修正伤害系数
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@@ -333,6 +333,8 @@ class Character:
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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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if kwargs.get('Attack', 0) > 0:
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print(kwargs.get('Attack', 0))
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self.AttackP += 攻击强化P + kwargs.get('AttackP', 0.0)
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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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@@ -773,22 +775,26 @@ class Character:
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skillInfos = []
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for i in self.skills:
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if i.damage and i.lv > 0:
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temp = i.skillInfo()
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skillInfos.append(
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{
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'name': i.name,
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'icon': i.icon,
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'lv': i.lv,
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'data': temp[0],
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'ratio': temp[1],
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'cd': temp[2],
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}
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)
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for mode in i.mode:
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temp = i.skillInfo(mode)
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skillInfos.append(
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{
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'name': i.name,
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'icon': i.icon,
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'lv': i.lv,
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'data': temp[0],
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'ratio': temp[1],
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'cd': temp[2],
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'mode': mode,
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}
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)
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ratios = self.calc_damage_ration()
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ratio_char_skill = ratios[0] * ratios[1] * ratios[2] * ratios[3] * ratios[4] * ratios[5] * ratios[6] * ratios[7] * ratios[8] * ratios[9] / 10000
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ratuio_equ_skill = ratios[0] * ratios[1] * ratios[3] * ratios[4] * ratios[6] * ratios[7] * ratios[8] * ratios[9] / 10000
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for i in ratios:
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print(i)
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ratio_char_skill = ratios[0] * ratios[1] * ratios[2] * ratios[3] * ratios[4] * ratios[5] * ratios[6] * ratios[7] * ratios[8] * ratios[9] / 1000
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ratuio_equ_skill = ratios[0] * ratios[1] * ratios[3] * ratios[4] * ratios[6] * ratios[7] * ratios[8] * ratios[9] / 1000
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for i in skillInfos:
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i['damage'] = ratio_char_skill * i['data'] * i['ratio']
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i['damage'] = ratio_char_skill * i['data'] * i['ratio'] / 100
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for i in self.equ_effect:
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skillInfos.append(
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{
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@@ -798,7 +804,8 @@ class Character:
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'data': i.data,
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'ratio': 10.0,
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'cd': i.cd,
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'damage': ratuio_equ_skill * i.data * 10 * self.EquEffectRatio,
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'damage': ratuio_equ_skill * i.data * 10 * self.EquEffectRatio / 100,
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'mode':''
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}
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)
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attrs = []
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@@ -864,9 +871,9 @@ class Character:
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# BUFF系数
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ratio_5 = self.buff
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# 技攻系数
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ratio_6 = self.SkillAttack *( self.jade_effect.SkillAttack + 1)
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ratio_6 = self.SkillAttack * (self.jade_effect.SkillAttack + 1)
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# 攻击强化
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ratio_7 = 1 + self.Attack * (self.AttackP + self.jade_effect.AttackP)
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ratio_7 = 1 + self.Attack / 100 * (self.AttackP + self.jade_effect.AttackP)
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# 防御系数,暂定145沙袋防御
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monster_defense = 75068627484
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ratio_8 = 1 - monster_defense / (monster_defense + 200 * 100)
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