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from functools import cache
import importlib
from typing import Literal
from core.basic.property import CharacterInfo
from core.basic.skill import Skill
from core.basic.equipment import get_equipment
# from core.basic.equipment import equipments
# from core.basic.skill import Skill, ActiveSkill, PassiveSkill
from .formula import 获取基础属性
from .roleinfo import CharacterEquipInfo, get_key_by_value
# from .property import 精通计算, 角色基础, CharacterInfo
class Character:
# region 角色属性
STR: float
"""力量"""
INT: float
"""智力"""
Spirit: float
"""精神"""
Vitality: float
"""体力"""
AtkP: float
"""物理攻击力"""
PAtkP: float
"""物理攻击力%"""
AtkM: float
"""魔法攻击力"""
PAtkM: float
"""魔法攻击力%"""
AtkI: float
"""独立攻击力"""
PAtkI: float
"""独立攻击力%"""
ElementA: dict[str, float]
"""属性攻击"""
ElementDB: dict[str, float]
"""属性强化数值"""
ElementR: dict[str, float]
"""属性抗性数值"""
CriticalM: float
"""魔法暴击"""
CriticalP: float
"""物理暴击"""
SkillAttack: float
"""技能攻击力"""
SpeedA: float
"""攻击速度"""
SpeedM: float
"""移动速度"""
SpeedR: float
"""施放速度"""
Hit: float
"""命中率"""
Abnormal: dict[str, bool]
"""敌人异常状态"""
MonsterInfo: dict[str, float]
Buffer: float
"""增益量"""
BufferP: float
"""增益量%"""
Attack: float
"""攻击强化"""
AttackP: float
"""攻击强化%"""
# endregion
skills: list["Skill"] = []
# """技能列表"""
skills_dict: dict[str, "Skill"] = {}
# """技能名字对应技能"""
equVersion: str = '0'
"""装备版本"""
charEquipInfo: dict[str, "CharacterEquipInfo"]
"""装备打造信息"""
# region 角色属性
输出类型: str = '物理'
buffer: bool = False
# endregion
# region 职业属性
实际名称: str = ''
名称: str = ''
角色: str = ''
角色类型: str = ''
职业: str = ''
武器选项: list[str] = []
输出类型选项: list[str] = []
防具精通属性: list[str] = []
类型 = ''
输出类型: str = '物理'
# endregion
def __init__(self, equVersion) -> None:
self.equVersion = equVersion
# self.equs = get_equ(self.equVersion)
self.STR = 0
self.INT = 0
self.AtkP = 0
self.AtkM = 0
self.AtkI = 0
self.PAtkP = 1.0
self.PAtkM = 1.0
self.PAtkI = 1.0
self.ElementA = {
'火': False,
'冰': False,
'光': False,
'暗': False,
}
self.ElementDB = {
'火': 0,
'冰': 0,
'光': 0,
'暗': 0,
}
self.ElementR = {
'火': 0,
'冰': 0,
'光': 0,
'暗': 0,
}
self.Abnormal = {
'出血': False,
'灼伤': False,
'感电': False,
'中毒': False,
}
self.CriticalM = 0
self.CriticalP = 0
self.SkillAttack = 1
self.SpeedA = 0
self.SpeedM = 0
self.SpeedR = 0
self.HitP = 0
self.Hit = 0
self.MonsterInfo = {
'DefenseP': 0,
'DefenseM': 0,
'火抗': 0,
'冰抗': 0,
'光抗': 0,
'暗抗': 0,
}
self.Buffer = 0
self.BufferP = 1.0
self.Attack = 0
self.AttackP = 1.0
pass
# region 角色属性设置
def SetBaseStatus(self) -> None:
"""设角色基础属性"""
# 角色四维
temp = 获取基础属性(self.角色, self.职业)
for index, i in enumerate([get_key_by_value(i) for i in ['力量', '体力', '智力', '精神']]):
setattr(self, i, temp[index])
# 角色属性抗性
pass
# 角色异常抗性
pass
def SetStatus(
self,
力量=0,
智力=0,
物攻=0,
魔攻=0,
独立=0,
技攻=0,
全属强=0,
火强=0,
冰强=0,
光强=0,
暗强=0,
全属抗=0,
火抗=0,
冰抗=0,
光抗=0,
暗抗=0,
火属性攻击=False,
冰属性攻击=False,
光属性攻击=False,
暗属性攻击=False,
移速=0,
攻速=0,
施放=0,
命中=0,
命中率=0,
物暴=0,
魔暴=0,
攻击强化=0,
攻击强化P=0,
增益量=0,
增益量P=0,
**kwargs,
) -> None:
"""设置角色属性"""
allowed_kwargs = {
'STR',
'INT',
'AtkP',
'AtkM',
'AtkI',
'PAtkP',
'PAtkM',
'PAtkI',
'PATKIPDamage',
'PDamageC',
'PSTR',
'PINT',
'PDamageB',
'ElementA',
'ElementDB',
'ElementR',
'CriticalMP',
'CriticalM',
'CriticalPP',
'CriticalP',
'EquipmentSkillAttack',
'SkillAttack',
'SpeedA',
'SpeedM',
'SpeedR',
'HitP',
'Hit',
'Attack',
'AttackP',
'Buffer',
'BufferP',
}
for key in kwargs:
if key not in allowed_kwargs:
raise ValueError(f'Invalid keyword argument: {key}')
self.STR += 力量 + kwargs.get('STR', 0)
self.INT += 智力 + kwargs.get('INT', 0)
self.AtkP += 物攻 + kwargs.get('AtkP', 0)
self.AtkM += 魔攻 + kwargs.get('AtkM', 0)
self.AtkI += 独立 + kwargs.get('AtkI', 0)
self.PAtkP *= kwargs.get('PAtkP', 0)
self.PAtkM *= kwargs.get('PAtkM', 0)
self.PAtkI *= kwargs.get('PAtkI', 0)
for elem in ['火', '冰', '光', '暗']:
self.ElementA[elem] = kwargs.get(f'{elem}属性攻击', False) or kwargs.get('ElementA', {}).get(elem, False) or self.ElementA[elem]
self.ElementDB[elem] += kwargs.get(f'{elem}强', 0) + kwargs.get('ElementDB', {}).get(elem, 0) + kwargs.get('全属强', 0)
self.ElementR[elem] += kwargs.get(f'{elem}抗', 0) + kwargs.get('ElementR', {}).get(elem, 0) + kwargs.get('全属抗', 0)
self.CriticalM += kwargs.get('CriticalM', 0) + 魔暴
self.CriticalP += kwargs.get('CriticalP', 0) + 物暴
self.SkillAttack += (1 + 技攻) * (1 + kwargs.get('SkillAttack', 0))
self.SpeedA += 攻速 + kwargs.get('SpeedA', 0)
self.SpeedM += 移速 + kwargs.get('SpeedM', 0)
self.SpeedR += 施放 + kwargs.get('SpeedR', 0)
self.HitP += 命中率 + kwargs.get('HitP', 0)
self.Hit += 命中 + kwargs.get('Hit', 0)
self.Attack += 攻击强化 + kwargs.get('Attack', 0)
self.AttackP += 攻击强化P + kwargs.get('AttackP', 0)
self.Buffer += 增益量 + kwargs.get('Buffer', 0)
self.BufferP += 增益量P + kwargs.get('BufferP', 0)
pass
def AddSkillLv(self, min, max, lv, type=-1) -> None:
"""
增加技能等级
type: -1 全部, 0 被动, 1 主动
"""
for skill in self.skills:
if min <= skill.requiredLv <= max:
if type == -1 or skill.type == type:
skill.AddLv(lv, self)
def SetSkillCD(self, min=1, max=99, cd=0) -> None:
"""
设置技能CD
type: -1 全部, 0 被动, 1 主动
"""
for skill in self.skills:
if min <= skill.requiredLv <= max and skill.damage:
skill.CDR *= 1 - cd
def GetSkillByName(self, name) -> Skill:
"""通过技能名获取技能"""
return self.skills_dict.get(name,None)
def GetSkillByID(self,id:str) -> Skill:
skill = list(filter(lambda x:str(x.id) == id,self.skills))
"""通过技能ID获取技能"""
return skill[0] if len(skill) > 0 else None
@cache
def GetSkillNames(self, type: Literal['active', 'passive', 'all'] = 'all' , damage:Literal[True,False,'all'] = 'all') -> list[str]:
"""获取技能名字"""
return [skill.name for skill in self.skills if (type == 'all' or skill.type == type) and (damage == 'all' or skill.damage == damage)]
# endregion
# region 计算相关
def SetDetail(self, info: dict[str, dict]) -> None:
self.charEquipInfo = {}
"""打造信息导入"""
for key in info['equips']:
# 导入部位打造信息、装备信息、贴膜信息
self.charEquipInfo[key] = CharacterEquipInfo(info['equips'][key], self.equVersion, key)
# def calc(self):
# """计算角色属性"""
# func = []
# for i in self.charEquipInfo:
# # 计算装备
# temp = self.equs.get_func_by_id(self.charEquipInfo[i].id)
# func.append(temp)
# temp(self)
# pass
def getInfo(self):
"""返回到前端信息"""
info = {}
info['alter'] = self.实际名称
info['equVersion'] = self.equVersion
info['name'] = self.名称
info['weaopns'] = self.武器选项
skillInfo = []
for skill in self.skills:
skillInfo.append(
{
'name': skill.name,
'icon': skill.icon,
'type': skill.type,
# 'SPCost': skill.SPCost,
"learnLv": skill.learnLv,
"masterLv": skill.masterLv,
"maxLv": skill.maxLv,
# 'TPCost': 0 if not skill.hasTP else skill.TPCost,
# "masterTPLv":0 if not skill.hasTP else skill.masterTPLv,
# 'maxTPLv': 0 if not skill.hasTP else skill.TPLearnMax,
'positon':skill.position
}
)
info['skills'] = skillInfo
equs = []
suits = []
for i in get_equipment(self.equVersion).equs:
equs.append(i.__dict__)
for i in get_equipment(self.equVersion).suits:
suits.append(i.__dict__)
info['equips'] = equs
info['suits'] = suits
enchats = []
emblems = []
# 装备过滤
# for i in self.equs.info:
# if (i.typeSon1Id == '武器' and i.typeSon2Id not in self.武器选项) or (i.name.startswith('精 · ') and self.异界 not in i.name):
# pass
# else:
# equs.append(
# {
# 'id': i.id,
# 'name': i.name,
# 'icon': i.icon,
# 'typeSon1Id': i.typeSon1Id,
# 'typeSon2Id': i.typeSon2Id,
# 'typeSon3Id': i.typeSon3Id,
# 'rarity': i.rarity,
# 'lv': i.lv,
# 'suit': i.suit,
# }
# )
# 附魔、徽章
# for i in self.equs.prop:
# if i.typeSon1Id == '附魔':
# enchats.append(
# {
# 'id': i.id,
# 'name': i.name,
# 'icon': i.icon,
# 'typeSon1Id': i.typeSon1Id,
# 'typeSon2Id': i.typeSon2Id,
# 'typeSon3Id': i.typeSon3Id,
# 'rarity': i.rarity,
# 'lv': i.lv,
# 'desc': i.desc,
# }
# )
# if i.typeSon1Id == '徽章':
# emblems.append(
# {
# 'id': i.id,
# 'name': i.name,
# 'icon': i.icon,
# 'typeSon1Id': i.typeSon1Id,
# 'typeSon2Id': i.typeSon2Id,
# 'typeSon3Id': i.typeSon3Id,
# 'rarity': i.rarity,
# 'lv': i.lv,
# 'desc': i.desc,
# }
# )
# info['enchats'] = enchats
# info['emblems'] = emblems
# info['seal'] = [i.__dict__ for i in self.equs.seal]
return info
def getBasicInos(self):
res = []
attrs = []
if self.输出类型 == '物理':
attrs = ['STR', 'PSTR', 'AtkP', 'PAtkP', 'CriticalPP', 'CriticalP']
if self.输出类型 == '魔法':
attrs = ['INT', 'PINT', 'AtkM', 'PAtkM', 'CriticalMP', 'CriticalM']
for attr in attrs + ['PDamage', 'PDamageC', 'PDamageB', 'SpeedA', 'SpeedM', 'SpeedR']:
temp = getattr(CharacterInfo, attr)
res.append(
{
'name': temp.name,
'value': temp.value(getattr(self, attr)),
'icon': temp.icon,
}
)
keys = ['火', '冰', '光', '暗']
for index in range(0, 4):
temp = getattr(CharacterInfo, f'ElementDB{index}')
res.append(
{
'name': temp.name,
'value': temp.value(getattr(self, 'ElementDB')[keys[index]]),
'icon': temp.icon,
}
)
temp = getattr(CharacterInfo, f'ElementR{index}')
res.append(
{
'name': temp.name,
'value': temp.value(getattr(self, 'ElementR')[keys[index]]),
'icon': temp.icon,
}
)
return res
def calc_init(self, setInfo: dict[str, dict]):
# 打造信息导入
self.SetDetail(setInfo)
# 技能等级设置
self.SetSkills(setInfo.get('skills', {}))
pass
def SetSkills(self, skills: dict[str, dict]):
"""设置技能等级"""
for key in skills:
skill = self.GetSkillByID(key)
if skill is not None:
skill.lv = skills[key].get('lv', 0)
pass
def load_skills(self):
pass
def calc(self, setInfo: dict[str, dict]):
funcs = []
suits = []
self.calc_init(setInfo)
# self.SetDetail(setInfo)
# 角色基础属性
self.SetBaseStatus()
return
# 技能影响角色的属性,如属强、抗性等
for skill in self.skills:
skill.effect(self)
for i in self.charEquipInfo:
# region 装备效果
fun = self.equs.get_func_by_id(f'equ_{self.charEquipInfo[i].id}')
equ = self.equs.get_equ_by_id(self.charEquipInfo[i].id)
if equ is None:
continue
self.SetStatus(**equ.__dict__)
funcs.append(fun + (equ,))
# 护甲精通计算
if equ.typeSon2Id == self.防具类型:
self.SetStatus(**精通计算(equ.lv, equ.rarity, equ.typeSon1Id, equ.typeSon2Id, self.输出类型, self.buffer))
# 套装效果
suits += (equ.suit or '').split(',')
# endregion
# region 附魔效果
fun = self.equs.get_func_by_id(f'prop_{self.charEquipInfo[i].enchant}')
funcs.append(fun + (equ,))
# endregion
# region 徽章效果
for emblem in self.charEquipInfo[i].emblems:
fun = self.equs.get_func_by_id(f'prop_{emblem}')
funcs.append(fun + (equ,))
# endregion
# region 魔法封印效果
for seal in self.charEquipInfo[i].seals:
fun = self.equs.get_func_by_id(f'seal_{seal}')
funcs.append(fun + (equ,))
# endregion
# region 套装效果
matchSuit = []
for i in list(set(filter(lambda x: x != '' and x is not None, suits))):
# 获取当前的套装的数量
nums = len(list(filter(lambda x: x == i, suits)))
# 获取当前的套装信息
suisInfos = list(filter(lambda x: x.suitID == i, self.equs.suit))
if len(suisInfos) > 0:
matchSuit += [i.id for i in list(filter(lambda x: x.needNum <= nums, suisInfos))]
# 兼容于判断
if suisInfos[0].compatibility is not None and suisInfos[0].compatibility != '':
for compatibility in suisInfos[0].compatibility.split(','):
# 兼容于的装备数量
numsComp = len(list(filter(lambda x: x == compatibility, suits)))
# 大于兼容于小于兼容于加上当前套装数量
if numsComp > 0:
matchSuit += [
i.id
for i in list(
filter(
lambda x: x.suitID == compatibility and numsComp < x.needNum <= nums + numsComp,
self.equs.suit,
)
)
]
for i in matchSuit:
fun = self.equs.get_func_by_id(f'suit_{i}')
funcs.append(fun + (None,))
# endregion
funcs.sort(key=lambda x: x[2])
for func in funcs:
# 站街
func[1](self, func[3], 0)
# 进图
func[1](self, func[3], 1)
return {
'basicInfo': self.getBasicInos(),
'skillInfo': [],
}
# endregion
def createCharacter(alter: str, equVersion: str = '0'):
character: Character = None
module_name = 'core.characters.' + alter
try:
character = importlib.import_module(module_name).classChange(equVersion)
except Exception as ex:
print(ex)
print('create character ' + module_name + ' error.')
pass
return character
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from database.models import Session, EquData, SuitData
from database.connect import get_db_engine as get_engine
from functools import cache
def parse_to_number_list(info: str, default: list[float] = [0]) -> list[float]:
return default if not info else [float(i) for i in info.split(',')]
class Equ:
id: str
name: str
rarity: str
itemType: str
itemDetailType: str
Point: list[float] | float
categorize: str
imageUrl: str
detail: str
bufferDetail: str
STR: list[float] | float
INT: list[float] | float
Vitality: list[float] | float
Spirit: list[float] | float
AtkP: list[float] | float
AtkM: list[float] | float
AtkI: list[float] | float
SkillAttack: list[float] | float
Attack: list[float] | float
Buffer: list[float] | float
max_adaptation: int
def __init__(self, **kwargs):
self.__dict__.update(kwargs)
def adapt(self, adaptation: int = 0):
"""调适
Args:
adaptation (int): 调适等级
"""
temp = self.__dict__.copy()
keys = [key for key in EquData.__dict__.keys() if key[0].isupper()]
for attr in keys:
value = getattr(self, attr)
temp[attr] = value[min(adaptation, len(value) - 1)] if isinstance(value, list) else value
return Equ(**temp)
class Suit:
id: int
suitId: int
suitName: str
rarity: str
name: str
point: int
level: int
count: int
SkillAttack: float
Attack: float
def __init__(self, **kwargs):
self.__dict__.update(kwargs)
class Equipments:
def __init__(self, version='0'):
self.version = version
self.engine = get_engine(version)
self.equs: list[Equ] = []
self.equ_dict: dict[str, Equ] = {}
self.suits: list[Suit] = []
self.suit_dict: dict[str, Suit] = {}
self.init_equs()
self.init_suits()
self.engine.dispose()
def init_equs(self):
"""从数据库中获取所有装备信息"""
with Session(self.engine) as session:
db_list = session.query(EquData).all()
keys = [key for key in EquData.__dict__.keys() if key[0].isupper()] + ['suit']
for item in db_list:
max_adaptation = 0
item.id = str(item.id)
for attr in keys:
value = parse_to_number_list(getattr(item, attr))
max_adaptation = max(max_adaptation, len(value) - 1)
setattr(item, attr, value)
equ_dict = {k: v for k, v in item.__dict__.items() if not k.startswith('_')}
equ_dict['max_adaptation'] = max_adaptation
equ = Equ(**equ_dict)
self.equs.append(equ)
self.equ_dict[equ.id] = equ
def init_suits(self):
"""从数据库中获取所有套装信息"""
with Session(self.engine) as session:
db_list = session.query(SuitData).all()
for item in db_list:
suit = Suit(**{k: v for k, v in item.__dict__.items() if not k.startswith('_')})
self.suits.append(suit)
self.suit_dict.setdefault(str(suit.suitId), []).append(suit)
pass
def get_suit_info(self, suitId: str | int, point: int = 0, count: int = 0) -> list[Suit]:
"""根据套装点数返回对应适用的套装属性\n
新套装只需要传入suitID和point即可,count默认为0\n
老套装需要传入suitID和count即可,point默认为0
"""
# 先筛选出点数小于等于point和数量小于等于count的套装
suits: list[Suit] = [suit for suit in self.suit_dict[str(suitId)] if suit.point <= point and suit.count <= count]
result: dict[int, Suit] = {}
# 取每种count套装中点数最高的
for suit in suits:
if suit.count not in result or suit.point > result[suit.count].point:
result[suit.count] = suit
return list(result.values())
@cache
def get_equipment(version: str = '0') -> Equipments:
# print('加载装备信息')
return Equipments(version)
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# 看看就行, 计算细节通用的数据
# region
def 强化技攻(强化等级, 强化类型, 部位):
增幅技攻 = [0] * 11 + [0.2, 0.4, 0.7, 1.0, 1.2, 1.4, 1.6, 1.8, 2.0, 2.2, 2.4]
强化技攻 = [0] * 13 + [0.4, 0.7, 1.0, 1.2, 1.4, 1.6, 1.8, 2.0, 2.2]
if 强化类型 == '强化':
if 部位 not in ['武器', '耳环']:
return 0
else:
return 强化技攻[强化等级]
return 增幅技攻[强化等级]
# endregion
# region 增幅
增幅系数 = (0, 1, 2, 3, 4, 6, 8, 10, 22, 28, 35, 42, 50, 67, 108, 150, 192, 267, 342, 417, 500, 583, 667, 750, 833, 917, 1000, 1083, 1167, 1250, 1333, 1417)
增幅成长系数 = {'稀有': 1, '神器': 1.3, '勇者': 1.1, '传说': 1.4, '史诗': 1.5, '神话': 1.6}
增幅品级加分 = {'稀有': 45, '神器': 45, '勇者': 45, '传说': 46, '史诗': 46, '神话': 46}
# 增幅品级底数 = {'稀有': 5, '神器': 6, '勇者': 5, '传说': 6, '史诗': 7, '神话': 8}
# 增幅品级底数_HF = {'稀有': 10, '神器': 11, '勇者': 10, '传说': 11, '史诗': 12, '神话': 13}
增幅品级底数 = {'稀有': 10, '神器': 11, '勇者': 10, '传说': 11, '史诗': 12, '神话': 13}
def 增幅计算(装备等级, 品质, 强化等级, 版本='GF'):
if 版本 == 'GF':
if 品质 == '智慧产物':
return 0
return int((装备等级 + 增幅品级加分[品质]) * 增幅成长系数[品质] * 增幅系数[强化等级] / 100 - 0.00000001) + 增幅品级底数[品质] + (0 if 强化等级 < 12 else 5)
# endregion
# region 特殊装备&勋章
耳环强化系数 = (
0,
83,
124,
166,
207,
248,
314,
370,
426,
482,
621,
970,
1455,
1941,
2911,
4043,
5175,
7116,
9056,
10997,
13099,
15363,
17627,
19891,
22155,
24420,
26684,
28948,
31212,
33476,
35740,
38004,
)
左右强化系数 = (
0,
60,
90,
120,
150,
180,
210,
247,
285,
322,
360,
675,
1013,
1350,
2025,
2812,
3600,
4950,
6300,
7650,
9112,
10688,
12262,
13838,
15412,
16988,
18562,
20138,
21712,
23288,
24862,
26438,
)
勋章强化系数 = (0, 100, 120, 144, 173, 208, 250, 300, 320, 360, 400, 610, 1220, 2440, 2684, 2952, 3838, 4989, 6486, 8432, 10962)
特殊成长系数 = {'普通': 0.4, '高级': 0.7, '稀有': 1, '神器': 1.25, '传说': 1.35, '史诗': 1.45, '神话': 1.55}
特殊品级加分 = {'普通': 24, '高级': 30, '稀有': 26, '神器': 28, '传说': 29, '史诗': 30, '神话': 31}
def 耳环计算(装备等级, 品质, 强化等级):
if 品质 == '智慧产物':
return 0
return int((装备等级 + 特殊品级加分[品质]) / 2400 * 特殊成长系数[品质] * 耳环强化系数[强化等级])
def 左右计算(装备等级, 品质, 强化等级):
if 品质 == '智慧产物':
return 0
return int((装备等级 + 特殊品级加分[品质]) / 2400 * 特殊成长系数[品质] * 左右强化系数[强化等级])
def 勋章计算(装备等级, 品质, 强化等级):
return int((装备等级 + 特殊品级加分[品质]) / 2400 * 特殊成长系数[品质] * 勋章强化系数[强化等级])
# endregion
# region 武器
武器强化系数 = (0, 2, 2.6, 3.6, 4.7, 5.8, 6.9, 8.2, 11, 14.6, 18.7, 26.9, 36.7, 43, 49.2, 55.4, 61.7, 68, 74.3, 80.6, 86.9, 93.2, 99.5, 105.8, 112.1, 118.3, 124.6, 130.9, 137.1, 143.4, 149.7, 156.0)
武器锻造系数 = (0, 2, 3, 4, 6, 8, 13, 18, 25, 32, 41)
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}
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}
武器类型系数 = {
'短剑': (1.095, 1.115),
'太刀': (1.095, 1.105),
'钝器': (1.11, 1.095),
'巨剑': (1.12, 1.09),
'光剑': (1.093, 1.09),
'手套': (1.095, 1.115),
'臂铠': (1.12, 1.09),
'爪': (1.1, 1.1),
'拳套': (1.105, 1.095),
'东方棍': (1.095, 1.1),
'左轮枪': (1.087, 1.077),
'自动手枪': (1.064, 1.094),
'步枪': (1.1, 1.085),
'手炮': (1.106, 1.064),
'手弩': (1.075, 1.085),
'矛': (1.12, 1.085),
'棍棒': (1.108, 1.09),
'魔杖': (1.09, 1.11),
'法杖': (1.095, 1.12),
'扫把': (1.1, 1.11),
'十字架': (1.1, 1.095),
'念珠': (1.09, 1.115),
'图腾': (1.105, 1.09),
'镰刀': (1.105, 1.105),
'战斧': (1.12, 1.085),
'匕首': (1.09, 1.089),
'双剑': (1.102, 1.08),
'手杖': (1.081, 1.115),
'苦无': (1.09, 1.11),
'长枪': (1.105, 1.09),
'战戟': (1.12, 1.085),
'光枪': (1.095, 1.115),
'暗矛': (1.095, 1.105),
'长刀': (1.108, 1.09),
'小太刀': (1.1, 1.1),
'重剑': (1.12, 1.09),
'源力剑': (1.095, 1.115),
# todo
'神弦弓': (1.1, 1.095),
'玄机弓': (1.108, 1.09),
'强攻弩': (1.12, 1.09),
'妖影弓': (1.095, 1.1),
}
def 武器强化计算(装备等级, 品质, 强化等级, 武器类型, 类型):
武器系数 = 武器类型系数[武器类型][0 if 类型 == '物理' else 1]
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)
def 锻造计算(装备等级, 品质, 锻造等级):
return round((装备等级 + 武器品级加分[品质]) / 8 * 武器成长系数[品质] * 武器锻造系数[锻造等级])
def 锻造四维(装备等级, 品质, 锻造等级):
return round((装备等级 + 武器品级加分[品质]) / 80 * 武器成长系数[品质] * 武器锻造系数[锻造等级])
武器冷却惩罚系数 = {
'短剑': (1, 1, 1),
'太刀': (0.95, 0.95, 1),
'钝器': (1, 1, 1),
'巨剑': (1.05, 1, 1),
'光剑': (0.9, 1, 1),
'手套': (0.9, 1, 1),
'臂铠': (1.05, 1, 1),
'爪': (1, 1, 1),
'拳套': (0.9, 1, 1),
'东方棍': (1, 1, 1),
'左轮枪': (0.95, 1, 1),
'自动手枪': (0.9, 1, 1),
'步枪': (1, 1, 1),
'手炮': (1.05, 1, 1),
'手弩': (0.9, 1, 1),
'矛': (1, 0.95, 1),
'棍棒': (0.95, 1, 1),
'魔杖': (0.95, 1, 1),
'法杖': (1, 1.05, 1),
'扫把': (1, 1, 1),
'十字架': (1, 0.95, 1),
'念珠': (0.95, 1, 1),
'图腾': (1, 0.95, 1),
'镰刀': (0.95, 1, 1),
'战斧': (1.05, 0.9, 1),
'匕首': (0.9, 0.95, 1),
'双剑': (1.05, 0.9, 1),
'手杖': (1, 1.05, 1),
'苦无': (1, 1, 1),
'长枪': (1, 1, 1),
'战戟': (1.1, 0.9, 1),
'光枪': (1, 1, 1),
'暗矛': (0.95, 0.95, 1),
'长刀': (1, 1, 1),
'小太刀': (0.95, 1, 1),
'重剑': (1.05, 1, 1),
'源力剑': (1, 1, 1),
# todo
'神弦弓': (1, 1, 1),
'玄机弓': (1, 1, 1),
'强攻弩': (1.05, 1, 1),
'妖影弓': (0.95, 0.95, 1),
}
MP系数 = {
'短剑': (1, 1.15, 1),
'太刀': (0.95, 1.05, 1),
'钝器': (1.1, 0.95, 1),
'巨剑': (1.2, 0.9, 1),
'光剑': (0.9, 1, 1),
'手套': (0.95, 1.15, 1),
'臂铠': (1.2, 0.9, 1),
'爪': (1, 1, 1),
'拳套': (1.05, 0.95, 1),
'东方棍': (0.95, 1, 1),
'左轮枪': (1, 0.9, 1),
'自动手枪': (0.7, 1.1, 1),
'步枪': (1.1, 0.95, 1),
'手炮': (1.25, 0.75, 1),
'手弩': (0.9, 1, 1),
'矛': (1.1, 0.95, 1),
'棍棒': (1, 1, 1),
'魔杖': (0.95, 1, 1),
'法杖': (1, 1.1, 1),
'扫把': (1, 1, 1),
'十字架': (1, 0.95, 1),
'念珠': (0.9, 1.15, 1),
'图腾': (1.05, 0.9, 1),
'镰刀': (0.95, 1, 1),
'战斧': (1.2, 0.85, 1),
'匕首': (1, 0.9, 1),
'双剑': (1.2, 0.8, 1),
'手杖': (0.95, 1.15, 1),
'苦无': (1, 1.1, 1),
'长枪': (1.1, 1, 1),
'战戟': (1.2, 0.9, 1),
'光枪': (1, 1.15, 1),
'暗矛': (0.95, 1.05, 1),
'长刀': (1.1, 1, 1),
'小太刀': (1, 1, 1),
'重剑': (1.2, 0.9, 1),
'源力剑': (1, 1.15, 1),
# todo
'神弦弓': (1, 1, 1),
'玄机弓': (1.1, 1, 1),
'强攻弩': (1.2, 0.9, 1),
'妖影弓': (0.95, 1, 1),
}
def 武器冷却惩罚(武器类型, 输出类型):
类型系数 = 0 if 输出类型 == '物理百分比' else (1 if 输出类型 == '魔法百分比' else 2)
return 武器冷却惩罚系数[武器类型][类型系数]
# else:
# return 武器冷却惩罚系数_HF[武器类型][类型系数]
def 武器MP系数(武器类型, 输出类型, 版本='GF') -> float:
类型系数 = 0 if 输出类型 == '物理百分比' else (1 if 输出类型 == '魔法百分比' else 2)
if 版本 == 'GF':
return MP系数[武器类型][类型系数]
# endregion
# region 防具
# 部位系数 = {'上衣': 0.30, '头肩': 0.20, '下装': 0.25, '腰带': 0.10, '鞋': 0.15}
# 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}
# def 精通计算(装备等级, 品质, 强化等级, 部位):
# return round((20 + 2.5 * (装备等级 + 品级加分[品质] + int(强化等级 / 3))) * 部位系数[部位], 2)
# def 辅助精通计算(装备等级, 品质, 强化等级, 部位):
# return round((4 + (装备等级 + 品级加分[品质] + int(强化等级 / 3))) * 部位系数[部位], 2)
甲类系数 = {'皮甲': 2.9, '板甲': 2.9, '重甲': 3.1, '轻甲': 3.2, '布甲': 3.2}
部位系数 = {'上衣': 0.30, '头肩': 0.20, '下装': 0.25, '腰带': 0.10, '鞋': 0.15}
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}
def 精通计算(装备等级, 品质, 强化等级, 部位, 甲类):
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)
def 辅助精通计算(装备等级, 品质, 强化等级, 部位, 属性):
if 属性 == '智力':
return round((8 + 2.4 * (装备等级 + 品级加分[品质] + int(强化等级 / 3))) * 部位系数[部位], 2)
if 属性 == '体力':
return round((4 + 1.6 * (装备等级 + 品级加分[品质] + int(强化等级 / 3))) * 部位系数[部位], 2)
if 属性 == '精神':
return round((8 + 0.8 * (装备等级 + 品级加分[品质] + int(强化等级 / 3))) * 部位系数[部位], 2)
# endregion
# region 角色基础属性
当前等级 = 110
# 力量 体力 智力 精神
角色基础系数 = {
'魔枪士': (4.6, 4.6, 4.4, 4.4, 7, 7, 5, 5),
'格斗家(女)': (5, 5, 4, 4, 7.5, 7.5, 4.5, 4.5),
'格斗家(男)': (5, 5, 4, 4, 7.5, 7.5, 4.5, 4.5),
'枪剑士': (4.6, 4.6, 4.4, 4.4, 7, 7, 5, 5),
'神枪手(女)': (4.5, 4.5, 4.5, 4.5, 6.5, 6.5, 5.5, 5.5),
'神枪手(男)': (4.5, 4.5, 4.5, 4.5, 6.5, 6.5, 5.5, 5.5),
'守护者': (4.8, 4.8, 4.2, 4.2, 7, 7, 5, 5),
'魔法师(女)': (4, 4, 5, 5, 4.5, 4.5, 7.5, 7.5),
'魔法师(男)': (3.5, 4, 5.5, 5, 4, 4.5, 8, 7.5),
'暗夜使者': (5, 4, 5, 4, 7.5, 5.5, 6.5, 4.5),
'缔造者': (4, 4, 5, 5, 4.5, 4.5, 7.5, 7.5),
'黑暗武士': (4.8, 4.8, 4.2, 4.2, 7.5, 7.5, 4.5, 4.5),
'鬼剑士(男)': (4.8, 4.8, 4.2, 4.2, 7.5, 7.5, 4.5, 4.5),
'鬼剑士(女)': (4.6, 4.6, 4.4, 4.4, 7, 7, 5, 5),
'圣职者(男)': (4.7, 4.8, 4, 4.5, 6.5, 6.5, 4.5, 6.5),
'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, 7, 7, 5, 5),
}
# 力量 体力 智力 精神
职业基础数据 = {
'征战者-魔枪士': (5.5, 5.5, 3.5, 3.5),
'决战者-魔枪士': (5, 5, 4, 4),
'狩猎者-魔枪士': (3, 4.5, 6, 4.5),
'暗枪士-魔枪士': (3.5, 3.5, 5.5, 5.5),
'气功师-格斗家(女)': (3.5, 3.5, 5.5, 5.5),
'散打-格斗家(女)': (5.5, 5.5, 3.5, 3.5),
'街霸-格斗家(女)': (5, 4, 5, 4),
'柔道家-格斗家(女)': (5, 6, 3.5, 3.5),
'气功师-格斗家(男)': (3.5, 3.5, 5.5, 5.5),
'散打-格斗家(男)': (5.5, 5.5, 3.5, 3.5),
'街霸-格斗家(男)': (5, 4, 5, 4),
'柔道家-格斗家(男)': (5, 6, 3.5, 3.5),
'暗刃-枪剑士': (5.5, 5.5, 3.5, 3.5),
'特工-枪剑士': (5, 5, 4, 4),
'战线佣兵-枪剑士': (5.2, 5, 3.5, 4.3),
'源能专家-枪剑士': (3.5, 3.5, 5.5, 5.5),
'漫游枪手-神枪手(女)': (5.5, 5.5, 3.5, 3.5),
'枪炮师-神枪手(女)': (5.5, 5.5, 3.5, 3.5),
'机械师-神枪手(女)': (3.5, 3.5, 5.5, 5.5),
'弹药专家-神枪手(女)': (4.7, 4.3, 4.7, 4.3),
'漫游枪手-神枪手(男)': (5.5, 5.5, 3.5, 3.5),
'枪炮师-神枪手(男)': (5.5, 5.5, 3.5, 3.5),
'机械师-神枪手(男)': (3.5, 3.5, 5.5, 5.5),
'弹药专家-神枪手(男)': (4.7, 4.3, 4.7, 4.3),
'合金战士-神枪手(男)': (5.5, 5.5, 3.5, 3.5),
'精灵骑士-守护者': (5, 5, 4, 4),
'混沌魔灵-守护者': (3.5, 3.5, 5.5, 5.5),
'帕拉丁-守护者': (5, 5.5, 2, 5.5),
'龙骑士-守护者': (5, 5, 4, 4),
'元素师-魔法师(女)': (3.5, 3.5, 5.5, 5.5),
'召唤师-魔法师(女)': (3.8, 3.7, 5.3, 5.2),
'战斗法师-魔法师(女)': (5, 4, 5, 4),
'魔道学者-魔法师(女)': (4.5, 4, 5.2, 4.3),
'小魔女-魔法师(女)': (4.7, 4.8, 5.5, 4.5),
'元素爆破师-魔法师(男)': (3.5, 3.5, 5.5, 5.5),
'冰结师-魔法师(男)': (3.5, 3.7, 5.5, 5.2),
'血法师-魔法师(男)': (5.5, 5.5, 3.5, 3.5),
'逐风者-魔法师(男)': (5.5, 5.2, 3.5, 3.8),
'次元行者-魔法师(男)': (3.5, 3.5, 5.5, 5.5),
'刺客-暗夜使者': (5.3, 4.5, 4.2, 4),
'死灵术士-暗夜使者': (4.7, 3.5, 5.3, 4.5),
'忍者-暗夜使者': (4.5, 3.5, 5.5, 4.5),
'影舞者-暗夜使者': (5.5, 4.5, 4, 4),
'缔造者-魔法师(女)': (4, 4, 5, 5),
'黑暗武士-鬼剑士(男)': (4.8, 4.8, 4.2, 4.2),
'剑魂-鬼剑士(男)': (5, 5, 4, 4),
'鬼泣-鬼剑士(男)': (3.5, 3.5, 5.5, 5.5),
'狂战士-鬼剑士(男)': (5.5, 5.5, 3.5, 3.5),
'阿修罗-鬼剑士(男)': (3, 4.5, 6, 4.5),
'剑影-鬼剑士(男)': (5, 5, 4, 4),
'刃影-鬼剑士(女)': (5, 5, 4, 4),
'驭剑士-鬼剑士(女)': (5, 5, 4, 4),
'暗殿骑士-鬼剑士(女)': (3.5, 3.5, 5.5, 5.5),
'契魔者-鬼剑士(女)': (5.5, 5.5, 3.5, 3.5),
'流浪武士-鬼剑士(女)': (5.5, 5.5, 3.5, 3.5),
'圣骑士-圣职者(男)': (3.5, 5.5, 3.5, 5.5),
'蓝拳圣使-圣职者(男)': (5.2, 5, 3.9, 3.9),
'驱魔师-圣职者(男)': (5, 4, 5, 4),
'复仇者-圣职者(男)': (3.5, 3.5, 5.5, 5.5),
'圣骑士-圣职者(女)': (3.5, 5.5, 5.5, 3.5),
'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
'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, 3.5, 3.5),
}
# 火抗 冰抗 光抗 暗抗
职业属性抗性数据 = {
'征战者-魔枪士': (23, 23, 23, 23),
'决战者-魔枪士': (23, 23, 23, 23),
'狩猎者-魔枪士': (23, 23, 23, 23),
'暗枪士-魔枪士': (23, 23, 23, 23),
'气功师-格斗家(女)': (23, 23, 93, -7),
'散打-格斗家(女)': (23, 23, 43, 3),
'街霸-格斗家(女)': (23, 23, 43, 3),
'柔道家-格斗家(女)': (23, 23, 43, 3),
'气功师-格斗家(男)': (23, 23, 63, -7),
'散打-格斗家(男)': (23, 23, 43, 3),
'街霸-格斗家(男)': (23, 23, 43, 3),
'柔道家-格斗家(男)': (23, 23, 43, 3),
'暗刃-枪剑士': (23, 23, 23, 23),
'特工-枪剑士': (23, 23, 23, 23),
'战线佣兵-枪剑士': (23, 23, 23, 23),
'源能专家-枪剑士': (23, 23, 23, 23),
'漫游枪手-神枪手(女)': (23, 23, 23, 23),
'枪炮师-神枪手(女)': (23, 23, 23, 23),
'机械师-神枪手(女)': (23, 23, 23, 23),
'弹药专家-神枪手(女)': (23, 23, 23, 23),
'漫游枪手-神枪手(男)': (23, 23, 23, 23),
'枪炮师-神枪手(男)': (23, 23, 23, 23),
'机械师-神枪手(男)': (23, 23, 23, 23),
'弹药专家-神枪手(男)': (23, 23, 23, 23),
'合金战士-神枪手(男)': (23, 23, 23, 23),
'精灵骑士-守护者': (28, 28, 28, 28),
'混沌魔灵-守护者': (28, 28, 28, 28),
'帕拉丁-守护者': (28, 28, 28, 28),
'龙骑士-守护者': (28, 28, 28, 28),
'元素师-魔法师(女)': (23, 23, 23, 23),
'召唤师-魔法师(女)': (23, 23, 23, 23),
'战斗法师-魔法师(女)': (23, 23, 23, 23),
'魔道学者-魔法师(女)': (23, 23, 23, 23),
'小魔女-魔法师(女)': (23, 23, 23, 23),
'元素爆破师-魔法师(男)': (23, 23, 23, 23),
'冰结师-魔法师(男)': (23, 23, 23, 23),
'血法师-魔法师(男)': (23, 23, 23, 23),
'逐风者-魔法师(男)': (23, 23, 23, 23),
'次元行者-魔法师(男)': (23, 23, 23, 23),
'刺客-暗夜使者': (23, 23, 23, 23),
'死灵术士-暗夜使者': (23, 23, 3, 43),
'忍者-暗夜使者': (31, 23, 23, 23),
'影舞者-暗夜使者': (23, 23, 23, 23),
'缔造者-魔法师(女)': (23, 23, 23, 23),
'黑暗武士-鬼剑士(男)': (23, 23, 3, 43),
'剑魂-鬼剑士(男)': (23, 23, 3, 43),
'鬼泣-鬼剑士(男)': (23, 23, -7, 63),
'狂战士-鬼剑士(男)': (23, 23, 3, 43),
'阿修罗-鬼剑士(男)': (23, 23, 3, 43),
'剑影-鬼剑士(男)': (23, 23, 3, 43),
'刃影-鬼剑士(女)': (23, 23, 3, 43),
'驭剑士-鬼剑士(女)': (23, 23, 3, 43),
'暗殿骑士-鬼剑士(女)': (23, 23, 3, 43),
'契魔者-鬼剑士(女)': (23, 23, 3, 43),
'流浪武士-鬼剑士(女)': (23, 23, 3, 43),
'圣骑士-圣职者(男)': (23, 23, 23, 23),
'蓝拳圣使-圣职者(男)': (23, 23, 23, 23),
'驱魔师-圣职者(男)': (23, 23, 23, 23),
'复仇者-圣职者(男)': (23, 23, 23, 23),
'圣骑士-圣职者(女)': (23, 23, 43, 23),
'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),
# todo
'缪斯-弓箭手': (23, 23, 23, 23),
'旅人-弓箭手': (23, 23, 23, 23),
'猎人-弓箭手': (23, 23, 23, 23),
'妖护使-弓箭手': (23, 23, 23, 23),
}
# 出血 中毒 灼伤 感电 冰冻 减速 眩晕 诅咒 失明 石化 睡眠 混乱 束缚
职业异常抗性数据 = {
'征战者-魔枪士': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
'决战者-魔枪士': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
'狩猎者-魔枪士': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
'暗枪士-魔枪士': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
'气功师-格斗家(女)': (0, 0, 0, 0, 0, 0, 0, 0, 0.05, 0, 0, 0, 0),
'散打-格斗家(女)': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
'街霸-格斗家(女)': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
'柔道家-格斗家(女)': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
'气功师-格斗家(男)': (0, 0, 0, 0, 0, 0, 0, 0, 0.05, 0, 0, 0, 0),
'散打-格斗家(男)': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
'街霸-格斗家(男)': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
'柔道家-格斗家(男)': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
'暗刃-枪剑士': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
'特工-枪剑士': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
'战线佣兵-枪剑士': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
'源能专家-枪剑士': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
'漫游枪手-神枪手(女)': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
'枪炮师-神枪手(女)': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
'机械师-神枪手(女)': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
'弹药专家-神枪手(女)': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
'漫游枪手-神枪手(男)': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
'枪炮师-神枪手(男)': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
'机械师-神枪手(男)': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
'弹药专家-神枪手(男)': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
'合金战士-神枪手(男)': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
'精灵骑士-守护者': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
'混沌魔灵-守护者': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
'帕拉丁-守护者': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
'龙骑士-守护者': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
'元素师-魔法师(女)': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
'召唤师-魔法师(女)': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
'战斗法师-魔法师(女)': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
'魔道学者-魔法师(女)': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
'小魔女-魔法师(女)': (0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0),
'元素爆破师-魔法师(男)': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
'冰结师-魔法师(男)': (0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0),
'血法师-魔法师(男)': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
'逐风者-魔法师(男)': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
'次元行者-魔法师(男)': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
'刺客-暗夜使者': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
'死灵术士-暗夜使者': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
'忍者-暗夜使者': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
'影舞者-暗夜使者': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
'缔造者-魔法师(女)': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
'黑暗武士-鬼剑士(男)': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
'剑魂-鬼剑士(男)': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
'鬼泣-鬼剑士(男)': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
'狂战士-鬼剑士(男)': (0, 0, 0, 0, 0, 0, 0.95, 0, 0, 0, 0.95, 0, 0),
'阿修罗-鬼剑士(男)': (0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0),
'剑影-鬼剑士(男)': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
'刃影-鬼剑士(女)': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
'驭剑士-鬼剑士(女)': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
'暗殿骑士-鬼剑士(女)': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
'契魔者-鬼剑士(女)': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
'流浪武士-鬼剑士(女)': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
'圣骑士-圣职者(男)': (0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0, 0.05),
'蓝拳圣使-圣职者(男)': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
'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),
'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),
# todo
'缪斯-弓箭手': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
'旅人-弓箭手': (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
'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),
}
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]
唤醒 = 335 if 当前等级 >= 75 else (145 if 当前等级 >= 15 else 0)
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) + 唤醒 + 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) + 唤醒 + 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) + 唤醒 + 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) + 唤醒 + 93 + 当前等级)
return (力量, 智力, 体力, 精神)
def 获取属性抗性基础(角色, 职业):
return 职业属性抗性数据[职业 + '-' + 角色]
def 获取异常抗性基础(角色, 职业):
return 职业异常抗性数据[职业 + '-' + 角色]
刀魂之卡赞 = (0, 31, 40, 48, 58, 67, 79, 90, 103, 116, 131, 145, 161, 178, 194, 212, 230, 250, 270, 292, 313)
部位列表 = ('上衣', '头肩', '下装', '腰带', '鞋', '手镯', '项链', '戒指', '耳环', '辅助装备', '魔法石', '武器')
# endregion
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import enum
class CharacterInfo(enum.Enum):
def __init__(self, name, icon, func) -> None:
self._name = name
self._icon = icon
self._func = func
@property
def name(self):
return self._name
@property
def icon(self):
return self._icon
def value(self, value):
return self._func(value)
STR = '力量', '/ui/UI_ProfileIcon_002.png', lambda x: round(x, 0)
"""力量"""
INT = '智力', '/ui/UI_ProfileIcon_003.png', lambda x: round(x, 0)
"""智力"""
AtkP = '物理攻击力', '/ui/UI_ProfileIcon_006.png', lambda x: round(x, 0)
"""物理攻击力"""
AtkM = '魔法攻击力', '/ui/UI_ProfileIcon_007.png', lambda x: round(x, 0)
"""魔法攻击力"""
AtkI = '独立攻击力', '/ui/UI_ProfileIcon_008.png', lambda x: round(x, 0)
"""独立攻击力"""
ElementA: dict[str, float]
# """属性攻击"""
ElementDB0 = '火属性强化', '/ui/UI_ProfileIcon_022.png', lambda x: round(x, 0)
ElementR0 = '火属性抗性', '/ui/UI_ProfileIcon_023.png', lambda x: round(x, 0)
ElementDB1 = '冰属性强化', '/ui/UI_ProfileIcon_024.png', lambda x: round(x, 0)
ElementR1 = '冰属性抗性', '/ui/UI_ProfileIcon_025.png', lambda x: round(x, 0)
ElementDB2 = '光属性强化', '/ui/UI_ProfileIcon_026.png', lambda x: round(x, 0)
ElementR2 = '光属性抗性', '/ui/UI_ProfileIcon_027.png', lambda x: round(x, 0)
ElementDB3 = '暗属性强化', '/ui/UI_ProfileIcon_028.png', lambda x: round(x, 0)
ElementR3 = '暗属性抗性', '/ui/UI_ProfileIcon_029.png', lambda x: round(x, 0)
CriticalP = '物理暴击', '/ui/UI_ProfileIcon_011.png', lambda x: f'{format(x * 100, ".2f")}%'
"""物理暴击"""
CriticalM = '魔法暴击', '/ui/UI_ProfileIcon_010.png', lambda x: f'{format(x * 100, ".2f")}%'
"""魔法暴击"""
EquipmentSkillAttack = '技能攻击力增加', '/ui/UI_ProfileIcon_047.png', lambda x: f'{format(x * 100 - 100, ".2f")}%'
"""技能攻击力"""
SpeedA = '攻击速度', '/ui/UI_ProfileIcon_012.png', lambda x: f'{format(x * 100, ".2f")}%'
"""攻击速度"""
SpeedM = '移动速度', '/ui/UI_ProfileIcon_014.png', lambda x: f'{format(x * 100, ".2f")}%'
"""移动速度"""
SpeedR = '施放速度', '/ui/UI_ProfileIcon_013.png', lambda x: f'{format(x * 100, ".2f")}%'
"""施放速度"""
# HitP : float
# """命中率"""
# Hit : float
# """命中"""
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from enum import Enum
from typing import Union
from core.basic.equipment import Equ, get_equipment
class CharacterEquipInfo:
id: str
"""装备ID"""
reinforce: int
"""强化等级"""
reinforceType: int
"""强化类型"""
enchant: str
"""附魔"""
emblems: list[str]
"""徽章"""
fusion: int | None
"""贴膜ID"""
refine: int | None
"""锻造等级"""
fusionDetail: dict | None
"""贴膜详情"""
adaptation: int
"""调适等级"""
equInfo: Union['Equ', None]
"""装备信息"""
fusionInfo: Union['Equ', None]
"""贴膜信息"""
def __init__(self, info={}, equVerison=0, part='') -> None:
self.__dict__.update(info)
equ = get_equipment(equVerison).equ_dict.get(self.id, None)
if equ is not None and (equ.itemType == part or equ.itemDetailType == part):
self.equInfo = equ.adapt(self.adaptation)
else:
self.equInfo = None
class CharacterWeaponInfo(CharacterEquipInfo):
refine: int
"""锻造等级"""
upgradeDetail: dict
"""贴膜详情"""
def __init__(self, info={}) -> None:
self.__dict__.update(info)
class Part(Enum):
weaopn = '武器'
title = '称号'
coat = '上衣'
neck = '护肩'
pants = '下装'
shoes = '鞋子'
belt = '腰带'
bracelet = '手镯'
ring = '戒指'
necklace = '项链'
support = '辅助装备'
magic_stone = '魔法石'
earring = '耳环'
class CharacterAttributes(Enum):
STR = '力量'
INT = '智力'
Spirit = '精神'
Vitality = '体力'
AtkP = '物理攻击力'
AtkM = '魔法攻击力'
AtkI = '独立攻击力'
ElementA = '属性攻击'
ElementDB = '属性强化数值'
ElementR = '属性抗性数值'
CriticalM = '魔法暴击'
CriticalP = '物理暴击'
SkillAttack = '技能攻击力'
SpeedA = '攻击速度'
SpeedM = '移动速度'
SpeedR = '施放速度'
Hit = '命中率'
Abnormal = '敌人异常状态'
MonsterInfo = '怪物信息'
Buffer = '增益量'
BufferP = '增益量%'
Attack = '攻击强化'
AttackP = '攻击强化%'
mapping = {value: key for key, value in CharacterAttributes.__members__.items()}
def get_key_by_value(value: str) -> str:
return mapping[value]
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from copy import deepcopy
import re
from typing import Literal, TYPE_CHECKING
if TYPE_CHECKING:
from core.basic.character import Character
characterLv = 120 + 5
class Skill:
name: str = ''
"""技能名称"""
_lv: int = 0
id: int = 0
"""技能ID"""
icon: str = '$char/$name'
"""技能图标,默认当前职业下该技能名称对应的图标,支持以下模板字符串
$common 通用图标路径
$char 当前职业图标路径
$name 技能名称
$id 技能ID
"""
type: Literal['active', 'passive'] = 'active'
"""技能类型 active主动 passive被动"""
learnLv: int = 0
"""学习等级"""
masterLv: int = 0
"""精通等级"""
maxLv: int = 0
"""最大等级"""
position: int = 0
"""技能树位置"""
rangeLv: int = 1
"""学习间隔"""
cube: int = 0
"""无色消耗"""
skillRation: int = 1
"""技能面板倍率 [改变技能面板]"""
skillDamage: int = 1
"""技能技攻 [不改变技能面板]"""
char: 'Character' = None
"""技能所属角色"""
damage: bool = False
"""是否是伤害技能"""
cd: float = 0
"""技能冷却时间"""
cdReduce: float = 1
"""技能冷却缩减"""
cdRecover: float = 1
"""技能冷却恢复"""
associate: list = []
"""关联技能
type: 关联类型 *乘算 +加算 $角色属性 默认'*skillRation'
e.g.
*skillRation 乘算技能面板倍率
*cdReduce 乘算技能冷却缩减
$*PATK 乘算角色物理攻击
~直接走type对应的函数名称 传参为old,new,data,skills
skills: 关联技能 默认 '*'
"""
def __init__(self, char):
self.char = char
self.id = self._extract_id()
self.icon = self._generate_icon()
# self.lv = self._calculate_lv()
pass
def _extract_id(self):
className = self.__class__.__name__
return int(re.search(r'\d+', className).group()) if re.search(r'\d+', className) else 0
def _generate_icon(self):
icon = self.icon or '$char/$name'
icon = icon.replace('$char', f'/characters/{self.char.name}/skill')
icon = icon.replace('$common', '/characters/common')
icon = icon.replace('$name', f'{self.name}')
icon = icon.replace('$id', f'{self.id}')
return icon
def _calculate_lv(self):
return min(int((characterLv - self.learnLv) / self.rangeLv + 1), self.masterLv) if self._lv == 0 else self._lv
@property
def lv(self):
"""技能等级"""
return self._lv
@lv.setter
def lv(self, value):
value = min(self.maxLv, value)
if self._lv != value:
self.effect(self._lv, value)
self._lv = value
def effect(self, old: int, new: int):
for assoc in self.associate:
type = assoc.get('type', '*skillRation')
skills = assoc.get('skills', 'all')
data = assoc.get('data', [0] * self.maxLv)
if type[0] not in ['*', '+', '$']:
if self.precondition():
getattr(self, type)(old, new, data, skills)
continue
if self.precondition():
self._apply_association(type, old, new, data, skills)
def precondition(self):
"""effect的前置条件"""
return True
def _apply_association(self, type, old, new, data, skills):
if type.startswith('$*'):
value = (1 + data[new] / 100) / (1 + data[old] / 100)
eval(f'self.char.SetStatus({type[2:]}={value})')
elif type.startswith('$+'):
value = data[new] / 100 - data[old] / 100
eval(f'self.char.SetStatus({type[2:]}={value})')
else:
if skills == '*':
skills = self.char.GetSkillNames('all', True)
for name in skills:
skill = self.char.GetSkillByName(name)
if skill is not None:
self._update_skill_attribute(skill,type, old, new, data)
def _update_skill_attribute(self,skill, type, old, new, data):
if type.startswith('*'):
setattr(skill, type[1:], getattr(skill, type[1:]) * (1 + data[new] / 100) / (1 + data[old] / 100))
elif type.startswith('+'):
setattr(skill, type[1:], getattr(skill, type[1:]) + data[new] / 100 - data[old] / 100)
class ActiveSkill(Skill):
type: str = 'active'
"""技能类型 active主动 passive被动"""
damage: bool = True
"""是否是伤害技能"""
def __init__(self, char):
super().__init__(char)
def skillInfo(self, mode: str | None = None):
basic = self
if mode is not None:
basic = deepcopy(self)
basic.setMode(mode)
else:
basic = self
date = basic.getSkillDate(self.lv)
cd = basic.getSkillCD()
return date * self.skillRation , self.skillDamage ,cd
def setMode(self, mode: str):
pass
def getSkillDate(self,lv:int=0):
res = 0
for i in range(0,10):
data = getattr(self, f'data{i}', [])
if len(data) == 0:
break
if lv < len(data):
hit = getattr(self, f'hit{i}', 1)
power = getattr(self, f'power{i}', 1)
res += hit * power * data[lv]
return res
def getSkillCD(self):
return self.cd * self.cdReduce / self.cdRecover
class PassiveSkill(Skill):
type: str = 'passive'
"""技能类型 active主动 passive被动"""
damage: bool = False
"""是否是伤害技能"""