This commit is contained in:
2026-02-12 17:08:49 +08:00
parent cbbac67485
commit 43e2cf5ca3
9 changed files with 46 additions and 44 deletions
+1 -1
View File
@@ -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
@@ -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
@@ -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
@@ -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
+22 -20
View File
@@ -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):
"""
@@ -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
+1 -1
View File
@@ -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
+4 -4
View File
@@ -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
+6 -6
View File
@@ -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