diff --git a/backend/core/character/GF/archer/traveler.py b/backend/core/character/GF/archer/traveler.py index 27845205..a89df66d 100644 --- a/backend/core/character/GF/archer/traveler.py +++ b/backend/core/character/GF/archer/traveler.py @@ -116,7 +116,7 @@ class Skill2(ActiveSkill): hit0 = 1 # 冲击波攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) - hit1 = 1 + hit1 = 0 # [范围信息] # 冲击波范围比率 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) diff --git a/backend/core/character/GF/demonic_lancer/vanguard.py b/backend/core/character/GF/demonic_lancer/vanguard.py index 45ec21d8..9c370a98 100644 --- a/backend/core/character/GF/demonic_lancer/vanguard.py +++ b/backend/core/character/GF/demonic_lancer/vanguard.py @@ -716,7 +716,7 @@ class Skill21(ActiveSkill): # 横斩攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) - hit0 = 1 + hit0 = 2 # 压制力 (4人队伍) : {value1}秒 ({value2}秒) data1 = get_data(f'{prefix}/{uuid}', 1) data2 = get_data(f'{prefix}/{uuid}', 2) diff --git a/backend/core/character/GF/fighter_female/brawler_female.py b/backend/core/character/GF/fighter_female/brawler_female.py index fc471ff1..6a4c69c0 100644 --- a/backend/core/character/GF/fighter_female/brawler_female.py +++ b/backend/core/character/GF/fighter_female/brawler_female.py @@ -1,5 +1,11 @@ #a7a059ebe9e6054c0644b40ef316d6e9 -from core.basic.skill import PassiveSkill, ActiveSkill, get_data +from core.basic.skill import ( + PassiveSkill, + ActiveSkill, + get_data, + _get_skill_damage_suffixes, + _get_skill_dataplus_suffixes, +) from core.basic.character import Character from core.basic.enum.skill import EnumDamageType prefix = "fighter_female/brawler_female/cn/skillDetail" @@ -14,7 +20,7 @@ class ActiveSkill(ActiveSkill): def getSkillData(self, lv: int = 0): res = 0 - for i in super()._get_skill_damage_suffixes(self.__class__): + for i in _get_skill_damage_suffixes(self.__class__): data = getattr(self, f'data{i}', []) plus = getattr(self, f'plus{i}', 0) hit = getattr(self, f'hit{i}', 0) @@ -26,7 +32,7 @@ class ActiveSkill(ActiveSkill): isEnchantPoison = getattr(self, f'dataType{i}', EnumDamageType.DIRECT) == EnumDamageType.ENCHANTPOISON enchantPoisonRatio = getattr(self, f'enchantPoisonRatio', 1.0) if isEnchantPoison else 1.0 res += hit * power * (data[lv] + plus) * enchantPoisonRatio - for i in super()._get_skill_dataplus_suffixes(self.__class__): + for i in _get_skill_dataplus_suffixes(self.__class__): data = getattr(self, f'dataplus{i}', 0) hit = getattr(self, f'hitplus{i}', 1) power = getattr(self, f'powerplus{i}', 1) @@ -490,7 +496,7 @@ class Skill15(ActiveSkill): # 沙尘攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) - hit0 = 1 + hit0 = 2 # [失明效果] # 失明几率 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) @@ -503,7 +509,7 @@ class Skill15(ActiveSkill): # [发动涂毒时附加中毒攻击力] # 沙尘命中时中毒攻击力 : {value5}% data5 = get_data(f'{prefix}/{uuid}', 5) - hit5 = 1 + hit5 = 2 # [范围信息] # 沙尘大小比率 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6) @@ -668,7 +674,7 @@ class Skill15(ActiveSkill): # 擒月炎 # fighter_female/brawler_female/0969cd4054d93da07708108c0cc1c4b5 # a7a059ebe9e6054c0644b40ef316d6e9/0969cd4054d93da07708108c0cc1c4b5 -class Skill21(PassiveSkill): +class Skill21(ActiveSkill): """ 用摆拳攻击并抓取1名敌人,引爆手中猛毒火药。\n 抓取敌人时吸附周围的敌人,再次按技能键可以提前引爆。\n @@ -694,14 +700,18 @@ class Skill21(PassiveSkill): # 摆拳攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 1 + power0 = 1.6 #TODO:CHECK # 爆炸攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) hit1 = 1 + power1 = 1.6 #TODO:CHECK # 每个异常状态附加攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) # [灼伤效果] # 灼伤攻击力 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) + hit3 = 1 + power3 = 1.6 #TODO:CHECK # 灼伤几率 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4) # 灼伤持续时间 : {value5}秒 @@ -709,14 +719,20 @@ class Skill21(PassiveSkill): # - [发动涂毒时附加中毒攻击力] - # 摆拳攻击时中毒攻击力 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6) + hit6 = 1 + power6 = 1.6 #TODO:CHECK + dataType6 = EnumDamageType.ENCHANTPOISON # 爆炸攻击时中毒攻击力 : {value7}% data7 = get_data(f'{prefix}/{uuid}', 7) + hit7 = 1 + power7 = 1.6 #TODO:CHECK + dataType7 = EnumDamageType.ENCHANTPOISON # [范围信息] # 爆炸范围比率 : {value8}% data8 = get_data(f'{prefix}/{uuid}', 8) # 每个异常增伤20%,最高60%增伤 - skillDamage = 1.6 + skillDamage = 1.0 # 念气波 # fighter_female/brawler_female/01c3a2fb793d293a25ed8dc7a0d70c1a @@ -782,7 +798,7 @@ class Skill23(ActiveSkill): hasUP = False custom = get_data(f'{prefix}/{uuid}', "custom") # noqa: E501 - enchantPoisonRatio = 1.0 + enchantPoisonRatio = 10.21 - 1 # 持续时间 : {value0}秒 data0 = get_data(f'{prefix}/{uuid}', 0) @@ -796,7 +812,10 @@ class Skill23(ActiveSkill): # 技能中包含的[涂毒]中毒攻击力变化率 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4) - associate = [{"type":"*enchantPoisonRatio","data":[enchantPoisonRatio*100]*maxLv}] + associate = [{ + "type": "*enchantPoisonRatio", + "data": [0] + [enchantPoisonRatio * 100] * maxLv, + }] # 袭刺 # fighter_female/brawler_female/dde3b443bd5e61d90c34e5ee771e2c28 @@ -826,9 +845,11 @@ class Skill24(ActiveSkill): data0 = get_data(f'{prefix}/{uuid}', 0) # 针攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) + hit1 = 1 # [出血效果] # 出血攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) + hit2 = 1 # 出血几率 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) # 出血持续时间 : {value4}秒 @@ -836,9 +857,12 @@ class Skill24(ActiveSkill): # [涂毒发动时额外毒攻击力] # 针攻击时毒攻击力 : {value5}% data5 = get_data(f'{prefix}/{uuid}', 5) + hit5 = 1 + dataType5 = EnumDamageType.ENCHANTPOISON # [学习猛毒之伤后] # 中毒攻击力 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6) + hit6 = 1 # 中毒几率 : {value7}% data7 = get_data(f'{prefix}/{uuid}', 7) # 中毒持续时间 : {value8}秒 @@ -907,6 +931,7 @@ class Skill26(ActiveSkill): # 毒针攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) + hit0 = 1 # [僵直效果] # 僵直减少 : {value1} data1 = get_data(f'{prefix}/{uuid}', 1) @@ -919,6 +944,7 @@ class Skill26(ActiveSkill): # [出血效果] # 出血攻击力 : {value5}% data5 = get_data(f'{prefix}/{uuid}', 5) + hit5 = 1 # 出血几率 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6) # 出血持续时间 : {value7}秒 @@ -926,6 +952,7 @@ class Skill26(ActiveSkill): # [中毒效果] # 中毒攻击力 : {value8}% data8 = get_data(f'{prefix}/{uuid}', 8) + hit8 = 1 # 中毒几率 : {value9}% data9 = get_data(f'{prefix}/{uuid}', 9) # 中毒持续时间 : {value10}秒 @@ -938,6 +965,8 @@ class Skill26(ActiveSkill): # [发动涂毒时附加中毒攻击力] # 中毒攻击力 : {value13}% data13 = get_data(f'{prefix}/{uuid}', 13) + hit13 = 1 + dataType13 = EnumDamageType.ENCHANTPOISON # 疾风连击 # fighter_female/brawler_female/8572675ec6a1f50b6eff6a867376c2de @@ -1045,8 +1074,10 @@ class Skill30(ActiveSkill): # 砖块攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) + hit0 = 1 # 砖碎块攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) + hit1 = 1 # [眩晕效果] # 砖块眩晕几率 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) @@ -1059,8 +1090,12 @@ class Skill30(ActiveSkill): # [发动涂毒时附加中毒攻击力] # 砖块攻击时中毒攻击力 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6) + hit6 = 1 + dataType6 = EnumDamageType.ENCHANTPOISON # 砖碎块攻击时中毒攻击力 : {value7}% data7 = get_data(f'{prefix}/{uuid}', 7) + hit7 = 1 + dataType7 = EnumDamageType.ENCHANTPOISON # [范围信息] # 碎块范围比率 : {value8}% data8 = get_data(f'{prefix}/{uuid}', 8) @@ -1093,15 +1128,23 @@ class Skill31(ActiveSkill): data0 = get_data(f'{prefix}/{uuid}', 0) # 连击攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) + hit1 = 0 # 最后一击攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) + hit2 = 1 + power2 = 29.728 #TODO:CHECK # 抓取失败时,冲击波攻击力 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) # [发动涂毒时附加中毒攻击力] # 连击时,中毒攻击力 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4) + hit4 = 0 + dataType4 = EnumDamageType.ENCHANTPOISON # 最后一击时,中毒攻击力 : {value5}% data5 = get_data(f'{prefix}/{uuid}', 5) + hit5 = 1 + power5 = 29.728 #TODO:CHECK + dataType5 = EnumDamageType.ENCHANTPOISON # 抓取失败时,冲击波中毒攻击力 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6) # [范围信息] @@ -1205,6 +1248,7 @@ class Skill34(ActiveSkill): # 罗网攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) + hit0 = 1 # 强制控制持续时间 : {value1}秒 data1 = get_data(f'{prefix}/{uuid}', 1) # 压制力 (4人队伍) : {value2}秒 ({value3}秒) @@ -1213,6 +1257,8 @@ class Skill34(ActiveSkill): # [束缚效果] # 束缚几率 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4) + hit4 = 1 + dataType4 = EnumDamageType.ENCHANTPOISON # 束缚持续时间 : {value5}秒 data5 = get_data(f'{prefix}/{uuid}', 5) # [发动涂毒时附加中毒攻击力] @@ -1232,7 +1278,8 @@ class Skill34(ActiveSkill): 基本冷却时间变更为5.5秒\n - 总攻击力 -50%\n """ - ... + self.power0 *= 0.5 + self.power4 *= 0.5 def vp_2(self): """ @@ -1270,6 +1317,8 @@ class Skill35(ActiveSkill): # 踢击攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) + hit0 = 1 + power0 = 1.2 #TODO:CHECK # 对无法抓取的敌人攻击力增加率 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) # [失明效果] @@ -1285,10 +1334,22 @@ class Skill35(ActiveSkill): # [发动涂毒时附加中毒攻击力] # 踢击命中时,中毒攻击力 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6) + hit6 = 1 + dataType6 = EnumDamageType.ENCHANTPOISON # [范围信息] # 攻击范围比率 : {value7}% data7 = get_data(f'{prefix}/{uuid}', 7) + mode = ['不可抓取', '可抓取'] + + def setMode(self, mode): + if mode == '不可抓取': + self.power0 = 1.2 #TODO:CHECK + self.power6 = 1.2 #TODO:CHECK + elif mode == '可抓取': + self.power0 = 1.0 #TODO:CHECK + self.power6 = 1.0 #TODO:CHECK + def vp_1(self): """ [裂地飞沙]\n @@ -1304,7 +1365,9 @@ class Skill35(ActiveSkill): - 总攻击力 +100%\n 攻击范围 +50%\n """ - ... + self.cd = 40 + self.power0 *= 2 + self.power6 *= 2 # 狂 · 霸王拳 # fighter_female/brawler_female/b3659936a9a74c4ed6f7faf07cca1f9e @@ -1355,6 +1418,30 @@ class Skill36(PassiveSkill): data10 = get_data(f'{prefix}/{uuid}', 10) data11 = get_data(f'{prefix}/{uuid}', 11) + def effect(self, old, new): + super().effect(old, new) + skill = self.char.GetSkillByName('伏虎霸王拳') + if skill is None: + return + if getattr(self, 'vp', 0) == 2: + skill.hit1 = 6 + skill.power1 = 4.672 #TODO:CHECK + skill.hit2 = 1 + skill.power2 = 2.336 #TODO:CHECK + skill.hit4 = 6 + skill.power4 = 4.672 #TODO:CHECK + skill.hit5 = 1 + skill.power5 = 2.336 #TODO:CHECK + else: + skill.hit1 = 0 + skill.power1 = 1 #TODO:CHECK + skill.hit2 = 1 + skill.power2 = 29.728 #TODO:CHECK + skill.hit4 = 0 + skill.power4 = 1 #TODO:CHECK + skill.hit5 = 1 + skill.power5 = 29.728 #TODO:CHECK + def vp_1(self): """ [狂·霸王拳]\n @@ -1408,9 +1495,11 @@ class Skill37(ActiveSkill): data0 = get_data(f'{prefix}/{uuid}', 0) # 毒气柱攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) + hit1 = 7 # [中毒效果] # 中毒攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) + hit2 = 7 # 中毒几率 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) # 中毒持续时间 : {value4}秒 @@ -1418,6 +1507,8 @@ class Skill37(ActiveSkill): # [发动涂毒时附加中毒攻击力] # 毒气柱攻击时中毒攻击力 : {value5}% data5 = get_data(f'{prefix}/{uuid}', 5) + hit5 = 7 + dataType5 = EnumDamageType.ENCHANTPOISON # [范围信息] # 毒气柱爆炸范围比率 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6) @@ -1430,7 +1521,9 @@ class Skill37(ActiveSkill): - 单次攻击力 -50%\n 毒气柱爆炸范围 +40%\n """ - ... + self.power1 *= 0.5 + self.power2 *= 0.5 + self.power5 *= 0.5 def vp_2(self): """ @@ -1470,20 +1563,27 @@ class Skill38(ActiveSkill): # 生活用品攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) + hit0 = 50 # 生活用品多段攻击次数 : {value1}次 data1 = get_data(f'{prefix}/{uuid}', 1) # 炸药爆炸攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) + hit2 = 1 # 压制力 (4人队伍) : {value3}秒 ({value4}秒) data3 = get_data(f'{prefix}/{uuid}', 3) + hit3 = 1 data4 = get_data(f'{prefix}/{uuid}', 4) # [灼伤效果] # 灼伤攻击力 : {value5}% data5 = get_data(f'{prefix}/{uuid}', 5) # 灼伤几率 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6) + hit6 = 50 + dataType6 = EnumDamageType.ENCHANTPOISON # 灼伤持续时间 : {value7}秒 data7 = get_data(f'{prefix}/{uuid}', 7) + hit7 = 1 + dataType7 = EnumDamageType.ENCHANTPOISON # - [发动涂毒时附加中毒攻击力] - # 生活用品攻击时中毒攻击力 : {value8}% data8 = get_data(f'{prefix}/{uuid}', 8) @@ -1512,7 +1612,11 @@ class Skill38(ActiveSkill): 施放时进入无敌状态\n 施放时引发风暴,吸附敌人\n """ - ... + self.power0 *= 0.5 + self.power2 *= 0.5 + self.power3 *= 0.5 + self.power6 *= 0.5 + self.power7 *= 0.5 # 猛毒之血 # fighter_female/brawler_female/6e33d47e6622ce03b6defdd912140270 @@ -1583,10 +1687,13 @@ class Skill40(ActiveSkill): data0 = get_data(f'{prefix}/{uuid}', 0) # 毒雾中毒攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) + hit1 = 33 + power1 = 0.125 #TODO:CHECK # 毒雾中毒持续时间 : {value2}秒 data2 = get_data(f'{prefix}/{uuid}', 2) # 毒雾爆炸攻击力 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) + hit3 = 4 # 毒雾爆炸多段攻击次数 : {value4}次 data4 = get_data(f'{prefix}/{uuid}', 4) # 毒雾大小比率 : {value5}% @@ -1599,11 +1706,13 @@ class Skill40(ActiveSkill): # [发动涂毒时附加中毒攻击力] # 毒雾爆炸时攻击力 : {value8}% data8 = get_data(f'{prefix}/{uuid}', 8) + hit8 = 4 + dataType8 = EnumDamageType.ENCHANTPOISON # 猛毒擒月炎 # fighter_female/brawler_female/b89c9ab317bc0a443f6497b7cca2f6a8 # a7a059ebe9e6054c0644b40ef316d6e9/b89c9ab317bc0a443f6497b7cca2f6a8 -class Skill41(PassiveSkill): +class Skill41(ActiveSkill): """ 用摆拳攻击并抓取1名敌人,引爆手中猛毒火药。\n 抓取敌人时吸附周围的敌人,再次按技能键可以提前引爆。\n @@ -1629,13 +1738,19 @@ class Skill41(PassiveSkill): # 摆拳攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) + hit0 = 1 + power0 = 1.6 #TODO:CHECK # 爆炸攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) + hit1 = 1 + power1 = 1.6 #TODO:CHECK # 每个异常状态攻击力增加率 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) # [中毒效果] # 中毒攻击力 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) + hit3 = 1 + power3 = 1.6 #TODO:CHECK # 中毒几率 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4) # 中毒持续时间 : {value5}秒 @@ -1652,8 +1767,14 @@ class Skill41(PassiveSkill): # [发动涂毒时附加中毒攻击力] # 摆拳攻击时中毒攻击力 : {value10}% data10 = get_data(f'{prefix}/{uuid}', 10) + hit10 = 1 + power10 = 1.6 #TODO:CHECK + dataType10 = EnumDamageType.ENCHANTPOISON # 爆炸攻击时中毒攻击力 : {value11}% data11 = get_data(f'{prefix}/{uuid}', 11) + hit11 = 1 + power11 = 1.6 #TODO:CHECK + dataType11 = EnumDamageType.ENCHANTPOISON # [范围信息] # 爆炸范围比率 : {value12}% data12 = get_data(f'{prefix}/{uuid}', 12) @@ -1706,20 +1827,29 @@ class Skill42(ActiveSkill): # 冲击波攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) + hit0 = 1 # 砖块攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) + hit1 = 1 # 砖块爆炸攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) + hit2 = 5 # 砖块爆炸多段攻击次数 : {value3}次 data3 = get_data(f'{prefix}/{uuid}', 3) # 砖块爆炸时强制控制持续时间 : {value4}秒 data4 = get_data(f'{prefix}/{uuid}', 4) # 压制力 (4人队伍) : {value5}秒 ({value6}秒) data5 = get_data(f'{prefix}/{uuid}', 5) + hit5 = 1 + dataType5 = EnumDamageType.ENCHANTPOISON data6 = get_data(f'{prefix}/{uuid}', 6) + hit6 = 1 + dataType6 = EnumDamageType.ENCHANTPOISON # [发动涂毒时附加中毒攻击力] # 冲击波中毒攻击力 : {value7}% data7 = get_data(f'{prefix}/{uuid}', 7) + hit7 = 5 + dataType7 = EnumDamageType.ENCHANTPOISON # 砖块攻击时中毒攻击力 : {value8}% data8 = get_data(f'{prefix}/{uuid}', 8) # 砖块爆炸时中毒攻击力 : {value9}% @@ -1738,7 +1868,12 @@ class Skill42(ActiveSkill): - 每次攻击力 -50%\n 可以在空中施放\n """ - ... + self.power0 *= 0.5 + self.power1 *= 0.5 + self.power2 *= 0.5 + self.power5 *= 0.5 + self.power6 *= 0.5 + self.power7 *= 0.5 def vp_2(self): """ @@ -1811,8 +1946,12 @@ class Skill44(ActiveSkill): # 踢击攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) + hit0 = 1 + power0 = 1.5 #TODO:CHECK # 毒爆弹爆炸攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) + hit1 = 1 + power1 = 1.4 #TODO:CHECK # 毒爆弹第1次转移人数上限 : {value2}个 data2 = get_data(f'{prefix}/{uuid}', 2) # 第1次转移时,攻击力减少率 : {value3}% @@ -1827,12 +1966,16 @@ class Skill44(ActiveSkill): data7 = get_data(f'{prefix}/{uuid}', 7) # 压制力 (4人队伍) : {value8}秒 ({value9}秒) data8 = get_data(f'{prefix}/{uuid}', 8) + hit8 = 1 + power8 = 1.4 #TODO:CHECK data9 = get_data(f'{prefix}/{uuid}', 9) # [中毒效果] # 中毒攻击力 : {value10}% data10 = get_data(f'{prefix}/{uuid}', 10) # 中毒几率 : {value11}% data11 = get_data(f'{prefix}/{uuid}', 11) + hit11 = 1 + power11 = 1.4 #TODO:CHECK # 中毒持续时间 : {value12}秒 data12 = get_data(f'{prefix}/{uuid}', 12) # [灼伤效果] @@ -1840,8 +1983,14 @@ class Skill44(ActiveSkill): data13 = get_data(f'{prefix}/{uuid}', 13) # 灼伤几率 : {value14}% data14 = get_data(f'{prefix}/{uuid}', 14) + hit14 = 1 + power14 = 1.4 #TODO:CHECK + dataType14 = EnumDamageType.ENCHANTPOISON # 灼伤持续时间 : {value15}秒 data15 = get_data(f'{prefix}/{uuid}', 15) + hit15 = 1 + power15 = 1.4 #TODO:CHECK + dataType15 = EnumDamageType.ENCHANTPOISON # [发动涂毒时附加中毒攻击力] # 踢击时中毒攻击力 : {value16}% data16 = get_data(f'{prefix}/{uuid}', 16) @@ -1901,12 +2050,15 @@ class Skill45(ActiveSkill): # 落地攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) + hit0 = 1 # 轰天雷爆炸多段攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) + hit1 = 5 # 轰天雷爆炸多段攻击次数 : {value2}次 data2 = get_data(f'{prefix}/{uuid}', 2) # 猛毒地带攻击力 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) + hit3 = 10 # 猛毒地带持续时间 : {value4}秒 data4 = get_data(f'{prefix}/{uuid}', 4) # 猛毒地带移动速度减少率 : {value5}% @@ -1914,6 +2066,7 @@ class Skill45(ActiveSkill): # [中毒效果] # 中毒攻击力 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6) + hit6 = 10 # 中毒几率 : {value7}% data7 = get_data(f'{prefix}/{uuid}', 7) # 中毒持续时间 : {value8}秒 @@ -1921,8 +2074,12 @@ class Skill45(ActiveSkill): # [发动涂毒时附加中毒攻击力] # 落地攻击时中毒攻击力 : {value9}% data9 = get_data(f'{prefix}/{uuid}', 9) + hit9 = 1 + dataType9 = EnumDamageType.ENCHANTPOISON # 轰天雷爆炸时中毒攻击力 : {value10}% data10 = get_data(f'{prefix}/{uuid}', 10) + hit10 = 5 + dataType10 = EnumDamageType.ENCHANTPOISON # [范围信息] # 攻击范围比率 : {value11}% data11 = get_data(f'{prefix}/{uuid}', 11) @@ -2011,14 +2168,19 @@ class Skill47(ActiveSkill): data2 = get_data(f'{prefix}/{uuid}', 2) # 基本攻击第1击攻击力 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) + hit3 = 1 # 基本攻击第2击攻击力 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4) + hit4 = 1 # 基本攻击第3击攻击力 : {value5}% data5 = get_data(f'{prefix}/{uuid}', 5) + hit5 = 1 # 基本攻击第4击攻击力 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6) + hit6 = 1 # 基本攻击第5击攻击力 : {value7}% data7 = get_data(f'{prefix}/{uuid}', 7) + hit7 = 1 # 前冲攻击力 : {value8}% data8 = get_data(f'{prefix}/{uuid}', 8) # 跳跃攻击力 : {value9}% @@ -2028,19 +2190,41 @@ class Skill47(ActiveSkill): # [发动涂毒时附加中毒攻击力] # 基本攻击第1击攻击时中毒攻击力 : {value11}% data11 = get_data(f'{prefix}/{uuid}', 11) + hit11 = 1 + dataType11 = EnumDamageType.ENCHANTPOISON # 基本攻击第2击攻击时中毒攻击力 : {value12}% data12 = get_data(f'{prefix}/{uuid}', 12) + hit12 = 1 + dataType12 = EnumDamageType.ENCHANTPOISON # 基本攻击第3击攻击时中毒攻击力 : {value13}% data13 = get_data(f'{prefix}/{uuid}', 13) + hit13 = 1 + dataType13 = EnumDamageType.ENCHANTPOISON # 基本攻击第4击攻击时中毒攻击力 : {value14}% data14 = get_data(f'{prefix}/{uuid}', 14) + hit14 = 1 + dataType14 = EnumDamageType.ENCHANTPOISON # 基本攻击第5击攻击时中毒攻击力 : {value15}% data15 = get_data(f'{prefix}/{uuid}', 15) + hit15 = 1 + dataType15 = EnumDamageType.ENCHANTPOISON # 前冲攻击攻击时中毒攻击力 : {value16}% data16 = get_data(f'{prefix}/{uuid}', 16) # 跳跃攻击攻击时中毒攻击力 : {value17}% data17 = get_data(f'{prefix}/{uuid}', 17) + mode = ['平x一轮', '第一击'] + + def setMode(self, mode): + if mode == '平x一轮': + self.hit3 = self.hit4 = self.hit5 = self.hit6 = self.hit7 = 1 + self.hit11 = self.hit12 = self.hit13 = self.hit14 = self.hit15 = 1 + elif mode == '第一击': + self.hit3 = 6 + self.hit4 = self.hit5 = self.hit6 = self.hit7 = 0 + self.hit11 = 6 + self.hit12 = self.hit13 = self.hit14 = self.hit15 = 0 + # 禁技 : 万毒蛇窟 # fighter_female/brawler_female/8b08f9504167a9c0f3a1d29d71b7943e # a7a059ebe9e6054c0644b40ef316d6e9/8b08f9504167a9c0f3a1d29d71b7943e @@ -2069,11 +2253,14 @@ class Skill48(ActiveSkill): # [禁技 : 万毒蛇窟]攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) + hit0 = 8 # [禁技 : 万毒蛇窟]多段攻击次数 : {value1}次 data1 = get_data(f'{prefix}/{uuid}', 1) # [发动涂毒时附加中毒攻击力] # [禁技 : 万毒蛇窟]攻击时中毒攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) + hit2 = 8 + dataType2 = EnumDamageType.ENCHANTPOISON # 身化万毒 # fighter_female/brawler_female/78b86e64fbb74c1db1b71c50a5ac21cd @@ -2133,15 +2320,18 @@ class Skill50(ActiveSkill): # 命中敌人时攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) + hit0 = 1 # 攻击地面时攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) # 箱械爆炸攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) + hit2 = 5 # 箱械爆炸多段攻击次数上限 : {value3}次 data3 = get_data(f'{prefix}/{uuid}', 3) # [出血效果] # 出血攻击力 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4) + hit4 = 1 # 出血几率 : {value5}% data5 = get_data(f'{prefix}/{uuid}', 5) # 出血持续时间 : {value6}秒 @@ -2149,6 +2339,7 @@ class Skill50(ActiveSkill): # [中毒效果] # 中毒攻击力 : {value7}% data7 = get_data(f'{prefix}/{uuid}', 7) + hit7 = 5 # 中毒几率 : {value8}% data8 = get_data(f'{prefix}/{uuid}', 8) # 中毒持续时间 : {value9}秒 @@ -2156,6 +2347,7 @@ class Skill50(ActiveSkill): # [灼伤效果] # 灼伤攻击力 : {value10}% data10 = get_data(f'{prefix}/{uuid}', 10) + hit10 = 5 # 灼伤几率 : {value11}% data11 = get_data(f'{prefix}/{uuid}', 11) # 灼伤持续时间 : {value12}秒 @@ -2163,10 +2355,31 @@ class Skill50(ActiveSkill): # [发动涂毒时附加中毒攻击力] # 命中敌人时中毒攻击力 : {value13}% data13 = get_data(f'{prefix}/{uuid}', 13) + hit13 = 1 + dataType13 = EnumDamageType.ENCHANTPOISON # 攻击地面时中毒攻击力 : {value14}% data14 = get_data(f'{prefix}/{uuid}', 14) + dataType14 = EnumDamageType.ENCHANTPOISON # 箱械爆炸攻击时中毒攻击力 : {value15}% data15 = get_data(f'{prefix}/{uuid}', 15) + hit15 = 5 + dataType15 = EnumDamageType.ENCHANTPOISON + + mode = ['命中', '地面'] + + def setMode(self, mode): + if mode == '命中': + self.hit0 = 1 + self.hit1 = 0 + self.hit4 = 1 + self.hit13 = 1 + self.hit14 = 0 + elif mode == '地面': + self.hit0 = 0 + self.hit1 = 1 + self.hit4 = 0 + self.hit13 = 0 + self.hit14 = 1 # 万毒噬心诀 : 毒龙吞天 # fighter_female/brawler_female/0e409ac3e1c1f3976b3ef2bfe4c13069 @@ -2199,20 +2412,25 @@ class Skill51(ActiveSkill): # 解除束缚时攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) + hit0 = 1 # 对可抓取敌人膝踢攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) # 对可抓取敌人下劈攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) # 对无法抓取敌人的下劈攻击力 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) + hit3 = 1 # 毒蛇群多段攻击力 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4) + hit4 = 8 # 毒蛇群多段攻击次数上限 : {value5}次 data5 = get_data(f'{prefix}/{uuid}', 5) # 最后一击毒龙攻击力 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6) + hit6 = 1 # 压制力 (4人队伍) : {value7}秒 ({value8}秒) data7 = get_data(f'{prefix}/{uuid}', 7) + hit7 = 1 data8 = get_data(f'{prefix}/{uuid}', 8) # [中毒效果] # 中毒攻击力 : {value9}% @@ -2224,10 +2442,16 @@ class Skill51(ActiveSkill): # [发动涂毒时附加中毒攻击力] # 对可抓取敌人的膝踢攻击时中毒攻击力 : {value12}% data12 = get_data(f'{prefix}/{uuid}', 12) + hit12 = 1 + dataType12 = EnumDamageType.ENCHANTPOISON # 对可抓取敌人的下劈攻击时中毒攻击力 : {value13}% data13 = get_data(f'{prefix}/{uuid}', 13) + hit13 = 8 + dataType13 = EnumDamageType.ENCHANTPOISON # 对无法抓取敌人的下劈攻击时中毒攻击力 : {value14}% data14 = get_data(f'{prefix}/{uuid}', 14) + hit14 = 1 + dataType14 = EnumDamageType.ENCHANTPOISON # 毒蛇群多段攻击中毒攻击力 : {value15}% data15 = get_data(f'{prefix}/{uuid}', 15) # 最后一击毒龙攻击时中毒攻击力 : {value16}% @@ -2256,4 +2480,4 @@ class classChange(Character): def load_skills(self): super().load_skills() - self.GetSkillByName("涂毒").enchantPoisonRatio = 9.44 - 1 + self.GetSkillByName("涂毒").enchantPoisonRatio = 10.21 - 1 diff --git a/backend/core/character/GF/fighter_female/nenmaster_female.py b/backend/core/character/GF/fighter_female/nenmaster_female.py index d52df5cc..816851fc 100644 --- a/backend/core/character/GF/fighter_female/nenmaster_female.py +++ b/backend/core/character/GF/fighter_female/nenmaster_female.py @@ -1197,6 +1197,7 @@ class Skill34(ActiveSkill): data2 = get_data(f'{prefix}/{uuid}', 2) # 感电攻击力 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) + hit3 = 1 # 多段攻击次数 : {value4}次 data4 = get_data(f'{prefix}/{uuid}', 4) # [范围信息] diff --git a/backend/core/character/GF/fighter_male/nenmaster_male.py b/backend/core/character/GF/fighter_male/nenmaster_male.py index 4fc52120..92163408 100644 --- a/backend/core/character/GF/fighter_male/nenmaster_male.py +++ b/backend/core/character/GF/fighter_male/nenmaster_male.py @@ -1369,7 +1369,7 @@ class Skill36(ActiveSkill): # {感电效果] # 感电攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) - hit2 = 1 + hit2 = 2 # 感电几率 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) # 感电持续时间 : {value4}秒 diff --git a/backend/core/character/GF/gunblader/agent.py b/backend/core/character/GF/gunblader/agent.py index 727f7858..8bbf86e2 100644 --- a/backend/core/character/GF/gunblader/agent.py +++ b/backend/core/character/GF/gunblader/agent.py @@ -600,7 +600,7 @@ class Skill17(ActiveSkill): # 斩击/射击攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) - hit0 = 2 + hit0 = 1 # [范围信息] # 攻击范围比率 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) diff --git a/backend/core/character/GF/gunblader/hitman.py b/backend/core/character/GF/gunblader/hitman.py index 8fc2d360..590b32e5 100644 --- a/backend/core/character/GF/gunblader/hitman.py +++ b/backend/core/character/GF/gunblader/hitman.py @@ -818,11 +818,11 @@ class Skill23(ActiveSkill): data0 = get_data(f'{prefix}/{uuid}', 0) # 基本移动距离 : {value1}px data1 = get_data(f'{prefix}/{uuid}', 1) - hit1 = 15 # 按下方向键时 : {value2}px data2 = get_data(f'{prefix}/{uuid}', 2) # 射击攻击力 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) + hit3 = 15 # [范围信息] # 子弹发射距离比率 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4) diff --git a/backend/core/character/GF/gunblader/trouble_shooter.py b/backend/core/character/GF/gunblader/trouble_shooter.py index af401782..3656e1c3 100644 --- a/backend/core/character/GF/gunblader/trouble_shooter.py +++ b/backend/core/character/GF/gunblader/trouble_shooter.py @@ -1146,9 +1146,10 @@ class Skill30(ActiveSkill): # 首次爆炸攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 1 + power0 = 1.15 # 特殊灼伤攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) - hit1 = 1 + hit1 = 7 # 霰弹枪射击攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) hit2 = 4 @@ -1159,8 +1160,6 @@ class Skill30(ActiveSkill): data4 = get_data(f'{prefix}/{uuid}', 4) data5 = get_data(f'{prefix}/{uuid}', 5) - # 以前3,6,9的自增伤 - skillRation = 1.1 # 完美击球 # gunblader/trouble_shooter/27bade584bb42fef68148d3a0b72bace diff --git a/backend/core/character/GF/gunner_female/launcher_female.py b/backend/core/character/GF/gunner_female/launcher_female.py index 10473de5..ce73b62f 100755 --- a/backend/core/character/GF/gunner_female/launcher_female.py +++ b/backend/core/character/GF/gunner_female/launcher_female.py @@ -1039,7 +1039,7 @@ class Skill32(ActiveSkill): data0 = get_data(f'{prefix}/{uuid}', 0) # 榴弹攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) - hit1 = 8 + hit1 = 4 # [范围信息] # 攻击范围扩大率 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) @@ -1057,6 +1057,9 @@ class Skill32(ActiveSkill): [除外目标技能]\n - [M-137格林机枪]、 [M-3喷火器]、 [聚焦喷火器]、 [远古粒子炮]、 [火力全开]、 [制胜·最终兵器]\n """ + self.hit1 = 1 + self.cd = 3 + self.skillRation /= 5 ... def vp_2(self): @@ -1130,6 +1133,8 @@ class Skill33(ActiveSkill): - 每次填充冷却时间 : 4秒\n - 总攻击力相同\n """ + self.cd = 4 + self.skillRation /= 5 ... # 光热反应 @@ -1752,9 +1757,9 @@ class Skill46(ActiveSkill): # 喷火攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) + hit0 = 25 # 喷火攻击次数 : {value1}次 data1 = get_data(f'{prefix}/{uuid}', 1) - hit1 = 25 # 移动速度比率 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) diff --git a/backend/core/character/GF/gunner_female/ranger_female.py b/backend/core/character/GF/gunner_female/ranger_female.py index 20120861..e07560a7 100755 --- a/backend/core/character/GF/gunner_female/ranger_female.py +++ b/backend/core/character/GF/gunner_female/ranger_female.py @@ -990,7 +990,7 @@ class Skill29(ActiveSkill): # 第1击多段攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) - hit0 = 5 + hit0 = 1 # 第1击多段攻击间隔 : {value1}秒 data1 = get_data(f'{prefix}/{uuid}', 1) # 第2击攻击力 : {value2}% @@ -1315,7 +1315,7 @@ class Skill36(ActiveSkill): # 第1次鹰枪攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) - hit0 = 14 + hit0 = 16 # 第2次鹰枪攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) hit1 = 18 @@ -1473,6 +1473,8 @@ class Skill39(ActiveSkill): - 每次攻击力 -50%\n 在施放突跃舞步过程中按反方向键并施放技能时,可以消耗花式枪术进行逆向连接施放\n """ + self.cd = 12.5 + self.skillRation *= 0.5 ... def vp_2(self): @@ -1774,7 +1776,7 @@ class Skill45(PassiveSkill): # [花式枪术] # 可强制中断次数上限增加量 : {value3} data3 = get_data(f'{prefix}/{uuid}', 3) - associate = [{"data":data0}] + associate = [{"data":data0},{"data":data1,"type":"=power0","skills":["锁链截击"]}] # 毁灭风暴 # gunner_female/ranger_female/d59c9840f65381bde8487757f1753c71 diff --git a/backend/core/character/GF/gunner_female/spitfire_female.py b/backend/core/character/GF/gunner_female/spitfire_female.py index 302591b9..cf6f70a1 100644 --- a/backend/core/character/GF/gunner_female/spitfire_female.py +++ b/backend/core/character/GF/gunner_female/spitfire_female.py @@ -1573,7 +1573,7 @@ class Skill42(ActiveSkill): data1 = get_data(f'{prefix}/{uuid}', 1) # 重力场多段攻击力 : {value2} data2 = get_data(f'{prefix}/{uuid}', 2) - hit2 = 29 + hit2 = 30 # 重力场爆炸攻击力 : {value3} data3 = get_data(f'{prefix}/{uuid}', 3) hit3 = 1 diff --git a/backend/core/character/GF/gunner_male/assault.py b/backend/core/character/GF/gunner_male/assault.py index 5e6f0298..8d21d691 100644 --- a/backend/core/character/GF/gunner_male/assault.py +++ b/backend/core/character/GF/gunner_male/assault.py @@ -858,6 +858,7 @@ class Skill27(ActiveSkill): data1 = get_data(f'{prefix}/{uuid}', 1) # 盾牌攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) + hit2 = 1 # 压制力 (4人队伍) : {value3}秒 ({value4}秒) data3 = get_data(f'{prefix}/{uuid}', 3) data4 = get_data(f'{prefix}/{uuid}', 4) diff --git a/backend/core/character/GF/gunner_male/launcher_male.py b/backend/core/character/GF/gunner_male/launcher_male.py index 81c5d0b2..8cc5b23f 100644 --- a/backend/core/character/GF/gunner_male/launcher_male.py +++ b/backend/core/character/GF/gunner_male/launcher_male.py @@ -593,7 +593,7 @@ class Skill5(ActiveSkill): data1 = get_data(f'{prefix}/{uuid}', 1) # 攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) - hit2 = 8 + hit2 = 10 # 敌人僵直时间增加率 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) # 移动速度比率 : {value4}% @@ -1288,6 +1288,8 @@ class Skill24(ActiveSkill): # 激光攻击力增加率 : {value5}% data5 = get_data(f'{prefix}/{uuid}', 5) + skillDamage = 1.1 + # 等离子放射器 # gunner_male/launcher_male/2a0a39184de92acf1c1375e00b77404c # afdf3b989339de478e85b614d274d1ef/2a0a39184de92acf1c1375e00b77404c diff --git a/backend/core/character/GF/gunner_male/mechanic_male.py b/backend/core/character/GF/gunner_male/mechanic_male.py index 85c97a5b..9350ae1b 100644 --- a/backend/core/character/GF/gunner_male/mechanic_male.py +++ b/backend/core/character/GF/gunner_male/mechanic_male.py @@ -957,7 +957,7 @@ class Skill29(ActiveSkill): # 子弹攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) - hit0 = 30 + hit0 = 29 # 每秒发射子弹数 : {value1}发 data1 = get_data(f'{prefix}/{uuid}', 1) # 子弹穿刺几率 : {value2}% @@ -1873,9 +1873,9 @@ class Skill49(ActiveSkill): # 追加爆炸攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) + hit0 = 1 # 消耗所有能量时追加爆炸攻击力上限 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) - hit1 = 1 # 模式持续时间 : {value2}秒 data2 = get_data(f'{prefix}/{uuid}', 2) # 可用能量上限 : {value3} diff --git a/backend/core/character/GF/gunner_male/ranger_male.py b/backend/core/character/GF/gunner_male/ranger_male.py index 8aa94dd6..e85e5f51 100644 --- a/backend/core/character/GF/gunner_male/ranger_male.py +++ b/backend/core/character/GF/gunner_male/ranger_male.py @@ -349,9 +349,9 @@ class Skill6(ActiveSkill): data0 = get_data(f'{prefix}/{uuid}', 0) # 踢击攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) + hit1 = 2 # 攻击次数 : {value2}次 data2 = get_data(f'{prefix}/{uuid}', 2) - hit2 = 2 # [范围信息] # 攻击范围比率 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) @@ -1408,9 +1408,9 @@ class Skill33(ActiveSkill): data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 20 data1 = get_data(f'{prefix}/{uuid}', 1) - hit1 = 1 # 最后射击攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) + hit2 = 1 # 压制力 (4人队伍) : {value3}秒 ({value4}秒) data3 = get_data(f'{prefix}/{uuid}', 3) data4 = get_data(f'{prefix}/{uuid}', 4) diff --git a/backend/core/character/GF/gunner_male/spitfire_male.py b/backend/core/character/GF/gunner_male/spitfire_male.py index 7030f290..314cf937 100644 --- a/backend/core/character/GF/gunner_male/spitfire_male.py +++ b/backend/core/character/GF/gunner_male/spitfire_male.py @@ -1130,7 +1130,7 @@ class Skill14(ActiveSkill): # 攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) - hit0 = 1 #TODO + hit0 = 1 # 贯穿力增加值 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) # 射程增加值 : {value2}% @@ -1458,28 +1458,30 @@ class Skill21(ActiveSkill): # 黑玫瑰持续时间 : {value0}秒 data0 = get_data(f'{prefix}/{uuid}', 0) - hit0 = 1 #TODO + hit0 = 0 # [散弹兵罗占娜] # 攻击力 : {value1}% X {value2} data1 = get_data(f'{prefix}/{uuid}', 1) - hit1 = 16 + hit1 = 8 data2 = get_data(f'{prefix}/{uuid}', 2) # 眩晕几率 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) # 眩晕持续时间 : {value4}秒 data4 = get_data(f'{prefix}/{uuid}', 4) - hit4 = 82 # [突击兵阿娜卡] # 攻击力 : {value5}% X {value6} data5 = get_data(f'{prefix}/{uuid}', 5) + hit5 = 38 data6 = get_data(f'{prefix}/{uuid}', 6) # [突击兵欧比娅] # 攻击力 : {value7}% X {value8} data7 = get_data(f'{prefix}/{uuid}', 7) + hit7 = 38 data8 = get_data(f'{prefix}/{uuid}', 8) # [榴弹兵艾米妲] # 攻击力 : {value9}% X {value10} data9 = get_data(f'{prefix}/{uuid}', 9) + hit9 = 8 data10 = get_data(f'{prefix}/{uuid}', 10) # 爆炸范围 : {value11}px data11 = get_data(f'{prefix}/{uuid}', 11) @@ -1510,10 +1512,10 @@ class Skill22(ActiveSkill): data1 = get_data(f'{prefix}/{uuid}', 1) # 重力场多段攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) - hit2 = 29 + hit2 = 30 # 重力场爆炸攻击力 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) - hit3 = 1 #TODO + hit3 = 1 # [范围信息] # 重力场范围比率 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4) diff --git a/backend/core/character/GF/knight/chaos.py b/backend/core/character/GF/knight/chaos.py index 346664f6..160f4f20 100644 --- a/backend/core/character/GF/knight/chaos.py +++ b/backend/core/character/GF/knight/chaos.py @@ -2006,15 +2006,18 @@ class Skill48(ActiveSkill): # 乱舞攻击力 : {value0} x {value1} data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 12 + power0 = 1.1 #TODO:CHECK data1 = get_data(f'{prefix}/{uuid}', 1) # 多段攻击间隔 : {value2}秒 data2 = get_data(f'{prefix}/{uuid}', 2) # 最后一击攻击力 : {value3} data3 = get_data(f'{prefix}/{uuid}', 3) hit3 = 1 + power3 = 1.1 #TODO:CHECK # 最后一击多段攻击力 : {value4} x {value5} data4 = get_data(f'{prefix}/{uuid}', 4) hit4 = 3 + power4 = 1.1 #TODO:CHECK data5 = get_data(f'{prefix}/{uuid}', 5) # 每个已召唤的魔灵增加技能攻击力比率 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6) @@ -2206,6 +2209,7 @@ class Skill52(ActiveSkill): # 激光第一击攻击力 : {value0} data0 = get_data(f'{prefix}/{uuid}', 0) + hit0 = 1 # 激光多段攻击攻击力 : {value1} x {value2} data1 = get_data(f'{prefix}/{uuid}', 1) hit1 = 10 @@ -2213,7 +2217,6 @@ class Skill52(ActiveSkill): # [范围信息] # 激光大小比率 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) - hit9 = 1 def vp_1(self): """ diff --git a/backend/core/character/GF/mage_female/battle_mage.py b/backend/core/character/GF/mage_female/battle_mage.py index b4a4ebec..4613c4f3 100644 --- a/backend/core/character/GF/mage_female/battle_mage.py +++ b/backend/core/character/GF/mage_female/battle_mage.py @@ -727,6 +727,7 @@ class Skill15(ActiveSkill): hit1 = 1 # 冲击波独立攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) + hit2 = 1 # 压制力 (4人队伍) : {value3}秒 ({value4}秒) data3 = get_data(f'{prefix}/{uuid}', 3) data4 = get_data(f'{prefix}/{uuid}', 4) @@ -883,7 +884,7 @@ class Skill19(ActiveSkill): # 攻击范围比率 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) - skillRation = 1.08 + skillRation = 1.07 # 炫纹强压 # mage_female/battle_mage/2f5d03c7848effbc0a23f4df45d9ca46 diff --git a/backend/core/character/GF/mage_female/elementalist.py b/backend/core/character/GF/mage_female/elementalist.py index d8ddea54..f4148c56 100644 --- a/backend/core/character/GF/mage_female/elementalist.py +++ b/backend/core/character/GF/mage_female/elementalist.py @@ -1584,8 +1584,8 @@ class Skill39(ActiveSkill): data1 = get_data(f'{prefix}/{uuid}', 1) # 多段攻击力 : {value2}% x {value3} data2 = get_data(f'{prefix}/{uuid}', 2) + hit2 = 20 data3 = get_data(f'{prefix}/{uuid}', 3) - hit3 = 20 # 最后一击攻击力 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4) hit4 = 1 diff --git a/backend/core/character/GF/mage_female/summoner.py b/backend/core/character/GF/mage_female/summoner.py index 7d06d9d6..70e4e831 100644 --- a/backend/core/character/GF/mage_female/summoner.py +++ b/backend/core/character/GF/mage_female/summoner.py @@ -5,6 +5,21 @@ from core.basic.character import Character prefix = "mage_female/summoner/cn/skillDetail" +class SummonSkill(ActiveSkill): + """将 Excel 的 20 秒木桩次数换算为每秒伤害。""" + + def getSkillData(self, lv: int = 0): + data = super().getSkillData(lv) + mode = getattr(self, 'currentMode', '') or '秒伤' + return data / 20 if mode.startswith('秒伤') else data + + def getSkillCD(self, mode=None): + mode = mode or '秒伤' + if mode.startswith('秒伤'): + return 1.0 + return super().getSkillCD(mode) + + # 魔法星弹 # mage_female/summoner/45442bbbe33540b4deeec29437dae70c # 3909d0b188e9c95311399f776e331da5/45442bbbe33540b4deeec29437dae70c @@ -316,7 +331,7 @@ class Skill8(ActiveSkill): # 契约召唤 : 赫德尔 # mage_female/summoner/a5fa08f5d509e6ff2ebc68856a470b5a # 3909d0b188e9c95311399f776e331da5/a5fa08f5d509e6ff2ebc68856a470b5a -class Skill9(ActiveSkill): +class Skill9(SummonSkill): """ 召唤出哥布林赫德尔,使其协助自身攻击敌人; 若召唤者死亡或魔法值不足时,则召唤兽消失。\n 召唤兽的行动模式 : 棒攻击、 对自身施放增加移动速度和攻击速度的效果、 重击、 投掷石头、 3连投的投掷石头、 扩散式的投掷石头、 投掷爆弹\n @@ -357,27 +372,34 @@ class Skill9(ActiveSkill): data8 = get_data(f'{prefix}/{uuid}', 8) # 棒暴击攻击力 : {value9}% data9 = get_data(f'{prefix}/{uuid}', 9) - hit9 = 1 * 4 / 20 + hit9 = 1 + power9 = 4 #TODO:CHECK # 重击攻击力 : {value10}% data10 = get_data(f'{prefix}/{uuid}', 10) - hit10 = 1 * 6 / 20 + hit10 = 1 + power10 = 6 #TODO:CHECK # 重击眩晕几率 : {value11}% data11 = get_data(f'{prefix}/{uuid}', 11) # 投掷石头攻击力 : {value12}% data12 = get_data(f'{prefix}/{uuid}', 12) - hit12 = 1 * 6 / 20 + hit12 = 1 + power12 = 6 #TODO:CHECK # 3连投攻击力 : {value13}% data13 = get_data(f'{prefix}/{uuid}', 13) - hit13 = 3 * 4 / 20 + hit13 = 3 + power13 = 4 #TODO:CHECK # 扩散投攻击力 : {value14}% data14 = get_data(f'{prefix}/{uuid}', 14) - hit14 = 5 * 4 / 20 + hit14 = 5 + power14 = 4 #TODO:CHECK # 爆弹撞击攻击力 : {value15}% data15 = get_data(f'{prefix}/{uuid}', 15) - hit15 = 1 * 3 / 20 + hit15 = 1 + power15 = 3 #TODO:CHECK # 爆弹爆炸攻击力 : {value16}% data16 = get_data(f'{prefix}/{uuid}', 16) - hit16 = 1 * 3 / 20 + hit16 = 1 + power16 = 3 #TODO:CHECK # 棒暴击多段攻击力 : {value17}% data17 = get_data(f'{prefix}/{uuid}', 17) hit17 = 0 @@ -391,13 +413,13 @@ class Skill9(ActiveSkill): def setMode(self, mode): if mode == '秒伤': - self.hit9 = 1 * 4 / 20 - self.hit10 = 1 * 6 / 20 - self.hit12 = 1 * 6 / 20 - self.hit13 = 3 * 4 / 20 - self.hit14 = 5 * 4 / 20 - self.hit15 = 1 * 3 / 20 - self.hit16 = 1 * 3 / 20 + self.hit9 = self.hit10 = self.hit12 = self.hit15 = self.hit16 = 1 + self.hit13 = 3 + self.hit14 = 5 + self.power9 = 4 #TODO:CHECK + self.power10 = self.power12 = 6 #TODO:CHECK + self.power13 = self.power14 = 4 #TODO:CHECK + self.power15 = self.power16 = 3 #TODO:CHECK self.hit17 = 0 self.hit18 = 0 elif mode == '附灵': @@ -637,12 +659,13 @@ class Skill15(ActiveSkill): # 鞭挞攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) + hit0 = 1.7157 # [绝对支配]第1击攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) - hit1 = 1 + hit1 = 0 # [绝对支配]第2击攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) - hit2 = 1 + hit2 = 0 # 敌人僵直时间增加比率 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) # 增益效果持续时间 : {value4}秒 @@ -1228,6 +1251,7 @@ class Skill31(ActiveSkill): # 攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 1 + power0 = 1 / 1.03 #TODO:CHECK # 灼伤几率 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) # 灼伤时间 : {value2}秒 @@ -1287,7 +1311,7 @@ class Skill31(ActiveSkill): # 契约召唤 : 弗利特 # mage_female/summoner/c77a417c43de80c4ce32c1ed405d174a # 3909d0b188e9c95311399f776e331da5/c77a417c43de80c4ce32c1ed405d174a -class Skill32(ActiveSkill): +class Skill32(SummonSkill): """ 召唤出弗利特,使其协助自身攻击敌人。\n 若召唤者死亡或魔法值不足时,则召唤兽消失。\n @@ -1321,13 +1345,16 @@ class Skill32(ActiveSkill): data4 = get_data(f'{prefix}/{uuid}', 4) # 撕咬的近身攻击力 : {value5}% data5 = get_data(f'{prefix}/{uuid}', 5) - hit5 = 1 * 8.25 / 20 + hit5 = 1 + power5 = 8.25 #TODO:CHECK # 火焰球攻击力 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6) - hit6 = 1 * 16.25 / 20 + hit6 = 1 + power6 = 16.25 #TODO:CHECK # 火焰龙息攻击力 : {value7}% data7 = get_data(f'{prefix}/{uuid}', 7) - hit7 = 1 * 7 / 20 + hit7 = 1 + power7 = 7 #TODO:CHECK # 灼伤几率 : {value8}% data8 = get_data(f'{prefix}/{uuid}', 8) # 灼伤持续时间 : {value9}秒 @@ -1352,9 +1379,10 @@ class Skill32(ActiveSkill): def setMode(self, mode): if mode == '秒伤': - self.hit5 = 1 * 8.25 / 20 - self.hit6 = 1 * 16.25 / 20 - self.hit7 = 1 * 7 / 20 + self.hit5 = self.hit6 = self.hit7 = 1 + self.power5 = 8.25 #TODO:CHECK + self.power6 = 16.25 #TODO:CHECK + self.power7 = 7 #TODO:CHECK self.hit11 = 0 elif mode == '附灵': self.hit5 = self.hit6 = self.hit7 = 0 @@ -1415,7 +1443,7 @@ class Skill34(PassiveSkill): # 契约召唤 : 桑德尔 # mage_female/summoner/e49e57b2e8fbeceb0a2c56a0c63fe6c5 # 3909d0b188e9c95311399f776e331da5/e49e57b2e8fbeceb0a2c56a0c63fe6c5 -class Skill35(ActiveSkill): +class Skill35(SummonSkill): """ 召唤出黑骑士桑德尔,使其协助自身攻击敌人。\n 若召唤者死亡或魔法值不足时,则召唤兽消失。\n @@ -1447,10 +1475,12 @@ class Skill35(ActiveSkill): data3 = get_data(f'{prefix}/{uuid}', 3) # 挥刀攻击力 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4) - hit4 = 1 * 13 / 20 + hit4 = 1 + power4 = 13 #TODO:CHECK # 直刺攻击力 : {value5}% data5 = get_data(f'{prefix}/{uuid}', 5) - hit5 = 1 * 9 / 20 + hit5 = 1 + power5 = 9 #TODO:CHECK # 剑气攻击力 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6) hit6 = 0 @@ -1469,8 +1499,9 @@ class Skill35(ActiveSkill): def setMode(self, mode): if mode == '秒伤': - self.hit4 = 1 * 13 / 20 - self.hit5 = 1 * 9 / 20 + self.hit4 = self.hit5 = 1 + self.power4 = 13 #TODO:CHECK + self.power5 = 9 #TODO:CHECK self.hit6 = 0 elif mode == '附灵': self.hit4 = self.hit5 = 0 @@ -1549,7 +1580,7 @@ class Skill37(PassiveSkill): # 契约召唤 : 袄索 # mage_female/summoner/e4c354a89c337310aeb7041d5e742828 # 3909d0b188e9c95311399f776e331da5/e4c354a89c337310aeb7041d5e742828 -class Skill38(ActiveSkill): +class Skill38(SummonSkill): """ 召唤出魔界花袄索,使其协助自身攻击敌人; 若召唤者死亡或魔法值不足时,则召唤兽会消失。\n 行动模式 : 近身藤刺攻击,远程藤根攻击,混乱毒气,发射毒虫\n @@ -1610,10 +1641,12 @@ class Skill38(ActiveSkill): data15 = get_data(f'{prefix}/{uuid}', 15) # 穿刺攻击力 : {value16}% data16 = get_data(f'{prefix}/{uuid}', 16) - hit16 = 1 * 16 / 20 + hit16 = 1 + power16 = 16 #TODO:CHECK # 吐蚀攻击力 : {value17}% x {value18} data17 = get_data(f'{prefix}/{uuid}', 17) - hit17 = 6 * 5 / 20 + hit17 = 6 + power17 = 5 #TODO:CHECK data18 = get_data(f'{prefix}/{uuid}', 18) # 喷吐蚀块攻击力 : {value19}% data19 = get_data(f'{prefix}/{uuid}', 19) @@ -1633,12 +1666,14 @@ class Skill38(ActiveSkill): def setMode(self, mode): if mode == '秒伤': - self.hit16 = 1 * 16 / 20 - self.hit17 = 6 * 5 / 20 + self.hit16 = 1 + self.power16 = 16 #TODO:CHECK + self.hit17 = 6 + self.power17 = 5 #TODO:CHECK self.hit19 = 0 elif mode == '附灵': self.hit16 = self.hit17 = 0 - self.hit18 = 1 + self.hit19 = 1 self.cd = 15 def getSkillCD(self, mode=None): @@ -1649,7 +1684,7 @@ class Skill38(ActiveSkill): # 精灵召唤 : 亡魂默克尔 # mage_female/summoner/6a1d1f08a6572be420bb3a256c44c015 # 3909d0b188e9c95311399f776e331da5/6a1d1f08a6572be420bb3a256c44c015 -class Skill39(ActiveSkill): +class Skill39(SummonSkill): """ 召唤出高级精灵亡魂默克尔,使其协助自身攻击敌人; 若召唤者死亡,则召唤兽消失。\n 亡魂默克尔的攻击命中敌人时,有一定几率出现暗影爆炸; 当亡魂默克尔死亡时,会发生爆炸对周围造成伤害,并有一定几率使敌人进入诅咒状态。\n @@ -1683,10 +1718,12 @@ class Skill39(ActiveSkill): data3 = get_data(f'{prefix}/{uuid}', 3) # 暗黑镰刀斩击攻击力 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4) - hit4 = 1 * 13 / 20 + hit4 = 1 + power4 = 14.95 #TODO:CHECK # 暗黑镰刀下斩攻击力 : {value5}% data5 = get_data(f'{prefix}/{uuid}', 5) - hit5 = 1 * 13 / 20 + hit5 = 1 + power5 = 14.95 #TODO:CHECK # 死亡爆炸攻击力 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6) # 死亡爆炸诅咒几率 : {value7}% @@ -1697,7 +1734,8 @@ class Skill39(ActiveSkill): data9 = get_data(f'{prefix}/{uuid}', 9) # 暗黑雾攻击力 : {value10}% data10 = get_data(f'{prefix}/{uuid}', 10) - hit10 = 4 * 6 / 20 + hit10 = 4 + power10 = 6.9 #TODO:CHECK # 暗黑雾多段攻击次数 : {value11}次 data11 = get_data(f'{prefix}/{uuid}', 11) # 黑雾攻击力 : {value12}% @@ -1715,13 +1753,15 @@ class Skill39(ActiveSkill): def setMode(self, mode): if mode == '秒伤': - self.hit4 = 1 * 13 / 20 - self.hit5 = 1 * 13 / 20 - self.hit10 = 4 * 6 / 20 + self.hit4 = self.hit5 = 1 + self.power4 = self.power5 = 14.95 #TODO:CHECK + self.hit10 = 4 + self.power10 = 6.9 #TODO:CHECK self.hit12 = 0 elif mode == '附灵': self.hit4 = self.hit5 = self.hit10 = 0 self.hit12 = 6 + self.power12 = 1.15 #TODO:CHECK self.cd = 15 def getSkillCD(self, mode=None): @@ -1732,7 +1772,7 @@ class Skill39(ActiveSkill): # 精灵召唤 : 极光格雷林 # mage_female/summoner/a2d943797daca862a6f321aca6ac9bfa # 3909d0b188e9c95311399f776e331da5/a2d943797daca862a6f321aca6ac9bfa -class Skill40(ActiveSkill): +class Skill40(SummonSkill): """ 召唤出高级精灵极光格雷林,使其协助自身攻击敌人; 若召唤者死亡,则召唤兽消失。\n 极光格雷林的攻击命中敌人时,有一定几率使敌人进入感电状态; 当极光格雷林死亡时,会发生爆炸并给予周围敌人伤害,而且有一定几率使敌人进入感电状态。\n @@ -1766,14 +1806,16 @@ class Skill40(ActiveSkill): data3 = get_data(f'{prefix}/{uuid}', 3) # 闪电攻击力 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4) - hit4 = 2 * (8 * 3 + 8) / 20 + hit4 = 2 + power4 = 36.8 #TODO:CHECK # 闪电感电几率 : {value5}% data5 = get_data(f'{prefix}/{uuid}', 5) # 闪电感电持续时间 : {value6}秒 data6 = get_data(f'{prefix}/{uuid}', 6) # 闪电3连发攻击力 : {value7}% data7 = get_data(f'{prefix}/{uuid}', 7) - hit7 = 3 * (4 * 3 + 4) / 20 + hit7 = 3 + power7 = 18.4 #TODO:CHECK # 闪电3连发感电几率 : {value8}% data8 = get_data(f'{prefix}/{uuid}', 8) # 闪电3连发感电持续时间 : {value9}秒 @@ -1801,12 +1843,15 @@ class Skill40(ActiveSkill): def setMode(self, mode): if mode == '秒伤': - self.hit4 = 2 * (8 * 3 + 8) / 20 - self.hit7 = 3 * (4 * 3 + 4) / 20 + self.hit4 = 2 + self.power4 = 36.8 #TODO:CHECK + self.hit7 = 3 + self.power7 = 18.4 #TODO:CHECK self.hit15 = 0 elif mode == '附灵': self.hit4 = self.hit7 = 0 self.hit15 = 1 + self.power15 = 1.15 #TODO:CHECK self.cd = 15 def getSkillCD(self, mode=None): @@ -1817,7 +1862,7 @@ class Skill40(ActiveSkill): # 精灵召唤 : 冰影阿奎利斯 # mage_female/summoner/c7bf7ccab413009640e65ca6f2f0263a # 3909d0b188e9c95311399f776e331da5/c7bf7ccab413009640e65ca6f2f0263a -class Skill41(ActiveSkill): +class Skill41(SummonSkill): """ 召唤出高级精灵冰影阿奎利斯,使其协助自身攻击敌人; 若召唤者死亡,则召唤兽消失。\n 冰影阿奎利斯冰息攻击命中敌人时,有一定几率使敌人进入冰冻状态; 当冰影阿奎利斯死亡时,会发生爆炸并给予周围敌人伤害,而且有一定几率使敌人进入冰冻状态。\n @@ -1852,10 +1897,12 @@ class Skill41(ActiveSkill): data4 = get_data(f'{prefix}/{uuid}', 4) # 落冰攻击力 : {value5}% data5 = get_data(f'{prefix}/{uuid}', 5) - hit5 = 3 * 14 / 20 + hit5 = 3 + power5 = 16.1 #TODO:CHECK # 冰息攻击力 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6) - hit6 = 1 * 11 / 20 + hit6 = 1 + power6 = 12.65 #TODO:CHECK # 冰息冰冻几率 : {value7}% data7 = get_data(f'{prefix}/{uuid}', 7) # 死亡爆炸攻击力 : {value8}% @@ -1866,7 +1913,8 @@ class Skill41(ActiveSkill): data10 = get_data(f'{prefix}/{uuid}', 10) # 冰导弹攻击力 : {value11}% data11 = get_data(f'{prefix}/{uuid}', 11) - hit11 = 3 * 4 / 20 + hit11 = 3 + power11 = 4.6 #TODO:CHECK # 冰导弹多段攻击次数 : {value12}次 data12 = get_data(f'{prefix}/{uuid}', 12) # 七重冰导弹攻击力 : {value13}% @@ -1890,13 +1938,17 @@ class Skill41(ActiveSkill): def setMode(self, mode): if mode == '秒伤': - self.hit5 = 3 * 14 / 20 - self.hit6 = 1 * 11 / 20 - self.hit11 = 3 * 4 / 20 + self.hit5 = 3 + self.power5 = 16.1 #TODO:CHECK + self.hit6 = 1 + self.power6 = 12.65 #TODO:CHECK + self.hit11 = 3 + self.power11 = 4.6 #TODO:CHECK self.hit13 = 0 elif mode == '附灵': self.hit5 = self.hit6 = self.hit11 = 0 self.hit13 = 7 + self.power13 = 1.15 #TODO:CHECK self.cd = 15 def getSkillCD(self, mode=None): @@ -1907,7 +1959,7 @@ class Skill41(ActiveSkill): # 精灵召唤 : 火焰赫瑞克 # mage_female/summoner/1b1cfab062e0768bcc889e33e1f30dbf # 3909d0b188e9c95311399f776e331da5/1b1cfab062e0768bcc889e33e1f30dbf -class Skill42(ActiveSkill): +class Skill42(SummonSkill): """ 召唤出高级精灵火焰赫瑞克,使其协助自身攻击敌人; 若召唤者死亡,则召唤兽消失。\n 火焰赫瑞克的攻击命中敌人时,有一定几率出现火属性爆炸; 当火焰赫瑞克死亡时,会发生爆炸并给予周围敌人火属性魔法伤害,而且有一定几率使敌人进入灼伤状态。\n @@ -1941,13 +1993,16 @@ class Skill42(ActiveSkill): data3 = get_data(f'{prefix}/{uuid}', 3) # 火焰剑上斩攻击力 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4) - hit4 = 1 * 15 / 20 + hit4 = 1 + power4 = 17.25 #TODO:CHECK # 火焰下重斩攻击力 : {value5}% data5 = get_data(f'{prefix}/{uuid}', 5) - hit5 = 1 * 11 / 20 + hit5 = 1 + power5 = 12.65 #TODO:CHECK # 火焰下重斩剑气攻击力 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6) - hit6 = 1 * 11 / 20 + hit6 = 1 + power6 = 12.65 #TODO:CHECK # 火焰爆剑术第1击攻击力 : {value7}% data7 = get_data(f'{prefix}/{uuid}', 7) hit7 = 0 @@ -1976,9 +2031,9 @@ class Skill42(ActiveSkill): def setMode(self, mode): if mode == '秒伤': - self.hit4 = 1 * 15 / 20 - self.hit5 = 1 * 11 / 20 - self.hit6 = 1 * 11 / 20 + self.hit4 = self.hit5 = self.hit6 = 1 + self.power4 = 17.25 #TODO:CHECK + self.power5 = self.power6 = 12.65 #TODO:CHECK self.hit7 = self.hit8 = self.hit9 = self.hit10 = 0 elif mode == '附灵': self.hit4 = self.hit5 = self.hit6 = 0 @@ -1986,6 +2041,7 @@ class Skill42(ActiveSkill): self.hit8 = 1 self.hit9 = 1 self.hit10 = 3 + self.power7 = self.power8 = self.power9 = self.power10 = 1.15 #TODO:CHECK self.cd = 15 def getSkillCD(self, mode=None): @@ -2030,7 +2086,7 @@ class Skill43(ActiveSkill): # 契约召唤 : 路易丝 # mage_female/summoner/fc7a3f4c2852c832a2f20af63d5d212f # 3909d0b188e9c95311399f776e331da5/fc7a3f4c2852c832a2f20af63d5d212f -class Skill44(ActiveSkill): +class Skill44(SummonSkill): """ 召唤出路易丝姐姐,使其协助自身攻击敌人; 若召唤者死亡或维持契约所需魔法值不足,则召唤兽消失。\n 召唤兽攻击方式 : 杖攻击、 发射冰冻针刺、 发射火球、 召唤冰柱、 召唤兽消失死亡时时发射陨石\n @@ -2067,18 +2123,22 @@ class Skill44(ActiveSkill): data5 = get_data(f'{prefix}/{uuid}', 5) # 杖攻击的攻击力 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6) - hit6 = 1 * 4 / 20 + hit6 = 1 + power6 = 4 #TODO:CHECK # 冰冻针刺攻击力 : {value7}% data7 = get_data(f'{prefix}/{uuid}', 7) - hit7 = 10 * 3 / 20 + hit7 = 10 + power7 = 3 #TODO:CHECK # 冰冻针刺冰冻几率 : 5% # 冰冻针刺冰冻持续时间 : 3秒 # 火球攻击力 : {value8}% data8 = get_data(f'{prefix}/{uuid}', 8) - hit8 = 1 * 11 / 20 + hit8 = 1 + power8 = 11 #TODO:CHECK # 冰柱攻击力 : {value9}% data9 = get_data(f'{prefix}/{uuid}', 9) - hit9 = 1 * 9 / 20 + hit9 = 1 + power9 = 9 #TODO:CHECK # 寒冰柱冰冻几率 : {value10}% data10 = get_data(f'{prefix}/{uuid}', 10) # 寒冰柱冰冻持续时间 : {value11}秒 @@ -2103,10 +2163,12 @@ class Skill44(ActiveSkill): def setMode(self, mode): if mode == '秒伤': - self.hit6 = 1 * 4 / 20 - self.hit7 = 10 * 3 / 20 - self.hit8 = 1 * 11 / 20 - self.hit9 = 1 * 9 / 20 + self.hit6 = self.hit8 = self.hit9 = 1 + self.hit7 = 10 + self.power6 = 4 #TODO:CHECK + self.power7 = 3 #TODO:CHECK + self.power8 = 11 #TODO:CHECK + self.power9 = 9 #TODO:CHECK self.hit14 = self.hit15 = 0 elif mode == '附灵': self.hit6 = self.hit7 = self.hit8 = self.hit9 = 0 @@ -2145,7 +2207,7 @@ class Skill44(ActiveSkill): # 精灵召唤 : 伊伽贝拉 # mage_female/summoner/128b9ddef2262f40723deae4407bdb42 # 3909d0b188e9c95311399f776e331da5/128b9ddef2262f40723deae4407bdb42 -class Skill45(ActiveSkill): +class Skill45(SummonSkill): """ 召唤出精灵王伊伽贝拉,使其协助自身攻击敌人。\n 若召唤者死亡,则召唤出的精灵会消失。\n @@ -2185,16 +2247,20 @@ class Skill45(ActiveSkill): data6 = get_data(f'{prefix}/{uuid}', 6) # 元素之触攻击力 : {value7}% data7 = get_data(f'{prefix}/{uuid}', 7) - hit7 = 1 * 9.2 / 20 + hit7 = 1 + power7 = 11.96 #TODO:CHECK # 波刃攻击力 : {value8}% data8 = get_data(f'{prefix}/{uuid}', 8) - hit8 = 2 * 4.9 / 20 + hit8 = 2 + power8 = 6.37 #TODO:CHECK # 闪电攻击力 : {value9}% data9 = get_data(f'{prefix}/{uuid}', 9) - hit9 = 3 * 3 / 20 + hit9 = 3 + power9 = 3.9 #TODO:CHECK # 激光攻击力 : {value10}% data10 = get_data(f'{prefix}/{uuid}', 10) - hit10 = 4 * 2 / 20 + hit10 = 4 + power10 = 2.6 #TODO:CHECK # 超高密度镭射光攻击力 : {value11}% data11 = get_data(f'{prefix}/{uuid}', 11) hit11 = 0 @@ -2210,18 +2276,33 @@ class Skill45(ActiveSkill): # 学习[蚀月附灵]后,激光大小比率 : {value15}% data15 = get_data(f'{prefix}/{uuid}', 15) - mode = ['秒伤', '附灵'] + mode = ['秒伤', '秒伤(无终结)', '附灵'] def setMode(self, mode): if mode == '秒伤': - self.hit7 = 1 * 9.2 / 20 - self.hit8 = 2 * 4.9 / 20 - self.hit9 = 3 * 3 / 20 - self.hit10 = 4 * 2 / 20 + self.hit7 = 1 + self.power7 = 11.96 #TODO:CHECK + self.hit8 = 2 + self.power8 = 6.37 #TODO:CHECK + self.hit9 = 3 + self.power9 = 3.9 #TODO:CHECK + self.hit10 = 4 + self.power10 = 2.6 #TODO:CHECK + self.hit11 = 0 + elif mode == '秒伤(无终结)': + self.hit7 = 1 + self.power7 = 13.13 #TODO:CHECK + self.hit8 = 2 + self.power8 = 6.5 #TODO:CHECK + self.hit9 = 3 + self.power9 = 4.55 #TODO:CHECK + self.hit10 = 4 + self.power10 = 2.6 #TODO:CHECK self.hit11 = 0 elif mode == '附灵': self.hit7 = self.hit8 = self.hit9 = self.hit10 = 0 self.hit11 = 8 + self.power11 = 1.3 #TODO:CHECK self.cd = 30 def getSkillCD(self, mode=None): @@ -2230,7 +2311,7 @@ class Skill45(ActiveSkill): return super().getSkillCD(mode) # 自身强化 - skillDamage = 1.3 + skillDamage = 1.0 associate = [{'type': '*skillDamage', 'data': data13, 'skills': ['精灵召唤 : 亡魂默克尔', '精灵召唤 : 极光格雷林', '精灵召唤 : 冰影阿奎利斯', '精灵召唤 : 火焰赫瑞克']}] @@ -2242,11 +2323,7 @@ class Skill45(ActiveSkill): - 至高精灵王\n """ # 在 VP1 下,如果当前模式是“秒伤”,则调整各项hit - if getattr(self, 'currentMode', None) == '秒伤': - self.hit7 = 1 * 10.1 / 20 - self.hit8 = 2 * 5 / 20 - self.hit9 = 3 * 3.5 / 20 - self.hit10 = 4 * 2 / 20 + ... def vp_2(self): """ @@ -2326,7 +2403,7 @@ class Skill47(ActiveSkill): - 单次攻击力 -50%\n """ self.cd = 15 - self.skillRation *= 0.5 + self.power0 *= 0.5 def vp_2(self): """ @@ -2346,7 +2423,7 @@ class Skill47(ActiveSkill): # 契约召唤 : 牛头王库鲁塔 # mage_female/summoner/ef896bbdc68660c22b6e60502044d690 # 3909d0b188e9c95311399f776e331da5/ef896bbdc68660c22b6e60502044d690 -class Skill48(ActiveSkill): +class Skill48(SummonSkill): """ 召唤出牛头王库鲁塔,使其协助自身攻击敌人; 若召唤者死亡或维持契约所需魔法值不足,则召唤兽消失。\n 召唤兽行动模式 : 横劈、 愤怒突进、 咆哮\n @@ -2381,13 +2458,16 @@ class Skill48(ActiveSkill): data4 = get_data(f'{prefix}/{uuid}', 4) # 横劈攻击力 : {value5}% data5 = get_data(f'{prefix}/{uuid}', 5) - hit5 = 1 * 9.5 / 20 + hit5 = 1 + power5 = 9.5 #TODO:CHECK # 愤怒突进攻击力 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6) - hit6 = 1 * 6 / 20 + hit6 = 1 + power6 = 6 #TODO:CHECK # 咆哮攻击力 : {value7}% data7 = get_data(f'{prefix}/{uuid}', 7) - hit7 = 1 * 6 / 20 + hit7 = 1 + power7 = 6 #TODO:CHECK # 狂暴愤怒横劈攻击力 : {value8}% data8 = get_data(f'{prefix}/{uuid}', 8) hit8 = 0 @@ -2401,13 +2481,19 @@ class Skill48(ActiveSkill): # 学到[心灵感应]后,狂暴愤怒范围比率 : {value11}% data11 = get_data(f'{prefix}/{uuid}', 11) - mode = ['秒伤', '附灵'] + mode = ['秒伤', '秒伤(无终结)', '附灵'] def setMode(self, mode): if mode == '秒伤': - self.hit5 = 1 * 9.5 / 20 - self.hit6 = 1 * 6 / 20 - self.hit7 = 1 * 6 / 20 + self.hit5 = self.hit6 = self.hit7 = 1 + self.power5 = 9.5 #TODO:CHECK + self.power6 = self.power7 = 6 #TODO:CHECK + self.hit8 = self.hit9 = self.hit10 = 0 + elif mode == '秒伤(无终结)': + self.hit5 = self.hit6 = self.hit7 = 1 + self.power5 = 10.8 #TODO:CHECK + self.power6 = 6 #TODO:CHECK + self.power7 = 6.8 #TODO:CHECK self.hit8 = self.hit9 = self.hit10 = 0 elif mode == '附灵': self.hit5 = self.hit6 = self.hit7 = 0 @@ -2471,7 +2557,7 @@ class Skill49(PassiveSkill): # 契约召唤 : 征服者卡西利亚斯 # mage_female/summoner/0b8db1e10b3abbd24d38564e708675d5 # 3909d0b188e9c95311399f776e331da5/0b8db1e10b3abbd24d38564e708675d5 -class Skill50(ActiveSkill): +class Skill50(SummonSkill): """ 召唤出征服者卡西利亚斯,使其协助自身攻击敌人; 召唤卡西利亚斯时,会追加消减召唤者的生命值,若召唤者死亡,则召唤兽消失。\n 卡西利亚斯出现时,可以将周围的敌人震倒; 当卡西利亚斯死亡或消失时,会发动必杀剑 · 狱冥天地。\n @@ -2507,13 +2593,16 @@ class Skill50(ActiveSkill): data5 = get_data(f'{prefix}/{uuid}', 5) # 夜冥流 · 不动剑攻击力 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6) - hit6 = 1 * 13.2 / 20 + hit6 = 1 + power6 = 13.2 #TODO:CHECK # 夜冥流 · 疾风剑攻击力 : {value7}% data7 = get_data(f'{prefix}/{uuid}', 7) - hit7 = 1 * 9.5 / 20 + hit7 = 1 + power7 = 9.5 #TODO:CHECK # 夜冥流 · 残心剑攻击力 : {value8}% data8 = get_data(f'{prefix}/{uuid}', 8) - hit8 = 1 * 7.1 / 20 + hit8 = 1 + power8 = 7.1 #TODO:CHECK # 必杀剑 · 千鬼杀斩击攻击力 : {value9}% data9 = get_data(f'{prefix}/{uuid}', 9) hit9 = 0 @@ -2525,18 +2614,25 @@ class Skill50(ActiveSkill): # 必杀剑 · 狱冥天地攻击力 : {value12}% data12 = get_data(f'{prefix}/{uuid}', 12) - mode = ['秒伤', '附灵'] + mode = ['秒伤', '秒伤(无终结)', '附灵'] def setMode(self, mode): if mode == '秒伤': - self.hit6 = 1 * 13.2 / 20 - self.hit7 = 1 * 9.5 / 20 - self.hit8 = 1 * 7.1 / 20 + self.hit6 = self.hit7 = self.hit8 = 1 + self.power6 = 13.2 #TODO:CHECK + self.power7 = 9.5 #TODO:CHECK + self.power8 = 7.1 #TODO:CHECK + self.hit9 = self.hit10 = 0 + elif mode == '秒伤(无终结)': + self.hit6 = self.hit7 = self.hit8 = 1 + self.power6 = 16.2 #TODO:CHECK + self.power7 = 10.2 #TODO:CHECK + self.power8 = 8.1 #TODO:CHECK self.hit9 = self.hit10 = 0 elif mode == '附灵': self.hit6 = self.hit7 = self.hit8 = 0 self.hit9 = 1 - self.hit10 = 1 + self.hit10 = 5 def getSkillCD(self, mode=None): if mode == '秒伤': @@ -2568,6 +2664,14 @@ class Skill51(ActiveSkill): custom = get_data(f'{prefix}/{uuid}', 'custom') # noqa: E501 # [必杀剑·千鬼杀]的攻击力数值与[契约召唤 : 征服者卡西利亚斯]一致。 + data9 = Skill50.data9 + hit9 = 1 + data10 = Skill50.data10 + hit10 = 5 + + def getSkillData(self, lv: int = 0): + source = self.char.GetSkillByName('契约召唤 : 征服者卡西利亚斯') + return super().getSkillData(source.lv) # 支配之环 # mage_female/summoner/4e9e8942841b9767f683fb23c1ef1435 @@ -2820,7 +2924,7 @@ class Skill56(ActiveSkill): self.hit4 = 1 self.hit5 = 3 * 11 self.hit7 = 1 * 10 - self.hi8 = 5 * 4 + self.hit8 = 5 * 4 def vp_2(self): """ @@ -2895,7 +2999,7 @@ class Skill57(ActiveSkill): # 传说召唤 : 逆月者拉莫斯 # mage_female/summoner/d89f26862e348a801b30bb9fd7125db5 # 3909d0b188e9c95311399f776e331da5/d89f26862e348a801b30bb9fd7125db5 -class Skill58(ActiveSkill): +class Skill58(SummonSkill): """ 召唤曾经封印在月亮上的古代暗黑女战士拉莫斯并肩战斗。\n 拉莫斯会吸收周围己方召唤兽的力量并强化自身,同时能够自由变换蚀的形态攻击敌人。\n @@ -2926,33 +3030,40 @@ class Skill58(ActiveSkill): data2 = get_data(f'{prefix}/{uuid}', 2) # 基本攻击第1击攻击力 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) - hit3 = 1 * 4 / 20 + hit3 = 1 + power3 = 4.6 #TODO:CHECK # 基本攻击第1击冷却时间 : {value4}秒 data4 = get_data(f'{prefix}/{uuid}', 4) # 基本攻击第2击攻击力 : {value5}% data5 = get_data(f'{prefix}/{uuid}', 5) - hit5 = 1 * 3.3 / 20 + hit5 = 1 + power5 = 3.795 #TODO:CHECK # 基本攻击第2击冷却时间 : {value6}秒 data6 = get_data(f'{prefix}/{uuid}', 6) # 蚀击突进攻击力 : {value7}% data7 = get_data(f'{prefix}/{uuid}', 7) - hit7 = 1 * 4 / 20 + hit7 = 1 + power7 = 4.6 #TODO:CHECK # 蚀击第1击攻击力 : {value8}% data8 = get_data(f'{prefix}/{uuid}', 8) - hit8 = 1 * 4 / 20 + hit8 = 1 + power8 = 4.6 #TODO:CHECK # 蚀击第2击攻击力 : {value9}% data9 = get_data(f'{prefix}/{uuid}', 9) - hit9 = 1 * 4 / 20 + hit9 = 1 + power9 = 4.6 #TODO:CHECK # 蚀击冷却时间 : {value10}秒 data10 = get_data(f'{prefix}/{uuid}', 10) # 蚀握突进多段攻击力 : {value11}% data11 = get_data(f'{prefix}/{uuid}', 11) - hit11 = 1 * 2.9 / 20 + hit11 = 4 + power11 = 3.335 #TODO:CHECK # 蚀握突进多段攻击次数 : {value12}次 data12 = get_data(f'{prefix}/{uuid}', 12) # 蚀握抓取攻击力 : {value13}% data13 = get_data(f'{prefix}/{uuid}', 13) - hit13 = 1 * 2.9 / 20 + hit13 = 1 + power13 = 3.335 #TODO:CHECK # 蚀握冷却时间 : {value14}秒 data14 = get_data(f'{prefix}/{uuid}', 14) # 蚀旋攻击力 : {value15}% @@ -2972,22 +3083,30 @@ class Skill58(ActiveSkill): data21 = get_data(f'{prefix}/{uuid}', 21) # 自身强化 - skillDamage = 1.15 + skillDamage = 1.0 - mode = ['秒伤', '附灵'] + mode = ['秒伤', '秒伤(无终结)', '附灵'] def setMode(self, mode): if mode == '秒伤': - self.hit3 = 1 * 4 / 20 - self.hit5 = 1 * 3.3 / 20 - self.hit8 = 1 * 4 / 20 - self.hit9 = 1 * 4 / 20 - self.hit11 = 1 * 2.9 / 20 - self.hit13 = 1 * 2.9 / 20 + self.hit3 = self.hit5 = self.hit7 = self.hit8 = self.hit9 = self.hit13 = 1 + self.power3 = self.power7 = self.power8 = self.power9 = 4.6 #TODO:CHECK + self.power5 = 3.795 #TODO:CHECK + self.hit11 = 4 + self.power11 = self.power13 = 3.335 #TODO:CHECK + self.hit15 = 0 + elif mode == '秒伤(无终结)': + self.hit3 = self.hit5 = self.hit7 = self.hit8 = self.hit9 = self.hit13 = 1 + self.power3 = 5.75 #TODO:CHECK + self.power5 = 4.6 #TODO:CHECK + self.power7 = self.power8 = self.power9 = 6.555 #TODO:CHECK + self.hit11 = 4 + self.power11 = self.power13 = 3.565 #TODO:CHECK self.hit15 = 0 elif mode == '附灵': - self.hit3 = self.hit5 = self.hit8 = self.hit9 = self.hit11 = self.hit13 = 0 + self.hit3 = self.hit5 = self.hit7 = self.hit8 = self.hit9 = self.hit11 = self.hit13 = 0 self.hit15 = 3 + self.power15 = 1.15 #TODO:CHECK self.cd = 10 def getSkillCD(self, mode=None): @@ -3025,25 +3144,29 @@ class Skill59(ActiveSkill): # 蚀下落攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 1 + power0 = 1.15 #TODO:CHECK # 蚀啃噬攻击力 : {value1} data1 = get_data(f'{prefix}/{uuid}', 1) hit1 = 5 + power1 = 1.15 #TODO:CHECK # 蚀啃噬多段攻击次数 : {value2}次 data2 = get_data(f'{prefix}/{uuid}', 2) # 蚀回归攻击力 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) hit3 = 7 + power3 = 1.15 #TODO:CHECK # 蚀回归多段攻击次数 : {value4}次 data4 = get_data(f'{prefix}/{uuid}', 4) # 下劈攻击力 : {value5}% data5 = get_data(f'{prefix}/{uuid}', 5) hit5 = 1 + power5 = 1.15 #TODO:CHECK # 压制力 (4人队伍) : {value6}秒 ({value7}秒) data6 = get_data(f'{prefix}/{uuid}', 6) data7 = get_data(f'{prefix}/{uuid}', 7) # 自身强化 - skillDamage = 1.15 + skillDamage = 1.0 def skillInfo(self, mode: str | None = None): self.lv = self.char.GetSkillByName('传说召唤 : 逆月者拉莫斯').lv @@ -3114,14 +3237,16 @@ class Skill61(ActiveSkill): # 蚀多段攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) hit0 = 9 + power0 = 1.3 #TODO:CHECK # 蚀多段攻击次数 : {value1}次 data1 = get_data(f'{prefix}/{uuid}', 1) # 蚀爆炸攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) hit2 = 1 + power2 = 1.3 #TODO:CHECK # 自身强化 - skillDamage = 1.3 + skillDamage = 1.0 # 魔月·德拉里昂 # mage_female/summoner/efdf4a86b626b8887a145dea6f46a4fe diff --git a/backend/core/character/GF/mage_male/blood_mage.py b/backend/core/character/GF/mage_male/blood_mage.py index 38ebd131..08a9a343 100644 --- a/backend/core/character/GF/mage_male/blood_mage.py +++ b/backend/core/character/GF/mage_male/blood_mage.py @@ -660,6 +660,7 @@ class Skill19(ActiveSkill): hit1 = 1 # 血翼斩击攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) + hit2 = 1 # 鲜血长枪 # mage_male/blood_mage/002cbdd9bfd0f0b970451ae8d48d029e @@ -1356,6 +1357,8 @@ class Skill35(ActiveSkill): 在第一只冥犬的对面额外召唤一只冥犬,同时进行攻击\n - 猩红气息吸收量 +100%\n """ + self.cd = 60 + self.skillRation *= 1 + 1.0 ... # 鲜血之殇 diff --git a/backend/core/character/GF/mage_male/dimension_walker.py b/backend/core/character/GF/mage_male/dimension_walker.py index 5a5e2c10..1ef077fc 100644 --- a/backend/core/character/GF/mage_male/dimension_walker.py +++ b/backend/core/character/GF/mage_male/dimension_walker.py @@ -1849,15 +1849,16 @@ class Skill43(ActiveSkill): # 彼端怪物每次悲鸣时攻击力 : {value0} data0 = get_data(f'{prefix}/{uuid}', 0) + hit0 = 25 # 彼端怪物悲鸣次数 : {value1}次 data1 = get_data(f'{prefix}/{uuid}', 1) # [媒介召唤] # 媒介对象受到的伤害 : {value2} data2 = get_data(f'{prefix}/{uuid}', 2) - hit2 = 1 + hit2 = 0 # 彼端怪物每次悲鸣时攻击力 : {value3} data3 = get_data(f'{prefix}/{uuid}', 3) - hit3 = 25 + hit3 = 0 # [范围信息] # 攻击范围比率 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4) diff --git a/backend/core/character/GF/mage_male/elemental_bomber.py b/backend/core/character/GF/mage_male/elemental_bomber.py index 3fc93e8f..3c5afaee 100644 --- a/backend/core/character/GF/mage_male/elemental_bomber.py +++ b/backend/core/character/GF/mage_male/elemental_bomber.py @@ -961,14 +961,13 @@ class Skill29(ActiveSkill): # 前方火环攻击力 : {value0}% x{value1} data0 = get_data(f'{prefix}/{uuid}', 0) + hit0 = 10 data1 = get_data(f'{prefix}/{uuid}', 1) # 自身中心火环攻击力 : {value2}% x{value3} data2 = get_data(f'{prefix}/{uuid}', 2) - hit2 = 6 data3 = get_data(f'{prefix}/{uuid}', 3) # 自身中心火环爆炸攻击力 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4) - hit4 = 1 # [范围信息] # 攻击范围比率 : {value5}% data5 = get_data(f'{prefix}/{uuid}', 5) diff --git a/backend/core/character/GF/mage_male/glacial_master.py b/backend/core/character/GF/mage_male/glacial_master.py index 6c8cecdd..bc8f0245 100644 --- a/backend/core/character/GF/mage_male/glacial_master.py +++ b/backend/core/character/GF/mage_male/glacial_master.py @@ -975,12 +975,12 @@ class Skill28(ActiveSkill): # 突进多段攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) - hit0 = 0 + hit0 = 22 # 突进多段攻击次数上限 : {value1}次 data1 = get_data(f'{prefix}/{uuid}', 1) # 对无法抓取的敌人攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) - hit2 = 1 + hit2 = 0 # [范围信息] # 按向前方向键时移动距离 : {value3}px data3 = get_data(f'{prefix}/{uuid}', 3) @@ -1545,6 +1545,8 @@ class Skill38(ActiveSkill): - 每次填充冷却时间 : 20秒\n - 单次攻击力 -50%\n """ + self.cd = 20 + self.skillRation *= 0.5 ... # 永罪冰狱 diff --git a/backend/core/character/GF/priest_female/mistress.py b/backend/core/character/GF/priest_female/mistress.py index d7d8212c..adac7fcc 100644 --- a/backend/core/character/GF/priest_female/mistress.py +++ b/backend/core/character/GF/priest_female/mistress.py @@ -1259,7 +1259,7 @@ class Skill32(ActiveSkill): # 多段攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) - hit0 = 15 + hit0 = 18 # 爆炸攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) hit1 = 1 diff --git a/backend/core/character/GF/swordman_female/demon_slayer.py b/backend/core/character/GF/swordman_female/demon_slayer.py index 7088c220..e3d6be62 100644 --- a/backend/core/character/GF/swordman_female/demon_slayer.py +++ b/backend/core/character/GF/swordman_female/demon_slayer.py @@ -856,11 +856,12 @@ class Skill26(ActiveSkill): # 克库斯飞出攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) - hit0 = 5 + hit0 = 3 # 克库斯飞出多段攻击次数 : {value1}次 data1 = get_data(f'{prefix}/{uuid}', 1) # 克库斯返回攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) + hit2 = 2 # 克库斯返回多段攻击次数 : {value3}次 data3 = get_data(f'{prefix}/{uuid}', 3) # 压制力 (4人队伍) : {value4}秒 ({value5}秒) diff --git a/backend/core/character/GF/swordman_female/vegabond.py b/backend/core/character/GF/swordman_female/vegabond.py index 8a8eb76f..508f8f68 100644 --- a/backend/core/character/GF/swordman_female/vegabond.py +++ b/backend/core/character/GF/swordman_female/vegabond.py @@ -917,7 +917,7 @@ class Skill28(ActiveSkill): hit1 = 1 # 连续斩击攻击力 : {value2}% X {value3} data2 = get_data(f'{prefix}/{uuid}', 2) - hit2 = 1 + hit2 = 8 data3 = get_data(f'{prefix}/{uuid}', 3) # 向下斩击攻击力 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4) @@ -955,9 +955,10 @@ class Skill29(ActiveSkill): # 刺击物理攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) - hit0 = 2 + hit0 = 1 # 砸地物理攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) + hit2 = 1 # 周围冲击波攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) # [范围信息] @@ -1137,7 +1138,7 @@ class Skill33(ActiveSkill): # 斩击攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) - hit0 = 0 + hit0 = 10 # 旋转斩击多段攻击次数上限 : {value1}次 data1 = get_data(f'{prefix}/{uuid}', 1) # 原地斩击攻击力 : {value2}% @@ -1668,18 +1669,23 @@ class Skill43(ActiveSkill): # 月光飞剑刺进地面攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) - hit0 = 20 + hit0 = 1 # 连续斩击攻击力 : {value1}% X {value2} data1 = get_data(f'{prefix}/{uuid}', 1) + hit2 = 18 data2 = get_data(f'{prefix}/{uuid}', 2) # 前冲攻击力 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) + hit3 = 1 # 空中斩击攻击力 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4) + hit4 = 1 # 回落斩击攻击力 : {value5}% data5 = get_data(f'{prefix}/{uuid}', 5) + hit5 = 1 # 上挑斩击攻击力 : {value6}% data6 = get_data(f'{prefix}/{uuid}', 6) + hit6 = 1 # 最后一击攻击力 : {value7}% data7 = get_data(f'{prefix}/{uuid}', 7) hit7 = 1 diff --git a/backend/core/character/GF/swordman_male/asura.py b/backend/core/character/GF/swordman_male/asura.py index c22f2268..b8bbcfdb 100644 --- a/backend/core/character/GF/swordman_male/asura.py +++ b/backend/core/character/GF/swordman_male/asura.py @@ -554,6 +554,7 @@ class Skill1(ActiveSkill): # 鬼印珠攻击力 : {value0} data0 = get_data(f'{prefix}/{uuid}', 0) + hit0 = 18 # 鬼印珠多段攻击次数 : {value1}次 data1 = get_data(f'{prefix}/{uuid}', 1) # 鬼印珠爆炸攻击力 : {value2} @@ -574,7 +575,6 @@ class Skill1(ActiveSkill): data8 = get_data(f'{prefix}/{uuid}', 8) # 鬼印珠爆炸比率 : {value9}% data9 = get_data(f'{prefix}/{uuid}', 9) - hi0 = 18 # 三段刃 # swordman_male/asura/f2fb27162beb0b87a7cb9af7900e95f2 @@ -2192,7 +2192,7 @@ class Skill23(ActiveSkill): # [感电效果] # 感电攻击力 : {value3} data3 = get_data(f'{prefix}/{uuid}', 3) - hit3 = 25 + hit3 = 5 # 感电几率 : {value4}% data4 = get_data(f'{prefix}/{uuid}', 4) # 感电持续时间 : {value5}秒 diff --git a/backend/core/character/GF/swordman_male/soul_bender.py b/backend/core/character/GF/swordman_male/soul_bender.py index 92bb901c..41a7f7e4 100644 --- a/backend/core/character/GF/swordman_male/soul_bender.py +++ b/backend/core/character/GF/swordman_male/soul_bender.py @@ -58,8 +58,7 @@ class Skill0(ActiveSkill): # [范围信息] # 斩击范围比率 : {value9}% data9 = get_data(f'{prefix}/{uuid}', 9) - power7 = 1 - power8 = 1 + associate = [{'data': data2, 'skills': ['鬼斩']}] # 上挑 # swordman_male/soul_bender/fc7a3f4c2852c832a2f20af63d5d212f @@ -1273,7 +1272,7 @@ class Skill32(PassiveSkill): # [范围信息] # 噬灵鬼斩大小比率 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) - associate = [{'type': '*power7', 'data': data1, 'skills': ['鬼斩']}] # noqa: E501 + associate = [{'data': data1, 'skills': ['鬼斩']}] # noqa: E501 # 嗜魂之手 # swordman_male/soul_bender/3829c15bf5f520c13998a3479ba0ce7b @@ -1507,7 +1506,7 @@ class Skill37(ActiveSkill): data1 = get_data(f'{prefix}/{uuid}', 1) # 腐蚀攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) - hit2 = 15 + hit2 = 10 # 异常状态诱发间隔 : {value3}秒 data3 = get_data(f'{prefix}/{uuid}', 3) # 减速几率 : {value4}% @@ -1746,13 +1745,13 @@ class Skill41(ActiveSkill): # 第1击攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) - hit0 = 1 + hit0 = 2 # 第2击攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) - hit1 = 1 + hit1 = 2 # 第3击攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) - hit2 = 1 + hit2 = 2 # 第4击攻击力 : {value3}% data3 = get_data(f'{prefix}/{uuid}', 3) hit3 = 1 @@ -1874,7 +1873,7 @@ class Skill43(ActiveSkill): data7 = get_data(f'{prefix}/{uuid}', 7) # 沼泽攻击力 : {value8}% data8 = get_data(f'{prefix}/{uuid}', 8) - hit8 = 5 + hit8 = 7 # 每只鬼神对怖拉修的攻击力增加量 : {value9}% data9 = get_data(f'{prefix}/{uuid}', 9) # 鬼神叠加数上限 : {value10} diff --git a/backend/core/character/GF/thief/kunoichi.py b/backend/core/character/GF/thief/kunoichi.py index 4fe56ae5..f48b7ee4 100644 --- a/backend/core/character/GF/thief/kunoichi.py +++ b/backend/core/character/GF/thief/kunoichi.py @@ -302,7 +302,7 @@ class Skill8(ActiveSkill): # 攻击力 : {value0}% data0 = get_data(f'{prefix}/{uuid}', 0) - hit0 = 2 + hit0 = 1 # 击飞力比率 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) # 发动速度增加率 : {value2}% diff --git a/backend/core/character/GF/thief/necro.py b/backend/core/character/GF/thief/necro.py index 93e3088e..690cf839 100644 --- a/backend/core/character/GF/thief/necro.py +++ b/backend/core/character/GF/thief/necro.py @@ -343,7 +343,7 @@ class Skill9(ActiveSkill): data0 = get_data(f'{prefix}/{uuid}', 0) # 多段攻击攻击力 : {value1}% data1 = get_data(f'{prefix}/{uuid}', 1) - hit1 = 3 + hit1 = 2 # 爆炸攻击力 : {value2}% data2 = get_data(f'{prefix}/{uuid}', 2) hit2 = 1