feat:修正国服特色

This commit is contained in:
2026-07-14 00:59:18 +08:00
parent e19b9a1095
commit 153d4c6d73
19 changed files with 2680 additions and 594 deletions
+4 -3
View File
@@ -808,6 +808,8 @@ class Skill23(ActiveSkill):
mode = ['不可抓取','可抓取']
def setMode(self, mode):
if self.vp == 1:
mode = "可抓取"
if mode == "不可抓取":
self.hit0 = 1
self.hit1 = 0
@@ -828,7 +830,6 @@ class Skill23(ActiveSkill):
无论敌人是否可抓取, 都用剑刺中后用斧头下劈, 使剑旋转进行攻击\n
攻击力与对可抓取的敌人的攻击力相同
"""
self.setMode("可抓取")
...
def vp_2(self):
@@ -1333,6 +1334,8 @@ class Skill33(ActiveSkill):
mode = ['灼伤','冰冻','感电']
def setMode(self, mode):
if self.vp > 0:
mode = "灼伤"
if mode == "灼伤":
self.hit0 = 4
self.hit2 = 3
@@ -1361,7 +1364,6 @@ class Skill33(ActiveSkill):
特殊爆炸攻击力为原技能爆炸攻击力和灼伤伤害之和\n
特殊爆炸攻击会一次性结算自身造成的中毒/灼伤/感电/出血异常状态伤害
"""
self.setMode("灼伤")
self.power7 *= 1.1
def vp_2(self):
@@ -1374,7 +1376,6 @@ class Skill33(ActiveSkill):
- 锯齿轮出现的冷却时间为当前技能冷却时间的20%\n
- 再次施放技能时, 不再召唤锯齿轮
"""
self.setMode("灼伤")
self.cd = 45*(1-0.15)*0.2
self.skillRation *= 0.2
@@ -932,6 +932,8 @@ class Skill27(ActiveSkill):
mode = ['击退', '上升']
def setMode(self, mode):
if self.vp == 1:
mode = '击退'
if mode == '击退':
self.hit0 = 4
self.hit2 = 1
@@ -950,7 +952,6 @@ class Skill27(ActiveSkill):
- 吸附范围 : 400px\n
总攻击力相同
"""
self.setMode('击退')
...
def vp_2(self):
@@ -1110,6 +1110,8 @@ class Skill29(ActiveSkill):
mode = ['枪头', '近距离']
def setMode(self, mode):
if self.vp == 1:
mode = '枪头'
if mode == '枪头':
self.hit1 = 0
self.hit2 = self.hit3 = 15
@@ -1127,7 +1129,7 @@ class Skill29(ActiveSkill):
- 攻击范围 +70%\n
刺击全程适用枪头判定
"""
self.setMode('枪头')
...
def vp_2(self):
"""
@@ -1270,6 +1270,8 @@ class Skill37(ActiveSkill):
mode = ['不可抓取','可抓取']
def setMode(self, mode):
if self.vp > 0:
mode = '不可抓取'
if mode == "不可抓取":
self.hit0 = 0
self.hit1 = self.hit2 = 1
@@ -1286,7 +1288,6 @@ class Skill37(ActiveSkill):
- 总攻击力相同\n
冲击波大小 +40%\n
"""
self.setMode("不可抓取")
...
def vp_2(self):
@@ -1304,7 +1305,6 @@ class Skill37(ActiveSkill):
[连环抓取]\n
立即适用暴击伤害增加效果\n
"""
self.setMode("不可抓取")
...
# 力之奥义
@@ -1362,8 +1362,8 @@ class Skill39(ActiveSkill):
hit3 = 1
# 空中施放时向下猛踢冲击波攻击力 : {value4}%
data4 = get_data(f'{prefix}/{uuid}', 4)
# 技能抓取和攻击范围增加 : {value5}倍
hit4 = 1
# 技能抓取和攻击范围增加 : {value5}倍
data5 = get_data(f'{prefix}/{uuid}', 5)
# 地面施放时冲击波攻击力增加率 : {value6}%
data6 = get_data(f'{prefix}/{uuid}', 6)
@@ -1656,6 +1656,8 @@ class Skill44(ActiveSkill):
mode = ['不可抓取','可抓取']
def setMode(self, mode):
if self.vp == 1:
mode = '可抓取'
if mode == "不可抓取":
self.hit1 = self.hit3 = self.hit4 = 0
self.hit2 = self.hit5 = 1
@@ -1677,7 +1679,6 @@ class Skill44(ActiveSkill):
- 总攻击力相同\n
搜索敌人失败时,下砸地面引发冲击波\n
"""
self.setMode("可抓取")
...
def vp_2(self):
@@ -1001,7 +1001,7 @@ class Skill31(PassiveSkill):
hasUP = False
custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501
#
#
# 闪击快打
# fighter_male/striker_male/d204ec03a0aed2f20211fb6ccc48d46d
@@ -1520,6 +1520,8 @@ class Skill36(ActiveSkill):
mode = ['满蓄', '不蓄']
def setMode(self, mode):
if self.vp == 2:
mode = '满蓄'
if mode == '满蓄':
self.hit0 = 0
self.hit1 = 1
@@ -1544,7 +1546,7 @@ class Skill36(ActiveSkill):
- 持续时间上限 -75%\n
范围 +30%
"""
self.setMode('满蓄')
...
# 终焉 : 超世界崩坏
# gunblader/specialist/7cf17936a039b418660424125dc968d7
@@ -1857,6 +1857,8 @@ class Skill45(ActiveSkill):
mode = ['科罗纳', '旋雷者', '捕食者']
def setMode(self, mode):
if self.vp == 2:
mode = '捕食者'
if mode == '科罗纳':
self.hit0 = 1
self.hit1 = 0
@@ -1891,7 +1893,6 @@ class Skill45(ActiveSkill):
- 多段攻击次数 : 6次\n
- 总攻击力相同
"""
self.setMode('捕食者')
self.skillRation *= 3
# 高压电磁场
@@ -1154,6 +1154,7 @@ class Skill33(ActiveSkill):
if self.char.charEquipInfo['武器'].equInfo.itemDetailType == '手弩':
return 0.115
return 0.14
# [范围信息]
# 贯穿弹
# gunner_female/spitfire_female/d0cdaca82892e54097f22a1f60817048
@@ -848,7 +848,6 @@ class Skill12(PassiveSkill):
data1 = get_data(f'{prefix}/{uuid}', 1)
# 攻击速度增加 : {value2}%
data2 = get_data(f'{prefix}/{uuid}', 2)
# 激光炮
# gunner_male/launcher_male/23a5e0fba03283cb1b324a847b3fe370
@@ -1168,6 +1167,7 @@ class Skill21(ActiveSkill):
"""
self.cd = 36
self.skillRation *= 1 + 1
# X-1压缩量子炮
# gunner_male/launcher_male/47bd4871f29defc2a0021ee9261d7a5b
# afdf3b989339de478e85b614d274d1ef/47bd4871f29defc2a0021ee9261d7a5b
@@ -1368,7 +1368,7 @@ class Skill26(ActiveSkill):
# 攻击力 : {value0}%
data0 = get_data(f'{prefix}/{uuid}', 0)
hiT0 = 4
hit0 = 4
# 爆弹数量 : {value1}个
data1 = get_data(f'{prefix}/{uuid}', 1)
# 最短飞行时间 : {value2}秒
@@ -7,64 +7,59 @@ prefix = "gunner_male/ranger_male/cn/skillDetail"
# 膝撞
# gunner_male/ranger_male/717f1e2104fe4b796f800352fa143ecc
# afdf3b989339de478e85b614d274d1ef/717f1e2104fe4b796f800352fa143ecc
# class Skill1(ActiveSkill):
# MIGRATION: character 中没有同名技能“膝撞”,暂不启用
# 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
# """
# name = '膝撞'
# cellPos = (5,1)
# name = "膝撞"
# learnLv = 1
# masterLv = 10
# maxLv = 20
# cellPos = (5,1)
# position = 5
# rangeLv = 3
# cd = 2
# uuid = '717f1e2104fe4b796f800352fa143ecc'
# mp = [0, 0]
# uuid = "717f1e2104fe4b796f800352fa143ecc"
# hasVP = False
# hasUP = False
# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501
#
# # 发动速度增加率 : {value0}%
# data0 = get_data(f'{prefix}/{uuid}', 0)
# # 浮空力比率 : {value1}%
# data1 = get_data(f'{prefix}/{uuid}', 1)
# # 攻击力 : {value2}%
# data2 = get_data(f'{prefix}/{uuid}', 2)
# hit2 = 1 # TODO
# 浮空弹
# gunner_male/ranger_male/128b9ddef2262f40723deae4407bdb42
# afdf3b989339de478e85b614d274d1ef/128b9ddef2262f40723deae4407bdb42
# class Skill2(ActiveSkill):
# MIGRATION: character 中没有同名技能“浮空弹”,暂不启用
# class Skill1(ActiveSkill):
# """
# 向敌人发射1发子弹并使其浮空。\n
# """
# name = '浮空弹'
# cellPos = (3,1)
# name = "浮空弹"
# learnLv = 1
# masterLv = 60
# maxLv = 70
# cellPos = (3,1)
# position = 3
# rangeLv = 2
# cd = 4
# mp = [6, 140]
# uuid = '128b9ddef2262f40723deae4407bdb42'
# uuid = "128b9ddef2262f40723deae4407bdb42"
# hasVP = False
# hasUP = False
# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501
#
# # 子弹攻击力 : {value0}%
# data0 = get_data(f'{prefix}/{uuid}', 0)
# hit0 = 1
# # 浮空力比率 : {value1}%
# data1 = get_data(f'{prefix}/{uuid}', 1)
# # 基础精通 기본기 숙련
# # https://api.neople.co.kr/df/skills/afdf3b989339de478e85b614d274d1ef/5a56514f35cf0270ae8d6c65f8fefd78?apikey=fdvit1Kj64EAJm0qfB3JEAD8FLExLDD0
# # class Skill3(PassiveSkill):
# # name = "基础精通"
# # learnLv = 1
# # masterLv = 115
# # maxLv = 200
# # position = 1 #TODO
# # rangeLv = 1
# # uuid = "5a56514f35cf0270ae8d6c65f8fefd78"
# icon = '$common/$uuid'
# 后跳
# gunner_male/ranger_male/7822d6d52e10964a6755f142c666b494
# afdf3b989339de478e85b614d274d1ef/7822d6d52e10964a6755f142c666b494
@@ -279,27 +274,30 @@ prefix = "gunner_male/ranger_male/cn/skillDetail"
# 银弹
# gunner_male/ranger_male/a6c8f69107f8c4f5d1a0c7a57d000290
# afdf3b989339de478e85b614d274d1ef/a6c8f69107f8c4f5d1a0c7a57d000290
# class Skill4(ActiveSkill):
# MIGRATION: character 中没有同名技能“银弹”,暂不启用
# class Skill9(ActiveSkill):
# """
# 使一定数量子弹的属性变成光属性,且命中敌人时附加光属性伤害。\n
# 攻击不死族、 恶魔、 精灵类怪物时,可以大幅度增加伤害值。\n
# """
# name = '银弹'
# cellPos = (7,2)
# name = "银弹"
# learnLv = 5
# masterLv = 20
# maxLv = 30
# cellPos = (7,2)
# position = 7
# rangeLv = 2
# cd = 15
# mp = [60, 560]
# uuid = 'a6c8f69107f8c4f5d1a0c7a57d000290'
# uuid = "a6c8f69107f8c4f5d1a0c7a57d000290"
# hasVP = False
# hasUP = False
# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501
#
# # 银弹装弹数 : {value0}发
# data0 = get_data(f'{prefix}/{uuid}', 0)
# # 附加攻击力 : {value1}%
# data1 = get_data(f'{prefix}/{uuid}', 1)
# hit1 = 1 # TODO
# # 攻击不死族、 恶魔、 精灵时附加攻击力 : {value2}%
# data2 = get_data(f'{prefix}/{uuid}', 2)
@@ -419,25 +417,27 @@ class Skill7(ActiveSkill):
# 浮空铲
# gunner_male/ranger_male/dcd536f1674630f01fc9667bb202b851
# afdf3b989339de478e85b614d274d1ef/dcd536f1674630f01fc9667bb202b851
# class Skill9(ActiveSkill):
# MIGRATION: character 中没有同名技能“浮空铲”,暂不启用
# class Skill14(ActiveSkill):
# """
# 使滑铲(前冲攻击)命中的敌人浮空。\n
# 前冲攻击时,可以强制中断并立即施放[浮空铲]。\n
# 在决斗场中无法强制中断。\n
# """
# name = '浮空铲'
# cellPos = (6,3)
# name = "浮空铲"
# learnLv = 10
# masterLv = 1
# maxLv = 1
# cellPos = (6,3)
# position = 6
# rangeLv = 3
# cd = 8
# mp = [22, 22]
# uuid = 'dcd536f1674630f01fc9667bb202b851'
# damage = False
# uuid = "dcd536f1674630f01fc9667bb202b851"
# hasVP = False
# hasUP = False
# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501
#
# # 浮空力比率 : {value0}%
# data0 = get_data(f'{prefix}/{uuid}', 0)
@@ -748,7 +748,7 @@ class Skill17(ActiveSkill):
uuid = '2f5d03c7848effbc0a23f4df45d9ca46'
cdList = get_data(f'{prefix}/{uuid}', "cdList")
mp = [25, 435]
damage = False
@@ -1008,7 +1008,6 @@ class Skill29(ActiveSkill):
"""
...
# 龙翼穿刺
# knight/dragon_knight/b799700ee73e99e0ac27aaa307492033
# 0ee8fa5dc525c1a1f23fc6911e921e4a/b799700ee73e99e0ac27aaa307492033
@@ -1058,6 +1057,8 @@ class Skill30(ActiveSkill):
mode = ['常规', '撕咬']
def setMode(self, mode):
if self.vp == 1:
mode = '撕咬'
if mode == '撕咬':
self.hit1 = self.hit3 = 0
self.hit4 = 1
@@ -1095,7 +1096,6 @@ class Skill30(ActiveSkill):
self.skillRation *= 1 - 0.167
...
# 大胃王
# knight/dragon_knight/5ece7efb92358406e59338ef66479010
# 0ee8fa5dc525c1a1f23fc6911e921e4a/5ece7efb92358406e59338ef66479010
@@ -1153,6 +1153,8 @@ class Skill32(ActiveSkill):
mode = ['上挑', '平砍']
def setMode(self, mode):
if self.vp == 2:
mode = '上挑'
if mode == '上挑':
self.hit0 = 0
self.hit1 = 1
@@ -1235,6 +1237,8 @@ class Skill33(ActiveSkill):
mode = ['地面', '空中']
def setMode(self, mode):
if self.vp == 2:
mode = '地面'
if mode == '地面':
self.hit2 = 13
self.hit6 = 0
@@ -1341,7 +1345,6 @@ class Skill35(ActiveSkill):
# 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)
# power2 = 1.1
# 龙皇制裁
# knight/dragon_knight/b8257acad8c7c379aba91ee63c0bd015
@@ -1402,10 +1405,14 @@ class Skill36(ActiveSkill):
mode = ['不可抓取', '抓取']
def setMode(self, mode):
if self.vp == 2:
mode = '不可抓取'
elif self.vp == 1:
mode = '抓取'
if mode == '不可抓取':
self.hit0 = self.hit2 = self.hit3 = self.hit4 = 0
self.hit5 = 1
else:
elif mode == '抓取':
self.hit0 = 1
self.hit2 = 6
self.hit3 = 1
@@ -1435,8 +1442,6 @@ class Skill36(ActiveSkill):
self.setMode('抓取')
...
# 魔龙天翔
# knight/dragon_knight/9767a375672d9519f6c1c5dff19b7c15
# 0ee8fa5dc525c1a1f23fc6911e921e4a/9767a375672d9519f6c1c5dff19b7c15
@@ -1487,11 +1492,13 @@ class Skill37(ActiveSkill):
mode = ['地面', '空中']
def setMode(self, mode):
if self.vp == 2:
mode = '空中'
if mode == '地面':
self.hit0 = 1
self.hit1 = 0
self.hit2 = 0
else:
elif mode == '空中':
self.hit0 = 0
self.hit1 = 1
self.hit2 = 3
@@ -1612,11 +1619,13 @@ class Skill39(ActiveSkill):
mode = ['单独', '共同']
def setMode(self, mode):
if self.vp == 2:
mode = '共同'
if mode == '单独':
self.hit2 = self.hit3 = self.hit4 = 0
self.hit7 = 9
self.hit8 = 1
else:
elif mode == '共同':
self.hit2 = 15
self.hit3 = 1
self.hit4 = 1
@@ -1644,6 +1653,7 @@ class Skill39(ActiveSkill):
"""
self.setMode('共同')
...
# 征战无双
# knight/dragon_knight/29c0b8b3eed7252b3bdcddc2b4e9e3a0
# 0ee8fa5dc525c1a1f23fc6911e921e4a/29c0b8b3eed7252b3bdcddc2b4e9e3a0
@@ -1697,11 +1707,13 @@ class Skill40(ActiveSkill):
mode = ['骑乘', '单独']
def setMode(self, mode):
if self.vp == 2:
mode = '骑乘'
if mode == '骑乘':
self.hit2 = 20
self.hit5 = 0
self.hit6 = 1
else:
elif mode == '单独':
self.hit2 = 0
self.hit5 = 1
self.hit6 = 1
@@ -1509,6 +1509,54 @@ class Skill31(ActiveSkill):
"""
...
# 使徒化身
# mage_female/battle_mage/328867949b763ce73e243da84fd59157
# 3909d0b188e9c95311399f776e331da5/328867949b763ce73e243da84fd59157
# MIGRATION: character 中没有同名技能“使徒化身”,暂不启用
# class Skill40(ActiveSkill):
# """
# 突破界限后的伊斯塔战灵激发自身潜力,获得接近使徒的力量。\n
# 变身及解除中进入无敌状态,使徒状态持续一定时间或自身生命值降到一定数值时,结束使徒状态。\n
# [使徒状态]\n
# - 进入霸体状态。\n
# - 增加生命值最大值和物理/魔法防御力。\n
# - 增加攻击速度和移动速度。\n
# - 增加控制型异常状态抗性。\n
# - 使徒化身时,炫纹的效果立即激活,在变身期间持续生效\n
# - [斗神意志]不会降到3阶段以下\n
# [使徒化身]的技能等级和[一骑当千碎霸]的技能等级同步提升。\n
# """
# name = "使徒化身"
# learnLv = 85
# masterLv = 30
# maxLv = 40
# cellPos = (3,14)
# position = 3
# rangeLv = 5
# cube = 10
# cd = 170
# mp = [2375, 7600]
# uuid = "328867949b763ce73e243da84fd59157"
# hasVP = False
# hasUP = False
# custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501
#
# # 使徒化身持续时间 : {value0}秒
# data0 = get_data(f'{prefix}/{uuid}', 0)
# # 生命值最大值增加 : {value1}
# data1 = get_data(f'{prefix}/{uuid}', 1)
# # 物理、 魔法防御力增加 : {value2}
# data2 = get_data(f'{prefix}/{uuid}', 2)
# # 攻击速度增加 : {value3}%
# data3 = get_data(f'{prefix}/{uuid}', 3)
# # 移动速度增加 : {value4}%
# data4 = get_data(f'{prefix}/{uuid}', 4)
# # 攻击范围增加率 : {value5}%
# data5 = get_data(f'{prefix}/{uuid}', 5)
# # 控制型异常状态抗性增加 : {value6}%
# data6 = get_data(f'{prefix}/{uuid}', 6)
# # 使徒化身冲击波攻击力 : {value7}%
# data7 = get_data(f'{prefix}/{uuid}', 7)
# 使徒封印
# mage_female/battle_mage/481348575c1e141925c836b59c5db3ca
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
@@ -1205,6 +1205,8 @@ class Skill33(ActiveSkill):
mode = ['普通', '强化']
def setMode(self, mode):
if self.vp == 1:
mode = '强化'
if mode == '强化':
self.hit3 = 0
self.hit6 = 1
@@ -1019,7 +1019,7 @@ class Skill29(ActiveSkill):
mode = ['焚烧', '常规']
def setMode(self, mode):
if self.vp == 1:
if self.vp == 2:
mode = '焚烧'
elif self.vp == 2:
mode = '常规'
@@ -2345,6 +2345,8 @@ class Skill28(ActiveSkill):
mode = ['斩击', '剑气']
def setMode(self, mode=None):
if self.vp == 1:
mode = '斩击'
if mode == '剑气':
self.hit0 = 0
self.hit1 = 1
+4
View File
@@ -1236,6 +1236,8 @@ class Skill32(ActiveSkill):
mode = ["x4","x3"]
def setMode(self, mode):
if self.vp == 2:
mode = "x3"
if mode == "x4":
self.hit4 = 1
elif mode == "x3":
@@ -1598,6 +1600,8 @@ class Skill40(ActiveSkill):
mode = ["长按","普通"]
def setMode(self, mode):
if self.vp == 2:
mode = "长按"
if mode == "长按":
self.hit0 = 0
self.hit2 = 30
@@ -1539,6 +1539,8 @@ class Skill39(ActiveSkill):
mode = ['抓取', '不可抓取'] # noqa: E501
def setMode(self, mode):
if self.vp == 2:
mode = '不可抓取'
if mode == '抓取':
self.hit0 = 6
self.hit2 = self.hit3 = 1