This commit is contained in:
2025-04-06 02:26:06 +08:00
parent 41d14c947c
commit 718bba9136
39 changed files with 386 additions and 80 deletions
+2 -2
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@@ -636,7 +636,7 @@ class Character:
# 贴膜
if fusion is None:
continue
fun = effects.equ_func_list.get(str(fusion.id), None)
fun = effects.stone_func_list.get(str(fusion.id), None)
# 获取装备基础属性 并给角色设置(大写开头属性为角色属性)
filtered_dict = {k: v for k, v in fusion.__dict__.items() if k[0].isupper()}
self.SetStatus(**filtered_dict)
@@ -719,7 +719,7 @@ class Character:
pass
pass
def calc_jade(self):
def calc_jade(self,jade):
"""计算辟邪玉效果"""
pass
+2 -2
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@@ -8,8 +8,8 @@ def 强化技攻(强化等级:int, 强化类型:int, 部位:str):
if 部位 not in ['武器', '耳环']:
return 0
else:
return 强化技攻[强化等级]
return 增幅技攻[强化等级]
return 强化技攻[强化等级] / 100
return 增幅技攻[强化等级] / 100
# endregion
+6 -6
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@@ -24,19 +24,19 @@ class CharacterInfo(enum.Enum):
INT = '智力', '/ui/UI_ProfileIcon_003.png', lambda x: round(x, 0)
"""智力"""
AtkP = '物理攻击力', '/ui/UI_ProfileIcon_006.png', lambda x: round(x, 0)
AtkP = '物理攻击', '/ui/UI_ProfileIcon_006.png', lambda x: round(x, 0)
"""物理攻击力"""
AtkM = '魔法攻击力', '/ui/UI_ProfileIcon_007.png', lambda x: round(x, 0)
AtkM = '魔法攻击', '/ui/UI_ProfileIcon_007.png', lambda x: round(x, 0)
"""魔法攻击力"""
AtkI = '独立攻击力', '/ui/UI_ProfileIcon_008.png', lambda x: round(x, 0)
AtkI = '独立攻击', '/ui/UI_ProfileIcon_008.png', lambda x: round(x, 0)
"""独立攻击力"""
ElementDB = '攻击属性', '/ui/UI_ProfileIcon_009.png', lambda x: f'火({int(x['火'])})/光({int(x['光'])})/冰({int(x['冰'])})/暗({int(x['暗'])})'
ElementDB = '攻击属性', '/ui/UI_ProfileIcon_009.png', lambda x: f'火({int(x['火'])})/冰({int(x['冰'])})/光({int(x['光'])})/暗({int(x['暗'])})'
"""攻击属性"""
SkillAttack = '技能攻击力增加', '/ui/UI_ProfileIcon_047.png', lambda x: f'{format(x * 100 - 100, ".2f")}%'
SkillAttack = '技能伤害', '/ui/UI_ProfileIcon_047.png', lambda x: f'{format(x * 100 - 100, ".1f")}%'
"""技能攻击力"""
SpeedA = '攻击速度', '/ui/UI_ProfileIcon_012.png', lambda x: f'{format(x * 100, ".2f")}%'
@@ -48,7 +48,7 @@ class CharacterInfo(enum.Enum):
SpeedR = '施放速度', '/ui/UI_ProfileIcon_013.png', lambda x: f'{format(x * 100, ".2f")}%'
"""施放速度"""
Attack = '攻击强化', '/ui/UI_ProfileIcon_015.png', lambda x: f'{format(x * 100, ".2f")}%'
Attack = '攻击强化', '/ui/UI_ProfileIcon_015.png', lambda x: f'{format(x, ".1f")}%'
"""攻击强化"""
AttackP = '攻击强化%', '/ui/UI_ProfileIcon_015.png', lambda x: f'{format(x * 100 - 100, ".2f")}%'
@@ -102,10 +102,12 @@ class Skill5(PassiveSkill):
rangeLv = 3
data0 = [0, 10, 20, 30, 40, 50, 60, 70, 80, 90, 100, 110, 120, 130, 140, 150, 160, 170, 180, 190, 200] # noqa: E501
data1 = [0] + [(1+1+1.2)/3] * 20
associate = [
{'type': '*skillRation', 'data': data0, 'skills': ['G-14手雷','G-35L感电手雷','G-18C冰冻手雷']}
]
{'type': '*skillRation', 'data': data0, 'skills': ['G-14手雷','G-35L感电手雷','G-18C冰冻手雷']},
{'type': '*skillRation', 'data': data1, 'skills': ['G-14手雷','G-35L感电手雷','G-18C冰冻手雷']},
]
# M18阔剑地雷 M18 클레이모어
# https://api.neople.co.kr/df/skills/944b9aab492c15a8474f96947ceeb9e4/2ff50c35efcf0f287c4c418c8454da48?apikey=fdvit1Kj64EAJm0qfB3JEAD8FLExLDD0
@@ -4,6 +4,7 @@ from .equ import equ_func_list
from .avatar import get_dress_list,calc_dress_effect
from .enchant import enchant_func_list
from .emblem import emblem_func_list
from .stone import stone_func_list
options = [
{'id': 1, 'name': '龙战八荒,', 'options': ['BUFF OFF', 'BUFF ON', '期望']},
+1 -1
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@@ -14,7 +14,7 @@ def jade_0(char: Character = {}, value=0):
pass
def jade_1(char: Character = {}, value=0):
char.SetStatus(SkillDamage=value/100)
char.SetStatus(SkillAttack=value/100)
def jade_2(char: Character = {}, value=0):
char.SetStatus(AttackP=value/100)
+4 -5
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@@ -1,7 +1,6 @@
from core.basic.character import Character
from core.basic.equipment import EquEffect
suit_func_list = {}
stone_func_list = {}
# region 潜影暗袭 套装
@@ -240,7 +239,7 @@ def stone_23(char: Character):
技能伤害+6%
"""
char.SetStatus(SkillAttack=0.06)
char.SetStatus(SkillAttack=0.06)
pass
@@ -2554,7 +2553,7 @@ def stone_1049(char: Character):
for i in range(0, 1000):
try:
if str(i) not in suit_func_list.keys():
suit_func_list[str(i)] = eval(f'stone_{i}')
if str(i) not in stone_func_list.keys():
stone_func_list[str(i)] = eval(f'stone_{i}')
except Exception:
pass
+12 -12
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@@ -746,7 +746,7 @@ def suit_48(char: Character):
reinforce = reinforce_0 + reinforce_1 + reinforce_2 + reinforce_3
char.SetStatus(SkillRange=0.02 * min(reinforce // 11, 7))
# char.SetStatus(DamageReduce=0.01 * min(reinforce_0 // 5, 7))
char.SetStatus(SkillDamage=0.01 * min(reinforce_1 // 3, 7))
char.SetStatus(SkillAttack=0.01 * min(reinforce_1 // 3, 7))
char.SetStatus(SpeedA=0.02 * min(reinforce_2 // 3, 7))
char.SetStatus(SpeedM=0.02 * min(reinforce_2 // 3, 7))
char.SetStatus(SpeedR=0.02 * min(reinforce_2 // 3, 7))
@@ -843,7 +843,7 @@ def suit_53(char: Character):
reinforce = reinforce_0 + reinforce_1 + reinforce_2 + reinforce_3
char.SetStatus(SkillRange=0.02 * min(reinforce // 11, 12))
# char.SetStatus(DamageReduce=0.01 * min(reinforce_0 // 5, 7))
char.SetStatus(SkillDamage=0.01 * min(reinforce_1 // 3, 12))
char.SetStatus(SkillAttack=0.01 * min(reinforce_1 // 3, 12))
char.SetStatus(SpeedA=0.02 * min(reinforce_2 // 3, 12))
char.SetStatus(SpeedM=0.02 * min(reinforce_2 // 3, 12))
char.SetStatus(SpeedR=0.02 * min(reinforce_2 // 3, 12))
@@ -982,7 +982,7 @@ def suit_58(char: Character):
reinforce = reinforce_0 + reinforce_1 + reinforce_2 + reinforce_3
char.SetStatus(SkillRange=0.02 * min(reinforce // 11, 12))
# char.SetStatus(DamageReduce=0.01 * min(reinforce_0 // 5, 7))
char.SetStatus(SkillDamage=0.01 * min(reinforce_1 // 3, 12))
char.SetStatus(SkillAttack=0.01 * min(reinforce_1 // 3, 12))
char.SetStatus(SpeedA=0.02 * min(reinforce_2 // 3, 12))
char.SetStatus(SpeedM=0.02 * min(reinforce_2 // 3, 12))
char.SetStatus(SpeedR=0.02 * min(reinforce_2 // 3, 12))
@@ -991,7 +991,7 @@ def suit_58(char: Character):
char.SetSkillCD(cd=0.02 * min(reinforce // 1, 12))
if reinforce >= 110:
char.SetStatus(SkillDamage=0.02 * min((reinforce - 110) // 11, 2))
char.SetStatus(SkillAttack=0.02 * min((reinforce - 110) // 11, 2))
if char.buffer:
char.SetSkillCD(Buffer=750 * min((reinforce - 110) // 11, 2))
@@ -1171,7 +1171,7 @@ def suit_63(char: Character):
reinforce = reinforce_0 + reinforce_1 + reinforce_2 + reinforce_3
char.SetStatus(SkillRange=0.02 * min(reinforce // 11, 12))
# char.SetStatus(DamageReduce=0.01 * min(reinforce_0 // 5, 7))
char.SetStatus(SkillDamage=0.01 * min(reinforce_1 // 3, 12))
char.SetStatus(SkillAttack=0.01 * min(reinforce_1 // 3, 12))
char.SetStatus(SpeedA=0.02 * min(reinforce_2 // 3, 12))
char.SetStatus(SpeedM=0.02 * min(reinforce_2 // 3, 12))
char.SetStatus(SpeedR=0.02 * min(reinforce_2 // 3, 12))
@@ -1180,7 +1180,7 @@ def suit_63(char: Character):
char.SetSkillCD(cd=0.02 * min(reinforce // 1, 12))
if reinforce >= 110:
char.SetStatus(SkillDamage=0.02 * min((reinforce - 110) // 11, 2))
char.SetStatus(SkillAttack=0.02 * min((reinforce - 110) // 11, 2))
if char.buffer:
char.SetSkillCD(Buffer=1500 * min((reinforce - 110) // 11, 2))
@@ -1382,11 +1382,11 @@ def suit_79(char: Character):
char.equ_effect.append(EquEffect(name='烛龙腾霄', icon='/equipment/suit/1.png', cd=10, data=14400))
elif char.equ_options.get('1', 0) == 1:
char.SetStatus(SpeedA=0.3, SpeedM=0.3, SpeedR=0.3)
char.SetStatus(SkillDamage=0.03)
char.SetStatus(SkillAttack=0.03)
char.equ_effect.append(EquEffect(name='白龙强袭', icon='/equipment/suit/1.png', cd=3, data=6000))
elif char.equ_options.get('1', 0) == 2:
char.SetStatus(SpeedA=0.2, SpeedM=0.2, SpeedR=0.2)
char.SetStatus(SkillDamage=0.015)
char.SetStatus(SkillAttack=0.015)
char.equ_effect.append(EquEffect(name='白龙强袭', icon='/equipment/suit/1.png', cd=3, data=6000))
char.equ_effect.append(EquEffect(name='烛龙腾霄', icon='/equipment/suit/1.png', cd=10, data=14400))
pass
@@ -1517,7 +1517,7 @@ def suit_84(char: Character):
char.equ_effect.append(EquEffect(name='烛龙腾霄', icon='/equipment/suit/1.png', cd=10, data=14400))
elif char.equ_options.get('1', 0) == 1:
char.SetStatus(SpeedA=0.3, SpeedM=0.3, SpeedR=0.3)
char.SetStatus(SkillDamage=0.03)
char.SetStatus(SkillAttack=0.03)
char.equ_effect.append(EquEffect(name='白龙强袭', icon='/equipment/suit/1.png', cd=3, data=6000))
char.equ_effect.append(EquEffect(name='应龙之怒', icon='/equipment/suit/1.png', cd=4, data=7200))
pass
@@ -1636,7 +1636,7 @@ def suit_95(char: Character):
- 进入霸体状态
"""
if char.equ_options.get('2', 0) == 0:
char.SetStatus(SkillDamage=0.175)
char.SetStatus(SkillAttack=0.175)
char.SetSkillCD(cd=0.3)
else:
char.SetSkillCD(cd=0.55)
@@ -1887,7 +1887,7 @@ def suit_111(char: Character):
攻击时, 有3%的几率发动[神的祝福]。 (发动冷却1秒)
剩余冷却时间33秒以下的技能中, 初始化剩余时间最长的1个技能 (觉醒技能除外)
"""
char.SetStatus(SkillDamage=0.03)
char.SetStatus(SkillAttack=0.03)
pass
@@ -1964,7 +1964,7 @@ def suit_116(char: Character):
- 剩余冷却时间33秒以下的技能中,初始化剩余时间最短的1个技能(觉醒技能除外)
- 立即发动[第二次幸运]
"""
char.SetStatus(SkillDamage=0.03)
char.SetStatus(SkillAttack=0.03)
char.AddElementDB('火',33,1)
char.AddElementDB('冰',33,1)
char.AddElementDB('光',33,1)
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