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@@ -123,7 +123,6 @@ async def get_info_by_dnfhelper(uid: str, state: AltersDep, redis: RedisDep):
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except Exception as e:
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if isinstance(e, ResponseException):
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return response(code=500, message=str(e), data=None)
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print(e)
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return response(code=500, message='Failed to fetch DNFHelper info', data=None)
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@@ -135,7 +134,6 @@ async def get_skill_by_code(state: AltersDep, code=Body(None)):
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return response(code=500, message='技能加点代码职业与登录职业不匹配', data=None)
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return response(data=skills)
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except Exception as e:
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print(f'Error fetching skill tree info: {e}')
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if isinstance(e, ResponseException):
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return response(code=500, message=str(e), data=None)
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return response(code=500, message='解析技能加点失败', data=None)
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@@ -75,6 +75,7 @@ class CalcEquipMixin(CharacterBase):
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"""套装效果统计"""
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suitInfo = {}
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oathSuitInfo = {}
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correction = 0
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equs = get_equipment(self.equVersion)
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for item in filter(lambda x: x.equInfo is not None, self.charEquipInfo.values()):
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partEqu = item.equInfo
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@@ -101,14 +102,16 @@ class CalcEquipMixin(CharacterBase):
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max_point_oath_suit = max((suit for suit in oathSuitInfo if oathSuitInfo[suit]['point'] > 0), key=lambda suit: oathSuitInfo[suit]['point'], default=None)
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zero_point_suits = [suit for suit in suitInfo if suitInfo[suit]['point'] == 0]
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# 套装没有到太初的时候,优先把誓约套装的点数加到装备套装上,以达到更高的套装等级
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if suitInfo is not None and 0 < suitInfo[max_point_suit]['point'] < 2550 and oathSuitInfo.get('max_point_oath_suit', None) is not None:
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suitInfo[max_point_suit]['point'] += min(2550 - suitInfo[max_point_suit]['point'], oathSuitInfo[max_point_oath_suit]['point'])
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oathSuitInfo[max_point_oath_suit]['point'] -= min(2550 - suitInfo[max_point_suit]['point'], oathSuitInfo[max_point_oath_suit]['point'])
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if suitInfo is not None and 0 < suitInfo[max_point_suit]['point'] < 2550 and oathSuitInfo.get(max_point_oath_suit, None) is not None:
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correction = min(2550 - suitInfo[max_point_suit]['point'], oathSuitInfo[max_point_oath_suit]['point'])
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suitInfo[max_point_suit]['point'] += correction
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oathSuitInfo[max_point_oath_suit]['point'] -= correction
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pass
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suits = zero_point_suits + ([max_point_suit] if max_point_suit is not None else [])
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suitList: list[Suit] = []
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oathSuitList: list[OathSuit] = []
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res = []
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res = {'suit': None, 'oath': None, 'correction': correction}
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# print(max_point_suit, suitList)
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for suit in suits:
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if suitInfo[suit]['point'] == 0:
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suitList += equs.get_suit_info(suit, 0, suitInfo[suit]['count'])
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@@ -116,20 +119,20 @@ class CalcEquipMixin(CharacterBase):
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suitList += equs.get_suit_info(suit, suitInfo[suit]['point'], 0)
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if len(suitList) == 0:
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continue
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self.suitInfo = suitList
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temp = suitList[-1]
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res.append(
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{
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'id': temp.id,
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'name': temp.name,
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'rarity': temp.rarity,
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'point': suitInfo[suit]['point'],
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'count': suitInfo[suit]['count'],
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'level': temp.level,
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'imageUrl': temp.imageUrl,
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'value': temp.value,
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}
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)
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if suit == max_point_suit:
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self.suitInfo = suitList
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temp = suitList[-1]
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res['suit'] = {
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'id': temp.id,
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'name': temp.name,
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'rarity': temp.rarity,
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'point': suitInfo[suit]['point'],
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'count': suitInfo[suit]['count'],
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'level': temp.level,
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'suitId': suit,
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'imageUrl': temp.imageUrl,
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# 'value': temp.value,
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}
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for suit in oathSuitInfo:
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if oathSuitInfo[suit]['point'] == 0:
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oathSuitList += equs.get_oath_suit_info(suit, 0, oathSuitInfo[suit]['count'])
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@@ -149,19 +152,19 @@ class CalcEquipMixin(CharacterBase):
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filtered_dict = {k: v for k, v in suit.__dict__.items() if k[0].isupper()}
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self.SetStatus(**filtered_dict)
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if func is not None and oathEffect is None:
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print(f'套装 {suit.name} 生效')
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# print(f'套装 {suit.name} 生效')
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func(self)
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else:
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# 当存在套装和誓约不匹配的时候,誓约技能只能是1号位
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self.charOathSkillId = 1
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if max_point_suit != max_point_oath_suit:
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self.charOathSkillId = '1'
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oathSkillEffect = []
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self.max_point = max([i['point'] for i in res], default=0)
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self.max_point = 0 if res['suit'] is None else res.get('suit', {}).get('point', 0)
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self.oathSuitInfo = []
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self.oathSkillInfo = []
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# 当套装点数达到太初时,誓约技能生效
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if self.max_point >= 2550:
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for oathSuit in oathSuitList:
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skill = next((x for x in oathSuit.skills if x.skillId == self.charOathSkillId), None)
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skills = list(filter(lambda x: x.suitId == oathSuit.suitId, oathSuit.skills))
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skill = next((x for x in oathSuit.skills if str(x.skillId) == str(self.charOathSkillId)), None)
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# 誓约套装效果生效
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filtered_dict = {k: v for k, v in oathSuit.__dict__.items() if k[0].isupper()}
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self.SetStatus(**filtered_dict)
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@@ -172,11 +175,23 @@ class CalcEquipMixin(CharacterBase):
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self.SetStatus(**filtered_dict)
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self.oathSkillInfo.append(skill)
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self.oathSuitInfo.append(oathSuit)
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if oathSuit.suitId == max_point_oath_suit:
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res['oath'] = {
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'id': oathSuit.id,
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'name': skill.name,
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'rarity': oathSuit.rarity,
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'point': oathSuitInfo[oathSuit.suitId]['point'],
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'count': oathSuitInfo[oathSuit.suitId]['count'],
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'level': oathSuit.level,
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'imageUrl': oathSuit.imageUrl,
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'suitId': oathSuit.suitId,
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'skills': [{'id': skill.id, 'skillId': i.skillId, 'name': i.name, 'imageUrl': i.imageUrl, 'enable': i.skillId == '1' or max_point_oath_suit == max_point_suit} for i in skills],
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# 'value': oathSuit.value,
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}
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for skill in oathSkillEffect:
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func = equs.funs.execture(f'oath_skill_{skill.id}')
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if func is not None:
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print(f'誓约技能 {skill.id} 生效')
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# print(f'誓约技能 {skill.id} 生效')
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func(self)
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if self.max_point >= 2550:
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skillAttack = (self.max_point - 2550) // 70 * 0.01
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@@ -98,16 +98,7 @@ class CharacterInfoMixin(CharacterBase):
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info['options'] = equInfos.funs.options
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info['sundry'] = equInfos.funs.sundryList
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for skill in platinum:
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info['emblems'].append(
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{
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'id': skill,
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'fame': 232,
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'position': ['辅助装备', '魔法石'],
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'detail': skill + ' Lv+1' + ' 四维 + 8',
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'categorize': ['技能'],
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'rarity': '白金',
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}
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)
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info['emblems'].append({'id': skill, 'fame': 232, 'value': skill + ' Lv+1' + ' 四维 + 8', 'rarity': '白金', 'rarityId': '-1', 'type': '白金', 'typeId': '-1'})
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return info
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def getBasicInos(self):
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@@ -234,6 +234,21 @@ class Equipments:
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with Session(self.engine) as session:
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db_list = session.query(OathSuitData).all()
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db_skills_list = session.query(OathSuitSkillData).all()
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skill_list = []
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for item in db_skills_list:
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lvs = len(item.SkillAttack.split(','))
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skills = {k: v for k, v in item.__dict__.items() if not k.startswith('_')}
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for i in range(1, lvs + 1):
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skill = {k: v for k, v in skills.items()}
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skillAttacks = parse_to_number_list(skill['SkillAttack'], [0])
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skill['SkillAttack'] = 0 if i - 1 >= len(skillAttacks) else skillAttacks[i - 1]
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attacks = parse_to_number_list(skill['Attack'], [0])
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skill['Attack'] = 0 if i - 1 >= len(attacks) else attacks[i - 1]
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buffers = parse_to_number_list(skill['Buffer'], [0])
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skill['Buffer'] = 0 if i - 1 >= len(buffers) else buffers[i - 1]
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skill['level'] = i
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skill_obj = OathSuitSkill(**skill)
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skill_list.append(skill_obj)
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for item in db_list:
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lvs = len(item.point.split(','))
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suits = {k: v for k, v in item.__dict__.items() if not k.startswith('_')}
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@@ -241,7 +256,7 @@ class Equipments:
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suit = {k: v for k, v in suits.items()}
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suit['points'] = suit['point']
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suit['point'] = int(suit['point'].split(',')[i - 1])
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skills = [x for x in db_skills_list if x.suitId == suit['suitId'] and x.key == suit['key']]
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skills = [x for x in skill_list if x.suitId == suit['suitId'] and x.key == suit['key'] and x.level == i]
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suit['level'] = i
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skillAttaks = parse_to_number_list(suit['SkillAttack'], [0])
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suit['SkillAttack'] = (0 if len(skillAttaks) == 0 else skillAttaks[0]) if i - 1 >= len(skillAttaks) else skillAttaks[i - 1]
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@@ -371,6 +386,7 @@ class OathSuitSkill:
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Buffer: float
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value: str
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bufferValue: str
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level: int
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def __init__(self, **kwargs):
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for key in ['SkillAttack', 'Attack', 'Buffer']:
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@@ -40,7 +40,7 @@ def get_data(prefix: str, key: int | str, func = lambda x: x):
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data = next((item.get('custom', 1.0) for item in custom_cn
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if item['job'] == job and item['jobGrow'] == jobGrow and item['skillId'] == skill), 1.0)
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except Exception as e:
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print(f"get skill {prefix}/{key} data error",e)
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# print(f"get skill {prefix}/{key} data error",e)
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data = None
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return data
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@@ -215,7 +215,7 @@ class Skill:
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if skill is not None:
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self.update_skill_attribute(skill, type, old, new, data, ratio, weapon)
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except Exception as e:
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print(f"Error applying association {type} for skill {self.name}: {e}")
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# print(f"Error applying association {type} for skill {self.name}: {e}")
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raise e
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def update_skill_attribute(self, skill, type, old, new, data, ratio=100, weapon=[]):
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