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dcalc/backend/core/character/GF/gunblader/agent.py
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# 986c2b3d72ee0e4a0b7fcfbe786d4e02
from core.basic.skill import PassiveSkill, ActiveSkill, get_data
from core.basic.character import Character
prefix = "gunblader/agent/cn/skillDetail"
# 弦月斩
# gunblader/agent/3c5604bdbb0240b8f130f59ab40509c3
# 986c2b3d72ee0e4a0b7fcfbe786d4e02/3c5604bdbb0240b8f130f59ab40509c3
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'
cellPos = (6,1)
learnLv = 1
masterLv = 10
maxLv = 20
position = 6
rangeLv = 3
cd = 2
uuid = '3c5604bdbb0240b8f130f59ab40509c3'
hasVP = False
hasUP = False
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
# 攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 浮空力比率 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
# 穿透射击
# gunblader/agent/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
# TOCHEK-STONE:基础 CD:Stone 为 2 秒,dcalc 为 5 秒;核对被动、VP、形态后的最终冷却。
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)
hit0 = 1
# [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)
# [范围信息]
# 子弹发射距离比率 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3)
# 后跳
# gunblader/agent/7822d6d52e10964a6755f142c666b494
# 986c2b3d72ee0e4a0b7fcfbe786d4e02/7822d6d52e10964a6755f142c666b494
class Skill2(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/agent/5a56514f35cf0270ae8d6c65f8fefd78
# 986c2b3d72ee0e4a0b7fcfbe786d4e02/5a56514f35cf0270ae8d6c65f8fefd78
class Skill3(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)
associate = [{'type': '*skillDamage', 'data': [i - 100 if i > 0 else 0 for i in data0], 'skills': ['斩射']}]
# 受身蹲伏
# gunblader/agent/ce26c6b69d02a440a81b552bec94f03b
# 986c2b3d72ee0e4a0b7fcfbe786d4e02/ce26c6b69d02a440a81b552bec94f03b
class Skill4(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)
# 技能连招
# gunblader/agent/10b31c7e8cd2d60b9bcf3b1d3ada4b0a
# 986c2b3d72ee0e4a0b7fcfbe786d4e02/10b31c7e8cd2d60b9bcf3b1d3ada4b0a
class Skill5(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/agent/892ef624d8bf3d7fc045f84825fd6104
# 986c2b3d72ee0e4a0b7fcfbe786d4e02/892ef624d8bf3d7fc045f84825fd6104
class Skill6(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/agent/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 = (2,2)
learnLv = 5
masterLv = 60
maxLv = 70
position = 2
rangeLv = 2
# TOCHEK-STONE:基础 CD:Stone 为 3 秒,dcalc 为 4 秒;核对被动、VP、形态后的最终冷却。
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/agent/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"
learnLv = 10
masterLv = 60
maxLv = 70
cellPos = (7,3)
position = 7
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)
# - [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/agent/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/agent/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 = (2,3)
learnLv = 10
masterLv = 60
maxLv = 70
position = 2
rangeLv = 2
# TOCHEK-STONE:基础 CD:Stone 为 3 秒,dcalc 为 4.5 秒;核对被动、VP、形态后的最终冷却。
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/agent/1803b6a67047cafb9e289b4f33cc507b
# 986c2b3d72ee0e4a0b7fcfbe786d4e02/1803b6a67047cafb9e289b4f33cc507b
class Skill11(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 = (0,3)
position = 0
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/agent/2b340542e776818b78f3212af184bd6b
# 986c2b3d72ee0e4a0b7fcfbe786d4e02/2b340542e776818b78f3212af184bd6b
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"
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/agent/1fea5a626f15230237946a11a9d11582
# 986c2b3d72ee0e4a0b7fcfbe786d4e02/1fea5a626f15230237946a11a9d11582
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"
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)
# 迅步突袭
# gunblader/agent/9dda3f4a849dba1a288dd65e116860f2
# 986c2b3d72ee0e4a0b7fcfbe786d4e02/9dda3f4a849dba1a288dd65e116860f2
class Skill14(ActiveSkill):
"""
快速向前方敌人突进。\n
施放过程中,再次按技能键、 Z (技能) 键或X (攻击) 键,可以发动追加攻击。\n
"""
name = '迅步突袭'
cellPos = (8,4)
learnLv = 15
masterLv = 60
maxLv = 70
position = 8
rangeLv = 2
# TOCHEK-STONE:基础 CD:Stone 为 5 秒,dcalc 为 6 秒;核对被动、VP、形态后的最终冷却。
cd = 6
mp = [12, 500]
uuid = '9dda3f4a849dba1a288dd65e116860f2'
hasVP = False
hasUP = True
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
# 追加攻击攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 连续射击
# gunblader/agent/0969cd4054d93da07708108c0cc1c4b5
# 986c2b3d72ee0e4a0b7fcfbe786d4e02/0969cd4054d93da07708108c0cc1c4b5
class Skill15(ActiveSkill):
"""
连续射击3次,对前方的敌人造成伤害。\n
按向下方向键 + 技能键,可以向下射击。\n
"""
name = '连续射击'
cellPos = (4,4)
learnLv = 15
masterLv = 60
maxLv = 70
position = 4
rangeLv = 2
cd = 6
mp = [40, 292]
uuid = '0969cd4054d93da07708108c0cc1c4b5'
hasVP = False
hasUP = True
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
# 第1击和第2击射击攻击力 : {value0}% X 2次
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 2
# 最后射击攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 1
# [范围信息]
# 攻击范围比率 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
# 特工秘技
# gunblader/agent/01384bbfc346775d1267fa0bc4ca605f
# 986c2b3d72ee0e4a0b7fcfbe786d4e02/01384bbfc346775d1267fa0bc4ca605f
class Skill16(PassiveSkill):
"""
主要执行谍战行动的特工的战斗技能。\n
变更基本攻击、 前冲攻击、 跳跃攻击,后跳过程中可以一边射击一边与敌人拉开距离。\n
额外增加物理暴击率与暴击伤害。\n
"""
name = '特工秘技'
cellPos = (1,4)
learnLv = 15
masterLv = 10
maxLv = 20
position = 1
rangeLv = 3
uuid = '01384bbfc346775d1267fa0bc4ca605f'
hasVP = False
hasUP = False
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
# 后跳攻击冷却时间 : {value0}秒
data0 = get_data(f'{prefix}/{uuid}', 0)
# 物理暴击率增加量 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
# 暴击伤害增加率 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
associate = [{'type': '*skillDamage', 'data': data2}]
# 源能护盾
# gunblader/agent/0232c151ef3731c2dede51931a374723
# 986c2b3d72ee0e4a0b7fcfbe786d4e02/0232c151ef3731c2dede51931a374723
class Skill17(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'
cellPos = (0,4)
learnLv = 15
masterLv = 60
maxLv = 70
position = 0
rangeLv = 2
# TOCHEK-STONE:基础 CD:Stone 为 25 秒,dcalc 为 10 秒;核对被动、VP、形态后的最终冷却。
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)
hit2 = 1
# - 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)
# 斩射
# gunblader/agent/0113c8b1306ca76d208f83f2d093dd62
# 986c2b3d72ee0e4a0b7fcfbe786d4e02/0113c8b1306ca76d208f83f2d093dd62
class Skill18(ActiveSkill):
"""
根据与敌人的距离发动斩击或射击。\n
可以强制中断技能并发动其他技能,同时也可以强制中断其他技能后发动该技能。\n
斩击和射击的攻击力受[基础精通]影响。\n
"""
name = '斩射'
cellPos = (6,4)
learnLv = 15
masterLv = 1
maxLv = 1
position = 6
rangeLv = 2
cd = 3
mp = [199, 199]
uuid = '0113c8b1306ca76d208f83f2d093dd62'
hasVP = False
hasUP = True
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
# 斩击/射击攻击力 : {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)
# 迅步闪避
# gunblader/agent/717f1e2104fe4b796f800352fa143ecc
# 986c2b3d72ee0e4a0b7fcfbe786d4e02/717f1e2104fe4b796f800352fa143ecc
class Skill19(PassiveSkill):
"""
若在[迅步突袭]过程中受到攻击,则发动[迅步闪避]躲避敌人的攻击。\n
在[迅步闪避]过程中按[迅步突袭]键或Z (技能) 键、 X (基本攻击) 键,可以发动具有[迅步突袭]攻击力的追加攻击。\n
[迅步突袭]过程中也可以通过C (跳跃) 键手动发动。\n
学习[迅步闪避]后,可以强制中断特工的各种技能并发动[迅步突袭]。\n
[可以强制中断的技能]\n
[弦月斩]、 [瞬击]、 [连续射击]、 [双弦斩]、 [月光挥斩]、 [精准射击]、 [满月斩]、 [锁定射击]、 [枪刃旋杀]终结攻击、 [终极锁定]、 [月相轮舞]\n
"""
name = '迅步闪避'
cellPos = (8,5)
learnLv = 20
masterLv = 1
maxLv = 1
position = 8
rangeLv = 1
uuid = '717f1e2104fe4b796f800352fa143ecc'
hasVP = False
hasUP = False
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
# 发动迅步闪避后无敌时间 : {value0}秒
data0 = get_data(f'{prefix}/{uuid}', 0)
# 双弦斩
# gunblader/agent/eb71e1d82d92c7e1d40500a0dcd77aa6
# 986c2b3d72ee0e4a0b7fcfbe786d4e02/eb71e1d82d92c7e1d40500a0dcd77aa6
class Skill20(ActiveSkill):
"""
施展2次可发出半月形剑气的剑术攻击敌人。\n
可以将第一击命中的敌人沿Y轴聚拢。\n
<连按效果>\n
在发动第一击后的僵直状态下,按技能快捷键可以立即连接第二击。\n
"""
name = '双弦斩'
cellPos = (6,5)
learnLv = 20
masterLv = 60
maxLv = 70
position = 6
rangeLv = 2
cd = 6
mp = [40, 292]
uuid = 'eb71e1d82d92c7e1d40500a0dcd77aa6'
hasVP = False
hasUP = True
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
# 第1击攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 第2击攻击力 : {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)
# [范围信息]
# 攻击范围比率 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4)
# 小太刀精通
# gunblader/agent/dc1ffbe7bfcc6dc2be737951960da9ad
# 986c2b3d72ee0e4a0b7fcfbe786d4e02/dc1ffbe7bfcc6dc2be737951960da9ad
class Skill21(PassiveSkill):
"""
精通潜伏的特工擅长使用小太刀。 增加物理攻击力。 装备小太刀时,增加命中率。\n
"""
name = '小太刀精通'
cellPos = (1,5)
learnLv = 20
masterLv = 10
maxLv = 20
position = 1
rangeLv = 3
uuid = 'dc1ffbe7bfcc6dc2be737951960da9ad'
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)
# [装备小太刀时]
# 命中率增加 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
associate = [{'type': '$*PAtkP', 'data': data0}]
# 暴击
# gunblader/agent/fc1262c19f3d0477ee8eda47b8db8696
# 986c2b3d72ee0e4a0b7fcfbe786d4e02/fc1262c19f3d0477ee8eda47b8db8696
class Skill22(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)
# 月光挥斩
# gunblader/agent/4655101518604f874721b3cc249aae10
# 986c2b3d72ee0e4a0b7fcfbe786d4e02/4655101518604f874721b3cc249aae10
class Skill23(ActiveSkill):
"""
两手握剑向前突进,发动交叉斩击。\n
按向前方向键可以突进更远的距离。\n
"""
name = '月光挥斩'
cellPos = (6,6)
learnLv = 25
masterLv = 60
maxLv = 70
position = 6
rangeLv = 2
cd = 7
mp = [15, 300]
uuid = '4655101518604f874721b3cc249aae10'
hasVP = False
hasUP = True
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
# 攻击力 : {value0}% X {value1}次
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 2
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]
# 攻击范围比率 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4)
# 精准射击
# gunblader/agent/c9664191611af31142e052dfaef84530
# 986c2b3d72ee0e4a0b7fcfbe786d4e02/c9664191611af31142e052dfaef84530
class Skill24(ActiveSkill):
"""
对前方的敌人自动进行瞄准射击,造成致命的伤害。\n
按向下方向键,可以以坐姿进行瞄准,此时可以攻击倒地的敌人。\n
可以强制中断[迅步突袭]并施放[精准射击]。\n
- [追踪目标]标记附加效果 -\n
按住技能快捷键,可以对前方一定范围内的TARGET标记对象进行精准射击。\n
"""
name = '精准射击'
cellPos = (4,7)
learnLv = 30
masterLv = 60
maxLv = 70
position = 4
rangeLv = 2
cd = 8
mp = [30, 500]
uuid = 'c9664191611af31142e052dfaef84530'
hasVP = False
hasUP = True
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
# 攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 穿刺几率 : 100%
# 压制力 (4人队伍) : {value1}秒 ({value2}秒)
data1 = get_data(f'{prefix}/{uuid}', 1)
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)
# 追踪目标
# gunblader/agent/e4c354a89c337310aeb7041d5e742828
# 986c2b3d72ee0e4a0b7fcfbe786d4e02/e4c354a89c337310aeb7041d5e742828
class Skill25(ActiveSkill):
"""
给稀有、 领主和深渊怪物留下目标标记。\n
标记自动分配,普通怪物不会被标记。\n
存在多个稀有、 领主、 深渊怪物时,按技能快捷键即可变更标记对象。\n
长按技能快捷键可以取消标记。\n
部分技能对有目标标记的敌人发动特殊效果。\n
[有标记附加效果的技能]\n
[精准射击]、 [月影秘步]、 [锁定射击]、 [毁灭绝击]、 [终极锁定]、 [夜影迷踪]\n
"""
name = '追踪目标'
cellPos = (3,7)
learnLv = 30
masterLv = 1
maxLv = 1
position = 3
rangeLv = 3
uuid = 'e4c354a89c337310aeb7041d5e742828'
hasVP = False
hasUP = False
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
# <12::Targeting_level_property>
# 特工使命
# gunblader/agent/fc7a3f4c2852c832a2f20af63d5d212f
# 986c2b3d72ee0e4a0b7fcfbe786d4e02/fc7a3f4c2852c832a2f20af63d5d212f
class Skill26(ActiveSkill):
"""
看起来非常普通的特工,一旦开始执行任务就会变得异于常人。\n
任务开始的瞬间提升专注力,增加基本攻击力和技能攻击力。\n
"""
name = '特工使命'
cellPos = (1,7)
learnLv = 30
masterLv = 10
maxLv = 20
position = 1
rangeLv = 3
cd = 5
uuid = 'fc7a3f4c2852c832a2f20af63d5d212f'
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)
# 基本攻击力和技能攻击力增加率 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
# 月影秘步
# gunblader/agent/f2fb27162beb0b87a7cb9af7900e95f2
# 986c2b3d72ee0e4a0b7fcfbe786d4e02/f2fb27162beb0b87a7cb9af7900e95f2
class Skill27(ActiveSkill):
"""
施展特工的潜行秘技“月影秘步”,悄悄攻击敌人。\n
若[月影秘步]施放动作击中敌人,则对其周围3名敌人发动组合攻击。\n
[月影秘步]由3套组合攻击组成,每套组合有2次攻击。 第1套组合攻击成功时,剩下2套组合攻击可以通过再次按技能键来发动。\n
可以强制中断每套组合攻击的最后动作并施放其他技能,施放其他技能过程中也可以强制中断并发动[月影秘步]。\n
- [追踪目标]标记附加效果 -\n
每个[月影秘步]组合的最后一击会优先搜索有追踪标记的敌人。\n
- [可以强制中断的技能] -\n
[弦月斩]、 [瞬击]、 [连续射击]、 [双弦斩]、 [月光挥斩]、 [精准射击]、 [满月斩]、 [锁定射击]、 [枪刃旋杀]终结攻击、 [终极锁定]、 [月相轮舞]、 [夜影迷踪]\n
"""
name = '月影秘步'
cellPos = (8,8)
learnLv = 35
masterLv = 60
maxLv = 70
position = 8
rangeLv = 2
cube = 1
cd = 20
mp = [60, 850]
uuid = 'f2fb27162beb0b87a7cb9af7900e95f2'
hasVP = True
hasUP = True
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501
# 每次攻击的攻击力 : {value0}% X {value1}次
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 18
data1 = get_data(f'{prefix}/{uuid}', 1)
# 可发动下一套组合攻击的最大有效时间 : {value2}秒
data2 = get_data(f'{prefix}/{uuid}', 2)
# 可搜索目标的最大范围 : {value3}px
data3 = get_data(f'{prefix}/{uuid}', 3)
# [范围信息]
# 施放攻击范围比率 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4)
def vp_1(self):
"""
[月影秘步]\n
可发动下一套组合攻击的最大有效时间 +4.5秒\n
取消施放动作,直接移动到有“TARGET”标记的敌人身边发动攻击\n
- 若寻敌范围内没有带“TARGET”标记的敌人,则不会发动\n
- 变更为只攻击带“TARGET”标记的敌人\n
"""
...
def vp_2(self):
"""
[月影秘步]\n
对一定范围内的敌人发动一套组合攻击\n
- 对范围内最多10个敌人各进行2次攻击\n
- 总攻击力相同\n
- 删除填充效果\n
- 角色周围1200px内存在敌人时可以施放\n
"""
...
# 满月斩
# gunblader/agent/cfacda0647b9a0f595df2c2aad30c18d
# 986c2b3d72ee0e4a0b7fcfbe786d4e02/cfacda0647b9a0f595df2c2aad30c18d
class Skill28(ActiveSkill):
"""
持双剑发动旋转攻击,聚拢周围的敌人后,发动满月斩造成致命伤害。\n
"""
name = '满月斩'
cellPos = (6,8)
learnLv = 35
masterLv = 60
maxLv = 70
position = 6
rangeLv = 2
cube = 1
cd = 15
mp = [100, 850]
uuid = 'cfacda0647b9a0f595df2c2aad30c18d'
hasVP = True
hasUP = True
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501
# 旋转攻击攻击力 : {value0}% X {value1}次
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 3
data1 = get_data(f'{prefix}/{uuid}', 1)
# 满月斩物理攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 1
# [范围信息]
# 大小比率 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3)
def vp_1(self):
"""
[满月斩]\n
可以强制中断特工转职技能的施放后僵直并施放 (觉醒技能除外)\n
删除旋转斩击,直接施放满月斩\n
- 总攻击力相同\n
"""
...
def vp_2(self):
"""
[满月斩]\n
旋转攻击吸附力 +30%\n
旋转攻击吸附范围 +33%\n
满月斩范围 +40%\n
"""
...
# 锁定射击
# gunblader/agent/e49e57b2e8fbeceb0a2c56a0c63fe6c5
# 986c2b3d72ee0e4a0b7fcfbe786d4e02/e49e57b2e8fbeceb0a2c56a0c63fe6c5
class Skill29(ActiveSkill):
"""
锁定范围内最近的敌人为目标进行射击。\n
连续按技能快捷键,最多可以连续发射12发子弹。\n
- [追踪目标]标记附加效果 -\n
优先攻击有追踪标记的敌人。\n
<连按效果>\n
各射击和更换弹匣后的僵直状态下,按技能快捷键可以立即连接下一个[锁定射击]动作。\n
"""
name = '锁定射击'
cellPos = (4,9)
learnLv = 40
masterLv = 60
maxLv = 70
position = 4
rangeLv = 2
cube = 1
cd = 20
mp = [150, 1260]
uuid = 'e49e57b2e8fbeceb0a2c56a0c63fe6c5'
hasVP = True
hasUP = True
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501
# 攻击力 : {value0}% X {value1}
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 12
data1 = get_data(f'{prefix}/{uuid}', 1)
# 射击高度上限 : {value2}px
data2 = get_data(f'{prefix}/{uuid}', 2)
# [范围信息]
# 目标锁定范围 : {value3}px
data3 = get_data(f'{prefix}/{uuid}', 3)
def vp_1(self):
"""
[锁定射击]\n
当[锁定射击]的弹匣处于激活状态下施放[毁灭狂欢]时,额外增加1个弹匣\n
- [锁定射击]攻击力 -12%\n
- 最多持有2个弹匣\n
对周围敌人发动攻击 (包括带“TARGET”标记的敌人)\n
长按[锁定射击]技能键时自动连续射击\n
"""
self.skillRation *= 0.88
...
def vp_2(self):
"""
[锁定射击]\n
弹药数量上限变更为6发\n
- 总攻击力相同\n
在施放[月影秘步]、 [目标锁定]、 [月光镇魂曲]过程中可以使用[锁定射击]\n
- 使用该功能时,可以无射击动作进行射击\n
"""
...
# 枪刃旋杀
# gunblader/agent/45442bbbe33540b4deeec29437dae70c
# 986c2b3d72ee0e4a0b7fcfbe786d4e02/45442bbbe33540b4deeec29437dae70c
class Skill30(ActiveSkill):
"""
向前投掷在旋转中旋转射出子弹的枪,然后投掷剑刃,与手枪结合形成枪刃。\n
枪刃在原地猛烈旋转,对周围敌人造成伤害并吸附敌人。 枪刃合体后,经过一定时间后消失。\n
施放技能时,按向前方向键时,可以增加枪和剑刃的投掷距离。\n
<追加操作>\n
枪刃消失之前,再按一次技能键可以发动终结攻击。 终结攻击在施放其他技能过程中也可以发动,强制中断并施放的技能与[月影秘步]相同。\n
"""
name = '枪刃旋杀'
cellPos = (7,10)
learnLv = 45
masterLv = 60
maxLv = 70
position = 7
rangeLv = 2
cube = 2
cd = 45
mp = [250, 2500]
uuid = '45442bbbe33540b4deeec29437dae70c'
hasVP = True
hasUP = True
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501
# 枪投掷攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 剑刃投掷攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 1
# 枪刃多段攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 16
# 终结攻击攻击力 : {value3}% X {value4}次
data3 = get_data(f'{prefix}/{uuid}', 3)
hit3 = 2
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):
"""
[枪刃旋杀]\n
删除[枪刃旋杀]终结攻击及追加输入功能\n
- 总攻击力相同\n
枪刃大小 +30%\n
枪刃旋杀吸附力 +30%\n
"""
def vp_2(self):
"""
[枪刃旋杀]\n
[枪刃旋杀]追踪最强的敌人\n
- 优先攻击带“TARGET标志”的敌人\n
枪刃旋杀攻击力减少,但终结一击攻击力增加\n
- 总攻击力相同\n
"""
...
# 使命觉悟
# gunblader/agent/c27418ae613c647527200a7ca17d97fd
# 986c2b3d72ee0e4a0b7fcfbe786d4e02/c27418ae613c647527200a7ca17d97fd
class Skill31(PassiveSkill):
"""
增加基本攻击力和技能攻击力,并增加部分射击技能的寻敌范围。\n
- [增加寻敌范围的技能] -\n
[精准射击]、 [终极锁定]\n
"""
name = '使命觉悟'
cellPos = (4,11)
learnLv = 48
masterLv = 40
maxLv = 50
position = 4
rangeLv = 3
uuid = 'c27418ae613c647527200a7ca17d97fd'
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)
# 寻敌范围增加 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
associate = [{'data': data0, 'type': '*skillDamage'}]
# 毁灭绝击
# gunblader/agent/01c3a2fb793d293a25ed8dc7a0d70c1a
# 986c2b3d72ee0e4a0b7fcfbe786d4e02/01c3a2fb793d293a25ed8dc7a0d70c1a
class Skill32(ActiveSkill):
"""
迅速靠近前方的敌人并抓住目标,然后发动强力攻击。\n
- [追踪目标]目标标记附加效果 -\n
若一定范围内存在被留下目标标记的敌人,则向有标记的敌人靠近。 攻击[追踪目标]标记的敌人时,攻击力增加10%。\n
"""
name = '毁灭绝击'
cellPos = (6,11)
learnLv = 50
masterLv = 40
maxLv = 50
position = 6
rangeLv = 5
cube = 5
cd = 135
mp = [881, 7403]
uuid = '01c3a2fb793d293a25ed8dc7a0d70c1a'
hasVP = False
hasUP = False
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
# 攻击力 : {value0}% X 2次
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 2
# 压制力 (4人队伍) : {value1}秒 ({value2}秒)
data1 = get_data(f'{prefix}/{uuid}', 1)
data2 = get_data(f'{prefix}/{uuid}', 2)
# TOCHEK-STONE:对应段 power:Stone 为 1,dcalc 为 1.1;核对旧版额外 10% 是否应移除。
power0 = 1.1 # 以前记录的10%增加
# 终极锁定
# gunblader/agent/8f73f243041c2d27739fe7696f02bf9b
# 986c2b3d72ee0e4a0b7fcfbe786d4e02/8f73f243041c2d27739fe7696f02bf9b
class Skill33(ActiveSkill):
"""
快速靠近前方一定范围内最近的敌人进行射击,然后用剑术攻击敌人。\n
- [追踪目标]标记附加效果 -\n
优先将前方有追踪标记的敌人设为攻击目标。\n
"""
name = '终极锁定'
cellPos = (8,12)
learnLv = 60
masterLv = 40
maxLv = 50
position = 8
rangeLv = 2
cube = 1
cd = 30
mp = [400, 1620]
uuid = '8f73f243041c2d27739fe7696f02bf9b'
hasVP = True
hasUP = True
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501
# 每次攻击的攻击力 : {value0}% X 4次
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 4
# [范围信息]
# 搜索范围比率 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
def vp_1(self):
"""
[终极锁定]\n
寻敌角度增加,对寻敌范围内的所有敌人进行3次射击,并接近带“TARGET标志”的敌人发动终结斩击\n
- 总攻击力相同\n
"""
...
def vp_2(self):
"""
[终极锁定]\n
[终极锁定]施放后,若突进目标是带“TARGET”标志的敌人,则留下枪伤标志\n
- 枪伤标志持续时间 : 10秒\n
- 向有枪伤标志的方向进行特定射击时,变更为自动命中\n
- ([连续射击]、 [精准射击]、 [锁定射击])\n
"""
...
# 月相轮舞
# gunblader/agent/8c2379737c5acc935c1731f67f607655
# 986c2b3d72ee0e4a0b7fcfbe786d4e02/8c2379737c5acc935c1731f67f607655
class Skill34(ActiveSkill):
"""
模拟月亮的位相变化,连续发动剑击。\n
<连按效果>\n
每次发动剑术后的僵直状态下,按技能快捷键或X (攻击) 键可以立即连接下一个动作。\n
"""
name = '月相轮舞'
cellPos = (8,13)
learnLv = 70
masterLv = 40
maxLv = 50
position = 8
rangeLv = 2
cube = 2
cd = 50
mp = [800, 1680]
uuid = '8c2379737c5acc935c1731f67f607655'
hasVP = True
hasUP = True
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501
# 新月攻击力 : {value0}% X {value1}次
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 2
data1 = get_data(f'{prefix}/{uuid}', 1)
# 半月攻击力 : {value2}% X {value3}次
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 2
data3 = get_data(f'{prefix}/{uuid}', 3)
# 满月攻击力 : {value4}% X {value5}次
data4 = get_data(f'{prefix}/{uuid}', 4)
hit4 = 2
data5 = get_data(f'{prefix}/{uuid}', 5)
# [范围信息]
# 大小比率 : {value6}%
data6 = get_data(f'{prefix}/{uuid}', 6)
def vp_1(self):
"""
[月相轮舞]\n
变更为可填充2次的技能\n
- 每次填充冷却时间 : 25秒\n
- 单次攻击力 -50%\n
攻击范围 +50%\n
"""
self.cd = 25
self.skillRation *= 0.5
def vp_2(self):
"""
[月相轮舞]\n
直接施放[满月斩]\n
- 施放[满月斩]时,在施放位置出现满月后造成伤害\n
- 总攻击力相同\n
"""
...
# 冷酷敌意
# gunblader/agent/2f5d03c7848effbc0a23f4df45d9ca46
# 986c2b3d72ee0e4a0b7fcfbe786d4e02/2f5d03c7848effbc0a23f4df45d9ca46
class Skill35(PassiveSkill):
"""
经过严格训练的特工在任何时候都能冷静地做出判断。\n
这种特质在危机中更显突出,使他们能够顺利地完成任务。\n
增加物理暴击率和暴击伤害。\n
同时,减少[迅步突袭]的冷却时间,以站立状态遭到攻击时,按Z (技能) 键或[迅步突袭]键可以触发[迅步闪避]。\n
[冷静的头脑,冰冷的心]\n
"""
name = '冷酷敌意'
cellPos = (4,13)
learnLv = 75
masterLv = 40
maxLv = 50
position = 4
rangeLv = 3
uuid = '2f5d03c7848effbc0a23f4df45d9ca46'
hasVP = False
hasUP = False
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
# 物理暴击率增加 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
# 暴击伤害增加率 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
# 迅步突袭冷却时间缩短 : {value2}秒
data2 = get_data(f'{prefix}/{uuid}', 2)
associate = [
{'type': '*skillDamage', 'data': data1},
{'type': '+cd', 'data': [0] + [-1] * maxLv, 'skills': ['迅步突袭'], 'ratio': 1},
]
# 月光镇魂曲
# gunblader/agent/9cb6f9ed646fa87f9b7680a42ce83d1a
# 986c2b3d72ee0e4a0b7fcfbe786d4e02/9cb6f9ed646fa87f9b7680a42ce83d1a
class Skill36(ActiveSkill):
"""
抓住前方的敌人,然后发动致命的连续攻击。\n
<连按效果>\n
每次发动剑术或射击后的僵直状态下,按技能快捷键或X (攻击) 键可以立即连接下一个动作。\n
"""
name = '月光镇魂曲'
cellPos = (6,13)
learnLv = 75
masterLv = 40
maxLv = 50
position = 6
rangeLv = 2
cube = 3
cd = 40
mp = [580, 4500]
uuid = '9cb6f9ed646fa87f9b7680a42ce83d1a'
hasVP = True
hasUP = True
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501
# 乱舞攻击力 : {value0}% X {value1}次
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 9
data1 = get_data(f'{prefix}/{uuid}', 1)
# 最后一击攻击力 : {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):
"""
[月光镇魂曲]\n
向带“TARGET”标记的敌人移动并攻击\n
- 若寻敌范围内没有符合的对象时,则不会发动该属性效果\n
- 乱舞攻击次数 -3次\n
- 总攻击力相同\n
攻击范围 +10%\n
"""
...
def vp_2(self):
"""
[月光镇魂曲]\n
即使没有命中目标,也会在原地快速发动月光乱舞,攻击大范围敌人\n
- 施放技能时进入无敌状态\n
- 固定以最快速度发动\n
"""
...
# 毁灭狂欢
# gunblader/agent/4224f9b0b8c7c903e9a1e0f9d9f6d04d
# 986c2b3d72ee0e4a0b7fcfbe786d4e02/4224f9b0b8c7c903e9a1e0f9d9f6d04d
class Skill37(ActiveSkill):
"""
同时将前方大范围的敌人设为目标,然后用双枪快速乱射,歼灭敌人。\n
- [追踪目标]目标标记附加效果 -\n
对被留下目标标记的敌人发动追加射击。\n
<连按效果>\n
连续按技能快捷键或者X (攻击) 键,可以加快技能施放速度。\n
"""
name = '毁灭狂欢'
cellPos = (4,14)
learnLv = 80
masterLv = 40
maxLv = 50
position = 4
rangeLv = 2
cube = 5
cd = 45
mp = [600, 5000]
uuid = '4224f9b0b8c7c903e9a1e0f9d9f6d04d'
hasVP = True
hasUP = True
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501
# 多段攻击攻击力 : {value0}% X 9次
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 11
# [追踪目标]追加射击次数 : 2次
# 最后射击攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 1
# 射击高度上限 : {value2}px
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):
"""
[毁灭狂欢]\n
向自身周围带<追踪目标>标记的敌人进行乱射攻击\n
- 无需连按技能键也可以以最大施放速度乱射\n
Y轴攻击范围 +42%\n
"""
...
def vp_2(self):
"""
[毁灭狂欢]\n
施放[毁灭狂欢]时,进入射击准备动作8秒,持续时间结束或再次按下技能键时,立即施放终结射击\n
- 删除[毁灭狂欢]多段射击\n
- 合算至终结射击攻击力\n
- 总攻击力相同\n
在射击准备动作中,可以自由施放部分射击技能代替现有的[毁灭狂欢]多段射击\n
- 射击准备动作中施放的技能范围适用[毁灭狂欢]的范围,对范围内所有敌人造成伤害\n
- 此时使用的射击技能可以取消射击间隔,伤害与原技能伤害相同\n
- ([连续射击]、 [精准射击]、 [锁定射击])\n
"""
...
# 月相天陨
# gunblader/agent/78bd107acd474518b606be1e4fd38239
# 986c2b3d72ee0e4a0b7fcfbe786d4e02/78bd107acd474518b606be1e4fd38239
class Skill38(ActiveSkill):
"""
释放月蚀形态的剑气,然后在黑暗中乱射剑光与子弹,将敌人一网打尽。\n
<连按效果>\n
连续按技能快捷键或X (攻击) 键,可以加快技能施放速度。\n
"""
name = '月相天陨'
cellPos = (6,14)
learnLv = 85
masterLv = 40
maxLv = 50
position = 6
rangeLv = 5
cube = 10
cd = 170
mp = [2500, 5000]
uuid = '78bd107acd474518b606be1e4fd38239'
hasVP = False
hasUP = False
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
# 剑光多段攻击攻击力 : {value0}% X {value1}次
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 12
data1 = get_data(f'{prefix}/{uuid}', 1)
# 射击多段攻击攻击力 : {value2}% X {value3}次
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 9
data3 = get_data(f'{prefix}/{uuid}', 3)
# 最后一击攻击力 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4)
hit4 = 1
# 无瑕
# gunblader/agent/0fbb8de70002ad34f046c94c2cb3e863
# 986c2b3d72ee0e4a0b7fcfbe786d4e02/0fbb8de70002ad34f046c94c2cb3e863
class Skill39(PassiveSkill):
"""
拥有众多能力和强力绝技的人很多,但没有缺点的人极少。 因此,苍暮·特工比任何人都更受信赖,同时也为人所忌惮。\n
增加基本攻击力和转职技能攻击力,部分技能附加特殊效果。\n
[双弦斩]\n
施展1次斩击,同时生成2把半月形剑气,将击中的敌人拉到特工身前。\n
[精准射击]\n
瞄准大范围的敌人进行射击,以相同攻击力对范围内的所有敌人造成伤害。\n
"""
name = '无瑕'
cellPos = (5,15)
learnLv = 95
masterLv = 40
maxLv = 50
position = 5
rangeLv = 3
uuid = '0fbb8de70002ad34f046c94c2cb3e863'
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)
associate = [{'type': '*skillDamage', 'data': data0}]
# 夜影迷踪
# gunblader/agent/c5a2956d8ed3af1746ed2f76ca971a09
# 986c2b3d72ee0e4a0b7fcfbe786d4e02/c5a2956d8ed3af1746ed2f76ca971a09
class Skill40(ActiveSkill):
"""
苍暮·特工向前方大幅斩击,然后融入黑色剑气中隐藏身影。 稍后,特工出现在剑气命中的敌人中最强大的敌人后方,发动连续斩击。\n
- [追踪目标]标记附加效果 -\n
优先将有追踪标记的敌人设为追踪目标。\n
"""
name = '夜影迷踪'
cellPos = (7,15)
learnLv = 95
masterLv = 40
maxLv = 50
position = 7
rangeLv = 2
cube = 7
cd = 60
mp = [960, 7200]
uuid = 'c5a2956d8ed3af1746ed2f76ca971a09'
hasVP = False
hasUP = False
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
# 第1击攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 第2击攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 1
# 第3击攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 1
# 月夜 : 终极行动
# gunblader/agent/e0a072e8cef2d77893aad5f68aeed56a
# 986c2b3d72ee0e4a0b7fcfbe786d4e02/e0a072e8cef2d77893aad5f68aeed56a
class Skill41(ActiveSkill):
"""
黑暗完全笼罩在苍暮·特工与周围所有敌人身上。 片刻间刀光剑影过后,特工冷酷地执行完任务,从黑暗中显露身影并查看时间,宣告终极行动圆满完成。\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 = '月夜 : 终极行动'
cellPos = (5,16)
learnLv = 100
masterLv = 40
maxLv = 50
position = 5
rangeLv = 5
cube = 15
cd = 270
mp = [4028, 8056]
uuid = 'e0a072e8cef2d77893aad5f68aeed56a'
hasVP = False
hasUP = False
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
# 多段攻击攻击力 : {value0}% X {value1}次
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 11
data1 = get_data(f'{prefix}/{uuid}', 1)
# 终结攻击力 : {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)
class classChange(Character):
def __init__(self, equVersion):
self.name = 'agent'
self.nameCN = '苍暮·特工'
self.role = 'gunblader'
self.角色 = '枪剑士'
self.职业 = '特工'
self.jobId = '986c2b3d72ee0e4a0b7fcfbe786d4e02'
self.jobGrowId = '618326026de1a1f1cfba5dbd0b8396e7'
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'] # 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 = '皮甲'
self.buff = 2.00 # TODO
super().__init__(equVersion, __name__)