init
This commit is contained in:
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from functools import cache
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import importlib
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from typing import Literal
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from core.basic.property import CharacterInfo
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from core.basic.skill import Skill
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from core.basic.equipment import get_equipment
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# from core.basic.equipment import equipments
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# from core.basic.skill import Skill, ActiveSkill, PassiveSkill
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from .formula import 获取基础属性
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from .roleinfo import CharacterEquipInfo, get_key_by_value
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# from .property import 精通计算, 角色基础, CharacterInfo
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class Character:
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# region 角色属性
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STR: float
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"""力量"""
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INT: float
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"""智力"""
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Spirit: float
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"""精神"""
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Vitality: float
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"""体力"""
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AtkP: float
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"""物理攻击力"""
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PAtkP: float
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"""物理攻击力%"""
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AtkM: float
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"""魔法攻击力"""
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PAtkM: float
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"""魔法攻击力%"""
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AtkI: float
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"""独立攻击力"""
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PAtkI: float
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"""独立攻击力%"""
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ElementA: dict[str, float]
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"""属性攻击"""
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ElementDB: dict[str, float]
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"""属性强化数值"""
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ElementR: dict[str, float]
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"""属性抗性数值"""
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CriticalM: float
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"""魔法暴击"""
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CriticalP: float
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"""物理暴击"""
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SkillAttack: float
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"""技能攻击力"""
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SpeedA: float
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"""攻击速度"""
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SpeedM: float
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"""移动速度"""
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SpeedR: float
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"""施放速度"""
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Hit: float
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"""命中率"""
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Abnormal: dict[str, bool]
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"""敌人异常状态"""
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MonsterInfo: dict[str, float]
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Buffer: float
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"""增益量"""
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BufferP: float
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"""增益量%"""
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Attack: float
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"""攻击强化"""
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AttackP: float
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"""攻击强化%"""
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# endregion
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skills: list["Skill"] = []
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# """技能列表"""
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skills_dict: dict[str, "Skill"] = {}
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# """技能名字对应技能"""
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equVersion: str = '0'
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"""装备版本"""
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charEquipInfo: dict[str, "CharacterEquipInfo"]
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"""装备打造信息"""
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# region 角色属性
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输出类型: str = '物理'
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buffer: bool = False
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# endregion
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# region 职业属性
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实际名称: str = ''
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名称: str = ''
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角色: str = ''
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角色类型: str = ''
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职业: str = ''
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武器选项: list[str] = []
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输出类型选项: list[str] = []
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防具精通属性: list[str] = []
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类型 = ''
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输出类型: str = '物理'
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# endregion
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def __init__(self, equVersion) -> None:
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self.equVersion = equVersion
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# self.equs = get_equ(self.equVersion)
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self.STR = 0
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self.INT = 0
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self.AtkP = 0
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self.AtkM = 0
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self.AtkI = 0
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self.PAtkP = 1.0
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self.PAtkM = 1.0
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self.PAtkI = 1.0
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self.ElementA = {
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'火': False,
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'冰': False,
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'光': False,
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'暗': False,
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}
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self.ElementDB = {
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'火': 0,
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'冰': 0,
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'光': 0,
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'暗': 0,
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}
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self.ElementR = {
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'火': 0,
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'冰': 0,
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'光': 0,
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'暗': 0,
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}
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self.Abnormal = {
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'出血': False,
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'灼伤': False,
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'感电': False,
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'中毒': False,
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}
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self.CriticalM = 0
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self.CriticalP = 0
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self.SkillAttack = 1
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self.SpeedA = 0
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self.SpeedM = 0
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self.SpeedR = 0
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self.HitP = 0
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self.Hit = 0
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self.MonsterInfo = {
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'DefenseP': 0,
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'DefenseM': 0,
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'火抗': 0,
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'冰抗': 0,
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'光抗': 0,
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'暗抗': 0,
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}
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self.Buffer = 0
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self.BufferP = 1.0
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self.Attack = 0
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self.AttackP = 1.0
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pass
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# region 角色属性设置
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def SetBaseStatus(self) -> None:
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"""设角色基础属性"""
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# 角色四维
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temp = 获取基础属性(self.角色, self.职业)
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for index, i in enumerate([get_key_by_value(i) for i in ['力量', '体力', '智力', '精神']]):
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setattr(self, i, temp[index])
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# 角色属性抗性
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pass
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# 角色异常抗性
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pass
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def SetStatus(
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self,
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力量=0,
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智力=0,
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物攻=0,
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魔攻=0,
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独立=0,
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技攻=0,
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全属强=0,
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火强=0,
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冰强=0,
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光强=0,
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暗强=0,
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全属抗=0,
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火抗=0,
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冰抗=0,
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光抗=0,
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暗抗=0,
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火属性攻击=False,
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冰属性攻击=False,
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光属性攻击=False,
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暗属性攻击=False,
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移速=0,
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攻速=0,
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施放=0,
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命中=0,
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命中率=0,
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物暴=0,
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魔暴=0,
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攻击强化=0,
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攻击强化P=0,
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增益量=0,
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增益量P=0,
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**kwargs,
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) -> None:
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"""设置角色属性"""
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allowed_kwargs = {
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'STR',
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'INT',
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'AtkP',
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'AtkM',
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'AtkI',
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'PAtkP',
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'PAtkM',
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'PAtkI',
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'PATKIPDamage',
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'PDamageC',
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'PSTR',
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'PINT',
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'PDamageB',
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'ElementA',
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'ElementDB',
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'ElementR',
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'CriticalMP',
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'CriticalM',
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'CriticalPP',
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'CriticalP',
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'EquipmentSkillAttack',
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'SkillAttack',
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'SpeedA',
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'SpeedM',
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'SpeedR',
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'HitP',
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'Hit',
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'Attack',
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'AttackP',
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'Buffer',
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'BufferP',
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}
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for key in kwargs:
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if key not in allowed_kwargs:
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raise ValueError(f'Invalid keyword argument: {key}')
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self.STR += 力量 + kwargs.get('STR', 0)
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self.INT += 智力 + kwargs.get('INT', 0)
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self.AtkP += 物攻 + kwargs.get('AtkP', 0)
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self.AtkM += 魔攻 + kwargs.get('AtkM', 0)
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self.AtkI += 独立 + kwargs.get('AtkI', 0)
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self.PAtkP *= kwargs.get('PAtkP', 0)
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self.PAtkM *= kwargs.get('PAtkM', 0)
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self.PAtkI *= kwargs.get('PAtkI', 0)
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for elem in ['火', '冰', '光', '暗']:
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self.ElementA[elem] = kwargs.get(f'{elem}属性攻击', False) or kwargs.get('ElementA', {}).get(elem, False) or self.ElementA[elem]
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self.ElementDB[elem] += kwargs.get(f'{elem}强', 0) + kwargs.get('ElementDB', {}).get(elem, 0) + kwargs.get('全属强', 0)
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self.ElementR[elem] += kwargs.get(f'{elem}抗', 0) + kwargs.get('ElementR', {}).get(elem, 0) + kwargs.get('全属抗', 0)
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self.CriticalM += kwargs.get('CriticalM', 0) + 魔暴
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self.CriticalP += kwargs.get('CriticalP', 0) + 物暴
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self.SkillAttack += (1 + 技攻) * (1 + kwargs.get('SkillAttack', 0))
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self.SpeedA += 攻速 + kwargs.get('SpeedA', 0)
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self.SpeedM += 移速 + kwargs.get('SpeedM', 0)
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self.SpeedR += 施放 + kwargs.get('SpeedR', 0)
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self.HitP += 命中率 + kwargs.get('HitP', 0)
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self.Hit += 命中 + kwargs.get('Hit', 0)
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self.Attack += 攻击强化 + kwargs.get('Attack', 0)
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self.AttackP += 攻击强化P + kwargs.get('AttackP', 0)
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self.Buffer += 增益量 + kwargs.get('Buffer', 0)
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self.BufferP += 增益量P + kwargs.get('BufferP', 0)
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pass
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def AddSkillLv(self, min, max, lv, type=-1) -> None:
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"""
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增加技能等级
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type: -1 全部, 0 被动, 1 主动
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"""
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for skill in self.skills:
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if min <= skill.requiredLv <= max:
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if type == -1 or skill.type == type:
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skill.AddLv(lv, self)
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def SetSkillCD(self, min=1, max=99, cd=0) -> None:
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"""
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设置技能CD
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type: -1 全部, 0 被动, 1 主动
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"""
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for skill in self.skills:
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if min <= skill.requiredLv <= max and skill.damage:
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skill.CDR *= 1 - cd
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def GetSkillByName(self, name) -> Skill:
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"""通过技能名获取技能"""
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return self.skills_dict.get(name,None)
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def GetSkillByID(self,id:str) -> Skill:
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skill = list(filter(lambda x:str(x.id) == id,self.skills))
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"""通过技能ID获取技能"""
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return skill[0] if len(skill) > 0 else None
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@cache
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def GetSkillNames(self, type: Literal['active', 'passive', 'all'] = 'all' , damage:Literal[True,False,'all'] = 'all') -> list[str]:
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"""获取技能名字"""
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return [skill.name for skill in self.skills if (type == 'all' or skill.type == type) and (damage == 'all' or skill.damage == damage)]
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# endregion
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# region 计算相关
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def SetDetail(self, info: dict[str, dict]) -> None:
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self.charEquipInfo = {}
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"""打造信息导入"""
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for key in info['equips']:
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# 导入部位打造信息、装备信息、贴膜信息
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self.charEquipInfo[key] = CharacterEquipInfo(info['equips'][key], self.equVersion, key)
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# def calc(self):
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# """计算角色属性"""
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# func = []
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# for i in self.charEquipInfo:
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# # 计算装备
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# temp = self.equs.get_func_by_id(self.charEquipInfo[i].id)
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# func.append(temp)
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# temp(self)
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# pass
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def getInfo(self):
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"""返回到前端信息"""
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info = {}
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info['alter'] = self.实际名称
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info['equVersion'] = self.equVersion
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info['name'] = self.名称
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info['weaopns'] = self.武器选项
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skillInfo = []
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for skill in self.skills:
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skillInfo.append(
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{
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'name': skill.name,
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'icon': skill.icon,
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'type': skill.type,
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# 'SPCost': skill.SPCost,
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"learnLv": skill.learnLv,
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"masterLv": skill.masterLv,
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"maxLv": skill.maxLv,
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# 'TPCost': 0 if not skill.hasTP else skill.TPCost,
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# "masterTPLv":0 if not skill.hasTP else skill.masterTPLv,
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# 'maxTPLv': 0 if not skill.hasTP else skill.TPLearnMax,
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'positon':skill.position
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}
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)
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info['skills'] = skillInfo
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equs = []
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suits = []
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for i in get_equipment(self.equVersion).equs:
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equs.append(i.__dict__)
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for i in get_equipment(self.equVersion).suits:
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suits.append(i.__dict__)
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info['equips'] = equs
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info['suits'] = suits
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enchats = []
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emblems = []
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# 装备过滤
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# for i in self.equs.info:
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# 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):
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# pass
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# else:
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# equs.append(
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# {
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# 'id': i.id,
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# 'name': i.name,
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# 'icon': i.icon,
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# 'typeSon1Id': i.typeSon1Id,
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# 'typeSon2Id': i.typeSon2Id,
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# 'typeSon3Id': i.typeSon3Id,
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# 'rarity': i.rarity,
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# 'lv': i.lv,
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# 'suit': i.suit,
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# }
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# )
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# 附魔、徽章
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# for i in self.equs.prop:
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# if i.typeSon1Id == '附魔':
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# enchats.append(
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# {
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# 'id': i.id,
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# 'name': i.name,
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# 'icon': i.icon,
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# 'typeSon1Id': i.typeSon1Id,
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# 'typeSon2Id': i.typeSon2Id,
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# 'typeSon3Id': i.typeSon3Id,
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# 'rarity': i.rarity,
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# 'lv': i.lv,
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# 'desc': i.desc,
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# }
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# )
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# if i.typeSon1Id == '徽章':
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# emblems.append(
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# {
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# 'id': i.id,
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# 'name': i.name,
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# 'icon': i.icon,
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# 'typeSon1Id': i.typeSon1Id,
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# 'typeSon2Id': i.typeSon2Id,
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# 'typeSon3Id': i.typeSon3Id,
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# 'rarity': i.rarity,
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# 'lv': i.lv,
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# 'desc': i.desc,
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# }
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# )
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# info['enchats'] = enchats
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# info['emblems'] = emblems
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# info['seal'] = [i.__dict__ for i in self.equs.seal]
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return info
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def getBasicInos(self):
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res = []
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attrs = []
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if self.输出类型 == '物理':
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attrs = ['STR', 'PSTR', 'AtkP', 'PAtkP', 'CriticalPP', 'CriticalP']
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if self.输出类型 == '魔法':
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attrs = ['INT', 'PINT', 'AtkM', 'PAtkM', 'CriticalMP', 'CriticalM']
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for attr in attrs + ['PDamage', 'PDamageC', 'PDamageB', 'SpeedA', 'SpeedM', 'SpeedR']:
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temp = getattr(CharacterInfo, attr)
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res.append(
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{
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'name': temp.name,
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'value': temp.value(getattr(self, attr)),
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'icon': temp.icon,
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}
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)
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keys = ['火', '冰', '光', '暗']
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for index in range(0, 4):
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temp = getattr(CharacterInfo, f'ElementDB{index}')
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res.append(
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{
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'name': temp.name,
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'value': temp.value(getattr(self, 'ElementDB')[keys[index]]),
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'icon': temp.icon,
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}
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)
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temp = getattr(CharacterInfo, f'ElementR{index}')
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res.append(
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{
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'name': temp.name,
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'value': temp.value(getattr(self, 'ElementR')[keys[index]]),
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'icon': temp.icon,
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}
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)
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return res
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|
||||
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
|
||||
@@ -0,0 +1,125 @@
|
||||
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)
|
||||
@@ -0,0 +1,602 @@
|
||||
# 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
|
||||
@@ -0,0 +1,77 @@
|
||||
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"""
|
||||
@@ -0,0 +1,96 @@
|
||||
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]
|
||||
@@ -0,0 +1,178 @@
|
||||
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"""
|
||||
Reference in New Issue
Block a user