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@@ -1,9 +1,9 @@
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# 看看就行, 计算细节通用的数据
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# region
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def 强化技攻(强化等级:int, 强化类型:int, 部位:str):
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增幅技攻 = [0] * 10 + [0.2, 0.4, 0.7, 1.0, 1.2, 1.4, 1.6, 1.8, 2.0, 2.2, 2.4,2.6,2.8,3.0,3.2,3.4,3.6,3.8,4.0,4.2,4.4]
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强化技攻 = [0] * 12 + [0.4, 0.7, 1.0, 1.2, 1.4, 1.6, 1.8, 2.0, 2.2, 2.4,2.6,2.8,3.0,3.2,3.4,3.6,3.8,4.0,4.2,4.4]
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def 强化技攻(强化等级: int, 强化类型: int, 部位: str):
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增幅技攻 = [0] * 10 + [0.2, 0.4, 0.7, 1.0, 1.2, 1.4, 1.6, 1.8, 2.0, 2.2, 2.4, 2.6, 2.8, 3.0, 3.2, 3.4, 3.6, 3.8, 4.0, 4.2, 4.4]
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强化技攻 = [0] * 12 + [0.4, 0.7, 1.0, 1.2, 1.4, 1.6, 1.8, 2.0, 2.2, 2.4, 2.6, 2.8, 3.0, 3.2, 3.4, 3.6, 3.8, 4.0, 4.2, 4.4]
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if 强化类型 == 0:
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if 部位 not in ['武器', '耳环']:
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return 0
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@@ -131,54 +131,55 @@ def 勋章计算(装备等级, 品质, 强化等级):
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武器成长系数 = {'普通': 0.4, '高级': 0.7, '稀有': 1, '神器': 1.25, '勇者': 1.1, '传说': 1.35, '史诗': 1.45, '神话': 1.55}
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武器品级加分 = {'普通': 8, '高级': 8, '稀有': 10, '神器': 12, '勇者': 11, '传说': 13, '史诗': 14, '神话': 15}
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武器类型系数 = {
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'短剑': (1.095, 1.115),
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'太刀': (1.095, 1.105),
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'钝器': (1.11, 1.095),
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'巨剑': (1.12, 1.09),
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'光剑': (1.093, 1.09),
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'手套': (1.095, 1.115),
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'臂铠': (1.12, 1.09),
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'爪': (1.1, 1.1),
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'拳套': (1.105, 1.095),
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'东方棍': (1.095, 1.1),
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'左轮枪': (1.087, 1.077),
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'自动手枪': (1.064, 1.094),
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'步枪': (1.1, 1.085),
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'手炮': (1.106, 1.064),
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'手弩': (1.075, 1.085),
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'矛': (1.12, 1.085),
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'棍棒': (1.108, 1.09),
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'魔杖': (1.09, 1.11),
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'法杖': (1.095, 1.12),
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'扫把': (1.1, 1.11),
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'十字架': (1.1, 1.095),
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'念珠': (1.09, 1.115),
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'图腾': (1.105, 1.09),
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'镰刀': (1.105, 1.105),
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'战斧': (1.12, 1.085),
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'匕首': (1.09, 1.089),
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'双剑': (1.102, 1.08),
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'手杖': (1.081, 1.115),
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'苦无': (1.09, 1.11),
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'长枪': (1.105, 1.09),
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'战戟': (1.12, 1.085),
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'光枪': (1.095, 1.115),
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'暗矛': (1.095, 1.105),
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'长刀': (1.108, 1.09),
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'小太刀': (1.1, 1.1),
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'重剑': (1.12, 1.09),
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'源力剑': (1.095, 1.115),
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'短剑': (1.095, 1.115, 1.11),
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'太刀': (1.095, 1.105, 1.1),
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'钝器': (1.11, 1.095, 1.1),
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'巨剑': (1.12, 1.09, 1.1),
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'光剑': (1.093, 1.09, 1.1),
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'手套': (1.095, 1.115, 1.1),
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'臂铠': (1.12, 1.09, 1.11),
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'爪': (1.1, 1.1, 1.11),
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'拳套': (1.105, 1.095, 1.11),
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'东方棍': (1.095, 1.1, 1.11),
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'左轮枪': (1.087, 1.077, 1.11),
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'自动手枪': (1.064, 1.094, 1.11),
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'步枪': (1.1, 1.085, 1.11),
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'手炮': (1.106, 1.064, 1.11),
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'手弩': (1.075, 1.085, 1.11),
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'矛': (1.12, 1.085, 1.11),
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'棍棒': (1.108, 1.09, 1.11),
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'魔杖': (1.09, 1.11, 1.11),
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'法杖': (1.095, 1.12, 1.11),
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'扫把': (1.1, 1.11, 1.11),
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'十字架': (1.1, 1.095, 1.11),
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'念珠': (1.09, 1.115, 1.11),
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'图腾': (1.105, 1.09, 1.11),
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'镰刀': (1.105, 1.105, 1.11),
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'战斧': (1.12, 1.085, 1.11),
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'匕首': (1.09, 1.089, 1.11),
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'双剑': (1.102, 1.08, 1.11),
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'手杖': (1.081, 1.115, 1.11),
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'苦无': (1.09, 1.11, 1.11),
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'长枪': (1.105, 1.09, 1.11),
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'战戟': (1.12, 1.085, 1.11),
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'光枪': (1.095, 1.115, 1.11),
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'暗矛': (1.095, 1.105, 1.11),
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'长刀': (1.108, 1.09, 1.11),
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'小太刀': (1.1, 1.1, 1.11),
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'重剑': (1.12, 1.09, 1.11),
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'源力剑': (1.095, 1.115, 1.11),
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# todo
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'神弦弓': (1.1, 1.095),
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'玄机弓': (1.108, 1.09),
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'强攻弩': (1.12, 1.09),
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'妖影弓': (1.095, 1.1),
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'嵌合弓': (1.1, 1.085),
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'神弦弓': (1.1, 1.095, 1.11),
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'玄机弓': (1.108, 1.09, 1.11),
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'强攻弩': (1.12, 1.09, 1.11),
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'妖影弓': (1.095, 1.1, 1.11),
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'嵌合弓': (1.1, 1.085, 1.11),
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}
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def 武器强化计算(装备等级, 品质, 强化等级, 武器类型, 类型, 默认系数=0):
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武器系数 = max(武器类型系数[武器类型][0 if 类型 == '物理' else 1], 默认系数)
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index = 0 if 类型 == '物理' else (1 if 类型 == '魔法' else ())
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武器系数 = max(武器类型系数[武器类型][index], 默认系数)
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return int((装备等级 + 武器品级加分[品质]) / 8 * 武器成长系数[品质] * 武器强化系数[强化等级] * 武器系数)
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@@ -313,7 +314,7 @@ def 武器MP系数(武器类型, 输出类型) -> float:
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品级加分 = {'稀有': 5, '神器': 8, '勇者': 11, '传说': 14, '史诗': 17, '智慧产物': 17, '神话': 18}
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def 精通计算(装备等级, 品质, 强化等级, 部位, 甲类,属性='',carry=True):
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def 精通计算(装备等级, 品质, 强化等级, 部位, 甲类, 属性='', carry=True):
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if carry:
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return round((20 + 甲类系数[甲类] * (装备等级 + 品级加分[品质] + int(强化等级 / 3))) * 部位系数[部位], 2)
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else:
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@@ -586,9 +587,11 @@ def 获取基础属性(角色, 职业):
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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)
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return (力量, 智力, 体力, 精神)
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def 获取唤醒属性():
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return 335 if 当前等级 >= 75 else (145 if 当前等级 >= 15 else 0)
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def 获取属性抗性基础(角色, 职业):
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return 职业属性抗性数据[职业 + '-' + 角色]
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