From 43e2cf5ca3906f1828108c11ded9aa9a6e7219bb Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E8=A5=BF=E7=93=9C=C2=B0?= Date: Thu, 12 Feb 2026 17:08:49 +0800 Subject: [PATCH] dev --- backend/core/basic/character.py | 2 +- .../character/GF/gunblader/trouble_shooter.py | 4 +- .../GF/gunner_female/spitfire_female.py | 12 +++--- .../character/GF/gunner_male/spitfire_male.py | 2 +- .../core/character/GF/mage_female/witch.py | 42 ++++++++++--------- .../character/GF/swordman_male/berserker.py | 6 +-- backend/core/character/GF/thief/necro.py | 2 +- backend/core/equipment/version_0/equ.py | 8 ++-- backend/core/equipment/version_0/stone.py | 12 +++--- 9 files changed, 46 insertions(+), 44 deletions(-) diff --git a/backend/core/basic/character.py b/backend/core/basic/character.py index 364c7d32..0b606a5b 100644 --- a/backend/core/basic/character.py +++ b/backend/core/basic/character.py @@ -388,7 +388,7 @@ class Character(CharacterProperty): if min <= skill.learnLv <= max and (skill.type == 'active' or skill.damage) and skill.learnLv not in exclude: skill.cdRecover += cd - def SetSkillRation(self, min=1, max=100, ratio=0, type=-1) -> None: + def SetSkillRation(self, min=1, max=100, ratio=1, type=-1) -> None: """设置技能倍率 0 修改技能面板 1 不修改技能面板 type: -1 全部, 0 被动, 1 主动 diff --git a/backend/core/character/GF/gunblader/trouble_shooter.py b/backend/core/character/GF/gunblader/trouble_shooter.py index 2824ef3f..b9dc5e4b 100644 --- a/backend/core/character/GF/gunblader/trouble_shooter.py +++ b/backend/core/character/GF/gunblader/trouble_shooter.py @@ -566,7 +566,7 @@ class Skill23(PassiveSkill): # 目标技能攻击范围增加 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) - associate = [ {"data":data0,"type":"*skillRation"}] + associate = [ {"data":data0,"type":"*skillDamage"}] # G型火焰爆弹 # gunblader/trouble_shooter/9bff7f2559e003766fee2853dca00631 @@ -862,7 +862,7 @@ class Skill29(PassiveSkill): # 物理暴击率增加 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) - associate = [ {"data":data0,"type":"*skillRation"}] + associate = [ {"data":data0,"type":"*skillDamage"}] # G型烬灭榴弹 # gunblader/trouble_shooter/1dad88963abdc96b091fcab185a8820d diff --git a/backend/core/character/GF/gunner_female/spitfire_female.py b/backend/core/character/GF/gunner_female/spitfire_female.py index 4d80f390..410ada60 100644 --- a/backend/core/character/GF/gunner_female/spitfire_female.py +++ b/backend/core/character/GF/gunner_female/spitfire_female.py @@ -250,8 +250,8 @@ class Skill25(PassiveSkill): data5 = get_data(f'{prefix}/{uuid}', 5) associate = [ - {'data': data3, 'type': '*skillRation'}, - {'data': data4, 'type': '*skillRation'} + {'data': data3, 'type': '*skillDamage'}, + {'data': data4, 'type': '*skillDamage'} ] # 手雷精通 @@ -275,7 +275,7 @@ class Skill26(PassiveSkill): data0 = get_data(f'{prefix}/{uuid}', 0) associate = [ - {'type': '*skillRation', 'data': data0, 'skills': ['G-14手雷','G-35L感电手雷','G-18C冰冻手雷']}, + {'type': '*skillDamage', 'data': data0, 'skills': ['G-14手雷','G-35L感电手雷','G-18C冰冻手雷']}, ] @@ -817,7 +817,7 @@ class Skill40(PassiveSkill): data0 = get_data(f'{prefix}/{uuid}', 0) # 过电流持续时间 : {value1}秒 data1 = get_data(f'{prefix}/{uuid}', 1) - associate = [{'type': '*skillRation', 'data': data0}] + associate = [{'type': '*skillDamage', 'data': data0}] # EMP磁暴 # gunner_female/spitfire_female/2c9d9a36c8401bddff6cdb80fab8dc24 @@ -992,7 +992,7 @@ class Skill44(PassiveSkill): # 基本攻击力和技能攻击力增加率 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) - associate = [{'type': '*skillRation', 'data': data0}] + associate = [{'type': '*skillDamage', 'data': data0}] # 开火 # gunner_female/spitfire_female/9ceb0c55f40f1fc0fe0fcc65c8fee3a0 @@ -1152,7 +1152,7 @@ class Skill48(PassiveSkill): # 强化手雷攻击力 : 手雷攻击力的{value2}% data2 = get_data(f'{prefix}/{uuid}', 2) - associate = [{'type': '*skillRation', 'data': data0}] + associate = [{'type': '*skillDamage', 'data': data0}] # 空袭战略 # gunner_female/spitfire_female/c591d1827cfbe224031c704e21d07932 diff --git a/backend/core/character/GF/gunner_male/spitfire_male.py b/backend/core/character/GF/gunner_male/spitfire_male.py index 95e0526d..b701b206 100644 --- a/backend/core/character/GF/gunner_male/spitfire_male.py +++ b/backend/core/character/GF/gunner_male/spitfire_male.py @@ -127,7 +127,7 @@ class Skill7(PassiveSkill): data0 = [0, 10, 20, 30, 40, 50, 60, 70, 80, 90, 100, 110, 120, 130, 140, 150, 160, 170, 180, 190, 200]# noqa: E501 associate = [ - {'type': '*skillRation', 'data': data0, 'skills': ['G-14手雷','G-35L感电手雷','G-18C冰冻手雷']}, + {'type': '*skillDamage', 'data': data0, 'skills': ['G-14手雷','G-35L感电手雷','G-18C冰冻手雷']}, ] # 兵器研究 병기 숙련 diff --git a/backend/core/character/GF/mage_female/witch.py b/backend/core/character/GF/mage_female/witch.py index 4e521865..a27e8a18 100644 --- a/backend/core/character/GF/mage_female/witch.py +++ b/backend/core/character/GF/mage_female/witch.py @@ -471,15 +471,15 @@ class Skill25(PassiveSkill): if mode == '失败': self.hit0 = 1 self.hit1 = self.hit2 = 0 - self.skillRation *= self.powerFail + self.skillDamage *= self.powerFail elif mode == '成功': self.hit1 = 1 self.hit0 = self.hit2 = 0 - self.skillRation *= self.powerSuccess + self.skillDamage *= self.powerSuccess elif mode == '大成功': self.hit2 = 1 self.hit0 = self.hit1 = 0 - self.skillRation *= self.powerSuccess + self.skillDamage *= self.powerSuccess # 改良魔法星弹 # mage_female/witch/7cf17936a039b418660424125dc968d7 @@ -533,7 +533,7 @@ class Skill26(ActiveSkill): powerFail = 1.0 def setMode(self, mode): - self.skillRation *= self.powerSuccess + self.skillDamage *= self.powerSuccess # 魔法秀 @@ -781,19 +781,19 @@ class Skill33(ActiveSkill): if mode == '失败': self.hit4 = 36 self.hit1 = self.hit5 = self.hit6 = 0 - self.skillRation *= self.powerFail + self.skillDamage *= self.powerFail ... elif mode == '成功': self.hit5 = 36 self.hit1 = self.hit4 = self.hit6 = 0 - self.skillRation *= self.powerSuccess + self.skillDamage *= self.powerSuccess ... elif mode == '大成功': # 测试为6 描述为5 self.hit1 = 6 self.hit6 = 36 self.hit4 = self.hit5 = 0 - self.skillRation *= self.powerSuccess + self.skillDamage *= self.powerSuccess ... # 熔岩药瓶 @@ -872,13 +872,13 @@ class Skill34(ActiveSkill): if mode == '失败': self.hit4 = 1 self.hit1 = self.hit2 = 0 - self.skillRation *= self.powerFail + self.skillDamage *= self.powerFail ... elif mode == '大成功': self.hit1 = 6 self.hit2 = 11 self.hit4 = 0 - self.skillRation *= self.powerSuccess + self.skillDamage *= self.powerSuccess ... # 苍蝇拍 : 魔法禁锢 @@ -1105,14 +1105,16 @@ class Skill38(ActiveSkill): powerFail = 1.0 def setMode(self, mode): + if self.vp == 2: + mode = "设置型" if mode == "设置型": self.hit6 = self.hit13 = 14 self.hit10 = 1 - self.skillRation *= self.powerSuccess + self.skillDamage *= self.powerSuccess elif mode == "乘骑型": self.hit6 = self.hit13 = 22 self.hit10 = 1 - self.skillRation *= self.powerSuccess + self.skillDamage *= self.powerSuccess def vp_1(self): """ @@ -1195,15 +1197,15 @@ class Skill39(ActiveSkill): if mode == "失败": self.hit0 = 1 self.hit1 = self.hit2 = 0 - self.skillRation *= self.powerFail + self.skillDamage *= self.powerFail elif mode == "成功": self.hit1 = 1 self.hit0 = self.hit2 = 0 - self.skillRation *= self.powerSuccess + self.skillDamage *= self.powerSuccess elif mode == "大成功": self.hit2 = 1 self.hit0 = self.hit1 = 0 - self.skillRation *= self.powerSuccess + self.skillDamage *= self.powerSuccess def vp_1(self): """ @@ -1307,16 +1309,16 @@ class Skill40(ActiveSkill): if mode == "失败": self.hit6 = 13 self.hit8 = self.hit15 = self.hit17 = 0 - self.skillRation *= self.powerFail + self.skillDamage *= self.powerFail elif mode == "成功": self.hit8 = 28 self.hit6 = self.hit15 = self.hit17 = 0 - self.skillRation *= self.powerSuccess + self.skillDamage *= self.powerSuccess elif mode == "大成功": self.hit15 = 48 self.hit17 = 1 self.hit6 = self.hit8 = 0 - self.skillRation *= self.powerSuccess + self.skillDamage *= self.powerSuccess def vp_1(self): """ @@ -1445,13 +1447,13 @@ class Skill42(ActiveSkill): self.hit2 = 9 self.hit4 = 1 self.hit8 = self.hit9 = self.hit11 = 0 - self.skillRation *= self.powerFail + self.skillDamage *= self.powerFail elif mode == "大成功": self.hit8 = 1 self.hit9 = 47 self.hit11 = 3 self.hit2 = self.hit4 = 0 - self.skillRation *= self.powerSuccess + self.skillDamage *= self.powerSuccess def vp_1(self): """ @@ -1705,7 +1707,7 @@ class Skill46(ActiveSkill): powerFail = 1.0 def setMode(self, mode): - self.skillRation *= self.powerSuccess + self.skillDamage *= self.powerSuccess def vp_1(self): """ diff --git a/backend/core/character/GF/swordman_male/berserker.py b/backend/core/character/GF/swordman_male/berserker.py index 603e6547..7e04dfb9 100644 --- a/backend/core/character/GF/swordman_male/berserker.py +++ b/backend/core/character/GF/swordman_male/berserker.py @@ -229,7 +229,7 @@ class Skill25(ActiveSkill): data6 = get_data(f'{prefix}/{uuid}', 6) associate = [ - {"data": data4, "type": '*skillRation'}, + {"data": data4, "type": '*skillDamage'}, {'data': data5, 'type': '*cdReduce', 'exceptSkills': ['魔狱血刹', '血魔 · 弑天', '血魔极道 : 灭世']} ] @@ -972,7 +972,7 @@ class Skill44(PassiveSkill): # 基本攻击力和技能攻击力增加率 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) - associate = [{"data": data0,"type": '*skillRation'}] + associate = [{"data": data0,"type": '*skillDamage'}] # 浴血之怒 # swordman_male/berserker/8ec9da6f808889b63adf2680fbf1f331 @@ -1173,7 +1173,7 @@ class Skill49(PassiveSkill): # 基本攻击力和转职技能攻击力增加率 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) - associate = [{"data": data0,"type": '*skillRation'}] + associate = [{"data": data0,"type": '*skillDamage'}] # 血魔极道 : 灭世 # swordman_male/berserker/d59c9840f65381bde8487757f1753c71 diff --git a/backend/core/character/GF/thief/necro.py b/backend/core/character/GF/thief/necro.py index 6f859562..88214085 100644 --- a/backend/core/character/GF/thief/necro.py +++ b/backend/core/character/GF/thief/necro.py @@ -507,7 +507,7 @@ class Skill29(ActiveSkill): def setMode(self, mode): if mode == "自爆": - self.skillRation *= 1.2 + self.skillDamage *= 1.2 # 复苏者之怨 # thief/necro/c27418ae613c647527200a7ca17d97fd diff --git a/backend/core/equipment/version_0/equ.py b/backend/core/equipment/version_0/equ.py index a6f7ef5f..6bf549e2 100644 --- a/backend/core/equipment/version_0/equ.py +++ b/backend/core/equipment/version_0/equ.py @@ -1674,7 +1674,7 @@ def equ_102(char: CharacterProperty): """ for skill in char.skills: if skill.learnLv == 45 and skill.damage: - skill.skillRation *= 1.15 + skill.skillDamage *= 1.15 if skill.damage and skill.cube > 0: skill.skillDamage *= 1.25 if char.buffer: @@ -1701,7 +1701,7 @@ def equ_103(char: CharacterProperty): """ for skill in char.skills: if skill.learnLv == 45 and skill.damage: - skill.skillRation *= 1.15 + skill.skillDamage *= 1.15 if skill.damage and skill.cube > 0: skill.skillDamage *= 1.25 if skill.damage and skill.cube == 0: @@ -1732,7 +1732,7 @@ def equ_104(char: CharacterProperty): """ for skill in char.skills: if skill.learnLv == 45 and skill.damage: - skill.skillRation *= 1.15 + skill.skillDamage *= 1.15 if skill.damage and skill.cube > 0: skill.skillDamage *= 1.30 if skill.damage and skill.cube == 0: @@ -6402,7 +6402,7 @@ def equ_923(char: CharacterProperty): char.SetStatus(EquEffectRatio=0.265) for skill in char.skills: if skill.learnLv <= 30 and skill.damage: - skill.skillRation *= 1.30 + skill.skillDamage *= 1.30 if skill.damage and skill.learnLv >= 35: skill.skillDamage *= 1.25 pass diff --git a/backend/core/equipment/version_0/stone.py b/backend/core/equipment/version_0/stone.py index a8f4099a..7f9c4154 100644 --- a/backend/core/equipment/version_0/stone.py +++ b/backend/core/equipment/version_0/stone.py @@ -3867,7 +3867,7 @@ def stone_1002(char: CharacterProperty): char.SetStatus(SkillAttack=0.055) for skill in char.skills: if skill.learnLv in [50, 85, 100]: - skill.skillRation *= 1.11 + skill.skillDamage *= 1.11 skill.cdRecover += 0.15 pass @@ -3959,7 +3959,7 @@ def stone_1007(char: CharacterProperty): char.SetStatus(SkillAttack=0.055) for skill in char.skills: if skill.learnLv in [50, 85, 100]: - skill.skillRation *= 1.11 + skill.skillDamage *= 1.11 skill.cdRecover += 0.15 pass @@ -4014,7 +4014,7 @@ def stone_1010(char: CharacterProperty): char.SetStatus(SkillAttack=0.055) for skill in char.skills: if skill.learnLv in [50, 85, 100]: - skill.skillRation *= 1.08 + skill.skillDamage *= 1.08 skill.cdRecover += 0.15 pass @@ -4048,7 +4048,7 @@ def stone_1012(char: CharacterProperty): char.SetStatus(SkillAttack=0.055) for skill in char.skills: if skill.learnLv in [50, 85, 100]: - skill.skillRation *= 1.08 + skill.skillDamage *= 1.08 skill.cdRecover += 0.15 pass @@ -4068,7 +4068,7 @@ def stone_1013(char: CharacterProperty): char.SetStatus(SkillAttack=0.055) for skill in char.skills: if skill.learnLv in [50, 85, 100]: - skill.skillRation *= 1.08 + skill.skillDamage *= 1.08 skill.cdRecover += 0.15 pass @@ -4102,7 +4102,7 @@ def stone_1015(char: CharacterProperty): char.SetStatus(SkillAttack=0.015) for skill in char.skills: if skill.learnLv == 85: - skill.skillRation *= 1.30 + skill.skillDamage *= 1.30 skill.cdRecover += 1.00 pass