diff --git a/backend/core/character/GF/fighter_male/brawler_male.py b/backend/core/character/GF/fighter_male/brawler_male.py index bf6fe62b..1ea2f56d 100644 --- a/backend/core/character/GF/fighter_male/brawler_male.py +++ b/backend/core/character/GF/fighter_male/brawler_male.py @@ -768,8 +768,8 @@ class Skill22(ActiveSkill): data8 = get_data(f'{prefix}/{uuid}', 8) data9 = data7 - hit9 = 1 - power9 = 0 + hit9 = 10 + power9 = 1 mode = ['常规', '强化', '爆破污桶'] @@ -781,8 +781,8 @@ class Skill22(ActiveSkill): self.hit7 = 1 self.hit2 = self.hit5 = self.hit9 = 0 elif mode == '爆破污桶': - self.hit9 = 1 - self.hit2 = self.hit5 = self.hit7 = 1 + self.hit9 = 10 + self.hit2 = self.hit5 = self.hit7 = 0 def getSkillCD(self, mode=None): if mode == '爆破污桶': @@ -1054,7 +1054,7 @@ class Skill30(ActiveSkill): hit2 = 2 # 出血攻击力 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) - hit3 = 2 + hit3 = 3 # 出血持续时间 : {value4}秒 data4 = get_data(f'{prefix}/{uuid}', 4) # [投掷强化] @@ -1071,23 +1071,24 @@ class Skill30(ActiveSkill): # 飞沙走石 VP2部分伤害 data9 = data2 - hit9 = 1 + hit9 = 16*1.54 data10 = data3 - hit10 = 1 - power9 = 0 - power10 = 0 + hit10 = 16*1.54 + power9 = 1 + power10 = 1 mode = ['常规', '强化', '飞沙走石'] def setMode(self, mode): if mode == '常规': - self.hit2 = self.hit3 = 2 + self.hit2 = 2 + self.hit3 = 3 self.hit7 = self.hit8 = self.hit9 = self.hit10 = 0 elif mode == '强化': self.hit7 = self.hit8 = 4 self.hit2 = self.hit3 = self.hit9 = self.hit10 = 0 elif mode == '飞沙走石': - self.hit9 = self.hit10 = 1 + self.hit9 = self.hit10 = 16*1.54 self.hit2 = self.hit3 = self.hit7 = self.hit8 = 0 # 后备口袋 @@ -1246,25 +1247,25 @@ class Skill34(ActiveSkill): # 压制力 (4人队伍) : {value12}秒 ({value13}秒) data12 = get_data(f'{prefix}/{uuid}', 12) data13 = get_data(f'{prefix}/{uuid}', 13) - hit13 = 1 # [范围信息] # 碎片范围比率 : {value14}% data14 = get_data(f'{prefix}/{uuid}', 14) - hit14 = 1 - power13 = 0 - power14 = 0 + + data15 = data2 + hit15 = 16.14 + power15 = 1 mode = ['常规', '强化', '暗街夺命锁'] def setMode(self, mode): if mode == '常规': - self.hit2 = self.hit3 = 1 - self.hit11 = self.hit13 = self.hit14 = 0 + self.hit2 = self.hit3 = 2 + self.hit11 = self.hit15 = self.hit16 = 0 elif mode == '强化': self.hit11 = 1 - self.hit2 = self.hit3 = self.hit13 = self.hit14 = 0 + self.hit2 = self.hit3 = self.hit15 = self.hit16 = 0 elif mode == '暗街夺命锁': - self.hit13 = self.hit14 = 1 + self.hit15 = 16.14 self.hit2 = self.hit3 = self.hit11 = 0 # 挑衅 @@ -1809,7 +1810,7 @@ class Skill43(ActiveSkill): def effect(self, old, new): if self.vp == 2: - self.associate = [{'type': '*skillRation', 'data': [0] + [-50] * self.maxLv, 'skills': ['毒瓶投掷']}, {'type': '+power9', 'data': [0] + [1043] * self.maxLv, 'skills': ['毒瓶投掷']}] + self.associate = [{'type': '*skillRation', 'data': [0] + [-50] * self.maxLv}] return super().effect(old, new) # 千锁乱舞 @@ -1987,7 +1988,7 @@ class Skill46(ActiveSkill): def effect(self, old, new): if self.vp == 2: - self.associate = [{'type': '*skillRation', 'data': [0] + [-30] * self.maxLv, 'skills': ['砖块投掷']}, {'type': '+power13', 'data': [0] + [1671] * self.maxLv, 'skills': ['砖块投掷']}, {'type': '+power14', 'data': [0] + [1671] * self.maxLv, 'skills': ['砖块投掷']}] + self.associate = [{'type': '*skillRation', 'data': [0] + [-30] * self.maxLv, 'skills': ['砖块投掷']}] return super().effect(old, new) # 飞沙走石 @@ -2066,7 +2067,7 @@ class Skill47(ActiveSkill): def effect(self, old, new): if self.vp == 2: - self.associate = [{'type': '*skillRation', 'data': [0] + [-40] * self.maxLv, 'skills': ['毒针投掷']}, {'type': '+power9', 'data': [0] + [210] * self.maxLv, 'skills': ['毒针投掷']}, {'type': '+power10', 'data': [0] + [210] * self.maxLv, 'skills': ['毒针投掷']}] + self.associate = [{'type': '*skillRation', 'data': [0] + [-40] * self.maxLv, 'skills': ['毒针投掷']}] return super().effect(old, new) # 燃火轰天炮