diff --git a/backend/core/character/GF/archer/chimera.py b/backend/core/character/GF/archer/chimera.py index e773b9b6..b83e8897 100644 --- a/backend/core/character/GF/archer/chimera.py +++ b/backend/core/character/GF/archer/chimera.py @@ -289,8 +289,7 @@ class Skill9(ActiveSkill): 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 + cd = 5 mp = [28, 165] uuid = "05a07505ea102d31540afdb1fbec491f" hasVP = False @@ -464,8 +463,7 @@ class Skill15(ActiveSkill): 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 + cd = 5 mp = [45, 267] uuid = "3f4ddb4df24a9f78c7778568e80107dd" hasVP = False @@ -485,7 +483,6 @@ class Skill15(ActiveSkill): # 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 @@ -583,8 +580,7 @@ class Skill19(ActiveSkill): 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 + cd = 9 mp = [87, 516] uuid = "683ecd07d9b89dbe9afee8570a3a828d" hasVP = False @@ -677,8 +673,7 @@ class Skill22(ActiveSkill): 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 + cd = 7.5 mp = [64, 379] uuid = "04c7b4361ca81f041e868169ff044252" hasVP = False @@ -743,8 +738,7 @@ class Skill24(ActiveSkill): 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 + cd = 15 mp = [175, 1036] uuid = "e862146efac2fce3de3a12f038f4116b" hasVP = False @@ -917,8 +911,7 @@ class Skill27(ActiveSkill): 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 + cd = 20 mp = [283, 1672] uuid = "61c8cb33dd20b4ff335e8deed70d3d9c" hasVP = True @@ -977,8 +970,7 @@ class Skill28(ActiveSkill): 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 + cd = 45 mp = [490, 2900] uuid = "38c485cc41f46a7959ae4336325aa45c" hasVP = True @@ -1148,8 +1140,7 @@ class Skill32(ActiveSkill): 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 + cd = 40 mp = [214, 959] uuid = "b39ccc3dadab9d94569430e39cdf7d60" hasVP = True @@ -1227,8 +1218,7 @@ class Skill34(ActiveSkill): 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 + cd = 40 mp = [989, 4441] uuid = "0dbdeaf846356f8b9380f8fbb8e97377" hasVP = True @@ -1287,8 +1277,7 @@ class Skill35(ActiveSkill): 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 + cd = 45 mp = [1239, 5566] uuid = "56fca6cff74d828e92301a40cd2148b9" hasVP = True diff --git a/backend/core/character/GF/archer/muse.py b/backend/core/character/GF/archer/muse.py index 01c1a2ec..fbd7050a 100644 --- a/backend/core/character/GF/archer/muse.py +++ b/backend/core/character/GF/archer/muse.py @@ -495,7 +495,6 @@ class Skill15(PassiveBufferSkill): # 魔力音波速度增加持续时间 : {value4}秒 data4 = get_data(f'{prefix}/{uuid}', 4) # 魔力音波攻击力 : {value5} x {value6} - # TOCHEK-STONE:Stone 对 data5 使用 1 级来源值 actual,无 game_bug;dcalc 直接读取 data5,核对成长是否等价。 data5 = get_data(f'{prefix}/{uuid}', 5) data6 = get_data(f'{prefix}/{uuid}', 6) # 每消耗1格神兽力,魔力音波攻击力增加率 : {value7}% diff --git a/backend/core/character/GF/demonic_lancer/dragoon.py b/backend/core/character/GF/demonic_lancer/dragoon.py index fa5d9e6e..ff1048dd 100644 --- a/backend/core/character/GF/demonic_lancer/dragoon.py +++ b/backend/core/character/GF/demonic_lancer/dragoon.py @@ -1437,13 +1437,11 @@ class Skill38(ActiveSkill): # 移动距离上限 : {value0}px data0 = get_data(f'{prefix}/{uuid}', 0) - # 利刃风车多段攻击攻击力 : {value1}% X {value2} - # TOCHEK-STONE:Stone 的 data1 原值为占位符,actual 为 Lv1=3616、每级+3616×7/69;dcalc 直接读取 data1。 + # 利刃风车多段攻击攻击力 : {value1}% X {value2}。 data1 = get_data(f'{prefix}/{uuid}', 1) hit1 = 11 data2 = get_data(f'{prefix}/{uuid}', 2) # 利刃风车爆炸攻击力 : {value3}% - # TOCHEK-STONE:Stone 的 data3 原值为占位符,actual 为 Lv1=76570、每级+76570×7/69;dcalc 直接读取 data3。 data3 = get_data(f'{prefix}/{uuid}', 3) hit3 = 1 # [范围信息] diff --git a/backend/core/character/GF/demonic_lancer/skirmisher.py b/backend/core/character/GF/demonic_lancer/skirmisher.py index c3e758b9..16fafd6e 100644 --- a/backend/core/character/GF/demonic_lancer/skirmisher.py +++ b/backend/core/character/GF/demonic_lancer/skirmisher.py @@ -8,7 +8,6 @@ prefix = "demonic_lancer/skirmisher/cn/skillDetail" # 刺击 # demonic_lancer/skirmisher/9dda3f4a849dba1a288dd65e116860f2 # 3deb7be5f01953ac8b1ecaa1e25e0420/9dda3f4a849dba1a288dd65e116860f2 -# TOCHEK-STONE:技能集合:dcalc 有 4 个 Stone 当前职业文件未建模的技能 ID;逐项确认计算范围,不据此认定错误。 class Skill0(ActiveSkill): """ 向前方进行普通的刺击。 用枪头击打敌人时,可以造成更多的伤害。\n @@ -1235,10 +1234,6 @@ class Skill32(ActiveSkill): # 压制力 (4人队伍) : {value11}秒 ({value12}秒) data11 = get_data(f'{prefix}/{uuid}', 11) data12 = get_data(f'{prefix}/{uuid}', 12) - # [流云幻灭]追加效果 - # - 斗气长枪攻击力 +10% - # TOCHEK-STONE:dcalc 有额外 1.1 倍,Stone 当前规则没有;核对版本和 VP 条件。 - skillRation = 1.1 # 风火燎原 # demonic_lancer/skirmisher/3d8f3d438405d79f8d3ed68072674d1e diff --git a/backend/core/character/GF/demonic_lancer/vanguard.py b/backend/core/character/GF/demonic_lancer/vanguard.py index 51195718..9efbf31b 100644 --- a/backend/core/character/GF/demonic_lancer/vanguard.py +++ b/backend/core/character/GF/demonic_lancer/vanguard.py @@ -8,7 +8,6 @@ prefix = "demonic_lancer/vanguard/cn/skillDetail" # 刺击 # demonic_lancer/vanguard/9dda3f4a849dba1a288dd65e116860f2 # 3deb7be5f01953ac8b1ecaa1e25e0420/9dda3f4a849dba1a288dd65e116860f2 -# TOCHEK-STONE:技能集合:dcalc 有 6 个 Stone 当前职业文件未建模的技能 ID;逐项确认计算范围,不据此认定错误。 class Skill0(ActiveSkill): """ 向前方进行普通的刺击。 用枪头击打敌人时,可以造成更多的伤害。\n @@ -537,16 +536,13 @@ class Skill17(ActiveSkill): # 后跳中使用时冷却时间 : {value0}秒 data0 = get_data(f'{prefix}/{uuid}', 0) # 接平x第一下 - # TOCHEK-STONE:Stone 无对应伤害原字段,下斩 actual 固定 423.82;dcalc 用 data1 计算,核对系数。 - data1 = [(i * 1.091 * 1.051) for i in [0, 289.33]] + data1 = [(i * 1.0) for i in [0, 423.82]] hit1 = 1 - # 接平x第二下 - # TOCHEK-STONE:Stone 无对应伤害原字段,横斩 actual 固定 501.72;dcalc 用 data2 计算,核对系数。 - data2 = [(i * 1.091 * 1.051) for i in [0, 399.60]] + # 接平x第二下。 + data2 = [(i * 1.0) for i in [0, 501.72]] hit2 = 0 # 接平x第三下 - # TOCHEK-STONE:Stone 无对应伤害原字段,强力横斩 actual 固定 618.36;dcalc 用 data3 计算,核对系数。 - data3 = [(i * 1.091 * 1.051) for i in [0, 429.59]] + data3 = [(i * 1.0) for i in [0, 618.36]] hit3 = 0 mode = ['下斩', '横斩', '强力横斩'] @@ -724,7 +720,6 @@ class Skill22(ActiveSkill): # 战戟猛攻 # demonic_lancer/vanguard/92360eab6e1f378902018eca681ac629 # 3deb7be5f01953ac8b1ecaa1e25e0420/92360eab6e1f378902018eca681ac629 -# 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 Skill23(ActiveSkill): """ 突破极限,其他技能命中敌人后可以强制中断并施放[战戟猛攻],发动强力一击。(觉醒技能除外)\n diff --git a/backend/core/character/GF/fighter_female/brawler_female.py b/backend/core/character/GF/fighter_female/brawler_female.py index c7c4e734..74de5d1d 100644 --- a/backend/core/character/GF/fighter_female/brawler_female.py +++ b/backend/core/character/GF/fighter_female/brawler_female.py @@ -477,7 +477,7 @@ class Skill15(ActiveSkill): # 沙尘攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) - hit0 = 2 + hit0 = 1 # [失明效果] # 失明几率 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) @@ -490,7 +490,7 @@ class Skill15(ActiveSkill): # [发动涂毒时附加中毒攻击力] # 沙尘命中时中毒攻击力 : {value5}% data5 = get_data(f'{prefix}/{uuid}', 5) - hit5 = 2 + hit5 = 1 # [范围信息] # 沙尘大小比率 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6) @@ -877,6 +877,13 @@ class Skill25(ActiveSkill): # [爆碎砖袭]爆炸范围增加率 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6) + associate = [ + {"skills": ["街头风暴"],"data": [0] + [50] * maxLv , "type": "=hit0", 'ratio': 1}, + {"skills": ["街头风暴"],"data": [0] + [50] * maxLv , "type": "=hit8", 'ratio': 1}, + {"skills": ["抛沙"],"data": [0] + [2] * maxLv , "type": "=hit0", 'ratio': 1}, + {"skills": ["抛沙"],"data": [0] + [2] * maxLv , "type": "=hit5", 'ratio': 1} + ] + # 毒影针 # fighter_female/brawler_female/38612d8f2561edc2eb68d5057a837bfa # a7a059ebe9e6054c0644b40ef316d6e9/38612d8f2561edc2eb68d5057a837bfa @@ -1511,7 +1518,6 @@ class Skill38(ActiveSkill): # 生活用品攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) - # TOCHEK-STONE:两段 hit:Stone 均为 50,dcalc 均为 25;先确认投掷模式一致。 hit0 = 25 # 生活用品多段攻击次数 : {value1}次 data1 = get_data(f'{prefix}/{uuid}', 1) @@ -1532,7 +1538,6 @@ class Skill38(ActiveSkill): # - [发动涂毒时附加中毒攻击力] - # 生活用品攻击时中毒攻击力 : {value8}% data8 = get_data(f'{prefix}/{uuid}', 8) - # TOCHEK-STONE:两段 hit:Stone 均为 50,dcalc 均为 25;先确认投掷模式一致。 hit8 = 25 # 炸药爆炸攻击时中毒攻击力 : {value9}% data9 = get_data(f'{prefix}/{uuid}', 9) diff --git a/backend/core/character/GF/fighter_female/grappler_female.py b/backend/core/character/GF/fighter_female/grappler_female.py index b45bf7c9..0ab8d9d6 100644 --- a/backend/core/character/GF/fighter_female/grappler_female.py +++ b/backend/core/character/GF/fighter_female/grappler_female.py @@ -640,7 +640,6 @@ class Skill20(ActiveSkill): maxLv = 70 position = 3 rangeLv = 2 - # TOCHEK-STONE:基础 CD:Stone 为 8.47 秒,dcalc 为 8.5 秒;核对被动、VP、形态后的最终冷却。 cd = 8.5 mp = [30, 336] uuid = "c27418ae613c647527200a7ca17d97fd" diff --git a/backend/core/character/GF/fighter_female/nenmaster_female.py b/backend/core/character/GF/fighter_female/nenmaster_female.py index c647fa39..a54ad494 100644 --- a/backend/core/character/GF/fighter_female/nenmaster_female.py +++ b/backend/core/character/GF/fighter_female/nenmaster_female.py @@ -710,7 +710,6 @@ class Skill22(ActiveSkill): # 基本攻击力和技能攻击力增加率 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) # 属性攻击力增加率 : {value3}% - # TOCHEK-STONE:Stone 对 data3 使用固定 21 的 actual,无 game_bug;dcalc 读取原 data3,核对换装倍率。 data3 = get_data(f'{prefix}/{uuid}', 3) # 气玉弹 @@ -1484,7 +1483,6 @@ class Skill41(ActiveSkill): # 小狂龙爆炸攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) - # TOCHEK-STONE:静态 hit:Stone 为 5,dcalc 为 6;尚需排除形态、VP 与倍率补偿。 hit0 = 6 # 最后一击巨大狂龙爆炸攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) diff --git a/backend/core/character/GF/fighter_female/striker_female.py b/backend/core/character/GF/fighter_female/striker_female.py index 0e11cc3a..91d08f83 100644 --- a/backend/core/character/GF/fighter_female/striker_female.py +++ b/backend/core/character/GF/fighter_female/striker_female.py @@ -1144,8 +1144,7 @@ class Skill33(ActiveSkill): # 连续踢击攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) - # TOCHEK-STONE:静态 hit:Stone 为 16,dcalc 为 10;尚需排除形态、VP 与倍率补偿。 - hit0 = 10 + hit0 = 16 # 连续踢击多段攻击次数 : {value1}次 data1 = get_data(f'{prefix}/{uuid}', 1) # 抽打攻击力 : {value2}% diff --git a/backend/core/character/GF/fighter_male/brawler_male.py b/backend/core/character/GF/fighter_male/brawler_male.py index 72d4c6dd..44b7a5b8 100644 --- a/backend/core/character/GF/fighter_male/brawler_male.py +++ b/backend/core/character/GF/fighter_male/brawler_male.py @@ -1025,7 +1025,6 @@ class Skill31(ActiveSkill): rangeLv = 2 # cd = 6 # 投掷CD - # TOCHEK-STONE:基础 CD:Stone 为 2.9 秒,dcalc 为 3 秒;核对被动、VP、形态后的最终冷却。 cd = 3 mp = [50, 420] uuid = '38612d8f2561edc2eb68d5057a837bfa' @@ -1199,7 +1198,6 @@ class Skill35(ActiveSkill): rangeLv = 2 # cd = 6 # 投掷cd - # TOCHEK-STONE:基础 CD:Stone 为 3.9 秒,dcalc 为 4 秒;核对被动、VP、形态后的最终冷却。 cd = 4 mp = [50, 420] uuid = 'bc11d28c04e01923a093d65752c55516' @@ -1831,12 +1829,10 @@ class Skill45(ActiveSkill): # 打击攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) - # TOCHEK-STONE:对应两段静态 hit:Stone 为 5,dcalc 为 4;尚需排除形态、VP 与倍率补偿。 - hit0 = 4 + hit0 = 5 # 出血攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) - # TOCHEK-STONE:对应两段静态 hit:Stone 为 5,dcalc 为 4;尚需排除形态、VP 与倍率补偿。 - hit1 = 4 + hit1 = 5 # 出血持续时间 : {value2}秒 data2 = get_data(f'{prefix}/{uuid}', 2) # 拉拽最小触发距离 : {value3}px diff --git a/backend/core/character/GF/fighter_male/nenmaster_male.py b/backend/core/character/GF/fighter_male/nenmaster_male.py index 5673a7d0..639a9bfe 100644 --- a/backend/core/character/GF/fighter_male/nenmaster_male.py +++ b/backend/core/character/GF/fighter_male/nenmaster_male.py @@ -296,7 +296,6 @@ class Skill10(ActiveSkill): maxLv = 20 position = 4 rangeLv = 3 - # TOCHEK-STONE:基础 CD:Stone 为 12 秒,dcalc 为 7 秒;核对被动、VP、形态后的最终冷却。 cd = 7 mp = [6, 84] uuid = 'f2fb27162beb0b87a7cb9af7900e95f2' @@ -743,7 +742,6 @@ class Skill23(ActiveSkill): # 持续时间 : {value0}秒 data0 = get_data(f'{prefix}/{uuid}', 0) # 属性攻击力增加率 : {value1}% - # TOCHEK-STONE:Stone 对 data1 使用固定 21 的 actual,无 game_bug;dcalc 读取原 data1,核对属性攻击力倍率。 data1 = get_data(f'{prefix}/{uuid}', 1) # 魔法攻击力增加率 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) diff --git a/backend/core/character/GF/gunblader/agent.py b/backend/core/character/GF/gunblader/agent.py index a6e8a2f5..50bd98b5 100644 --- a/backend/core/character/GF/gunblader/agent.py +++ b/backend/core/character/GF/gunblader/agent.py @@ -50,7 +50,6 @@ class Skill1(ActiveSkill): 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' @@ -225,7 +224,6 @@ class Skill7(ActiveSkill): 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' @@ -322,7 +320,6 @@ class Skill10(ActiveSkill): 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' @@ -441,7 +438,6 @@ class Skill14(ActiveSkill): 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' @@ -539,7 +535,6 @@ class Skill17(ActiveSkill): 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' @@ -1146,7 +1141,6 @@ class Skill32(ActiveSkill): # 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 diff --git a/backend/core/character/GF/gunblader/trouble_shooter.py b/backend/core/character/GF/gunblader/trouble_shooter.py index 4940c15f..422d1479 100644 --- a/backend/core/character/GF/gunblader/trouble_shooter.py +++ b/backend/core/character/GF/gunblader/trouble_shooter.py @@ -474,7 +474,6 @@ class Skill15(ActiveSkill): maxLv = 1 position = 6 rangeLv = 2 - # TOCHEK-STONE:基础 CD:Stone 为 4 秒,dcalc 为 5 秒;核对被动、VP、形态后的最终冷却。 cd = 5 mp = [150, 150] uuid = 'ade01c1d6afc8a05055225045e89fe49' @@ -1152,8 +1151,6 @@ class Skill31(ActiveSkill): # 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) - # TOCHEK-STONE:首段 power:Stone 为 1,dcalc 为 1.15;核对旧版额外 15% 是否应移除。 - power0 = 1.15 # 完美击球 # gunblader/trouble_shooter/27bade584bb42fef68148d3a0b72bace @@ -1515,7 +1512,10 @@ class Skill38(PassiveSkill): # [广域散射]射击范围增加率 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) - associate = [{'data': data0, 'type': '*skillDamage'}] + associate = [ + {'data': data0, 'type': '*skillDamage'}, + {'type': '+cd', 'data': [0] + [-1] * maxLv, 'skills': ['矫捷翻滚'], 'ratio': 1}, + ] # 铁腕爆弹 # gunblader/trouble_shooter/9dc8438e4572d39243c97da31c113acc diff --git a/backend/core/character/GF/gunner_female/launcher_female.py b/backend/core/character/GF/gunner_female/launcher_female.py index dba6bab5..b57646e5 100644 --- a/backend/core/character/GF/gunner_female/launcher_female.py +++ b/backend/core/character/GF/gunner_female/launcher_female.py @@ -294,7 +294,6 @@ class Skill9(ActiveSkill): # 重火器拔击 # gunner_female/launcher_female/1dad88963abdc96b091fcab185a8820d # 944b9aab492c15a8474f96947ceeb9e4/1dad88963abdc96b091fcab185a8820d -# 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 Skill10(ActiveSkill): """ 使重火器的拔出动作出现攻击判定,命中敌人后可以将敌人击退。\n @@ -587,8 +586,7 @@ class Skill19(ActiveSkill): data1 = get_data(f'{prefix}/{uuid}', 1) # 喷火攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) - # TOCHEK-STONE:对应段 hit:Stone 为 15,dcalc 为 8;核对持续喷射次数与最终倍率。 - hit2 = 8 + hit2 = 15 # 敌人僵直时间增加率 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) # 移动速度比率 : {value4}% @@ -1083,7 +1081,6 @@ class Skill34(ActiveSkill): vps = get_data(f'{prefix}/{uuid}', "vps") # noqa: E501 # 爆弹攻击力 : {value0}% - # TOCHEK-STONE:对应段 Stone 为 8×0.6,dcalc 为 8×1;说明写有攻击力减少 40%,核对计算分支。 data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 8 # 爆弹攻击次数 : {value1}次 @@ -1096,6 +1093,13 @@ class Skill34(ActiveSkill): # 爆炸大小扩大率 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4) + + def setMode(self, mode): + pre = self.char.GetSkillByName('重武装改造') + if pre.lv > 0 and self.vp == 0: + self.cd = 20 * 0.6 + self.skillDamage *= 0.6 + def vp_1(self): """ [FM-92榴弹]\n diff --git a/backend/core/character/GF/gunner_female/paramedic.py b/backend/core/character/GF/gunner_female/paramedic.py index dfb9f11d..28b8b0a1 100644 --- a/backend/core/character/GF/gunner_female/paramedic.py +++ b/backend/core/character/GF/gunner_female/paramedic.py @@ -478,7 +478,6 @@ class Skill15(PassiveBufferSkill): # 技能冷却时间减少率 : {value5}% data5 = get_data(f'{prefix}/{uuid}', 5) # 激光攻击力 : {value6} X {value7} - # TOCHEK-STONE:Stone 对 data6 使用 1 级来源值 actual,无 game_bug;dcalc 读取原 data6,核对等级成长。 data6 = get_data(f'{prefix}/{uuid}', 6) data7 = get_data(f'{prefix}/{uuid}', 7) # 使用[军械强化 (进阶)]时的追加轰炸次数 : {value8}次 diff --git a/backend/core/character/GF/gunner_female/ranger_female.py b/backend/core/character/GF/gunner_female/ranger_female.py index ccc5ec79..5456aa1c 100644 --- a/backend/core/character/GF/gunner_female/ranger_female.py +++ b/backend/core/character/GF/gunner_female/ranger_female.py @@ -600,8 +600,7 @@ class Skill19(ActiveSkill): # 子弹攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) - # TOCHEK-STONE:单段 hit:Stone 为 1,dcalc 为 2;核对当前版本实际段数。 - hit0 = 2 + hit0 = 1 # 暴击增加 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) # 穿刺力增加率 : {value2}% diff --git a/backend/core/character/GF/gunner_female/spitfire_female.py b/backend/core/character/GF/gunner_female/spitfire_female.py index 44ea106b..71fcd3a7 100644 --- a/backend/core/character/GF/gunner_female/spitfire_female.py +++ b/backend/core/character/GF/gunner_female/spitfire_female.py @@ -1124,6 +1124,7 @@ class Skill34(ActiveSkill): # TOCHEK-STONE:Stone actual=data0÷3.5,且标记 game_bug;游戏显示与实际行为分别核对。 data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 1 + power0 = 1 / 3.5 # 子弹增益效果持续时间 : {value1}秒 data1 = get_data(f'{prefix}/{uuid}', 1) # [范围信息] diff --git a/backend/core/character/GF/gunner_male/assault.py b/backend/core/character/GF/gunner_male/assault.py index d12dc50a..64add208 100644 --- a/backend/core/character/GF/gunner_male/assault.py +++ b/backend/core/character/GF/gunner_male/assault.py @@ -7,7 +7,6 @@ prefix = "gunner_male/assault/cn/skillDetail" # 膝撞 # gunner_male/assault/717f1e2104fe4b796f800352fa143ecc # afdf3b989339de478e85b614d274d1ef/717f1e2104fe4b796f800352fa143ecc -# TOCHEK-STONE:技能集合:dcalc 有 19 个 Stone 当前职业文件未建模的技能 ID;逐项确认计算范围,不据此认定错误。 class Skill0(ActiveSkill): """ 向敌人发出强威力的膝撞并使其浮空,发动的瞬间存在霸体判定。\n @@ -315,7 +314,6 @@ class Skill10(ActiveSkill): cellPos = (5,2) position = 5 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 = [17, 178] uuid = "e1003c1bd2566829cfed17bb4ce8d460" @@ -1088,7 +1086,6 @@ class Skill33(ActiveSkill): def setMode(self, mode): if mode == 'AT-SO步行者': - # TOCHEK-STONE:Stone VP2 保留搭乘与步行两种形态,dcalc 有形态门控;核对同一 VP2 输入和 Excel。 if self.vp == 2: self.skillRation *= 0 self.cdReduce *= 1 - 0.3 diff --git a/backend/core/character/GF/gunner_male/mechanic_male.py b/backend/core/character/GF/gunner_male/mechanic_male.py index ab0e6d78..b81f7dba 100644 --- a/backend/core/character/GF/gunner_male/mechanic_male.py +++ b/backend/core/character/GF/gunner_male/mechanic_male.py @@ -256,7 +256,6 @@ class Skill8(ActiveSkill): # 攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) - # TOCHEK-STONE:Stone hit=2、actual=data0×2;dcalc hit=1。Stone 仅 actual、无 game_bug,先查 SkillData 转换与显示值。 hit0 = 1 # 持续时间 : {value1}秒 data1 = get_data(f'{prefix}/{uuid}', 1) diff --git a/backend/core/character/GF/imperialknight/breaker.py b/backend/core/character/GF/imperialknight/breaker.py index 1683aaad..9dbfc710 100644 --- a/backend/core/character/GF/imperialknight/breaker.py +++ b/backend/core/character/GF/imperialknight/breaker.py @@ -1016,7 +1016,6 @@ class Skill30(ActiveSkill): """ ... - # TOCHEK-STONE:Stone VP2 标记 game_bug、无 actual;核对 VP2 倍率与游戏行为。 def vp_2(self): """ [怒海冲击]\n @@ -1026,6 +1025,7 @@ class Skill30(ActiveSkill): [舰炮飞踢]、 [无畏登舰]、 [枪锚踢击]、 [怒海冲击]、 [战栗轰击]\n """ # 游戏内存在bug + self.skillDamage *= 1.8 ... # 气卷万涛 diff --git a/backend/core/character/GF/knight/dragon_knight.py b/backend/core/character/GF/knight/dragon_knight.py index fb825dc4..ac4f4efb 100644 --- a/backend/core/character/GF/knight/dragon_knight.py +++ b/backend/core/character/GF/knight/dragon_knight.py @@ -594,7 +594,6 @@ class Skill19(ActiveSkill): maxLv = 1 position = 1 rangeLv = 2 - # TOCHEK-STONE:基础 CD:Stone 为 4 秒,dcalc 为 5 秒;核对被动、VP、形态后的最终冷却。 cd = 5 mp = [30, 30] uuid = '4c5271b0ecce120d7fc113f377fae76f' @@ -655,7 +654,6 @@ class Skill21(ActiveSkill): maxLv = 70 position = 1 rangeLv = 2 - # TOCHEK-STONE:基础 CD:Stone 为 4 秒,dcalc 为 5 秒;核对被动、VP、形态后的最终冷却。 cd = 5 mp = [30, 252] uuid = 'dde3b443bd5e61d90c34e5ee771e2c28' @@ -1263,7 +1261,6 @@ class Skill34(ActiveSkill): # 魔龙之力 # knight/dragon_knight/96bd070daacc6c1b81d9f24e6d77f48a # 0ee8fa5dc525c1a1f23fc6911e921e4a/96bd070daacc6c1b81d9f24e6d77f48a -# 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 Skill35(ActiveSkill): """ 释放体内流淌的魔龙之力。\n @@ -1551,7 +1548,10 @@ class Skill39(PassiveSkill): # [超级跳跃]后霸体持续时间 : {value2}秒 data2 = get_data(f'{prefix}/{uuid}', 2) - associate = [{'data': data1}] + associate = [ + {'data': data1}, + {'type': '+cd', 'data': [0] + [-1] * maxLv, 'skills': ['龙翼', '龙翼突袭'], 'ratio': 1}, + ] # 魔龙星落 # knight/dragon_knight/05ee4433394678e5014c67dafee798ff diff --git a/backend/core/character/GF/mage_female/summoner.py b/backend/core/character/GF/mage_female/summoner.py index ecbb47a6..a5556088 100644 --- a/backend/core/character/GF/mage_female/summoner.py +++ b/backend/core/character/GF/mage_female/summoner.py @@ -36,7 +36,6 @@ class SummonSkill(ActiveSkill): # 魔法星弹 # mage_female/summoner/45442bbbe33540b4deeec29437dae70c # 3909d0b188e9c95311399f776e331da5/45442bbbe33540b4deeec29437dae70c -# TOCHEK-STONE:技能集合:dcalc 有 31 个 Stone 当前职业文件未建模的技能 ID;逐项确认计算范围,不据此认定错误。 class Skill0(ActiveSkill): """ 向前方敌人发射魔法星弹,可以用方向键调整魔法星弹的飞行方向。\n @@ -634,7 +633,6 @@ class Skill16(ActiveSkill): maxLv = 70 position = 4 rangeLv = 3 - # TOCHEK-STONE:基础 CD:Stone 为 3 秒,dcalc 为 1 秒;核对被动、VP、形态后的最终冷却。 cd = 1 mp = [15, 154] uuid = '3d8f3d438405d79f8d3ed68072674d1e' @@ -1520,7 +1518,7 @@ class Skill38(PassiveSkill): # [鞭挞]增益效果持续时间增加 : {value0}秒 data0 = get_data(f'{prefix}/{uuid}', 0) - associate = [{'data': data0, 'type': '+cd', 'skills': ['鞭挞'], 'ratio': 1}] + associate = [{'data': [0] + [2] * maxLv, 'type': '+cd', 'skills': ['鞭挞'], 'ratio': 1}] # 契约召唤 : 袄索 # mage_female/summoner/e4c354a89c337310aeb7041d5e742828 diff --git a/backend/core/character/GF/mage_female/witch.py b/backend/core/character/GF/mage_female/witch.py index 88e1543c..a5fd470d 100644 --- a/backend/core/character/GF/mage_female/witch.py +++ b/backend/core/character/GF/mage_female/witch.py @@ -2406,7 +2406,6 @@ class Skill48(ActiveSkill): # 魔道学助手 # mage_female/witch/bda6ddc3adc54328a759a6203b68eeea # 3909d0b188e9c95311399f776e331da5/bda6ddc3adc54328a759a6203b68eeea -# 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 Skill49(ActiveSkill): """ 魔道学者经过长时间的研究,结合魔道学和法米利尔的能量制作了人造生命体——何蒙库鲁兹并将其当做自己的助手,大大增强特定技能的效果。\n diff --git a/backend/core/character/GF/mage_male/glacial_master.py b/backend/core/character/GF/mage_male/glacial_master.py index 800d126c..f136ce01 100644 --- a/backend/core/character/GF/mage_male/glacial_master.py +++ b/backend/core/character/GF/mage_male/glacial_master.py @@ -726,7 +726,6 @@ class Skill23(ActiveSkill): data1 = get_data(f'{prefix}/{uuid}', 1) # [学习冰凝之魂后] # 大型长枪攻击力 : {value2}% - # TOCHEK-STONE:Stone 对 data2 使用 actual=data2×2,无 game_bug;dcalc 读取原 data2,核对最终段伤害。 data2 = get_data(f'{prefix}/{uuid}', 2) hit2 = 8 # 大型长枪多段攻击次数 : {value3}次 diff --git a/backend/core/character/GF/priest_female/inquistor.py b/backend/core/character/GF/priest_female/inquistor.py index 2f5a68b2..37d5d6e5 100644 --- a/backend/core/character/GF/priest_female/inquistor.py +++ b/backend/core/character/GF/priest_female/inquistor.py @@ -765,7 +765,6 @@ class Skill24(ActiveSkill): # 神焰伤害持续时间 : {value2}秒 data2 = get_data(f'{prefix}/{uuid}', 2) # 施放时攻击力 : {value3}% - # TOCHEK-STONE:Stone 对 data3 使用 1 级来源值 actual,无 game_bug;dcalc 读取原 data3,核对等级成长。 data3 = get_data(f'{prefix}/{uuid}', 3) hit3 = 1 # 除[火焰精华]之外的基本攻击和转职技能攻击力增加率 : {value4}% diff --git a/backend/core/character/GF/priest_female/mistress.py b/backend/core/character/GF/priest_female/mistress.py index 4721ccbf..df975789 100644 --- a/backend/core/character/GF/priest_female/mistress.py +++ b/backend/core/character/GF/priest_female/mistress.py @@ -724,7 +724,6 @@ class Skill22(ActiveSkill): data11 = get_data(f'{prefix}/{uuid}', 11) # [消耗罪业层数时获得效果] # [通用] - 技能攻击力增加率 : {value12}% - # TOCHEK-STONE:Stone 对 data12 使用固定 7% actual(SkillData 为 2%),无 game_bug;dcalc 读取原 data12,核对倍率。 data12 = get_data(f'{prefix}/{uuid}', 12) # [欲望之手] - 罪业层数消耗量 : {value13} data13 = get_data(f'{prefix}/{uuid}', 13) @@ -1393,7 +1392,6 @@ class Skill35(ActiveSkill): # 智慧起源 : 原罪结晶 # priest_female/mistress/e5c09f9132a48dc1d695968592cc5878 # 0c1b401bb09241570d364420b3ba3fd7/e5c09f9132a48dc1d695968592cc5878 -# 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 Skill36(ActiveSkill): """ 领悟宇宙初始的智慧,增加基本攻击力和技能攻击力,并增加[原罪释放·净化]变身时间,魔化状态下攻击时,对周围进行光环攻击。\n diff --git a/backend/core/character/GF/priest_female/sorceress.py b/backend/core/character/GF/priest_female/sorceress.py index 6733aad8..5faa3a14 100644 --- a/backend/core/character/GF/priest_female/sorceress.py +++ b/backend/core/character/GF/priest_female/sorceress.py @@ -1027,7 +1027,6 @@ class Skill29(ActiveSkill): # 神龙如意珠 # priest_female/sorceress/6e33d47e6622ce03b6defdd912140270 # 0c1b401bb09241570d364420b3ba3fd7/6e33d47e6622ce03b6defdd912140270 -# 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 Skill30(ActiveSkill): """ 吸收神龙的力量,攻击时造成额外的魔法伤害,并增加驱魔师的基本攻击和所有技能攻击力。\n diff --git a/backend/core/character/GF/priest_male/crusader_male.py b/backend/core/character/GF/priest_male/crusader_male.py index 9b1bc196..fe3dd7d4 100644 --- a/backend/core/character/GF/priest_male/crusader_male.py +++ b/backend/core/character/GF/priest_male/crusader_male.py @@ -1462,8 +1462,7 @@ class Skill39(ActiveBufferSkill): position = 6 rangeLv = 5 cube = 5 - # TOCHEK-STONE:基础 CD:Stone 为 135 秒,dcalc 为 160 秒;核对被动、VP、形态后的最终冷却。 - cd = 160 + cd = 135 mp = [1200, 10080] uuid = "dcb31a63ef58954f44ff2070c42a9a98" hasVP = False diff --git a/backend/core/character/GF/swordman_female/dark_templar.py b/backend/core/character/GF/swordman_female/dark_templar.py index cb8be96b..4923cea6 100644 --- a/backend/core/character/GF/swordman_female/dark_templar.py +++ b/backend/core/character/GF/swordman_female/dark_templar.py @@ -249,8 +249,7 @@ class Skill8(ActiveSkill): # 攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) - # TOCHEK-STONE:对应段 hit:Stone 为 6,dcalc 为 3;核对是否另有二次计数。 - hit0 = 3 + hit0 = 3 * 2 # 剑气多段攻击次数 : {value1}次 data1 = get_data(f'{prefix}/{uuid}', 1) # 剑气发射次数 : 2次 @@ -763,8 +762,7 @@ class Skill25(ActiveSkill): # 攻击力 : {value0}% X {value1}次 data0 = get_data(f'{prefix}/{uuid}', 0) - # TOCHEK-STONE:对应段 hit:Stone 为 9,dcalc 为 2;核对施放形态与最终总倍率。 - hit0 = 2 + hit0 = 9 data1 = get_data(f'{prefix}/{uuid}', 1) # [范围信息] # 以面对方向为基准 @@ -901,8 +899,7 @@ class Skill29(ActiveSkill): # 斩击攻击力 : {value0}% X {value1}次 data0 = get_data(f'{prefix}/{uuid}', 0) - # TOCHEK-STONE:对应段 hit:Stone 为 2,dcalc 为 4;核对施放形态与最终总倍率。 - hit0 = 4 + hit0 = 2 data1 = get_data(f'{prefix}/{uuid}', 1) # [范围信息] # 斩击大小比率 : {value2}% @@ -1205,7 +1202,6 @@ class Skill36(ActiveSkill): position = 5 rangeLv = 5 cube = 5 - # TOCHEK-STONE:基础 CD:Stone 为 145 秒,dcalc 为 135 秒;核对被动、VP、形态后的最终冷却。 cd = 135 mp = [900, 7559] uuid = 'b3659936a9a74c4ed6f7faf07cca1f9e' @@ -1492,7 +1488,6 @@ class Skill42(ActiveSkill): position = 5 rangeLv = 5 cube = 10 - # TOCHEK-STONE:基础 CD:Stone 为 180 秒,dcalc 为 170 秒;核对被动、VP、形态后的最终冷却。 cd = 170 mp = [2500, 5000] uuid = '0fbb8de70002ad34f046c94c2cb3e863' diff --git a/backend/core/character/GF/swordman_female/sword_master.py b/backend/core/character/GF/swordman_female/sword_master.py index d53a91c7..3dc67966 100644 --- a/backend/core/character/GF/swordman_female/sword_master.py +++ b/backend/core/character/GF/swordman_female/sword_master.py @@ -800,7 +800,6 @@ class Skill24(PassiveSkill): data5 = get_data(f'{prefix}/{uuid}', 5) # [使用驭剑术时] # 强制中断技能时,技能攻击力增加率 : {value6}% - # TOCHEK-STONE:Stone 对 data6 使用 actual:Lv1=29、每级+0.5,无 game_bug;dcalc 读取原 data6,核对倍率。 data6 = get_data(f'{prefix}/{uuid}', 6) # [驭剑术]强制中断技能时,冷却时间减少率 : {value7}% data7 = get_data(f'{prefix}/{uuid}', 7) @@ -811,7 +810,7 @@ class Skill24(PassiveSkill): {'type': '$*PAtkP', 'data': data0, 'weapon': ['太刀']}, {'type': '*skillDamage', 'data': data1, 'skills': ['帝国剑术'], 'weapon': ['太刀']}, {'type': '*skillDamage', 'data': data2, 'skills': ['魔剑降临'], 'weapon': ['太刀']}, - {'type': '*skillDamage', 'data': data6, 'weapon': ['太刀']}, + {'type': '*skillDamage', 'data': [0] + [29 + 0.5 * i for i in range(maxLv)], 'weapon': ['太刀']}, {'type': '*cdRatio', 'data': data7, 'weapon': ['太刀']}, {'type': '+hit0', 'data': data8, 'skills': ['瞬影三绝斩'], 'weapon': ['太刀'], 'ratio': 1}, {'type': '+hit3', 'data': data8, 'skills': ['瞬影三绝斩'], 'weapon': ['太刀'], 'ratio': 1}, @@ -1157,7 +1156,6 @@ class Skill33(ActiveSkill): # 魔剑奥义 # swordman_female/sword_master/bb34e8854a93fd250347a1c64119f7ab # 1645c45aabb008c98406b3a16447040d/bb34e8854a93fd250347a1c64119f7ab -# 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 Skill34(ActiveSkill): """ 除基本攻击、 [浮空击]以及增益/减益类技能之外,使用其它技能攻击敌人时,有一定几率触发魔剑的属性效果。\n diff --git a/backend/core/character/GF/swordman_female/vegabond.py b/backend/core/character/GF/swordman_female/vegabond.py index 34e47666..551ac01d 100644 --- a/backend/core/character/GF/swordman_female/vegabond.py +++ b/backend/core/character/GF/swordman_female/vegabond.py @@ -852,7 +852,6 @@ class Skill28(ActiveSkill): maxLv = 70 position = 2 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 = [40, 300] uuid = "8572675ec6a1f50b6eff6a867376c2de" @@ -1744,7 +1743,8 @@ class Skill46(PassiveSkill): data3 = get_data(f'{prefix}/{uuid}', 3) associate = [ - {"data":data0,"type":"*skillDamage"} + {"data":data0,"type":"*skillDamage"}, + {'type': '+cd', 'data': [0] + [-1] * maxLv, 'skills': ['一花渡江'], 'ratio': 1}, ] # 轻云出月风静夜 diff --git a/backend/core/character/GF/swordman_male/asura.py b/backend/core/character/GF/swordman_male/asura.py index 6d418bda..0caf74c1 100644 --- a/backend/core/character/GF/swordman_male/asura.py +++ b/backend/core/character/GF/swordman_male/asura.py @@ -1908,7 +1908,6 @@ class Skill43(ActiveSkill): # 雷神之息 # swordman_male/asura/949849d5791944973d60af7e2a7eefb0 # 41f1cdc2ff58bb5fdc287be0db2a8df3/949849d5791944973d60af7e2a7eefb0 -# 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 Skill44(ActiveSkill): """ 降下蕴含雷神气息的落雷,每隔一段时间攻击周围的敌人。\n diff --git a/backend/core/character/GF/swordman_male/ghostblade.py b/backend/core/character/GF/swordman_male/ghostblade.py index 90082fbc..a94fe779 100644 --- a/backend/core/character/GF/swordman_male/ghostblade.py +++ b/backend/core/character/GF/swordman_male/ghostblade.py @@ -9,7 +9,6 @@ prefix = "swordman_male/ghostblade/cn/skillDetail" # 鬼斩 # swordman_male/ghostblade/eb71e1d82d92c7e1d40500a0dcd77aa6 # 41f1cdc2ff58bb5fdc287be0db2a8df3/eb71e1d82d92c7e1d40500a0dcd77aa6 -# TOCHEK-STONE:技能集合:dcalc 有 19 个 Stone 当前职业文件未建模的技能 ID;逐项确认计算范围,不据此认定错误。 class Skill0(ActiveSkill): """ 把鬼神召唤到武器上,并向前方敌人发出强威力的暗属性斩击。\n @@ -484,7 +483,6 @@ class Skill15(ActiveSkill): cellPos = (8,4) 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, 120] uuid = "f2fb27162beb0b87a7cb9af7900e95f2" @@ -691,7 +689,6 @@ class Skill20(ActiveSkill): maxLv = 70 position = 2 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 = [20, 210] uuid = "38805520deffc10fac2e8f881ab7682b" @@ -1033,7 +1030,6 @@ class Skill30(ActiveSkill): # 鬼连击 : 极 # swordman_male/ghostblade/ebff277c02cc8b54c32635cd0d25f6f3 # 41f1cdc2ff58bb5fdc287be0db2a8df3/ebff277c02cc8b54c32635cd0d25f6f3 -# 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 Skill31(ActiveSkill): """ 学习后,鬼连击的最后一击后追加一次交叉斩击。\n @@ -1496,7 +1492,7 @@ class Skill40(PassiveSkill): associate = [ {"type":"*skillDamage","data":data0}, - {"type":"+cd","data":[0] + [-1]*maxLv,"skills":["鬼步"],"ratio":1}, + {"type":"+cd","data":[0] + [-1]*maxLv,"skills":["鬼步","三段刃"],"ratio":1}, ] # 幻鬼 : 大回天 diff --git a/backend/core/character/GF/swordman_male/weapon_master.py b/backend/core/character/GF/swordman_male/weapon_master.py index 52fd3de6..17a82212 100644 --- a/backend/core/character/GF/swordman_male/weapon_master.py +++ b/backend/core/character/GF/swordman_male/weapon_master.py @@ -760,7 +760,6 @@ class Skill19(PassiveSkill): # 太刀精通 # swordman_male/weapon_master/8f73f243041c2d27739fe7696f02bf9b # 41f1cdc2ff58bb5fdc287be0db2a8df3/8f73f243041c2d27739fe7696f02bf9b -# 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 Skill20(ActiveSkill): """ 装备太刀系武器时,增加攻击力和命中率。\n diff --git a/backend/core/character/GF/thief/kunoichi.py b/backend/core/character/GF/thief/kunoichi.py index a4174e27..8d41f322 100644 --- a/backend/core/character/GF/thief/kunoichi.py +++ b/backend/core/character/GF/thief/kunoichi.py @@ -69,8 +69,7 @@ class Skill1(ActiveSkill): # 攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) - # TOCHEK-STONE:静态 hit:Stone 为 2,dcalc 为 1;尚需排除形态、VP 与倍率补偿。 - hit0 = 1 + 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}% @@ -1587,7 +1586,6 @@ class Skill39(PassiveSkill): # 毕方之印 # thief/kunoichi/2c9d9a36c8401bddff6cdb80fab8dc24 # ddc49e9ad1ff72a00b53c6cff5b1e920/2c9d9a36c8401bddff6cdb80fab8dc24 -# 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 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 diff --git a/backend/core/character/GF/thief/rogue.py b/backend/core/character/GF/thief/rogue.py index 617a5820..81248609 100644 --- a/backend/core/character/GF/thief/rogue.py +++ b/backend/core/character/GF/thief/rogue.py @@ -1521,7 +1521,6 @@ class Skill37(ActiveSkill): # 死亡风暴 # thief/rogue/c77a417c43de80c4ce32c1ed405d174a # ddc49e9ad1ff72a00b53c6cff5b1e920/c77a417c43de80c4ce32c1ed405d174a -# 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 Skill38(ActiveSkill): """ 施放[剑刃风暴]时,由风暴中心向外呈环形投掷匕首。\n @@ -2088,8 +2087,7 @@ class Skill48(ActiveSkill): # 星光多段攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) - # TOCHEK-STONE:静态 hit:Stone 为 8,dcalc 为 7;尚需排除形态、VP 与倍率补偿。 - hit0 = 7 + hit0 = 8 # 存在波动 7~8 # 爆炸攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) hit1 = 1 diff --git a/backend/openapi b/backend/openapi index ccd3262e..f234c1a5 160000 --- a/backend/openapi +++ b/backend/openapi @@ -1 +1 @@ -Subproject commit ccd3262ebaf5db40277ede47aedee95accd7a057 +Subproject commit f234c1a547a85d9d60d1d19fe6a706bfa8a7343a