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dcalc/backend/core/character/GF/thief/kunoichi.py
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# ddc49e9ad1ff72a00b53c6cff5b1e920
from core.basic.skill import PassiveSkill, ActiveSkill, get_data
from core.basic.character import Character
from core.basic.skill_effect_types import (
CharacterAttribute,
CharacterEffect,
LevelTable,
Operation,
Percent,
ProfessionAttribute,
SkillAttribute,
SkillEffect,
)
class KunoichiAttribute(ProfessionAttribute):
"""本职业专用的最终效果属性;字段含义与技能实现保持一致。"""
NINPOU = 'ninpou'
"""忍者:六道轮回记录技能的伤害倍率。"""
prefix = "thief/kunoichi/cn/skillDetail"
class ActiveSkill(ActiveSkill):
ninpou = 0.0 # 六道模式倍率
# 翔击
# thief/kunoichi/3c5604bdbb0240b8f130f59ab40509c3
# ddc49e9ad1ff72a00b53c6cff5b1e920/3c5604bdbb0240b8f130f59ab40509c3
class Skill0(ActiveSkill):
"""
向敌人发出向上的切割攻击,并使敌人浮空。\n
在空中也可以使用[翔击],且按住技能键的时间越长,[翔击]的跳跃高度就越高。\n
可消耗连击点数发动[终结之击]。\n
"""
name = "翔击"
learnLv = 1
masterLv = 10
maxLv = 20
cellPos = (7,1)
position = 7
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)
# [终结之击]攻击力 : {value2}% X {value3}
data2 = get_data(f'{prefix}/{uuid}', 2)
data3 = get_data(f'{prefix}/{uuid}', 3)
# [终结之击]浮空力比率 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4)
# 投掷苦无
# thief/kunoichi/506e7ed77d517419a6e1c437a2cedb17
# ddc49e9ad1ff72a00b53c6cff5b1e920/506e7ed77d517419a6e1c437a2cedb17
class Skill1(ActiveSkill):
"""
向敌人投掷苦无,使远距离的敌人受到无属性物理伤害。\n
苦无具有略微的诱导性和穿透力,可以在跳跃状态中投掷。\n
技能等级越高,被苦无命中的敌人的僵直时间越长。\n
"""
name = '投掷苦无'
cellPos = (3,1)
learnLv = 1
masterLv = 60
maxLv = 70
position = 3
rangeLv = 2
cd = 2.5
mp = [8, 91]
uuid = '506e7ed77d517419a6e1c437a2cedb17'
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 = 2
# 苦无投掷个数 : {value1}个
data1 = get_data(f'{prefix}/{uuid}', 1)
# 僵直时间增加率 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
# 最大穿透次数 : {value3}次
data3 = get_data(f'{prefix}/{uuid}', 3)
# [范围信息]
# 苦无大小 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4)
# 苦无掌握
# thief/kunoichi/852f8ad797db4dca1405cb3e77198401
# ddc49e9ad1ff72a00b53c6cff5b1e920/852f8ad797db4dca1405cb3e77198401
class Skill2(PassiveSkill):
"""
可以使用苦无系列武器攻击敌人,且基本攻击更变为魔法攻击。\n
使用苦无系列武器时基本攻击、 跳跃攻击和前冲攻击会发射出苦无。\n
若基本攻击中使用后方向键+攻击键时,则可以往后空翻并投掷苦无。\n
"""
name = '苦无掌握'
cellPos = (5,1)
learnLv = 1
masterLv = 1
maxLv = 1
position = 5
rangeLv = 1
uuid = '852f8ad797db4dca1405cb3e77198401'
hasVP = False
hasUP = False
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
# 苦无系列武器的投掷距离比率 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
# 后跳
# thief/kunoichi/7822d6d52e10964a6755f142c666b494
# ddc49e9ad1ff72a00b53c6cff5b1e920/7822d6d52e10964a6755f142c666b494
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
# thief/kunoichi/5a56514f35cf0270ae8d6c65f8fefd78
# ddc49e9ad1ff72a00b53c6cff5b1e920/5a56514f35cf0270ae8d6c65f8fefd78
class Skill4(PassiveSkill):
"""
增加基本攻击、 前冲攻击、 跳跃攻击、 [翔击]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
# thief/kunoichi/ce26c6b69d02a440a81b552bec94f03b
# ddc49e9ad1ff72a00b53c6cff5b1e920/ce26c6b69d02a440a81b552bec94f03b
class Skill5(ActiveSkill):
"""
使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下,自身会进入无敌状态,效果持续一定时间。\n
"""
name = "受身蹲伏"
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
# thief/kunoichi/10b31c7e8cd2d60b9bcf3b1d3ada4b0a
# ddc49e9ad1ff72a00b53c6cff5b1e920/10b31c7e8cd2d60b9bcf3b1d3ada4b0a
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
# thief/kunoichi/892ef624d8bf3d7fc045f84825fd6104
# ddc49e9ad1ff72a00b53c6cff5b1e920/892ef624d8bf3d7fc045f84825fd6104
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
# 切割
# thief/kunoichi/9dda3f4a849dba1a288dd65e116860f2
# ddc49e9ad1ff72a00b53c6cff5b1e920/9dda3f4a849dba1a288dd65e116860f2
class Skill8(ActiveSkill):
"""
前冲攻击中输入攻击键时,施放追加斩击。\n
攻击力、 攻击范围、 前进速度和前进距离随技能等级增加而增大。\n
"""
name = "切割"
learnLv = 5
masterLv = 1
maxLv = 6
cellPos = (2,2)
position = 2
rangeLv = 2
cd = 2.5
mp = [6, 56]
uuid = "9dda3f4a849dba1a288dd65e116860f2"
hasVP = False
hasUP = False
custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501
# 攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
# 前冲速度和距离比率 : {value1}%
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)
# 焰刃
# thief/kunoichi/eb71e1d82d92c7e1d40500a0dcd77aa6
# ddc49e9ad1ff72a00b53c6cff5b1e920/eb71e1d82d92c7e1d40500a0dcd77aa6
class Skill9(ActiveSkill):
"""
火属性近身魔法技能; 聚集火焰的力量对敌人进行强力攻击并把敌人击飞。\n
攻击力、 击飞力、 发动速度和攻击范围随技能等级增加而增大。\n
"""
name = '焰刃'
cellPos = (6,2)
learnLv = 5
masterLv = 60
maxLv = 70
position = 6
rangeLv = 2
cd = 5
mp = [15, 168]
uuid = 'eb71e1d82d92c7e1d40500a0dcd77aa6'
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
# 击飞力比率 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
# 发动速度增加率 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
# [范围信息]
# 范围 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3)
# 影袭
# thief/kunoichi/c9664191611af31142e052dfaef84530
# ddc49e9ad1ff72a00b53c6cff5b1e920/c9664191611af31142e052dfaef84530
class Skill10(ActiveSkill):
"""
以无视敌人硬直的斩击攻击敌人,使敌人受到无属性物理伤害的同时进入僵直状态; 之后移动到敌人身后,伺机进行下一次攻击。\n
转职为影舞者时,可以强制控制敌人。\n
在决斗场中,无法强制控制敌人,但是相比其他暗夜使者,可以使敌人进入更长时间的僵直状态。\n
"""
name = "影袭"
learnLv = 5
masterLv = 60
maxLv = 70
cellPos = (8,2)
position = 8
rangeLv = 2
cd = 6
mp = [15, 168]
uuid = "c9664191611af31142e052dfaef84530"
hasVP = False
hasUP = False
custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501
# 攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
# 敌人僵直时间 : {value1}秒
data1 = get_data(f'{prefix}/{uuid}', 1)
# - [转职为影舞者时] -
# 僵直时间比率 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
# 压制力 (4人队伍) : {value3}秒 ({value4}秒)
data3 = get_data(f'{prefix}/{uuid}', 3)
data4 = get_data(f'{prefix}/{uuid}', 4)
# 暗魂波
# thief/kunoichi/ade01c1d6afc8a05055225045e89fe49
# ddc49e9ad1ff72a00b53c6cff5b1e920/ade01c1d6afc8a05055225045e89fe49
class Skill11(ActiveSkill):
"""
向敌人发射暗属性球体。\n
球体会自动寻找敌人,发现敌人后对敌人造成伤害,最后球体爆炸。\n
- [转职为黑夜术士后附加效果] -\n
施放[降临 : 暴君巴拉克]的状态下,可以蓄气施放[暗魂波]。\n
蓄气施放[暗魂波]时,球体变大且增加攻击力。\n
在决斗场中,地图内球体的存在时间减少。\n
"""
name = "暗魂波"
learnLv = 5
masterLv = 60
maxLv = 70
cellPos = (4,2)
position = 4
rangeLv = 2
cd = 3.5
mp = [15, 161]
uuid = "ade01c1d6afc8a05055225045e89fe49"
hasVP = False
hasUP = False
custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501
# 多段攻击次数上限 : {value0}次
data0 = get_data(f'{prefix}/{uuid}', 0)
# 多段攻击攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
# 爆炸攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
# 诱导力比率 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3)
# [转职为黑夜术士后]
# 蓄气时攻击力增加率 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4)
# 地图内球体存在时间 : {value5}秒
data5 = get_data(f'{prefix}/{uuid}', 5)
# [冥河之钥]
# 多段攻击力 : {value6}%
data6 = get_data(f'{prefix}/{uuid}', 6)
# 弧光闪
# thief/kunoichi/0969cd4054d93da07708108c0cc1c4b5
# ddc49e9ad1ff72a00b53c6cff5b1e920/0969cd4054d93da07708108c0cc1c4b5
class Skill12(ActiveSkill):
"""
急速冲向前方的敌人并对其进行闪电般的攻击。\n
按上下方向键可向Y轴移动; 若急速前冲过程中按跳跃键,则可停止移动。\n
暗星可以连续发动两次[弧光闪]; 可在空中施放[弧光闪]; 可强制中断转职技能,并施放[弧光闪]; 可消耗连击点数发动可控制左右方向的[终结之击]; 学习[弧光连闪]后,增加追加攻击的可发动次数。\n
转职为影舞者后,可以强制中断技能并施放[追影步]; 学习[潜行教义]后,可以再次按技能键发动追加攻击。\n
可以利用方向键调整移动方向。\n
"""
name = "弧光闪"
learnLv = 10
masterLv = 60
maxLv = 70
cellPos = (5,3)
position = 5
rangeLv = 2
cd = 6
mp = [18, 190]
uuid = "0969cd4054d93da07708108c0cc1c4b5"
hasVP = False
hasUP = False
custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501
# 攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
# [终结之击]攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
# 发动速度比率 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
# 僵直时间比率 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3)
# 骨盾
# thief/kunoichi/ff171dc487807bb9aa28900ca9a46b41
# ddc49e9ad1ff72a00b53c6cff5b1e920/ff171dc487807bb9aa28900ca9a46b41
class Skill13(ActiveSkill):
"""
在自身或队员周围召唤由骨头碎片形成的骨盾,可以增加被骨盾守护的角色的物理防御力和魔法防御力。\n
该角色被攻击时,骨头碎片会自动飞向敌人,并使敌人受到无属性魔法伤害。\n
每次被攻击时,骨头碎片会逐块消失。 当骨头碎片全部消失时,增加的物理防御力和魔法防御力效果就会消失。\n
[转职为黑夜术士后功能变更]\n
减少骨盾的持续时间。\n
学习后减少所受伤害,施放技能后被攻击一定次数内附加霸体护甲。\n
可以在其他动作中施放,不受冷却时间减少效果的影响。\n
在决斗场中,不适用持续时间减少和霸体护甲效果,施放技能时减少所受伤害。\n
"""
name = "骨盾"
learnLv = 10
masterLv = 5
maxLv = 7
cellPos = (1,3)
position = 1
rangeLv = 3
cd = 15
mp = [20, 400]
uuid = "ff171dc487807bb9aa28900ca9a46b41"
hasVP = False
hasUP = False
custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501
# 攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
# 骨盾持续时间 : {value1}秒
data1 = get_data(f'{prefix}/{uuid}', 1)
# 骨头碎片数量 : {value2}
data2 = get_data(f'{prefix}/{uuid}', 2)
# 魔法防御力增加 : {value3}
data3 = get_data(f'{prefix}/{uuid}', 3)
# 物理防御力增加 : {value4}
data4 = get_data(f'{prefix}/{uuid}', 4)
# 发射骨头碎片冷却时间 : {value5}秒
data5 = get_data(f'{prefix}/{uuid}', 5)
# [转职为黑夜术士后]
# 持续时间减少率 : 85%
# 所受伤害减少率 : {value6}%
data6 = get_data(f'{prefix}/{uuid}', 6)
# 霸体护甲生效次数 : {value7}次
data7 = get_data(f'{prefix}/{uuid}', 7)
# 忍法 : 影分身
# thief/kunoichi/a5fa08f5d509e6ff2ebc68856a470b5a
# ddc49e9ad1ff72a00b53c6cff5b1e920/a5fa08f5d509e6ff2ebc68856a470b5a
class Skill14(ActiveSkill):
"""
把自己的影分身留在原地的同时,向空中瞬移,可用左右方向键控制瞬移地点。\n
被攻击时,也可以使用此技能。\n
留在地上的影分身会挑衅一定领域内的敌人; 影分身经过一段时间或受到一定伤害后,会爆炸并使敌人受到无属性魔法伤害。\n
"""
name = '忍法 : 影分身'
cellPos = (4,3)
learnLv = 10
masterLv = 40
maxLv = 50
position = 4
rangeLv = 3
cds = [0, 30, 29.4, 28.8, 28.2, 27.6, 26.9, 26.3, 25.7, 25.1, 24.5, 23.9, 23.3, 22.7, 22, 21.4, 20.8, 20.2, 19.6, 19, 18.4, 17.8, 17.1, 16.5, 15.9, 15.3, 14.7, 14.1, 13.5, 12.9, 12.2, 11.6, 11, 10.4, 9.8, 9.2, 8.6, 8, 7.3, 6.7, 6.1, 5.5, 4.9, 4.3, 3.7, 3.1, 2.4, 1.8, 1.2, 0.6, 0]
mp = [20, 230]
uuid = 'a5fa08f5d509e6ff2ebc68856a470b5a'
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
# 分身生命值 : {value1}
data1 = get_data(f'{prefix}/{uuid}', 1)
# 分身持续时间 : {value2}秒
data2 = get_data(f'{prefix}/{uuid}', 2)
# 挑衅范围 : {value3}px
data3 = get_data(f'{prefix}/{uuid}', 3)
def getSkillCD(self, mode=None):
self.cd = self.cds[self.lv]
return super().getSkillCD(mode)
# 碎踝
# thief/kunoichi/5dc7008b12a459325b548b0715c6b73c
# ddc49e9ad1ff72a00b53c6cff5b1e920/5dc7008b12a459325b548b0715c6b73c
class Skill15(ActiveSkill):
"""
用强力的扫腿踢攻击敌人的脚踝。\n
被扫腿踢命中的敌人将受到无属性物理伤害,且有一定几率进入减速状态。\n
"""
name = "碎踝"
learnLv = 10
masterLv = 60
maxLv = 70
cellPos = (7,3)
position = 7
rangeLv = 2
cd = 7
mp = [15, 168]
uuid = "5dc7008b12a459325b548b0715c6b73c"
hasVP = False
hasUP = False
custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501
# 攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
# 减速几率 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
# 减速持续时间 : {value2}秒
data2 = get_data(f'{prefix}/{uuid}', 2)
# 移动速度减少率 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3)
# 攻击速度减少率 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4)
# 强化 - 后跳
# thief/kunoichi/2b340542e776818b78f3212af184bd6b
# ddc49e9ad1ff72a00b53c6cff5b1e920/2b340542e776818b78f3212af184bd6b
class Skill16(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
# thief/kunoichi/1fea5a626f15230237946a11a9d11582
# ddc49e9ad1ff72a00b53c6cff5b1e920/1fea5a626f15230237946a11a9d11582
class Skill17(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)
# 疾空踏
# thief/kunoichi/717f1e2104fe4b796f800352fa143ecc
# ddc49e9ad1ff72a00b53c6cff5b1e920/717f1e2104fe4b796f800352fa143ecc
class Skill18(ActiveSkill):
"""
从空中快速下降并向敌人发出连续踢击。\n
连续踢击结束前,输入Z键可以发动最后一击。\n
只能在空中使用,且在下落过程中有敌人时才能施放连续踢击。\n
终结攻击会引发冲击波,被命中的敌人会被击飞。\n
连续踢击过程中连续按下攻击键时,会增加连续踢击的速度和命中次数。\n
"""
name = "疾空踏"
learnLv = 15
masterLv = 60
maxLv = 70
cellPos = (2,4)
position = 2
rangeLv = 2
cd = 6.5
mp = [22, 235]
uuid = "717f1e2104fe4b796f800352fa143ecc"
hasVP = False
hasUP = True
custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501
# 连续踢击攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
# 连续踢击次数 : {value1}次~{value2}次
data1 = get_data(f'{prefix}/{uuid}', 1)
data2 = get_data(f'{prefix}/{uuid}', 2)
# 最后一击攻击力 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3)
# 冲击波攻击力 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4)
# 最后一击浮空力比率 : {value5}%
data5 = get_data(f'{prefix}/{uuid}', 5)
# [范围信息]
# 冲击波范围比率 : {value6}%
data6 = get_data(f'{prefix}/{uuid}', 6)
# 忍法 : 飞鼠
# thief/kunoichi/4655101518604f874721b3cc249aae10
# ddc49e9ad1ff72a00b53c6cff5b1e920/4655101518604f874721b3cc249aae10
class Skill19(ActiveSkill):
"""
快速跳向敌人并引爆炸弹,给予敌人火属性魔法伤害的同时使敌人浮空。\n
该技能可以在地上和空中使用,且命中敌人后可以进行追击。\n
攻击力和爆炸范围随攻击次数递增,最后一击时增幅更大。\n
"""
name = '忍法 : 飞鼠'
cellPos = (8,4)
learnLv = 15
masterLv = 60
maxLv = 70
position = 8
rangeLv = 2
cd = 10
mp = [10, 84]
uuid = '4655101518604f874721b3cc249aae10'
hasVP = False
hasUP = True
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
# 攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
# 使用次数上限 : {value1}次
data1 = get_data(f'{prefix}/{uuid}', 1)
# 最后一击浮空力比率 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
# 每次追击时攻击力增加率 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3)
# 最后一击时攻击力增加率 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4)
# 每次追击时爆炸范围增加率 : {value5}%
data5 = get_data(f'{prefix}/{uuid}', 5)
# 最后一击爆炸范围增加率 : {value6}%
data6 = get_data(f'{prefix}/{uuid}', 6)
# [范围信息]
# 爆炸范围比率 : {value7}%
data7 = get_data(f'{prefix}/{uuid}', 7)
# 天诛
# thief/kunoichi/f2fb27162beb0b87a7cb9af7900e95f2
# ddc49e9ad1ff72a00b53c6cff5b1e920/f2fb27162beb0b87a7cb9af7900e95f2
class Skill20(ActiveSkill):
"""
抓取一名敌人后向其头部进行刺击,被刺击命中的敌人将受到无属性伤害。\n
若[天诛]背击敌人时,则会追加一次刺击,且最后还会追加一次高伤害的切割攻击。\n
"""
name = "天诛"
learnLv = 15
masterLv = 60
maxLv = 70
cellPos = (0,4)
position = 0
rangeLv = 2
cd = 7
mp = [28, 308]
uuid = "f2fb27162beb0b87a7cb9af7900e95f2"
hasVP = False
hasUP = True
custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501
# 刺击攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
# 刺击次数 : {value1}次
data1 = get_data(f'{prefix}/{uuid}', 1)
# 切割攻击攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
# 压制力 (4人队伍) : {value3}秒 ({value4}秒)
data3 = get_data(f'{prefix}/{uuid}', 3)
data4 = get_data(f'{prefix}/{uuid}', 4)
# 诅咒之箭
# thief/kunoichi/547ab2b2bd860d3e37355a9cfbc1077c
# ddc49e9ad1ff72a00b53c6cff5b1e920/547ab2b2bd860d3e37355a9cfbc1077c
class Skill21(ActiveSkill):
"""
召唤暗属性的诅咒之箭后,向前方敌人发射; 被诅咒之箭命中的敌人会受到暗属性多段魔法伤害,并有一定几率进入诅咒状态。\n
"""
name = "诅咒之箭"
learnLv = 15
masterLv = 60
maxLv = 70
cellPos = (10,4)
position = 10
rangeLv = 2
cd = 10
mp = [22, 235]
uuid = "547ab2b2bd860d3e37355a9cfbc1077c"
hasVP = False
hasUP = True
custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501
# 攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
# 发射数量 : {value1}发
data1 = get_data(f'{prefix}/{uuid}', 1)
# 诅咒几率 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
# 诅咒持续时间 : {value3}秒
data3 = get_data(f'{prefix}/{uuid}', 3)
# 多段攻击次数上限 : {value4}
data4 = get_data(f'{prefix}/{uuid}', 4)
# 忍术精通
# thief/kunoichi/0b8db1e10b3abbd24d38564e708675d5
# ddc49e9ad1ff72a00b53c6cff5b1e920/0b8db1e10b3abbd24d38564e708675d5
class Skill22(PassiveSkill):
"""
忍者的专属忍术精通。\n
学习后,减少忍术技能的冷却时间; 施放技能时长按技能键可以结印。\n
根据结印的数量追加技能效果。\n
忍术技能 : [火遁 · 豪火球之术]、 [幻影手里剑]、 [火遁 · 飓风煞]、 [火遁 · 螺旋手里剑]、 [火遁 · 炎天道]、 [火遁 · 蟾蜍油炎弹]、 [火遁 · 炎舞天璇]、 [火遁·风魔手里剑]、 [八岐大蛇]、 [天照]\n
施放速度越快,结印速度越快。\n
"""
name = '忍术精通'
cellPos = (4,4)
learnLv = 15
masterLv = 1
maxLv = 1
position = 4
rangeLv = 15
uuid = '0b8db1e10b3abbd24d38564e708675d5'
hasVP = False
hasUP = False
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
# 临、 兵、 斗、 者、 皆、 阵每个结印蓄气时间 : {value0}秒
data0 = get_data(f'{prefix}/{uuid}', 0)
# 忍术技能冷却时间减少率 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
# 迁移前实现(保留对照):
# associate = [{'data': data1, 'type': '*cdReduce', 'skills': ['火遁·豪火球之术', '忍法 : 幻影手里剑', '火遁·飓风煞', '火遁·螺旋手里剑', '火遁·炎天道', '火遁·蟾蜍油炎弹', '火遁·炎舞天璇', '火遁·风魔手里剑', '八岐大蛇', '天照']}] # noqa: E501
associate = [
SkillEffect(attribute=SkillAttribute.CD_REDUCE, value=1 - Percent(LevelTable(data1)), skills=['火遁·豪火球之术', '忍法 : 幻影手里剑', '火遁·飓风煞', '火遁·螺旋手里剑', '火遁·炎天道', '火遁·蟾蜍油炎弹', '火遁·炎舞天璇', '火遁·风魔手里剑', '八岐大蛇', '天照']),
]
# 火遁·豪火球之术
# thief/kunoichi/dcb31a63ef58954f44ff2070c42a9a98
# ddc49e9ad1ff72a00b53c6cff5b1e920/dcb31a63ef58954f44ff2070c42a9a98
class Skill23(ActiveSkill):
"""
结印后从口中吐出大型火焰。\n
可以在空中使用该技能,但无法结印,只能立即施放该技能,且持续时间减少。\n
- [忍术精通追加效果] -\n
增加火焰大小。\n
"""
name = '火遁·豪火球之术'
cellPos = (6,4)
learnLv = 15
masterLv = 60
maxLv = 70
position = 6
rangeLv = 2
cd = 7.5
mp = [15, 150]
uuid = 'dcb31a63ef58954f44ff2070c42a9a98'
hasVP = False
hasUP = True
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
# 多段攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 12
# 最后一击攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 1
# 多段攻击次数 : {value2}次
data2 = get_data(f'{prefix}/{uuid}', 2)
# 火遁·豪火球之术喷吐时间 : {value3}秒
data3 = get_data(f'{prefix}/{uuid}', 3)
# - [忍术精通追加效果] -
# 达成‘临’结印时大小增加比率 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4)
# 达成‘兵’结印时大小增加比率 : {value5}%
data5 = get_data(f'{prefix}/{uuid}', 5)
# 达成‘斗’结印时大小增加比率 : {value6}%
data6 = get_data(f'{prefix}/{uuid}', 6)
# 达成‘者’结印时大小增加比率 : {value7}%
data7 = get_data(f'{prefix}/{uuid}', 7)
# 达成‘皆’结印时大小增加比率 : {value8}%
data8 = get_data(f'{prefix}/{uuid}', 8)
# 达成‘阵’结印时大小增加比率 : {value9}%
data9 = get_data(f'{prefix}/{uuid}', 9)
# [范围信息]
# 火焰球大小 : {value10}%
data10 = get_data(f'{prefix}/{uuid}', 10)
mode = ['普通', '六道']
def setMode(self, mode):
if mode == '六道':
self.skillRation *= self.ninpou
# 空跃
# thief/kunoichi/d085127b0edd719782bd618d5688f4a1
# ddc49e9ad1ff72a00b53c6cff5b1e920/d085127b0edd719782bd618d5688f4a1
class Skill24(ActiveSkill):
"""
在跳跃中进行再一次跳跃。\n
"""
name = '空跃'
cellPos = (1,5)
learnLv = 20
masterLv = 1
maxLv = 1
position = 1
rangeLv = 1
uuid = 'd085127b0edd719782bd618d5688f4a1'
hasVP = False
hasUP = False
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
# 火遁·红莲
# thief/kunoichi/8572675ec6a1f50b6eff6a867376c2de
# ddc49e9ad1ff72a00b53c6cff5b1e920/8572675ec6a1f50b6eff6a867376c2de
class Skill25(ActiveSkill):
"""
生成强化忍者之力的红莲之火。\n
红莲之火在持续时间内赋予忍者武器火属性,增加基本攻击力和技能攻击力。\n
并在忍者周围旋转,提高忍者的物理/魔法防御力。\n
物理/魔法防御力增加效果即时生效。\n
"""
name = '火遁·红莲'
cellPos = (6,5)
learnLv = 20
masterLv = 10
maxLv = 20
position = 6
rangeLv = 3
cd = 5
uuid = '8572675ec6a1f50b6eff6a867376c2de'
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)
# 物理防御力增加 : {value2}
data2 = get_data(f'{prefix}/{uuid}', 2)
# 魔法防御力增加 : {value3}
data3 = get_data(f'{prefix}/{uuid}', 3)
# 忍法 : 幻影手里剑
# thief/kunoichi/4f2e001e9a19eb7bae50ad1840dfb329
# ddc49e9ad1ff72a00b53c6cff5b1e920/4f2e001e9a19eb7bae50ad1840dfb329
class Skill26(ActiveSkill):
"""
召唤数个幻影,向敌人连续投掷无数个手里剑。\n
在空中施放时,向地面投掷手里剑,但无法结印。\n
- [忍术精通追加效果] -\n
召唤的幻影数量增加。\n
"""
name = '忍法 : 幻影手里剑'
cellPos = (3,5)
learnLv = 20
masterLv = 60
maxLv = 70
position = 3
rangeLv = 2
cd = 12
mp = [91, 910]
uuid = '4f2e001e9a19eb7bae50ad1840dfb329'
hasVP = False
hasUP = True
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
# 手里剑攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 40
# 投掷数量 : {value1}
data1 = get_data(f'{prefix}/{uuid}', 1)
# 手里剑反弹次数 : {value2}
data2 = get_data(f'{prefix}/{uuid}', 2)
# 多段攻击次数上限 : {value3}次
data3 = get_data(f'{prefix}/{uuid}', 3)
# 多段攻击次数下限 : {value4}次
data4 = get_data(f'{prefix}/{uuid}', 4)
# 临、 兵幻影投掷手里剑攻击力比率 : {value5}%
data5 = get_data(f'{prefix}/{uuid}', 5)
# 斗、 者、 皆、 阵幻影投掷手里剑攻击力比率 : {value6}%
data6 = get_data(f'{prefix}/{uuid}', 6)
# - [忍术精通追加效果] -
# 达成‘临’结印时召唤幻影数增加量 : {value7}
data7 = get_data(f'{prefix}/{uuid}', 7)
# 达成‘兵’结印时召唤幻影数增加量 : {value8}
data8 = get_data(f'{prefix}/{uuid}', 8)
# 达成‘斗’结印时召唤幻影数增加量 : {value9}
data9 = get_data(f'{prefix}/{uuid}', 9)
# 达成‘者’结印时召唤幻影数增加量 : {value10}
data10 = get_data(f'{prefix}/{uuid}', 10)
# 达成‘皆’结印时召唤幻影数增加量 : {value11}
data11 = get_data(f'{prefix}/{uuid}', 11)
# 达成‘阵’结印时召唤幻影数增加量 : {value12}
data12 = get_data(f'{prefix}/{uuid}', 12)
# 暴击
# thief/kunoichi/fc1262c19f3d0477ee8eda47b8db8696
# ddc49e9ad1ff72a00b53c6cff5b1e920/fc1262c19f3d0477ee8eda47b8db8696
class Skill27(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)
# 忍法 : 原木分身术
# thief/kunoichi/0c262dac3ec41ff79e359ada9c7a7faf
# ddc49e9ad1ff72a00b53c6cff5b1e920/0c262dac3ec41ff79e359ada9c7a7faf
class Skill28(ActiveSkill):
"""
忍者的固有分身术。\n
在原地留下一块原木,然后以肉眼看不见的速度移动一小段距离。\n
默认向前方移动。 施放技能时按后方向键,可以向后方移动。\n
在空中或跳跃中施放时,直接落地。\n
施放技能时,可以消耗[忍法 : 残影术]的残影数量施放,此时减少冷却时间。\n
"""
name = '忍法 : 原木分身术'
cellPos = (7,5)
learnLv = 20
masterLv = 1
maxLv = 1
position = 7
rangeLv = 2
cd = 7
mp = [200, 200]
uuid = '0c262dac3ec41ff79e359ada9c7a7faf'
hasVP = False
hasUP = False
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
# 移动距离 : {value0}px
data0 = get_data(f'{prefix}/{uuid}', 0)
# [忍法 : 残影术]施放时冷却时间减少率 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
# 火遁·飓风煞
# thief/kunoichi/b8f4966608e4ebb3cc80ba4eac3649bb
# ddc49e9ad1ff72a00b53c6cff5b1e920/b8f4966608e4ebb3cc80ba4eac3649bb
class Skill29(ActiveSkill):
"""
向前方施放火焰飓风。 飓风会在一定时间后爆炸。\n
飓风可以吸附周围敌人,可以使用方向键控制施放方向和施放距离。\n
- [忍术精通追加效果] -\n
增加飓风吸附力和大小。\n
"""
name = '火遁·飓风煞'
cellPos = (6,6)
learnLv = 25
masterLv = 60
maxLv = 70
position = 6
rangeLv = 2
cd = 17
mp = [61, 610]
uuid = 'b8f4966608e4ebb3cc80ba4eac3649bb'
hasVP = False
hasUP = True
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
# 飓风攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 24
# 飓风持续时间 : {value1}秒
data1 = get_data(f'{prefix}/{uuid}', 1)
# 飓风多段攻击次数 : {value2}次
data2 = get_data(f'{prefix}/{uuid}', 2)
# 飓风最后爆炸攻击力 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3)
hit3 = 1
# 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)
# - [忍术精通追加效果] -
# 每阶段结印飓风大小增加比率 : {value6}%
data6 = get_data(f'{prefix}/{uuid}', 6)
# 每阶段结印增加爆炸大小比率 : {value7}%
data7 = get_data(f'{prefix}/{uuid}', 7)
# 每阶段结印吸附范围比率 : {value8}%
data8 = get_data(f'{prefix}/{uuid}', 8)
# [范围信息]
# [火遁 · 飓风煞]大小 : {value9}%
data9 = get_data(f'{prefix}/{uuid}', 9)
mode = ['普通', '六道']
def setMode(self, mode):
if mode == '六道':
self.skillRation *= self.ninpou
# 苦无精通
# thief/kunoichi/d53301bb328baf12a3ae482cc6a565dd
# ddc49e9ad1ff72a00b53c6cff5b1e920/d53301bb328baf12a3ae482cc6a565dd
class Skill30(PassiveSkill):
"""
增加魔法攻击力。 使用苦无系列武器时,增加命中率,基本攻击时有一定几率向敌人投掷苦无。\n
"""
name = '苦无精通'
cellPos = (3,6)
learnLv = 25
masterLv = 10
maxLv = 20
position = 3
rangeLv = 3
uuid = 'd53301bb328baf12a3ae482cc6a565dd'
hasVP = False
hasUP = False
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
# 魔法攻击力增加率 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
# [装备苦无时]
# 命中率增加 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
# 基本攻击投掷出苦无的几率 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
# 迁移前实现(保留对照):
# associate = [{'data': data0, 'type': '$*PAtkM'}]
associate = [
CharacterEffect(attribute=CharacterAttribute.P_ATK_M, value=1 + Percent(LevelTable(data0))),
]
# 烈焰印记
# thief/kunoichi/374f53e8989ef04a8506c8ec99d9ecdc
# ddc49e9ad1ff72a00b53c6cff5b1e920/374f53e8989ef04a8506c8ec99d9ecdc
class Skill31(PassiveSkill):
"""
增加忍者的基本攻击力和技能攻击力。\n
[火遁·冥炎业火阵]与一觉前忍术技能额外造成灼伤异常状态伤害。\n
灼伤攻击力由原技能攻击力进行折算,且受[忍法 : 残影术]的攻击力比率影响。\n
该伤害与实际使用的原技能伤害量无关,成功击中时适用最高伤害量。\n
[忍法 : 六道轮回]保存的烈焰印记的灼伤伤害不受累积影响,仍取决于原本伤害量。\n
烈焰印记追加灼伤的技能 - [火遁 · 豪火球之术]、 [幻影手里剑]、 [火遁 · 飓风煞]、 [火遁 · 螺旋手里剑]、 [火遁 · 炎天道]、 [火遁 · 蟾蜍油炎弹]、 [火遁 · 炎舞天璇]、 [火遁·冥炎业火阵]\n
"""
name = '烈焰印记'
cellPos = (5,6)
learnLv = 25
masterLv = 10
maxLv = 20
position = 5
rangeLv = 3
uuid = '374f53e8989ef04a8506c8ec99d9ecdc'
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)
# 追加灼伤攻击力比率 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
# 灼伤几率 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
# 灼伤持续时间 : {value3}秒
data3 = get_data(f'{prefix}/{uuid}', 3)
# 迁移前实现(保留对照):
# associate = [{'data': data0}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0))),
]
# 火遁·螺旋手里剑
# thief/kunoichi/7e904ea3d2a9faa054604e55120a9268
# ddc49e9ad1ff72a00b53c6cff5b1e920/7e904ea3d2a9faa054604e55120a9268
class Skill32(ActiveSkill):
"""
向前方投掷巨大的手里剑。\n
手里剑会不断地旋转前进攻击沿途的敌人,同时被手里剑攻击的敌人会被吸附到手里剑中心并受到多段伤害。\n
- [忍术精通追加效果] -\n
增加手里剑爆炸大小。\n
在决斗场的空中使用时,手里剑在地面上的持续时间会减少,但是多段击打攻击力会增加。\n
"""
name = '火遁·螺旋手里剑'
cellPos = (3,7)
learnLv = 30
masterLv = 60
maxLv = 70
position = 3
rangeLv = 2
cd = 12
mp = [91, 910]
uuid = '7e904ea3d2a9faa054604e55120a9268'
hasVP = False
hasUP = True
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
# 旋转时多段攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 15
# 最后爆炸攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 1
# - [忍术精通追加效果] -
# 每阶段结印增加最后爆炸大小比率 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
# 在空中使用时,手里剑持续时间变换率 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3)
# 在空中使用时,手里剑多段攻击力变换率 : {value4}%
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)
# [范围信息]
# 最后爆炸大小 : {value7}%
data7 = get_data(f'{prefix}/{uuid}', 7)
mode = ['普通', '六道']
def setMode(self, mode):
if mode == '六道':
self.skillRation *= self.ninpou
# 忍法 : 残影术
# thief/kunoichi/dbf8b30c7057032af0d68fcfa289fdae
# ddc49e9ad1ff72a00b53c6cff5b1e920/dbf8b30c7057032af0d68fcfa289fdae
class Skill33(ActiveSkill):
"""
施放技能时,可以生成残影代替忍者继续施放当前技能。\n
进入地下城后自动发动该技能,发动后强制取消当前技能时,会出现残影继续代替忍者使用强制取消的技能。\n
残影经过一段时间后会恢复,且可以连续施放。\n
该技能无法享受[忍术精通]的加成。\n
在决斗场中,残影施放的技能会受到结印数量的影响,并存在前置冷却时间。\n
"""
name = '忍法 : 残影术'
cellPos = (5,8)
learnLv = 35
masterLv = 1
maxLv = 11
position = 5
rangeLv = 5
cd = 15
mp = [128, 1280]
uuid = 'dbf8b30c7057032af0d68fcfa289fdae'
hasVP = False
hasUP = False
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
# 残影使用技能时攻击力比率 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
# 残影数量上限 : {value1}
data1 = get_data(f'{prefix}/{uuid}', 1)
# 残影恢复时间 : {value2}秒
data2 = get_data(f'{prefix}/{uuid}', 2)
# 决斗场前置冷却时间 : {value3}秒
data3 = get_data(f'{prefix}/{uuid}', 3)
# 迁移前实现(保留对照):
# associate = [{'data': [i - 100 if i > 0 else 0 for i in data0]}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable([i - 100 if i > 0 else 0 for i in data0]))),
]
# 火遁·炎天道
# thief/kunoichi/5152480fdde81362575a488d4cec4af9
# ddc49e9ad1ff72a00b53c6cff5b1e920/5152480fdde81362575a488d4cec4af9
class Skill34(ActiveSkill):
"""
在地面引发强烈爆炸使敌人浮空,然后,跳起将火焰球扔向地面,引发巨大爆炸。\n
"""
name = '火遁·炎天道'
cellPos = (6,8)
learnLv = 35
masterLv = 60
maxLv = 70
position = 6
rangeLv = 2
cube = 1
cd = 18
mp = [128, 1280]
uuid = '5152480fdde81362575a488d4cec4af9'
hasVP = True
hasUP = True
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501
# 地面爆炸攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 0
# 空中生成的火焰球攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 1
# 火焰球直接打击攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 1
# 火焰球爆炸攻击力 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3)
hit3 = 1
# - [忍术精通追加效果] -
# 达成‘临’结印时大小增加比率 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4)
# 达成‘兵’结印时大小增加比率 : {value5}%
data5 = get_data(f'{prefix}/{uuid}', 5)
# 达成‘斗’结印时大小增加比率 : {value6}%
data6 = get_data(f'{prefix}/{uuid}', 6)
# 达成‘者’结印时大小增加比率 : {value7}%
data7 = get_data(f'{prefix}/{uuid}', 7)
# 达成‘皆’结印时大小增加比率 : {value8}%
data8 = get_data(f'{prefix}/{uuid}', 8)
# 达成‘阵’结印时大小增加比率 : {value9}%
data9 = get_data(f'{prefix}/{uuid}', 9)
# [范围信息]
# 爆炸大小 : {value10}%
data10 = get_data(f'{prefix}/{uuid}', 10)
mode = ['地面', '空中', '六道']
def setMode(self, mode):
if mode == '地面':
self.hit0 = 1
self.hit1 = 1
elif mode == '空中':
self.hit0 = 0
self.hit1 = 1
elif mode == '六道':
self.hit0 = 1
self.hit1 = 1
self.skillRation *= self.ninpou
# TOCHEK-STONE:Stone VP1/VP2 标记 game_bug、无 actual;核对对应 VP 行为。
def vp_1(self):
"""
[火遁·炎天道]\n
在爆炸点生成火焰地带\n
- 使进入火焰地带的敌人进入强制控制状态\n
烈焰印记灼伤伤害额外 +20%\n
- 命中时,始终造成技能最大伤害量50%的伤害\n
- 伤害量不受[忍法 : 六道轮回]充能率的影响\n
- 技能攻击力 -14%\n
将[火遁·炎天道]记录在[忍法 : 六道轮回]时,赋予以下效果\n
- 施放时,攻击、 移动、 施放速度 +10%,持续10秒\n
- 施放强化残影攻击时,一次性结算剩余灼伤伤害\n
"""
...
# TOCHEK-STONE:Stone VP1/VP2 标记 game_bug、无 actual;核对对应 VP 行为。
def vp_2(self):
"""
[火遁·炎天道]\n
向前方最强敌人投掷火焰球\n
- 删除地面爆炸和空中火焰攻击\n
- 总攻击力相同\n
火焰球命中时恢复1个[忍法 : 残影术]残影\n
"""
...
# 忍法 : 替身术
# thief/kunoichi/2391a27457b5a8c6fa4b4670a91bdd11
# ddc49e9ad1ff72a00b53c6cff5b1e920/2391a27457b5a8c6fa4b4670a91bdd11
class Skill35(ActiveSkill):
"""
隐身后引发爆炸,并与周围的敌人对换位置。 对换位置时,会为敌人附着起爆符。 换位后,忍者会扔出苦无引爆起爆符。\n
与附近敌人无法对换位置时,使用木头替代自身。\n
对无法抓取的敌人不适用控制效果。\n
可在被击和倒地状态下忽略被击和倒地动作立即使用。\n
与[忍法 : 影分身]共享冷却时间。\n
在决斗场中,无法使用该技能。\n
"""
name = '忍法 : 替身术'
cellPos = (3,8)
learnLv = 35
masterLv = 60
maxLv = 70
position = 3
rangeLv = 3
cd = 25
mp = [91, 910]
uuid = '2391a27457b5a8c6fa4b4670a91bdd11'
hasVP = True
hasUP = True
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501
# 地面爆炸攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
# 苦无攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
# 起爆符爆炸攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
# [范围信息]
# 爆炸大小: {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3)
def vp_1(self):
"""
[忍法 : 替身术]\n
攻击范围 +50%\n
可记录在[忍法 : 六道轮回]\n
- 技能攻击力 -33%\n
追加烈焰印记灼伤伤害\n
- 命中时,始终造成技能最大伤害量30%的伤害\n
- 伤害量不受[忍法 : 六道轮回]充能率的影响\n
- 技能攻击力 -25%\n
将[忍法 : 替身术]记录在[忍法 : 六道轮回]时,赋予以下效果\n
- 施放强化残影攻击时,一次性结算剩余灼伤伤害\n
"""
...
def vp_2(self):
"""
[忍法 : 替身术]\n
技能结束后适用附加效果,效果持续5秒\n
- 所受伤害 -50%\n
- 进入霸体状态\n
"""
...
# 忍法 : 六道轮回
# thief/kunoichi/5892d1fa4462e561ac8f8d2c74892b0a
# ddc49e9ad1ff72a00b53c6cff5b1e920/5892d1fa4462e561ac8f8d2c74892b0a
class Skill36(ActiveSkill):
"""
忍者领悟火焰忍术真谛后习得秘术,学习后,周围出现逐渐变强的燃烧火焰,并累积残影攻击力。\n
施放后,在持续时间内每次施放忍术技能时凝聚火焰并累积该技能攻击力,再次按技能键或持续时间结束时,出现强化后的残影,并用强大的炎舞将敌人燃烧殆尽。\n
伤害取决于累积的忍术技能攻击力。\n
强化的残影攻击力按施放技能前的累积程度成比例增加,并受冷却时间相关的属性影响。\n
同一个技能最多只能保存3次。\n
[忍法 : 残影术]每次消耗残影时,可保存的持续时间增加。\n
残影为无敌状态,无法被敌人攻击。\n
可保存的技能 - 火遁·豪火球之术、 火遁·飓风煞、 忍法 : 幻影手里剑、 火遁·螺旋手里剑、 火遁 : 炎天道、 火遁 : 蟾蜍油炎弹、 火遁 : 炎舞天璇、 火遁·风魔手里剑、 八岐大蛇、 天照\n
"""
name = '忍法 : 六道轮回'
cellPos = (5,9)
learnLv = 40
masterLv = 1
maxLv = 11
position = 5
rangeLv = 3
cd = 20
mp = [164, 1640]
uuid = '5892d1fa4462e561ac8f8d2c74892b0a'
hasVP = False
hasUP = False
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
# 保存技能个数上限 : {value0}
data0 = get_data(f'{prefix}/{uuid}', 0)
# 火焰残影攻击力最大比率 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
# 最大累积时间 : 20秒
# 可保存的持续时间 : {value2}秒
data2 = get_data(f'{prefix}/{uuid}', 2)
# 每次消耗残影时可保存的持续时间增加 : {value3}秒
data3 = get_data(f'{prefix}/{uuid}', 3)
# [范围信息]
# 范围 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4)
# 迁移前实现(保留对照):
# associate = [{'data': data1, 'type': '+ninpou'}] # noqa: E501
associate = [
SkillEffect(attribute=KunoichiAttribute.NINPOU, operation=Operation.ADD, value=Percent(LevelTable(data1))),
]
# 火遁·蟾蜍油炎弹
# thief/kunoichi/fc458e449ee00b01dbf88d09aae65462
# ddc49e9ad1ff72a00b53c6cff5b1e920/fc458e449ee00b01dbf88d09aae65462
class Skill37(ActiveSkill):
"""
召唤火焰蟾蜍。\n
蟾蜍倒吸一口气后向前发射一个大型油炎弹。\n
油炎弹爆炸范围随[忍术精通]技能的结印阶段增加。\n
可在空中施放,同时会增加火焰蟾蜍登场时的冲击波范围。\n
- [忍术精通追加效果] -\n
增加油炎弹的爆炸大小。\n
"""
name = '火遁·蟾蜍油炎弹'
cellPos = (7,9)
learnLv = 40
masterLv = 60
maxLv = 70
position = 7
rangeLv = 2
cube = 1
cd = 25
mp = [164, 1640]
uuid = 'fc458e449ee00b01dbf88d09aae65462'
hasVP = True
hasUP = True
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501
# 火焰蟾蜍登场时冲击波攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 3
# 油炎弹攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 1
# 油炎弹爆炸攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 1
# 火焰蟾蜍消失时攻击力 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3)
hit3 = 1
# 在空中召唤时火焰蟾蜍登场时冲击波范围增加比率 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4)
# - [忍术精通追加效果] -
# 达成‘临’结印时油炎弹爆炸大小 : {value5}%
data5 = get_data(f'{prefix}/{uuid}', 5)
# 达成‘兵’结印时油炎弹爆炸大小 : {value6}%
data6 = get_data(f'{prefix}/{uuid}', 6)
# 达成‘斗’结印时油炎弹爆炸大小 : {value7}%
data7 = get_data(f'{prefix}/{uuid}', 7)
# 达成‘者’结印时油炎弹爆炸大小 : {value8}%
data8 = get_data(f'{prefix}/{uuid}', 8)
# 达成‘皆’结印时油炎弹爆炸大小 : {value9}%
data9 = get_data(f'{prefix}/{uuid}', 9)
# 达成‘阵’结印时油炎弹爆炸大小 : {value10}%
data10 = get_data(f'{prefix}/{uuid}', 10)
# [范围信息]
# 爆炸大小 : {value11}%
data11 = get_data(f'{prefix}/{uuid}', 11)
mode = ['普通', '六道']
def setMode(self, mode):
if mode == '六道':
self.skillRation *= self.ninpou
def vp_1(self):
"""
[火遁·蟾蜍油炎弹]\n
变更登场位置\n
蟾蜍大小 +50%\n
油炎弹爆炸范围 +30%\n
蟾蜍登场及油炎弹发射速度 +50%\n
删除登场、 消失、 油炎弹攻击的攻击力\n
- 总攻击力相同\n
"""
...
def vp_2(self):
"""
[火遁·蟾蜍油炎弹]\n
冷却时间和攻击力 +70%\n
消耗[八尺琼勾玉]的红色勾玉时,适用附加效果,效果持续20秒\n
- 攻击、 移动、 施放速度 +10%\n
- 物理和魔法防御力 +5000\n
"""
self.cd *= 1.7
self.skillRation *= 1.7
...
# 火遁·炎舞天璇
# thief/kunoichi/1812a1ece67bb37b6b44b54766450064
# ddc49e9ad1ff72a00b53c6cff5b1e920/1812a1ece67bb37b6b44b54766450064
class Skill38(ActiveSkill):
"""
施展秘笈,以肉眼无法辨别的速度快速舞动斩击敌人,随后绽放出如炎玉一般的红莲之花对敌人进行多段攻击。 最后一击会出现更大的红莲之花攻击敌人。\n
多段攻击次数越多,则最后的火焰爆炸范围越大。\n
按跳跃键,可中断多段攻击,立即施放最后一击; 快速舞动斩击时,若按跳跃键,则可立即施放红莲之花。\n
[忍术精通追加效果]\n
增加斩击速度。\n
"""
name = '火遁·炎舞天璇'
cellPos = (5,10)
learnLv = 45
masterLv = 60
maxLv = 70
position = 5
rangeLv = 2
cube = 2
cd = 40
mp = [311, 3110]
uuid = '1812a1ece67bb37b6b44b54766450064'
hasVP = True
hasUP = True
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501
# 斩击攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 8
# 红莲之花多段攻击攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 25
# 斩击多段攻击次数 : {value2}次
data2 = get_data(f'{prefix}/{uuid}', 2)
# 红莲之花多段攻击次数 : {value3}次
data3 = get_data(f'{prefix}/{uuid}', 3)
# 最后一击攻击力 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4)
hit4 = 1
# - [忍术精通追加效果] -
# 每阶段结印增加斩击速度 : {value5}%
data5 = get_data(f'{prefix}/{uuid}', 5)
# [范围信息]
# 最后爆炸大小: {value6}%
data6 = get_data(f'{prefix}/{uuid}', 6)
mode = ['普通', '六道']
def setMode(self, mode):
if mode == '六道':
self.skillRation *= self.ninpou
def vp_1(self):
"""
[火遁·炎舞天璇]\n
斩击次数 -5次\n
- 总攻击力相同\n
出现火焰残影,一起释放火焰之花\n
增加最后一击攻击范围\n
"""
...
def vp_2(self):
"""
[火遁·炎舞天璇]\n
通过[忍法 : 残影术]强制中断[火遁·炎舞天璇]时,进入无敌状态1秒\n
[火遁·炎舞天璇]的蓄气时间 -90%\n
"""
...
# 暗炎残星
# thief/kunoichi/d89f26862e348a801b30bb9fd7125db5
# ddc49e9ad1ff72a00b53c6cff5b1e920/d89f26862e348a801b30bb9fd7125db5
class Skill39(PassiveSkill):
"""
掌握暗炎之术,忍者击中的敌人时,会将敌人标记为追踪目标。\n
被标记为追踪目标的敌人头上会生成追踪标记。 忍者能对有追踪标记的敌人造成更高的暴击伤害。\n
追踪标记经过一定时间后消失。\n
[当敌人察觉到自己成为被猎杀的目标时,他的心脏早就停止了跳动。]\n
"""
name = '暗炎残星'
cellPos = (3,10)
learnLv = 45
masterLv = 1
maxLv = 11
position = 3
rangeLv = 5
uuid = 'd89f26862e348a801b30bb9fd7125db5'
hasVP = False
hasUP = False
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
# 暴击伤害增加率 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
# 追踪标记持续时间 : {value1}秒
data1 = get_data(f'{prefix}/{uuid}', 1)
# 迁移前实现(保留对照):
# associate = [{'data': data0}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0))),
]
# 毕方之印
# thief/kunoichi/2c9d9a36c8401bddff6cdb80fab8dc24
# ddc49e9ad1ff72a00b53c6cff5b1e920/2c9d9a36c8401bddff6cdb80fab8dc24
class Skill40(ActiveSkill):
"""
引燃毕方之炎周围敌人的灵魂并产生爆炸,增加属性攻击力和魔法暴击率。\n
离忍者较近的敌人会附加“炎”烙印,较远的敌人附加“火”烙印。\n
被附加火烙印和炎烙印的敌人会受到周期性的火属性伤害。\n
火烙印和炎烙印消失时,将给与敌人火属性爆炸伤害。\n
[掌握毕方之印的毕方之炎忍术变得更精湛,被她的火焰吞噬的敌人将消失无踪。]\n
"""
name = '毕方之印'
cellPos = (7,11)
learnLv = 48
masterLv = 40
maxLv = 50
position = 7
rangeLv = 3
uuid = '2c9d9a36c8401bddff6cdb80fab8dc24'
type = 'passive'
hasVP = False
hasUP = False
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
# 属性攻击力增加率 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
# 魔法暴击率增加 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
# 火烙印生成距离 : {value2}px
data2 = get_data(f'{prefix}/{uuid}', 2)
# 火烙印多段攻击力 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3)
hit3 = 1 / 2.5
# 火烙印多段攻击间隔 : {value4}秒
data4 = get_data(f'{prefix}/{uuid}', 4)
# 火烙印持续时间 : {value5}秒
data5 = get_data(f'{prefix}/{uuid}', 5)
# 火烙印爆炸攻击力 : {value6}%
data6 = get_data(f'{prefix}/{uuid}', 6)
hit6 = 1
# 炎烙印生成距离: {value7}px
data7 = get_data(f'{prefix}/{uuid}', 7)
# 炎烙印多段攻击力 : {value8}%
data8 = get_data(f'{prefix}/{uuid}', 8)
hit8 = 1 / 0.5
# 炎烙印多段攻击间隔 : {value9}秒
data9 = get_data(f'{prefix}/{uuid}', 9)
# 炎烙印持续时间 : {value10}秒
data10 = get_data(f'{prefix}/{uuid}', 10)
# 炎烙印爆炸攻击力 : {value11}%
data11 = get_data(f'{prefix}/{uuid}', 11)
hit11 = 1
# 迁移前实现(保留对照):
# associate = [{'data': data0}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0))),
]
def getSkillCD(self, mode=None):
return 1.0
# 火遁·冥炎业火阵
# thief/kunoichi/2ba299855fc22192cba4f73db75e9d0e
# ddc49e9ad1ff72a00b53c6cff5b1e920/2ba299855fc22192cba4f73db75e9d0e
class Skill41(ActiveSkill):
"""
召唤出消灭敌人的冥炎业火阵给予敌人火属性伤害。\n
之后依次激活阵法结印,6个结印全部激活后同时引爆毁灭敌人。\n
"""
name = '火遁·冥炎业火阵'
cellPos = (5,11)
learnLv = 50
masterLv = 40
maxLv = 50
position = 5
rangeLv = 5
cube = 5
cd = 135
mp = [881, 7403]
uuid = '2ba299855fc22192cba4f73db75e9d0e'
hasVP = False
hasUP = False
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
# 业火阵出现时攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 业火阵爆炸时攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 1
# 吸附敌人时火焰攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 1
# 结印出现时攻击力 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3)
hit3 = 1
# 结印爆炸时攻击力 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4)
hit4 = 1
# 业火阵范围内攻击力 : {value5}%
data5 = get_data(f'{prefix}/{uuid}', 5)
hit5 = 10
# 业火阵多段攻击次数 : {value6}次
data6 = get_data(f'{prefix}/{uuid}', 6)
# 忍法 : 飞燕手里剑
# thief/kunoichi/b89c9ab317bc0a443f6497b7cca2f6a8
# ddc49e9ad1ff72a00b53c6cff5b1e920/b89c9ab317bc0a443f6497b7cca2f6a8
class Skill42(ActiveSkill):
"""
像燕子一样飞向空中后跟火焰残影一起发射手里剑。\n
忍者闪烁移动时,可将附近的敌人往中间聚集,并与火焰残影一起连续发射手里剑。\n
可以在自身被击或倒地状态下施放该技能; 若在空中施放该技能,最后一击则更变为发射苦无。\n
[忍法 : 飞燕手里剑]的手里剑贯穿敌人时,可以对敌人附着封印力量的符咒,在最终爆炸之前强控敌人。\n
[忍法 : 六道轮回]无法记录该技能。\n
"""
name = '忍法 : 飞燕手里剑'
cellPos = (3,12)
learnLv = 60
masterLv = 40
maxLv = 50
position = 3
rangeLv = 2
cube = 1
cd = 30
mp = [400, 1120]
uuid = 'b89c9ab317bc0a443f6497b7cca2f6a8'
hasVP = True
hasUP = True
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501
# 地面爆炸攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 1
# 闪烁移动攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 4
# 闪烁移动时手里剑多段攻击次数 : {value2}次
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 16
# 闪烁移动时发射的穿刺手里剑攻击力 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3)
hit3 = 16
# 闪烁移动时发射的穿刺手里剑多段攻击次数 : {value4}次
data4 = get_data(f'{prefix}/{uuid}', 4)
# 闪烁移动时手里剑爆炸攻击力 : {value5}%
data5 = get_data(f'{prefix}/{uuid}', 5)
# 闪烁移动时手里剑爆炸多段攻击次数 : {value6}次
data6 = get_data(f'{prefix}/{uuid}', 6)
# 最后一闪攻击力 : {value7}%
data7 = get_data(f'{prefix}/{uuid}', 7)
hit7 = 1
# 最后一击穿刺攻击力 : {value8}%
data8 = get_data(f'{prefix}/{uuid}', 8)
hit8 = 10
# 最后一击穿刺多段攻击次数 : {value9}次
data9 = get_data(f'{prefix}/{uuid}', 9)
hit9 = 10
# 最后一击手里剑爆炸攻击力 : {value10}%
data10 = get_data(f'{prefix}/{uuid}', 10)
# 最后一击手里剑爆炸多段攻击次数 : {value11}次
data11 = get_data(f'{prefix}/{uuid}', 11)
# 被击或倒地状态下使用时攻击力增加比率 : {value12}%
data12 = get_data(f'{prefix}/{uuid}', 12)
# 在空中使用时,最后一击投掷苦无数增加量 : {value13}
data13 = get_data(f'{prefix}/{uuid}', 13)
# 压制力 (4人队伍) : {value14}秒 ({value15}秒)
data14 = get_data(f'{prefix}/{uuid}', 14)
data15 = get_data(f'{prefix}/{uuid}', 15)
# [范围信息]
# 最后爆炸大小 : {value16}%
data16 = get_data(f'{prefix}/{uuid}', 16)
mode = ['地面', '空中', '六道']
def setMode(self, mode):
if mode == '地面':
self.hit8 = 10
self.hit9 = 10
elif mode == '空中':
self.hit0 = self.hit1 = self.hit2 = self.hit3 = self.hit4 = self.hit5 = self.hit6 = self.hit7 = 0
self.hit8 = 15
self.hit9 = 15
elif mode == '六道':
self.hit8 = 10
self.hit9 = 10
self.skillRation *= self.ninpou if self.vp == 2 else 0
def vp_1(self):
"""
[忍法 : 飞燕手里剑]\n
命中时,初始化[忍法 : 原木分身术]的冷却时间\n
强制控制时间 +1秒\n
技能结束后,额外进入0.5秒的无敌状态\n
"""
...
def vp_2(self):
"""
[忍法 : 飞燕手里剑]\n
闪烁速度 +30%\n
手里剑爆炸范围 +30%\n
判定为忍术技能\n
- 可记录在[忍法 : 六道轮回]\n
- 技能攻击力 -33%\n
"""
...
# 火遁·风魔手里剑
# thief/kunoichi/7cf17936a039b418660424125dc968d7
# ddc49e9ad1ff72a00b53c6cff5b1e920/7cf17936a039b418660424125dc968d7
class Skill43(ActiveSkill):
"""
召唤禁忌之兵器[风魔手里剑]毁灭敌人。\n
施放时召唤4个风魔手里剑,抓住手里剑向前方投掷。 投掷的风魔手里剑旋转飞出,对范围内的敌人造成多段伤害,然后自动飞回。\n
此时,忍者可以抓取风魔手里剑,使其融合成巨型风魔手里剑并再次向前方投掷,造成额外伤害。\n
巨型风魔手里剑对范围内敌人造成多段伤害后爆炸。\n
在空中施放[火遁 : 风魔手里剑]时,立即投掷出巨型风魔手里剑。\n
投掷后跳跃或施放其他技能过程中,无法抓取飞回的风魔手里剑。\n
[忍术精通]蓄气后施放时,增加巨型风魔手里剑的爆炸范围。\n
"""
name = '火遁·风魔手里剑'
cellPos = (7,13)
learnLv = 70
masterLv = 40
maxLv = 50
position = 7
rangeLv = 2
cube = 2
cd = 50
mp = [800, 1680]
uuid = '7cf17936a039b418660424125dc968d7'
hasVP = True
hasUP = True
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501
# 风魔手里剑攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 15
# 风魔手里剑多段攻击次数 : {value1}
data1 = get_data(f'{prefix}/{uuid}', 1)
# 巨型风魔手里剑攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 10
# 巨型风魔手里剑多段攻击次数 : {value3}
data3 = get_data(f'{prefix}/{uuid}', 3)
# 巨型风魔手里剑爆炸攻击力 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4)
hit4 = 1
# - [忍术精通追加效果] -
# 达成‘临’、 ‘兵’、 ‘斗’结印时爆炸范围 : {value5}%
data5 = get_data(f'{prefix}/{uuid}', 5)
# 达成‘者’、 ‘皆’、 ‘阵’结印时爆炸范围 : {value6}%
data6 = get_data(f'{prefix}/{uuid}', 6)
# [范围信息]
# 最后爆炸大小: {value7}%
data7 = get_data(f'{prefix}/{uuid}', 7)
mode = ['普通', '六道']
def setMode(self, mode):
if mode == '六道':
self.skillRation *= self.ninpou
def vp_1(self):
"""
[火遁·风魔手里剑]\n
立即投掷巨型风魔手里剑\n
巨型风魔手里剑多段攻击次数 +10次\n
- 总攻击力相同\n
巨型风魔手里剑大小 +30%\n
终结爆炸范围 +20%\n
"""
...
def vp_2(self):
"""
[火遁·风魔手里剑]\n
基本冷却时间从50秒变更为43秒\n
- 技能攻击力 -14%\n
追加烈焰印记灼伤伤害\n
- 命中时,始终造成技能最大伤害量30%的伤害\n
- 施放[忍法 : 六道轮回]时无效\n
- 技能攻击力 -14%\n
将[火遁·风魔手里剑]记录在[忍法 : 六道轮回]时,赋予以下效果\n
- [忍法 : 六道轮回]技能施放速度 +30%\n
- 施放强化残影攻击时,一次性结算剩余灼伤伤害\n
"""
...
# 八咫镜
# thief/kunoichi/f0cc2c950f3bdf4103c75fa496bcac34
# ddc49e9ad1ff72a00b53c6cff5b1e920/f0cc2c950f3bdf4103c75fa496bcac34
class Skill44(PassiveSkill):
"""
八咫镜会强化分身、 残影类技能的特性。\n
- [忍法 : 残影术] -\n
增加残影数量和蓄力速度。\n
- [忍法 : 六道轮回] -\n
增加[忍法 : 六道轮回]技能施放速度。\n
"""
name = '八咫镜'
cellPos = (8,13)
learnLv = 75
masterLv = 40
maxLv = 50
position = 8
rangeLv = 3
uuid = 'f0cc2c950f3bdf4103c75fa496bcac34'
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)
# [忍法 : 残影术]蓄力速度增加 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
# [忍法 : 残影术]残影数量上限增加 : {value2}个
data2 = get_data(f'{prefix}/{uuid}', 2)
# [忍法 : 六道轮回]强化残影攻击速度增加率 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3)
# 迁移前实现(保留对照):
# associate = [{"data": data0}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data0))),
]
# 八岐大蛇
# thief/kunoichi/147d005ac868e0de52b1f255eea35d62
# ddc49e9ad1ff72a00b53c6cff5b1e920/147d005ac868e0de52b1f255eea35d62
class Skill45(ActiveSkill):
"""
召唤神兽八岐大蛇喷吐黑色火焰,同时生成火焰毒雾。\n
- [忍术精通追加效果] -\n
增加毒雾持续时间。\n
"""
name = '八岐大蛇'
cellPos = (4,13)
learnLv = 75
masterLv = 40
maxLv = 50
position = 4
rangeLv = 2
cube = 3
cd = 43
mp = [600, 4500]
uuid = '147d005ac868e0de52b1f255eea35d62'
hasVP = True
hasUP = True
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501
# 火焰吐息的攻击次数 : {value0}次
data0 = get_data(f'{prefix}/{uuid}', 0)
# 召唤时,爆炸攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 1
# 火焰吐息攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 10
# 毒雾攻击力 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3)
hit3 = 23
# 毒雾多段攻击次数 : {value4}次
data4 = get_data(f'{prefix}/{uuid}', 4)
# 结印时毒雾多段攻击次数 : {value5}次
data5 = get_data(f'{prefix}/{uuid}', 5)
# [范围信息]
# 火焰吐息攻击范围 : {value6}%
data6 = get_data(f'{prefix}/{uuid}', 6)
mode = ['普通', '六道']
def setMode(self, mode):
if mode == '六道':
self.skillRation *= self.ninpou
def vp_1(self):
"""
[八岐大蛇]\n
八岐大蛇的大小增加\n
变更召唤位置\n
删除召唤时攻击力和毒雾领域\n
- 总攻击力相同\n
每叠加1层八尺琼勾玉,火焰吐息范围 +5%\n
火焰吐息范围 +20%\n
"""
...
def vp_2(self):
"""
[八岐大蛇]\n
火焰吐息持续时间 -50%\n
- 火焰吐息多段攻击次数 -5次\n
- 追加火焰吐息爆炸攻击\n
- 总攻击力相同\n
增加烈焰印记灼伤伤害\n
- 命中时,始终造成技能最大伤害量30%的伤害\n
- 施放[忍法 : 六道轮回]时无效\n
- 技能攻击力 -14%\n
将[八岐大蛇]记录在[忍法 : 六道轮回]时,赋予以下效果\n
- 施放[忍法 : 六道轮回]时攻击范围 +30%\n
- 施放强化残影攻击时,一次性结算剩余灼伤伤害\n
"""
...
# 八尺琼勾玉
# thief/kunoichi/8510294202d0e042dd29a2422fc6770d
# ddc49e9ad1ff72a00b53c6cff5b1e920/8510294202d0e042dd29a2422fc6770d
class Skill46(PassiveSkill):
"""
召唤勾玉,强化召唤兽的特性和能力。\n
勾玉会在学习[火遁·蟾蜍油炎弹]、 [八岐大蛇]、 [天照]时自动激活,并旋转在使用者身边。\n
施放[火遁·红莲]技能时,勾玉被火焰缠绕,额外增加物理/魔法防御力。\n
"""
name = '八尺琼勾玉'
cellPos = (5,13)
learnLv = 75
masterLv = 1
maxLv = 1
position = 5
rangeLv = 1
uuid = '8510294202d0e042dd29a2422fc6770d'
hasVP = False
hasUP = False
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
# 红色勾玉增加[火遁·蟾蜍油炎弹]施放速度 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
# 黑色勾玉增加[八岐大蛇]毒雾范围 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
# 黄色勾玉减少光焰弹攻击前僵直 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
# 施放[火遁·红莲]时物理/魔法防御力额外增加 : {value3}
data3 = get_data(f'{prefix}/{uuid}', 3)
# 天照
# thief/kunoichi/47bd4871f29defc2a0021ee9261d7a5b
# ddc49e9ad1ff72a00b53c6cff5b1e920/47bd4871f29defc2a0021ee9261d7a5b
class Skill47(ActiveSkill):
"""
召唤天照发射自动追踪敌人的光焰弹。\n
- [忍术精通追加效果] -\n
增加攻击力。\n
"""
name = '天照'
cellPos = (4,14)
learnLv = 80
masterLv = 40
maxLv = 50
position = 4
rangeLv = 2
cube = 5
cd = 51
mp = [800, 6000]
uuid = '47bd4871f29defc2a0021ee9261d7a5b'
hasVP = True
hasUP = True
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501
# 天照登场和消失时冲击波攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 2
# 光焰弹攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
hit1 = 8
# 光焰弹基本发射数量 : {value2}个
data2 = get_data(f'{prefix}/{uuid}', 2)
# [临兵斗]结印时攻击力增加率 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3)
# [者皆阵]结印时攻击力增加率 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4)
# [范围信息]
# 锁定敌人范围 : {value5}px
data5 = get_data(f'{prefix}/{uuid}', 5)
# 迁移前实现(保留对照):
# associate = [{'data': data4, 'skills': ['天照']}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data4)), skills=['天照']),
]
mode = ['普通', '六道']
def setMode(self, mode):
if mode == '六道':
self.skillRation *= self.ninpou
def vp_1(self):
"""
[天照]\n
天照登场时间减少\n
持续时间内,向进入范围内的敌人发射光焰弹\n
删除登场和消失攻击力\n
- 总攻击力相同\n
天照结印蓄气时间 -50%\n
"""
...
def vp_2(self):
"""
[天照]\n
天照登场后落下火雨\n
- 黄色勾玉效果变更为攻击范围 +10%\n
施放[天照]过程中,通过其他技能强制中断残影时,立即恢复残影\n
追加烈焰印记灼伤伤害\n
- 命中时,始终造成技能最大伤害量30%的伤害\n
- 施放[忍法 : 六道轮回]时无效\n
- 技能攻击力 -14%\n
将[天照]记录在[忍法 : 六道轮回]时,赋予以下效果\n
- 施放时,10秒内[忍法 : 残影术]残影恢复速度 +50%\n
- 施放强化残影攻击时,一次性结算剩余灼伤伤害\n
"""
...
# 火炎灼空 : 草雉剑
# thief/kunoichi/669f1428193f61f9d92c743b72438c4d
# ddc49e9ad1ff72a00b53c6cff5b1e920/669f1428193f61f9d92c743b72438c4d
class Skill48(ActiveSkill):
"""
召唤出火系忍术根源的古代武器——草雉剑。\n
使用技能后,按<X>键可以直接装备召唤出来的草雉剑,技能持续时间内,基本攻击变更为火焰剑舞,灼伤伤害增加,烈焰印记持续时间发生改变。\n
并且,火焰剑舞命中时,累积[忍法 : 六道轮回]的残影攻击力。\n
装备草雉剑的状态下,若再次按技能键,则残影会投掷火焰剑并引起大爆炸。\n
最后投掷剑和爆炸的攻击力受[忍法 : 残影术]的影响。\n
"""
name = '火炎灼空 : 草雉剑'
cellPos = (7,14)
learnLv = 85
masterLv = 40
maxLv = 50
position = 7
rangeLv = 5
cube = 10
cd = 170
mp = [2800, 5000]
uuid = '669f1428193f61f9d92c743b72438c4d'
hasVP = False
hasUP = False
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
# 剑下落时的攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
# 剑在地面散发的火焰攻击力 : {value1}%
data1 = get_data(f'{prefix}/{uuid}', 1)
# 最后投掷剑时的攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
# 最后的3次爆炸攻击力 : {value3}%
data3 = get_data(f'{prefix}/{uuid}', 3)
# 装备草雉剑时第一次斩击攻击力 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4)
# 装备草雉剑时第二次斩击攻击力 : {value5}%
data5 = get_data(f'{prefix}/{uuid}', 5)
# 装备草雉剑时空中、 后跳斩击攻击力 : {value6}%
data6 = get_data(f'{prefix}/{uuid}', 6)
# 斩击额外灼伤攻击力比率 : {value7}%
data7 = get_data(f'{prefix}/{uuid}', 7)
# 斩击灼伤持续时间 : {value8}秒
data8 = get_data(f'{prefix}/{uuid}', 8)
# 烈焰印记灼伤持续时间适用比率 : {value9}%
data9 = get_data(f'{prefix}/{uuid}', 9)
# [火遁·飓风煞]卷入敌人的力量增加率 : {value10}%
data10 = get_data(f'{prefix}/{uuid}', 10)
# 召唤的草雉剑持续时间 : {value11}秒
data11 = get_data(f'{prefix}/{uuid}', 11)
# 草雉剑装备的持续时间 : {value12}秒
data12 = get_data(f'{prefix}/{uuid}', 12)
# 装备草雉剑时不知火的攻击速度增加 : {value13}%
data13 = get_data(f'{prefix}/{uuid}', 13)
# 装备草雉剑后,斩击命中时,[忍法 : 六道轮回]攻击力累积量 : {value14}%
data14 = get_data(f'{prefix}/{uuid}', 14)
mode = ['终结', '平x', '跳x']
def setMode(self, mode):
if mode == '终结':
self.hit2 = 1
self.hit3 = 3
elif mode == '平x':
self.hit4 = 1
self.hit5 = 1
elif mode == '跳x':
self.hit6 = 2
def getSkillCD(self, mode=None):
if mode == '平x' or mode == '跳x':
return 1.0
return super().getSkillCD(mode)
# 三元刹
# thief/kunoichi/2ff50c35efcf0f287c4c418c8454da48
# ddc49e9ad1ff72a00b53c6cff5b1e920/2ff50c35efcf0f287c4c418c8454da48
class Skill49(PassiveSkill):
"""
隐夜·忍者获得查克拉根源——八咫乌之力,激发三神器的隐藏力量,领悟忍术的所有知识。\n
学习后,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
[忍术精通]\n
- 减少结印时间,施放者完成[临兵斗者皆阵]所有结印施放技能时,适用[忍法 : 残影术]的攻击力。\n
[火遁·螺旋手里剑]\n
- 地面施放时\n
- 螺旋手里剑命中敌人时再次按技能键,移动到命中位置。\n
- 空中施放时\n
- 螺旋手里剑击中地面时再次按技能键,移动到命中位置。\n
"""
name = '三元刹'
cellPos = (5,15)
learnLv = 95
masterLv = 40
maxLv = 50
position = 5
rangeLv = 3
uuid = '2ff50c35efcf0f287c4c418c8454da48'
hasVP = False
hasUP = False
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
# 结印时间减少率 : {value0}%
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)
# 迁移前实现(保留对照):
# associate = [{'data': data1}]
associate = [
SkillEffect(attribute=SkillAttribute.DAMAGE, value=1 + Percent(LevelTable(data1))),
]
# 勾玉之火 : 镰鼬
# thief/kunoichi/845e0ce3235e19f60cc82a082d072cba
# ddc49e9ad1ff72a00b53c6cff5b1e920/845e0ce3235e19f60cc82a082d072cba
class Skill50(ActiveSkill):
"""
激发八尺琼勾玉的所有隐藏力量,将其变化为火焰精灵镰鼬。\n
镰鼬用勾玉之焰席卷敌人后,重新回到施放者周围。\n
终结攻击命中敌人时恢复残影,并立即造成剩余灼伤伤害。\n
每次消耗残影,[勾玉之火 : 镰鼬]技能的剩余冷却时间减少一定比率,施放技能前最多可减少10次。\n
可以通过On/Off功能设置是否立即造成灼伤伤害。\n
"""
name = '勾玉之火 : 镰鼬'
cellPos = (7,15)
learnLv = 95
masterLv = 40
maxLv = 50
position = 7
rangeLv = 2
cube = 7
cd = 60 * 0.6
mp = [960, 2000]
uuid = '845e0ce3235e19f60cc82a082d072cba'
hasVP = False
hasUP = False
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
# 火焰旋风攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 5
# 旋风多段攻击次数 : {value1}
data1 = get_data(f'{prefix}/{uuid}', 1)
# 终结攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 1
# 最后一击命中灼伤的敌人时恢复的残影数 : {value3}
data3 = get_data(f'{prefix}/{uuid}', 3)
# 消耗残影时剩余冷却时间减少率 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4)
# 剩余冷却时间最多可减少次数 : {value5}
data5 = get_data(f'{prefix}/{uuid}', 5)
# 火源限界·八咫乌
# thief/kunoichi/6067de229738524687e5a9ee1c53d583
# ddc49e9ad1ff72a00b53c6cff5b1e920/6067de229738524687e5a9ee1c53d583
class Skill51(ActiveSkill):
"""
激发三神器隐藏的所有力量,创造出查克拉的根源——八咫乌,消灭敌人。\n
八尺琼勾玉中加上草雉剑的火焰创造出的“八咫乌”以基本形态喷射太古烈炎攻击敌人,并通过八咫镜复制成3个。\n
然后,激发三神器隐藏的所有力量的3个八咫乌重新合体,展现释放全部查克拉的最终形态。\n
无法通过[忍法 : 残影术]和[忍法 : 六道轮回]使用。\n
八咫乌的所有攻击受[忍法 : 残影术]的影响。\n
[三次觉醒技能]\n
选择[火遁·冥炎业火阵]使用三次觉醒技能时,与[火遁·冥炎业火阵]共享冷却时间。\n
选择[火炎灼空 : 草雉剑]使用三次觉醒技能时,可以使用三次觉醒技能代替[火炎灼空 : 草雉剑]的终结攻击。 三次觉醒技能在冷却中、 [火炎灼空 : 草雉剑]终结攻击已发动或未装备草雉剑的状态下,无法使用三次觉醒技能。\n
"""
name = '火源限界·八咫乌'
cellPos = (5,16)
learnLv = 100
masterLv = 40
maxLv = 50
position = 5
rangeLv = 5
cube = 15
cd = 270
mp = [4028, 8056]
uuid = '6067de229738524687e5a9ee1c53d583'
hasVP = False
hasUP = False
custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501
# 八咫乌乱舞攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
hit0 = 12
# 八咫乌乱舞多段攻击次数 : {value1}次
data1 = get_data(f'{prefix}/{uuid}', 1)
# 八咫乌回归多段攻击力 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
hit2 = 14
# 八咫乌回归多段攻击次数 : {value3}次
data3 = get_data(f'{prefix}/{uuid}', 3)
# 终结爆炸攻击力 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4)
hit4 = 1
class classChange(Character):
def __init__(self, equVersion):
self.name = 'kunoichi'
self.nameCN = '隐夜·忍者'
self.role = 'thief'
self.角色 = '暗夜使者'
self.职业 = '忍者'
self.jobId = 'ddc49e9ad1ff72a00b53c6cff5b1e920'
self.jobGrowId = 'a9a4ef4552d46e39cf6c874a51126410'
self.武器选项 = ['苦无', '匕首', '双剑', '手杖'] # TODO
self.输出类型选项 = ['魔法百分比'] # TODO
self.输出类型 = '魔法百分比' # TODO
self.防具精通属性 = ['智力'] # TODO
self.防具类型 = '布甲'
self.buff = 2.123
super().__init__(equVersion, __name__)