diff --git a/backend/core/basic/formula.py b/backend/core/basic/formula.py index e152cb44..dc328e30 100644 --- a/backend/core/basic/formula.py +++ b/backend/core/basic/formula.py @@ -175,6 +175,7 @@ def 勋章计算(装备等级, 品质, 强化等级): '强攻弩': (1.12, 1.09, 1.11), '妖影弓': (1.095, 1.1, 1.11), '嵌合弓': (1.1, 1.085, 1.11), + '枪锚': (1.12, 1.09, 1.11), } @@ -243,6 +244,7 @@ def 锻造四维(装备等级, 品质, 锻造等级): '强攻弩': (1.05, 1, 1), '妖影弓': (0.95, 0.95, 1), '嵌合弓': (1, 1, 1), + '枪锚': (1.05, 1, 1), } MP系数 = { @@ -288,6 +290,8 @@ MP系数 = { '玄机弓': (1.1, 1, 1), '强攻弩': (1.2, 0.9, 1), '妖影弓': (0.95, 1, 1), + '嵌合弓': (1, 1, 1), + '枪锚': (1.2, 0.9, 1), } @@ -360,6 +364,7 @@ def 精通计算(装备等级, 品质, 强化等级, 部位, 甲类, 属性='', '圣职者(女)': (4.7, 4.8, 4, 4.5, 6.5, 6.5, 4.5, 6.5), # todo '弓箭手': (4.6, 4.6, 4.4, 4.4, 6.5, 6.5, 5.5, 5.5), + '帝国骑士': (4.6, 4.6, 4.4, 4.4, 7, 7, 5, 5), } # 力量 体力 智力 精神 @@ -428,12 +433,16 @@ def 精通计算(装备等级, 品质, 强化等级, 部位, 甲类, 属性='', '异端审判者-圣职者(女)': (5.2, 5, 3.5, 4.3), '巫女-圣职者(女)': (3.5, 3.5, 5.5, 5.5), '诱魔者-圣职者(女)': (3.5, 3.5, 5.5, 5.5), + # TODO + '蓝拳圣使-圣职者(女)': (5.5, 5, 3.9, 3.9), # todo '缪斯-弓箭手': (3.5, 5.5, 3.5, 5.5), '旅人-弓箭手': (5.5, 5.5, 3.5, 3.5), '猎人-弓箭手': (5.5, 5.5, 3.5, 3.5), '妖护使-弓箭手': (5.5, 5.5, 5.5, 3.5), '奇美拉-弓箭手': (5.5, 5.5, 3.5, 3.5), + # + '破浪者-帝国骑士': (6, 5.5, 3.5, 3.5), } # 火抗 冰抗 光抗 暗抗 @@ -503,6 +512,7 @@ def 精通计算(装备等级, 品质, 强化等级, 部位, 甲类, 属性='', '异端审判者-圣职者(女)': (23, 23, 23, 23), '巫女-圣职者(女)': (23, 23, 23, 23), '诱魔者-圣职者(女)': (23, 23, 23, 23), + '蓝拳圣使-圣职者(女)': (23, 23, 23, 23), # todo '缪斯-弓箭手': (23, 23, 23, 23), '旅人-弓箭手': (23, 23, 23, 23), @@ -574,6 +584,7 @@ def 精通计算(装备等级, 品质, 强化等级, 部位, 甲类, 属性='', '驱魔师-圣职者(男)': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), '复仇者-圣职者(男)': (0, 0, 0, 0, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3), '圣骑士-圣职者(女)': (0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05), + '蓝拳圣使-圣职者(女)': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), '异端审判者-圣职者(女)': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), '巫女-圣职者(女)': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), '诱魔者-圣职者(女)': (0, 0, 0, 0, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5), @@ -583,16 +594,18 @@ def 精通计算(装备等级, 品质, 强化等级, 部位, 甲类, 属性='', '猎人-弓箭手': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), '妖护使-弓箭手': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), '奇美拉-弓箭手': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), + '破浪者-帝国骑士': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), } def 获取基础属性(角色, 职业): 角色数据 = 角色基础系数[角色] 职业数据 = 职业基础数据[职业 + '-' + 角色] - 力量 = int(角色数据[4] + 角色数据[0] * min(14, 当前等级 - 1) + 职业数据[0] * max(当前等级 - 15, 0) + 93 + 当前等级) - 体力 = int(角色数据[5] + 角色数据[1] * min(14, 当前等级 - 1) + 职业数据[1] * max(当前等级 - 15, 0) + 93 + 当前等级) - 智力 = int(角色数据[6] + 角色数据[2] * min(14, 当前等级 - 1) + 职业数据[2] * max(当前等级 - 15, 0) + 93 + 当前等级) - 精神 = int(角色数据[7] + 角色数据[3] * min(14, 当前等级 - 1) + 职业数据[3] * max(当前等级 - 15, 0) + 93 + 当前等级) + # TODO 将93 + 当前等级 角色基础数据+94 角色成长全部+1 + 力量 = int(角色数据[4] + 角色数据[0] * min(14, 当前等级 - 1) + 94 + (职业数据[0] + 1) * max(当前等级 - 15, 0)) + 体力 = int(角色数据[5] + 角色数据[1] * min(14, 当前等级 - 1) + 94 + (职业数据[1] + 1) * max(当前等级 - 15, 0)) + 智力 = int(角色数据[6] + 角色数据[2] * min(14, 当前等级 - 1) + 94 + (职业数据[2] + 1) * max(当前等级 - 15, 0)) + 精神 = int(角色数据[7] + 角色数据[3] * min(14, 当前等级 - 1) + 94 + (职业数据[3] + 1) * max(当前等级 - 15, 0)) return (力量, 智力, 体力, 精神) diff --git a/backend/core/character/GF/imperialknight/breaker.py b/backend/core/character/GF/imperialknight/breaker.py index 9a52146c..aea6353d 100644 --- a/backend/core/character/GF/imperialknight/breaker.py +++ b/backend/core/character/GF/imperialknight/breaker.py @@ -84,25 +84,6 @@ class Skill2(ActiveSkill): data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 1 -# 后跳 -# imperialknight/breaker/7822d6d52e10964a6755f142c666b494 -# 8d4d2001cdb357e41633c234eb7501b5/7822d6d52e10964a6755f142c666b494 -class Skill3(ActiveSkill): - """ - 使自身向后方小跳并避开敌人的攻击。 - """ - name = "后跳" - learnLv = 1 - masterLv = 1 - maxLv = 1 - position = 3 #TODO - rangeLv = 1 - mp = [1, 1] - uuid = "7822d6d52e10964a6755f142c666b494" - icon = "$common/$uuid" - hasVP = False - hasUP = False - custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 # 基础精通 @@ -138,103 +119,6 @@ class Skill4(PassiveSkill): associate = [{'type': '*skillDamage', 'data': [i - 100 if i > 0 else 0 for i in data0], 'skills': ['钩爪突袭']}] -# 受身蹲伏 -# imperialknight/breaker/ce26c6b69d02a440a81b552bec94f03b -# 8d4d2001cdb357e41633c234eb7501b5/ce26c6b69d02a440a81b552bec94f03b - - -class Skill5(ActiveSkill): - """ - 使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下, 自身会进入无敌状态, 效果持续一定时间。 - """ - name = "受身蹲伏" - learnLv = 1 - masterLv = 10 - maxLv = 20 - position = 2 #TODO - rangeLv = 1 - cd = 5 - mp = [1, 1] - uuid = "ce26c6b69d02a440a81b552bec94f03b" - icon = "$common/$uuid" - hasVP = False - hasUP = False - custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 - - # 蹲伏姿势最短无敌时间 : {value0}秒 - # REMOVE: data0 = [0, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3]# noqa: E501 - data0 = get_data(f'{prefix}/{uuid}', 0) - # 蹲伏姿势最长无敌时间 : {value1}秒 - # REMOVE: data1 = [0, 3, 4.5, 6, 7.5, 9, 10.5, 12, 13.5, 15, 16.5, 18, 19.5, 21, 22.5, 24, 25.5, 27, 28.5, 30, 31.5]# noqa: E501 - data1 = get_data(f'{prefix}/{uuid}', 1) - # 起身时霸体时间 : {value2}秒 - # REMOVE: data2 = [0, 0.3, 0.33, 0.36, 0.4, 0.43, 0.46, 0.5, 0.53, 0.56, 0.6, 0.63, 0.66, 0.7, 0.73, 0.76, 0.8, 0.83, 0.86, 0.9, 0.93]# noqa: E501 - data2 = get_data(f'{prefix}/{uuid}', 2) - -# 技能连招 -# imperialknight/breaker/10b31c7e8cd2d60b9bcf3b1d3ada4b0a -# 8d4d2001cdb357e41633c234eb7501b5/10b31c7e8cd2d60b9bcf3b1d3ada4b0a -class Skill6(ActiveSkill): - """ - 可以最多指定4个角色技能进行排列组合, 并通过一个技能栏快捷键施放。 - - 点击技能连招下方的图标, 可以设置技能顺序和调整初始化时间。 - - - 可将技能连招图标设置到技能栏快捷键中使用。 - - - 仅限在城镇及修炼场中进行设置。 - - 按顺序施放添加在连招栏位中的技能。 - - - 具有再输入功能的技能, 需结束所有再输入后, 再切换至下一个技能。 - - - 若所有技能均在冷却中, 则显示冷却时间最短的技能。 - - 当前序部署的技能冷却结束后, 经过一定时间, 将切换至该前序技能。 - - - 切换至前序技能的时间可自行调整。 (0~5秒) - - - 设置为0秒时, 技能冷却结束后将立即切换至前序部署的技能。 - - - 设置为0秒时, 可重复使用填充型技能及无冷却时间的技能。 - - 包括觉醒技能在内的部分特殊技能将被排除在目标技能列表外, 无法添加到技能连招中。 - - 决斗场中无法使用技能连招。 - """ - name = "技能连招" - learnLv = 1 - masterLv = 1 - maxLv = 1 - position = 0 #TODO - rangeLv = 1 - uuid = "10b31c7e8cd2d60b9bcf3b1d3ada4b0a" - hasVP = False - hasUP = False - custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 - - -# 防具精通 -# imperialknight/breaker/892ef624d8bf3d7fc045f84825fd6104 -# 8d4d2001cdb357e41633c234eb7501b5/892ef624d8bf3d7fc045f84825fd6104 -class Skill7(PassiveSkill): - """ - 穿戴防具时, 可以增加各种属性。 - - 穿戴的防具越多, 效果越强; 可根据转职, 增加不同的属性种类及数值。 - """ - name = "防具精通" - learnLv = 1 - masterLv = 1 - maxLv = 1 - position = 0 #TODO - rangeLv = 1 - uuid = "892ef624d8bf3d7fc045f84825fd6104" - icon = "$common/$uuid" - hasVP = False - hasUP = False - custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 - # 穿心刺 # imperialknight/breaker/9dda3f4a849dba1a288dd65e116860f2 @@ -361,66 +245,6 @@ class Skill11(ActiveSkill): # REMOVE: data2 = [0, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30]# noqa: E501 data2 = get_data(f'{prefix}/{uuid}', 2) -# 强化 - 后跳 -# imperialknight/breaker/2b340542e776818b78f3212af184bd6b -# 8d4d2001cdb357e41633c234eb7501b5/2b340542e776818b78f3212af184bd6b -class Skill12(PassiveSkill): - """ - 施放技能期间、 被击或倒地的状态下, 可以施放无敌状态的[后跳]。 - - 该能力适用与[后跳]不同的冷却时间, 并且不受冷却时间减少效果的影响。 - - 根据施放情况的不同(强制中断技能和被敌人攻击), 进入不同冷却时间。 - - 无法强制中断觉醒技能和跳跃超过一定高度的技能。 - """ - name = "强化 - 后跳" - learnLv = 10 - masterLv = 1 - maxLv = 1 - position = 4 #TODO - rangeLv = 1 - cd = 30 - uuid = "2b340542e776818b78f3212af184bd6b" - icon = "$common/$uuid" - hasVP = False - hasUP = False - custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 - - # 强制中断技能时的冷却时间 : {value0}秒 - # REMOVE: data0 = [0, 40]# noqa: E501 - data0 = get_data(f'{prefix}/{uuid}', 0) - # 被击或倒地期间施放时的冷却时间 : {value1}秒 - # REMOVE: data1 = [0, 30]# noqa: E501 - data1 = get_data(f'{prefix}/{uuid}', 1) - -# 跃翔 -# imperialknight/breaker/1fea5a626f15230237946a11a9d11582 -# 8d4d2001cdb357e41633c234eb7501b5/1fea5a626f15230237946a11a9d11582 -class Skill13(ActiveSkill): - """ - 增加自身20%的跳跃力, 效果持续一定时间。 - - 效果持续期间内, 再次按技能键可以结束。 - """ - name = "跃翔" - learnLv = 10 - masterLv = 1 - maxLv = 1 - position = 6 #TODO - rangeLv = 3 - cd = 5 - mp = [13, 13] - uuid = "1fea5a626f15230237946a11a9d11582" - icon = "$common/$uuid" - hasVP = False - hasUP = False - custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 - - # 持续时间 : {value0}秒 - # REMOVE: data0 = [0, 20]# noqa: E501 - data0 = get_data(f'{prefix}/{uuid}', 0) - # 无情铁律 # imperialknight/breaker/f2fb27162beb0b87a7cb9af7900e95f2 # 8d4d2001cdb357e41633c234eb7501b5/f2fb27162beb0b87a7cb9af7900e95f2 @@ -578,28 +402,6 @@ class Skill18(ActiveSkill): # REMOVE: data1 = [0, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100]# noqa: E501 data1 = get_data(f'{prefix}/{uuid}', 1) -# 暴击 -# imperialknight/breaker/fc1262c19f3d0477ee8eda47b8db8696 -# 8d4d2001cdb357e41633c234eb7501b5/fc1262c19f3d0477ee8eda47b8db8696 -class Skill19(PassiveSkill): - """ - 集中精神, 提升物理/魔法暴击率。 - """ - name = "暴击" - learnLv = 20 - masterLv = 10 - maxLv = 20 - position = 5 #TODO - rangeLv = 3 - uuid = "fc1262c19f3d0477ee8eda47b8db8696" - hasVP = False - hasUP = False - custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 - - # 物理/魔法暴击率增加 : {value0}% - # REMOVE: data0 = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20]# noqa: E501 - data0 = get_data(f'{prefix}/{uuid}', 0) - # 旋风扫荡 # imperialknight/breaker/8f73f243041c2d27739fe7696f02bf9b # 8d4d2001cdb357e41633c234eb7501b5/8f73f243041c2d27739fe7696f02bf9b diff --git a/backend/core/character/GF/priest_female/infighter_female.py b/backend/core/character/GF/priest_female/infighter_female.py index 96f07db9..b87eca3c 100644 --- a/backend/core/character/GF/priest_female/infighter_female.py +++ b/backend/core/character/GF/priest_female/infighter_female.py @@ -3,26 +3,6 @@ from core.basic.skill import PassiveSkill, ActiveSkill, get_data from core.basic.character import Character prefix = "priest_female/infighter_female/cn/skillDetail" -# 后跳 -# priest_female/infighter_female/7822d6d52e10964a6755f142c666b494 -# 0c1b401bb09241570d364420b3ba3fd7/7822d6d52e10964a6755f142c666b494 -class Skill0(ActiveSkill): - """ - 使自身向后方小跳并避开敌人的攻击。 - """ - name = "后跳" - learnLv = 1 - masterLv = 1 - maxLv = 1 - position = 3 #TODO - rangeLv = 1 - mp = [1, 1] - uuid = "7822d6d52e10964a6755f142c666b494" - icon = "$common/$uuid" - hasVP = False - hasUP = False - custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 - # 基础精通 # priest_female/infighter_female/5a56514f35cf0270ae8d6c65f8fefd78 @@ -57,37 +37,6 @@ class Skill1(PassiveSkill): associate = [{'type': '*skillDamage', 'data': [i - 100 if i > 0 else 0 for i in data0], 'skills': ['上勾拳','圣拳连击']}] -# 受身蹲伏 -# priest_female/infighter_female/ce26c6b69d02a440a81b552bec94f03b -# 0c1b401bb09241570d364420b3ba3fd7/ce26c6b69d02a440a81b552bec94f03b -class Skill2(ActiveSkill): - """ - 使自身在倒地状态下迅速起身并采取蹲伏姿势; 蹲伏状态下, 自身会进入无敌状态, 效果持续一定时间。 - """ - name = "受身蹲伏" - learnLv = 1 - masterLv = 10 - maxLv = 20 - position = 2 #TODO - rangeLv = 1 - cd = 5 - mp = [1, 1] - uuid = "ce26c6b69d02a440a81b552bec94f03b" - icon = "$common/$uuid" - hasVP = False - hasUP = False - custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 - - # 蹲伏姿势最短无敌时间 : {value0}秒 - # REMOVE: data0 = [0, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3]# noqa: E501 - data0 = get_data(f'{prefix}/{uuid}', 0) - # 蹲伏姿势最长无敌时间 : {value1}秒 - # REMOVE: data1 = [0, 3, 4.5, 6, 7.5, 9, 10.5, 12, 13.5, 15, 16.5, 18, 19.5, 21, 22.5, 24, 25.5, 27, 28.5, 30, 31.5]# noqa: E501 - data1 = get_data(f'{prefix}/{uuid}', 1) - # 起身时霸体时间 : {value2}秒 - # REMOVE: data2 = [0, 0.3, 0.33, 0.36, 0.4, 0.43, 0.46, 0.5, 0.53, 0.56, 0.6, 0.63, 0.66, 0.7, 0.73, 0.76, 0.8, 0.83, 0.86, 0.9, 0.93]# noqa: E501 - data2 = get_data(f'{prefix}/{uuid}', 2) - # 双刺拳 # priest_female/infighter_female/030663e99462f628b4c9f813e1406c4e # 0c1b401bb09241570d364420b3ba3fd7/030663e99462f628b4c9f813e1406c4e @@ -216,106 +165,6 @@ class Skill6(PassiveSkill): # 攻击力 : 与[上勾拳]技能攻击力相同 -# 技能连招 -# priest_female/infighter_female/10b31c7e8cd2d60b9bcf3b1d3ada4b0a -# 0c1b401bb09241570d364420b3ba3fd7/10b31c7e8cd2d60b9bcf3b1d3ada4b0a -class Skill7(ActiveSkill): - """ - 可以最多指定4个角色技能进行排列组合, 并通过一个技能栏快捷键施放。 - - 点击技能连招下方的图标, 可以设置技能顺序和调整初始化时间。 - - - 可将技能连招图标设置到技能栏快捷键中使用。 - - - 仅限在城镇及修炼场中进行设置。 - - 按顺序施放添加在连招栏位中的技能。 - - - 具有再输入功能的技能, 需结束所有再输入后, 再切换至下一个技能。 - - - 若所有技能均在冷却中, 则显示冷却时间最短的技能。 - - 当前序部署的技能冷却结束后, 经过一定时间, 将切换至该前序技能。 - - - 切换至前序技能的时间可自行调整。 (0~5秒) - - - 设置为0秒时, 技能冷却结束后将立即切换至前序部署的技能。 - - - 设置为0秒时, 可重复使用填充型技能及无冷却时间的技能。 - - 包括觉醒技能在内的部分特殊技能将被排除在目标技能列表外, 无法添加到技能连招中。 - - 决斗场中无法使用技能连招。 - """ - name = "技能连招" - learnLv = 1 - masterLv = 1 - maxLv = 1 - position = 0 #TODO - rangeLv = 1 - uuid = "10b31c7e8cd2d60b9bcf3b1d3ada4b0a" - hasVP = False - hasUP = False - custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 - - -# 防具精通 -# priest_female/infighter_female/892ef624d8bf3d7fc045f84825fd6104 -# 0c1b401bb09241570d364420b3ba3fd7/892ef624d8bf3d7fc045f84825fd6104 -class Skill8(PassiveSkill): - """ - 穿戴防具时, 可以增加各种属性。 - - 穿戴的防具越多, 效果越强; 可根据转职, 增加不同的属性种类及数值。 - """ - name = "防具精通" - learnLv = 1 - masterLv = 1 - maxLv = 1 - position = 0 #TODO - rangeLv = 1 - uuid = "892ef624d8bf3d7fc045f84825fd6104" - icon = "$common/$uuid" - hasVP = False - hasUP = False - custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 - - -# 治愈祈祷 -# priest_female/infighter_female/0969cd4054d93da07708108c0cc1c4b5 -# 0c1b401bb09241570d364420b3ba3fd7/0969cd4054d93da07708108c0cc1c4b5 -class Skill9(ActiveSkill): - """ - 向神明祷告, 治疗自身的伤势, 恢复生命值。 - - 转职成为光明骑士时, 可以治疗队友, 并增加治疗量。 - - 学习[大天使的庇护]后, 施放[勇气颂歌]、 [新生颂歌]过程中可以使用该技能。 - """ - name = "治愈祈祷" - learnLv = 5 - masterLv = 60 - maxLv = 70 - position = 9 #TODO - rangeLv = 3 - cd = 10 - mp = [15, 154] - uuid = "0969cd4054d93da07708108c0cc1c4b5" - hasVP = False - hasUP = True - custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 - - # 生命值恢复量 : {value0} - # REMOVE: data0 = [0, 468, 1170, 1824, 2433, 3135, 3743, 4444, 5052, 5707, 6363, 7018, 7672, 8328, 8983, 9637, 10292, 10948, 11603, 12257, 12912, 13568, 14222, 14877, 15533, 16140, 16842, 17451, 18105, 18807, 19929, 21099, 21894, 22738, 23531, 24375, 25216, 26059, 26901, 27742, 28586, 29427, 30223, 31064, 31907, 32749, 33590, 34434, 35275, 36117, 36912, 37755, 38597, 39438, 40282, 41123, 41965, 42808, 43603, 44445, 45286, 46130, 46971, 47813, 48656, 49497, 50293, 51134, 51978, 52819, 53661]# noqa: E501 - data0 = get_data(f'{prefix}/{uuid}', 0) - # 转职成为光明骑士时, 生命值恢复量比率 : {value1}% - # REMOVE: data1 = [0, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150, 150]# noqa: E501 - data1 = get_data(f'{prefix}/{uuid}', 1) - # [范围信息] - # 治愈范围 : {value2}px - # REMOVE: data2 = [0, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900, 900]# noqa: E501 - data2 = get_data(f'{prefix}/{uuid}', 2) - # 螺旋直拳 # priest_female/infighter_female/89a4529234904fcbb3abe289e281f2fd # 0c1b401bb09241570d364420b3ba3fd7/89a4529234904fcbb3abe289e281f2fd @@ -351,94 +200,6 @@ class Skill10(ActiveSkill): # REMOVE: data2 = [0, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100]# noqa: E501 data2 = get_data(f'{prefix}/{uuid}', 2) -# 净化 -# priest_female/infighter_female/4655101518604f874721b3cc249aae10 -# 0c1b401bb09241570d364420b3ba3fd7/4655101518604f874721b3cc249aae10 -class Skill11(ActiveSkill): - """ - 使范围内的所有队员消除异常状态。 - """ - name = "净化" - learnLv = 10 - masterLv = 1 - maxLv = 11 - position = 9 #TODO - rangeLv = 5 - cd = 15 - mp = [22, 238] - uuid = "4655101518604f874721b3cc249aae10" - hasVP = False - hasUP = False - custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 - - # 异常状态消除数量上限 : {value0}个 - # REMOVE: data0 = [0, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10]# noqa: E501 - data0 = get_data(f'{prefix}/{uuid}', 0) - # [范围信息] - # [净化]适用范围 : {value1}px - # REMOVE: data1 = [0, 1530, 1530, 1530, 1530, 1530, 1530, 1530, 1530, 1530, 1530, 1530]# noqa: E501 - data1 = get_data(f'{prefix}/{uuid}', 1) - -# 强化 - 后跳 -# priest_female/infighter_female/2b340542e776818b78f3212af184bd6b -# 0c1b401bb09241570d364420b3ba3fd7/2b340542e776818b78f3212af184bd6b -class Skill12(PassiveSkill): - """ - 施放技能期间、 被击或倒地的状态下, 可以施放无敌状态的[后跳]。 - - 该能力适用与[后跳]不同的冷却时间, 并且不受冷却时间减少效果的影响。 - - 根据施放情况的不同(强制中断技能和被敌人攻击), 进入不同冷却时间。 - - 无法强制中断觉醒技能和跳跃超过一定高度的技能。 - """ - name = "强化 - 后跳" - learnLv = 10 - masterLv = 1 - maxLv = 1 - position = 4 #TODO - rangeLv = 1 - cd = 30 - uuid = "2b340542e776818b78f3212af184bd6b" - icon = "$common/$uuid" - hasVP = False - hasUP = False - custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 - - # 强制中断技能时的冷却时间 : {value0}秒 - # REMOVE: data0 = [0, 40]# noqa: E501 - data0 = get_data(f'{prefix}/{uuid}', 0) - # 被击或倒地期间施放时的冷却时间 : {value1}秒 - # REMOVE: data1 = [0, 30]# noqa: E501 - data1 = get_data(f'{prefix}/{uuid}', 1) - -# 跃翔 -# priest_female/infighter_female/1fea5a626f15230237946a11a9d11582 -# 0c1b401bb09241570d364420b3ba3fd7/1fea5a626f15230237946a11a9d11582 -class Skill13(ActiveSkill): - """ - 增加自身20%的跳跃力, 效果持续一定时间。 - - 效果持续期间内, 再次按技能键可以结束。 - """ - name = "跃翔" - learnLv = 10 - masterLv = 1 - maxLv = 1 - position = 6 #TODO - rangeLv = 3 - cd = 5 - mp = [13, 13] - uuid = "1fea5a626f15230237946a11a9d11582" - icon = "$common/$uuid" - hasVP = False - hasUP = False - custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 - - # 持续时间 : {value0}秒 - # REMOVE: data0 = [0, 20]# noqa: E501 - data0 = get_data(f'{prefix}/{uuid}', 0) - # 抓取重击 # priest_female/infighter_female/515b442ffbf61a82371abb645c149a31 # 0c1b401bb09241570d364420b3ba3fd7/515b442ffbf61a82371abb645c149a31 diff --git a/backend/core/character/adventure.py b/backend/core/character/adventure.py index 6251d198..545ae729 100644 --- a/backend/core/character/adventure.py +++ b/backend/core/character/adventure.py @@ -139,7 +139,7 @@ adv = [ {'id': 1, 'name': 'inquistor', 'title': '神启·异端审判者', 'open': True, 'class': 'GF.priest_female.inquistor'}, {'id': 2, 'name': 'sorceress', 'title': '神启·巫女', 'open': True, 'class': 'GF.priest_female.sorceress'}, {'id': 3, 'name': 'mistress', 'title': '神启·诱魔者', 'open': True, 'class': 'GF.priest_female.mistress'}, - {'id': 4, 'name': 'infighter_female', 'title': '神启·蓝拳圣使', 'open': False, 'class': 'GF.priest_female.infighter_female'}, + {'id': 4, 'name': 'infighter_female', 'title': '神启·蓝拳圣使', 'open': True, 'class': 'GF.priest_female.infighter_female'}, ], }, { @@ -207,7 +207,7 @@ adv = [ 'name': 'imperialknight', 'title': '帝国骑士', 'children': [ - {'id': 0, 'name': 'breaker', 'title': '鸣锋·破浪者', 'open': False}, + {'id': 0, 'name': 'breaker', 'title': '鸣锋·破浪者', 'open': True, 'class': 'GF.imperialknight.breaker'}, {'id': 1, 'name': 'empty', 'title': ''}, {'id': 2, 'name': 'empty', 'title': ''}, {'id': 3, 'name': 'empty', 'title': ''}, diff --git a/backend/core/equipment/version_0/__init__.py b/backend/core/equipment/version_0/__init__.py index c09ba2ac..139ffa98 100644 --- a/backend/core/equipment/version_0/__init__.py +++ b/backend/core/equipment/version_0/__init__.py @@ -17,7 +17,7 @@ options = [ {'id': 3, 'name': '群猎美学', 'options': ['单刷', '组队']}, {'id': 4, 'name': '魔攻核', 'options': ['普通', '追击']}, {'id': 5, 'name': '传世手杖', 'options': ['BUFF ON', 'BUFF OFF', '期望']}, - {'id': 6, 'name': '传世嵌合弓', 'options': ['本能飞跃', '非理性着陆']}, + {'id': 6, 'name': '传世武器', 'options': ['伤害', 'CD']}, ] sundryList = { @@ -63,4 +63,3 @@ def get_reinforce_sum(char): reinforce_2 += num reinforce = reinforce_0 + reinforce_1 + reinforce_2 + reinforce_3 return reinforce - diff --git a/backend/core/equipment/version_0/equ.py b/backend/core/equipment/version_0/equ.py index 16a1b599..1ceed674 100644 --- a/backend/core/equipment/version_0/equ.py +++ b/backend/core/equipment/version_0/equ.py @@ -84,8 +84,8 @@ def equ_6(char: CharacterProperty): """ char.equ_effect.append( EquEffect( - name="无影之剑", - icon="/equipment/icon/weapon/swordman/sswd/00227.png", + name='无影之剑', + icon='/equipment/icon/weapon/swordman/sswd/00227.png', cd=15, data=54120, ) @@ -108,8 +108,8 @@ def equ_7(char: CharacterProperty): """ char.equ_effect.append( EquEffect( - name="无影之剑", - icon="/equipment/icon/weapon/swordman/sswd/00228.png", + name='无影之剑', + icon='/equipment/icon/weapon/swordman/sswd/00228.png', cd=15, data=81180, ) @@ -132,8 +132,8 @@ def equ_8(char: CharacterProperty): """ char.equ_effect.append( EquEffect( - name="无影之剑", - icon="/equipment/icon/weapon/swordman/sswd/00229.png", + name='无影之剑', + icon='/equipment/icon/weapon/swordman/sswd/00229.png', cd=10, data=108240, ) @@ -232,9 +232,7 @@ def equ_14(char: CharacterProperty): - 冷却时间60秒 rarity: 传说 """ - char.equ_effect.append( - EquEffect(name="寒光掠影", icon="/equipment/skill/4.png", cd=60, data=222200) - ) + char.equ_effect.append(EquEffect(name='寒光掠影', icon='/equipment/skill/4.png', cd=60, data=222200)) pass @@ -249,9 +247,7 @@ def equ_15(char: CharacterProperty): - 冷却时间60秒 rarity: 史诗 """ - char.equ_effect.append( - EquEffect(name="寒光掠影", icon="/equipment/skill/4.png", cd=60, data=444400) - ) + char.equ_effect.append(EquEffect(name='寒光掠影', icon='/equipment/skill/4.png', cd=60, data=444400)) pass @@ -266,9 +262,7 @@ def equ_16(char: CharacterProperty): - 冷却时间60秒 rarity: 太初 """ - char.equ_effect.append( - EquEffect(name="寒光掠影", icon="/equipment/skill/4.png", cd=60, data=666600) - ) + char.equ_effect.append(EquEffect(name='寒光掠影', icon='/equipment/skill/4.png', cd=60, data=666600)) pass @@ -867,8 +861,8 @@ def equ_55(char: CharacterProperty): """ char.equ_effect.append( EquEffect( - name="绯红爆炸", - icon="/equipment/icon/weapon/fighter/gauntlet/00246.png", + name='绯红爆炸', + icon='/equipment/icon/weapon/fighter/gauntlet/00246.png', cd=10, data=140250, ) @@ -891,8 +885,8 @@ def equ_56(char: CharacterProperty): """ char.equ_effect.append( EquEffect( - name="绯红爆炸", - icon="/equipment/icon/weapon/fighter/gauntlet/00247.png", + name='绯红爆炸', + icon='/equipment/icon/weapon/fighter/gauntlet/00247.png', cd=10, data=140250, ) @@ -964,9 +958,7 @@ def equ_62(char: CharacterProperty): rarity: 传说 """ char.SetStatus(SpeedM=0.1, SpeedA=0.1, SpeedR=0.1) - char.equ_effect.append( - EquEffect(name="悲伤魔珠", icon="/equipment/skill/38.png", cd=30, data=4950) - ) + char.equ_effect.append(EquEffect(name='悲伤魔珠', icon='/equipment/skill/38.png', cd=30, data=4950)) pass @@ -985,9 +977,7 @@ def equ_63(char: CharacterProperty): rarity: 史诗 """ char.SetStatus(SpeedM=0.2, SpeedA=0.2, SpeedR=0.2) - char.equ_effect.append( - EquEffect(name="悲伤魔珠", icon="/equipment/skill/38.png", cd=15, data=4950) - ) + char.equ_effect.append(EquEffect(name='悲伤魔珠', icon='/equipment/skill/38.png', cd=15, data=4950)) pass @@ -1013,13 +1003,11 @@ def equ_64(char: CharacterProperty): rarity: 太初 """ char.SetStatus(SpeedM=0.25, SpeedA=0.25, SpeedR=0.25) - char.equ_effect.append( - EquEffect(name="悲伤魔珠", icon="/equipment/skill/38.png", cd=10, data=4950) - ) + char.equ_effect.append(EquEffect(name='悲伤魔珠', icon='/equipment/skill/38.png', cd=10, data=4950)) char.equ_effect.append( EquEffect( - name="永恒怨望", - icon="/equipment/icon/weapon/fighter/claw/00237.png", + name='永恒怨望', + icon='/equipment/icon/weapon/fighter/claw/00237.png', cd=5, data=23250, ) @@ -1125,8 +1113,8 @@ def equ_71(char: CharacterProperty): """ char.equ_effect.append( EquEffect( - name="冲击波", - icon="/equipment/icon/weapon/fighter/bglove/00208.png", + name='冲击波', + icon='/equipment/icon/weapon/fighter/bglove/00208.png', cd=1, data=7860, ) @@ -1147,8 +1135,8 @@ def equ_72(char: CharacterProperty): """ char.equ_effect.append( EquEffect( - name="冲击波", - icon="/equipment/icon/weapon/fighter/bglove/00209.png", + name='冲击波', + icon='/equipment/icon/weapon/fighter/bglove/00209.png', cd=1, data=7860, ) @@ -1517,11 +1505,7 @@ def equ_94(char: CharacterProperty): - 冷却时间1秒 rarity: 传说 """ - char.equ_effect.append( - EquEffect( - name="冰封的火焰之躯", icon="/equipment/skill/26.png", cd=1, data=8420 - ) - ) + char.equ_effect.append(EquEffect(name='冰封的火焰之躯', icon='/equipment/skill/26.png', cd=1, data=8420)) if char.buffer: char.AddSkillLv(1, 100, 2) char.BuffSkill.lv += 3 @@ -1546,12 +1530,8 @@ def equ_95(char: CharacterProperty): - 冷却时间1秒 rarity: 史诗 """ - char.equ_effect.append( - EquEffect(name="冰弩", icon="/equipment/skill/26.png", cd=1, data=8420) - ) - char.equ_effect.append( - EquEffect(name="火弩", icon="/equipment/skill/26.png", cd=1, data=8420) - ) + char.equ_effect.append(EquEffect(name='冰弩', icon='/equipment/skill/26.png', cd=1, data=8420)) + char.equ_effect.append(EquEffect(name='火弩', icon='/equipment/skill/26.png', cd=1, data=8420)) if char.buffer: char.AddSkillLv(1, 100, 2) char.BuffSkill.lv += 3 @@ -1578,15 +1558,9 @@ def equ_96(char: CharacterProperty): - 冷却时间1秒 rarity: 太初 """ - char.equ_effect.append( - EquEffect(name="冰弩", icon="/equipment/skill/26.png", cd=1, data=8420) - ) - char.equ_effect.append( - EquEffect(name="火弩", icon="/equipment/skill/26.png", cd=1, data=8420) - ) - char.equ_effect.append( - EquEffect(name="箭雨", icon="/equipment/skill/26.png", cd=20, data=112200) - ) + char.equ_effect.append(EquEffect(name='冰弩', icon='/equipment/skill/26.png', cd=1, data=8420)) + char.equ_effect.append(EquEffect(name='火弩', icon='/equipment/skill/26.png', cd=1, data=8420)) + char.equ_effect.append(EquEffect(name='箭雨', icon='/equipment/skill/26.png', cd=20, data=112200)) if char.buffer: char.AddSkillLv(1, 100, 2) char.BuffSkill.lv += 3 @@ -1739,8 +1713,8 @@ def equ_104(char: CharacterProperty): skill.skillDamage *= 1.25 char.equ_effect.append( EquEffect( - name="燃烧", - icon="/equipment/icon/weapon/gunner/musket/00234.png", + name='燃烧', + icon='/equipment/icon/weapon/gunner/musket/00234.png', cd=0.2, data=530, ) @@ -1855,9 +1829,7 @@ def equ_111(char: CharacterProperty): rarity: 史诗 """ char.SetSkillCD(1, 100, 0.2) - char.equ_effect.append( - EquEffect(name="自动爆炸", icon="/equipment/skill/33.png", cd=10, data=70150) - ) + char.equ_effect.append(EquEffect(name='自动爆炸', icon='/equipment/skill/33.png', cd=10, data=70150)) char.SetStatus(EquEffectRatio=0.1) if char.buffer: char.AddSkillLv(1, 100, 2) @@ -1883,9 +1855,7 @@ def equ_112(char: CharacterProperty): rarity: 太初 """ char.SetSkillCD(1, 100, 0.2) - char.equ_effect.append( - EquEffect(name="自动爆炸", icon="/equipment/skill/33.png", cd=10, data=140250) - ) + char.equ_effect.append(EquEffect(name='自动爆炸', icon='/equipment/skill/33.png', cd=10, data=140250)) char.SetStatus(EquEffectRatio=0.1) if char.buffer: char.AddSkillLv(1, 100, 2) @@ -1971,9 +1941,7 @@ def equ_118(char: CharacterProperty): - 可取消技能释放(觉醒技能除外) rarity: 传说 """ - char.equ_effect.append( - EquEffect(name="发射巨炮", icon="/equipment/skill/41.png", cd=60, data=222200) - ) + char.equ_effect.append(EquEffect(name='发射巨炮', icon='/equipment/skill/41.png', cd=60, data=222200)) if char.buffer: char.AddSkillLv(1, 100, 2) char.BuffSkill.lv += 3 @@ -1994,9 +1962,7 @@ def equ_119(char: CharacterProperty): - 可取消技能释放(觉醒技能除外) rarity: 史诗 """ - char.equ_effect.append( - EquEffect(name="发射巨炮", icon="/equipment/skill/41.png", cd=60, data=444400) - ) + char.equ_effect.append(EquEffect(name='发射巨炮', icon='/equipment/skill/41.png', cd=60, data=444400)) if char.buffer: char.AddSkillLv(1, 100, 2) char.BuffSkill.lv += 3 @@ -2017,9 +1983,7 @@ def equ_120(char: CharacterProperty): - 可取消技能释放(觉醒技能除外) rarity: 太初 """ - char.equ_effect.append( - EquEffect(name="发射巨炮", icon="/equipment/skill/41.png", cd=60, data=666600) - ) + char.equ_effect.append(EquEffect(name='发射巨炮', icon='/equipment/skill/41.png', cd=60, data=666600)) if char.buffer: char.AddSkillLv(1, 100, 2) char.BuffSkill.lv += 3 @@ -2225,8 +2189,8 @@ def equ_134(char: CharacterProperty): char.SetSkillCD(1, 100, 0.2) char.equ_effect.append( EquEffect( - name="羊袭", - icon="/equipment/icon/weapon/mage/rod/00282.png", + name='羊袭', + icon='/equipment/icon/weapon/mage/rod/00282.png', cd=0.5, data=4235, ) @@ -2254,8 +2218,8 @@ def equ_135(char: CharacterProperty): char.SetSkillCD(1, 100, 0.2) char.equ_effect.append( EquEffect( - name="羊袭", - icon="/equipment/icon/weapon/mage/rod/00283.png", + name='羊袭', + icon='/equipment/icon/weapon/mage/rod/00283.png', cd=0.5, data=7040, ) @@ -2283,8 +2247,8 @@ def equ_136(char: CharacterProperty): char.SetSkillCD(1, 100, 0.2) char.equ_effect.append( EquEffect( - name="绵羊云", - icon="/equipment/icon/weapon/mage/rod/00284.png", + name='绵羊云', + icon='/equipment/icon/weapon/mage/rod/00284.png', cd=2, data=39270, ) @@ -2427,9 +2391,7 @@ def equ_144(char: CharacterProperty): char.AwakeSkill.lv += 4 char.SetSkillCD(1, 100, 0.2) char.SetStatus(SpeedA=0.3, SpeedM=0.3, SpeedR=0.3) - char.equ_effect.append( - EquEffect(name="闪电", icon="/equipment/skill/35.png", cd=3, data=1100) - ) + char.equ_effect.append(EquEffect(name='闪电', icon='/equipment/skill/35.png', cd=3, data=1100)) pass @@ -2529,9 +2491,7 @@ def equ_150(char: CharacterProperty): char.BuffSkill.lv += 3 char.AwakeSkill.lv += 4 char.SetSkillCD(1, 100, 0.2) - char.equ_effect.append( - EquEffect(name="绝对零度", icon="/equipment/skill/31.png", cd=60, data=222200) - ) + char.equ_effect.append(EquEffect(name='绝对零度', icon='/equipment/skill/31.png', cd=60, data=222200)) pass @@ -2551,9 +2511,7 @@ def equ_151(char: CharacterProperty): char.BuffSkill.lv += 3 char.AwakeSkill.lv += 4 char.SetSkillCD(1, 100, 0.2) - char.equ_effect.append( - EquEffect(name="绝对零度", icon="/equipment/skill/31.png", cd=60, data=444400) - ) + char.equ_effect.append(EquEffect(name='绝对零度', icon='/equipment/skill/31.png', cd=60, data=444400)) pass @@ -2573,9 +2531,7 @@ def equ_152(char: CharacterProperty): char.BuffSkill.lv += 3 char.AwakeSkill.lv += 4 char.SetSkillCD(1, 100, 0.2) - char.equ_effect.append( - EquEffect(name="绝对零度", icon="/equipment/skill/31.png", cd=60, data=666600) - ) + char.equ_effect.append(EquEffect(name='绝对零度', icon='/equipment/skill/31.png', cd=60, data=666600)) pass @@ -2825,9 +2781,7 @@ def equ_166(char: CharacterProperty): char.BuffSkill.lv += 3 char.AwakeSkill.lv += 4 char.SetSkillCD(1, 100, 0.2) - char.equ_effect.append( - EquEffect(name="神之惩罚", icon="/equipment/skill/42.png", cd=30, data=84150) - ) + char.equ_effect.append(EquEffect(name='神之惩罚', icon='/equipment/skill/42.png', cd=30, data=84150)) pass @@ -2847,11 +2801,7 @@ def equ_167(char: CharacterProperty): char.BuffSkill.lv += 3 char.AwakeSkill.lv += 4 char.SetSkillCD(1, 100, 0.2) - char.equ_effect.append( - EquEffect( - name="神之惩罚", icon="/equipment/skill/42.png", cd=30, data=84150 * 2 - ) - ) + char.equ_effect.append(EquEffect(name='神之惩罚', icon='/equipment/skill/42.png', cd=30, data=84150 * 2)) pass @@ -2871,11 +2821,7 @@ def equ_168(char: CharacterProperty): char.BuffSkill.lv += 3 char.AwakeSkill.lv += 4 char.SetSkillCD(1, 100, 0.2) - char.equ_effect.append( - EquEffect( - name="神之惩罚", icon="/equipment/skill/42.png", cd=30, data=84150 * 3 - ) - ) + char.equ_effect.append(EquEffect(name='神之惩罚', icon='/equipment/skill/42.png', cd=30, data=84150 * 3)) pass @@ -3113,8 +3059,8 @@ def equ_182(char: CharacterProperty): """ char.equ_effect.append( EquEffect( - name="流星念珠", - icon="/equipment/icon/weapon/priest/rosary/00196.png", + name='流星念珠', + icon='/equipment/icon/weapon/priest/rosary/00196.png', cd=10, data=28050, ) @@ -3140,8 +3086,8 @@ def equ_183(char: CharacterProperty): """ char.equ_effect.append( EquEffect( - name="流星念珠", - icon="/equipment/icon/weapon/priest/rosary/00197.png", + name='流星念珠', + icon='/equipment/icon/weapon/priest/rosary/00197.png', cd=5, data=28050, ) @@ -3167,8 +3113,8 @@ def equ_184(char: CharacterProperty): """ char.equ_effect.append( EquEffect( - name="流星念珠", - icon="/equipment/icon/weapon/priest/rosary/00198.png", + name='流星念珠', + icon='/equipment/icon/weapon/priest/rosary/00198.png', cd=20, data=224400, ) @@ -3268,9 +3214,7 @@ def equ_190(char: CharacterProperty): - 可取消技能释放(觉醒技能除外) rarity: 传说 """ - char.equ_effect.append( - EquEffect(name="行星破坏", icon="/equipment/skill/40.png", cd=60, data=222200) - ) + char.equ_effect.append(EquEffect(name='行星破坏', icon='/equipment/skill/40.png', cd=60, data=222200)) if char.buffer: char.AddSkillLv(1, 100, 2) char.BuffSkill.lv += 3 @@ -3291,9 +3235,7 @@ def equ_191(char: CharacterProperty): - 可取消技能释放(觉醒技能除外) rarity: 史诗 """ - char.equ_effect.append( - EquEffect(name="行星破坏", icon="/equipment/skill/40.png", cd=60, data=444400) - ) + char.equ_effect.append(EquEffect(name='行星破坏', icon='/equipment/skill/40.png', cd=60, data=444400)) if char.buffer: char.AddSkillLv(1, 100, 2) char.BuffSkill.lv += 3 @@ -3314,9 +3256,7 @@ def equ_192(char: CharacterProperty): - 可取消技能释放(觉醒技能除外) rarity: 太初 """ - char.equ_effect.append( - EquEffect(name="行星破坏", icon="/equipment/skill/40.png", cd=60, data=666600) - ) + char.equ_effect.append(EquEffect(name='行星破坏', icon='/equipment/skill/40.png', cd=60, data=666600)) if char.buffer: char.AddSkillLv(1, 100, 2) char.BuffSkill.lv += 3 @@ -3409,8 +3349,8 @@ def equ_198(char: CharacterProperty): char.SetSkillCD(1, 100, 0.2) char.equ_effect.append( EquEffect( - name="威严怒击", - icon="/equipment/icon/weapon/priest/totem/00280.png", + name='威严怒击', + icon='/equipment/icon/weapon/priest/totem/00280.png', cd=3, data=16830, ) @@ -3440,16 +3380,16 @@ def equ_199(char: CharacterProperty): """ char.equ_effect.append( EquEffect( - name="威严怒击", - icon="/equipment/icon/weapon/priest/totem/00281.png", + name='威严怒击', + icon='/equipment/icon/weapon/priest/totem/00281.png', cd=3, data=25300, ) ) char.equ_effect.append( EquEffect( - name="威严猛击", - icon="/equipment/icon/weapon/priest/totem/00281.png", + name='威严猛击', + icon='/equipment/icon/weapon/priest/totem/00281.png', cd=5, data=23000, ) @@ -3483,24 +3423,24 @@ def equ_200(char: CharacterProperty): """ char.equ_effect.append( EquEffect( - name="威严怒击", - icon="/equipment/icon/weapon/priest/totem/00282.png", + name='威严怒击', + icon='/equipment/icon/weapon/priest/totem/00282.png', cd=3, data=16830, ) ) char.equ_effect.append( EquEffect( - name="威严猛击", - icon="/equipment/icon/weapon/priest/totem/00282.png", + name='威严猛击', + icon='/equipment/icon/weapon/priest/totem/00282.png', cd=5, data=25300, ) ) char.equ_effect.append( EquEffect( - name="威严痛击", - icon="/equipment/icon/weapon/priest/totem/00282.png", + name='威严痛击', + icon='/equipment/icon/weapon/priest/totem/00282.png', cd=20, data=112200, ) @@ -3722,8 +3662,8 @@ def equ_214(char: CharacterProperty): char.SetSkillCDRecover(1, 100, 0.3) char.equ_effect.append( EquEffect( - name="永劫地狱火", - icon="/equipment/icon/weapon/thief/twinswd/00246.png", + name='永劫地狱火', + icon='/equipment/icon/weapon/thief/twinswd/00246.png', cd=1, data=10300, ) @@ -3749,8 +3689,8 @@ def equ_215(char: CharacterProperty): char.SetSkillCDRecover(1, 100, 0.3) char.equ_effect.append( EquEffect( - name="永劫地狱火", - icon="/equipment/icon/weapon/thief/twinswd/00247.png", + name='永劫地狱火', + icon='/equipment/icon/weapon/thief/twinswd/00247.png', cd=1, data=11440 * 1.2, ) @@ -3777,16 +3717,16 @@ def equ_216(char: CharacterProperty): char.SetSkillCDRecover(1, 100, 0.3) char.equ_effect.append( EquEffect( - name="永劫地狱火", - icon="/equipment/icon/weapon/thief/twinswd/00248.png", + name='永劫地狱火', + icon='/equipment/icon/weapon/thief/twinswd/00248.png', cd=1, data=13730, ) ) char.equ_effect.append( EquEffect( - name="覆灭地狱火", - icon="/equipment/icon/weapon/thief/twinswd/00248.png", + name='覆灭地狱火', + icon='/equipment/icon/weapon/thief/twinswd/00248.png', cd=5, data=17160, ) @@ -3880,8 +3820,8 @@ def equ_222(char: CharacterProperty): """ char.equ_effect.append( EquEffect( - name="恐惧", - icon="/equipment/icon/weapon/thief/wand/00269.png", + name='恐惧', + icon='/equipment/icon/weapon/thief/wand/00269.png', cd=0.2, data=2200, ) @@ -3903,15 +3843,15 @@ def equ_223(char: CharacterProperty): """ char.equ_effect.append( EquEffect( - name="恐惧", - icon="/equipment/icon/weapon/thief/wand/00270.png", + name='恐惧', + icon='/equipment/icon/weapon/thief/wand/00270.png', cd=0.2, data=2200, ) ) - if char.equ_options.get("5", 0) == 0: + if char.equ_options.get('5', 0) == 0: char.SetStatus(SkillAttack=0.05) - elif char.equ_options.get("5", 0) == 2: + elif char.equ_options.get('5', 0) == 2: char.SetStatus(SkillAttack=0.05 / 2) pass @@ -3932,18 +3872,16 @@ def equ_224(char: CharacterProperty): """ char.equ_effect.append( EquEffect( - name="恐惧", - icon="/equipment/icon/weapon/thief/wand/00271.png", + name='恐惧', + icon='/equipment/icon/weapon/thief/wand/00271.png', cd=0.2, data=2200, ) ) - char.equ_effect.append( - EquEffect(name="冥河之钥", icon="/equipment/skill/55.png", cd=20, data=56100) - ) - if char.equ_options.get("5", 0) == 0: + char.equ_effect.append(EquEffect(name='冥河之钥', icon='/equipment/skill/55.png', cd=20, data=56100)) + if char.equ_options.get('5', 0) == 0: char.SetStatus(SkillAttack=0.1) - elif char.equ_options.get("5", 0) == 2: + elif char.equ_options.get('5', 0) == 2: char.SetStatus(SkillAttack=0.1 / 2) pass @@ -4254,9 +4192,7 @@ def equ_246(char: CharacterProperty): - 可取消技能释放(觉醒技能除外) rarity: 传说 """ - char.equ_effect.append( - EquEffect(name="墨龙偃月斩", icon="/equipment/skill/61.png", cd=60, data=222200) - ) + char.equ_effect.append(EquEffect(name='墨龙偃月斩', icon='/equipment/skill/61.png', cd=60, data=222200)) pass @@ -4271,9 +4207,7 @@ def equ_247(char: CharacterProperty): - 可取消技能释放(觉醒技能除外) rarity: 史诗 """ - char.equ_effect.append( - EquEffect(name="墨龙偃月斩", icon="/equipment/skill/61.png", cd=60, data=444400) - ) + char.equ_effect.append(EquEffect(name='墨龙偃月斩', icon='/equipment/skill/61.png', cd=60, data=444400)) pass @@ -4288,9 +4222,7 @@ def equ_248(char: CharacterProperty): - 可取消技能释放(觉醒技能除外) rarity: 太初 """ - char.equ_effect.append( - EquEffect(name="墨龙偃月斩", icon="/equipment/skill/61.png", cd=60, data=666600) - ) + char.equ_effect.append(EquEffect(name='墨龙偃月斩', icon='/equipment/skill/61.png', cd=60, data=666600)) pass @@ -4377,8 +4309,8 @@ def equ_254(char: CharacterProperty): char.SetStatus(SpeedM=0.1, SpeedA=0.1, SpeedR=0.1) char.equ_effect.append( EquEffect( - name="星光盛宴", - icon="/equipment/icon/weapon/demoniclancer/beamspear/00177.png", + name='星光盛宴', + icon='/equipment/icon/weapon/demoniclancer/beamspear/00177.png', cd=30, data=84150, ) @@ -4406,8 +4338,8 @@ def equ_255(char: CharacterProperty): char.SetStatus(SpeedM=0.125, SpeedA=0.125, SpeedR=0.125) char.equ_effect.append( EquEffect( - name="星光盛宴", - icon="/equipment/icon/weapon/demoniclancer/beamspear/00178.png", + name='星光盛宴', + icon='/equipment/icon/weapon/demoniclancer/beamspear/00178.png', cd=30, data=84150, ) @@ -4435,8 +4367,8 @@ def equ_256(char: CharacterProperty): char.SetStatus(SpeedM=0.15, SpeedA=0.15, SpeedR=0.15) char.equ_effect.append( EquEffect( - name="星光盛宴", - icon="/equipment/icon/weapon/demoniclancer/beamspear/00179.png", + name='星光盛宴', + icon='/equipment/icon/weapon/demoniclancer/beamspear/00179.png', cd=30, data=84150, ) @@ -4558,8 +4490,8 @@ def equ_263(char: CharacterProperty): char.SetStatus(SpeedM=0.05 * 4, SpeedA=0.05 * 4, SpeedR=0.05 * 4) char.equ_effect.append( EquEffect( - name="暗灭之矛", - icon="/equipment/icon/weapon/demoniclancer/javelin/00167.png", + name='暗灭之矛', + icon='/equipment/icon/weapon/demoniclancer/javelin/00167.png', cd=20, data=56100, ) @@ -4587,8 +4519,8 @@ def equ_264(char: CharacterProperty): char.SetStatus(SpeedM=0.05 * 4, SpeedA=0.05 * 4, SpeedR=0.05 * 4) char.equ_effect.append( EquEffect( - name="暗灭之矛", - icon="/equipment/icon/weapon/demoniclancer/javelin/00184.png", + name='暗灭之矛', + icon='/equipment/icon/weapon/demoniclancer/javelin/00184.png', cd=20, data=56100 + 1100 * 6, ) @@ -4780,8 +4712,8 @@ def equ_278(char: CharacterProperty): """ char.equ_effect.append( EquEffect( - name="满月", - icon="/equipment/icon/weapon/gunblader/lblade/00194.png", + name='满月', + icon='/equipment/icon/weapon/gunblader/lblade/00194.png', cd=20, data=133500, ) @@ -4803,8 +4735,8 @@ def equ_279(char: CharacterProperty): """ char.equ_effect.append( EquEffect( - name="满月", - icon="/equipment/icon/weapon/gunblader/lblade/00195.png", + name='满月', + icon='/equipment/icon/weapon/gunblader/lblade/00195.png', cd=20, data=267000, ) @@ -4827,8 +4759,8 @@ def equ_280(char: CharacterProperty): """ char.equ_effect.append( EquEffect( - name="满月", - icon="/equipment/icon/weapon/gunblader/lblade/00196.png", + name='满月', + icon='/equipment/icon/weapon/gunblader/lblade/00196.png', cd=20, data=355000, ) @@ -4928,13 +4860,9 @@ def equ_286(char: CharacterProperty): rarity: 传说 """ char.SetSkillCD(cd=0.2) - char.equ_effect.append( - EquEffect(name="狂戮掠夺", icon="/equipment/skill/43.png", cd=10, data=2800) - ) + char.equ_effect.append(EquEffect(name='狂戮掠夺', icon='/equipment/skill/43.png', cd=10, data=2800)) # TODO - char.equ_effect.append( - EquEffect(name="戮影之舞", icon="/equipment/skill/43.png", cd=10, data=12600) - ) + char.equ_effect.append(EquEffect(name='戮影之舞', icon='/equipment/skill/43.png', cd=10, data=12600)) char.SetStatus(EquEffectRatio=0.1) pass @@ -4961,13 +4889,9 @@ def equ_287(char: CharacterProperty): rarity: 史诗 """ char.SetSkillCD(cd=0.2) - char.equ_effect.append( - EquEffect(name="狂戮掠夺", icon="/equipment/skill/43.png", cd=10, data=2800) - ) + char.equ_effect.append(EquEffect(name='狂戮掠夺', icon='/equipment/skill/43.png', cd=10, data=2800)) # TODO - char.equ_effect.append( - EquEffect(name="戮影之舞", icon="/equipment/skill/43.png", cd=10, data=12600) - ) + char.equ_effect.append(EquEffect(name='戮影之舞', icon='/equipment/skill/43.png', cd=10, data=12600)) char.SetStatus(EquEffectRatio=0.1) pass @@ -4994,13 +4918,9 @@ def equ_288(char: CharacterProperty): rarity: 太初 """ char.SetSkillCD(cd=0.2) - char.equ_effect.append( - EquEffect(name="狂戮掠夺", icon="/equipment/skill/43.png", cd=10, data=2800) - ) + char.equ_effect.append(EquEffect(name='狂戮掠夺', icon='/equipment/skill/43.png', cd=10, data=2800)) # TODO - char.equ_effect.append( - EquEffect(name="戮影之舞", icon="/equipment/skill/43.png", cd=10, data=12600) - ) + char.equ_effect.append(EquEffect(name='戮影之舞', icon='/equipment/skill/43.png', cd=10, data=12600)) char.SetStatus(EquEffectRatio=0.1) pass @@ -5081,8 +5001,8 @@ def equ_294(char: CharacterProperty): """ char.equ_effect.append( EquEffect( - name="超频源力[5次]", - icon="/equipment/icon/weapon/gunblader/coreswd/00163.png", + name='超频源力[5次]', + icon='/equipment/icon/weapon/gunblader/coreswd/00163.png', cd=40, data=4950, ) @@ -5108,16 +5028,16 @@ def equ_295(char: CharacterProperty): """ char.equ_effect.append( EquEffect( - name="超频源力[5次]", - icon="/equipment/icon/weapon/gunblader/coreswd/00164.png", + name='超频源力[5次]', + icon='/equipment/icon/weapon/gunblader/coreswd/00164.png', cd=40, data=4950, ) ) char.equ_effect.append( EquEffect( - name="超频源力[20次]", - icon="/equipment/icon/weapon/gunblader/coreswd/00164.png", + name='超频源力[20次]', + icon='/equipment/icon/weapon/gunblader/coreswd/00164.png', cd=40, data=38500, ) @@ -5144,24 +5064,24 @@ def equ_296(char: CharacterProperty): """ char.equ_effect.append( EquEffect( - name="超频源力[5次]", - icon="/equipment/icon/weapon/gunblader/coreswd/00165.png", + name='超频源力[5次]', + icon='/equipment/icon/weapon/gunblader/coreswd/00165.png', cd=40, data=4950, ) ) char.equ_effect.append( EquEffect( - name="超频源力[20次]", - icon="/equipment/icon/weapon/gunblader/coreswd/00165.png", + name='超频源力[20次]', + icon='/equipment/icon/weapon/gunblader/coreswd/00165.png', cd=40, data=38500, ) ) char.equ_effect.append( EquEffect( - name="超频源力[100次]", - icon="/equipment/icon/weapon/gunblader/coreswd/00165.png", + name='超频源力[100次]', + icon='/equipment/icon/weapon/gunblader/coreswd/00165.png', cd=40, data=291500, ) @@ -5244,9 +5164,9 @@ def equ_302(char: CharacterProperty): - 特效伤害 +10% rarity: 传说 """ - if char.equ_options.get("6", 0) == 0: + if char.equ_options.get('6', 0) == 0: char.SetStatus(SkillAttack=0.123) - elif char.equ_options.get("6", 0) == 1: + elif char.equ_options.get('6', 0) == 1: char.SetSkillCD(cd=0.2) char.SetStatus(EquEffectRatio=0.1) pass @@ -5267,9 +5187,9 @@ def equ_303(char: CharacterProperty): - 特效伤害 +10% rarity: 史诗 """ - if char.equ_options.get("6", 0) == 0: + if char.equ_options.get('6', 0) == 0: char.SetStatus(SkillAttack=0.123) - elif char.equ_options.get("6", 0) == 1: + elif char.equ_options.get('6', 0) == 1: char.SetSkillCD(cd=0.2) char.SetStatus(EquEffectRatio=0.1) pass @@ -5290,9 +5210,9 @@ def equ_304(char: CharacterProperty): - 特效伤害 +10% rarity: 太初 """ - if char.equ_options.get("6", 0) == 0: + if char.equ_options.get('6', 0) == 0: char.SetStatus(SkillAttack=0.123) - elif char.equ_options.get("6", 0) == 1: + elif char.equ_options.get('6', 0) == 1: char.SetSkillCD(cd=0.2) char.SetStatus(EquEffectRatio=0.1) pass @@ -5374,9 +5294,9 @@ def equ_310(char: CharacterProperty): - 技能伤害 增加 12.3% rarity: 传说 """ - if char.equ_options.get("6", 0) == 0: + if char.equ_options.get('6', 0) == 0: char.SetStatus(SkillAttack=0.123) - elif char.equ_options.get("6", 0) == 1: + elif char.equ_options.get('6', 0) == 1: char.SetSkillCD(cd=0.2) char.SetStatus(EquEffectRatio=0.1) pass @@ -5398,9 +5318,9 @@ def equ_311(char: CharacterProperty): - 技能伤害 增加 12.3% rarity: 史诗 """ - if char.equ_options.get("6", 0) == 0: + if char.equ_options.get('6', 0) == 0: char.SetStatus(SkillAttack=0.123) - elif char.equ_options.get("6", 0) == 1: + elif char.equ_options.get('6', 0) == 1: char.SetSkillCD(cd=0.2) char.SetStatus(EquEffectRatio=0.1) pass @@ -5422,9 +5342,9 @@ def equ_312(char: CharacterProperty): - 技能伤害 增加 12.3% rarity: 太初 """ - if char.equ_options.get("6", 0) == 0: + if char.equ_options.get('6', 0) == 0: char.SetStatus(SkillAttack=0.123) - elif char.equ_options.get("6", 0) == 1: + elif char.equ_options.get('6', 0) == 1: char.SetSkillCD(cd=0.2) char.SetStatus(EquEffectRatio=0.1) pass @@ -5521,9 +5441,9 @@ def equ_318(char: CharacterProperty): - 特效伤害 +10% rarity: 传说 """ - if char.equ_options.get("6", 0) == 0: + if char.equ_options.get('6', 0) == 0: char.SetStatus(SkillAttack=0.123) - elif char.equ_options.get("6", 0) == 1: + elif char.equ_options.get('6', 0) == 1: char.SetSkillCD(cd=0.2) char.SetStatus(EquEffectRatio=0.1) pass @@ -5545,9 +5465,9 @@ def equ_319(char: CharacterProperty): - 特效伤害 +10% rarity: 史诗 """ - if char.equ_options.get("6", 0) == 0: + if char.equ_options.get('6', 0) == 0: char.SetStatus(SkillAttack=0.123) - elif char.equ_options.get("6", 0) == 1: + elif char.equ_options.get('6', 0) == 1: char.SetSkillCD(cd=0.2) char.SetStatus(EquEffectRatio=0.1) pass @@ -5568,9 +5488,9 @@ def equ_320(char: CharacterProperty): - 特效伤害 +10% rarity: 太初 """ - if char.equ_options.get("6", 0) == 0: + if char.equ_options.get('6', 0) == 0: char.SetStatus(SkillAttack=0.123) - elif char.equ_options.get("6", 0) == 1: + elif char.equ_options.get('6', 0) == 1: char.SetSkillCD(cd=0.2) char.SetStatus(EquEffectRatio=0.1) pass @@ -5677,9 +5597,9 @@ def equ_326(char: CharacterProperty): - 特效伤害 +10% rarity: 传说 """ - if char.equ_options.get("6", 0) == 0: + if char.equ_options.get('6', 0) == 0: char.SetStatus(SkillAttack=0.123) - elif char.equ_options.get("6", 0) == 1: + elif char.equ_options.get('6', 0) == 1: char.SetSkillCD(cd=0.2) char.SetStatus(EquEffectRatio=0.1) pass @@ -5701,9 +5621,9 @@ def equ_327(char: CharacterProperty): - 特效伤害 +10% rarity: 史诗 """ - if char.equ_options.get("6", 0) == 0: + if char.equ_options.get('6', 0) == 0: char.SetStatus(SkillAttack=0.123) - elif char.equ_options.get("6", 0) == 1: + elif char.equ_options.get('6', 0) == 1: char.SetSkillCD(cd=0.2) char.SetStatus(EquEffectRatio=0.1) pass @@ -5725,9 +5645,9 @@ def equ_328(char: CharacterProperty): - 特效伤害 +10% rarity: 太初 """ - if char.equ_options.get("6", 0) == 0: + if char.equ_options.get('6', 0) == 0: char.SetStatus(SkillAttack=0.123) - elif char.equ_options.get("6", 0) == 1: + elif char.equ_options.get('6', 0) == 1: char.SetSkillCD(cd=0.2) char.SetStatus(EquEffectRatio=0.1) pass @@ -5842,9 +5762,9 @@ def equ_882(char: CharacterProperty): - 技能冷却时间 -20% rarity: 传说 """ - if char.equ_options.get("6", 0) == 0: + if char.equ_options.get('6', 0) == 0: char.SetStatus(SkillAttack=0.123) - elif char.equ_options.get("6", 0) == 1: + elif char.equ_options.get('6', 0) == 1: char.SetSkillCD(cd=0.2) char.SetStatus(EquEffectRatio=0.1) ... @@ -5864,9 +5784,9 @@ def equ_883(char: CharacterProperty): - 技能冷却时间 -20% rarity: 史诗 """ - if char.equ_options.get("6", 0) == 0: + if char.equ_options.get('6', 0) == 0: char.SetStatus(SkillAttack=0.123) - elif char.equ_options.get("6", 0) == 1: + elif char.equ_options.get('6', 0) == 1: char.SetSkillCD(cd=0.2) char.SetStatus(EquEffectRatio=0.1) ... @@ -5886,9 +5806,9 @@ def equ_884(char: CharacterProperty): - 技能冷却时间 -20% rarity: 太初 """ - if char.equ_options.get("6", 0) == 0: + if char.equ_options.get('6', 0) == 0: char.SetStatus(SkillAttack=0.123) - elif char.equ_options.get("6", 0) == 1: + elif char.equ_options.get('6', 0) == 1: char.SetSkillCD(cd=0.2) char.SetStatus(EquEffectRatio=0.1) ... @@ -5912,21 +5832,9 @@ def equ_900(char: CharacterProperty): def weapon_point(char: CharacterProperty): - point = char.charEquipInfo["武器"].precision - skillAttack = ( - 0.1 * point - + (0.6 if point >= 25 else 0) - + (0.6 if point >= 50 else 0) - + (0.6 if point >= 75 else 0) - + (1.9 if point >= 100 else 0) - ) - buffer = ( - 40 * point - + (120 if point >= 25 else 0) - + (120 if point >= 50 else 0) - + (120 if point >= 75 else 0) - + (340 if point >= 100 else 0) - ) + point = char.charEquipInfo['武器'].precision + skillAttack = 0.1 * point + (0.6 if point >= 25 else 0) + (0.6 if point >= 50 else 0) + (0.6 if point >= 75 else 0) + (1.9 if point >= 100 else 0) + buffer = 40 * point + (120 if point >= 25 else 0) + (120 if point >= 50 else 0) + (120 if point >= 75 else 0) + (340 if point >= 100 else 0) char.SetStatus(SkillAttack=skillAttack / 100, Buffer=buffer) pass @@ -6018,8 +5926,8 @@ def equ_905(char: CharacterProperty): weapon_point(char) char.equ_effect.append( EquEffect( - name="怨灵召唤", - icon=char.charEquipInfo["武器"].equInfo.imageUrl, + name='怨灵召唤', + icon=char.charEquipInfo['武器'].equInfo.imageUrl, cd=30, data=420750, ) @@ -6105,8 +6013,8 @@ def equ_909(char: CharacterProperty): weapon_point(char) char.equ_effect.append( EquEffect( - name="次元斩", - icon=char.charEquipInfo["武器"].equInfo.imageUrl, + name='次元斩', + icon=char.charEquipInfo['武器'].equInfo.imageUrl, cd=60, data=666600, ) @@ -6145,8 +6053,8 @@ def equ_911(char: CharacterProperty): weapon_point(char) char.equ_effect.append( EquEffect( - name="切割", - icon=char.charEquipInfo["武器"].equInfo.imageUrl, + name='切割', + icon=char.charEquipInfo['武器'].equInfo.imageUrl, cd=60, data=666600, ) @@ -6270,8 +6178,8 @@ def equ_917(char: CharacterProperty): weapon_point(char) char.equ_effect.append( EquEffect( - name="泉涌追击", - icon=char.charEquipInfo["武器"].equInfo.imageUrl, + name='泉涌追击', + icon=char.charEquipInfo['武器'].equInfo.imageUrl, cd=15, data=2800, ) @@ -6522,8 +6430,8 @@ def equ_929(char: CharacterProperty): weapon_point(char) char.equ_effect.append( EquEffect( - name="愤怒跃击", - icon=char.charEquipInfo["武器"].equInfo.imageUrl, + name='愤怒跃击', + icon=char.charEquipInfo['武器'].equInfo.imageUrl, cd=15, data=2800, ) @@ -6601,8 +6509,8 @@ def equ_933(char: CharacterProperty): weapon_point(char) char.equ_effect.append( EquEffect( - name="开吃", - icon=char.charEquipInfo["武器"].equInfo.imageUrl, + name='开吃', + icon=char.charEquipInfo['武器'].equInfo.imageUrl, cd=3, data=42075, ) @@ -6782,8 +6690,8 @@ def equ_943(char: CharacterProperty): weapon_point(char) char.equ_effect.append( EquEffect( - name="尖牙的恩惠", - icon=char.charEquipInfo["武器"].equInfo.imageUrl, + name='尖牙的恩惠', + icon=char.charEquipInfo['武器'].equInfo.imageUrl, cd=1, data=7860, ) @@ -6940,8 +6848,8 @@ def equ_951(char: CharacterProperty): weapon_point(char) char.equ_effect.append( EquEffect( - name="充满怨恨的獠牙", - icon=char.charEquipInfo["武器"].equInfo.imageUrl, + name='充满怨恨的獠牙', + icon=char.charEquipInfo['武器'].equInfo.imageUrl, cd=60, data=666600, ) @@ -7072,8 +6980,8 @@ def equ_957(char: CharacterProperty): weapon_point(char) char.equ_effect.append( EquEffect( - name="刀刃旋风", - icon=char.charEquipInfo["武器"].equInfo.imageUrl, + name='刀刃旋风', + icon=char.charEquipInfo['武器'].equInfo.imageUrl, cd=25, data=249500, ) @@ -7183,8 +7091,8 @@ def equ_963(char: CharacterProperty): weapon_point(char) char.equ_effect.append( EquEffect( - name="束缚之链", - icon=char.charEquipInfo["武器"].equInfo.imageUrl, + name='束缚之链', + icon=char.charEquipInfo['武器'].equInfo.imageUrl, cd=10, data=112200, ) @@ -7267,8 +7175,8 @@ def equ_967(char: CharacterProperty): weapon_point(char) char.equ_effect.append( EquEffect( - name="斩破次元", - icon=char.charEquipInfo["武器"].equInfo.imageUrl, + name='斩破次元', + icon=char.charEquipInfo['武器'].equInfo.imageUrl, cd=60, data=666600, ) @@ -7306,8 +7214,8 @@ def equ_969(char: CharacterProperty): weapon_point(char) char.equ_effect.append( EquEffect( - name="你要去哪儿", - icon=char.charEquipInfo["武器"].equInfo.imageUrl, + name='你要去哪儿', + icon=char.charEquipInfo['武器'].equInfo.imageUrl, cd=15, data=2800, ) @@ -7445,8 +7353,8 @@ def equ_975(char: CharacterProperty): weapon_point(char) char.equ_effect.append( EquEffect( - name="污染之息", - icon=char.charEquipInfo["武器"].equInfo.imageUrl, + name='污染之息', + icon=char.charEquipInfo['武器'].equInfo.imageUrl, cd=60, data=666600, ) @@ -7488,8 +7396,8 @@ def equ_977(char: CharacterProperty): weapon_point(char) char.equ_effect.append( EquEffect( - name="死亡旋律", - icon=char.charEquipInfo["武器"].equInfo.imageUrl, + name='死亡旋律', + icon=char.charEquipInfo['武器'].equInfo.imageUrl, cd=60, data=666600, ) @@ -7530,8 +7438,8 @@ def equ_979(char: CharacterProperty): weapon_point(char) char.equ_effect.append( EquEffect( - name="孤独的狙击手", - icon=char.charEquipInfo["武器"].equInfo.imageUrl, + name='孤独的狙击手', + icon=char.charEquipInfo['武器'].equInfo.imageUrl, cd=60, data=666600, ) @@ -7573,8 +7481,8 @@ def equ_981(char: CharacterProperty): weapon_point(char) char.equ_effect.append( EquEffect( - name="扭曲", - icon=char.charEquipInfo["武器"].equInfo.imageUrl, + name='扭曲', + icon=char.charEquipInfo['武器'].equInfo.imageUrl, cd=60, data=666600, ) @@ -7614,8 +7522,8 @@ def equ_983(char: CharacterProperty): weapon_point(char) char.equ_effect.append( EquEffect( - name="亵渎之羽", - icon=char.charEquipInfo["武器"].equInfo.imageUrl, + name='亵渎之羽', + icon=char.charEquipInfo['武器'].equInfo.imageUrl, cd=60, data=666600, ) @@ -7623,6 +7531,69 @@ def equ_983(char: CharacterProperty): pass +@register +def equ_1049(char: CharacterProperty): + pass + + +@register +def equ_1050(char: CharacterProperty): + pass + + +@register +def equ_1051(char: CharacterProperty): + pass + + +@register +def equ_1052(char: CharacterProperty): + pass + + +@register +def equ_1053(char: CharacterProperty): + pass + + +@register +def equ_1054(char: CharacterProperty): + equ_884(char) + pass + + +@register +def equ_1055(char: CharacterProperty): + equ_884(char) + pass + + +@register +def equ_1056(char: CharacterProperty): + equ_884(char) + pass + + +@register +def equ_1057(char: CharacterProperty): + equ_884(char) + pass + + +@register +def equ_1058(char: CharacterProperty): + weapon_point(char) + char.equ_effect.append( + EquEffect( + name='因果律崩溃', + icon=char.charEquipInfo['武器'].equInfo.imageUrl, + cd=60, + data=741150, + ) + ) + pass + + # endregion # region 稀有装备 套装 @@ -7702,10 +7673,10 @@ def equ_334(char: CharacterProperty): 所有属性强化 +40 rarity: 稀有 """ - char.AddElementDB("光", 40, 1) - char.AddElementDB("火", 40, 1) - char.AddElementDB("冰", 40, 1) - char.AddElementDB("暗", 40, 1) + char.AddElementDB('光', 40, 1) + char.AddElementDB('火', 40, 1) + char.AddElementDB('冰', 40, 1) + char.AddElementDB('暗', 40, 1) if char.buffer: char.BuffSkill.lv += 1 char.AwakeSkill.lv += 1 @@ -7719,10 +7690,10 @@ def equ_335(char: CharacterProperty): 所有属性强化 +50 rarity: 稀有 """ - char.AddElementDB("光", 50, 1) - char.AddElementDB("火", 50, 1) - char.AddElementDB("冰", 50, 1) - char.AddElementDB("暗", 50, 1) + char.AddElementDB('光', 50, 1) + char.AddElementDB('火', 50, 1) + char.AddElementDB('冰', 50, 1) + char.AddElementDB('暗', 50, 1) if char.buffer: char.BuffSkill.lv += 1 char.AwakeSkill.lv += 1 @@ -7736,10 +7707,10 @@ def equ_336(char: CharacterProperty): 所有属性强化 +40 rarity: 稀有 """ - char.AddElementDB("光", 40, 1) - char.AddElementDB("火", 40, 1) - char.AddElementDB("冰", 40, 1) - char.AddElementDB("暗", 40, 1) + char.AddElementDB('光', 40, 1) + char.AddElementDB('火', 40, 1) + char.AddElementDB('冰', 40, 1) + char.AddElementDB('暗', 40, 1) if char.buffer: char.BuffSkill.lv += 1 char.AwakeSkill.lv += 1 @@ -8021,10 +7992,10 @@ def equ_355(char: CharacterProperty): - 持续恢复的技能除外 rarity: 神器 """ - char.AddElementDB("光", 40, 1) - char.AddElementDB("火", 40, 1) - char.AddElementDB("冰", 40, 1) - char.AddElementDB("暗", 40, 1) + char.AddElementDB('光', 40, 1) + char.AddElementDB('火', 40, 1) + char.AddElementDB('冰', 40, 1) + char.AddElementDB('暗', 40, 1) if char.buffer: char.BuffSkill.lv += 1 char.AwakeSkill.lv += 1 @@ -8041,10 +8012,10 @@ def equ_356(char: CharacterProperty): - 持续恢复的技能除外 rarity: 传说 """ - char.AddElementDB("光", 40, 1) - char.AddElementDB("火", 40, 1) - char.AddElementDB("冰", 40, 1) - char.AddElementDB("暗", 40, 1) + char.AddElementDB('光', 40, 1) + char.AddElementDB('火', 40, 1) + char.AddElementDB('冰', 40, 1) + char.AddElementDB('暗', 40, 1) if char.buffer: char.BuffSkill.lv += 1 char.AwakeSkill.lv += 1 @@ -8061,10 +8032,10 @@ def equ_357(char: CharacterProperty): - 持续恢复的技能除外 rarity: 史诗 """ - char.AddElementDB("光", 40, 1) - char.AddElementDB("火", 40, 1) - char.AddElementDB("冰", 40, 1) - char.AddElementDB("暗", 40, 1) + char.AddElementDB('光', 40, 1) + char.AddElementDB('火', 40, 1) + char.AddElementDB('冰', 40, 1) + char.AddElementDB('暗', 40, 1) if char.buffer: char.BuffSkill.lv += 1 char.AwakeSkill.lv += 1 @@ -8079,10 +8050,10 @@ def equ_358(char: CharacterProperty): 特效伤害 +3% rarity: 神器 """ - char.AddElementDB("光", 50, 1) - char.AddElementDB("火", 50, 1) - char.AddElementDB("冰", 50, 1) - char.AddElementDB("暗", 50, 1) + char.AddElementDB('光', 50, 1) + char.AddElementDB('火', 50, 1) + char.AddElementDB('冰', 50, 1) + char.AddElementDB('暗', 50, 1) char.SetStatus(EquEffectRatio=0.03) if char.buffer: char.BuffSkill.lv += 1 @@ -8098,10 +8069,10 @@ def equ_359(char: CharacterProperty): 特效伤害 +6% rarity: 传说 """ - char.AddElementDB("光", 50, 1) - char.AddElementDB("火", 50, 1) - char.AddElementDB("冰", 50, 1) - char.AddElementDB("暗", 50, 1) + char.AddElementDB('光', 50, 1) + char.AddElementDB('火', 50, 1) + char.AddElementDB('冰', 50, 1) + char.AddElementDB('暗', 50, 1) char.SetStatus(EquEffectRatio=0.06) if char.buffer: char.BuffSkill.lv += 1 @@ -8117,10 +8088,10 @@ def equ_360(char: CharacterProperty): 特效伤害 +10% rarity: 史诗 """ - char.AddElementDB("光", 50, 1) - char.AddElementDB("火", 50, 1) - char.AddElementDB("冰", 50, 1) - char.AddElementDB("暗", 50, 1) + char.AddElementDB('光', 50, 1) + char.AddElementDB('火', 50, 1) + char.AddElementDB('冰', 50, 1) + char.AddElementDB('暗', 50, 1) char.SetStatus(EquEffectRatio=0.1) if char.buffer: char.BuffSkill.lv += 1 @@ -8136,10 +8107,10 @@ def equ_361(char: CharacterProperty): [受身蹲伏]的蹲伏姿势时,无敌时间上限 +0.3秒 rarity: 神器 """ - char.AddElementDB("光", 40, 1) - char.AddElementDB("火", 40, 1) - char.AddElementDB("冰", 40, 1) - char.AddElementDB("暗", 40, 1) + char.AddElementDB('光', 40, 1) + char.AddElementDB('火', 40, 1) + char.AddElementDB('冰', 40, 1) + char.AddElementDB('暗', 40, 1) if char.buffer: char.BuffSkill.lv += 1 char.AwakeSkill.lv += 1 @@ -8154,10 +8125,10 @@ def equ_362(char: CharacterProperty): [受身蹲伏]的蹲伏姿势时,无敌时间上限 +0.5秒 rarity: 传说 """ - char.AddElementDB("光", 40, 1) - char.AddElementDB("火", 40, 1) - char.AddElementDB("冰", 40, 1) - char.AddElementDB("暗", 40, 1) + char.AddElementDB('光', 40, 1) + char.AddElementDB('火', 40, 1) + char.AddElementDB('冰', 40, 1) + char.AddElementDB('暗', 40, 1) if char.buffer: char.BuffSkill.lv += 1 char.AwakeSkill.lv += 1 @@ -8172,10 +8143,10 @@ def equ_363(char: CharacterProperty): [受身蹲伏]的蹲伏姿势时,无敌时间上限 +1秒 rarity: 史诗 """ - char.AddElementDB("光", 40, 1) - char.AddElementDB("火", 40, 1) - char.AddElementDB("冰", 40, 1) - char.AddElementDB("暗", 40, 1) + char.AddElementDB('光', 40, 1) + char.AddElementDB('火', 40, 1) + char.AddElementDB('冰', 40, 1) + char.AddElementDB('暗', 40, 1) if char.buffer: char.BuffSkill.lv += 1 char.AwakeSkill.lv += 1 @@ -8589,10 +8560,10 @@ def equ_388(char: CharacterProperty): 所有属性强化 +40 rarity: 神器 """ - char.AddElementDB("光", 40, 1) - char.AddElementDB("火", 40, 1) - char.AddElementDB("冰", 40, 1) - char.AddElementDB("暗", 40, 1) + char.AddElementDB('光', 40, 1) + char.AddElementDB('火', 40, 1) + char.AddElementDB('冰', 40, 1) + char.AddElementDB('暗', 40, 1) if char.buffer: char.BuffSkill.lv += 1 char.AwakeSkill.lv += 1 @@ -8661,10 +8632,10 @@ def equ_394(char: CharacterProperty): 所有属性强化 +50 rarity: 神器 """ - char.AddElementDB("光", 50, 1) - char.AddElementDB("火", 50, 1) - char.AddElementDB("冰", 50, 1) - char.AddElementDB("暗", 50, 1) + char.AddElementDB('光', 50, 1) + char.AddElementDB('火', 50, 1) + char.AddElementDB('冰', 50, 1) + char.AddElementDB('暗', 50, 1) if char.buffer: char.BuffSkill.lv += 1 char.AwakeSkill.lv += 1 @@ -8733,10 +8704,10 @@ def equ_400(char: CharacterProperty): 所有属性强化 +40 rarity: 神器 """ - char.AddElementDB("光", 40, 1) - char.AddElementDB("火", 40, 1) - char.AddElementDB("冰", 40, 1) - char.AddElementDB("暗", 40, 1) + char.AddElementDB('光', 40, 1) + char.AddElementDB('火', 40, 1) + char.AddElementDB('冰', 40, 1) + char.AddElementDB('暗', 40, 1) if char.buffer: char.BuffSkill.lv += 1 char.AwakeSkill.lv += 1 @@ -8923,6 +8894,7 @@ def equ_414(char: CharacterProperty): char.SetStatus(STR=200, INT=200, Spirit=200, Vitality=200) pass + @register def equ_989(char: CharacterProperty): """ @@ -8934,6 +8906,7 @@ def equ_989(char: CharacterProperty): equ_375(char) pass + @register def equ_990(char: CharacterProperty): """ @@ -8945,6 +8918,7 @@ def equ_990(char: CharacterProperty): equ_378(char) pass + @register def equ_991(char: CharacterProperty): """ @@ -8955,6 +8929,7 @@ def equ_991(char: CharacterProperty): equ_381(char) pass + @register def equ_992(char: CharacterProperty): """ @@ -8966,6 +8941,7 @@ def equ_992(char: CharacterProperty): equ_384(char) pass + @register def equ_993(char: CharacterProperty): """ @@ -14882,31 +14858,17 @@ def equ_2000(char: CharacterProperty): if char.max_point >= 2550: char.SetStatus(SkillAttack=0.555, Buffer=12630) pass - point = char.charEquipInfo["魔法石"].precision - skillAttack = ( - 0.1 * point - - (point // 25) * 0.1 - + (0.5 if point >= 25 else 0) - + (0.6 if point >= 50 else 0) - + (0.6 if point >= 75 else 0) - + (1.8 if point >= 100 else 0) - ) - buffer = ( - 30 * point - - (point // 25) * 30 - + (390 if point >= 25 else 0) - + (420 if point >= 50 else 0) - + (420 if point >= 75 else 0) - + (540 if point >= 100 else 0) - ) + point = char.charEquipInfo['魔法石'].precision + skillAttack = 0.1 * point - (point // 25) * 0.1 + (0.5 if point >= 25 else 0) + (0.6 if point >= 50 else 0) + (0.6 if point >= 75 else 0) + (1.8 if point >= 100 else 0) + buffer = 30 * point - (point // 25) * 30 + (390 if point >= 25 else 0) + (420 if point >= 50 else 0) + (420 if point >= 75 else 0) + (540 if point >= 100 else 0) char.SetStatus(SkillAttack=skillAttack / 100, Buffer=buffer) char.SetSkillCD(cd=0.15) effect = (point // 25) * 0.5 if effect > 0: char.equ_effect.append( EquEffect( - name="地震波", - icon="/equipment/icon/special/magicstone/00417.png", + name='地震波', + icon='/equipment/icon/special/magicstone/00417.png', cd=30, data=90900 * effect, ) @@ -14945,23 +14907,9 @@ def equ_2001(char: CharacterProperty): if char.max_point >= 2550: char.SetStatus(SkillAttack=0.562, Buffer=12630) pass - point = char.charEquipInfo["耳环"].precision - skillAttack = ( - 0.1 * point - - (point // 25) * 0.1 - + (0.1 if point >= 25 else 0) - + (0.1 if point >= 50 else 0) - + (0.1 if point >= 75 else 0) - + (0.1 if point >= 100 else 0) - ) - buffer = ( - 30 * point - - (point // 25) * 30 - + (390 if point >= 25 else 0) - + (420 if point >= 50 else 0) - + (420 if point >= 75 else 0) - + (540 if point >= 100 else 0) - ) + point = char.charEquipInfo['耳环'].precision + skillAttack = 0.1 * point - (point // 25) * 0.1 + (0.1 if point >= 25 else 0) + (0.1 if point >= 50 else 0) + (0.1 if point >= 75 else 0) + (0.1 if point >= 100 else 0) + buffer = 30 * point - (point // 25) * 30 + (390 if point >= 25 else 0) + (420 if point >= 50 else 0) + (420 if point >= 75 else 0) + (540 if point >= 100 else 0) char.SetStatus(SkillAttack=skillAttack / 100, Buffer=buffer) char.SetSkillCD(cd=0.04) cd = (point // 25) * 0.04 @@ -15002,30 +14950,13 @@ def equ_2002(char: CharacterProperty): if char.max_point >= 2550: char.SetStatus(SkillAttack=0.57, Buffer=12630) pass - point = char.charEquipInfo["辅助装备"].precision - skillAttack = ( - 0.1 * point - - (point // 25) * 0.1 - + (0.1 if point >= 25 else 0) - + (0.1 if point >= 50 else 0) - + (0.1 if point >= 75 else 0) - + (0.1 if point >= 100 else 0) - ) - buffer = ( - 30 * point - - (point // 25) * 30 - + (350 if point >= 25 else 0) - + (380 if point >= 50 else 0) - + (380 if point >= 75 else 0) - + (510 if point >= 100 else 0) - ) + point = char.charEquipInfo['辅助装备'].precision + skillAttack = 0.1 * point - (point // 25) * 0.1 + (0.1 if point >= 25 else 0) + (0.1 if point >= 50 else 0) + (0.1 if point >= 75 else 0) + (0.1 if point >= 100 else 0) + buffer = 30 * point - (point // 25) * 30 + (350 if point >= 25 else 0) + (380 if point >= 50 else 0) + (380 if point >= 75 else 0) + (510 if point >= 100 else 0) char.SetStatus(SkillAttack=skillAttack / 100, Buffer=buffer) - for part in ["项链", "手镯", "戒指"]: - if ( - char.charEquipInfo[part].equInfo - and "黑牙" in char.charEquipInfo[part].equInfo.name - ): - char.SetStatus(SkillAttack=0.03,Buffer=75) + for part in ['项链', '手镯', '戒指']: + if char.charEquipInfo[part].equInfo and '黑牙' in char.charEquipInfo[part].equInfo.name: + char.SetStatus(SkillAttack=0.03, Buffer=75) # char.SetSkillCD(cd=0.04) # cd = (point // 25) * 0.04 # char.SetStatus(EquEffectRatio=0.10) @@ -15051,10 +14982,10 @@ def equ_3000(char: CharacterProperty): 所有速度 +4% rarity: 传说 """ - char.AddElementDB("火", 22) - char.AddElementDB("冰", 22) - char.AddElementDB("光", 22) - char.AddElementDB("暗", 22) + char.AddElementDB('火', 22) + char.AddElementDB('冰', 22) + char.AddElementDB('光', 22) + char.AddElementDB('暗', 22) char.SetStatus(AttackP=0.22, SpeedM=0.04, SpeedA=0.04, SpeedR=0.04) pass @@ -15069,10 +15000,10 @@ def equ_3001(char: CharacterProperty): 所有速度 +3% rarity: 稀有 """ - char.AddElementDB("火", 15) - char.AddElementDB("冰", 15) - char.AddElementDB("光", 15) - char.AddElementDB("暗", 15) + char.AddElementDB('火', 15) + char.AddElementDB('冰', 15) + char.AddElementDB('光', 15) + char.AddElementDB('暗', 15) char.SetStatus(AttackP=0.15, SpeedM=0.03, SpeedA=0.03, SpeedR=0.03) pass @@ -15087,10 +15018,10 @@ def equ_3002(char: CharacterProperty): 所有速度 +4% rarity: 传说 """ - char.AddElementDB("火", 25) - char.AddElementDB("冰", 25) - char.AddElementDB("光", 25) - char.AddElementDB("暗", 25) + char.AddElementDB('火', 25) + char.AddElementDB('冰', 25) + char.AddElementDB('光', 25) + char.AddElementDB('暗', 25) char.SetStatus(AttackP=0.25, SpeedM=0.04, SpeedA=0.04, SpeedR=0.04) pass @@ -15105,10 +15036,10 @@ def equ_3003(char: CharacterProperty): 所有速度 +3% rarity: 稀有 """ - char.AddElementDB("火", 20) - char.AddElementDB("冰", 20) - char.AddElementDB("光", 20) - char.AddElementDB("暗", 20) + char.AddElementDB('火', 20) + char.AddElementDB('冰', 20) + char.AddElementDB('光', 20) + char.AddElementDB('暗', 20) char.SetStatus(AttackP=0.18, SpeedM=0.03, SpeedA=0.03, SpeedR=0.03) pass @@ -15124,10 +15055,10 @@ def equ_3004(char: CharacterProperty): 所有速度 +4% rarity: 传说 """ - char.AddElementDB("火", 25) - char.AddElementDB("冰", 25) - char.AddElementDB("光", 25) - char.AddElementDB("暗", 25) + char.AddElementDB('火', 25) + char.AddElementDB('冰', 25) + char.AddElementDB('光', 25) + char.AddElementDB('暗', 25) char.SetStatus(AttackP=0.28, SpeedM=0.04, SpeedA=0.04, SpeedR=0.04) char.AddSkillLv(95, 95, 1, 0) pass @@ -15144,10 +15075,10 @@ def equ_3005(char: CharacterProperty): 所有速度 +3% rarity: 稀有 """ - char.AddElementDB("火", 20) - char.AddElementDB("冰", 20) - char.AddElementDB("光", 20) - char.AddElementDB("暗", 20) + char.AddElementDB('火', 20) + char.AddElementDB('冰', 20) + char.AddElementDB('光', 20) + char.AddElementDB('暗', 20) char.SetStatus(AttackP=0.2, SpeedM=0.03, SpeedA=0.03, SpeedR=0.03) char.AddSkillLv(95, 95, 1, 0) pass @@ -15164,10 +15095,10 @@ def equ_3006(char: CharacterProperty): 所有速度 +4% rarity: 传说 """ - char.AddElementDB("火", 30) - char.AddElementDB("冰", 30) - char.AddElementDB("光", 30) - char.AddElementDB("暗", 30) + char.AddElementDB('火', 30) + char.AddElementDB('冰', 30) + char.AddElementDB('光', 30) + char.AddElementDB('暗', 30) char.SetStatus(AttackP=0.3, SpeedM=0.04, SpeedA=0.04, SpeedR=0.04) char.AddSkillLv(95, 95, 1, 0) pass @@ -15184,10 +15115,10 @@ def equ_3007(char: CharacterProperty): 所有速度 +3% rarity: 稀有 """ - char.AddElementDB("火", 20) - char.AddElementDB("冰", 20) - char.AddElementDB("光", 20) - char.AddElementDB("暗", 20) + char.AddElementDB('火', 20) + char.AddElementDB('冰', 20) + char.AddElementDB('光', 20) + char.AddElementDB('暗', 20) char.SetStatus(AttackP=0.22, SpeedM=0.03, SpeedA=0.03, SpeedR=0.03) char.AddSkillLv(95, 95, 1, 0) pass @@ -15204,10 +15135,10 @@ def equ_3008(char: CharacterProperty): 所有速度 +4% rarity: 传说 """ - char.AddElementDB("火", 30) - char.AddElementDB("冰", 30) - char.AddElementDB("光", 30) - char.AddElementDB("暗", 30) + char.AddElementDB('火', 30) + char.AddElementDB('冰', 30) + char.AddElementDB('光', 30) + char.AddElementDB('暗', 30) char.SetStatus(AttackP=0.33, SpeedM=0.04, SpeedA=0.04, SpeedR=0.04) char.AddSkillLv(95, 95, 1, 0) pass @@ -15224,14 +15155,15 @@ def equ_3009(char: CharacterProperty): 所有速度 +3% rarity: 稀有 """ - char.AddElementDB("火", 20) - char.AddElementDB("冰", 20) - char.AddElementDB("光", 20) - char.AddElementDB("暗", 20) + char.AddElementDB('火', 20) + char.AddElementDB('冰', 20) + char.AddElementDB('光', 20) + char.AddElementDB('暗', 20) char.SetStatus(AttackP=0.25, SpeedM=0.03, SpeedA=0.03, SpeedR=0.03) char.AddSkillLv(95, 95, 1, 0) pass + @register def equ_3017(char: CharacterProperty): """ @@ -15243,10 +15175,10 @@ def equ_3017(char: CharacterProperty): 所有速度 +4% rarity: 传说 """ - char.AddElementDB("火", 45) - char.AddElementDB("冰", 45) - char.AddElementDB("光", 45) - char.AddElementDB("暗", 45) + char.AddElementDB('火', 45) + char.AddElementDB('冰', 45) + char.AddElementDB('光', 45) + char.AddElementDB('暗', 45) char.SetStatus(AttackP=0.40, SpeedM=0.04, SpeedA=0.04, SpeedR=0.04) char.AddSkillLv(95, 95, 1, 0) pass @@ -15263,13 +15195,15 @@ def equ_3018(char: CharacterProperty): 所有速度 +3% rarity: 稀有 """ - char.AddElementDB("火", 25) - char.AddElementDB("冰", 25) - char.AddElementDB("光", 25) - char.AddElementDB("暗", 25) + char.AddElementDB('火', 25) + char.AddElementDB('冰', 25) + char.AddElementDB('光', 25) + char.AddElementDB('暗', 25) char.SetStatus(AttackP=0.30, SpeedM=0.03, SpeedA=0.03, SpeedR=0.03) char.AddSkillLv(95, 95, 1, 0) pass + + # endregion # region 耕耘 @@ -15310,10 +15244,10 @@ def equ_3012(char: CharacterProperty): rarity: 稀有 """ char.AddSkillLv(15, 35, 1) - char.AddElementDB("火", 15) - char.AddElementDB("冰", 15) - char.AddElementDB("光", 15) - char.AddElementDB("暗", 15) + char.AddElementDB('火', 15) + char.AddElementDB('冰', 15) + char.AddElementDB('光', 15) + char.AddElementDB('暗', 15) char.SetStatus(SpeedM=0.03, SpeedA=0.03, SpeedR=0.03) pass @@ -15329,10 +15263,10 @@ def equ_3013(char: CharacterProperty): rarity: 稀有 """ char.AddSkillLv(15, 35, 1) - char.AddElementDB("火", 15) - char.AddElementDB("冰", 15) - char.AddElementDB("光", 15) - char.AddElementDB("暗", 15) + char.AddElementDB('火', 15) + char.AddElementDB('冰', 15) + char.AddElementDB('光', 15) + char.AddElementDB('暗', 15) char.SetStatus(SpeedM=0.03, SpeedA=0.03, SpeedR=0.03, AttackP=0.2) pass @@ -15348,10 +15282,10 @@ def equ_3015(char: CharacterProperty): rarity: 稀有 """ char.AddSkillLv(15, 35, 1) - char.AddElementDB("火", 15) - char.AddElementDB("冰", 15) - char.AddElementDB("光", 15) - char.AddElementDB("暗", 15) + char.AddElementDB('火', 15) + char.AddElementDB('冰', 15) + char.AddElementDB('光', 15) + char.AddElementDB('暗', 15) char.SetStatus(SpeedM=0.03, SpeedA=0.03, SpeedR=0.03, AttackP=0.2) pass @@ -15368,10 +15302,10 @@ def equ_3016(char: CharacterProperty): rarity: 稀有 """ char.AddSkillLv(95, 95, 1, 0) - char.AddElementDB("火", 20) - char.AddElementDB("冰", 20) - char.AddElementDB("光", 20) - char.AddElementDB("暗", 20) + char.AddElementDB('火', 20) + char.AddElementDB('冰', 20) + char.AddElementDB('光', 20) + char.AddElementDB('暗', 20) char.SetStatus(SpeedM=0.03, SpeedA=0.03, SpeedR=0.03, AttackP=0.22) pass @@ -15409,10 +15343,10 @@ def equ_4000(char: CharacterProperty): rarity: 稀有 """ char.AddSkillLv(1, 80, 1) - char.AddElementDB("火", 25) - char.AddElementDB("冰", 25) - char.AddElementDB("光", 25) - char.AddElementDB("暗", 25) + char.AddElementDB('火', 25) + char.AddElementDB('冰', 25) + char.AddElementDB('光', 25) + char.AddElementDB('暗', 25) char.SetStatus(AttackP=0.32, SpeedM=0.05, SpeedA=0.05, SpeedR=0.05) char.SetSkillCD(1, 100, 0.05, []) pass @@ -15431,10 +15365,10 @@ def equ_4001(char: CharacterProperty): rarity: 稀有 """ char.AddSkillLv(1, 80, 1) - char.AddElementDB("火", 25) - char.AddElementDB("冰", 25) - char.AddElementDB("光", 25) - char.AddElementDB("暗", 25) + char.AddElementDB('火', 25) + char.AddElementDB('冰', 25) + char.AddElementDB('光', 25) + char.AddElementDB('暗', 25) char.SetStatus(AttackP=0.22, SpeedM=0.05, SpeedA=0.05, SpeedR=0.05) char.SetSkillCD(1, 100, 0.05, []) pass @@ -15453,10 +15387,10 @@ def equ_4002(char: CharacterProperty): rarity: 稀有 """ char.AddSkillLv(1, 95, 1) - char.AddElementDB("火", 25) - char.AddElementDB("冰", 25) - char.AddElementDB("光", 25) - char.AddElementDB("暗", 25) + char.AddElementDB('火', 25) + char.AddElementDB('冰', 25) + char.AddElementDB('光', 25) + char.AddElementDB('暗', 25) char.SetStatus(AttackP=0.35, SpeedM=0.05, SpeedA=0.05, SpeedR=0.05) char.SetSkillCD(1, 100, 0.05, []) pass @@ -15475,10 +15409,10 @@ def equ_4003(char: CharacterProperty): rarity: 稀有 """ char.AddSkillLv(1, 95, 1) - char.AddElementDB("火", 25) - char.AddElementDB("冰", 25) - char.AddElementDB("光", 25) - char.AddElementDB("暗", 25) + char.AddElementDB('火', 25) + char.AddElementDB('冰', 25) + char.AddElementDB('光', 25) + char.AddElementDB('暗', 25) char.SetStatus(AttackP=0.22, SpeedM=0.05, SpeedA=0.05, SpeedR=0.05) char.SetSkillCD(1, 100, 0.05, []) pass @@ -15497,10 +15431,10 @@ def equ_4004(char: CharacterProperty): rarity: 稀有 """ char.AddSkillLv(1, 95, 1) - char.AddElementDB("火", 25) - char.AddElementDB("冰", 25) - char.AddElementDB("光", 25) - char.AddElementDB("暗", 25) + char.AddElementDB('火', 25) + char.AddElementDB('冰', 25) + char.AddElementDB('光', 25) + char.AddElementDB('暗', 25) char.SetStatus(AttackP=0.40, SpeedM=0.05, SpeedA=0.05, SpeedR=0.05) char.SetSkillCD(1, 100, 0.05, []) pass @@ -15519,10 +15453,10 @@ def equ_4005(char: CharacterProperty): rarity: 稀有 """ char.AddSkillLv(1, 95, 1) - char.AddElementDB("火", 25) - char.AddElementDB("冰", 25) - char.AddElementDB("光", 25) - char.AddElementDB("暗", 25) + char.AddElementDB('火', 25) + char.AddElementDB('冰', 25) + char.AddElementDB('光', 25) + char.AddElementDB('暗', 25) char.SetStatus(AttackP=0.25, SpeedM=0.05, SpeedA=0.05, SpeedR=0.05) char.SetSkillCD(1, 100, 0.05, []) pass @@ -15541,10 +15475,10 @@ def equ_4006(char: CharacterProperty): rarity: 稀有 """ char.AddSkillLv(1, 95, 1) - char.AddElementDB("火", 30) - char.AddElementDB("冰", 30) - char.AddElementDB("光", 30) - char.AddElementDB("暗", 30) + char.AddElementDB('火', 30) + char.AddElementDB('冰', 30) + char.AddElementDB('光', 30) + char.AddElementDB('暗', 30) char.SetStatus(AttackP=0.45, SpeedM=0.05, SpeedA=0.05, SpeedR=0.05) char.SetSkillCD(1, 100, 0.05, []) pass @@ -15563,10 +15497,10 @@ def equ_4007(char: CharacterProperty): rarity: 稀有 """ char.AddSkillLv(1, 95, 1) - char.AddElementDB("火", 25) - char.AddElementDB("冰", 25) - char.AddElementDB("光", 25) - char.AddElementDB("暗", 25) + char.AddElementDB('火', 25) + char.AddElementDB('冰', 25) + char.AddElementDB('光', 25) + char.AddElementDB('暗', 25) char.SetStatus(AttackP=0.30, SpeedM=0.05, SpeedA=0.05, SpeedR=0.05) char.SetSkillCD(1, 100, 0.05, []) pass @@ -15585,10 +15519,10 @@ def equ_4008(char: CharacterProperty): rarity: 稀有 """ char.AddSkillLv(1, 95, 1) - char.AddElementDB("火", 30) - char.AddElementDB("冰", 30) - char.AddElementDB("光", 30) - char.AddElementDB("暗", 30) + char.AddElementDB('火', 30) + char.AddElementDB('冰', 30) + char.AddElementDB('光', 30) + char.AddElementDB('暗', 30) char.SetStatus(AttackP=0.50, SpeedM=0.05, SpeedA=0.05, SpeedR=0.05) char.SetSkillCD(1, 100, 0.05, []) pass @@ -15607,14 +15541,15 @@ def equ_4009(char: CharacterProperty): rarity: 稀有 """ char.AddSkillLv(1, 95, 1) - char.AddElementDB("火", 25) - char.AddElementDB("冰", 25) - char.AddElementDB("光", 25) - char.AddElementDB("暗", 25) + char.AddElementDB('火', 25) + char.AddElementDB('冰', 25) + char.AddElementDB('光', 25) + char.AddElementDB('暗', 25) char.SetStatus(AttackP=0.35, SpeedM=0.05, SpeedA=0.05, SpeedR=0.05) char.SetSkillCD(1, 100, 0.05, []) pass + @register def equ_4020(char: CharacterProperty): """ @@ -15628,14 +15563,15 @@ def equ_4020(char: CharacterProperty): rarity: 稀有 """ char.AddSkillLv(1, 95, 1) - char.AddElementDB("火", 40) - char.AddElementDB("冰", 40) - char.AddElementDB("光", 40) - char.AddElementDB("暗", 40) + char.AddElementDB('火', 40) + char.AddElementDB('冰', 40) + char.AddElementDB('光', 40) + char.AddElementDB('暗', 40) char.SetStatus(AttackP=0.55, SpeedM=0.05, SpeedA=0.05, SpeedR=0.05) char.SetSkillCD(1, 100, 0.05, []) pass + @register def equ_4021(char: CharacterProperty): """ @@ -15649,21 +15585,22 @@ def equ_4021(char: CharacterProperty): rarity: 稀有 """ char.AddSkillLv(1, 95, 1) - char.AddElementDB("火", 30) - char.AddElementDB("冰", 30) - char.AddElementDB("光", 30) - char.AddElementDB("暗", 30) + char.AddElementDB('火', 30) + char.AddElementDB('冰', 30) + char.AddElementDB('光', 30) + char.AddElementDB('暗', 30) char.SetStatus(AttackP=0.40, SpeedM=0.05, SpeedA=0.05, SpeedR=0.05) char.SetSkillCD(1, 100, 0.05, []) pass + @register def equ_4022(char: CharacterProperty): - """ - """ + """ """ equ_4020(char) pass + # endregion # region 耕耘 @@ -15745,10 +15682,10 @@ def equ_4014(char: CharacterProperty): rarity: 稀有 """ char.AddSkillLv(1, 75, 1) - char.AddElementDB("火", 25) - char.AddElementDB("冰", 25) - char.AddElementDB("光", 25) - char.AddElementDB("暗", 25) + char.AddElementDB('火', 25) + char.AddElementDB('冰', 25) + char.AddElementDB('光', 25) + char.AddElementDB('暗', 25) char.SetStatus(AttackP=0.25, SpeedM=0.05, SpeedA=0.05, SpeedR=0.05, BufferP=0.05) pass @@ -15766,10 +15703,10 @@ def equ_4015(char: CharacterProperty): rarity: 稀有 """ char.AddSkillLv(1, 50, 1) - char.AddElementDB("火", 15) - char.AddElementDB("冰", 15) - char.AddElementDB("光", 15) - char.AddElementDB("暗", 15) + char.AddElementDB('火', 15) + char.AddElementDB('冰', 15) + char.AddElementDB('光', 15) + char.AddElementDB('暗', 15) char.SetStatus(AttackP=0.25, SpeedM=0.04, SpeedA=0.04, SpeedR=0.04, BufferP=0.02) pass @@ -15787,10 +15724,10 @@ def equ_4016(char: CharacterProperty): rarity: 稀有 """ char.AddSkillLv(1, 75, 1) - char.AddElementDB("火", 25) - char.AddElementDB("冰", 25) - char.AddElementDB("光", 25) - char.AddElementDB("暗", 25) + char.AddElementDB('火', 25) + char.AddElementDB('冰', 25) + char.AddElementDB('光', 25) + char.AddElementDB('暗', 25) char.SetStatus(AttackP=0.25, SpeedM=0.05, SpeedA=0.05, SpeedR=0.05, BufferP=0.05) pass @@ -15808,10 +15745,10 @@ def equ_4017(char: CharacterProperty): rarity: 稀有 """ char.AddSkillLv(1, 50, 1) - char.AddElementDB("火", 15) - char.AddElementDB("冰", 15) - char.AddElementDB("光", 15) - char.AddElementDB("暗", 15) + char.AddElementDB('火', 15) + char.AddElementDB('冰', 15) + char.AddElementDB('光', 15) + char.AddElementDB('暗', 15) char.SetStatus(AttackP=0.25, SpeedM=0.04, SpeedA=0.04, SpeedR=0.04, BufferP=0.02) pass @@ -15829,10 +15766,10 @@ def equ_4018(char: CharacterProperty): rarity: 稀有 """ char.AddSkillLv(1, 75, 1) - char.AddElementDB("火", 25) - char.AddElementDB("冰", 25) - char.AddElementDB("光", 25) - char.AddElementDB("暗", 25) + char.AddElementDB('火', 25) + char.AddElementDB('冰', 25) + char.AddElementDB('光', 25) + char.AddElementDB('暗', 25) char.SetStatus(AttackP=0.35, SpeedM=0.05, SpeedA=0.05, SpeedR=0.05, BufferP=0.08) pass @@ -15850,10 +15787,10 @@ def equ_4019(char: CharacterProperty): rarity: 稀有 """ char.AddSkillLv(1, 50, 1) - char.AddElementDB("火", 15) - char.AddElementDB("冰", 15) - char.AddElementDB("光", 15) - char.AddElementDB("暗", 15) + char.AddElementDB('火', 15) + char.AddElementDB('冰', 15) + char.AddElementDB('光', 15) + char.AddElementDB('暗', 15) char.SetStatus(AttackP=0.35, SpeedM=0.04, SpeedA=0.04, SpeedR=0.04, BufferP=0.03) diff --git a/backend/dataFiles/dcalc_0.db b/backend/dataFiles/dcalc_0.db index 2443e7ea..f5d94e9d 100644 Binary files a/backend/dataFiles/dcalc_0.db and b/backend/dataFiles/dcalc_0.db differ