feat:修改特效伤害
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@@ -188,8 +188,9 @@ class CalcEquipMixin(CharacterBase):
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apply_uppercase_attrs(self, oathSuit)
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apply_uppercase_attrs(self, oathSuit)
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if skill is not None:
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if skill is not None:
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base_suit = next((x for x in suitList if x.suitId == oathSuit.suitId), None)
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base_suit = next((x for x in suitList if x.suitId == oathSuit.suitId), None)
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base_effect_damage = [] if base_suit is None else base_suit.effectDamage
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suit_effect_damage = [] if base_suit is None else base_suit.effectDamage
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oathSkillEffect.append((skill, base_effect_damage + skill.effectDamage))
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oath_effect_damage = skill.effectDamage
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oathSkillEffect.append((skill, oath_effect_damage, suit_effect_damage))
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# 誓约技能效果生效
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# 誓约技能效果生效
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apply_uppercase_attrs(self, skill)
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apply_uppercase_attrs(self, skill)
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self.oathSkillInfo.append(skill)
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self.oathSkillInfo.append(skill)
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@@ -207,11 +208,11 @@ class CalcEquipMixin(CharacterBase):
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'skills': [{'id': skill.id, 'skillId': i.skillId, 'name': i.name, 'imageUrl': i.imageUrl, 'enable': i.skillId == '1' or max_point_oath_suit == max_point_suit} for i in skills],
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'skills': [{'id': skill.id, 'skillId': i.skillId, 'name': i.name, 'imageUrl': i.imageUrl, 'enable': i.skillId == '1' or max_point_oath_suit == max_point_suit} for i in skills],
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# 'value': oathSuit.value,
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# 'value': oathSuit.value,
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}
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}
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for skill, effectDamage in oathSkillEffect:
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for skill, oath_effect_damage, suit_effect_damage in oathSkillEffect:
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func = equs.funs.execture(f'oath_skill_{skill.id}')
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func = equs.funs.execture(f'oath_skill_{skill.id}')
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if func is not None:
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if func is not None:
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# print(f'誓约技能 {skill.id} 生效')
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# print(f'誓约技能 {skill.id} 生效')
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func(self, effectDamage)
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func(self, oath_effect_damage, suit_effect_damage)
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# 太初积分以上,每超过70点数增加1%技能攻击力
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# 太初积分以上,每超过70点数增加1%技能攻击力
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if self.max_point >= 2550:
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if self.max_point >= 2550:
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skillAttack = (self.max_point - 2550) // 70 * 0.02
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skillAttack = (self.max_point - 2550) // 70 * 0.02
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@@ -1,4 +1,4 @@
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def effect_damage(values: list[float], index: int, fallback: float) -> float:
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def effect_damage(values: list[float], index: int, fallback: float = 0) -> float:
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if index < len(values):
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if index < len(values):
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return values[index]
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return values[index]
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return fallback
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return fallback
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@@ -2,6 +2,7 @@ from core.basic.equipment import EquEffect
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from core.abstract.character import CharacterProperty
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from core.abstract.character import CharacterProperty
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from .effect_damage import effect_damage
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from .effect_damage import effect_damage
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from .register import register
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from .register import register
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# region 武器
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# region 武器
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File diff suppressed because it is too large
Load Diff
+1
-1
Submodule backend/openapi updated: c25c905725...27e2652dd0
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