d715b1dd2
# b9cb48777665de22c006fabaf9a560b3/bbc15561bec24f9c1e79e23d715b1dd2
class Skill38(ActiveSkill):
"""
该技能可占据战场制高点,从空中袭击最强大的敌人。 角色倒悬于最高处,选定好降落地点后,通过攻击键和技能键,用矛发动强袭。 随后对插在地面的矛进行“变形”和“巨大化”,使武器穿透地面,造成穿刺伤害。\n
经常丢三落四的聆风·奇美拉在倒悬时,会掉落自己的随身物品以及“回收利用”的匕首、 剑、 斧头、 长兵器各1个。\n
"""
name = "颠倒之浩劫"
cellPos = (5,15)
learnLv = 95
masterLv = 40
maxLv = 50
position = 5
rangeLv = 2
cube = 7
cd = 60
mp = [1400, 6288]
uuid = "bbc15561bec24f9c1e79e23d715b1dd2"
hasVP = False
hasUP = False
custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501
# 长矛坠落攻击力 : {value0}
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 变形武器穿刺攻击力 : {value1} x {value2}
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 8
data2 = get_data(f'{prefix}/{uuid}', 2)
# 熵变 : 非线性跳跃
# archer/chimera/de20372767d014d62dc7361ac686834e
# b9cb48777665de22c006fabaf9a560b3/de20372767d014d62dc7361ac686834e
class Skill39(ActiveSkill):
"""
最致命的攻击,便是出其不意的突袭。 聆风·奇美拉先用斧头使敌人眩晕 (控制),再用弓穿刺敌人身体。 随后踩住弓身,借助弓的张力施展强力一击。 攻击后,立即借助遗物——变形魔方的力量,发射巨大化的剑,彻底消灭敌人。\n
"""
name = "熵变 : 非线性跳跃"
cellPos = (5,16)
learnLv = 100
masterLv = 40
maxLv = 50
position = 5
rangeLv = 5
cube = 15
cd = 270
mp = [3944, 17712]
uuid = "de20372767d014d62dc7361ac686834e"
hasVP = False
hasUP = False
custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501
# 斧头攻击力 : {value0}
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 弓穿刺攻击力 : {value1}
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 1
# 超乎常理的强力一击攻击力 : {value2}
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 1
# 巨大化的剑最后一击攻击力 : {value3} x {value4}
data3 = get_data(f'{prefix}/{uuid}', 3)
hit3 = 10
data4 = get_data(f'{prefix}/{uuid}', 4)
# 压制力 (4人队伍) : {value5}秒 ({value6}秒)
data5 = get_data(f'{prefix}/{uuid}', 5)
data6 = get_data(f'{prefix}/{uuid}', 6)
class classChange(Character):
def __init__(self, equVersion):
self.name = 'chimera'
self.nameCN = '聆风·奇美拉'
self.role = 'archer'
self.角色 = '弓箭手'
self.职业 = '奇美拉'
self.jobId = 'b9cb48777665de22c006fabaf9a560b3'
self.jobGrowId = '92da05ec93fb43406e193ffb9a2a629b'
self.武器选项 = ['嵌合弓']
self.输出类型选项 = ['物理固伤']
self.输出类型 = '物理固伤'
self.防具精通属性 = ['力量']
self.防具类型 = '重甲'
self.buff = 2.083
super().__init__(equVersion, __name__)